FREDDY PHARKAS - FRONTIER PHARMACIST - Walkthrough
ACT 1
As soon as you find yourself behind the counter, the beautiful Penelope Primm will arrive with a prescription. Go to the back room and prepare the necessary medicine using the makeshift laboratory. You need to know the use of all vessels - there's a graduated cylinder, beaker, burner, test tubes, mortar, and pill press. On the shelves, you have reagents, bottles, boxes, corks, etc.
Pick up the graduated cylinder, place it on the table, and pour 40 ml of Pepticlymacine Tetrazole. Set up a medicine bottle from the shelf and pour the contents of the graduated cylinder into it. Plug the bottle with a cork and you can hand it over to Penelope.
Your next customer is Helen Black. Set up a graduated cylinder and a beaker on the table. Pour 15 ml of Bismuth Enterosalicyline into the graduated cylinder, then weigh out 30g of Phenodol Oxytriglychlorate on the scale and pour it into the beaker. Also, pour the contents of the graduated cylinder and mix with a glass rod. Now transfer the contents of the beaker into a pill press and produce 21 tablets, putting them each time into a pill bottle. Finally, you can cork it and give it to Mrs. Black.
Next client is Madame Ovaree. Her prescription is illegible. You need to quickly go to the bar and grab a glass from the drunk's table to be able to make the medicine.
Weigh out 15g of Bimethyloquinolone crystals and transfer them to the mortar. Also weigh out 15g of Metyraphosphate and crush them into powder with a pestle. Now set up a prescription box and medicine papers. Measure out 5g portions with a spatula and wrap them in paper, then put them in the prescription box. Medicine ready.
Finally, Smithie will visit you, to whom you must give Preparat G from the shelf.
ACT 2
At the beginning, listen carefully to Willy, who will present you with the most pressing issues plaguing the town. The first problem is the farting horses, which thoroughly poison the air. First of all, you need a gas mask, which you have to improvise from a coffee can from the café. Poke holes in it with an ice pick and put some coal from Smithie's store inside. Take a strap from the wall and tie it to the can - you have a great mask!
Now you'll deal with the stinking plague, but first, you need to understand its nature. Get a paper bag from the store and wait by the stable; when the horse raises its tail, run up and grab a sample of the poison in the bag. Also, take the elixir from the window behind the café and go to the pharmacy for laboratory tests.
Pour the elixir sample into the burner and ignite it with matches. Look at the flame through the spectroscope, then place a sample of horse fart in the flame. Now it's time to make the Deflatulizer. Weigh out 40g of Sodium Bicarbonate and transfer it to a beaker. Measure out 15ml of Furachlordone with a graduated cylinder and pour it into the beaker. Top up with water to a volume of 100ml, and then add 5g of Magnesium Sulfate. Mix everything with a rod and transfer to a bottle, which you cork well. Now all you have to do is pour the contents of the bottle into the water the horses drink to save Coarsegold from suffocating to death.
The next plague is the racing snails that will undoubtedly trample the town unless you redirect them with a bypass. Buy a six-pack of beer at the bar, and use the church key as an opener. Now you can gallop westward across the old bridge. Open a bottle and pour the beer onto the path, and the attracted herd of snails will turn and fall off the slope into the river.
After a while, you'll see the poor Srini trapped on a pile of bloodthirsty ants. Use the ladder taken from under the school to free him and gain a friend.
It turns out that the water in the city is contaminated and causes diarrhea. Go to the laboratory, where you have to produce an antidote. Measure out 25ml of Bismuth Subsalicylate with a graduated cylinder and pour it into a test tube. Also, measure out 5ml of Orphenamethihydride and pour it into the test tube. Ignite the burner and bring the mixture to a boil. You can then pour it into a bottle and cork it.
