This is a bare-bones walkthru of GKII. There are lots and lots of things to
do in this game - that's part of the fun - but it also means that I'm not
going to go into excruciating detail. For example, at one point Grace has to
buy a bottle of water. To do this, you have to click on the basket in front
of the priest, then click in your inventory, select Grace's wallet, then
click on the basket again. Rather than say all this, I'm merely going to say
"Buy a bottle of water from the priest" and let you figure it out from there.
Also, I will use the term "exhaust", i.e. "exhaust Klingmann". This means
to keep talking to Klingmann until all possible topics of conversation have
been selected. Sometimes you can select a particular topic several times
until it is exhausted, so keep at it. A lot of this game will be spent
talking with people.
So, here we go:
Chapter One - Gabriel
First, check your inventory. You have a couple of letters - read them.
(IMPORTANT NOTE: Very often in this game, it's not enough for you to
read something to yourself. You must click on the text to force your character
to read it aloud.) Open your bag and grab everything out of it. Go to the
table, pick up and read the newspaper. Read the note next to your jacket, and
pick up the car keys under the mirror. Go outside.
Go over to the water trough, and examine the mud next to it. Take a close
look at the paw print. Go to the outside sink, and mix up some cement. Take
the bucket of cement over to the mud and pour it over the paw print. After
cleaning out the bucket, go back to the mud and remove the cast you've made
of the paw print. Now, go over to the forest and search in the tall grass
until you find some wolf hair. Take this with you.
Use the car keys on the car, and then take the subway to Marienplatz. Walk
off to the left, enter the building and talk with your lawyer, Ubergrau.
Exhaust him. Leave, enter the subway, and travel to the zoo.
At the zoo, read the signs and look at the wolves. Click on one and try to
make it come to you. No go. Wait around for the zookeeper to show up -
Tomas is his name. Exhaust him. Then walk off to the left to the zoo
administration building. Meet and exhaust Dr. Klingmann. Leave the zoo.
Go back to your lawyer's office, and find out how to get your hair sample
and paw print analyzed. You'll get a contact at the University, but you're
not quite ready to go there. First, try to see Commisar Leber at the police
station. No luck today, so go back to the farm.
Now, for some high tech stuff. See the three buttons in the bottom right
corner of your screen? Click on the tape (bottom button). Put Klingman's
tape in slot A, put a blank tape in slot B, then click on "splice". Create
the message "Tomas? Herr Doktor Klingmann here. Show our wolves to
Mr. Knight." Now, go back to the zoo.
Enter the administration building. How convenient - Klingmann's in the back.
Search his coat. Then use your spliced tape on the walkie-talkie on his
desk. Eventually, Tomas will take you into the wolves' compound. Click on
the wolf's tag, then on the wolf itself. You'll get some more hair. Now
you're ready to go to the University.
Show the lab guy the zoo hair, the farm hair, and the paw print. Now leave,
and as you leave, you'll get a report on his findings. Go back to the farm.
Go inside, and examine the receipt you pulled from Klingmann's coat. Flip it
over - hmm, some backwards writing. Hold it up to the mirror - now you can
make out an address. While you're here, use the paper on the table to write
Grace a letter. Now, back to Marienplatz.
Walk off to the right this time. You'll enter a plaza with a guitar player;
turn the corner onto Dienerstrasse. (There's lots of eye candy along the
way; stop and take a look. You won't get any points, but it's nice to look
at. Take note of the cuckoo clock shop; we'll be visiting it another day.)
The first set of buildings contains a post office; mail Grace's letter.
Continue on down the street, and enter the building halfway down on the
right - 54 Dienerstrasse, the address on Dr. Klingmann's receipt. Enter the
building. Ask the doorman if he knows Dr. Klingmann, then ask him about
the club. You'll get thrown out.
Go to your lawyer's office and exhaust Ubergrau; now you know what the club
is for. Go back to the hunting club and tell the doorman that you're an avid
hunter. Then tell him you're a member of a prominent German family; the
doorman will want proof. Go back to your lawyer and get the proof. Go back
to the club; tell the doorman again that you're a Ritter of Rittersberg, and
show him the proof. End chapter one.
Chapter Two - Grace
Personally, I think Grace should lighten up about Gerde, but hey, that's not
for me to decide. Anyway, take a look around the room - note the locked door
next to Gabriel's bed - then go downstairs. Talk with Gerde and exhaust her,
then leave the castle. Follow the path to Rittersberg.
