===============================================================================
= =
= GUN (PC) =
= ------------------- =
= FAQ/Walkthrough =
= ~ =
= Written by Scottie_theNerd (scottie_thenerd@yahoo.com) =
= Copyright (c) 2006 David Nguyen =
= Version 1.01 =
===============================================================================
*******************************************************************************
LEGAL DISCLAIMER
*******************************************************************************
This guide is written by David "Scott Lee" Nguyen, also known as
Scottie_theNerd. Should this FAQ be hosted on any site other than
GameFAQs (www.gamefaqs.com), permission is required from me before hosting.
Distributing this guide without prior permission is a direct violation of
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-SuperCheats (www.supercheats.com)
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To gain permission, ask nicely via an email to scottie_thenerd@yahoo.com. This
email should also be used if there are any specific questions related to this
guide. To ensure a response, please specify this guide in your email subject.
Anything resembling spam will be promptly removed.
=======================
VERSION HISTORY
=======================
*Version 1.01 (Apr 18 2006) -Several minor corrections
*Version 1.0 (Apr 16 2006) -Guide Completed
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
TABLE OF CONTENTS
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
To use the index codes for quick navigation, open the search function in your
browser (CTRL + F) and copy/paste the index code. This will take you directly
to the desired section.
1. Introduction........................................................[INT000]
i. Characters...................................................[INT001]
ii. Locations....................................................[INT002]
2. Gameplay............................................................[GPL000]
i. Controls.....................................................[GMP001]
ii. Riding.......................................................[GMP002]
iii. Combat.......................................................[GMP003]
iv. Doing Missions...............................................[GMP004]
v. Stats........................................................[GMP005]
vi. Navigation...................................................[GMP006]
3. Gameplay Tips.......................................................[TIP000]
4. Walkthrough.........................................................[WLK000]
i. The Hunt.....................................................[WLK001]
ii. Steamboat Massacre...........................................[WLK002]
iii. Honest Tom...................................................[WLK003]
iv. The Red Hang Gang............................................[WLK004]
v. Quick Killer at the Bridge...................................[WLK005]
vi. Whore Coach..................................................[WLK006]
vii. Law and Order................................................[WLK007]
viii. Escape the Jail..............................................[WLK008]
ix. Ambush the Train.............................................[WLK009]
x. Defend the Hideout...........................................[WLK010]
xi. Take Down Hoodoo.............................................[WLK011]
xii. Save Soapy...................................................[WLK012]
xiii. Hollister's Fort.............................................[WLK013]
xiv. Attack the Fort..............................................[WLK014]
xv. Battle at the Steamboat......................................[WLK015]
xvi. Across the Badlands..........................................[WLK016]
xvii. Escape the Ambush............................................[WLK017]
xviii.Magruder's Mine..............................................[WLK018]
5. Side Missions.......................................................[SDE000]
i. Bounty.......................................................[SDE001]
ii. Pony Express.................................................[SDE002]
iii. Poker........................................................[SDE003]
iv. Deputy.......................................................[SDE004]
v. Federal Marshal..............................................[SDE005]
vi. Hunting......................................................[SDE006]
vii. Ranch Hand...................................................[SDE007]
6. Weapons.............................................................[WPN000]
i. Pistols ....................................................[WPN001]
ii. Rifles.......................................................[WPN002]
iii. Shotguns.....................................................[WPN003]
iv. Sharpshooters................................................[WPN004]
v. Bows.........................................................[WPN005]
vi. Melee........................................................[WPN006]
vii. Thrown.......................................................[WPN007]
viii. Stationary...................................................[WPN008]
7. Shopkeeps and Items.................................................[ITM000]
i. Dodge City...................................................[ITM001]
ii. Empire.......................................................[ITM002]
iii. Indian Trader................................................[ITM003]
8. Gold Locations......................................................[GLD000]
9. Frequently Asked Questions..........................................[FAQ000]
10. Retrospective ***SPOILER WARNING***...............................[RTR000]
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
1. INTRODUCTION [INT000]
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
"My name is Colton...and GUN is my story."
Games set in the American Old West haven't been too common. Take a look at
something like the World War II genre. As material for gaming, the Old West
offers a lot of potential, but unfortunately we've only seen some mildly
successful ones. Before GUN was a title called Red Dead Revolver, which
featured a lot of gunslinging through the views of several characters. Despite
the film-like presentation of Red Dead Revolver, the plot wasn't up to the epic
standards of the classic Western movies, leaving a bit to be desired.
Then came Neversoft (of Tony Hawk fame) and their brainchild, GUN. Following
the story of Colton White, a hunter out for revenge against a ruthless one-eyed
tycoon and dealing with corrupt officials, bandits and hostile Indians, GUN
placed players in a free-roaming Old West environment. Players could mount a
horse and ride into the sunset, play a few rounds of poker, hunt some
criminals, dig for gold and even work on a ranch. It was toted as the Grand
Theft Auto of the Old West, something that no other Western title can claim.
Despite it's short length and lack of replay value, GUN does the sandbox genre
some justice, more so with its epic presentation, including an all-star cast of
actors. GUN feels just like a movie, especially with it's immersive soundtrack
and brutal, mature-themed storyline. It's also very easy to pick up and play.
This guide is written as a FAQ/Walkthrough to the PC version of the game. It
can be used for the console versions of the game, as they are essentially the
same apart from the controls, although the PSP version might differ in some
aspects. The sections are designed to be as comprehensive as possible, and
while I do emphasise some recommendations throughout the game, the walkthrough
caters for alternative gameplay styles to suit a wider range of players. While
the missions are fairly linear, there are certainly various ways to go about
achieving their objectives. This walkthrough outlines the simplest, most
effective methods of going through the game.
Note that this guide is not intended to be a spoiler-free walkthrough. I will
make efforts not to refer to essential plot developments, especially through
cutscenes, but I will be referring to characters and locations by name, which
may or may not reveal critical plot details.
===============================================================================
i. Characters [INT001]
===============================================================================
Throughout the game, you will encounter a wide variety of characters, both
major and minor. Unfortunately, most of the minor characters literally last for
a few minutes before something happens to them. This section is intended to
provide a brief list of the characters that appear in GUN.
--------------
Colton White
--------------
The protagonist of the game. Raised by Ned White to be a hunter, Colton is
adept at using firearms and has a strong survival sense. His gruff but
proactive attitude makes him a natural leader of all people.
-----------
Ned White
-----------
Colton's father. Old and rugged, Ned is a healer and a hunter. He takes care of
Colton and teaches him the survival skills of the wilderness. While seemingly
an honest, caring father, Ned tends to be pragmatic and has a much deeper past
than Colton is aware of.
---------------
Reverend Reed
---------------
A suspicious preacher with a crazy voice, Reverend Reed is first encountered on
the Steamboat with his own hidden agenda.
-----------------
Thomas Magruder
-----------------
A former Major of the Confederate Army during the Civil War, Magruder is a
huge mining tycoon taking over local and native lands to further his business.
However, his goal is far deeper, drawing back to a secret mission in the last
days of the Civil War that might have turned the tide of war and changed
history as we know it.
-------
Jenny
-------
A barmaid in Dodge City, Jenny is a friend of Ned White and carries a stash of
Ned's posessions to give to Colton. She travels with Colton to Empire, and is
not afraid of wielding a rifle to ward off raiders.
--------------
Hoodoo Brown
--------------
The mayor of Empire and owner of Empire's casino. Hoodoo Brown is well-
presented, but rules the town in whatever way he sees fit, assisted by his
loyal deputies J.J. Webb and Rudabaugh.
--------------
Clay Allison
--------------
A former Corporal in the Confederate Army under Magruder, Clay Allison is the
leader of the local resistance against Magruder's firm grip over the land.
--------------------
Sergeant Hollister
--------------------
A former Union soldier in the Civil War, Hollister leads a band of renegades
against the local population. Hollister is feared by his victims and his men,
appearing to be more of a beast than a man.
-------------
Many Wounds
-------------
The leader of the Apache Indians in the area, Many Wounds appears to be a
formidable enemy as well as an invaluable ally.
===============================================================================
ii. Locations [INT001]
===============================================================================
Despite the free-roaming nature of GUN, the world map is actually quite small.
The game only features two towns and a few open areas, but very little in terms
of exploration.
------------
Dodge City
------------
Located on the east side of the map, Dodge City is a one-street town with
numerous alleys behind the shops. The Deputy, Pony Express and Poker missions
are based here. You won't be able to leave Dodge City until you complete enough
story missions in Dodge. You'll be coming back here quite often.
-------------
Empire City
-------------
Empire, New Mexico, due west of Dodge City. Unlike Dodge City, Empire is a MUCH
bigger town. Unfortunately, that just means more streets to ride through to get
to where you want. There's nothing of particular interest in Empire. The Poker,
Federal Marshal and Pony Express missions are based here. Most of the game
will take place in and around Empire.
----------
Badlands
----------
The plains between Dodge City and Empire. A railroad runs through this area,
and it contains a couple of mines, an old cottage and plenty of buffalo.
Hecht's Ranch is accessed off this area.
---------------
Hecht's Ranch
---------------
A private ranch south of the Badlands. Nothing here but horses. The Ranch Hand
missions are based here, and you will run past this place several times
throughout the game.
------------
Piper Lake
------------
A small lake north of Empire. Nothing of particular interest around the lake
itself, although it leads to the Resistance base.
--------------
River Canyon
--------------
Hidden Resistance base on the west side of Piper Lake. Nothing much here but
gold, tents and outlaws.
---------
Canyons
---------
Lots of rocks and narrow passages around here, with a couple of railroad
tracks. A couple of mines are active here, and plenty of gold lying around.
Several canyons are named, including Ten Fingers Canyon and Devil's Slot
Canyon, even though the whole complex is known as "Devil's Canyon".
-----------------
Magruder's Mine
-----------------
Large industrial complex at the top of the map with plenty of empty ground and
horses around it. The mine itself is inaccessible until the end of the game.
----------------
Blackfoot Camp
----------------
Home of the Blackfoot Indians. This is actually where you first hunt with Ned
and parley with Honest Tom, and you will later return here to assist the
Indians. Funny how they can re-use the same part of the map without you
realising it.
------------------
Hollister's Fort
------------------
Big fort with lots of gatling guns, cannons and zombie-like renegades. Scary
place. Not accessible until the later part of the game.
