The Quick, Mostly-Frill-Free Solution To "Win" The Pandora

Directive



by D.Melanson







WARNING: This walkthrough only takes you on the "best" possible

path.  There are multiple endings in the game; this will only

lead you to the best one.  Making even one mistake on this one

could dump you in one of the less "nice" endings; but hey, if

that's your cup of java, be my guest...







1.} Examine Fitzpatrick's card in inventory.  Get the jacknife. 

Examine the jacknife in inventory.  Look at the can of dog food.

 Look at the photo of Tex's ex-wife lying face-down on the desk.

 Open the top left hand drawer of the desk.  Get the electronics

shop bill.  Examine it in inventory.  Go through the side door

to the bedroom.  Click on the striped hobby horse.  Go through

the door into the "rec room."  Get the newspaper clipping from

the left side of the second shelf of the computer desk (you may

have to raise your viewpoint to see it).  Look at the clipping

in inventory.  Go back to your office (through the bedroom).  Go

through the front door and down the fire escape.  Cross the

street and talk to Chelsee Bando.  Use this conversation path:

A, then B, then C.  Then try to make a date with her (use some

logic).  If you blow it, end the conversation, then talk to her

again, use any conversation opener, but after you ask her to

dinner, pick choice C ("Play Down The Date Aspect").  Go back to

the street and go to the mailbox.  Pick up the letter on the

curb.  Examine it in inventory.  Hey, come on...be a nice guy

and put the envelope in the mailbox.  Now go to the ATM machine

next to the Electronics Shop.  Pick up the wallet on the street.

 Examine it in inventory.  Go to the Ritz Hotel and go inside. 

Talk to Nilo.  When he asks for rent payment, click on Cash

$4,000 in inventory.  Offer him the $2,100 you owe him.  Then

make any dialogue attempt (nothing works), but then select A to

offer him another $100.  Ask him about the newspaper clipping. 

End the conversation.  Use the vending machine.  Go to the end

table next to the sofa and get the note.  Get the crossword

puzzle that's on the sofa.  Examine it in inventory and complete

it.  The answers are as follows:







ACROSS:



1. Death	6. Tract	11. Eros	12. Sap	14. Igor	15. Arr		



16. Armor	18. Rue	19. Lotus Speeders	22. Trapp	23. Frets	24. Sir



25. Duo	26. Steer	30. Split	34. Martian Casino	37. Ala		38. Natal



39. Oat		40. Cots	42. Asp	43. Anne	44. Knots	45. Asses







DOWN:



1. Dealt	2. Error	3. Aorta	4. TS	5. Campy	7. RI	8. Agree



9. Court	10. Tress	12. SRS	13. Poe	16. Aspirin	17. Refusal



20. Upset	21. Drops	26. Smack	27. Talon	28. Erato	29. Antsy



31. Lions	32. Inane	33. Totes	35. AAA	36. Cap	41. ST







Once the puzzle is finished, put it in the mailbox near the

lobby's front door.  Go to the street.  Walk around to the side

of the hotel, then through the gate into the alley.  Climb the

fire escape to the top window.  Open the window and climb

through into the hallway.  Go down one flight of stairs.  Find

the door to room "A" and look at the security keypad.  Go back

down to the hotel lobby.  Talk to Nilo; pick any dialogue

selection.  Choose either "plead for mercy" or "refuse

assertively" to get the code free.  Ask about the code for

Apartment A.  Then offer his wallet to him to get some more

points.  Go back upstairs to Apartment A.  Click on the security

keypad, then click on the numbers 4, 8, 2, 7, then Enter.  The

door unlocks; go ahead in (and get knocked out.  Oh well...) 

This ends day one.







2.} You wake up still in the apartment.  Open the top box on the

far left.  Take the book "Airport Of The Gods."  Examine it in

inventory.  Go to the nightstand.  Get the letter.  Examine the

letter in inventory.  Open the drawer of the nightstand.  Get

the pawn ticket.  Go to the bed.  Get the scarf, and examine it

in inventory.  Move the cushion on the chair.  Get the picture. 

Look at the picture in inventory.  Go to the drafting table. 

Open the top drawer.  Get the ACME business card.  Open the

second drawer.  Get the envelope.  Examine the envelope in

inventory.  Examine the letter that comes from the envelope. 

Open the fourth drawer.  Examine it in inventory.  Note the

writing on the back.  Exit the room.  Travel to the Street and

go into Rook's Pawnshop.  Talk to Rook and select either A or B

in the first set of dialogue choices.  Then if Rook doesn't say

you "made his dreams come true," use any conversation choices

until Rook asks for the money he owes...then pay him $300.  Then

give Rook the pawnshop ticket.  Pay him $250 for the pawned

item.  End the conversation and go back to Chandler Avenue.  Go

to the open manhole by the ACME Warehouse.  Climb down the

ladder.  Walk down the sewer (ewww).  Open the first box on the

right-hand side.  Take out the chisel.  Keep going down the

passage, then turn left and follow the passage around a corner

to the sewer's end.  Just before you get to the ladder area,

there's a box sitting just out of the water on the left side

ledge.  Move it, then get the money belt.  Examine it in

inventory to get $300.  Climb the ladder, then go to the Brew &

Stew.  Talk to Louie until you can offer from inventory; then

pay up the $200 you owe.  Then ask Louie about the scarf.  Ask

about the yound blonde woman, then about the newspaper photo of

Malloy.  Offer Louie the untranslated letter.  End the

conversation.  Go to Clint's Cocoa Cabana (it's to the left of

the Golden Gate Hotel at the opposite end of the street)  Talk

to Clint, and open with dialogue choice C.  Then offer Clint the

untranslated letter.  Ask about Emily, Gus Leach, and Gus

Leach's key.  End the conversation.  Go to the delivery gate at

the rear of the Fuchsia Flamingo.  Open the door and enter the

alley.  Use Leach's key to unlock the back door labelled

"Employees Only!"  Open the door and go inside.  Talk to Gus

Leach.  Give him his key back, and then use any conversation

path EXCEPT B, then C, then C...that'll put you on the "darkest"

path (this place is strong with the dark side, Luke...)  You'll

hand over the scarf and wind up back in the alley.  Now go to

Chelsee's Apartment.  Talk to Chelsee (you're in trouble, you

know...) and choose conversation path B, then A, then B, then C.

