208 lines
8.5 KiB
Plaintext
208 lines
8.5 KiB
Plaintext
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= RENEGADE <<RAF>> =
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= I AM THE ONE YOUR MOTHER WARNED YOU ABOUT =
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= MINDSCAPE FAMOUS GAMES SOLUTIONS : DEJA VU PART I =
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= IN COOPERATION WITH : JUST SAY YES. 2 LINES, MORE THAN 1500 FILES ONLINE! =
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= DO YOU WRITE? GIVE US A CALL! 415-922-2008 CASFA =
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= =
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DEJA VU, by Mindscape, Inc., The game is played almost entirely with
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the mouse - just point and click or drag when necessary. Occasionally,
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you'll need to type in an address so the taxi driver will know where to
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take you. This is a good place to mention one little problem with the
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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
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the things you will want to search.
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By the time you resort to this walkthru, I would hope that you already
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know what the game is about. If you don't know, that's understandable
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because you have amnesia. The game begins when you regain consciousness
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in a not too clean men's room. You soon discover that you have been
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injected with some drug and that you do indeed have amnesia. If you
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haven't done so already, please explore and map as much as possible.
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You'll need to visit several addresses which I will mention in the
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walkthru. You will have to cope with a few annoying characters such as
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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
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them, then I'll tell you how I dealt with the annoying characters and
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suggest ways to get money. With all of that out of the way, you probably
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won't need to read the rest of the walkthru; but, I've tried to put it
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in order by location. Please remember this walkthru is just one of the
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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)
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(at the 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:
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Mugger: Hit him! You can get by with this several times.
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Hooker: Hit her! Then search her purse.
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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.
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Alligator: Avoid,avoid, avoid.
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MONEY:
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You have a few quarters and a 20 dollar bill which isn't quite
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enough. You can play the slot machines in the Casino. Sometimes you win;
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sometimes you loose. You can take the Hooker's purse - there's money in it.
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WASHROOM:
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You wake up in the washroom. Take coat, gun and holster.
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Examine the contents of the coat. There's a wallet in it so examine its
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contents also. You might want to look in the mirror and tidy up a bit
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before you exit.
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Notice the puddle in the hallway and take a look in the Ladies' Room.
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You'll find a gawdy earring on the toilet.
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BAR:
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Not much to do here. But, it's a good reference point. You can see
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several exits and a big black Mercedes.
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UPSTAIRS (ABOVE THE BAR):
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Look at the pictures in the hallway. Then enter the Office. Search the desk.
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Take envelope. You have just found Address #3. To enter the Private Office,
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use the key from the wallet. Search the body. Take the Mercedes' key. Open
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desk. Take pencil and key marked "Front." There's more than one way to
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explore the building; however, I chose to exit through the window using the
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fire escape to get to the Weird Room.
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WEIRD ROOM:
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Examine everything. Ah ha! You must have been strapped in
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the chair and injected with DIETHANOL TRIMENE -- or was it SODIUM
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PENTATHOL? Take the syringe from the waste can. You can ride the
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elevator or whatever to explore the rest of the building.
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CASINO:
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Put a few coins in the slot machine. Maybe you'll get lucky!
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SEWER:
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Explore this area carefully. Beware the alligator! Try to find
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the whirlpool for you'll need to know about it. It's down, down, and
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down (I forgot how many times).
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MERCEDES:
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(Unlock it with key from corpse.) Look in glove compartment.
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Take photo, car registration, and map. You have just found Address #1.
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GUN SHOP:
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You can buy or trade; but it isn't worth the trouble. If you
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play the game on Sunday, you can't get in.
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FIRST ADDRESS:
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(1212 West End St.) Put plastic card in slot by elevator
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door. Search the Penthouse. Take photograph. You've just found Address #2.
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SECOND ADDRESS:
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(520 S. Kedzie) Shoot the door! Take paper (combination to safe),
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diary, and key.
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THIRD ADDRESS:
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(934 West Sherman) The key from 520 S. Kedzie unlocks
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both the pharmacy and Ace's Office. In Dr. Brody's Pharmacy, shoot file
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cabinet and read the files to learn antidote for DIETHANOL TRIMENE. I
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believe it's BISODIUMITIS. Fill sringe and inject self. You might as
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well take a vial of SODIUM PENTATHOL while you're here. Then go upstairs
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to Ace's Office.
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Shoot the shadowy figure you see through the glass door. (You can drag
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the thug from behind the desk if you want to.) Read Ace's files. Since
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you've just run out of addresses and the antidote is beginning to work,
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you should review the things you've found. Look at the map you found in
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the glove compartment. This should cause a flash of memory giving you
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Address #4.
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FOURTH ADDRESS:
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(1060 South Peoria St.) In Private Office, open safe
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using combination found at 520 S. Kedzie. Take key (it might open the
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Mercedes trunk).
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MERCEDES TRUNK:
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The key from the safe unlocks it. Remove gag (drag with
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mouse). Give Mrs. Sternwood a shot of SODIUM PENTATHOL. She will tell
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you Address #5.
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FIFTH ADDRESS:
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(626 Auburn Rd.) Open mailbox. Take letter (ransom note). Use the door
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knocker. Hit the butler. In Guest Room, open bedside table and take notepad.
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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.)
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In Kitchen, consume the bologna.
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SIXTH ADDRESS:
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(1060 South Peoria St.) You're almost back where you
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started. You should have all the evidence you need to solve the case and
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become a hero; however, there's one small problem. You still have the
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murder weapon and, no matter how much evidence you have, the police just
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won't believe you. So, before you go to the police, get rid of that gun!
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GUN:
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Remember the Whirlpool in the sewer? Seems like a good place to lose a gun.
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POLICE:
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When you have enough evidence and do not have a gun, go to the
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Police Station. The three "important" bits of evidence are: The diary
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from Vicker's house, the blackmail letter and the timetable from
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Sternwood's bedroom.
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THAT'S ALL:
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That's it except for all the hullabaloo. You're a hero!
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Hope I covered all the major points. Oops! Don't forget to turn on your
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printer. You deserve a reward for this one!
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Okay I'm a BIG BAD GUY (eh eh eh does this remember you something mentioned
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above in this file ????), but when credit is due, well it's due.
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So DEJA VU is published by Mindscape, Inc. and this walkthru WAS
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copyright (c) 1986 by Terry Clayton.
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All rights REMOVED. Re-Printed WITHOUT PERMISSION.
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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Another file downloaded from: The NIRVANAnet(tm) Seven
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& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
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Burn This Flag Zardoz 408/363-9766
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realitycheck Poindexter Fortran 510/527-1662
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Lies Unlimited Mick Freen 801/278-2699
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The New Dork Sublime Biffnix 415/864-DORK
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The Shrine Rif Raf 206/794-6674
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Planet Mirth Simon Jester 510/786-6560
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"Raw Data for Raw Nerves"
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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