GOBLIINS II SOLUTION -------------------- World 1 ------- Village The first thing you need to obtain is the bottle. You do this by getting Fingus (F) to steal the bottle whilst distracting the old men`s attention by getting Winkle (W) to try and steal the notable`s sausage. The notable will hit W across the screen and the old men will laugh so much that they do not notice F pinching their bottle. Once you have the bottle, move on to the fountain. Fountain Hacing procured the bottle, you must now fill it. Fortunately the bottle seems endowed the magical power of being eternally full once filled for the first time! The way to fill the bottle is to get W to hold the bottle in the stream of water that emerges when F operates the fountain. It may take a few goes to get it right, but having done so it`s now back to the Village. Village Get F to water the flowers by using the bottle on them. They will now grow and be ripe for the picking. Get F to take a flower and give it to the notable. He will now fall asleep which will enable W to steal his sausage. To do this, place W on the doormat thing whilst F operates the switch. W will be catapulted onto the roof and can then steal the sausage without fear of molestation by the notable. You can now kiss the Village goodbye and return to the Fountain. Fountain Get W to use the bottle on the frog. He will spit water at it and it will leap away to reveal a stone. Take the stone, then get F to use it on the mechanism on the right hand side of the roof. This will bring down a rung which F must hold down in order for W to climb the ladder. Get W to stand near the chimney. Now get F to knock on the door of the Wizard`s house. He will open his window and, when spoken to, say that he has no time. Keep trying him until he opens the window and wags his finger. Now get W to try and climb down the chimney. He will get blown out, but the Wizard will open his door to you. Enter the Wizard`s house. Wizard`s House Get F to chat to the Wizard before procuring the matches. These are in the tiger rug`s mouth, so the best way to get them is to get W to stand on the rug`s tail. It`s mouth will open and F can now take the matches. Get F to use first the bottle and then the matches on the kettle. This will start to boil and will result in a poster peeling back to reveal the clock key. Blow out the kettle and then retrieve the key. Now take this up to the clock and wind it. Get W to stand under the clock whilst F winds the clock again. A key should pop out with the cuckoo, get W to use the stone on it to get it. This may need a few tries. Now it`s time to go back to the Fountain. Fountain Get W to open the cellar door with the key. Take the wine and move on to the Giant. Giant You need to get an egg, so get F to stand behind the chicken whilst W picks it up by the throat. When the chicken is firmly in W`s grasp, get F to hit the chicken over the head with the sausage. An egg will pop out, which you should collect. You now need to wake up the Giant. Not easy when the dog won`t let you pass, so some sort of trickery is needed. To get past, have W stand next to the dog whilst F sticks the sausage down the pot hole. The dog will be stunned enough to let W through. W must now go through the hole in the tree, which opens a secret tunnel. F and W can then both go back through the tunnel to the Giant. The way to wake the Giant is to let him smell food. Use the matches on the sticks to get a fire going, and then get F to use the egg on the fire. The smell of the egg cooking will wake the Giant. Now give him the wine and the sausage and he will let you past and onward to World 2. World 2 ------- Trench Much bomb-related chicanery is needed here. Get F to enter the small tower, he will then throw out an unlit bomb. Get W to hold the bomb whilst F lights it. He will then throw it and the guard will explode. Now get W to enter the tower. Get F to hold the bomb whilst W lights it. When the bomb is thrown it will make the carpet fall until a hand catches it. Send F back into the tower and then have W light the bomb as before. The hand will now drop the carpet. Board the carpet and go and talk to Soka. He will tell you to collect the hourglass from Tom. Tom The first thing you need here is a ball. There`s one on the far right of the screen on a branch. Get W to throw the stone at it so that it falls to the ground. A little boy will now come and pinch it and disappear into the house with the window. W should now enter the house, upon which the little boy will reappear from the house on the bottom right. During all this F must go through the top right door to reappear behind the little boy and collar him. This will require quite exact timing, but you can have as many goes as you need to get it right. Having regained the ball, F must give the ball to the basketball player. He will shoot at the hoop, but W must intercept the ball with a header, sending it in the direction of the mayor`s window. The mayor now emerges so chat with him before moving up to Tom`s on the top right of the screen. He tells you that you can have the hourglass if you bring him a melody. To find this, your next stop is Kael. Kael W must wake the nymph with the bottle before giving the tree a drink! Having done this he is invited by the tree to climb on his hand up the branch. Now get F to stand on the rock under the branch. W should be made to shake the branch, during which time a flower will fall which F will catch. Get him to put the flower under the