Walk to the far right and enter the rightmost door - the Gasthof. Talk to
Huber behind the bar, and exhaust him. Go to the town hall - it's the green
doors behind the fountain. There are two doors - the one on the right is
locked, the one on the left lets you talk to a town official. Exhaust him.
Now travel back to the castle. On the way upstairs, you can ask Gerde about
the car keys, but she won't have anything useful to tell you.
Go back to Gabriel's room - the repairman has gone. Examine the bare spot in
the fireplace - there's a hole there. Look down into the toolbox, and grab
the screwdriver. Look back up and use it on the hole. You'll hear a click
inside the closet. Open the closet - a secret passage! Enter it. Travel
down the stairs and notice the pretty roses and the external view of the
castle. Go back up the stairs and enter Gerde's bedroom on the right. Not
much to do here - you can look at Wolfgang's picture - but notice a key
hanging in the closet. Grab it, and go back to Gabriel's room. Unlock the
door next to the bed - now you're in Gabriel's study.
The books are divided into three categories - Biographies, Books on the
Occult, and Case Journals. Examine the Occult books first - you'll find a
book on werewolves and yell at Gerde, too. There's a letter in the book, too.
Make sure to read the book and the letter out loud. Then grab two different
books from the Case Journals. Also, try to find an English language biography
of Ludwig II - no luck.
Well, a lot of food for thought. At least now, you have a date of the trial.
Go back to the Town Hall. Ask about the trial records; exhaust all
conversation. You'll be led into the dungeon. Look at the bed - you seem to
be developing some psychic abilities. Also, look out of the window and click
on the church. Leave the dungeon, go back to the town hall, and ask about the
church records. You'll get a note. Visit the church off to the left. Enter
it, and give the note to the priest. He'll give you a file. While you're
here, visit the Ritter graves in the back of the church - notice that
someone's left a silver heart on Wolfgang's tomb. Bring the church file back
to the town hall and let the official translate it for you. Go back to the
Gasthof - you have a couple more questions for Huber. Then go back to the
Enter the study and sit behind the desk. Call your old professor at Yale
(use the card on the phone). Then use the typewriter to write Gabriel a
letter. Go downstairs and ask for an address from Gerde. Then go into town,
go to the right, and click on the door between the dungeon and the Gasthof -
the post office. Ring the bell and mail your letter - you have to pay for
it, too. End chapter two.
Chapter Three - Gabriel
Read today's edition of the newspaper. Then visit your lawyer - whaddya
know, a package from Grace. Make sure to read everything in it - just
because Grace read it, doesn't mean Gabriel knows about it. After reading
the material, you'll have some more questions for your lawyer - exhaust him.
Go back out to Marienplatz and buy a cuckoo clock. Then go back to the farm
and write Grace a letter. Go back to Marienplatz and mail it.
Travel further on down Dienerstrasse - hmm, looks like there's a crime scene,
right next to the hunt club. Click on it. That looks like Commisar Leber
back there - try to get his attention. Huh, he ignores you. Try to show him
the evidence report - hmm, still not getting through. Show the evidence to
the television reporter - this gets Leber's attention. Leave the crime scene.
Enter the club. Talk to and exhaust the dooman. Then enter the main room.
Take a look around - nothing interesting. Look in the back hallway. Try both
of the doors. One's locked. Time to unlock it. Use the cuckoo clock on the
plant. QUICKLY, run to the front hall. Stand next to the doorman and wait.
Eventually, the clock will go off and the doorman will leave. Examine his
podium, open the drawer and grab the keys. Go to the back hall, unlock the
door, and get the clock from the plant. Once again, use the clock on the
plant, run to the front hall, wait for the doorman to leave, then replace the
keys in the drawer. Go to the back hall, grab the clock, and enter the
Two things to look at in the basement. One is a black book, on the right side
of the altar. The other is the photos on the walls. After looking at these
things, you'll be escorted out of the basement by an unpleasant von Zell.
You'll get a chance to talk with him; exhaust him. Be warned: ask him about
the trophies in the basement last, or he will storm off before answering all
Now to visit with Leber. Go to the police station and exhaust Leber - this
will take some time, there's a lot to talk about. When you're done, take a
look at the map on the wall. Click on it twice; once to get close to it,
another to share some observations about it with Leber. Click on the note
on the right side of the map. Use your notepad and jot down the phone
number. Leave the station. Go to your lawyer's office, and ask him to do
some research on missing persons.
