Gray Matter: Game Walkthrough and Guide

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July 12, 2022
13 minutes
233

By Jonny Gamer

Gray Matter: Passage
Gray Matter: Game Walkthrough and Guide
Passage is written for the English version of the game. When localizing some names and names of objects may vary.

Girl rides on a motorcycle on a desert night road and turns on the right path. Arriving to the mansion on the outskirts of the city, it becomes witnessing a strange incident. Obeying a sudden impulse, it seems to the Assistant Dr. Stilza, Professor on Neurobiology. Samantha Everett begins to fulfill his assistant’s responsibilities, not yet knowing what will be drawn into a strange story associated with the mysterious death of the doctor’s wife, the magic club and paranormal phenomena.

In this game you will have to manage the two characters – an informal girl Samantha (Sam) Everett and Dr. Neurobiology David Stiles.

Interface:

Point & Click.

The cursor is presented as an arrow.

Cursors: Eyes – Pay attention (Sam / David will say his comment), Magnaya – Consider closer, hand – take, door – get out of the approach, exit the room, gears – to interact, outstretched with a question mark – apply the subject, outstretched hand withPlus – combine the subject, mouth – talk, hat with a cane – show tricks.

Pop-up inventory at the top of the screen.

Right mouse button – Take an object from the inventory (an image of the hand with the subject will appear on the right screen). To apply the subject, you need to take it, bring it to the right place (there should be an outstretched hand icon with a question mark) and press the left mouse button. To combine objects, you need to take one of them from the inventory (it should appear an outstretched hand icon with a plus), and then apply to another object from the inventory by pressing the left mouse button.

ESC key – access to the menu.
Space key (space) – show active points on the screen.
Key P (eng. Laying) – Progress of the passage of the game and the list of tasks. Satisfy all available objects, the execution of some tasks depends on this.

Gray Matter: Game Walkthrough and Guide

M – Map.

The golden color of the letters, which are written on the map, marked mandatory tasks, silver – bonus and gray – performed. When a new mark appears on the map, the indicator flashes in the upper left corner.

View the map and progress of passage can also include their inventory by clicking on the icons in the upper left corner.

Sam / David has a diary, where all the dialogues and comments are written. To read them, select a diary in the inventory, click on the desired tab with the part designation, and then leaf the page right-click.

Sam also has a magic book in which focuses are recorded. When Sam wants to show focus, a cursor with a hat and cane will appear. Click once and the magic book will open. There you can choose any focus by clicking the left mouse button on the desired page. If the focus is not suitable for this case, Sam will inform you about it. Pages leaf right mouse button.

Double click left mouse button – Running.

Chapter 1.

After the roller Sam turns out to be in the room. She is concerned that she lied as if she was Assistant Dr. Stilza. Before you will be the first task: to inspect the room and find the rabbit Sam, Hudini. Click “Continue” to continue. You will find a rabbit near the tree

