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Gabriel Knight 2 - The Beast Within (e)

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Gabriel Knight 2: The Beast Within

Hint Script 

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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