Gobliins 2: The Prince Buffoon

Posted by Jess Beebe.
First posted on 01 August 2010. Last updated on 01 August 2010.
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Spoiler alert! The following cheat contains spoilers in the form of hints, walkthroughs, guides, or solutions to the game. Viewer discretion is advised.
A terrible tragedy has befallen King Angoulafre: his only son has been stolen by a mysterious winged creature. The distraught king seeks the advice of a wise man named Modemus. Modemus finds out that the prince has been kidnapped by a demon named Amoniak as an act of revenge against the king, who defeated the demon in hand-to-hand combat years ago. Amoniak currently resides in a far away kingdom that once belonged to the good King Domenic, which has now been seized by the demon. Amoniak has also taken Domenic prisoner in the kingdom's castle and has made Angoulafre's son his jester.

However, there is still hope. Modemus plans to transport 2 Gobliins—the well-mannered, intelligent Fingus and the fun-loving, athletic Winkle—to that far away land where, with a bit of luck, they will infiltrate the castle and rescue the prince.

General tips

Unlike Gobliiins (the previous game in the series), you can save and restore games in Gobliins 2 by clicking on the icon for Game Management in the upper left corner of the menu bar.

You cannot die in the game. However, there are points in the game where making a mistake means retracing many steps. Save your game often.

Right-clicking the mouse button or clicking on the icon for Inventory on the menu bar accesses the inventory.

Left-clicking the mouse button on a Gobliin switches to that Gobliin. A selected Gobliin will face left or right, while the unselected Gobliin will face forward and occasionally whistle a tune, flip a coin, or fidget in some way. Some actions can be performed by either Gobliin, but sometimes objects and characters will behave differently depending on which Gobliin is interacting with them. You need to select the correct Gobliin to perform the correct action.

Left-clicking the mouse button anywhere on the screen makes the selected Gobliin walk to the clicked spot. Click on the icon for Movement in the menu bar to choose the adjacent screen that you want to go to instantly.

Move the cursor over to the edge of the screen to show any available exit. An icon of an open door with an arrow pointing to it will appear.

The village

The game starts as Fingus and Winkle materialize in a village near Amoniak's castle. Here, the Gobliins need to seek advice from Modemus' colleague, the magician Tazaar.

Have Fingus try to take the bottle sitting next to the old men. The men will not let Fingus take it, but Winkle suggests that distracting them may help. Have Winkle interact with the sausage hanging next to the notable. The notable will smack Winkle with the sausage, sending him flying off. The old men laugh in response to the antics.

Have Fingus stand next to the bottle. Have Winkle interact with the sausage again. Have Fingus quickly pick up the bottle when the old men start laughing and are distracted. If you click the bottle anywhere on the screen, you will find out that it is empty. Exit to the right of the screen.

The fountain

The house belongs to Tazaar. However, neither Gobliin is able to convince the wizard to speak with them.

Have Winkle look at the very shapely fountain. Winkle will just admire it. Have Fingus look at the fountain. Fingus will instead discover the rather embarrassingly placed button that activates the fountain, making a jet of water come out of the fountain's mouth. Move Winkle to the left side of the fountain. Have Fingus turn on the fountain again. Have Winkle use the bottle on the jet of water when the water starts flowing. The bottle is now filled with water.

Sitting next to the fountain is a toad sitting on a stone. The Gobliins will need this stone, so they need to get rid of the toad somehow. Have Fingus try using the bottle of water on the toad. However, Fingus merely sprinkles the water on the toad, which does not faze it at all. Have Winkle try using the bottle on the toad. Winkle will spit the water at the toad, which quickly flees. Pick up the stone.

The Gobliins now need to get into Tazaar's house. Have Fingus use the stone on the mechanism on the right side of the house (Figure 1), making the end of a rope ladder appear. Have Fingus grab the rung to pull the ladder down, then have Winkle climb the ladder up onto the roof. Have Winkle try getting into the house through the top right window. He will fail. Have Winkle climb onto the roof again and try going down the chimney. He will fail again. However, Tazaar, impressed with the Gobliins' persistence, will reluctantly invite them in. Go through the open door.

Gobliins 2: The Prince Buffoon
Figure 1

Tazaar's house

Have Fingus speak to Tazaar a couple of times. He will tell you to go to Amoniak's castle, which will be difficult since a giant is blocking the road leaving the village. Move Fingus over to the head of the creature serving as a rug on the floor. Have Winkle stomp on the creature's tail. Have Fingus quickly interact with the creature's head when its mouth flies open. Fingus will retrieve a box of matches. Have either Gobliin use the bottle on the kettle to the upper left corner of the screen to fill it with water. Use the matches on the kettle to light it.

After a short while, the water will start boiling, and the steam will make the paper on the wall next to the kettle start to peel back, revealing a spring key hidden behind the paper. Do not try to take the key while the kettle is still hot, however. Have either Gobliin blow out the fire under the kettle first. Pick up the spring key.

Have Fingus use the spring key on the cuckoo clock over the fireplace. Move Winkle to the rug in front of the fireplace. Have Fingus wind the clock. A mechanical bird will spring out, holding a big key in its beak. Have Winkle quickly use the stone on it, knocking the key free. Pick up the big key. Go outside of the house.

The fountain (again)

Use the big key on the cellar door to the left side of the screen. It turns out that this cellar is actually a wine cellar—no wonder the key to it was hidden so well! Take the bottle of wine. Exit to the left of the screen.

