===============================================================================
= =
= Deja Vu =
= Nintendo Entertainment System =
= FAQ/Walkthrough by Daniel Gordon =
= Version 2.00 =
= E-mail: [daniel.j.gordon (at) gmail (dot) com] =
= This FAQ/Walkthrough is copyright (c) Daniel Gordon, 2003-2015 =
= =
===============================================================================
===============================================================================
= Table of Contents =
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Section 00.........................The Find Feature
Section 01.........................Legal Disclaimer
Section 02.........................Version History
Section 03.........................Game Basics
Section 03.01...................Controls
Section 03.02...................In-Game Screen
Section 03.03...................Introduction
Section 04.........................Walkthrough
Section 04.01...................Peoria Street
Section 04.02...................West End Street
Section 04.03...................South Kedzie Street
Section 04.04...................Sherman Street
Section 04.05...................Peoria Street
Section 04.06...................Auburn Road
Section 04.07...................Peoria Street
Section 05.........................Objects
Section 06.........................Locations
Section 07.........................Previous Revisions
Section 08.........................Special Thanks and Credits
===============================================================================
= Section 00 -- The Find Feature =
===============================================================================
This guide is now equipped with a Find Feature. Whenever you want to find
something specific within this guide, use the mouse to highlight the
corresponding text in the Table of Contents. Next, press both the Control
key and the "C" key on your keyboard. After the text has been highlighted,
press both the Control key and the "F" key on your keyboard. This will
bring up the Find Menu. Now, press the Control key and the "V" key on your
keyboard. This will take the highlighted text from the document and put it
in the "Find what:" text box on the Find Menu. Finally, press the Enter key
on your keyboard. These five simple steps will take you anywhere you want to
go within the document. I hope that makes navigating this guide a little
easier.
This guide is copyright Daniel Gordon, 2003-2015, all rights reserved.
This guide is protected under International Copyright Law, and may not be
reproduced in any way, shape, or form in newspapers, magazines, or anywhere
on the World Wide Web without prior written consent from Daniel Gordon
(djg40). In order to receive consent, the applicant must send an email to:
[daniel.j.gordon (at) gmail (dot) com]
If no reply is sent, no consent is given. This guide should only be located
at www.GameFAQs.com and nowhere else. If this guide is found at any site
other than those listed above, please notify the author by sending an email
to:
[daniel.j.gordon (at) gmail (dot) com]
In this way, the author (djg40) is notified, and corrective actions may take
place. Thank you, and have a great day.
Deja Vu and all associated termss are copyright (c) 1990 by Kemco. Deja Vu
is also copyright (c) 1990 ICOM Simulations, Incorporated. Nintendo, NES
and Nintendo Entertainment System are trademarks of Nintendo of America
(www.nintendo.com). ASCII Controller is copyright (c) Colin Moriarty, who
very nicely allowed me to use it. Other than that, All Rights Reserved.
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= Section 02 -- Version History =
===============================================================================
------------
Version 2.00
------------
This guide, along with all my others, was updated to make it more consistent
with my other walkthroughs, in terms of formatting. I also found a few more
spelling errors, which have been corrected, and updated the copyright
section to change "legal action" to "corrective actions." More importantly,
I added some information emailed to me by various individuals, all of which
are listed in the Special Thanks and Credits section. If I missed anyone,
please let me know, but I think I gave credit where due.
Version 2.00 was submitted to GameFAQs on January 01, 2015.
------------
Version 1.21
------------
This guide, along with all of my others, was updated to include my new
email address. Additionally, several of my guides now have a new section,
Previous Revisions. This was done mainly to move most of the Version
History to the bottom of the file. Also, I think I caught all of the
remaining spelling errors, though one or two probably slipped through the
cracks. I hope you like the new look!
This update was submitted to GameFAQs on June 25, 2004.
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= Section 03 -- Game Basics =
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_________________________________
| |
| _ Nintendo |
| _| |_ |
[D-Pad] -------->||_ 0 _| SELECT START B A |
| |_| [ ] [ ] o o |
| o o o o |
|________________________o____o___|
***ASCII Nintendo Controller was designed by Colin Moriarty. He was
enough to allow me to use it. Thank you, Colin!***
Directional Pad - Moves Cursor on the screen.
A Button - Choose a command. Commands are listed below.
B Button - Cancel a command. Commands are listed below.
START Button - Centers cursor on the screen.
SELECT Button - Not used in Deja Vu.
GOODS - Shows the player a partial listing of his available objects. More
objects can be shown by using the left and right arrows next to
the book in the NOTE section.
EXAMINE - Allows the player to examine any suspicious objects in the room.
SPEAK - Allows the player to speak to one of the Non-Player Characters.
HIT - Allows the player to hit someone or something in the game.
CLOSE - Allows the player to close an opened object in the game.
OPEN - Allows the player to open a closed object in the game.
TAKE - Allows the player to take an object in the game.
LEAVE - Allows the player to get rid of an object.
USE - Allows the player to use an object.
MOVE - Allows the player to move into & out of various rooms in the game.
NOTE - Allows the player to check his inventory and other information.
SELF - Refers to the player. Use "Self" when the player wants to use an
object on himself, examine himself, or hit himself.
SAVE - Allows the player to save the game.
"You are waking from a stupor that feels like a chronic headache after a
week in Vegas. You notice your right palm is covered with dried blood, but
you can neither see nor feel any wounds. You feel a sharp pain on your left
forearm. Rolling up the sleeve, you find a tiny puncture on your arm.
'Has a doctor injected me with a medicine?'
Then you realize you can't remember who you are!! You have no idea where
you are and why you're here. You have no memory...whatsoever!!"
This is the sad story given to the player as the game begins. The objective,
if it isn't painfully obvious, is to try and figure out exactly who you are.
Of course, sometimes knowledge can be more painful than ignorance. As the
player will soon find out, this singular objective of finding out who you
are quickly turns into a sinister plot...a plot only the player can solve...
-------------------------------------------------------------------------------
- Section 04.01 -- Peoria Street -
-------------------------------------------------------------------------------
After coming back into consciousness, you seem to be in a bathroom stall.
Hanging on the door of the stall is a trench coat. EXAMINE the trench coat
to find that it is a light brown trench coat that matches your trousers.
TAKE the trench coat. Once in your inventory, OPEN the trench coat pocket.
Inside the pocket are several objects, including seven coins, a lighter,
gum, a handkerchief, a pair of sunglasses, and a wallet. TAKE all objects,
thus putting them into your inventory.
OPEN the wallet to find key1, a card, and a $20-Bill. TAKE all three of
these objects. They will come in handy later. Hanging on the bathroom stall
door underneath the trench coat is a gun. EXAMINE the Gun to find that it is
a .38 Special. TAKE the Gun1 into your inventory. OPEN the Gun1 to find
three Bul1s already loaded into the gun. Once everything has been put into
your inventory, EXAMINE the whole lot of it. You will find that the lighter
and the handkerchief have the initials "J.S." on them. After the player
EXAMINES the card, he finds out that the "S" stands for Siegel. Finally,
after all of the objects have been EXAMINED, OPEN the bathroom stall door.
MOVE through the door and into the bathroom. The bathroom seems to be quite
dirty. EXAMINE the mirror above the sink to reveal the first clue about your
identity. "You see yourself in the mirror. You again realize with horror
that you can't remember who you are!!" Please note that it is impossible to
leave the bathroom without looking in the mirror. After looking in the
mirror, OPEN the bathroom door, and MOVE out into the hallway.
Once in the hallway, there are two doors -- a white door and a brown door.
There seems to be a puddle coming from underneath the white door. OPEN the
door and MOVE inside to see what happened. Once through the door, you soon
realize that this is the ladies' bathroom. OPEN the brown door to the left
of the sink, and then MOVE through the door and into the bathroom stall. The
stall is empty, but there is a crack in the toilet, with water pouring out
of it. That must be the source of the puddle of water. With the source of
the puddle now known, there is no reason to be in the bathroom any longer.