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
2. GAMEPLAY [CTR000]
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
===============================================================================
i. Controls [GMP001]
===============================================================================
----------------------
General and Movement
----------------------
Move Forward.....................[W]
Move Backward....................[S]
Move Left........................[A]
Move Right.......................[D]
Crouch...........................[Left Shift]
Jump.............................[Space]
Use..............................[F]
Drink Whiskey (Heal).............[G]
Scalp............................[T] + [F] over dead body, Scalping Knife
required (Note: there is no point to this)
--------
Combat
--------
Draw Weapon......................[Left Mouse Button]
Holster Weapon...................[T]
Fire.............................[Left Mouse Button]
Reload...........................[R]
Melee attack.....................[Right Mouse Button]
Grab Enemy.......................[F] (Only while stunned)
Release Enemy................[F] (While grabbed)
Execute/Subdue...............[Right Mouse Button] (While grabbed)
Switch to/from revolver..........[Left Alt]
Switch primary weapon
Rifle........................[Left Alt + G]
Shotgun......................[Left Alt + T]
Sharpshooter.................[Left Alt + Q]
Bow..........................[Left Alt + E]
Throw explosive..................[V] (Hold to throw further)
Switch to Dynamite...............[Left Alt + V]
Switch to Fire Bomb..............[Left Alt + Left Click]
Quickdraw........................[C]
Switch Targets...............[A] or [S] (During Quickdraw)
Zoom.............................[Z]
Lean Left........................[Q]
Lean Right.......................[E]
-------------
Horseriding
-------------
Mount/Dismount...................[F]
Move Forward.....................[W]
Move Backward....................[S]
Move Left........................[A]
Move Right.......................[D]
Spur.............................[Left Shift]
Gallop...........................Hold [Left Shift]
Jump.............................[Space]
Skid.............................[Right Mouse Button]
===============================================================================
ii. Riding [GMP002]
===============================================================================
No planes or cars here; just good ol' fashioned horsepower. Apart from walking,
riding is the only other way of getting around, and it would be incredibly
silly not to take a horse at every opportunity. Horses can be found practically
anywhere, from the streets of Dodge to middle of the plains. Very rarely will
you be left in the middle of nowhere without a horse, but it can and will
happen. In that case, you can either walk, or you can reload the game and hope
a horse spawns nearby.
NOTE:
There is no actual difference between the horses. You can pick any colour
horse, saddle or no saddle, anywhere anytime and it will have the exact same
speed and health as any other horse. Unless you're really picky about what
colour horse you ride, just jump on any and it'll do whatever you need it to
do.
The exception to this is Reverend Reed's horse, unlocked at the end of the
game, which is faster and has more health.
------------------
Control Overview
------------------
Mount/Dismount...................[F]
Move Forward.....................[W]
Move Backward....................[S]
Move Left........................[A]
Move Right.......................[D]
Spur.............................[Left Shift]
Gallop...........................Hold [Left Shift]
Jump.............................[Space]
Skid.............................[Right Mouse Button]
----------
Movement
----------
The mount a horse, walk up to it and press the Use key (Default: [F]). Move
around using the same movement keys as on foot (Default: [W],[A],[S],[D]).
Press the Use key again to dismount. Press [Space] to jump over obstacles such
as fences.
Note that you can dismount at anytime, so if you need to jump off from a full
sprint, you can do so without taking any damage. This is essential for
completing Pony Express missions. Avoid dropping from heights, as this will
damage both the horse and the player.
Remember that movement is not based on direction. Pressing forward will move
the character towards the top of the screen. Pressing right will move him to
the right, pressing down will move him downwards, and so on. It's logical on
foot, but on horseback it can be a bit deceiving. If the horse is facing down
and you want to go up, press up; don't use left and right to turn the horse
around.
-----------
Sprinting
-----------
Press the [Left Shift] button to spur your horse and hold it to gallop.
Obviously, galloping is much faster than trotting, but controlling your horse
becomes more difficult. Note that holding the Sprint button will allow you to
gallop indefinitely, as there is no stamina limit. Steer the horse by using the
left and right keys. You do not need to hold the forward key while sprinting.
The initial spur will give a boost of speed. Tapping [Left Shift] again will
spur the horse, giving another "turbo" boost. However, spurring too often will
damage your horse, killing it if you exhaust its health.
A horse's health bar (surrounding the player health bar) is grey. When you spur
the horse, the health bar will change to green. If you spur again while it is
green, it will lose a chunk of health. After a few seconds, the bar will return
to grey, after which you can spur again without a damage penalty. The health
bar will only regenerate while the horse is not galloping. The Horse stat (see
Stats [GMP005]) will decrease spur damage.
--------
Combat
--------
Horseback fighting works the same way as fighting on foot. You can use any of
your weapons, Zoom with them and Quickdraw from horseback. The only difference
is that you cannot use your melee weapon. Pressing the [Right Mouse Button]
will force your horse to trample what's in front of it.
You can kill enemies by shooting from horseback or by trampling them to death.
Small targets on foot (eg. people, wolves) can be damaged simply by running
over them. Larger targets (eg. buffalo, riders) can only be damaged by using
the Trample attack. Trampling is also needed to break down certain barriers.
Unlike dismounted combat, you cannot hide behind obstacles. On the other hand,
you will not take any damage yourself while mounted; all damage is taken from
the horse first until it is shot out from under you. In contrast, you can pick
off riders or aim specifically for their horse.
---------------------------------
Texture Loading: Speed Can Kill
---------------------------------
You might be wondering why this is here and how it relates to riding. It's
actually quite important to keep this in mind.
As with most games, GUN features two types of textures: high resolution
textures for nearby environments and low-res textures for distant textures. To
save processing capacity, the game only loads hi-res for nearby objects, but
has to process them as you travel through various areas. This is fine when
you're on foot, but when you're riding, you're travelling much faster.
Depending on how powerful your machine is, you might encounter this problem
frequently. When you're riding, you'll suddenly notice that all the land and
objects around you are blurry. This is the first warning that your computer
isn't loading the textures fast enough. If you continue further, the textures
will simply disappear and you will be riding on air. Go past this, and your
game will most likely crash.
There isn't any real way to avoid this problem. The only preventative measure
you can take is to slow down or stop when the textures start losing pace with
your travelling speed.
===============================================================================
iii. Combat [GMP003]
===============================================================================
This is a no-brainer: the point of fighting is to kill the other guy. Granted,
it does get a *little* more complicated when you actually get around to it.
Engaging in combat simply involves pulling out your weapon, pointing at an
enemy and pressing the fire button. Repeat until the enemy is dead. Of course,
the enemy will most likely be doing the same to you, and that's where the
difficulty comes in.
This section will look at the different aspects of combat and its related
topics.
------------------
Control Overview
------------------
Draw Weapon......................[Left Mouse Button]
Holster Weapon...................[T]
Fire.............................[Left Mouse Button]
Reload...........................[R]
Melee attack.....................[Right Mouse Button]
Grab Enemy.......................[F] (Only while stunned)
Release Enemy................[F] (While grabbed)
Execute/Subdue...............[Right Mouse Button] (While grabbed)
Switch to/from revolver..........[Left Alt]
Switch primary weapon
Rifle........................[Left Alt + G]
Shotgun......................[Left Alt + T]
Sharpshooter.................[Left Alt + Q]
Bow..........................[Left Alt + E]
Throw explosive..................[V] (Hold to throw further)
Switch to Dynamite...............[Left Alt + V]
Switch to Fire Bomb..............[Left Alt + Left Click]
Quickdraw........................[C]
Switch Targets...............[A] or [S] (During Quickdraw)
Zoom.............................[Z]
Lean Left........................[Q]
Lean Right.......................[E]
--------
Health
--------
The health bar is represented by a green bar surrounded by a gold engraving in
the bottom left hand corner of the screen. As you take damage, the bar will
drop until it reaches a critical red colour, and your character will mention
that he "needs a drink". Damage is obtained through being shot or falling from
high distances. If the bar drops to zero, you are dead, though you get to
respawn to an earlier checkpoint. Death is never permanent.
Horses (see Riding [GMP002]) have their own health bar, which surrounds the
player health bar. Horses will take damage in lieu of the player when fighting
from horseback.
Health can only be increased by improving the Health stat, which is done
automatically after completing a few Story missions (see Stats [GMP005]). You
take a substantially amount of damage at the beginning of the game, but as you
progress through the story you will be able to withstand far more damage. Note
that dynamite explosions will most likely kill you in one hit, and cannon shots
will take off huge chunks of health.
To recover Health, drink some whiskey by using the [G] button. You will
instantly recover all of your health. Be warned though: you can only drink from
your flask four times before you run out and need to find more. This can be
increased by buying the Health slot item from the Dodge City Shopkeep.
---------------
Using Weapons
---------------
You will have a reasonable selection of weapons to choose from, each with their
own uses. For a more comprehensive list of weapons, see Weapons [WPN000].
The different weapon types you can use include:
-Revolvers: Quick-firing close-range weapon
-Rifles: Long range, medium-speed, powerful weapon
-Shotgun: Very short range, very high damage
-Sharpshooter: Very long range precision rifle
-Bow: Long-range silent weapon
-Melee: Close-quarters attack
-Thrown: Tactical explosive weapons
Most of these are not available from the beginning, and will be procured
throughout the game. Ammunition can be obtained in towns or off dead enemies.
The ammunition count can be seen in the bottom left hand corner, as well as any
rounds still in the weapon's chamber.
Each weapon has their own characteristics and aiming reticule. Using them
basically involves point, click and fire. Note that each weapon has a limited
range. An enemy is in range when the reticule turns red when aiming at them.
Otherwise, the hit will not register.
-----------
Quickdraw
-----------
Quickdraw is a special mode that slows down time and switches the view to
first-person, allowing the player to use their revolver to shoot much faster
and more precise than they normally could. Quickdraw is activated by pressing
the [C] button.
Quickdraw has a limited duration. When activated, this duration is seen as a
gold bar at the bottom of the screen. Outside of Quickdraw, the bar is seen in
the bottom left hand corner of the screen along with the health and ammo bars.
The duration of Quickdraw can be increased with the Quickdraw stat and the
Medicine items bought from the Indian Trader.
The bar cannot regenerate by itself. Rather, it can be slowly recovered by
killing enemies. Various "special" shots can speed up recovery, including:
-Headshots
-Weapon shots (shooting the weapon out of the enemy's hand)
-Multiple kills (in quick succession, including non-revolver multikills)
-Arrow shot (shooting arrows out of the air)
-Multiple Melee kills
-Shooting riders off horses
-Explosive multikills
-Dismemberment (blowing off a limb, usually with a shotgun or Ferguson)
Incidentally, most of these are most easily done using Quickdraw, so you'll be
relying on regular kills and headshots to recharge your Quickdraw. Note that
scoring those shots will increase your Quickdraw DURING it's duration.
Eventually you'll run out of things to shoot, so you won't be able to sustain
Quickdraw indefinitely.
