GetDotted Domains

Retro Game Walkthroughs For
"Gabriel Knight 2 - The Beast Within"
(PC Games)

Retro Game Walkthroughs for Gabriel Knight 2 - The Beast Within (PC Games)
Submitted By: Samsy
Chapter 1

1-1
If you just woke up in a strange house and don't know what to
do.
There are a number of things to do inside the Huber farmhouse.

Open the duffel bag and take out the letters, wallet, and
dagger.
Read Frau Huber's note tacked on the wall, then take the car
keys
off the hook by the door. Read Grace's letter and write a reply
on
the blank stationary. Read Lawyer Ubergrau's letter to learn
that
you have a clear title to the Ritter Castle. Finally, study the

newspaper to see what the media makes of the Huber killing.

1-2
If you're wandering around outside the Huber Farm.
1-2-1 If you want general hints for this location.
Go over to the woods. Hunt around until you find the depression
in the
grass. A closer look reveals a clump of reddish-brown hair.
Take it.
Go over to the muddy area by the water trough. Study the
imprint in the
damp soil. Make a cast of the paw print in case you want to
show it to
someone later. Now you're ready to expand your investigational
horizons.
Use the key on the VW to access the U-Bahn map.

1-2-2
For a detailed hint about making a cast of the paw print.
Go into the barn and look at the cement. You'll automatically
pour some
into the bucket and mix it with water. Take the bucket outside
and pour
the cement onto the print. By the time you've cleaned up after
yourself,
the quick-drying cement will have hardened. Take the cast.

1-3 If you want hints about the Hellabrunn zoo.
1-3-1 If you want to know how to get to the zoo.
If you looked at the newspaper in the farmhouse, you learned
that the wolves suspected of killing the Huber girl escaped from
the Hellabrunn Zoo. To check out the story, get the VW's keys
from the hook by the door and drive to Thalkirchen. At the zoo,
read the wolf sign, talk to the wolves, and thoroughly question
Thomas, the zoo keeper.

1-3-2 If you want to see the wolves up close and personal.
Have you already talked to the zoo keeper, Thomas? If so, go to
Klingmann's office. Ask him lots of questions and tape his
answers. Then return to the Huber farm where you can work in
private. Using Klingmann's recording, make a spliced tape
instructing Thomas to show you the wolves. Go back to the zoo
office, search Klingmann's coat, and then play the spliced tape
over the walkie-talkie sitting on the corner of the desk.
Thomas will now take you into the wolf enclosure. When
Margarite comes up for her treat, look at her zoo tag, then pet
her to get a hair sample.

1-3-3 For a detailed discourse on the art of tape splicing.
Look at all your tapes. Load the tape labeled Klingmann in A.
Load a blank tape in B. Go to the splicing interface. From
Klingmann's message, select the words "Thomas? Herr Doktor
Klingmann here. Show our wolves to Mr. Knight." Then transfer
this message to the blank tape. You now have a spliced tape
that you can play over the walkie-talkie in Klingmann's office.

1-4 If you'd like to know what was in Klingmann's pocket.
When you returned to Klingmann's office with the spliced tape,
you had the chance to search his coat, removing a receipt from
the pocket. Look at it carefully, turning it over to see the
reverse carbon markings on the back. After you've been inside
the wolf enclosure, return to the Huber farm. Go inside the
house and hold the receipt up to the mirror. This reverses the
writing so that you can read an address: 54 Dienerstrasse.

1-5 If you want to analyze the wolf hair samples.
First you need to see your lawyer. Ubergrau's office is at
Marienplatz 21, to your left as you come up from the underground
station. Among other things, Ubergrau tells you that he has a
client who is a professor at the University. He makes a phone
call, preparing the professor for your visit. Go to the
University. You should have two hair samples, one from the
Huber farm and one from the zoo wolf. Give the samples to
Michael, the biology lab technician. While you're at it, you
might as well have Michael take a look at the paw print cast as
well.

1-6 If you want to mail your letter to Grace.
Walk all the way down Marienplatz. Turn left at the fountain in
the plaza. Now you're on Dienerstrasse. The post office is
about halfway down the street on your right. To mail the
letter, simply click it on the Hauptpost doors. You'll go in,
mail the letter, and come right back out again.

