Solve the Case

Ace's Office Door

There's a mysterious figure on the other side of the door. An amateur might assume this to be a friend, or perhaps a prospective client. But you are Ace Harding, great detective, and not so easily fooled. Use the Gun1 on the glass window on the door to shoot the intruder. Now Use Key5 to unlock the door, Open it up and Move inside.

Ace's Office

If you Open the desk, you'll find an Ammocase inside. When Opened, the case contains six Bul1s (aka Bullets). You've used as many bullets as you need, so only Take these if you want to fill up some inventory slots.

The more important task is to Open up the filing cabinet to find three files. File5 is a letter detailing the kidnapping plot. This letter implies that Joe cooked up a kidnapping scheme, and that if you pull this off he'll keep the ransom money and discharge your debt. Interesting…wonder what debt we could possibly be in. Did we have a large bar tab going? Or is that also a part of this conspiracy? Good thing we killed the guy who planted this! Take the File5 for safekeeping.

File6 and File7 talk about how someone named Sugar Shack went to jail for blackmail, and how she hates Joe Siegel. If you've been following this walkthrough to the letter, you won't have encountered her. Even if you haven't been following since the beginning, you might not have encountered her. I didn't even know she existed in this game the first couple times I played it. You don't really need to Take these, but you can if you really like having paper in your pockets. You're done here, so make your way back to the Bar Office.

Bar Office

Back in the presence of the late Mr. Siegel, Use Note3 on the safe on the wall to unlock it. Inside you'll find a Folder and a Box. Open the Folder to find Note1, go ahead and Take this. Examining it will reveal that you owe Joe Siegel $1,000! So that's what File5 was referring to with your debt. Now Open the Box and Take the Key4 inside of it. Move back to the street Outside the Bar.

Outside Bar

You need to Move to the trunk of the car. On the Move map, there are four rows of squares in this screen. The trunk is the lefthand square in the second row down. Once you're in front of the trunk, Use Key4 to unlock it. Inside you'll see a woman who's been bound and gagged. You've never seen her before, but based on the note on the Map we can safely deduce that this is Mrs. Sternwood. It seems that her husband and Martha Vickers have enacted their plan. If only there was a way to find out where they are…

Mrs. Sternwood is unconscious, but we have something in our possession to help us get the information we need. Take the Gag from her mouth. Now, Use the Medic.1 on the Capsules, and then use the Capsules on the head on the lady in the trunk. She'll start muttering about wanting to go home, and this will add the Aubrnrd (Auburn Rd.) location to your address book. Head back to your favorite taxi.

Yellow/Blue Cab

Speak to the cabbie and direct him to Aubrnrd. Pay him in the usual manner, then Move out of the taxi.

Outside Mansion

Open the mailbox to find the Envel.2, which reveals a Letter1 when Opened. Take the Letter1, which, when Examined, turns out to be the ransom note for Mrs. Sternwood. Pretty clever of John to place this in his own mailbox to avoid suspicion. Now Move to the door.

Mansion Door

There's a large door knocker, which you'll need to Use. A butler opens the door, but denies you entry since Mr. Sternwood is napping. He's not so tough, so just Hit him to dispatch this particular obstacle. Now, Move past his unconscious body and inside the large house.

Optional

Mansion Foyer

If you really want to, you can Open the door down here and Move into the kitchen.

Kitchen

Nothing in this room is used for anything. But if you have a mighty need to collect everything, you can grab the Frypan, Dish, Bowl1, Bowl2, Bowl3, Pitcher, and the Sausage. If you're done robbing this guy blind, head back to the Foyer.

Mansion Foyer

Move up the stairs.

Upstairs Hall

You can take either door here, but I usually head to the left so that's what we're doing now. Open and Move through the door on the left.

Guest Room

There's a smell of cheap perfume, and a dame sleeping in the bed. We know of something we can do with unconscious people, and you can use the Medic.1 on her if you want to. But any confessions made through this method are inadmissible in court, so you don't need to bother if you don't want to. What we need to do is Open up the night table.

Inside is a Memo that you will need to Take. You can also Take the Ball Pen and the Glasses if you want, but those are optional. Now Use the Pencil you picked up in the Bar Office on the Memo to reveal a message. Why, it's a timetable for the plot to frame you for Mrs. Sternwoods kidnapping and Joe Siegel's murder! Open the door in the room and Move into the Master Bedroom.

Master Bedroom

There's a man sleeping is this room, no doubt the master of the house. As with Ms. Vickers, you can illicit and inadmissible confession out of him if you really want to. Open the night table, then Open the Envel.3 inside and Take the Letter2. Letter 2 is from Joe Siegel, and demands $20,000 to keep quiet about John and Martha's affair, while demanding that John stay away from Martha. Also in the night table is a Tissue and Candybox (containing a piece of Candy), but these are optional. On top of the night table is an empty Briefcase that you can take if you desire, but you can also just leave it there. Make your way back to Peoria St. and specifically to the Outside Bar area.

Outside Bar

Open the manhole cover and the Move into the Sewers.

Sewers

There are three entrances to the sewers. To get where we need to go, you basically have to Move back from whatever entrance you used, then just Move left and right until you can Move back again. In the case of the Bar entrance I directed you to, You'll need to Move back, to the middle, then back. You'll find yourself in an area with rushing water. Luckily there's a handy map available if you're lost down there.

So the main goal is to go to the police with all of the evidence proving your innocence, and proving John and Martha the real culprits behind all the illegal activity. However, if you burst into the station with any of the false evidence on your person, or existing out in the wild, implicating you, then you'll just end up in jail. And we can't have that.

Which brings us here, to an area where we can safely dispose of whatever we don't want the cops to see, and where no one can find them ever again. The quick method here is to just Leave everything in the water that the game will let you leave. Anything remotely important will come with a warning that you might need this if you try to dispose of it.

Technically, you don't have to get rid of everything, just any notes or letters that implicate you, and any items that could tie you back to Siegel, including the murder weapon. Except the lighter, for some reason, the game makes you keep that. Specifically, we need to make sure we dispose of the Gun1, Bookmark, File5, Hanky, Map, Note1, Snapshot, and Wallet. If you haven't picked any of these up yet, better do some backtracking to find them.

When you're done emptying your pockets, you need to make sure you have a few specific items on hand to show to the police. If you have the Diary, Letter2, and Memo then you're all set. Just Move back up to the surface and make your way to Outside Bar.

Outside Bar

Move to the right.

Police Station

Open the doors to trigger a final scene. If you have the Letter2, the Diary, and the Memo as I mentioned earlier then you'll be able to present all the evidence necessary to clear your name! Assuming you ditched all of the items that incriminate you, of course.

Now just Enjoy the ending!

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