Title: Gobliins II Complete Walk-Thru Authors: Adam Cheal (i3y092@rick.cs.ubc.ca) Kevan Dettelbach (s1d192@rick.cs.ubc.ca) Date: March 26, 1993 +==============================================+ | Walk-Thru for Gobliins 2: The Prince Buffoon | +==============================================+ Compiled by: Adam Cheal & Kevan Dettelbach Comments: VERY hard game, with a lot of scenarios where things must be done EXACTLY right or you get no hint that it was the right thing to do. Very cool animations though, and impressively long. In the walk-thru, Winkle is the Blue Gobliin, and Fingus is the Green Gobliin. Part 1: The Village ------------------- Move Fingus near bottle. Get Winkle to attempt to take the sausage. While the old men are laughing, get Fingus to grab the bottle. Go to Fountain scene. Move Winkle and Fingus near fountain. While Fingus uses the fountain, get Winkle to use the bottle on the jet of water. Get Winkle to use bottle on toad and then take the stone. Go to Village scene. Get Fingus to use bottle on flowers, then take a flower. Make Fingus use the flower on the Notable. While Winkle stands on the doormat, get Fingus to use the switch. Get Winkle to take the sausage. Go to Fountain scene. Get Winkle to knock on door then talk to wizard. Get Fingus to knock on door and talk to wizard. Get Fingus to use stone on mechanism. While Fingus uses rung, get Winkle to go to chimney. Get Winkle to use chimney. After wizard invites you in, enter house. While Winkle stands on the rug's tail, get Fingus to take the matches from it's mouth. Get Fingus to use matches on kettle then use bottle on kettle. Wait for kettle to start steaming. Get Winkle to use kettle to blow out the fire. Get Winkle to take spring key. Get Fingus to use spring key on cuckoo-clock while Winkle positions himself on the tail of the rug. While Fingus uses cuckoo- clock, Winkle uses stone on the large key that emerges from the clock. Get Winkle to take the key. Go to Fountain scene. Get Winkle to use the large key on the cellar, then take the wine. Go to Giant scene. While Winkle uses the chicken, get Fingus to use the sausage on the head of the chicken. Get Fingus to take the egg. While Fingus uses the sausage on the pot-hole, get Winkle to walk past the dog. Get Winkle to use the hole in the tree. Get both Winkle and Fingus to enter the burrow. Get Winkle to light the wood pile with the matches. Get Fingus to use the egg on the fire to wake the giant up. Get Fingus to give the giant the wine and the sausage. Enter the forest. Part 2: Entering the Castle --------------------------- Get Fingus to enter tower, and he will throw out a bomb. While Fingus uses the bomb, get Winkle to light it with the matches. Get Winkle to enter the tower and he will throw out a bomb. While Fingus uses the bomb, get Winkle to light it. Finally, get Fingus to enter the tower, and another bomb will be thrown out. Get Winkle to use the bomb while Fingus lights it. Get Winkle to stand on the carpet, then get Fingus to stand on the carpet. Go to Kael scene. Get Winkle to use the bottle on the nymph, then on Kael. Get Winkle to stand on Kael's hand to be lifted into the tree. Get Fingus to move on top on stone located to left of Kael. Get Winkle to use the branch, and Fingus will catch the falling flower. Get Fingus to use the flower on the stone flap located to the left of the mushroom patch. After he drops the flower in, get Fingus to open the flap again to get some honey. Get Fingus to move on top of the stone ramp to the left of the stone flap. Get Winkle to open the stone flap while Fingus hops on the back of the bee. Get Fingus to give the honey to the nymph. Get Fingus to pick the mushroom that the nymph pointed out. Get Winkle to knock on the door and give the mushroom to Vivalzart when he appears. Enter the treehouse. Get Winkle to talk to Vivalzart then put the mushroom in the machine. Get Fingus to press button on machine. When the machine gets stuck, move Fingus on top of the pad located under the vulture's nest. Get Winkle to use the jar to get a worm. Get Winkle to press the switch to the left of the machine, then quickly use the worm on the vulture and Fingus will fall carrying a piece of meat. Get Fingus to use the meat on the piranha. Get Winkle to stand on top of the garbage can lid in front of Vivalzart. Get Fingus to pick up the meat bone, and give it to Vivalzart. After Winkle gets catapulted, get him to pick up the clothes peg and the elixir of kindness. Get Fingus and Winkle to use the bottle on the container where the drips are going. Teleport... Get Winkle to use the clothes peg on the tube. Get Winkle to use the headlight and he will grab the drumstick. Get Fingus to use spring while Winkle uses the headlight to grab the pump that appears. Get Winkle to use the