Skip to content

Gilbert Goodmate and the Mushroom of Phungoria – Cheats

by Len Green 8 sections about 84 minutes to read

GILBERT 
GOODMATE  and  the


MUSHROOM 
of  PHUNGORIA.


DOUBLE-Walkthru 
(“Graduated-Hints” & “Basic” Walkthrus).


Len Green.    
29th May – 2001.    

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

Please do not copy to any other website or alter the contents in any way,
without first informing me &/or Prelusion Inc. &/or future Publishers
of the game. For more efficient communication, please request my primary
email address from the Webmaster.

     Gilbert
Goodmate and the Mushroom of Phungoria is due to be released in several
languages.  The original version (both speech and subtitles) was in
English … as were these walkthrus.  However, translation into other
languages would not be unwelcome.  If anybody wishes to do so, I should
be pleased if before expediting he/she would just inform me &/or the
abovementioned official parties.

     My grateful
thanks to the Prelusion team for accepting me as one of their beta-testers
and hence enabling me access to feedback and (later) their basic walkthru 
… to which I subsequently contributed a couple of small additions.

                                               
Enjoy the game ………………. Len Green.

SOME  GENERAL  NOTES:-

     These hints
describe how to perform ALL absolutely essential tasks throughout the game. 
However they omit a lot of enjoyable ‘secondary’ activities.  There
are many variations which will not affect the final outcome.  In particular,
this format ignores many ‘views’ and dialogs.  The latter are often
extremely
humorous and it’s a pity to miss them. However, some folk may find them
lengthy &/or tedious.  They, and all cut-scenes, can be skipped
over by pressing ‘Esc’ ( you can even keep your finger pressed on this
key to skip large chunks of dialog ) … BUT  TAKE 

CARE; you may fail to notice an important clue or
‘dialog-trigger’.

     The hints
recommend you to deal with some specific character(s) &/or object(s)
at each location.  However, there are generally other characters and
objects at almost every one of these locations which you can speak to or
act upon.  In order to reduce complexity these have NOT been included
below.  But you can always try them out … indeed, in
many cases you may have to return to them at some later stage in
the game.  In such cases, if you have already previously completed
all the essential objectives, you are not called upon to repeat any of
them.

     In general,
this is not a ‘standard walkthru’ in that it is arranged by ‘tasks’ and
not ‘efficiency’.  In order to fulfill some task, you may be told
to go, say, to a certain location X in order to get object A.  At
that location (X) you may possibly see objects B & C but you are not
told specifically to acquire them, even though you COULD and probably WILL
(and no ‘harm’ will come of this … on the contrary, it will shorten your
subsequent gameplay somewhat).  Later on, you may be told to return
to the same location X and get object B, and quite likely even later to
go to X and get object C.  This is obviously not the shortest, quickest,
or most efficient method.  However, this type of longwinded description
is hopefully the most logical, and should minimize the number of downright
‘spoilers’.

     You may
possibly have some trouble if you do not follow the exact
order as described here &/or mix it with your own order.  Sometimes,
locations cannot be accessed or actions performed until some previous predetermined
(and sometimes obscure) action or dialog has taken place.  If this
is the case, it is always possible to find ‘parallel’ situations
which you can tackle, until eventually your required path will be
unblocked!  On the other hand, it is quite likely that you may come
across activities which are described but which you have already partially
or fully completed.  As far as I know, this should not affect your
progress … on the contrary, it should save you some time!

     Double
clicking your left mouse button frequently speeds up movement … particularly
accessing locations on the map.

     Items which
appear in your inventory for the first time are highlighted
in red bold underlined italics,
whereas items used in or from your inventory later are highlighted in ordinary
bold red
.  Although the vast majority of inventory items
picked up are actually used and are essential to completing the game, there
are about a half dozen which take no part in the gameplay since they are
never used at all.  As in most Quest/Adventure computer games, a few
actions, situations, &/or objects, may be redundant or even red-herrings!

     There is
a raucous newspaper boy, Olliver, who you can consult whilst roaming Phungoria
and surroundings.  He does not give you any actual hints as to what
to do next or whatever; but he does indirectly and humorously
confirm in retrospect that you have completed certain essential
tasks satisfactorily!