Go to the farm, and call Grossberg's, using the phone number you jotted down
at the police station. Also, take a look at Von Glower's business card.
Time to pay him a visit.
Travel to his house, and exhaust Van Glower. While there, take a look at the
mask on the wall. Leave, and go back to the club.
Priess is there; exhaust him. When you're done, the other club members will
enter and pair off. Van Glower and Priess won't speak with you. You can talk
with Henemann and von Aigner. Exhaust them. Next, wander over to
Klingmann and von Zell. They won't talk with you; grab a magazine instead.
Put your tape recorder inside the magazine, then put it back on the table.
End chapter three.
Chapter Four - Grace
After a weird dream, go into town - notice in passing that Gerde's gone. Go
to the post office and pick up Gabriel's letter. Read it. Go to the Gasthof.
Talk with Huber, then with the Smiths. Exhaust the Smiths, then head over to
the graves in the back of the church. Click on Gerde - gosh, don't you
feel like an idiot. Go back to the castle, enter the hidden passage, walk
down the stairs, and get some roses. Go back to the church, and put them on
Wolfgang's grave. Gerde will reward you with the car keys.
Time to take a long tour. Travel to Neuschwanstein. The tour is a matter of
clicking on every hot spot and travelling to every room. Also, make sure to
listen to all of the tour tapes. There's a lot here; take your time in each
room. Especially note the paintings in the Singer's Hall. You will, however,
need to click on everything, everywhere. Like I said, it takes a while; be
patient. *NOTE* : If you use the "Hint" button to find out what places you
still need to visit, you'll find that Neuschwanstein always blinks. In three
times playing this game, I have been unable to keep it from blinking, no
matter how exhaustive a search I make of the castle. This is okay; you can
win the game and get the maximum score and still have this castle blinking
in Chapter Three.
Next, visit Herrnechiemsee - the Ludwig Museum. Buy a ticket from the sour
old woman at the desk. Look at everything. This is tricky - some parts of
the museum are "hidden"; you must move your mouse around and click on all the
hot spots, as well as move to all the locations you can. You must read the
letters between Ludwig and Elizabeth; read about Ludwig's diary; read the
excerpts from Ludwig's diary; look at the painting of the sleigh; read about
Ludwig's sleigh rides; read the notes from Ludwig to his servants; read
about Ludwig's final days; finally, after you've done all this, talk with the
woman behind the desk and exhaust her. Among other things, you'll discover
the location of the Wagner museum. Now you can leave.
Go to the Wagner museum. Georg will let you wander around. Again, look at
everything. At least there are no tour tapes to listen to. Look at the sofa;
the piano; the desk and everything on it; the letters; and Ludwig's wife's
diary on the desk next to Georg. Finally, talk to Georg and exhaust him.
Go back to Rittersberg. Go to Schloss Ritter; as you enter, Gerde tells you
that you have a message from your Yale professor. Go upstairs and call him.
He'll give you the name of a German professor; call him and arrange a
meeting. Look once again in the biography section of the bookcase; this time,
you'll find an English language biography of Ludwig. Read it; also note that
there is a phone number on the front page. Go to town; on your way out, ask
Gerde about Gabriel. Go to the Gasthof and ask Huber to get the Smiths. Ask
Mrs. Smith about your dream.
Now travel to the Memorial Chapel at Starnberger See. Walk all the way to
the left, and click on the railing. You'll meet the German professor; exhaust
him. Look at the cross on the water, too. Go back to Schloss Ritter.
Ask Gerde to try and get you a special permit. Go upstairs and call the
publisher of the Ludwig biography. They'll give you Chaphill's son's number.
Call him, beg for the diary and be turned down flat.
Well, you've done everything humanly possible. Time for some divine
intervention. Go to Rittersberg and click on the bushes to the right of the
church. The lilies are blooming! Grab one. Go back to Starnberger See.
Walk all the way to the left. Click on the railing, then click on the
shoreline to the right. You'll get a closeup of the shore; use your lily on
the water. Gosh, that creeped me out. Go back to Schloss Ritter and write
a letter to Garbriel; go to town and mail it. Trudge back up to Schloss
Ritter; Gerde tells you that you've got a fax at the post office. Back to
the post office; looks like someone had a change of heart. Read the fax,
then go back to the Wagner museum. Show the fax to Georg. End chapter four.
Chapter Five - Gabriel
First, you have a tape to pick up. Go to the club and get the tape recorder
from the magazine by the fireplace chairs. On your way to your lawyer's
office, stop off and pick up some white sausage. Ask Harry about the missing
persons, then have him translate the von Zell conversation tape for you.
