242 lines
14 KiB
Plaintext
242 lines
14 KiB
Plaintext
Walkthrough for GOBLIINS 2 Henning Koch
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========================== koch_h@lifra.lif.de
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Level 1 (Village, Well, Giant)
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------------------------------
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First Fingus has to steal the bottle, while Winkle tries to steal
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the sausage. At the well Fingus has to push the statue. While the
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statue is spiting water, Winkle has to fill the bottle. Then
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Winkle has to scare off the frog with the bottle. Take the stone.
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With the stone Winkle must use the mechanism. Let Fingus pull down
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the mechanism, while Winkle goes up. After Fingus has spoken with
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the magician, let Winkle jump into the chimney. Now the door is
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open. In the house Winkle has to kick the tail. While the mouth is
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open, Fingus has to take the matches. Now you must use the bottle
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and the matches on the kettle (wait). Then one of them has to blow
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out the fire. Take the key, put it into the clock, turn the key
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and while the bird comes out, Winkle has to throw the stone on the
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bird. With the key you can open the door to the wine-cellar. Take
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the wine. In the village give the poured flower to the old man
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with the sausage. Now you must put Winkle on the mat in front of
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the house and Fingus has to push the button. From the top of the
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house Winkle can take the sausage. In the level with the giant
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Winkle has to grab the hen. While he holds the hen, Fingus must
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use the sausage on the hen's head. Take the egg. While Fingus is
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putting the sausage through the hole in front of the dog, Winkle
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goes past the dog and goes through the tree. Then both Goblins go
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back through the hole in the wall. After one of them fire the
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wood, Fingus has to put the egg into the fire. Then wake up the
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giant and give the sausage and the wine to him. Now you can go
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into the next level.
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Level 2 (Ditch, Kael, Vivalzart, Musicroom, Tom)
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------------------------------------------------
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Fingus has to take a bomb out of the tower. While he holds it,
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Winkle fires it with the matches. Then Winkle takes a bomb and
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fires it while Fingus holds it. After that Fingus takes a bomb
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again and fires it while Winkle holds it. Then one of them goes on
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the carpet and speaks with the magician. In the level with Kael
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Winkle has to use the bottle on the nymph. After Winkle gives the
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bottle to Kael and stands on his branches, put Fingus on the rock
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under the branches. And now they have a flower. One of them has to
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put the flower in the stone and you get honey. Winkle opens the
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stone and Fingus has to jump on the bee. He gives the honey to the
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nymph and takes the mushroom which the nymph shows you. Let Winkle
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knock on the door and Fingus shows the mushroom to Vivalzart. In
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the house Winkle has to take a worm. Put Fingus on the plate under
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the vulture. Winkle must push the button and while Fingus is
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hanging on the meat, Winkle has to throw the worm to the vulture.
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Give the meat to the piranha and take the bone. Then Winkle has to
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put the mushroom in the machine and Fingus must push the button.
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After that Fingus goes on the dustbin and Winkle gives the bone to
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Vivalzart. Then take the wash-clip. Now both must fill the bottle
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and then they are at the musicroom. Winkle has to grab through the
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floodlight and put the blowstick through the catch- sock. Then he
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has a catch-net. Now Fingus has to jump on the feather. And while
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he is jumping, he has to grab through the floodlight. Now both
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have to jump on the feather (together). Then Winkle has to clamp
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the pipe with the wash-clip. Fingus goes to the guitar player
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through the hole on the left side. Winkle jumps into the hole on
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the right side and catches the guitar player's note with the net.
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Winkle blows the saxophon player with the pump. Then Fingus has to
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go through the hole and catches the mosquito. Now Fingus has to
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blow the saxophon player and Winkle catches the note. Now Winkle
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has to put the mosquito through the floodlight and Fingus catches
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the last note. Now they are in the level with Tom. Winkle has to
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throw the ball with the stone. Now he has to go into the house
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with the boy. While Winkle goes in, Fingus has to go into the
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house on the top. Now Fingus gives the ball to the
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basketballplayer. While the ball is jumping on the basket, Winkle
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has to jump into the basket. After you spoke with the mayor and
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Tom, Winkle has to throw the melody into the house at the bottom.
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Then speak with Tom. Take the sand-clock and use it on the ditch.
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Go through the hole and you're in the next level.