drumstick on the hood to make a flycatcher. Get Fingus to use the hole. Get Winkle to use the pump on the saxophone player, while Fingus uses the flycatcher on the mosquito that appears. Get Winkle to use the hole and move Fingus to the saxophone player. Get Fingus to use the pump on the saxomphone player while Winkle uses the flycatcher to get the note. Move both Winkle and Fingus on top of spring and get one of them to use the spring to make a door appear. Get Fingus to use the hole, while Winkle uses the door and moves near the guitar player. Get Winkle to talk to the guitar player while Fingus waits and uses the flycatcher to get the note that floats over. Finally, get Winkle to use the mosquito on the headlight to scare the drummer while Fingus uses the flycatcher to get the last note in the melody. Teleport... Get Winkle to use the stone on the ball. Get Winkle to use the melody on the door to the right of the basketball player. Move Fingus next to the door to the right of the clock. Get Winkle to enter the little boy's house and when the boy appears out of the lower door, get Fingus to enter his door and he will grab the ball from the boy. Move Winkle under the basket. Get Fingus to give the ball to the basketball player while Winkle uses the basket to knock the ball into the Town Hall. Get Winkle to talk to the mayor. Get Winkle to knock on the clockmaker's door and talk to Tom who gives Winkle an hourglass. Go to Trench scene. Get Fingus to use hourglass on trench to make a bridge. Get both Winkle and Fingus to enter the opening on the other side of the sand bridge. Part 3: The Castle Courtyard ---------------------------- Move Winkle in front of Rustik, then move Fingus in front of Stalopicus. While Winkle pokes Rustik, Fingus waits until Stalopicus opens his mouth, then grabs the gum from inside it. Get Fingus to use the gum on the opening on the cupboard to make an imprint. Get Fingus to take the mayonaise. Get Fingus to walk up on to the roof near the animal skull, then jump off. Without moving Fingus from his current position, get him to use the mayonaise on the ground in front of him; this will force him to drop the tube on the ground. Now move Winkle to the left of Gromelon while Fingus heads for the roof again. Make Fingus jump off the roof onto the mayonaise and blind Gromelon while Winkle grabs the sword. Get Fingus to take the mayonaise. Go to Forge scene. Get Fingus to use the imprint and the sword on the blacksmith. Move Fingus to the right of Oto. Get Winkle to get the stool, then use it on Oto. Get Fingus to grab the end of Oto's lance and he will swing over to the bellows. Get Fingus to jump on the bellows, then talk to the blacksmith to get the key. Move Fingus onto staircase under Focus while Winkle moves to left of Focus. While Winkle uses mayonaise on Focus, get Fingus to use the stool on the meat to grab a piece. Get Winkle to take anvil. Go to Guards scene. Get Fingus to use meat on Aridal to get his false teeth. Get Fingus to use the key on the cupboard, then grab a diving suit from the cupboard. Get Winkle to get a diving suit from the cupboard. Go to Well scene. Get Winkle to enter the tunnel, and he will press a button that reveals a door. Move Fingus to the left of the hatchet. Get Winkle to use the hatchet while Fingus presses the switch behind the hatchet, which opens the hidden door. Move Fingus in front of the tunnel and move Winkle in front of the door. Get Fingus to enter the tunnel, and he will press a button that starts the monster's mouth moving. As soon as Fingus reappears out of the tunnel, send Fingus in the door and he will begin to speak out of the moving mouth. While this speaking is going on, get Fingus to use the stool on the hoist to connect the rope to Schwarzy's belt. Get Fingus to use the false teeth on Schwarzyto scare him, then use the anvil on him to hold him down. Get Fingus and Winkle to use their diving suits on the well. Part 4: Trapped Underwater -------------------------- Get Winkle to stand on the platform on top of the mast. Get Fingus to use the lantern, and Winkle will grab the fish-lamp that emerges. Go to Mermaid scene. Get Fingus to enter the hole located on top left of the octopus. Get Winkle to use the shell while Fingus waits and catches it. Leaving the shell where it is, move Fingus in front of the cavity located under the mermaid. Move Winkle into the hole at the top of the octupus ramp. While Fingus sticks his hand in the cavity and pulls out a starfish, Winkle waits for the "glove" to appear, then uses the shell to trap the "glove". Move Winkle down to the shell, and get him to use it; he will pick up a glove and a starfish. Go to Wreck scene. Move Fingus and Winkle near the lantern. Get Winkle to use the lantern to summon the moray eel, then move him