Version 1.5 3/8/04
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Deja Vu 1 and 2
Also known as
The Casebooks of Ace Harding
A Walkthrough
by The Lost Gamer (
[email protected])
Copyright 2004
For the latest version of this guide, check
http://the_lost_gamer.tripod.com/guides.html
Table of Contents:
001. General information
002. Story
003. Controls
004. Walkthrough
004a. Casebook One
004b. Casebook Two
005. Credits
001-General Information
-----------------------------------------------------------
This is a walkthrough for the Gameboy Color game Deja Vu
One and Two (The Casebooks of Ace Harding). It contains
the NES video game Deja Vu, and the unreleased NES game
Ace Harding: Lost in Las Vegas. Both of those games were
released on other consoles.
Now, I wrote a guide on how to beat Deja Vu. I've also
written a guide on how to beat Deja Vu 2. Most people
would slap those two guides together, but not me! This
game is different from the two original games, and that
has to be accounted for so gamers don't get confused.
If you want to use part of this guide for something, you
should ask first, or I'll send Malone after you. You
don't want that; he'll take off all of your clothes and have
Stogie beat you up! Instead, contact me at
[email protected] but make the subject blank
if you do, so I know it's not spam.
Thanks to Stormyblue for letting me know about the
cab driver/20 dollar bill trick.
002-Story
-----------------------------------------------------------
There are two casebooks, and therefore, two stories.
Both of them are 1940 detective cases
The first casebook starts with this monologue:
You awake from a dazed stupor that feels like a very bad
headache after a long and very unlucky week spent in Vegas.
Taking inventory of yourself, you notice your right hand is
covered with blood, though strangely, you can neither see
nor feel any wounds. Feeling a sharp on your left forearm,
you roll up your sleeve. A small puncture gives you
pause... "Have I been given something?" you mutter,
hearing a voice that sounds strange to your ears. With
dawning horror, you then realize...you don't remember who
you are! You have no idea why you're here, or even where
"here" is! Everything's a hazy blank! You've no memory
whatsoever!!
The second casebook starts with a monologue so long that I
don't want to type it all up. Here's the overview:
Siegel had a connection with the mafia, mainly a gangster
called Tony Malone. It appears he owed them a large sum
of money, which he was going to give to them, but then he
got killed. Since you figured out who killed Siegel, your
name is in all the papers, so the mafia comes after you.
It's up to you to get the money for the mafia...or they'll
kill you. You have a week to get the money. To make sure
you don't do anything suspicious, they sent a goon (Stogie
Martin) to watch over you. Better find the money fast!
003-Controls
-----------------------------------------------------------
You have a bunch of buttons running across the bottom of
the screen, and more things on the right hand side of the
screen.
Here are the buttons on the bottom, from left to right:
Examine Examine something
Use Use something on something
Take Take something
Open Open something
Close Close something
Speak Used to speak to someone
Hit Hit something (preferably someone)
Leave Leave something somewhere
Now for the right hand side of the screen. It is divided
into two parts. The top parts has two buttons. The one on
the left is the Self Button, which refers to you. You can
talk to yourself, hit yourself, use something on yourself,
whatever! The button right of the self button looks like a
gameboy. Use it to save your game.
The bottom part of the right hand side of the screen is a
map. You can see the walk button. Press it, and choose an
exit (you can choose the squares on the map, or an exit on
the screen) to exit that way.
If you move the cursor down, you go into the goods section.
You can see what you have, and the addresses you know. If
you have something that can be opened (a wallet, for
example), what is in it appears in the goods section.
004-Walkthrough
-----------------------------------------------------------
004a-Casebook One
-----------------------------------------------------------
Strange, isn't it? You don't know who you are or what's
going on? From the looks of the place, you're in a bathroom
stall (the roll of toilet paper is a dead giveaway.)
Strange, there's a light brown trench coat hanging on the
stall door. It appears to match your trousers. Take it to
get a closer look.
Woah, there's a gun underneath! Isn't this strange? You
don't know who you are, where you are, and a gun is close by.
Better take the gun.
Maybe this coat can give you some clues. Look inside the
coat and take everything inside it except the sunglasses
(they're useless). You can put the coat back if you want
to now.
