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Subject: Wanted: A Wild Western Adventure Walkthrough by Quandary
Date: Fri, 29 Oct 2004 01:57:25 +0200
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          <TD class=3Dmain><B class=3Darttitle>Wanted: A Wild Western=20
            Adventure</B>=20
            <BLOCKQUOTE><B=20
              =
class=3Dartheader>Developer:&nbsp;&nbsp;Revistronic<BR>Publisher:&nbsp;&n=
bsp;The=20
              Adventure Company<BR><BR>Walkthrough by Rosemary &amp; =
Gordon=20
              (October, 2004)</B> </BLOCKQUOTE>
            <P>WANTED is a humorous graphic adventure so sit back and =
prepare=20
            for a few laughs. Don't be shy, take everything that isn't =
nailed=20
            down. Right from the start it's a very open game so this =
walkthrough=20
            is just one possible pathway.</P>
            <P><B class=3Dparaheader>Notes:</B><BR>Arcade =
Sequences<BR>There are=20
            three sequences/puzzles in WANTED that require some =
dexterity. If=20
            your cursor doesn't respond accurately or quickly enough at =
these=20
            times try going to Settings in the Options Menu and turn =
down the=20
            'Detail'. This will make the graphics more angular but mouse =
control=20
            is much improved. When you get through the ordeal/s you can =
crank up=20
            the detail again.</P>
            <P>Carrots<BR>You need plenty as they are the 'fuel' for =
Fenimore's=20
            transport (his horse). When at Bannister Farm or the Jones =
Farm you=20
            can grow your own fuel. These locations have a crop of =
carrots.=20
            Watering the crop either from the pump or the well causes =
the crop=20
            gauge to turn from grey to blue as the ground is saturated. =
The=20
            carrot gauges then turn from grey to red as the carrots =
ripen. Pick=20
            carrots when the gauge is fully red. You can also buy =
carrots from=20
            Jackson's Store.</P>
            <P>Fenimore's Horse (Rayo) has a similar gauge that measures =
his=20
            fuel (carrot) level. Watch this gauge to be sure you don't =
get=20
            stranded with no carrots.</P>
            <P>Money<BR>You need a moderate supply in WANTED to pay your =
way and=20
            buy various goodies. There are plenty of dollars for the =
taking if=20
            you search the drawers and cabinets in each location and =
collect=20
            them up. This walkthrough doesn't acknowledge every single =
dollar=20
            ... it's more fun to find them for yourself. You can also =
get your=20
            money supply topped up by sending telegrams, by getting a =
couple of=20
            small bank loans or by practicing at the shooting gallery =
and=20
            quitting when you're ahead but prior to winning the =
tournament.</P>
            <P><B class=3Dparaheader>Bannister Farm</B><BR>After the =
showdown with=20
            Starek's stooges who attempt to take possession of Bannister =
Farm,=20
            Fenimore gets an unpleasant surprise at dinner and wakes up =
in bed.=20
            This is where you take control.</P>
            <P>Drag yourself out of bed and look around the room. Take =
the rope=20
            hanging at the end of the bed and the holsters on the hook =
nearby.=20
            The trunk is locked so open the drawer in the small table. =
Oh dear!=20
            toy revolvers, the kid must have taken your guns. Take the =
toys then=20
            exit.</P>
            <P>In the kitchen Stella tells you that Joe is at the Jones =
Farm and=20
            they are planning to stand up to Starek. Talk to Stella and =
exhaust=20
            all conversation. You learn that Billy (the kid) is in =
school.</P>
            <P>Take the apple from the cupboard. Near the fireplace note =
the=20
            stand and the bellows. Leave them for the time being, you'll =
be back=20
            to use them later. Grab any dollars you can find then get =
your hat=20
            and exit.</P>
            <P>Outside walk past the stump to the gate (door) and open =
it to=20
            find Rayo, your horse. You need a saddle before you're going =

            anywhere so find the shed behind the stump. Get the saddle =
and take=20
            the rope and saw from the wall as well.</P>
            <P>Back to Rayo and saddle up. Now what? Rayo is hungry, so =
