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Gilbert Goodmate and the Mushroom
Walkthrough written by Grave Digger.
Full Story:
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Gilbert Goodmate and the Mushroom of Phungoria Prelusion Software -
Clear Water Interactive Walkthrough written by Grave Digger
GENERAL INFORMATION
In the walkthrough it sometimes says, "exhaust all dialogues."
This means you must use all dialogue options available until
all that left is the standard "Bye, gotta go" parting line.
Also most of the events in the game are not described here,
as they are not necessary to end the game. So I insist that
you try to talk to all other characters in the game to have
some extra fun.
GET DOWN TO BUSINESS
After an impressive intro, you find yourself standing in
your house. Open the cupboard above the blender and pick
up the TOILETRIES. Pick up the BISCUIT INGREDIENTS next
to the blender. Try picking up the MONSTER UNDER THE BED
by pointing your cursor below the bed. The monster will
turn out to be DUST BUNNIES UNDER THE BED. Pick up a
DUST BUNNY, then take a PILLOW from the bed. Exit through
the front door. Once outside, walk left and go in the back
of the house. Pick up the FLOWERS from the left of the bench.
Get the TREE SAP from the middle of the tree, pick up the
RESIN from the window, the SOCK from the clothesline and
the UNDERWEAR from the washing machine. After picking up
the UNDERWEAR you will see a CRANK attached to the washing
machine. Take the CRANK and walk back to the front of the
house. Use the CRANK on the crankcase and Gilbert will try
to raise the elevator, breaking the crank in the process.
Go inside the house and use the BISCUIT INGREDIENTS in the
mixer, then add the RESIN, TREE SAP and HAIR GREASE from
your inventory to create super glue. Use the BROKEN CRANK
from your inventory on super glue to get SUPER GLUED CRANK.
Go outside and use the SUPER GLUED CRANK on the crankcase
to raise the elevator. Use the lever inside the elevator
booth and watch a short animation sequence. Once you're on
the grown, OPEN THE MAILBOX and take the MAIL. Cross the
bridge to your right. KING'S DISGUISE After a long
conversation with Princess Michelle, discover that you
need to disguise yourself as her father, the king, in order
to stop the execution of your grandfather. To create a
disguise you need a robe, a bigger nose, a crown and something
to make you look fatter. Talk to Saul and exhaust all dialogues
to find that he wants a female sock for his sock companion.
Walk left and talk to Barry, the generosity potion creator,
and look at the posters around his shop. Talk to Barry and
exhaust all the dialogues to find out that he needs a paper
and a pen to write a contract. Walk to your left and talk to
Tommy (the crying child). Exhaust all dialogues to discover
that he need a super deluxe slingshot from the toy machine.
Open the door behind Tommy to find Pete Fedurske (Crazy Pete)
manning the cannon atop the tower. Notice the loose stone to
the right of the cannon. Talk to Pete Fedurske and exhaust
all dialogues to make him drop his sword. Pick up the SWORD
and use it on the loose stone to make it drop on the toy
machine below. Go back down and pick up the FALSE NOSE and
the SOAP BOTTLE from the broken toy machine. Return to the
shoemaker's area and notice the sign directing you to the
docks. Head in that direction. At the docks, talk to the
Old Fisherman and exhaust all dialogues. Examine the shark's
mouth hanging above door, then talk to the Old Fisherman again.
This will make him fall asleep and you can then pick up his
POCKETKNIFE. Talk to the Mysterious Looking Guy and exhaust
all the dialogues to get his SLEEPING POWDER, then enter the
Tavern. Inside the Tavern, talk to the Viking sitting at the
table on the left and exhaust all dialogues to discover that
he has the key to the Viking's Hidden Treasure Cave. Next,
talk to the bartender and exhaust all dialogues. Leave
the Tavern and return to the Shoemaker's area, then take a
left at the tower to find the prison. You will see your
Grandfather behind bars-talk to him if you wish. To your
left, you will see Dr. Fraud's Wagon.
Pick up the BOOK OF POEMS lying on the wagon doorstep.
Talk to Arver, the sickly man in the foreground, and exhaust
all dialogues to find that he needs some of Dr. Fraud's medicine.
Talk to Arver again to get the EMPTY BOX OF CORN FLAKES.
