Gray Matter

Walk through for Jane Jenson’s Gray Matter, formatted to help locate trouble
spots before too many spoilers are read. Written during a second play
through by Richard Le Beau, I will do my best to list the triggers I noted.
Since this game will show all hot items when you press space, there is no
reason not to examine everything you may have missed with a pixel search.
The progress key P will also give clues as to what story parts are not yet
done to end the chapter, as well as map location highlights to indicate
where everything is completed.  Remember to examine items again after they
are picked up, some documents will even zoom and drag to make reading easier,
or may contain their own hot spots to find and advance the story.

               After the stormy night opening the tutorial starts with a rabbit
               hunt.
find Houdini    The eating noise and moving Plant leaves give the rabbit
               away, he is at the base of the plant just above the bed sheets,
               use the hand cursor icon to pick him up.
       feed Houdini    Now in his cage, find food and water for him.  There
               is a water pitcher on the nightstand near the plant but that
               won’t do by itself.  Find the backpack mentioned in the tutorial
               frame which is located at the foot of the bed, left hand side.
       open backpack   The backpack has the examine magnifying glass icon
               which will bring up a close up view and is a telltale sign for
               important items or story triggers.  Inside the backpack take all
               the items that can be removed and get the descriptions for those
               remaining behind, the towel is only important for hitchhikers
               (Hitchhikers Guide to the Galaxy reference for those older folks
               like me).  The cage and water pitcher icons have now shifted to
               the combine item cursor with the water bottle and carrot in
               inventory.  Open the inventory by moving the cursor to the top
               of the screen until they appear and can be looked at or examined,
               now select the carrot as an item to combine by right clicking on
               it and will move to the right end of screen ready for use.  Left
               click on the cage while the combine icon is showing to feed
               Houdini.  For water, select the water bottle for use by right
               clicking on it then left click on the Water Pitcher while the
               combine icon is showing to fill the bottle, and repeat the use
               process with the full bottle on the cage to finish the first part
               of the tutorial.
       magic book      Take a moment to inspect the other things in the room and
               inventory, the magic handbook opens so you can become familiar
               with the different tricks that will be needed at points in the
               game, right click to turn pages.  Sam will not do the wrong trick
               for the occasion but be on the lookout for the different items
               many tricks need, as these will limit the ones that can be done
               at any one point in the game.  Do not try to prepare for tricks
               until after they have been selected from the book, Sam will give
               the time needed to get things ready before the trick gets going.
       Upstairs hall   Look at the items here, but Sam won’t go into David’s
               bedroom so go to the Foyer.
       Foyer           Examine the Portrait and look at the other items here, Sam
               won’t use this phone much but David will later, examine the note
               for the new assistant, but Sam has not taken the job quite yet so
               it will stay put for now.
       Dining room     Sam hears someone in the Kitchen and won’t go in, look at
               the items in the dining room, examine the portraits and stereo but
               no luck for what Sam needs.
       Parlor  Examine the Portraits and Diplomas in the Parlor along
               with the other items Sam can look at but don’t need now.
       Front entry     Exit out the bottom of the Foyer screen to the Front Entry
               and examine the plaque Sam mentions seeing, this is a story trigger.
               Sam will not leave the grounds yet through the exit on the lower
               right of the screen so look at the house then use the Back exterior
               exit to go to the garage.
running         I did not see mention of this in the manual, but Sam walks
               everywhere and will take her time getting places.  With a double
               click on movement Sam will start to pick up speed to a run, and if
               an action cursor is double clicked she will start the action
               before making her way all the way to the spot.  This will save some
               time when the areas get larger later.  Back exterior    Look at the
               different items in the scene.  The garage icon changes from just a
               look at icon to an exit icon, providing a game hint that not all
               look icons can be safely skipped.
       Garage  Sam’s bike is here with the action icon so she can try
               and start it.  Look at the other items here then return to the
               Front   entry and go back inside to the Foyer.
Mrs. Dalton     Sam still has a quick escape on her mind but go into the Kitchen
               anyway to get the story started.  As always, ask everything on
               the conversation list until goodbye is the only thing left,
               even if the same subject remains Sam always gets new information,
               no repeating lines are given.  Look around the Kitchen and
               examine the notice board for the calendar and two business cards
               that are active.
New Assistant   Take the note now from what is the basement door and read
               it, including the small flyers that are in back but can be
               brought in front with their examine icon.  There is no cell
               phone in inventory so go back and talk to Mrs. Dalton again in
               the Kitchen.  Now Sam has a cell phone with some useful numbers
               already there, though don’t bother with “Sissy” Mrs. Daltons
               sister.  Sam will get some more useful numbers later and add them
               to the contact list so only extension numbers will ever need
               to be remembered or written down on some actual paper.  I can’t
               help with the snake game on the cell phone, but if Sam did
               read the magic handbook tricks, one calls for the cell phone
               on silent which is there in the options menu.  The two bar
               keys on the top of the cell phone key pad control the screen
               items above them, and the up down arrows scroll through
               the lists.  The green circle key will place a call to the
               number selected from the contact list, the red circle will close
               the phone window just like the exit door on the lower left.
               Before leaving the house visit Houdini and take the picture from
               the backpack since this is Sam’s room now (bonus points).
Oxford Centre   Use the Front entry exit then exit the grounds or open the
               map.  With the tutorial still active map legends will be explained,
               grey lettering means all done there, white for only bonus actions
               left and gold for main story actions remaining, all of these are
               just for the present chapter.  The M key will bring up the map so
               there is no need to run back to every area exit door, if the M
               key does not work some action scene is near so just use a regular
               exit.
       Carfax  Examine the plaques and that wisp of steam.
       Cornmarket      Translation from English to American: Grainmarket  American
               to English would give Mazemarket.  The Black Wand magic shop is
               just what Sam will need.
       Black Wand      Browse through the shops wares, plenty of items on the
               shelves are needed for the tricks, but Sam has little money.
               The Daedalus logo on the game machine will trigger in the shop
               owner, Mephistopheles.  Talk to Mephistopheles, asking repeatedly
               about the Daedalus club, now the game machine parts will be
               active.  Sam needs 21, as in a blackjack game, to win.  Use one
               machine button until a face card, 10, or an ace is showing, then
               use the other button until Sam wins.  The prize is a small card
               appearing near the bottom right side of the machine, take it and
               look at the scavenger hunt riddle clues.  Ask Mephistopheles
               about the clues, the picture description has changed but Sam
               can’t buy anything here yet.
