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Fanclub Das Freakmagazin 1
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deja2.txt
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1996-05-13
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============================
=== THE ELECTRONIC GAMER ===
============================
DEJA VU II Walkthru
Introduction
DEJA VU II: Lost in Las Vegas is a sequel to ICOM Simulations' DEJA VU: A
Nightmare Comes True!, and uses the same windowing system. Because DVII is
a sequel, playing DVI first is helpful (e.g., it's nice to know some areas
that you will be exploring, in this case, "Joe's Bar" and its vicinity).
But it's not an absolute necessity.
Moves are made by choosing from a set selection of options and
pointing/clicking on the option. Some of the commands serve multiple
purposes. For example OPEN not only serves to open items, but also means
search (as in OPEN BODY). When you open an object, a new screen window
appears and shows the contents. Objects are moved by pointing and dragging
from one window to another. Your inventory is always an open window, while
your current location is another. I played on an Apple IIgs, and the game
used the built-in windowing abilities. On other systems, this support is
simulated by the program itself and may work slightly differently. Read
your manual and experiment (as the manual directs) to see how your
implementation works. In movement directions in this walkthu, I will
identify the correct exits by reference to the exit boxes in the EXITS
window (which shows all currently visible exits).
You are a private detective (and former boxer) in the early 1940s. In a
prior case (the one in DVI), you were framed for the murder of Joey Siegel
(underworld type). It turns out that Tony Malone (his boss) is blaming you
fo the disappearance of some Mob money that Joe was responsible for, and
has kidnapped you and given you a limited amount of time to find/return it.
He has assigned one of his men (Stogie Martin) to keep you under
surveillance.
Bathroom, Hotel Room, Casino (1st Floor)
First, drag the trench coat and pants into your inventory. OPERATE each on
the YOURSELF icon in the upper right of your screen. This causes the
program to cause you to "wear" them (see -- a multiple meaning command with
almost the first move of the game). Now click on the trench coat twice (or
click on OPEN and the trench coat -- there are alternate ways to issue the
same command) to see what is there. Looks like a pack of cigarettes. If you
OPEN it, you will find that you are all out. There will be no way to find
another pack, and periodically you will get the urge to light up, but you
know that smoking is bad for your health [the preceding is an
(anachronistic) Public Service announcement from the Surgeon General].
Close the trench coat window to keep the screen clear and (more important)
to speed up the game, since it takes time to maintain and scan all the open
windows.
Go through the same OPEN procedure with the pants. You will find your house
key and your wallet. OPENing the wallet reveals two newspaper clippings,
$12 in bills, and a quarter. If you want, you can explore this room, but
there will be nothing that will be needed to finish the game. Open the door
and exit. Looks like you have a visitor. It's Stogie Martin, with a warning
and an ultimatum. He then leaves (but leaves behind something on the floor).
Examine it, and you will discover it is a cigar band. Drag it to your
inventory. On the dresser is a folded object that turns out to be a train
schedule. Opening and reading it informs you that the cost of a one-way
ticket to Chicago (where you must go to investigate) is $20. Add the
schedule to your inventory. If you want, you can examine/open the ashtray
(on the dresser), the dresser itself, the night stand, and the wastepaper
basket. None will produce items that will be needed to finish the game, but
some (such as the Bible moving to your inventory or being read) produce
interesting (and non-fatal) responses from the game. Exit the room to the
left and enter the Casino though the casino door.
You are now in the Lobby. Look at that picture and remember its subject and
description. Exit left to the cashier. Since chips are $5, buy two with
your $10 bill. Move left to the first 21 table. That dealer looks familiar,
so check out his name tag. Yes, it's Rudy your old sparring partner (you
did read those clippings, didn't you?). Note: It is possible at times for
the game to place Rudy at a different table, so keep heading left until you
find him. OPERATE the clipping on him (i.e., show it to him) to get a smile
and a wink. Bet your $10 and draw cards until you have 16-21, then stand.
Save before each round in case you overdraw. Rudy will draw and either bust
or get less than you. Move one chip on the table to show that you are
betting the full amount in the next round. After you win three times, you
will draw some heat from the pit boss, and Rudy will take a break to be
replaced by a blond-haired dealer. Take your $80 and cash it in your chips.
Return to the Lobby and exit down.