MOVE back to the dingy hallway.
OPEN the brown door, and MOVE into the bar proper. The bar seems to be
closed, because no one is around. On the counter is a shot glass full of
seltzer. TAKE the shot glass of seltzer. USE the seltzer on yourself. It
tastes terrible, and you wonder how anyone could drink the stuff. Now is a
good time to USE the gum you picked up earlier. The flavor lasts only a few
seconds...just long enough to get the taste of seltzer out of your mouth.
From the bar proper, there are three options. The stairs, the closet, and
the front door all seem to be possible choices for the next MOVE. However,
if the player EXAMINES the front door, he will find that it is locked. That
leaves the stairs and the closet as the only two options remaining. Ignore
the closet for now and MOVE up the stairs.
Once up the stairs, you notice that there are posters of fighters hanging on
the wall. This revelation brings about the second Deja Vu moment. "You feel
very dazed. You had better do something about it. Your memory loss is
making you feel weary. You feel like you have been up for many days without
any sleep, only worse." After the Deja Vu moment, EXAMINE the posters on the
wall. The poster on the left is of a boxer named "Doghouse" Riley. There
are two posters on the right wall. The poster closest to the stairs is of
"Puff" MacMuffen. The third poster is the most intriguing though. It will
induce the third Deja Vu moment. "It looks like a poster of you!! But then,
you can't remember who you are. The name underneath says, "Ace Harding." It
doesn't ring a bell. After the Deja Vu moment, OPEN the door and MOVE
through it.
The player is now in a reception room. EXAMINE the desk to find that there
is a drawer on the other side. OPEN the desk to reveal envelope 1. TAKE
envelope 1 and OPEN it. Inside on envelope 1 is a bill. EXAMINE the bill to
find an address and a receipt for several medicines, totaling $132. After
the bill has been EXAMINED, the player will receive his first address. The
address is to a place on Sherman Avenue. After the bill has been EXAMINED,
USE key1 to open the only door in the room, and MOVE through it.
Much to your surprise, when entering the room, you find a dead body slumped
over a desk. The dead body is clutching the phone's receiver in his hands.
You also notice that there appears to be something in his pocket. OPEN the
pocket to reveal key2. EXAMINE key2 to find that it has the Mercedes Benz
trademark on it. TAKE the key2; it is sure to come in handy later. EXAMINE
the desk in this office to find out about the drawer on the other side. OPEN
the desk drawer to find a pencil and key3. TAKE both objects from the desk
and put them into your inventory. EXAMINE the key3 to discover that it is
marked "Front." That must be the key that unlocks the front door of the bar.
Now, EXAMINE the wall safe and discover that it is locked by a combination.
Once all that has been done, OPEN the window and MOVE out onto the fire
escape.
From the fire escape, the player has the option of going backwards and
forwards. No matter what, do NOT go backwards. This will make you go down
to the alley below, where a Mugger is waiting to take all of your money.
This happens even if you attempt to HIT him. Using the gun is even worse,
since that makes the police show up and arrest you for shooting an unarmed
man. Do not go down the fire escape. (Thanks, Caitlin Oliver!) However, if
you submit to the Mugger's demand and give him $20, he will let you leave
without taking all of your money. (Thanks, Abel Winn!) Instead, MOVE forward
up to the third floor fire escape. Just visible on the right side of the
screen is a window to the third floor. OPEN the window, and then MOVE
through the window and into the building. The player is now in what is
quite possibly the weirdest room in the building. It appears to be a
torture chamber of some sort, but why would a torture chamber be above the
bar?
EXAMINE the bottles on the table. The bottle closest to the window is
labeled "Sodium Pentothal." The bottle to the right of that is labeled
"Medrezine," and the last bottle is labeled "Diethanol Trimene." The
Diethanol Trimene bottle appears to be empty. Take the Medrezine, and notice
that the game calls it "Medic.2." There are several different medicines in
Deja Vu, and it would be wise to remember which is which. If the player
tries to take the Sodium Pentothal, he will find that the bottle is empty,
just like the Diethanol Trimene bottle. Next, OPEN the trash can. The trash
can? Yes, OPEN the trash can and TAKE the capsules. They will come in handy
later, and this is the only place that they can be found. After the capsules
have been placed into inventory, HIT the elevator button on the wall. The
elevator doors will open; MOVE inside the elevator.
Once inside the elevator, the player should notice that there are four
different buttons on the elevator's control panel. When the player HITS the
top button, the elevator doors will close and then immediately open. It
seems as though you are already on the top floor. Okay, let's try another
button. HIT the second button from the top. The elevator doors will close,
and the elevator will begin to move. When the elevator doors reopen, MOVE
through the doors and into Joey Siegel's office. Upon leaving the elevator,
the wall slides shut, effectively sealing off the elevator. Why would there
be a secret elevator in Joe's Bar?
From Joey's office, MOVE all the way back down to the bar proper. MOVE
through the secretary's office, across the hallway, and down the stairs. Now
that you are back in the bar, OPEN the closet door. MOVE through the door to
find a neglected wine cellar. EXAMINE the wine bottle to discover that all
of the bottles, save one, are dusty. The only bottle that is not dusty is
located on the right hand side of the wine rack. Continue to EXAMINE the
bottles on the right side of the wine rack until this message is given: "You
see nothing unusual here, except for the lack of dust. How peculiar!!"
When that message has been found, HIT the bottle that gave the message to
reveal a secret passageway. MOVE through the secret passageway and into the
next room. In this room, there is a door leading to the left, and a passage
down to the sewers. OPEN the door to the left, and MOVE through it. Through
the door, the player will find a casino. EXAMINE the slot machines to find
that they do actually work. At this point, I suggest you SAVE your game.
USE a coin on the slot machine that is farthest to the right. This is, to my
knowledge, the only slot machine that will actually pay out a jackpot. The
slots will start to move, and eventually, they will come to rest. To win,
the player must get three pictures, of the same object, in a row. There are
eight possible objects, but I have only seen five of them pay out a jackpot.
Depending on which jackpot is shown, different jackpot amounts will be paid
out to the player. The chart below shows the different jackpot amounts, in
ascending order.
Continue playing the slot machine until you have amassed a total of around
forty coins. You shouldn't need that much, but it is better to be safe than
sorry. After playing the slot machines, MOVE back into the small room, and
then back into the bar closet. From the closet, MOVE back into the bar
proper and USE key3 on the front door of the bar. When the door is unlocked,
MOVE through the door and out into the street in front of the bar.
While wandering the street, the player might come across the Mugger. The
Mugger stands in front of you and points a gun at you, demanding your money.
Instead of giving it to him, however, HIT him. He will run away, and you can
save your money. Also, if you happen to run into the Mugger again, he will
begin to show signs of getting hit. If you run into him more than three
times, you will have to give him your money, but don't worry, because that
will rarely happen.
After the Mugger runs away, MOVE to the right. A woman will appear, saying
that she just got out of prison. She says she wanted to pay Joey a visit,
but only found his car. She also says she prepared a "little surprise" for
Joey under the hood. Finally, she claims that she has a surprise for you,
too. Instead of wondering what the surprise might be, HIT her in the face.
She drops like a rock, and her purse falls from her hands. OPEN the handbag
to discover a cosmetic, a $20-Bill, and Gun2. Take the $20-Bill and Gun2,
but leave the cosmetic. MOVE back to the left, so that you are standing in
front of Joe's Bar again.
Back in front of Joe's Bar, the player will notice a car parked out front.
EXAMINE the car to discover that it is a Mercedes. USE key2 on the front
door to open the front passenger door, and then MOVE inside the car. Now,
heed the woman's warning about the surprise under the hood. This means do
NOT try to start the car and do NOT try to HIT the hood release. Both of
these actions will kill you. Instead, OPEN the glove compartment. Inside,
the player will find note2, a map, and a snapshot. TAKE all of these
objects, and bring them into your inventory. MOVE back into the street in
front of the bar.
