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 th is 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 kee p 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. Dra g 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 bein g
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 am ount 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 G ate 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 tra in 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 o n 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 d rawer, 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
th e 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 com partment.
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 conte nts. 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. C lose 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 t ag. 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, especial ly 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 t o 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 des k. 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 a nd 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.
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