The village (again)

The Gobliins need to find a way to get the sausage from the notable. He is too alert to let it be snatched from him, so the Gobliins need to trick him to succeed.

Have Fingus look at the flowers to the right side of the screen. He will pick a flower, find that it is quite wilted, and then discard it. Use the bottle on the flowers to revive them. Pick a flower again. Try clicking the flower on an empty part of the screen to find that the Gobliins become drowsy for a moment whenever they smell the flower. Have Fingus give the flower to the notable. The notable will smell the flower and fall asleep. However, he will still wake up if you try to take the sausage from him directly.

Have Winkle stand on the square platform in front of the door to the left side of the screen (Figure 2), then have Fingus press the switch to the right of the door. It will make the platform launch Winkle onto the roof of the house. Once there, Winkle can easily steal the sausage from the notable. Pick up the sausage. Go through the large stone gate at the back.

Gobliins 2: The Prince Buffoon
Figure 2

The giant

Not only is the giant blocking the road, but a dog is also blocking the road between the Gobliins and the giant. Move Fingus over to the left of the chicken. Have Winkle pick it up by the neck, then have Fingus hit it on the head with the sausage while it is struggling. This will cause the chicken to lay an egg. Pick up the egg.

The Gobliins need to find a way past the dog. Have Fingus stick his hand into the small pot hole in the road. Fingus' hand will come out of the hole at the dog's feet. Use the sausage on the pot hole. Fingus will smack the dog in the face with it. Walk Winkle past the dog while it is still dazed. Have Winkle take a closer look at the left hole in the large tree. Winkle will fall into it and uncover a hidden burrow that will allow both of them to get to the giant without having to deal with the dog.

Have both Gobliins go through the burrow. They will end up beside the sleeping giant. Have either Gobliin use the matches on the wood pile at the giant's feet, then have Fingus use the egg on the fire. (Hint: If Winkle uses the egg on the fire, he will just eat it.) The smell of the egg frying will wake the giant up. Have Fingus talk to him to find out that he is not only hungry but also thirsty. Give the giant the sausage and the wine. The giant will now let the Gobliins pass.

Outside the castle

The Gobliins arrive at the castle gates. Unfortunately, a fierce looking guard stands at the door, which is the only entrance into the castle.

Try talking to Soka (the little man levitating beside the tower). He will tell you that you need to use the carpet in order to speak to him, since he cannot hear you from up high. However, the carpet he speaks of is wedged in the rocks on the other side of the trench.

Have Fingus look inside the tower. He tosses out a bomb. Have Fingus pick up the bomb, then have Winkle quickly light it with the matches. If you are quick enough, Fingus will blow up the guard. If you are not quick enough, Fingus will throw the bomb, and it will fall into the trench. Even after destroying the guard, however, the inhabitants of the castle will refuse to let the Gobliins inside.

Have Winkle go into the tower. He also tosses out a bomb, but it lands in a different spot this time. Have Fingus pick it up, then have Winkle light it. The explosion frees the carpet, but a green hand reaches over the castle's wall and catches the carpet before it can float to where the Gobliins are. Have Fingus toss another bomb out of the tower, but have him light it as Winkle holds it. This will free the carpet from the hand's clutch. It will float over to the other side of the trench, landing beneath Soka.

Have both Gobliins use the carpet. Soka will tell them that in order to enter the castle, they cannot go through the door but need to throw some of "the sands of time" into the trench. Exit to the left of the screen.

The tree town

(Hint: You do not need to interact with the tree until after dealing with Vivalzart, but what needs to be done is covered now to save the trouble of doing it later.)

This little village is constructed in the branches of a large tree. Try knocking on the door of the house in the upper right corner of the screen. Nobody answers the door. There is a ball balanced on the tip of a branch to the right side of the screen. Have either Gobliin toss the stone at it. This will knock the ball down. Unfortunately, a small boy grabs the ball and runs into a house. He will not be easy to catch, however. If you try to enter the door of the house which he is currently in, he will exit out the door of another house. You need to be quick and stealthy in order to nab him.

There are a number of houses in the top and bottom rows on the tree (Figure 3). Position Fingus outside the right house on the top row. Have Winkle enter the middle house on the top row, which the boy is in. Winkle will go out of the house next to that house, and the boy will go out of the right house on the bottom row. Have Fingus enter the right house on the top row. If you are quick enough, Fingus will go out of the right house on the bottom row, apprehend the boy, and take the ball from him.

Gobliins 2: The Prince Buffoon
Figure 3

Position Winkle directly under the basket. Have Fingus give the ball to the basketball player. He will throw the ball at the basket, where it starts bouncing. Have Winkle interact with the basket before the ball can fall through it. He will knock the ball into the large house in the upper left corner of the screen, and the village's mayor will appear.

Have Fingus talk to the mayor. He will tell you that the house with the closed door is that of Tom, the master clockmaker, and that you have to give 2 short knocks on his door in order to see him. Have Fingus knock on Tom's door and talk to Tom when he comes out. Tom explains that if you replace the tick-tock of the village clock with a melody, he will give you an hourglass. Exit to the left of the screen.

Kael

The Gobliins are now outside the house of Vivalzart the heron. They meet Kael, the walking apple tree. Amoniak's evil presence has made Kael permanently thirsty. Have Winkle give Kael the bottle of water. Have either Gobliin talk to Kael. He will tell you to visit Vivalzart, who loves music and mushrooms. He will also tell you that you need to give Vivalzart a mushroom shown to you by a nymph, who will show it to you in exchange for "a little treat".