Use the gum on yourself, which means you eat it. If you
examine the handkercheif and the lighter, you'll notice both
have the initials J.S. on them. This must be a clue. If
you examine the wallet, you notice that it is expensive.
This makes some sense, as personalized handkercheifs and
lighters are not cheap.
Open the wallet and check what's inside. You find some money
(a 20 dollar bill-that could come in handy), a key with the
word office written on it (must be an office key), and a card.
The card appears to be hole-punched, and it says, "Private
access card, penthouse, Siegel".
So, what do we know so far? There's a JS person who is rich
and a person named Siegel who has a private access to a
penthouse (how naughty). Oh, and you're in a bathroom.
Strange. Open the stall door and leave.
You're in a dirty bathroom. If you look in the mirror, you
get freaked out because you see yourself, but you don't know
who you are. You must find out a way to stop this Deja Vu.
You must find out a way to stop this Deja Vu.
There isn't much to do here. Open the door and exit. You
end up in a dirty hallway. You can go to the women's
washroom from here (you find that a toilet is broken and water
is leaking everywhere), or you can go through a second door.
Go through the second door.
You're in a bar. Let's hope your Deja Vu is due to the fact
that you got exremely drunk (it's not, unfortunately). There
is no one in sight. The bar is either closed, or everyone
is scared.
You can drink some seltzer on the counter (it's rather pointless,
though). The bar exit appears to be locked. Go up the stairs
and you get another Deja Vu attack. Look at the posters of
fighters on the wall. One of them is you! It appears your
name is Ace Harding. You must not be the rich JS guy.
Open the door and enter the room. You're in a secretaries'
room. Open the desk and take the envelope. Inside the
envelope is a bill from Dr. Brody made out to Joe's Bar
(is that the bar you're in now?). It's a list of medicines.
Strange, isn't it? Well, at least you get an address out
of it.
Use the office key you got from the wallet to open the door
that leads to the office. Enter the office. HOLY CRAP!!!
You've found a dead body!
Open the dead man's pocket and take the key for his Mercedes
Benz. He won't be needing it. Also, open the drawer in the
desk the dead man is lying on. Take the pencil and the key
that are inside.
There is a combination safe on the wall. You can't open it
because you don't know the combination. Open the window and
exit through it. You're on the fire escape. Move forward
to get to the third floor. Oh uh! Vertigo! Open the
window and enter the building.
Jeesh, this certainly is a strange bar. It looks like a
torture room. Open the trash can and take the capsule
inside.
From here, it would be safe to conclude that whoever
ordered the medicine used it on someone, what with the
empty medicine bottles and all. Could that person
be...you? Perhaps the medicine is what caused you to lose
your memory...and the chair would indicate that you didn't
take it willingly. That would explain the puncture on
your forearm. Hmmm...
Use the elevator button and enter the elevator. Press the
third button from the bottom and exit. You're back in the
office with the dead body. The elevator closes behind you.
Aha! A secret passage!
Go back down to the bar. Open the basement door and enter
it. You're in a wine cellar, with a big wine casket and a
lot of wine bottles.
Examine the bottles. All of them are dusty, save one. Hit
the one that is not dusty. A secret passageway opens. Boy,
this bar is really mysterious; how many buildings have a
secret passage and a secret elevator?
Open the door to the left and enter. It's a casino! This
thing is getting more and more mysterious, isn't it?
Use a coin on the slot machine on the left. Keep on playing
the slot machines until you get a bunch of money. Twenty
coins is enough money for you.
Leave the casino (go back to the place you entered the casino
from. Now you have to brave a sort of underground maze. Go
down, right, and up. Open the manhole, and go up. You
make it onto a dingy alleyway. Go forward into the street.
Some thugs occupy the streets here. If you meet one with
a gun, punch him instead of paying up (you can do this four
times). Heh heh, don't mess with a former boxer! If you
meet a thug without a gun, pay him the money.
You're now in front of Joe's Bar, the bar you woke up in.
Use key2 to open the car, and enter it.
Hmm, nice looking car. If you use the hood opening button,
you get blown to bits. Open the dashboard (glove
compartment), take what's inside, and start examining it.
