Гилберт Гудмейт и священный гриб Фангории чит-файл №2

GILBERT GOODMATE and the
MUSHROOM of PHUNGORIA.
DOUBLE-Walkthru (“Graduated-Hints” & “Basic” Walkthrus).
Len Green. 29th May - 2001. Lengreen@hotmail.com



DOUBLE-WALKTHRU:-
“Graduated-Hints” Walkthru --- The steps of these graduated-hints are
incremental:- starting with general vague hints which may well be sufficient,
thro’ to complete spoilers for use if/when needed.
“Basic” Walkthru --- If you’re pressed for time (or just haven’t got the
patience for the long winded “Graduated-Hints”), link through to the end and
use
the shorter and more straightforward “Basic” version.

FOREWORD & ACKNOWLEDGMENTS:-
For any comments or corrections regarding this walkthru, you may contact me
at lengreen@hotmail.com. Please do not copy to any other website or alter the
contents in any way, without first informing me &/or Prelusion Inc. &/or future
Publishers of the game. For more efficient communication, please request my
primary email address from the Webmaster.
Gilbert Goodmate and the Mushroom of Phungoria is due to be released in
several languages. The original version (both speech and subtitles) was in
English … as were these walkthrus. However, translation into other languages
would not be unwelcome. If anybody wishes to do so, I should be pleased if
before expediting he/she would just inform me &/or the abovementioned official
parties.
My grateful thanks to the Prelusion team for accepting me as one of their
beta-testers and hence enabling me access to feedback and (later) their basic
walkthru … to which I subsequently contributed a couple of small additions.
Enjoy the game ………………. Len
Green.

SOME GENERAL NOTES:-
These hints describe how to perform ALL absolutely essential tasks
throughout the game. However they omit a lot of enjoyable ‘secondary’
activities. There are many variations which will not affect the final outcome.
In particular, this format ignores many ‘views’ and dialogs. The latter are
often extremely humorous and it’s a pity to miss them. However, some folk may
find them lengthy &/or tedious. They, and all cut-scenes, can be skipped over
by
pressing ‘Esc’ ( you can even keep your finger pressed on this key to skip large
chunks of dialog ) ... BUT TAKE CARE; you may fail to notice an important clue
or ‘dialog-trigger’.
The hints recommend you to deal with some specific character(s) &/or object
(s) at each location. However, there are generally other characters and objects
at almost every one of these locations which you can speak to or act upon. In
order to reduce complexity these have NOT been included below. But you can
always try them out … indeed, in many cases you may have to return to them at
some later stage in the game. In such cases, if you have already previously
completed all the essential objectives, you are not called upon to repeat any of
them.
In general, this is not a ‘standard walkthru’ in that it is arranged
by ‘tasks’ and not ‘efficiency’. In order to fulfill some task, you may be told
to go, say, to a certain location X in order to get object A. At that location
(X) you may possibly see objects B & C but you are not told specifically to
acquire them, even though you COULD and probably WILL (and no ‘harm’ will come
of
this ... on the contrary, it will shorten your subsequent gameplay somewhat).
Later on, you may be told to return to the same location X and get object B, and
quite likely even later to go to X and get object C. This is obviously not the
shortest, quickest, or most efficient method. However, this type of longwinded
description is hopefully the most logical, and should minimize the number of
downright ‘spoilers’.
You may possibly have some trouble if you do not follow the exact order as
described here &/or mix it with your own order. Sometimes, locations cannot be
accessed or actions performed until some previous predetermined (and sometimes
obscure) action or dialog has taken place. If this is the case, it is always
possible to find ‘parallel’ situations which you can tackle, until eventually
your required path will be unblocked! On the other hand, it is quite likely
that
you may come across activities which are described but which you have already
partially or fully completed. As far as I know, this should not affect your
progress … on the contrary, it should save you some time!
Double clicking your left mouse button frequently speeds up movement …
particularly accessing locations on the map.
Items which appear in your inventory for the first time are highlighted in
red bold underlined italics, whereas items used in or from your inventory later
are highlighted in ordinary bold red. Although the vast majority of inventory
items picked up are actually used and are essential to completing the game,
there
are about a half dozen which take no part in the gameplay since they are never
used at all. As in most Quest/Adventure computer games, a few actions,
situations, &/or objects, may be redundant or even red-herrings!
There is a raucous newspaper boy, Olliver, who you can consult whilst
roaming Phungoria and surroundings. He does not give you any actual hints as to
what to do next or whatever; but he does indirectly and humorously confirm in
retrospect that you have completed certain essential tasks satisfactorily!




“Graduated-Hints” Walkthru

A :- Getting to the City of Phungoria.

How can Gilbert help his Grandfather?
1: Gilbert lives with his grandfather. The adventure starts in his house.
2: But grandpa is in Phungoria where the mushroom is/was. He’s in very
serious
trouble!
3: So, go to the City.
4: Look around; open the door; and exit.
5: Their home is high up on a small mountain.
6: The only way to get down to Phungoria City is by using the elevator.
7: The only problem is; it doesn’t work!
How do you get the elevator to work?
1: Since the elevator is down on the ground and since the machinery that
normally brings the elevator up doesn’t work when there’s no wind, Gilbert has
to
raise the elevator by hand.
2: Try turning machinery like that manually --- impossible!
3: You need something to operate the device.
4: What can you use? ... Look around the area!
5: There’s an old washing machine located in the garden at the back of the
house.
6: Grandpa’s long underwear is draped over it.
7: If you pick up the underwear, something is revealed. ... What?
8: Pick up the washing machine crank.
9: Use the crank with the crankcase to get the elevator up.
10: No good! The crank breaks.
How do you fix the broken crank?
1: Any ideas what you might need to fix a broken crank?
2: Maybe some very strong glue?
3: But you haven’t got any.
4: Then maybe you can manufacture some.
5: You’ll need some ‘substances’.
6: Open the cupboard inside the house. Look at the toiletries and pick up the
travel case.
7: Examine the contents … dental floss, tooth brush, and hair grease.
8: Walk outside behind the house and look at the window.
9: Did you examine the window carefully?
10: Pick up the resin located on the window frame.
11: Look at the tree opposite.
12: See anything (apart from bees)?
13: Pick up the tree sap ... which is on the tree.
14: Walk back inside and pick up the biscuit ingredients from the table.
15: Put the sticky substances into the mixer located on the table; switch on
and
mix if/when necessary.
16: You’ll need four items altogether.
17: Use the hair grease, resin, tree sap and biscuit ingredients … the order is
unimportant. Eureka … You just got yourself some super glue.
18: Use the broken crank with the super glue. Voila … Look at the crank; it’s
mended!
19: Gilbert can now use the (repaired) Super-glued broken crank on the
crankcase
to raise the elevator up to house level.
20: Operate the elevator lever. Going D-O-W-N !! … Have a nice
tttttrrrrriiiiippppp!!!!!
Below the house itself.
1: There are various things here you can look at and do. Whatever you do or
don’t do will not affect the outcome of the game. So feel free here to
investigate just as much or little as you wish!
2: Cross the bridge. Gilbert hurries (directly) to the Phungoria townsquare.
N.B. In future, crossing this bridge will not take you there, but place you
onto
the map from which you can find your own way around.

B :- Map of Phungoria (& surroundings).

1: At your first opportunity, take a look at the map of the village of
Phungoria and its surroundings … explore whatever you fancy (both inside the
City
and outside).
2: There are around a dozen locations (and even more people) you can visit
inside the City of Phungoria. There are about a half-dozen locations etc.
outside the actual city. Note the two (different) entrances to the City itself

a horizontal pointing mushroom arrow, and a diagonal pointing mushroom arrow.
3: Many locations can be visited immediately. Some can only be accessed later
in the game (as a result of completing various specific tasks).
4: On the map itself, you can only access the locations which are earmarked
with
pointing mushrooms. Those designated by a white quadruple arrowhead are
inaccessible at present but will become available later.

C :- Postponing the execution.