Gray Matter: Game Walkthrough and Guide

Now you need to give him food and water. Inspect the Sam’s backpack (backpack) and take everything from it that you can take, namely: the deck of cards, carrots, wallet, matchboxes, army knife, cream, pocket book about focus. Take the drinking (Water Bottle), go to the washbasin (Water Pitcher) and apply the drinker to the jug. Now take a complete cock and apply to a cage with a rabbit. Then take carrots and also apply to the cage. Now Gudini is arranged, it is time to inspect the house. Get out of the room. Sam wants to escape, but first she needs a map. You can click the gap and inspect all items in the corridor. Then go out in the lobby (the door to the right of the room Sam). You will find yourself on the stairs. Consider a portrait on the wall on the right. It depicts a beautiful girl on it. Go to the door under the stairs, consider and see a note addressed to the new assistant (“New Assistant” Envelope), but Sam does not want to read it. Consider items near the stairs, then go to the door on the left, this is a dining room (Dining Room). Here you can consider pictures over the fireplace and music center (Hi-Fi System), as well as listen to Sam’s comments about other things (table, candles, chairs). Get out of the room, then go out into the courtyard by clicking on the door icon at the bottom of the screen (Front Entry, in the lobby). Consider the nameplate named near the entrance door (Entry Plague), and then go to the right (Back Exterior), consider the tree, statue and doors of the garage. Then come back to the house and go to the door to the right (Parlour). There you can consider diplomas in the far wall and a photo of men and women, as well as photographs of patients of the doctor. The door at the end of the room (Office Door) will be closed. After that, go out again in the lobby, and there will be a woman who will offer you breakfast. Go to the kitchen (Kitchen), door next to the dining room. Sam will have breakfast, and talking to a woman. This is a housekeeper of Dr. Stilza, Mrs. Dalton. Ask Woman All Questions Will Lightened Down. She will suggest you to work as a doctor an assistant for fifty pounds and the opportunity to live in a beautiful room. Then go to the announcement board on the wall on the right (Noticeboard) and consider it. Sam will pay attention to the calendar, Dr. Hellborne Business Card and the Police Room. Get out of the kitchen and go to the next door. Read the letter for assistant. Dr. Stilas will ask you to find six students for evening experiments. If you do not fulfill the task, you can collect things and leave. The letters are attached by 15 pounds, which must be paid to students for the experiment. Another doctor asked you to leave your phone number Mrs. Dalton. Go to her, and Sam says that she has no phone. Mrs. Dalton will give her his. Now you have an Oxford map, and you can go on business. Go to the garage and enter inside. Try to start a motorcycle, but he is broken. Get out of the garage, go to the courtyard and go out in the EXIT direction, or click on the Oxford Town Center map. You will find yourself in the center of Oxford. Consider a sign with college names and roll on Cornmarket Street

Gray Matter: Game Walkthrough and Guide

To the right of you will be the magic store “Black Wand”, go there. Consider the box to the right of the door (Game Machine) and pay attention to the bottom icon

Gray Matter: Game Walkthrough and Guide.

Sam recognizes the logo of the famous magic club. You will find the owner of the store, Mephistoplez. Talk to him. You will find out that Sam dreams to become a magician and belong to the famous club. In addition, she has a scenic pseudonym, Lady Byron. After talking, consider the shelves with the props of the magician ahead and on the right. Play the game with cards. To win, press the buttons at the bottom and set this combination

Gray Matter: Game Walkthrough and Guide

Then take a note from the machine to the right. There will be a task from the Magic Club Daedalus Club. Talk once again Mephistopleses. Then go out of the store and go straight to Queen Street. Speak in turn with two guys and a girl on the street, but they will refuse to participate in the experiment. When a black guy leaves, he will drop a party invitation in ST.Edmund Hall, and Sam will raise it. This place will notice on the map. Try to go to the BRASENOSE College, but the person at the entrance will not let Sam. Come to the Pub “The Windy Dog Pub”, but it will be closed. Go to the party in ST.Edmund Hall. Sam will witness a guy’s quarrel and a girl. Talk to a guy, Harvey Kinderman (Harvey Kinderman). He will say that he quarreled with a girl because of his film. Sam will suggest help if he agrees to participate in the experiment. Harvey will give you a cassette. Now you need to show the fox (it is near, right) focus. Select the focus “Up in Smoke”. You will open a window preparation for focus. Instead of cards, we will have cassettes, one real, the second fake. Preparing:

one. Transfer the fake cassette (Spare Cartridge) from the top window in the left sleeve Sam

Gray Matter: Game Walkthrough and Guide

2. Put the real cassette (Lisa’s Cartridge) in the right hand of Sam.
3. Move the fake cassette to the left hand.
4. Move the real cassette to the left hand

Gray Matter: Game Walkthrough and Guide

five. Click on the icon with a rabbit in the center “Misdirect” (distract the audience).
6. Move the fake cassette to the right hand

Gray Matter: Game Walkthrough and Guide

7. Hide the real cassette in the left sleeve.

Remember! Sam’s left hand is right from you, and the right left – do not confuse!

Click on the magic stick icon, which will appear in the lower right corner of the screen. If you have done something wrong, then incorrect functions are deleted, and the correct will remain.