The snapshot is of a four-hundred pound woman. The note is
Joe (with the optional "Y") Siegel's car registration. He's
the JS person, and also owns Joe's bar.
Examine the map. It has instructions on how to get to Joe's
Bar. Written on the map is, "Ace, follow this route. That
way you'll know if you're being followed. Be careful, you
don't want the cops to find Mrs. Sternwood in the trunk."
Wow, that's strange.
Leave the car. You could examine the car trunk, but it's
locked. Perhaps Mrs. Sternwood is inside...go left.
A bum is somewhere around here. If you meet him, ignore
him and go left again.
You're at a newspaper stand. The paper headlines read
"JAPANESE BOMB PEARL HARBOR". If you buy one, the news
boy says some useless information intended to freak you
out. Don't buy a paper, just go left again.
Just keep going left until you can't go left anymore. Enter
the cab. Talk to the cabby, and tell him you want to go to
West End (Joe Siegel's place). Use your coins on the box
that says "pay here" and exit the cab.
If you're out of coins, you can put the twenty in instead. The
cab driver doesn't have change, so he just lets you leave
without paying.
Open the door and enter the expensive-looking hotel. Use the
card in the slot, and enter the elevator. Use the card in
the slot here, and exit when the elevator stops moving.
Hmm, you're in Joe Siegel's penthouse. He must be rich.
Check out the picture on the wall, there's nothing like
great artwork to inspire someone!
Take the photo on the fireplace. It has an address to go
with it. Go back to the cab, and have the cabby take you
to that place.
None of your keys work in the lock. Shoot the lock off
instead. Now you can enter the house easily. Take the
two pieces of paper on the nightstand (One sounds like
someone you dated once...in reality, they are
safe-combinations, perhaps one opens the safe you saw
earlier). Open the drawer and take the key and diary
inside of it.
If you open the diary, you find a JS bookmark inside. Read
(examine) the diary, and you read a strange entry. This
Martha, whoever she is, does't like Joe Siegel, and has her
eye on the married Mr. Sternwood. Strange, isn't it?
Go back to the cab and go to the West Sherman place. Open
the door and enter. Go through the hallway on your right,
and use key5 (the last key you got) to enter Dr. Brody's
office.
Use the gun on the file cabinet and read the files inside.
One says that Ace Harding (that's you) was strongly urged
to quit smoking after his last physical. The second one
is a receipt which says Martha Vickers, Joe Siegel's secretary,
wants the medicine delivered to Joe's Bar. The third one
talks about how a patient is developing pneumonia. The fourth
one talks about various medicines.
Ofreeall is used to cure patients with heart murmurs. Medrezine
is used to treat patients exposed to nerve gas. Diethanol
trimene is used to induce memory loss. Sodium bicarbonate
is used to counteract the pains of overeating. Chemopapain
is used to induce euphoria. Sodium pentathol is used to
make someone unconscious and tell the truth. Bisodiumitis
helps counteract diethanol trimene.
Examine the medicines. Take all of the sodium pentathol and the
bisodiumitis. Use the bisodiumitis on the capsules, and use
the capsules on yourself. Your memory returns! You remember
a priest from a boarding school.
Take another dose of the bisodiumitis. You remember playing
with your dog Taco, who ended up sending you to the hospital.
Take a third dose, and your memory returns fully. You remember
Suzy Q., the first girl you kissed. More importantly, you
remember that you're Ace Harding, Private Eye.
You used to be a boxer, and your manager was Joey Siegel.
You two were good friends. He's the dead guy. It appears
that his secretary, Martha Vickers, was involved in a plot
to kill Joey, and then frame you for it. It almost worked
too, but now that your memory is back, you can find some way
to get the right people to jail.
Go back through the building and go up the stairway. It
appears someone is waiting for you in your office. Shoot
whoever it is. Use key5 on the door and enter.
Well, you've killed the man in your office. Open the desk
drawer, open the ammocase inside it, and then take the ammo.
Take the file5 and read the other two files for some information
on Sugar Shack.
Time for a lecture. Nintendo doesn't produce games that it
finds are inappropriate. These games can decide to edit
questionable game play, or find other means to produce it.