Once outside of the car, EXAMINE note2 to find that it is the registration
of the Mercedes Benz. Note2 shows that it belongs to Joey Siegel at 1212
West End St. After the player EXAMINES note2, the address for Joey's
apartment on West End Street will be entered into the player's address book.
Next up is the map. EXAMINE the map to find the address to Joe's Bar marked
in ink. There is also a note on the map that says, "Ace, follow this route.
That way you'll know if you are being followed. Be careful, you don't want
the cops to find Mrs. Sternwood in the trunk." Wait...Mrs. Sternwood...in
the trunk? Why is she there? Finally, EXAMINE the snapshot. This will
trigger another Deja Vu moment. In the snapshot, there is a four hundred
pound woman, who seems familiar. After the player EXAMINES all of the items
that were in the glove compartment, MOVE to the left.
You will see a newspaper stand that is open for business. You could buy a
newspaper if you wanted, but it would be a waste of a quarter. The headline
of the newspaper is "The Japanese bomb Pearl Harbor!!" From the newspaper
stand, MOVE to the left again. You should see a bum that blocks your way.
He claims he can save your life for fifty cents. USE the coins on the bum,
and he will say, "Joey's hit man has been lookin' for you. I got the word
that he's waiting in your office." Sounds like the bum might be telling the
truth, so keep that in mind.
After speaking with the bum, MOVE to the left again. This MOVE will bring
the player to the Gun Shop. OPEN the door to the Gun Shop, and MOVE inside.
Once inside, TAKE the gun from the counter, in exchange for a $20-Bill.
After the player EXAMINES the gun, he will find that it is actually Gun3.
While in the Gun Shop, the player might as well TAKE all of the bullets as
well, provided that the player has at least thirty coins remaining. The
bullets on the left are Bul2s, while the bullets on the right are Bul1s.
After everything has been purchased, MOVE out of the Gun Shop and back onto
the street.
Once on the street again, MOVE to the left. The player will see a blue taxi
cab, and an additional entry will be made into his address book for Peoria
Street. MOVE into the blue taxi cab, and SPEAK to the cab driver. Tell the
cab driver that you want to go to WESTEND. After arriving at the WESTEND
location, the cab driver says that you owe him seventy-five cents. USE your
coins on the "Pay Here" sign, and then MOVE out of the cab.
-------------------------------------------------------------------------------
- Section 04.02 -- West End Street -
-------------------------------------------------------------------------------
After exiting the cab, the player will be standing in front of the expensive
Stanford Arms. OPEN the front door, and MOVE inside the building. Once
inside, the lobby simply exudes wealth. Private elevators, tall marble
pillars, and plush carpet decorates the interior. USE the card on the panel
next to the elevator, which will open the elevator doors. MOVE into the
elevator and once again, USE the card on the elevator's control panel. The
doors will close, the elevator will move, and the doors will open. MOVE
through the doors.
The player is now standing in the late Joey Siegel's penthouse suite. You
can take the magazine on the table, but it serves no purpose. The player
can't even read it, so it would just be taking up space in your inventory.
Looking around, you spot a photograph on the mantle of the fireplace. TAKE
the photograph and put it into your inventory. EXAMINE the photograph to
discover that it is a picture of a very stout-looking brunette. Turning the
photograph over, the player notices an address on the back. After the player
EXAMINES the photograph, the KEDZIE address is added into the address book.
After grabbing the photograph, MOVE back into the elevator. USE the card
again on the elevator's control panel to travel back down to the Stanford
Arms lobby. MOVE back out onto West End Street, and MOVE into the taxi that
is waiting. Once inside the cab, SPEAK to the cab driver. Tell the cab
driver that you would like to go to the newest address, KEDZIE. After
arriving at the destination, the cab driver says that you owe him seventy-
five cents. USE the coins on the "Pay Here" sign, and then MOVE out of the
cab.
-------------------------------------------------------------------------------
- Section 04.03 -- South Kedzie Street -
-------------------------------------------------------------------------------
After exiting the cab, the player finds himself standing in front of a
bungalow. Next to the bungalow is a garden, but it has grown wild. The only
entrance to the bungalow is locked, and it seems as though none of the keys
in the player's inventory unlock it. So, USE Gun1 and shoot the door handle.
The bullet will destroy the lock, and the door will open. With the door
open, MOVE inside the bungalow.
Once inside the bungalow, it becomes clear that this is where the secretary,
Martha Vickers, lives. You can tell because the bungalow smells of cheap
perfume, just like the secretary's office in Joe's Bar. On the nightstand is
a pair of pearl earrings. Leave the earrings on the nightstand, because
there is no use for them in the game. Next to the earrings, however, are two
objects: note3 and note4. Both notes have a three numbers written on them,
but only note3 has the correct three number combination of the wall safe in
Joey Siegel's office. Therefore, TAKE note3 and place it in your inventory.
After obtaining the combination to the wall safe, OPEN the nightstand.
Inside, the player will find key5 and a diary. TAKE both objects, so that
they are in your inventory. After the player EXAMINES key5, he finds that
it is an unmarked key. How helpful. The diary is different. Inside the
diary, the player will find a bookmark. On the bookmarked pages, there is an
interesting diary entry.
"Dec. 5th: Siegel dropped by again. I told him to get lost. I can't stand
his jealousy. I have my eye on John Sternwood. Even if he is married, he
gives me anything I ask for. If I can get him to divorce his wife, I can
really live the good life."
The story seems to be getting a little more clear. If only your memory would
return! After obtaining the diary, note3, and key5, MOVE back out into the
street. MOVE into the taxi cab, and SPEAK to the cab driver. Tell the cab
driver to take you to Sherman Street. After arriving at the destination, the
cab driver will say that you owe him seventy-five cents. USE the coins on
the "Pay Here" sign, and then MOVE out of the taxi cab.
-------------------------------------------------------------------------------
- Section 04.04 -- Sherman Street -
-------------------------------------------------------------------------------
After exiting the taxi cab, the player will find himself on a quiet street,
with only a peach colored building in sight. OPEN the door to the building,
and MOVE into the building. Once in the lobby, there are two options. The
player can either go up the stairs or down the hallway. Save the stairs for
last and MOVE down the hallway. In the hallway, there is a door with the
name "Dr. Brody" on it. USE key5 on the door to Dr. Brody's office, and then
MOVE into the office.
Once inside the office, there are a bunch of medicines on the shelves of
what appears to be a bookcase. Next to the bookcase is a file cabinet, but
ignore that for now. TAKE all of the medicines on the shelves. The
medicines consist of three medic.1s, two medic.2s, one medic.3, two
medic.4s, one medic.5, and three medic.6s. EXAMINE each of the medicines to
discover what they are. The player will find that each medicine is
different, and each medicine number corresponds to a certain medicine. A
chart is shown below to show exactly which number corresponds to each
medicine.
Now, go back and EXAMINE the file cabinet. It seems to be locked, but there
is nothing in your inventory that can unlock it. USE the Gun1, and shoot the
file cabinet. The cabinet will now be unlocked, and the player can now OPEN
the cabinet. Inside the cabinet are five objects: file1, file2, file3, and
file4. TAKE all of the files into your inventory. EXAMINE each file in
order.
File1 is pretty straightforward in that it talks about Ace and how he was
urged to quit smoking at his last physical. It doesn't seem very useful in
helping to get his memory back, or to solve the crime. File2 is a receipt
for some medicine, with a note saying that Martha Vickers would like to have
the medicine delivered to Joe's Bar. That might be some clue about solving
the crime. File3 is a patient's medical record. It doesn't seem to be very
helpful at all. File4, however, is very helpful. File4 describes each
medicine and their effects. In file4, the player discovers that Bisodiumits,
or medic.6, is an antidote for Diethanol Trimene. It is also discovered that
Diethanol Trimene causes memory loss. Interesting. Maybe if the player uses
Bisodiumits on himself his memory will return...
