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Читы для Gilbert Goodmate and the Mushroom of Phungoria

Чит-файл для Gilbert Goodmate and the Mushroom of Phungoria

Gilbert Goodmate and the Mushroom of Phungoria

в России известна как

Гилберт Гудмейт и священный гриб Фангории

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Название в России:Гилберт Гудмейт и священный гриб Фангории
Разработчики:Prelusion и ClearWater Interactive
Издатель:FastTrak Software Publishing
Издатель в России:New Media Generation
Модель распространения:розничная продажа
ISO статус:релиз состоялся 25 мая 2001 года
Официальный сайт:Открыть русский сайт
Жанры:Adventure
Multiplayer:Отсутствует

Даты выхода игры

вышла 8 июня 2001 г.
вышла в 2001 г.

Solution [ENG]

Информация актуальна для
Gilbert Goodmate and the Mushroom of Phungoria
Prelusion Software - Clear Water Interactive
Walkthrough written by Grave Digger
Edited by Rainy Day


GENERAL INFORMATION

In the walkthrough it sometimes says, "exhaust all dialogues." This means you
must use all dialogue options available until all that left is the standard
"Bye,
gotta go" parting line. Also most of the events in the game are not described
here, as they are not necessary to end the game. So I insist that you try to
talk
to all other characters in the game to have some extra fun.


GET DOWN TO BUSINESS

After an impressive intro, you find yourself standing in your house. Open the
cupboard above the mixer and pick up the TOILETRIES. Pick up the BISCUIT
INGREDIENTS next to the mixer. Try picking up the MONSTER UNDER THE BED by
pointing your cursor below the bed. The monster will turn out to be DUST BUNNIES
UNDER THE BED. Pick up a DUST BUNNY, then take a PILLOW from the bed. Exit
through the front door.

Once outside, walk left and go in the back of the house. Pick up the FLOWERS
from
the left of the bench. Get the TREE SAP from the middle of the tree, pick up the
RESIN from the window, the SOCK from the clothesline and the UNDERWEAR from the
washing machine. After picking up the UNDERWEAR you will see a CRANK attached to
the washing machine. Take the CRANK and walk back to the front of the house. Use
the CRANK on the crankcase and Gilbert will try to raise the elevator, breaking
the crank in the process.

Go inside the house and use the BISCUIT INGREDIENTS in the mixer, then add the
RESIN, TREE SAP and HAIR GREASE from your inventory to create super glue. Use
the
BROKEN CRANK from your inventory on super glue to get SUPER GLUED CRANK. Go
outside and use the SUPER GLUED CRANK on the crankcase to raise the elevator.
Use
the lever inside the elevator booth and watch a short animation sequence. Once
you're on the ground, OPEN THE MAILBOX and take the MAIL. Cross the bridge to
your right.


KING'S DISGUISE

After a long conversation with Princess Michelle, discover that you need to
disguise yourself as her father, the king, in order to stop the execution of
your
grandfather. To create a disguise you need a robe, a bigger nose, a crown and
something to make you look fatter. Talk to Saul and exhaust all dialogues to
find
that he wants a female sock for his sock companion. Walk left and talk to Barry,
the generosity potion creator, and look at the posters around his shop. Talk to
Barry and exhaust all the dialogues to find out that he needs a paper and a pen
to write a contract. Walk to your left and talk to Tommy (the crying child).
Exhaust all dialogues to discover that he need a super deluxe slingshot from the
toy machine.

Open the door behind Tommy to find Pete Fedurske (Crazy Pete) manning the cannon
atop the tower. Notice the loose stone to the right of the cannon. Talk to Pete
Fedurske and exhaust all dialogues to make him drop his sword. Pick up the SWORD
and use it on the loose stone to make it drop on the toy machine below. Go back
down and pick up the FALSE NOSE and the SOAP BOTTLE from the broken toy machine.
Pick up SHOE POLISH from the shoemaker's counter. Notice the sign directing you
to the docks. Head in that direction.

At the docks, talk to the Old Fisherman and exhaust all dialogues. Examine the
shark's mouth hanging above door, then talk to the Old Fisherman again. This
will
make him fall asleep and you can then pick up his POCKETKNIFE. Talk to the
Mysterious Looking Guy and exhaust all the dialogues to get his SLEEPING POWDER,
then enter the Tavern. Inside the Tavern, talk to the Viking sitting at the
table
on the left and exhaust all dialogues to discover that he has the key to the
Viking's Hidden Treasure Cave. Next, talk to the bartender and exhaust all
dialogues.

