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Walkthrough > A B C D E F G H I J K L M N O P Q R S T U V W X Y Z    0-9

Walkthroughs of Gabriel Knight 2 - The Beast Within


Gabriel Knight 2 - The Beast Within Walkthroughs


Gabriel Knight 2 - The Beast Within

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.


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