Train Stations, Cab
Now, go right to the Las Vegas Train Station. Enter it and you will be in
the Waiting Room. Gates are numbered clockwise (from the left) 6-9, and in
the lower right is the Baggage Office. Examine the Lower Board in the
Baggage Area to get the Departure Gate for Chicago. If it is not listed,
examine it again and it should then be there. Go to that gate. If the train
is not there, exit down and reenter; otherwise enter the train on the right
or left. Trying to cross the track to the upper exit when no train is in
the station will get you run over as the train enters the platform. You
will be confronted by a conductor asking for the $20 fare to Chicago, so
drag a $20 bill onto his hand. Waste some time (until the train pulls out)
by examining the window, seats, etc. The game will go on automatic until
you get to Chicago, so click on CONTINUE when needed.
You are now on the Arrival Platform in Chicago. Exit down to the Chicago
Waiting Room. Since you have been away, you should catch up on what has
been happening. Buy a paper from that blind newsdealer. Warning: His
seeing-eye dog moonlights as a member of the K9 section of the Chicago
Police, so first pay the newsdealer (use either your quarter or a $1 bill).
Take a paper, read it (looks like there is a gang war on or something), and
store it in your inventory. Exit down and enter the cab.
The driver is an ex-client and friend. As noted by the game, he will drive
you anywhere in Chicago for free. His name is Gabby (so, as is usual with
na describing an ex-basketball star as "Shorty," a fat man as "Skinny," and
a hirsute fellow as "Baldy," the cab driver is deaf). Thus, the SPEAK
option will do you no good. What will you do now? If you give up, why not
just try SHOWing him something with an address? The first place you should
go is home, so show him your driver's license (OPERATE LICENSE on DRIVER).
Exit the cab from the left (the right door is smashed shut).
Home, Joe's Bar, Sugar's Home
Enter the building and use your house key on the upper (i.e., far) door, th
enter. Looks like someone has been ransacking your house (and this cigar
band on the floor says who). OPEN the suit on the wall an get your gun and
the money. On the floor is a drawer, so OPEN it and then the box. Now OPEN
the gun and drag the six bullets from the box's window to the gun's window
and close the gun. You are now armed; this is not required, since there
will be no use for the gun, but why not look the part of a PI? Drag the
flashlight and knife into your inventory (and if you want, the two keys).
Exit. If you took the brass key and want to see your mail, OPERATE it on
the right-hand mailbox. Read your mail (nothing there is going to be
useful). Exit and reenter the cab.
Use the other newspaper clipping to go to Joe's. Once there, enter the
alley and climb the fire escape. EXAMINE the boards and you will notice
that one is loose. OPERATE it and you will create an opening that you can
enter. Enter the opening and OPEN the wall phone. Get that odd-shaped key.
Go back out the window and down the fire escape. Go further into the alley
by selecting the bottom box in the EXITS window. While there are items to
investigate here (such as the trashcans and that carton), they will not be
required. EXAMINE that door. The game says the lock should be easy to pick.
OPEN the knife and try to pick the lock with it. It works! Enter the door.
It is pitch dark. Looks like your flashlight is going to come in handy, so
turn it on. Enter the bar via the door and go into the cellar via the door
to your left. On your left is a wine rack. On the right side of the wine
rack is a bottle in its own compartment. Examination reveals that there is
no dust o it, so OPERATE it to open the secret door. Enter and go through
the door on the left. Use that odd-shaped key from the phone in the office
on the right-hand slot machine. Open it and examine the contents. Looks
like a list of payoffs and a card from an ex-girlfriend. Take them and
return to the cab (turn off the flashlight when you get to the alley; you
may need it again).
Show Gabby the card to get to Sugar's Home. Exit and try the door in the
basement (that bum is a red herring and there is no way to get past him).
Her door is locked, so try out your lockpicking skills again to get the
door open. You can investigate the room, but the important location is that
dresser on the left. Open it to reveal a police uniform. Remove (but keep)
your pants, and put on the uniform. Now for a very important step. Scroll
the dresser window to see the right side. On the bottom row is a vacuum
cleaner. Open it and try to open the bag inside. It will not open, so use
your knife for its real purpose by cutting the bag open. Inside is an
envelope. Examine the envelope and then open it. Read the letter to find
out some vital information. Close the envelope and move it to your
inventory (with the letter inside). Examine that newspaper to find out that
someone important to Sugar has died.
Morgue, Train Stations, Casino (3rd Floor), Laundry
Return to the cab and, using the newspaper you bought at the Train Station,
go to the Morgue. Enter it, open the gate, and go through the far door.
Open drawer 5 and examine the body. It is the bag man from that letter at
Sugar's. Read and take his toe tag. Exit and speak to the clerk. Tell him
"Bondwell" to get the property that was on the body. Open the box to find
some keys and a wallet. Open the wallet and there will be a driver's
license and a claim check. Take the wallet and its contents, especially the
claim check (it may be good at the Baggage Claim area at the Las Vegas
Station). Close the box and return it to the clerk. Return to the cab and,
using the train schedule, go to the Train Station.
