GOBLINS 3 - Step by step walkthrough.


LEVEL 1:

Blount wakes up very groggy. His only possession is a coin. With this coin, he can unscrew the hook from the wall, which he'll hang on the line. He unties the knot near the railing, then takes the golf club. He uses it to hit the green creature on the head, sliding down from above on the line. From the chest at the bow, Blount retrieves a bag of pepper and a sink plunger. He uses the plunger to pull the green one out of the hole. His new buddy is named Chump. Chump climbs the front mast and lifts the weight, while Blount grabs the umbrella emerging from under the deck. He mounts the umbrella in the lifebuoy hole, then positions himself at the right edge of the board. Chump jumps on the plate, causing Blount to fly into the air and grab the tooth. He gets into the barrel, cuts the rope with the tooth, and flies down!

LEVEL 2:

Blount and Chump land in a small quarry, occupied by knights guarding Winona. Blount picks up the umbrella and elevates using the warm air from the left hole in the ground. He peeks through the hole after the tooth and falls in love with the beautiful damsel. Blount starts taking out the knights. He finishes the first two from the right with a golf club, grabbing a cookie on the way. Then he tosses the coin to the third, and as he looks at it, treats him similarly to his predecessors - with the golf club. He crushes the cookie on the helmet left behind. He jumps with the springy stones, stands on the boulder, and sprinkles the fourth knight with crumbs. As he scratches, Blount hits him with a club and takes the shield, hanging it on the bush. He takes the hand and hands it to the fifth knight, then hits him with the club after a while.

Now Chump—sticks out his tongue to the sixth, and when he mimics him, Blount pulls him by the tongue. He finishes the seventh by sprinkling pepper in front of his nose, standing on the boulder. The knight sneezes and hits his head, dropping the club.

Blount completes the ladder and positions himself on the overhang, while Chump sticks out his tongue to the last one. When he retaliates, Blount drops a stone on his head from the bush. Fourballus falls out of the bushes, stealing the necklace. Blount tries to chase him, but encounters a werewolf.

LEVEL 3:

It's already dark. Blount bumps his head but manages to pick up matches. He rubs them against the rough wall and sees... his own tombstone. Only the second rough wall turns out to be friendlier, brightening up the room, but it's still creepy. Blount breaks off the end of the scythe, prying open three little doors, releasing three flames. He also cuts the tube held by the doll, gaining glasses and a water pear. He can ignite the wooden leg of the pirate skeleton and then douse it with water — thus gaining a yellow flame. He puts on the glasses on the left side of the board, opens and closes it — catching a purple flame. From the glowing ball, he can take a spoon, with which he scrapes some blood off the "Ammonia was here" inscription. Blount pours the blood into the bottle, and the drunk pirate releases it. Blount places the bottle on the shelf.

Putting flames into the ball changes the lighting in the entire room. Different colors reveal different things. Blount first throws in the yellow flame and presses the revealed button on the letter O, then picks up the mirror. Then he obtains the green color (purple + yellow), from which he takes the cork and inserts it into the green hand mirror. He plugs the bottle with the cork and takes it; he gets a red flame. Now, by combining different colors, Blount completes the vampire tooth with a piece of scythe fragment and puts on glasses on the second skull. After throwing in all three colors from the ball, a beam flies out, bouncing off the mirror, glasses, tooth, and returning to the ball. This causes an explosion, and Blount flies straight into the starry sky...

LEVEL 4:

After a longer recovery, Blount and Chump land in a village, where there is an exit from the inn. Blount takes drops of memory, two rocks, and breaks one of them on the bush near the knight. Then he soaks a sponge in the pool and extinguishes the burning barn with water. Now he can take a fork, with which he steals meat from the trap. He fixes the fork in the right hole in the skull and plugs the left hole with a coin. He has to briefly go to the inn.

Blount picks up a spoon and places it across the stone. Chump stands on the handle. Blount, passing through the crack in the wall, takes a sugar cube, which he throws onto the spoon. Chump flies onto the shelf, where he smells the pepper and sneezes. Blount approaches the captain from the side, offering meat under Chump's pepper sneeze. With the spiced meat, they can return to the village.

Blount pours the memory drops into the pool and plugs the meat on the fork in front of the skull. The thirsty dragon drinks, regains memory, and allows himself to be caught.