Leave the Tavern and return to the Shoemaker's area, then take a left at the
tower to find the prison. You will see your Grandfather behind bars-talk to him
if you wish. To your left, you will see Dr. Fraud's Wagon. Pick up the BOOK OF
POEMS lying on the wagon doorstep. Talk to Arver, the sickly man in the
foreground, and exhaust all dialogues to find that he needs some of Dr. Fraud's
medicine. Talk to Arver again to get the EMPTY BOX OF CORN FLAKES. Look at the
EMPTY BOX OF CORN FLAKES in your inventory to see the picture of a crown on the
back of the box. Cut it out with your POCKETKNIFE to obtain a CROWN for your
king
disguise.

Return to the Shoemaker's area and head to the left of the generosity potion
stand, then head to the right of the Fortune Teller's Shop to enter Elton's
ally.
You will see a blind man standing near a dog, Elton's Workshop and a pile of
junk
nearby. Pick up the METAL BAR from the junk pile and use the Doorbell Speaking
Phone Intercom near the door of Elton's Workshop. You will have to use it four
times before you are able to use the door to get inside Elton's Workshop. Once
inside, pick up the FEATHER PEN from the floor, the INKPOT from the desk and the
BLUEPRINT lying beside the entrance door. Now, look at the various mysterious
objects to find that the green object is a VACUUM CLEANER. Pick up the VACUUM
CLEANER. Talk to Elton and exhaust all dialogues to find that Elton's robot
needs
a new fan belt in order to move the boxes so you may use the time machine's
controls. Head back outside and return to the fortuneteller's area. Talk to the
Blacksmith, Newspaper Boy and Telephone Operator. Use your POCKETKNIFE on the
telephone cable to disable telephone service in Phungoria. Go out of the gate
beside the Blacksmith's Shop to get the overhead view of the land of Phungoria.

Head for the FARM and try to talk to the little pink piggy. Now, talk to Mister
Strawmusket (farmer) and exhaust all dialogues. Open you inventory and turn over
the BLUEPRINT you got at Elton's to find PIG SLAUGHTER INSTRUCTIONS. Use the PIG
SLAUGHTER INSTRUCTIONS on the pig to frighten it away. The farmer will run after
the fleeing pig allowing you to take the SACK OF WHEAT near the door, the RED
CLOAK from the scarecrow and the STRAW from the scarecrow's left hand. Use the
SWORD from your inventory on the sheep to get his WOOL.

Now you have everything you need to make a disguise. Open your inventory and use
the STRAW on the PILLOW, then the STUFFED PILLOW on the RED CLOAK. Use the
TELEPHONE CABLE on the CROWN, then CROWN on the UNFINISHED KING'S DISGUISE.
Lastly, use the FAKE NOSE on the disguise, then sit back to watch a long
animation sequence. Afterward, have a long conversation with Princess Michelle
to
discover that she believes the real mushroom thief to be the Sheriff. She asks
you to head off to sea and catch him, saving the sacred mushroom in the process.
This conversation triggers the next section of the game: Day 2.


BALLS AND BOATS

Again, you start your day standing in your house. Go outside and to the back of
your house. Use the VACUUM CLEANER on the bees to get the BEES WAX and HONEY.
Walk right and pull the lever on the broken lift to get down the mountain. Head
for the next screen and when you see the overhead view of the Phungoria, travel
to BRIDGE near the top of the screen. Talk to the Bridge Guard and exhaust all
dialogues to find out that he is madly in love with Sarah, the waitress at the
Tavern. Return to the town.

At Saul's place, dip your feather pen in the ink and use it on your SOCK to
create a female SOCK PUPPET. NOTE: You may also use SHOW POLISH on your SOCK to
create a SOCK PUPPET. Give the SOCK PUPPET to Saul to obtain the FUZZY PINK
SLIPPERS. Head for the docks and enter the Tavern. Pick up the NAPKIN WITH THE
LIPSTICK ON IT from the floor and take a clean NAPKIN from the table. Give the
FUZZY PINK SLIPPERS to the sad Viking to make him join his partner at the bar.
Now you can see the keys to the Hidden Treasure door hanging from the Viking's
waist belt. Use the BEES WAX on the keys to get a KEY IMPRINT. Talk to Mister
Davenport and exhaust all dialogues to discover that he will exchange a boat for
a crystal ball.