Have Winkle walk onto Kael's hand. Kael will toss Winkle up into his branches. Try shaking the branch. A flower will fall from the branch, but a tiny creature will appear from under a stone in the path to grab it. Have Fingus stand on the stone, then have Winkle shake the branch again. Fingus will grab the flower and get launched into Kael's branches when the creature pops out again. (Hint: If Fingus gives Kael the bottle and gets tossed into his branches, Winkle will eat the flower as it falls to the ground instead of pocketing it. However, once Winkle gets launched into Kael's branches, Fingus can jump down and grab the flower.)

The nymph is sleeping on the ground near the lower right corner of the screen. Have Winkle use the bottle on her. The drop of water he drips on her wakes her up, but she flies away to a high branch.

There is an unusually shaped stone in the path to the left side of the screen (Figure 4). Have either Gobliin lift it up. A gigantic bee will come out. It hovers in place for a moment and then flies away, passing the branch the nymph is sitting on. Have either Gobliin use the flower on the hole, then have Fingus lift up the stone again. When the bee comes out again, it will be carrying a sack of honey, which Fingus will take. (Hint: If Winkle lifts up the stone, he will eat the honey.)

Gobliins 2: The Prince Buffoon
Figure 4

You now need to get the honey (the treat that Kael has spoken of) to the nymph. Position Fingus on the elevated rock to the left of the stone. Have Winkle lift up the stone, then have Fingus jump on the bee when it appears. Fingus will ride the bee up to the branch where the nymph is. Give the nymph the honey. She will fly down to the mushroom patch. Have either Gobliin pick the mushroom that the nymph indicates.

Move the Gobliins up to Vivalzart's doorstep. Have Winkle knock on the door. (Hint: If Fingus knocks on the door, Vivalzart will knock him to the ground.) Show Vivalzart the mushroom when he appears. He will invite the Gobliins in. Go through the door.

Vivalzart's house

Welcome to the home of the eccentric Vivalzart! Talk to Vivalzart. He will tell you to put the mushroom you have brought him into the Musical Dream Machine. Use the mushroom on the machine. Have Fingus press the button on the machine to activate it (Figure 5). (Hint: Winkle will not be able to figure out how to operate the machine.) The mushroom is broken down and carried through the machine's various chambers, but the mixture's progress is halted by a clothes pin pinching a tube shut. The tube is too high for the Gobliins to reach to fix it without help, however.

Gobliins 2: The Prince Buffoon
Figure 5

Have Winkle take a worm from the jar. (Hint: Fingus is too squeamish to take a worm.) Try pressing the switch on the shelf next to Vivalzart. The square platform under the vulture's perch will pop up. Position Fingus on the platform. Press the switch again. Fingus is launched into the air and grabs onto the vulture's perch. Have Winkle quickly toss the vulture a worm while the vulture is pecking at him. Fingus will grab a piece of the vulture's meat before dropping to the ground.

Feed the meat to Vivalzart's piranha and collect the bone that it spits out once it has eaten the meat. Have Fingus stand on the lid of the blue wastebasket, then have Winkle offer the bone to Vivalzart. Vivalzart presses the foot pedal at the foot of his wastebasket to open it and throw the bone away. As the wastebasket springs open, Fingus is catapulted onto a high shelf, where he can easily reach the clothes pin clamping the tube shut.

Have Fingus take the Elixir of Kindness sitting next to him, then have him pick up the clothes pin. The mixture will continue flowing until it starts dripping out of a glass apparatus located above a small container. Have both Gobliins use the bottle on the container. They will both be transported into a strange new world.

Musicland

This land is quite bizarre. The Gobliins will need to make all 3 musicians play, after which they will need to capture and combine the notes each musician produces. Have Winkle interact with the left headlight. He will reach through it and pick up a drumstick from where the drummer is. Use the drumstick on the red and yellow stocking cap to create a net.

Have Fingus jump on the spring. A pump appears where the drumstick used to be. Move Winkle over to the left headlight, and have Fingus jump on the spring again. Have Winkle reach through the headlight to grab the pump when it appears. Have both Gobliins jump on the spring together. It will cause a door in the side of the large mushroom on the left to spring open.

Have Fingus walk through the door. He emerges on top of the mushroom, near the guitarist. Try clicking on the guitarist. A blue hose squirts Fingus with water when he gets too close to him. Have Winkle use the clothes pin on the section of the hose coming out of the ground to keep the hose from squirting.

Have Winkle enter the hole near the stairs leading up to the saxophonist. He will come out on top of the mushroom in the upper right corner of the screen. Have Fingus talk to the guitarist. He will agree to play a tune. The music he plays will appear as a series of notes floating across the screen, and one of the notes will stop right next to Winkle. Have Winkle quickly use the net on the note to capture it.

Have Fingus return to ground level, then have him use the pump on the saxophonist. Once he is full of air, he will start playing. Again, the music he plays will appear as a series of notes floating across the screen, and one of the notes will stop right next to Winkle. Have Winkle quickly use the net on the note to capture it as well.

Have Winkle return to ground level, then have Fingus enter the hole near the saxophonist. He will end up in the same place where Winkle has been earlier. Have Winkle use the pump on the saxophonist. A mosquito will fly out instead of a series of notes. Have Winkle quickly use the net to catch the mosquito.

Have Winkle use the mosquito on the left headlight. He will release the mosquito near the drummer, who will swat at the mosquito with his drumsticks, creating music in the process. The music he plays will appear again as a series of notes floating across the screen, but this time, one of the notes will stop right next to Fingus. Have Fingus quickly use the net on the note to capture it. You now have a complete melody.