Back in the inn, Chump stands on the customer's hand, and Blount gives the customer a sugar cube. The customer waves his paw, and Chump knocks over the rope. Blount attaches the plunger to the cupboard under the cage and hooks the rope to it. He goes upstairs to Otello and exchanges a coin for a key with him. He opens the door at the bottom with the key and lets the dragon in, who brings a letter. Blount closes the door and exchanges the key back for a coin. Then he gives the stone to the woman, who advises him to look into the head of the dagger. Blount looks and sees Winona struggling with Fourballus.

LEVEL 5:

The girl first plucks a few hairs from the caterpillar, scoops up gunpowder from the bucket, and picks up a stick from the ground. She uses the stick to knock the flint off the shelf and the helmet off the skull. Ooya appears — a magician hiding from Fourballus. Winona carves a groove in the trunk with the flint, from which resin begins to flow. Winona collects resin with the helmet, and with the flint, she destroys the minstrel's instrument. In return, the minstrel carves a flute from a stick, first placing it in the hole. The minstrel plays the flute, summoning a crow, on which Ooya flies off for his magical ingredients. He returns shortly and with his magic wand, he summons hair moss on the lying skull. Meanwhile, Winona builds a firecracker: she plugs the peg into the hole, pours powder, mounts hair as a fuse, coats it with glue, and ignites it with the flint. The first firecracker sticks to her hand, but skillfully thrown next ones gradually blow up the tower on which Fourballus sits. Winona also blows up the boulder under which bamboo grows. Ooya charms it, allowing Winona to receive larger tubes for more powerful firecrackers, which will help finish blowing up the tower. Nasty Fourballus casts a spell on Winona and turns her into a butterfly.

The action briefly moves to the inn, where the captain signs a letter of recommendation for Blount, who sets off to the city.

LEVEL 6:

In the city, there is a SHOP and a LABORATORY. Blount starts his visit at the shop. He hands the shopkeeper a coin and the letter of recommendation, with which he scares away the rat from the shelf. Blount can take a key and a snake egg. He uses the key to open the moon lamp and transforms into a werewolf. As a werewolf, he's strong. He knocks over the wardrobe into the middle of the room and jumps on it from the shelf. He retrieves a hammer from the wardrobe debris, first hitting the man on the head to reclaim the coin, and then smashing another wardrobe, containing a trumpet. He jumps on the couch and springs onto the second shelf, where he uses the hammer to chip off a piece of the trophy horn. He also takes a dumpling and leaves the inn.

In the daylight, Blount regains his former self. He plugs the hole in the roof with the umbrella, for which the old hag gives him a hot water bottle. Blount warms the snake egg on the roof — a chick hatches. Blount talks to the alchemist, who lets him into the laboratory.

With the first chemical experiment product, Blount climbs onto the roof and feeds the chick with the elixir, causing it to grow in size. Along with Fulbert, they go to the shop, where Fulbert pulls out soap from under the counter and presses the button releasing the hanging roast. Blount jumps through the trapdoor in the floor with the hammer and deals with the basement dweller, taking his bone. In the city, Blount waters two plants with the elixir, and Fulbert climbs twice on the left, allowing Blount to receive a letter and a flower. The letter can be read in the mirror, and the flower will be needed in the laboratory. Blount moves the lever and grabs the abandoned ball, while Fulbert jumps on the lever. Blount can now cross on Fulbert to the adjacent roof and obtain the sole.

After brewing the second elixir, Blount drinks it and gains the ability to run fast. He crosses Fulbert to the neighboring roof and plays the trumpet, putting his head into the bell. A female bird flies in, in which our bird falls in love. Blount has to run around and manage to catch a feather, needed in the laboratory.

LEVEL 7:

There are two hands available: the right one for carrying items and the left one for operating devices. The laboratory is equipped with a faucet, litter box, pot, ashtray, distiller, mixer, mortar, bottles, lighter, fan, and elixir book. The collected items are placed on the tables. The first thing is to heat the snake egg with the hot water bottle, from which a small reptile hatches. Using the lying book, you need to generate CROISIXIR — the growth elixir (powdered shells, boiled dumplings, and horn ash). With the finished elixir, you treat the snake, which grows and becomes Fulbert — Blount's new buddy. The second portion of the elixir lands in a bottle and can be taken outside.

The second elixir — VITIXIR — is made from powdered bone, boiled sole, and flower extract. It is a speed elixir. However, it doesn't make sense to make POUFIXIR, only AILIXIR — the magical flying elixir according to the recipe from the alchemist's letter to the beloved (soap bubble, tears of laughter, and ash from the feather of a lovebird). You make the bubble by dipping the key into the litter box with water and soap and placing it in front of the fan activated by the coin. Tears of laughter are distilled from a drop of memory. When you have the ready AILIXIR, Blount gets wings and flies off into the distance...

