If you're wandering around outside the Huber Farm
Hint:
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.
For a detailed hint about making a cast of the paw print
Hint:
Go into the barn and look at the cement. You'll
automatically pour some into the bucket and mix it with
water. Take the bucket outside and pour the cement onto
the print. By the time you've cleaned up after yourself,
the quick-drying cement will have hardened. Take the cast.
If you want hints about the Hellabrunn zoo
Hint:
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.
If you want to see the wolves up close and personal
Hint:
Have you already talked to the zoo keeper, Thomas? If so,
go to Klingmann's office. Ask him lots of questions and
tape his answers. Then return to the Huber farm where you
can work in private. Using Klingmann's recording, make a
spliced tape instructing Thomas to show you the wolves. Go
back to the zoo office, search Klingmann's coat, and then
play the spliced tape over the walkie-talkie sitting on the
corner of the desk. Thomas will now take you into the wolf
enclosure. When Margarite comes up for her treat, look at
her zoo tag, then pet her to get a hair sample.
For a detailed discourse on the art of tape splicing
Hint:
Look at all your tapes. Load the tape labeled Klingmann in
A. Load a blank tape in B. Go to the splicing interface.
From Klingmann's message, select the words "Thomas? Herr
Doktor Klingmann here. Show our wolves to Mr. Knight."
Then transfer this message to the blank tape. You now have
a spliced tape that you can play over the walkie-talkie in
Klingmann's office.
If you'd like to know what was in Klingmann's pocket
Hint:
When you returned to Klingmann's office with the spliced
tape, you had the chance to search his coat, removing a
receipt from the pocket. Look at it carefully, turning it
over to see the reverse carbon markings on the back. After
you've been inside the wolf enclosure, return to the Huber
farm. Go inside the house and hold the receipt up to the
mirror. This reverses the writing so that you can read an
address: 54 Dienerstrasse
If you want to analyze the wolf hair samples
Hint:
First you need to see your lawyer. Ubergrau's office is at
Marienplatz 21, to your left as you come up from the
underground station. Among other things, Ubergrau tells you
that he has a client who is a professor at the University.
He makes a phone call, preparing the professor for your
visit. Go to the University. You should have two hair
samples, one from the Huber farm and one from the zoo wolf.
Give the samples to Michael, the biology lab technician.
While you're at it, you might as well have Michael take a
look at the paw print cast as well.
If you want to mail your letter to Grace
Hint:
Walk all the way down Marienplatz. Turn left at the
fountain in the plaza. Now you're on Dienerstrasse. The
post office is about halfway down the street on your right.
To mail the letter, simply click it on the Hauptpost doors.
You'll go in, mail the letter, and come right back out again.
For hints on getting into the Royal Bavarian Hunting Lodge.
Hint:
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.
If you've just hit town for the first time and you want hints
Hint:
On the far right end of town, you'll find the Gasthof
Goldener Lowe, otherwise known as the town pub. Go in and
talk to the proprietor, Werner Huber. When you've finished
your conversation, feel free to explore the rest of the
village. The big blue doors are the entrance to the
Rittersberg Rathaus (or town hall). Knock to meet the
mayor, Herr Habermas. He'll be more than happy to talk to
you.
If you've returned to Schloss Ritter and want to get into the library
Hint:
First, look in the bedroom to see if the handyman has left
for the night. If he's still there, kill some time by
talking to Gerde or going into Rittersberg again. If he's
gone, examine the fireplace and the toolbox. Take the
screwdriver. Look carefully at the place where the handyman
removed the stone. There's some kind of hole or sprocket
there. Insert the screwdriver into the hole. Did you hear
a click?
Can't figure out what happened when you used the screwdriver.
Hint:
Check out the wardrobe. You triggered the hidden catch that
opens a secret passageway. Follow the passage to the
landing. Continue to the right and you'll come out through
a closet in Gerde's bedroom.