USE the medic.6 on the capsules. After that is complete, USE the capsules on
yourself. It seems as though the Bisodiumits helps the player regain lost
memory. As the player USES the capsules, he will undergo a Deja Vu moment.
"The medicine takes effect. Memories start rolling in. This one is from
your childhood... It's Father O'Malley from the Demille Boarding School.
You feel your memory slowly returning!!" Alright, so the memory seems to be
coming back.
USE another medic.6 on the capsules. Again, USE the capsules on yourself.
Again, a Deja Vu moment comes on. "Another memory suddenly hits you as the
medicine takes effect... It's Taco, your pet dog. Say 'Woof,' Taco!! Want
to play? Taco sends you to the hospital for stitches." Now USE the final
dose of medic.6 on the capsules. USE the capsules on yourself one final
time. "Another flashback comes to you, obviously signaling the fact that
your memory has almost returned... It's Suzy Q, the girl next door. Suzy Q
gave you your first kiss. Suddenly, you feel great!! You now realize who
you are!! Ace Harding!! That's it!! You're Ace Harding, Private Eye!!"
After your memory returns, MOVE back into the hallway, and then MOVE back
into the building's lobby. Now, MOVE up the stairs to the left of the
hallway. Up the stairs, the player will find an office with the words "Ace
Harding, Private Eye" on the door. Through the glass in the door, the player
can just barely make out a figure. Now, remember the bum's tip that could
save your life? He said that there would be a hit man in your office. It
turns out he was right. USE gun1 and shoot the man through the glass.
After the player EXAMINES the door, he finds out that it is locked. USE key5
to unlock the door, and then MOVE through the door and into the office. The
hit man is lying dead on the floor on the other side of the desk. EXAMINE
the desk to find out about a drawer on the other side. OPEN the drawer to
find an AmmoCase. TAKE the AmmoCase into your inventory, and OPEN it.
Inside the AmmoCase, the player will find six Bul1s. TAKE all of the Bul1s,
and then USE as many as possible on the Gun1. Next, OPEN the file cabinet to
find file5, file6, and file7. TAKE all three files, so that they go into
your inventory. EXAMINE the files after you TAKE them. There is really no
useful information contained in these files, but file5 seems like it might
be helpful in solving the crime.
After the player TAKES everything in the building, MOVE back into the
street. MOVE into the cab and SPEAK to the driver. Tell the cab driver to
take you to Peoria Street. After arriving at the destination, the cab
driver will say that you owe him seventy-five cents. You know the drill;
USE the coins on the "Pay Here" sign, and then MOVE out of the cab.
-------------------------------------------------------------------------------
- Section 04.05 -- Peoria Street -
-------------------------------------------------------------------------------
Once out of the cab, MOVE right. This should take the player to the news
stand. MOVE to the right again to get to the front of Joe's Bar. MOVE into
the bar. (The front door should already be unlocked. If not, USE key3 on
the front door.) From the bar proper, MOVE up the stairs, and then MOVE into
the secretary's office. From the secretary's office, MOVE into Joey Siegel's
office.
Remember that wall safe that was locked with a combination? Well, the player
now has the means to OPEN that wall safe. USE note3 on the wall safe, and
the wall safe will open. Inside the wall safe is a folder and a box. TAKE
both objects into your inventory. OPEN the folder to find note1 inside.
TAKE note1, and EXAMINE it. It seems to be an IOU, but you don't recall ever
having written it. Next, OPEN the box to find key4. When the player
EXAMINES key4, he will find that it is a trunk key to a Mercedes Benz. Wait
a second, isn't there a Mercedes Benz parked in front of Joe's Bar? MOVE
out of Joey's office, through the secretary's office, down the stairs, and
out of the bar.
Once outide, MOVE to the back of the Mercedes Benz, and USE key4 on the
trunk. The trunk will open, revealing a very large woman inside. This is
the same woman that you saw in the snapshot earlier. EXAMINE the woman to
discover that she seems to be gagged, bound hand and foot, and unconscious.
TAKE the gag off of the large woman's mouth. Consult file4, the file that
talks about different medicines and their effects. Notice that the Sodium
Pentothal causes the person to speak the truth, even when unconscious. From
the medicine chart above, Sodium Pentothal is medic.1. USE medic.1 on the
capsules, and then USE the capsules on the fat woman in the trunk.
The large woman will begin to talk. She says, "Take me home, please take me
home...626 Auburn Road, take me there." After giving that tidbit of
information, she drifts back into unconsciousness. After speaking with the
fat woman, the AubrnRd. address will be added to the address book. After
talking with the fat woman, MOVE back to the front of the bar. From here,
continue to MOVE right until the blue cab appears. MOVE into the cab, and
SPEAK to the cab driver. Tell the cab driver to take you to the AubrnRd.
address. After arriving at the destination, the cab driver will tell you
that you owe him seventy-five cents. USE the coins on the "Pay Here" sign,
and then MOVE out of the cab.
After stepping out of the cab, you will notice that you are in front of a
very large house, complete with pillars and everything. Another thing that
the player should notice is the very conspicuous mailbox with the number 626
on it. OPEN the mailbox to find envel.2. TAKE envel.2 into your inventory,
and OPEN it. Inside of envel.2, the player will find letter1, which is a
ransom note addressed to Mr. Sternwood. TAKE letter1 into your inventory and
then MOVE to the front of the house.
When the player is standing at the front door, he can't help but notice the
large knocker in the shape of a lion's head. USE the knocker, and the butler
will open the door. However, when the butler answers the door, the player is
told that no one is to enter the house unannounced, especially with the
master asleep. Pay no attention to him, and instead HIT him in the face.
The butler drops to the ground, and now the player can access the rest of
the Sternwood home.
To the right of the stairs is a door. The player could OPEN the door and
MOVE into the kitchen, but there is really no need to. The player is not
required to go into the kitchen, but it is there if you want to. Instead,
MOVE up the stairs, onto the second floor landing. The player will find two
doors, one to his left, and one straight ahead. OPEN the door to the left,
and MOVE inside the bedroom.
Inside the bedroom, the player will find a sleeping woman. The player will
also notice the smell of cheap perfume. Remember that scent? It is the
scent of the secretary, and definitely not the scent of Mr. Sternwood's
wife. OPEN the night table to find a memo pad, a ball point pen, and a pair
of glasses. TAKE everything into your inventory. The ball-point pen is
useless, because it is out of ink. The glasses may come in handy later, but
the most important object is that memo pad. If only there was a way to read
what had been written...
USE the pencil on the memo pad. Bingo! The indentations become readable.
Wow, would you check out that time table. It sure looks like a lot of
planning, and it is sure to work if you do not prove your innocence to the
cops. Okay, let's get up to speed with everything. Mr. Sternwood and Martha
Vickers killed Joey Siegel and kidnapped Mrs. Sternwood. They knocked Mrs.
Sternwood out and planted her in the trunk of Joey Siegel's Mercedes Benz.
They injected you with Diethanol Trimene, which made you lose your memory,
and left you in the bathroom stall. They planted evidence all over the place
in order to incriminate you, and hired a hitman to wait in your office in
case you got too close to solving their crime. Now you have to go to the
police with the right evidence and try and clear your name.
After all the objects are in your inventory, OPEN the door to the right of
the night table. MOVE through the door and into Mr. Sternwood's bedroom. On
the night table in this room, there is a briefcase. TAKE the briefcase, even
though nothing is inside. It is mentioned in the time table, and therefore,
might be useful later. OPEN the night table. Inside, the player will find a
tissue, a candy box, and envel.3. TAKE all of the objects into your
inventory. OPEN the candy box to reveal a piece of candy. USE the candy
on yourself for a bit of nourishment, but then discover that you do not
like chocolate. OPEN the envel.3 to find letter2. TAKE letter2 into your
inventory, and EXAMINE it. The player will find that letter2 is a ransom
note of sorts, written to Mr. Sternwood from Joey Siegel.