on top of the seashell. Get Fingus to turn the rudder which will summon a fish that will, eventually, cause Winkle to be catapulted to the bow of the ship. Move Fingus to the top of the stone staircase on the right. Get Fingus to use the fish-lamp on the dark ??? spot. Get Fingus to use the starfish on the chest that appears while Winkle uses the statue to get catapulted up to the chest, and he will grab the sword inside the chest. Get Winkle to enter the door located on the main deck a few times and he will eventually pop out the skull. Get Winkle to use the sword on the skull to release the diamond, then pick up the diamond. Go to Mermaid scene. Move Fingus and Winkle near the blob on the top left, using the stool on the seahorse to get catapulted up. Get Winkle to use the glove on the blob. Get Winkle to use the green bottle to get a pearl. Get Fingus to use the bottle to get a piece of parchment. Move Fingus and Winkle away from the blob and get Winkle to get the glove back from the blob. Get Fingus to give the pearl and the diamond to the mermaid. Get Fingus to pick up the stool (if you left it by the seahorse). Get Fingus to use the parchment on the octopus. Leave via the opened door. Part 5: Inside the Castle ------------------------- Get Fingus to use the swordfish, then Winkle grabs the salt. Fingus lifts the pot cover while Winkle uses the salt on the fellow in the pot. Winkle moves near the rope on the ledge above the cook while Fingus moves near the other end of the rope. While Fingus grabs the rope, Winkle yanks on his end to lift Fingus up to the ledge above. Fingus uses the file on the chain above the cage to free the bird. Fingus then takes a thumb tack from the wall. Go to the Throne scene. Fingus takes pepper. Go back to Storeroom scene. Move Fingus behind cook, while Winkle moves near the meatballs. Winkle uses the pepper on the meatballs, then quickly moves to steps joining platforms above cook. When the cook is lifted up, Fingus puts the thumbtack on the case, then Winkle uses the kindelixir on the meatball that is thrown up to him. Go to Throne scene. Winkle uses the stool on the cornice while Fingus jumps in Winkle's hands. While Fingus presses the switch near the top right of the screen, Winkle climbs in the door that appears in the eyeball. Move Winkle through ear, near the tongue. While Fingus enters the ear, Winkle pulls the tongue. Move Fingus near the hole and move Winkle near the orifice. While Winkle pokes his head in the orifice, Fingus uses the glove on the hole to get the cockroach. Fingus uses the cockroach on the hole, then uses the kindelixir on the cockroach. Repeat ear-pull tongue-use glove procedure to get another cockroach. Move both Winkle and Fingus back up on the walkway above the throne. While Winkle walks into ear, get Fingus to pull the tongue and Winkle will grab the crown. Go to Armour scene. Fingus uses the stone, then the helmet to talk to the boy. Fingus then uses the crown on the helmet to restore the true king. Fingus takes a feather from the knight's helmet, then uses it on the paint can. Fingus moves by the hole at the bottom of the screen. Fingus uses the cockroach on the hole, uses the brush on the cockroach, then sprinkles pepper on the cockroach to create a "ladybug". Fingus then douses the "ladybug" in kindelixir and waits until the "ladybug" walks into the hole. Go to Throne scene. Fingus uses Buffoon to free him. Go back to Armour scene. Move Buffoon near machine on roof. Move Fingus under machine, then get Buffoon to use the machine. Repeat for Winkle. Shrunken on the Desk -------------------- Winkle grabs the match and uses it on the eye to pop it out. Buffoon uses the eye and kicks it around breaking the glasses. Winkle picks the glass splinter. Move Fingus to the handle of the knife, and Winkle near the poiont of the knife. While Fingus lifts the handle, Winkle lifts the point and they shift it over a bit. Repeat. Fingus then grabs the bookmark and cuts it off on the knife. Fingus uses the bookmark on the candle, then uses the glass splinter on the ray to melt some wax. Fingus grabs the wax and uses it on the seal to create an imprint. Fingus then uses the imprint on the keyhole to open the chest. Fingus grabs the seed, and uses it on the village on the map. All the characters use the plant to disappear. The Village Entrance -------------------- Winkle uses the hole in the beanstalk, then grabs the bean that falls down. Winkle stands to the right of the stone, while Fingus stands to the left. Winkle opens the stone and uses the bean on the mole while Fingus quickly grabs the hat. Winkle climbs up the beanstalk to the apple tree while Fingus moves to the far left of the apple tree. Winkle uses the match on the tree to knock an apple off and Fingus uses the hat on the