 Well, you'll wind up at the Fuchsia Flamingo again.  Pick any

conversation path to close out day two.







3.} Assuming you've done everything right up to this point, you

should wind up having an interesting scene with Chelsee at this

point (when day 3 opens and you're brushing your teeth, of all

things).  Go ahead and do ALMOST anything with the conversation

but do not, repeat, do NOT PICK "TOTAL SLAM" or "NOT INTERESTED

IN LOVE" when they appear as dialogue choices.  That would be

bad.  Now, in inventory, examine Emily's note scraps.  Assemble

the scraps to read the note.  You can flip each scrap after you

pick it up using the left and right arrow keys.  The note should

read three lines..."I'm Watching You"  "I Take Pictures" and "Be

Afraid" followed by a black arrow at the bottom.  Go to the

front door and pick up the mail.  Examine the mail in inventory

to find the prize letter (that crossword puzzle came in handy

after all!)  Go to Rook's Pawnshop.  Start off the conversation

however you want, then ask Rook about the Yucatec language.  Pay

him $30 for the book "Yucatec Made Easy" (don't ask me why he

has such a weird book, it's a GAME!)  End conversation.  In

inventory, combine the book with the untranslated letter to get

a translated letter.  Examine the translated letter in

inventory.  Go to the Cabin on your North America travel map. 

Pick up the crumpled page near the tree in the corner.  Examine

it in inventory; read it.  Go to the end table and get the CD. 

Climb the stairs and move the painting by the door.  Look at the

security keypad.  Go back to your office, to your computer

("rec") room.  Put the CD in the laptop computer.  Fill in the

4x4 grid with colored squares like this:







Yellow		White		Blue		Red



Blue		Red		Green		Yellow



Green		Yellow		White		Blue



White		Blue		Red		Green







A combination of squares will appear.  Click on "Next" to read

the notes, articles, and excerpts.  Then click on Exit and go

back to the cabin.  Go to the security keypad.  "Move" it to see

it in close-up.  Enter in the keypad combination, then click on

Enter.  (The combination, in case you didn't note it down when

solving the above puzzle, is as follows...click on the squares

marked "X")







	COLUMN



ROW	1	2	3	4







1		X



2				X



3			X



4	X







(Note: These correspond to the "lightest" color in each row of

the puzzle solution on the CD, in case you didn't notice)  Now

go through the security door.  Move the loose floorboards.  Pull

down the movie screen.  Open the left door of the cabinet.  Get

the 16mm reel of film.  Put the reel on the projector.  Turn on

the projector.  Oh great...Alien Autopsy, part XII?  Where's

Jonathan Frakes?  Anyway, travel to the Police Station on the

San Francisco Travel Map.







4.} Talk to Mac Malden and use any conversation path.  Once you

get to the Ask About list, offer him Emily's note from

inventory.  Then end the conversation and head back to the Brew

& Stew.  Talk to Louie; follow any conversation path until you

can Ask About things.  Then ask about the Black Arrow killer,

then the Bay City Mirror.  End the conversation; go to the

street.  Go to the alley behind Rook's Pawnshop.  Open the trash

can which is just to the right of the drain spout on the brick

wall.  Take the newspaper.  Examine it in inventory.  Click on

the Black Arrow killer article.  Enter Rook's Pawnshop (use the

back door from the alley).  Talk to Rook and ask him about Lucia

Pernell.  Look at Pernell's business card.  Go back to your

office.  Go to your desk and turn on the vidphone.  Click on

Lucia Pernell in the directory.  Click on the dial button, then

use conversation path C, then A, then B, then A.  Click the exit

button and go back to the Brew & Stew.  You wind up back at your

office, having noticed somebody on the roof of Rusty's Fun House

(oh no, not AGAIN!)  Go to the street and go to the front of

Rusty's Fun House.  Look at the front door to see the cop lock. 

Go to the police station.  Ask Max Malden about Rusty's Fun

House, then about Rusty's Key.  End conversation and go back to

Rusty's Fun House.  Walk to the front door and use the key on

the front door.  Deactivate the lock by clicking on the device

ends (the nodes on the ends of the first, third, fifth, and

seventh rows): First row left side, first row right side, third

row left side,seventh row right side, fifth row left side, third

row right side, seventh row left side, fifth row right

side...this will deactivate the lock fast enough to earn you 120

bonus points.  Go inside the fun house and go behind the low

shelf, which is in front of the masks.  Look for the pedal on

the floor.  Push it.  Go into the secret room that opens.  Move

the newspaper on the floor.  Great.  Fake dog doo-doo.  Pick it

up (hey, it's worth 2 points, why not?)  Climb the ladder to the

roof.  Look at the water tower.  Get the jacket hanging on the

cooling unit.  Examine the jacket in inventory.  Examine the

cufflink in inventory.  Also examine the photo scraps in

inventory, then assemble them into a photo.  There should be a

street sign on the left, a garage door in the center that reads

"No Parking 24 HRS" and a door and parking meter to the right. 

Go to the street, then to the Electronics Shop.  Use any

conversation path until you get to the option to Pay Zack

$1,230.  Do it.  Look at all the items, then go talk to Zack

again and by the "photo analyzer." (Visual Analyzing Apparatus)

for $70.  End conversation.  (Actually, if you've got the bucks

available now, also buy the Robco Battery Pack).  In inventory,

combine the VAA with the assembled photograph.  Examine the

combination in inventory.  Click the on/off button to activate

the device.  Click on the street sign on the left to select an

area to magnify.  Click on the zoom-in button; it reads

"Barcelona."  Zoom out.  Then click on the front door just below

the Autotech sign to get the street number: 144.  Go back to

your office.  Call Lucia Pernell and ask about Sandra Collins. 

End conversation and go to Sandra Collins' House on the San

Francisco map.  Open the drawer in the nightstand and get the

resume.  In inventory, examine it.  Then pick up the Autotech

security card from the floor (near the left rear corner of the

sewing table).  Go to Autotech.







5.} Get the hairbrush that's on the coffee table.  Go to the

blinds and get the curtain cord hanging from them.  Check the

floor between the two chairs and get the visitor's pass. 

Examine it in inventory.  Open the sliding window to the

reception area.  Maneuver yourself so you can see the clipboard

in a clear shot through the open window (not the glass) and grab

the clipboard.  Look at the clipboard, then in inventory,

combine the hairbrush with the curtain cord, then use the

combination on the clipboard.  Examine the clipboard in

inventory.  Go down the hall to the security door and look at

the scanner on the right-hand wall.  Use the visitor's pass on

the scanner to get a close-up.  Type in the access code 8338,

then hit Enter.  Go through the security door.  Now, you've got

about a minute before a security thug shows up and kills you. 