       Carfax  Examine the tower plaque, the tower door is an exit now
               to the tower top.  The tower top has a nice view but what Sam
               is looking for is hidden behind the open exit door.  Operate
               the door to close it and reveal a red puzzle box.  Examine the
               box for a close up view, and the Daedalus Club logo on the side.
               The box no longer shows the look icon except for the bottom,
               look there and a vent now displays the combine items cursor.
               The first element mentioned in the riddle is fire, use the
               Matchbook on the vent to open the bottom and take the next clue
               and puzzle piece.  The torn puzzle piece is rotated by right
               clicks and dragged with the left, when Sam has more to put
               together.  Return to the coat-of-arms plaque to unlock the
               next map location by matching the clue to Christ Church.
       Queen St        Look at the locations, the “Bulldog” won’t let Sam enter
               that college and the pub is closed so just the students on the
               street are available to recruit for Dr. Styles experiment.
               The Boy and Girl prove that Sam has no easy task ahead, but
               the third is now available for talking.  Talk to the last
               potential recruit, same result but Sam will pick up the flyer
               he drops while leaving that unlocks St Edmund Hall area.
Christ Church   The Church hall can’t be entered yet, look at the sign
               and fountain items examining the Black box.  The Black box
               has the Daedalus logo, operate to open the top doors.
               Look at the paper covering and the cursor changes to
               combine, now Sam has to find the right combination.  The
               second element on the puzzle sheet is water, move past
               the edge of the box to the fountain water and take some,
               combine the water with the Litmus paper then use operate
               on the logo to fully open the box.  Take another puzzle
               section from the box, sections will combine now when matched
               together and remain fixed to each other.
Christ Church Garden    Earth is the third element mentioned in the
               puzzle, examine the flower beds.  The flower bed at the
               bottom of the screen has the most earth showing, look at
               the middle section of flowers to get the examine cursor
               and find the Daedalus flag.  Dig a few times for the bar
               coaster and puzzle piece.  That pub Sam saw is still not
               open, but go there for the coaster, Windy Dog, and air clue
               to be connected for later.
St Edmund Hall  Time to find those freshmen.  The area opens
               with a scene between two students, look around at all the
               active things before talking to the students, a few Sam must
               look at before talking becomes the action.  Examine the pay
               phone, look at it close up and use the cell phone on its
               number near the bottom, now one trick is nearly ready.
               Use the cell phone options menu to place the phone on mute
               when the trick is needed.
       Harvey  Sam thinks Harvey is an easier mark so talk to
               him and get his blank tape cartridge, Lisa will now have
               the top hat magic trick cursor icon so click on her to
               select the trick.  The nearby leaf burner gives the clue
               that Up in Smoke is the trick to choose (left click) in
               the book, right click to turn pages.  Upon selection the
               magic interface shows where the steps must be listed
               correctly using the inventory (top) and environment
               (table) items plus other steps like misdirect.  The magic
               book can be opened for reference and followed as the
               steps are selected but must be closed to see the listed
               steps, Sam will not do the trick if the steps are wrong
               and there were only a few spots I found where the lists
               needed don’t seem to match the book or extra care must
               used so every step will not be listed until those
               locations come up.  Simply use the duplicate tape as the
               duplicate deck from the book, and Harvey’s movie as the
               signed deck.  Lisa will leave but Harvey will have his
               tape and Sam her first recruit.
       Angela  Sam thought Angela might not be that hard to
               recruit so talk to her and indeed the trick cursor is
               showing.  Telephone psychic is the obvious choice after
               listening to Angela, and afterwards Sam has another
               recruit.
       Helena  Talk to Helena, not an easy recruit but one
               more chance appears and Sam can get two for one if one
               more trick works.
       Charles Talk to Charles, pretty shy indeed, now all
               Sam can do is look at him and what is with him on the
               bench.  It does not always pay to just run the game
               with hot object names showing because the engine will
               not show overlapping text all the time but shift
               between the objects showing only a few at a time and
               can lead to missing things anyway.  Look at Charles,
               the letter and the book on the bench next to him to
               trigger a good conversation and a clue as to what
               trick is needed.  Talk to Charles about the book and
               letter, he won’t recruit but that unopened letter is
               just what Sam needs for a trick.  Charles now sports
               the trick cursor icon, and The Ominous Mailbag is
               what is needed for this multi-part trick.  Only three steps
               now just getting the letter away from Charles.  Sam needs
               steam so back to Oxford Centre to work on the letter.  Use the
               letter on a steam vent and it will open for reading, examine
               the enclosed flyer and the plan comes together, use the New
               Assistant note on the flyer and Sam will switch out flyers.
               Sam mentions sealing but the letter icon remains in the opened
               state, return to Charles with maybe one last check on that
               Windy Dog pub.
       letter return   Here is one place where the magic book instructions
               do not match the steps Sam will accept and perform the trick.
               The book says palm in the left hand, which makes sense
               considering which side of Charles she is working on, but Sam
               will only perform the trick if the letter is palmed with the
               right hand.  Take one last look at Charles and return to
               Helena.  Last chance to check for all the bonus points before
               talking to Helena again, or maybe whom ever ends up being the
               4th recruit.  The Daedalus puzzle is continued in chapter 2.
       Helena  Talk to Helena again and she will agree to be the 4th
               recruit.  Sam’s cell phone will ring and the story will move
               on to the experiment that night and pick up Sam after breakfast
               the next morning and Chapter 2.
Chapter 2       Mrs. Dalton mentions a newspaper, take it from the kitchen
               counter and Sam will also see that something weird occurred a
               the Horspath Track last night, look at the paper for her
               reaction that she should check it out later.
       Basement        Take the Basement hall stairs from the Foyer, look at
               everything there and Sam can try and move the Floor grate,
               the Private is Lab locked so enter the Main Lab.