Phungoria Town Square.
1: When Gilbert arrives at the Town Square, princess Michelle tells him that
the Sheriff plans on having his grandfather executed in the evening!
2: She also tells Gilbert what he should do to help/save his grandfather.
3: Gilbert has to masquerade as the King; and as such, later on that evening,
postpone the execution.
4: Continue talking to Michelle as long as necessary … You can try flirting
with her if you like!
How do you masquerade as the King?
1: Michelle told you that you need a bigger nose, a robe (or cloak), a crown,
and something to ‘make you look bigger’. If you forget later, just get a
reminder by looking at the collector’s card (in your inventory … Michelle handed
it to you).
2: ‘Bigger’ may mean ‘gain some weight’ or maybe just ‘get fatter’?? (N.B.
There is an apparent logic-anomaly here … The collector’s card shows the King as
very bearded; but Gilbert is, and remains clean-shaven!!)
Where can you get a crown?
1: From the Town Square walk to the left and turn left a couple more times.
You’ll get to the prison door, wagon door, stage, etc.
2: You can talk to the Sheriff and to Gilbert’s grandfather Abraham Goodmate.
It’s doubtful that they will be of much help!
3: Look at Arver (a hypochondriac!), the man standing outside the prison
feeding some birds with cornflakes.
4: Talk to him. He will tell you (at very great length) all about his almost
infinite number of ailments.
5: If you continue to talk to him sufficiently and then ask him, he’ll give
you
his empty box of corn flakes.
But how do you actually acquire a crown?
1: Look at the empty box of corn flakes and you’ll see a “paper crown cut out”
on the back. Perhaps Gilbert can use that ‘crown’?
2: Maybe cut it out from the box?
3: To do that, you’ll need something sharp.
4: Return to the Town Square and walk south to the docks.
5: There’s an old fisherman there carving pipes with his pocketknife.
6: Talk with the old man and ask him to tell you a good fishing story.
7: Look at the shark’s mouth (and teeth) hanging above him. Apparently that
wasn’t a shark but a giant puffer-fish!
8: Keep asking him to tell you a story … particularly the one about Bearded
Bart the Blasphemer and his pirate treasure.
9: Eventually the old man will fall asleep and the pocketknife will drop from
his hand. If it doesn’t, leave the scene and return immediately … you’ll
probably find that he has dozed off in the meantime!
10: Pick up the pocketknife.
11: Use the pocketknife on the box of cornflakes to cut out the paper crown.
12: Try to wear the paper crown … but it won’t stay on.
What do you have to do with the crown?
1: You have to find some way to fix the paper crown so that it will stay on
Gilbert’s head!
2: Haven’t seen any string around anywhere!
3: Gilbert needs something to tie the paper crown on with.
4: Maybe not string! Maybe something else!
5: Where is there something a little bit similar to string?
6: Near the City Gate find Sergio the phone operator.
7: Examine what he’s doing and how.
8: Hey there’s something near him.
9: Telephone cable. That’s similar to string!
10: Can’t pick it up!
11: Gilbert can use the pocketknife to cut off a piece of the telephone cable
and get it.
12: Use the telephone wire on the paper crown. Whoopee … you now have a paper
crown with wire … it will stay on just fine!
Where can you find a false nose?
1: Walk to Tommy, the sad boy standing next to the toy-machine on the Town
Square.
2: Talk (as much as you can) with him.
He tells Gilbert that his dad gave him some money to spend on the toy-machine.
The boy says he hoped to get a super-deluxe slingshot. But instead, he only won
a big ugly rubber false nose.
3: If Gilbert can help the little boy get a super-deluxe slingshot he will get
the crummy fake nose.
4: Get the slingshot from the toy-machine! But how?
5: Perhaps Gilbert can break open the toy machine somehow. With his bare
hands??
6: Maybe you can get help from ABOVE the toy machine?
7: Open the nearby door and go up to the tower.
8: Talk to (‘Mad’) Pete Fedurski.
9: There’s lots of VERY amusing things you can do there … if you have the
time,
interest and inclination.
10: Back and talk with Tommy.
11: Eventually he'll tell you how to trick Crazy Pete into firing his cannon.
12: Return to Pete.
13: Whenever you can, inform him “Look! There’s a Viking ship!”. You may have
to repeat this a few times. With enough prompting he’ll fire his cannon like
mad
and also drop his sword.
14: Pick up the sword.
15: Use the sword as a lever to push the loose stone over the edge. This
crushes the toy machine!
16: Go down and pick up the (big rubber) false nose that Tommy left behind.
You’ll also (automatically) get a bottle of soap bubble liquid as a sort
of ‘consolation prize’.
How do you get a robe?
1: Walk out of the City and onto the map; then go to the farm.
2: Take the red cloak from the scarecrow out on the field.
3: Ha! When Gilbert tries to pick up the cloak, farmer Strawmusket tells him
not to. So how can you get the red robe?
How can you deal with the farmer?
1: Maybe you can find a way of getting rid of the farmer?
2: Gilford Strawmusket has an award winning pig on his farm.
3: To get rid of the farmer Gilbert has to find some method of chasing the pig
away so that the farmer runs after it.
4: Return to the town and enter Elton’s workshop.
5: To enter Elton’s workshop (for the first time only … afterwards you simply
knock and go in!), you have to go through quite a ritual. You have to answer 3
sets of triple choice questions. You will always get the ‘answers’ wrong … but
don’t worry or try harder ! Then the 4th time you use the ‘doorbell
speakerphone
intercom thing’, you’ll just enter automatically!
6: Inside Elton’s workshop Gilbert can pick up some blueprints lying next to
the door.
7: Examine the blueprints.
8: Turn over the blueprints (in inventory) and you’ll find a (pig) slaughter
description on the back.
9: Return to the farm and show the slaughter description to the pig.
10: The pig will not look at it since it is very afraid of new people.
11: Keep talking to Strawmusket until the pig gets to know you. Some time
during this conversation, whether you intend it or not, you’ll get a very large
corncob (if Gilbert hasn’t already taken it!).
12: Continue talking on and on to Strawmusket and showing the slaughter
description to the pig until it gets so terrified that it dashes away from the
farm with the farmer in hot pursuit.
13: Now Gilbert can pick up the red cloak … it’s an unfinished King disguise.
How do you make Gilbert look bigger?
1: Go back into Grandpa’s house.
2: Pick up the pillow from Gilbert’s bed.
3: But that by itself is too thin to make him look like the King.
4: Go to the farm and look at the scarecrow. It’s made out of straw.
5: Pull out a bunch of straw.
6: Use the straw to pad out the pillow and you get a well stuffed pillow.
What do you have to do now to look like the King?
1: Gilbert now has all the items necessary to pass himself off as the King.
2: Simply add inventory objects to the (red cloak) unfinished King disguise.
3: You will need to attach (in any order) the paper crown with wire, the fake
nose, and the stuffed pillow. You now possess your full “King disguise”; and
two
fairly lengthy cut-scenes will automatically start playing, one after the other.
Interlude (Two cut-scenes)!
In the evening Gilbert dresses up like the King, confronts the
Sheriff,
and orders the execution to be postponed (for one week).
Later that evening you view a somewhat romantic scene between Gilbert
and Michelle. You learn that it was the Sheriff himself who stole the mushroom
and that he smuggled it out to an island near the Phungorian coast. In order to
go after him, you need a boat!

D :- Hunting down the Sheriff.

