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- DEJA VU SOLUTION
-
- By ???. Edited by PARASITE.
-
-
- Part 1
- DEJA VU, by Mindscape, Inc., The game is played almost entirely with
- the mouse - just point and click or drag when necessary. Occasionally,
- you'll need to type in an address so the taxi driver will know where to
- take you. This is a good place to mention one little problem with the
- commands: There is no SEARCH command. When you want to search, you must
- use the OPEN command. This may seem a little strange considering some of
- the things you will want to search.
- By the time you resort to this walkthru, I would hope that you already
- know what the game is about. If you don't know, that's understandable
- because you have amnesia. The game begins when you regain consciousness
- in a not too clean men's room. You soon discover that you have been
- injected with some drug and that you do indeed have amnesia. If you
- haven't done so already, please explore and map as much as possible.
- You'll need to visit several addresses which I will mention in the
- walkthru. You will have to cope with a few annoying characters such as
- the mugger. And you will need money to pay the taxi fares. To save time
- and confusion, I'll first list the addresses, telling you where to find
- them, then I'll tell you how I dealt with the annoying characters and
- suggest ways to get money. With all of that out of the way, you probably
- won't need to read the rest of the walkthru; but, I've tried to put it
- in order by location. Please remember this walkthru is just one of the
- ways in which the game may be solved.
-
- ADDRESSES:
-
- Address #1: 1212 West End St. (found in glove compartment)
- Address #2: 520 S. Kedzie (found in Penthouse Apartment)
- Address #3: 934 West Sherman (found in Office)
- Address #4: 1060 South Peoria St. (found by memory flash when you look
- at the map after taking antidote)
- Address #5: 626 Auburn Rd. (Mrs. Sternwood tells you)
- Address #6: Same as Address #4
-
- ANNOYING CHARACTERS: Mugger: Hit him! You can get by with this several
- times. Hooker: Hit her! Then search her purse. Begger: Give him money or
- ignore him. Big Bad Guy: Hope you don't meet him. He hangs out in the
- alley. You can fight him and might even survive. Alligator: Avoid,
- avoid, avoid.
-
- MONEY: You have a few quarters and a 20 dollar bill which isn't quite
- enough. You can play the slot machines in the Casino. Sometimes you win;
- sometimes you loose. You can take the Hooker's purse - there's money in
- it.
-
- WASHROOM: You wake up in the washroom. Take coat, gun and holster.
- Examine the contents of the coat. There's a wallet in it so examine its
- contents also. You might want to look in the mirror and tidy up a bit
- before you exit.
-
- Notice the puddle in the hallway and take a look in the Ladies' Room.
- You'll find a gawdy earring on the toilet.
-
- BAR: Not much to do here. But, it's a good reference point. You can see
- several exits and a big black Mercedes.
-
- UPSTAIRS (ABOVE THE BAR): Look at the pictures in the hallway. Then
- enter the Office. Search the desk. Take envelope. You have just found
- Address #3. To enter the Private Office, use the key from the wallet.
- Search the body. Take the Mercedes' key. Open desk. Take pencil and key
- marked "Front." There's more than one way to explore the building;
- however, I chose to exit through the window using the fire escape to get
- to the Weird Room.
-
- WEIRD ROOM: Examine everything. Ah ha! You must have been strapped in
- the chair and injected with DIETHANOL TRIMENE -- or was it SODIUM
- PENTATHOL? Take the syringe from the waste can. You can ride the
- elevator or whatever to explore the rest of the building.
-
- CASINO: Put a few coins in the slot machine. Maybe you'll get lucky!
-
- SEWER: Explore this area carefully. Beware the alligator! Try to find
- the whirlpool for you'll need to know about it. It's down, down, and
- down (I forgot how many times).
-
- MERCEDES: (Unlock it with key from corpse.) Look in glove compartment.
- Take photo, car registration, and map. You have just found Address #1.
-
- GUN SHOP: You can buy or trade; but it isn't worth the trouble. If you
- play the game on Sunday, you can't get in.
-
- FIRST ADDRESS: (1212 West End St.) Put plastic card in slot by elevator
- door. Search the Penthouse. Take photograph. You've just found Address
- #2.
-
- SECOND ADDRESS: (520 S. Kedzie) Shoot the door! Take paper (combination
- to safe), diary, and key.
-
- THIRD ADDRESS: (934 West Sherman) The key from 520 S. Kedzie unlocks
- both the pharmacy and Ace's Office. In Dr. Brody's Pharmacy, shoot file
- cabinet and read the files to learn antidote for DIETHANOL TRIMENE. I
- believe it's BISODIUMITIS. Fill sringe and inject self. You might as
- well take a vial of SODIUM PENTATHOL while you're here. Then go upstairs
- to Ace's Office.
-
- Shoot the shadowy figure you see through the glass door. (You can drag
- the thug from behind the desk if you want to.) Read Ace's files. Since
- you've just run out of addresses and the antidote is beginning to work,
- you should review the things you've found. Look at the map you found in
- the glove compartment. This should cause a flash of memory giving you
- Address #4.
-
- FOURTH ADDRESS: (1060 South Peoria St.) In Private Office, open safe
- using combination found at 520 S. Kedzie. Take key (it might open the
- Mercedes trunk).
-
- MERCEDES TRUNK: The key from the safe unlocks it. Remove gag (drag with
- mouse). Give Mrs. Sternwood a shot of SODIUM PENTATHOL. She will tell
- you Address #5.
-
- FIFTH ADDRESS: (626 Auburn Rd.) Open mailbox. Take letter (ransom
- note). Use the door knocker. Hit the butler. In Guest Room, open bedside
- table and take notepad. Rub notepad with pencil (this is the Timetable).
- In Master Bedroom, get briefcase and blackmail letter. (You may consume
- the chocolates.) In Kitchen, consume the bologna.
-
- SIXTH ADDRESS: (1060 South Peoria St.) You're almost back where you
- started. You should have all the evidence you need to solve the case and
- become a hero; however, there's one small problem. You still have the
- murder weapon and, no matter how much evidence you have, the police just
- won't believe you. So, before you go to the police, get rid of that gun!
-
- GUN: Remember the Whirlpool in the sewer? Seems like a good place to
- lose a gun.
-
- POLICE: When you have enough evidence and do not have a gun, go to the
- Police Station. The three "important" bits of evidence are: The diary
- from Vicker's house, the blackmail letter and the timetable from
- Sternwood's bedroom.
-
- THAT'S ALL: That's it except for all the hullabaloo. You're a hero!
- Hope I covered all the major points. Oops! Don't forget to turn on your
- printer.
-