14 October 2021

Gabriel Knight 2: The Beast Within

 

YEAR:  1995


GENRE:  Horror Point & Click Adventure


WHERE TO GET IT:   GOG


Chapter 1        

Chapter 2        

Chapter 3        

Chapter 4

Chapter 5        

Chapter 6



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CHAPTER 5  -  GABRIEL KNIGHT

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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

PERLACH

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

 

VAN GLOWER’S HOUSE

 

You wake up in the spare bedroom in Van Glower’s house.  Watch the long cut scene.  When you finally wake up again, you head downstairs, to find Van Glower gone.  He’s left a note for you, to say that he has some business to take care, and he will meet up with you this afternoon.  You automatically leave his house. 

 

 

 

 

MAP

 

Go to Mairenplatz. 

 

 

 

 

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MARIENPLATZ

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MARIENPLATZ

 

Head right, and continue right to the street musicians.  Walk up to Dienerstrasse. 

 

 

 

 

DIENERSTRASSE

 

Walk up to the next screen. 

 

Approach the Hunt Club entrance on the right. 

 

Enter the Hunt Club. 

 

 

 

 

HUNT CLUB:  FRONT HALL

 

Walk left, into the Main Hall. 

 

 

 

 

HUNT CLUB:  MAIN HALL

 

Click on the chairs in front of the fireplace, then click on the magazine on the table.  You sit down in the chairs, and casually retrieve your TAPE RECORDER and the VON ZELL TAPE containing his conversation from last night.  Unfortunately, the conversation is in German.  Walk left to the Front Hall. 

 

 

 

 

HUNT CLUB:  FRONT HALL

 

Leave the Hunt Club through door on the right. 

 

 

 

 

DIENERSTRASSE

 

Head down 2 screens. 

 

 

 

 

MARIENPLATZ

 

Walk left, and continue left, until you see the woman at the sausage stand. 

 

Click on the woman at the sausage stand.  Look at the various sausages for sale, then give your WALLET to the woman to buy a WHITE SAUSAGE.  Leave the sausage stand. 

 

Walk through the stone doorway, then enter Ubergrau’s Office. 

 

 

 

 

UBERGRAU’S OFFICE

 

Herr Ubergrau gives you GABRIEL’S LETTER from Grace.  Read GABRIEL’S LETTER in your Inventory.  Talk to Herr Ubergrau and ask about Missing Persons.  Give VON ZELL TAPE to Herr Ubergrau, and he’ll translate the conversation for you.  Leave the office. 

 

 

 

 

MARIENPLATZ

 

Walk right to the next screen. 

 

Head down the stairs to return to the train station. 

 

 

 

 

MAP

 

Go to Prinzeregentenplatz. 

 

 

 

 

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PRINZEREGENTENPLATZ (POLICE STATION)

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LEBER’S OFFICE

 

Talk to Commissar Leber and work through all the dialogue.  Show VON ZELL TAPE to Commissar Leber.  This convinces him to let you see the Grossberg ledgers.  He deliberately leaves the room, for a while, so you can view the ledgers, and he can claim deniability.  Look at the ledgers on the desk, then click on the ledgers to get LEDGER PAGE.  Commissar Leber returns now.  You tell him about the Hunt Club, however, you don’t want him wrecking things when you’re already ‘in’ with the Hunt Club members, so you tell him a false name and address for the Hunt Club, to throw him off the trail.  You automatically leave Leber’s office. 

 

 

 

 

MAP

 

Go to Buchenau. 

 

 

 

 

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BUCHENAU

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GROSSBERG’S CONTACT DORN

 

Knock on the door of the house.  Herr Dorn lives here.  Dorn is a sleazy animal exporter, who ‘acquires’ rare animals for money.  He’s angry that Herr Grossberg died while still owing him a lot of money, so he won’t talk to you until he’s paid what he’s owed.  Walk down, and leave the area for now. 

 

 

 

 

MAP

 

Go to Marienplatz. 

 

 

 

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MARIENPLATZ

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

 

MARIENPLATZ

 

Walk left to the next screen. 

 

Walk through the stone doorway, then enter Ubergrau’s Office. 

 

 

 

 

UBERGRAU’S OFFICE

 

Talk to Herr Ubergrau, and ask about Getting Cash.  He gives you a WALLET WITH 14,000 MARKS.  Leave the office. 

 

Walk right to the next screen. 

 

Go down the stairs to return to the train station. 

 

 

 

 

MAP

 

Go back to Buchenau. 

 

 

 

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

BUCHENAU

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

 

GROSSBERG’S CONTACT DORN

 

Knock on the door of the house again.  Give WALLET WITH 14,000 MARKS to Herr Dorn.  Now he’s got his money, he’s a bit friendlier, and invites you inside. 

