home *** CD-ROM | disk | FTP | other *** search
- GOBLIINS 2 LOESUNG
-
- Problem:
- The Village - Part I.
-
- Hint:
- Speak to the Notable. He's the one sitting on the porch. Talk to the two old
- men with both Fingus and Winkle. You need to get their bottle. Have Winkle try
- to steal the sausage while he is standing on the ground. While the two old men
- laugh, Fingus can take the bottle. Go to the Fountain.
-
- Problem:
- The Fountain - Part I.
-
- Hint:
- Use Fingus to turn on the fountain. Use Winkle to place the bottle under the
- jet of water. Use the full bottle of water on the Toad with Winkle. Pick up the
- stone that was under the frog. Knock on the Wizard's door and talk to him. Have
- Fingus use the stone on the mechanism. Make Fingus pull down the ladder rung
- and have Winkle climb the ladder to the roof. Have Winkle enter the chimney and
- enter the Wizard's house.
-
- Problem:
- The Wizard's House.
-
- Hint:
- Talk to the Wizard with Winkle and Fingus. Have Winkle step on the tiger's
- tail. Take the matches in the tiger's mouth with Fingus. Use the matches to
- light the fire under the kettle. Pour water in the kettle. The poster will be
- partly steamed off the wall. Blow the fire out by touching the kettle. Take the
- spring key. Have Fingus use the key on the cuckoo-clock. When the cuckoo comes
- out with the big key, use Winkle to throw a stone and knock the key down. Take
- the big key and leave.
-
- Problem:
- The Fountain - Part II.
-
- Hint:
- Open the door of the cellar with the key. Take the wine and go to the village.
-
- Problem:
- The Village - Part II.
-
- Hint:
- Use the bottle of water to water the flowers. Make Fingus give a flower to the
- Notable. Place Winkle on the platform and have Fingus press the switch. When
- Winkle is thrown onto the roof have him steal the sausage. You can now visit
- the giant!
-
- Problem:
- The Giant.
-
- Hint:
- Use the sausage on the pot hole with Fingus. Take advantage of the moment to
- let Winkle pass by the dog. Open up the burrow with Winkle and go through the
- hole in the tree. Have Winkle tickle the chicken and use Fingus to hit him with
- the sausage. Take the chicken's egg with Fingus and light the wood with Fingus
- or Winkle. Place the egg on the fire with Fingus. As you are talking to the
- awakened giant, give him the wine and sausage. Winkle and Fingus can now exit
- at the top.
-
- Problem:
- The Trench.
-
- Hint:
- Enter the small tower with Fingus. After picking up the bomb with Fingus and
- lighting the fuse with Winkle, the guard will explode. Enter the small tower
- with Winkle. Pick up the bomb with Fingus and light the fuse with Winkle, the
- carpet will drop and a hand will catch the carpet. Enter the small tower with
- Fingus, pick up the bomb with Winkle and transfer it to Fingus so he can light
- the fuse. The hand will drop the carpet. Walk on the carpet. Go talk to Soka.
- He will advise you to look for "the sand of time" to cross the trench.
-
- Problem:
- Kael.
-
- Hint:
- Have Winkle use the bottle on the nymph to wake her up. Give the tree a drink
- with Winkle and climb onto the tree's hand. Place Fingus on the rock under the
- branch. Use Winkle to knock down a flower by shaking the branch and have Fingus
- ready to catch it. Use the flower on the stone under which the bees live. Use
- Fingus on the stone. When a bee flies out, Fingus will get honey. Put Fingus on
- the big rock to the left of the stone and use Winkle on the stone to make the
- bee come out. Put Fingus on the bee's back. When the bee takes Fingus near the
- nymph, have him give the honey to the nymph. The nymph will point out the
- correct mushroom. Pick the mushroom and use Winkle to knock on Vivalzart's
- door. Show him the mushroom with Winkle and enter his house.
-
- Problem:
- Vivalzart's House.
-
- Hint:
- Put the mushroom into the machine with Winkle and activate it with Fingus. When
- the machine starts, the liquid is blocked by the clothes pin. Take a worm from
- the jar with Winkle. Place Fingus on the left trap door under the vulture.
- Activate the shelf button with Winkle. This tosses Fingus to the vulture. While
- Fingus is hanging, throw the worm to the vulture with Winkle. Fingus will drop
- with a piece of meat. Give the meat to the piranha who spits out the bone.
- Place a goblin on the trash can. Take the bone and give it to Vivalzart. When
- he throws it into the trash can, a goblin will bounce onto the shelf. Get the
- Kind Elixir and the clothes pin blocking the pipe. The liquid will go into the
- container. Use the bottle and give each goblin a few drops to drink. Watch the
- gobliins disappear into a dream.
-
- Problem:
- The Musicians.