The solution you've made will be used to purify the city's water supplies in the large reservoir. First, get a rope ladder from the store. Place the ladder at the reservoir and climb onto the scaffold. Pull it up and attach it to the reservoir. Make a lasso from the rope, throw it over the top of the reservoir, climbing onto the ladder beforehand. Open the hatch in the roof of the reservoir and pour the healing substance into it.
The next calamity is the fire in the office next to the pharmacy. Only a bag of burnt soda can extinguish it, skillfully shot from a children's swing. You'll find the bag by the pharmacy door - place it on the right side of the swing, then jump three times on the left side and jump on the school roof. Jumping from the roof onto the swing, you'll shoot the bag straight into the flames.
Now go for a walk towards the brothel, to the south of the town. Eavesdrop on the banker negotiating with the sheriff, then enter and pick up postcards. Talk to each of the girls, and finally with Madame Ovaree herself, who will give you a chilling warning.
ACT 3
You'll wake up in your own bed. First, open the bedside cabinet and take the key to the desk. Open the desk downstairs and pull out the letter to read it. Go to the cemetery and pick up a shovel. Find Philip Graves's grave and dig it up with a shovel. Under the ground, you'll find the key to the bank's safe deposit box. Cover the grave back up and go to the bank. There, show the key to the banker and take the props you need from the safe deposit box: a neckerchief and revolvers.
You need some ammunition. The thirsty sheriff will help you if you bring him a cup of coffee from Mom's café. You also need to clean the unused weapon. Here again, the invaluable sheriff will help you if you treat him to apple pie. Take the smelly gift left by the horses from the trail and throw it on the floor of the café. The cook will leave the workplace, and you quickly run around and steal the pie from the window. After exchanging it with the sheriff and cleaning the weapon, you can go for shooting training.
Go to the back of the town and set up empty bottles on posts. With the help of your friend Srini, you can practice shooting until you regain your former skill. Then get a gunslinger outfit from your chest in the bedroom. Take a receipt for shoes from the desk drawer and collect them from the barber. To complete the
costume, you still need to melt a silver ear in place of the one shot off years ago in a skirmish.
Take the silver medallion from the pharmacy wall. Give it to Willy, who will explain the procedure. Take stearin from the candles in the church and return to the store and carve a stearin ear with Willy's knife. Coat it with clay from old Graves's grave, then melt the stearin in the flame of the burner in the laboratory. You'll get a clay ear mold. Then melt the medal in the crucible and pour liquid silver into the mold. When the silver solidifies, you'll be able to pull the silver ear out of the mold. Put on the whole outfit.
ACT 4
You'll learn everything from ChesterField strolling through the town. Go to the bar and watch the card players. When the cheating Aces reveal a third hand from under the table, quickly grab it and overturn the table. To hit the cheater, shoot the railing above the bar so that the bullet bounces and knocks down the chandelier, which will fall on Aces. Don't leave through the front doors where gunmen are waiting, just slip out the back exit and run to the barber. He'll give you a container of laughing gas for the postcards. Going upstairs from the back of the hotel, set the container on the railing and make your way to the vicinity of the brothel. When you enter the gazebo, through the branches, you'll see your container in the distance! Aim well and the gunmen will fall laughing.
Your next activities will also be of the shooting type - first, a simple shooting range, and then a duel with Kenny Kid in the sandlot. Shoot as soon as he draws his weapon. Unfortunately, you won't avoid getting hit in the other ear. Stop the bleeding with a neckerchief and head to the school to talk to Penelope. The traitor will eventually pull out her gun; you'll be able to deflect the bullet with a student's slate taken from the desk. But even that won't help much because you'll be tied up and left in the school basement, which is on fire.
Jump with the chair until you fall over, and then sharpen your ear on the stone floor. Cut the ropes with the blade and escape up the stairs. At the top, the armed Penelope will already be waiting. Take a sword from the wall and fight. As soon as she falls, Kenny Kid will run in and hold you at gunpoint, but keep your cool. Press the sword against Penelope's throat and push your ear into the rascal's ribs.
END.