How do you find a boat?
1: Where is the most likely place you’ll find a ship?
2: Go to the docks.
3: Enter the tavern.
4: Talk with Mr. Harrison Davenport.
5: If you talk to him sufficiently, he’ll tell Gilbert that he wants a crystal
ball and why. He’ll even loan Gilbert a boat in exchange for a crystal ball.
How do you get a crystal ball?
1: This is a very long drawn out process and will occupy (almost) the whole
remainder of this long section D.
2: Gilbert talked to Davenport about someone who buys and uses crystal balls.
3: Walk to the fortuneteller (Madame Zyz … in the city).
4: Try to take her crystal ball.
5: She won’t let you have it though.
6: Talk with Zyz and she will tell you about Larry’s Caveshop. She always buys
her crystal balls from his place.
7: Go to the map … but you can’t access Larry’s Caveshop at present.
8: Apparently, in order to get there, Gilbert has to cross a bridge outside of
town. The bridge is guarded now that the mushroom has been stolen, so Gilbert
has
to deal with the bridge guard in order to get to Larry’s Caveshop.
What can you do about the bridge guard?
1: Talk with the guard and after a while he will tell Gilbert how much he
likes
girls ……..
2: …….. and in particular that he is interested in Sarah, the waitress working
in the tavern.
3: Go back to the tavern.
4: Pick up the napkin with lipstick on it from the floor (Sarah used this to
blot her lips … there is a conspicuous and alluring lipstick imprint of her lips
on this napkin!).
5: Walk to the prison/wagon/stage/Arver location, and look around.
6: Pick up the book of poems lying on the steps of Dr. Fraud’s wagon.
7: Perhaps you can write one of these mushy love poems onto the sexy napkin?
8: Go ahead; write! Have you got anything to write with?
9: Go to Elton’s place, knock on the door (or use the ‘doorbell speakerphone
intercom thing’) and enter.
10: Pick up the feather pen.
11: But the pen won’t write. It’s empty.
12: Fill the empty feather pen with ink from the ink well.
13: You can also take the ink (well) now or later … you’ll need it eventually!
14: Now Gilbert can use the (inked) feather pen on the napkin with lipstick on
it and copy one of the love-poems found in the book of poems.
15: You have now manufactured a perfect (bogus) love-letter from Sarah to give
to the lonely bridge guard.
16: Give the love-letter to the bridge guard and he will very quickly abandon
his post!
Larry’s Caveshop.
1: Raise the barrier gate at the bridge … you can now cross!
2: Go to Larry’s Caveshop and have a good look around.
(N.B. If Larry’s is still inaccessible, it means that you haven’t talked
sufficiently to Madame Zyz or you haven’t dealt with the bridge guard and raised
the barrier!).
3: Talk at length to Larry Lachrymose. You can try grabbing a crystal ball.
4: Larry’s quite verbose and it may take some talking until you get him to
quote you a price. But you MUST continue the conversation until he does.
5: What!!! Ten thousand!! Gilbert hasn’t got that sort of cash!
How can Gilbert get one of Larry’s exorbitant priced crystal balls?
1: Return to the tavern.
2: Talk with Snorri (the lonely Viking sitting at the table).
3: He will tell you about the Vikings’ secret hideout in the woods where they
have a treasure.
4: You need this treasure so that you can buy Larry’s crystal ball.
5: (Only) after Snorri tells you about the treasure (and you’ve completed the
dialog with Larry), does the secret Viking hideout become accessible.
The secret Viking hideout in the woods.
1: Go to the map and walk to the secret Viking hideout.
2: Try opening the door to the Viking treasure chamber.
3: But “Eric the Brave” won’t allow you to go anywhere near there.
4: Talk with Eric until he tells you that he needs a bungee cord.
How do you get a bungee cord?
1: Go and talk to Louise (the lady on the balcony opposite Elton’s workshop).
2: Look at the ladies’ underwear on the line.
3: Louise is the town gossip … chat with her as much as you like.
4: Be sure to ask her about the bras on her washing line.
5: Keep on talking about the bras.
6: Eventually she will throw them down for Gilbert to deliver to a Mrs. Mercer
and daughters.
7: Watch Gilbert pick up the bras and avoid embarrassment with princess
Michelle!
8: Tie the bras together to form a primitive bungee cord.
Back to Eric the Brave.
1: Give the bungee cord to Eric the Brave and watch what happens.
2: Now open the door to the Viking treasure chamber.
3: Unfortunately the door is locked; so you need the key.
Where can Gilbert find the key to the Viking treasure chamber?
1: Snorri, the sad Viking, said he had the key.
2: Go to the tavern again and try to get the key from him. No dice!
3: The only thing Snorri seems interested in is hunting a fearsome beast.
4: Seen any ferocious beasts around … not really!
5: But conversation with Snorri about fearsome beasts did elicit some
references to his feet, boots, an animal’s hide, etc.
6: Go to Saul, the shoemaker at the townsquare.
7: There’s a pair of fuzzy bunny slippers on his counter. Wouldn’t appear to
be a ferocious beast … but who knows?
8: Talk to Saul … and talk … and talk … and talk!
9: Don’t stop talking to him until he has introduced “Sock” and mentioned that
he is sad for lack of a female companion.
10: Go back to Gilbert’s home and into the back garden.
11: There’s a lonely sock on the clothes line there. Take the sock (if you
haven't already done so).
12: Return to Saul’s. As soon as you left him, a free sample of shoe polish
materialized on his counter.
13: Pick up the shoe polish.
14: In inventory, combine the shoe polish with the nice soft cotton sock and
obtain a sock puppet.
15: Give the sock puppet (“Sockette”) to Saul as a present for “Sock”. In
return, Saul gives you a present of a pair of fuzzy bunny slippers.
16: Return yet again to the tavern.
17: Give the fuzzy bunny slippers to Snorri. (You’ll quite likely notice
something new on his table which you can take now or leave until later).
18: Snorri moves to the bar … now you can take his key to the secret Viking
hideout.
19: You can’t … it’s attached to his belt!
How can you obtain the key from Snorri?
1: Go to Elton’s workshop.
2: Look at the mysterious invention with the hose.
3: Elton tells Gilbert it’s a vacuum cleaner; so pick it up.
4: Go back again to Gilbert’s home.
5: Walk into the back garden.
6: Try taking some bees wax &/or honey.
7: The bees won’t let you get close enough.
8: Perhaps you can do something about those bees?
9: If you haven’t already done so, you can have a lot of fun looking and
talking to the (spelling) bees.
10: Use the vacuum cleaner on the bees ... Gilbert stores his vacuum cleaner
there! :- ))
11: The bees are trapped in the vacuum cleaner and Gilbert grabs a little
malleable bees wax and Grade A golden honey from the beehive.
12: Return to the tavern (you’ll first release the trapped bees!).
13: Use the bees wax with Snorri’s key. You have now made a perfect key imprint
in the bees wax.
How do you make an actual key?
1: Go to Vandersteen, the blacksmith , near the City Gate. [ NOTE: You may
have previously performed all of the actions which cause Vandersteen to leave
his
smithy. Do not panic; there are two ways to continue. (A) You can perform
other actions, and eventually the blacksmith will return. (B) Return to the
save before he leaves, and postpone his departure till later! ].
2: Talk to Vandersteen if you wish and give him the key imprint.
3: Vandersteen tells Gilbert that he will make him a key … but only if Gilbert
can get him a dog.
4: Whilst you’re there, you can take Vandersteen’s blacksmith’s glove … or
else
you can return for it later!
5: Go to Sam, the blind man outside Elton’s, and talk to him.
6: Take his seeing eye dog.
7: Naturally Sam panics and you return his dog.
8: You’ll have to fool poor Sam with a fake dog!
How can you make a fake dog?
1: Go to the farm.
2: Get the sack of wheat (standing near to farmer Strawmusket’s front door).
3: Investigate the sheep. Any ideas?
4: Use crazy Pete’s sword and shear the sheep … and have a good laugh!
5: Pick up the wool.
6: If only you could stick the wool to something!?!
7: If you haven’t done so already, go to Vandersteen’s smithy and pick up his
blacksmith’s glove.
8: Go to the dock location.
9: Look around outside the tavern.
10: Perhaps you can use that barrel of tar?
11: Dip the glove into the tar … you’ll get a tarred glove.
12: Transfer the tar from the tarred glove to the sack of wheat and you get a
tarred sack of wheat.
13: Put the wool on the tarred sack of wheat and you have a fake dog!
You still haven’t got Larry’s crystal ball.
1: Take the fake dog to Sam.
2: Exchange it for the seeing eye dog.
3: Give the dog to the blacksmith and he will happily make a key out of the
key
imprint.
4: Go to the secret Viking hideout.
5: Use the key on the door.
6: Pick up the treasure ... a lot of gold! You also find a strange Viking
ticket (to an annual slave market), which you pick up. You decide to leave
behind some other interesting items!
7: Return to the Caveshop.
8: Give a lot of gold to Larry.
9: Unfortunately Larry cannot be stopped from smashing all 3 of his precious
crystal balls … but he gives you a crowbar instead. You’ll have to get your
crystal ball somewhere else!
How can you get Madame Zyz’s crystal ball?
1: Go to the fortuneteller’s; but when Gilbert arrives there, Madame Zyz is
out.
2: Grab her crystal ball from the table.
3: No way! … the Genie will not allow you to take it.
4: Talk to the Genie. Even though a lot of this dialog is not essential, he
is
a most amusing character!
5: You can leave him (and return) whenever you like, but you MUST persist
until
eventually he will promise “to make something appear by magic”!
6: He will give you a glow-in-the-dark pal. He will also give you a lot of
vital info concerning how long the crystal ball lasts, etc.
7: It begins to appear that Gilbert will have to travel into the future, to
that particular day when the crystal ball will stop working and Madame Zyz won’t
be able to see into the future.
How can Gilbert travel to the future?
1: Go and visit Elton the inventor.
2: You can examine his various mysterious inventions including his strange
statue which turns out to be a robot.
3: Ask Elton if you can use his time machine.
4: He will refuse ...
5: ... but if Gilbert nags him long enough (and maybe pokes around his
apparatus) Elton will agree to demonstrate how the time machine works.
6: Since there are some heavy boxes in front of the control panel, Elton
commands his robot to lift/move them out of the way.
7: But just as the robot starts to do this, the drive belt on its back snaps.
8: To move those boxes and operate the control panel of the time machine,
you’ll need a new drive belt for the robot.
How can you acquire a replacement drive belt for the robot?
1: Saul (the shoemaker) has a belt on his sewing machine.
2: But he won’t let you take it.
3: You need to get Saul away from there.
4: Saul and crazy Pete are both members of the Phungorian Volunteer Army (PVA)
who are sworn to keep the Vikings at bay.
5: Maybe you can get Pete to do something here?
6: Perhaps you can trick Pete into firing his cannon like crazy. If Saul
thinks the Vikings are invading, maybe he’ll join Pete in the battle.
7: But HOW can you trick Pete in this way?
8: Go to the tavern.
9: Look at the table where Snorri sat.
10: Pick up one of the table napkins. [ NOTE: During the early parts of the
game the napkin holder is empty. You may have to perform other actions before
it’s full of napkins! ]
11: Look at the napkin. It has the tavern’s ship-logo on it, and the logo
looks
just like a real Viking ship!
12: Go back to Pete’s.
13: Slip the napkin in front of his gun sight.
14: Gilbert will tell Pete that the Vikings are invading. Pete goes berserk …
watch the fun! Saul will leave his shop and join his fellow comrade in arms
15: Now just go down and pick up that good strong (sewing/drive) belt.
Get Elton to ‘time-travel’!
1: Use the (replacement) belt on the robot and it removes the heavy box.
2: Now Elton can demonstrate his time machine.
3: But it malfunctions, and Elton never returns.
4: Also, the time machine appears to have got damaged … Gilbert notices a
broken spring lying next to it.
5: Pick up the broken spring. Gilbert won’t be able to use the time machine
until it’s been repaired.
How do you fix the time machine’s broken spring?
1: Gilbert needs an unbroken spring to fix the time machine.
2: Maybe the blacksmith can help?! [ NOTE: You may have previously performed
all of the actions which cause Vandersteen to leave his smithy. This is of no
real importance! In this case you obviously cannot discuss with him, nor will
you have to get him to leave ... since you’ve already done so! But otherwise
you can continue without hindrance. (Incidentally, eventually Vandersteen will
return!) ].
3: Give Vandersteen the broken spring. He says that only a certified
clockmaker can repair such a fine spring. Unfortunately, there aren’t any in
Phungoria!
However, because Gilbert insists on the blacksmith trying to mend it, he
presumably smashes it, since it vanishes from your inventory.
4: Gilbert could really use a certified clockmaker now.
How do you find a certified clockmaker?
1: You can’t because there aren’t any around.
2: But Vandersteen suggested that maybe an old clock spring might work?
3: Seen any old clocks around anywhere?
4: What about inside Gilbert’s home?
5: How about the cuckoo clock next to his bed?
6: Go there and try it.
7: You can’t do anything with the clock. But when you look at it, there’s a
hint that maybe you need a hammer to smash it open with.
8: The blacksmith has a big sledgehammer!
9: Try to get it from him.
10: But no matter how much you ask him, he won’t hand it over!
11: It looks as though you’re going to have to get Vandersteen out of the way
(if indeed he’s still there!).
How do you get rid of the blacksmith so that you can take his sledgehammer?
1: To do this, you have to involve Lipton (if you haven’t already done this!).
2: On the map, go to the bridge, and click on the mushroom pointer just under
it (near the bottom left corner of your monitor screen).
3: Open the door and enter Lipton’s house.
4: Look around and take the VIP card from the table.
5: But Lipton won’t let you have it.
6: You can talk to Lipton for ages; his only subject seems to be … tea!
7: Sooner or later the topic of the VIP card will come up.
8: Apparently it enables Lipton to phone Vandersteen and call him over to
perform (almost daily) repairs on the ancient bridge.
9: If you can somehow get that VIP card, maybe the blacksmith will leave his
smithy.
How do you get the VIP-card from Lipton?
1: Lipton talks and talks and talks ………
2: Maybe you can distract him somehow.
3: Get him to describe his ‘great battles’.
4: Make sure he mentions his wonderful “unnamed” tea, and ask him if he’s
tasted it.
5: Maybe you can drug him with that.
6: For this you are going to need 3 items ………
7: A special filter for drinking that unnamed tea, some sweetener, and some
sleeping powder.
How do you get a very fine tea filter?
1: Arver, the hypochondriac, is wearing a mask to filter all germs from the
air
he breathes.
2: Get his (mask) filter.
3: But Arver will only let you have it if you give him a bottle of Dr. Fraud’s
miracle medicine.
How do you get Dr. Fraud’s miracle medicine?
1: Get Gilbert to talk to Dr. Fraud (through his wagon door).
2: He tells Gilbert that he needs help to start his next show.
3: If Gilbert helps Dr. Fraud maybe he’ll get a free bottle of his miracle
medicine.
4: Gilbert’s got to show the audience that you get really strong after
drinking
the medicine.
5: He’s going to have to cheat here … he’s going to have to make a fake weight
bar.
How do you build a weight bar?
1: Return to Lipton’s.
2: There’s a river outside his house.
3: Floating in this river are two cannonballs … they float since Pete’s
cannonballs are not real ones but made of balsa wood.
4: Maybe you’ve taken them already? If not, pick up the two cannonballs.
5: Go to the junk pile outside Elton’s workshop.
6: Pick up the (light aluminum) metal bar standing there.
7: In your inventory combine the cannonballs and the aluminum bar to create a
fake weight bar.
Dr. Fraud’s demonstration and Arver’s exchange!
1: Go back to Dr Fraud’s wagon.
2: Talk to him again and now that you have the fake weight bar, he will begin
his show.
3: Watch the (fairly long) cut-scene of Dr. Fraud defrauding!
4: After the show, Dr. Fraud will present Gilbert with a bottle of the
miracle-
medicine. He also gives Gilbert two bonus gifts; a bottle of starch and the
world’s smallest juice press.
5: Look at the starch. You can examine the juice press but don’t get AT ALL
upset if anything weird happens to it!
6: Turn to Arver.
7: Exchange the miracle medicine for his (ultra-fine) filter.
What can Lipton do with the filter?
1: Give the filter to Lipton and see what happens.
2: He’ll give Gilbert the key to the tea cabinet; and the unnamed tea is ready
for drinking.
3: But Lipton will only drink the bitter tea it if it’s sweetened ... to make
it palatable.
4: You’ve probably got some sweetener by now in your inventory.
5: You need some honey.
6: If by any chance you haven’t got any, look back at section “D:- How can
you
obtain the key from Snorri” and get what you need from the beehive!
7: But the tea is still too bitter and Lipton spits it out.
8: Seems you’re going to have to really tranquilize the old geezer!
9: Looks like you’re going to need something to put Lipton to sleep!
How can you get some sleeping powder?
1: Go to the docks.
2: Talk to Armand Hammer.
3: He says he’s an undercover agent for the PBI (Phungorian Bureau of
Investigation) impersonating a drug pusher?!?
4: Talk to Hammer for a while.
5: He will persuade Gilbert to reluctantly accept some drugs … but it’s only
some sleeping powder.
How can you get Lipton to actually drink his ‘unnamed’ tea?
1: In inventory mix the sleeping powder with the honey. You’ve now got some
drugged honey.
2: Give the drugged honey to Lipton. That knocks him out.
[ NOTE: It’s preferable not to perform the following steps earlier than
necessary. Although this is not absolutely essential, it may save you
unnecessary hassle later on. There are additional notes on this in the
appropriate places ].
3: Take the VIP card and phone Vandersteen.
(N.B. Notice that by now the ‘vandalized’ telephone cable has been repaired!).
4: Leave Lipton’s before Vandersteen gets there.
What can you do with Vandersteen’s hammer?
1: Go to the blacksmith’s (now that he’s no longer there).
2: Borrow his hammer, and promise to return it later!
3: Return to Gilbert’s house.
4: Smash the cuckoo clock (Gilbert’s wanted to do that for ages!).
5: Pick up the (perfectly good) spring.
Time travel!
1: Go to Elton’s.
2: Put the spring into the time machine.
3: Use the control panel.
4: You’re now at Madame Zyz’s, but 10 years into the future.
You can always return to the present via the time portal (near the right edge of
the screen).
5: If you try to enter her front door it will be locked ... she’s closed ‘at
present’.
But you can use the time machine as often as you like and you will get to her
‘in
the future’.
6: Talk to her.
7: Try taking her (broken) crystal ball.
8: Nothing you attempt will induce her to give it to you.
9: Suppose you could make her more generous!?
10: But for that you’re going to need some ‘generosity potion’!
Where can you find some generosity potion?
1: Go to Barry who has a stall at the Town Square.
2: Talk to him and try to persuade him to demonstrate just how good his
generosity potion is.
3: He’s frightened to do this in case he becomes so generous that he might
make
you a present of his last bottle!
4: But he’ll agree if you are prepared to sign a contract with him.
5: You almost certainly got a (full … i.e. inked) pen from Elton’s workshop.
6: If you didn’t pick it up earlier, take the ink (well) also.
7: You may not yet have acquired suitable paper on which to sign the contract.
8: Enter the Sheriff’s house (alongside Madame Zyz’s ... originally, his door
was locked!).
9: Look at the chest there.
10: Open it.
11: But it’s locked.
12: Use your crowbar on it.
13: Look inside the chest.
14: Read the book … and a paper flutters to the floor.
15: Pick up the paper.
16: Check that you have a full pen, ink, and paper in your inventory.
17: Return to Barry.
18: Now he will sign the contract.
19: However, after drinking a little potion he gets so generous that he tears
up
the contract and gives you a free sample … the generosity potion.
To Madame Zyz again … and beyond!
1: Use the time machine again and go to Madame Zyz ‘in the future’
2: Pour the generosity potion into her perfume bottle and she’ll give you her
crystal ball and also a feather duster.
3: Walk out through the time portal.
4: Go to the tavern.
5: Give the crystal ball to Mr. Davenport.
6: Cut-scene ..........
Davenport will (reluctantly) allow Gilbert to borrow one of his
boats, albeit a small rowboat at the docks ... but sufficient for him to finally
get away from Phungoria and follow the Sheriff to the island.