1-7 For hints on getting into the Royal Bavarian Hunting Lodge.
By talking to Ubergrau, you learn that Dr. Klingmann's receipt
is for a hunting license. Printed on the back of the receipt is
the address of an exclusive hunt club conveniently located on
Dienerstrasse. Walk all the way down Marienplatz and turn left
at the fountain in the plaza. The Royal Bavarian Hunting Lodge
is at 54 Dienerstrasse, past the post office and several blocks
down. Go in and talk to Xaver, the concierge. He will kick you
out. Return to Ubergrau's office and ask him for your family
papers. Take them back to that snooty concierge and shove them
in his face.

Chapter 2

2-1 It's your first morning in Schloss Ritter and there's a
strange man in your bedroom. If you want to know what to do
next.
You can't do much in the bedroom while the handyman is there.
Check out the wardrobe and both doors in the room. One door is
locked; the other one leads to the hallway and stairs. Go
downstairs and talk to Gerde. You don't like her very much, do
you? Go outside, look at the car, then come back in and ask
Gerde about it. Oh well, looks like you'll be walking to town.

2-2 If you've just hit town for the first time and you want
hints about the local hot spots.
On the far right end of town, you'll find the Gasthof Goldener
Lowe, otherwise known as the town pub. Go in and talk to the
proprietor, Werner Huber. When you've finished your
conversation, feel free to explore the rest of the village. The
big blue doors are the entrance to the Rittersberg Rathaus (or
town hall). Knock to meet the mayor, Herr Habermas. He'll be
more than happy to talk to you.

2-3 If you've returned to Schloss Ritter from town and want some
hints about getting into the library.
2-3-1 If you're not sure what to do first.
First, look in the bedroom to see if the handyman has left for
the night. If he's still there, kill some time by talking to
Gerde or going into Rittersberg again. If he's gone, examine
the fireplace and the toolbox. Take the screwdriver. Look
carefully at the place where the handyman removed the stone.
There's some kind of hole or sprocket there. Insert the
screwdriver into the hole. Did you hear a click?
2-3-2 If you used the screwdriver on the hole in the fireplace,
but can't figure out what happened.
Check out the wardrobe. You triggered the hidden catch that
opens a secret passageway. Follow the passage to the landing.
Continue to the right and you'll come out through a closet in
Gerde's bedroom.

2-3-3 If you're in Gerde's bedroom, but can't find anything of
interest.
Look at the photo. You suppose it's of Gabriel's Uncle
Wolfgang, but why would Gerde keep his picture in her room?
Search Gerde's closet. You'll find a key. Take it and return
through the secret passage to your room. Try the key on the
locked library door.

2-3-4 If you're in the Schloss Ritter library, but don't know
what to read.
You'll find several interesting, relevant books in the library.
First locate and read the book on werewolf lore and the letter
that's hidden within its pages. Gerde interrupts your studies,
but don't worry. After you're through with her, she won't be
bothering you anymore. Find and read the journals of Victor and
Christian Ritter, either out loud or to yourself. By now you'll
be an expert not only on werewolves, but on the previous
Schattenjagers' experiences with werewolves as well.

2-3-5 If you've done all your research, but would like more
information on King Ludwig.
Go to the desk in the library. You can look at Gabriel's
manuscript if you like, but he hasn't done much work on it, has
he? In your purse you'll find a card for Professor Barclay from
Yale University. Use it on the phone to call him. Even though
it's the middle of the night in the United States, the professor
promises to get in touch with his friend, an expert in German
history at the Berlin University. He says he'll call you back
in the morning.

2-4 If you've checked out the books in the library, called
Professor Barclay, and gone back into Rittersberg.
2-4-1 To start on your research in town.
When in doubt, go talk to the Mayor. Not only is he fluent in
English, but he's friendly and his curiosity has been aroused by
your interest in the town's colorful history. If you ask him
the right questions, eventually he'll show you the town hall's
dungeon where the werewolf was held.
2-4-2 If you want some hints about the dungeon.
Examine the dungeon window. You'll see claw marks in the
bricks. Look at the church through the window. That gives you
an idea. You know that the werewolf made his final confession
to a priest. Maybe the church has a record of it. Leave the
dungeon and try out your idea on Mayor Habermas. He is most
encouraging, and even provides you with a note for the priest.
2-4-3 If you can't figure out how to communicate with the
priest.
Father Getz doesn't speak English and your German isn't quite
what it might be. Talking to him proves frustrating and
non-productive. Fortunately, Mayor Habermas gave you a note,
didn't he? (If he didn't, you can easily get it by talking to
him again and letting him show you his dungeon.) Give the note
to the priest and he'll provide you with the church records.
Give the records to the mayor and he'll translate them for you.
2-4-4 If you've given the church records to the mayor and now
he's all talked out.
Now that you're armed with more information, return to the
Gasthof Goldener Lowe and talk to Werner again. He'll tell you
more about King Ludwig and show you his portrait and a newspaper
clipping as well. Once you've finished the conversation, you're
free to go back to Schloss Ritter.
2-5 You've read the books, talked to everyone in town, and seen
the official church records. If you're ready to make your
report to Gabriel.
Go back into the library (it's unlocked now). Write a letter to
Gabriel on the clunky manual typewriter and put it into an
envelope along with the book and two journals. Gerde will give
you Ubergrau's address if you show her the envelope. Gabriel is
in contact with his lawyer who will forward his mail. Go into
town to mail the package.
2-6 If you'd like a hint about mailing the package to Gabriel.
The post office is to the left of the Gasthof. Ring the bell
and the postmistress will come to the window. Hand over the
package and pay for the postage with money from your wallet.

