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The X-Files (PlayStation)
Prima Fast Track Guide
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Introduction
A rat sniffs a Morley brand cigarette butt among some old crates near a dock. Nearby, two FBI special agents--Fox Mulder and Dana Scully--approach a dilapidated warehouse. Mulder picks the door lock, enters with Scully, and discovers an odd black powder on the floor. Suddenly, three gunmen, weapons blazing, burst through the doorway. Scully takes a shoulder hit and Mulder drags her to cover. A brilliant light radiates from above. We hear the gunmen's agonized screams. The light fades. After a beat, Mulder pops up from behind a crate, his gun drawn. Nothing moves. He squints into the darkness at something unsettling.
You guide the actions of Craig Willmore, a special agent of the FBI based in the bureau's Seattle Field Office. Your assignment is to discover the truth behind Scully and Mulder's disappearance. With this Prima Fast Track GuideTM, you've been provided with an essential tool. . .the basic walkthrough for the X-Files game. For more in-depth information and Quick References to items, characters, places, events, maps, and extra scenes, check out the X-Files: Prima's Official Strategy Guide. Also included in X-Files: Prima's Official Strategy Guide is a six season X-Files Chronology, interviews, and an UberVariables guide.
Contents
- Day 1
- Day 2
- Day 3
- Day 4
- Day 5
- Day 6
Day 1, Part I
FBI Field Office, Seattle, 9:14 a.m.
The game begins with Agent Craig Willmore's arrival at the FBI Seattle Field Office just four days after Mulder and Scully's disappearance. Agent Willmore runs into his office mate and fellow agent, Mark Cook. Select any Emotion icon to respond to Agent Cook.
After Cook returns to his office, go forward and then left to face Willmore's office. Move the pointer over the desk chair. When the pointer becomes the Action Hand, click to sit at Willmore's desk.
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Willmore's Office
Director Shanks wants Willmore to come to his office. Pick up Willmore's case files from the desktop and examine them. Note the street address and place of birth of the suspect, Mark A. Williams. Look down to see the desk drawer. Open the drawer and get Willmore's important law enforcement items.
Look up to close the drawer and then go two paces forward, turn right, move forward, take a left, then walk forward again to step into the FBI Meeting Room.
Meeting Room
Turn left and click on the cabinet at left marked "Authorized Agents Only." Take the items. Go right and forward, then exit through the meeting room door to reach Director Shanks's office door. Go forward again to enter Shanks's office.
Shanks's Office
Shanks introduces you to Assistant Director Walter Skinner, who describes the priority case--two missing FBI agents. He hands you a Folder with background information and Photos of Mulder and Scully.
Talk to Skinner and ask all questions. In particular, ask what case Mulder and Scully were working on. Skinner gives you their travel requisition form. Examine the travel requisition form to learn that Mulder and Scully set up base at the Comity Inn in nearby Everett, Washington.
Talk to Shanks and ask all questions. He tells you to file an APB and hand off your current assignments to Agent Cook. Go two steps to the left and walk forward to end up in the hallway.
Select any Emotion icon to respond to Agent Cook, then go two paces forward across the hallway to Agent Cook's office.
Cook's Office
Talk to Cook and tell him Shanks wants you to give your cases to him. Press O to bring up inventory, then select the Case files and click their icon on Cook. He's most grateful.
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Exit Cook's office.
Willmore's Office
Sit at the desk and activate the computer. Use the D-pad arrows to select APB--the correct info on Mulder and Scully automatically appears--and then select Send. You can check your e-mail, too, if you want. When you're finished, select Quit and exit the office.
In the hallway you meet Skinner, who suggests you start your fieldwork at the Comity Inn. This adds the Comity Inn to your PDA as a travel destination. Press O to bring up your inventory. Highlight your PDA and press U to select it.
Use the D-pad arrows to highlight Everett, then press U to select it. Press U to select the Comity Inn.
Comity Inn, Everett, Washington
Agent Willmore and Assistant Director Skinner arrive at the Comity Inn in Everett.
