Complete solution:
ACT ONE:
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Talk talk talk:
At the start of Freddy Pharkas you find yourself standing outside
Mom's Cafe so kick off by walking inside. Go and talk to Mom and the
chap in the kitchen to get the low-down on the local gossip and then
touch the cans in the foreground using the hand icon.
Leave the cafe and walk into the saloon next door. Talk to
everybody to obtain more information and then leave the saloon via the
back door. You now find yourself in a yard. Pick up the small yellow
bottle lying on the red coach seat and the icepick embedded in the
barrel left of the door.
Walk out of the yard between the coach and the house and you
arrive outside of the church. Open the curch door by clicking on it
with the hand icon. Go inside and click on the candles. Use the
glasees icon to examine the right-hand open door and take the key.
Leave and walk between the house and the windmill tower to get to
the main street. Go into Chester Field's Mercantile Store and talk to
Whittlin' Willy. When you're told to help yourself take the brown
paper bag lying on the counter.
Home sweet home:
Leave the shop and walk to the right of the screen until you
reach the school house. Take the ladder from the school slide and then
walk back to the left until you arrive at the pharmacy. Use the
pharmacy key in your inventory to open the door and walk inside. Click
the hand icon on the hatch at he counter and your girl Penelope
appears. She's got a horrible disease that she wants curing so take
the prescription that she gives you. Read it (using your inventory)
and walk out to the back of the shop.
You now need to use the Modern Guide to Health and Hygiene to
prepare the correct compounds. This puzzle section of the game
comprises the copy protection system that Sierra has used. As such we
can't give you the solution because that would encourage piracy. Refer
to the version you got with the game.
Pick 'n' mix:
Click on the shelves with the hand icon to make Penelope's cure
using the graduated cylinder to get all the quantities right. Click
the cylinder on a medicine bottle. Cork the bottle and it's ready.
Take it out to your loved one who's still festering away in the shop.
As soon as Penelope leaves the shop in comes Mom who also has a
prescription. Repeat the process as with Penelope to produce her cure.
When Mom leaves Sadie of local brothel fame walks in. She has a
work-related disease that she wants sorted out but unfortunately you
can't read the doctor's handwriting on the prescription. Leave the
pharmacy and head left towards the saloon where the doctor usually
hangs out.
Doctor in a spin:
When you arrive at the saloon pick up the doc's whisky glass and
use it in your inventory with the illegible prescription - move the
glass around to read the writing. Speak to the doc and he informs you
that the prescription is wrong and gives you the correct one.
Go back to the pharmacy but don't make up the prescription
straightaway. Go into the back room and head upstairs. Click on the
drawer of the bedside table. Use the look icon and then take the key.
Click on the trunk. Look inside it and take your cowboy outfit. Now
click on the dresser. Open and look in the drawer and take the claim
ticket before walking back downstairs.
A pain in the bum:
Look at the small key from the bedside table and then use it on
your roll-top desk to open the desk drawer (you have to use it twice).
Look in the drawer. Take the letter and read it. Now make up Sadie's
prescription and put all the papers in the prescription box. Give
Sadie her cure and wait for Smithie the Blacksmith to walk in.
Poor old Smithie has a sore backside and needs prescription G to
cure it. Luckily you have some at hand which you can find on the
left-hand side of the display counter in the main part of the shop.
Give him the little blue box that the preparation G comes in and take
the cash that he gives you in return. Just before the end of Act One
the sheriff arrives and gives you some earache about fire prevention.
After he's got that over and done with save the game.
ACT TWO:
--------
At the start of Act Two you find yourself standing outside the
Pharmacy. Walk to the left until you reach the closed up blacksmiths
shop and look at the wall to the left of the closed sign. You find a
leather strap and length of rope which you should take. You also need
to take a piece of charcoal from the forge. Pick this up by pointing
at it with the hand icon. You now have all the necessary materials to
make yourself a gas mask. Within your inventory use the ice-pick on
the bean can. Then use the charcoal on the bean can and finally use
the leather strap on the bean can. This makes up the gas mask which
you should use whenever the game prompts you to do so. Save the game
now before you proceed.
Gas Leaks:
On your way back to the pharmacy you need to collect a sample of
horses wind for analysis back in your Dispensing Room. This can be
achieved by selecting the brown paper bag from your inventory and
using it on the horse just beneath its tail when it lifts the tail to
let the gas escape. The methane in the air is enough to have serious
consequences on the inhabitants of the region so you have to act
quickly to save the town. Once back in the Dispensing Room use the
bottle of elixir in your inventory with the alcohol lamp on the
counter and then light the lamp with the matches. Move the gas
spectroscope until the centre of it is in front of the flame. Then use
the brown paper bag on the lamp. This produces a read out on the
spectroscope which can be analysed by comparing it with the flatulence
tintypes in Health and Hygiene page 39.
Having found the correct cure make up the treatment following the
instructions and put the solution into a medicine bottle and cork it.
Take the bottle out of the pharmacy and select it in the inventory.
Use it on the horse trough in the main street. Save the town.
Next you find yourself outside the pharmacy and a little boy runs
up to you to tell you there is a stampede heading for Coursegold and
that it's up to you to save the town yet again.
Stampeding Snails:
Walk left to the saloon and place the money in your inventory on
the bar. The barkeeper gives you a crate of beer which you take.
Leave the saloon and walk left past the closed blacksmith's shop
and cross the bridge. The bridge looks dodgy and there is a warning
not to cross it more than three times but don't worry about this
because it doesn't fall down however many times you cross it.