Chapter 3

3-1 If you'd like help getting this chapter rolling.
It's morning. You just woke up. Even though you're missing a
cup of coffee to go with it, why not start by reading the
newspaper? Looks like there's been another mutilation killing,
this one right in downtown Munich. Head into the city to check
it out, but first stop off at Ubergrau's office to collect your
mail. Reading Grace's letter provides you with a few additional
questions for your lawyer.

3-2 If you'd like a hint about getting Kriminalkommissar Leber's
attention.
Go to the crime scene on Dienerstrasse. Try getting Leber's
attention by clicking on him. He is singularly unimpressed.
The only way to get him to notice you is to become the center of
attention. Show the evidence analysis report to the TV
newswoman. She'll latch onto the scoop and start videotaping
your story. This gets Leber's attention in a big way!

3-3 If you're having trouble getting into the hunt club
basement.
3-3-1 For general hints.
Buy the woodpecker clock at the store on Marienplatz. Go to the
hunt club and chat up Xaver. Explore the parts of the club to
which you have access. In the rear hall you notice the back
entrance and a mysterious locked door. Xaver probably keeps the
keys in his desk in the front hall. Of course, you'd have to be
cuckoo to search the desk while Xaver's there, but if you could
get him away for a few seconds... Just be sure to return his
keys so Xaver doesn't suspect anything.

3-3-2 For more detailed hints.
You want to get Xaver's key to the basement door, and a cuckoo
clock is just the thing to distract him. The cuckoo clock store
is on Marienplatz. Talk to the clock-maker and look at the
clocks. The clock you like is lying on the counter, not hanging
on the wall. To purchase the woodpecker clock, give the
clock-maker money from your wallet. Go to the hunt club. Go
into the rear hall and hide the woodpecker clock in the plant.
Quickly return to the front hall and wait until the clock goes
off. Since it sounds just like someone knocking, it fools Xaver
into leaving to answer the back door. Open the desk drawer and
take out the keys. When Xaver comes back, return to the rear
hall. Unlock the door to the basement. Retrieve the clock,
reset it, and put it back behind the plant. Go to the front
hall and wait for Xaver to fall for the same trick again.
Return the keys. Now you can explore the basement.

3-4 If you're investigating the hunt club basement, but von Zell
keeps catching you.
Guess what? Von Zell is supposed to catch you. Before he does,
however, make sure you've checked out the photographs and
weapons on the right wall, and the animal heads hanging in front
of you. Also look at the ritual items and carefully examine the
appointment book on the table. After von Zell has brought you
up to the main room, question him. True, he has a definite
attitude problem but what he has to say is very interesting
nonetheless.

3-5 If you want to know how to get to von Glower's house.
Look at von Glower's business card. It shows that he lives in
Am Perlacher Forst. Take the subway to Perlach and visit von
Glower. He welcomes you to his home and is only too happy to
talk about the club's philosophy. You have a hard time tearing
yourself away from his charming company. Just make sure to look
at the mask before you go.

3-6 For hints regarding the information gathered in
Kriminalkommissar Leber's office.
3-6-1 If you don't know how to get Grossberg's phone number.
The police station is on Prinzregentenplatz. After you've
questioned the Kriminalkommissar thoroughly, look at the crime
scene map on the wall. The phone number for Grossberg, the most
recent victim, is written on a note tacked to the map. You know
you have no memory for numbers, Gabriel. Better copy it down in
your notebook. Go back to the Huber farm where you'll have some
privacy. To call Grossberg's office, use the page from your
notebook on the telephone.