The tree town (again)

After leaving Vivalzart's musical dreamland, the Gobliins are back at the tree village. You now need to get the melody into the village clock. Have Fingus walk into the left house on the bottom row (Figure 6). Before coming out of another house, Fingus pops his head out of the clock. Use the melody on the house that Fingus walks into. The clock's ticking will be replaced by music. Knock on Tom the clockmaker's door. Talk to him. He will give you an hourglass.

Gobliins 2: The Prince Buffoon
Figure 6

What good does the hourglass do? Remember what Soka says about the only way into the castle that requires throwing "the sands of time" into the trench? Is he referring to the hourglass?

Outside castle (again)

Have either Gobliin use the hourglass on the trench. A pathway to the other side will appear. You can now enter the castle through the small hole in the castle wall.

Main hall

As you enter the castle, you are greeted by the castle's dwarf blacksmith. He explains that he is on your side, and in order to get to Amoniak's throne, you need a key to a chest with a carving of a fish on it. He asks you to bring him an imprint of the chest's key and a piece of metal, so that he can use them to make you a key.

The main hall of the castle is filled with demons. Fortunately, they are all asleep. The chest which the blacksmith speaks of is in the upper right corner of the screen. The chest is locked, however. Pick up the yellow tube of mayonnaise on the floor. Have either Gobliins walk up onto the ledge on the left side of the screen and then walk to the ledge's right side. The Gobliin will jump off the ledge and land in a particular spot on the ground (Figure 7).

Gobliins 2: The Prince Buffoon
Figure 7

Put the mayonnaise down in that same spot. Position either Gobliin to the left of Gromelon while the other Gobliin climbs up onto the ledge and jumps off. If you put the mayonnaise in the right spot, the Gobliin who jumps off the ledge will land on the mayonnaise, making it spray into Gromelon's face, which causes Gromelon to loosen his grip on his sword. Have the other Gobliin quickly pick up the sword. Pick up the mayonnaise again.

Have either Gobliin interact with Stalopicus to find that he is chewing gum. Have Fingus stand near Stalopicus, then have Winkle taunt Rustik. Rustik will briefly wake up and throw a knife at Winkle. However, Winkle ducks, and the knife lodges in the wall inches away from Stalopicus' head. Have Fingus grab the chewing gum out of his open mouth when Stalopicus is screaming in fright. Use the gum on the keyhole of the chest with the fish on it, creating an imprint of the chest's key.

You now have both an imprint of the key and a piece of metal for the blacksmith to make a key. Exit to the left of the screen.

The blacksmith

Pick up the stool near the bottom of the screen. Give the blacksmith the imprint and the sword. He is now ready to create the key, but his forge is not quite hot enough to do it.

Move Fingus between Otto and Focus. Have Winkle use the stool on Otto. Winkle will stand on the stool underneath Otto and tease him. Have Fingus grab onto the lance when Otto swings it. Fingus will be swung around so that he is on the left side of Otto. Have Fingus jump onto the bellows. This will heat up the forge until it is hot enough for the blacksmith to use to create the key. Click on the blacksmith to retrieve the key.

Take the blacksmith's anvil. Position Fingus underneath Focus. Have Winkle use the mayonnaise on Focus. Focus will briefly lower the meat he is eating. Have Fingus use the stool on the meat to grab a piece. Exit to the right of the screen.

Main hall (again)

Have either Gobliin use the key on the chest in the upper right corner of the screen. He will pull out a diving suit. Have the other Gobliin interact with the cupboard. He will pull out a second diving suit. Have Fingus offer the meat to Amidal, the large demon near the middle of the screen (Hint: Winkle will not offer the meat. He will just eat it.) When Amidal bites down on the meat, Fingus will pull on it and extract a large set of false teeth from the demon's mouth. Exit to the right of the screen.

The well

Here, there is a secret exit to a passage that leads deeper into the castle. Schwarzy, the demon, is the key to revealing the exit.

Have Winkle enter the tunnel. He appears next to the control panel and presses the right button, which makes a door appear in the side of the giant green monster. Have Winkle lift the hatchet while Fingus stands on the left side of the chopping block. (Hint: Fingus is too weak to lift the hatchet.) Press the button quickly before Winkle drops the hatchet. The door in the monster's side will open.

Move Winkle next to the door. Have Fingus enter the tunnel. He will press the left button, which causes the monster's mouth to move. Have Winkle enter the door. He will start yelling at Schwarzy through the monster's mouth. Have Fingus quickly use the stool on the hoist hanging from a rope near Schwarzy while Schwarzy is staring in terror at the monster. If you succeed, Fingus will hook Schwarzy up to the hoist.

The other end of the rope is attached to the large cover beneath Schwarzy. Have Winkle use the false teeth on Schwarzy. This scares him so much that he falls off the top of the wall and dangles in midair, his weight partially lifting the cover. Toss the anvil on Schwarzy. He will now be heavy enough to completely lift the cover. Have both Gobliins use the diving suits on the well.

The sunken ship

The Gobliins find themselves in an underwater world beneath the castle. They need to find a way to Amoniak's throne room.

Move Winkle to the platform on top of the ship's mast. Have Fingus turn on the lantern. A lamp fish will appear and start swimming in circles near Winkle. Have Winkle grab it and use it on the "???" in the upper right corner of the screen. This reveals a chest hidden in the dark recess. Exit to the right of the screen.