small stone. Now get F to lift the stone. A bee will fly out and F will grab it`s honeypot. Now get him to stand on the big rock to the left of the stone. Get W to make the bee fly out. As soon as this happens F should be made to climb on the bee`s back, which will then carry him up to the nymph. Give the nymph the honey, and she`ll show you the magic mushroom. Pick up the mushroom and get W to knock on Vivalzart`s door. Show him the mushroom and then go in. Vivalzart Get W to put the mushroom into the machine and then get F to activate it. The machine starts up but the liquid is blocked by the clothes peg. Get W to take a worm from the jar. Now put F on the trapdoor under the vulture. Get W to activate the switch which will launch F up to the vulture. While F is hanging in there W should throw the worm to the vulture. He will now drop F who will now have a piece of meat. This should be given to the piranha who will eat it and spit out the bone. Place one Gobliin on the trash can and get the other to give the bone to Vivalzart. He will throw it in the bin which will launch the Gobliin up onto the shelf. Now collect the kindelixir and remove the peg that blocks the pipe. The liquid will now drip into the container. Each Gobliin should collect some liquid in the bottle and drink it. They will disappear, apparently into a dream. Jazz Recover the drumstick by getting W to stick a hand in the headlight. Use this on the hood to make a butterfly net. Get F to jump up and down on the spring and, for a brief moment a bicycle pump will appear next to the drummer. W can again it by sticking a hand in the headlamp. Now get one Gobliin to stand on the spring (without bouncing on it) and then get the other to jump up and down on it. The two will then jump in turn and a door will open on the left. Go through here, and get the other Gobliin to use the peg on the base of the hose. Now go through the bottom right hole to get to the top right. Speak to the guitarist, he plays and a note will die slowly at top right. Catch it with the butterfly net. Now get W to use the pump on the saxophonist and get F to catch the mosquito in the net. Now get F to use the pump on the sax man and get W to catch the note which comes out. Use the mosquito on the headlamp with W to make the drummer play. F should catch the last note and you will have the melody you need. Go and give it to Tom. Tom Put the melody in the door on the bottom left. It will now enter the clock, and you can now collect the hourglass from Tom. From here, it`s back to the trench. Trench Open the contents of the hourglass into the Trench. Cross the new bridge and exit through the opening in the castle wall to World 3. World 3 ------- The aim here is to get the blacksmith to forge the key to the chest which will provide the diving suits required for World 4. Guards Each of the guards has a name, so use the pointer to find the names of each one. Take the mayonnaise and put it near Gromelon. Take F up onto the shelf and get him to jump down onto the mayonnaise. Gromelon will get covered in the stuff, so while he`s otherwise engaged get W to nick his sword. Get W to activate Rustik. This will cause `Stalopicus` mouth to open, in which F will find chewing gum. Take it and use it in the chest lock to obtain an imprint. Now toddle off to the Forge. Forge The first thing to do here is to give the blacksmith both the chewing gum and the sword. He will request your help to activate the bellows. Get W to use the stool on Oto to make him mad. Get F to stand next to him and grab hold of the lance as it swings past. He can now jump on the bellows and allow the smith to forge the key. Take it. Now use the mayonnaise on Focus with W and get F to take a piece of the meat when it is lowered. This may take a little practise. You can now leave this screen, but not before taking the anvil. It`s now time to pay the Guards a second visit. Guards Make F use the meat on Amidal to obtain his false teeth! Use the key on the chest and have each Gobliin take a diving suit. Now exit to the Well. Well Have W enter the tunnel. He will press a button which will open a secret door near the monster. Lift the hatchet with W to reveal another button. Get F to press it, but be quick. This will open the door into the monster. Enter the tunnel again but this time with F. He will press the other button which will make the monster move it`s mouth. As soon as this happens get W to go through the door. He will thrn shout at Schwarzy who will be so shocked that he will become momentarily stunned. While he is in this state, get F to use the stool on the hoist and hitch him up. Now use the false teeth on him with W before throwing the anvil at him before he comes up. The well cover will now get lifted, so have each Gobliin put on his diving suit and take a dive to World 4. World 4 ------- The aim in World 4 is to get the Mermaid and Octopus to open the passage to the Throne Room. Wreck Don`t waste your time here just yet, go through on to the Mermaid. Mermaid Use the stool on the sea-horse with F. From now on you can use the sea-horse directly to go up. Take F through the hole going up to the right. Activate the shell with W who will throw it up to F. Take W up the whole going to the right. Activate the cavity with F and a gloved gand will emerge. When it stops get W to drop the shell on it. Get W to pick the shell up and take the glove with the starfish inside. Now is the time to visit the Wreck. Wreck Go onto the deck and through