If you're in Gerde's bedroom, but can't find anything of interest
Hint:
Look at the photo. You suppose it's of Gabriel's Uncle
Wolfgang, but why would Gerde keep his picture in her room?
Search Gerde's closet. You'll find a key. Take it and
return through the secret passage to your room. Try the key
on the locked library door.
If you're in the Schloss Ritter library, but don't know what to read
Hint:
You'll find several interesting, relevant books in the
library. First locate and read the book on werewolf lore
and the letter that's hidden within its pages. Gerde
interrupts your studies, but don't worry. After you're
through with her, she won't be bothering you anymore. Find
and read the journals of Victor and Christian Ritter, either
out loud or to yourself. By now you'll be an expert not only
on werewolves, but on the previous Schattenjagers'
experiences with werewolves as well.
If you would like more information on King Ludwig
Hint:
Go to the desk in the library. You can look at Gabriel's
manuscript if you like, but he hasn't done much work on it,
has he? In your purse you'll find a card for Professor
Barclay from Yale University. Use it on the phone to call
him. Even though it's the middle of the night in the United
States, the professor promises to get in touch with his
friend, an expert in German history at the Berlin University.
He says he'll call you back in the morning.
If you want to start research in town
Hint:
When in doubt, go talk to the Mayor. Not only is he fluent
in English, but he's friendly and his curiosity has been
aroused by your interest in the town's colorful history. If
you ask him the right questions, eventually he'll show you
the town hall's dungeon where the werewolf was held.
If you want some hints about the dungeon
Hint:
Examine the dungeon window. You'll see claw marks in the
bricks. Look at the church through the window. That gives
you an idea. You know that the werewolf made his final
confession to a priest. Maybe the church has a record of it.
Leave the dungeon and try out your idea on Mayor Habermas.
He is most encouraging, and even provides you with a note
for the priest.
If you can't figure out how to communicate with the priest
Hint:
Father Getz doesn't speak English and your German isn't quite
what it might be. Talking to him proves frustrating and
non-productive. Fortunately, Mayor Habermas gave you a note,
didn't he? (If he didn't, you can easily get it by talking
to him again and letting him show you his dungeon.) Give the
note to the priest and he'll provide you with the church
records. Give the records to the mayor and he'll translate
them for you.
If you've given the records to the mayor and now he's all talked out
Hint:
Now that you're armed with more information, return to the
Gasthof Goldener Lowe and talk to Werner again. He'll tell
you more about King Ludwig and show you his portrait and a
newspaper clipping as well. Once you've finished the
conversation, you're free to go back to Schloss Ritter.
If you're ready to make your report to Gabriel.
Hint:
Go back into the library (it's unlocked now). Write a
letter to Gabriel on the clunky manual typewriter and put it
into an envelope along with the book and two journals.
Gerde will give you Ubergrau's address if you show her the
envelope. Gabriel is in contact with his lawyer who will
forward his mail. Go into town to mail the package.
If you'd like a hint about mailing the package to Gabriel
Hint:
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.
If you'd like to get Kriminalkommissar Leber's attention.
Hint:
Go to the crime scene on Dienerstrasse. Try getting Leber's
attention by clicking on him. He is singularly unimpressed.
The only way to get him to notice you is to become the
center of attention. Show the evidence analysis report to
the TV newswoman. She'll latch onto the scoop and start
videotaping your story. This gets Leber's attention in a
big way!
If you're having trouble getting into the hunt club basement.
Hint:
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.
If you're STILL having trouble getting into the hunt club basement.
Hint:
You want to get Xaver's key to the basement door, and a
cuckoo clock is just the thing to distract him. The cuckoo
clock store is on Marienplatz. Talk to the clock-maker and
look at the clocks. The clock you like is lying on the
counter, not hanging on the wall. To purchase the woodpecker
clock, give the clock-maker money from your wallet. Go to
the hunt club. Go into the rear hall and hide the
woodpecker clock in the plant. Quickly return to the front
hall and wait until the clock goes off. Since it sounds
just like someone knocking, it fools Xaver into leaving to
answer the back door. Open the desk drawer and take out the
keys. When Xaver comes back, return to the rear hall.