Walk to the Blacksmith's area and give the KEY IMPRINT to Vandersteen. Exhaust
all dialogues to find that he will exchange a key, made from the KEY IMPRINT,
for
a dog. Pick up the GLOVE lying in his shop and walk to Madame Zyz's place and
open the door. Enter and talk to Madame Zyz's, exhausting all dialogues. Talk to
the Genie of the Lamp and exhaust all the dialogues. You may try to pick up the
feather duster and the crystal ball, but Madame Zyz won't let you leave with
them. Exit the shop and head back to the docks. Use the GLOVE on the TAR in the
barrel near the Secret Agent, then head back to the ally outside Elton's
Workshop.

Talk to Louise (the gossip on the balcony above) and exhaust all dialogues to
get
BRAS hanging above. Talk to Sam, the blind man with the dog, and exhaust all
dialogues. Open you inventory and use the GLOVE WITH TAR on the SACK OF WHEAT.
Next, use the WOOL on SACK OF WHEAT WITH TAR to make a FAKE DOG. Use the FAKE
DOG
with the Sam's DOG to exchange it. Go back to Vandersteen and give him the DOG
to
get the KEY.

Open your inventory and read the BOOK OF POEMS. Use the FEATHER PEN on INKPOT
and
then use it on NAPKIN WITH LIPSTICK ON IT to get a LOVE LETTER. Leave the city
and head again for the BRIDGE. Give the LOVE LETTER to the Bridge Guard and
raise
the gate after he leaves. Use the path that goes under the bridge and pickup the
CANNON BALLS floating in the water. Enter the door and talk to Lipton,
exhausting
all dialogues to discover that he needs a super-fine filter and a sweetener to
make his special tea. Notice the Blacksmith's VIP card on the table. Leave this
area and head straight for Larry's Cave Shop. Look at the three crystal balls
and
then talk to Larry, exhausting all dialogues. Leave Larry's Caveshop and head
for
the Viking's Secret Hideout.

Once there, talk to Eric the Brave and exhaust all the dialogues. Now, open your
inventory and tie the BRAS together to create a BUNGEE CORD. Give the BUNGEE
CORD
to Eric and after a short animation sequence you will be able to use the KEY on
the door. Gilbert will leave automatically when he has the gold and you will end
up with the overhead view of Phungoria. Choose Larry's Caveshop. Enter the cave
and use A LOT OF GOLD on Larry. A short animation sequence will follow showing
you how Larry breaks all the crystal balls and gives you a CROWBAR. Leave the
place and return to the city.

Enter Sheriffs house (now unlocked) and take the BOOK from the table. Next, use
the CROWBAR on the chest and look inside to find another BOOK. Pick up the PAPER
that falls from the book and exit the house. Go back to the Shoemaker's area and
give the PAPER to Barry, the generosity potion salesman. Watch a short animation
sequence to get GENEROSITY POTION. Enter Crazy Pete's tower and use the clean
NAPKIN with ship picture on the cannon's GUN SIGHT. After the short animation
sequence, go down and pick up the BELT from Saul's sewing machine.

Go to Madame Zyz's place, talk to Genie and exhaust all the dialogues to get a
GLOW-IN- THE-DARK PAL and information about the crystal ball's expiration date.
Leave and head for Elton's Workshop. Exhaust all dialogues with Elton and he
will
have his robot move the crates so he may demonstrate the time machine. Use the
belt on the robot to continue the demonstration. The machine breaks, so pick up
the spring that falls to the floor. Leave Elton's Workshop and give the BROKEN
SPRING to the Blacksmith to discover that it can be replaced with a clock
spring.

Head back to Dr. Fraud's area and talk to Arver to discover that he will give
you
his filter for some of the Dr. Fraud's medicine. Talk to the wagon door and
exhaust all the dialogues. Now open your inventory and use the CANNON BALLS on
the ALUMINIUM PIPE from the junk pile to create a HEAVY LOOKING DUMBBELL. Talk
to
the Wagon door again and after a short animation you will find a bottle of
MIRACLE MEDICINE, SMALL JUICE SQUEEZER and STARCH in your inventory. Give the
MIRACLE MEDICINE to Arver to get his FILTER.

Leave the city and head over to the bridge, again going under the bridge to talk
to Lipton, exhausting all dialogues. Now, open your inventory and use the
SLEEPING POWDER on the HONEY to get DRUGGED HONEY. Give FILTER and DRUGGED HONEY
to Lipton, then pick up the VIP card when he falls asleep. A short animation
will
follow and you will automatically call for the Blacksmith. Leave Lipton's home
and head for the Blacksmith's shop. Take his HAMMER and head home. Use the
HAMMER
on the Cuckoo Clock on the bedside table to get a SPRING. Go outside and use the
lever to get down the mountain.