give him=20
            the apple. Wrong! He doesn't like apples so let's find =
something=20
            else.</P>
            <P>Go back to the yard to the carrot crop. You need water so =
look=20
            around. Pick up the bucket near the outhouse and the log =
might come=20
            in handy so take that too. Fill the bucket at the pump and =
water the=20
            crop three times to get 5 carrots. You can repeat the =
process as=20
            often as necessary as it never hurts to have a supply of=20
carrots.</P>
            <P>Might as well grab that sock in the washing basket at the =
end of=20
            the house then back to Rayo and feed him. Time to leave.</P>
            <P><B class=3Dparaheader>Jones Farm</B><BR>You meet Joe and =
Alvin here=20
            and learn they could do with your help. They reel off lots =
of=20
            chores. Talk to Joe again for clarification. Your three main =

            objectives are:<BR>Task 1: Find another man to defend the=20
            farm<BR>Task 2: Get some money to strengthen the defences =
(i.e. buy=20
            some weapons and ammunition)<BR>Task 3: Stop Starek's gunmen =
from=20
            arriving on the Abilene train.</P>
            <P>Now look around and take the lever from the fireplace and =
grab=20
            all the dollars you can find.</P>
            <P>Go upstairs and take the basket and move the step ladder =
to the=20
            window. You can't exit here without your hat so search the =
bedroom=20
            and add to your dollar collection. Downstairs to get your =
hat then=20
            return and use the ladder. Below you see a rope that passes =
over the=20
            pigsty where there is a pig and a wheel ... could be useful =
later.=20
            You can't do anything with that rope yet so back =
downstairs.</P>
            <P>Outside and talk to Alma about the pig (it only eats =
fresh fish),=20
            the wheel (no, you can't just take it), and her daughter, =
Annie, who=20
            is a Jesse James fan. Take the bucket before you go and note =
the log=20
            holder at the side of the house. Use the log with the holder =
then=20
            cut it with the saw. Take the two cut logs.</P>
            <P>There is a shed adjoining the pigsty with a bowl and a =
hatch that=20
            closes -- interesting!</P>
            <P>You can grow more carrots at this farm if you want. Off =
to=20
...</P>
            <P><B class=3Dparaheader>School</B><BR>You meet Rhiannon =
(lust at=20
            first sight) but your efforts to save her from Starek and a =
fate=20
            worse than death (marriage to Floyd) see you knocked out. =
Billy=20
            escapes.</P>
            <P>When you come round take your hat and guns. Search the =
children's=20
            desks and take the folding ruler then get more dollars and a =
pen=20
            from the teacher's desk.</P>
            <P>Outside walk around the back of the schoolhouse and take =
the=20
            lever. Annie is nearby playing on a swing, so make friends. =
She=20
            tells you Rhiannon is Starek's niece and she doesn't have a=20
            boyfriend ... good! She also knows that Billy is hiding from =
you in=20
            his secret hideout. She doesn't know where it is but Toby, =
her dog,=20
            is a good tracker. Of course you can't just borrow Toby, =
Annie wants=20
            a picture of Jesse James first. Talk some more and Annie =
gives you=20
            some hints for getting into the pigsty. Off to ...</P>
            <P><B class=3Dparaheader>Town ... some sightseeing =
...</B><BR>Get=20
            acquainted with Shorty, he's not very friendly and he'll =
follow you=20
            everywhere in town.</P>
            <P><B class=3Dparaheader>Jackson's Store</B><BR>Tackle this =
place=20
            first to collect some useful hints.</P>
            <P>Buy the newspapers and read them. As well as hints they =
have=20
            useful addresses for sending telegrams later.</P>
            <P>Particularly note the stories on:<BR>A jail escape with =
the help=20
            of a bull (useful for Task 1)<BR>A Bank robbery involving =
avoiding=20
            security cameras (useful for Task 2)<BR>The destruction of a =
railway=20
            bridge with the help of explosives and a Winchester (useful =
for Task=20
            3)</P>
