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Gray Matter Game Guide & Walkthrough by gamepressure.com

Gray Matter Game Guide & Walkthrough

Table of Contents

Chapter 1 - p. 3 Gray Matter Guide

Last update: 11 May 2016

Lambs for Dr. Styles

1 - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Time to take care of your assistant duties - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Time to take care of your assistant duties. Talk with the students on Queen Street (3 points). Unfortunately the have all heard about Dr. Styles and won't even want to talk with Sam about participating in the experiments. The third will drop a Freshman Flyer (9 points), informing about a party at the St. Edmund Hall (new location on the map). Maybe it's a chance to find volunteers?

2 - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Once there, you will witness Lisa and Harvey arguing about a move that the girl took from him - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Once there, you will witness Lisa and Harvey arguing about a move that the girl took from him. Afterwards talk with him (17 points). If you get back his movie, Harv will participate in the experiment. You will receive a Spare cartridge. Click on Lisa who's sitting by the table (the cursor should resemble a top hat, which means that you can perform a magic trick). A magic handbook will appear. Search for (switch pages with RMB) the "Up in Smoke" trick (3 points) - click the page and - if only you have all the required items - a magic interface will appear. On it you must set how the trick will look like, step by step.

The proper order is - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

The proper order is:

1) Load Spare cartridge in Left sleeve

2) Take Lisa's cartridge in Right hand

3) Palm Spare cartridge in Left hand

4) Move Lisa's cartridge to Left hand

5) Misdirect (upper middle icon)

6) Move Spare cartridge to Right hand

7) Vanish Lisa's cartridge in Left sleeve

If you've made a mistake during any of the moves, you can always unmark the proper point (or all) on the left and make a correction or start from the beginning. If you're sure that the order and kinds of moves are correct, click on the magic wand icon in the lower right corner of the screen.

Sam will perform the trick (10 points) and gain a volunteer for Dr. Styles' experiment.

3 - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
4 - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
5 - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Now approach Angela who's sitting on a bench by the building - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Now approach Angela who's sitting on a bench by the building. Talk with her (17 points). Of course Sam will want to encourage her to participate in the experiment with a magic trick as well. Click on Angela with the proper cursor and choose the "Psychic Telephone" (3 points). You need to prepare for it.

Examine the payphone on the wall beside (2 points). Note that its number is written at the bottom (click on it while holding your cell phone in hand - 3 points). Now you have to switch off the button sound (3 points).

Choose it in the inventory (LMB).

6 - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
7 - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
In zoom, go into Menu (right

In zoom, go into Menu (right "line" at the top of the keyboard), choose Options by pressing the down arrow twice and confirm with OK (right "line" at the top of the keyboard). The Mute option will appear: activate it with the right "line" at the top of the keyboard. Exit the zoom by pressing the red circle.

Click on Angela with the top hat cursor and once the magic interface appears, perform the following actions:

1) Palm Cell phone in Left hand - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

1) Palm Cell phone in Left hand

2) Misdirect (upper middle icon)

3) Manipulate Cell phone in Left hand (upper left icon).

4) Vanish Cell phone in Left sleeve

Thanks to a properly performed trick (of course confirm it with the magic wand) you will gain another volunteer (10 points).

8 - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
9 - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
10 - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Afterwards talk with Helena (she's sunbathing on a deckchair - 17 points) - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Afterwards talk with Helena (she's sunbathing on a deckchair - 17 points). During the conversation another student (Charles) will appear. Approach him after you finish talking with Helena. Talk to him - it turns out he really is shy (2 points). Take a look at the book lying beside him on the bench (2 points) and the letter (2 points). Use these themes to start a conversation and talk with him (9 points). Afterwards click Charles with the top hat cursor and choose the " Ominous Mailbag" trick (3 points).

Perform the following actions on the magic screen:

1) Distract (upper middle icon) - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

1) Distract (upper middle icon)

2) Take Charles's letter in Left hand

3) Vanish Charles's letter in Left sleeve

11 - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Having obtained Charles's mother letter (5 points), move to Oxford Town Center and open it above any steam vent (5 points) - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Having obtained Charles's mother letter (5 points), move to Oxford Town Center and open it above any steam vent (5 points). Examine its content. Note the health convention leaflet and switch it with Dr. Styles' notice (5 points). Return onto the campus.

You have to perform the second part of the trick, which is placing the letter back onto the bench. Click on Charles and perform the following actions on the magic screen:

1) Palm Charles's letter in Right hand - Chapter 1 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

1) Palm Charles's letter in Right hand

2) Misdirect (upper middle icon).

3) Plant Charles's letter (lower middle icon).

Now Sam is certain that the boy will appear in the Doctor's house (10 points). Now inform Helena about it and she will recognize that she should be there as well (10 points) - this will end the mission (150/150 points).

Bonus (14 points)

1) Try to start the motorcycle (2 points), in the garage of the Dread Hill mansion

2) After talking with Mrs. Dalton, take out the photo of Mom and Dad from the backpack (3 points).

3) Inside Mephistopheles' shop, examine the tall shelf beside the machine (4 points).

4) Talk with Mephistopheles after winning on the machine and reading the riddle (3 points).

5) Try to get inside the Windy Dog Pub on Queen Street after finding the beer coaster (2 points).

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