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

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 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:


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


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 on the squares
marked "X")


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 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.

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...)


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	


		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 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

	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


6	7

8	9	10	11	12

13		14		15

16				17



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:


		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 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

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

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!

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