While in Quickdraw, aiming will be much slower. If there are any enemies in
range, you will automatically lock onto them. Multiple enemies are indicated by
red arrows indicating their position. Use the [A] and [D] buttons to quickly
scroll between targets. This is recommended, since aiming manually is painfully
slow. This is incredily useful for taking out mobs and multiple arrows,
although it can be disorientating.
Once activated, Quickdraw can be toggled off. You are not forced to use up all
your Quickdraw, and whatever amount you have left can be used again. This
allows you to tap Quickdraw for one or two accurate shots before snapping out.
Conserving Quickdraw this way can greatly extend the amount of time you can use
it.
Note that you essentially have unlimited ammo during Quickdraw. You can fire
away as much as you want and you won't reload until the Quickdraw is over. The
ammo will be deducted from your chamber, but if it exceeds the number of rounds
already there, it will reset from full. Use Quickdraw to your advantage as a
"tactical reload" while taking out enemies. Be very liberal in its use: you
WILL be relying on it for practically any difficult situation until you can
rapid-fire one-hit-kill with the Ferguson rifle.
--------
Aiming
--------
Bows, Rifles and Sharpshooters can be aimed with the Zoom button (Default:
[Z]). This will allow you to take far more accurate shots at the cost of
reduced peripheral vision. You can aim on foot and on horseback, and is
essential for taking out distant targets.
Note that there is a graphical glitch where the end of your weapon will clip
with objects that are a few metres in front of you. There isn't much you can do
about this besides aiming elsewhere.
When looking at a target, the reticule will turn red if the enemy is in range
and will automatically track the target for a short distance. If the target is
not hostile, the reticule will turn blue. Allies will be shown in green.
----------------
Melee Fighting
----------------
You will always be equipped with a melee weapon, which can be used with the
[Right Mouse Button]. You can use it repeatedly to for a 3-hit combo, which can
be repeated infinitely. Melee attacks are usually poor in damage and should
only be reserved for desperate situations.
Additionally, if you stun an enemy by wounded them with a gunshot or melee
attack, you can grab them using the Use ([F]) key. Grabbing them allows you to
use them as a human shield. Your hostage's health appears around your own
health bar in the same way as a horse health bar appears. When the hostage's
health bar depletes, he will obviously die. Note that enemies won't be any less
aggressive even with one of theirs held hostage.
You can release hostages by pressing the [F] key again, or execute them using
the [Right Mouse Button]. When doing Bounty missions, you can subdue criminals
using the same method to capture them alive, and earn more money in the
process.
-----------------
Enemy Behaviour
-----------------
Dealing with ruffians of the Wild West can be tough. To help you manage the
most persistant of enemies, I will list out all their actions in order to help
you prepare to fight them:
-They will stand still and shoot at you
-Sometimes they have horses and ride around you
...that's pretty much it. A sore point in GUN is the lack of any complex AI,
meaning that every enemy in the game is essentially Quickdraw fodder. To give
them some credit, at close range they will try to dodge and roll out of the
way, but that usually makes them easier to shoot.
Basically, most enemies will be armed with rifles or revolvers. Revolvers will
close in due to their range while riflemen will fire at you at further
distances. Either way, they're more or less stationary targets while firing, so
you can easily pick them off with your own rifle or revolver. Riders will
charge towards you and fire, but will circle around aimlessly after doing so.
They CAN trample you though, so it's often a good idea to get out of the way or
shoot off the rider.
A few exceptions:
-Indians armed with tomahawks will charge on foot to engage in melee combat.
Don't try to match them in hand-to-hand combat; just shoot them with your guns.
-Indians armed with bows will stand still and shoot you. See above.
-Some enemies will throw dynamite or whiskey bombs. Obviously, you should avoid
these.
-Some enemies will be operating cannons or gatling guns. Kill them ASAP with
rifles or Quickdraw.
-Bosses tend to have different behaviour. See their respective sections in the
walkthrough on how to beat them.
-Enemies will never engage in combat unarmed. If you shoot their weapon out of
their hands, they will either attempt to pick it up or will pull out another
weapon. Sometimes enemies will pick up a dropped weapon if it's better than
their current one (eg. an axeman will pick up a bow, a revolver-armed enemy
might pick up a rifle).
===============================================================================
iv. Doing Missions [GMP004]
===============================================================================
There are two types of missions in GUN: Story missions and Side missions. Story
missions are available one at a time, each progressing the plot of the game.
Side missions are usually available in batches, with several being unlocked
after certain story missions are completed.
For more information on story missions, see the Walkthrough section ([WLK000]).
For more information on side missions, see the relevant section ([SDE000])
--------------------------------
Locating and Starting Missions
--------------------------------
To find a mission, open up the World Map. Available missions are represented by
tokens with icons on them. You can flip through the available missions and see
their starting locations on the map. The story missions will be represented by
a star and red/black token.
In the real-time world, each mission will have a person or place to talk to in
order to start the mission. These people are designated by a large name over
their heads. Story mission starters will have their name in yellow text; side
missions will have their names in brown text. Bounty missions are triggered by
reading the Wanted posters littered around the world.
Walk up to the starter and press the Use key to talk to them (Default: [F]).
For side missions, the person will give a briefing on the mission, and you will
be given a choice as to whether or not you want to start the mission. Accepting
the mission will turn off all other NPCs and missions, and you cannot perform
other missions until you complete your current one. You can end the mission
anytime by selecting END MISSION from the menu.
---------------
Mission Types
---------------
-Story: Can involve anything from eliminating people to laying
ambushes.
-Bounty: Kill or capture wanted criminals
-Pony Express: Make emergency deliveries under a time limit
-Law Man: AKA Deputy missions; maintain the peace in Dodge City
-Rescue: AKA Federal Marshal; stop gangs and help travellers
-Hunting*: Hunt down the great beasts of the land
-Poker: Play Texas Hold 'Em poker in casinos
-Ranch Hand: Herd cattle and fight cattle rustlers
*NOTE: The Hunting mission is the only mission type that has no definitive
beginning or end. Talking to the Indian Hunter will allow the great beasts to
spawn. You can hunt them down anytime you want.
------------------
Failing Missions
------------------
Depending on the mission you are doing, there are several ways to "fail". The
most common method is to die (obviously). Failing a mission will not result in
permanent failure. Instead, you will start the mission at certain
"checkpoints". These are never identified explicitly, but are usually after
doing something important or beginning another section of the mission.
---------------------
Completing Missions
---------------------
After completing a mission, the game action will pause and you will be
presented with various bits of information. For a side mission, you will be
given a list of stat improvements. For a story mission, you will see any items
that you have earned.
Note that you will be left at your last position after completing a mission.
You will be not be taken back to your starting point. This can occasionally
leave you without any horses to use.
When completing a story mission, your new starting location will be fixed.
Whenever you load the game, you will spawn at this point no matter what until
you have completed the next story mission. This can be very frustrating in some
cases, and convenient in others.
===============================================================================
v. Stats [GMP005]
===============================================================================
Theoretically, you could go through the whole game without improving any of
your stats, but let's face it: it's a hell lot easier if you do beef your
stats up, especially when the game progresses and enemies become more numerous.
Better stats = faster killing speed.
Stats can only be improved by doing side missions (See Side Missions [SDE000]),
with each side mission improving a certain set of stats. The only way to max
all the stats is to complete all the side missions. Health is the only stat
unaffected by side missions, as it is improved at certain intervals during the
story missions.
This section lists the effects of each stat, which missions improve them and
general comments.
---------
Gunhand
---------
Effect: Improves power, accuracy, fire rate, reload
Improved by: Hunting, Deputy, Federal Marshal, Bounty
Gunhand is probably the most important stat. A higher Gunhand stats means that
you can shoot faster, shoot more accurately, kill is less shots and reload
faster. When combined with better weapons and upgrades, it takes half a second
to reload most weapons, compared to the 3-4 second reloads early in the game.
Case in point: Ned's Ferguson rifle. At the beginning of the game, this single-
shot rifle is awkward to fire because of your slow reload speed. When you get
this weapon towards the end of the game, it can fire just as fast as a revolver
and take down riders at long distance with one hit. Compared to barely being
able to hit a target twenty metres away, that's a substantial difference.
Having a low Gunhand stat requires you to manually aim accurately and use the
Zoom function to get headshots, whereas a high Gunhand stat means you can close
your eyes and still be able to knock down several targets in a row. Upgrade
this stat as soon as the opportunity presents itself.
-----------
Quickdraw
-----------
Effect: Improves focus and duration of Quickdraw
Improved by: Deputy, Federal Marshal, Bounty
Fairly straightforward stat. A higher Quickdraw stat means more time to take
out enemies Matrix-style. A handy stat to have, especially early in the game
when you require Quickdraw to make those accurate close-range shots, but
eventually it reaches a point where you have enough Quickdraw time to take out
dozens of targets...if there were dozens of targets.
-------
Melee
-------
Effect: Improves melee damage and reach
Improved by: Deputy, Federal Marshal, Bounty
Improves melee effectiveness. Not a huge amount of difference made by improving
this stat, and you won't be using melee at all with a good Gunhand stat. Might
as well improve this stat since you need to do the same missions to improve
Gunhand and Quickdraw.
-------
Horse
-------
Effect: Improves horse health and spur
Improved by: Pony Express, Rancher
Like Melee, a handy stat but no dramatic difference. The Horse stat will
increase the amount of health a horse has and decrease the damage taken by
multiple spurs, but the difference is negligible, and you will rarely need to
spur from Empire to Dodge. If you're sharp with your rifle and Gunhand stat,
enemies won't get much chance you shoot your horse out anyway. Note that the
Horse stat does NOT increase speed; only the Quality Horseshoes item can do
that, apart from using Reverend Reed's horse.
--------
Health
--------
Effect: Increases health
Improved by: Story missions
Self-explanatory. More Health means being able to take more hits. The
difference is quite significant when Health is maxed out, as you will be able
to stand there and absorb dozens of shots, whereas at the start of the game
five shots will easily kill you.
Health can only be improved by doing Story missions and at certain intervals,
so you can't train this one individually. However, the Story missions give
large chunks of health, usually +25 at a time, so the improvements are easily
noticeable.
===============================================================================
vi. Navigation [GMP006]
===============================================================================
The world of GUN isn't very large, but it can be easy to get lost for a
newcomer. Thankfully, the game provides some easy-to-use navigation aids to
find your way around.
-----
Map
-----
Accessible from the pause menu, the map shows the surrounding area. There are
several maps, with smaller, detailed maps available for certain areas:
-The Pass (Hollister's Fort, Blackfoot Camp)
-Dodge City
-Empire
Every other location will display the world map, which is probably more
helpful. Press the [Z] button to zoom between local and world maps.
