265 lines
16 KiB
Solidity
265 lines
16 KiB
Solidity
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DEJA VU II
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1 Introduction, Bathroom,
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Hotel Room, Casino (1st)
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2 Train Stations, Cab, Home,
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Joe's Bar, Sugar's Home
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3 Morgue, Train Stations,
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Casino (3rd), Laundry,
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Casino (5th), Secret Office,
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Endgame
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DEJA VU II
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Part 1
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Introduction
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DEJA VU II: Lost in Las Vegas is a sequel to ICOM Simulations' DEJA VU: A
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Nightmare Comes True!, and uses the same windowing system. Because DVII is a
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sequel, playing DVI first is helpful (e.g., it's nice to know some areas that
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you will be exploring, in this case, "Joe's Bar" and its vicinity). But it's not
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an absolute necessity.
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Moves are made by choosing from a set selection of options and
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pointing/clicking on the option. Some of the commands serve multiple purposes.
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For example OPEN not only serves to open items, but also means search (as in
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OPEN BODY). When you open an object, a new screen window appears and shows the
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contents. Objects are moved by pointing and dragging from one window to another.
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Your inventory is always an open window, while your current location is another.
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I played on an Apple IIgs, and the game used the built-in windowing abilities.
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On other systems, this support is simulated by the program itself and may work
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slightly differently. Read your manual and experiment (as the manual directs) to
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see how your implementation works. In movement directions in this walkthu, I
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will identify the correct exits by reference to the exit boxes in the EXITS
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window (which shows all currently visible exits).
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You are a private detective (and former boxer) in the early 1940s. In a prior
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case (the one in DVI), you were framed for the murder of Joey Siegel (underworld
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type). It turns out that Tony Malone (his boss) is blaming you fo the
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disappearance of some Mob money that Joe was responsible for, and has kidnapped
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you and given you a limited amount of time to find/return it. He has assigned
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one of his men (Stogie Martin) to keep you under surveillance.
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Bathroom, Hotel Room, Casino (1st Floor)
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First, drag the trench coat and pants into your inventory. OPERATE each on the
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YOURSELF icon in the upper right of your screen. This causes the program to
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cause you to "wear" them (see -- a multiple meaning command with almost the
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first move of the game). Now click on the trench coat twice (or click on OPEN
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and the trench coat -- there are alternate ways to issue the same command) to
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see what is there. Looks like a pack of cigarettes. If you OPEN it, you will
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find that you are all out. There will be no way to find another pack, and
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periodically you will get the urge to light up, but you know that smoking is bad
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for your health [the preceding is an (anachronistic) Public Service announcement
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from the Surgeon General]. Close the trench coat window to keep the screen clear
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and (more important) to speed up the game, since it takes time to maintain and
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scan all the open windows.
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Go through the same OPEN procedure with the pants. You will find your house key
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and your wallet. OPENing the wallet reveals two newspaper clippings, $12 in
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bills, and a quarter. If you want, you can explore this room, but there will be
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nothing that will be needed to finish the game. Open the door and exit. Looks
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like you have a visitor. It's Stogie Martin, with a warning and an ultimatum. He
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then leaves (but leaves behind something on the floor). Examine it, and you will
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discover it is a cigar band. Drag it to your inventory. On the dresser is a
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folded object that turns out to be a train schedule. Opening and reading it
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informs you that the cost of a one-way ticket to Chicago (where you must go to
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investigate) is $20. Add the schedule to your inventory. If you want, you can
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examine/open the ashtray (on the dresser), the dresser itself, the night stand,
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and the wastepaper basket. None will produce items that will be needed to finish
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the game, but some (such as the Bible moving to your inventory or being read)
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produce interesting (and non-fatal) responses from the game. Exit the room to
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the left and enter the Casino though the casino door.
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You are now in the Lobby. Look at that picture and remember its subject and
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description. Exit left to the cashier. Since chips are $5, buy two with your $10
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bill. Move left to the first 21 table. That dealer looks familiar, so check out
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his name tag. Yes, it's Rudy your old sparring partner (you did read those
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clippings, didn't you?). Note: It is possible at times for the game to place
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Rudy at a different table, so keep heading left until you find him. OPERATE the
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clipping on him (i.e., show it to him) to get a smile and a wink. Bet your $10
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and draw cards until you have 16-21, then stand. Save before each round in case
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you overdraw. Rudy will draw and either bust or get less than you. Move one chip
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on the table to show that you are betting the full amount in the next round.
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After you win three times, you will draw some heat from the pit boss, and Rudy
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will take a break to be replaced by a blond-haired dealer. Take your $80 and
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cash it in your chips. Return to the Lobby and exit down.