On the other side of the river you see the stampeding snails
heading towards you To divert their course use the church door key on
the beer bottles in your inventory and then use the bottles on the
abandoned railway line. This is all the persuasion that the snails
need to change direction.
After the snails have been dispensed with you have to rescue the
little man who has suddenly appeared on top of the anthill. This can
be accomplished by placing the ladder from your inventory against the
anthill enabling the man to climb down. The little man is so eternally
grateful he agrees to work in the pharmacy for you.
Leave the pharmacy and go back to talk to the bartender. He gives
you a clue about how the plot is going to progress from here. Return
over the bridge and collect the ladder from the anthill. Save the
game.
Where there's smoke:
The next section needs to be completed quite quickly. Head back
into town and turn left up the road between the Assay Office and the
Schoolhouse. When you get to the Water Tower you should speak to the
people there and then you need to return to the pharmacy. Before
entering you find several sacks of baking soda to the left of the
door. You need to take these.
Go into the Dispensing Room and following the instructions in
Health and Hygiene make up a solution of Bisalicylate Antitoxidene.
Take this back to the Water Tower. Use the ladder on the right hand
side of the tower supports and then use the walk icon to climb the
ladder. Pick up the ladder again and then use it to climb the tower
itself. Within your inventory use the hand icon on the rope and it
changes into a lasso. Use this on the metal pole on the top of the
tower and you are able to climb on to the roof. Crawl to the right and
you find a small hatch. Open the hatch with the hand icon and then use
the solution you created on the open hatch.
To tackle the fire walk to the Schoolhouse and use the baking
powder on the see-saw. Save the game now. Get on to the swing and
click the hand icon on it to make it go higher. Once the swing is
going fairly quickly click on the roof of the Schoolhouse. After
several unsuccesful attempts ending up in the swamp or the side of the
building you should find yourself standing on the roof. Click the hand
icon on the left of the see-saw to throw the backing soda all over the
fire.
Walk left from here until you get to the junction before the bank
and down off the bottom of the screen. On the left you find the
brothel and after listening to the sheriff's conversation go inside.
Pick the french postcards up from the table and speak to all the
girls. When Sadie tells you to follow her off the left of the screen.
ACT THREE:
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Save the game. Leave the pharmacy and collect the horse manure
that is in the street. Walk left to the barber's shop and talk to
Salvatore. Give him the claim ticket and the French postcards and he
gives you your boots and some Nitrous Oxide. Leave the shop and go to
the graveyard. Pick up the shovel you find there and use it on the
grave of Philip D Graves. Get a handful of the clay you just dug up
then retrieve your safety deposit key from the grave. Take the key to
the bank. Give it to the man behind the counter and collect the
contents of the box.
Go to Mom's Cafe next and take a free cup of coffee. Before yhou
go out of the door again leave the horse manure on the floor. Go
through the saloon next door to the yard. Get the pie from the cafe
window-sill and go back through the saloon to the sheriff's office.
Talk to the sheriff and give him the coffee and pie. In return he
gives you some bullets and a cleaning kit. Inside your inventory use
kit and the bullets on the guns and then they are fully operative. Go
to the area just below the cemetery and you meet Srini for some target
practice. Before you start the practice save the game.
Bending your ear:
Next go to the store and talk to Willy. Then use the clay on
Willy. He then gives you instructions on how to mould an ear. Go back
to the Dispensing Room and try using hand on clay. Wax on clay and
hand on wax. When you get a message about wittlin' go back to the
store. Willy is not there but you can take the knife that he has left
behind.
Go back to the pharmacy and before entering the back room pick up
a medallion from the right-hand side of the back wall. Once in the
Dispensing Room use the knife on the wax in your inventory to make an
ear and use the clay on the wax to make a mould. Light the lamp and
use the flame to melt the medalion in the crucible. Heat the clay in
the same way and then use it on the crucible. Use the hand icon to get
the ear out of the mould and then use it on Freddy.
ACT FOUR:
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Head off to the saloon and speak to everybody there. Use the look
icon to get a close-up of the riverboat gambler's hand. When you see a
third hand coming up from beneath the table click on it with the hand
icon. From behind the table shoot the left-hand side of the brass foor
rail beneath the bar. This should alleviate then problem of the
riverboat gamber.
Leave the saloon by the back door and climb the stairs on the
left of the yard. Place the Nitrous Oxide canister on the balcony rail
and go back down to the yard. Walk out of here between the house and
the coach and then walk through below the cemetery. Walk down from
here to the gazebo opposite the brothel. Enter the gazebo and from
here you have a clear line of fire at the Nitrous Oxide canister. Save
the game and return to the main street.
In one ear ...:
You find yourself being attacked by four armed bandits. This
should not prove to be a problem as they are quite happy to be sitting
ducks in a shooting gallery. Having dealt with this interruption you
come across your old enemy Kenny the Kid You should attempt to shoot
him but you end up with a bullet wound in your remaining ear. Get the
neckerchief from your neck and use it on your ear to stop the
bleeding.
You find yourself transported to the Schoolhouse just at the
moment you are entering it. Save the game as soon as you get the
chance. When Penelope requests that you drop your guns do so by using
the hand icon on your belt and then grab the slate from the table on
your left.
When you find Freddy tied up in the cellar click on him with the
hand icon until he falls over. Quickly click on the silver ear. Select
it in your inventory and use it firstly on the ground and then on the
ropes. You now make a hasty escape up the stairs but meet Penelope
once again. When she grabs a sword you should take the other and sit
back and watch a fight to the death. Kenny then returns. You then have
to use the ear on him and the game is complete.
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