Gobliiins 3 Walkthrough

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By adventure softWalkthrough by MaGtRoApril, 2002Game Play:Read the manual, please do! The gameis mouse driven. To skip cut scenes (after you'veseen it before for clues or for fun) click theright mouse button. The game manipulation is byclicking a combination of a verb selection and anitem in the display area. The item is identifiedon the ID bar above the verb bank when the cursoris over the item.

To perform an action; firstselect the verb, then the object you want to usethe verb on and then click the left mouse button.The default verb is 'Walk to' when thecursor is over the screen and 'Look at'when the cursor is over an inventory. Doubleclicking on the screen with no items identifiedwill return to the default verb. When talking, aselection is given. Exhaust all possibleselection for conversation and it is best tochoose a polite conversation selection since itwill lead to a more direct response. The soundeffects and music can be toggled on and off bypressing S and M, respectively.Using the mapwill bring Simon automatically to different places andadditional locations will be added once the placeis brought up/seen during game play. Clicking onthe center of the map will exit back to the game.Using the postcard will bring up the main menu ofsave, load, quit and continue. To save, type inthe name you want to describe the saved game andpress enter.

Move the cursor all over the screento find the active items to examine or pick up.The inventories that can be picked up arecolored yellow in the walkthrough. I played thegame with lowered graphics and sound accelerationto stop the lines on the screen and thestuttering of the dialogue.During Simon's 12thbirthday, a scruffy dog with a book in his mouthentered his life. He named the dog, Chippy. Inthe opening sequence, the dog is in the attic insearch of the book he came with. He found it inthe chest. Simon in one of his 'boyishsadism' mood decided to look for Chippy totorture him. In the attic, he threw the book'The Olde Spell Booke', an action thatopened a portal into another time and place.Chippy walked through the portal and Simonfollowed.

Simon is now wearing a wizard robe andhas landed in the midst of goblins and trollsinvoking a magic spell for food. He dropped thespell book. Simon became the main ingredient intheir lunch.

Chippy arrives to save him and inthe next cut scene shows them entering Calypso'scottage. Simon reads Calypso's note. So, theadventure is to save Calypso, the grand wizardfrom Sordid, the evil sorcerer. Simon can useCalypso's spell book but before he can use it,Simon must first become a wizard. There arewizards in the tavern in the village of Fleur delis that can teach him. Thus the village appearsin the map.In search of the WizardsCalypso's cottage:Open drawer on the desk and pick up the scissors.Walk to stuck shut fridge and pick up the magnet.Go outside and behind the cottage by clicking onright side of the cottage and see a pile ofcompost. Move to the extreme right of the screenand find the blacksmith.Blacksmith Shoppe:Pick up the rope on the left side of thebuilding close to the barrel.

Pick up the clapperon the table. The blacksmith is too busy to talk.Exit to the top left of the screen and see theDrunken Druid Tavern. Open door and enter.Drunken Druid Tavern:Pick up the safety matches from the top ofthe fruit machine on the left of the screen.

Usethe scissors on sleeping dwarf and get beard.Talk to the barman about Calypso and Sordid. Hetells you that Sordid lives at the Craggy Peaks.Say hello twice to the Nubile Valkyrie to getthem to talk to you. Then, say that you aretaking a survey and ask about Sordid. Find outthat Sordid lives in a tower.

Enter theroom on the right of the screen.Listen to 4 wizard playingmahjongg. They talk about the mahjongg game theirplaying, getting the game from the man withstrange eyes that has a wok and talks about'confusion'. They also talk aboutCalypso collecting ingredients, searching for 3months for the staff, breaking a detectingthingie and about Sordid, the renegade. When theystart repeating themselves, talk to the wizards.Tell them 'I want to be a wizard','pointer on wizard' and finallyconvince them by selecting 'I'll do anythingto be a wizard'. You will be given the taskof finding a staff that is 6 ft tall with acrystal sphere in one end and is star-shaped.