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DEJA VU II
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Part 2
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Train Stations, Cab
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Now, go right to the Las Vegas Train Station. Enter it and you will be in the
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Waiting Room. Gates are numbered clockwise (from the left) 6-9, and in the lower
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right is the Baggage Office. Examine the Lower Board in the Baggage Area to get
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the Departure Gate for Chicago. If it is not listed, examine it again and it
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should then be there. Go to that gate. If the train is not there, exit down and
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reenter; otherwise enter the train on the right or left. Trying to cross the
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track to the upper exit when no train is in the station will get you run over as
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the train enters the platform. You will be confronted by a conductor asking for
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the $20 fare to Chicago, so drag a $20 bill onto his hand. Waste some time
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(until the train pulls out) by examining the window, seats, etc. The game will
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go on automatic until you get to Chicago, so click on CONTINUE when needed.
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You are now on the Arrival Platform in Chicago. Exit down to the Chicago
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Waiting Room. Since you have been away, you should catch up on what has been
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happening. Buy a paper from that blind newsdealer. Warning: His seeing-eye dog
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moonlights as a member of the K9 section of the Chicago Police, so first pay the
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newsdealer (use either your quarter or a $1 bill). Take a paper, read it (looks
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like there is a gang war on or something), and store it in your inventory. Exit
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down and enter the cab.
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The driver is an ex-client and friend. As noted by the game, he will drive you
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anywhere in Chicago for free. His name is Gabby (so, as is usual with na
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describing an ex-basketball star as "Shorty," a fat man as "Skinny," and a
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hirsute fellow as "Baldy," the cab driver is deaf). Thus, the SPEAK option will
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do you no good. What will you do now? If you give up, why not just try SHOWing
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him something with an address? The first place you should go is home, so show
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him your driver's license (OPERATE LICENSE on DRIVER). Exit the cab from the
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left (the right door is smashed shut).
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Home, Joe's Bar, Sugar's Home
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Enter the building and use your house key on the upper (i.e., far) door, th
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enter. Looks like someone has been ransacking your house (and this cigar band on
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the floor says who). OPEN the suit on the wall an get your gun and the money. On
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the floor is a drawer, so OPEN it and then the box. Now OPEN the gun and drag
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the six bullets from the box's window to the gun's window and close the gun. You
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are now armed; this is not required, since there will be no use for the gun, but
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why not look the part of a PI? Drag the flashlight and knife into your inventory
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(and if you want, the two keys). Exit. If you took the brass key and want to see
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your mail, OPERATE it on the right-hand mailbox. Read your mail (nothing there
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is going to be useful). Exit and reenter the cab.
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Use the other newspaper clipping to go to Joe's. Once there, enter the alley
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and climb the fire escape. EXAMINE the boards and you will notice that one is
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loose. OPERATE it and you will create an opening that you can enter. Enter the
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opening and OPEN the wall phone. Get that odd-shaped key. Go back out the window
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and down the fire escape. Go further into the alley by selecting the bottom box
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in the EXITS window. While there are items to investigate here (such as the
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trashcans and that carton), they will not be required. EXAMINE that door. The
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game says the lock should be easy to pick. OPEN the knife and try to pick the
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lock with it. It works! Enter the door.
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It is pitch dark. Looks like your flashlight is going to come in handy, so turn
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it on. Enter the bar via the door and go into the cellar via the door to your
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left. On your left is a wine rack. On the right side of the wine rack is a
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bottle in its own compartment. Examination reveals that there is no dust o it,
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so OPERATE it to open the secret door. Enter and go through the door on the
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left. Use that odd-shaped key from the phone in the office on the right-hand
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slot machine. Open it and examine the contents. Looks like a list of payoffs and
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a card from an ex-girlfriend. Take them and return to the cab (turn off the
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flashlight when you get to the alley; you may need it again).
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Show Gabby the card to get to Sugar's Home. Exit and try the door in the
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basement (that bum is a red herring and there is no way to get past him). Her
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door is locked, so try out your lockpicking skills again to get the door open.
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You can investigate the room, but the important location is that dresser on the
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left. Open it to reveal a police uniform. Remove (but keep) your pants, and put
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on the uniform. Now for a very important step. Scroll the dresser window to see
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the right side. On the bottom row is a vacuum cleaner. Open it and try to open
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the bag inside. It will not open, so use your knife for its real purpose by
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cutting the bag open. Inside is an envelope. Examine the envelope and then open
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it. Read the letter to find out some vital information. Close the envelope and
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move it to your inventory (with the letter inside). Examine that newspaper to
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find out that someone important to Sugar has died.