            <P>Talk to the Storekeeper. He has weapons for sale but you =
need a=20
            SISA Card from the Bank which is very expensive, you could =
never=20
            afford it! You can buy explosives (dynamite) here too but =
you need a=20
            permit from the Sheriff and an authorised check for =
$100.</P>
            <P>Look around for now, you can buy later when you have more =
money.=20
            Pay the $5 to enter the clothing store and look around =
again. Go=20
            downstairs and note the photo developing machine.</P>
            <P><B class=3Dparaheader>Sheriff's Office</B><BR>Talk to the =
Sheriff=20
            to get some background on Starek. His brother, Roderick =
(Rhiannon's=20
            father) was mysterious murdered. His lone prisoner is =
accused of=20
            stealing Starek's cattle.</P>
            <P>Maybe that prisoner (Tom Postom) is worth checking out so =
go=20
            around the back of the Sheriff's Office and talk to him =
through the=20
            bars. He's a farmer and a friend of Alvin and Joe. Another =
hand to=20
            help the farmers? (Task 1) And he's a forger too, which =
could come=20
            in handy.</P>
            <P>What luck, a raging bull nearby! You also learn that the =
Sheriff=20
            is waiting for a commissioner for the hearing. Walk north to =
...</P>
            <P><B class=3Dparaheader>Maintenance Area</B><BR>There is a=20
            maintenance truck and a shed here. You can't lift the bar on =
the=20
            shed but that pulley above could help. Use a rope on it to =
raise the=20
            bar and open the door. Inside take the climbing belt and a=20
            replacement rope.</P>
            <P>Next take a ride on the maintenance truck and take the =
uncharted=20
            track to the right which goes to the Bridge. Take a close =
look,=20
            demolishing it could stop the train! (Task 3).</P>
            <P>You'll also see a fish in the water (remember the pig). =
Face the=20
            beach and take a swipe at it (click like crazy) and it =
beaches but=20
            wiggles back to safety. So put the basket on the beach take =
another=20
            swipe and catch yourself a fresh fish.</P>
            <P>You can also use the maintenance truck to cross the =
bridge and=20
            pick up the axe and the rope near the shed. Before you head =
back to=20
            the Maintenance Area take note of the telegraph pole. Might =
be=20
            useful later.</P>
            <P>Now take the other uncharted path to the Fair. Talk to =
the=20
            Fairman to learn about the shooting contest culminating in a =

            shootout against his Robot to win a Winchester 73. More =
luck!! You=20
            only have toy guns so you can't play yet, but take =
particular note=20
            of the Robot Oil. Return to Town and find the ...</P>
            <P><B class=3Dparaheader>Station</B><BR>Talk to the =
Telegraphist to=20
            learn about the next train from Abilene. </P>
            <P>You can send some telegrams, 5 of them in the hope of =
getting=20
            some cash, and 1 to get a rhyme for later use. Just enter =
the=20
            waiting room and return to get your reply/money as they =
arrive one=20
            at a time each time you enter this area. You should now have =
money=20
            to spare!</P>
            <P>Whilst in the waiting room pick up the specs from the =
table and=20
            another door opens into the station yard where you find =
another log=20
            and a fold-up wheelbarrow.</P>
            <P><B class=3Dparaheader>Bank</B><BR>Note the security =
camera!</P>
            <P>Exhaust all conversation with the Banker to learn:<BR>To =
open an=20
            account you need an address at the Saloon.<BR>Obtaining a =
SISA card=20
            is out of the question, that will require a more devious =
strategy=20
            ... a robbery?<BR>To get an authorised check for $100 some =
property=20
            deeds would be useful.</P>
            <P><B class=3Dparaheader>Saloon:</B><BR>Talk to the Barman =
then head=20
            upstairs, he'll stop you. So pay for a Bath and get the =
master=20
            key.</P>
            <P>Head back upstairs to the bathroom and pick up the =
matches from=20
            the chair and the soap from the bath.</P>
            <P>The Doc is up here too and he wants a tooth pulling. Note =