 

 

Graduated-Hints
Walkthru

A :-  Getting
to the City of Phungoria
.

How can Gilbert help his Grandfather?

1:   Gilbert lives with
his grandfather.  The adventure starts in his house.

2:   But grandpa is in
Phungoria where the mushroom is/was.  He’s in very serious
trouble!

3:   So, go to the City.

4:   Look around; open
the door; and exit.

5:   Their home is high
up on a small mountain.

6:   The only way to get
down to Phungoria City is by using the elevator.

7:   The only problem
is; it doesn’t work!

How do you get the elevator
to work?


1:   Since the elevator
is down on the ground and since the machinery that normally brings the
elevator up doesn’t work when there’s no wind, Gilbert has to raise the
elevator by hand.

2:   Try turning machinery
like that manually — impossible!

3:   You need something
to operate the device.

4:   What can you use?
… Look around the area!

5:   There’s an old washing
machine located in the garden at the back of the house.

6:   Grandpa’s long underwear
is draped over it.

7:   If you pick up the
underwear, something is revealed. … What?

8:   Pick up the washing
machine crank.

9:   Use the crank
with the crankcase to get the elevator up.

10:  No good!  The crank
breaks.

How do you fix the broken
crank?


1:   Any ideas what you
might need to fix a broken crank?

2:   Maybe some very strong
glue?

3:   But you haven’t got
any.

4:   Then maybe you can
manufacture some.

5:   You’ll need some
‘substances’.

6:   Open the cupboard
inside the house.  Look at the toiletries and pick up the travel case.

7:   Examine the contents
dental floss, tooth
brush
, and hair grease.

8:   Walk outside behind
the house and look at the window.

9:   Did you examine the
window carefully?

10:  Pick up the resin
located on the window frame.

11:  Look at the tree opposite.

12:  See anything (apart from
bees)?

13:  Pick up the tree
sap
… which is on the tree.

14:  Walk back inside and pick
up the biscuit ingredients
from the table.

15:  Put the sticky substances
into the mixer located on the table; switch on and mix if/when necessary.

16:  You’ll need four items
altogether.

17:  Use the hair
grease
, resin, tree
sap
and biscuit ingredients
… the order is unimportant.  Eureka … You just got yourself some super
glue.

18:  Use the broken
crank
with the super glue. Voila … Look at the crank; it’s mended!

19:  Gilbert can now use the
(repaired) Super-glued broken crank
on the crankcase to raise the elevator up to house level.

20:  Operate the elevator lever. 
Going D-O-W-N !!  …  Have a nice tttttrrrrriiiiippppp!!!!!

Below the house itself.

1:   There are various
things here you can look at and do.  Whatever you do or don’t do will
not affect the outcome of the game.  So feel free here to investigate
just as much or little as you wish!

2:   Cross the bridge. 
Gilbert hurries (directly) to the Phungoria townsquare.

N.B.  In future,
crossing this bridge will not take you there, but place you onto the map
from which you can find your own way around.

B :-  Map
of Phungoria (& surroundings)
.

1:   At your first opportunity,
take a look at the map of the village of Phungoria and its surroundings
… explore whatever you fancy (both inside the City and outside).

2:   There are around
a dozen locations (and even more people) you can visit inside the City
of Phungoria.  There are about a half-dozen locations etc. outside
the actual city.  Note the two (different) entrances to the City itself
… a horizontal pointing mushroom arrow, and a diagonal pointing mushroom
arrow.

3:   Many locations can
be visited immediately.  Some can only be accessed later in the game
(as a result of completing various specific tasks).

4:  On the map itself, you
can only access the locations which are earmarked with pointing mushrooms. 
Those designated  by a white quadruple arrowhead are inaccessible
at present but will become available later.

C :-  Postponing
the execution
.

Phungoria Town Square.

1:   When Gilbert arrives
at the Town Square, princess Michelle tells him that the Sheriff plans
on having his grandfather executed in the evening!

2:   She also tells Gilbert
what he should do to help/save his grandfather.