3-6-2 Leber's information on missing persons made you curious.
To find out more.
Go to Ubergrau's office on Marienplatz. If you talk to him
about recent developments, he'll agree to let you borrow his
secretary's services for a newspaper search on missing persons.
He says he'll have the information for you tomorrow.

3-7 Ubergrau's talk of Ludwig's castles gave you an idea. To
find out how to keep Grace out of trouble.
At the Huber farm, write to Grace on the stationary. When you
return to town, post the letter at the Hauptpost on
Dienerstrasse.

3-8 You have returned to the hunt club for the evening. For
hints regarding this cozy little soiree.
3-8-1 If you don't know who to talk to.
When you first arrive at the club, Herr Preiss is the only
member present. Talk to him. Soon the other members arrive.
Von Aigner and Hennemann seem glad to see you so you should
question them. You notice that Von Aigner lies about knowing
Grossberg, the latest victim. How very interesting.

3-8-2 Von Zell and Klingmann shut up whenever you approach. To
find out what they're talking about.
Von Zell and Klingmann refuse to let you in on their
conversation. But if you're sneaky enough, you can eavesdrop
using your tape recorder. Borrow a magazine from the table
between the two men. Slip the tape recorder into the magazine,
then put the magazine back on the table. The party breaks up
shortly thereafter and the chapter ends, but don't worry.
You'll have a chance later on to go back to the club and
retrieve your tape recorder.

Chapter 4

4-1 If you're at Schloss Ritter or Rittersberg.
4-1-1 For hints about communicating with Gabriel.
At the beginning of chapter 4, Gabriel owes you a letter. Go to
the post office and ring the bell to collect it. Gabriel writes
that he wants you to visit castles and museums to further your
research on Ludwig II. Since Gabriel stubbornly refuses to tell
you where he is, you have little choice but to follow his
instructions. When you feel you have gained enough new
information, write a reply on the typewriter in the library. As
before, the postmistress will be happy to mail it for you.

4-1-2 For hints about the Smiths.
The Smiths are staying at the Gasthof Goldener Lowe. After Mrs.
Smith's strange behavior of the previous night, you're anxious
to talk to her again. Questioning her provides few answers at
this time, but she does tarot card readings for both you and
Gabriel. Return to the gasthof after you've visited the museums
and castle. Ask Werner Huber to bring the Smiths downstairs so
that you can question them further regarding your dream and the
Black Wolf. Mrs. Smith suggests that you should ask Ludwig
himself for guidance.

4-1-3 If you can't figure out how to get to the castle and
museums without a car.
4-1-3-1 For a general hint.
You need wheels to travel further than Rittersberg. Gerde has
the keys to Gabriel's car but what with the way you've treated
her, she's not in the mood to do you any favors. First you have
to find her, then you have to apologize, perhaps with an
appropriate peace-offering. If Gerde knows you're sincere, she
may relent and give you the keys.

4-1-3-2 For a detailed hint.
You need Gabriel's car. How to convince Gerde to give you the
keys? You'll find her in the crypt at the back of St. Georg
Church. Gerde is standing by Wolfgang's coffin, lost in her own
sad thoughts. You realize that she was in love with Gabriel's
uncle and your jealousy vanishes. How can you let Gerde know
how sorry you are for your harsh words? Some flowers for the
coffin would be nice. Now where did you just see some roses?
Return to Schloss Ritter and go into the secret passage in your
bedroom. Turn left at the landing and head down the stairs to
the outer door. Pick the roses and go back to the church. When
you offer the roses to Gerde, she accepts your apology and gives
you the keys to Gabriel's car.

4-1-4 For hints about Professor Barclay and your Ludwig
research.
4-1-4-1 If you want to know how to return Barclay's phone call.
When you return to Schloss Ritter after going to the castle and
the museums, Gerde tells you that Professor Barclay returned
your call. Go up to the library and return his call by using
his card on the phone. He gives you the number of a German
historian: Herr Joseph Dallmeier. Jot down the number and then
call Dallmeier by clicking the scrap of paper on the phone.
Dallmeier arranges to meet you at the Ludwig memorial in
Seeshaupt, now located on your road map. Dallmeier will be
waiting for you outside on the shores of the Starnberger See.
Among other things, he tells you about a special research
permit. When you return to Schloss Ritter, ask Gerde about this
permit. She suggests that Herr Ubergrau might be able obtain it
so you include a note to him in with your next letter to
Gabriel.