the=20
            portrait on his desk. Bargain with him, you'll pull his =
tooth for=20
            the picture of Jesse James. You'll need some pliers and a =
bottle of=20
            good whisky.</P>
            <P>Back downstairs and buy the Triple X Whisky from the =
Barman then=20
            zap across to Jackson's Store to buy the pliers. Back to the =
Saloon=20
            and upstairs to the Doc again. Give him the whisky and =
remove his=20
            tooth with the pliers. Take the portrait of Jesse James and =
you also=20
            have an extra tooth.</P>
            <P>Nip into the room next door and search to find a couple =
more=20
            dollars and take the doctor's bag/case. Take the key to room =
#4 from=20
            the table. Exit and cross the hall to room #4 for a few =
dollars more=20
            and pick up the cushion from the chair.</P>
            <P>Back downstairs and talk to the Stranger, he won't say a =
thing.=20
            Ask the Barman about him and you learn he's a smuggler. For =
$5 you=20
            can get an introduction. So pay up then talk to the =
Stranger. He's=20
            got some Adulterated Robot Oil for sale. Expensive but buy =
it.</P>
            <P><B class=3Dparaheader>Bank (again)</B><BR>Give the Banker =
room key=20
            #4 to get your Bank Book. You can now get a small loan and =
top up=20
            your supply of dollars.</P>
            <P><B class=3Dparaheader>Get back your guns</B><BR>Now you =
have the=20
            Jesse James picture you can work on the important job of =
getting=20
            your guns!</P>
            <P>So back to the School and give Jesse's portrait to Annie. =
You can=20
            now borrow Toby but you'll need that sock for him to track=20
Billy.</P>
            <P>Use the sock on the dog then follow it to the tree house. =
Use=20
            your rope to climb the tree and talk to the kids. Eventually =
you'll=20
            learn that your guns are in the school outhouse so back you =
go to=20
            collect them.</P>
            <P>Oh No! As you leave the school yard you run smack into a =
cart=20
            accident. Livy (Rhiannon's maid) and the Doc are now in =
trouble. Of=20
            course you offer to help.</P>
            <P>Talk to Livy and plan to get a doctor's disguise to visit =

            Rhiannon. You'll need:<BR>A bowler hat<BR>A jacket<BR>Some =
thick=20
            specs<BR>An old case/bag ... and you have to be =
fatter.<BR>Of course=20
            a new wheel for the cart will help too! </P>
            <P>So many things to do ... get that disguise, rob the bank, =
blow up=20
            the bridge, win the shooting challenge, free Tom Postom, et. =
etc.=20
            One at a time ...</P>
            <P><B class=3Dparaheader>Free Tom Postom</B><BR>Return to =
the Sheriff=20
            and say you are representing Tom Postom to learn that the =
Sheriff is=20
            waiting on a telegram to say that the commissioner is =
arriving.=20
            Maybe we could help things along. Drop in at the Station to =
send a=20
            fake telegram. Sadly the Telegraphist won't let you. You =
need=20
            another strategy.</P>
            <P>Back to Jackson's Store and buy that mobile phone that's =
good for=20
            sending telegrams. You've got plenty of money so pick up the =

            Hydraulic Jack too. It might help later with the cart. The =
Tyrolean=20
            Harness will come in handy as well. Then into the clothing =
section=20
            for the bowler hat before you leave.</P>
            <P>Head off to the Bridge, remember that pole. Use the =
climbing belt=20
            to climb it and then use the mobile on the connection to =
send a=20
            telegram to the Sheriff telling him to meet the train.</P>
            <P>Back to the Station and talk to the Telegraphist. Pick up =
the=20
            Sheriff's telegram and deliver it to him.</P>
            <P>Outside to the street and watch the Sheriff leave ... =
alas he=20
            locks the office door.</P>
            <P>Go around and talk to Tom. Give him the fold-up ruler to =
reach=20
            the key. Back to the front door with your newly acquired key =
and=20
            enter the Sheriff's Office. Search around and pick up some =
dollars=20
            and the red cloak. You may as well take the Sheriff's =