       Labs    Take the Note of Instructions from the left hand bench, and
               look at it as a second letter will follow about some outgoing
               files, read it too.  Look at the objects around the Lab,
               however Sam will start filing as soon as she examine the now
               active cabinets beyond the right hand door, so be ready with
               the instructions even though the Dr’s filing system will be
               shown the first time the task is started.  Once everything is
               put away Sam can check all drawers for interesting information
               and that receipt the Infirmary needs.  Pay particular
               attention to file drawers that show the take (hand) icon and
               not just the look eye.  FMRI should hold the Donation receipt
               that is needed  under F, getting files from  E, L, & N as
               well.  Walk back into the Main Lab and look at the active
               things here, Sam won’t touch the computer and just comments on
               each item but the Restraining Straps are very difficult to find
               with the cursor.  The space bar listing has curtains, beds, and
               restraining straps all showing up in the middle of the room
               where there is little but floor.  The beds and curtains are
               easily selected anywhere on their surfaces, the only
               restraining strap I could find was on the right side of upper
               right hand bed located just under the square blue light near the
               foot of the bed.  Turning off the active labels will help the
               search as only the label of the selected object will show, I
               doubt this is a trigger at any rate.
Horspath Track  Look at the pattern and the worker Eddie, then talk to
               Eddie.  The time Eddie tells Sam will be needed later but by
               David Styles, she will provide it in a report as well but that
               won’t be handy for that Main lab computer Sam has already seen,
               easier to keep a note of the incident times so they are quickly
               found in the data runs later.
Oxford Centre   Sam mentions that this might be some magicians illusion,
               and she will need supplies for more tricks today.  New to the
               area is a flower wagon, look and then speak to buy some.
       Black wand      Sam will talk to Mephistopheles upon entering to see what
               he knows.  Time to buy things, pick up the fake blood,  fake
               thumb, spirit gum, shredder noise maker, and hand magnet.
       Windy Dog       The pub is open at last, inside look at the patrons and
               talk to the bartender.  Examine the Hunting Horn and try an
               action on the small end.  Talk to the bartender again and get
               the missing mouthpiece, use it on the horn end cap to blow the
               horn and get another Daedalus clue and puzzle piece from the
               bartender.  The clue is for Christ Church once again.
       Christ Church   The Cathedral Nave is open now enter, talk to the
               guide, and look at the Angel Window.  Exit to the altar.  Look
               at the Baptism Pool, action won’t open it, try action on the
               wall Switch.  Examine the pool and take the baggie for the
               last puzzle piece.  Close the Baptism Pool with the switch
               again.  The puzzle solution is Carfax Tower Phone.
       Carfax  Examine the phone booth, the phone receiver there can be
               used, and dial JUDAS.  The alphabet letters are small, but
               will be displayed as the cursor hovers over the button.
               Correctly dialed the Daedalus Coin will appear in the coin
               return slot.  For people who have never used a pay phone
               before, that’s the tray on the lower right of the phone.
St Edmund Hall  The other lab rats have gathered here, waiting for Sam,
               and once the conversation is done so is the area.  Using the
               map button M can show when Sam is done with an area for that
               chapter. but sometimes everything can’t be competed during
               the one visit.
Bodleian Library        Sam needs a student ID to enter and do research, look
               at some of the nearby objects like the paper shredder for a
               plan.  Talk to Helena.  Helena will come over and show Sam
               her good and bad ID cards after refusing to let Sam borrow
               hers.  Say good things about the new and not so nice things
               about the old and she will sit back down but now has the
               trick Icon.  The Destroyed and Restored Ring trick should
               work here.  Sam can select it now and she will get time out
               to use the shredder noise maker on the paper shredder, then
               click on Helena again to start the trick.  Use Helena’s ID
               on the turnstile and enter the library area, look at the
               objects Sam was not able to reach before, then talk to the
               Reference Librarian.  Use the computer to the left of
               Helena and select each article the search for David Styles
               returns.
Radcliffe Infirmary     Look at the items in the hallway, then enter the
               Staff Kitchen and look there as well.  Enter Susan’s Office,
               Susan will talk to Sam upon entry reminding about the Donation
               receipt.  Look at the other             objects here then talk to
               Susan and Sam can give her the Receipt, this is the trigger to
               get to go see Mr. Headley as Susan will not allow it before
               getting the Receipt.
       Experiment Plan Once back outside Headley’s office talk to Susan
               again to try and get the Experiment Plan or an enemies list,
               then try the coffee request.  That failed, look at the cup with
               the keys and look at Susan to shift her icon over to the trick.
               Select The Bottomless Cup to get the key and once Sam has it
               look at the filing cabinet again for an idea about getting
               Susan out the office.  Go outside the office to prepare The
               Super Gross-Out Self-Healing Wound according to the magic
               handbook.  Use the Fake Blood on the Fake Thumb then the Spirit
               Gum on the Fake Thumb, and Sam will say she is ready.  Return
               to Susan and select the Wound trick, Sam is afraid that will
               not give enough time so return to the Kitchen and look at the
               First Aid Kit.  Sam needs to hide the Kit which has the action
               icon now and Sam will hide it when selected.  Return to Susan
               and select her with the trick again to proceed with the Wound
               trick.  Once Susan leaves use the key on the file cabinet to
               get the experiment plan then the plan on the copy machine to
               complete the mission.  Outside Susan’s Office Malik will pass
               by and talk with Sam.  Take a moment to look at the Experiment
               Plan.
Dread Hill House        The map should be dark now except for the House, return
               there now, and Sam will answer the Phone in the Foyer as it
               rings.  Stop by the kitchen and talk to Mrs. Dalton for more
               information about Dr. Styles.  Down in the Main Lab use the
               flowers on the vase with the dead one, then run up to Sam’s
               bedroom and do the same for the glass (bonus points).
       enemies list    Return to the Main lab, examining the file cabinets
               again to figure the enemies list will trigger the end of
               chapter 2, drawer C is now active with condolence cards and Sam
               can get her enemies list confirmed by using the Neurobiology
               staff list on the open card signatures.  Sam must select, thus
               marking out, each signed name from the card over on the staff
               list, two names should remain, Styles and Linkweller.  Upon
               exiting the cabinets the final cut scene of chapter 2 will play.
