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Gray Matter Game Guide & Walkthrough by gamepressure.com

Gray Matter Game Guide & Walkthrough

Table of Contents

Chapter 1 - p. 2 Gray Matter Guide

Last update: 11 May 2016

The Betrayer's Price

1 - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Go to Cornmarket Street (to the right) - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Go to Cornmarket Street (to the right). On the right you will notice a shop called "Black Wand". Examine it (zoom) - it will turn out that it's a magic shop. Of course go inside.

2 - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Examine the machine by the door - take a look at the logo in the lower part - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Examine the machine by the door - take a look at the logo in the lower part. It's the Daedalus Club logo. Mephistopheles will enter the shop. Talk with him about the club (9 points) - Sam would really like to become a member.

3 - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
After the conversation ends, take a look at the painting above the machine - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough

After the conversation ends, take a look at the painting above the machine. Sam will recognize her interlocutor on it. Return to the machine - in order to win, you have to gain 21 points. Press the buttons below the cards until you reach the desired score - first one until an Ace or 10 appears and then the second to reach 21 (15 points). Take the Prize (price - 2 points) from the right side of the machine. It's the Daedalus Club Riddle "The Betrayer's Price", the content of which includes a hint on the solution. Talk to Mephistopheles about the "scholar's heart" (3 bonus points). Take a look at the tall shelf (beside the machine - 4 bonus points).

4 - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Leave the shop and head towards the Carfax Tower (down the screen) - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Leave the shop and head towards the Carfax Tower (down the screen). Approach it and take a look at the plaque (2 points). Sam will come to the conclusion that it's the place described in the riddle. Go to the top of the tower and close the door (5 points).

5 - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Behind it there's a red box - examine it (2 points) - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Behind it there's a red box - examine it (2 points). Sam will notice the Daedalus Club logo. Use matches on the hole at the bottom of the box (in accordance with the riddle - fire). The box will open (5 points). Take the Coat of Arms and the Jigsaw - one of five (2 points). Leave the tower.

6 - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Go to the left, where on a building (on the corner) there's a Coat of Arms Plaque, which you should examine (2 points) - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Go to the left, where on a building (on the corner) there's a Coat of Arms Plaque, which you should examine (2 points). Holding the Coat of Arms in your hand, find it on the plaque (6th from the top on the left - 5 points). A new location will appear on the map (Christ Church) - move there.

7 - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
8 - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
9 - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Examine the Black Box in the fountain (on the right - 2 points) - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Examine the Black Box in the fountain (on the right - 2 points). The Daedalus Club logo is on it. Open the lid - inside there's a Litmus Paper, which you should treat with water (in accordance with the riddle) from the fountain - take a couple drops with your hand (2 points) and pour it onto the paper (5 points).

10 - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Examine the symbols that have appeared on the paper (Coat of Arms and a flower) - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Examine the symbols that have appeared on the paper (Coat of Arms and a flower). Lift the upper part of the box and take the second Jigsaw (2 points). In accordance with the suggestion, go to the gardens to the right.

11 - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Examine the flower bed at the bottom of the screen and then the flowers below the carving of a terrible face (2 points) - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Examine the flower bed at the bottom of the screen and then the flowers below the carving of a terrible face (2 points).

12 - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
You will find some fresh dirt there (in accordance with the riddle) - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough

You will find some fresh dirt there (in accordance with the riddle). Dig it up and take out the Beer Coaster and the third Jigsaw (7 points) which will end the first part of the mission (69/69 points).

13 - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Return to Oxford Town Center - Chapter 1 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Return to Oxford Town Center. Head to Queen Street (to the left of Carfax Tower). Around the middle of the street, on the left you will see the "Windy Dog" pub - without doubt it's connected with the next part of the riddle (wind). Go there (2 bonus points) and examine the door. Unfortunately it's locked. As far as the club riddle goes, you have to stop here for the time being.

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