Appointment=20
            Certificate hanging on the wall, that signature might come =
in handy=20
            later to get the dynamite.</P>
            <P>Walk around the back again and use the red cloak on the =
bull who=20
            will obligingly knock a great hole in the wall. Tom is free =
and Task=20
            1 is complete!</P>
            <P><B class=3Dparaheader>Win the shooting challenge, get the =

            Winchester</B><BR>If you haven't done so already buy the =
Adulterated=20
            Oil from the Stranger in the Saloon then back to the Fair. =
Remember=20
            to swap the adulterated oil for the robot oil to give you an =

            advantage against the robot in the final level. Then talk to =
the=20
            Fairman to start the show.</P>
            <P>There are 4 progressively harder levels till you face the =
robot.=20
            Shoot only the targets with red shirts. You might have to =
put in=20
            some practice first to see where the targets appear but the =
sequence=20
            of appearance is random so you can't anticipate further. See =
the=20
            note above if you have cursor problems.</P>
            <P>When you finally complete level 4 and the Robot juices up =
with=20
            the adulterated oil, it is no match for you or anyone for =
that=20
            matter. Take a bow and take the Winchester.</P>
            <P><B class=3Dparaheader>Sarsaparilla rhyme duel (Part 1 and =

            2)</B><BR>Go back to the Saloon to celebrate. For this =
contest you=20
            must win three rounds with Whiskers, Fatty and, finally the =
Fairman=20
            to collect up enough rhyming insults to deal with Shorty. =
Whiskers=20
            is first, followed by Fatty and then the Fairman. As each =
one=20
            exhausts their repertoire of insults they make room for the=20
next.</P>
            <P>You already know one insult from the Poet's telegram so =
approach=20
            Whiskers at the bar and challenge him to a sarsaparilla =
duel. As you=20
            play you will collect more and more matching pairs of =
rhyming=20
            insults. Keep challenging till you have a correct response =
then=20
            fling back an insult that you don't know the answer to so =
you can=20
            learn it and add it to your own repertoire.</P>
            <P>You can also challenge Shorty to add to your list. If you =
win a=20
            duel and your dueling partner sulks, just pop outside and =
return and=20
            he'll be ready for more. When Whiskers departs Fatty will =
take his=20
            place and you can repeat the process.</P>
            <P>You can't finish the dueling at this point, you're =
waiting on the=20
            Fairman, but there's more to do to fill in the time.</P>
            <P><B class=3Dparaheader>Help Livy so you can visit Starek's =

            Ranch</B><BR>First you need that wagon wheel so return to =
the Jones=20
            Farm.</P>
            <P>You can enter the house and go upstairs, up the ladder to =
the=20
            roof and use the Tyrolean Harness to slide down the rope for =
a=20
            surprise encounter with the pig. Or you can prepare =
first.</P>
            <P>Go to the shed and lure the pig to the hatch by putting =
the fish=20
            in the bowl. When the pig is eating trap it by lowering the =
hatch=20
            door.</P>
            <P>Then use the Tyrolean Harness to slide down the rope to =
get to=20
            the wheel. It's stuck so use the lever to free it. Chase it =
out into=20
            the yard ... alas it's too heavy to pick up. Use the fold-up =

            wheelbarrow and Rayo will follow you back to the crash =
site.</P>
            <P>Crash site: You'll first need to jack up the cart. Use =
the=20
            hydraulic jack then use the wheelbarrow to attach the wheel. =
Now for=20
            the Doctor's disguise! </P>
            <P>Luckily moving the cart threw the Doc clear so you can =
borrow his=20
            jacket. Show it to Livy, it's too dirty and needs =
cleaning.</P>
            <P>Back to Bannister Farm for some washing. Of course, it's =
not your=20
            job so go ask Stella. She'll tell you to put it in the =
basket and=20
            find some soap. Go outside and do as you're told, put the =
jacket in=20
            the basket and the soap in the sink.</P>