Turn left to see the little girl at the gumball machine. To nudge Willmore further down the "Loss" track and soften the edge of his character, talk to the girl's mother and then ask the girl if she'd like a gumball.
Select your FBI Badge from inventory and click the Badge icon on the desk clerk. Willmore flashes it to command some authority. Talk to the clerk and ask all questions. In particular, get the info on Mulder and Scully's rental car and ask to see their rooms.
Mulder's Room
Look at "The Magic Bullet" newsletter on the desk and read all the paranoia that's fit to print. Look at the open briefcase on the bed and examine Mulder's investigative report. Agent Mulder's report classifies his investigation as an X-File, case number 3X99. Note also the info on the blue sticky note about a "Majestic cover op" and a "railroad connect" to a "warehouse @ dock."
Go forward toward the front door and then turn left. Look at the nightstand by the bed for a close-up.
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Pick up the book "From Outer Space" by Jose Chung from the nightstand by the bed. Go forward, turn left, and turn on the TV. Move back to turn off the Kops. Look at the vodka bottle atop the TV.
Go forward through the door into Scully's room.
Scully's Room
Go forward toward Skinner, then turn left. You see a laptop computer on a desk and an open bible on the nightstand. Look at the Bible in Scully's room for a close-up, then look again to open the book. Read the marked passages, using the direction pad arrows to turn pages. Note St. Paul's references to "a light from heaven, brighter than the sun," his entreaty to "King Agrippa," and his story of an ill-fated sea voyage.
Back up from the Bible close-up. Look at Scully's laptop computer for a close-up, then take the laptop. Turn right and talk to Skinner. Use the D-pad arrows to highlight the Phone icon at the top of the screen, then press U to select it. Willmore suggests checking the motel's log of outgoing calls. Ask all other questions.
Open the door to the left of Skinner to exit into the parking lot. Go forward through the office door to approach the front desk.
Front Desk
Talk to the clerk. Select the Phone icon again to get a record of outgoing calls by Mulder and Scully. Click on the record for a close-up. Note the two numbers called: 202-555-0149 in Washington, DC, and 206-555-0182 in Seattle.
In inventory, select your cell phone. Enter the Washington, DC, phone number. After entering the number, press the call button and enjoy Willmore's brief conversation with Frohike.
Use your PDA to travel back to the FBI Field Office in Seattle.
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Day 1, Part II
FBI Field Office
When you arrive, Skinner tells you he'll be reviewing his notes in the meeting room. Go forward, then left, and forward again into Willmore's office.
Willmore's Office
Note that when Willmore enters his office, he sets Scully's laptop computer on a side table. Sit at the desk and access Willmore's computer. Select ING (Intelligence Network Gateway). Under Search Category, select the Phone button. Scroll back up to the Search Category entry field to bring up phone numbers. Scroll to the Seattle phone number, 206-555-0182.
Scroll down to highlight the Search button and press U to select it. An address appears and a new location appears on your PDA travel list for Seattle.
Quit your computer and use your PDA to travel to the Dockside Warehouse in Seattle.
Dockside Warehouse, Seattle, Washington
This is the same warehouse you saw in the game's introductory sequence. Find evidence of that event. Approach Skinner to see the lock on the warehouse door.
Select your Lockpick from inventory and use it on the warehouse door lock. Open the door.
Warehouse Interior
Inside, you must collect various items by using your FBI Evidence kit. The following steps outline the route to each item.
For consistency, each route starts from just inside of the front doors of the warehouse. From the warehouse front door, go forward, then right, continue forward, turn left, and look down. Look at the bloodstain on the floor for a close-up. In inventory, select your Evidence kit and use it on the bloodstain to collect a sample. After Willmore reports the blood finding to Skinner, look up and move the pointer over the post at right until it becomes the Eye pointer. Look at the post for a close-up. Move the pointer around the post until you can look again and get a close-up of a bullet embedded in the post. Again, use the Evidence kit to extract the bullet.
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From the warehouse front door, go two paces forward, turn right, continue two steps forward, make a right, and look at the floor to get a closer view of the cigarette butt. Use the Evidence kit to collect the butt. A Morley!
