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Gray Matter Game Guide & Walkthrough by gamepressure.com

Gray Matter Game Guide & Walkthrough

Table of Contents

Chapter 4 - p. 2 Gray Matter Guide

Last update: 11 May 2016

There's Always a Plant in the House

1 - Chapter 4 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
If you're already in Chris Church College, go to the cathedral and talk with Angela who's sitting on the right (14 points) - Chapter 4 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough

If you're already in Chris Church College, go to the cathedral and talk with Angela who's sitting on the right (14 points). You will receive a Paper Fairy.

2 - Chapter 4 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
3 - Chapter 4 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
4 - Chapter 4 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Now it's time to learn something about Malik - Chapter 4 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Now it's time to learn something about Malik. Head to Susan's office in Radcliffe Infirmary. Ask the woman about the boy and you will learn that he's Dr. Linkweller's assistant (3 points). Take a look at the telephone on Susan's desk (2 points), at the bottom there's the number to the department and below numbers to the individual employees. Note the number by clicking on it while holding your cell phone in hand (2 points). Click the other numbers as well for Sam to remember that Linkweller's extension is 11.

Move to the Magic Shop once again. Take the Telephone Spy from the shelf on the right (2 points). Return to Radcliffe Infirmary.

Take out your cell phone in the hall (LMB) and choose Contacts in Menu (press the right line below the screen) - Chapter 4 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Take out your cell phone in the hall (LMB) and choose Contacts in Menu (press the right line below the screen). Scroll down to the name of the department (Neurobiology) and make the call (press the right line below the screen). Press 1 two times once the telephone exchange answers the call.

5 - Chapter 4 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Lure Linkweller out of the office with whichever dialogue option and enter his office once he goes to Susan (5 points) - Chapter 4 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Lure Linkweller out of the office with whichever dialogue option and enter his office once he goes to Susan (5 points). Locate the phone on the large desk and use the telephone spy (10 points). If you won't make it in time and Sam will decide to retreat, carry out the whole operation once again from the beginning and afterwards leave the room.

6 - Chapter 4 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Return to St - Chapter 4 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Return to St. Edmund Hall and go up the stairs on the left onto the 1st floor and from there onto the 2nd (icon in the depth of the corridor). Charles lives here in room 204 (the middle door). Try to get into his room - of course it's locked. The Proctor sitting on the couch is sure to have the key - talk with him on this matter. Unfortunately it won't give the expected result, so it's time for a magic trick.

7 - Chapter 4 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Click him with the top hat cursor and choose the

Click him with the top hat cursor and choose the " Divide and Conquer" trick (5 points).

Firstly, Sam points out the card which will stay on the table till the end (whichever one, it will automatically appear at the bottom of the screen) - Chapter 4 - p. 2 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Firstly, Sam points out the card which will stay on the table till the end (whichever one, it will automatically appear at the bottom of the screen). Afterwards the players choose two cards each, out of which the enemy discards one. Of course you shouldn't point the one that you've chosen to stay in the game and if it's pointed by the other player, you of course have to throw away the other one. The key to winning lies in choosing who begins - if the number of cards is even the Proctor should begin and if uneven - Sam. After winning three games he will open Charles's room for you (10 points). Go inside of course.

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