FAQ/Walkthrough by ralebeau

Version: 1.1 | Updated: 03/24/11 | Printable Version

Gray Matter

Walk through for Jane Jensonís 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 
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 
		wonít 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 wonít go into Davidís 
		bedroom so go to the Foyer.
	Foyer		Examine the Portrait and look at the other items here, Sam 
		wonít 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 wonít 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 donít 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	Samís 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 donít bother with ďSissyĒ 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 canít 
		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 Samís 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
	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 
		canít 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 ďBulldogĒ wonít 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 canít 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 donít 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 Harveyís 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 
	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 wonít 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.  Samís 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 Drís 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 wonít 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
		wonít 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 wonít 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, thatís 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 canít 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 Helenaís 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 
Radcliffe Infirmary	Look at the items in the hallway, then enter the 
		Staff Kitchen and look there as well.  Enter Susanís 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 Headleyís 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 Susanís Office Malik will pass
		by and talk with Sam.  Take a moment to look at the Experiment
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 Samís 
		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 Samís bedroom, he wonít 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 Davidís 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 wonít 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 
		ďremaining averageĒ which is the two small oís 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 
	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.
	Davidís 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.
	Davidís 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 Davidís comment about the wine he needs, the
		year of her birth is whatís needed.  The video log 8 Aug Ď05 
		has Lauraís 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 Samís 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 donít 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 wonít 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 Helenaís 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.  Helenaís 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 tonightís 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, Helenaís room is locked, but there
		is an action icon on the transom above the door.  Sam canít 
		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 Helenaís 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 Charlesís 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 sheís 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 Mummyís 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 Harveyís 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 wonít start since that trick needs preparation.  Use the
		toilet paper on the Help-Me noisemaker, then the wrapped 
		noisemaker on Harveyís 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 Susanís office and examine 
		her phone.  Use the cell phone on the office phone number, 
		and look at the different extension numbers, Linkwellerís 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 Linkwellerís 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 Samís 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 Samís head.  Repeat this
		for the other Experiment to find the abnormal scan, note that 
		scans before and after the ďflareĒ are normal.  Return to the 
		Kitchen and talk to Mrs. Dalton again after they greet each 
	Dining Room	Examine the Watercolors, and look at an individual 
		painting.  Leave the house for Ramusskinís. 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 Helbornís card.  Use the
		 Phone in the Foyer, then go to Dr Helbornís 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 ďghostĒ 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 Davidís 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 itís 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 canít 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 ďname of the mageĒ 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 Linkwellerís 
		office is done before the rooms are searched that Malik will 
		be on the third floor and Sam wonít have to make two trips 
		up there.
	Helena	Use Helenaís 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 Charlieís room, and Harveyís room is locked, 
		time to get over to the graduate side.
	Angela	Look at then take the cups and ball outside Harveyís 
		door, materials for another trick.  Look at the Maintenance Man
		and examine the Fuse Box.  Sam wonít 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 Angelaís 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 wonít examine anything
		with Kelly there.  Look at Kelly to get the trick icon.  
		Disappearing Ink on that sweater is pretty mean, but thatís 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 Angelaís Father.  Exit the room.  Sam wonít 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 Helenaís 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 wonít 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 Charlieís Mother about that
		photo that didnít 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 Samís 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 Samís 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 Samís watch that night
		in the gym, look at 11:30 and step through the seconds as 
		before.  When David says ďThere!Ē 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.  Angelaís 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 Angelaís 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 Davidís 
		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 Angelaís 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 Samís 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 
	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 itís 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 wonít 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 didnít 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 
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.