Walkthrough for GOBLINS 2
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Level 1 (Village, Well, Giant)
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First Fingus has to steal the bottle, while Winkle tries to steal the
sausage. At the well Fingus has to push the statue. While the statue is
spiting water, Winkle has to fill the bottle. Then Winkle has to scare
off the frog with the bottle. Take the stone. With the stone Winkle must
use the mechanism. Let Fingus pull down the mechanism, while Winkle goes
up. After Fingus has spoken with the magician, let Winkle jump into the
chimney. Now the door is open. In the house Winkle has to kick the tail.
While the mouth is open, Fingus has to take the matches. Now you must
use the bottle and the matches on the kettle (wait). Then one of them
has to blow out the fire. Take the key, put it into the clock, turn the
key and while the bird comes out, Winkle has to throw the stone on the
bird. With the key you can open the door to the wine-cellar. Take the
wine. In the village give the poured flower to the old man with the
sausage. Now you  must put Winkle on the mat in front of the house and
Fingus has to push the button. From the top of the house Winkle can take
the sausage. In the level with the giant Winkle has to grab the hen.
While he holds the hen, Fingus must use the sausage on the hen's head.
Take the egg. While Fingus is putting the sausage through the hole in
front of the dog, Winkle goes past the dog and goes through the tree.
Then both Goblins go back through the hole in the wall. After one of
them fire the wood, Fingus has to put the egg into the fire. Then wake
up the giant and give the sausage and the wine to him. Now you can go
into the next level. 

Level 2 (Ditch, Kael, Vivalzart, Musicroom, Tom)
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Fingus has to take a bomb out of the tower.  While he holds it, Winkle
fires it with the matches. Then Winkle takes a bomb and fires it while
Fingus holds it. After that Fingus takes a bomb again and fires it while
Winkle holds it. Then one of them goes on the carpet and speaks with the
magician. In the level with Kael Winkle has to use the bottle on the
nymph. After Winkle gives the bottle to Kael and stands on his branches,
put Fingus on the rock under the branches. And now they have a flower.
One of them has to put the flower in the stone and you get honey. Winkle
opens the stone and Fingus has to jump on the bee. He gives the honey to
the nymph and takes the mushroom which the nymph shows you. Let Winkle
knock on the door and Fingus shows the mushroom to  Vivalzart. In the
house Winkle has to take a worm. Put Fingus on the plate under the
vulture. Winkle must push the button and while Fingus is hanging on the
meat, Winkle has to throw the worm to the vulture. Give the meat to the
piranha and take the bone. Then Winkle has to put the mushroom in the
machine and Fingus  must push the button. After that Fingus goes on the
dustbin and Winkle gives the bone to Vivalzart. Then take the 
wash-clip. Now both must fill the bottle and then they are at the
musicroom. Winkle has to grab through the floodlight and put the
blowstick through the catch- sock. Then he has a catch-net. Now Fingus
has to jump on the feather. And while he is jumping, he has to grab
through the floodlight. Now both have to jump on the feather (together).
Then Winkle has to clamp the pipe with the wash-clip. Fingus goes to the
guitar player through the hole on the left side. Winkle jumps into the
hole on the right side and catches the guitar player's note with the
net. Winkle blows the saxophon player with the pump. Then Fingus has to
go through the hole and catches the mosquito. Now Fingus has to blow the
saxophon player and Winkle catches the note. Now Winkle has to put the
mosquito through the floodlight and Fingus catches the last note. Now
they are in the level with Tom. Winkle has to throw the ball with the
stone. Now he has to go into the house  with the boy. While Winkle goes
in, Fingus has to go into the house on the top. Now Fingus gives the
ball to the basketballplayer. While the ball is jumping on the basket,
Winkle has to jump into the basket. After you spoke with the mayor and
Tom, Winkle has to throw the melody into the house at the bottom. Then
speak with Tom. Take the sand-clock and use it on the ditch. Go through
the hole and you're in the next level. 