Leave the office; read Grace's letter.
Go to the police station. Exhaust Leber. Show him the von Zell conversation
tape. Pick up the account book and tear out a page. You now have a new
place to travel to: Buchenau, where Dorn's place is.
Knock on the door. Dorn wants money, and lots of it. Fortunately, you've
got lots of money. Go back to your lawyer and have him withdraw some money
for you. Take it back to Dorn; he'll let you inside. Exhaust him, then walk
to the other end of the kennel and look at the last cage on the right.
Examine the straw in the bottom right. Oops, tiger. Nothing a little white
sausage won't cure. Click on the straw again. Leave and go back to the club.
From there you'll be taken to the lodge.
Enter von Aigner's room, middle door on the left. Exhaust him. Go
downstairs and exhaust Hennemann. While you're down here, open up the
cabinet and grab the lamp. Go back upstairs and enter Klingmann's room,
nearest door on the left. Sarcastic, isn't he? Time to change his attitude.
Show him the wolf tags.
Now for the outdoors. Go outside. Go to the barn and grab the shears. Then
go explore the woods. Become familiar with the layout. There are two places
of significance. First is a muddy patch immediately east of the lodge;
examine it and the paw print it contains. Find a orange mud patch to the
south; examine it and the paw print it contains. Go back to the lodge.
Enter Priess' room, far door on the right. Open up the cabinet and grab the
rope. Open up the window by the bed and look down. Use the rope on the
ledge. Move to the middle window; open it, climb inside. Look at the
bathroom rug; take a closer look at the almost-hidden footprint. Next, look
at the book on the bedside table. Read the entry, and also read the letter
sticking out of the back of the book. Leave through the window; reenter
Priess' room, and go downstairs.
Examine the ledge on the fireplace; there are now some matches there. Grab
them. Go back to the patch of orange mud and use the shears on the bushes
next to it. Enter the cave. Some rather disturbing noises, eh? Light the
lamp with the matches. Yikes! Run back to the lodge, go upstairs, and enter
Von Glower's room (nearest door on the right). A couple of cutscenes follow.
You're alone in the dark woods with a werewolf. SAVE! This is a part of the
game where you can actually die. Go north, west, west, west, south, south.
Here's the ravine. SAVE! Now to get the werewolf here. Go north, north,
south. The werewolf should appear. Use the talisman on him. If he retreats
south, follow him. Otherwise, go south, north, north, south, and try again.
Keep repeating this until the werewolf retreats south to the ravine. Follow
him south. Finally, shoot the werewolf. End chapter five.
Chapter Six - Grace and Gabriel
Go to the bed and talk with Gabriel. Talk with him a second time, then go to
the post office. Read Von Glower's letter. Go to the Gasthof. Exhaust Mrs.
Smith, and grab one of her rolls. Go to Gabriel's bedroom in the castle and
grab a pillowcase. Reenter the dungeon in town. Use the roll on the pigeon,
then use the pillowcase to capture it. Don't worry, it'll live.
Drive to Altotting. Enter the priest's office. Buy a bottle of water from
the priest. Try and talk to the priest; he'll give you a card. Leave
Back to Neuschwanstein. Go to the swan statue in the living room; you'll see
a kid stand on a chair. Use the bottle of water on that chair. Run into the
bedroom and click on the panel in the middle of the room - the same one you
saw in Gabriel's vision. Now go to the Grotto; wait for the guard to leave,
then click on the rear, left wall. Now go to Singer's Hall. Notice where the
guard is standing. Go to the far end of the hall and use the pigeon on the
adjoining hall. Go to the other end of the hall and click where the guard was
standing. You should now have all three acts of the opera.
Go back to Altotting. Go inside the church (you don't need to talk with the
priest yet, just walk inside the church.) Look at the silver offerings
adorning the walls. Go back to Rittersberg. Enter the church, go back to
the graves, and click on Wolfgang's tomb - middle one on the left. Take a
look on the silver heart at his feet. Go ask Gerde if you can have it. Then
go back to Wolfgang's tomb and take it. Back to Altotting.
Show the priest the card he gave you earlier. He'll take you into the shrine.
First, pray at the right railing. Then put the silver heart in the basket
by the right railing. Walk to the far right and open the door. Move the
chair next to the urns, then grab Ludwig's urn (bottom left urn of the urns
above the chair). Fast forward two months.