Places of interest are marked on the map. The three Shopkeeps are always marked
on the world map, as well as the next Story mission. Unlocked side missions
will appear as well. Other than that, there isn't anything you can do with the
map.
---------
Compass
---------
In the bottom right-hand corner of your screen is a compass. The compass will
display a minimap of the nearby area and mark various people and places.
-Important characters or mission starters are identified by a blue dot.
-Enemies are marked in green.
-Horses are marked in brown.
-Objectives are marked by red/orange crosses in a black circle. Distance to the
objective is designated by a flashing orange wedge. The closer you are, the
thinner it becomes.
People who are above or below you will be marked by a small arrow on the map
pointing up or down respectively.
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
3. GAMEPLAY TIPS [TIP000]
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
---------
General
---------
-Don't be too picky about getting killed. You won't lose any money or items,
and dying will allow you to restart from the last checkpoint with a full bottle
of whiskey. Sometimes, it can even be beneficial to fail a mission just to
refill all your health. Of course, that removes some of the challenge.
-Similarly, don't be to picky over using your whiskey to heal yourself. It
refills after every missions and there are plenty of extra pickups around.
Smack the [G] button when your health meter sinks below 1/3.
-Mine gold whenever you can. You don't need to, and mining gold does not count
towards your game completion total, but doing so allows you to buy most
upgrades and items when you run into their respective shopkeeps.
-Don't concern yourself with stealth. There are very few missions that require
stealth, so feel free to run around. This isn't Tenchu or Metal Gear Solid.
-Always do side missions when they pop up. You can survive without doing them,
but they seriously make your life easier with the stat bonuses.
-Follow the directions on the Compass. Often it's a little too helpful, so make
the most out of it.
-Beware texture loading, especially when travelling on horseback. If you move
through areas too quickly, the game won't load textures fast enough, and you'll
notice that you're running on air. Slow down and wait until your computer can
load the textures; otherwise the game will crash.
-While there are plenty of innocent people to shoot, there isn't anything you
can gain from doing so. While GTA allows you to shoot people for money at the
cost of Wanted stars, shooting innocents in Empire or Dodge will get you
nothing. Instead, a "Town Patience" bar will appear on the screen. Kill enough
people, and a "Showdown" will occur. Several waves of gunmen will attack you.
Apart from target practice, there's nothing you can gain from engaging in a
showdown.
--------
Combat
--------
-When riding a horse, always equip your rifle unless you're out of ammo. The
rifle is the most well-balanced in terms of speed, power, range and accuracy.
Second preference should Sharpshooters, and then Bows. If your rifle runs out
of ammo during combat, whip out your revolver. Forget shotguns; they're useless
on a horse.
-Fighting on horseback protects you from most damage until the horse dies. Use
this to your advantage when attacking large mobs. You can also trample enemies
with the horse, so use that to your advantage too.
-Conversely, fighting on horseback can be awkward when dealing with multiple
incoming enemies. You might like to ambush on foot instead.
-Don't rely on melee combat, especially against bosses. Use it to quickly
finish off a close enemy, but don't charge with your tomahawk. You won't do
enough damage quickly enough to stop yourself getting shot. Bosses aren't
stunned by melee attacks, and they WILL return the favour twofold.
-When in doubt, use Quickdraw. You can use Quickdraw anytime the bar has
anything in it. Using it will give you more time to make decisions and take out
enemies. Quickdraw regenerates quickly anyway, so be liberal in its use.
-If you're using a mouse/keyboard (and since this is for the PC version, I hope
you are), you can afford to manually aim to score headshots. The crosshairs for
most weapons aren't accurate, but imagine where the point of impact is and use
that to aim for targets. Use a point of reference and fire at heads, causing
riders to fall off like they've been decapacitated by piano wire. Ditto with
Quickdraw shooting: don't waste time and shots on torso and limbs. Go for the
head.
-Similarly, aim for the head when using the Zoom function. The only thing the
noggin' is good for is to put a bullet in. You also get faster Quickdraw
refills with headshots.
-Don't be conservative with your ammo. There are ammo crates in every town, and
you can pick up ammo from fallen enemies. If worse comes to last, you've still
got your revolver.
-Avoid exposing yourself too often. Crouch behind cover to prevent yourself
from getting hit. If there are many enemies around the corner, use Quickdraw to
get them first.
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
4. WALKTHROUGH [WLK000]
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
This section is the meat of the guide: the walkthrough to the whole game. The
walkthrough will be divided into the story chapters in chronological order. The
instructions in this section are only for the story missions. For side
missions, see the respective section [SDE000].
While side missions can be undertaken anytime, it is generally recommended that
you should complete them once they are made available, as they are the sole
source of stat bonuses and a good way of making money. Likewise, you don't HAVE
to mine all the gold available, but putting the time to do so will allow you to
purchase more items sooner.
NOTE:
This walkthrough is NOT intended to be a spoiler-free walkthrough. I will
refrain from revealing critical plot details, but I will be referring to
characters by name as they appear in the game. If you do want to risk spoiling
the game for yourself, do not read beyond what you want to read.
===============================================================================
i. The Hunt [WLK001]
===============================================================================
Starting a new game will show a brief prologue cutscene concerning Coronado's
second expedition in 1542. A missionary and group of Spanish pikemen are
travelling across the plains when they are caught in a sandstorm and ambushed
by natives. The last of the men to die, the missionary begs for mercy before
being slaughtered like the rest, dropping a golden cross splattered with blood.
300 years later, we go to Colton White, a hunter making a living with his
father, Ned, and this is where the game picks up. The first chapter is
basically a tutorial on the basic elements of the game (the following chapters
will also introduce gameplay elements). In this chapter, you will be introduced
to moving and shooting skills.
When Ned wakes you up, follow him up the ledge. Ned will bend down to track an
elk, and a cut scene will show him shooting said elk. Follow Ned down to the
grassy area, and he will spot some quail.
Press the [Left Mouse Button] to pull out your revolver. Ned will run through
the grass flapping his arms to spook the quail. Shoot three of them as they fly
into the air and you will complete that objective.
Ned will then test your Quickdraw. Press the [C] button to activate Quickdraw
and shoot three more quail. Being the animal-loving person he is, Ned will get
you to shoot five quail in a row using Quickdraw by using the [A] and [D]
target switching buttons.
Soon afterwards, you will be attacked by wolves. Several of them will come down
from the west towards you. Use your revolver to take them out, either regularly
or with Quickdraw. Aim for the head for a one-shot kill. If you are injured,
use the [G] button to heal yourself.
Walk up the ledge. Ned will crouch and warn you not to fall off. Walk up to the
ledge and switch to your Rifle (default: [Left Alt]). Ned will tell you to
shoot two elk. You can direction of the elk on your compass (there are around
three you can pick from). Use the Zoom function to get a better shot. Seeing
the elk can be tricky with the trees in the way, but once you see them shoot
them in the head. If you fail to do so, the elk will run away for a few steps,
but they will stop again and you can finish them off.
More wolves will move in to take your kill. Drop down from the ledge into the
clearing. The wolves will be identified on your compass and you will need to
take out several waves. Your rifle will easily take them out at range, and
whip out your knife if they get too close.
Ned will check out the elk, but will get surprised by a grizzly bear. This will
be your first "boss" fight.
---------------
Boss: Grizzly
---------------
The only "bossy" thing about this adversary is that it won't die in one hit.
Its health bar will appear on the left side of the screen. First off, pick up
Ned's rifle using the [F] button when standing next to it.
You can shoot the bear whatever way you want, but aiming for the head is most
effective. Ned's rifle is powerful but somewhat slow. Use Quickdraw and unleash
as much lead into the bear's head as you can to quickly drop its health and
finish it off with Ned's rifle.
The bear will try to charge at you and take a few swipes. Avoid the bear and
keep your distance. Do NOT fight it in melee combat; the bear is substantially
stronger than you. Drink from your flask if you need to.
----------------
After defeating the Grizzly, there will be a cutscene with Ned passing on some
fatherly advice to Colton before spotting the steamboat on the river.
===============================================================================
ii. Steamboat Massacre [WLK002]
===============================================================================
Another lengthy cutscene plays. Ned instructs Colton to wait on deck while he
speaks with lady behind closed doors. Meanwhile, Colton has a quick talk with a
crazy preacher before Ned returns. Ned tells Colton to keep an eye on him. Soon
enough the ship is attacked by renegades (though they look more like something
out of a Resident Evil game).
You start off on the bottom deck with Ned, a couple of civilians and a lot of
renegades. The first batch of renegades are armed with knives and axes. The
revolver is ideal for this part, but you'll need to reload often. The rifle
will be better for you if you take things nice and slowly, but either weapon is
fine. If you're being swarmed, use Quickdraw. You can quickly get rid of nearby
enemies with your knife.
After another wave of renegades, the steamboat will come to a halt. Ned will
tell you to go to the back of the boat to clear the wheel. Move down the side
of the boat (there's only one clear path; the rest are blocked with crates) and
you'll encounter another handful of renegades hiding behind boxes. Clear them
out or use Quickdraw to pull off some headshots. There are two Whiskey refills
in this area, so fill up if you need to.
Head down to the other side of the boat. There will be one renegade using a
hostage as a human shield. Shoot him with your revolver (or Quickdraw). Around
the corner there will be one more renegade hiding. Take him out, the press the
[F] key to remove the plank blocking the wheel. This will get the boat moving
again.
The boat will drive past a fort with cannon and several keelboats heading your
way. Head back to the middle and take out the renegades that appear. Head left
to the keelboat attached to the steamboat and press [F] to use the cannon. Use
the cannon to take out the rowboats and keelboats. Each keelboat with have a
gunner manning the cannon, and takes two direct hits to blow up. If you're
good, you can take out the gunner himself, rendering the keelboat harmless.
Similarly, you can sink the rowboats with one direct hit or wipe out its
occupants with...well, headshots.
After the boats are sunk, the pilot of the steamboat is blown up, causing the
boat to lose control. Ned calls for you on the upper deck. Move towards the
front of the boat taking out any renegades on the way and head up the ramp
there. A renegade will be blocking the ramp, so shoot him. Head down the deck
towards Ned, taking out any enemies that pop up.
Ned will be defending the platform at the end of the upper deck. Three
renegades will climb the railing. Use Quickdraw to take them all out. A few
more run towards you from the far end of the boat. Use your rifle or revolver
to take them out. Several more will attack Ned's side of the deck. Once all
enemies are dead, a cutscene will play, ending the chapter.