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DEJA VU II
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Part 3
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Morgue, Train Stations, Casino (3rd Floor), Laundry
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Return to the cab and, using the newspaper you bought at the Train Station, go
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to the Morgue. Enter it, open the gate, and go through the far door. Open drawer
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5 and examine the body. It is the bag man from that letter at Sugar's. Read and
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take his toe tag. Exit and speak to the clerk. Tell him "Bondwell" to get the
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property that was on the body. Open the box to find some keys and a wallet. Open
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the wallet and there will be a driver's license and a claim check. Take the
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wallet and its contents, especially the claim check (it may be good at the
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Baggage Claim area at the Las Vegas Station). Close the box and return it to the
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clerk. Return to the cab and, using the train schedule, go to the Train Station.
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If you want, you can first use Bondwell's driver's license to check out his
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home, but there will be nothing of use there. Read the lower board to find the
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correct platform, and go there (they are numbered from 2-5 clockwise). Go
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through the same routine as you did in Las Vegas. Go to the Baggage Office. Give
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the claim check to the clerk and get a bag. Open the bag and explore the
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clothing. You will find a picture and an envelope. The picture is of Joe and
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someone else outside Reliant Laundry. The letter is addressed to Tom Malone at
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the Casino. Opening it up reveals what is going on and where the money
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"disappeared" to. Take the picture and the envelope (with the letter included)
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and put them in your inventory. Close the suitcase and just leave it there.
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Return to the Casino and enter the Hotel Section (to the right). Press for the
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elevator and enter it. Examine the elevator panel. There seems to be space for a
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5th button, but none exists (remember this). Press for the third floor. Exit the
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elevator when it reaches the third floor. Look: There is a laundry hamper from
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Reliant Laundry. Let's play Trojan Hamper by hiding in Z {pen it up and climb
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in. Waste some time by examining the laundry. After a few moves, the hamper will
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be closed and transported to the Laundry. Looks like the Trojan Hamper was a
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success!
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Oops! I spoke too soon. You have been discovered, searched (some items have
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been removed from your possession), and tied up. From the comments of those two
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goons, your life expectancy is not too hot. You must get free. Examine the crate
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to your left. It looks useful, so OPERATE the ropes on the crate. You just got
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free, but you are not safe yet. Go up the stairs (to your right), open the door
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(on the left) to make it look like you got free and escaped, and return to the
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cellar via the door at the end of the hall (top). Pull the Trojan Hamper routine
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again and wait for the goons to discover your escape. This time it worked. They
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found the open door, and after finding you gone (they do not look in the
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hamper), they assume you left.
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Now return upstairs, open the gate in the counter, and enter the Office. Look
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at the tape on the floor (and remember it for later). Open the desk and get the
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contents. There is a box with something inside it and a key. Take the key and
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open the box. It's a magnet; take it. Exit the office and go out the open door.
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Casino (5th Floor), Secret Office, Endgame
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Head right until you get to the Casino. Enter and go right and enter the
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elevator again. This time, place the magnet on the top of the panel (where there
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should be a 5th floor button). It worked! Take back the magnet and exit at 5.
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Look at the picture on the wall (a Godfather...looks like you are in Mob
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territory, so watch out). Enter the left door (the right door is for later).
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Open the desk, and get the contents. Try OPENing that desk ornament. It comes
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apart! One of the two pieces is a disguised dart; take it. Exit and return to
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the Laundry.
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Use the key from the Laundry office on the gate on the left of the building.
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Enter and go to the office. Remember that tape on the floor? Try throwing the
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dart at the dart board and you will find a secret door. Enter the Secret Office
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and look in the desk. You will find (and should recover) the picture and the
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letter that were taken from you by the goons. Also take the real books. Now to
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implement that idea from the picture in the Casino Lobby (to get the two to
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shoot each other).
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Leave a cigar band in the drawer before you, and close it to make it look like
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Stogie (i.e., Malone's Man) removed the items. This will put Malone (and Stogie)
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on the spot. Leave (taking the dart back) and close the Secret Door (not needed,
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but be neat and make it look good). Return to the 5th Floor.
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Now go the right Office and open the drawer. Put the following items in it:
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picture of Joe and DV, the real books from the Secret Office, the fake books
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from DV's Office, Joe's diary, the letter from Bondwell, the letter from Sugar's
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vacuum cleaner (with envelope), and the Bondwell toe tag from the Morgue. Close
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the drawer. There is some overkill on these items, but I do know that some (for
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example, the Sugar letter) are required. You have now given enough evidence of
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what is happening to tip off Malone and prove it to him (try _not_ leaving that
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Sugar letter and see what I mean...save first!). Now, your final task is to
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avoid getting caught in the crossfire. Head straight for the Train Station and
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catch a Chicago-bound (or anywhere else if there is no Chicago at the station)
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train. Once you are on the train and it has pulled out, lean back and watch the
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fireworks. Turn on your printer and save a copy of the canceled contract as
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remembrance.
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DEJA VU II is published by ICOM Simulations and distributed by Mindscape, Inc.
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