3:   Gilbert has to masquerade
as the King; and as such, later on that evening, postpone the execution.

4:   Continue talking
to Michelle as long as necessary … You can try flirting with her if you
like!

How do you masquerade as the
King
?

1:   Michelle told you
that you need a bigger nose, a robe (or cloak), a crown, and something
to ‘make you look bigger’.  If you forget later, just get a reminder
by looking at the collector’s card
(in your inventory … Michelle handed it to you).

2:   ‘Bigger’ may mean
‘gain some weight’ or maybe just ‘get fatter’??   (N.B. 
There is an apparent logic-anomaly here … The collector’s
card
shows the King as very bearded; but Gilbert is, and remains
clean-shaven!!)

Where can you get a crown?

1:  
From the Town Square walk to the left and turn left a couple more times. 
You’ll get to the prison door, wagon door,
stage, etc.

2:  
You can talk to the Sheriff and to Gilbert’s
grandfather Abraham Goodmate.  It’s doubtful
that they will be of much help!

3:  
Look at Arver (a hypochondriac!), the man standing outside the prison feeding
some birds with cornflakes.

4:  
Talk to him.  He will tell you (at very great length) all about his
almost infinite number of ailments.

5:  
If you continue to talk to him sufficiently and then ask him, he’ll give
you his empty box of corn flakes.

But how do you actually acquire
a crown
?


1:   Look at the empty
box of corn flakes
and you’ll see a “paper crown cut out”
on the back.  Perhaps Gilbert can use that ‘crown’?

2:   Maybe cut it out
from the box?

3:   To do that, you’ll
need something sharp.

4:  
Return to the Town Square and walk south to the docks.

5:  
There’s an old fisherman there carving pipes with his pocketknife.

6:  
Talk with the old man and ask him to tell you a good fishing story.

7:  
Look at the shark’s mouth (and teeth) hanging above him.  Apparently
that wasn’t a shark but a giant puffer-fish!

8:   Keep asking him to
tell you a story … particularly the one about Bearded Bart the Blasphemer
and his pirate treasure.

9:   Eventually the old
man will fall asleep and the pocketknife will drop from his hand. 
If it doesn’t, leave the scene and return immediately … you’ll probably
find that he has dozed off in the meantime!

10:  Pick up the pocketknife.

11:  Use the pocketknife
on
the box of cornflakes to cut out the
paper
crown
.

12:  Try to wear the paper
crown
… but it won’t stay on.

What do you have to do with
the crown
?


1:   You have to find
some way to fix the paper crown so that it will stay on Gilbert’s head!

2:   Haven’t seen any
string around anywhere!

3:   Gilbert needs something
to tie the paper crown on with.

4:   Maybe not string! 
Maybe something else!

5:   Where is there something
a little bit similar to string?

6:   Near the City Gate
find Sergio the phone operator.

7:   Examine what he’s
doing and how.

8:   Hey there’s something
near him.

9:   Telephone cable. 
That’s similar to string!

10:  Can’t pick it up!

11:  Gilbert can use the pocketknife
to cut off a piece of the telephone cable
and get it.

12:  Use the telephone wire
on the paper crown.  Whoopee …
you now have a paper crown with wire
… it will stay on just fine!

Where
can you find a false nose
?


1:  
Walk to Tommy, the sad boy standing next to the toy-machine on the Town
Square.

2:  
Talk (as much as you can) with him.

He tells Gilbert
that his dad gave him some money to spend on the toy-machine.  The
boy says he hoped to get a super-deluxe slingshot.  But instead, he
only won a big ugly rubber false nose.

3:  
If Gilbert can help the little boy get a super-deluxe slingshot he will
get the crummy fake nose.

4:  
Get the slingshot from the toy-machine!  But how?

5:  
Perhaps Gilbert can break open the toy machine somehow.  With his
bare hands??

6:  
Maybe you can get help from ABOVE the toy machine?

7:  
Open the nearby door and go up to the tower.

8:  
Talk to (‘Mad’) Pete Fedurski.

9:  
There’s lots of VERY amusing things you can do there … if you have the
time, interest and inclination.

10: 
Back and talk with Tommy.