The mermaid

There is a passageway that leads to Amoniak's throne room to the top of the screen. The passageway is blocked, and the Gobliins need help to open it.

Try having either Gobliin talk to the octopus. The octopus does not trust either of them. Have Fingus use the stool on the seahorse in the lower left corner of the screen. He will hop on the seahorse and ride it up to the ledge near the mermaid. Talk to the mermaid. She will explain that she cannot help you get into the castle because Amoniak has robbed her of her eyesight.

Have Winkle pick up the purple and yellow shell in the lower right corner of the screen. He will toss it up. The shell will briefly pause over the ledge in the upper right corner of the screen. Have Fingus enter the hole to the left of the blocked passageway (Figure 8). He will emerge on that same ledge. Make Winkle toss the shell up again. Have Fingus catch it when it is near him. If you time it right, Fingus will grab the shell and put it down on the ledge.

Gobliins 2: The Prince Buffoon
Figure 8

Have Fingus ride the seahorse up to the ledge near the mermaid, then have Winkle enter the hole near the blocked passageway so that he is next to the shell. Have Fingus reach into the cavity to the left of the mermaid. A small crab will scurry out. At the same time, what looks like a living glove will appear in the lower right corner of the screen. Have Winkle quickly interact with the shell. He will drop the shell on the glove, trapping it.

Have Winkle pick up the shell. (Hint: If Fingus picks up the shell, he will let the glove get away). Winkle will retrieve the glove and find a starfish inside it.

There is a green bottle in the upper left corner of the screen. Try making Fingus get it. The green blob near it will stop him. Use the glove on the blob's eye. Fingus will now easily be able to reach the bottle and shake out a piece of parchment hidden inside it. Click on a blank spot on the screen. Fingus will read the parchment. (Hint: Only Fingus can decipher the message. Winkle cannot read.) It is a message from the Prince Buffoon calling for help.

Have Winkle ride the seahorse up to the ledge and take a look at the bottle. He will shake out a pearl. This pearl is one of the mermaid's eyes (or at least a substitute for it)! Give her the pearl. Retrieve the glove from the blob. Exit to the left of the screen.

The sunken ship (again)

Have Winkle use the lantern at the back of the ship. An eel will stick its head out of a porthole. Move the rudder. A fish will appear. The eel will try to grab the fish, and the fish will quickly swim away, almost getting caught by a strange hand that shoots out of a large clam on the ocean floor. Have Fingus stand on the clam, then have Winkle turn on the lantern and move the rudder. When the clam flies open, it will launch Fingus up, and he will land on the bow of the ship.

Move Winkle to the top of the stone steps near the chest. Use the starfish on the chest. The starfish will pry the chest open. Have Fingus use the statue before the starfish loses its grip. This will activate a mechanism which propels him up to a spot near the open chest. He will grab a sword from inside it.

Have Winkle enter the door in the ship's middle. He will dislodge the skull near the ship's stern. Have Fingus use the sword on the skull. He will cut the rope that the skull is suspended from. The skull will fall down and bounce out of sight, and a diamond will pop out of its eye socket in the process. Pick up the diamond. This diamond is the mermaid's other eye! Exit to the right of the screen.

The mermaid (again)

Have either Gobliin ride the seahorse up to the ledge. Give the mermaid the diamond. In return, she pulls a mechanism that raises half of the bars blocking the passageway. Pick up the stool. Show the parchment from the Prince Buffoon to the octopus. When she realizes that you want to rescue him, she will raise the remaining bars blocking the passageway. Go through the passageway.

Storeroom

As it turns out, the passageway does not lead to the throne room but the storeroom just next to it. Here, the castle's cook is busy preparing meat balls for Amoniak's right-hand man, Oumkapok.

If you exit to the left of the screen, you will arrive at the throne room. There, you will see Oumkapok, Glotziok, but most impressively, Amoniak himself, as well as the Prince Buffoon whom you need to rescue!

The Gobliins will need to make Oumkapok, Glotziok, and Amoniak happy. In order to do this, they will have to use the Elixir of Kindness (labeled as Kind Elixir in the inventory) from Vivalzart's house on them. Since Oumkapok is the easiest of the trio to turn good, you will start with him first.

Have Fingus interact with the swordfish mounted on the wall in the storeroom. The swordfish will send Fingus flying into an adjacent wall. In the process, he will knock a salt shaker off a shelf on the wall. Pick up the salt.

Have Winkle lift the cover of the large pot on the stove, revealing a man inside. Have Fingus talk to him. He says that he is not being cooked at all but just taking a bath. Have Fingus lift the cover again, then have Winkle use the salt on the fellow. In exchange for the "bath salts", he explains that there is a file hidden in a nearby pot which you are free to take. Click on the pots to retrieve the file.

There are 2 lengths of rope dangling on the left and right sides of the screen. Move Winkle over to the rope on the left. Have Fingus use the rope on the right, then have Winkle use the rope on the left while Fingus is holding the rope on the right. This will result in Fingus getting pulled up to a shelf next to Colibrius, a sad bird locked inside a cage. Talk to Colibrius. Not surprisingly, he will beg for you to free him, saying that his love is waiting for him outside the castle. Use the file on the chain his cage is hanging from. Colibrius will fly out of the storeroom, even though he is still locked inside the cage!

(Hint: The following steps require precise timing. If you are not quick enough, you will have to restart over again from here. Save your game frequently!)