You can hide from him by moving quickly from room to room, but

you can also get rid of him.  To do so: Run down the hall to the

left.  Open the first door on the left.  Get the mop just inside

the door.  Then get the box of soap from the top shelf.  Go out

of the closet and run to the mop bucket.  Use the soap box on

the bucket.  Use the mop on the bucket.  Open the security alarm

door next to the bucket to set off the alarm.  Then run back and

hide in the storage closet...physical humor at the expense of a

thug!  And an extra 50 points!  Now go down the hallway to Dag

Horton's office.  Look at the nameplate.  Open the door.  Get

the key sitting on top of the bookcase near the front edge. 

Look at it in inventory.  Move the book on the desk.  Get the

sticky notes.  Examine them in inventory.  Open the CD player on

the desk and get the file cabinet key.  Open the bottom desk

drawer and get the necklace.  Examine it in inventory.  Use the

file cabinet key on the right hand file cabinet across the room.

 Open the drawer and get the Llama matchbook tin.  Examine it in

inventory.  Examine the photos that you now get.  Travel to the

Brew & Stew.  Talk to Louie (any dialogue path) until you can

ask about Gary Lee.  End conversation, go to the alley behind

the Golden Gate Hotel.  Find Crazy Gary and talk to him.  Go

through any conversation path until you find out what he

wants...Scotch.  Exit the alley and go to the Slice O'Heaven

pizza joint.  Go behind it to the "Exit" door.  Open it.  Climb

the stairs and go to the end of the passageway.  Move the top

box on the left-hand side.  Open the bottom box.  Take out the

bottle of Scotch.  Go back to the alley behind the Golden Gate

Hotel.  Talk to Crazy Gary and choose "Make A Donation."  Give

him the Scotch.  Then ask about Dag Horton, the newspaper photo

of Malloy, and Malloy's key.  Go to the roof of the Fun House. 

Climb the ladder to the water tower.  Turn on the viewing device

for a good-size movie sequence that winds you up back on the

street.  Go to Rook's Pawnshop.  After Rook tells you about the

sound up on the roof, go out and travel to Rusty's Fun House

roof.  SAVE THE GAME...you have a good chance at getting killed

here!  Now, when the Black Arrow Killer turns away, sneak over

the wall and down the stairs to the lower section of the roof. 

Get down really low (use the Ctrl key to get as low as possible)

and hide behind the cooling unit.  If he sees you, you're in

deep trouble.  Rise up very slowly and look just over the top of

the cooling unit.  Watch the Black Arrow Killer until he looks

in your direction.  As soon as he turns away, RUN at him as fast

as you can...this should trigger the ending movie for Day 3, and

the death of the Black Arrow Killer.







6.} Well, after your grilling from Mac Malden, you should wind

up in your office with a phone message from Chelsee.  Answer the

ringing video-phone on your desk to talk to Lucia Pernell; then

end converation.  Go to Rusty's Fun House Roof.  Climb the metal

stairs over and down to the lower level of the roof.  Get the

device the Killer dropped during the night before (tracking

device).  Go to the Sewers again (joy).  Examine the tracking

device in inventory, then turn it on.  Go to the end of the

sewer passage and turn left.  Listen to the tracking device;

when it beeps quickest, turn to face the left wall, then move

the cursor over the wall until you find the movable brick...then

try to move it.  Use the chisel on it.  Look at the mine inside

(uh-oh).  Click on the mine to open the cover.  To deactivate

it: Click on the lighter-colored red cell and other red cells in

the right-hand chamber to load the shuttle.  Click on the

Shuttle Transfer button.  Click on the lighter-colored green

cell and two other green cells in the left-hand chamber to load

the shuttle again.  Then click the Shuttle transfer button

again.  Click on the lighter-colored green cell and one red

cell, then the Shuttle Transfer button.  Then click on the

lighter-colored red cell and one green cell, then the Shuttle

Transfer.  Then click on the lighter-colored red cell and the

other two remaining red cells in the right-hand chamber,

followed by Shuttle Transfer, and finally, the lighter-colored

green cell and the other two remaining green cells in the

left-hand chamber, followed by the Shuttle Transfer.  Take the

box out of the wall compartment, and go back to your office. 

You'll be grabbed by Jackson Cross's men.  Save your game in

case something goes wrong here.  Use the conversation path: C,

C, B, C, B, A, B, C, B, A.  You'll lose Emily's box but get

through this without getting killed.  You'll wind up back in

your office, meet Regan Madsen (hmmm...not bad at all!).  After

she leaves, examine her note in inventory.  Then you'll get a

phone call from Chelsee.  Go to the Fuchsia Flamingo, then talk

to Emily.  Ask her about Malloy, the box that was stolen from

her, and the brown paper wrapper.  End the conversation.  Talk

to Gus.  Ask him about the brown paper wrapper.  End the

conversation, and exit to the alley.  Look up at the light pole;

the wrapper's up there.  Go to the Employee entrance and look at

the trash can next to the entrance.  Get the antenna.  Examine

it in inventory to extend it.  Use it to get the wrapper. 

Examine the wrapper in inventory.  Then combine it with the

Visual Analyzing Apparatus.  Examine the combination in

inventory, then turn it on.  Zoom in on the lower left-hand

corner to see a small dot.  Note the PB Meter number: 3887412. 

Turn it off, then go to the police station.  Talk to Mac Malden

and ask him about PB Meter 3887412.  End conversating and then

go to the Post Office.  You'll get a sequence, followed by a new

location on your San Fancisco Map...the Garden House.  Go there.

 Talk to the landlady with the conversation path A, A, A, B, B. 

Once you're in Malloy's room, get the book ogn the nightstand. 

Examine it in inventory.  Open the rolltop desk and get the

business card.  Examine it in inventory.  Then get the Cosmic

Connection magazine and examine it in inventory.  Open the

middle drawer of the rolltop desk and get the envelope.  Examine

it in inventory to get another disc.  Try to open the closet

door, then go back to your office, to the computer room.  Use

the new disc on the laptop computer.  (yeah, you don't have the

code, so it seems like a stupid trip, but you need to do

this...) Go BACK to the garden house and into Malloy's room. 