11: 
Eventually he’ll tell you how to trick Crazy Pete into firing his cannon.

12: 
Return to Pete.

13: 
Whenever you can, inform him “Look!  There’s a Viking ship!”. 
You may have to repeat this a few times.  With enough prompting he’ll
fire his cannon like mad and also drop his sword.

14:  Pick up the sword.

15:  Use the sword
as a lever to push the loose stone over the edge.  This crushes the
toy machine!

16:  Go down and pick up the
(big rubber) false nose
that Tommy left behind.  You’ll also (automatically) get a bottle
of soap
bubble liquid as a sort of ‘consolation prize’.

How do you get a robe?

1:   Walk out of the City
and onto the map; then go to the farm.

2:   Take the red cloak
from the scarecrow out on the field.

3:   Ha!  When Gilbert
tries to pick up the cloak, farmer Strawmusket tells him not to. 
So how can you get the red robe?

How can you deal with the
farmer
?


1:   Maybe you can find
a way of getting rid of the farmer?

2:   Gilford Strawmusket
has an award winning pig on his farm.

3:   To get rid of the
farmer Gilbert has to find some method of chasing the pig away so that
the farmer runs after it.

4:   Return to the town
and enter Elton’s workshop.

5:   To enter Elton’s
workshop (for the first time only … afterwards you simply knock and go
in!), you have to go through quite a ritual.  You have to answer 3
sets of triple choice questions.  You will always get
the ‘answers’ wrong … but don’t worry or try harder !  Then the 4th
time you use the ‘doorbell speakerphone intercom thing’, you’ll just enter
automatically!

6:   Inside Elton’s workshop
Gilbert can pick up some blueprints
lying next to the door.

7:   Examine the blueprints.

8:   Turn over the blueprints
(in inventory) and you’ll find a (pig) slaughter
description
on the back.

9:   Return to the farm
and show the slaughter description
to the pig.

10:  The pig will not look
at it since it is very afraid of new people.

11:  Keep talking to Strawmusket
until the pig gets to know you.  Some time during this conversation,
whether you intend it or not, you’ll get a very large corncob
(if Gilbert hasn’t already taken it!).

12:  Continue talking on and
on to Strawmusket and showing the slaughter description
to the pig until it gets so terrified that it dashes away from the farm
with the farmer in hot pursuit.

13:  Now Gilbert can pick up
the red cloak … it’s an unfinished King
disguise
.

How do you make Gilbert look
bigger
?


1:   Go back into Grandpa’s
house.

2:   Pick up the pillow
from Gilbert’s bed.

3:   But that by itself
is too thin to make him look like the King.

4:   Go to the farm and
look at the scarecrow.  It’s made out of straw.

5:   Pull out a bunch
of straw.

6:   Use the straw
to pad out the pillow and you get a
well stuffed pillow.

What do you have to do now
to look like the King?


1:   Gilbert now has all
the items necessary to pass himself off as the King.

2:   Simply add inventory
objects to the (red cloak) unfinished King disguise.

3:   You will need to
attach (in any order) the paper crown with wire,
the fake nose, and the stuffed
pillow
.  You now possess your full “King
disguise”; and two fairly lengthy cut-scenes will automatically start playing,
one after the other.

Interlude (Two
cut-scenes)!


         
In the evening Gilbert dresses up like the King, confronts the Sheriff,
and orders the execution to be postponed (for one week).

         
Later that evening you view a somewhat romantic scene between Gilbert and
Michelle.  You learn that it was the Sheriff himself who stole the
mushroom and that he smuggled it out to an island near the Phungorian coast. 
In order to go after him, you need a boat!

D :-  Hunting
down the Sheriff
.

How do you find a boat?

1:   Where is the most
likely place you’ll find a ship?

2:   Go to the docks.

3:   Enter the tavern.

4:  
Talk with Mr. Harrison Davenport.

5:  
If you talk to him sufficiently, he’ll tell Gilbert that he wants a crystal
ball and why.  He’ll even loan Gilbert a boat in exchange for a crystal
ball.

How do you get a crystal ball?

1:   This is a very long
drawn out process and will occupy (almost) the whole remainder of this
long section D.

