Gray Matter Walkthrough by ralebeau 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 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.