Haha thanks for the tag Rhythm
I'm afraid I haven't done FP1 yet, but you'd have to use a coordinate and multiply it by the matrix and compare it to the new coordinates to determine the centre and angle of rotation, I think. Using a couple of points could help to find this I'd imagine.
You can use coordinates like (0,1) and (0,-1) as reflected points in the x axis to help find the matrix in part b?
As I said, I haven't done FP1 yet so that's just what I'd attempt, looking at that question.
Tagging the first people who come to mind who may help:
@Zacken @RDKGames @Ayaz789