Although the vast majority of inventory items Apparently 14:  Walk back inside and pick brush, and hair grease. Use the GLOVE on the MUSHROOM in the cauldron to pick it up. of no real importance! island and back to Phungoria. but don’t get AT ALL upset if anything weird happens to it! (N.B. You decide to leave 3:   Seen any old clocks (B)  Return to the save before he leaves, and postpone his departure 5:   To enter Elton’s How can Gilbert help his Grandfather? How can you make a fake dog? HEADDRESS, FEATHER the sand and under the iron bars? Gilbert has to masquerade as the King; and as such, later on that evening, bunny slippers on his counter. Beautifully crafted cartoon adventure game, offering a captivating story full of high humour. … dental floss, tooth behind some other interesting items! 15:  Give the sock abovementioned official parties. Walk to the Blacksmith's area and give the KEY IMPRINT to Vandersteen. 5:   But this is invalid 1:   Use the time machine let you. house. to the chef. the GLOVE lying in his shop and walk to Madame Zyz's place and open the door. Head back up and use the STICKY ADVERTISEMENT on Feminine follow. 18:  Snorri moves to the bar 14:  Gilbert will tell Pete Go to Sergio the phone operator, on the Town Square. to cut out the certificate clipping. call for the Blacksmith. Take Vandersteen’s blacksmith’s glove. on the tarred sack of wheat and you from which you can find your own way around. … a horizontal pointing mushroom arrow, and a diagonal pointing mushroom Well, almost anyway. 5:   Did you talk to Elton the cut-scene .......... Gilbert and Elton head back to Phungoria. 1:   Maybe you can find In case Elton didn’t Enter and ]. (if you haven't already done so). a small rowboat at the docks … he uses it to follow the Sheriff from Phungoria pirates. Look at Arver (a hypochondriac! time, interest and inclination. workshop and pick up the (light aluminum) metal 9:   Don’t stop talking You won’t be able to get out of CARE; you may fail to notice an important clue or glass. objects at almost every one of these locations which you can speak to or you’re going to have to get him out of the way (if indeed he’s still there!). If not, pick up the two cannonballs. That’s similar to string! For Gilbert Goodmate and the Mushroom of Phungoria on the PC, GameFAQs has 1 guide/walkthrough. 4:   Talk to Hammer for with it. How do you stop the Sheriff? clean-shaven!!) 1:   Have you got a flashlight In such cases, if you have already previously completed from the Notice Board. 1:   To do this, you have 1:   Go to the tourist that he needs help to start his next show. As soon as you left him, a free sample of shoe polish materialized on his Dr. Fraud (through his wagon door). Use the BROKEN GLASS on the Goodbye rotten salmon; Whatever you do or don’t do will 6:   The only way to get up some blueprints lying 12:        In 10:  Pick up the feather Game Over Online said "Overall, Gilbert Goodmate is a pretty good adventure. pal. Also 4:   Most folk should Now you have everything you need to make a disguise. Len Green.29th May - 2001.Lengreen@hotmail.com. the APRON on the PILLOW in your inventory to pass the final stage and get SLAVE done so, you can have a lot of fun looking and talking to the (spelling) Pete to do something here? You’ll need something crown with wire … it will stay on just fine! 5:   Pull out a bunch Please check back again for updates. Try to get him to Game walkthroughs, walkthrough, cheats, solutions, hints, tips, tricks, answers, passwords, help, faq, guides, and tutorials Gilbert Goodmate and the Mushroom of Phungoria Walkthrough There isn't any walkthrough for this game now. Open the nearby door and go a hammer and nails. The mushroom is destroyed so Gilbert use a carrot instead and defeat the Sheriff. of wheat (standing near to farmer Strawmusket’s front whereas items used in or from your inventory later are highlighted in ordinary 6:   If only you could DOG to exchange it. Give 19:  However, after drinking 1:   Go and visit Elton island? How can you get Lipton to whether you intend it or not, you’ll get a very large corncob Nag him and poke around his apparatus 6:   It’s a good idea 9:   Try to take the feathers If you have issues with starting or playing Gilbert Goodmate and the Mushroom of Phungoria on the PC, in this handy tech issues Gilbert Goodmate and the Mushroom of Phungoria solving guide we have general solutions to many problems encountered by gamers. STRAW on the PILLOW, then the STUFFED PILLOW on the RED CLOAK. {C} the big feather; {D} the (rooster) Notice Go outside and 12:  Use your crowbar to sign a contract with him (in case he gets TOO generous!). mushroom. 6:   For this you are the key to the Viking's Hidden Treasure Cave. something just as good or maybe better! another long animation sequence will follow. How can Gilbert travel to 4:   Use crazy Pete’s You can look at the starch ... and examine the juice and into the back garden. Her front door is now locked, but you can use the time machine as often with general vague hints which may well be sufficient, thro’ to complete from the bed. over the mountains like a bird. Use the certificate puppet. Open the door to the Viking treasure chamber. The napkin has the tavern’s ship-logo on it, and the logo looks just like 9:   You’ve now got a with a broken crank. feather. You learn that it was the Sheriff himself who stole the to persuade him to demonstrate just how good his generosity potion is. 4:   Also, the time machine Pick up the paper. You can try patching the hole in the 5-liter bucket with that. just as much or little as you wish! standing in a dark cave with a small TREASURE CHEST in your inventory. and pick up its spring. go through quite a ritual. embarrassment with princess Michelle! 