Gobliins 2: The Prince Buffoon

Walkthrough



The aim of the game

After passing through strange lands, the goblins have to get to Domenic's castle which is being held by the demon Amoniak, rescue the Prince Buffoon and bring him back. the places which are passed through are divided into small worlds made of 2 to 5 screens which are connected to each other. Each world has a mystery to be solved and the clues are hidden in the screens which go t make it up. The goblins are blessed with an extraordinary vitality, they cannot die (unlike in the first part of the series which had an energy bar for the 3 goblins combined). They can only successfully carry out the key actions by working in unison. Eg. Fingus works the fountain while Winkle fills the bottle. Timing is therefore essential. In fact, in order to win, you have to act at precisely the right moment - neither too soon nor too late. Towards the end of the game you will acquire a third character, the Prince Buffoon. Even though he can be selected and moved around like the others, he cannot collect objects and seldom acts.


Interactivity

The two goblins are on the screen at the same time and can be manipulated simultaneously. The orders have to be given alternately by activating one goblin at a time. When the goblin is put into action he appears on the screen in profile. To change goblins, click the left button of the mouse directly on him. The goblins share objects, there's one inventory for the two of them. But each can have a different object in his hand (they cannot use the same object simultaneously though). We can change goblins, even if they are holding something, by clicking on the other one.

The screen is divided into four zones:
- The information panel which appears at the top of the screen when the cursor arrow is placed on the top part of the screen.
- The central part where the adventure unfolds.
- The dialogue window
- The help line or bottom line.


The cursor's role

When you move the cursor arrow around about the screen, it corresponds to the act of investigating. A text appears on the help line when you move into a special zone. This allows you to find special places or objects, characters (you can show them or give them objects or allow them to express themselves), and exits (the cursor "arrow" changes into a door icon).

When you click the cursor arrow: - on the ground: the goblin goes to the chosen place (if reachable)
- on an active zone: the goblin moves up to the place indicated and carries out the corresponding action. Eg. on a button, he presses it.
- on an object: the goblin moves towards the objects and picks it up. this will cause the "object" arrow (a barred arrow) to appear. this means that you are holding the object. The phrase "USE (name of the object) ON" appears on the help line. the object can be put into immediate use or placed in the inventory (by right-clicking the mouse).


The use of objects

Once you have the cursor on the object, you can:
- put it in the inventory by pressing the right mouse button
- use it in a zone. If you move the object cursor into an active zone "USE (name of object) ON" appears on the help line, followed by the name of the place or character chosen by the object cursor. If you press the left button, you will be able to use the object in the chosen zone. Eg. "USE key ON lock". The action is determined by the object, the goblin moves and carries out the action.
- personal use: if you use an object anywhere outside a special zone the goblin moves to there and uses the object on himself. If you click on him, he carries out the action on the spot.


The inventory

With the arrow cursor selected, when you press the right button of the mouse, the inventory of the objects in your possession appears in a window. choose the object by putting yourself on the correct line and pressing the left button. To close the inventory without selecting an object, press the right or left button outside the inventory window.


The information panel

To access the information panel, place the cursor at the top of the screen and click on the desired symbols. There are seven symbols. According to your need, choose a function by pressing the left button on the required symbol.



Game management (disk symbol)
- Save: there are 15 positions for saving your game. Select a line, write the name of your save game, press enter and confirm.
- Load: each of the 15 save positions can be called up. the game will be as you left it.
- Quit: allows you to leave the game.

Jokers (prince Buffoon symbol)
you have several jokers available per situation, which will give you extra clues should you really be stuck.

Notepad (scroll symbol)
type the clues you want to remember.Press the right mouse button to quit.

Inventory (bag symbol)
Another way of entering the inventory.

Object exchange (2 goblins symbol)
A way of passing objects from one goblin to the other without using the inventory.

Movement (road arrow symbol)
This menu will allow you to teleport to other directly accessible screens in your current world. you cannot access parts of the world through this menu if they require a puzzle to be solved to access them (such as both dream worlds).

Options (screw symbol)
- Typo: allows you to change the character font in the dialogue window.
- Music: allows you to control the background music
- Date: allows you to see the time and date.
- Help: allows you to see the names of the active zones.