Unlock the door to the basement. Retrieve the clock, reset
it, and put it back behind the plant. Go to the front hall
and wait for Xaver to fall for the same trick again. Return
the keys. Now you can explore the basement.
If you're investigating the basement, and von Zell keeps catching you
Hint:
Guess what? Von Zell is supposed to catch you. Before he
does, however, make sure you've checked out the photographs
and weapons on the right wall, and the animal heads hanging
in front of you. Also look at the ritual items and carefully
examine the appointment book on the table. After von Zell
has brought you up to the main room, question him. True, he
has a definite attitude problem but what he has to say is
very interesting nonetheless.
If you want to know how to get to von Glower's house.
Hint:
Look at von Glower's business card. It shows that he lives
in Am Perlacher Forst. Take the subway to Perlach and visit
von Glower. He welcomes you to his home and is only too
happy to talk about the club's philosophy. You have a hard
time tearing yourself away from his charming company. Just
make sure to look at the mask before you go.
If you don't know how to get Grossberg's phone number
Hint:
The police station is on Prinzregentenplatz. After you've
questioned the Kriminalkommissar thoroughly, look at the
crime scene map on the wall. The phone number for Grossberg,
the most recent victim, is written on a note tacked to the
map. You know you have no memory for numbers, Gabriel.
Better copy it down in your notebook. Go back to the Huber
farm where you'll have some privacy. To call Grossberg's
office, use the page from your notebook on the telephone.
If Leber's information on missing persons made you curious..
Hint:
Go to Ubergrau's office on Marienplatz. If you talk to him
about recent developments, he'll agree to let you borrow his
secretary's services for a newspaper search on missing
persons. He says he'll have the information for you
tomorrow.
Ubergrau's talk of Ludwig's castles gave you an idea...
Hint:
At the Huber farm, write to Grace on the stationary. When
you return to town, post the letter at the Hauptpost on
Dienerstrasse.
If you don't know who to talk to at the hunt club.
Hint:
When you first arrive at the club, Herr Preiss is the only
member present. Talk to him. Soon the other members
arrive. Von Aigner and Hennemann seem glad to see you so
you should question them. You notice that Von Aigner lies
about knowing Grossberg, the latest victim. How very
interesting.
Von Zell and Klingmann shut up whenever you approach.
Hint:
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.
For hints about the Smiths
Hint:
The Smiths are staying at the Gasthof Goldener Lowe. After
Mrs. Smith's strange behavior of the previous night, you're
anxious to talk to her again. Questioning her provides few
answers at this time, but she does tarot card readings for both
you and Gabriel. Return to the gasthof after you've visited the
museums and castle. Ask Werner Huber to bring the Smiths downstairs
so that you can question them further regarding your dream and the
Black Wolf. Mrs. Smith suggests that you should ask Ludwig himself for
guidance.
If you can't figure out how to get to the castle and museums.
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.
Still cant get Gabriel's Car?
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.
If you want to know how to return Barclay's phone call.
Hint:
When you return to Schloss Ritter after going to the castle
and the museums, Gerde tells you that Professor Barclay
returned your call. Go up to the library and return his
call by using his card on the phone. He gives you the
number of a German historian: Herr Joseph Dallmeier. Jot
down the number and then call Dallmeier by clicking the
scrap of paper on the phone. Dallmeier arranges to meet you
at the Ludwig memorial in Seeshaupt, now located on your
road map. Dallmeier will be waiting for you outside on the
shores of the Starnberger See. Among other things, he tells
you about a special research permit. When you return to
Schloss Ritter, ask Gerde about this permit. She suggests
that Herr Ubergrau might be able obtain it so you include a
note to him in with your next letter to Gabriel.
For hints about the Ludwig biography.