Look at the EMPTY BOX OF CORN FLAKES in your inventory to
see the picture of a crown on the back of the box. Cut it
out with your POCKETKNIFE to obtain a CROWN for your king
disguise. Return to the Shoemaker's area and head to the
left of the generosity potion stand, then head to the right
of the Fortune Teller's Shop to enter Elton's ally. You will
see a blind man standing near a dog, Elton's Workshop and a
pile of junk nearby. Pick up the METAL BAR from the junk pile
and use the Doorbell Speaking Phone Intercom near the door of
Elton's Workshop. You will have to use it four times before
you are able to use the door to get inside Elton's Workshop.
Once inside, pick up the FEATHER PEN from the floor, the
INKPOT from the desk and the BLUEPRINT lying beside the
entrance door. Now, look at the various mysterious objects
to find that the green object is a VACUUM CLEANER. Pick up
the VACUUM CLEANER. Talk to Elton and exhaust all dialogues
to find that Elton's robot needs a new fan belt in order to
move the boxes so you may use the time machine's controls.
Head back outside and return to the fortuneteller's area.
Talk to the Blacksmith, Newspaper Boy and Telephone Operator.
Use your POCKETKNIFE on the telephone cable to disable
telephone service in Phungoria. Go out of the gate beside
the Blacksmith's Shop to get the overhead view of the land
of Phungoria. Head for the FARM and try to talk to the
little pink piggy. Now, talk to Mister Strawmusket (farmer)
and exhaust all dialogues. Open you inventory and turn over
the BLUEPRINT you got at Elton's to find PIG SLAUGHTER INSTRUCTIONS.
Use the PIG SLAUGHTER INSTRUCTIONS on the pig to frighten it away.
The farmer will run after the fleeing pig allowing you to take
the SACK OF WHEAT near the door, the RED CLOAK from the
scarecrow and the STRAW from the scarecrow's left hand.
Use the SWORD from your inventory on the sheep to get his WOOL.
Now you have everything you need to make a disguise. Open your
inventory and use the STRAW on the PILLOW, then the STUFFED
PILLOW on the RED CLOAK. Use the TELEPHONE CABLE on the CROWN,
then CROWN on the UNFINISHED KING'S DISGUISE. Lastly, use the
FAKE NOSE on the disguise, then sit back to watch a long
animation sequence. Afterward, have a long conversation with
Princess Michelle to discover that she believes the real
mushroom thief to be the Sheriff. She asks you to head off
to sea and catch him, saving the sacred mushroom in the
process. This conversation triggers the next section of
the game: Day 2.
BALLS AND BOATS Again, you start your day standing in your
house. Go outside and to the back of your house. Use the
VACUUM CLEANER on the bees to get the BEES WAX and HONEY.
Walk right and pull the lever on the broken lift to get
down the mountain. Head for the next screen and when you
see the overhead view of the Phungoria, travel to BRIDGE
near the top of the screen. Talk to the Bridge Guard and
exhaust all dialogues to find out that he is madly in love
with Sarah, the waitress at the Tavern. Return to the town.
At Saul's place, dip your feather pen in the ink and use
it on your SOCK to create a female SOCK PUPPET. Give the
SOCK PUPPET to Saul to obtain the FUZZY PINK SLIPPERS.
Head for the docks and enter the Tavern. Pick up the
NAPKIN WITH THE LIPSTICK ON IT from the floor and take
a clean NAPKIN from the table. Give the FUZZY PINK SLIPPERS
to the sad Viking to make him join his partner at the bar.
Now you can see the keys to the Hidden Treasure door hanging
from the Viking's waist belt. Use the BEES WAX on the keys
to get a KEY IMPRINT. Talk to Mister Davenport and exhaust
all dialogues to discover that he will exchange a boat for
a crystal ball. Walk to the Blacksmith's area and give the
KEY IMPRINT to Vandersteen. Exhaust all dialogues to find
that he will exchange a key, made from the KEY IMPRINT, for
a dog. Pick up the GLOVE lying in his shop and walk to
Madame Zyz's place and open the door. Enter and talk to
Madame Zyz's, exhausting all dialogues. Talk to the Genie
of the Lamp and exhaust all the dialogues. You may try to
pick up the feather duster and the crystal ball, but Madame
Zyz won't let you leave with them. Exit the shop and head
back to the docks. Use the GLOVE on the TAR in the barrel
near the Secret Agent, then head back to the ally outside
Elton's Workshop. Talk to Louise (the gossip on the balcony
above) and exhaust all dialogues to get BRAS hanging above.