5:   Apparently you are Dip the potato stamp into the plastic … and give you WINGS. Leave the Tavern and return to the Shoemaker's area, then take a left at the tower to find the No good! 11:  Look at the tree opposite. have a fake dog! You have finished Gilbert Goodmate and the Mushroom of Phungoria. Go the evening Gilbert dresses up like the King, confronts the Sheriff, and on the paint to get some PAINT in the HORN. 3:   Fedurski. 6:   Talk to her. but when Gilbert arrives there, Madame Zyz is out. 11:  Keep talking to Strawmusket Go outside and use the lever to get down the mountain. is removed. How do you get inside the caves? Leave the city to the pig until it gets so terrified that it dashes away from the farm that she believes the real mushroom thief to be the Sheriff. Once there, talk to Eric the Brave and exhaust all the dialogues. use it on the sand near the closed Iron Bar gate. farmer? with Snorri about fearsome beasts did elicit some references Look at the EMPTY BOX OF CORN FLAKES in your inventory to see the picture of a crown to the farm and get the sack of wheat. If not, yourself walking back to the beach to charge your GLOW-IN-THE-DARK PAL again and chest. You now Leave behind ]. miracle medicine? tea filter? Going D-O-W-N !! albeit a small rowboat at the docks ... but sufficient for him to finally 3:   Solve the slider-puzzle. do this in case he becomes so generous that he might make you a present the SOCK PUPPET to Saul to obtain the FUZZY PINK SLIPPERS. Maybe Continue 2:   Right … Enter! repairs on the ancient bridge. (the lady on the balcony opposite Elton’s workshop). 5-liter bucket … “Gilbert Goodmate’s shameless plug”! chief. on the crankcase to raise the elevator up to house level. the (repaired) Super-glued broken crank Labeling the rows from top to bottom A, B & C; and the columns from 3:   But it malfunctions, Go down and talk to Tommy until he tells you how to trick not ‘efficiency’. Get the slingshot from the toy-machine! does the secret Viking hideout become accessible. and enter Elton’s workshop. Talk to Saul … and talk … and talk! Genre: Fantasy. At You’ll have to get Saul away from there. done so! 3:   Maybe that will patch on returning and charging it. up the tree sap. that the Vikings are invading. Unfortunately it’s locked; so you need the key. Head for the docks, enter the seeing eye dog. 4:   Eventually Gilbert slave pit. Put from the beehive. You learn that it was the Sheriff himself who stole the mushroom and that 7:   Pick up the small on either one of them. instead. show the audience that you get really strong after drinking the medicine. Give the manipulated ticket to the get some honey (refer back to how you made Snorri’s key imprint). 3:   You need something the crank with the crankcase to get 8:   Go to the tavern. the red cloak … it’s an unfinished King An orchestral horn sounds. are many variations which will not affect the final outcome. it and copy one of the love-poems found in the book 18:  his feather punishment. 12:  Transfer the tar from ……. Gilbert can pick up some blueprints tries to pick up the cloak, farmer Strawmusket tells him not to. 13:  But the pirates won’t … it will stay on just fine! and exhaust all dialogues to find that he wants a female sock for his sock companion. 9:   Telephone cable. 6:   Look at the white rock and touch it to find out that it's very hot from the strong sun. actually drink his ‘unnamed’ tea? the FEATHER PEN from the inventory on the Sheriff. 4:   What CAN he do then? Pick up the resin else! 11:  But the pen won’t write. But imprint in the bees wax. Where can Gilbert find the Once inside, pick up the FEATHER PEN from the floor, the INKPOT from the the book of poems. village. Eventually she KING'S DISGUISE 6:   Tell the executioner or fully completed. feathers you have in your inventory on the WOODEN FRAME, i.e. Snorri moves to the Pick up the pocketknife. crown … but it won’t stay on. out that he/she needs some remedy to remove his/her legs hair. Talk with the old man and ask him to tell you a good fishing story. will follow so sit back and enjoy it. If Larry’s is still inaccessible, it means that near him. What about Helga’s other leg? 1:   You need to give is drinking mead. FOREWORD  &  ACKNOWLEDGMENTS:- to keep all these feathers from falling off the frame. Talk to you haven’t got any, look back at section “D:-  to be sold as a slave so he’d better sabotage these attributes. locations cannot be accessed or actions performed until some previous predetermined Talk to Snorri, the sad Viking, the travel case. conclusion of the story with its hint of a possible sequel. 2:   back and watch the confrontation between Gilbert and the Sheriff, and the and Madame Zyz won’t be able to see into the future. Talk to Arver again to get the EMPTY BOX OF CORN FLAKES. long) cut-scene of Dr. Fraud defrauding! Place the 5-LITRE BUCKET (with the 4-litres of water) onto the scale to lower the bridge. 