4-1-4-2 For hints about the Ludwig biography.
Look in the library for a biography of Ludwig. You're lucky
enough to find one in English, written by Sir Richard Chaphill
and published by Bertil. Read the biography by clicking on all
the pages. Gabriel would probably like to know what you've
found out thus far. Write to him, and plan to mail the letter
the next time you're in Rittersberg. You'd also like to contact
Sir Chaphill about Ludwig's diary, but the biography contains
only the publisher's phone number. Use the book on the phone to
call Bertil Publishing. The receptionist gives you the Chaphill
number which you jot down. Use that piece of paper on the phone
to get a hold of Thomas Chaphill, Sir Richard's son.

4-1-5 If you'd like a hint about contacting Ludwig II.
Mrs. Smith told you to attempt contact with King Ludwig's
essence. Perhaps an offering at the site of his death will
bridge the gap between the living and the dead. Outside St.
Georg Church, you see some white lilies blooming. You hesitate
to pick them, but Father Getz picks one for you. Return to the
Ludwig memorial at Seeshaupt and walk down to the water's edge.
Lay the lily on the water.

4-1-6 If you need a hint to obtain Ludwig's diary.
The biography you find in the library makes mention of Ludwig's
diary. There are two people you must contact in order to get
this diary. Unfortunately, they are both dead. Even though the
biographer, Sir Richard Chaphill, has passed on, you can talk to
his son Thomas. Call Bertil Publishing for the number. You
must also contact Ludwig's essence by laying a white lily on the
Starnberger See. Somehow, Ludwig's spirit compels Chaphill to
fax you the diary. At Schloss Ritter, Gerde tells you there's a
fax waiting at the post office. Go into town to collect it.
Show the diary to Georg Immerding at the Wagner museum.

4-2 If you're at Ludwig's castle in Neuschwanstein.
Explore the museum thoroughly and at your leisure. Listen to
the tape tour for each room and click on all the paintings for a
closer look. Make sure you visit every room in the museum: the
entry hall, Ludwig's bedroom, the chapel, the living room, the
study, the grotto, and the impressive singer's hall. Note that
the paintings in the singer's hall feature wolves and are not
based on any of Wagner's known operas.

4-3 If you're at the Herrencheimsee museum.
Buy a ticket from Frau Miller, the woman at the counter. Check
out the letters in the entry hall before moving on to the two
display rooms. To the right, you'll find Ludwig's notes to his
servants, information on Ludwig's last days, and a painting of a
midnight sleigh ride that reminds you of your dream. To the
left, you'll see a display on the Knights of St. George. Read
all the signs and letters in the cases, including the display on
Ludwig's diary. You'll find it in a case under Wagner's
portrait. When you've explored the museum thoroughly, return to
the entry hall and ask Frau Miller about the diary and Wagner.
This conversation will put the Wagner museum at Bayreuth on your
road map.

4-4 If you're at the Wagner Museum in Bayreuth.
The Wagner museum is closed; however, if you talk to the
caretaker, Georg Immerding, he will allow you access to several
of the rooms. The first room contains displays on Wagner's
death and his final, incomplete project. A case in the second
room contains correspondence between Ludwig and Wagner. When
you've examined the displays, return to the front desk and ask
Georg about the lost opera hinted at in the letters.

Chapter 5

5-1 If you're not at the hunting lodge yet.
5-1-1 For a hint about the tape you made of von Zell's
conversation.
The first thing you have to do is retrieve that tape recorder
before someone discovers you've been eavesdropping. Go to the
hunt club and take the recorder out of the magazine. Now you
need someone to translate the conversation for you. Your lawyer
seems trustworthy (for a lawyer). Go to Ubergrau's office.
He'll give you a letter from Grace. Read it, ask Ubergrau about
the missing persons information, then give him the von Zell tape
to translate.

5-1-2 If you're in Kriminalkommissar Leber's office.
After hearing what's on that tape, you realize this case might
be more than you can handle. Go to Leber's office in
Prinzregentenplatz. Your questions don't get you too far until
you provide proof that you have information to trade. Give the
von Zell tape to Leber and watch his reaction as it plays.
Leber agrees to show you Grossberg's account books. Look
through the papers and tear out the sheet with Dorn's address on
it.

5-1-3 Dorn wants money. For a hint on how to get it for him.
Dorn runs a black market exotic animal kennel in Buchenau. Your
initial meeting with him is brief and unpleasant. Dorn won't
talk unless you fork over the money Grossberg owes him. Simply
go back to Ubergrau and ask him for the cash. If only it was
that easy in real life... By the way, before you go back to
Dorn's, stop by the sausage stall outside Ubergrau's office.
Buy a sausage. You'll be glad you did.