Maniac Mansion, for example, had to edit the game play so
Nintendo could mass-produce copies of it. Wisdom Tree
games weren't produced by Nintendo due to the religious
nature of the games, so Wisdom Tree had to produce it all
by themselves.
Sugar Shack is a prostitute that Ace caught and sent to
jail. Prostitution is an inappropriate job. Whoever made
this game had to edit the game so her role was changed, in
order for Nintendo to produce the game. Her role was
changed so she was sent to jail on some other charge.
For all of you who are worried about censorship today,
don't worry. All the games today are given a rating due to
their content, so people know which games are naughty.
This way, no one will get any unpleasant surprises after
buying a game, and then decide to sue someone. So now
there isn't a problem with inappropriate games being
produced.
Read the file5. Sounds like you're doing something bad.
That's got to be a fake letter, planted to make you look
guilty, right? Let's hope so...
Go back to the cab and have the cabby take you back to Joe's
Bar (South Peoria Street). Go right until you reach the bar.
Use key3 on the bar door. Enter, and go to the room with
the dead man.
Use a combination you found in Martha Vicker's house on the
safe in here (note3). Open the folder in the safe and take
the note. Open the box in the safe and take the key there
as well.
Read the note. It says you owe Joey Siegel money. Most
likely another fake piece of evidence, locked away in the
safe to keep it safe. Since Martha Vickers was the one with
the combination, she most likely is the person who planted
it.
Note that here, you can go back to the casino for more
money. You have two cab fares to pay in the future, so
you'll want to be able to afford that.
Go back outside the bar. Remember the note about Mrs.
Sternwood in the trunk? Go in front of the trunk and use
the key you just got to open it (key4).
Inside is the four hundred pound woman from the snap shot.
She's tied up and unconscious. Take the gag off her face.
Use the sodium pentathol on the capsules, and the capsules
on her. She comes conscious just long enough to tell you
where she lives.
Go back to the cab and go to the address she gave you. Open
the mailbox and take the envelope inside. Read the letter
inside the envelope. It's a ransom note. Somebody's stolen
Mrs. Sternwood and is holding her captive.
Let's recap on everything that's happened so there's no
confusion. You're Ace Harding, Private Eye. You used to be
a boxer. Your old manager was Joey Siegel, a guy you didn't
like too much. Joey runs a bar called Joe's Bar, and some
illegal things (like a hidden casino) happen there. Joey
was rich.
Joey's secretary is Martha Vickers. She has her eye on
Mr. Sternwood, husband of Mrs. Sternwood, a really fat woman.
Martha ordered a bunch of medicines under Joey's name.
Martha and Mr. Sternwood killed Joey. They kidnapped Mrs.
Sternwood, knocked her out, and put her in the trunk of
Siegel's car. They used medicine on you so you'd lose your
memory, and planted evidence in places to make it seem that
you killed Joey and kidnapped Mrs. Sternwood. To ensure you
wouldn't figure out their plan, they hired a goon to wait
for you in your office.
Now you're at Sternwood's house. Hopefully, you can find
some more incriminating evidence against Sternwood and Martha.
Use the knocker.
A butler shows up and says that no one is allowed, as the
master of the house (Sternwood) is asleep. You're an ex-boxer.
Hit the butler and he gets knocked out in one punch.
Go upstairs (you can fool around in the kitchen if you'd like
to). Enter the room closer to you. Martha Vickers is inside,
and she's sleeping. Open the door and open the nightstand.
Take the memo inside it.
Use the pencil you got early in the game on the memo. Now
you can read it. It's a timetable which discusses the plans
Martha and Sternwood used. Boy, what a good set-up they
had!
You can shoot the mirror in this room if you want. Martha
keeps on sleeping if you do. What a heavy sleeper! Open
the door and enter the next room.
This must be Mr. Sternwood. Take the envelope in the
drawer. Inside is a threatening letter, telling Sternwood
to leave Martha alone.
Leave Sternwood's house and go back to Joe's Bar (South
Peoria). Open the manhole and enter the sewer. Go down
three times, and you enter the deepest part of the sewer.
If not, explore a bit until you find it. Save your game
here in case you make a mistake.
You can throw away things into the sewer. Here are three
things not to throw away: the diary, the timetable, and the
blackmail letter.
