Deja Vu
Typed out by Chris Pepin
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DEJA VU - NES Manual by KEMCO/SEIKA
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You emerge from a groggy stupor and find your right palm covered
with dried blood. Hmmm... no wounds... must be someone else's blood.
The pain in your left forearm grabs your attention and you notice a
tiny puncture. Is this from some type of injection? Your heart
skips a beat as you realize that you can't remember who you are!
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NAME OF CONTROLLER PARTS AND OPERATING INSTRUCTIONS:
Only controller 1 is used for this game.
CONTROL PAD:
Used to move pointer on screen.
SELECT BUTTON:
Not used.
START BUTTON:
Used to start the game.
A BUTTON:
Used to make a selection with the pointer. Also used to read
the next part of a message.
B BUTTON:
Used to deselect commands.
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HOW TO PLAY:
STARTING THE GAME:
When the Deja Vu title screen appears, press START to begin the
game.
CHOOSING THE FILE:
After pressing START to begin the game, you will see a list of
three possible FILES. The three files let you save the status
of three different games. Use the control pad to move the
bullet to the file you would like to use. When you first begin
your quest, each of these files will be marked NEW indicating
that each is a new game. As you advance through the game, you
may save your current position so that you can resume your game
at a later time.
THE OBJECTIVE:
You have awakened to realize that you can't remember who you are.
Were you injected with something? If you have any hope of
surviving, you've got to figure out who you are and what is
going on. If that blood on your hand isn't yours, whose is it?
Fortunately, if you are killed in your quest, you'll have the
option of resuming your game where you left off.
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PLAYING THE GAME:
Deja Vu is a graphic adventure game which you control using the
various windows on screen. When you first begin the game, you
will be given some important information in the Text window at
the bottom of the screen. Press the A button to view the next
part of the message. You can also press the A button while the
message is being written to more quickly display the text.
After viewing the last part of the message, you will see the
main game screen which is divided into three parts or "windows."
Let's look at each of these windows and then we'll show you how
to use them to get started.
The View window in the upper left of your screen gives you a
look at your surroundings. The Text window appears at the
bottom of your screen when there is important information
for you to read. The Command window lets you manipulate objects
and move through your environment.
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When you first awaken you will find yourself in a restroom stall.
In front of you hangs a tan trench coat. Let's examine the trench
coat. Use the control pad to move the pointer to the box next to
the EXAM. command in the Command window. Press the A button to
choose the EXAM. command. The box will turn black to confirm your
selection.
Next, use the control pad to move the pointer up until it is over
the trench coat in the View window. Press the A button to
examine the trench coat. You will be given a description of
the trench coat. The EXAM. command is one of your best tools for
investigating your surroundings.
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When you press the A button, the second part of the message will
be shown.
Looks like there may be something of use in the pocket of the
trench coat. Let's take the trench coat and look inside the
pocket. Press the A button to indicate that you are finished
reading the message. The Command window will once again appear.
Move the pointer to the TAKE command and press the A button.
Next, move the pointer up to the View window until it is over
the trench coat and press the A button. You will receive a
message confirming that the coat has been taken. Press the A
button to return to the Command window.
You will now see a COAT listed in the GOODS page of your notebook
in the upper left part of the window.
Having taken the trench coat, you will now see a .38 revolver
in a holster hanging in front of you. As the message indicates,
this will probably be handy! Press the A button to return to the
Command window.
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The TAKE command will still be selected. To take the gun, move
the pointer to the gun and press the A button. You will receive
a message confirming that you have taken the gun and it will
appear in the GOODS page of your notebook.
Now let's look inside the pocket of the trench coat. Move the
pointer to the box next to the OPEN command in the Command window
and press the A button. Next, move the pointer to the box next
to the COAT in the GOODS page of your notebook and press the
A button. You will receive a message confirming the opening
of the pocket. Press the A button again to clear the message.
Your notebook will now show a page listing the contents of
the coat pocket.
Some of these items will probably be useful, but only if we
get out of this restroom stall!
The OPEN command should still be selected. Move the pointer
to the door of the stall straight in front of you and press
the A button. You will receive a message confirming the
opening of the door and you will now be able to see into
the other part of the restroom. OK, let's get out of here!