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Level 3 (Guards, Blacksmith, Well)
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----------------------------------
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In the level with the guards Winkle has to wake up Krusty. While
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the mouth of one guard on the right side is open, Fingus has to
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grab the bubble gum. One of them puts the bubble gum into the
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keyhole. Winkle has to put the mayonnaise under the mask on the
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floor. Then Fingus goes above the board on the top of the screen
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and jumps on the mayonnaise. While the guard is deverted Winkle
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has to grab the rapier. Give the rapier and the stamp to the
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blacksmith. Then Winkle has to use the stool on Oto. Fingus
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quickly has to jump on the lance. After Fingus jumps on the
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bellow, he goes to the blacksmith and takes the key and the anvil.
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While Winkle gives the mayonnaise to the gnome on the right side,
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Fingus takes a piece of meat with the stool. In the level with
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the guards Winkle gives the meat to the gnome with the teeth. Then
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one goblin opens the cupboard. Take a diving suit with each
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goblin. In the level with the well the well goes into the tunnel.
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Then he lifts the axe. Now Fingus pushes the button at the axe.
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Fingus goes into the tunnel. And while the mouth is moving, Winkle
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goes into the door. Now Fingus quickly goes on the stool and ties
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the rope on Schwarzy. Then Winkle shocks Schwarzy with the teeth
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and gives the anvil to him. Finnaly both goblins put on their
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diving suit and go into the well. Now you can swim into the next
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level.
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Level 4 (Wreck, Mermaid)
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------------------------
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Fingus has to push the light-fire. Then Winkle has to catch the
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lamp-fish. Now Winkle puts the lamp-fish to the ??? on the right
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side. In the level with the blind mermaid Fingus slips through the
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hole besides the exit. While Winkle is throwing the shell, Fingus
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catches it. Now Fingus climbs on the sea-horse with the stool.
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Then he grabs into the cave and while the glove appears, Winkle
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throws the shell from the place where Fingus catched the shell.
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Now Winkle grabs the shell and takes a glove and a starfish. Then
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Fingus puts the glove above the gel-monster, takes the bottle and
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gives the parchment to the octopus. Now Winkle takes the bottle,
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takes the pearl and gives it to the mermaid. Then he takes the
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glove and goes back to the wreck. There Winkle calls the moray
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per light-fire. Now put Fingus on the big shell. When Winkle uses
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the control wheel, Fingus will catapult up. While Winkle throws
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the starfish on the chest, Fingus has to touch the statue and
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takes the rapier. Now Winkle goes through the door and Fingus
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throws the rapier against the skull. He takes the diamond, gives
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it to the mermaid and goes to the exit (don't forget the stool).
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Now you are in the next level.
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Level 5 Stock Chamber, Throne Room, Armament Chamber)
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-----------------------------------------------------
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In the stock chamber Fingus has to touch the sword-fish. Now
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Fingus lifts the cover of the pot and Winkle puts the salt into
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the pot. Take the file out of the three pots. Then Winkle goes to
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the rope above the cook. While Fingus takes the rope on the other
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side, Winkle pulls on the rope. Fingus has to file the chain of
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the cage and takes a nail. Winkle has to put the salt on the meat
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balls, while Oumkapok takes up the cook. Winkle has to put the
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nail on the box. Now Fingus must pour the friend- drink above the
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flying meat ball and Oumkapok is now friendly. Then you must go to
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the throne room. Fingus takes the pepper. Winkle holds his hands
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on the parapet and Fingus goes on them. Now Fingus pushes the
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button and Winkle goes through the door on the right side. Fingus
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goes to the tongue and pulls it while Winkle is in the ear. Now
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Winkle pulls the tongue while Fingus is in the ear. Then Fingus
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grabs in the hole on the right side with the glove while Glotziok
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is deverted from Winkle whilst he puts his head through the
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opening on the right side. You must put the cockroach in front of
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the hole on the right side and pour friend-drink on it. Now you
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let a cockroach come again, take the cockroach and go to the
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armament chamber. At the armament Fingus jumps per stone-pressure
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in front of the window. He opens the visor and puts the crown on
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the helmet. Then you take a feather from the helmet and put this
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feather in the red paint at the painter, put the cockroach in
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front of the hole, pour the friend-drink above it, use the red
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feather on it and put pepper on it. The fool is free now and can
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reduce the both goblins. Now you are in the next level.