Sam will lure the real cassette in the fox, imperceptibly replaces it to the fake and burn it, and the real will give Harvey. Harvey promises to come to the experiment.

Now come to the girl in a chaise lounge, Helena Bugard (Helena Beaugard). She is not interested in experiment, but interested in a guy on a bench, Charles ettington (Charles ettington). Sam had to lie, that she knew him, and he would also come to the experiment. Now you need to get acquainted with Charles. Come and speak with him. He is very modest and does not know how to continue the conversation. Pay attention to the items next to it – a letter from mother and book, “Illiad” Homer. Speak with him again about these things. After that, you can talk about experiment. Charles will refuse because he needs to talk to his mother. Let’s spend and with him a small trick – “The Ominous Mailbag”. Preparing:

one. Click on the MISDIRECT icon.
2. Put the letter to the left hand Sam.
3.Hiding the letter in the left sleeve.

Click on the magic wand, and the letter will be with you.

Now you need to somehow open it so that Charles does not notice that it was open. Return to Oxford Town Center and apply the letter to the ventilation lattice (Steam Vent)

Gray Matter: Game Walkthrough and Guide

Consider a letter and included a check. Align a letter of Charles with writing and checks of Dr. Stilza, and Sam will replace the check from the Charles letter on the doctor’s check. Now it turns out that the mother itself sends Charles to the experiment. Go to Charles and finish the trick with a letter. Preparing:

one. Put the letter from the top window to the right hand.
2. Click on the MISDIRECT icon.
3. Move the letter to the working area (on the table before SEM)

Gray Matter: Game Walkthrough and Guide

Apply the letter, and then go to Helen again. She will be amazed that you spoke with Charles and Sam convince her to attend the experiment. Now go to handle another girl who is sitting near a paid phone near the wall, Angela Malholland (Angela Mulholland). Talk to Ne. It’s time to show focus again. It will be the focus “Telephone PSYCHIC”. Preparing:

Go to a raid phone (Pay Phone) on the wall next to the girl. Apply to its lower part, your mobile and Sam will make it a number in the phone’s memory. Now open your mobile, go to the menu by clicking the right button, and select the Options feature. Turn on the sound by pressing the key under the word “SELECT”. Instead of the word “OFF” should light up “ON”

Gray Matter: Game Walkthrough and Guide

Now consult a girl again and get ready for focus:

one. Put the phone into the left hand.
2. Click on the MISDIRECT icon.
3. Click on the “Manipulate Left Item” icon, Icon with hands on the right side (SAM left hand).
4. Hide your phone in the left sleeve.

Angela turned out to be pretty simple, and she agreed to participate in the experiment. You have collected all students, come back to Dread Hill House. Climb into your room (to climb the stairs click Upstairs Hall) and get photos of parents from backpack. Sam will put him on bedside table.

Now it’s time to play the game from Daedalus Club. Go to Oxford Town Center and come to the Carfax Tower (Carfax Tower Top). You climb the roof of the tower. Close the door and look at her red box. Below the box will be a hole. Apply matches to it and get a hint – a piece of paper with a college logo and a piece of puzzle, which you need to add to perform the task. Return to the street and come to the table with college logos. Take a leaflet with the logo and bring to the College Logo Christ Church College

Gray Matter: Game Walkthrough and Guide

College will notice on the map. Go there. Go to the fountain and consider in it a black box (Black Box). Open the top cover. Take next to the fountain box of water drop, and apply to a paper sheet on the box. There is a college logo. Open the box and take a second piece of puzzle from it. Then go to the garden on the right (Christ Church College Garden), and consider the flowerbed in front of the entrance (Flower Bed). Consider a plot under the head of the lion and see the checkbox in the ground. Get land several times and get a stand under the beer and the next piece of puzzle. At this time, the doctor calls and orders you to come back home. You have gathered only four students, the doctor found one more, and Sam had to be the sixth. The doctor held a very strange experiment, during which he introduced everyone in hypnosis and asked him to imagine himself on the field and the treadmill of one of the colleges. Watch the video about what happened with the track.
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