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- 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.
-