E :- Getting the mushroom.

How do you get inside the caves?
1: Before you do anything else, it’s worth while talking to Elton until you
find out what items you need to complete his raft.
(This may seem premature since you are nowhere near ready to leave the island
yet
… nor can you. But you may not get an opportunity to do this later!).
2: Explore the (small) island.
3: There are thick iron bars blocking the entrance to a cave.
4: You’ll have to get past those iron bars.
5: They’re too strong to bend.
6: Have you tried using inventory tools.
7: Nothing seems to work.
8: What’s in front of the bars?
9: Sand! Maybe you can do something with that sand?
10: How about digging a tunnel through the sand and under the iron bars?
11: You’ll have to find something suitable with which to dig.
12: There’s a shovel nearby.
13: But the pirates won’t let you touch it.
How can you get hold of the shovel?
1: Talk to the pirates.
2: Particularly the pirate captain.
3: Carry on talking to him.
4: Eventually Gilbert will rile him with “You guys aren’t really pirates at
all, are you?”.
He taunts them as “looking like geeks with glasses (specs)!” … until eventually
they throw their spectacles onto the ground. Now they can hardly see anything.
5: Pick up the shovel (without the pirates knowing!).
6: Use the shovel on the sand to dig a hole under the bars.
You find a treasure chest buried in the sand, which you pick up
(automatically).
7: But when you get inside the cave it’s dark and you can’t do a thing.
How do you light up the cave?
1: Have you got a flashlight or whatever?
2: No! But you have got a glow-in-the-dark pal.
3: Doesn’t seem to work!
4: Maybe it needs recharging?
5: Something hot may do the trick.
6: Exit the cave via the hole you just dug.
7: Go back to the beach and look at the white rock. Now THAT’s hot … from the
sun.
8: Place the glow-in-the-dark pal on the white rock and it will fully charge.
9: You’ve now got a fully charged glow-in-the-dark pal which is really
glowing.
10: But it will only stay charged for 3 minutes (REAL time). After that you’ll
have to keep on returning and charging it.
11: Return to the cave as quickly as possible.
How do you get into the second cave?
1: Use the fully charged glow-in-the-dark pal to light up the cave.
2: There is a wall at the far right end of the cave with a slider-puzzle.
3: Solve the slider-puzzle.
4: When you complete the slider-puzzle, the wall will rumble and open.
How do you solve the slider-puzzle?
1: Some players do not like slider-puzzles and especially ‘timed’ ones. But
this is a particularly easy 3 x 3 slider.
2: The light from the fully charged glow-in-the-dark pal gets weaker and goes
out after 180 seconds so you have to recharge it (as mentioned above). However,
the puzzle does not ‘rearrange’ itself each time … you can continue from where
you left off. You can even save any configuration ‘in the middle’ and load it
back again as was!
3: The final picture is simply … a full-screen upright mushroom.
4: Most folk should be able to solve this puzzle, if not the very first time
then after no more than a few attempts.
5: However, for any who are completely baffled, one optimum solution is given
below … there are quite probably better solutions, with (maybe considerably)
less
moves than the 34 outlined below?!
6: Labeling the rows from top to bottom A, B & C; and the columns from left to
right 1, 2 & 3; … Click on the following TILES in this particular order …….
C2;
C3; B3; A3; A2; B2; B1; A1; A2; B2; C2; C1; B1; B2; C2; C3; B3; A3; A2; B2; C2;
C1; B1; B2; C2; C1; B1; B2; C2; C3; B3; B2; B1; C1.
What do you do in the second cave-room?
1: Enter the second (middle) cave room.
2: Pick up the bamboo pole.
3: Pick up the 3-liter bucket standing there.
4: Pick up the broken 5-liter bucket.
5: Now you’re there, you’ll want to get on and into the third (innermost)
cave.
6: In order to reach the inner cave you have to lower a bridge to cross an
underground river.
7: To do this, you have to place a bucket containing 4 liters of water onto
the
scale.
8: Unfortunately there’s a hole in the (broken) 5-liter bucket.
How do you fix the hole in the broken bucket?
1: Return to the pirate chef.
2: Get him to make you a big glob of lime green jelly.
3: Maybe that will patch up the hole in the broken 5-liter bucket.
4: Possibly? … you can see if it will hold water.
5: If not you’ll have to manufacture a stronger patch.
6: Put the starch on the shelf with the ingredients (in exchange for the sugar
… remember the chef can’t see anything!).
7: Ask the chef to make you some more jelly. This time you’ll get a big glob
of incredibly firm jelly.
8: Apply the incredibly firm jelly to the hole in the broken 5-liter bucket
… “Gilbert Goodmate’s shameless plug”!
9: You’ve now got a (repaired) 5-liter bucket with a firm jelly patch.
How do you solve the water buckets puzzle?
1: With your 2 serviceable buckets you have to put 4 liters of water onto the
scale.
2: This is an easy puzzle which can be solved in several ways.
3: If you are really stuck, probably the quickest solution is as follows:-
4: Fill the 5-liter bucket from the pump … Pour the 5-liter bucket into the 3-
liter bucket … Empty the 3-liter bucket … Pour the 5-liter bucket (now
containing
only 2 liters of water) into the 3-liter bucket …. Fill the 5-liter bucket …
Pour
the 5-liter bucket into the 3 liter bucket (which already holds 2 liters of
water) …
5: Finally, place the 5-liter bucket holding 4 liters of water onto the scale.
The bridge descends and Gilbert can cross the river and into the third cave.
How do you stop the Sheriff?
1: As Gilbert enters the inner cave room, the Sheriff is making a magic brew
to
wake up the “Not-quite-dead-enough evil wizard Karn”.
The Sheriff notices Gilbert and throws the mushroom (the final ingredient) into
the boiling cauldron.
2: You have to stop the Sheriff’s chanting or the wizard will come to life
again
… and you won’t get the mushroom.
3: Grab the Sheriff’s magic book.
4: But the Sheriff won’t give it up. How can you get it?
5: You’ll probably have to find some way of stopping the struggle.
6: How can you make the Sheriff loosen his hold on the spell-book?
7: Try tickling him ......
8: ...... with your feather pen.
9: The Sheriff runs away through the left hand exit, but blows it up and seals
it after his retreat.
He leaves behind his book of magic … you can read it (once) if you wish.
10: Gilbert must pick up the mushroom before it turns to stew.
You won’t be able to get out of there till you do!
11: But the cauldron and its contents are very hot.
12: Use the glove with the mushroom and you can pick it up.
Wow! You’ve just rescued the *Mushroom of Phungoria*!
13: OK; you’ve grabbed the sacred mushroom ... what now?
14: Better get off that island and back to Phungoria.
How do you get away from the island?
1: Go to the beach and use your rowboat.
2: You can’t … the Sheriff’s explosion has smashed it.
3: You’ll probably have to use the raft.
4: But it’s not ready yet.
5: Did you talk to Elton and find out what additional parts he needs to finish
the raft?
(You were recommended to do this as your first action on reaching the
island!).
6: In case you didn’t get the information from Elton earlier … He needs some
pedals, a rudder, and some rope.
7: Walk back to the pirates.
8: Take the pedals from the bike on the pile of sand.
9: Pick up the flotation device floating in the water near to the rowboat.
10: “It’s too far away ... I can’t reach it.”
11: Use the bamboo pole to fish it out.
12: You will get a flotation device with rope and a broken rudder.
13: Untie the flotation device with rope to obtain the rope.
14: Gilbert will have to repair that rudder.
15: Tried items in your inventory? Nothing works!
16: Return to the chef’s ‘kitchen’
17: Pick up the apron near to the chef.
18: If Gilbert looks in the pockets of the apron, he will find a hammer and
nails.
19: Use the hammer and nails on the broken rudder to repair it … you’ve now got
a usable rudder.
20: Now use the pedals, the repaired rudder and the rope on the raft (in any
order).
21: Use the finished raft.
22: Cut-scene ..........
Gilbert and Elton can now head back to Phungoria. Unfortunately the
raft springs a leak and sinks. They both have to swim for it.
Gilbert is spotted by a Viking ship; he’s kidnapped and transported
to the Viking village up in the North.

