                        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.