2:   Gilbert talked to
Davenport about someone who buys and uses crystal balls.

3:   Walk to the fortuneteller
(Madame Zyz … in the city).

4:   Try to take her crystal
ball.

5:   She won’t let you
have it though.

6:   Talk with Zyz and
she will tell you about Larry’s Caveshop. She always buys her crystal balls
from his place.

7:   Go to the map … but
you can’t access Larry’s Caveshop at present.

8:   Apparently, in order
to get there, Gilbert has to cross a bridge outside of town. The bridge
is guarded now that the mushroom has been stolen, so Gilbert has to deal
with the bridge guard in order to get to Larry’s Caveshop.

What can you do about the
bridge guard?


1:   Talk with the guard
and after a while he will tell Gilbert how much he likes girls ……..

2:   …….. and in particular
that he is interested in Sarah, the waitress working in the tavern.

3:   Go back to the tavern.

4:   Pick up the napkin
with lipstick on it
  from the floor (Sarah used
this to blot her lips … there is a conspicuous and alluring lipstick imprint
of her lips on this napkin!).

5:   Walk to the prison/wagon/stage/Arver
location, and look around.

6:   Pick up the book
of poems
lying on the steps of Dr. Fraud’s wagon.

7:   Perhaps you can write
one of these mushy love poems onto the sexy napkin?

8:   Go ahead; write! 
Have you got anything to write with?

9:   Go to Elton’s place,
knock on the door (or use the ‘doorbell speakerphone intercom thing’) and
enter.

10:  Pick up the feather
pen
.

11:  But the pen won’t write. 
It’s empty.

12:  Fill the empty
feather pen
with ink from the ink well.

13:  You can also take the
ink
(well) now or later … you’ll need it eventually!

14:  Now Gilbert can use the
(inked) feather pen on the napkin
with lipstick on it
and copy one of the love-poems found in
the book of poems.

15:  You have now manufactured
a perfect (bogus) love-letter
from Sarah to give to the lonely bridge guard.

16:  Give the love-letter
to the bridge guard and he will very quickly abandon his post!

Larry’s Caveshop.

1:   Raise the barrier
gate at the bridge … you can now cross!

2:   Go to Larry’s Caveshop
and have a good look around.

(N.B.  If Larry’s
is still inaccessible, it means that you haven’t talked sufficiently to
Madame Zyz or you haven’t dealt with the bridge guard and raised the barrier!).

3:   Talk at length to
Larry Lachrymose.  You can try grabbing a crystal ball.

4:   Larry’s quite verbose
and it may take some talking until you get him to quote you a price. 
But you MUST continue the conversation until he does.

5:   What!!!  Ten
thousand!!  Gilbert hasn’t got that sort of cash!

How can Gilbert get one of
Larry’s exorbitant priced crystal balls?


1:   Return to the tavern.

2:   Talk with Snorri
(the lonely Viking sitting at the table).

3:   He will tell you
about the Vikings’ secret hideout in the woods where they have a treasure.

4:   You need this treasure
so that you can buy Larry’s crystal ball.

5:   (Only) after Snorri
tells you about the treasure (and you’ve completed the dialog with Larry),
does the secret Viking hideout become accessible.

The secret Viking hideout
in the woods.


1:   Go to the map and
walk to the secret Viking hideout.

2:   Try opening the door
to the Viking treasure chamber.

3:   But “Eric the Brave”
won’t allow you to go anywhere near there.

4:   Talk with Eric until
he tells you that he needs a bungee cord.

How do you get a bungee cord?

1:   Go and talk to Louise
(the lady on the balcony opposite Elton’s workshop).

2:   Look at the ladies’
underwear on the line.

3:   Louise is the town
gossip … chat with her as much as you like.

4:   Be sure to ask her
about the bras on her washing line.

5:   Keep on talking about
the bras.

6:   Eventually she will
throw them down for Gilbert to deliver to a Mrs. Mercer and daughters.

7:   Watch Gilbert pick
up the bras and avoid
embarrassment with princess Michelle!

8:   Tie the bras
together to form a primitive bungee cord.