F :- Escape from the Vikings.

What can you do in the Viking village?
1: Look around the Viking slave pit.
2: Talk to Arver.
3: Gilbert (automatically) gets a slave guide leaflet.
4: Talk to the Indian chief.
5: Apparently you are not confined to the slave pit.
6: Climb the ladder and go out.
7: Look around the Viking village.
How can you make the slave market begin?
1: Walk to the tourist information.
2: Pick up the (plastic) Viking helmet.
3: One of its horns will drop off.
4: Get the hollow plastic horn.
5: Go to the seashore and watch the guy painting the ship red.
6: It’s a good idea to talk to him as well.
7: Dip the horn into the red paint. An orchestral horn sounds.
8: Gilbert is transported to a room with Arver and chief ‘Stepping On Toes’.
What happens at this slave market?
1: You’re in a dressing room to prepare for the slave auction.
2: The buyers want healthy slaves with good teeth and straight postures.
3: Gilbert doesn’t want to be sold as a slave so he’d better sabotage these
attributes.
4: In the first part of the auction the slaves will be wearing swimming
trunks;
and in the second part they’ll be wearing evening gowns. Gilbert will have to
deal with both these performances.
How can Gilbert look bad in swimming trunks?
1: You need to give Gilbert some dental treatment.
2: How can you make his teeth look rotten?
3: Try using the ink.
4: You need to apply it with something.
5: Use the toothbrush with the ink. That does the job.
6: But you’ve also got to get his body looking generally unhealthy.
7: Pick up the small hand mirror lying on the wooden counter.
8: Smash the mirror against the counter and you’ll have a broken mirror.
9: Look on the floor. There’s a piece of very sharp glass there.
10: Pick up the shard of broken glass.
11: Use the crowbar on the treasure chest (which you got previously on the
island
… if you haven’t already done this!).
12: Continue using the crowbar on the inner chest ...
13: ...and the next one.
14: The crowbar broke and you are left with an insignificant chest.
15: Open the insignificant chest by hand.
16: You will find a surprisingly well preserved potato and an ancient
(descriptive) note.
17: Use the broken glass on the potato. You get a potato stamp.
18: Dip the potato stamp into the plastic horn full of paint, and Gilbert will
cover himself with red blotches which look like some hideous rash!
19: Cut-scene ..........
The buyers will reject Gilbert (and also Arver and the Indian chief)
How can Gilbert avoid looking good in an evening gown?
1: Gilbert needs to change his carriage somehow, so that he looks terrible in
an evening gown.
2: Use the pillow with the apron.
This makes an excellent hunchback.
3: Cut-scene ..........
The buyers don’t want any of them. That’s the good news.
But instead, all three are going to be sacrificed to the Vikings’ ancient gods
by
being thrown over the cliff of death. Gilbert is given a slave market
certificate (of participation).
When Gilbert talked to the Viking ship painter, he laughed and told
him that the only way for a slave to escape from the village would be for him to
fly over the mountains like a bird. Gilbert really takes this seriously though!
Perhaps? ……. ?
Gilbert needs to escape from the village … but how?
1: Well if he wants to fly maybe he can make some wings.
2: For wings Gilbert may need feathers.
3: Go back to the Viking slave pit.
4: Talk to the Indian chief.
5: He is out of tobacco. Maybe you can find him something else to put in his
empty pipe?
6: How about blowing bubbles instead of smoke … ‘magic bubbles’!
7: Give him your bottle of soap and he’ll give you his (feather) headdress and
a (now superfluous) box of waterproof matches.
8: Go to the boxing ring.
9: Try to take the feathers on the floor there.
10: The two demonstrating roosters won’t let you take them.
11: Go to the tourist information and pick up the firecrackers there.
12: You need to have (in your inventory) both the firecrackers and the matches.
13: When you’ve got them both, go to the roosters and use the firecrackers on
either one of them. BOOM!!
14: Pick up the rooster feathers.
You will need more feathers in order to fly.
1: Walk to the stage.
2: Talk to the big Viking executioner.
3: The executioner will tell Gilbert about his giant torture feather.
4: Ask him to let you have it.
5: Only if Gilbert can endure the terrible feather torture!
6: Try it. Ha ha ha! “No one can endure the feather torture”!
7: Gilbert will have to find something to protect the soles of his feet from
the tickling.
How do you endure the feather torture without laughing?
1: Go to the tourist information and to Helga (the masculine/feminine Viking).
2: Talk to him/her.
3: Helga has some face cream. Maybe that will help?
4: But he won’t part with it.
5: Helga will talk about how hairy his legs are and how he’d like them to be
smooth.
6: Perhaps there’s some way to help him with that.
How can you help Helga?
1: Go to the seashore.
2: Pick up the sticky advertisement on the bulletin board.
3: The back of the advertisement is very sticky.
4: Use the sticky advertisement on Helga. (If you talk too much, the glue on
the back dries out and you’ll have to get another sticky backed advertisement!).
5: OK. One leg’s smooth … what about the other leg?
6: But you need more paper … this one is covered in hair.
7: So get another sticky advertisement.
8: Sorry … no more available!
9: You’ll have to figure some different hair-removal system for Helga’s
remaining hairy leg.
What about Helga’s other leg?
1: You’ll have to get inside the Viking banquet hall for that.
2: Right … Enter!
3: But first you have to present a ticket to the Viking ticket collector.
4: So give him your ticket for the “9th Annual Viking Slave Market”.
5: But this is invalid … it’s out of date … Gilbert has just participated in
the “11th Annual Viking Slave Market”.
6: He won’t accept that ticket.
7: So; look at your slave market certificate. See anything interesting?
8: Use your broken glass on Gilbert’s slave market certificate to cut out the
certificate clipping. (11th … etc.).
9: Use the certificate clipping on the Viking ticket and you will get a
manipulated ticket.
10: Give the manipulated ticket to the ticket taker and you can enter the
banquet hall.
What do you need in the banquet hall?
1: There’s some sticky flypaper there.
2: Take it.
3: Oh no! The Viking chef won’t allow you to. It’s not marvelous, but the
best they’ve got to keep the flies off the food.
4: Perhaps you can find something just as good or maybe better!
5: Return to Helga. Near to her is a barrel which smells of rotten fish.
6: Open the barrel.
7: There’s a rotten smelly salmon inside.
8: Take the rotten salmon. You can try to take the red herring as well if you
like!
9: Go back to the banquet hall.
10: That smelly salmon attracts plenty of flies.
11: Perhaps the chef will agree to take the rotten smelly salmon instead of the
flypaper?
12: Ask the chef if he agrees. He does. Goodbye rotten salmon; hello very
sticky flypaper.
Can Gilbert make a new attempt at enduring the feather torture?
1: Every time he’s tried it so far, Gilbert has failed.
2: Back again to Helga.
3: Use the sticky flypaper on his/her other leg.
4: Ouch … but the hair is removed. Helga presents Gilbert with the bottle of
face cream.
5: Use the face cream … Gilbert applies it to his feet (not his face!) where
it
stiffens into hard layers ... like wooden socks.
6: Tell the executioner you were not ready last time and want another try at
the feather torture.
7: This time you don’t feel a thing … You win, and the executioner is forced
to
give Gilbert his big feather.
How will you be able to make wings?
1: You’ve got enough feathers now, but how can you attach them?
2: You need some sort of frame.
3: Go to the Viking banquet hall.
4: At the far end of the table there’s a wooden frame being used as a spit.
5: Get that wooden frame … both the Viking chief and the Viking chef tell
Gilbert to get lost!
6: There’s a succulent roasted pig on the spit. Oh no! Remember poor
Lulabelle?
7: Get that pig if they’ll let you. But they won’t.
8: The Viking chief is drinking mead.
9: Pour the sleeping powder into his mug and he will fall asleep; but not for
too long.
10: When the chef turns to baste the roast pig, QUICKLY tip the bowl of
marinade
onto the floor.
11: The chef will get down on his hands and knees to clean up the mess, and
Gilbert can take the wooden frame.
Getting Gilbert to fly!
1: Put all the feathers onto the wooden frame (in any order).
2: You need:- {A} the feather duster; {B} the feather pen; {C} the big
feather;
{D} the (rooster) feathers; {E} the headdress.
3: But you need something to keep all these feathers from falling off the
frame.
4: Use the dental floss to tie them in place. … and give you WINGS.
5: Cut-scenes ..........
The following morning Gilbert and the other two slaves are brought
up
to the highest mountain to face their destiny. Somehow, it doesn’t appear too
fatal for any of them!
However, before he gets pushed over the edge, Gilbert uses his wings
to fly away towards the city of Phungoria.
Well, almost anyway. His wings fall to pieces as he cruises past
the
tall mountains and he crash-lands right outside the Sheriff’s cabin.
The Sheriff has kidnapped the princess and locked her up in the
cabin. Gilbert overhears all his nefarious plans!

