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Gray Matter Game Guide & Walkthrough by gamepressure.com

Gray Matter Game Guide & Walkthrough

Table of Contents

Chapter 6 - p. 1 Gray Matter Guide

Last update: 11 May 2016

Chapter 6

Missions:

  • Altering the Plan (40 points)
  • C Railer Swoll - Part 2 (103 points)
  • The Ghost of Dread Hill House (63 points)
  • Investigating to Lamb's Club - Part 2 (195 points)
  • Chapter 6 Bonus (24 points)

The Ghost of Dread Hill House

1 - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
After waking up, go to the cellar - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

After waking up, go to the cellar. You will meet Mrs. Dalton and Dr. Helborn there. Once Mrs. Dalton leaves, talk with Simon (12 points). As an effect, Sam will obtain the Note about Laura Sightings. The girl will recognize the need for checking the upper floor of the house - after all it's where the "ghost" whom she has seen with her own eyes went.

2 - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
3 - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
4 - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Go to the corridor by Sam and David's bedrooms - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Go to the corridor by Sam and David's bedrooms. Examine the chairs by the left wall (3 points), the wardrobe opposite to them (3 points), the gargoyle beside it (3 points) and the painting beside Styles' room (3 points).

5 - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Afterwards go to the ground floor and leave the house - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Afterwards go to the ground floor and leave the house. Head towards the tower, its windows are opposite to David's bedroom. The door is locked (examine it), so look for a key. It can be found under the statue by the door (5 points). Open the tower with it and go inside (5 points).

6 - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
7 - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
8 - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Note a path treaded in the dust on the stairs (5 points) - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Note a path treaded in the dust on the stairs (5 points). Go to the top of the tower (the upper left cursor) and take a look at the chair (3 points) and window (10 points). Check the view of David's bedroom and the stain on the window. Leave the tower and go into the garage. Try to start the bike - it will work.

9 - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Go to the kitchen and talk with Mrs - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Go to the kitchen and talk with Mrs. Dalton about the bike (3 bonus points), ghost of Laura and the tower key (11 points). It will end the mission (63/63 points). Take a bag of flour (3 bonus points) from the counter in the back of the kitchen and return to the tower (you once more have to open the door with the key). Treat the stain on the window with flour (5 bonus points).

Investigating to Lamb's Club - Part 2

10 - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Once you leave the house for the first time, the effects of the phone tap Sam has placed will show - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Once you leave the house for the first time, the effects of the phone tap Sam has placed will show. Listen to Linkweller talking with one of his students (3 points). Afterwards of course head to Radcliffe Infirmary. Enter Linkweller's office and talk with him (5 points).

11 - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
12 - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
13 - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Afterwards head to the library where you will meet Harvey - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Afterwards head to the library where you will meet Harvey. Use Helena's ID Card on the gate to pass by and talk with the boy (5 points). Sam will decide to get the truth from him with a trick, so lick him with the top hat cursor and choose the " Shredded and Restored Newspaper" trick (5 points). You will only need a requisite, so approach the counter behind which the librarian is sitting and take some sheets from the stack of papers (3 points). Click Harvey once again and choose the following tricks on the magic interface:

1) Load Paper stack in Left sleeve - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

1) Load Paper stack in Left sleeve

2) Take Harvey's paper in Right hand

3) Palm Paper stack in Left hand

4) Move Harvey's paper to Left hand

5) Misdirect

6) Move Paper stack to Right hand

7) Vanish Harvey's paper in Left sleeve

8) Manipulate Paper stack in Right hand

Sam will convince the boy to tell the truth (10 points)

14 - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Go to St - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Go to St. Edmund Hall (3 points). After some initial problems with the guard, Sam will manage to distract him. Once on the 1st floor, check out Helena's room (102). After making sure she's not there, open the door with the possessed key. Check the desk drawer again (3 points) to find a letter which proves that the girl is on the 1st year.

15 - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
16 - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
17 - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Take the hairpin from the table with cosmetics (on the left) (5 points) - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Take the hairpin from the table with cosmetics (on the left) (5 points). Once again take out the mysterious box from under the bed (3 points) and open it using the hairpin (15 points). You will learn of its content. Note the theatre program and take it (3 points).

18 - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Leave Helena's room and go to the 3rd floor - Chapter 6 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Leave Helena's room and go to the 3rd floor. A handy man is repairing the fuse box. Examine the door with the red alarm (in the back of the corridor - 5 points). Sam wants to get there, but first you should disable the alarm. Examine the fuse box (5 points) and press the alarm switch (beside the red warning on the right) - undoubtedly it needs to be switched off, but not while the handy man is around. You need to get rid of him and what can work better than another magic trick?

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