Back to Eric the Brave.

1:   Give the bungee
cord
to Eric the Brave and watch what happens.

2:   Now open the door
to the Viking treasure chamber.

3:   Unfortunately the
door is locked; so you need the key.

Where can Gilbert find the
key to the Viking treasure chamber?


1:   Snorri, the sad Viking,
said he had the key.

2:   Go to the tavern
again and try to get the key from him.  No dice!

3:   The only thing Snorri
seems interested in is hunting a fearsome beast.

4:   Seen any ferocious
beasts around … not really!

5:   But conversation
with Snorri about fearsome beasts did elicit some references
to his feet, boots, an animal’s hide, etc.

6:   Go to Saul, the shoemaker
at the townsquare.

7:   There’s a pair of
fuzzy bunny slippers on his counter.  Wouldn’t appear to be a ferocious
beast … but who knows?

8:   Talk to Saul … and
talk … and talk … and talk!

9:   Don’t stop talking
to him until he has introduced “Sock” and mentioned that he is sad for
lack of a female companion.

10:  Go back to Gilbert’s home
and into the back garden.

11:  There’s a lonely sock
on the clothes line there.  Take the sock
(if you haven’t already done so).

12:  Return to Saul’s. 
As soon as you left him, a free sample of shoe polish materialized on his
counter.

13:  Pick up the shoe
polish
.

14:  In inventory, combine
the shoe polish with the nice soft
cotton sock and obtain a sock
puppet
.

15:  Give the sock
puppet
(“Sockette”) to Saul as a present for “Sock”.  In
return, Saul gives you a present of a pair of fuzzy
bunny slippers
.

16:  Return yet again to the
tavern.

17:  Give the fuzzy
bunny slippers
to Snorri.  (You’ll quite likely notice
something new on his table which you can take now or leave until later).

18:  Snorri moves to the bar
… now you can take his key to the secret Viking hideout.

19:  You can’t … it’s attached
to his belt!

How can you obtain the key
from Snorri?


1:   Go to Elton’s workshop.

2:   Look at the mysterious
invention with the hose.

3:   Elton tells Gilbert
it’s a vacuum cleaner;
so pick it up.

4:   Go back again to
Gilbert’s home.

5:   Walk into the back
garden.

6:   Try taking some bees
wax &/or honey.

7:   The bees won’t let
you get close enough.

8:   Perhaps you can do
something about those bees?

9:   If you haven’t already
done so, you can have a lot of fun looking and talking to the (spelling)
bees.

10:  Use the vacuum
cleaner
on the bees … Gilbert stores his vacuum cleaner there!
:-
))


11:  The bees are trapped in
the vacuum cleaner and Gilbert grabs a little malleable bees
wax
and Grade A golden honey
from the beehive.

12:  Return to the tavern (you’ll
first release the trapped bees!).

13:  Use the bees
wax
with Snorri’s key. You have now made a perfect key
imprint
in the bees wax.

How do you make an actual
key?


1:   Go to Vandersteen,
the blacksmith , near the City Gate.  [ NOTE:  You may have previously
performed all of the actions which cause Vandersteen to leave his smithy. 
Do not panic; there are two ways to continue.  (A)  You can perform
other actions, and eventually the blacksmith will return. 
(B)  Return to the save before he leaves, and postpone his departure
till later! ].

2:   Talk to Vandersteen
if you wish and give him the key imprint.

3:   Vandersteen tells
Gilbert that he will make him a key … but only if Gilbert can get him a
dog.

4:   Whilst you’re there,
you can take Vandersteen’s blacksmith’s glove
… or else you can return for it later!

5:   Go to Sam, the blind
man outside Elton’s, and talk to him.

6:   Take his seeing eye
dog.

7:   Naturally Sam panics
and you return his dog.

8:   You’ll have to fool
poor Sam with a fake dog!

How can you make a fake dog?

1:   Go to the farm.

2:   Get the sack
of wheat
(standing near to farmer Strawmusket’s front
door).

3:   Investigate the sheep. 
Any ideas?

4:   Use crazy Pete’s
sword
and shear the sheep … and have a good laugh!