Chapter 3       Chapter 3 starts as David wakes, look at the objects and examine
               the Mirror.  Enter the Closet, look at the dress bag, the
               dresser can be examined, and close up the drawers can be opened
               but no other interactions are possible inside them yet.  Leave
               the closet and enter the bathroom, look at the items here and
               examine the Cabinet looking at the Toiletry Products there.
               Exit the Bathroom and then the Bedroom into the Upstairs Hall.
       Upstairs Hall   Look at the painting and spare room door, click on
               the entry to Sam’s bedroom, he won’t go in.  Head down to the
               Kitchen, David will have a lot more to actually do in the Parlor
               and Dining rooms once he starts on the days work in the Lab.
       Kitchen Talk to Mrs. Dalton a second time in the Kitchen, then
               head down to the Labs.  Look at the items in the Basement Hall
               through David’s eyes then go into the Main Lab.
       Main Lab        Look at the items here, and in the larger Main Lab, David
               will start the FMRI program on the computer but won’t look
               further without another experiment session.
       Private Lab     Exit the Main Lab and enter the Private Lab by using the
               Private-Lab Key on the door.  Unlocking the door will trigger
               a doorbell ring in the Foyer.  Exit to the Foyer to collect a
               package, David returns to the private lab ready to set up the
               new equipment.  Examine the Whiteboard for sightings and the
               general plan for today, look at the bottom line and one of the
               upper ones.  Look at the other items here but save the examine
               ones for the main projects of the day.  The Tank Controls will
               list all the items David needs to find yet to provide the cues
               for the different senses.
       Work counter    Examine the Work counter to bring the closer view,
               look at the RNG Rolodex, examine the Letter, then the Manual.
               Use the drawings on bookmark 3 to get familiar with the
               controls, then use the instructions at bookmark 2 to set up
               for Psi messaging.  Exit the book and activate the Work
               counter, the icon here really should change to examine instead
               of look but look at the work counter and avoid the red
               activate button until the controls are set.  Each of 40
               possibilities 0-39 can have a % setting, 00 to 99 or the
               “remaining average” which is the two small o’s resembling %
               and is what all of them start with.  From bookmark 2, set 0,
               the space character, to 99 by activating the up/down buttons
               by each number display segment.  Characters 1-26, A-Z, must
               be left with the original % setting and characters 27 through
               39 must be set to 00.  As soon as the right numbers are there
               David will break in and say so, now activate the red button on
               the right side of the Work counter.  Look at the RNG Rolodex,
               if the look icon is not there exit and return or press space
               until the first part of the message is sent.  This message
               will continue to advance later on, examine and look again but
               the buttons need not be pressed again.
       Computer        Examine the Computer to bring up its desktop display and
               start with My Files and open Brain Power, Published 2000 then
               Experiment Plan.  Play each of the 5 video logs.  Hit the Wine
               Steward, David has a few clues to narrow the search for wine
               but more are needed.  Image shop and Scanner are used later.
Tank sensory inputs     Return upstairs to start collecting the items
               needed.
       Parlor  Look and examine items here, note the Honeymoon location
               from the Box of Photos, clue to the wine needed, and the
               Cottage photo is the visual cue.
       Dining Room     Look at the items, examine the Watercolors, and then
               the Hi-Fi System for the audio cue.
       David’s Closet        Back upstairs look at the dress bag again, then
               examine the dresser to reach the drawers again. Looking at
               the Robe in the bottom drawer will remove it, take the swimsuit
               that was underneath as the cue for touch.
       David’s Bathroom      Examine the Cabinet and smell the items there,
               shampoo will provide the cue David is looking for.  On the way
               back down stop and examine the bedroom Mirror Mrs. Dalton
               mentioned, look at the mirror itself for a comment that Laura
               is not here now but Mrs. Dalton may have indeed seen her.
       Private Lab     On the way back down here look at the wine rack again for
               a hint that David needs a bottle of wine for the taste cue.  He
               has already mentioned dry and red, open the Wine Steward
               program on the Computer and select these choices, too many
               bottles match that, even adding the Loire region from the
               Honeymoon picture is not enough, a year is needed.  Select any
               year and listen to David’s comment about the wine he needs, the
               year of her birth is what’s needed.  The video log 8 Aug ‘05
               has Laura’s age for that year, 33, select the year 1972.
               Three bottles to taste, return to the wine rack in the Basement
               Hall which has the examine icon now and taste bottles from the
               three shelves until the memory is triggered, David will return
               to the Private Lab.
       Tank Session    Examine the Tank controls, the screen display is
               showing the function of the three buttons on the
               pad to the right, press the top button for the CD and use
               the Music CD on the tray near the bottom right of the screen.
               David does not want the Basic Scents next to the Funnel under
               the display, use the Shampoo on the Funnel for the scent.
               Activate the open tank button on the pad, exit the Controls and
               click on the Tank, with all cues in place the session will start.
               There is another letter on the RNG Rolodex for David to look at,
               now for the Blue Tiles and Cars clues.
       Cars    Use the phone in the Foyer, David will call the Police inspector
               if his card was already viewed on the Notice Board in the
               kitchen.  Take the cars clue outside to the garage so David can
               see Sam’s Bike and the car, no new clues but return and talk
               to Mrs. Dalton so David will order the Bike repaired.
       Blue Tiles      Not to be found in the Kitchen or Bathroom of the house,
               return to the Box of Photos in the Parlor for that last picture.
               Go down to the Private Lab and use the photo on the scanner,
               the computer display will show now so select scan, then edit
               icon.  Play with the editing options, though zoom and light
               beam don’t seem to help trigger the apparition resolving on
               those tiles.
       Psi events      Completing the last Psi event will trigger this evenings
               experiment session and start Chapter 4, check the RNG Rolodex
               or bedroom mirror for new comments if the photo edit did not.
Chapter 4       Back playing Sam, time to check out that pool.  Stop by the
               Kitchen on the way out, Sam won’t stop for breakfast but there
               is another newspaper on the counter to take.