Talk to Sam, the blind man with the dog, and exhaust all
dialogues. Open you inventory and use the GLOVE WITH TAR
on the SACK OF WHEAT. Next, use the WOOL on SACK OF WHEAT
WITH TAR to make a FAKE DOG. Use the FAKE DOG with the Sam's
DOG to exchange it. Go back to Vandersteen and give him the
DOG to get the KEY. Open your inventory and read the BOOK
OF POEMS. Use the FEATHER PEN on INKPOT and then use it on
NAPKIN WITH LIPSTICK ON IT to get a LOVE LETTER. Leave the
city and head again for the BRIDGE. Give the LOVE LETTER to
the Bridge Guard and raise the gate after he leaves. Use the
path that goes under the bridge and pickup the CANNON BALLS
floating in the water. Enter the door and talk to Lipton,
exhausting all dialogues to discover that he need a super-fine
filter and a sweetener to make his special tea. Notice the
Blacksmith's VIP card on the table. Leave this area and head
straight for Larry's Cave Shop. Look at the three crystal
balls and then talk to Larry, exhausting all dialogues.
Leave Larry's Caveshop and head for the Viking's Secret
Hideout. Once there, talk to Eric the Brave and exhaust
all the dialogues. Now, open your inventory and tie the
BRAS together to create a BUNGEE CORD. Give the BUNGEE
CORD to Eric and after a short animation sequence you will
be able to use the KEY on the door. Gilbert will leave
automatically when he has the gold and you will end up with
the overhead view of Phungoria. Choose Larry's Caveshop.
Enter the cave and use A LOT OF GOLD on Larry. A short
animation sequence will follow showing you how Larry breaks
all the crystal balls and gives you a CROWBAR. Leave the
place and return to the city. Enter Sheriffs house (now
unlocked) and take the BOOK from the table. Next, use the
CROWBAR on the chest and look inside to find another BOOK.
Pick up the PAPER that falls from the book and exit the
house. Go back to the Shoemaker's area and give the PAPER
to Barry, the generosity potion salesman. Watch a short
animation sequence to get GENEROSITY POTION.
Enter Crazy Pete's tower and use the clean NAPKIN with
ship picture on the cannon's GUN SIGHT. After the short
animation sequence, go down and pick up the BELT from Saul's
sewing machine. Go to Madame Zyz's place, talk to Genie and
exhaust all the dialogues to get a GLOW-IN- THE-DARK PAL and
information about the crystal ball's expiration date. Leave
and head for Elton's Workshop. Exhaust all dialogues with
Elton and he will have his robot move the crates so he may
demonstrate the time machine. Use the belt on the robot to
continue the demonstration. The machine breaks, so pick up
the spring that falls to the floor. Leave Elton's Workshop
and give the BROKEN SPRING to the Blacksmith to discover
that it can be replaced with a clock spring. Head back to
Dr. Fraud's area and talk to Arver to discover that he will
give you his filter for some of the Dr. Fraud's medicine.
Talk to the wagon door and exhaust all the dialogues.
Now open your inventory and use the CANNON BALLS on the
ALUMINIUM PIPE from the junk pile to create a
HEAVY LOOKING DUMBBELL. Talk to the Wagon door again and
after a short animation you will find a bottle of MIRACLE
MEDICINE, SMALL JUICE SQUEEZER and STRACH in your inventory.
Give the MIRACLE MEDICINE to Arver to get his FILTER.
Leave the city and head over to the bridge, again going
under the bridge to talk to Lipton, exhausting all dialogues.