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Press the A. button to return to the Command window. Move
the pointer to the MOVE command and press the A button.
The box just below the MOVE command gives you an over-head
view of any available exits from your current position.
Move the pointer down to the blue box in the area just
below the MOVE command and press the A button. You will
then move out of the stall and find yourself in the middle
of the restroom. Before you is another door. Perhaps you
should open it and see what lies beyond. Or maybe you
should examine the other items in this room more carefully.
The rest is up to you! Good luck!
The other commands work similarly to the ones you have
already used. The following section conatains (sic) a
summary of all the commands.
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SUMMARY OF COMMANDS:
EXAM. This command allows you to examine objects in the
View window. This is the best way to get information on
the objects you see. It will help you determine which
objects are important.
SPEAK Use this command to talk to the other characters you
may encounter.
HIT Use this command to strike a forceful blow against
someone or something.
CLOSE Used to close objects that have been opened.
OPEN Used to open doors, pockets, boxes, and other containers.
You can also use this to open items that appear in the GOODS
page of your notebook.
TAKE Use this command to pick up an object. After taking
an object, it will appear on the GOODS page of your notebook.
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LEAVE This command lets you try to drop an object at your
current location. You can do this to lighten your load or
to discard an item that is no longer of use.
USE This command lets you use an object that you are carrying.
The objects you are carrying are listed on the GOODS page
of your notebook. To use an object, first choose the USE
command. Next, move the pointer to the object you want to
use on the GOODS page of your notebook and press the A button.
If this object is to be used on another object, you can
then move the pointer into the View window to choose the
object that should be acted upon. In this way you can use
a gun against an assailant for example. This command is
also useful for consuming food or drink.
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MOVE This command permits you to move through your environment.
To use the MOVE command, first move the pointer to the MOVE
command and press the A button. You can then specify where
you would like to move by positioning the pointer over one
of the available exits. Available exits are shown in the
box below the MOVE command. This is a top down view of
your present location. You may also specify where to
move by moving the pointer to the desired exit in the View
window and pressing the A button. Each time you move to
a new location, you will be given a description of your
surroundings.
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THE NOTEBOOK:
The Notebook window shows you an inventory of the items or
notes you are carrying. Only one page of the notebook is
visible at a time. You can use the Left and Right arrow
boxes in the Command window to turn the pages of your
notebook.
THE SELF BOX:
The SELF box lets you use an object on yourself. For example,
to drink a glass of seltzer, you would first TAKE it so that
it shows up in the GOODS page of your notebook. Next, you
would choose the USE command, select the seltzer from the
GOODS page, and lastly choose the SELF box to use the
seltzer on yourself.
THE SAVE COMMAND:
You can save your current status by selecting the SAVE
command. This will allow you to resume your game at another time.
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RESUMING A SAVED GAME:
After pressing the START button to begin your game, choose
the FILE to which you had previously saved your game. You
will then be given three choices:
CONTINUE lets you resume your previously saved game.
EXIT lets you cancel your choice.
NEW GAME lets you start the game from the very beginning.
However, this will erase your previously saved game!
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Exclusively distributed by:
Seika Corporation, USA
20000 Mariner Avenue
Suite 100
Torrance, CA 90503
1-800-462-5040
in CA 213-373-8127
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THE DEJA VU HINT BOOK $5.95
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Clip or photocopy this form, fill in completely and send with a
check or money order in an envelope addressed to:
Kemco/Seika
20000 Mariner Ave.
Suite 100
Torrance, CA
90503-1670
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THE DEJA VU HINT BOOK
I know you're the greatest detective that's ever walked the face
of the earth, and if ya weren't so groggy you'd have solved this
case by now, wouldn't ya? But, hey, we all get a little tripped
up from time to time and need some professional advice.
I'll let ya in on an inside tip if ya promise to keep
yer mug shut about it. There's this book, see, that'll get
ya outta any mess. Ssshhh! It's called THE DEJA VU HINTBOOK.
Just clip out, photocopy or secretly photograph the form
at left, fill it in and send it with the right amount of dough.
You'll get three levels of answers to all yer questions without
the risk of losing your detective's license. Good luck, pal!