Guide By: Corrupt x360a & TheInsanityInc
[x360a would like to thank Corrupt x360a for this Roadmap]
|Finish the game under 5 hours||(3)|
*Missable*. As it says, finish the game in under five hours. Should be the last achievement you get, on the second play through. Once you’ve done the game once and know what to do & where to go, do it again without going for bonus points or examining unneeded objects. Also, when you get cut scene videos hit Start and select "skip video" to save time. You can check how much time you have left by saving your game to see how much you’ve used up. The achievement pops when you reach the main menus AFTER the final cut scene video AFTER the unskippable credits. Therefore, try and make sure you have some time in hand before finishing the last part prior to the credits. Good luck!
|Chatty chatty mouth||50|
|Play 1000 dialogs||(1)|
*Missable*. In Gray Matter, a “dialog” is any text said by a character that gets noted down in either Sam’s notebook or Dr. Styles’ diary. So this can come from conversations with characters, or either playable character’s thoughts on items etc when examined. There, examine everything and anything possible in the game. Pressing select will display “hotpoints” i.e. objects that can be interacted with, examined, or locations to other places. Many objects will produce more than 1 dialogue either after immediately viewing or after something happens in relation to it or the story. Examine characters after talking to them, objects after use, objects in your inventory after collecting them, and look at everything when you’ve “zoomed in” on them.
It will take a while to get over 1000 dialogues, therefore it’s not a good idea to go for this achievement and Fast Play in the same playthrough. The time when the achievement will pop will differ depending on how much you examine etc. For me it popped during Chapter 6 as I was completing the second half of C Railer Swool, so by following the walkthrough posted above and this advice, you’ll get it either here or later in Chapter 7. Then feel good about not having to spend so much time looking at everything in the game, unless you like listening to Sam’s voice I guess.
|A Small Act of Kindness||25|
|Put all wild flowers into vases|
*Missable*. You can “buy” wildflowers from the market seller stall in Oxford City Centre in Chapter 2, and there are two vases to put the flowers into. Doing this achievement contributes “bonus points” towards The Beast Within achievement.
|He can be nice too||25|
|Speak with Mrs. Dalton about the bike|
*Missable*. Chapter 6. This was set up during the “That Piece of Junk” set earlier in the game. After investigating the house’s tower, go to the garage and use Sam’s bike. Then go to the kitchen and talk to Mrs. Dalton about The Bike. This will get you some bonus points, therefore is not required for a story puzzle set therefore missable. Achievement will pop after that conversation is over.
|Divided and Conquered||25|
|Win the "Divide and Conquer" game without losing any hand|
*Missable*. Chapter 4. You’ll use the “Divide and Conquer” trick on the Proctor on floor 2 of St Edmund’s Hall. In this game, the idea is to keep the “prediction” card selected at the start on the table so it’s the last one. The key to winning is making sure who goes first according to how many cards on the table. If an even number (6, 8, 10 etc) the Proctor goes first, otherwise Sam. On Sam’s turn, select any 2 cards but the predicted card, and on the Proctor’s turn choose any card except the predicted card if it’s been picked out. You’ll lose a hand if the predicted card is eliminated, so win three games straight without loss and the achievement will pop.
|You should make money out of it||25|
|Fully Succeed the Ball and Cup trick|
Story related. Chapter 6. You’ll play the Ball and Cup trick on the handyman on floor 3 on St. Edmund Hall, and to get this you need to do the trick perfectly. The trick is that the handyman can’t move the ball that has the cup in on his first move. So if he moves 1 and 3, the ball is in cup 2, so follow that cup’s movements and swaps to see where the ball is now. This one is kind of weird; on my first play I got it first time using this method, but during the second it took 3 times before it worked. Thankfully you don't have to get it first time, mistakes are allowed. All that matters is that you do the trick correctly the one time needed to continue the story.