       Pool    St Edmunds Hall, enter the lobby now, the Guard will not let
               Sam go further, use Helena’s ID on him.  Look at the ID to find
               out why it looks a bit more like Sam now.  Enter the door for
               the pool and look at the items here, the stopped clock has a
               better time than Sam can get from a witness, pick up the
               polaroids from around the far left bench.  After looking at
               the pool man, proceed to talk to him, twice before looking at
               him one last time.  Examine the Filters near the pool man,
               Look at them close up twice as Sam will ask the pool man about
               them before making her conclusions.  Look at the pool in the
               close up as well for more information.  Exit the pool area and
               examine the Resident Board behind the Bulldog guard, one of
               the swimmers from last night lives here, along with most of the
               Lambs club as well.  Exit to the 1st floor undergraduate side
               and look at all the items here. Sam can take some toilet paper
               after looking at it first.  Helena’s room is 102 but she is not
               there right now, try room 106 for Jeanie Smith.  Look at
               everything in the room before talking to Jeanie Smith as Sam
               will leave the room after the conversation is over, and get a
               call from Helena to meet with the Lambs.  Join the meeting.
       Black Wand      Time to ask some more questions and stock up for some
               tricks.  Sam can say she finished the Betrayers Price Riddle,
               Mephistopheles suggests looking into each of the other students
               in the experiment, and that there might be more in the game
               machine.  Get 21 on the machine again and a new riddle.  Take
               items for tricks, the flash powder, telephone spy, and cry for
               help transmitter are available.
       C Railer Swoll  Or, Lewis Carroll riddle, might as well start with
               the Queen St Alice shop, Sam can enter the shop now to look at
               the cards and history, spot the London map with the take sign
               and do so.  Examine the Cheshire cat and look at the Daedalus
               club logo.  The clue for the letter teeth is in the poster
               above the cat, SMILE.  First puzzle part and off to the new
               History Museum area.
       Museum  Look at the items here, then examine the Dodo Egg.  The
               action icon is there on the egg, once opens the door, and the
               next turns the egg so a logo shows.  Look at the Logo and then
               take the egg.  Look at the egg again in inventory for some
               clue how it will open.  The red bench now sports a combine
               cursor icon, use the egg on the bench and Sam will hatch it
               open.  The new clue is Hogwarts, maybe that Reference
               librarian would know more.
       Library Talk to the librarian and she will direct Sam back to
               Christ Church Hall, which is closed today so return to
               investigating the Lambs.
       Angela  Angela is in Christ Church Nave, talk to her and
               receive a paper fairy from her.
       Gym     Sam wants to catch who is doing the tricks and the Gym is the
               location for tonight’s session, assemble the flash powder
               traps by using the Flash Powder on the Flash Powder Traps,
               then the Traps on the Trigger Line.  The combine icons are
               active on both doors, use a trap on each one and Sam says that
               will work and she will rig them up later, but wishes she had a
               camera too.
       Helena  Up on the first floor, Helena’s room is locked, but there
               is an action icon on the transom above the door.  Sam can’t
               reach the transom while standing on the floor, click the action
               icon on the bucket and Sam will crawl through the transom and
               pick up a key inside Helena’s room.  Look at the items here but
               save examining the box under the bed for last,  Helena enters
               the room and will let Sam borrow the camera.  Another look at
               the Residents Board, Charles 204, Harvey 302, Angela 322, and
               Malik 326 with those last two on the graduate side.
       Charles Second floor, the numbers above the doors can be read
               and Sam knows which room Charlie is in, the door to 202 is open
               however with an examine icon so Sam can see how an open door
               can be prevented from locking.  Look at Charles’s door and Sam
               will see if he is in, Talk to the Proctor, sad as it is Sam
               must try each appeal before the Proctor will sport the trick
               icon.  He was playing cards earlier, giving a clue as to which
               trick Sam should select, choose Divide and Conquer and use the
               rules from the handbook to beat him 3 times and she’s in.
               Look at all the items and then examine the Magazine and the
               Photo, Sam will take the Photo with her, and now use the cell
               phone on Mummy’s stick up note to log the phone number.
       Harvey  Third floor, numbers over the doors are active, Harvey is
               in 302.  Sam should look at the fuse box if it is active, the
               Proctor, and try door to the graduate wing with its red light
               on.  Try Harvey’s door, now the Proctor has a talk icon
               showing.  Talk to the Proctor twice, now the trick icon is
               showing, not that many tricks left for Sam now,  be sure she
               has seen the door lock button on the second floor.  select
               trick on the Proctor and choose The Locked Door Mystery,
               Sam won’t start since that trick needs preparation.  Use the
               toilet paper on the Help-Me noisemaker, then the wrapped
               noisemaker on Harvey’s door # 302.  Move Sam a bit away from
               the door and activate the transmitter, Sam will find a good
               spot to stand and the noisemaker will call for help.  Once
               the door is open and the examine icon showing, Sam needs to
               examine it and activate the lock button.  After the Proctor
               leaves Sam is free to enter the room.  Look at the items in
               the room and examine the Screenplay Notes.  Look at the
               Screenplay up close, just as suspicious as everyone else.
       Linkweller      At the Infirmary Linkweller is in his office, Sam needs
               him to come out of there.  Enter Susan’s office and examine
               her phone.  Use the cell phone on the office phone number,
               and look at the different extension numbers, Linkweller’s is
               11.  Talk to Susan, Sam will ask about Malik and learn
               something interesting right away.  Return to the hallway and
               call the Neurobiology number from the contact list, when an
               extension is asked for enter 11 and send him out of the office.
               Sam does need to hurry while in Linkweller’s office,  I believe
               she could call again if she has to leave before using the
               Telephone Spy on the Phone, but once the bug is installed she
               will not call Neurobiology again so be quick while looking at
               less important items in the office.
Dread Hill House        Upon entering the Foyer Sam sees a woman on the stairs
               and then heads for the sound of trouble in the basement.
               Talk to David, see if Houdini is safely back in his cage then
               go to St Edmunds Hall.  Choose the Fruit Basket trick to get
               a stay vote and Chapter 4 ends.
Chapter 5       David has a Psi shower, return to the bathroom and look at
               the shower.  Check with Mrs. Dalton in the Kitchen then enter
               the Private Lab.