From the warehouse door, go three strides forward, turn left, and take three steps forward to enter the warehouse office. You end up at the foot of a staircase. In inventory, select the Flashlight to activate it. Now your pointer becomes a flashlight beam. Continue four steps forward up the stairs to the second floor. Use the toolbox near the bottom of the screen. Agent Willmore approaches the toolbox and borrows a crowbar.
Go right, then two paces forward, move down, and two more steps forward to return to the office and see Skinner. Continue out of the office, going four strides forward, turn right, make two steps forward, and then look down at the crates. Click on the crates for a close-up. Use the crowbar to open the crate.
Use the Evidence kit to collect a sample of black powder from the crate. Willmore now leaves the crowbar on the floor. Now that you've collected all evidence, you should report to Skinner on what you've found. Return to the warehouse office and talk to Skinner. Ask all questions and use all Idea icons--Blood, Black powder, Morley butt--on Skinner to get his reactions.
From the spot where you face Skinner, go seven paces forward, turn right, take a step forward, turn left, and open the back door to exit the warehouse. You step out to see a man washing a boat.
Boat Dock
Go left, then forward, turn right, continue forward, make two steps to the right, continue forward, and make a left to walk down the dock ramp and face the man washing his boat. Use your FBI Badge on Wong.
Talk to Wong and ask all questions. When he tells you about the fish drying up, a Fish stocks icon appears. Select it to ask Wong about Fish stocks. Return to front of the warehouse to meet Skinner at the car. He points out a sedan that's been following you. Ask all questions.
Go forward once, then quickly press O and select your Camera from inventory. Willmore automatically snaps a photo of the sedan as it screeches away.
Use your PDA to travel to the Crime Lab in Seattle.
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Day 1, Part III
King County Crime Lab, Seattle, Washington
Talk to John Amis and ask all questions. Select all Evidence icons to give them to Amis for analysis. Use your PDA to travel back to the Field Office in Seattle.
Meeting Room
Go right, then forward into the meeting room, where Skinner goes through his notes.
Talk to Skinner. Ask all questions and use all idea icons to trigger Skinner's return to Washington, DC. Skinner takes a sample of the warehouse blood to be analyzed at the FBI's Sci-Crime Lab back in Washington, DC. Note his directive to keep the warehouse under surveillance. Exit the meeting room and go to Willmore's office.
Willmore's Office
Sit at Willmore's desk to trigger Cook's entry. Talk to Cook using any dialogue path. Cook offers to call the Computer Crime Division to run a check on Scully's laptop. If you agree, he takes the laptop and puts it in the evidence cabinet. If you don't agree, your paranoia forces Willmore to do it himself later.
Exit the office. Use your PDA to travel back to the Dockside Warehouse in Seattle.
Dockside Warehouse
A dark car arrives and some spooky looking fellows carry a crate through the front door of the warehouse. Sneak around back and see what they're up to. After the intruders enter the warehouse, go to the warehouse's back door.
Pick the lock with your Lockpick, then open the door to enter the warehouse. Go right, then forward, turn left, and take two more steps forward to see the suspicious activity. Select your Binoculars from inventory for a close-up view of the men loading items into their crate from a hidden storage compartment in the floor.
Go forward, turn left, continue forward, take two steps to the right, and look down to see the bloodstain again. Move the pointer to the left of the blood stain until it becomes the Action Hand. Select that spot to have Agent Willmore open and examine the now-empty compartment.
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Use your PDA to travel to your apartment in Seattle.
Eavelyn Apartments
Click on the apartment door to enter. Turn two paces to the left and examine the detritus of Willmore's failures littering the futon sofa.
A quick perusal of his rooms reveals Willmore's interests. Turn left and follow the hallway to the bedroom. Check out the wild FBI ties on the dresser and other items in the room.
Get to know Agent Willmore better. Rifle through his journal on the nightstand next to the bed. You might want to take a peek out of the window before you hit the sack. Select the bed to sleep. Willmore's head hits the pillow like a crate of industrial-grade lead.
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Up Next: The X-Files (PlayStation) part 2
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Hyperbole Studios
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