Thewizards will invest you on the spot once thestaff is retrieved. The last person to have it isthe dead Naffin the necromancer. Afteragreeing to the task, leave the room and thetavern.Start search for thestaffVillage: Outsidethe tavern, go to right of screen, pass theblacksmith, to the right of the screen again,ignoring the dodgy geezer or talk to him, go tothe left of the screen. Pick up the ladder.Enter the Apothecary and pick up the coldremedy that is on the table. Climb the stepsand pick up the empty specimen jar.Exit the apothecary.

Go to the right of thescreen, pass the dodgy geezer, to the right ofthe screen again and then left of the screen bythe Shoppe and to the forest.Looking around in theforestForest: Fromthe village, go right, walk to the right upperpath, then the path to the top of the screen andforward until the owl tree.Wise owl: Talkto the wise owl and pick up the featherthat dropped from him. Talk to him again to pickup hints. You can come back to him anytime and hewill give hints to move on the game. Exit back tothe left of the screen and down to the path goingto the bottom of the screen.Barbarian: Seea crying Barbarian with a thorn on his foot. Talkto him and when you pull the thorn out, he willgive you a whistle, which you can use tocall him when in need.Exit to the right of thescreen and come to an intersection.

Take the pathto the upper right.Paleontologist dig: Lookat sign. Talk to hole. Find out that the famousdoctor is looking for the missing link betweenman and vegetable.

Agree to watch out for thefossils he is looking for - first promise to help.Take the right path and enter the center ofthe forest.Center of the forest: Thestone steps on the left of the screen bring youto the goblin fortress. The cave at the center ofthe screen is the dwarf mine. The stone steps onthe right of the screen go to the cave entranceto the swamp and mountains and the path to theright goes to the woodcutter.Goblin fortress: Pickup the paper under a rock that is found onthe ground close to the right side of the landingof the door. It is a shopping list addressed tothe shopkeeper in town. Use the map to go to the village. Go to theShoppe. VillageShoppe: Give theshopping list found by the goblin fortress to theshopkeeper.

Using the map, go back to the center ofthe forest.Dwarf mine: Pickup the rock in front of the dwarf mineentrance. Look at it and note the writing on it -'Beer'.

Exit to the right of thescreen.Woodcutter: Talkto the woodcutter until he gives you the metaldetector to detect milrith, a hard substancefor his axe head - second promise to help. Go tothe right and see the waterfall.Go back to the path thatgoes back to the village. Take the lower rightpath, pass a dead tree on its side, to the rightof the screen and pass the tree stump.Tree Stump: Listento the voices coming from the stump and realizethat they are woodworms. Talk to them until youagree to get them 'real quality wood'and they decide on 'mahogany' - thirdpromise to help.Take the path at the bottomof the screen, pass the wolf that came and leftand continue to the left of the screen to the witch'shouse.Witch's place: Movehandle of the well and pick up bucket of water.Open door twice and enter. You can examine thingsin the house before touching the broom. Try topick up the broom and the witch appears.

Leavethe house. Go back to the woodworm stump. Turnright until the troll bridge.Troll Bridge: Listento the troll going on strike on his goatemployers and won't let anybody pass the bridgeuntil he gets satisfaction (a goat to eat). Talkto the troll and he will notice the whistle yougot from the barbarian around your neck. Tell him'to have a go and find out'. Yourfriend the barbarian arrives and takes care ofthe troll for you.

Pick up the placard (didnot find any use for this in the game) and crossthe bridge. Walk to the upper fork of the path.Oaf: Talkto the oaf and counsel him to water the beans (thatis why he is called oaf).

Automatically water thebeans and also automatically leave that scene andbe at the crossroad. Go backand pick up beans from the puddle. Use mapto go to village. Go toCalypso's cottage. Go behind cottage and usebeans in compost to get watermelon.

Usemap to go to owl tree. Walk tothe right of screen, to the intersection and takethe right path.Sousaphone: Talkto the musician. Automatically leave because thenoise is intolerable. Go back and immediately usethe watermelon on sousaphone.