Get the jeans on the chair (which weren't there before!) 

Examine them in inventory to get a rental receipt.  Examine it

in inventory.  Go to the Waterfront Warehouse on the San

Francisco map and watch the day four-ending sequence with Dr.

Malloy...







7.} Believe it or not, day five.  And you're only halfway

through (ARRGH!)  After the intro, when you're in your office,

get the fax from the fax machine.  Examine it in inventory.  Go

to the Waterfront Warehouse.  Move the box in the middle of the

room.  Get the postal receipt.  Examine it in inventory.  Get

the flight schedule from the floor.  Examine it in inventory. 

Get the scrap of paper from the broken table.  Examine the Item

186 Scrap.  Move the pallets in the far left corner of the room

to uncover the Everlock safe.  Click on the safe for a close-up,

then enter the combination as follows: Click on the right-side

dial until 22 in on top, then the left-side dial until 31 is on

top, then the right side dial until 15 is on top, then the left

side dial until 7 is on top.  (In case you're wondering, take a

look at the ETS business card in inventory.  Note the number

484-961-225-049.  The square roots of those numbers are 22, 31,

15, and 7...)  Take the scrap of paper out once the door opens. 

Also take the small key.  Travel to the Garden House and use the

small key to unlock the closet door.  Open it and take the book

that's on the floor.  Examine it in inventory.  Now take the

briefcase from the top shelf.  Examine it in inventory to get a

Gate of the Sun photo and notebook.  Examine each in inventory,

then go back to your office.  Use the videophone to call Regan

Madsen.  Go to the Imperial Lounge.  You'll get a sequence

between you and her; then go back to your office.  Examine the

puzzle box in inventory.  Turn on the vidphone and use it to

retrieve the message from Lucia Pernell.  Call Pernell and ask

about Anagrams.  End conversation, exit vidphone.  Don't ask how

you suddenly got Pernell's key in inventory, either.  Go to the

Police Station.  Ask Mac Malden about Dag Horton and the NSA

Connection.  Now go to the Morgue. (no, I don't mean jump out

the window...)  Open the bottom-right refrigerated storage unit.

 Get the scalpel from the tray.  Look at the cabinet drawer

labelled G-I.  Use the scalpel on it to unlock it, then open it.

 Take the wallet, and examine it in inventory.  Examine the

security system card in inventory.  Get the key.  Go back to

Horton's office at Autotech.  Use the key on the left-hand file

cabinet.  Open the drawer and get the manilla envelope.  Examine

it in inventory.  Examine the NSA key in inventory.  Examine the

papers from the envelope.  Examine the BAK memorandum and the

paper with numbers.  Now exit to the hallway.  Go to the

Evidence Room door and use the Security System card on the

keypad to the left of the door.  Type in the number 773348 on

the keypad.  Walk into the evidence room.  Go to locker row B

and find locker 17.  Use the NSA key to unlock it.  Open it,

take out Emily's puzzle box.  Also in row B, open locker 15 and

get the cash in that one.  Then go to row E and open locker 13. 

Get the NSA ID badge.  Now use Pernell's key to unlock locker 36

in row E.  Open it and take the Operation Euphoria disc.  Move

to the Evidence Scanner keypad and click the Open button to open

the compartment.  Put Emily's puzzle box inside the scanner

compartment.  Enter the de-scanning code (1091; written on the

"paper with numbers") on the keypad, then press the Enter

button.  Take the puzzle box back out.  Repeat this process (put

in object, type in 1091, press Enter, remove object) with the

cash and the Operation Euphoria Disc.  Open the Evidence Room

door and exit to the hallway, then travel to Chandler Avenue and

go to the Acme Warehouse door.  







8.} Use Malloy's key to unlock it, then go in.  Turn right and

look at the crate with Malloy's name on it.  Look up to see the

pulley unit.  Find and open the pulley control box.  Click the

On button, then Lower.  Find the pirate's chest and open it. 

Get the peg leg.  Use the peg leg on the ring on top of Malloy's

crate.  Go back to the pulley control box.  Press Raise.  Go

back to the crate and get the map of Asia from the pallet

underneath it.  Examine the map in inventory.  Open the crate

and get the photograph of Nazca and the tapestry from the crate.

 Examine both in inventory.  In inventory, combine the tapestry

with Regan's puzzle box.  Examine it in inventory.  Move the

tiles on top of Regan's box until their pattern matches that on

the tapestry.  Once it's unlocked, examine it to get a set of

pegs and the second piece of Malloy's device.  In inventory,

combine the pegs with Emily's puzzle box ("demagnetized")  In

inventory, combine the map of Asia with the flight schedule. 

Examine the combination.  Now combine that with the box w/pegs. 

Examine this four-piece combination, and place pegs in the holes

on the puzzle box in the following order: (approximate "row" and

"column" locations...not EXACT, but hey, this is a text file,

after all...)







COLUMN



ROW		1	2	3	4	5	6	7







1						10th



2					2nd



3				12th



4				5th		15th



5				14th			4th



6		7th				13th		8th



7			3rd	16th		6th



8						11th



9					1st



10				9th







	Examine the unlocked box in inventory to get a slide and piece

#1 of Malloy's device.  Examine the slide in inventory.  Go back

to your office.  Answer the vidphone call from Regan.  Open the

conversation with "Making Conversation." (yeah, I know, I'm

spoiling all your fun.  Tough.)  Now call Gordon Fitzpatrick and

ask about initials, AE, OE, and EW, then about Archie Ellis. 

End conversation.  Call Archie Ellis and choose conversation

path C, C.  Answer his three questions: J.I.Thelwait, The Plain

Of Nazca, and The Gate Of The Sun.  Exit vidphone and go to

Cosmic Connection.  After you're sick of listening to Archie

ramble, ask him about Thomas Malloy, Ellis' Interview with

Malloy, Power cell-Item #186, and Roswell.  End the

conversation; you'll go back to your office.  Use the vidphone

to call Fitzpatrick again, then ask about Roswell.  Then ask

about Archie's puzzle box.  End the conversation, and you'll get

a call from Regan again.  Choose "Not Really" to brush her off

(once again, yeah, I'm spoiling your fun...)  But this will end

Day Five.  And now things start getting nasty...