            <P>Back to tell Stella you're ready then follow her outside =
and wait=20
            to get the wet jacket. It has to be dried and the fire =
inside will=20
            do the trick.</P>
            <P>So first use the 2 cut logs with the tree stump and chop =
them=20
            with the axe to get 4 split logs. Back inside and put them =
on the=20
            fire. Light it with a match and the bellows will get it =
going=20
            strongly. Now you can put the jacket on the stand and wait =
till it=20
            dries. That's it, so back to ...</P>
            <P>Crash Site: Give Livy the bowler hat, jacket, specs, =
cushion,=20
            doctor's bag/case, and you make a quick change and begin =
your trip=20
            to Starek's Ranch to meet Rhiannon, amongst others.</P>
            <P><B class=3Dparaheader>Starek Ranch</B><BR>After you fall =
from=20
            Rhiannon's window you get control back again.</P>
            <P>Get the lamp from the seat then walk north and find the =
kitchen=20
            door. Open it and talk to Livy. She will open Rhiannon's =
window=20
            again for you and she tells you about a secret passage to =
exit the=20
            mansion.</P>
            <P>Search the room to get some dollars and take a carrot =
too. Look=20
            at the book and ask about it. Livy will swap it for a relic, =
so give=20
            her the doctor's tooth and take the Book on Rome.</P>
            <P>Leave and return to the window and it's open, waiting for =
you to=20
            climb inside.</P>
            <P>Upstairs: You can collect more cash in drawers and =
cupboards as=20
            you go.</P>
            <P>Search Rhiannon's room take the Renaissance Book on the =
desk.=20
            Exit and walk down the passage to the end room, picking up =
the Book=20
            on Medieval History on the way. Enter that room and get the =
Book on=20
            Prehistory.</P>
            <P>Downstairs: Enter the end room with double doors. Pick up =
the=20
            camera from the settee and the Book on Ancient Greece from =
the=20
            chair.</P>
            <P>Move on to the library and find the bookcase with missing =
books.=20
            Put your little collection on the shelves and you can now =
follow the=20
            rainbow (ROYGBIV) to open the secret passage.</P>
            <P>Use the lamp to escape and you emerge outside the =
mansion. (If=20
            you can't see Rayo use the cursor to find him). Back to =
town.</P>
            <P><B class=3Dparaheader>Blow up the Bridge</B><BR>To get =
the dynamite=20
            you need a Special Permit (signed by the Sheriff) and an =
authorised=20
            check.</P>
            <P>You have the Sheriff's signature on his Appointment =
Certificate=20
            so first go back to the Stranger in the Saloon and purchase =
a=20
            Permit. Tom is at the Jones Farm and he will forge the =
Sheriff's=20
            tricky signature for you. When you get there ask Joe and =
Alvin about=20
            his whereabouts ... he's hiding upstairs in the closet. Find =
him and=20
            give Tom the Permit, the Certificate and the pen, he'll deal =
with=20
            the signature.</P>
            <P>Of course you don't have $100 so you need something as=20
            collateral. Go to Bannister Farm and use the master key to =
open the=20
            bedroom door and take the deeds from the small cupboard. You =
can now=20
            return to town and hand over the deeds at the Bank for the =
$100=20
            check.</P>
            <P>Back to Jackson's Store and hand over the Permit and =
check to get=20
            the dynamite. Before you leave buy the automatic launcher =
belt,=20
            you'll need it.</P>
            <P>Off to the Bridge and use the launcher belt on it to =
climb up.=20
            Use the dynamite, back down then walk to the far right to =
use the=20
            Winchester behind a rock. You'll get a target on screen so =
aim=20
            carefully. You can just see a little bump on the beam that =
is the=20
            dynamite. Ammunition isn't a problem so shoot away till the =
bridge=20
            comes tumbling down. (Task 3 completed)</P>
            <P>For future reference note that the Sheriff is on his way =
to=20
            investigate.</P>
            <P><B class=3Dparaheader>Weapons for the Farmers</B><BR>You =
