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Gilbert Goodmate and the Mushroom of Phungoria Hints
What can I do with farmer Strawmusket?
1 of 11: Gilford Strawmusket has an award winning pig on his farm.
2 of 11: To get rid of the farmer Gilbert has to find some method of chasing the pig away so that the farmer runs after it.
3 of 11: Return to the town and enter Elton's workshop.
4 of 11: To enter Elton's workshop (for the first time only), 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! Every time afterwards you simply knock and go in!
5 of 11: Inside Elton's workshop Gilbert can pick up some blueprints lying next to the door.
6 of 11: Examine the blueprints.
7 of 11: Turn over the blueprints (in inventory) and you'll find a (pig) slaughter description on the back.
8 of 11: Return to the farm and show the slaughter description to the pig.
9 of 11: The pig will not look at it since it is very afraid of new people.
10 of 11: Keep talking to the farmer until the pig gets to know you.
Some time during this conversation, whether you intend it or not, Strawmusket will give Gilbert a very large corncob (if Gilbert hasn't already taken it).
11 of 11: 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.