9.} Yeah, you wind up back at your office.  Now go BACK to

Cosmic Connection for a quick automatic sequence in which you

save Archie's life and get some more brownie points.  Then you

go BACK to your office.  Go to Roswell on the North America map.

 Get the paper punch scraps from inside the tipped wastebasket. 

Get the hole-punched paper from beneath the wastebasket. 

Combine the punch scraps with the hole-punched paper.  Examine

the combination for a close-up.  Put the punch scraps in the

correct holes to show the number 5142931.  You can flip scraps

when you pick them up by hitting the left & right arrow keys. 

When you place each scrap in a hole, release it with a little

piece of hole still showing.  If the piece drops into place,

you've got the right one, aligned correctly.  If you don't, it

stays there without moving.  Look at the door to the Emergency

Bunker.  Turn to the metal locker pair and open the right-hand

locker.  Get the padlock key from the floor of the locker.  Go

to the drafting table, open the right-hand drawer and take the

walkie-talkie.  Examine it in inventory to get batteries.  Get

the piece of paper under the lower bunk mattress at the foot of

the bed.  Examine the laser field diagram in inventory.  Get the

matchbox from the nightstand next to the bed.  Open the drawer

of the nightstand and take the Roswell security card.  Get the

handbook from the chair next to the nightstand, and examine the

Emergency Procedures book in inventory.  Exit through the back

door.  Look at the power switch just outside the door.  Get the

shovel by the first shed.  Get the fuse on top of the box just

to the right of the first shed.  Look at the broken electrical

cable running up the siren tower.  Move the box at the base of

the tower.  Look at the padlock on the door of the second shed. 

Use the Roswell padlock key to unlock it.  Open the door and go

inside.  Get the flashlight and combine the flashlight with the

batteries (worth five points, but you never use it.  Weird.) 

Get the toolbox, then examine it in inventory.  Exit the shed

and look at the Laser Field door.  Look at the security keypad

for a close-up.  Enter the access code 5142931, and click on

Enter.  Save the game (this can make you rather dead...)  Go

through the Laser Field.  Enter very slowly and carefully; if

you hit a red beam, you're toast.  Look at the laser field

control panel.  Turn on the control panel.  Enter the code

ALPHA.  Click on the squares as follows:







COLUMN		1	2	3	4



ROW		1	4th			3rd



		2	1st	



		3



		4	2nd			5th







Now look at the laser field.  Save the game again.  Follow the

blue light beams through the laser field (WATCH OUT FOR THE RED

ONES!)  Take the loop of power cable hanging on the wall.  Look

at the metal door at the end of the hallway.  Try to open the

metal door.  Return to the tower, using the blue beams again. 

Combine the wire strippers with the power cable in inventory. 

Use the stripped power cable on the gap in the tower's power

cable.  Go to the porch and turn the switch to ON.  Go back into

the security station.  Open the Emergency Bunker door.  Go into

the bunker and open the trap door on the floor near the barrels.

 Take out the dynamite box.  Examine it in inventory.  Combine

the dynamite with the fuse.  Exit the bunker and return to the

metal door on the other side of the laser field.  Save the game

here!  Combine the matchbox with the dynamite (which now has a

fuse).  Use the lit dynamite QUICKLY on the metal door, then

turn around and run like your life depends on it (since it

does)...all the way back across the laser field, out the

security door, and into the exterior of the compound.  If you

don't make it that far, you're dead...simple enough, right?  Go

back through the laser field to the metal door.  Open the

remains of the door and walk through the doorway to pass out and

end day six.  Welcome to Roswell, and welcome to Hell...







10.} Okay, maybe not Hell, but there IS an alien stalking

around, and it's going to try rather hard to kill you.  So you'd

better find a way to neutralize it.  You'll have to move pretty

quickly in this segment, or you're in deep trouble.  So, pay

attention...Go into the hallway & turn left.  Follow the

corridor around the corner to the right, then take your next

left.  Go to the door straight ahead (to the Dorms.)  Use the

shovel on it.  Open the door and go in.  Look near the

turned-over table and get the CD that's near it.  Go through the

open door on the far right.  Open the first cabinet on the

right, just to the left of the pair of drawers.  Get the disc

player from the cabinet.  Combine the CD with the disc player in

inventory, then examine the combination in inventory.  Only

listen to it once; you don't have much time.  Open the last

cabinet on the right and get the containment unit.  Combine the

containment unit with the containment scap in inventory.  Go out

of the Dorms and run down the hall, take a left, and go through

the first door on your left to get to the Mass Hall.  Go behind

the counter to the kitchen.  Open the top door of the

refrigerator on the left.  Get the ice pick.  Go to the other

side of the kitchen and open the second cabinet from the right. 

Get the pot.  Go  out the door, down the corridor to your left,

and take your first right (back towards the dorms).  Now go

through the first door on your right.  Use the ice pick to hit

the barrel that contains diesel fuel.  Use the pot on the fuel

leak.  Go back to the Mess Hall.  Go to the stove in the kitchen

area, click on any burner control to turn on the right-front

burner.  Use the pot of fuel on the glowing burner.  Take the

pot off the burner, then turn off the stove (not really

necessary, but gives you 5 bonus points).  Go out of the Mess

Hall, turn left, and go to the first door on the left.  Open the

door and go in.  Get the box of spark plugs from the shelf. 

Examine the box to take one out.  Exit the room.  Go left,

follow the corridor around to the left, and go through the first

door on the right.  Open it and go in.  Go directly to the

generator.  Open the fuel tank spout on the far left and use the

liquified fuel on it.  Open the left access door of the

generator and put the spark plug in the chamber.  Grab the

handle on the right side of the generator (primer handle) and

pump it twice-down, up, down.  Open the access door on the right

and hit the green power switch.  Exit the room and wait.  When

the generator shuts off, run back into the Generator Room and

use the open containment unit on the alien entity.  Now that

it's immobilized, you can relax.  Get the oxygen tank sitting in

the corner, and get the wire cutters that are sitting on the

crate.  Go back to the storage room where you got the spark

plugs.  Get the plastic case, which is sitting on the crate. 

Open it in inventory.  Go out the door, follow the corridor all

the way to the end, turn left, and take your first left.  Get

the toy "Alien Abductor" from the table.  Combine it with the

Robco battery pack in inventory (now aren't you glad you bought

that battery pack back when I told you to?)  Get the free weight

bar from the floor near the treadmills.  Pull the dart from the

dart board on the wall.  Get the pool cue leaning against the

wall.  Go back to the Dorms.  Go to the far right doorway, and

open the top drawer in the second set of drawers on the left. 