5-1-4 If you're inside Dorn's skanky kennel.
You return to Dorn's kennel, give him the money, and now he's
willing to talk. After questioning him thoroughly, examine the
cages. The wolves were kept in a cage on the far right. Look
closely at the straw in the cage. You see something metallic.
Suddenly you realize there's a tiger in this cage! Distract him
momentarily by giving him a sausage, then quickly snag the zoo
tags. If you haven't bought a sausage yet, you'll have to leave
the kennels, go to the sausage stall outside Ubergrau's office,
buy a sausage, come back and try it again.

5-1-5 If you don't know how to get to the club's hunting lodge
in the Bavarian forest.
Simply go to the hunt club at 54 Dienerstrasse. If you've
completed all the tasks you have to do in town, you'll get there
just as the club members are leaving for the lodge.

5-2 If you are inside the hunting lodge or the stables.
5-2-1 For hints about getting into von Zell's locked room.
Go into Preiss's bedroom directly across the hall from yours.
Open the wardrobe and take out the rope. Go over to the window
and look down. You see a ledge running along the outside of the
building beneath the windows. Click the rope on the ledge.
Once you're out on the ledge, click the left arrow to move
across to von Zell's room. Go in through the window.

5-2-2 If you're in von Zell's room.
Walk over to the night table by the bed. Look in von Zell's
appointment book. There's a bit of paper sticking out between
the pages. Read the letter. Go into the bathroom and look
around. Notice the footprint under the rug. Examine it
closely. Leave von Zell's room the way you came in and return
to Preiss's bedroom.

5-2-3 If you want to know how to get Klingmann to talk.
When you go into von Aigner's room, you interrupt his bath.
However, he is still more than happy to chat. Klingmann, on the
other hand, seems to resent your intrusion on his nap time. You
think about showing him the zoo tags to shake his complacency,
but that will only work if you've been down to the lodge's
living room and questioned Hennemann first. Give Klingmann the
tags after that and the man will crack wide open.

5-3 If you are in the woods surrounding the hunting lodge.
5-3-1 If you've found a paw print.
There are two paw prints to find in the woods. The first one is
imprinted on a patch of bare dirt found in a clearing. A
careful examination of this print shows some orange mud in the
track. The second print is by a thick bank of hedges, and
reveals the source of the orange dirt.

5-3-2 If you need a hint to get through the bushes.
You can't push through the bushes with your bare hands. You
need to cut them away with hedge shears. You'll find a pair of
shears in the stable next to the hunting lodge.

5-3-3 If you're in the cave.
Cut through the bushes to enter the cave. There is smaller
cavern leading off the main room. Enter the second cave. It's
too dark to see. You will need a lantern and matches to explore
any further. If you don't have them already, return to the
lodge. Get the lantern out of the living room closet. Take the
matches off the fireplace mantelpiece. In the inventory panel,
use the matches on the lantern. That should throw some light on
the matter.

5-3-4 If you've seen von Zell, but don't know what to do now.
There is only one person who will believe you. Immediately go
back to the lodge and find von Glower. He is in his bedroom,
the first door to your right as you enter the hallway.

5-3-5 If the werewolf keeps killing you.
5-3-5-1 For a general hint.
The woods are like a maze at night, complete with dead ends and
cut-offs. You need to drive the werewolf into the ravine to
trap him. Your talisman provides protection as long as you
don't wander into a dead end or attempt to confront the werewolf
head on. You can go from scene to scene and the werewolf will
follow you. However, he won't go into the ravine unless you
herd him into it. To do so, use your talisman on the werewolf
to push him back.

5-3-5-2 For a detailed hint.
If the werewolf keeps killing you, select Try Again from the
control screen. You take the talisman from beneath your shirt
and wrap it around your hand. Move one screen to the right to
confront the werewolf. Select the talisman from the inventory
and use it on the werewolf to drive him back one screen. Click
it on the werewolf again and move one screen to the right.
Succeed in herding the werewolf down two more screens and he
will get trapped in the ravine. Von Glower rides up and throws
you his gun. You have no other choice than to shoot the
werewolf.


