Gabriel Knight 2: The Beast Within

     Warning:   The   following   contains  information  necessary  to
completing  Gabriel  Knight  2:  The Beast Within. Please, DO NOT READ
FROM START TO FINISH. If you do, you'll ruin everything. My plans will
be ruined. You'll ruin me, dammit.


Chapter 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.

If you're wandering around outside the Huber Farm

     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

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.

If you want hints about the Hellabrunn 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

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.

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.

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

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.

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.

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

You're at Schloss Ritter and there's a strange man in your bedroom.

     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.

If you've just hit town for the first time and you want hints

     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.

If you've returned to Schloss Ritter and want to get into the library

     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?

Can't figure out what happened when you used the screwdriver.

     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.

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.

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.

If you 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.

If you want to start 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.

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.

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.

If you've given the 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.

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.

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

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.

If you'd like to get 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!

If you're having trouble getting into the hunt club basement.

     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

If you're STILL having trouble getting into the hunt club basement.

     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.

If you're investigating the basement, and 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.

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.

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.

If Leber's information on missing persons made you curious..

     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.

Ubergrau's talk of Ludwig's castles gave you an idea...

     At  the  Huber  farm,  write to Grace on the stationary. When you
return to town, post the letter at the Hauptpost on Dienerstrasse.

If you don't know who to talk to at the hunt club.

     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.

Von Zell and Klingmann shut up whenever you approach.

     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

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.

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.

If you can't figure out how to get to the castle and museums.

     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.

Still cant get Gabriel's Car?

     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.

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.

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

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.

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.

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.

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.

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

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.

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.

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

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.

You need 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.

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.

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.

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.

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.

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.

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.

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.

If the werewolf keeps killing you.

     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.

If the werewolf STILL keeps killing you.

     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

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

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.

For detailed hints about retrieving the lost opera.

     You  need  a  dove  and  some  water  to  divert  the  guards  at
Neuschwanstein.  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

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.

If you have the dove and water, but don't quite know what to do

     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.

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.

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.

If you are (Grace) at the Residence Theater.

     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.

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.

Chapter 6

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.

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

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.

If you are playing the human Gabriel and are 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.

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.

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.

If you are playing the werewolf Gabriel, stalking von Glower.

     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.

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.

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