===============================================================================
iii. Honest Tom [WLK003]
===============================================================================
The chapter starts off with a rather gruesome cutscene with the rather obvious
villains of the game. I'll leave the details to you to find out.
Colton is woken up on the riverbank by some ragged bum. He introduces himself
as Honest Tom and offers a horse to Colton to ride to Dodge City if he can beat
him in a race. This is where you come in.
Press [F] to mount the horse next to Honest Tom. Walk around a bit to
familiarise yourself with horseriding if this is your first time. When you're
ready, meet Tom in the clearing in the middle. Tom will go through spurring and
jumping before getting ready to race.
Follow Tom to the starting point, move next to him and point your horse in the
same direction. Tom will start the race, but will jump the start, leaving you
in his dust. If you're lucky you can outspur him at the start and maintain your
lead. Otherwise, you have a couple of options:
-Spur your horse until you are warned to stop spurring. This will probably put
you ahead of Tom, as he never spurs (like every other AI character). However,
the speed burst is quite short and you'll need a lot of spurs to catch up.
-Use the shortcuts. The regular course is around the perimeter of the clearing,
over a stream and leaping over a couple of fallen trees. You can't cut across
the middle, but you can take the inside path at the start. After the halfway
point, there's a split towards the middle that involves leaping over three
trees in a row before going back to the normal course. Using this will put you
way ahead of Tom.
After three laps, Tom will declare you the winner (if you fail, you need to
redo the race). Head back to the clearing and Tom will go through mounted
combat. You need to kill five buffalo by using the Trample attack (Default:
[Right Mouse Button]). You can't run over them, and each buffalo takes two
tramples to die.
Tom will then challenge you to a shooting contest. Pull out your revolver and
shoot the bottles. Don't bother with Quickdraw; they're just bottles, and Tom
is a horrible shot.
Wolves will attack. You can either shoot them (remember, they die with a shot
to the head) or you can run over them with your horse. If they get too close,
use the Trample attack to spook them. Once you kill all the wolves, Tom will
hand over his horse.
Not.
Instead a couple of his buddies will turn up and will try to eliminate you. Two
of them will be very close, so use Quickdraw to dispatch them. Tom will most
likely have left the clearing and will circle from a different direction. He is
marked on the compass, so simply cut him off and shoot him.
---Missions Unlocked---
*Bounty, Pony Express, Poker
===============================================================================
iv. The Red Hand Gang [WLK004]
===============================================================================
-----------------------
Interlude: Find Jenny
-----------------------
Finally, we get some free-roaming time. You start off in the clearing where you
dispatched "Honest" Tom and his lackeys. Your objective is to find Jenny in
Dodge City. That can wait, but you'll need to head to Dodge anyway. Head south
out of the clearing and follow the trail to Dodge (marked by bright yellow
text). There is some rifle ammo on the ground if you need it.
Go through the trail towards the ferry. You'll come across some gold, but you
can't mine that yet, so ignore it. When you approach the ferry, a cutscene will
play. The ferry operator will inform you that no other ferries will be running
until further notice, so you're stuck on Dodge's side of the river for quite a
while.
When you get off the ferry, you will be advised to perform some side missions.
That would be a very good idea, especially as these missions are ridiculously
easy. Read the Wanted Poster on the wall to activate the Bounty mission, talk
to Earl by the bridge to start the Pony Express mission, and play a couple of
rounds of Poker in the saloon.
If you do all the missions, you should have $95 to spend (including your
starting $40). Buy the pickaxe first and foremost. I recommend you spend the
rest on pistol upgrades, especially the speed loaders; they'll help a lot.
There are four gold deposits you can mine at this stage:
1: At the ferry, follow the river bank west. A gold vein will be by the rocky
cliff.
2: Cross under the bridge. Head down the ramp on the north side, and one gold
rock will be by the cliff on the way down.
3: Continue north along the river. Another gold deposit is in a small cavern,
along with three Whiskey refills.
4: Head back along the river to the south side; there's one gold there.
Now you've got another $40 to spend. Buy what you need (if you can't afford
anything else, buy a Health slot), or get the Shotgun Speed Loader if you want
to rely on the shotgun for the next chapter, then go to the Alhambra Saloon.
It's marked on your map and has big letters on the side, so you can't miss it.
--------------
Rescue Jenny
--------------
Approach the bartender in the Alhambra and talk to him. This will initiate a
cutscene, and you will meet Jenny. Soon afterwards, a few of Jenny's clients
will get impatient and abduct her.
You'll start off crouching behind the bar. The fighting in this area is a bit
too frantic for a rifle, so equip your pistol and begin shooting. The bartender
will offer some covering fire, but won't follow you any further. Once you clear
the ground floor, head upstairs. You'll run by some more ladies and a lot of
gunmen. Clear out the storage room and the guy outside the door to the balcony.
On the balcony, there are three men not expecting you to come up. Use Quickdraw
to take out all three of them. Turn right into the next room and take out some
more enemies. Moving down the corrider triggers several more enemies, and each
room on the side will contain 2-3 gunmen. Clear them all out and move down the
hallway into the next (and final) room.
Rude, one of the Red Hand Gang, is holding Jenny hostage. He will release Jenny
when you walk and in she will run across your line of fire. Either use
Quickdraw to nail him or shoot him normally; he dies like the other dozen guys
you blew through.
----------------------
Protect the Alhambra
----------------------
---New Weapon---
*Schofield revolver
After dispatching Rude, a cutscene will play. Jenny will give you a stash of
Ned's gear, including his Schofield revolver. After a brief talk, Rude's
brother, rather unhappy, will toss a whiskey bomb into the room. Don't these
guys ever give up?
Now you've got a new revolver. If you've bought both Pistol Speed Loader
upgrades, your reload speed will be incredibly fast ). Run downstairs, taking
out the enemy that comes up. In the boiler room, a couple of lackeys are trying
to blow up the boiler but get killed trying. Run into the main area of the
saloon.
The Gang is trying to set fire to the Alhambra! Jenny will join you in the
fight. Jenny's health bar will appear, as well as a health bar for the Alhambra
Interior. There will be several gunmen, including one behind the bar, while the
rest will be holding torches to set fire to the inside. Jenny says she will
take out the gunmen, but you can do that a lot quicker. Gun your way through
the lot using your revolver. The bar is a good place to fight from, but you
might need your rifle if any firebugs run along the opposite wall. Use
Quickdraw if you need to.
Once the inside is clear, head outside. Crude will ride across town rallying
more of the Gang to burn the Alhambra (doesn't it bother you that there are
more Gang members than there are townspeople?). Crude will open fire as he
rides past. You can't hurt him at this point, so take cover and grab the horse
that's conveniently left in front of you.
More firebugs will torch the outside of the saloon. The Alhambra Exterior
health bar will appear, and you need to prevent that from reaching zero. Jenny
will appear on the balcony to give some covering fire. Ride around the side of
the saloon and trample over the firebugs and gunmen. You can shoot them, but
trampling them is faster (and cooler). Swing around to the back of the saloon
and take out the rest. Another wave will appear in front of you. Trample those
and head out into the street to deal with the final wave. Once all the gang
members are dead, dismount and go back inside the Alhambra.
-------------------
Boss Fight: Crude
-------------------
Still a bit ticked off about you killing his brother, Crude challenges you
outside. A cutscene plays showing Colton and Crude facing off in what looks
like a good old-fashioned duel.
Of course, you'll realise that honourable dueling is a load of crap. When you
regain control, Crude will pull out a shotgun and more Gang members will shoot
at you from the rooftops and throw whiskey bombs.
Immediately use your Quickdraw (Crude will coincidentally taunt you about it).
Fire off as many rounds into his head as possible. Crude will most likely roll
to the right, so compensate for his movement. You should be able to take out
1/2 to 2/3 of his health bar if you hammer the Quickdraw into him. When your
Quickdraw runs out, start running circles around him and fire with your
revolver; he'll die soon enough. His shotgun hurts big time, so avoid standing
still in front of him.
Finish off the rest of the Gang on the roofs using your rifle. Once you wipe
the floor with them, a cutscene will play introducing you to Sheriff Patrick
Denton, ending the chapter.
---New Weapon---
*Shotgun Model 1887
===============================================================================
v. Quick Killer at the Bridge [WLK005]
===============================================================================
Seems Pat Denton needs a hand with some of the local Indians delaying the
repairs to the train bridge. If you haven't done any side missions, you can do
them now, but no other missions open up at this point. The only thing to do is
to head over to Denton by the bridge.
-------------------
Secure the Bridge
-------------------
Denton will send you to clear the bridge by yourself. The game will recommend
that you use a shotgun in this section, although you don't have to. If you're
sharp with a revolver, you can get through this section quite well, but if you
have the Shotgun Speed Loader, your shotgun will rip through the Indians.
Careful with the stack of TNT barrels near the beginning.S
The Indians will be armed with tomahawks and fire bows. Try to avoid fighting
hand-to-hand; the Indians will swarm you and hack you to pieces. Instead, shoot
them with your revolver or shotgun. Continue down the bridge and more Indians
will climb over the railings and fire arrows at you. Take them out as soon as
you can. Even though the fire arrows might not pose a huge threat, but the
flames can disorient you.
One you reach the end of the bridge, head down the slope on the north side and
to the lower level of the bridge. A couple of hatchet-armed Indians will run at
you supported by three rifle-armed Indians. Take out the two melee fighters and
take cover behind the nearest rock. You can lob a couple of whiskey bombs at
the riflemen, or you could storm them or use Quickdraw. Either way, there is a
Whiskey refill and whiskey bomb ammo at the bottom. Wait a few moments for the
transport to come across, get on it and press the [F] button to move it.
Once you get to the centre of the bridge, the transport will stop, and you'll
spot the stash of TNT the Indians stole. Apparently they want to blow the whole
structure up.
A couple of Indians will make a beeline towards the TNT with torches. Shoot
them before they get there or else you will fail the mission. Avoid using the
shotgun; it's too slow to take out the runners. Use the revolver or knife
instead.
Walk up to a barrel and press [F] to pick it up. Walk to the edge of the
platform, hold [V] and release it at full power to throw it into the river.
After you throw a couple of barrels, two more Indians will appear. Take them
out, and repeat with another pair of Indians. Once you're done defusing all the
TNT, return to the transport and press [F] to continue back to Dodge.
When you get to the end, you'll notice a large group of archers hiding behind a
rock. Drop a whiskey bomb or shoot them, and some rifle-armed Indians will
attack from the other side. Take them out too. If you need to replenish your
ammo and whiskey, there is a huge stockpile under the bridge. Otherwise, head
up the path and talk to Denton.
---------------------
Protect the Workers
---------------------
The game might suddenly lag a bit with so many non-combatants on the screen.