With Colibrius' cage out of the way, Fingus can now reach the shelf. Take a thumbtack from the bunch of thumbtacks stuck in the wall. Hop down to the floor. Move Fingus to the left side of the second highest shelf above the cook. Have Winkle sprinkle some salt on the meat balls and move next to the cook. Have Winkle quickly place a tack on the cook's case when Oumkapok appears and picks up the cook. When the cook sits back down on the case, he will howl in pain and inadvertently toss the meat ball he is holding up into the air. Have Fingus pour the Elixir of Kindness on the meat ball when it briefly pauses in the air. If you succeed, Oumkapok will eat the meat ball with the elixir and become good. Exit to the left of the screen.

Throne room

Pick up the pepper sitting near the throne. Have Winkle use the stool on the cornice (which is next to the right ear of the large head at the top of the throne). He will stand beneath the cornice, hop onto the stool, and cup his hands. Have Fingus interact with Winkle's hands. Winkle will boost Fingus up onto the cornice. Have Fingus press the small switch. This causes an opening to appear in the large eye on the right side of the screen. Have Winkle enter the opening. He will come out where Fingus is standing.

Have Fingus walk through the right ear of the large head so that he is on the left side of the screen. Have Winkle walk through the right ear as well, but have Fingus pull the tongue hanging on the wall before he emerges on the other side. This opens the head's closed eye. If you time it right, Winkle will pop out of the opening formed by the eye and steal Amoniak's crown.

Have Fingus walk through the right ear again, but have Winkle pull the tongue this time. Fingus will look out of the opened eye and poke the eye next to him. This will make the small eye near the foot of the throne open. A cockroach will crawl out of it and stop next to Glotziok.

Have Fingus quickly drop down to the floor by moving him to the rightmost side of the ledge on the right side of the screen. Move him over to the hole beneath the black spotted red shape. Have Winkle interact with the orifice to the left of the throne. When he sticks his head into it, it comes out of the hole near Glotziok. Have Fingus use the glove on the hole. If you time it right, Fingus will grab the cockroach while Glotziok is distracted by Winkle.

Use the cockroach on the same hole. Use the Elixir of Kindness on it before it crawls into the hole. The cockroach will then crawl into the hole and out of the opening near Glotziok. Glotziok will eat the cockroach with the elixir and become good.

(Hint: You will need another cockroach a little later, but what needs to be done is covered now to save the trouble of doing it later.)

Move Winkle back to the right side of the large head. Have Winkle drop down to the floor, then have him help Fingus up onto the cornice as before. Have Fingle press the switch, then have Winkle enter the door the switch opens.

Have Winkle walk through the large head's ear, then have him pull the tongue as soon as Fingus enters the ear. When Fingus pokes the head's eye, another cockroach will appear and crawl over to Glotziok. Since Glotziok is now in such a good mood, there is no need to distract him to get to it. Have Fingus jump onto the floor on the right side of the throne. Have Fingus use the glove on the hole again. Fingus will grab another cockroach.

Get both Gobliins on top of the cornice again as before. Have them enter the large head's right ear so that they are on the left side of the screen. Exit to the left of the screen. (Hint: This exit does not appear unless both Gobliins are on the left side of the screen.)

The king's armor

The true king has been shrunken by Amoniak and imprisoned inside the large suit of armor. Talk to the scientist. He explains that the machine on the roof above him is a shrinking machine that Amoniak has forced him to build (and, undoubtedly, to use on the king).

Have Fingus press the red stone. He will be catapulted up to a ledge near the armor's helmet. Open the helmet and talk to the tiny man inside. He explains that he is the true king and that only his crown can restore him to his normal size. Use the crown on the helmet.

Have Winkle talk to the painter. He explains that Amoniak only eats ladybugs and that he slides them to Amoniak under the steps. However, you cannot find any real ladybugs, so you will have to make a substitute.

Take a feather from the white plume on the king's helmet. Use it on the can of red paint at the painter's feet, creating a brush. Place the cockroach in front of the small hole near the bottom of the screen. Use the brush on it to paint it red. Use the pepper on it to cover it with black "spots". Use the Elixir of Kindness on the painted cockroach. It will scurry into the hole. Exit to the right of the screen.

Throne room (again)

(Hint: Here, the Prince Buffoon becomes a controllable character. However, there are limits to what he can do. Unlike the Gobliins, he does not have an inventory.)

Amoniak is gone, but the Prince Buffoon is still in the room. Click on the prince. Exit to the left of the screen.

The King's Armor (again)

You need to help the prince escape from the castle. Have either Gobliin stand under the scientist's machine, then have the prince use the machine. The prince will use the machine to shrink both Gobliins and then jump into the machine's beam himself.

The desk

The miniaturized prince and Gobliins are now on the scientist's desk. Pick up the match. Have Winkle use it on the eye in the skull to pop it out. Have the prince interact with the ball. He will kick it, causing it to bounce around the desk and break the spectacles. Pick up the glass shard that falls from them.

Have both Gobliins move the knife: have Fingus lift the handle, then have Winkle lift the point. (Hint: If Fingus tries to lift the point, he will cut himself.) They will shift the knife a short distance to the left. Have both Gobliins move the knife again. They will shift the knife again so that it is next to the book. Have Fingus interact with the bookmark. He will cut it with the knife's point, enabling him to take it.