You're still Grace. Grab a program from the table and read it. Nice to know
what this opera is all about. Also, look in your inventory and examine the
Wagner diagram. Be sure to click on the big "X" in the diagram.
Walk to the right a couple of times and open the door at the end of the
hallway. Talk to Gabriel. Grab your "to-do" list and the opera glasses off
the table. Look at the bulletin board. Grab and examine the seating chart.
Make your way upstairs. Open the double doors in the middle. Look around,
then leave. Walk off to the right, and open the door at the end of the hall.
Examine the spotlight, turn it on and grab the handle. Aim it where you plan
to put Van Glower, then click.
Go back downstairs and show the seating chart to the usher. Enter the main
auditorium. Talk to Georg. Also, talk to the guys messing with the
chandeliers - they're off to the left of Georg. Oops. Oh well, leave the
Enter the hallway immediately to the left of the auditorium. Open the door at
the end of the hall. Examine the ropes behind and to the left of the workmen.
Grap the rope that's tied off in the right center. Now go down the stairs.
This is a little maze of rooms; it's a good idea to get yourself familiar with
the layout. For now, go east and open the fuse box in the rear of the room.
Grab the key. Go east, east, south, south, south. Open the furnace, fill it
with coal, click on the control panel below the furnace door, press the
button, and turn the handle to "hoch". Leave the room to the left.
Now go west, west, west, north. There's a closed door to the west; open it.
There's a "hidden" exit that points off to the left. It's right next to the
door you came in; move your mouse around until the "exit" points left.
Click, and you'll be taken to another part of the room. There's a "privat"
sign there; take it. Leave the room. Test the key you got from the fuse box
on the door. It works! You can explore the basement some more if you want.
Eventually, though, go back upstairs.
Go to the front of the theater. The usher warns you that you're out of time.
Go back to the office where Gabriel is. Click on Gabriel. Overture.
May as well get dressed (besides, it's neat to see Grace moving about in that
gown). Go to the office and switch clothes. You'll also talk to Leber.
After he leaves, go upstairs. Go to the spotlight room and use your opera
glasses on the opening. Make sure that's really Von Glower sitting there.
Go to the upstairs double doors. Tie them shut with the rope. Put the
"privat" sign on them as well. Act Two.
Go the left part of the room. Move the center trunk. Use your knife to pry
open the grate. Enter it.
Go north, north, and walk up the stairs. Examine the same ropes that Grace
examined before, but this time grab the tape. Enter the dressing rooms to the
SAVE! This is another "dying" place. Grab the red costume and put it on.
Examine the makeup table and grab the makeup powder. Quickly, use the
powder on the mirror. Then hide behind the panels to the left. When the
actor comes in, use the tape on him. Act Three.
Long cutscene follows. At the end, you're a wolf in the basement. The object
here is to cut off Von Glower's escape, as well as force him into the furnace
room. Fortunately, he will not willingly enter the same room you're in, nor
will he willingly enter a room immediately adjacent to yours, so this helps.
You'll also notice a "smell" button; this will help you keep track of your
location, as well as Von Glower's, and also help you see what doors are open.
SAVE! Another dying place.
This next part must be done quickly, before Von Glower can escape. Go
forward. Turn around, close the door. Turn left, go forward, turn right,
close the door. Turn left, go forward, turn right, close the door. What
you've accomplished is to close the three doors that allow east-west travel
to the stairs. Von Glower is now trapped; the rest of this can be done at
a slower place. This is another good place to save.
Move to the room immediately north of the furnace room (the furnace room is
the room to the extreme south and east). Close the northern door. Move one
room to the west and close its northern door. Move west, north, east. Close
the northern and western doors.
There may be more elegant solutions than this, but this solution works every
Now go east, north, west, west, south, south, east, east, and east. You
should be just north of the furnace room. SAVE! This is the finale, and you
won't be able to save after this. Go south into the furnace room.
You need Grace's help, so look at her.
Gabriel doesn't exactly have hands right now, so you have to open the furnace
door for him. Then look back at Gabriel.
Wait for Von Glower to jump. As soon as he jumps, click on him. The
timing must be just right.
End of game.
I'd be interested in any other tidbits you find in this game. For example,
did anyone find a way to stop Neuschwanstein from blinking in Chapter Three?
Send me some email at email@example.com. I'll also be glad to answer any
questions you have, if this walkthru isn't clear enough. Or if you have any
other comments E-mail me.