After obtaining all the objects, MOVE back through the guest bedroom, down
the stairs, and out of the Sternwood home. MOVE inside the cab, and SPEAK to
the cab driver. Tell him to take you to Peoria Street. After arriving at
the destination, the cab driver tells you that you owe him seventy-five
cents. USE the coins on the "Pay Here" sign, and then MOVE out of the cab.
-------------------------------------------------------------------------------
- Section 04.07 -- Peoria Street -
-------------------------------------------------------------------------------
After exiting the cab, MOVE to the right until you are standing in front of
Joe's Bar. Remember the Police Station? Do not go there yet, because you
are full of incriminating evidence at the moment. Instead, OPEN the manhole
in front of the bar and get ready to brave the sewers. (If you happen to
encounter the Mugger for a fourth time, you have no choice but to pay him.)
After the man hole is open, MOVE into the sewers. This is another place that
I suggest you SAVE your game.
MOVE down the sewers, and then MOVE into the pipe in the wall. After the
player MOVES through the pipe, there is a room with a ladder up, and two
pipes leading either way. However, do not use any of these pipes, and
instead MOVE down again. What's that? You used the pipes and encountered a
mythical sewer alligator? Huh. Well, in that case, USE the gun to shoot the
alligator and MOVE back to the previous room. (Thanks to Caitlin Oliver and
Abel Winn for the tip!) This will take the player to the deepest part of
the sewer. Go through you inventory and LEAVE as much of your inventory as
possible in the water. The only things that should remain in your inventory
are: the coat, coins, lighter, wallet, key1, card, key2, pencil, key3, all
the medicines that may remain, capsules, any bullets still remaining, note3,
note4, key5, diary, file4, key4, memo, letter1, and letter2. Basically, just
LEAVE everything that the game allows the player to get rid of. Everything
else will be useful in the trial later.
After the player LEAVES all incriminating evidence in the sewers, MOVE back
up the sewers and into the alley just left of Joe's Bar. MOVE forward into
the street in front of Joe's Bar. MOVE to the right so that the player is
standing in front of the Police Station. OPEN the doors to the Police
Station to find two police officers. Immediately after opening the doors,
a newspaper will be shown with the headline, "Ace Clears Name," and the game
will give the player a run down of the events that transpired after going to
the police.
"You're in the hands of the police. The evidence you've brought to them
proves to be interesting in the court room where you wind up. During the
trial of the kidnapping of Mrs. Sternwood and the murder of Joey Siegel,
three bits evidence proved valuable: the diary from Vickers' bungalow, the
blackmail letter and timetable from Sternwood's bedroom. These three items,
put together, paint the picture of a plot by Sternwood and Vickers to kill
Mrs. Sternwood and Siegel, and to make you take the fall for it. The diary
blackmail letter, provided the motive for such actions. The timetable
indicated how they did it. Sternwood and Vickers were grilled on the witness
stand. The weight of the evidence and the skilled tactics of your lawyer,
made Vickers admit to the crime. Way to go, Ace!!
Because of your excellent skills, the case is laid to rest. Congratulations,
Ace, you're off the hook!! Since the case drew national interest, your name
is seen on every paper in the country. Who could have asked for anything
more?"
After the game's run down of events, the player is treated to a "cut scene"
about Ace Harding. "Ace Harding's my moniker. Once a boxer, now a private
eye. Siegel lost his life for a mere 20 grand. So I'm off the hook. The
town's really quiet all of a sudden -- like nothing's happened. But crime
will never cease here. It's hunting its next victim right at this moment.
Ace Harding's my moniker. The next case is just around the corner. Somebody
had better look out. The End."
Throughout Deja Vu, the player will find many objects that he can take and
use. This section will list all objects available in the game, where they
are found, and what they are used for. A brief description will also be
provided for each object. For your convenience, this section has been
arranged in alphabetical order.
$20-Bill - "It's a twenty dollar bill."
- There are actually two locations in the game where a $20-Bill can
be found. One is in the Wallet that was found in the pocket of
the trench coat. The other is in the handbag of Sugar Shack, the
hooker that just got out of jail. The $20-Bill can be used to
purchase Gun3 from the Gun Shop.
AmmoCase - "It's a box of ammo."
- The AmmoCase can be found in the desk in Ace Harding's office.
Inside the AmmoCase, the player will find six Bul1s. After the
player obtains the bullets, there is no use for the AmmoCase.
BallPen - "It's a ball-point pen."
- The ball-point pen can be found in the night table in the guest
bedroom at the Sternwood home. The ball-point pen has no use in
the game, however, as it is out of ink.
Bill - "It's a bill from Doctor Brody made out to Joe's Bar, address:
934 Sherman St., Chicago, IL."
- "...Bill..."
1. Capsules $ 10
2. Sodium Pentothal $ 56
3. Medrezine $ 26
4. Diethanol Trimene $ 40
----
Total $132
Bookmark - "It's a bookmark with the initials 'J.S.' imprinted on it."
- The Bookmark is found between the pages of Martha Vicker's Diary.
The Bookmark has no use, except to point the player to a specific
entry in Martha's Diary.
Bowl1 - "It's a small jar."
- Bowl1 can be found in the Sternwood's kitchen. There is no
practical use for Bowl1 in the game.
Bowl2 - "It's a small jar."
- Bowl2 can also be found in the Sternwood's kitchen. There is no
practical use for Bowl2 in the game.
Bowl3 - "It's a small jar."
- Bowl3 can also be found in the Sternwood's kitchen. There is no
practical use for Bowl3 in the game.
Box - "It's a small box."
- The Box can be found in the wall safe in Joey Siegel's office.
Inside the Box, the player will find Key4, which is the trunk key
to the Mercedes Benz. After obtaining Key4, the Box becomes
useless.
Bri'case - "It's a briefcase that you recall having carried a while ago."
- The Briefcase can be found on the night table in Mr. Sternwood's
bedroom in his house. There is nothing in the Briefcase, and the
Briefcase has no special use in the game.
Bul1 - "It's a .38 Special roundnose lead bullet."
- Three Bullets can be found in the chamber of Gun1, which was
hanging on the bathroom stall, six can be purchased from the Gun
Shop at the price of one quarter each, and six can be found in
the chamber of Gun2. The Bul1s can be loaded into either Gun1 or
Gun2. When either Gun is fired, the quantity of Bullets will
decrease by one.
Bul2 - "It looks very much like a 9mm cartridge."
- There are only six Bul2s in the entire game, and all of them must
be purchased at the Gun Shop for one quarter each. The Bul2s can
be loaded only into Gun3. When Gun3 is fired, the quantity of
Bullets will decrease by one.
Candy - "It's a piece of chocolate."
- The Candy can be found in the Candy Box in the night table next
to Mr. Sternwood's bed in his bedroom. The Candy serves no real
purpose in the game, but the player can use it on himself.
CandyBox - "It's a box of chocolates."
- The Candy Box can be found in the night table in Mr. Sternwood's
bedroom in his house. Inside, the player will find Candy, but
there is no practical use for the Candy Box in the game.
Capsules - "It's capsules. There's no medicine in them."
- The Capsules can be found in the wastebasket in the torture room,
which is next to Joey's office. The Capsules are used to take
medicine, as the only way that the player can take medicine is by
putting the medicine in the Capsules.
Card - "It's a card with several holes punched into it. It says,
'Private Access Card, Penthouse, Siegel.'"
- The Card can be found in the Wallet that was found in the pocket
of the trench coat. The Card is used to activate the elevator in
order to go up to Joey Siegel's apartment.
Coat - "It's a light brown trench coat that matches your trousers."