He will give youthe sousaphone after convincing him thatyou can repair it.Looking around the swampand mountainsUse map to go to center offorest and up thestone steps to the cave entrance. Enter the caveand walk the cave pass to the swamp. Go up to theswampling house on the top of screen and opendoor.Swampling: Talkto the swampling and find out it is his birthdayand no one came to his party.

Eat the stew (secretingredient - swamp mud), use specimen jaron stew. You can either sneak out the door whilehis back is turned or eat as much stew as you can(Yuck!) and wait for him to leave to get more mudto fix more stew (since you ate it all). Onceoutside, go to the right of screen.Mountains: Moveforward until a small statue of a wizard is seen.Use the metal detector. You got lucky and leavethe detector to mark the spot of the milrith.Exit right to the sleeping giant.Giant: Youcannot go forward any further but maybe that treecan make a walkway.

Use sousaphone to try to wakethe giant. He moves his arm and breaks the tree.Cross the tree. Move forward until the dragon'scave. Note the boulder on top of the cave.Dragon's cave: Lookat sign. Enter the cave. The dragon has a badcold and warns you about his lack of control onhis breathing.

Simon gets toasted. Click on himand go back in the cave. Give the cold remedy tothe dragon. In the cut scene, Simon will walk outand throw cold remedy in the cave. Enter and pickup the fire extinguisher. Exit the cave.Go up the path behind thedragon's cave. Pick up the rock withfossil from the snow.

Go right of screen and seeclimbing pins on the side of the mountain but oneis missing. Click on right of screen to cross thechasm to the other side.

Go forward until thetree.Tree: Notethe pink splodge. Look at and talk to tree. Toget the magic words he knows, you promise (anotherone) to get white spirit from the village Shoppeto remove the pink splodge. The pink paint is themark that tells the woodcutter that the tree isto be cut down.Fulfill some promisesUse map to go to the village.

Go to theblacksmith. Give rock with fossil to blacksmith.He breaks it and you pickup the fossil.Use map to go to the centre offorest. Go left to thepaleontologist dig/hole.Paleontologist: Givefossil to hole. The famous paleontologist askswhere you found the fossil. Tell him that it isin Craggy Peaks marked by the metal detector.Free labor! Use map to sleepinggiant and go left.Look at and then pick up the milrith ore found on themiddle pile of dirt in the foreground of the holedug by the paleontologists.Use map back to the village.

Gobliiins 3 walkthrough game

Go to theblacksmith again. Give him the milrith ore and hewill make an axe head.Woodcutter: Goto the woodcutter via the map to center ofthe forest. Go to right of screen andforward to the wood cutter. Give the axe head tothe woodcutter. Another promise fulfilled. Enter the woodcutter's home. Pick up the climbingpin on the table by the window.

Hmm,woodcutter must have some interesting wood. Use fire extinguisher on fireplace. Movethe hook of the fireplace stand and find yourselfdown the hidden cache of the woodcutter. Pick upthe mahogany from the left side, secondfrom the bottom shelf. Now, go to woodworm at thestump via the map to the witch'shouse and then take the path tothe stump.Woodworms at the tree stump: Talkto the tree stump and automatically the woodwormwill have a mahogany feast. The woodwormsjump into the mahogany in the inventory.

Use themap and go to the crossroad. Take thepath to the bottom right.More walkaboutTower:Use clapper on silent bell.

Move bell andRapunzel drops her hair. Pick up hair to climb up.' After the kiss, Rapunzel,I mean Repulser is now in inventory. Usethe woodworm on the floorboard.

After droppingdown to the first floor, use ladder on hole. Useladder to climb down. Open the tomb and find amummy. Scared, you run out of the tower, openingthe stuck shut door.

Go back in, down the ladderand open the tomb again. Pick up the loosebandage hanging at the back of the mummy and hewill unravel and turn to dust. Pick up the staff.Go back to the crossroad and takethe path at the top of the screen.Waterfall/Gorge: Lookat gorge and see someone fishing. Click on thevines found at the bottom left of the screen togo down the gorge.

