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Gilbert Goodmate and the Mushroom of Phungoria Hints
What must I do to stop the Sheriff?
1 of 12: 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. You have to stop the Sheriff's chanting or the wizard will come to life again, and you won't get the mushroom.
2 of 12: Grab the Sheriff's magic book.
3 of 12: But the Sheriff won't give it up. How can you get it?
4 of 12: You'll probably have to find some way of stopping the struggle.
5 of 12: How can you make the Sheriff loosen his hold on the spell-book?
6 of 12: Try tickling him ...
7 of 12: ... with your feather pen.
8 of 12: 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.
9 of 12: Gilbert must pick up the mushroom before it turns to stew. You won't be able to get out of there till you do!
10 of 12: But the cauldron and its contents are very hot.
11 of 12: Use the glove with the mushroom and you can pick it up.
12 of 12: Wow! You've just rescued the *Mushroom of Phungoria*! It might be a good idea to head back to Phungoria.