If you want, you can first use Bondwell's driver's license to check out his
home, but there will be nothing of use there. Read the lower board to find
the correct platform, and go there (they are numbered from 2-5 clockwise).
Go through the same routine as you did in Las Vegas. Go to the Baggage
Office. Give the claim check to the clerk and get a bag. Open the bag and
explore the clothing. You will find a picture and an envelope. The picture
is of Joe and someone else outside Reliant Laundry. The letter is addressed
to Tom Malone at the Casino. Opening it up reveals what is going on and
where the money "disappeared" to. Take the picture and the envelope (with
the letter included) and put them in your inventory. Close the suitcase and
just leave it there.
Return to the Casino and enter the Hotel Section (to the right). Press for
the elevator and enter it. Examine the elevator panel. There seems to be
space for a 5th button, but none exists (remember this). Press for the
third floor. Exit the elevator when it reaches the third floor. Look: There
is a laundry hamper from Reliant Laundry. Let's play Trojan Hamper by
hiding in it. Open it up and climb in. Waste some time by examining the
laundry. After a few moves, the hamper will be closed and transported to
the Laundry. Looks like the Trojan Hamper was a success!
Oops! I spoke too soon. You have been discovered, searched (some items have
been removed from your possession), and tied up. From the comments of those
two goons, your life expectancy is not too hot. You must get free. Examine
the crate to your left. It looks useful, so OPERATE the ropes on the crate.
You just got free, but you are not safe yet. Go up the stairs (to your
right), open the door (on the left) to make it look like you got free and
escaped, and return to the cellar via the door at the end of the hall (top).
Pull the Trojan Hamper routine again and wait for the goons to discover
your escape. This time it worked. They found the open door, and after
finding you gone (they do not look in the hamper), they assume you left.
Now return upstairs, open the gate in the counter, and enter the Office.
Look at the tape on the floor (and remember it for later). Open the desk
and get the contents. There is a box with something inside it and a key.
Take the key and open the box. It's a magnet; take it. Exit the office and
go out the open door.
Casino (5th Floor), Secret Office, Endgame
Head right until you get to the Casino. Enter and go right and enter the
elevator again. This time, place the magnet on the top of the panel (where
there should be a 5th floor button). It worked! Take back the magnet and
exit at 5. Look at the picture on the wall (a Godfather...looks like you
are in Mob territory, so watch out). Enter the left door (the right door is
for later). Open the desk, and get the contents. Try OPENing that desk
ornament. It comes apart! One of the two pieces is a disguised dart; take
it. Exit and return to the Laundry.
Use the key from the Laundry office on the gate on the left of the building.
Enter and go to the office. Remember that tape on the floor? Try throwing
the dart at the dart board and you will find a secret door. Enter the
Secret Office and look in the desk. You will find (and should recover) the
picture and the letter that were taken from you by the goons. Also take the
real books. Now to implement that idea from the picture in the Casino Lobby
(to get the two to shoot each other).
Leave a cigar band in the drawer before you, and close it to make it look
like Stogie (i.e., Malone's Man) removed the items. This will put Malone
(and Stogie) on the spot. Leave (taking the dart back) and close the Secret
Door (not needed, but be neat and make it look good). Return to the 5th
Floor.
Now go the right Office and open the drawer. Put the following items in it:
picture of Joe and DV, the real books from the Secret Office, the fake
books from DV's Office, Joe's diary, the letter from Bondwell, the letter
from Sugar's vacuum cleaner (with envelope), and the Bondwell toe tag from
the Morgue. Close the drawer. There is some overkill on these items, but I
do know that some (for example, the Sugar letter) are required. You have
now given enough evidence of what is happening to tip off Malone and prove
it to him (try _not_ leaving that Sugar letter and see what I mean...save
first!). Now, your final task is to avoid getting caught in the crossfire.
Head straight for the Train Station and catch a Chicago-bound (or anywhere
else if there is no Chicago at the station) train. Once you are on the
train and it has pulled out, lean back and watch the fireworks. Turn on
your printer and save a copy of the canceled contract as remembrance.
DEJA VU II is published by ICOM Simulations and distributed by Mindscape,
Inc.
This walkthru is copyright (c) 1989 by Robert A. Rosenberg and THE
ELECTRONIC GAMER (tm). All rights reserved. Not to be distributed without
permission.