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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 ther e.
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.
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 ther e.
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.