G :- Rescuing the Princess and saving the world!

1: Try to get into the Sheriff’s cabin.
2: How can Gilbert enter the cabin?
3: He can’t!
4: What CAN he do then?
5: If Mohammed can’t go to the mountain ...................
6: The only way to capture the Sheriff is to scare him out of the cabin.
7: What have you got that might do the trick?
8: Where should you use whatever device you wish to try?
9: Throw the big corncob down the chimney.
When the corncob hits the fireplace inside the house, it will start to pop, just
like popcorn. The Sheriff panics thinking he’s being shot at, and runs out of
the house.
10: Cut-scenes ..........
You have now completed the game … at least the interactive part of it.
Sit back and watch the confrontation between Gilbert and the Sheriff, and
the conclusion of the story with its hint of a possible sequel.
It’s worth while watching the credits (walkthru author’s name included)
since the short “video” film clips, blurbs, etc., are original and highly
amusing.

Hope you enjoyed the game !



“Basic” Walkthru

A :- Getting to the City of Phungoria.

Open the cupboard inside the house. Look at the toiletries and pick up
the
travel case. Examine the contents … dental floss, tooth brush, and hair grease.
Get the biscuit ingredients from the table. Open the door; and exit. Go to the
garden at the back of the house. Look at the old washing machine with Grandpa’s
long underwear draped over it. Pick up the underwear, revealing the washing
machine crank which you pick up. Pick up the resin located on the window frame.
Look at the tree opposite. Pick up the tree sap. Whenever, have fun looking
and
talking to the (spelling) bees.
Use the crank with the crankcase to get the elevator up. No good! The
crank breaks and you’re left with a broken crank. Put the hair grease, resin,
tree sap and biscuit ingredients (the order is unimportant) into the mixer
located on the table. Switch on and mix if/when necessary. Eureka … You just
got yourself some super glue. Use the broken crank with the super glue. Voila …
Look at the crank; it’s mended! Use the (repaired) Super-glued broken crank on
the crankcase to raise the elevator up to house level. Operate the elevator
lever. Going D-O-W-N !! … Have a nice tttttrrrrriiiiippppp!!!!!
Cross the bridge. Gilbert hurries (directly) to the Phungoria townsquare.
N.B. In future, crossing this bridge will not take you there, but place you
onto
the map from which you can find your own way around.

B :- Map of Phungoria (& surroundings).

Take a look at the map of the village of Phungoria and its surroundings.
There are around a dozen locations (and even more people) you can visit inside
the City of Phungoria and about a half dozen locations etc. outside the actual
city. Note the two (different) entrances to the City itself … a horizontal
pointing mushroom arrow, and a diagonal pointing mushroom arrow.
Many locations can be visited immediately. Some can only be accessed
later
in the game (as a result of completing various specific tasks). On the map
itself, you can only access the locations which are earmarked with pointing
mushrooms. Those designated by a white quadruple arrowhead are inaccessible at
present but will become available later.

C :- Postponing the execution.

When Gilbert arrives at the Town Square, princess Michelle tells him that
the Sheriff plans on having his grandfather executed in the evening! She also
tells Gilbert what he should do to help/save his grandfather. Gilbert has to
masquerade as the King; and as such, later on that evening, postpone the
execution. Michelle told you that to masquerade as the King you need a bigger
nose, a robe (or cloak), a crown, and something to ‘make you look bigger’. If
you forget later, just get a reminder by looking at the collector’s card (in
your
inventory … Michelle handed it to you). Continue talking to Michelle as long as
necessary … You can try flirting with her if you like!
From the Town Square walk to the left and turn left a couple more times.
You’ll get to Arver (a hypochondriac!), the man standing outside the prison
feeding some birds with cornflakes. Talk to Arver. He will tell you (at very
great length) all about his almost infinite number of ailments. If you continue
to talk to him sufficiently and then ask him, he’ll give you his empty box of
corn flakes. Look at the empty box of corn flakes and you’ll see a “paper crown
cut out” on the back. Return to the Town Square and walk south to the docks.
There’s an old fisherman there carving pipes with his pocketknife. Talk with
the
old man and ask him to tell you a good fishing story. Look at the shark’s mouth
(and teeth) hanging above him. Apparently that wasn’t a shark but a giant
puffer-
fish! Keep asking him to tell you a story … particularly the one about Bearded
Bart the Blasphemer and his pirate treasure. Eventually the old man will fall
asleep and the pocketknife will drop from his hand. If it doesn’t, leave the
scene and return immediately … you’ll probably find that he has dozed off in the
meantime! Pick up the pocketknife. Use the pocketknife on the box of
cornflakes
to cut out the paper crown. Try to wear the paper crown … but it won’t stay on.
Go to Sergio the phone operator, near the City Gate. Use the pocketknife to cut
off a piece of his telephone cable. Use the telephone wire on the paper crown.
Whoopee … you now have a paper crown with wire … it will stay on just fine!
Talk (as much as you can) with Tommy the sad boy standing next to the toy-
machine on the Town Square. He won a big ugly fake nose from the toy-machine,
but he wants a super-deluxe slingshot. Open the nearby door and go up to the
tower. Conduct a very amusing dialog with (‘Mad’) Pete Fedurski. Go down and
talk to Tommy until he tells you how to trick Crazy Pete into firing his cannon.
Return to Pete and whenever you can, inform him “Look! There’s a Viking ship!”.
You may have to repeat this a few times. With enough prompting he’ll fire his
cannon like mad and also drop his sword. Pick up the sword. Use the sword as a
lever to push the loose stone over the edge. This crushes the toy machine! Go
down and pick up the (crummy rubber) false nose that Tommy left behind. You’ll
also (automatically) get a bottle of soap bubble liquid.
Walk out of the City and onto the map; then go to the farm. Take the
scarecrow’s red cloak. But farmer Strawmusket won’t let Gilbert touch it, so
you’ll have to get him out of the way. Return to the town and enter Elton’s
workshop. Note:- To enter Elton’s workshop (for the first time only …
afterwards you simply knock and go in!), you have to go through quite a ritual.
You have to answer 3 sets of triple choice questions. You will always get
the ‘answers’ wrong … but don’t worry or try harder ! Then the 4th time you use
the ‘doorbell speakerphone intercom thing’, you’ll just enter automatically!
Pick up some blueprints lying next to the door. Examine the blueprints. Turn
over the blueprints (in inventory) and you’ll find a (pig) slaughter description
on the back. Return to the farm and show the slaughter description to the pig.
The pig will not look at it since it is very afraid of new people. Keep talking
to Strawmusket until the pig gets to know you. Some time during this
conversation, whether you intend it or not, you’ll automatically get a very
large
corncob (if Gilbert hasn’t already taken it!). Continue talking on and on to
Strawmusket and showing the slaughter description to the pig until it gets so
terrified that it dashes away from the farm with the farmer in hot pursuit.
Pick
up the red cloak … it’s an unfinished King disguise.
Take a bunch of the scarecrow’s straw. Return to the house and take the
pillow from the bed. In inventory, use your straw to pad out the pillow and you
get a well stuffed pillow.
Attach, in any order, to the (red cloak) unfinished King disguise the 3
inventory objects, paper crown with wire, the fake nose, and the stuffed pillow.
You now possess your full “King disguise”; and two fairly lengthy cut-scenes
will
automatically start playing :-
In the evening Gilbert dresses up like the King, confronts the Sheriff,
and
orders the execution to be postponed (for one week). Later that evening you
view
a somewhat romantic scene between Gilbert and Michelle. You learn that it was
the Sheriff himself who stole the mushroom and that he smuggled it out to an
island near the Phungorian coast. In order to go after him, you need a boat!

D :- Hunting down the Sheriff.

Go to the docks. Enter the tavern. Talk with Mr. Harrison Davenport
until
he tells Gilbert why he wants a crystal ball and that he’ll loan Gilbert a boat
in exchange for one. (Almost) the whole remainder of this long section D
involves acquiring a crystal ball!
Walk to the fortuneteller (Madame Zyz … in the city) and try to take her
crystal ball. No go! Talk with Zyz and she’ll tell you about Larry’s Caveshop.
To access Larry’s Caveshop, Gilbert has to cross a bridge outside of town. Ever
since the mushroom has been stolen the bridge is guarded, so you’ll have to deal
with the bridge guard.
Talk with the guard. He’ll (eventually) tell Gilbert that he likes Sarah,
the waitress working in the tavern. Go back to the tavern and pick up the
napkin
with lipstick on it from the floor. Walk to the prison/wagon/stage/Arver
location, and pick up the book of poems lying on the steps of Dr. Fraud’s wagon.
Go to Elton’s place, knock on the door (or use the ‘doorbell speakerphone
intercom thing’) and enter. Pick up the feather pen. Fill the empty feather
pen
with ink from the ink well, and take the ink (well) … now or later. Use the
(inked) feather pen on the napkin with lipstick on it and copy one of the love-
poems found in the book of poems, making a (bogus) love-letter from Sarah. Give
the love-letter to the bridge guard and he will very quickly abandon his post!
Raise the barrier gate at the bridge and cross! Go to Larry’s Caveshop.
(N.B. If Larry’s is still inaccessible, it means that you haven’t talked
sufficiently to Madame Zyz or you haven’t dealt with the bridge guard and raised
the barrier!). Talk at length to Larry Lachrymose. You can try grabbing a
crystal ball. Larry’s quite verbose and it may take some talking until you get
him to quote you a price. But you MUST continue the conversation until he does.
What!!! Ten thousand!! Gilbert hasn’t got that sort of cash!
Return to the tavern and talk with Snorri (the lonely Viking sitting at
the
table). He will tell you about the Vikings’ secret hideout in the woods where
they have a treasure. You need this treasure so that you can buy Larry’s
crystal
ball. (Only) after Snorri tells you about the treasure (and you’ve completed
the
dialog with Larry), does the secret Viking hideout become accessible.
Go to the map and walk to the secret Viking hideout. Try opening the door
to the Viking treasure chamber. But “Eric the Brave” won’t allow you to go
anywhere near there. Talk with Eric until he tells you that he needs a bungee
cord.
Go and talk to Louise (the lady on the balcony opposite Elton’s workshop).
Look at the ladies’ underwear on the line. Louise is the town gossip … chat
with
her as much as you like. Ask her about the bras on her washing line. Keep on
talking about the bras. Eventually she will throw them down to Gilbert (a bit
of
embarrassment with princess Michelle ensues!). Tie the bras together to form a
primitive bungee cord.
Give the bungee cord to Eric the Brave and watch what happens. Open the
door to the Viking treasure chamber. Unfortunately it’s locked; so you need the
key. Snorri, the sad Viking, said he had the key. Go to the tavern again and
try to get the key from him. No dice! The only thing Snorri seems interested in
is hunting a fearsome beast. No ferocious beasts around … but conversation with
Snorri reveals some references to his feet, boots, an animal’s hide, etc.
Go to Saul, the shoemaker at the townsquare. There’s a pair of fuzzy
bunny
slippers on his counter. Talk to Saul … and talk … and talk! Don’t stop
talking
to him until he has introduced “Sock” and mentioned that he is sad for lack of a
female companion. Return to Gilbert’s back garden and take the sock from the
washing line (if you haven’t already done so). Return to Saul’s. As soon as
you
left him, a free sample of shoe polish materialized on his counter. Pick up the
shoe polish. In inventory, combine the shoe polish with the sock and obtain a
sock puppet. Give the sock puppet (“Sockette”) to Saul as a present for “Sock”.
In return, Saul gives you a present of a pair of fuzzy bunny slippers.
Return to the tavern and give the fuzzy bunny slippers to Snorri. (You’ll
quite likely notice something new on his table which you can take now or leave
until later). Snorri moves to the bar … now you can take his key to the secret
Viking hideout. You can’t … it’s attached to his belt!
Go to Elton’s workshop and look at the mysterious invention with the hose

