From the intro: Little Prince Buffoon has been kidnapped; you have to rescue him. Thats not going to be a easy task, since there are countless obstacles in your way and the little Prince is stupid, stupid, STUPID!
The Village: Thats not the way to treat a lady! Even if she is just a fountain. At least our goblin shows embarrassment
The Wizards House: The game lives mainly from simple slapstick gags. Dont rush to conclusions, though. Some of them are hilarious!
Cutscene: Between levels, such screen advance the truly irrelevant story. Here our heroes decide to visit the besieged castle.
The Trench: Goblins arent sensitive. Most puzzles are about whacking or smashing, or hitting someone with something, or exploding someone as in this case. The stone guard has a short life expectancy.
A Dream: Many locations are colourful and more than a little strange. In this screen the two heroes have to get the musicians to play their tunes and then catch the melody with a flycatcher.
Inside the Castle: Most of the puzzles must be solved by cooperation of the two characters. While Fingus distracts the Guard by jumping on a tube of mayonnaise, Winkle can snatch his sword.
The Forge: Fingus hitches a lift on the big spoon of the angry monster.
The Bottom of the Sea: Your journey takes you almost everywhere, e.g. to the bottom of the sea, into strange dreams, to hell. You name it! Come to think of it: logic or causality arent winners in the land of Gobliins 2. But fun is!
The Throne room: The evil demon lord (the ugly one, ahh in center of the picture) is called Amoniac. Watch out, he smells!
The Armory: Gobliins 2 doesnt squander words. Dialogues are short and mostly meaningless.
Yet another dream: Slapstick again. The clown has flattened Fingus head.
The Map: Winkle and Fingus have been shrunk and explore the contents of a desk.