LEVEL 8:

Blount takes a knife and a bag of sand, which he attaches to the balloon basket. The balloon descends slightly. Blount cuts the bag, eliminating the goat. He pumps the balloon, on which Ooya flies over to the neighboring island. Ooya enchants the giant's bangs. The giant feels cold feet - we'll use that later. Blount takes a string with a golf club - it turns into a fishing rod. He uses it to pull a piece of cloud over the giant. Again, he pumps the balloon, and Ooya flies over to the rock on the left. By enchanting the stone, she creates her way back. Now, we move to the left, to the catapult. Blount steals binoculars with the fishing rod and returns to the clouds. Ooya positions herself on the right side of the giant. Blount pumps the balloon, and Ooya catches it. Blount quickly punctures the cloud with a knife - it rains, and the giant sneezes, pushing the balloon with Ooya into the geysers. The wizard climbs into a large, inactive crater, and Blount plugs the geyser next to the sandbags. Ooya lands near the frog. If she misses, she has another magical stone on the rock near the goat. A bridge can be built to return to the giant and move again. Blount looks through the binoculars at the spot on the glacier. It's Bizoo - the wandering flea. Blount cuts the sandbag from the balloon, allowing Ooya to enter the basket. Blount attaches two sandbags, and Ooya can go to the glacier and defrost the flea. Blount takes it and goes to the catapult. Colossus activates the catapult when he sees a ship on the horizon. Ooya enters the catapult through the shovel. Blount adjusts its position with one of the buttons to make the arm the shortest. Then Blount looks through the telescope and screams that he sees a ship. The knight gets annoyed and activates the catapult. Ooya flies to the rocks, enchanting cheese. A worm comes out of the cheese. Ooya returns, sets up the catapult for Blount. Blount climbs onto the catapult, and Ooya annoys Colossus by touching his picture, one floor up. Blount takes the worm on a fishing rod and returns to the clouds. In the hole, he catches a sawfish and returns to the catapult. Blount sets the catapult in the middle position, attaches a stone to it, and activates Colossus. He activates the catapult, hitting Colossus on the head with a stone. Then Blount loads a flea onto his face. When the flea gets a grain of sand, Blount tries to saw through the wooden pole, but Colossus drops a cage on him. Ooya enchants Blount, allowing his shadow to be released. The shadow can talk to Colossus's shadow and the robot's shadow. Blount's shadow takes a grain of sand and puts it between the catapult's gears, provoking Colossus to activate it again. The gears scatter on the ground. The shadow takes a gear, opens the robot with a knife, and mounts the gear on it. After a while, it can take the pollen ball from the robot and throw it into Colossus's face.

LEVEL 9:

Bizoo jumps around the knight's ugly face. From between his teeth, she extracts a toothpick and mounts it in his left eye. She retrieves a grain of sand from his eye. She takes the toothpick and, digging in the knight's lush beard, conjures up the entire family of fat lice. She smacks each of them on the head with the toothpick until she gets to the oldest - grandpa in a white coat. Now she swings on the hair from the nose, and when a tear forms in Colossus's eye, she pushes the grain of sand onto it. The grain lands at the bottom, and a kick is enough to make it fall to the ground. Then, when Blount throws pollen on Colossus, Bizoo jumps on the nose to the eyebrows, takes the pollen, and sticks it in the left ear. Then she plugs the nose hole with the toothpick and swings on the collar, placing the pollen in the right spot. Colossus, allergic to pollen, sneezes loudly, smashing his face into his devices.

LEVEL 10:

At the beginning, you need to kiss the queen, but an old crone stands in the way, trying to put Blount to sleep. When she leans her head forward, Blount quickly takes out a hammer and hits the old woman on the head. A pistol falls from her hand. The way to the queen is clear. Blount kisses the queen until he manages to take the magic wand from the table next to her. The queen asks to take the baby's slipper from the portrait. Above the fireplace is a pot and some vegetables. To get on the fireplace, Fulbert positions himself on a tray next to the candlesticks, and Blount approaches the candlesticks and grimaces in disgust - Very annoyed, he hits the table with his fist. Fulbert flies out like from a catapult. On the way, he swings the chandelier. Blount quickly jumps to the second chandelier and like Tarzan jumps, landing on the fireplace. There he gathers some vegetables. Fulbert climbs the tall candlestick and knocks down the candle. It will be needed to open the fountain. Blount places a candle in each candlestick, lighting it with a magic wand. Each time, the fountain spirit speaks part of a sentence. To open the fountain, you need to light the candles in such a sequence that the sentence makes sense. The French version: "Moi, l'ombre de la fontaine... je commande a l'ouverture... de passage qui mene a Bodd" ("I, the shadow of the fountain... I command the opening... of the passage that leads to Bodd"). Proposed candle sequence: middle, right, left. The fountain opens. Blount hesitates slightly. Finally, he enters Bodd's realm. Immediately, Bodd catches him and won't let go until he figures out what to do with him. Blount gives him his hand. To the son, he gives a revolver. The squire next to him gets vegetables. Fulbert, after a lance, enters and swings the chandelier. Blount jumps from the second one to the fireplace. There, in the cage, is his beloved turned into a butterfly - the king will free her when he gets the skull of his ancestor, which is with the queen. Blount takes a plate from the table and gives the jester a magic wand. Fulbert digs into the cockroach hole. The king grabs a boot and hits the bugs, then Blount gives the plate to the jester. The brat shoots at his father, the boot falls, and Blount quickly goes to pick it up. To return to the queen, Blount opens the fountain again, extinguishing the candles with the wand. The proposed order: middle, right, left. The sentence "As-tu songe que ton passage... pourrait reunir un jour... les deux souverains solitaires?" ("Did you think that your passage... could one day unite... the two lonely sovereigns?"). Blount stands under the library.

Fulbert climbs onto a column and knocks down the glasses. Clumsy Blount can't catch them, so Fulbert quickly descends to grab the glasses and puts them on the floor. Blount can put them on and take an onion. On the chessboard with the king, he eats the onion and spits out his life story. The halberdier poisons himself with his breath and puts the tool of violence on the floor. Blount returns to the cook sitting in the pot on the fireplace. The cook has personal quarrels with the queen's cat. This cunning creature has insinuated itself into the queen's favor and boldly allows itself to rummage through the kitchen. The cook wants an ax to deal with the audacious furball. Blount gives the cook the ax and hides in the fireplace, and Fulbert, entering through the chandelier, knocks down the skull. After the werewolf disappears, the whole court comes out of their hiding places and starts gossiping. The cook lurks on the cat. Fortunately, the swinging skull was in the halberd's way. Blount quickly grabs it and goes to the king. The king graciously accepts the remains of his ancestor. The cunning tyrant tricked Blount. He must first pass through the maze built by the King and Queen.

LEVEL 11:

In the name of freedom for his beloved, Blount must win in a barbaric version of chess. From the rules of the game, we learn who participates in it: the lover (l'amouroux), the murderer (assassin), the archer (l'archer), the knight (cavalier), and the king (roi). Blount first goes to the adjacent room - the fairy kingdom. A spider lurks there. Blount-werewolf is afraid of spiders. He can only get to the horse when Fulbert touches the cobweb with his tail. Blount takes the horse and chalk from the drawing manual. There are numbers on the notebook page. The ink hasn't dried yet. Fulbert rolls in the dust, and Blount goes downstairs. After a portion of dust in the nose, he sneezes and the numbers scatter. He collects them all in his pocket. To retrieve the nine from the spider's clutches, Blount stands as close as possible, and Fulbert blocks the moon in the landscape. Blount stops being a werewolf for a moment. The spider escapes, and Blount takes the nine. He draws the missing eight on the notebook with a compass found in the sculpture manual. He still needs a brush for the ink. He throws numbers 1-9 into the inkwell. Ready, he can dip the brush. On the way, he stumbles upon a geometry notebook. On the drawing made by some nerd, he can jump a bit until vectors spill out. Blount collects them and starts artistic activity. He paints an animal on the cart. Blount attaches a coin instead of a wheel and remembers to take it back from the cart. On the first page of the fairy tale book, Blount reads about the archer from Sherwood, who lost his arrows. The vectors may be useful to him - out of gratitude, the archer will be our pawn on the chessboard. On the second page, he reads about the knight who lost his memory and horse. Blount draws a path to him, and gives him the horse. Then there is a story of a certain maiden waiting for her prince. Maybe after drawing a poor, yet charming lover, a smile will return to her face? Unfortunately, the singing lover got the boot. But take courage, maybe now it will work. It's also in vain, even the mandolin didn't move the heart of the beautiful maiden. But no matter: the lover fled, fortunately for Blount, leaving behind the mandolin. On the fourth page, there's a very sad story of a certain king; his sons, instead of courting the local princesses, focused on studying, and one even became a journalist. Before returning to the chessboard, Blount cuts the ruler into pieces and takes one block. Around the chessboard, there are wooden and marble blocks. With his right hand, he chalks signs on the wood, and with a compass on the marble, he carves out figurines with a hammer and chisel. Then he dips them into the paint pot and finishes with a brush. The chessboard is ready to start the game!

