Chapter 8 - p. 1

guides

Last update:

Download Guide
Table of Contents

Chapter 8

Missions:

  • The Game of Life (114 points)
  • I'm Laura Styles! (23 points)
  • In the Lions' Den (45 points)
  • Chapter 8 Bonus (17 points)

In the Lions' Den - Part 1

1 - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
2 - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
3 - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Go to the bar (cursor at the bottom of the screen) - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Go to the bar (cursor at the bottom of the screen). Talk with the bartender - ask him about the events in Oxford (3 bonus points) and Mephistopheles (6 points). Afterwards talk with the two clients on the left (6 points and 3 bonus points). Speak with the Trickster behind them (9 points and 3 bonus points - ask him about everything to get 3 points of mission 1).

4 - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Only afterwards pick up the newspaper (5 points) lying between the chair on which the woman is sitting and the plant and read the interesting fragment - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Only afterwards pick up the newspaper (5 points) lying between the chair on which the woman is sitting and the plant and read the interesting fragment. If you read the newspaper before asking the characters mentioned above about the St. Edmund Hall incident, you won't be able to receive the bonus points (Sam will learn everything from the newspaper and won't need to ask for anything more).

5 - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Return to the hall with game machines (to the right) - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Return to the hall with game machines (to the right). Examine the devil machine game (first on the right - 3 points). In order to go down, you have to arrange three red devils. Click the left horn and once the devil appears there, click the right horn three times - two other (the middle and right ones) devils will appear. Then you have to quickly press the lever on the left for the ball to stop on the flaming part of the circle. If you won't make it in time, you will have to start all over again. If everything goes according to plan however, Sam will fall down into the underground part on the club (5 points).

The Game of Life

In the underground, you will end up in the pink Queen of Hearts room. As you see, the room has five doors on the left and right side. However most of them lead right back into the same room. The important ones are the first (closest to the bottom of the screen) on the left (they lead to the green Queen of Clubs room), the third on the right (they lead into the purple Queen of Spades room) and fifth on the right (they lead onto marshes with large chessboards).

6 - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Approach the middle door in the back of the room (5 points) - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Approach the middle door in the back of the room (5 points). You have to obtain three keys from all the other Queens (Spades, Clubs and Diamonds). In order to see what cannot be seen, you need to use light.

7 - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
8 - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
9 - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Approach the message prepared for Sam (on the right, below the painting) - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Approach the message prepared for Sam (on the right, below the painting). Open the box - you will learn that you are to look for a woman. Examine the painting - Sam will recognize that something is hidden here.

10 - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
11 - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
12 - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Take the third door on the right into the room of the Queen of Spades - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Take the third door on the right into the room of the Queen of Spades. Observe the painting (on the left). Approach the iron maiden (on the right). Open it to receive another information - the exit is under the Six of Spades (2 bonus points).

The important doors in this room are: the third on the left (they lead into the pink Queen of Spades room), the second on the right (the lead into the orange Queen of Diamonds room) and the third on the right (leading onto the chessboards swamps).

13 - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
14 - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
15 - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
The door in the back of the room (in the front) lead into a very interesting room (go there - 3 points), out of which, after getting scared, will get to the Queen of Diamonds room - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

The door in the back of the room (in the front) lead into a very interesting room (go there - 3 points), out of which, after getting scared, will get to the Queen of Diamonds room. Of course take a look at the painting (on the right) and find the information (in the background on the right). This time you will learn now to believe everything you read.

16 - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
The important doors are: the first on the right (the chessboards swamps), fourth on the right (Queen of Clubs), second on the left (Queen of Spades) and the first on the left (they lead outside the Club building) - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

The important doors are: the first on the right (the chessboards swamps), fourth on the right (Queen of Clubs), second on the left (Queen of Spades) and the first on the left (they lead outside the Club building). Go through them (3 bonus points) and return to the bar through the front door. Talk with the Trickster about the riddles in the cellar (3 bonus points). Afterwards go to the machines hall, set the three red devils, pull the lever and fall into the cellar onto again.

17 - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
In the Queen of Hearts room, take the first door on the left into the Queen of Clubs room - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

In the Queen of Hearts room, take the first door on the left into the Queen of Clubs room. Traditionally, take a look at the picture (on the right). The door in the back lead onto the chessboards swamps and the other important ones are: the fourth on the left (Queen of Diamonds) and the first on the right (Queen of Hearts).

18 - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
As you have checked all the rooms, it's time to change the illumination (following the suggestion found in the Queen of Hearts room) - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

As you have checked all the rooms, it's time to change the illumination (following the suggestion found in the Queen of Hearts room). Return to the Queen of Diamonds room (fourth door on the left) and examine the big, red, round button in the middle (lever). The inscription tells you to press it, but you did receive a hint not to listen to everything you read.

19 - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Use the button (5 points) and the room will drastically change its appearance (ant the information from the iron maiden will become clear - the door leading outside is marked with the Six of Diamonds) - Chapter 8 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Use the button (5 points) and the room will drastically change its appearance (ant the information from the iron maiden will become clear - the door leading outside is marked with the Six of Diamonds). Take another look at the picture. You can now see that their fingers point onto the information at the top of the painting. Read them (5 points). You will learn that you need to head only left, only right, alternately and towards the more distant. Out of all there hints (and despite the appearance, they all make sense), you just need to follow the last one.

Gray Matter

November 12, 2010

PC Xbox
Rate It!

You are not permitted to copy any image, text or info from this page. This site is not associated with and/or endorsed by the dtp AG / Anaconda or Wizarbox. All logos and images are copyrighted by their respective owners.

Copyright © 2000 - 2024 Webedia Polska SA for gamepressure.com, unofficial game guides, walkthroughs, secrets, game tips, maps & strategies for top games.