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