Now, open your inventory and use the SLEEPING POWDER on the
HONEY to get DRUGGED HONEY. Give FILTER and DRUGGED HONEY to,
then take his VIP card when he falls asleep. "Use" the card
and you will automatically call for the Blacksmith. Leave
Lipton's home and head for the Blacksmith's shop. Take his
HAMMER and head home. Use the HAMMER on the Cuckoo Clock
on the bedside table to get a SPRING. Go outside and use
the lever to get down the mountain. Go to the city and
back to Elton's Workshop. Use the SPRING on time machine
to repair it, then use the Control Panel. Watch the animation
and when you appear at Madame Zyz's place, then use the
GENEROSITY POTION on her perfume bottle to obtain the
crystal ball and feather duster. Another short animation
will leave you back in Elton's Workshop with CRYSTAL BALL
and FEATHER DUSTER in your inventory. Head for the docks,
enter the Tavern give the CRYSTAL BALL from your inventory
to Mister Davenport. Leave the tavern and you will find
yourself sailing the high seas.
THE STOLEN MUSHROOM Once on the island talk to the old
man to discover that he is Elton. Look at the raft and
talk to him again. Exhaust all dialogues to find that he
needs pedals, a rudder and rope to finish his raft. Look
at the white rock and touch it to find out that it's very
hot from the strong sun. Walk right to the next screen.
Talk to the Pirate Captain and exhaust all dialogues to
make them all drop their glasses. Now, pick up the PEDALS
from the old bicycle behind the Captain. Pick up the
SHOVEL and use it on the sand near the closed Iron Bar
gate. After a shot animation you will find yourself
standing in a dark cave with a small TREASURE CHEST in
your inventory. Use the CROWBAR on the TREASURE CHEST
to get A SMALL CHEST. Again, use the CROWBAR to get a
TINY CHEST. Use the CROWBAR yet again to get an INSIGNIFICANT
CHEST. Open the INSIGNIFICANT CHEST to get a POTATO and a
NOTE. You may read the NOTE for fun. Go back to the Beach
screen and use the GLOW-IN-THE-DARK PAL on the white rock
near the tent to get a FULLY CHARGED GLOW-IN-THE-DARK PAL.
Hurry back to the cave, as the GLOW-IN-THE-DARK PAL will
only light your way for a shot time.
Use the FULLY CHARGED GLOW-IN-THE-DARK PAL on the wall puzzle,
but make haste or you will find yourself walking back to the
beach to charge your GLOW-IN-THE-DARK PAL again and again.
The solved wall puzzle should look exactly like the picture
below.
Once this puzzle is solved, you will see another entrance to
the second cave with another puzzle--but this one is easier.
The point of this puzzle is to place exactly 4 liters of water
on the scale to lower the hanging bridge. Pick up the 3-LITRE
BUCKET, 5-LITRE BUCKET and the BAMBOO POLE. Look at the
5-LITRE BUCKET to find out that it has a hole in the bottom.
Go back outside and walk to the Pirate Chef. Pick up the SUGAR
and APRON from the shelf. Use the STARCH from your inventory
on the ingredients' shelf to put it in the sugar's place.
Talk to Pirate Chef to get INCREDIBLY FIRM JELLY in your
inventory. Use INCREDIBLY FIRM JELLY on the 5-LITRE BUCKET
to fix it. Enter the cave and go back to the scale puzzle area.
Fill the 5-LITRE BUCKET with water by using it on the pump.
Pour the water from 5-LITRE BUCKET into 3-LITRE BUCKET to
get 2-litres of water left in the 5-LITRE BUCKET. Empty the
3-LITRE BUCKET. Then, pour the 2-litres of water from the
5-LITRE BUCKET into the 3- LITRE BUCKET. Now you have
2-litres of water in your 3-LITRE BUCKET. Fill the 5-LITRE
BUCKET again with water and pour all that you can (which
is 1-litre) into the 3-LITRE BUCKET, leaving you with
exactly 4-litres of water in 5-LITRE BUCKET. Place the
5-LITRE BUCKET (with the 4-litres of water) onto the
scale to lower the bridge. Walk to the next screen and
watch a short animation sequence. After the animation
sequence, grab the BOOK OF MAGIC and while you are trying
to get it from the Sheriff, use the FEATHER PEN from the
inventory on the Sheriff. Another short animation sequence
will follow. Use the GLOVE on the MUSHROOM in the cauldron
to pick it up. Return to the beach area and use your BAMBOO
POLE on the FLOTATION DEVICE WITH ROPE (within the broken
dingy) to put it in your inventory. You will also find a
BROKEN RUDDER. Look in the APRON pocket within your inventory
to get the HAMMER & NAILS. Use the HAMMER & NAILS to mend the
BROKEN RUDDER, then untie the ROPE from the FLOTATION DEVICE.