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Level 6 (Board)
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---------------
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At the map Winkle takes the point of the knife and Fingus takes
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the grasp. You must repeat this process some times. Now take the
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reader-sign. Winkle has to lever the eye with the match and the
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fool kicks the eye. Put the reader-sign in the candle and hold the
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fragment into the light-ray. You must put the wax into the seal
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and take the imprint. You must put this imprint into the stamp.
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Put the seed on the Village on the map, slide down the beanpole
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and you are in the next level.
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Level 7 (Kael, Dreamland, Mountain)
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-----------------------------------
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Winkle climbs through the hole and takes a bean. He gives this
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bean to the mole. While the mole is pulling the bean, Fingus takes
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the moles' cap. Now Winkle takes with the match an apple from the
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tree. While the apple is jumping, Fingus catches it with the cap.
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Winkle puts the apple in the hole. Finally both goblins must eat a
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mushroom. In the dreamland Fingus touches the cone and while the
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ball is jumping, Winkle goes on the star. Winkle puts the ball on
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the cover and stay with it there. Now Fingus has to stand on the
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plate (safety-pin). You take a ball again, put it on the cover and
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put Fingus on the catapult. Fingus jumps on the plate again and
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Winkle is up. There Winkle has to push the aerial, put himself on
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the bubble and when he lands on the cover, Fingus must jump on the
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plate (safety-pin). Now you put Winkle up again. Put Fingus on the
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plate in front of the bubble-man and Winkle jumps on the topmost
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plate. Now Fingus is up, too. Fingus pushes the button. And while
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the fool is catched in the bubble-ring, Winkle pushes the aerial.
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Now you must prick the bubble with the safety-pin and they are in
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the level with the beanpole again. Put the fool on the catapult.
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While Fingus pushes the button (then the key comes), Winkle
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catapults the fool to the key (try it, until a bird comes). Now
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you can go to the mountains. While Fingus lifts the stone, Winkle
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takes it. Now Fingus takes the stone, which Winkle lift to him.
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Then put Winkle on the head of the lion and let Fingus throw the
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stone. Winkle pushes down the head. You must lift the stone again,
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but this time only to the second floor. Then Winkle goes on the
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head of the lion again and Fingus throws the stone. Fingus goes on
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the head of the lion and Winkle let fall the head. Now you let
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jump Fingus on the !!! until Winkle can reach the rock. Winkle
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makes a bridge between the rocks. Fingus goes above the bridge,
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file the bird out of his cage, takes the key and the fool, goes
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into the screen with the beanpole, unlocks the door and goes into
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the next level.
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Level 8 (Tazaar)
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Give the magic water to the fool. Winkle has to paint with the
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pencil on the portrait and a boomerang comes fly, which Winkle can
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take from the arm-chair. Winkle pours water on Tazaar with the cup
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and Fingus takes the teeth-poke with the boomerang. Now Winkle has
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to paint on the board with the pencil three times. Winkle opens
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the skeleton with the teeth-poke and makes the sponge wet in the
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puddle. Winkle blows the whistle and Fingus holds the sponge into
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the smoke. Now you must go through the door and you are in the
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next level.
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Level 9 (Death-Empire)
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There Winkle goes to the !!! and Fingus on the eye. While the
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crocodile wants to snatch the mouse which Fingus holds to it, put
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Winkle on the head. He will catapult up, throws the boomerang
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against the teeth and quickly goes the !!!. Winkle puts the sponge
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on the rock. Now put the fool on the eye and catapult him to the
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sponge. While the water runs out, Fingus quickly must paint a door
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on the rock and Winkle quickly must open the door. Go out of the
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door and you can enjoy the Happy-End.
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Henning.
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--
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Henning Koch, koch_h@lifra.lif.de
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D-6367 Karben 5, Germany, Phone: +49 6034 5237
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(Errors in my English? I'm only 12 years old and still learning...)
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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Another file downloaded from: The NIRVANAnet(tm) Seven
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& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
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Burn This Flag Zardoz 408/363-9766
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realitycheck Poindexter Fortran 510/527-1662
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Lies Unlimited Mick Freen 801/278-2699
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The New Dork Sublime Biffnix 415/864-DORK
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The Shrine Rif Raf 206/794-6674
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Planet Mirth Simon Jester 510/786-6560
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"Raw Data for Raw Nerves"
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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