-
- Hint:
- Put a hand on the headlight with Winkle to recover the drumstick. Make Winkle
- put the drumstick on the stocking cap to create a net. When you activate the
- spring with Fingus, a bicycle pump appears for a short time near the drummer.
- During this brief period, put Winkle's hand on the headlight and put the
- bicycle pump in inventory. Place a gobliin on the spring. Activate the spring
- with the other goblin. The gobliins will jump in turn and a door on the left
- will open. Go through the door.
-
- Problem:
- Water Hose.
-
- Hint:
- In the musician room, at the top, the way is blocked by a water hose. Use the
- clothes pin on the base of the hose with one of the gobliins. Go through the
- bottom right hole and speak to the guitarist. He plays and a note dies out at
- the top right. Capture the note with the net. Have Winkle use the bicycle pump
- to pump up the saxophone player. Use Fingus to catch the mosquito coming out of
- the sax with the net. With Fingus, use the bicycle pump to pump up the sax
- player. Use Winkle to catch the note coming out of the sax with the net. Use
- the mosquito on the headlight with Winkle to make the drummer play. When Fingus
- catches the last note with the net, you'll have the melody. Use the melody on
- the bottom left door. It will enter the clock. Go see Tom and he will give you
- the hourglass.
-
- Problem:
- What do I do with the Hourglass once I have it?
-
- Hint:
- Use the hourglass on the trench in the trench room. Go through the opening.
-
- Problem:
- Gromelon.
-
- Hint:
- Get the mayonnaise and put it near Gromelon. Put Fingus on the shelf and make
- him jump on the mayonnaise. While Gromelon is drenched, pick up the sword with
- Winkle and activate him on Rustik. When Stalopicus' mouth is open, take the gum
- with Fingus. Use the gum on the cupboard lock to take an imprint. Take the
- mayonnaise before leaving.
-
- Problem:
- What do I do with the imprint?
-
- Hint:
- Give the dwarf blacksmith the imprint, then the sword. He will ask for help
- with the bellows. Use the stool with Winkle on Otto to make him grimace. When
- he shakes his lance, hang Fingus on it. Fingus can then jump on the bellows and
- the dwarf blacksmith can forge the key. Take the key from the blacksmith and
- use the mayonnaise on Focus with Winkle. While the meat is lowered, use the
- stool with Fingus to take a piece. Take the anvil before leaving.
-
- Problem:
- Amidal.
-
- Hint:
- Make Fingus use the meat on Amidal to get his false teeth. Use the key on the
- cupboard. Each gobliin will take a diving suit.
-
- Problem:
- The Well.
-
- Hint:
- Enter the well with Winkle. He will press a button which reveals a door into
- the monster. Lift the hatchet with Winkle to reveal a switch. Press the switch
- with Fingus before the hatchet drops back. The monster's door will open. Enter
- the well with Fingus. When the monster starts to speak, go through the
- monster's door with Winkle. The combination of the monster's jaw moving and
- Winkle's voice will stun Schwarzy.
-
- Problem:
- Schwarzy.
-
- Hint:
- While Schwarzy is stunned, use the stool on the hoist with Fingus to hitch him
- to the hoist. Use the false teeth with Winkle to scare Schwarzy, who'll hang
- for a moment. Throw the anvil at Schwarzy before he comes up. He will go down
- farther to lift the cover off the well. Each goblin will use a diving suit to
- go down into the well.
-
- Problem:
- The Ship Wreck.
-
- Hint:
- Go on the lower deck and through the door with Winkle to move the skull. Light
- the lamp with Fingus and a lamp fish will arrive. Catch the lamp fish with
- Winkle placed on top of the mast. Use the lamp fish on the three question mark
- zone and a chest will appear.
-
- Problem:
- The Sea Horse.
-
- Hint:
- Use the stool on the sea horse. From now on, use the sea horse directly to go
- up. Send Fingus through the hole on the right. Activate the shell with Winkle,
- who throws it up, and catch it with Fingus. Send Winkle through the hole on the
- right. Activate the cavity with Fingus and a gloved hand will emerge. While the
- hand is stopped, drop the shell on it with Winkle. Pick up the shell with
- Winkle. He can now take the glove with the starfish inside.
-
- Problem:
- The Big Shell.
-
- Hint:
- Place Fingus on the big shell. Light the lamp with Winkle. When the moray eel
- appears, activate the rudder. This will throw Fingus by the big shell near the
- statue. Use the starfish on the chest with Winkle. While the chest is open,
- activate the statue with Fingus to get the sword. Use the sword on the skull.
- Pick up the diamond.
-
- Problem:
- The Glove, The Blob.
-
- Hint:
- Use the glove on the blob to neutralize it. Grasp the bottle with Fingus. The
- bottle contains a parchment with an "SOS" message from the Prince Buffoon.