Now use PEDALS, ROPE and MENDED RUDDER on the unfinished raft.
Use the raft and another long animation sequence will follow.
ESCAPE FROM THE VIKING ISLAND After the animation you will
find yourself in a dungeon with Arver and an Indian Chief.
Talk to both and exhaust all dialogues. You will discover that
the Indian Chief is almost out of tobacco and will soon need
something more to use with his pipe. Go up the dungeon using
the ladder. Talk to Feminine Viking and exhaust all dialogues
to find out that he/she needs some remedy to remove his/her
leg hairs. Pick up the Viking helmet from the Tourist
Information counter and then pick up the HORN that drops off
the Viking helmet. Pick up the FIRECRACKERS. Also pick up the
barrel to reveal the ROTTEN SALMON. Pick up the ROTTEN SALMON.
Walk down to the screen where you see a Viking painting his
Viking Boat. Use the HORN on the paint to get some PAINT in
the HORN. You now hear the call for the Slave Market opening
and after a short while you will find yourself in a dressing
room. Pick up the MIRROR and use it on the counter to break
it. Pick up the BROKEN GLASS from the floor and use it with
the POTATO in your inventory. Use the POTATO STAMP with the
PAINT. Use TOOTHBRUSH with INKPOT to end first stage.
After the long animation sequence you will again find
yourself in the dressing room. Just use the APRON on the
PILLOW in your inventory to pass the final stage and get
SLAVE MARKET PARTICIPANT CERTIFICATE in your inventory.
Use the BROKEN GLASS on the CERTIFICATE to get CERTIFICATE
CLIPPING. Use the CERTIFICATE CLIPPING on the VIKING TICKET
to get MANIPULATED TICKET. Now, go to the screen where you
see two roosters with placard sitting in a boxing ring.
Walk right pass the rooster and talk to the Viking sitting
in a box office. Give the MANIPULATED TICKET to him and he
will let you enter the door on the right. Open the door and
enter the kitchen. Try to pick up the flytrap.
Give the ROTTEN SALMON to the Chef to get FLYTRAP.
Try to pick the WOODEN FRAME with a roasted pig above the
fireplace. Use the SLEEPING POWDER with the Viking's drink
to make him sleep.
Now try again to pick the WOODEN FRAME.
Spill the marinade when the chef tries to look for the roasted
pig. Pick up the WOODEN FRAME and leave the place. Go back to
the screen with a Viking painting his Viking boat. Pick up the
ADVERTISEMENT from the Notice Board. Head back up and use the
STICKY ADVERTISEMENT on Feminine Viking to remove his/her one
leg hair. Use the FLYTRAP again to remove the hair from his/her
second leg and get the FACE CREAM in your inventory.
Walk right to Executioner Viking and talk to him to exhaust all
the dialogues and try to endure his feather punishment. Say bye
to him and use the FACE CREAM. Now talk to him again and accept
to endure his feather punishment to get the BIG FEATHER in your
inventory. Walk left and pick up the iron bar to reach down the
dungeon. Talk to Indian Chief and give him the BOTTLE OF SOAP to
get his HEADDRESS and MATCHES. Go out and up to the roosters'
place. Look at the roosters and try to pick up the feathers.
Use the FIRECRACKERS on the roosters to get rid of them. Pick up
the FEATHERS. Now use all the feathers you have in your inventory
on the WOODEN FRAME, i.e. HEADDRESS, FEATHER DUSTER, FEATHER PEN,
BIG FEATHER and the ROOSTER FEATHERS. Use DENTAL FLOSS on the FRAME
to get FLYING WINGS. Once this is done a long animation sequence
will follow so sit back and enjoy it. THE FINAL DUEL After the
long animation sequence you will find yourself outside a haunted
looking house overhearing the conversation between Princess Michelle
and the Sheriff, which is going on inside the house. After the
conversation ends, walk right and use the CORNCOB on the chimney to
trigger the ending animation sequence and you to watch it.
That's it folks, you just ended another fine adventure game.
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