|The Beast Within||100|
|Finish the game with all bonus points||(3)|
*Missable*. Throughout the game there are also bonus points which are awarded for doing actions that are not directly related to a Puzzle Set. This includes talking to people, examining objects, performing physical actions etc. If you follow the walkthrough, you’ll get these en route to completing the story. Also, by doing this achievement you’ll pick up the A Small Act of Kindness and He Can be nice too achievements as they will gain you bonus points in the process of completing them. You can check your progress in each chapter to check if you’ve gotten all the bonus points possible.
|Finish the game|
Complete all the puzzle sets to complete chapters 1-8. Will pop when the credits have finished rolling and you return to the main menu. Oh, and the credits cannot be skipped so enjoy the artwork!
|A Plant in the House||20|
|Finished "A Plant in the House" Puzzle Set|
Story related, can’t miss. End of Chapter 4 after “Setting A Trap”. Quite a long set to finish. First you’ll be planting a Telephone Spy onto Dr. Linkweller’s phone in his office after luring him out with a phone call. Then you’ll snoop around the dorm rooms of Charles, Harvey, and Helena, during which you’ll use tricks “Divide and Conquer “(done right you’ll get the Divided and Conquered achievement) and “Locked Room Mystery” (requiring Cry For Help Noisemaker from Magic Shop) on two Proctors. Then to Styles lab to chat to them, then back to St. Edmund’s Hall to use the “Fruit Bowl” trick on the experiment participants. The achievement will pop as Sam speaks after selecting the Fruit Bowl trick.
|Setting a Trap||20|
|Finished "Setting a Trap" Puzzle Set|
Story related, can’t miss. Chapter 4 after “There was Something in the Water”. Go to the gym, examine the opening hours, the lobby door and the locker room door. Go to the magic shop and buy the flash powder trap. Return to the gym, and “use” the powder on the trap, then the wires on the trap. Then use the completed trap on the locker room door, and then the lobby door and the achievement will pop as Sam is setting the trap up on it.
|There was Something in the Water||20|
|Finished "There was Something in the Water" Puzzle Set|
Story related, can’t miss. Chapter 4, playing as Sam again. Read paper in kitchen, go to St. Edmund’s Hall and to the pool. Examine the filter, pool water, Polaroids, and talk to pool man twice. Go to Undergraduate room 106 and talk to Jeaine. The achievement will pop when Jeaine says “Sorry, I don’t want to talk about this anymore.”
|Memory of a Summer's Night||20|
|Finished "Memory of a Summer's Night" Puzzle Set|
Story related, can’t miss. Chapter 3 after Psi and Psi again. A simple treasure hunt around the house. You’ll collect a picture from the parlour, a bathing suit from the closet in Styles’ bedroom, shampoo from the bathroom from Styles’ bedroom, a music CD from the Hi-Fi System in the dining room, and a bottle of wine from the cellar after using the computer’s win register. Then load the CD and shampoo into the controls of the tank in the private lab. The achievement will pop when you open the lid of the tank. You’ll also get “Bittersweet Memories” while doing this set.
|A Message from Laura||20|
|Finished "A Message from Laura" Puzzle Set|
Story related, can’t miss. End of Chapter 3 after Memory of a Summer’s Night. Go to the parlor and examine the last photo of the pile (the “blue tiles” taken on the night of the accident). Go to the private lab and scan the picture, using editing settings for Colors, Sharpen, and Contrast. Go to the kitchen, examine the Reginald Paiser card on the notice board, then use the phone. The achievement will pop when the cut scene video plays after the call.
|A Day in the Rowboat||20|
|Finished "A Day in the Rowboat" Puzzle Set|
Story related, can’t miss. Chapter 5, after “Psi and the Mind”. Go home and look at paintings of the park in the dining room. Now go to the park and it’s time for another memory-inducing “treasure” hunt, which are a carving on a tree of a heart, an ice lolly from the vendor in the playpark, a flower from the little girl after talking to her and then “using” apples on her, and finally taking a boat trip in the lake. Achievement will pop after paying the man in the hut for hiring the boat.
