home *** CD-ROM | disk | FTP | other *** search
- Complete solution:
- =================
- ACT ONE:
- -------
- 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:
- ---------
- 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:
- --------
- 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.
- *EOF*
-