       Labs    Examine the RNG Rolodex for more letters, and the Computer for
               the Incident reports Sam has added to the files.  Examine the
               whiteboard, look at the top lines for the Psi events and
               lower ones for the days schedule.  Move to the Main Lab, go
               inside and activate the FMRI computer.  Select one of the
               experiment runs, David says he needs the incident times to
               narrow his search, what he just saw in Sam’s reports by the way,
               Experiment 1 - 11:30 and Experiment 2 - 11:42 (Narrowed by the
               clock Sam saw stopped instead of the witness).  Step through
               the 1s, 15s, etc. to find all red scans, then select an
               individual head.  For fun, return to the main picture and move
               the clock to a normal scan and select Sam’s head.  Repeat this
               for the other Experiment to find the abnormal scan, note that
               scans before and after the “flare” are normal.  Return to the
               Kitchen and talk to Mrs. Dalton again after they greet each
               other.
       Dining Room     Examine the Watercolors, and look at an individual
               painting.  Leave the house for Ramusskin’s. David will talk
               with Dr Ramusskin and then return to Dread Hill House,
               travel to Timmons Park.
       Timmons Park    Look at the Entry Plaque and enter the park.
               Look at the bench, and note that the screen does scroll here.
               Examine the trees for the one they carved.  Look at the signs
               and continue through the park.
       Fountain        Look.
       Paved Path      Look at the scene.
       Gardens Look at the items here, the Gardenia icon will change to
               take, attempt to do so.
       Playground      Look at the objects here, might try ice cream on the
               little girl so buy some from the vendor.  Talk to the little
               girl to try and get the flower, David gives up and Laura beans
               him with an apple.  Pick up some apples and use them on the
               little girl, now pick up the Gardenia.  David still has the
               ice cream so go ahead and taste it then smell the Gardenia.
       Boat House      Look at the objects, and the people, talk to the
               Accordion Player and have him play a song.  Talk to the boat
               rental man now to rent one.  Return to Dread Hill House now.
       Dread Hill House        Look at the Appointment book in the Private Lab,
               David wants to talk to  Dr Helborn, need to examine the
               Kitchen Notice Board and look at Dr Helborn’s card.  Use the
                Phone in the Foyer, then go to Dr Helborn’s house.  When the
               hypnosis session starts try to guess the right answers for
               David, he will say no until the right one is picked then
               later scenes will give clues to the correct answer and speed
               things up.  Upon Returning, speaking to Mrs. Dalton in the
               Kitchen will trigger the chapter end so check now for any
               points or bonus remaining to search for.
Chapter 6       Houdini escaped again, once he is back in his cage Sam can head
               out.  Check the Kitchen but Mrs Dalton is not here this morning.
               Go down into the basement to find Mrs. Dalton, Dr Helborn, and
               another task for today.  The Private Lab is still locked, David
               is in the big Main Lab but will not talk.  Go up to the Kitchen
               and find out that your Bike is fixed from Mrs. Dalton, talk to
               her again.
       Ghost hunt      Look around the Upstairs Hall for where the “ghost” went.
               As Sam steps outside the telephone spy listens to one of
               Linkwellers calls.  Head to the Back Exterior, enter the Garage
               and look at the repaired Bike.  Exit the Garage and look at
               the Tower, no entry yet Sam needs to find a key, look at the
               Window Ledge and Vine.  Look at the Door Frame and the Statue
               to find the key, use the key on the door at the Bottom of The
               Tower.  Inside the tower look at the Path on the Stairs, then
               climb the tower.  At the top look at the chair and then
               Examine the window.  Look at David’s Bedroom, then at the
               Smudge here on the tower window.  Return to the Kitchen and
               talk to Mrs. Dalton after the greeting.  There is a sack of
               flour on the far counter, take some.  Take the Flour back up
               to the smudge on the tower window, use the Flour on the Smudge.
               Time to head back into Oxford.
       Black wand      Mephistopheles gives Sam a Magic Lantern, Talk to him
               again about the incidents, and take the Disappearing Ink from
               the shelves.  After leaving the Black Wand Sam will get cell
               phone call but no connection and an in game scene will play,
               Helena and Mephistopheles?
       C Railer Swoll  The last clue pointed back to Christ Church Hall,
               which is open now so go in.  Look at the Painting, not much
               else here, but walk right to see if there is more to the room,
               and there is.
       Firedog Examine the Certificate and the Firedog.  The riddle
               lines mentioned dogs on fire, pixel search is better here as
               the two labels are so close to each other and Sam needs to
               look at the Hat of the right hand Dog.  Look at the Hat one
               more time, now the action cursor shows on the Firedog, so
               turn the head a few times.  Take the Piece of Gold, but there
               is no other clue here.  Return to the Portrait on the other
               side of the room, and look at it again. The examine icon
               shows so Examine the Portrait.  Look at the Title along
               the bottom of the Portrait, and the logo at the bottom, twice,
               as well.  Look at the Book in the Portrait, twice, now the
               combine icon is showing on the Book.  Use the Swiss Army
               Knife on the Book until Sam has the Piece of Gold, not really
               all that delicate by the look of the painting but it’s Daedalus
               Club stuff anyway.  Assemble the puzzle pieces to work out the
               location of the rabbit hole, Christ Church Meadows.
       Rabbit Hole     Exit the Hall and enter the Gardens.  Charles is here,
               hiding from Helena, so grill him about all the things Sam has
               seen.  As a warning, the game can’t be saved in the Meadow or
               at the Rabbit Hole, and the puzzle is tricky.  Enter the Meadow.
               The interface here shows a view of the ground in the upper left
               of the screen, walk Sam around in a search pattern to find the
               Rabbit Hole.  Not too far inside the fence in the background,
               and close to the middle of the scrolling scene.  Examine the
               Rabbit Hole and Sam will dive on in, where is Houdini when we
               could use him?  Look at the Rabbit phone, and now Sam must enter
               the “name of the mage” from the riddle.  The answer here is
               LewisCarroll, just a bit of a stretch but the biggest one I
               remember in the whole game and no trying every inventory item
               on every puzzle here.  If nothing seems to work, reset by
               exiting the hole and re-enter it.
       St Edmund Hall  Sam has to confuse the Bulldog to avoid his
               database check then runs up the first floor stairs.  Not
               tested but I believe that if the step below in Linkweller’s
               office is done before the rooms are searched that Malik will
               be on the third floor and Sam won’t have to make two trips
               up there.