|What Happened the Day Before||20|
|Finished "What Happened the Day Before" Puzzle Set|
Story related, can’t miss. Chapter 5, after “A Day in the Rowboat”. Go home, check appointment book in Private Lab. Check notice board in kitchen for Dr. Helborn’s card, and then call his office using the phone in the lobby. Go to his office and you’ll be put under hypnosis, where you’ll have to select the correct dialogue options to continue. The right ones are: Had a shower, Had breakfast with Headley, A coffee shop, Neural Connectivties on Infants, Office hours, Female. The achievement will pop when the video plays after selecting Female.
|Finished "The Experiment" Puzzle Set|
Story related, can’t miss. Chapter 5, after “What Happened the Day Before” and very easy. Go home, talk to Mrs. Dalton about Sam. Then go to the experiment room via the Main Lab and use the computer. Select session one, set the time to 11:30, then check through the readings. Achievement will pop when you select “45s” (4th window).
|C Railer Swoll||20|
|Finished "C Railer Swoll " Puzzle Set|
Story related, can’t miss. Chapter 6, after “Investigating the Lambs’ Club” set. Go to Alice’s shop, and look at the long neck postcard in the rack. Go to the dining hall in Christ Church and look at the top of the right statue in the fireplace. Click it’s head three times to take the next piece. Go across to the paintings, examine the logo in the bottom corner of the large one then the book in the painting. Use Sam’s Swiss Army Knife to get the last puzzle piece, then put the puzzle together. Go to the meadow off of Christ Church garden, and find the rabbit hole. Enter the combination 539472277655 and take the coin. Return to Dread Hill, pick up invitation from table by phone then examine both coins. Use the map of London from Alice’s shop and select the locations from the coins, joining them up to form an “X” marking the spot, and the achievement will pop.
|Psi and the Mind||20|
|Finished "Psi and the Mind" Puzzle Set|
Story related, can’t miss. Chapter 5, playing as Dr. Styles again and it’s an easy one. Go to the private lab, examine the letter rollers then the white board. Go to Dr. Ramusskin's House, and talk to him about everything. Achievement will pop after options run out and Styles asks how best to make Laura to “come through”.
|The Events at Horspath Track||20|
|Finished "The Events at Horspath Track" Puzzle Set|
Story related, can’t miss. Chapter 2 – No magic tricks this time. After reading the paper and going to the track talk to Eddie and ask about everything. Then go to the magic shop and talk to Mephistopheles about everything. It will unlock after the last convo with Mephistopheles.
|Sam plays Lab Assistant||20|
|Finished "Sam plays Lab Assistant" Puzzle Set|
Story related, can’t miss. Chapter 2 – After Sam gets carded, go to home and to the main lab in the cellar. You’ll complete a simple filling game, then look through the files under F to find a receipt. Go to the Radcliffe Infirmary, into Susan’s office. The achievement will pop after giving receipt to Susan.
|Lambs for Dr. Styles||20|
|Finished "Lambs for Dr. Styles" Puzzle Set|
Story related, can’t miss. Chapter 1 – Obtained after convincing four students to go along to Styles’ experiment. You’ll perform 3 magic tricks in the process – “Up in Smoke” on Lisa, “Telephone Psychosis” on Angela, and a two-part “Omnious Mailbag” trick on Charles (first taking the letter, then going to Oxford centre to use a vent to open it, switch a leaflet with a flyer of Styles’ experiment, then returning the letter). Follow the walkthrough for the step by step guide to the tricks, and then talk to Helena and the achievement will pop. This ends Chapter 1.
|Finished "Houdini's habitat" Puzzle Set|
Story Related, can’t miss it. At the start of the game, Chapter 1 – the first “puzzle” where Sam has to find her rabbit, then feed it and give it water. Follow the tutorial and if you can’t get this, then there’s no hope for you. Sorry.
|Dread Hill House||20|
|Finished "Dread Hill House" Puzzle Set|
Story related, can’t miss it. Chapter 1 – after looking around the house and talking to Mrs. Dalton and having breakfast, you’ll go back to the hallway and read the letter on the door. Talk to Dalton again and get a cell phone. Press to bring up the map, select Oxford Town Centre to go there. Marks halfway completion of the chapter.
