Oups
The physically strong goblin, useful for striking, breaking, and other force-based actions.
Documented for this version
Left Mouse Button | Select a goblin or interact with a character, object, or environment. |
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How it plays
Gobliiins uses a side-view, screen-by-screen point-and-click format. The objective is to solve each location's puzzle, protect the goblins from hazards, and complete the required task before moving to the next scene.
Players select one of the three goblins and click on characters, objects, or parts of the environment. Their abilities must be combined: physical actions can alter objects, magic can affect situations, and the more aggressive goblin can attack or break things. Progress is organized into discrete stages, with mistakes sometimes causing injury or failure and requiring a restart.
Plan your run
Observe the whole screen before acting, since a careless click can hurt a goblin or destroy a useful opportunity. Test each goblin's ability on objects, but avoid repeating dangerous actions without a plan.
Use the characters together rather than solving every problem with the strongest goblin. When a solution seems impossible, check whether one goblin must first change the state of an object for another to use it.
Meet the cast
The physically strong goblin, useful for striking, breaking, and other force-based actions.
The nervous goblin whose magical abilities can influence objects and situations.
The practical goblin who handles and manipulates objects needed to solve puzzles.
Before you begin
Inspect every clickable object before committing to a dangerous action.
Keep track of which goblin is best suited to force, magic, or manipulation.
If a screen becomes unsalvageable, restart it instead of wasting actions.
Gobliiins is a comic graphic adventure and puzzle game developed by Coktel Vision and published for DOS by Sierra On-Line. The story follows three goblins sent to investigate the strange behavior of their king. Each goblin has a distinct role: one fights, one manipulates objects, and one uses magic, so progress depends on coordinating them rather than controlling a single hero. The game presents short, self-contained screens filled with clickable objects, hazards, and deliberately eccentric interactions. Its cartoon presentation, slapstick humor, and unusual puzzles gave it a distinctive identity among early-1990s adventure games. Reception was generally positive, although some puzzles were criticized for obscure solutions and trial-and-error design.
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