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Gray Matter Game Guide & Walkthrough by gamepressure.com

Gray Matter Game Guide & Walkthrough

Table of Contents

Chapter 4 - p. 1 Gray Matter Guide

Last update: 11 May 2016

Chapter 4

Missions:

  • C Railer Swoll (53 points)
  • There's Always a Plant in the House (141 points)
  • There Was Something in the Water (43 points)
  • Setting a Trap (16 points)
  • Chapter 4 Bonus (33 points)

There Was Something in the Water

1 - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
After talking with David go to the kitchen, talk with Mrs - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

After talking with David go to the kitchen, talk with Mrs. Dalton and afterwards take the newspaper from the table. Read it in zoom (5 points). Choose St. Edmund Hall on the map and go into the go into the dormitory (in front of you).

2 - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
In order to move on, you have to show Helena's ID Card to the guard (5 points) - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

In order to move on, you have to show Helena's ID Card to the guard (5 points). Go deeper into the hall. On the left there's the pool entrance.

3 - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Speak to the pool man twice (6 points), examine the water in the pool (twice - 2 points) and finally take a look at the filter (2 points) - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Speak to the pool man twice (6 points), examine the water in the pool (twice - 2 points) and finally take a look at the filter (2 points). Examine it.

4 - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Take the polaroids left on the bench (2 points) - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Take the polaroids left on the bench (2 points). Take a look at the clock (it has stopped during the time of the incident). Return to the hall.

5 - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Look at the board above the porter - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Look at the board above the porter. Find Jeanie Smith - she lives in room number 106 (3 points). While you're at it, check where the experiment participant live (Helena - 102, Charles - 204, Harvey - 302, Angela - 322, Malik - 326). Take the stairs on the left onto the first floor.

6 - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Go through the third door (nr 106) - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Go through the third door (nr 106). Talk with Jeanie about the incident that she witnessed - speak with her until you run out of topics (18 points). As a result you will end the mission (43/43 points).

After leaving room 106, Helena will call to tell you that Dr. Styles' "lambs" are waiting on the lawn outside the building. Go there.

Setting a Trap

7 - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
After talking with the experiment participants, return to St - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

After talking with the experiment participants, return to St. Edmund Hall dormitory. Go deeper into the hall and this time turn right to the gym. After all it's supposed to be the theme of the next experiment. Above all check the opening hours - the board on the right side of the entrance door (2 points). Observe this door or the locker door - it's a good place to set a trap, but Sam needs to do go to Mephistopheles' shop first. Move to Oxford Town Center and go on Cornmarket Street.

8 - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Take the flash powder trap from the tall shelf by the machine (4 points), leave the shop and return to the gym - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Take the flash powder trap from the tall shelf by the machine (4 points), leave the shop and return to the gym. Look at the new item in our inventory - it turns out the trap consists of three elements: Flash Pots, Flash Powder and Trigger Line. Pour the powder into the pot (2 points) and attach the line (2 points).

9 - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Use the assembled trap on the locker room door (3 points) and afterwards on the lobby door (3 points) - it will end the mission (16/16) - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Use the assembled trap on the locker room door (3 points) and afterwards on the lobby door (3 points) - it will end the mission (16/16).

C Railer Swoll

10 - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Head to Mephistopheles' shop - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Head to Mephistopheles' shop. Inform him that the previous Daedalus Club riddle has been solved (you need to use up all the topics to end the conversation, so talk also about the events on the campus - 5 points mission 2). Approach the machine and once again try to get 21 points. Get your reward (at the bottom right - 2 points). It's of course another riddle, this time "C Railer Swoll" which is written with strange twisted words (to learn the actual content, you have to anagram the words) referring to Alice in Wonderland.

11 - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
12 - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
13 - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Leave the shop and head onto Queen Street (to the left of the Tower) - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Leave the shop and head onto Queen Street (to the left of the Tower). Enter Alice's shop (on the corner on the right). Examine the postcard rack (on the right - 2 bonus points) and choose Map of London (2 points). Take a look at the Dodo postcard and the history poster with Lewis Carroll's biography (to the left of the rack - 2 bonus points).

14 - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
15 - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
16 - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Now examine the Cheshire Cat (2 points) - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Now examine the Cheshire Cat (2 points). You have to spell the right password on his fabulous teeth. The above poster with the Mad Hatter can give you a hint (click on it in zoom - 2 bonus points), with the "smile" word standing out. Click the teeth with S-M-I-L-E letters (10 points). Take the Jigsaw (2 points) and the Natural History Museum Ticket (5 points).

17 - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Choose the new location of the map - University Museum - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Choose the new location of the map - University Museum. Approach the Dodo display case (on the left, zoom on the egg at the bottom - 2 points). Open the glass door behind which the egg is and examine it - Sam will note the Daedalus Club logo on it (5 points) - and take it (2 points).

18 - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Put it on the red bench in the middle of the room - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Put it on the red bench in the middle of the room. Once Sam "broods" it (14 points), the egg will automatically open. Take out the next Jigsaw and Hogwarts Invitation (7 points), which will end this mission (53/53 points).

19 - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Put the egg back into the display case and head to the library - Chapter 4 - p. 1 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Put the egg back into the display case and head to the library. Use Helena's ID Card on the gate and approach the librarian. Talk with her (3 bonus points) to learn that the movie has been shot, inter alia, in Christ Church College. Move there to find out that the dining hall entrance is blocked (3 bonus points).

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