Gilbert Goodmate and the Mushroom of Phungoria
Prelusion Software - Clear Water Interactive
Walkthrough written by Grave Digger
Edited by Rainy Day
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 mixer and pick up the TOILETRIES. Pick up the BISCUIT INGREDIENTS next to the mixer. 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 ground,
OPEN THE MAILBOX and take the MAIL. Cross the bridge to your right.
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. Pick up SHOE POLISH from the
shoemaker's counter. 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
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
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. NOTE: You may also use SHOW POLISH on your SOCK to create a 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
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 needs 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
STARCH 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 Lipton, then pick up the
VIP card when he falls asleep. A short animation will follow 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 short 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
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
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
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 legs hair. 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.
In case, you have any comments or questions about this walkthru then kindly contact me on my
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