The archer can move diagonally, but only on green squares. He cleverly eliminates two guards and knocks the key out of the tower. The murderer can climb anywhere, so he goes to operate the trapdoor lever to eliminate the executioner from the board. The knight, jumping like a horse in chess, jumps near the king and fights two knights defending him. A little help from the outside is needed to put the mesmerized mouse in front of the priest, so that he escapes. His field is taken by the lover, who plays the mandolin and summons his beloved from the tower, rushing to her. Only the king remains to be neutralized, and he is worthy of a checkmate. The knight on horseback stands on the adjacent field, the archer positions himself diagonally, keeping an eye on the other field adjacent to the king, and the murderer grabs the ax. The king must leave.

LEVEL 12:

The old demon sleeps in the clock. He must be awakened. Blount takes the universal egg. The time mirror transforms the egg into a chick. They put it into the fattening mirror and pass it through the passage to Blount-reflection. He throws it into the large hole. The chick activates the demon clock lever. One hand is set to "zero" hour. Blount-reflection slims down the chick in the upper mirror and passes it to Blount. The skinny chick activates the small hand through the small hole. The demon has awakened. Blount-reflection still needs to return the chick to its normal size and then turn it into an adult hen in the time mirror and enlarge it.

The room next door

LEVEL 13:

In the heart of Good and Evil, Blount gets a split personality. The beautiful and intelligent one separates from the ugly and brutal one. They both go to the memory dial. Werewolf Blount destroys it, and Blount evokes memories. Upon seeing Colossus, the werewolf can't stand it and smears it in the eye. A grain of sand falls out. Blount runs to the handcar. The werewolf switches the switch to Lake Squint-Gały. They both land on the shore. After work, the werewolf takes a bath. At the sight of the brute, Squint-Gały exit from their orbits. Maybe sand in the eyes? In the salty tear swims a flying fish, which both Blounts fly to inaccessible areas. First, the werewolf - he exits the lake through a moving tile. By derailed handcar, he breaks the tear, then quickly switches the switch to straight. Flying into the air, he catches the fish and gets to a high shelf. There he hits the whistle of the trapped dragon with his fist. In the same way, Blount gets to the whistle. Now he takes out the forgotten CROISIXIR from his pocket and treats the rickety plant with it. The vine climbs upward. Fulbert can climb on it and discovers the missing brick by the window. From there, Blount calls the dragon with the whistle. It flies over, but it's no bigger than a butterfly. With the old elixir, he helps him gain a body. In gratitude, the dragon sets everything on fire, wherever Blount whistles: the fence of shame goes up in smoke, water from the puddle evaporates, and you can take the key to the hidden beauty box. There, Blount finds a charming ointment, and then on the dragon's back, he goes to the grains. He feeds a fat hen that eats everything except a sand grain.

Blount returns to the mirrors. The demon gets sand grains and all his ugliness into disgusting ointment. Blount-reflection catches it. They can both go to the exit mirror.

LEVEL 14:

Right at the beginning, an unpleasant surprise: the old companion — Fulbert, leaves Blount. He has to cope on his own. The way to his beloved leads through the union of the negative and positive halves of the deity. From the left positive pole, an angel plays, and from the right negative pole, a devil listens. The deity confessed to Blount that the divine score cannot sound because each musician plays their own tune.

Blount eagerly gets to work. During the conversation, a string falls from the deity's face. Now the score must be taken. To do this, one must free oneself from the hands by breaking the picket and the wall. After ringing the bell, both hands come out, and each grabs a chain at the bitter spring. Blount jumps on the chain. The score will be on the ground. One score is not enough for two musicians. Blount dips it in the spring, and unfortunately, it falls into the water. Again, the hands grab the chain, the spring dries up, and Blount retrieves two scores: yellow and red. He sets them on the respective stands. He forces the devil to play by hitting the cloud with a hammer. The lightning ignites his power supply. The angel gets a coin in his halo. Heavenly music and heavy metal sounds flow to the bitter spring. All that's left is to throw a rope on the notes and ask the helpful hands to tie a knot.

End.


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