 

 

 

 

EXOTIC ANIMAL KENNEL

 

Talk to Herr Dorn and work through all the dialogue.  You find out that he kept the zoo wolves here, before selling them to a Taiwanese restaurant.  When conversation is over, walk down to the other side of the room. 

 

Look at the last cage on the right - this is where the zoo wolves were kept.  Look at the straw near the front of the cage… only to realise that a large tiger now occupies the cage.  Give WHITE SAUSAGE to the tiger to calm it down.  Look at the straw again, and you find some METAL TAGS.  Look at METAL TAGS in your Inventory - these tags belonged to Parcival and Hilda, the zoo wolves.  Walk down, then leave the kennel. 

 

 

 

 

GROSSBERG’S CONTACT DORN

 

Walk down to return to the Map. 

 

 

 

 

MAP

 

Go to Marienplatz. 

 

 

 

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MARIENPLATZ

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

 

MARIENPLATZ

 

Walk right, and continue right, until you reach the street musicians. 

 

Go up to Dienerstrasse. 

 

 

 

 

DIENERSTRASSE

 

Walk up to the next screen. 

 

Walk towards the Hunt Club on the right, then enter the Hunt Club. 

 

 

 

 

HUNT CLUB:  FRONT HALL

 

You arrive just in time!  Everyone’s leaving for their trip to the Hunting Lodge.  Baron Von Glower is glad that you will be joining them. 

 

 

 

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

HUNTING LODGE

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

 

GREAT ROOM

 

Watch the scene, as you all arrive at the Lodge.  Baron Von Glower tells you which bedroom you can use. 

 

 

 

 

GABRIEL’S BEDROOM

 

Explore the room.  Open the wardrobe - it’s empty.  Walk down to the window. 

 

Open the window, to see the forest outside.  Look at the woods outside - you’d hate to get lost out there.  Look down, and see the ledge under the window.  Now leave the window. 

 

Leave your room. 

 

 

 

 

UPSTAIRS HALL

 

Open the top right door, and enter Priess’s Bedroom.  

 

 

 

 

PRIESS’S BEDROOM

 

Open the wardrobe and take the ROPE.  Close the wardrobe again.  Search the bed if you like, but you don’t find anything.  Walk down to the window, and open the window.  Look at the woods outside.  Look down at the ledge below the window.  Use ROPE with the window.  You tie the ROPE above the window, then use it to help you walk along the narrow ledge outside the window. 

 

On the ledge outside, walk left to the next window.  Open the window, and climb into Von Zell’s Bedroom. 

 

 

 

 

VON ZELL’S BEDROOM

 

Open the wardrobe and search his clothes.  You find nothing out of the ordinary.  Close the wardrobe.  Search the bed, but you find nothing.  Look in the bathroom. 

 

Look at the bath mat, lift the bathmat, then look at the footprint under the bathmat.  Someone’s been walking around barefoot in orange mud!  Very strange!  Stand up, and leave the bathroom. 

 

Walk right, to the other side of the room. 

 

Pick up his notebook from the bedside cabinet, then read the notebook to see the same entry you saw earlier at the Hunt Club.  Take GROSSBERG’S LETTER that’s sticking out of the back of the notebook, and read GROSSBERG‘S LETTER.  Put his notebook back where you found it, but you decide to keep GROSSBERG’S LETTER

 

Go left twice, and climb out the window to leave the room. 

 

On the ledge outside, walk right to Priess’s Bedroom.  Climb through the window, into the room. 

 

 

 

 

PRIESS’S BEDROOM

 

You automatically untie the rope from the window, so that Priess won’t know you were there.  There’s nothing else you can do here, so leave the room. 

 

 

 

 

UPSTAIRS HALL

 

Knock on the middle left door, and enter Von Aigner’s Bedroom. 

 

 

 

 

VON AIGNER’S BEDROOM

 

Herr Von Aigner is taking a bath, but doesn’t seem bothered that you are there.  Talk to him and work through the dialogue.  Conversation ends when Herr Von Aigner wants to get out of his bath, so you leave the room. 

 

 

 

 

UPSTAIRS HALL

 

Knock on the bottom left door, and enter Klingman’s Bedroom. 

 

 

 

 

KLINGMAN’S BEDROOM

 

Dr Klingman is trying to rest, and doesn’t have much time for you.  There’s nothing more you can do here at the moment, so leave the bedroom. 

 

 

 

 

UPSTAIRS HALL

 

Knock on the bottom right door, and enter Von Glower’s Bedroom. 

 

 

 

 

VON GLOWER’S BEDROOM

 

Baron Von Glower suggests you go for a walk to get your bearings, before tomorrow’s hunt.  He’s busy right now, so just leave the bedroom. 