the door with W. Light the lamp with F and a lamp-fish will arrive. Get F to go up to the top of the mast, from where he can catch the fish. The lamp-fish should be used on the ??? zone to illuminate a chest. Now place F on the big shell. Light the lamp with W and when the moray eel appears operate the rudder. F will be thrown by the big shell near the statue. Use the starfish on the chest with W and activate the statue with F while the chest is open to obtain the sword. Use the sword on the skull to retrieve the diamond and go back to the Mermaid. Mermaid Neutralise the blob by putting the glove over it. Get F to grasp the bottle to recover a parchment containing an SOS from the Prince Buffoon. Do the same with W to get a pearl. Give the pearl and the diamond to the Mermaid and she will open part of the passage. Get F to give the parchment to the Octopus to get him to open the other. Recover the glove from the blob and also the stool and make your way to World 5. World 5 ------- The aim in world 5 is to release the Prince Buffoon by getting Amoniak and his henchmen to drink the elixir of kindness. Store Obtain the salt by getting F to prod the swordfish. Now get F to lift the lid of the pot whilst W pours salt over the small fellow inside. He will tell you to take the file from the bowls on the shelf, so do this with W. Now get F to hold onto the rope on the right whilst W jumps onto the one on the left. F will not hold on for long so good timing here is essential. If you get it right then F will get himself a lift up to the shelf. He is now in a posistion to free Colibrius by filing through the chain. Do this and he will fly away, leaving F free to remove a thumb tack from the wall. The next thing to do is to get W to pour salt over the meat balls. The hand of Oumkapak will come out in anger and grab the cook. While he is held aloft, get W to place the thumb tack on the case the cook was sitting on. The cook will sit on it and throw up a meat ball in pain. At this point get F to pour the kindelixir on the meat ball. This requires precise timing and placement so you may need quite a few attempts to get it right. When you do, Amoniak will become pacified and a trip to the Throne beckons. Throne First thing to do here is to take the pepper pot. Having done this the Gobliins need to get up onto the ledge, so get W to use the stool on the comice and have F climb up using W`s hands. W can now be helped up by getting him to go through the door in the eye on the right hand side that opens when F operates the switch. Your next task is to obtain the crown. This is done by getting W to walk into the left ear (right as we see it) whilst at the same time getting F to pull the tongue on the left hand side. W should now pop out and steal the crown. You now need to get a cockroach, and this feat is performed by getting F to walk through the left ear whilst W pulls the tongue. The next task is to catch the thing, and this is done by getting W to use the orifice on the left hand side whilst at the same time getting F to use the hole on the right using the glove. Timing is important here but, all being well, you should be able to catch the cockroach. You must now put the cockroach in front of the hole at the front on the right (next to Glotziok). Pour kindelixir on it and Glotziok will eat it and become pacified. Catch another cockroach in the same way as before and exit left to the Armour screen. Armour Your mission here is to disguise the cockroach as a ladybird which, covered in kindelixir, will be eaten by Amoniak. You first need to obtain a feather from the helmet with F and dip it in the paint pot on the shelf. Use the brush (as the feather has become) on the cockroach and put the insect in front of the little hole at the front. Now cover it first with pepper and then with kindelixir. You now need to speak to the king. You can do this by clicking on the loose stone near the bottom of the tower which will take you up to the helmet. Get the Gobliin to knock on the helmet and give the king his crown back. He will now return to his normal size. A return to the Throne is now necessary. Throne As a change from the last time you were here, Amoniak has disappeared and Glotziok and Oumkapok now have daft grins. You can now take the Prince Buffoon, who becomes the third member of the team. Back now to the Armour. Armour Put the Buffoon near the shrinking machine at the top and get first F and then W to stand under it. They will shrink and the Buffoon will do likewise before they all jump out of the learned man`s window and on to World 6. World 6 ------- Parchment Lift the knife by getting F to lift the handle and W to lift the point. This needs to be done twice. Now get F to take the book mark. Use this on the candle to give it a wick. Now have W take the match and use it on the eye, which will fall out. Get the Buffoon to kick the eye, which will break the glasses. You should now get F to take the shard of glass and use it on the ray of light. This will light the candle and produce a lump of wax. Get F to take the wax and use it first on the seal and then on the imprint on the lock. Take the seed that emerges and plant it on the village map. The Gobliins and the Buffoon can now climb down and on to the next screen. Plant The Buffoon, living up to his name, has fled up the tree and won`t come down, even though he`s hungry. The tree Kael will donate if only something can be found to carry them in. Get W to go through the hole at the base