Hint:
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.
If you'd like a hint about contacting Ludwig II.
Hint:
Mrs. Smith told you to attempt contact with King Ludwig's
essence. Perhaps an offering at the site of his death will
bridge the gap between the living and the dead. Outside St.
Georg Church, you see some white lilies blooming. You
hesitate to pick them, but Father Getz picks one for you.
Return to the Ludwig memorial at Seeshaupt and walk down to
the water's edge. Lay the lily on the water.
If you need a hint to obtain Ludwig's diary.
Hint:
The biography you find in the library makes mention of
Ludwig's diary. There are two people you must contact in
order to get this diary. Unfortunately, they are both dead.
Even though the biographer, Sir Richard Chaphill, has passed
on, you can talk to his son Thomas. Call Bertil Publishing
for the number. You must also contact Ludwig's essence by
laying a white lily on the Starnberger See. Somehow,
Ludwig's spirit compels Chaphill to fax you the diary. At
Schloss Ritter, Gerde tells you there's a fax waiting at the
post office. Go into town to collect it. Show the diary to
Georg Immerding at the Wagner museum.
If you're at Ludwig's castle in Neuschwanstein.
Hint:
Explore the museum thoroughly and at your leisure. Listen
to the tape tour for each room and click on all the paintings
for a closer look. Make sure you visit every room in the
museum: the entry hall, Ludwig's bedroom, the chapel, the
living room, the study, the grotto, and the impressive
singer's hall. Note that the paintings in the singer's
hall feature wolves and are not based on any of Wagner's
known operas.
If you're at the Herrencheimsee museum.
Hint:
Buy a ticket from Frau Miller, the woman at the counter.
Check out the letters in the entry hall before moving on to
the two display rooms. To the right, you'll find Ludwig's
notes to his servants, information on Ludwig's last days,
and a painting of a midnight sleigh ride that reminds you of
your dream. To the left, you'll see a display on the
Knights of St. George. Read all the signs and letters in
the cases, including the display on Ludwig's diary. You'll
find it in a case under Wagner's portrait. When you've
explored the museum thoroughly, return to the entry hall and
ask Frau Miller about the diary and Wagner. This
conversation will put the Wagner museum at Bayreuth on your
road map.
If you're at the Wagner Museum in Bayreuth.
Hint:
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.
If you're in Kriminalkommissar Leber's office.
Hint:
After hearing what's on that tape, you realize this case
might be more than you can handle. Go to Leber's office in
Prinzregentenplatz. Your questions don't get you too far
until you provide proof that you have information to trade.
Give the von Zell tape to Leber and watch his reaction as it
plays. Leber agrees to show you Grossberg's account books.
Look through the papers and tear out the sheet with Dorn's
address on it.
Dorn wants money. For a hint on how to get it for him.
Hint:
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.
If you're inside Dorn's skanky kennel.
Hint:
You return to Dorn's kennel, give him the money, and now
he's willing to talk. After questioning him thoroughly,
examine the cages. The wolves were kept in a cage on the
far right. Look closely at the straw in the cage. You see
something metallic. Suddenly you realize there's a tiger in
this cage! Distract him momentarily by giving him a sausage,
then quickly snag the zoo tags. If you haven't bought a
sausage yet, you'll have to leave the kennels, go to the
sausage stall outside Ubergrau's office, buy a sausage, come
back and try it again.
You need to get to the club's hunting lodge in the Bavarian forest.
Hint:
Simply go to the hunt club at 54 Dienerstrasse. If you've
completed all the tasks you have to do in town, you'll get
there just as the club members are leaving for the lodge.
For hints about getting into von Zell's locked room.
Hint:
Go into Preiss's bedroom directly across the hall from yours.
Open the wardrobe and take out the rope. Go over to the
window and look down. You see a ledge running along the
outside of the building beneath the windows. Click the rope
on the ledge. Once you're out on the ledge, click the left
arrow to move across to von Zell's room. Go in through the
window.