- Grasp the bottle with Winkle. It contains a pearl. Give the pearl to the
- mermaid and give her the diamond. The Mermaid will open part of the passage.
- Use the parchment on the octopus with Fingus. the octopus will open another
- part of the passage. Recover the glove on the blob and the stool. Exit through
- the passage.
-
- Problem:
- The Storeroom.
-
- Hint:
- Activate the swordfish with Fingus and take the salt. Lift the large pot cover
- with Fingus. While he's holding it, pour the salt on the little guy with
- Winkle. Take the file in the small pot with Winkle. While Fingus is holding the
- rope on the right, activate Winkle on the left rope to pull Fingus up onto the
- shelf. Free Colibrius from the chain by having Fingus use the file. Colibrius
- will fly off with his cage. Take one of the thumbtacks on the wall.
-
- Problem:
- Meatballs.
-
- Hint:
- Salt the dish of meatballs with Winkle. When Oumkapok's hand grabs the cook,
- place the thumb tack on the case with Fingus. The cook, in pain, will throw the
- meatball up in the air. Use the Kind Elixir on the meatball with Winkle.
- Oumkapok is now neutralized and you can go to the Throne.
-
- Problem:
- The Throne Room.
-
- Hint:
- To get to the cornice, use the stool with Winkle and climb using his hands with
- Fingus. Press the switch with Fingus and make Winkle go through the door that
- opens in the bottom right eye. Winkle will join Fingus at the top. To take the
- crown, walk Winkle into the ear and activate the tongue immediately with
- Fingus. Make a cockroach come out, by sending Fingus into the ear. Activate the
- tongue immediately with Winkle.
-
- Problem:
- The Cockroach.
-
- Hint:
- To catch the cockroach, use Winkle on the left orifice. Immediately use Fingus
- on the right hole with the glove. Put the cockroach in front of the right hole
- and pour Kind Elixir on it. Glotziok will eat it and become neutralized. Make
- another cockroach come out by using Winkle again on the left orifice. Use
- Fingus on the right hole with the glove to get it. Pick up the pepper and
- return to the left side of the room. Exit out the door on the left.
-
- Problem:
- The Armor Room.
-
- Hint:
- The cockroach must be disguised as a ladybug and coated with the Kind Elixir in
- order for Amoniak to eat it. Take the helmet feather and dip it in the paint
- pot. Put the cockroach in front of the hole through which the painter feeds the
- king. Paint the cockroach red and pour pepper on it. Pour the Kind Elixir on
- the bug. Speak to the king in the armor. To do this, click on the stone to go
- up, then click on the helmet. Give the king back his crown by putting it on the
- helmet to return him to normal size.
-
- Problem:
- When can I rescue the Buffoon?
-
- Hint:
- When Amoniak has disappeared and Glotziok and Oumkapok have silly smiles. You
- can rescue the Buffoon.
-
- Problem:
- The Armor Room - Part II.
-
- Hint:
- Take the Buffoon to the shrinking machine. Put the gobliins under it one at a
- time. The Buffoon will start the machine and shrink them both. The gobliins
- will then jump out of the scientist's window.
-
- Problem:
- The Knife.
-
- Hint:
- Click Fingus on the handle. Just before lifting it, click Winkle on the point.
- They will move the knife. Repeat this operation to move the knife again. Click
- Fingus on the bookmark. Use it on the candle with Fingus. Pick up the match and
- use it with Winkle on the eye. Click the Buffoon on the eye. He will kick it
- and break the glasses. Pick up the shard of glass and use it on the ray of
- light with Fingus. Pick up the lump of wax and use it on the seal. Use the
- imprint on the keyhole. Pick up the seed and use it on the map village. A plant
- will grow. Put the Buffoon and the two gobliins on the plant.
-
- Problem:
- How do I get the Buffoon out of the Tree.
-
- Hint:
- The Buffoon is hungry and won't come down until he is fed. You can obtain
- apples for the Buffoon from Kael, the tree. You need to obtain a container
- first though. Go through the hole with Winkle to get to the Buffoon. He reacts
- violently and a bean drops. Click on the stone and a mole appears. Use the bean
- on the mole with Winkle. While they struggle, take the mole's cap with Fingus.
- Use the match on the apples with Winkle. While the apple is bouncing, use the
- cap on it with Fingus. Use the apple on the hole with Winkle to give it to the
- Buffoon. He comes down and rushes to the mushrooms. In turn, the two goblins
- eat the mushrooms.
-
- Problem:
- The Toy Room.