bouncing apple to catch it. Winkle then uses the apple on the hole to trick Buffoon into coming down from the limb. Winkle and Fingus eat mushrooms to follow Buffoon to Dreamworld. Dreamworld ---------- Winkle moves near star at the top of the ladder, while Fingus uses the skittles. When the bowling ball appears under Winkle, Winkle uses the star and jumps off to capture the bowling ball. Winkle moves onto the cover and drops the bowling ball on it with him. Fingus then jumps on the flag located to the left of the star which knocks the pin to the top right of the screen. Repeat the skittle procedure to get another bowling ball. Winkle uses the bowling ball on the cover, then moves onto the teeter- totter below. Fingus jumps on the flag to the left of the star which boosts Winkle up onto the rainbow. While Fingus stands on the flag under the rainbow, Winkle jumps on the flag on the rainbow to boost Fingus up. Winkle moves to the flag to the left of the star (below rainbow). Fingus presses the feeler button to create a bubble then quickly runs over and hops on the bubble. When the bubble lands on the cover, Winkle jumps on the flag to send Fingus floating over the pin. Fingus grabs the pin, and jumps down. Get another bowling ball and repeat the procedure above that moves both Winkle and Fingus on to the rainbow. Move Winkle near the switch and move Fingus neat the feeler button. Winkle presses the button and Fingus waits until Buffoon is in the bubble blower than presses the feeler button, while Winkle runs over to the "Buffoon Bubble" and pops it with the pin. The Village Entrance (again) ---------------------------- Move Buffoon on the end of the catapult, Winkle near the other end of the catapult and Fingus near the button. While Fingus presses the button, Winkle jumps on the catapult and Buffoon grabs the key and is grabbed himself in the process. Go to Mountain scene. Mountain -------- Winkle stands by stone, while Fingus moves to the level above him. Winkle lifts the stone and Fingus takes it from his hands. Repeat the procedure to move the stone up another level. Fingus stands on lion's head and Winkle throws the stone to catapult Fingus to the staff. Fingus pushes the head of the staff off onto a ledge below, then jumps down. Move the stone up one level. Winkle stands on the lion's head while Fingus throws the stone. Winkle climbs in the hole and Fingus moves onto the lion's head. Winkle pushes the head off the ledge to catapult Fingus onto the floating ledge. Fingus jumps on the !!! spot on the ledge to lower it down to Winkle who promptly jumps on it. While Winkle stretches over to the rock, Fingus quickly runs across his back to the birds. Fingus uses the file on the cage to free the birds, then grabs the key. Go to Plant scene. The Village Entrance (for the LAST time!) -------------------------------- --------- Fingus uses the key on the door, then walks through it into the village. The Laboratory -------------- Fingus uses magic water on Buffoon. Fingus grabs the pencil on the ledge above Tazaar. Winkle uses the pencil on the blackboard three times, then grabs the sponge that Tazaar throws at him. Winkle stands near the armchair and Fingus moves near the portrait. While Fingus uses the pencil on the portrait, Winkle uses the armchair to bounce up and grab the boomerang. Winkle then uses the mug on Tazaar and Fingus uses the boomerang on the toothpick that falls down to knock it to safety. Winkle takes the toothpick and uses it on the skeleton to reveal the magic water. Winkle uses the sponge to mop up the magic water. Winkle then blows on the pipe while Fingus uses the wet sponge on the smoke to create a magic portal. Both Winkle and Fingus enter the door. Deathland --------- Winkle stands on the top right ledge and Fingus stands on the eyeball. Winkle jumps on the !!! on the left of the ledge to catapult Fingus to the mouse. Fingus grabs the mouse and jumps down. Move Fingus and Winkle to the right of the mud. While Fingus uses the mouse on the mud, Winkle jumps on the crocodile and is catapulted up to the ledge. Quickly, Winkle uses the boomerang on the teeth. After Buffoon falls to the floow below, Winkle jumps on the !!! on the ledge to launch the eyeball at the evil creature that appears. Winkle uses the wet sponge on the rock. Buffoon stands on the eyeball and Winkle jumps on the !!! on the ledge again to catapult Buffoon onto the sponge. After the water covers the rock, Fingus uses the pencil on the rock to draw a magic door. Quickly, Winkle uses the door handle to open the door to home. That's it!!! LONG! game and the ending is fairly cheesy (nice drop to DOS when it's done), but very challenging. Hope the walkthru helped! This walkthru is Copyright (C) 1993 by Adam Cheal and Kevan Dettelbach. All rights reserved.