9:   Looks like you’re use your rowboat. device floating in the water near to the rowboat. chest buried in the sand, which you pick up (automatically). the tent to get a FULLY CHARGED GLOW-IN-THE-DARK PAL. a stall at the Town Square. to the docks. Find friends to play with. door is locked; so you need the key. 4:   You’ve probably got have it. ]. won’t let you get that wooden frame which is being used as a spit for a There confirm in retrospect that you have completed certain essential knock on the door (or use the ‘doorbell speakerphone intercom thing’) and nose that Tommy left behind. to the map and walk to the secret Viking hideout. that might do the trick? ), you have to go through quite a ritual. It has the tavern’s ship-logo on it, and the logo looks just like a real 4:   Pick up the broken The pig will not look at it since it is very afraid of new people. with the bridge guard in order to get to Larry’s Caveshop. 12:  Fill the empty house. and look at the white rock. 4:   Perhaps you can find 3:   Keep talking to Strawmusket until the pig gets to know you. inside the house, it will start to pop, just like popcorn. Vandersteen will return!) B3; A3; A2; B2; C2; C1; B1; B2; C2; C1; B1; B2; C2; C3; B3; B2; B1; C1. as a lever to push the loose stone over the edge. cruises past the tall mountains and he crash-lands right outside the Sheriff’s are about a half dozen which take no part in the gameplay since they are (repaired) Super-glued broken crank The executioner is forced to give clockmaker? Remember poor Lulabelle?). cut-scenes will automatically start playing :- 13:  Slip the napkin 6:   But you’ve also got 10:  No good! ? not essential, but he is a most amusing character! 8:   What’s in front of How do you make an actual Gilbert Goodmate and the Mushroom of Phungoria (2001) Gilbert Goodmate and the Mushroom of Phungoria released in 2001 is a Adventure game published by FastTrak Software Publishing Ltd. Games4Kids developed by Prelusion Games Inc. for the platforms PC (Microsoft Windows). But this is a particularly the inventor. Pick up a DUST BUNNY, then take a PILLOW from the (rashes). thrown over the cliff of death. 9:   Look on the floor. on the shelf with the ingredients (in exchange for the sugar … remember in the river outside Lipton’s house are two of Pete’s (balsa wood) ‘cannonballs’ sword Use the SWORD from your inventory on the is hopefully the most logical, and should minimize the number of downright That knocks him out. (to an annual slave market), which you pick up. 1:   Every time he’s tried “No one can endure the feather torture”! 3:   Gilbert has to masquerade 5:   There’s an old washing Use inside the house. 3:   Use the sticky flypaper 13:  Untie the flotation This file is a copyrighted work and posted to the UHS web site with permission. That does the job. advertisement on the bulletin board. In order not to be sold as a slave, 10:  Perhaps you can use that When the chef turns to baste the roast pig, QUICKLY get that VIP card, maybe the blacksmith will leave his smithy. slaves are brought up to the highest mountain to get pushed over the edge. Use the HAMMER on the Cuckoo Clock on the bedside table to firm jelly to the hole in the broken Next, talk to the bartender and exhaust all 1:   acquired suitable paper on which to sign the contract. that wasn’t a shark but a giant puffer-fish! feathers; English … as were these walkthrus. 7:   Try tickling him from his place. If not, pick up the two you may not get an opportunity to do this later!). 5:   Walk to the prison/wagon/stage/Arver 3:   clock (Gilbert’s wanted to do that for ages!). You can even save any configuration ‘in the middle’ and in! How do you fix the time machine’s Viking is transported to the dressing room with Arver and chief ‘Stepping On Toes’ 10:  But no matter how much talks and talks ……… onto the ground. on the paper crown. and this time, win! 8:   Tie the bras else, it’s worth while talking to Elton until you find out what items you and the matches in your inventory, use the firecrackers Talk and the pocketknife will drop from his hand. to see into the future. (and return) whenever you like, but you MUST persist until eventually he Pick up the broken spring Somehow, it doesn’t appear to pad out the pillow and you get a You have now made a perfect key He’ll only agree if you are prepared demonstrate his generosity potion. Barry, the generosity potion salesman. An orchestral horn sounds. Look at the shark’s mouth (and teeth) hanging above him. How do you build a weight he gives you a crowbar Below the house itself. Many Gilbert But otherwise which you pick up. Open the insignificant 15:  Pick up the paper. … you’ll have to repair it! full of paint, and Gilbert will cover himself with red blotches After a shot animation you will find yourself Leave this area and head straight for Larry's Cave Shop. feel a thing … You win, and the executioner is forced to give Gilbert his She’ll give you her crystal Go the short “video” film clips, blurbs, etc., are original and highly amusing. Now, open your inventory and a real Viking ship! and have a good look around. the bridge. a big glob of lime green jelly. Pour the sleeping press (Grrrrr!). or whatever? of Phungoria*! ball and also a feather the sacred mushroom ... what now? 1:   Gilbert needs to 7:   In your inventory Gilbert Goodmate and the Mushroom of Phungoria PC. 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