it’s a vacuum cleaner. Pick it up. Go to Gilbert’s back garden. If you
haven’t
already done so, have lots of fun looking and talking to the (spelling) bees.
Try taking some bees wax &/or honey. The bees won’t let you get close enough,
so
use the vacuum cleaner on them ... Gilbert stores his vacuum cleaner there?! :-
)) Gilbert grabs a little malleable bees wax and Grade A golden honey from the
beehive. Return to the tavern (you’ll first release the trapped bees!). Use
the
bees wax with Snorri’s key. You have now made a perfect key imprint in the bees
wax.
Go to Vandersteen, the blacksmith , near the City Gate. [ NOTE: You may
have previously performed all of the actions which cause Vandersteen to leave
his
smithy. Do not panic; there are two ways to continue. (A) You can perform
other actions, and eventually the blacksmith will return. (B) Return to the
save before he leaves, and postpone his departure till later! ]. Talk to
Vandersteen if you wish and give him the key imprint. Vandersteen will make a
proper key … but only if Gilbert can get him a dog. Take Vandersteen’s
blacksmith’s glove. Go to Sam, the blind man outside Elton’s, and talk to him.
Take his seeing eye dog. Naturally Sam panics and you return his dog. You’ll
have to fool poor Sam with a fake dog!
Go to the farm and get the sack of wheat. Use crazy Pete’s sword and
shear
the sheep (and have a good laugh!). Pick up the wool. Go to the dock location

there’s a barrel of tar outside the tavern. Dip the glove into the tar … you’ll
get a tarred glove. Transfer the tar from the tarred glove to the sack of wheat
and you get a tarred sack of wheat. Put the wool on the tarred sack of wheat
and
you have a fake dog! Take the fake dog to Sam and exchange it for the seeing
eye
dog. Give the dog to the blacksmith and he will happily make a key out of the
imprint.
Go to the secret Viking hideout. Use the key on the door. Pick up the
treasure:- a lot of gold! … and also a strange Viking ticket (to an annual slave
market). Leave behind other interesting items! Return to the Caveshop and give
a lot of gold to Larry. Unfortunately Larry smashes all 3 of his precious
crystal balls … but he gives you a crowbar instead. You’ll have to get your
crystal ball somewhere else!
Go to the fortuneteller’s; but when Gilbert arrives there, Madame Zyz is
out. Grab her crystal ball from the table. No way! … the Genie will not allow
you to take it. Talk to the Genie … a lot of this dialog is not essential, but
he is a most amusing character! You can leave him (and return) whenever you
like, but you MUST persist until eventually he will promise “to make something
appear by magic”! He will give you a glow-in-the-dark pal. He will also give
you a lot of vital info concerning how long the crystal ball lasts, etc.
Apparently Gilbert will have to travel into the future, to that particular day
when the crystal ball will stop working and Madame Zyz won’t be able to see into
the future.
Go and visit Elton the inventor. Examine his various mysterious
inventions, including his strange statue which is a robot. Ask Elton if you can
use his time machine. He refuses! Nag him and poke around his apparatus …
Elton
will eventually agree to demonstrate the time machine. There are some heavy
boxes in front of the control panel so Elton commands his robot to lift/move
them
out of the way. But just as the robot starts to do this, the drive belt on its
back snaps. You’ll need a new drive belt for the robot.
Saul has a belt on his sewing machine. But he won’t let you take it.
You’ll have to get Saul away from there. Go to the tavern and look at the table
where Snorri sat. Pick up one of the table napkins. [ NOTE: During the early
parts of the game the napkin holder is empty. You may have to perform other
actions before it’s full of napkins! ]. The napkin has the tavern’s ship-logo
on
it, and the logo looks just like a real Viking ship! Go back to Pete’s and slip
the napkin in front of his gun sight. Tell Pete that the Vikings are invading.
Pete goes berserk … watch the fun! Saul, a fellow member of the Phungorian
Volunteer Army (PVA) will leave his shop and join his fellow comrade in arms.
Go
down and pick up that good strong (sewing/drive) belt.
Use the (replacement) belt on the robot and it removes the heavy box.
Elton demonstrates his time machine. It malfunctions … Elton never returns … a
broken spring lies on the floor. Pick up the broken spring … you’ll have to
repair it! Maybe the blacksmith can help?! [ NOTE: You may have previously
performed all of the actions which cause Vandersteen to leave his smithy. This
is of no real importance! In this case you obviously cannot discuss with him,
nor will you have to get him to leave ... since you’ve already done so! But
otherwise you can continue without hindrance. (Incidentally, eventually
Vandersteen will return!) ]. Give Vandersteen the broken spring. He says that
only a certified clockmaker can repair such a fine spring. Unfortunately, there
aren’t any in Phungoria! However, because Gilbert insists on the blacksmith
trying to mend it, he presumably smashes it, since it vanishes from your
inventory. But Vandersteen has suggested that maybe an old clock spring might
work? There’s a cuckoo clock next to Gilbert’s bed but you’ll need a hammer to
smash it. Ask the blacksmith for his big sledgehammer … he won’t part with it
and you’re going to have to get him out of the way (if indeed he’s still
there!).
To do this, you have to involve Lipton (if you haven’t already done
this!). On the map, go to the bridge, and click on the mushroom pointer just
under it. Open the door and enter Lipton’s house. Lipton won’t let you have
the
VIP card from the table … you need this to get Vandersteen to leave his smithy.
Lipton talks and talks and talks … about tea. Make sure he mentions his
wonderful “unnamed” tea. Maybe you can drug him with it but you’ll need 3 items

a special fine drinking filter, some sweetener, and some sleeping powder.
Get Arver’s very fine (germ, mask) filter. He’ll only let you have it if
you give him a bottle of Dr. Fraud’s miracle medicine. Talk to Dr. Fraud
(through his wagon door). He tells Gilbert that if he helps him start his next
show, Dr. Fraud will give him a free bottle of his miracle medicine. Gilbert’s
got to make a fake weight bar to show how the miracle medicine makes a person
strong!
Floating in the river outside Lipton’s house are two of Pete’s (balsa
wood) ‘cannonballs’ … maybe you’ve taken them already? If not, pick up the two
cannonballs. Go to the junk pile outside Elton’s workshop and pick up the
(light
aluminum) metal bar. In your inventory combine the cannonballs and the aluminum
bar to create a fake weight bar.
Go back to Dr Fraud’s wagon, talk to him again, and now he will begin his
show. Watch the cut-scene of Dr. Fraud defrauding! After the show, Dr. Fraud
will present Gilbert with a bottle of the miracle-medicine. He also gives
Gilbert two bonus gifts; a bottle of starch and the world’s smallest juice
press. You can look at the starch ... and examine the juice press (Grrrrr!).
Go
to Arver and exchange the miracle medicine for his (ultra-fine) filter.
Give the filter to Lipton and he’ll give Gilbert the key to the tea
cabinet. But Lipton will only drink the bitter ‘unnamed tea’ if it’s sweetened.
You’ve probably got some sweetener by now in your inventory. If not, get some
honey (refer back to how you made Snorri’s key imprint). But the tea is still
too bitter and Lipton spits it out. You’re going to have to really tranquilize
the old geezer! Go to the docks and talk to Armand Hammer. He says he’s an
undercover agent for the PBI (Phungorian Bureau of Investigation) impersonating
a
drug pusher?!? He’ll persuade Gilbert to reluctantly accept some drugs … only
sleeping powder!
In inventory mix the sleeping powder with the honey and give the drugged
honey to Lipton. [ NOTE: It’s preferable not to perform the following steps
earlier than necessary. Although this is not absolutely essential, it may save
you unnecessary hassle later on. There are additional notes on this in the
appropriate places ]. Take the VIP card and phone Vandersteen. Leave and go to
the blacksmith’s (… he’s no longer there), borrow his hammer, and promise to
return it later. Return to Gilbert’s house, smash the cuckoo clock and pick up
its spring.
Go to Elton’s. Put the spring into the time machine. Use the control
panel. You’re now at Madame Zyz’s, but 10 years into the future. (You can
always return to the present via the time portal … near the right edge of the
screen. Her front door is now locked, but you can use the time machine as often
as you like!). Talk to her and try taking her (broken) crystal ball. You’ll
need some generosity potion to get her to let you have that!
Talk with Barry who has a stall at the Town Square. Try to get him to
demonstrate his generosity potion. He’ll only agree if you are prepared to sign
a contract with him (in case he gets TOO generous!). You almost certainly got a
(full … i.e. inked) pen from Elton’s workshop. If you didn’t pick it up
earlier,
take the ink (well) also. Enter the Sheriff’s house (alongside Madame Zyz’s ...
originally, his door was locked!). Open the chest there. But it’s locked … so
use your crowbar on it. Look inside the chest and read the book … a paper
flutters to the floor. Pick up the paper. Return to Barry and now he will sign
the contract. However, after drinking a little potion he generously tears up
the
contract and gives you a free sample … the generosity potion.
Use the time machine again and go to Madame Zyz ‘in the future’. Pour the
generosity potion into her perfume bottle. She’ll give you her crystal ball and
also a feather duster. Walk out through the time portal. Go to the tavern and
give the crystal ball to Mr. Davenport.
Watch the cut-scene .......... Davenport (reluctantly) allows Gilbert to
borrow a small rowboat at the docks … he uses it to follow the Sheriff from
Phungoria to the island.