Now, you want to throw away any incriminating evidence
against you. Just throw away everything you have (open
envelopes, take what is inside them, and then throw away
the envelopes). The game doesn't allow you to throw away
some things.
Get rid of anything that could be used against you in a
court of law. Be sure about this. Move straight up three
times. Go one right.
You should be in front of a police station. If not, you
meet Sugar Shack (she shows up randomly). If that happens,
punch her. Then go right again to the police station.
Enter the police station. You get arrested and taken to
court. If you got rid off all the fake evidence and you
have all the evidence against Sternwood and Martha, your
name gets cleared and you end up being known as a famous
private eye! Good job!
But of course, that's not the end of all the bad things
that happen to Ace Harding...you get the lead in to the
second casebook.
004b-Casebook Two
-----------------------------------------------------------
You wake up with a throbbing headache. You are in a bath-
room and for some reason, undressed. Grab the trenchcoat
and pants. Open them.
The pants are definitely yours. The key to your apartment
is inside. Open the wallet, and examine the newspaper
clipping (it talks about you solving casebook 1, and gives
you the address of Joe's bar) and the license (which gives
you your address and real name, Theodore Harding).
The trenchcoat just has some gum inside. Big whoop. Open
the door and exit.
Hey, it's everyone's favorite goon, Stoogie. He warns you
not to get any smart ideas. He leaves a cigar ring, which
he appears to do quite often. Grab the train schedule on
the dresser and read it for an address.
Now, at random points in the game, Stoogie shows up and
tells you that your time is running out. He leaves a cigar
ring each time. Exit the room.
WOAH WOAH WOAH!!! YOU CAN'T GO ANYWHERE UNTIL YOU GET YOUR
PANTS ON!!! WHO DO YOU THINK YOU ARE, DONALD DUCK???
Put on the pants (use them one yourself), and then exit
the room. It is probably a good idea to put on the coat
as well.
You're in the hallway. Open the doors to the casino and
enter. Go left to see the chick who's the cashier. Get
two chips using the money from your wallet.
Go to the blackjack table. The dealer is familiar. Open
the newspaper clipping to find a second newspaper clipping.
It's about you and your old sparring partner, Rudy. Hey,
he's the dealer!
Show Rudy the newspaper clipping that deals with the two of
you. He winks, invites you to play a little blackjack, and
since he likes you, he lets you win. If you don't know how
to play blackjack, talk to him and he tells you how.
Eventually, he reshuffles the deck and stops letting you
win. By then, you should have quite a lot of chips.
Go back to the cashier chick and exchange all the chips you
won into dollars. Go back to the hallway, and leave the
casino. Outside the casino, head right to reach the train
station. Enter the station. You can go to the lower/right
to see the train schedule. Find out where the train to
Chicago is. Enter the train and give the rude conductor
twenty bucks so you can go to Chicago.
If you don't make it on the train, leave the station and
try again. When you make it, you fall asleep on the ride
there. In the station, make sure to grab a newspaper using
a quarter. Read the paper to get the address to the
morgue.
Leave the train station and enter the cab. Why, it's your
old pal Gabby! Have him take you to your apartment
(Adison). Since you're friends, he doesn't charge you a
fare (I'd pay money to get him to n
the key on the door at the far end, and enter your room.
Wow, what a dump! Stogie really messed up your room!
Luckily, your ugly plaid overcoat is safe. What's inside
the pocket of the overcoat? It's a gun! Take it and all
of the money inside.
Take the flashlight off of the floor, and open the drawer.
Get everything inside it (a penknife, a bullet box, and a
key).
Go back to the hallway. If you want, use the key you found
to open the mailbox, and read your mail.
Go back to Gabby and get to Siegel's bar (Peoria Street).
Enter the alleyway, and climb the fire escape. Hit the
boarded window and climb through.
Hey, it's the place where you found Siegel's dead body!
Examine the desk, and you learn that Ace isn't too sorry
Joey is dead (Ace owed him money).
Open the old telephone on the wall to get a weird key. Go
back down to the alleyway, and head deeper in the alleyway
and you see a door. Open the penknife, and use it on the
locked door. It opens.