Level 3 (Guards, Blacksmith, Well)
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In the level with the guards Winkle has to wake up Krusty. While the
mouth of one guard on the right side is open, Fingus has to grab the
bubble gum. One of them puts the bubble gum into the keyhole. Winkle has
to put the mayonnaise under the  mask on the floor. Then Fingus goes
above the board on the top of the screen and jumps on the mayonnaise.
While the guard is deverted Winkle has to grab the rapier. Give the
rapier and the stamp to the blacksmith. Then Winkle has to use the stool
on Oto.  Fingus quickly has to jump on the lance. After Fingus jumps on
the bellow, he goes to the blacksmith and takes the key and the anvil.
While Winkle gives the mayonnaise to the gnome on the right side, Fingus
takes a piece of meat with  the stool. In the level with the guards
Winkle gives the meat to the gnome with the teeth. Then one goblin opens
the cupboard. Take a diving suit with each goblin. In the level with the
well the well goes into the tunnel. Then he lifts the axe. Now Fingus
pushes the button at the axe. Fingus goes into the tunnel. And while the
mouth is moving, Winkle goes into the door. Now Fingus quickly goes on
the stool and ties the rope on Schwarzy. Then Winkle shocks Schwarzy
with the teeth and gives the anvil to him. Finnaly both goblins put on
their diving suit and go into the well. Now you can swim into the next
level. 

Level 4 (Wreck, Mermaid)
------------------------
Fingus has to push the light-fire. Then Winkle has to catch the
lamp-fish. Now Winkle puts the lamp-fish to the ??? on the right side.
In the level with the blind mermaid Fingus slips through the hole
besides the exit. While Winkle is throwing the shell, Fingus catches it.
Now Fingus climbs on the sea-horse with the stool. Then he grabs into
the cave and while the glove appears, Winkle throws the shell from the 
place where Fingus catched the shell. Now Winkle grabs the shell and
takes a glove and a starfish. Then Fingus puts the glove above the
gel-monster, takes the bottle and gives the parchment to the octopus. 
Now Winkle takes the bottle, takes the pearl and gives it to the
mermaid. Then he takes the glove and goes back to the wreck. There
Winkle calls the  moray per light-fire. Now put Fingus on the big shell.
When Winkle uses the control wheel, Fingus will catapult up. While
Winkle throws the starfish on the chest, Fingus has to touch the statue
and takes the rapier. Now Winkle goes through the door and  Fingus
throws the rapier against the skull. He takes the diamond, gives it to
the mermaid and goes to the exit (don't forget the stool). Now  you are
in the next level. 

Level 5 Stock Chamber, Throne Room, Armament Chamber)
-----------------------------------------------------
In the stock chamber Fingus has to touch the sword-fish. Now Fingus
lifts the cover of the pot and Winkle puts the salt into the pot. Take
the file out of the three pots.  Then Winkle goes to the rope above the 
cook. While Fingus takes the rope on the other side, Winkle pulls on the
rope. Fingus  has to  file the chain of the cage and takes a nail.
Winkle has to put the salt on the meat balls, while Oumkapok takes up
the cook. Winkle has to put the nail on the box. Now Fingus must pour
the friend- drink above the flying meat ball and Oumkapok is now
friendly. Then you must go to the throne room. Fingus takes the pepper.
Winkle holds his hands on the parapet and Fingus goes on them. Now
Fingus pushes the button and Winkle goes through the door on the right
side. Fingus goes to the tongue and pulls it while Winkle is in the ear.
Now Winkle pulls the tongue while Fingus is in the ear. Then Fingus
grabs in the hole on the right side with the glove while Glotziok is
deverted from Winkle whilst he puts his head through the opening on the
right side. You must put the cockroach in front of the hole on the right
side and pour friend-drink on it. Now you let a cockroach come again,
take the cockroach and go to the armament chamber. At the armament
Fingus jumps per stone-pressure in front of the window. He opens the
visor and puts the crown on the helmet. Then you take a feather from the
helmet and put this feather in the red paint at the painter, put the
cockroach in front of the hole, pour the friend-drink above it, use the
red feather on it and put pepper on it. The fool is free now and can
reduce the both goblins. Now you are in the next level. 