Talk to the fishing Golum. Askabout the fishing rod. Give the swamp stew to theGolum for the other members of the Tolkienishsociety (since he did not have any nibble whilefishing and have nothing to feed them).Automatically fish and find the invisibility ring.Use the map to go to village. Ignore thebox of grocery outside the Shoppe for now. Go toarched path to the north, pass the dodgy geezerand exit left of screen. Again, exit to the leftof the screen of the Apothecary to the house withthe beehive.House with beehive: UseRepulser, the pig on the locked chocolate truffledoor. Enter the house and look around.

Pick up smokebox off the hutch on the right. Pick up thenetted hat leaning by the hutch. Exit thehouse. Use the smoke box on beehive andautomatically use the hat. Pick up the wax fromthe upper part of the beehive.

Go to the DrunkenDruid Tavern.Drunken Druid Tavern: Talkto the barman and ask for a drink. Immediately,use the wax on the beer barrel while the barmanis looking for ingredients for the cocktail. Iflate, just order another drink. Simon plugs thenozzle of the beer barrel with wax. The barmanthinks the barrel is empty and took the barreloutside. He gives you a Happy Hour leaflet and a beervoucher. Go outside and pick up the beerbarrel.

Use map to go to the center ofthe forest.Dwarf mine: Wearbeard taken from drunken dwarf in the tavern.Enter the mine. The password is 'Beer'- the word on the rock. Try to go down the leftstairs and the assayer will wake the sleepingguard up. Talk to the guard about 'bribes'.Give the guard the beer barrel.

You willautomatically take it down to the beer barrelroom. Find a drunken dwarf and snoring dwarflying on the ground in the beer barrel room. Usefeather on snoring dwarf. Pick up key.Go back up and then go downthe left stairs now that the guard is having adrinking contest in the beer barrel room. Talk tothe sitting dwarf supervisor and he can tell youthat about the door to the treasury and that thekey is held by the dwarf that is in the beerbarrel room (you already have it, anyway). Pickup hook hanging in front of the treasurydoor. Open the door to the treasury on the leftof the walkway and automatically use the key.Enter and meet the dwarf inside.

Talk to himabout 'an offer' and 'something inthe inventory'. Give him the beer voucherfrom the Drunken Druid tavern. He gives you a gem.Leave the dwarf cave.

Use the map to go to the village. Go to thedodgy geezer.Dodgy Geezer: Givethe gem to the dodgy geezer.

The bargaining willstart and keep on until you get 20 gold coinsfor the gem. Go to the village Shoppe.Shoppe: Enterand buy/pick up white spirit (on the shelfbehind the left head).

Buy/pick up the hammer(below the white spirit) and it comes with a freenail. Go outside and use box of groceryfor the goblins that is outside the Shoppe.Goblin fortress: Thebox is now in the storage room of the fortress.Simon wears the invisibility ring automatically.Move/open the box to show invisible Simon. Lookat the empty boxes and get the spell bookthat Simon dropped when he first came to thistime/place. Look at spell book in inventory andget a loose paper in it. Pick up the rat boneon the ground.

Look at door and note that the keyis left in the lock. Use paper on door and Simonwill slip the paper under the door. Use rat boneon lock. Pick up paper from under the doorand the small key that dropped on it.

Use smallkey on lock and open door. Pick up the metalbucket with a hole at the side of it found infront of the cage.Since the other path isblocked by the guard, go down the steps and lookfor another way out. Find a druid manacled on therack. Open the iron maiden. Pick up the flamingbrand at the center of the room. Pick up the mintsby the door. Battlefield bad company 2 vietnam gameplay.

Talk to the druid and then removethe ring. Try to convince the druid that you arenot evil. Ask him about ideas for escape andeventually, he will say that he can change to afrog when he sees a full moon. Use metal bucketon druid. Use flaming brand on druid.

The druidchanges to a frog. The frog hops to freedombetween the bars. Sounds from the guard room areheard. Go inside the open iron maiden. Afterseveral days, the frog/druid returns. Open theiron maiden and pick up the hacksaw fromthe frog's mouth.