of the plant. The Buffoon will not be pleased with this and his actions will cause a bean to fall. Open the small stone and a mole will pop out. Get W to take the bean and use it on the mole. During the ensuing struggle have F steal the mole`s hat. W should now be made to climb up and use the match on the apples. An apple will bounce down which F can catch in the hat if he stands to the left of the screen. Use the apple on the hole to give it to the Buffoon. He will rush down and eat the mushroom. Get F and W to follow his example and move on to the Toys. Toys An important point to remember here is that F should not be allowed to go past the guy with the cymbals to the left of the screen until he absolutely needs to. Get F to go to the skittles. As the bowling ball arrives and smashed into them get W to go onto the star and jump onto the ball and hence stop it. Now get W to put the bowling ball on the cover along with himself. F can how activate the lower flagstone which will result in a pin landing on the umbrella. Catch another bowling ball, and put it on the cover as before and get W to stand on the see-saw at bottom left. Get F to activate the flagstone again and W will be catapulted up onto the rainbow. He must now go and activate the left feeler to produce a bubble. Get W to jump on the bubble and float down onto the cover. Get F to activate the flagstone again and the bubble (and with it W) will be blown up onto the umbrella (if you get your timing right). W can now take the pin. Get W back up onto the rainbow as before and then get F to stand at the end of the rainbow. Get W to activate the top flagstone and then get him to press the switch to make the Buffoon fall into the bubble-maker`s circle. Get F to activate the feeler and the Buffoon will be trapped in a bubble. Now W can burst the bubble to free the Buffoon, And now, back to the Plant. Plant Put the Buffoon onto the catapult. Press the button with one Gobliin and, once the key comes out of the statue, get the other to jump on the other end of the catapult. The Buffoon becomes airborne, unhooks the key, and gets taken off by a bird! Time to leave via the rear exit. Mountain You need to get the stone from the first level up to the third. This is done by getting one Gobliin to lift the stone while the other, placed on the level above, takes it from him. Once the stone is on the third level put one Gobliin on the lion and then throw the stone with the other. The upshot of this is that one of them is now on the giant`s right shoulder. Go through the hole and next to the red head, which should be pushed off. Come down and take the stone to level 2. Put W on the lion and have F throw the stone. Winkle will end up on the giant`s left shoulder and should go through the hole and next to the fallen head. Put F on the lion and get W to push the head off. F will land on the levitating rock. Move F to the centre of balance ("!!!"). He will start to jump and the rock will descend. When it gets to W`s level get him to jump on. The rock will rise up to the top. Use W on the small rock near the cage and, during the time he is between the two, get F to walk over him to the other side. Timing is critical here as a mistake means you have to start the screen all over again! Get F to use the file on the cage and retrieve the key. Back to the Plant again for the last time. Plant Just use the key on the door. Simple, and the perfect route to World 7. World 7 ------- Lab You will find that your inventory contains only magic water. Use this on the Buffoon and an evil creature will take him to the Kingdom Of Death. Get W to take the pencil on the ledge and use it 3 times on the blackboard. The wizard gets a bit narked with him and throw a sponge at him, which he should take. Now get F to use the pencil on the portrait. The Wizard will throw a boomerang at him which W must catch by jumping onto the armchair. Now use the mug on the Wizard. He will bang the table and a toothpick will bounce to the other side of the room. While the toothpick is still bouncing get F to throw the boomerang at it. Get W to collect the toothpick and use it on the skeleton. The rib cage will open and a bottle fall to the floor and smash. Use the sponge on the pool of liquid. Now get W to blow on the pipe. As he does this get F to use the sponge on the smoke. This will reveal the door to the final show-down - the Kingdom Of Death. Take your courage with both hands and send both Gobliins through. Kingdom of Death Stand F on the eye at the bottom of the screen and get W to jump off the left edge of the top right platform ("!!!"). F will be thrown upwards. Get the mouse and have W use it on the mud. A crocodile will come out and W should jump on him straight away. He will fly upwards and while Amoniak reaches out to catch him get F to throw the boomerang at the teeth. If you get yout timing right Amoniak will drop the Buffoon. Before the little demon that pops out can retrieve the Buffoon, make a Gobliin jump from "!!!" which will cause the eye to jump out and stun the little nasty creature. Put the sponge on the rock. Now put the Buffoon on the eye and make W jump from "!!!". The Buffoon will be thrown onto the sponge which in turn will wet the rock. As the water flows out, get F to draw a door on the rock. This will create an exit which will last a short time. Get W to turn the handle and our three heros can make a triumphant exit. Well done, you have now completed Goblins 2! Now do you feel a hero or what?