Use the bookmark on the candle to create a wick. Use the glass shard on the ray of sunlight to focus the light on the wick, lighting the candle. A blob of wax will drip down the side of the candle. Pick up the wax and use it on the seal, creating an imprint of it. Use the imprint on the lock of the small box. A bean will fall out of it. (Note: If Winkle interacts with the box's lock, a cockroach will appear. You can talk to him, but he does not say anything useful.)

Pick up the bean. Use it on the village on the map to plant it. A tall beanstalk will grow out of the map. Have the prince and the Gobliins climb down the beanstalk.

Below the beanstalk

When the Gobliins reach the bottom of the beanstalk, they find themselves back to their normal sizes and back at the village just outside the magician Tazaar's house.

Unfortunately, the price refuses to follow the Gobliins anymore. Have Fingus talk to the prince. He will complain that he is hungry.

Kael the apple tree is sitting nearby. Have Winkle use the now enlarged match on an apple. The apple drops to the ground, bounces in a certain spot briefly, and then bounces away. Neither Gobliin will be able to catch an apple without help.

Have Winkle enter the hole near the base of the beanstalk. He will pop his head out of another hole right next to the prince. The prince will hit him, and a bean will fall from the beanstalk. Pick up the bean. Click on the stone in the path that has a smaller stone on top of it (Figure 9). A mole will peer out of the hole beneath it. Have Winkle give the mole the bean. Have Fingus grab the pointed cap on the mole's head while she is trying to pull the bean out of Winkle's hands.

Gobliins 2: The Prince Buffoon
Figure 9

Position Fingus near the spot where the apple has fallen onto the ground before. Have Winkle hit an apple with the match again. Have Fingus catch the apple with the cap when the apple hits the ground and starts bouncing. Have Winkle (not Fingus) use the apple on the hole in the ground. Winkle lures the prince down to the ground using the apple, but the prince, who is apparently still hungry, eats a mushroom growing near the path and vanishes into thin air! Have both Gobliins eat a mushroom as well in order to follow the prince.

Dreamland

The Gobliins find themselves in a strange, surreal world full of enormous toys and fanciful objects. The prince has become trapped in an odd container, and the Gobliins need to free him in order to escape.

Position Winkle next to the star above the bowling pins. Have Fingus interact with the pins. This will cause a bowling ball to come bouncing his way, scattering him and the pins. The ball then starts bouncing. Have Winkle quickly interact with the star. Winkle will hop off the star and on top of the ball, making it stop bouncing. He will then pick it up. (Hint: You will have to repeat these steps several times later on.)

There is a safety pin stuck in the window frame in the upper left corner of the screen. Have Fingus use the ball on the lid under the rainbow on the left side of the screen. Have him jump on the brown flagstone above the bowling pins. This will make the cover spring up, catapulting Fingus and the bowling ball upwards. They will dislodge the safety pin, but unfortunately, the safety pin will end up in the top right corner of the screen.

Get another bowling ball as before. Have Winkle quickly jump on the flagstone. When the lid springs up, the ball will drop onto the catapult, launching Fingus up onto the rainbow near the top of the screen.

Have Fingus use the feeler (the left antenna sticking out of the large man's helmet). The man will blow a bubble, which comes to rest on the rainbow. Make Fingus jump on the bubble. It will float down and land on the lid. Have Winkle quickly jump on the flagstone again. This will cause Fingus to drift across the air, landing right beside the safety pin. Pick up the safety pin.

Get another bowling ball yet again. Launch Fingus up onto the rainbow as before. Have Fingus jump on the flagstone near the prince. The flagstone at the base of the rainbow springs up. Have Winkle stand on this flagstone, then have Fingus jump on the flagstone near the prince again. Winkle will be catapulted up to where Fingus is.

Position either Gobliin near the switch on the side of the container where the prince is trapped inside. Position the other Gobliin near the feeler. Have the Gobliin near the switch push the switch. This makes the prince drip out of the container and fill the bubble blower. Have the Gobliin near the feeler quickly press the feeler. If you are quick enough, the prince will be blown out of the bubble blower in a bubble. Make the Gobliin near the switch follow the prince as he drifts across the air. Use the safety pin on the bubble to pop it as he lands. The prince is now free!

Below the beanstalk (again)

The prince and the Gobliins find themselves outside Tazaar's house again. The gate to Tazaar's house is locked. Press the switch near the door. A key emerges from the eye of the left statue. Have the prince stand on the catapult. Have either Gobliin stand near the catapult, then have the other Gobliin press the switch. Have the Gobliin near the catapult use the key when it appears. This will launch the prince from the catapult into the air. The prince will grab the key, but unfortunately, a bird will fly by and carry him away. The Gobliins will have to rescue the prince yet again! Go down the path leading north.

The mountain

(Hint: This is the most difficult part of the game. There are multiple steps. If you fail, you will have to restart over again from the beginning. Save your game frequently!)

The prince is on a ledge, along with a pair of birds, in the upper left corner of the screen. Not surprisingly, the Gobliins need to find a way up to this ledge.

Have either Gobliin pick up the stone. He will hold it aloft for a moment and throw it onto the lion's tail, making the lion howl in pain and toss the stone back. Have Winkle stand on the ledge above the stone. Have Fingus pick up the stone, then have Winkle take it before Fingus can drop it. Have Fingus stand on the ledge above Winkle. Have Winkle pick up the stone, then have Fingus take it before Winkle drops it. Have Winkle stand on the lion's head. Have Fingus throw the stone onto the lion's tail. Winkle will be thrown up onto the giant's shoulder. Have him shove the head off the giant's staff, making it land on a ledge near the giant's arm.