Denton and the Chinese will head down the path to work on the bridge while the
Indians rush the opposite path and head towards your side of the river in
rafts. Denton is armed with a rifle and will assist you. He can take out some
of the raiders on your side if they appear, but he's a lousy shot otherwise.
If you fire from the bridge, you should be able to take out a few Indians on
the path. Take out the ones on the raft once they're in range or else they'll
run up behind you. The Chinese will cower in fear while the Indians attack.
Take out the archers first, then deal with the axemen. Each worker can take a
couple of hits, but you don't need to save them all. Take out the Indians
before they wipe them all out. After several waves and a second raft attack,
Denton will declare the bridge secure.
--------------------------
Boss Fight: Quick Killer
--------------------------
In a cutscene, Denton will supervise the completion of the bridge. However, the
Indians will attack again, this time led by Quick Killer himself. The battle
comes in two parts.
The first part involves protecting a few barrels of TNT from enemy fire arrows
(who the hell put TNT there in the first place?). Use Quickdraw when they fire
their arrows and shoot them down. You can't scroll through them and need to aim
manually, but they're easy to hit. After firing several volleys, the Indians
will leap over the barricade and run towards the TNT with torches. There is
plenty of Shotgun ammo nearby, but I recommend using the revolver since it's
faster, or you could Quickdraw to finish them quickly.
Finally, Quick Killer himself will fight you in one-on-one combat. He will be
armed with a tomahawk and will rush you mercilessly. Open up with a Quickdraw
and shoot him in the head as many times as you can. After your Quickdraw runs
out, use your shotgun, rifle or revolver to finish him off. If you don't have
the Shotgun Speed Loader, the weapon will be way too slow. Only use your knife
if you can finish him off in a few hits; he will murder you in hand-to-hand.
Chances are you've exhausted most of your rifle ammo and your Quickdraw, so use
whatever weapon you're fastest with.
If you have enough Quickdraw remaining and are fast and accurate with your
firing, you can take Quick Killer out before he even gets to you. Otherwise,
finish him off with the methods above.
After Quick Killer is...well, killed quickly, a cutscene will play, ending the
chapter.
---Missions Unlocked---
*Deputy
---New Weapon---
*Quick Killer's Tomahawk
===============================================================================
vi. Whore Coach [WLK006]
===============================================================================
--------------------------
Interlude: Talk to Jenny
--------------------------
What an aptly named chapter title. No, you don't get any "fun" in this section,
but you do see a lot of mounted combat.
Before you go, I heavily recommend you complete all three Deputy missions that
just opened up. They will give a much-needed boost to your stats, and as you'll
be facing a lot of enemies in mounted combat, you'll need that Gunhand stat as
high as you can get it. If you haven't already, do the other side missions as
well.
When you're ready, talk to Jenny by the coach in the middle of town.
--------------
Armed Escort
--------------
You'll start off on a horse. You'll need to stay mounted for this mission or
else the coach will outrun you. Equip your rifle; this whole mission is based
around your ability to use it (hence the recommendation on completing the
Deputy missions).
Ride across the bridge. The Coach's health bar will appear and will drain
whenever Indians fire arrows into it. Try to stay ahead of the coach and take
out enemies before the coach gets close to them. Avoid staying still unless you
want your horse to have a dozen arrows stuck into it.
The Indians are launching a raid on the hut across the bridge. There are around
half a dozen of them armed with bows, so take them out quickly. Continue right
towards the canyons and more Indians will appear armed with bows and rifles.
Take them out with your rifle and proceed around the bend. Be careful of how
much ammo you're expending; there's plenty of ammo to pick up later on, but the
rifle's reload time is awfully slow.
After you clear bend, the coach will run into a wreckage blocking the road.
Dismount your house and head through the gap on the right side of the
barricade. There are a couple of Indians on the left in the dark corner and a
few above you. Move further down and take out the other Indians that come out.
After you're done, grab one of the TNT barrels and carry back to the barricade.
Put it down, step back and set it off with a shot. Get back on your horse
(another horse will spawn there if you need it) and continue through the
canyon.
As you go around the curve, you'll come across another Indian raid on a
homestead. Take out the archers and the mounted riflemen that come from the
north. Follow the path across the bridge and below the house, and you'll run
into Indians on rafts. Take them out too.
Once you go under the bridge, the driver will indicate that he's going to make
a run for it. Stay ahead of the coach; around the corner are two bowmen.
Further down the path are two more archers. Take them all out. Once the coach
passes this area, a cutscene will play.
------------------
Defend the Coach
------------------
Looks like the coach is out of action. You need to hold off the Indians while
the driver repairs the wheel. Jenny will grab a rifle to help defend the coach.
Jenny's health bar will appear under the coach's; if either depletes to zero
then the mission is failed.
Three Indians are immediately in front of you. Pull out your weapon and take
them out. Four more bowmen will run across the ledge above you, so dispatch
them as well. The rest of the Indians will come in waves from the south,
usually in groups of three bowmen and two riders. Jenny will fire on them, but
again you're a much better shot.
Once all the enemies have been eliminated, the driver will place some TNT by
one of the rocks blocking the path. When you regain control, you'll be on top
of the stage coach. Fire a shot into the TNT to clear the path.
----------------
Riding Shotgun
----------------
Since the previous shotgun messenger met an untimely end, it's up to you to
provide the covering fire for the coach. The driver will give rifle ammo and
whiskey when you run out, so don't worry about wasting supplies. Try to take
out the targets without Zooming; you'll aim too slowly and you'll be flustered
with enemies all around you, and it's good shooting practice. A good Gunhand
stat will show its usefulness here.
Take out any riflemen and bowmen that oppose you. There's some TNT barrels
around the next bend, so shoot that to take out the enemy group. Further down
the road, an Indian wagon will cut you off. Aim for the TNT barrels on the
wagon to take out the threat. As you go through the canyons, some enemies will
be on the ledges getting ready to jump down. Shoot them before they do so using
your rifle or Quickdraw. If they get on the coach, use your melee attack to
kill them.
Continue down the road, and a couple more wagons will attack you before you
reach Empire. Shoot the powder kegs on that to quickly end the threat and
finish off any riders. You'll have some support from the Empire locals, but
they can't hit anything.
After you clear the outskirts of Empire, a cutscene will play, introducing you
to Empire's mayor, Hoodoo Brown.
---Bonus stats---
*Health +25
---Missions Unlocked---
*Ranch Hand, Federal Marshal, Hunting, Bounty
===============================================================================
vii. Law and Order [WLK007]
===============================================================================
--------------------------------------
Interlude: Bargain with Hoodoo Brown
--------------------------------------
After that tough ride, you've unlocked a stash of other missions. The game will
recommend you to complete the side missions to increase your stats against
harder enemies. I would heavily recommend you do so; there's plenty to do and
Hoodoo is in no hurry. There is also a LOT of gold to mine if you have the
patience, so stock up in items from the Shopkeeps around the world. Just as a
benchmark, you should be able to take out an enemy with a single rifle shot
without zooming. Don't worry if you're not quite there yet, but it'll help a
lot.
When you're ready, talk to Hoodoo's Deputy at the Hoodoo Casino.
-----------
Bar Fight
-----------
A cutscene will play. You will meet Hoodoo's deputies, Rudabaugh and J.J. Webb,
and he will deputise you to maintain law and order while he looks for Reed.
Grab a horse and follow Webb and Rudabaugh to the saloon on the east side of
town. Enter the saloon and talk to the Barkeep.
You'll run into a couple of Resistance members who get the jump on you. You
start the fight behind the bar with two gunmen directly opposite you and three
more coming in from the street. Try to get all five of them with one Quickdraw
or else it'll get messy. Once they're all dead, a cutscene will play, showing a
rather surprised Chavez y Chavez making a run for it.
----------------
Follow Chavez!
----------------
Webb and Rudabaugh will follow Chavez from a distance. Grab a horse and join
them in their pursuit. As you pursue Chavez across the Badlands, a group of
Resistance riders will ambush you. Take them out and resume your pursuit. The
chase will lead to Hecht's Ranch, where you will run into a lot of Resistance
defenders. Take them all out, and a cutscene will play.
--------------------------------
Boss Fight: Webb and Rudabaugh
--------------------------------
Colton isn't too happy with Webb and Rudabaugh, so he's decided to take both of
them on. You start off in the barn, and it's probably best that you stay here
for the first half of the fight, as it offers good protection. Webb will be on
horseback with his pistol while Rudabaugh starts on foot with his double-barrel
shotgun.
Rudabaugh will either engage you with his shotgun or he will attempt to mount a
horse. Pull out your rifle and fire at him from the barn. If you've been
keeping up with your stats, you should take him out in less than 10 shots. Once
he's down, head out and engage Webb.
You can Quickdraw Webb and try to take him out in one go or finish him off, or
you could shoot out his horse and fight him on foot for an easy battle. Either
way, with only one of them to deal with, the fight should be very easy.
---Missions Unlocked---
*Federal Marshal, Pony Express, Ranch Hand
---New Weapons---
*Volcanic 10, Colt Double-Barrel
===============================================================================
viii. Escape the Jail [WLK008]
===============================================================================
------------------------
Interlude: Find Hoodoo
------------------------
Hoodoo isn't going anywhere, so take your time. You've got some nice new
weapons that will last you quite a while, and there are plenty of side missions
to go through. Beef up the stats and make some money to buy some helpful items
(if you haven't already mined all the gold). When you're done, head to Hoodoo's
Palace. A cutscene will trigger when you enter, and you'll have your first run-
in with a certain Thomas Magruder...
-----------------
Escape the Jail
-----------------
---New Weapon---
*Apache Bow
After being knocked unconscious by a few old friends, you wind up in the
sheriff's jail in Empire. You'll meet some new allies: the Resistance member
Port and a certain Soapy Jennings. They'll assist you in breaking out of the
jail in exchange for freeing them.
Talk to Port and he will tell you to grab the guard when he walks past. Press
the [F] button when he moves in front of Soapy's door. Soapy will tell you to
use the deputy's badge to pick the lock. Move to the door and press the [F] key
a few times to open it. Walk to the sheriff's desk to get all your items as
well as an Apache Bow. Make sure you grab all your gear and ammo before
following Port out the back door.
Now you need to find three horses and place them under the bridge. It's
recommended that you use the bow for silent kills, but no one's going to be
complaining if you use a gun. Take out the sentries guarding the horses (it's
possible to ride the horse out without them noticing, but you might as well
waste some arrows for the fun of it).
Once you place three horses under the bridge, head to the livery and throw a
whiskey bomb at the marked door. When the guards start heading there, head over
to the powder store in the middle of the town and carry a barrel back to
Soapy's wall marked on the compass. Shoot the powder keg to free Soapy, then
grab the horses under the bridge and run for it.