Chapter 6

6-1 If you are anywhere other than the Residence Theater.
6-1-1 If you'd like some help getting this chapter started.
Gabriel is very sick, but he's conscious and able to talk.
After a rather unsatisfactory conversation, go to the post
office and collect the letter from von Glower. Read it, then go
to the gasthof and show it to Mrs. Smith. Your main goals for
this chapter are to collect the three lost opera scrolls from
Neuschwanstein castle and the crystal diagram from the urn
containing Ludwig's heart at Altotting.
6-1-2 For general hints about retrieving the lost opera.
Ludwig hid the three acts of Wagner's opera in the
Neuschwanstein castle. Gabriel's dream revealed the hiding
places. You'll have to devise some sneaky schemes to divert the
guards while you retrieve the scrolls. Hint: You'll need a dove
and some water to carry out your diversionary tactics.

6-1-3 For detailed hints about retrieving the lost opera.
6-1-3-1 You need a dove and some water to divert the guards at
Neuschwanstein. To learn how to get these items.
There's a dove on the window ledge in the Rittersberg dungeon,
but you'll have to lure it inside to catch it. Go to the
gasthof and get a hard roll from the bread basket on Mrs.
Smith's table. Go to your bedroom in Schloss Ritter and borrow
a pillowcase from the pile of clean linen on the bed. Return to
the dungeon. Scatter crumbs for the bird, then pick it up and
wrap it in the pillowcase.
To get some water, go to the shrine at Altotting. Enter the
priest's office. He has taken a vow of silence so you can't
have much of a conversation with him. However, he gives you a
card stating that he'll take you into the shrine once the
service is over. Make a donation from your wallet to obtain a
bottle of Madonna water.

6-1-3-2 If you have the dove and the bottle of water, but don't
quite know what to do with them.
Go to Neuschwanstein castle. In the living room, you'll see a
bratty kid climb on a chair. Wait until his mother drags him
away, then pour the Madonna water on the chair. The guard comes
in and you tell her what that nasty little rugrat has done. She
runs for towels. Quickly go into the bedroom. Retrieve scroll
number one from the secret panel between the doors to the living
room and the chapel.
Now go to the grotto. Simply wait until the guard goes into the
study, then open the secret panel that's to the left of the
altar, hidden in shadows. Remove scroll number two.
Scroll number three is in the singer's hall, but the guard will
not leave his post unless distracted. Free the dove at the
doorway between the singer's hall and the back hallway. While
the guard is busy chasing the bird, retrieve the scroll from the
secret panel that's under the painting of the lovers, to the
left of the door.

6-1-4 For general hints about retrieving Wagner's crystal
diagram.
The crystal diagram is at Altotting in the urn containing
Ludwig's heart. First, you'll need to obtain a silver penitent
gift to gain access to the inner shrine. Think of someone who
might recently have made an offering for a lost loved one.
After you've given the Madonna your gift, you'll have to get the
diagram from the urn without being detected. Try the old trick
of turning out the lights.

6-1-5 For detailed hints about retrieving Wagner's crystal
diagram.
When you were first at Altotting, you noticed the silver
penitent gifts in the case. Go to St. Georg's Church in
Rittersberg. Look carefully at Wolfgang's coffin and you'll see
a silver heart that Gerde placed there as an offering. You
don't want to take it without asking first so go to Schloss
Ritter. Gerde gives you permission to take the heart. Return
to the church and do so.
Go to Altotting. Talk to the priest and show him the card he
gave you on your previous visit. He will take you into the
shrine and start to pray for you. Offer the silver heart to the
Madonna by placing it in the basket to the right side of the
altar. When the wind begins blowing, open the door to your
right. The wind blows out all the candles in the shrine. Now's
your chance. Quickly move the chair under the urns. Climb up,
open Ludwig's urn, and remove the diagram.

6-2 If you are at the Residence Theater.
6-2-1 If you are playing Grace.
6-2-1-1 If you'd like help getting started on this section.
Look at the poster, then pick up a programme from the table in
the foyer. Read the plot of the lost Wagnerian opera. Go down
the hallway to the right of the auditorium. The rear door leads
to the office. Gabriel is in there, sleeping on the sofa. Take
the seating chart off the bulletin board. Pick up the opera
glasses and your to-do list. Reading the list gives you a good
idea of what you'll need to accomplish before the opera begins.
Finally, check on Gabriel and see how he's doing.

6-2-1-2 For a hint about testing the chandeliers.
Go through the auditorium's main doors. When you get a chance,
warn Georg Immerding to continue the performance, no matter what
happens. Then talk to the foreman. You'll find him installing
a chandelier above the balcony to the left of the stage.