 

 

 

 

UPSTAIRS HALL

 

Climb downstairs to the Great Room. 

 

 

 

 

GREAT ROOM

 

Talk to Herr Hennemann and work through all the dialogue with him.  Open the cupboard and take the LANTERN.  Close the cupboard.  Look at the fireplace - you wish someone would stare a fire.  Leave the fireplace.  Climb back up the stairs, to the Upstairs Hall. 

 

 

 

 

UPSTAIRS HALL

 

Knock on the bottom left door, and enter Klingman’s Bedroom. 

 

 

 

 

KLINGMAN’S BEDROOM

 

Dr Klingman is still trying to rest.  Show METAL TAGS to Dr Klingman.  He’s shocked that you have them, and confesses that it was him who gave the zoo wolves to Von Zell.  You automatically leave the room. 

 

 

 

 

UPSTAIRS HALL

 

Climb downstairs to the Great Room. 

 

 

 

 

GREAT ROOM

 

Someone has started a nice, warm fire in the fireplace.  Click on the fireplace twice - that fire feels good.  Take MATCHES from the right edge of the fireplace shelf.  Leave the fireplace.  Open door next to the stairs, and go outside. 

 

 

 

 

EXTERIOR

 

Walk right to the stable. 

 

 

 

 

STABLE

 

Enter the stable. 

 

Take SHEARS from the wall, then leave the stable. 

 

 

 

 

EXTERIOR

 

SAVE YOUR GAME HERE.  Walk right, into the woods. 

 

 

 

 

WOODS

 

The woods are easy to get lost in.  Look at the muddy patch on the ground, on the right.  Look at the paw print in the mud - it’s an orange colour, same as the paw print you saw in Von Zell’s room.  Back away from the paw print. 

 

Walk down, right, then down again.  Look at the muddy patch on the ground, on the right.  You see another paw print.  Look at the paw print to see that the mud is orange - must be from the minerals in the soil.  Again, back away from the paw print. 

 

Try to get through the bushes on the right, but they’re too dense for you.  Use SHEARS on the bushes to cut through them.  Watch the cut scene as you find your way into a cave. 

 

 

 

 

WOODS - CAVE

 

Crawl through the tunnel on the left. 

 

Click on the area at the bottom right - you almost fall down a big hole.  Something is down there, in the hole, but it’s too dark to see.  In your Inventory, light the LANTERN with the MATCHES.  Now you can see what’s down in the hole.  But what you see, shocks you to the core!  Von Zell is down in the hole… feasting on human corpses!  You know for sure now that Von Zell is a werewolf.  You automatically flee from the gruesome scene. 

 

 

 

 

WOODS

 

Walk up 2 times, and left 2 times, so you are back at the Hunting Lodge. 

 

 

 

 

EXTERIOR

 

Enter the Hunting Lodge. 

 

 

 

 

GREAT ROOM

 

Climb up the stairs, to the Upstairs Hall. 

 

 

 

 

UPSTAIRS HALL

 

Knock on the bottom right door, and enter Von Glower’s Bedroom. 

 

 

 

 

VON GLOWER’S BEDROOM

 

Watch the cut scene, as you tell Baron Von Glower what you’ve seen, and take him back to the cave. 

 

 

 

 

WOODS

 

Watch the long cut scene, as Baron Von Glower seems shocked by this recent turn of events.  He agrees that something must be done, and tells to meet him at night. 

 

Later that night, you and Von Glower return to the woods to hunt for Von Zell.  However, you and Von Glower are separated, and you find yourself alone in the woods, with only your TALISMAN to protect you.  SAVE YOUR GAME HERE

 

Walk up, then left, so you are back at the Lodge. 

 

 

 

 

HUNTER’S LODGE

 

Walk left , back into the woods. 

 

 

 

 

WOODS

 

Wait a few seconds.  The wolf will appear.  Use your TALISMAN with the wolf on the left, to make him retreat.  If you’re not quick enough, the wolf will attack you, and kill you.  After the wolf retreats, walk down. 

 

You see the wolf again.  Use your TALISMAN with the wolf in the lower left, and he will retreat again.  Walk left. 

 

You see the wolf yet again.  Use your TALISMAN with the wolf again, to make him retreat.  Walk down. 

 

The wolf attacks you and gives you a nasty bite, but you manage to kick it away.  Von Glower shows up, but can’t bring himself to shoot the wolf.  He tosses you his GUN, and tells you to shoot the wolf.  So do as he says - use the GUN to shoot the wolf.  The dead wolf turns back into Von Zell. 

 

Watch the cut scene to end Chapter 5.   

 

 

 

 

Continued In Chapter 6... 

 


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