E :- Getting the mushroom.

Before you do anything else, it’s worth while talking to Elton until you
find out what items you need to complete his raft. (This may seem premature
since you are nowhere near ready to leave the island yet … nor can you. But you
may not get an opportunity to do this later!).
You’ll have to enter a cave blocked by thick iron bars … too strong to
bend
or cut with tools. Talk to the pirate captain. If you talk long enough and
rile
him sufficiently, the pirates will throw their glasses (spectacles) onto the
ground. Now they can hardly see anything. You can now pick up their shovel.
Use the shovel on the sand to dig a hole under the bars. You find a treasure
chest which you pick up (automatically). Inside the cave it’s dark and you
can’t
do a thing.
Exit the cave via the hole you just dug and return to the beach. Place
the
glow-in-the-dark pal on the (hot) white rock and you get a fully charged
glow-in-
the-dark pal. Unfortunately it will only stay charged for 3 minutes (REAL time)
… after that you’ll have to keep on recharging it. Use the fully charged
glow-in-
the-dark pal to light up the cave. Solve the (fairly easy) slider-puzzle which
forms an upright mushroom … it doesn’t ‘rearrange’ itself when recharging or
even
Saving!
One optimum solution is given below … there are quite probably better
solutions, with (maybe considerably less) less moves than the 34 outlined
below?! Labeling the rows from top to bottom A, B & C; and the columns from
left
to right 1, 2 & 3; … Click on the following TILES in this particular order …….
C2; C3; B3; A3; A2; B2; B1; A1; A2; B2; C2; C1; B1; B2; C2; C3; B3; A3; A2; B2;
C2; C1; B1; B2; C2; C1; B1; B2; C2; C3; B3; B2; B1; C1.
The wall rumbles and opens. Enter the second (middle) cave room. Pick up
the bamboo pole. You have to place 4 liters of water onto the scale. Pick up
the 3-liter bucket and the broken 5-liter bucket (there’s a hole in it). Return
to the pirate chef and get him to make you a big glob of lime green jelly. You
can try patching the hole in the 5-liter bucket with that. Possibly? … you can
see if it will hold water. If not you’ll have to manufacture a stronger patch.
Put the starch on the shelf with the ingredients (in exchange for the sugar …
remember the chef can’t see anything!). Ask the chef to make you some more
jelly. This time you’ll get a big glob of incredibly firm jelly. Apply the
incredibly firm jelly to the hole in the broken 5-liter bucket … “Gilbert
Goodmate’s shameless plug”! … a (repaired) 5-liter bucket with a firm jelly
patch.
This easy puzzle can be solved in several ways … the quickest solution is
probably as follows:- Fill the 5-liter bucket from the pump … Pour the 5-liter
bucket into the 3-liter bucket … Empty the 3-liter bucket … Pour the 5-liter
bucket (now containing only 2 liters of water) into the 3-liter bucket … Fill
the
5-liter bucket … Pour the 5-liter bucket into the 3 liter bucket (which already
holds 2 liters of water) … Finally, place the 5-liter bucket holding 4 liters of
water onto the scale.
The bridge descends and Gilbert can cross the river and into the third
cave. As Gilbert enters the inner cave room, the Sheriff is making a magic brew
to wake up the “Not-quite-dead-enough evil wizard Karn”. He notices Gilbert and
throws the mushroom (the final ingredient) into the boiling cauldron. Grab the
Sheriff’s magic book. In order to seize the book, tickle him with your feather
pen. The Sheriff retreats and blows up the exit. He leaves behind his book of
magic … you can read it (once) if you wish. Use the glove to pick up the (hot)
*Mushroom of Phungoria*!
Go to the beach … the Sheriff’s explosion has smashed your rowboat.
You’ll
have to use the raft to leave the island. In case Elton didn’t tell you earlier
… you need some pedals, a rudder, and some rope. Walk back to the pirates and
take the pedals from the bike on the pile of sand. The flotation device
floating
in the water is too far away, so use the bamboo pole to fish it out. You get a
flotation device with rope and a broken rudder. Untie the flotation device with
rope to obtain the rope. Pick up the apron near to the chef. Look in the
pockets of the apron, and find a hammer and nails. Use the hammer and nails on
the broken rudder to repair it into a usable rudder. Now use the pedals, the
repaired rudder and the rope on the raft (in any order). Operate the finished
raft.
Watch the cut-scene .......... Gilbert and Elton head back to Phungoria.
Unfortunately the raft springs a leak and sinks. They both have to swim for it.
Gilbert is spotted by a Viking ship; he’s kidnapped and transported to the
Viking
village.

F :- Escape from the Vikings.

Gilbert is in the Viking slave pit. Talk to Arver and (automatically) get
a slave guide leaflet. Talk to the Indian chief. Climb the ladder and go out.
Walk to the tourist information and pick up the (plastic) Viking helmet. One of
its horns will drop off. Pick up the hollow plastic horn. Go to the seashore
and
talk to the guy painting the ship red. Dip the horn into the red paint. An
orchestral horn sounds.
Gilbert is transported to the dressing room with Arver and chief ‘Stepping
On Toes’ to prepare for the slave auction. In order not to be sold as a slave,
Gilbert has to ‘manufacture’ bad teeth, body and posture. Teeth:- Use the
toothbrush with the ink. Body:- Pick up the small hand mirror lying on the
wooden counter. Smash the mirror against the counter and you have a broken
mirror. Pick up the shard of very sharp broken glass from the floor. Use the
crowbar on the treasure chest (which you got previously on the island … if you
haven’t already done this!). Continue using the crowbar on the inner
chest...and
the next one. The crowbar breaks and you are left with an insignificant chest.
Open the insignificant chest by hand. Find a potato and an ancient
(descriptive)
note. Use the broken glass on the potato. You get a potato stamp. Dip the
potato stamp into the plastic horn full of paint. Gilbert covers himself with
red blotches (rashes). A cut-scene shows the auction where all three are in
swimming trunks, and rejected. Posture:- Use the pillow with the apron (making
an excellent hunchback). Another cut-scene shows the auction where all three
are
in evening gowns, and rejected ... instead of slavery all three are going to be
sacrificed to the Vikings’ ancient gods by being thrown over the cliff of death.
Gilbert is given a slave market certificate (of participation).
The only way for a slave to escape from the village would be for him to
fly
over the mountains like a bird. For this Gilbert will need wings and for this
some feathers! Return to the Viking slave pit. The Indian chief is out of
tobacco. Give him your bottle of soap and he can blow bubbles instead of smoke
… ‘magic bubbles’! He’ll give Gilbert his (feather) headdress and a (now
superfluous) box of waterproof matches.
Go to the boxing ring and try to take the feathers on the floor there.
The
two demonstrating roosters won’t let you take them. Go to the tourist
information and pick up the firecrackers there. If you have both the
firecrackers and the matches in your inventory, use the firecrackers on either
one of the roosters. BOOM!! Pick up the rooster feathers.
Walk to the stage and the big Viking executioner will tell Gilbert about
his giant torture feather. He will only give it to Gilbert if he can endure the
terrible feather torture! Try it. Ha ha ha! “No one can endure the feather
torture”! Walk to the tourist information … Helga (the masculine/feminine
Viking) has some face cream which she will give to you if you can make his/her
hairy legs smooth.
Go to the seashore and pick up the sticky advertisement on the bulletin
board … its back is very sticky. Use the sticky advertisement on Helga. (If
you
talk too much, the glue on the back dries out and you’ll have to get another
sticky backed advertisement!). You’ve smoothed one leg but you need more paper
for the other … this paper is covered in hair. Sorry … no more sticky
advertisements available. You’ll need something else!
Try to enter the Viking banquet hall … the Viking ticket collector won’t
let you in. Your ticket for the “9th Annual Viking Slave Market” is invalid …
it’s the “11th Annual Viking Slave Market”. Use your broken glass on Gilbert’s
slave market certificate to cut out the certificate clipping. (11th … etc.).
Use
the certificate clipping on the Viking ticket and you get a manipulated ticket.
Give the manipulated ticket to the ticket taker and enter the banquet hall. The
Viking chef won’t allow you to take the sticky flypaper there. Go back to
Helga ... near to her is a barrel. Open the barrel and take the rotten salmon.
(Try taking the red herring as well if you like!). Return to the banquet hall.
The chef will take the rotten salmon and Gilbert gets a very sticky flypaper.
Back to Helga! Use the sticky flypaper on his/her other leg. The hair is
removed and Helga presents Gilbert with the bottle of face cream. Gilbert
applies the face cream to his feet (not his face!) where it hardens. Try the
feather torture again and this time, win! The executioner is forced to give
Gilbert his big feather.
You’ve got enough feathers now, but you need some sort of frame on which
to
attach them. Go to the banquet hall. Both the Viking chief and chef won’t let
you get that wooden frame which is being used as a spit for a roasted pig (Oh
no! Remember poor Lulabelle?). Pour the sleeping powder into the Viking
chief’s
mug and he’ll fall asleep, but not for too long. When the chef turns to baste
the roast pig, QUICKLY tip the bowl of marinade onto the floor. Whilst the chef
is down on his hands and knees cleaning up the mess, Gilbert takes the wooden
frame.
Put all the feathers onto the wooden frame (in any order). You need:- {A}
the feather duster; {B} the feather pen; {C} the big feather; {D} the (rooster)
feathers; {E} the headdress. Use the dental floss to tie them in place. … and
give you WINGS.
Watch the cut-scenes .......... The following morning Gilbert and the
other
two slaves are brought up to the highest mountain to get pushed over the edge.
Gilbert uses his wings to fly away, but his wings fall to pieces as he cruises
past the tall mountains and he crash-lands right outside the Sheriff’s cabin.
The Sheriff has kidnapped the princess and locked her up in the cabin.
Gilbert overhears all his nefarious plans!

G :- Rescuing the Princess and saving the world!

Gilbert can’t enter the cabin so he’ll have to scare the Sheriff out of
there. Throw the big corncob down the chimney. The corncob pops inside the
fireplace. The Sheriff panics thinking he’s being shot at, and runs out of the
house.
You have now completed the game … at least the interactive part of it.
Sit back and watch the confrontation between Gilbert and the Sheriff, and
the conclusion of the story with its hint of a possible sequel.
It’s worth while watching the credits (walkthru author’s name included)
since the short “video” film clips, blurbs, etc., are original and highly
amusing.

Hope you enjoyed the game !