DEJA VU (?) (?)
To open Mr. Brody's and Ace Harding's door you must first go to the
penthouse suite at the Siegel Appts, examine the photo on the mantle, it
gives an address (You will have to shoot the lock off to get inside).
Examine the tables contents, amongst them is an unmarked key, this will open
the door (You would think it would be easier to shoot the lock off Mr.
Brody's Door!!!!)
Complete Walkthru:
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 no 1: 1212 West End St. (found in glove compartment)
Address no 2: 520 S. Kedzie (found in Penthouse Apartment)
Address no 3: 934 West Sherman (found in Office)
Address no 4: 1060 South Peoria St. (found by memory flash when you look at
the map after taking antidote)
Address no 5: 626 Auburn Rd. (Mrs. Sternwood tells you)
Address no 6: Same as Address no 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 no 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 no 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 no 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.
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 no 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 no 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.
You deserve a reward for this one!
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