Soapy will leave you outside of time. Follow Port to the Resistance camp to end
the mission.
---Missions Unlocked---
*Bounty, Poker, Pony Express
---New Weapons---
*Dynamite, Apache Bow
---Stat Bonus---
*Health +25
===============================================================================
ix. Ambush the Train [WLK009]
===============================================================================
---------------------------------------
Interlude: Working for the Other Side
---------------------------------------
Welcome to the Resistance. Despite what Clay Allison says, you can still get in
and out Empire freely. Now would be a good time to do the new missions.If
you've held off the Hunting until now, you've got a bow to make short work and
more money out of the beasts.
Note that one of the Poker missions will be located in Hoodoo's Palace, which
is currently locked down. Disregard the mission; you can do it later and you
probably don't need the money that badly anyway.
If you've got a keen eye, you'll notice that your new army uniform has two
holsters. That's an obvious sign that you'll get the Dual Peacemakers pretty
soon.
Whenever you're ready, talk to Clay at the Resistance camp. He's right next to
your spawn anyway.
------------------
Ambush the Train
------------------
Grab a horse and follow Clay out of the Resistance camp to the site of the
ambush. When you get there, Port will be unloading some powder kegs. Grab the
TNT barrels and place them next to the rock indicated by the gold ring. Clay
will confirm that it's in the right spot.
When you pick up the third barrel, a cutscene will play. Chavez tried to attack
the train in Dodge and is getting pummelled. Follow Clay to Chavez's location
on the Dodge City bridge.
Chavez and his men will be fighting off riflemen on the train. A health bar
will appear showing Clay's health and the Resistance's health. Kill the two
rifleman on the train carriage. Magruder's riders will come out of one of the
carriages in pairs on both side of the train. Take out the one on your side
while the other circles around, and then kill him too. If you're too slow, his
riders will stack up and surround you.
When all the riders are dead, the train will start moving, and a Distance bar
will appear. Don't worry about it and head back to the ambush point. You don't
have to follow Clay, so move as fast as you want. When you get back to the
tunnel, Port will tell you to place the last barrel by the rock. Do so, then
move up onto the ledge. Pull out a gun and get ready to fire on the barrels.
You'll see the train approaching, but don't worry about timing. Port will tell
you exactly when to spring the ambush. Shoot the barrels when he tells you to,
and a cutscene will play, showing the train smashing into the rockslide.
The train guards will come out from the carriages to attack you. They will try
to make a run for the Gatling Gun, fire at you with rifles from the carriage or
run up the ledge with dynamite. Position yourself on the ledge between Port and
Clay and fire on them with your rifle. There's plenty of ammo and dynamite on
the ledge if you want to use them. Clay and Port have health bars, but they
should be fine as long as you take out the enemies running onto the ledge.
Once all enemies are dead, a cutscene will play, ending the mission.
---Missions Unlocked---
*Federal Marshal, Deputy
===============================================================================
x. Defend the Hideout [WLK010]
===============================================================================
------------------------------
Interlude: Go to the Hideout
------------------------------
You start off at the ambush point by the tunnel. The game will recommend that
you do side missions to beef up your stats. Naturally, this would be a good
idea, especially since the Deputy and Federal Marshal missions boost your ever-
important Gunhand stat. You still won't be able to do the Poker mission in
Hoodoo's Palace, but that doesn't matter. As a benchmark for stats and items:
you should be able to take out most enemies with a single rifle shot, and
reloading times should no longer be problematic. When you're ready, talk to
Guards in the River Canyon.
--------------------
Defend the Hideout
--------------------
---New Weapon---
*Sharps 1874
After a long and rather important cutscene (and personally, one of my favourite
in the game), Magruder's men will interrupt the rebel celebration. Clay will
give you his sharpshooter rifle. Head to the bridge over the canyon and pick
off the enemies from there.
The enemy militia will attack. Your Winchester rifle would be better if it the
distance wasn't so great. Use the sharpshooter rifle and restock your ammo on
the bridge. Clay's gatling gun will jam and you'll need to protect him until he
fixes it. Don't concern yourself too much with using the Zoom function. It's
great, but you'll have an easier time firing without the Zoom.
Clay and Chavez will ride out to see if the enemy is in the foothills. Chavez
will return and warn you of a wave of enemy cavalry. Man the gatling gun and
rip into the riders as they come. You have unlimited ammo, so don't be trigger-
shy.
Talk to Port on the path behind the Gatling gun. The enemy howitzer on the hill
will commence firing. Equip your rifle or pistol and hide behind a rock. The
howitzer fires slowly, so use the delay to run out, gun down some enemies, and
hide behind another rock. Flank the cannon and use Quickdraw to take out the
gunner.
Man the Howitzer and point it north. Enemy gunmen will head your way. Aim at
the path and blast them when they come up. Once they're all dead, a cutscene
will play.
---New Missions---
*Federal Marshal, Bounty, Pony Express
===============================================================================
xi. Take Down Hoodoo [WLK011]
===============================================================================
--------------------------
Interlude: Clay Captured
--------------------------
You start in the Resistance camp in River Canyon. As always, you have a few
Side missions to go through if you want, although by now you should be quite
formidable. When you're ready, talk to Port in the camp.
------------------
Assault the Town
------------------
The first phase of this operation is to assault Empire City as a diversion.
Follow Port to the rendezvous point in the gulch outside of Empire. A couple of
resistance members will be waiting next to the Howitzer.
Port will begin pushing the howitzer into position. You'll need to move on
ahead to clear the streets to prevent Port from being killed. Use your rifle
and take out all the enemies that appear. Two of them will on the road in front
of you, two will be in the saloon windows and the rest will run across the
street south of you. It's faster if you can knock them out without using the
Zoom function, and if you Gunhand stat is good enough that should be easy. It's
recommended that you move on foot to keep pace with Port.
When Port reaches the intersection, more men will appear in the saloon and the
alleys. Take them out, and another will appear on the roof to throw down TNT
barrels. Take him out or let your allies do so. Pick up the TNT and move them
out of the way, or throw one ahead to take out the next wave of gunmen. When
you reach the corner in front of the Livery, more men will spawn. Take them
out, and move through the alley to take out more gunmen. Finish off the
remaining enemies around the east side of the bridge. Riders and gunmen will
appear from the other side of the bridge. Take them out while Port moves the
howitzer up to point directly at Hoodoo's Palace.
Man the howitzer and blow up any enemies that appear. The splash damage isn't
perfect, but it'll do the job. Once you blast all the reinforcements, Port will
declare that Hoodoo's men are pinned down. This is your cue to head through the
Chinese laundry behind you.
-------------
Rescue Clay
-------------
A few men will be hiding behind the counter. Kill them and proceed through the
underground tunnel behind the laundry, taking out any enemies you see. I
recommend you use a pistol for this section, although the shotgun can be very
devastating. You'll hear a lot of laughter, as it turns out to be an opium den.
Continue past the objective marker and to the last room, where some Chinese are
having a deal. Take them all out and refill your dynamite and shotgun shells if
you need to. Grab a TNT barrel and place it next to the objective marker and
blast it.
Walk through the tunnel until a cutscene plays. Continue into the torture room
and shoot the two men torturing Clay. Press [F] to free him and he will tell
you that Hoodoo is upstairs. Restock whatever ammo you need and head up. Your
mission is pretty obvious: Kill Hoodoo Brown.
Press [F] to open the door into his casino. Your men will send a cannonball
into the casino itself and set it alight, making it difficult to see. Use
Quickdraw to take out as many gunmen as you can. Hoodoo himself is on the same
floor firing at you, so take his health down as far as you can. Once he reaches
50% health, he will draw his sabre and run upstairs. Take out the remaining
gunmen on the bottom floor and head up. This section is quite difficult, so be
fast on your trigger finger to get them before they get you. You can shoot down
the chandeliers to cause fires to burn the enemies.
More of his lackeys will run down to fight you. Either blast through with your
pistol (Webb had a good taste in pistols, I tell ya) or cut through them with
your shotgun (courtesy of Rudabaugh). If Hoodoo isn't injured enough, he will
fire at you from this floor too, otherwise he'll be in his office. Go around
the counter to reach the staircase to his office. A cutscene will play once you
enter.
--------------------------
Boss Fight: Hoodoo Brown
--------------------------
This isn't really much of a boss fight. If you've wounded him enough in the
previous section, you can take him out with one shot when he begins to attack
you in his office. As with most AI at close range, he will probably roll before
shooting. Just Quickdraw and plant a bullet in his face.
A cutscene will play showing the death of Hoodoo and his "funeral" by the
Resistance. And while we're at it: DUAL PEACEMAKERS! Hell yeah!
---New Missions---
*Poker
---New Weapon---
*Dual Peacemakers
---Stat Bonus---
*Health +25
===============================================================================
xii. Save Soapy [WLK012]
===============================================================================
---------------------------
Interlude: Talk to Denton
---------------------------
Not much to do at this time. Hoodoo's Palace is finally opened up so you can do
the remainder of the Poker missions, although for some reason they don't
appear. You can do them later when the rest of the Poker missions are unlocked.
Finish off anything you want to do (your stats should be 3/4 full) and talk to
Pat Denton on the Dodge City bridge.
------------
Save Soapy
------------
Looks like Soapy's in a bit of a jam. Follow Denton to the back of the water
tower. There are half a dozen gunmen standing around. Use your Quickdraw to
nail them (and enjoy your well-earned Dual Peacemakers). A couple more are
under the tower itself. When they're down, climb the ladder onto the tower. A
cutscene will play once you get to the top.
---New Weapon---
*Remington
Denton will give you a better sharpshooter rifle. Zoom in and shoot the rope
when Soapy is hung. Take out all the enemies that swarm towards him, and cover
him as he crawls to safety. Enemies will appear from the south side of town and
under the gallows, and riders will come in from the east. More enemies will
appear on the rooftops on the south side.
While you are meant to use the sharpshooter rifle, I would recommend you switch
to your Winchester rifle instead. It's much faster and the gunmen are in its
range. The Remington is just too slow for the amount of shooting you need to
do, unless your Gunhand stat is too low for the Winchester to kill in one hit.
Climb down from the tower and grab a horse. Follow Soapy north to the Ferry. A
few more enemies will appear from the saloon and on its balcony. Take them out
and head to the ferry, where more gunmen will ambush Soapy. Talk to the Ferry
Operator and he will start taking you across. Enemies will appear on the other
side of the river to pursue you with the other ferry, and sharpshooters will
appear on the ridge. Use your Winchester rifle to take them all out (again, the
Remington, for all its qualities, is too slow). When you get to the other side
of the river, Soapy will tell you to get on top of the rocks and shoot the
ferry rope. If you've been using the Winchester, you've probably picked off all
the enemies anyway, so it's unnecessary.
