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!
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 !
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 !