Use hacksaw on bars. Go outside.Use map and go to the dragon'scave.Dragon's cave: Usehook on boulder on top of the cave. Walk toboulder (climb) and find yourself on top of thecave. Look in hole to see the dragon's treasures.Combine rope and magnet to get rope and magnet.Use rope and magnet on hole until it comes upempty of gold coins. Walk up themountain to the tree.Tree: Usewhite spirit on pink splodge - last promise done.Talk to tree. He says that the magic words arealakazam, hocus focus, abracadabra and sausages.Go to the village via the mapand then walk to the tavern.Drunken Druid Tavern: Goto the wizards and give them the staff.

Answerthe question and pay the subscription fee of 30gold pieces. Simon is invested as wizard and geta young wizard starter pack kept in the WizKid wallet. Ask about Sordid and leavethe tavern.

Go to the Apothecary at the left ofthe dodgy geezer's place.In search of Calypso andSordidApothecary: Talkto the druid. He will give you a special potionthat he got from a friend from another dimension.His retired friend talks about rabbits and teaparties.

He needs an herb to control his frogchange. It is frogs bane found only in SkullIsland. Now, where will we find that herb? Let ussearch.Witch's cottage: Thewitch will challenge you to a duel. Therules say to change to another animal (no fruit,vegetable or dragon). The stronger one wins.Using the magic words given by the tree, you canchange to different animals.

If you lose, justkeep on coming back until you win. Select 'sausages'frequently until you win. You pick up the broombut the witch will not let you leave. She changesinto a dragon (foul!) and blocks the door. Select'abracadabra' to change to a mouse andthen click on the mouse hole close to the cat androcking chair. The mouse/Simon zooms out of thehouse.

I guess the frog's bane is not there. Oneother place to check, go to the swampling housevia the map to the center ofthe forest.Swampling/Skull Island: Openthe door and enter. If the swampling is stillthere, consume more stew until it runs out andthe swampling leaves to get more mud. Once he'sgone, move the chest, open the trap door andclimb down.

Walk the pier and find out that aplank is loose. Use hammer on plank.

Walk to theend and see a giant skull with frogs bane on top.Pick up the frogs bane. Use map to go back to the village and thedruid at the apothecary.Apothecary: Automaticallygive the frogs bane to the druid and get thepotion.

Look close on potion and find out that ithas the words 'drink me' on the bottle(Alice in Wonderland?). Let's go back to themountain and search for Sordid's tower at CraggyPeak. Use map to go to dragon'scave.Mountains: Walkfrom dragon's cave to the climbing pins on theside of the mountain. Use climbing pin on thehole on the side of the mountain missing a pin.Snowman: Meeta nasty snowman, who will not let you pass.Consume some mints. That stuff is hot and firecomes out your mouth to melt the snowman. Climbthe path.Tower of DoomSordid's Tower gate: Walktowards the gate of the tower. The stone walkwayfell to the fiery pool!

Look at door and see asmall crack at bottom left panel of the door. Usethe witch's broom to fly across the chasm.Consume the potion and becomes small. The entireinventory gets discarded by the door except forthe postcard.

Enter the crack and see Chippy,your dog waiting for you inside. He picks you upand takes you to the next room. You automaticallypick a hair off Chippy while he iscarrying you.Garden: Pickup the leaf by the entrance. Look inbucket and automatically pick up a match stick.Pick up the stone on the path. Exit left.Puddle: Pickup the lily leaf and fall in the water inthe process.

Use hair on tap and find out thatthe tap is rusted when you try to pick up hair.Use matchstick on lily leaf. Use leaf onmatchstick stuck on the lily leaf - Voila!! Asailing boat! Sail to the seeds hanging at upperleft of screen by clicking on the seeds while onthe boat. Pick up seeds. Use stone on seed to getoil.

Use oil on tap. Got a dunking! Pick up hairattached to tap and water is added to puddle. Geton boat and sail to the left (puddle center) byclicking on left screen. If you did not addwater, you will run aground here.Frog: Sailto the frog and dwarf statuary. If you get closeto the frog, the frog will catch you but willspit you out naked! Look in water and see atadpole.