Have Winkle drop down onto the ground. Move Fingus to the ledge above the stone. Have Winkle pick up the stone, then have Fingus take it. Have Winkle stand on the lion's head again. Have Fingus throw the stone onto the lion's tail again. Winkle will be thrown up onto a ledge by the giant's shoulder. Enter the hole in the giant's shoulder. Winkle will emerge on the same ledge where the head is. Have Fingus stand on the lion's head, then have Winkle push the head off the ledge. It will bounce along the ground and onto the lion's tail, catapulting Fingus onto the floating rock (or as the game calls it, the "!" or the "!!!" depending on which part of it your cursor is over)!

Have Fingus interact with the "!!!". This makes Fingus hop on the rock, lowering it until it is at Winkle's level. Have Winkle quickly interact with the rock when it stops moving. Winkle will hop onto the rock, which then floats back up. (Hint: Save your game now!)

Have Winkle interact with the small rock on the ledge. Winkle will form a bridge with his body. Have Fingus quickly move to rightmost side of the ledge. If you succeed, Fingus will cross the bridge formed by Winkle and wind up on the ledge.

The bird sitting on the ledge trapped inside a cage is Colibrius, the bird you previously freed from Amoniak's storeroom. Use the file on the cage. Colibrius and his mate will fly away. Pick up the key. The prince will now be free to follow you back to Tazaar's house. Exit to the right of the screen.

Below the beanstalk (yet again)

Use the key on the gate. You will finally be able to enter Tazaar's house.

The laboratory

The prince is starting to behave strangely. Tazaar explains the prince is possessed and that he needs to drink the water from Tazaar's fountain to cure him.

After retrieving the water, the Gobliins enter Tazaar's laboratory, where the prince is sitting on a nearby chair. Give him the water. Unfortunately, when the demon within the prince is exorcised, it grabs him and both of them vanish. Have both Gobliins talk to Tazaar (who seems strangely calm, despite this latest turn of events). Tazaar explains that the prince is in the Land of Gloom and Doom, and in order to follow him, they need to heat the magic water that Tazaar has, which can "open every door". Since Tazaar will not tell the Gobliins where the magic water is, they will have to find it themselves.

Pick up the pencil on the ledge above Tazaar. Have Winkle use it on the chalkboard. He will draw a rather unflattering picture of Tazaar on it. Tazaar will angrily erase the picture with a sponge. Have Winkle draw another picture of Tazaar. Tazaar will erase the picture again. Have Winkle draw yet another picture of Tazaar. Tazaar will eventually get so irritated that he will throw the sponge at Winkle. It will bounce off his head and land on the floor. Pick up the sponge.

Have Fingus try to draw on the portrait of Tazaar on the left side of the screen. Tazaar will fling a boomerang at him. The boomerang smacks Fingus repeatedly in the back of the head. Have Winkle jump onto the armchair. He will snatch the boomerang out of the air.

The mug with the fountain water is not entirely empty. Have Winkle use it on Tazaar. A drop of water will drip onto his head (yes, a lot of the puzzles here involve annoying Tazaar). Tazaar will bang his fist on his desk, and a toothpick will fall from the ceiling on the left side of the screen and start bouncing. Have Fingus use the boomerang on it to knock it down before it can bounce away.

Pick up the toothpick. Make Winkle use it on the skeleton. Its ribcage will open, revealing a bottle of the magic water inside. Unfortunately, it will fall and break before Winkle can catch it, making a wet mess on the floor. Use the sponge on the water to soak some of it up.

Have Winkle blow on Tazaar's pipe to heat it up. Have Fingus use the sponge on the smoke that floats up from the pipe. An ominous doorway will appear. Have both Gobliins jump into the doorway.

The Land of Doom and Gloom

The Gobliins emerge from the doorway into the macabre Land of Doom and Gloom. Amoniak is here. To make matters worse, he is clutching the prince!

Have Fingus stand on the eyeball in the lower right corner of the screen. Have Winkle interact with the "!!!" (the ledge below and to the right of the mouse (Figure 10)). He will jump off it, landing on a spot that makes the eyeball shoot up, depositing Fingus next to the mouse. Pick up the mouse.

Gobliins 2: The Prince Buffoon
Figure 10

Have Fingus hop down to the ground and then jump on the mud. A crocodile will nearly eat him but mercifully spit him out. Position both Gobliins to the right side of the mud. Have Fingus use the mouse on the mud. Have Winkle hop on the crocodile's head when it appears. When the crocodile launches Winkle into the air, Amoniak stretches out his hand in an attempt to catch him.

Winkle lands on the ledge in the upper right corner of the screen. Have Winkle quickly use the boomerang on the stone "teeth" hanging just right of Amoniak. The boomerang will dislodge a tooth, which impales Amoniak's hand, making him drop the prince. Unfortunately, the demon that once possessed the prince now pops out of a hole right next to him. Have Winkle interact with the "!!!" again before the demon can return the prince to Amoniak. The eyeball will get rid of the demon.

The prince is finally free! The trio now has to find a way out of here. They need to create another doorway using the magic water. Use the wet sponge on the large gray rock. Have Fingus stand in front of the rock. Have the prince stand on top of the large eyeball in the lower right corner of the screen. Have Winkle interact with the "!!!". The prince will be launched into the air and land on the sponge, making the water leak down the rock. Have Fingus quickly draw a doorway on the rock with the pencil. Have Winkle use the handle to open the doorway.

If you succeed, you will have rescued the Prince Buffoon for the final time! You have won the game.

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