If you're in Von Zell's room.
Hint:
Walk over to the night table by the bed. Look in von Zell's
appointment book. There's a bit of paper sticking out
between the pages. Read the letter. Go into the bathroom
and look around. Notice the footprint under the rug.
Examine it closely. Leave von Zell's room the way you came
in and return to Preiss's bedroom.
If you want to know how to get Klingmann to talk.
Hint:
When you go into von Aigner's room, you interrupt his bath.
However, he is still more than happy to chat. Klingmann, on
the other hand, seems to resent your intrusion on his nap
time. You think about showing him the zoo tags to shake his
complacency, but that will only work if you've been down to
the lodge's living room and questioned Hennemann first.
Give Klingmann the tags after that and the man will crack
wide open.
If you've found a paw print.
Hint:
There are two paw prints to find in the woods. The first
one is imprinted on a patch of bare dirt found in a clearing.
A careful examination of this print shows some orange mud in
the track. The second print is by a thick bank of hedges,
and reveals the source of the orange dirt.
If you need a hint to get through the bushes.
Hint:
You can't push through the bushes with your bare hands. You
need to cut them away with hedge shears. You'll find a pair
of shears in the stable next to the hunting lodge.
If you're in the cave.
Hint:
Cut through the bushes to enter the cave. There is smaller
cavern leading off the main room. Enter the second cave.
It's too dark to see. You will need a lantern and matches
to explore any further. If you don't have them already,
return to the lodge. Get the lantern out of the living room
closet. Take the matches off the fireplace mantelpiece. In
the inventory panel, use the matches on the lantern. That
should throw some light on the matter.
If you've seen von Zell, but don't know what to do now.
Hint:
There is only one person who will believe you. Immediately
go back to the lodge and find von Glower. He is in his
bedroom, the first door to your right as you enter the
hallway.
If the werewolf keeps killing you.
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.
If the werewolf STILL keeps killing you.
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.
For general hints about retrieving the lost opera.
Hint:
Ludwig hid the three acts of Wagner's opera in the
Neuschwanstein castle. Gabriel's dream revealed the hiding
places. You'll have to devise some sneaky schemes to divert
the guards while you retrieve the scrolls. Hint: You'll
need a dove and some water to carry out your diversionary
tactics.
For detailed hints about retrieving the lost opera.
Hint:
You need a dove and some water to divert the guards at
Neuschwanstein. There's a dove on the window ledge in the
Rittersberg dungeon, but you'll have to lure it inside to
catch it. Go to the gasthof and get a hard roll from the
bread basket on Mrs. Smith's table. Go to your bedroom in
Schloss Ritter and borrow a pillowcase from the pile of
clean linen on the bed. Return to the dungeon. Scatter
crumbs for the bird, then pick it up and wrap it in the
pillowcase.
To get some water:
Hint:
Go to the shrine at Altotting. Enter the priest's office.
He has taken a vow of silence so you can't have much of a
conversation with him. However, he gives you a card stating
that he'll take you into the shrine once the service is over.
Make a donation from your wallet to obtain a bottle of
Madonna water.
If you have the dove and water, but don't quite know what to do
Hint:
Go to Neuschwanstein castle. In the living room, you'll see
a bratty kid climb on a chair. Wait until his mother drags
him away, then pour the Madonna water on the chair. The
guard comes in and you tell her what that nasty little
rugrat has done. She runs for towels. Quickly go into the
bedroom. Retrieve scroll number one from the secret panel
between the doors to the living room and the chapel.
Now go to the grotto. Simply wait until the guard goes
into the study, then open the secret panel that's to the
left of the altar, hidden in shadows. Remove scroll number
two.
Scroll number three is in the singer's hall, but the guard
will not leave his post unless distracted. Free the dove at
the doorway between the singer's hall and the back hallway.
While the guard is busy chasing the bird, retrieve the
scroll from the secret panel that's under the painting of
the lovers, to the left of the door.