       Helena  Use Helena’s key on her door, 202, and Sam will listen
               before entering.  Look at the new objects that were not here
               earlier, Sam can take the Program and Hairpin after looking
               at them, look at the Program a second time.  Look at the
               items that were here before, like the Drawer and examine the
               Box again, get the Hairpin ready for use, look at the box
               and then use the hairpin on the box.  Exit the room, there is
               nothing new in Charlie’s room, and Harvey’s room is locked,
               time to get over to the graduate side.
       Angela  Look at then take the cups and ball outside Harvey’s
               door, materials for another trick.  Look at the Maintenance Man
               and examine the Fuse Box.  Sam won’t touch anything while the
               Man is there working, but click the actions to find the switch
               for the alarm on the door to the graduate wing, the red label
               marks the one Sam needs as well.  The Maintenance man now has
               a trick icon showing but the one to use is not as obvious as
               those cups on the floor were.  Each trick is used just once
               in the game and most are used up by now.  Choose Cup and Ball
               Psychic as the trick but be sure you remember the instructions
               from the manual before starting, and Sam will not get a chance
               to mark a cup per the instructions so look for the thumbprint
               on one of the cup faces as she describes their positions and
               this will be the marked cup.  I had Sam select the coffee as
               a prize, then examine the Fuse Box and turn off the Alarm
               Switch after the Maintenance Man leaves.  Enter the graduate
               wing, Angela is in 322, Malik in 326.  Malik is not in his room,
               try Angela’s room.  Angela is not there either but Kelly her
               roommate will let Sam in and answer some questions, look at
               those items that are available but Sam won’t examine anything
               with Kelly there.  Look at Kelly to get the trick icon.
               Disappearing Ink on that sweater is pretty mean, but that’s what
               Sam wants.  With Kelly gone examine everything Sam could not
               before.  Look at both the Magazine and the Records in the
               drawer.  Look at the Photos and Hair Dye while examining the
               Photo of Angela’s Father.  Exit the room.  Sam won’t go down
               the stairs in the graduate wing so head back over to the
               undergraduate side.  The Alarm Switch is no longer active in
               the Fuse Box, and the others are just for lights.
       Gymnasium       Sam can look at both doors she had trapped the night
               before, the lights, weights, clock, and man, for new
               information.  Too bad only Mephistopheles gets to see that
               picture she took.
       Library Harvey is there so use Helena’s ID on the Turnstile
               and go look at him, then talk.  Harvey is ready for a
               trick now and The Shredded and Restored Newspaper is ideal,
               Sam won’t take that stack of papers from the librarians desk
               early though so start the trick.  Once selected Sam says she
               needs something so take the papers from the desk, and click
               on Harvey again to proceed.  This is another spot where Sam
               will not do the trick if only the numbered steps seen in the
               manual are followed 1.2.3.  The manual says prep and load the
               copy in the left sleeve first, then have Sam follow the
               numbered steps.
       Linkweller      Time to confront the man, enter his office.  Now that
               the phone bug is gone Sam can call Charlie’s Mother about that
               photo that didn’t seem to match, well that finished the Christ
               Church area too.
       Dread Hill House        In the Foyer by the phone is an Invitation for Sam.
               Read it in Inventory, the London map now has the action icon,
               click that after reviewing the 4 locations on the Daedalus
               riddle coins.  Those locations have action cursors so click
               each one.  Sam will remark about the area being a large one to
               search, so click opposing landmarks then Sam will draw a line
               between them and form an X on the map.
       Main Lab        Talk to David in the Main Lab by the Computer.  For
               bonus points return to the Black Wand and talk to
               Mephistopheles, now Sam can change the time for everyone else
               she wants to and make a trip to London later on.
       Horspath Track  Talk to Eddie, and have Sam take a Discus, after
               getting hit by the weight one would think Sam should be looking
               for ping-pong balls instead of something equally heavy.
       St Edmund Hall  Head back up to look into Malik, he is outside his
               room on the 3rd floor, graduate side so talk to him.  Now Sam
               just needs to change the time of the experiment, head back
               outside St Edmund Hall.  If the Maintenance Man is back, talk
               to him to show how the cup and ball trick works.  Outside Sam
               will set up the new time with the Lambs there, now call
               Helena on the cell phone leaving her with the old time and
               head back to Dread Hill House.
       Dread Hill House        Return to David in the Main Lab and talk to him,
               this will trigger the end of the chapter.
Chapter 7       David outside ready to leave, go to St Edmund Hall, and enter
               the Lobby.  Enter the Dining room.
       St Edmund Hall  Look at the damaged items, and Detective Paiser,
               Talk to Paiser.  Examine the Hole in the Wall, look at the
               Hole, then use the Discus on the Hole.  Return to the Lobby.
               David meets Angela Here and Sam’s charade is uncovered, talk
               to the Bulldog to confirm what Angela said.
       Dread Hill House        David can pick up the phone and he will try and
               call Sam.  Stop in the Kitchen and talk to Mrs. Dalton.
               Upstairs David will enter Sam’s room, and put Houdini back in
               the cage one more time.  Look at the Photo of Parents, Bed,
               Lamp, and Drawer.  Examine the Backpack, look at the book and
               take the Letter.  Return to the Foyer and pickup the phone
               again to call the Foster Care Office.
       Main Lab        Activate the Computer and look at Experiment 3.  The
               time needed to narrow the search was on Sam’s watch that night
               in the gym, look at 11:30 and step through the seconds as
               before.  When David says “There!” stop and look for a different
               scan on someone.  Select Angela, and look at the colored area,
               return to the scans and advance the seconds again and the all
               red scans should return.  Angela’s scan does look different
               here    too so select it, then go back to the previous time in
               seconds and Angela again.  Go back to the first page and look
               at Experiment 4, time 4:30, while Angela’s scan is selected
               look at the colored area in the center.  David will say he
               is not sure what that area is.  Go to the private lab and bring
               up the file Brain Power Published 2000, let David finish
               talking before clicking on anything else and he will explain
               what he needs.  Pull up the page until the diagram is showing
               and select the print option in the upper left of David’s
               Computer.  Look at the diagram in inventory.  Examine then look
               at the RNG Rolodex, and examine the Whiteboard then proceed to
               the Main Lab Computer.  Return to the Main Lab.  Activate the
               Computer and look at one of Angela’s abnormal scans just before
               they all turn red, use the diagram on the scan, select again
               with the look icon making sure David mentions the area of the
               brain it is in.