Enter the room. Hey, it's dark here! Use the flashlight
on yourself. That's better. Open the door that isn't
boarded up, and go through it. Then go into the wine
cellar.
One bottle has no dust on it. Hit it, and a secret passage
opens. Go in the passage, then open the door to the left.
Inside is a hidden casino.
Use the key you found in the room where you found Siegel's
body on the slot machine on the right. You find a card
(read it for Sugar Shack's address) and Siegel's diary.
Go back to the cab and use go to Sugar Shack's place
(Cottage). The door to her room is locked. Use the
penknife to get inside. Open her closet and take the
police uniform (it belongs to the flatfoot that picked you
up for Siegel's murder).
In her closet is a vacuum. Open it, then use your penknife
on the bag. Open the envelope and read the letter. Wow,
Siegel was sure involved in a lot of naughty stuff. Go
back to Gabby the cabby, and get to the morgue.
Before entering the morgue, get undressing by using your
clothes on yourself. Put on the cop uniform. Enter the
morgue, and then the back room by opening the door and the
gate. Only officers are allowed in here.
Open drawer two, and take the nametag. Close the drawer,
and exit the back room. Use the tag on the mortician, and
he gives you the man's belongings. Take the man's money
and his baggage claim ticket.
Go back to Gabby. Take off your cop uniform, and put on
your normal outfit. Go to the train station (Chicago), and
get back to Las Vegas. When you're there, use the baggage
claim ticket on the man in the baggage claim.
Open the suitcase, and open the clothes inside. Take the
letter and the snapshot. Then go back to the hotel.
Instead of entering the casino, enter the elevator. Hey,
there's a blank space above floor three! Whatever, hit
the button for floor three, then get off on that floor.
Open the clothes hamper, and close the lid. If you wait a
while, someone picks up the laundry. Uh oh, it's two
thugs! They frisk you and find the letter to the big boss.
They tie you up, and take some of your things to show the
boss. Time to fool these goons. Quickly, use the rope
that ties your hands together on the box with nails on it.
Go upstairs and open the front door. Go back downstairs
and hide in the laundry hamper.
When the thugs come back, they find you gone and the front
door open. They figure you ran for it. Their boss won't
be happy with them.
Go back upstairs and into the boss' office. Don't worry,
he's not there. Open his desk. Take his key, and open the
box in his desk. Take the magnet. Now leave the office,
and go through the front doors you opened earlier. You'll
be in front of their building, cleverly disguised as a
laundry service. Go right about four times (you'll pass
through the dessert) and enter the hotel. Get back inside
the elevator.
Use your magnet on the strange empty spot above the floor
three button. You make it to a secret floor. Take the
button, and then go through the door on the left. Punch the
paperweight, and grab the part that looks like a dart.
Open the desk drawer, and take the key and record.
Open the record. When comparing it to Siegel's diary, we
find a missing courier, making it look like DV (Malone's
right hand man, the guy in charge of the laundry service)
is responsible for the missing money.
Backtrack all the way back to the Laundromat. Use
your new key to get inside the chute. From there,
enter the boss's (DV's) room. Use the dart on the
dartboard. You enter a secret office. Open the desk
and get everything inside.
Okay, time to recap. DV, Malone's right hand man, has the
missing money, and used it to bribe the police. This is
supported by the second record, and what happens if you
wear the cop uniform in the Chicago train station (a cop
comes up, asks if you got your weekly payoff, then arrests
you).
You have to figure out how to get Malone to know DV is
responsible. And it'd be nice to let DV know the jig is
up. So, leave Stogie's cigar ring on the desk, which will
let DV know that Stogie was there.
Go back to the hotel, and go up to the fourth floor. Go
into Malone's door (the one on the right). Drop off the
first letter, third letter, and diary in his room. This
way he knows DV is a traitor.
Now get out as fast as you can and jump on a train going
to Chicago. (Or get lost in the desert, fast). After you do
this, you find out that Malone and DV went after each
other at the same time. They both die in the shootout, so
neither one of them wants you dead anymore. Yay!
The end!
005-Credits
-----------------------------------------------------------
This FAQ is copyright of The Lost Gamer, 2004. If you want
to use any part of this FAQ, ask me first (instructions under
general information)