For general hints about retrieving Wagner's crystal diagram.
Hint:
The crystal diagram is at Altotting in the urn containing
Ludwig's heart. First, you'll need to obtain a silver
penitent gift to gain access to the inner shrine. Think of
someone who might recently have made an offering for a lost
loved one. After you've given the Madonna your gift, you'll
have to get the diagram from the urn without being detected.
Try the old trick of turning out the lights.
For detailed hints about retrieving Wagner's crystal diagram
Hint:
When you were first at Altotting, you noticed the silver
penitent gifts in the case. Go to St. Georg's Church in
Rittersberg. Look carefully at Wolfgang's coffin and you'll
see a silver heart that Gerde placed there as an offering.
You don't want to take it without asking first so go to
Schloss Ritter. Gerde gives you permission to take the
heart. Return to the church and do so.
Go to Altotting. Talk to the priest and show him the card
he gave you on your previous visit. He will take you into
the shrine and start to pray for you. Offer the silver
heart to the Madonna by placing it in the basket to the
right side of the altar. When the wind begins blowing, open
the door to your right. The wind blows out all the candles
in the shrine. Now's your chance. Quickly move the chair
under the urns. Climb up, open Ludwig's urn, and remove the
diagram.
If you are (Grace) at the Residence Theater.
Hint:
Look at the poster, then pick up a programme from the table
in the foyer. Read the plot of the lost Wagnerian opera.
Go down the hallway to the right of the auditorium. The
rear door leads to the office. Gabriel is in there,
sleeping on the sofa. Take the seating chart off the
bulletin board. Pick up the opera glasses and your to-do
list. Reading the list gives you a good idea of what you'll
need to accomplish before the opera begins. Finally, check
on Gabriel and see how he's doing.
For a hint about testing the chandeliers.
Hint:
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.
If you're in the basement.
Hint:
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.
If the usher is about to open the theater doors.
Hint:
Move Gabriel from the office to the prop room. Return to
the office to change into your evening gown. After speaking
with Leber, go to the spotlight room and use the opera
glasses to make sure von Glower is sitting in the
mittelloge. Tie the mittelloge doors shut with the rope
you picked up backstage, then hang the "privat" sign over
the rope.
If you are playing the human Gabriel and are in the prop room.
Hint:
Go to the adjoining storage room. Move the packing case to
uncover the vent. Use your dagger to pry off the vent
screen. Climb into the ventilation shaft.
If you've escaped from the prop room, but don't know where to go.
Hint:
Use the back stairway to go up to the backstage area. Look
at the ropes and pulleys. There's a roll of electrical
tape to the right of the main pulley. Take it. Go through
the right-hand doorway to get to the dressing rooms.
If Englehart keeps catching you in his dressing room.
Hint:
You don't have much time before Englehart comes in. First
get the costume off the rack. Go into your inventory,
select the costume, and put it on. Take the powder off the
dressing table. Before you can put it on your face, you
hear someone at the door. Use the powder on the mirror to
block the view of the changing screen. Then hide behind
the screen. If you can do all that before Englehart comes
in, he will sit down at the dressing table and start to
remove his make-up. Cover his mouth with electrical tape
to keep him from screaming.
If you are playing the werewolf Gabriel, stalking von Glower.
Hint:
Use the smell button to locate von Glower. His position is
indicated by a red square. Yours is represented by a blue
triangle pointing in the direction you are facing. Your
goal is to trap von Glower in the furnace room. You can
close doors by unlatching them with your mouth, thereby
forcing von Glower to go in the desired direction. The
first thing to do is block his access to the ventilation
shaft leading to the outside and freedom. Note that you
can only close a door from the room that it opens into. Be
careful not to shut yourself into a dead end. Also avoid
confronting von Glower face-to-face because he will attack
you.
If you have trapped von Glower in the furnace room.
Hint:
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.
The end.
These hints were provided by Sierra On-Line
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