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In keeping with the subject matter, there is opportunity to ‘die’ in the game. Save your game often! There are certain sequences in the game where you cannot save until you have completed the entire action. Always save before entering an unknown area.

Examine everything. You never know when you may stumble upon a vital clue.

Listen carefully to the characters you meet. Some have valuable information to impart to you.

Beginning:  As William Stanton, you first appear in the study in his house. You immediately hear someone knocking at the front door.

Turn to the left and exit the room to the front hall. Turn right and walk towards the door. Open the door.

Edgar Wycherley bursts into the house. In a very agitated state, he says that all of mankind is in danger. He gives you a prism (it automatically goes into your inventory). He cautions you not to give it to anyone, even himself, if he asks for its return. He states that he has been sentenced to death" what he has discovered goes beyond madness" Turn and go back to the study. (If you hesitate here, you will receive another caller right away. See following.) Examine the room. You will find a key next to the telephone. Take it. Exit the view and walk towards the writing desk.

Examine the desk to gain a close-up view. You can open the left drawer but it is empty. Take the key from inventory found beside the telephone, and use it to open the locked middle drawer. Take the keys and the money. Close the drawer. Turn and exit the room to the hall. Open the front door to Doctor Egleton.

Doctor Robert Egleton introduces himself as a family friend of the Wycherleys. He says he has come on behalf of Edgar’s father. They believe that Edgar is suffering from insane delirium, and are considering committing him to an asylum. They are also  concerned about Edgar’s strange association with Dr. Owens. The doctor gives you his card (which automatically goes into inventory) and asks you to contact him when you see Edgar again.

After he has gone, leave the house.  Walk forward, and then turn left. Examine the motorcycle. Use the keys to start the motor. Click on the arrow to the right to go to the village.

Pawtuxet Village (1st visit) - Turn left and walk past the church (six paces forward). Turn to the right and walk between the buildings.

Walk forward, turn left, go forward twice and turn left. Speak to Ma Brady twice. She offers to help you for a few coins. Give her some money from your inventory. She suggests you go to the grocery store (Crumb & Son General Store) and speak to Mr. Crumb. Turn to your far left and go forward. Turn slightly right, go forward, turn right and go forward out of the alley and back on the street. Go across the street and turn left towards the church. Walk forward four times to the front of the store (a dirty white building). Go inside the store.

Crumb & Son General Store (1st visit) - Walk forward to speak to Mr. Crumb. Keep speaking to him until he offers to sell you a map. Examine the area to the left of the shopkeeper and to the right of the cash register. You will receive a hand icon. Take the map, which will become your cursor. Exit the view. Open inventory and select the money. It will add another layer to your cursor. Click on Mr. Crumb to complete the sale. The map will now be accessible to you via the map icon on the lower left of your inventory. By accessing the map, you can travel easily and faster to other locations. Mr. Crumb states that he has marked Edgar’s house on your map.

Take the matches on the counter to the right of Mr. Crumb. Complete the same exercise to purchase the matches by taking the money out of inventory and passing it to Mr. Crumb. The matches go into inventory.

Open inventory. Access the map by clicking on the icon. It spreads across your computer screen. There are four areas currently available to you. The circle indicates your current location, the village. Click on the house above the village at the top of the map.

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