This guide will be showing you how to easily complete Act 1 in The Gray Man.
The Beginning
In a never-ending, never-getting-out-of-it place deep in the mind, Anthony’s mind is a whirlwind. You, the player, get to see all of it. First up, there’s a never-ending talk that you can skip. Then, it’s like a movie reel of his past, all jumbled up and chaotic. There’s even a made-up story about a serial killer.
As you journey through this abyss, memories start flooding back to Anthony, like a rushing tide. It all builds up to something chilling: the murder of a stranger right in his own apartment. And it doesn’t stop there. Anthony’s thoughts turn dark, really dark, even to the point of thinking about ending it all. But you, the player, can intervene, reaching out to stop him.
Once the Source of Destruction is all filled up, Anthony remembers the absolute worst thing haunting him. It’s called the Wall of Shame, a bunch of thoughts that he’s deeply ashamed of. And guess what? Most players will see this text later in the game. So, get ready, because this is just the beginning of the first chapter.
I Just Want to Talk
Now, we’re in the present moment of Anthony’s subconscious journey. Here, he’s imagining a rather eerie scenario where he’s keeping an unknown woman locked up in his basement. After a short conversation, Anthony decides it’s time to give her some water. To do this, the player picks up an empty bowl and fills it from either the bathroom or kitchen tap. You can do this by clicking and holding the right mouse button (or the “B” button on a gamepad) on the object in your inventory until it touches the water, filling the bowl. With the filled bowl in hand, Anthony heads back to the basement to offer it to the woman.
During this time, players can explore the main game area, which includes Anthony’s house and later the garden around it. You can move the cursor where you want to go, and both the cursor icon and the location text at the bottom will change accordingly. Clicking will make the player character walk, interact with objects, or perform various actions.
As Anthony approaches the basement with the water-filled bowl, he also contemplates whether he should share some bread with the woman, perhaps she’s hungry. However, in a momentary lapse of attention, the woman strikes him with the bowl and makes a dash for freedom. Anthony falls unconscious, and as he does, fragmented memories start flashing through his mind.
An Attempt to Escape
Anthony wakes up and decides he needs to find the woman right away. Luckily, all the exits are blocked. He hears some noises coming from above and goes up the stairs. He doesn’t forget to pick up an axe he found on the floor and puts it in his inventory. In the corridor, he spots the woman in a corner during his search. She runs away.
Later on, the woman tries to hide in a storage area next to a children’s room, which is full of bags of garbage. Anthony follows her, driven by a strong desire to harm her, and discovers her crouching there. She tries to escape again but doesn’t stand a chance against his strength; she’s already quite weakened.
The woman attempts to break through the main door on the ground floor but fails. Anthony catches up to her and relishes in the sense of power. However, he decides to lock her back in the basement and gives her a bottle of water. Then, he goes about his own thoughts. The next day, he wakes up to screams, which lead him to head toward the basement, but he decides to listen for a bit longer. Breakfast is ready!
Driving, A Park, Listening…
Anthony takes a drive to his favorite spot, a nearby park. He finds his favorite bench and looks around for specific people. It’s daytime, which makes the experience even more exciting. However, he notices a lady and wants to approach her. By clicking the mouse, the player follows her, exploring some alternative routes along the way. Eventually, he reaches the town but loses sight of her.
The deserted city doesn’t offer much in terms of entertainment. The player searches for and discovers various deadly weapons scattered on the ground or at the end of certain paths, which trigger brief interactions with the Whisperer.
The city also provides an opportunity to eavesdrop on its residents. There are three options: observing a couple on a bench, listening under a window, or eavesdropping outside a residential unit’s door. The player only needs to complete two eavesdrops in the surrounding area to fill the Source. The player encounters the first of many Walls of Shame but can also leave their own mark on it. After eavesdropping, Anthony’s desire awakens, and he decides to leave the city and return to his car. Then, the rain begins.
A Way Home
While driving around the neighborhood, Anthony spots a woman passing by and decides to stop her. They engage in a brief monologue, and eventually, the player accepts the woman into Anthony’s vehicle. Anthony doesn’t care about her destination, but through short conversations, an overwhelming desire for power begins to consume him. Unfortunately, this desire spirals out of control, leading him to stop the car in the middle of the road. The woman, fearing for her safety, chooses to run away.
However, an internal outburst intensifies Anthony’s insatiable hunger for power, making it unbearable. He decides to return home.
At this critical moment, he arrives back home and slowly finds the axe. The player is granted partial access to one of the first endings of the game, but only if they choose to force their way into the workroom…
Consumed by Lust
Anthony begins to feel some sympathy for the woman in the basement, wondering why he hadn’t harmed her earlier. However, the overpowering lust for violence becomes so intense that it can no longer be contained. The player becomes a mere observer, witnessing the deterioration of the main character.
After brutally killing the woman in the basement with an axe, Anthony shows signs of calming down, but something is amiss. His waking state clashes with his subconscious, and the house is now drenched in blood, with darkness closing in.
Mysterious eyes emerge from the darkness, representing an inner voice, a Whisperer that takes complete control of Anthony. It suppresses his conscience and manipulates his actions in accordance with its twisted philosophy. The player may make a small effort to understand his mindset and the insane obsession from which there is no escape.
In the end, the true voice of Anthony briefly emerges from the depths of his soul, speaking softly…
That's everything we are sharing today for this The Gray Man guide. This guide was originally created and written by Joyhemia. In case we fail to update this guide, you can find the latest update by following this link.