Go to the city and back to Elton's Workshop. Use the SPRING on time machine to
repair it, then use the Control Panel. Watch the animation and when you appear
at
Madame Zyz's place, then use the GENEROSITY POTION on her perfume bottle to
obtain the CRYSTAL BALL and FEATHER DUSTER. Another short animation will leave
you back in Elton's Workshop with CRYSTAL BALL and FEATHER DUSTER in your
inventory. Head for the docks, enter the Tavern give the CRYSTAL BALL from your
inventory to Mister Davenport. Leave the tavern and you will find yourself
sailing the high seas.


THE STOLEN MUSHROOM

Once on the island talk to the old man to discover that he is Elton. Look at the
raft and talk to him again. Exhaust all dialogues to find that he needs pedals,
a
rudder and rope to finish his raft. Look at the white rock and touch it to find
out that it's very hot from the strong sun. Walk right to the next screen.

Talk to the Pirate Captain and exhaust all dialogues to make them all drop their
glasses. Now, pick up the PEDALS from the old bicycle behind the Captain. Pick
up
the SHOVEL and use it on the sand near the closed Iron Bar gate. After a shot
animation you will find yourself standing in a dark cave with a small TREASURE
CHEST in your inventory. Use the CROWBAR on the TREASURE CHEST to get A SMALL
CHEST. Again, use the CROWBAR to get a TINY CHEST. Use the CROWBAR yet again to
get an INSIGNIFICANT CHEST. Open the INSIGNIFICANT CHEST to get a POTATO and a
NOTE. You may read the NOTE for fun.

Go back to the Beach screen and use the GLOW-IN-THE-DARK PAL on the white rock
near the tent to get a FULLY CHARGED GLOW-IN-THE-DARK PAL. Hurry back to the
cave, as the GLOW-IN-THE-DARK PAL will only light your way for a short time. Use
the FULLY CHARGED GLOW-IN-THE-DARK PAL on the wall puzzle, but make haste or you
will find yourself walking back to the beach to charge your GLOW-IN-THE-DARK PAL
again and again. The solved wall puzzle should look exactly like the picture
below.


http://www.the-spoiler.com/ADVENTURE/Preclusion/gilbert.goodmate.2/mushroom.gif


Once this puzzle is solved, you will see another entrance to the second cave
with
another puzzle--but this one is easier. The point of this puzzle is to place
exactly 4 liters of water on the scale to lower the hanging bridge. Pick up the
3-
LITRE BUCKET, 5-LITRE BUCKET and the BAMBOO POLE. Look at the 5-LITRE BUCKET to
find out that it has a hole in the bottom.

Go back outside and walk to the Pirate Chef. Pick up the SUGAR and APRON from
the
shelf. Use the STARCH from your inventory on the ingredients' shelf to put it in
the sugar's place. Talk to Pirate Chef to get INCREDIBLY FIRM JELLY in your
inventory. Use INCREDIBLY FIRM JELLY on the 5-LITRE BUCKET to fix it. Enter the
cave and go back to the scale puzzle area.

Fill the 5-LITRE BUCKET with water by using it on the pump. Pour the water from
5-
LITRE BUCKET into 3-LITRE BUCKET to get 2-litres of water left in the 5-LITRE
BUCKET. Empty the 3-LITRE BUCKET. Then, pour the 2-litres of water from the 5-
LITRE BUCKET into the 3- LITRE BUCKET. Now you have 2-litres of water in your 3-
LITRE BUCKET. Fill the 5-LITRE BUCKET again with water and pour all that you can
(which is 1-litre) into the 3-LITRE BUCKET, leaving you with exactly 4-litres of
water in 5-LITRE BUCKET.

Place the 5-LITRE BUCKET (with the 4-litres of water) onto the scale to lower
the
bridge. Walk to the next screen and watch a short animation sequence. After the
animation sequence, grab the BOOK OF MAGIC and while you are trying to get it
from the Sheriff, use the FEATHER PEN from the inventory on the Sheriff. Another
short animation sequence will follow. Use the GLOVE on the MUSHROOM in the
cauldron to pick it up.