- The trench coat is found in the opening room of the game, in the
bathroom stall. Inside the coat are many objects, including seven
coins, a lighter, gum, a handkerchief, a pair of sunglasses, and
a wallet.
Coin - "It's a quarter."
- The only coins that can be found in the game are found in the
pocket of the trench coat. However, the player can accumulate
more coins by playing the slot machine in the casino. The Coins
can be used in only a few places. The player can play the slots
with them, the player can buy bullets with them, the player can
buy a newspaper with them, and the player pays any cab fare with
quarters.
Cosmetic - "It's a makeup kit."
- The Cosmetic can be found in Sugar Shack's handbag after knocking
her out. The Cosmetic has no use in the game.
Diary - "It's a diary with the name 'Martha' on it."
- The Diary can be found in the nightstand in Martha Vicker's
bungalow. Inside the Diary, the player will find the Bookmark.
On the Bookmarked pages, the player will find this entry:
"Dec. 5th: Siegel dropped by again. I told him to get lost. I
can't stand his jealousy. I have my eye on John Sternwood.
Even if he is married, he gives me anything I ask for. If I can
get him to divorce his wife, I can really live the good life."
Dish - "It's a finely-detailed porcelian dish."
- The Dish can be found in the Sternwood's kitchen. There is no
practical use for the Dish in the game.
Earring - "It's a gaudy, pair of pearl earrings."
- The pair of pearl Earrings can be found in Martha Vickers
bungalow on South Kedzie Street. They are laying on the
nightstand, and I suggest that the player leave them there, as
they have no real purpose in the game.
Envel.1 - "It looks like a standard legal-size envelope."
- Envel.1 can be found in the desk in the secretary's office at the
top of the stairs in Joe's Bar. Inside the envelope is a bill.
Envel.2 - "This envelope is totally blank except for the name Mr.
Sternwood, pasted in newspaper cutouts."
- Envel.2 can be found in the mailbox outside of the Sternwood
home. Inside Envelope2, the player will find Letter1. After
obtaining Letter1, Envelope2 becomes useless.
Envel.3 - "It looks like a standard legal-size envelope."
- Envelope3 can be found in the night table in Mr. Sternwood's
bedroom in his house. Inside, the player will find Letter2.
After the player has obtained Letter2, there is no use left for
Envelope3.
File1 - "It's a patient's chart. "Ace Harding: During his last physical
was strongly urged to quit smoking."
- File1 can be found in the file cabinet in Dr. Brody's office on
Sherman Street. There seems to be no use, except to reaffirm the
fact that Ace needs to stop smoking. There is no practical use
other than that.
File2 - "It's a receipt for some things and their prices. There's a final
note written by the Doctor...
'Joey Siegel's secretary, Martha Vickers, says she wants the
order delivered to Joe's Bar.'"
- File1 can be found in the file cabinet in Dr. Brody's office on
Sherman Street. This seems to just be another clue about Martha
Vickers. There is no practical use beyond that.
File3 - "It's a patient's medical record.
Symptoms 'Fainting, stomach pains. Feverish. Vomiting.
-Symptoms of Peritonitis-'
'High fever. Coughing. No appetite. Headache.
-Symptoms of Pneumonia-'"
- File1 can be found in the file cabinet in Dr. Brody's office on
Sherman Street. There is absolutely no practical use of File3 in
the game, at all.
File4 - "The medicine names and their effects are shown.
'Medrezine - A nerve antidote.'
'Diethanol Trimene - Causes memory loss.'
'Sodium Bicarbonate - Eases pain of overeating.'
'Chemopapain - Induces gleeful euphoria.'
'Sodium Pentothal - Causes person to speak the truth, when
unconscious.'
'Bisodiumits - Diethanol Trimene's antidote, more than
one dose is necessary.'"
- File1 can be found in the file cabinet in Dr. Brody's office on
Sherman Street. When the player EXAMINES file4, they will notice
that Bisodiumits is Diethanol Trimene's antidote. And because
Diethanol Trimene causes memory loss, it becomes obvious that the
player should use the Bisodiumits to overcome the memory loss.
File5 - "The letter says, 'Ace, I've got a way to get you off the hook.
It's a simple kidnap job. Just pick up this wealthy woman and
deliver her to me. I'll collect the ransom, while you get to
live, your debts paid. If you bungle it, you'll take the rap.
I've got everything planned so that nothing will lead to me. This
is the only offer you'll ever get, so decide and call you know
who.'"
- File5 can be found in the file cabinet in Ace Harding's office.
It seems as though this note might be incriminating in the
future.
File6 - "This file reads, 'Sugar Shack is known to have a hatred for
something that Joey Siegel did to her.'"
- File6 can also be found in the file cabinet in Ace Harding's
office. The only use for File6 is to provide some background
information on Sugar Shack.
File7 - "The file reads, 'Sugar Shack was the blackmailer in the Alderman
case. She is doing 5 years.'"
- File7 can also be found in the file cabinet in Ace Harding's
office. Like File6, the only use for File7 is to provide some
background information on Sugar Shack to the player.
Folder - "It's a manila folder."
- The Folder can be found in the wall safe in Joey Siegel's office.
Inside the Folder is Note1, which seems to be a forged IOU. After
taking Note1, the Folder becomes useless.
FryPan - "This pan was made for fryin', and that's just what you'll do if
you don't stop wasting time."
- The FryPan can be found in the Sternwood's kitchen. When the
FryPan is EXAMINED, a memory returns. The restored memory is as
follows: "Another memory wave from your childhod comes through.
...It's Mother!! She's baked a cake. Maybe it's your birthday or
some other occasion."
Gag - "The gag is made of white cloth."
- The Gag can be found on the fat woman in the trunk of the
Mercedes Benz. After taking it off of the fat woman, there is no
practical use for the Gag.
Glasses - "It's a pair of reading glasses."
- The Glasses can be found in the night table in the guest bedroom
of the Sternwood home. There is no practical use for the Glasses
in the game.
Gum - "It's a piece of chewing gum. It's sugarless, of course."
- The gum can be found in the pocket of the trench coat. The only
real use for the Gum is to chew it yourself. It has no other
function in the game.
Gun1 - "It's a .38 Special. Go ahead and make your day."
- Gun1 can be found in the bathroom stall at the beginning of the
game. The Gun can be used to shoot people, or it can be used to
shoot the locks off of doors.
Gun2 - "It's a 'Saturday-night-special.' A small gun, that you can get
anywhere."
- Gun2 can be found in Sugar Shack's handbag, after knocking her
out with a punch. Gun2 uses the same bullets as Gun1, with much
the same result. Gun2 can be used to shoot people, or it can be
used to shoot the locks off of doors.
Gun3 - "It's a standard military-issue German Luger."
- Gun3 can only be found at the Gun Shop, and in order to use it,
the player must purchase Gun3 from the Gun Shop for twenty
dollars. Gun3 is the only Gun in the game that uses Bul2. Gun3
can be used to shoot people, or it can be used to shoot the locks
off of doors.
Hanky - "It's a handkerchief with the initials 'J.S.' on it."
- The Hanky can be found in the pocket of the trench coat. The
Hanky has no use other than to provide a clue as to the lifestyle
of Joey Siegel.
Key1 - "It's a key with the word, 'Office,' inscribed on it."
- Key1 can be found in the Wallet that was found in the pocket of
the trench coat. Use Key1 to open the door to Joey Siegel's
office. After opening the door, Key1 becomes useless.
Key2 - "The key has the Mercedes Benz trademark on it."
- Key2 can be found in the pocket of Joey Seigel's coat, after
finding him slumped over the desk in his office. Use Key2 to
unlock the front door of the Mercedes Benz parked outside of
Joe's Bar.
Key3 - "It's a key marked 'Front.'"
- Key3 can be found in the desk in Joey Siegel's office, along with
the Pencil. Use Key3 to unlock the front door of Joe's Bar.