Level 6 (Board)
---------------
At the map Winkle takes the point of the knife and Fingus takes the
grasp. You must repeat this process some times. Now take the
reader-sign. Winkle has to lever the eye with the match and the fool
kicks the eye. Put the reader-sign in the candle and hold the fragment
into the light-ray. You must put the wax into the seal and take the
imprint. You must put this imprint into the stamp. Put the seed on the
Village on the map, slide down the beanpole and you are in the next
level. 

Level 7 (Kael, Dreamland, Mountain)
-----------------------------------
Winkle climbs through the hole and takes a bean. He gives this bean to
the mole. While the mole is pulling the bean, Fingus takes the moles'
cap. Now Winkle takes with the match an apple from the tree. While the
apple is jumping, Fingus catches it with the cap. Winkle puts the apple
in the hole. Finally both goblins must eat a mushroom. In the dreamland
Fingus touches the cone and while the ball is jumping, Winkle goes on
the star. Winkle puts the ball on the cover and stay with it there. Now
Fingus has to stand  on the plate (safety-pin). You take a ball again,
put it on the cover and put Fingus on the catapult. Fingus jumps on the
plate again and Winkle is up. There Winkle has to push the aerial, put
himself on the bubble and when he lands on the cover, Fingus must jump
on the plate (safety-pin). Now you put Winkle up again. Put Fingus on
the plate in front of the bubble-man and Winkle jumps on the topmost
plate. Now Fingus is up, too. Fingus pushes the button. And while the
fool is catched in the bubble-ring, Winkle pushes the aerial. Now you
must prick the bubble with the safety-pin and they are in the level with
the beanpole again. Put the fool on the catapult. While Fingus pushes
the button (then the key comes), Winkle catapults the fool to the key
(try it, until a bird comes). Now you can go to the mountains. While
Fingus lifts the stone, Winkle takes it. Now Fingus takes the stone,
which Winkle lift to him. Then put Winkle on the head of the lion and
let Fingus throw the stone. Winkle pushes down the head. You must lift
the stone again, but this time only to the second floor. Then Winkle
goes on the head of the lion again and Fingus throws the stone. Fingus
goes on the head of the lion and Winkle let fall the head. Now you let
jump Fingus on the !!! until Winkle can reach the rock. Winkle makes a
bridge between  the rocks. Fingus goes above the bridge, file the bird
out of his cage, takes the key and the fool, goes  into the screen with
the beanpole, unlocks the door and goes into the next level. 

Level 8 (Tazaar)
----------------
Give the magic water to the fool. Winkle has to paint with the pencil on
the portrait and a boomerang comes fly, which Winkle can take from the
arm-chair. Winkle pours water on Tazaar with the cup and Fingus takes
the teeth-poke with the boomerang. Now Winkle has to paint on the board
with the pencil three times. Winkle opens the skeleton with the
teeth-poke and makes the sponge wet in the puddle. Winkle blows the
whistle and Fingus holds the sponge into the smoke. Now you must go
through the door and you are in the next level. 

Level 9 (Death-Empire)
----------------------
There Winkle goes to the !!! and Fingus on the eye. While the crocodile
wants to snatch the mouse which Fingus holds to it, put Winkle on the
head. He will catapult up, throws the boomerang against the teeth and
quickly goes the !!!. Winkle puts the sponge on the rock. Now put the
fool on the eye and catapult him to the sponge. While the water runs
out, Fingus quickly must paint a door on the rock and Winkle quickly
must open the door. Go out of the door and you can enjoy the Happy-End.

