YEAR: 1995
GENRE: Horror Point & Click Adventure
WHERE TO GET IT: GOG
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CHAPTER 5 - GABRIEL KNIGHT
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PERLACH
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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.
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MARIENPLATZ
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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.
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BUCHENAU
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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.
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MARIENPLATZ
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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.
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HUNTING LODGE
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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.
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