|A Spectral Presence||20|
|Finished "A Spectral Presence" Puzzle Set|
Story related, can’t miss. Chapter 3 after “That Piece of Junk, and another easy set. Enter the Private Lab using the key. Examine whiteboard, check computer and view all video logs, then go to Styles’ bedroom and examine the mirror. The achievement will pop when you “click” on the mirror.
|Psi and Psi again||20|
|Finished "Psi and Psi again" Puzzle Set|
Story related, can’t miss. Chapter 3 after “A Spectral Presence” and yet again an easy set. Back in the Lab, examine the work counter and read the letter and book. Click the motor to connect the machine, then set No.0 to 99, leave 1-26 as they are, and 27-39 as 0. Then click the red button on the machine and click the letter reels until “IM” appears. A slight bug here means you may have to click the motor or come out of the work bench and go back in again. Achievement will pop when you examine the reels after “IM” appears.
|The Betrayer's Price||20|
|Finished "The Betrayer's Price" Puzzle Set|
Story related, can’t miss. Begins in Chapter 1, ends at the end of Chapter 2. Finish a long clue-related quest that begins at the Magic Shop during Chapter 1 at the “card machine”. In chapter 1 you’ll “finish” the first half of the quest by looking at the Windy Dog pub. In chapter 2 you’ll go from there to the Christ Church chapel, and finish in the phone booth at Oxford Centre. The achievement will pop when you pick the coin up from the receiver.
|Sam gets carded||20|
|Finished "Sam gets carded" Puzzle Set|
Story related, can’t miss. Chapter 2 – Gained after successfully using the „Destroyed and Restored Ring” trick on Helena in the library. You need to “buy” a Paper Shredder Noisemaker from the magic shop to complete trick. Achievement will pop when you used the card on the turnstile.
|The Mysterious Dr. Styles||20|
|Finished "The Mysterious Dr. Styles" Puzzle Set||(1)|
Story related, can’t miss. Chapter 2 – After Sam plays Lab Assistant, talk to Headley, then Susan. You’ll perform two magic tricks on Susan – Bottomless Coffee Cup for the filing cabinet key, and The Super Gross-Out Self-Healing Wound to get her to leave the room. This requires a magnet, and a Fake Thumb, Spirit Gum, and Stage Blood from the magic shop respectively. After copying the file from the cabinet, return home and find a Neurobiology Phone List and a Condolence Card in the filing cabinet of the Main Lab, compare them to single out Abram Linkweller and the achievement will pop.
|Investigating the Lambs' Club||20|
|Finished "Investigating the Lambs' Club" Puzzle Set|
Story related, can’t miss. Chapter 6, after “The Ghost of Dread Hill”. A long trek here. First talk to Dr. Linkweller in his office, then use the “Shredded and Restored Newspaper” trick on Harvey in the library using paper from the desk there. Look around Helena’s room in St. Edmund’s Hall, opening the box under bed with a hairpin and looking at programme on table. Use the Ball and Cup trick on the handyman on floor 3 (if done right, you’ll get the “You should make money out of it” achievement) then flip switch on fuse book. Go across to other 3rd floor, go to room 322 and talk to Kelly.
Use the “Disappearing Ink” trick on her, then get said Ink from the magic shop. After using trick, examine both items in desk and the photos and hair dye on the cabinet. Next to Christ Church garden and talk to Charles, then to main Church area and call Charles’ mother. Finally talk to Dr. Styles in his experiment lab, and the achievement will pop after using all the dialogue options.
|That Piece of Junk||20|
|Finished "That Piece of Junk" Puzzle Set|
Story related, can’t miss. Chapter 3. First chance to play as Dr. Styles and an easy set to complete. First go to the garage and look at Sam’s bike. Then go to the kitchen to talk to Mrs. Dalton about “that piece of junk” then about “the girl” until that option is gone. Then select bike repair and after that conversation the achievement will pop.
|Got your first memory flash|
Story related, can’t miss. Chapter 3 after Psi and Psi again and easy. Got to the Parlour, look through the stack of photos, and examine the one of the cottage and the achievement will pop.