Pick up tadpole. Talk to the frogand tell him to 'let you pass or the tadpolegets it'. Simon returns the tadpole in thewater after the frog hops away. Look at and pickup the golden mushroom and find out it isa magical mushroom with 'eat me'written on it. Eat the mushroom then.

Now, youare back to normal size.Tower first floor: Opendoor and enter. A box with limbs stops you andyou run back out. Pick up the branch hanging onthe dead tree. Go back in and use branch on chest.Pick up shield and spear.

Climbdown the steps.Torture chamber: Walkacross the chasm and pick up the chest. Goback to the other side. Use chest onblock and then move lever twice more. Pick up candles.Use spear on skull hanging on the ceiling at theleft side. Pick up skull. Climb up to 2floors above.Bedroom: Pickup the magic wand off the dresser. Lookand talk to the mirror.He brags that he can spyon anybody via any polished surface.

Pick up bookabout wands from the pink cushion. The books saidthat the only way to destroy a magic wand is tothrow it to the fiery pits of Rondor. Pick upgreen sock off the floor. Pick up thesmelly pouch from the bed. See a mousehole at the base of the stairs.

Use sock on pouch.Use pouch on hole and catch a mouse. Climbup to the next level.Laboratory: Talkto the demons twice about being dissatisfied,sordid turning people to stone and teleporter.They need a wizard to send them back to the pitand in return they will tell you how to use theteleporter. Pick up Sordid's red spell bookfrom the bookcase.

Open the red spell book andfind a spell to send demons to Hell. The spellneeds a double square with 8 candles, mouse,human skull and the demons true names.Talk to the demons again andthey will not tell you their true name.

They willlend you their chalk when you say you need todraw squares on the floor. You will automaticallydraw the squares, place the candles on its pointsand place the mouse and skull on it. At centertable; note hook and pick up the chemical,a magic metal polish.

Use chemical on shield. Usepolished shield on hook at center table. Go backdown and talk to the mirror.

Spy on the 2 demonsand find out their true names - Belchgrabber andSnaffbundigle, I think. Go back up to the demonsand talk to them - we're ready - Let's ROCK! Theytell you how to use the teleporter but do notknow the password to bring you back.Go to the teleporter andautomatically press the red button marked selfdestruct. Your destination is the Fiery pits ofRondor.Fiery Pits of RondorOutside the pits: Assoon as you arrive, pick up the pebble onyour left and the sapling on your right.Talk to the attendant and he will give you a brochure.There were only 2 visitors in the past years,Sordid and a little green fellow.

Look atbrochure in inventory and get an elastic band.The attendant would not let you in until you paybut you do not have any money. Use sapling withelastic band to get a slingshot/ catapult.Use slingshot/catapult on bell. The attendantruns and hides. Pick up souvenir matchesfrom the right side of the desk.

Enter the pit.Pick up floor wax in front of the rightentry.Fiery pit: Enterthe fiery pit and see Sordid. The sprinklerdoused the fiery pit when the fire alarm bellsounded and Sordid is mad about it.

Use theSordid's magic wand on Sordid. Sordid turns intostone. Use souvenir matches on doused fiery pit.The pit turns back into lava.

Use magic wand onlava to return all the stone people back to humanform. Sordid turns back also. Now,he is really mad!! While Sordid is about topounce on you the phone rings. It is for you.Calypso wants you to delay Sordid so that he cancome to the rescue. You run out but the bridge isgone.

Guess we have to go back in and face Sordid.Use the floor wax on Sordid. He slips on the waxon the ground and while down; Simon gives him anudge and falls into the lava. Sordid explodes.Watch the ending sequencewith the music on!The End for Simon theSorcerer 1 - wait for the sequel!PS: I did not find any usefor the wedge in the game nor know where it camefrom.This document may not bedistributed without express written permission ofthe author and the content may not be altered inany way.For Questions or Commentson this Walkthrough,Please write to:Copyright © 4/2002.