Get the roll of duct tape.  Enter the next room...try to ignore

the dead bodies...and go to the jammed door.  Look through the

door; there's an ID badge there.  Combine the dart with the pool

cue, then the duct tape with that combination.  Use that

combination on the badge to get it.  Now go back to the storage

room where you got the diesel fuel and get the acetylene torch

handle from the metal shelf.  Go back out of that room and go to

the elevator (partway down the main hall).  Open the door and

enter.  Press 2 on the control panel.  Exit the elevator.  Go

right and take your first left, then your first door on the

left.  Look at the War Room door.  Use the ID badge on the

security scanner next to the door.  Go in and get the alien

photographs from the first desk on the right.  Examine them in

inventory.  Then get the "top secret" documents from the last

desk on the left.  Examine them in inventory.  Get the Absuctor

remote from the front of the video projector.  Press the Play

button on the reel-to-reel tape player.  Go back to the hallway

on level 1.  Go past the Rec Room to the door at the end of the

corridor.  Open it and go into the fan room.  Look at the fan,

then use the free weight bar to jam it.  Combine the Abductor

with the Abductor remote in inventory.  Exaine it in inventory,

then put it into the ventilation shaft...now we get to the weird

part (going through the ventilation system, controlling a toy!)







11.} As the toy, turn away from the fan and follow the shaft

around two left turns.  Watch the signs on the walls.  At J1-1,

turn right and go to the end of the shaft.  At J1-5, turn right

and go forward to the down arrow.  This takes you to the level 2

shafts.  Follow the shaft around the corner to the double-bladed

fan.  Save the game.  Every time you have to get through the

fans, do the following: lower your hover elevation as much as

you can and fly towards the fan.  You'll hit the frame and stop.

 Raise your elevation as far as possible.  Just as the fan blade

disappears, race forward through the gap.  Now follow the shaft

around the corner to the left.  At J2-12, tuen left and follow

the shaft into the Computer Science Lab.  Once inside, turn left

and go to the base of the fallen chair.  Get close to the

screwdriver, line it up in the crosshairs, and click on Activate

Arm.  Go back into the open vent.  Follow the shaft back to

J2-12.  Then turn left and go forward.  At J2-8, turn right and

follow the shaft to the Metallurgy Lab.  Go to the center of the

lab, turn left, and fly to the coiled metal hoses hanging on the

wall.  Get 'em (same procedure as above).  Exit the lab and

follow the shaft back to J2-8, then turn right.  Follow the

shaft to the single-bladed fan.  Save the game again, and follow

the same procedure as you did with the 2-bladed fan above. 

Follow the shaft around the corner to the right.  At J2-1, turn

left and go forward.  At J2-3, turn right and follow the shaft

to the Linguistics Lab.  Go to the chair near the middle of the

room.  Turn right and go to the computer consoles.  Raise your

elecation to see the security clearance card on the console. 

Get it.  Go back through the vent, and fly back to J2-3.  Then

turn right and go to the end of the shaft.  At J2-5, turn left

and go forward.  At J2-6, turn left and go forward into the

Bio-Lab.  Move a little forward and turn left.  Go to the far

wall and turn right.  Raise your elevation to see the test

tubes.  Get the vial of acid.  Go out the vent and click on the

Home button, which brings it back to you (amazing how it gets

through the fans...)  Now go back to the hallway on level 2. 

Look just left of the elevator at the Toxic Waste Disposal chute

and open it.  Go to the locked elevator on Level 2 (has a

security card reader).  Look at the elevator door.  Use the red

pass-card on the card reader.  Go into the elevator.  Save the

game!  Now look at the wires on the control panel...don't push

any buttons...that would be BAD.  Use the Phillips screwdriver

to unlock the control panel.  Open it.  Make sure the elevator

door is open.  Save the game again.  Use the wire cutters to cut

the control panel wires.  Grab the bomb, RUN (hold down the R

key as you move) back to the Toxic Waste Disposal chute.  Throw

the bomb into the open chute. (BLAM!!!)  Go back to the Security

elevator and press 3 to go down to level 3.  From the elevator,

turn right and go to the storage room door marked 101-200.  Try

to open the door.  Wander around until you find the

Miscellaneous Storage area and go in.  Go over to the crate and

get the striker.  Get the acetylene tank sitting on the shelf in

the middle of the room.  Go back to the door marked 101-200.  In

inventory: Combine the hoses with the oxygen tank, then combine

that with the acetylene tank.  Then combine the torch handle

with the torch cutting tip, then combine the acetylene torch

with the tanks-and-hoses.  Finally, combine the acetylene kit

with the striker.  Use the lit torch on the lock on the 101-200

door.  Open it and go in.  Turn right and look at the computer

system.  Turn on the computer system.  Type in 186, then press

Enter.  Type in the access code...7AC.  Oh great; you've got to

get 186 to the Transfer tunnel.  Okay, here's how to do it.  In

each case, move the designated items as far as possible in the

directions I listed here...



	122 left, 106 left.  168 down, 149 down.  150 down, 148 down. 

177 right, 176 right.  178 right, 180 right.  188 down, 199

down.  198 right.  160 up, 166 up.  195 up, 192 up.  182 left. 

188 down, 199 down.  178 left, 180 left.  186 down.  198 right. 

196 up, 197 up.  178 left, 180 left.  188 up, 199 up.  175 left,

174 left.  186 down.  176 left, 177 left.  150 up, 148 up.  122

left, 106 left.  186 down and out of the storage.  There are

other ways to do it, but that order gives you maximum bonus

points.



	Now use the vial of acid on the glass-panel doors to the

conveyor track.  Open the doors and enter the room.  Get the

power cell.  Go back to the level 1 hallway.  Open what's left

of the door and exit the underground complex into the laser

field area.  You'll automatically go back to your office and end

Day Seven.  Now things get even weirder...(is that possible?)







12.} Answer the vidphone after you get Archie's message.  You

also get a message from Chelsea.  Call Lucia Pernell.  Get the

fax from Pernell on your fax machine.  Examine the list in

inventory.  Go to your computer room. Use Malloy's disc on the

laptop.  Type in the anagram "Merge The Four Rare Cases To See

Maps," then press Enter.  Read the contents of the disc, then

exit the computer.  Go to the Electronics Shop.  Find the Robco

Call Tracer and look at it.  Talk to Zack and ask about the

tracer.  Buy it for $40.  End conversation, and go back to your

office.  Use the tracer on the vidphone, then call Elijah Witt. 