After unlocking the front door, the Key3 becomes useless.
Key4 - "It's the trunk key to a Mercedes Benz."
- Key4 can be found in the Box in the wall safe in Joey Siegel's
office. Key4 is used to open the trunk of the Mercedes Benz that
is parked in front of Joe's Bar.
Key5 - "It's an unmarked key."
- Key5 can be found in the nightstand in Martha Vicker's bungalow.
Key5 is used to open Ace Harding's office on the second floor of
the building on Sherman Street.
Letter1 - "This ransom note reads, 'Sternwood, we have your wife. You have
24 hours to collect $20,000. If you contact the police, she's
dead. Be standing at the corner of Peoria and Elm at exactly 12
midnight. Have the ransom in a briefcase. There you'll be
contacted with further instructions.'"
- Letter1 can be found in the envelope in the mailbox in front of
the Sternwood home. Letter1 seems to tie together some of the
loose ends of the case, and could very well be useful in court.
Letter2 - "It's a letter that says, 'Sternwood, this is my final warning.
Keep your hands off Vickers, or your wife gets the story. I don't
think she'll look upon you so favorably in her will after that.
Since Vickers belongs to me, you can pay for her if you want her
that bad. She'll cost you 20 grand.'"
- Letter2 can be found in Envelope3, which can be found in the
night table next to Mr. Sternwood's bed in his bedroom. Letter2
seems to provide a little more context to the whole game, and
why the crime took place.
Lighter - "It's a gold plated lighter. It has the initials 'J.S.' on it."
- The Lighter can be found in the pocket of the trench coat. Like
the Hanky, the Lighter's main function is to provide a clue about
Joey Siegel.
- The Lighter can be used to burn incriminating evidence before the
trial, or to eliminate other unnecessary paper products that are
just taking up space in your inventory.
Magazine - "It's a magazine. But you really have no time to read it."
- The magazine can be found in Joey Siegel's penthouse suite, on
the coffee table. The magazine serves no practical purpose in the
game, as the player can never get a chance to read it.
Map - "It's a street map. The way to Joe's Bar is marked in ink. The
address is 1060 Peoria St."
- The Map can be found in the glove compartment of the Mercedes
Benz parked in front of Joe's Bar. EXAMINE the Map to find a note
and the address to Joe's Bar. The note warns Ace to be careful.
Medic.1 - "It is the Pntothal medicine vial bottle."
- Medicine1 can only be found in Dr. Brody's office on Sherman
Street. There are three bottles on Sodium Pentothal on the
shelves of the bookcase. Use Medicine1 on Mrs. Sternwood, after
finding her in the trunk of the Mercedes Benz.
Medic.2 - "It is the Medrezin medicine vial bottle."
- Medrezine can be found in a couple of places in the game. The
first place is in the torture room above Joe's Bar. There are
also two bottles of Medicine2 in Dr. Brody's office on Sherman
Street. Medicine2 has no purpose in this game, and if the player
takes any, he will die.
Mecic.3 - "It is the Bicarbon medicine vial bottle."
- Medicine3 can only be found in Dr. Brody's office on Sherman
Street. There is only one bottle of Sodium Bicarbonate on the
shelves of the bookcase. If the player uses Medicine3, he will
notice that it is tasty. There are no ill side effects.
Medic.4 - "It is the Ofreeal medicine vial bottle."
- Medicine4 can only be found in Dr. Brody's office on Sherman
Street. There are only two bottles of Ofreeal on the shelves of
the bookcase. If the player tries to take Medicine4, the pain in
his chest will get much worse, but nothing beyond that happens.
Medic.5 - "It is the Chempain medicine vial bottle."
- Medicine5 can only be found in Dr. Brody's office on Sherman
Street. There is only one bottle of Chemopapain on the shelves
of the bookcase. If the player tries to use Medicine5 on himself,
his whole body will start to feel hot, but then it will feel as
if he just had a cool drink of water. There are no ill side
effects.
Medic.6 - "It is the Bisodium medicine vial bottle."
- Medicine6 can only be found in Dr. Brody's office on Sherman
Street. There are three bottles of Bisodiumits scattered on the
shelves of the bookcase. When the player uses Medicine6 on
himself, he has a Deja Vu moment, and part of his memory returns.
Memo - "It's a blank notepad. You notice that the top sheet of the pad
has several indentations on it."
- The Memo pad can be found in the night table in the guest bedroom
at the Sternwood home. If the player uses the Pencil on the Memo
pad, he will see Mr. Sternwood's and Martha Vickers's plans. They
read as follows:
"'Timetable -
2:15 AM: Be sure Joe's Bar is closed up and all employees are
gone.
2:30 AM: Have the Mrs. situated in the women's stall. Make
sure she is bound and unconscious.
2:45 AM: Be waiting near the bar front door for Ace's arrival.
3:00 AM: Put Ace in stall. Be sure he's unconscious. Inject
him with 10cc of Diethanol Trimene. Take his gun and
stuff.
3:15 AM: Wait for Siegel.
3:30 AM: Get Siegel behind his desk, then plug him with Ace's
gun. Get Siegel's car keys.
3:45 AM: Plant Siegel's things on Ace. Put Ace's gun back. Be
sure his fingerprints are on it.
4:00 AM: Dump big Mrs. in Siegel's car. Put stuff in glove
box. Put car key in Ace's coat. Put other key in
safe.
4:30 AM: Leave bar and lock up. Be sure not to leave ransom
case behind.
5:00 AM: On the way home, plant new Siegel letter in Ace's
file.'
What a setup!! If you don't do something soon, they'll nail you
for murder and kidnapping. Boy, this is a nightmare. You'll
have to get complete proof of your innocence to the cops."
Note1 - "It's an IOU. It says Ace Harding owes Joey Siegel $1,000. You
can't recall having written anything like this."
- Note1 can be found in the Folder that was found in the wall safe
in Joey Siegel's office. It doesn't seem to have been written by
you. Interesting...
Note2 - "It's a car registration made out to Joey Siegel of 1212 West
End St."
- Note2 can be found in the glove compartment of the Mercedes Benz
that is parked in front of Joe's Bar. After the player EXAMINES
the registration, the address at West End is put into the
player's address book. After gaining the address, Note2 becomes
useless.
Note3 - "It's a slip of paper with three numbers written on it,
33-24-36."
- Note3 can be found on the nightstand in Martha Vickers bungalow
on South Kedzie Street. This particular note has the combination
of the wall safe in Joey's office written on it. Use Note3 on
the wall safe to open the safe.
Note4 - "It's a small piece of paper with the numbers, 25-03-45, on it."
- Note4 can also be found on the nightstand in Martha Vickers
bungalow on South Kedzie Street. This note seems to be useless,
as it is just s decoy for the combination of the wall safe in
Joey's office. Note4 has no practical use in the game.
N.Paper - "The headline reads, 'The Japanese bomb Pearl Harbor!!'"
- The Newspaper can only be found at the news stand and must be
bought for one quarter. However, purchasing the Newspaper is not
necessary, as there is absolutely no use for the Newspaper in
the game.
Pencil - "It's a common 2 pencil."
- The Pencil can be found in the desk in Joey Siegel's office,
along with Key3. Use the Pencil on the Memo pad to reveal a
message. After finding the secret message, the Pencil has no
other uses.
Pitcher - "It's a water pitcher. There's no water in it."
- The Pitcher can be found in the Sternwood's kitchen. The Pitcher
has no practical use in the game.
Photo - "It's a photograph of a very stout-looking brunette. On the back,
you find an address: 520 S. Kedzie in Chicago."
- The Photo can be found in the late Joey Siegel's penthouse suite
in the Stanford Arms on West End Street. After looking at the
Photo, the KEDZIE address will be entered into the address book.
After obtaining the address, the Photo becomes useless.
Sausage - "It's a bit of sliced sausage."
