Freddy Pharkas: Frontier Pharmacist чит-файл №4

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:
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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.