Use conversation path B, A, B, C, C, C, C, C to keep him on the

line long enough to get the trace done.  Exit the vidphone.  Go

to his apartment on the North America travel map.  Immediately

save your game, then look at the alarm panel by the door.  Go to

the wall with the closet doors and move the top stone mask

that's between the doors.  Turn off the purple switch.  Look

behind the tree near the dining table and chairs.  Turn off the

green alarm switch behind the tree.  Look at the red alarm

switch high on the wall above the fireplace.  Get the bamboo

pole from the pot near the fireplace.  Use the bamboo pole on

the switch.  Get on the elevator to go to the loft.  Move the

plant on the shelf to the right of the bed and turn off the blue

alarm switch behind the plant.  The alarm should shut off.  Note

the plaque hanging just out of reach beyond the railing.  Use

the bamboo pole (now where did you have that stuffed?) to get

the plaque.  Examine the plaque in inventory.  Get Witt's notes

from the bed and examine them in inventory.  Open the bottom

drawer of the dresser to the right of the bed and get the

scrapbook.  Examine it in inventory.  Examine the photo of

Witt's statue in inventory; note the number sequence.  It's

different if you're in Entertainment mode (77, 61, 44, 26), but

normally, it's 70, 12, 84, 65, 39, 67.  Get the tweezers that

are on top of the dresser left of the bed.  Go back down on the

elevator.  Look at the Mayan number chart on the wall.  Pick up

the culture book from the floor near the large stone head, and

examine it in inventory.  Pick up the calendar vook from the

floor just right of the sofa.  Examine it in inventory.  Move

the tree near the statue.  Push the diamond button on the wall

to turn off the gas fireplace (it's the one farthest to the

left).  Use the tweezers to get the foil packet.  Examine it in

inventory.  Look at the statue in the corner.  Look at the

statue's stomach.  Use the copper key to unlock the statue. 

Move the slider puzzle around to get the sequence 70, 12, 84,

65, 39, 67.  Oh yeah, just as a point of note-MAYAN numbers (so

the first row should be marked as "7" on the left tile in Mayan

and "0" on the right tile in Mayan).  Just remember, a "dot"

indicates "1," a "line" indicates "five", and a football-like

shape is "zero."  So the "seven" is two dots above a line (2

"1's" plus "five").  Go to the big bookshelf on the other side

of the elevator.  Get Witt's puzzle box from the secret

compartment that opens.  Examine it in inventory to see a dial

puzzle.  This is an official pain in the butt.



	How it works:  The red light underneath a tile indicates it's

active.  Turning the right-hand dial sets the Mayan date to

match the date indicated on the active tile.  Then you turn the

left-hand dial to set the modern date to the equivalent modern

date.  Then you click on the Set Dials button...if you've got it

right, the light turns green and the next tile to the right

activates.  Well, to get the maximum bonus points, it has to be

done in 153 moves (each dial click is a move) or less.  Great. 

So here's one way to do it:







	Click Set Dials 3 times.  Use the right hand dial to set the

Mayan date to Men 11.  Use the left hand date to set the modern

date to July 12.  Click Set Dials once.  Set the Mayan date to

Ahau 4.  Set the modern date to September 8.  Click the Set

Dials button twice.  Set the Mayan date to Muluc 3.  Set the

modern date to April 17.  Click the Set Dials once.  Set the

Mayan date to Chuen 10.  Then set the modern date to May 20. 

Click the Set Dials button.  Examine the unlocked puzzle box in

inventory to get piece #3 of the Malloy's device and some pieces

of onyx.  Go to the Garden House.  Get the package on the bed. 

Examine it in inventory.  Combine the untranslated letter with

the Yucatec Made Easy book.  Read the translated letter in

inventory (the one from Eduardo Mejia).  Examine the Garden

House puzzle box in inventory, and combine it with the onyx

pieces.  Examine it in inventory; you have to place the pieces

in the grooves around the symbols.  This is another

pain-in-the-butt.  If the pieces are arranged as follows:







1	2	3	4



5



6	7



8	9	10	11	12



13		14		15



16				17



18



				19



20	21	22	23	24



			25	26







you have to rotate the pieces and arrange them as follows:



		24	18	10



		19 (symbol 1)	1



	4		17	23	2



	25 (symbol 2)	14      (symbol 3)	22



8	21	16		9		3



13 (symbol 4)	5 (symbol 5)	26 (symbol 6)	15



	20		6	11	12	7







	Now examine the unlocked puzzle box in inventory to get the

fourth piece of the device.  Combine all four pieces in

inventory, then combine the device with the power cell (a.k.a.

Item 186).  Go back to your office to watch a long automatic

sequence.  When it's over...well, I know it's going to be

difficult for some of you.  But pick choice A: Refuse Regan's

seduction offer.  Otherwise, you've blown the best possible

ending.  And then begins Day 9...the LAST day of puzzles and

problems (about bloody time, too!)







13.} Look at the ceremonial altar.  Pick up all 14 puzzle pieces

that are lying around the chamber.  Some are hidden (under a

bench, on top of the arch, etc).  Examine one of the pieces in

inventory.  Put one of the pieces on the altar.  Assemble the

puzzle pieces to get a labyrinth map; this may take you a while,

but it's a challenge whose points don't change no matter how

long it takes, so work your way through it.  Go through the door

under the star symbol.  Go straight to the wall, turn right,

follow the passage around, making two more right turns, all the

way to the end.  Get the small stone cup.  Go back to the

labyrinth start and take your first right, then left at the

corner, left, right at the corner, then forward to the next

corner.  Get the white dagger.  Turn left at the intersection

and follow the passage to the corpse.  Look at the corpse.  Get

the glasses, and examine them in inventory.Examine both of them

in inventory.  Get the gun.  Examine it in inventory to get

bullets.  Examine them in inventory.  Get the lantern.  Examine

it in inventory to get lantern fuel.  Get the handkerchief.  Go

back to the start of the labyrinth.  Then go left, right, right,

right around the corner, left around the corner, right, and

contine to the stairs.  Climb the stairs to find the dead Mayan

Warrior.  Look at him.  Get the shield.  Use the broken lens on

the hemp cord on the spear-holding hand.  Take the cord and the

spear.  Go back to the map chamber.  Go through the White Sun

Door.   Go left around the corner, right around the corner,

right, then follow the passage to the end.  Get the silver

dagger.  Turn around and follow the passage to the first left. 