need the=20
            SISA Card so back to the Bank and note you can get the =
Banker to=20
            disappear momentarily by asking him to turn off the fans. As =
per the=20
            newspaper hint take a picture of the Banker and, remember =
the=20
            developing machine in the Store basement, head over there =
and=20
            develop it.</P>
            <P>Alas Shorty is still hanging around so you can't do any =
more in=20
            the Bank till you get rid of him. You must finish the =
Sarsaparilla=20
            Duel.</P>
            <P>Back to the Saloon. The Fairman is there waiting to =
challenge=20
            you. Deal with him as you did with Whiskers and Fatty and =
then it's=20
            Shorty's turn. He has some tricky new rhymes but if you have =
done=20
            your homework you'll eventually catch him out. Leave him to =
drown=20
            his sorrows.</P>
            <P>Now back to the bank, alone at last, and ask for the fans =
to be=20
            switched off/on. Whilst the Banker is away put the photo on =
the=20
            camera to fool it. Then draw your guns and threaten the =
Banker. When=20
            he gives you the slip and hides in the vault you can open =
the door=20
            with the lever and search the desks for the SISA Card.</P>
            <P>Back to the Store and give the card to the Storekeeper to =
collect=20
            the goodies. (Task 2 completed).</P>
            <P><B class=3Dparaheader>The gunfight at the =
ravine</B><BR>After the=20
            long cut scene where you are ambushed, the shoot-out is =
next. You=20
            have 1 minute to shoot 4 baddies who are in different =
locations.=20
            Left click to move and right click to shoot. Once you target =
a bad=20
            guy rapid clicking should help. Good luck. Don't worry too =
much, if=20
            you fail you are automatically restored to the start of the =
1 minute=20
            sequence to try again and the good news is that if you have =
shot out=20
            the barrels that the baddies are hiding behind they will =
stay moved=20
            on your subsequent attempts. This makes it progressively =
easier to=20
            shoot the baddies as their cover is already dislodged.</P>
            <P><B class=3Dparaheader>The Super Farmer</B><BR>Next head =
for the=20
            bridge to see the Sheriff. Talk to him, he's looking for =
some=20
            evidence of the Super Farmer, some food left behind. So =
plant the=20
            apple that Rayo nibbled and the Sheriff will spot the big =
teeth=20
            marks and take it as evidence of a giant foe.</P>
            <P>Head for the Jones farm and talk to Joe. Look in the =
ditch and=20
            pick up a big Toltec foot ... lucky! Take it back to town =
and find=20
            the Sheriff behind the jail. There's a mud patch just =
waiting for a=20
            big footprint! So drop the foot and the Sheriff will spot =
the print=20
            and scurry off to tell Starek about the Super Farmer.</P>
            <P><B class=3Dparaheader>The end</B><BR>It's time now to =
head for=20
            Starek's ranch, get rid of the bad guys and get the =
girl.</P>
            <P>Enter by the drain and go up to Rhiannon's room, out the =
window=20
            and around to meet up with Rhiannon and Starek et al and on =
to the=20
            final showdown.</P>
            <P>Relax, this is a strategy shoot-out. As Fenimore your job =
is to=20
            keep Starek and Floyd pinned down. The baddies portraits at =
the top=20
            of the screen will turn brown when they are out of action. =
You can=20
            then switch to the good guys portraits at the bottom of the =
screen=20
            as they become highlighted to take care of their targets and =
send=20
            more of the baddies running.</P>
            <P>Watch the ending and don't forget the out-takes.</P>
            <P>Will Fenimore and Rhiannon live happily ever after?</P>
            <P>See the Quandary Review of <A=20
            =
href=3D"http://www.quandaryland.com/jsp/dispArticle.jsp?index=3D659">Want=
ed:=20
            A Wild Western Adventure</A>.</P>
            <P><B class=3Dcopyright><I>Copyright =A9 Rosemary &amp; =
Gordon 2004. All=20
            rights reserved.</I></B></P><!-- Display 'Send this page to =
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