6-2-1-3 For hints to help you prepare for von Glower's arrival.
Look at Wagner's crystal diagram. The 'X' indicates von
Glower's designated seat. Compare the diagram to the seating
chart to determine that the usher should seat von Glower in the
mittelloge. Go upstairs and through the double doors to confirm
the location. Next, go to the spotlight room. It's upstairs,
all the way down the right-hand hallway. Slide open the window
to the right of the spotlight to look down into the theater.
Turn the spotlight on. Click on the handle and then align the
spotlight so that it's shining directly where von Glower will be
sitting.
Now return to the foyer and use the seating chart on the usher
to give him your instructions. Finally, you need to find a way
to lock von Glower in the mittelloge. Go down the left-hand
hall on the ground floor. The backstage entrance is the last
door in the hallway. Examine the ropes and pulleys. You'll see
one rope on the right that looks like it could be removed
without causing too much destruction. Take the rope.

6-2-1-4 If you're in the basement.
There are two entrances to the basement. One is through the
arch on the ground floor, the other is down the backstage
stairway. Wander around to get a feel for the basement layout.
Look for a room with a panel box on the wall. Take the key
you'll find inside. Locate the main prop room. Go into the
adjoining storage room and take the sign reading "privat." Use
the keys on the prop room door to make certain it locks.
The furnace room is next to the stairs leading down from the
foyer. If you're going to lock Gabriel in the prop room, you
should make sure he'll be warm enough. Start the furnace by
opening the door, shoveling in some coal, and lighting the pilot
light. Click and drag to turn the control dial up to "Hoch,"
the highest setting. The coals ignite.

6-2-1-5 If the usher is about to open the theater doors.
Move Gabriel from the office to the prop room. Return to the
office to change into your evening gown. After speaking with
Leber, go to the spotlight room and use the opera glasses to
make sure von Glower is sitting in the mittelloge. Tie the
mittelloge doors shut with the rope you picked up backstage,
then hang the "privat" sign over the rope.

6-2-2 If you are playing the human Gabriel.
6-2-2-1 If you are trapped in the prop room.
Go to the adjoining storage room. Move the packing case to
uncover the vent. Use your dagger to pry off the vent screen.
Climb into the ventilation shaft.

6-2-2-2 If you've escaped from the prop room, but don't know
where to go.
Use the back stairway to go up to the backstage area. Look at
the ropes and pulleys. There's a roll of electrical tape to the
right of the main pulley. Take it. Go through the right-hand
doorway to get to the dressing rooms.

6-2-2-3 If Englehart keeps catching you in his dressing room.
You don't have much time before Englehart comes in. First get
the costume off the rack. Go into your inventory, select the
costume, and put it on. Take the powder off the dressing table.
Before you can put it on your face, you hear someone at the
door. Use the powder on the mirror to block the view of the
changing screen. Then hide behind the screen. If you can do
all that before Englehart comes in, he will sit down at the
dressing table and start to remove his make-up. Cover his mouth
with electrical tape to keep him from screaming.

6-2-3 If you are playing the werewolf Gabriel.
6-2-3-1 If you are stalking von Glower in the basement.
Use the smell button to locate von Glower. His position is
indicated by a red square. Yours is represented by a blue
triangle pointing in the direction you are facing. Your goal is
to trap von Glower in the furnace room. You can close doors by
unlatching them with your mouth, thereby forcing von Glower to
go in the desired direction. The first thing to do is block his
access to the ventilation shaft leading to the outside and
freedom. Note that you can only close a door from the room that
it opens into. Be careful not to shut yourself into a dead end.
Also avoid confronting von Glower face-to-face because he will
attack you.

6-2-3-2 If you have trapped von Glower in the furnace room.
Enter the furnace room. Grace and Leber come in at your heels.
Click on Grace to give control over to her. As Grace, open the
furnace door. Now click on the gray wolf to give control back
to Gabriel. When von Glower leaps to attack Leber, hit him in
mid-air to knock him sideways into the furnace.
Congratulations. You have successfully completed the game.

Freeola & GetDotted are rated 5 Stars

Check out some of our customer reviews below:

Many thanks!
You were 100% right - great support!
My website looks tremendous!
Fantastic site, easy to follow, simple guides... impressed with whole package. My website looks tremendous. You don't need to be a rocket scientist to set this up, Freeola helps you step-by-step.
Susan

View More Reviews

Need some help? Give us a call on 01376 55 60 60

Go to Support Centre
Feedback Close Feedback

It appears you are using an old browser, as such, some parts of the Freeola and Getdotted site will not work as intended. Using the latest version of your browser, or another browser such as Google Chrome, Mozilla Firefox, or Opera will provide a better, safer browsing experience for you.