       Oxford  Meet with the Lambs there.  Go to the Black Wand and
               examine the store.  Take the Poster.  Look at the Samantha
               storefront next to the Black Wand, and look around at the
               other objects here.  For bonus points take another look at
               the Photo of Parents in Sam’s Bedroom.  Return to St Edmunds
               Hall Dining room and talk to Detective Paiser.  David can
               now travel to the Daedalus Club, everything else should be
               finished now so go there.
       London  The Coffee Shop does not look the part, go to the door
               with the club label.  Use the Poster on the Trickster.  David
               will enter and see the show ending the chapter.
Chapter 8       Sam starts between the auditorium and Public Bar, have a look
               around and proceed to the Bar, she will not go back into the
               Auditorium.
       Club Bar        Talk to the Bartender, look around examine the Newspaper
               near the two Patrons on the left.  Talk to the Patrons, look
               at the Zoltan then talk to the Trickster.  Return to the Club
               Front Hall.
       Devil Machine   Examine the Devil Machine on the near left.  look </pre><pre id="faqspan-2">
               at the plate on top, the horns on either side of the symbol
               wheels will spin the two closest wheels and Sam needs 3
               devils.  It is not that hard because the two wheels on the
               right always show the same result, spin the left until a
               devil shows on the left side, then the right until there are
               two devils there.  Now the dots light up and spin around the
               main dial, pull the lever on the left side to stop the spinning
               however it does not stop until about 1/3 of the dial past the
               lever pull.  Sam needs the light to stop below the Hell section
               of the dial.
Card Maze       Do not use any Exits until all the objects have been looked
       Hearts   at or examined.  The hearts section, and Queen of
               Hearts door, is the final one in the maze, keys from the other
               three playing card suits must be found.  There are 5 doors
               on each side of the card rooms, most just lead right back to
               the room Sam is in already, one on each side will lead to
               another room with the opposite color card suit theme, and a
               third door can lead to a swamp room with the key for the
               clubs card suite but the center of the swamp is only
               reachable through the end door of the room of Clubs.  If
               mazes are not a favorite thing the doors are listed here
               numbered from near left as one to near right as 10, the end
               doors are not included since each of them is special.  When
               Sam finds that light from the clue many doors will have card
               values too but not all are readable.  One door to avoid is
               # 1 in the Diamonds room, which will put Sam back out on the
               London sidewalk.  Door # 1 goes to Clubs, # 8 to Spades.
       Clubs   Door # 1 from Hearts takes Sam to the Clubs room.  Look and
               Examine but avoid the doors for now, this Zoltan has a
               message, hope it’s true.  Examine the Classical statues by
               the end door, which is the Queen of Clubs door, Sam can
               take a look at the swamp and Clubs key but won’t be able
               to reach it yet.  The door on the left leading to the
               Diamonds room is # 4, # 10 goes back to Hearts.
       Diamonds        Look and Examine some more, look at the Switch in the
               center of the room, now go ahead and activate it.  Card
               numbers now show on the doors but some are just too small
               to read, that 6 of Diamonds door is still the one to avoid.
               The light has changed things in every room, start with the
               painting here and re-examine it.  Which set of directions
               to follow?  Enter the end door, Queen of Diamonds and try
               to get Sam a key, use the directions from the woman in the
               painting and look for the mirror door showing the smaller
               of the two pedestals.  This should lead Sam to the Orange
               Key.  Use one of the mirror doors again and Sam should see
               Helena trapped here too, one in each mirror.  Use the same
               rule and go to the smaller Helena each time to reach her,
               she will talk to Sam after a few doors, tell her to stay
               still and continue as before.  Sam and Helena will return
               to the Diamonds room, and Helena will exit the maze through
               that 6 of Diamonds door.  Door # 2, Ace of Diamonds, leads
               to Spades and # 7 leads to Clubs.
       Spades  Look around, the Iron Maiden informs of the Maze exit
               door, and the woman in the painting a clue to the maze.
               Examine the Handcuffs, might as well try and take them like
               the painting showed.  Sure wish Sam would take that Gun,
               Door # 3, 8 of Spades, leads to Hearts and # 9, or Ace of
               Spades, goes back to Diamonds. Now let Sam try that end
               Door, well that didn’t work too well and the ceiling was
               painted like the world, and this is a trigger for the Statue.
               Go to Clubs next to look for changes, door  # 7 from Diamonds.
       Clubs   Examine the Painting, well the woman has a gun, maybe Sam
               should change her mind about the one in the Spades room.
               Use the end door to enter the swamp again.
       Swamp   Examine the Planks, touch the planks, then use the handcuffs
               on the Planks.  Use them again on the Planks so Sam can move
               to the center island and take the Green Key.  Return to the
               Clubs room, and Sam will recover the handcuffs on the way.
               Enter the Hearts room again, Door # 10.
       Hearts  Examine the Painting again, the woman holds Atlas
               Shrugged and there was a statue of Atlas in the Clubs room.
               Return to the Clubs room.
       Clubs   Examine the Statues again, the Statue of Atlas has an action
               icon now so select it again and Sam will push it out to
               prevent that ceiling from lowering.  Return to the Spades room.
       Spades  Should be safe to enter the end door now.  After the
               ceiling stops look at the Statue, then Examine it to find the
               Purple Key.  Return to the Hearts Room.
       Hearts door     Use each of the three keys in turn on the lock panel to
               the left of the door, enter the door.
       Club Room       Now Sam wants something to force Mephistopheles to talk,
               return to the maze and the Spades Room. Take the Gun and return
               through the Queen of Hearts Door.  Use the gun on
               Mephistopheles.
End Game        Cut scenes take over now but there is one last trick, when
               Angela is holding both Sam and David at bay in the Christ
               Church Nave Alter with lightning and a ring of clouds.  Have
               Sam use the Paper Fairy on the Magic Lantern, then the
               Magic Lantern on Angela.  When Angela moves over the
               Baptismal Pool have David activate the Switch on the far
               wall to drop Angela into the water.  End game scenes follow.