Return to the beach area and use your BAMBOO POLE on the FLOTATION DEVICE WITH
ROPE (within the broken dingy) to put it in your inventory. You will also find a
BROKEN RUDDER. Look in the APRON pocket within your inventory to get the HAMMER
&
NAILS. Use the HAMMER & NAILS to mend the BROKEN RUDDER, then untie the ROPE
from
the FLOTATION DEVICE.

Now use PEDALS, ROPE and MENDED RUDDER on the unfinished raft. Use the raft and
another long animation sequence will follow.


ESCAPE FROM THE VIKING ISLAND

After the animation you will find yourself in a dungeon with Arver and an Indian
Chief. Talk to both and exhaust all dialogues. You will discover that the Indian
Chief is almost out of tobacco and will soon need something more to use with his
pipe.

Go up the dungeon using the ladder. Talk to Feminine Viking and exhaust all
dialogues to find out that he/she needs some remedy to remove his/her legs hair.
Pick up the Viking helmet from the Tourist Information counter and then pick up
the HORN that drops off the Viking helmet. Pick up the FIRECRACKERS. Also pick
up
the barrel to reveal the ROTTEN SALMON. Pick up the ROTTEN SALMON.

Walk down to the screen where you see a Viking painting his Viking Boat. Use the
HORN on the paint to get some PAINT in the HORN. You now hear the call for the
Slave Market opening and after a short while you will find yourself in a
dressing
room.

Pick up the MIRROR and use it on the counter to break it. Pick up the BROKEN
GLASS from the floor and use it with the POTATO in your inventory. Use the
POTATO
STAMP with the PAINT. Use TOOTHBRUSH with INKPOT to end first stage.

After the long animation sequence you will again find yourself in the dressing
room. Just use the APRON on the PILLOW in your inventory to pass the final stage
and get SLAVE MARKET PARTICIPANT CERTIFICATE in your inventory. Use the BROKEN
GLASS on the CERTIFICATE to get CERTIFICATE CLIPPING. Use the CERTIFICATE
CLIPPING on the VIKING TICKET to get MANIPULATED TICKET.

Now, go to the screen where you see two roosters with placard sitting in a
boxing
ring. Walk right pass the rooster and talk to the Viking sitting in a box
office.
Give the MANIPULATED TICKET to him and he will let you enter the door on the
right.

Open the door and enter the kitchen. Try to pick up the flytrap. Give the ROTTEN
SALMON to the Chef to get FLYTRAP. Try to pick the WOODEN FRAME with a roasted
pig above the fireplace. Use the SLEEPING POWDER with the Viking's drink to make
him sleep. Now try again to pick the WOODEN FRAME. Spill the marinade when the
chef tries to look for the roasted pig. Pick up the WOODEN FRAME and leave the
place.

Go back to the screen with a Viking painting his Viking boat. Pick up the
ADVERTISEMENT from the Notice Board. Head back up and use the STICKY
ADVERTISEMENT on Feminine Viking to remove his/her one leg hair. Use the FLYTRAP
again to remove the hair from his/her second leg and get the FACE CREAM in your
inventory.

Walk right to Executioner Viking and talk to him to exhaust all the dialogues
and
try to endure his feather punishment. Say bye to him and use the FACE CREAM. Now
talk to him again and accept to endure his feather punishment to get the BIG
FEATHER in your inventory.

Walk left and pick up the iron bar to reach down the dungeon. Talk to Indian
Chief and give him the BOTTLE OF SOAP to get his HEADDRESS and MATCHES. Go out
and up to the roosters' place. Look at the roosters and try to pick up the
feathers. Use the FIRECRACKERS on the roosters to get rid of them. Pick up the
FEATHERS. Now use all the feathers you have in your inventory on the WOODEN
FRAME, i.e. HEADDRESS, FEATHER DUSTER, FEATHER PEN, BIG FEATHER and the ROOSTER
FEATHERS. Use DENTAL FLOSS on the FRAME to get FLYING WINGS. Once this is done a
long animation sequence will follow so sit back and enjoy it.


THE FINAL DUEL

After the long animation sequence you will find yourself outside a haunted
looking house overhearing the conversation between Princess Michelle and the
Sheriff, which is going on inside the house. After the conversation ends, walk
right and use the CORNCOB on the chimney to trigger the ending animation
sequence
and you to watch it.

That's it folks, you just ended another fine adventure game.

In case, you have any comments or questions about this walkthru then kindly
contact me on my email: abdalis@hotmail.com or visit my HOMEPAGE.

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