Take that turn and go to the end.  Get the blunt hatchet.  Turn

around and go left around the corner, left, right around the

next two corners, and follow the long passage to the door.  Go

in.  Look at the wall drawings.  Approach the ceremonial altar

and look at the gemstones for another clue.  Use the blunt

hatchet on the altar.  Use the blunt hatchet to strike the gems

in this order:







			1



		7		12



	5		8		10



3		4		13		2



	6		11		9







This will unlock the Star Door.  Go through it and save the game

immediately; you have just reached the Fireball chamber.  Look

really quickly to determine which door is open (one of the

four), then get as low as you can (Control).  Watch out for the

fireballs as you navigate the maze.  To get there, follow this

path from the start: turn right, go to wall, left, to wall,

right, to wall, left, and follow the passage until you get to an

possible right turn (the passageway also keeps going straight). 

If the either of the two left doors was the open one (it varies

every time you load the game), keep going straight.  If either

of the two right doors was the open one, take the right.  



	If it was one of the two left doors: Keep following the

passageway till you get to the T-junction.  If the leftmost door

was open, turn left and follow the passage to the door.  If the

second door was open, turn right, then follow the passage left

around the corner, then take your first left to get to the door.



	If it was one of the two right doors: Follow the passage to the

T-junction.  If it was the third door, turn left and follow the

passage to the door.  If it was the rightmost door, turn right,

then left and go to the door.  



	Once through the fireball chamber, you're on level 2.  Go left

around the corner, right around the corner, straight down the

corridor to the end, left around the corner, then straight ahead

and follow the passage until you find the gold dagger.  Get it. 

Then turn around and backtrack up the corridor until you reach

the first passage that branches off to the right.  Take that

passage to the door with the wasp head engraved on it.  In

inventory, combine the handkerchief with the lantern fuel. 

Combine the matchbox with the oily handkerchief to get a smoking

handkerchief.  Combine that with the spear to get a fiery spear.

 Save your game.  Do this fast: Go into the Wasp Head Chamber,

and look at the wasp nest in the big stone head above the Black

Sun door.  Then quickly use the fiery spear on it.  Now pick up

the stack of tiles in the corner of the room and look at the

ceremonial altar.  Use the tiles on the altar to bring up a

puzzle interface.  Assemble the kings as follows...if the tiles

are as follows:







1	2	3



4	5	6



7	8	9







Then the tiles are: 



	1...King's head with long tassels in back



	2...King's head with alligator head as a hat



	3...King's head with strange white thing as hat



	4...King's body with spear



	5...King's body with circular object



	6...King's body with dagger



	7...King's feet with long tassels on each ankle outside



	8...King's feet with short tassels on each ankle (pointing

slightly upward)



	9...King's feet with short tassels on each ankle on the inside

of the turned legs.







	Exit the chamber through the moon door.  Go forward to the

intersection and turn right.  Go left around the corner, right

around the corner, and straight to the end of the passage.  Turn

right and get the red dagger.  Turn around and follow the

passage to the first left turn.  Take the left and go to the

door with the dagger symbol.  Open the door and go in.  Look at

the totem poles painted on the wall by the door.  Look at the

ceremonial altar.  Use any of the daggers on the altar.  Insert

the daggers into the slots in the following order from left to

right: Black Sun, Stars, Moon, White Sun, Sacrificial Victim. 

Enter the chamber through the door under the Black Sun symbol. 

Follow the passage to the door with the pentagon symbol.  Go in.

 Look at the wall murals, then at the five piece symbol puzzle

on the wall.  Save the game...







14.} Now do this quickly, because as soon as you move a symbol,

the ceiling begins to crush downwards (oh, JOY!)  Clicking on

each symbol causes it to rotate.  So, forget about why (it has

to do with the doors to the earlier chambers but ignore that for

now) and just do this: Click three times on the snake, once on

the two-birds symbol, twice on the wasp head, three times on the

dagger, and once on the pentagon.  You'll slide down a tube into

the Mayan Acension Chamber and wind up with Regan again. (Just

can't get enough of you, can she?)  Get Regan's backpack from

the corner and examine it in inventory.  Use the rope on the

statue, and move the statue.  After it falls, look at the crack

in the largest piece on the floor.  Combine the bullets with the

jacknife in inventory.  Examine the combination.  Combine the

gunpowder you get with the small stone cup.  Combine the lantern

fuel with the hump cord to make a fuse.  Combine the fuse with

the explosive.  Combine the explosive/fuse with the matchbox to

light the device.  Put the explosive in the large crack.  BOOM! 

Get one of the smaller statue fragments.  Put it on any one of

the blue pedestals.  Get the other small statue fragment and put

it on any of the other blue pedestals.  A long movie sequence

kicks in.  Then you wind up at the spacecraft clearing.  All you

can do is watch as things just...happen.  Finally, you have to

set the spacecraft controls to auto-pilot away from earth. 

Well, here goes...click on these buttons:







1.} Topmost (black sun)



2.} Inner ring, directly to the left of the black sun (looks

like an upward pointing arrow...North)



3.} Outer ring, third left from black sun (circle)



4.} Inner ring, bottom on left (red)



5.} Inner ring, second right from black sun (looks like a

right-pointing arrow...East)



6.} Outer ring, third right from black sun (Cross or "X")



7.} Outer ring, bottom on left (orange)



8.} Inner ring, first right from black sun (downward pointing

arrow...South)



9.} Outer ring, fourth left from black sun (triangle)



10.} Outer ring, fifth left from black sun (Yellow)



11.} Inner ring, second left from black sun (left-pointing

arrow...West)



12.} Outer ring, fourth right from black sun (Diamond)



13.} Inner ring, second-from-bottom on left (Green)







	After that, the ship takes off.  Tex hitches a ride back home

with Elijah Witt, and if everything went as this walkthrough

indicated, Tex finally gets the girl...Chelsee, that is.  Other

endings include a Holodate, the ever-popular "Clown" ending, and

several different deaths (shot by Jackson Cross or

Fitzpatrick)...but hopefully, you've done it!  GAME OVER, MAN!

(finally!)




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