Title:   Gobliins II Complete Walk-Thru 
Authors: Adam Cheal   ([email protected])
         Kevan Dettelbach ([email protected]) 
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.



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