|Back to the Basics||20|
|Completed your very first magic trick|
Story related, can’t miss it. Chapter 1 – In St. Edmund Hall, you’ll use the “Up in Smoke” magic trick on student Lisa to get a video cartridge back for a student to convince him to take part in Dr. Styles’ experiment, using Sam’s magic book. Follow the tutorial to learn how to perform tricks. The order for the trick’s steps are:
|Suspicions about Samantha||20|
|Finished "Suspicions about Samantha" Puzzle Set|
Story related, can’t miss. Chapter 7, after “Terror in the Dinning Hall”. Talk to Bulldog in the hall, then go home and talk to Mrs. Dalton in the Kitchen. Go upstairs to Sam’s room, and look at the letter in the backpack, then examine Helena’s ID from the drawer by the bed. Go downstairs and use the phone, and the achievement will pop.
|In the Lab||20|
|Finished "In the Lab" Puzzle Set|
Story related, can’t miss. Chapter 7, after “Suspicions about Samantha”. Check letter rollers in Private Lab, then use the computer to print off Brain Power Report from My Files. Use the computer in the experiment lab, select Session 3, set time to 11:30, then check 45s then 30s. Click Angela’s scan and compare it using the Brain Diagram. Achievement will pop when you come out of zoom.
|Terror in the Dinning Hall||20|
|Finished "Terror in the Dinning Hall" Puzzle Set|
Story related, can’t miss. Chapter 7, playing as Dr. Styles. Easy and quick. Go to St. Edmund Hall, to the dining hall, talk to the Inspector about everything, then use the discus on the hole in the right wall and the achievement will pop. And yes, they did spell it as “Dinning Hall” rather than Dining Hall. Achievement of the year perhaps?
|The Ghost of Dread Hill||20|
|Finished "The Ghost of Dread Hill" Puzzle Set|
Story related, can’t miss. Chapter 6, playing as Sam again. Go to the cellar, talk to Dr. Helborn about everything. Read note, then go the upper floor and look at the seating, cabinet, gargoyle, and painting. Go outside to the tower, get key from statue. Look at stairs then upstairs and look at chair and window. You can get the “He can be nice too” achievement here as well by checking Sam’s bike after looking in the tower, then talking to Mrs. Dalton about the bike before anything else. Finally, go to the kitchen and talk to Mrs. Dalton about the ghost and tower. Achievement will pop after the last convo is done.
|Altering the Plan||20|
|Finished "Altering the Plan" Puzzle Set|
Story related, can’t miss. End of Chapter 6, after “C Railer Swoll”. Talk toMephistopheles about changing the location and time of next experiment. Go to racetrack and talk to Eddie, then take a discuss. Return to Dread Hill and talk to Dr. Styles, then leave labs and call Helena. Go to St. Edmund’s Hall, and achievement will pop when Sam talks to the Lambs.
|I'm Laura Styles!||20|
|Finished "I'm Laura Styles!" Puzzle Set|
Story related, can’t miss. Chapter 8, after “In The Lion’s Den”. Use the gun on Mephistopheles, and after the cut scene use the paper fairy on the lantern, and then throw the switch. Achievement will pop when the culprit drops into the baptism pool.
|In the Lion's Den||20|
|Finished "In the Lion's Den" Puzzle Set|
Story related, can’t miss. Chapter 8. You’ll do a lot of this set doing “The Game of Life”, and after it keep following the walkthrough to pick up the gun from the Queen of Spades room, and the achievement will pop when you pick it up.
|Where is She Now?||20|
|Finished "Where is She Now?" Puzzle Set|
Story related, can’t miss. Chapter 7, after “In The Lab”. Go to St. Edmund Hall, then to the magic shop, taking the poster from it. Go to St. Edmund Hall’s Dining Hall and talk to the Inspector. Achievement will pop when he goes to check for the magic club’s address.
|The Game of Life||20|
|Finished "The Game of Life" Puzzle Set|
Story related, can’t miss. Chapter 8 as Sam. A long, complicated hunt for three keys in the basement of the magic club, involving many rooms and doors. Follow the walk through to solve the clues and get the keys, and the achievement will pop when you use the final key on the back door of the Queen of Harts.
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