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Gray Matter Game Guide & Walkthrough by gamepressure.com

Gray Matter Game Guide & Walkthrough

Table of Contents

Chapter 6 - p. 3 Gray Matter Guide

Last update: 11 May 2016

C Railer Swoll - Part 2

1 - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Start off by visiting Alice's shop in Oxford on Queen Street and examine the postcard rack once again - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Start off by visiting Alice's shop in Oxford on Queen Street and examine the postcard rack once again. Watch the one called "long neck" - it's a hint on what you should search for in the Christ Church Dining Hall.

2 - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
3 - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
4 - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Go there and head right, to the fireplace - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Go there and head right, to the fireplace. Take a look at the certificate standing on it and read it (5 bonus points). Afterwards take a look inside the fireplace (4 points) and examine the firedogs. Examine (twice) the upper part of the right statue; you will notice the Daedalus Club logo on it (2 points). Turn it three times to unscrew the head (5 points). Take the Jigsaw (5 points).

5 - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
6 - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
7 - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Approach the opposite wall with pictures of three girls on it - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Approach the opposite wall with pictures of three girls on it. Zoom and examine them (2 points). Note the Daedalus Club logo (2 points) in the lower right corner (2xLMB). Observe (Two times) the book which Alice is holding and scratch the painting with the pocketknife four times in that place (10 points) until Samantha finds the last Jigsaw (5 points). It will land in your inventory.

Assemble the four parts (move them with LMB and turn with RMB) - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Assemble the four parts (move them with LMB and turn with RMB). You will end up with a rebus. Solve it to receive Christ Church Meadows.

8 - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Leave the building, go to the gardens and from there onto the meadows (cursor in the corner of the screen - 3 points) - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Leave the building, go to the gardens and from there onto the meadows (cursor in the corner of the screen - 3 points). With accordance with the riddle, you have to find a rabbit. Move left and a bit towards the water, looking at the magnification on the left side of the screen. Once you find the rabbit hole (3 points), it will be automatically zoomed. Go inside of course (2 points).

9 - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Inside you will find a white rabbit with a keypad on it belly - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Inside you will find a white rabbit with a keypad on it belly. Input the solution of the riddle, which is the name of Alice in Wonderland writer, Lewis Carroll (anagram of the riddle's title: "C Railer Swoll"). You need to assign numbers to the letters, just like on the keypad of a cell phone: L - 5, E - 3, W - 9, I - 4, S - 7, C - 2, A -2, R - 7, R -7, O - 6, L - 5, L - 5 (539472277655). Properly entering the code (10 points) will result in the rabbit's clock to open. Take the coin (15 points).

10 - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Return home and take the Daedalus Club Invitation from the table with the phone (5 points) - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Return home and take the Daedalus Club Invitation from the table with the phone (5 points). Click it in the inventory to learn that there's no address. You need to use both coins and the Map of London to figure out the location. Examine the coins from both sides. On one there's St. Paul's Cathedral and House of Parliament and on the second - Buckingham Palace and British Museum.

Choose the Map of London in your inventory (5 points) and mark all four points and then join (by clicking them) the House of Parliament with the British Museum and the Buckingham Palace with the St - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Choose the Map of London in your inventory (5 points) and mark all four points and then join (by clicking them) the House of Parliament with the British Museum and the Buckingham Palace with the St. Paul's Cathedral. The Daedalus Club is where the lines cross (10 points). It will end the mission (103/103 points). A new location will appear on the map, but you can't go there for now.

Altering the Plan

11 - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Go to Mephistopheles' shop and talk with him about what happened at the gym yesterday - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Go to Mephistopheles' shop and talk with him about what happened at the gym yesterday. The man will suggest to change the place and time of the next experiment (11 points). Go to the Horspath. Talk with Eddie (5 points). Take one of the discuses (5 points) from the pile beside him.

12 - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Return to Dread Hill talk with David (you get 3 points for just talking with him for the first time) about the change of plans (5 points) and using the discus (5 points) - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Return to Dread Hill talk with David (you get 3 points for just talking with him for the first time) about the change of plans (5 points) and using the discus (5 points). Leave the lab and call Helena (Menu/Contacts/Helena) to confirm the old time of the experiment (3 points). Afterwards return to Mephistopheles and tell him that David wasn't fond of his idea (3 bonus points).

13 - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough
Afterwards head to St - Chapter 6 - p. 3 - Walkthrough - Gray Matter - Game Guide and Walkthrough

Afterwards head to St. Edmunds Hall and tell the folks on the grass (Helena and Harvey are missing) that today the experiment will take place a little earlier (3 points). It will end the chapter (40/40 points)

Bonus (24 points)

1) Speak with Mrs. Dalton about the bike after Sam checks on it in the garage (3 points).

2) Take flour from the kitchen (3 points).

3) Use the flour on the stain on the window in the Dead Hill tower (5 points).

4) Perform the "Cup and Ball Psychic" on the handyman on the third floor of St. Edmunds Hall (5 points).

5) Note the certificate standing on the fireplace in Christ Church Dining Hall and read what's written on it (5 points).

6) Inform Mephistopheles that Styles didn't like his idea of changing the place and time of the experiment (3 points).

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