- The Sausage can be found in the Sternwood's kitchen. There is no
practical use for the Sausage in the game, but if the player
tries to eat the Sausage, he gets this message: "Eating someone's
left-over food makes you feel sick."
Seltzer - "It's a shot glass full of seltzer."
- The Seltzer can be found on the counter in Joe's Bar, in the bar
proper. There is no use for the Seltzer, but the player can use
the Seltzer on himself, with no effects.
Snapshot - "It's a snapshot of a four hundred pound woman. You feel as if
you should recognize her."
- The Snapshot can be found in the glove compartment of the
Mercedes Benz parked in front of Joe's Bar. When the player looks
at the snapshot, a Deja Vu moment ensues.
Sunglass - "It looks like a pair of sunglasses. The lenses are very dark."
- The Sunglasses are found in the pocket of the trench coat. The
Sunglasses have absolutely no use in this game. If the player
tries to wear them by using them on himself, he finds that they
are too big.
Tissue - "It's a box of tissues. You know how to use them, don't you? You
just put one to your nose and blow."
- The Tissue can be found in the night table in Mr. Sternwood's
bedroom in his house. They have no practical use in the game.
Wallet - "It's a very fine leather wallet. It looks very expensive."
- The wallet is found in the pocket of the trench coat. Inside the
wallet are three things, a $20-Bill, a Card, and Key1. After
taking the objects inside the wallet, it becomes useless.
While playing Deja Vu, it will become necessary to travel between several
locations via taxi cab. This section will list all location in the game, as
well as what is found at the location. For your convenience, this section
has been arranged in alphabetical order.
AubrnRd. - Auburn Road is where the Sternwood's live. After speaking with
the fat woman in the trunk of the Mercedes Benz, this address is
added to the address book. This is where the main points of the
story become clear to the player.
Kedzie - South Kedzie Street is where Martha Vickers's bungalow is
located. The player only needs to visit South Kedzie Street once
in the entire game, and that is to pick up the Note3, which has
the three number combination to the wall safe in Joey Siegel's
office written on it. After obtaining this object, the player
never has to return to Martha's bungalow.
Peoria - This is where a majority of the game is played. Peoria Street is
by far the most populated area in the game, with Joe's Bar, the
Gun Shop, and the Police Station. Not to mention the mugger, the
bum, and the prostitute. Oh, and lest we forget, there is also a
news stand, a casino, and the sewers on Peoria Street. With so
much stuff, there is no wondering why Peoria Street is where most
of the game is played.
Sherman - Sherman Street is where Dr. Brody's office is located, and it is
also where Ace Harding's office is located. Dr. Brody's office is
quite important, as the medicine needed to regain the lost memory
can only be found in Dr. Brody's office. Ace Harding's office is
important as well, because that is where the whole crime begins
to come together. However, the player need only visit Sherman
Street one time in the entire game, regardless of how important
the items obtained on Sherman Street are.
WestEnd - West End is where the player will find the Stanford Arms
building. The late Joey Siegel's penthouse apartment is located
in the Stanford Arms. There is only one thing of interest in the
entire apartment, and after obtaining this item, there is no more
reason to come back to the penthouse suite.
This guide has been updated mainly to include the wonderful new ASCII Art
logo at the top. This logo was drawn entirely by hand by a GameFAQs Message
Board user, osrevad. He has an insane amount of skill when it comes to
creating beautifully drawn ASCII Art, and I seriously suggest looking him up
for any and all ASCII Art needs. More information on osrevad can be found
in the Special Thanks and Credits section below.
This updated version was submitted to GameFAQs on March 15, 2004.
------------
Version 1.10
------------
This guide was updated for a couple of reasons. Bombersam6 sent me some
information regarding the slot machine game located under the bar. He
pointed out the information regarding the prize payout for three watermelons
and three sevens. Bombersam6 can now be found in the Special Thanks and
Credits section of this guide. Thanks a lot, bombersam6!
This updated version was submitted to GameFAQs on February 22, 2004.
------------
Version 1.00
------------
This is the original guide, as submitted to GameFAQs. There will definitely
be updates to come, as there is inevitably something else that can go in
here. All sections are as complete as I want them for now. All portions of
this guide are my own design, except for the ASCII Nintendo Controller,
which was designed by Colin Moriarty. Thank you for allowing me to use it
in my guides!
Work on this guide officially began on February 3, 2004.
This guide was originally submitted to GameFAQs on February 10, 2004.
===============================================================================
= Section 08 -- Special Thanks and Credits =
===============================================================================
First, I would like to thank CJayC for running this site and for hosting
this guide. If not for GameFAQs, I would not be as into gaming as I am, and
I would not have thought so many other things are possible, other than just
playing the game.
I would like to thank Colin Moriarty (CMoriarty) for allowing me to use his
ASCII Nintendo Controller. He pointed out that mine was too big, so I asked
if I could use his. Thanks, Colin!
I would like to thank osrevad from the GameFAQs Message Boards for designing
and drawing the magnificent ASCII Art logo at the top of this file. He is a
great ASCII artist, and I highly recommend him for any and all ASCII Art
needs. Osrevad can be found on AIM at nahuwe, or you can drop him an email
at omohasiosrevad (at) hotmail (dot) com. If anyone needs any ASCII art
done, just ask him, and he will gladly oblige. He is quite good. Thank you
very much, osrevad!
I would like to thank bombersam6 for giving me some information about the
slot machine game. He pointed out that if three watermelons show, the player
will win twenty coins, and if three sevens show, the player will win thirty
coins. Thanks a lot for that information, bombersam6!
I would like to thank Alexander Cupo, Pierre St-Michel, Bryant Pompu, Coy
Eastridge, Silverblade Blades, (Canadian) Ron, Metal Archangelmon, Robert
Miller, Caitlin Oliver, Colin Ledbetter, Paul Foster, Ben Albright,
Serenity Something and Myrsini Falia for giving me some information on the
slot machine game. All of them pointed out that the jackpot for getting
three cherries is fourteen coins, and since I failed to update after
initially receiving the information from Alexander, all of them should get
some credit for giving me the tip. Thank you all for the information!
I would like to thank Caitlin Oliver because, in addition to pointing out
the slot jackpot for cherries, she also identified an error in my earlier
versions of the jackpot chart: I had been calling one of the images a peach,
but it is much more likely to be a lemon since lemons are a slot machine
standard. She provided information on the alligator in the sewer, including
where to find it and how to eliminate it as a threat. Finally, she provided
information on a second Mugger that will definitely take all of your money;
do NOT go down the fire escape. Thank you very much for the information!
I would like to thank Abel Winn for providing several helpful little hints
and tips, including: the second Mugger's appetite for crime can be sated for
a mere $20; the other Mugger can only be HIT three times, rather than the
four I initially thought; Gun3 is not absolutely necessary to complete the
game (but I still recommend making the purchase); the Lighter can be used to
burn incriminating evidence and other paper products; and, finally, that the
player can uncover some more plot details by injecting Vickers and Sternwood
some Sodium Pentathol while they are sleeping (or poison them with an
injection of Medrezine, which will not kill them; this can also be done to
the fat woman in the trunk of the Mercedes Benz). In addition, Abel should
share credit for the information on the sewer alligator, although it should
be noted that Caitlin provided that information first.
And last, but definitely not least, I would like to thank my close friends
on GameFAQs. Especially Steve, Devin, Chad, Brian, Zoop, Trace, and Andrew.
You guys are more help than you realize, and I thank you for that.
===============================================================================
= =
= This FAQ/Guide/Walkthrough is copyright 2003-2015 to Daniel Gordon. All =
= rights reserved under International Copyright Law. =
= =
= (c) 2003-2015 Daniel Gordon (djg40) [daniel.j.gordon (at) gmail (dot) com] =
= =
= www.gamefaqs.com/users/djg40/contributions =
===============================================================================