-
- Hint:
- Use Fingus on the bowling pins. As the bowling ball arrives, put Winkle on the
- right star so he can jump on the ball and intercept it. Put the bowling ball on
- the lid with Winkle and place him on the lid too. Activate the bottom flagstone
- with Fingus. The safety pin drops and lands on the umbrella. Catch another
- bowling ball. Put it on the lid. This time, place Winkle on the catapult at the
- bottom left. Activate the bottom flagstone with Fingus. Use Winkle on the
- feeler and make him jump on the bubble. The bubble will float down with him
- onto the lid. Activate the bottom flagstone with Fingus. When the bubble is
- blown towards the umbrella Winkle can take the safety pin.
-
- Problem:
- What do I do with the safety pin?
-
- Hint:
- Catch another bowling ball. Put the bowling ball on the lid and put Winkle on
- the catapult. Activate the bottom flagstone with Fingus. Make Winkle go up and
- activate the top flagstone after placing Fingus on the flagstone at the
- rainbow's end. If necessary, Fingus can be returned to the bowling pin side of
- the room by using the catapult. Put him on the catapult and have Winkle jump
- from the star on the left onto the catapult. Activate the switch with Winkle to
- make the Buffoon fall. In the short time he's in the bubble makers circle,
- quickly use Fingus on the feeler to enclose him in a bubble. Make Winkle burst
- the bubble with the pin to free the Buffoon.
-
- Problem:
- The Buffoon in the Tree - Part II.
-
- Hint:
- Place the Buffoon on the catapult. Press the button with a goblin. Once the key
- comes out of the statue's eye, activate the catapult with the other goblin. As
- the Buffoon is catapulted up, he will grab the key and be taken away by a bird.
- Exit at the rear of the scene.
-
- Problem:
- The Mountain.
-
- Hint:
- Have one goblin lift the stone. Situate the other goblin on the upper platform.
- The goblin should take the stone and put it on the 2nd level. Repeat the
- operation to put the stone on the 3rd level. Place a goblin on the lion. Throw
- the stone from level 3 with the other goblin. When the first goblin is on the
- giant's right shoulder make him act on the red head, which falls off. Come down
- and take the stone to level 2. Place Winkle on the lion and throw the stone
- from level 2 with Fingus. Winkle will be placed on the giant's left shoulder.
- Go through the shoulder hole and bring him near the fallen red head. Place
- Fingus on the lion and activate the head with Winkle. Fingus will land on the
- levitating rock.
-
- Problem:
- The Levitating Rock.
-
- Hint:
- As Fingus lands on the levitating rock, move him to the rock's "!!!" zone. When
- he starts jumping, the rock will descend. When the rock gets to Winkle's level,
- make him jump on it. The rock will rise. Use Winkle on the small rock near the
- bird cage. Quickly make Fingus walk on him. Use the file on the cage with
- Fingus and get back the key.
-
- Problem:
- How do I open the gate in the Tree scene?
-
- Hint:
- Use a key on the door.
-
- Problem:
- The Lab.
-
- Hint:
- Use water on the Buffoon. An evil creature will take him to the Kingdom of
- Gloom and Doom. Have Winkle take the pencil and use it 3 times on the
- blackboard. Take the sponge which the furious magician throws at him. Have
- Fingus use the pencil on the magician's portrait. While he's being hit by the
- boomerang, jump on the armchair with Winkle to catch it in flight. Make Winkle
- use the mug on the magician who will bang on the table. He'll knock a toothpick
- to the other side of the room. While the toothpick is still bouncing, make
- Fingus throw the boomerang.
-
- Problem:
- What do I do with the Toothpick?
-
- Hint:
- Have Winkle use the toothpick on the skeleton to open the rib cage. A bottle
- will smash on the ground leaving a puddle. Use the sponge on the puddle. While
- Winkle acts on the pipe, use the wet sponge on the smoke with Fingus. The way
- to the Kingdom of Gloom and Doom opens. Send the gobliins through.
-
- Problem:
- The Kingdom of Doom and Gloom.
-
- Hint:
- Place Fingus on the bottom right eye, and Winkle on the left edge (with the
- "!!!" marks) of the top right platform. Winkle will jump and Fingus will be
- thrown. Pick up the mouse and use it on the mud. Jump on the crocodile. As
- Amoniak reaches to catch the goblin, use the boomerang with the other goblin on
- the teeth. This will cause the Buffoon to fall. Before the little demon can
- send the Buffoon back to Amoniak, make a goblin jump from the left edge (with
- the "!!!" marks) of the top right platform. The eye will pop out and hit the
- little demon.
-
- Problem:
- The Buffoon and the Sponge.
-
- Hint:
- Put the sponge on the rock. Place the Buffoon on the eye and make Winkle jump
- from the left edge (with the "!!!" marks) of the top right platform. This
- throws the Buffoon onto the sponge which wets the rock. As the water flows, use
- the pencil with Fingus on the rock. He draws a magic door which lasts a short
- time. Make Winkle turn the handle. The three heroes go out the door and you
- have won the game!
-