5:   Pick up the wool.

6:   If only you could
stick the wool to something!?!

7:   If you haven’t done
so already, go to Vandersteen’s smithy and pick up his blacksmith’s glove.

8:   Go to the dock location.

9:   Look around outside
the tavern.

10:  Perhaps you can use that
barrel of tar?

11:  Dip the glove
into the tar … you’ll get a tarred glove.

12:  Transfer the tar from
the tarred glove to the sack
of wheat
and you get a tarred
sack of wheat
.

13:  Put the wool
on the tarred sack of wheat and you
have a fake dog!

You still haven’t got Larry’s
crystal ball.


1:  Take the fake
dog
to Sam.

2:   Exchange it for the
seeing eye dog.

3:   Give the dog
to the blacksmith and he will happily make a key
out of the key imprint.

4:   Go to the secret
Viking hideout.

5:    Use the key
on the door.

6:   Pick up the treasure
a lot of gold
You also find a strange Viking ticket
(to an annual slave market), which you pick up.  You decide to leave
behind some other interesting items!

7:   Return to the Caveshop.

8:   Give a
lot of gold
to Larry.

9:   Unfortunately Larry
cannot be stopped from smashing all 3 of his precious crystal balls … but
he gives you a crowbar
instead.  You’ll have to get your crystal ball somewhere else!

How can you get Madame Zyz’s
crystal ball?


1:   Go to the fortuneteller’s;
but when Gilbert arrives there, Madame Zyz is out.

2:   Grab her crystal
ball from the table.

3:   No way! … the Genie
will not allow you to take it.

4:   Talk to the Genie. 
Even though a lot of this dialog is not essential, he is a most amusing
character!

5:   You can leave him
(and return) whenever you like, but you MUST persist until eventually he
will promise “to make something appear by magic”!

6:   He will give you
a glow-in-the-dark pal
He will also give you a lot of vital info concerning how long the crystal
ball lasts, etc.

 7:   It begins to
appear that Gilbert will have to travel into the future, to that particular
day when the crystal ball will stop working and Madame Zyz won’t be able
to see into the future.

How can Gilbert travel to
the future?


1:   Go and visit Elton
the inventor.

2:   You can examine his
various mysterious inventions including his strange statue which turns
out to be a robot.

3:   Ask Elton if you
can use his time machine.

4:   He will refuse …

5:   … but if Gilbert
nags him long enough (and maybe pokes around his apparatus) Elton will
agree to demonstrate how the time machine works.

6:   Since there are some
heavy boxes in front of the control panel, Elton commands his robot to
lift/move them out of the way.

7:   But just as the robot
starts to do this, the drive belt on its back snaps.

8:   To move those boxes
and operate the control panel of the time machine, you’ll need a new drive
belt for the robot.

How can you acquire a replacement
drive belt for the robot?


1:   Saul (the shoemaker)
has a belt on his sewing machine.

2:   But he won’t let
you take it.

3:   You need to get Saul
away from there.

4:   Saul and crazy Pete
are both members of the Phungorian Volunteer Army (PVA) who are sworn to
keep the Vikings at bay.

5:   Maybe you can get
Pete to do something here?

6:   Perhaps you can trick
Pete into firing his cannon like crazy.  If Saul thinks the Vikings
are invading, maybe he’ll join Pete in the battle.

7:   But HOW can you trick
Pete in this way?

8:   Go to the tavern.

9:   Look at the table
where Snorri sat.

10:  Pick up one of the table
napkins.
[ NOTE:  During the early parts of the game the napkin holder is empty. 
You may have to perform other actions before it’s full of napkins! ]

11:  Look at the napkin. 
It has the tavern’s ship-logo on it, and the logo looks just like a real
Viking ship!

12:  Go back to Pete’s.

13:  Slip the napkin
in front of his gun sight.

14:  Gilbert will tell Pete
that the Vikings are invading.  Pete goes berserk … watch the fun! 
Saul will leave his shop and join his fellow comrade in arms

15:  Now just go down and pick
up that good strong (sewing/drive) belt.

Other guides for Gilbert Goodmate and the Mushroom of Phungoria