Once everything is clear, a cutscene will play.
---New Missions---
*Ranch Hand
===============================================================================
xiii. Hollister's Fort [WLK013]
===============================================================================
---------------------------------
Interlude: Get to the Steamboat
---------------------------------
You can mine the gold around here if you want, but there isn't much point as
you can't go back to Dodge yet, nor can you do the Ranch Hand missions. Just
follow Soapy and continue with the story. You'll be heading past the Blackfoot
Camp where you and Honest Tom raced at the very beginning. This time the fort
gates on the west side of the Pass are open. After a conversation with Soapy, a
cutscene will play, and you'll find yourself as guests of a certain Sergeant
Hollister.
-----------------
Escape the Fort
-----------------
Hollister's men have taken all your guns. The only thing you have left are your
melee weapons, and those aren't going to get you anywhere fast. As Soapy tells
you, you'll need some help to get out.
Face the north-west corner of the area. You'll see a renegade beating up an
Indian. Grab him and slit his throat. The Indian will thank you and will ask
you to find his brothers in return for his aid in escaping. Follow the punching
noises to find the Indians. They're both in rooms under the northern rampart.
The renegades are too busy beating up the Indians to bother with you, so just
execute them to free the Indians. Move further down the wall to find the third
Indian.
The prison gates will open to allow some renegades in. The leader will order
one of them to watch the gate. Grab him and execute him to proceed. Crouch and
follow the Indian and listen to everything he says. If you don't, the alarm
will be raised and you'll have to restart. Slit the throats of the guards when
he tells you to (never engage in combat, and don't worry if the game plays
their shouting lines) the garbage chute at the end. Execute the last guard and
Soapy will pick the lock, allowing you to reach the underground cavern.
Follow the cave until you spot two guards on a ledge talking about the weapons
they procured from you. There's a dead Indian on the rock. Pick up his bow and
use it to take out the guards silently after the second guard leaves for his
post. Retrieve your weapons by walking to the dead guard. You'll have no ammo
apart from your infinite revolver supply, but you have to use your bow anyway.
Take out the other guards when they're in range. They shouldn't give you any
trouble.
Search the bunkers for ammunition. You should be able to refill your shotgun,
rifle and thrown ammo, although you won't get any sharpshooter ammo yet. Grab a
horse and follow the path back to the Indian camp. You'll need to trample the
gate to open it before you get to the camp.
---------------------
Protect the Indians
---------------------
What a coincidence, you run into Hollister's men attacking the Indians. The
renegades will be busy fighting the Indians, so ride behind them and shoot them
off with Quickdraw or your rifle. Several more riders will appear from the
northwest, so take them out too. Once they're all dead, a cutscene will play,
ending the missions.
---New Missions---
*Pony Express, Bounty, Poker
---New Weapon---
*Blackfoot Fire Bow
===============================================================================
xiv. Attack the Fort [WLK014]
===============================================================================
---------------------
Infiltrate the Fort
---------------------
Whoa, no time for a break here. You're thrown right into the Indian's assault
on the fort. And you're in cool Indian attire too.
You'll be taking hits straight from the start, so pull out your rifle and take
out the enemies on the forward fortifications. They have several gatling guns
and numerous riflemen, so take them out with your rifle. The cannons from the
fort will be bombarding you, so don't loiter around. Hiding behind rocks will
only protect you so much, so neutralise what you can and run towards the
canoes.
Once you're in the canoe, you will head down the stream under the fort towards
the hidden cave. More enemies will appear on either side above you. Watch your
compass for their locations and take them out with your rifle. Once you reach
the cave, run towards the end. Several groups of renegades will appear in
groups of three. You can blow through them with your Dual Peacemakers, so they
shouldn't pose a huge threat.
---------------------
Capture the Cannons
---------------------
Climb the ladder and you'll be behind a couple of guards wondering how the
assault is going. Take them out and another guard will appear from the barracks
to your left. Take him out too. There will be a LOT of shooting in this area,
so I recommend you use your Dual Peacemakers or Shotgun instead of your rifle.
Fights-at-Dawn will tell you to capture the first cannon. Five renegades will
appear straight ahead. Quickdraw them before they can do any harm. There's a
gatling gun covering the open area, so head through the stables on the left
instead to flank it. Take out the men inside and take out the gunner. There are
a couple of whiskey refills inside as well.
When you head towards the rampart, several men will appear from the stockade in
front of you and five more from the building to your right. Quickdraw the whole
lot of them or otherwise fire away with your revolvers or use your shotgun if
you're game. When you head up into the stockade itself, there will be two men
inside, so kill them.
Man the cannon and use it to destroy the four forward bunkers. You'll need to
compensate for your cannon's trajectory, and each bunker needs one direct hit
on its roof to take it out. Once they're all down, proceed the next cannon.
There are several renegades here, so take them out. Man the cannon and use it
to destroy the keelboats. Each boat takes two direct hits to sink, but they
won't be firing on you. Once they're down, proceed to the stockade area further
down.
More men will appear below. A single stick of dynamite should take them all
out; otherwise take them out with your rifle. Head down to the stockade and
dozens more will come out. Blast through the lot with your revolvers,
preferably with Quickdraw. When they're all down, man the cannon on top of the
rampart and fire it into the ammo dump. You'll need a direct hit through the
doorway.
One more cannon to go. Head through the exposed tunnel and take out the enemies
in there. To your left is a mess room with another dozen men. Use Quickdraw to
take out as many as you can and blast through the rest that come in from the
next room. There are a couple of dynamite crates here, and you'll need the
dynamite for the next section.
Equip your rifle when you head up and take cover behind the barricade nearest
to the cannon. Take out the enemy riflemen on the other side and throw dynamite
at the cannon to destroy it. If you're behind the barricade, aim your throw at
a 45-degree angle at full power and it will reach the cannon. Beware though,
enemies will spawn indefinitely until the cannon is destroyed. They can throw
dynamite at you, and the cannon can still damage you behind cover. Head back to
the previous room to get more dynamite if you need any.
---New Missions---
*Deputy, Federal Marshal, Ranch Hand
===============================================================================
xv. Battle at the Steamboat [WLK015]
===============================================================================
During the aftermath, Hollister seems to have escaped. Back in your hunting
attire, talk to Fights-at-Dawn to proceed to leave the fort. A cutscene plays,
and Hollister will make his dramatic reappearance with a bang.
-----------------------
Boss Fight: Hollister
-----------------------
As you can probably tell by your clothing, you're reaching the final leg of
your quest. Our good friend Hollister isn't keen on that idea though, and so
you have to deal with him. Equip your Dual Peacemakers before heading into the
next area.
Hollister's location is marked on the compass. Head to him quickly, as he will
throw dynamite when you're not in sight. At close range, he will shoot you with
Ned's rifle, which is VERY powerful. Ideally, you should give him the drop, tap
the Quickdraw button and unload as much lead as you can into Hollister's ugly
face. He should either die or have a slither of health left to finish off. If
you can't Quickdraw his health down, dodge his rifle shots by running around
corners, pop out and give him a few shots from your revolvers, but you're far
better off using Quickdraw.
Once his health is down, Hollister will do a suicide run. Head down to the
ditch he's in and he will run towards you with as much dynamite as he can
carry. You can't kill him, so you have to stop him from killing you. Start
running backwards and unload your revolvers into him non-stop. This will slow
him down until the dynamite blows him up. If you're too slow, the dynamite will
kill you too. Don't use Quickdraw, you're trying to end this as quickly as you
can.
---New Weapon---
*Ferguson Rifle
A cutscene will play, and you will gain Ned's rifle. This is by far the best
weapon in the game, and will be invaluable in the next section. It might seem
slow, but the power and fire rate are more than worth it. Head towards the
steamboat wreckage, and you'll get thrown into yet another battle.
------------------------
Kill Magruder's Riders
------------------------
Magruder's well-equipped riders will blitz from the east. They'll easily circle
around you and cut down your health. Try to pick a place that forces them to go
through a bottleneck or delays their movements, such as between a rock or
around the wreck, otherwise you'll spend more time drinking whiskey and less
time shooting.
Use the Ferguson rifle to pick them off from a distance and Quickdraw when they
get close. They're very fast and take a couple of hits to take down with your
revolvers, but be persistant. There are plenty of supplies around the wreck if
you need to refill. After several waves of riders, the battle will end, so head
towards the middle of the wreck to find the safe. Press [F] next to the safe,
and Soapy will open the safe in a cutscene. While he's at it, an old friend
will make his appearance.
------------------
Boss Fight: Reed
------------------
Colton's in a no-BS mood when it comes to Reed, and Reed is just as ready to
return the attitude. You'll start the battle off next to river with a horse in
front of you. Mount the horse and start heading east. Reed will appear from the
wreckage and cut you off. If you're sharp with your Quickdraw, this is where
you can take out 90% or more of his health as he rides past. Just mash at that
fire button until you run out of Quickdraw.
Reed's horse is covered with armour, so you can't immobilise him. Pull out your
rifle and fire on him as he rides over the hill behind the corner. He'll wait
until you follow him before he runs out again. Lure him out and open fire with
your rifle until he is dead. The key is to stay on your horse, as he will ride
all over you if you fight on foot.
After you defeat him, a cutscene will play, ending the mission and giving you a
stack of bonuses.
---New Missions---
*Bounty, Poker
---Stat Bonus---
*Health +25
---New Weapon---
*Cavalry Sword
===============================================================================
xvi. Across the Badlands [WLK016]
===============================================================================
---------------------------
Interlude: Find the Cross
---------------------------
Soapy will head off to the Apache Camp ahead of you. You can head straight to
the camp yourself, but since you've unlocked the rest of the side missions,
this is a great opportunity to max out your stats and mine the rest of the
gold. The missions are going to be quite tough from here on, but you've got the
best of everything. In fact, you won't get any more Interludes from here on, so
do whatever missions you need to do.
When you're ready to proceed, head to the Apache Camp north of the Canyons and
talk to Soapy, and a cutscene will play. You will meet the Apache Chief, Many
Wounds, who will reveal some more important bits of your past.
---------------------
Across the Badlands
---------------------
Many Wounds knows the location indicated on the cross. Take the small path from
the Apache camp to Many Wounds down below and follow him. He will take you to
the Badlands to the abandoned house on the prairie, and you'll join up with his
warriors. You'll get attacked by Magruder's riders, so you'll need to fight
them to protect Soapy and Many Wounds. Two waves of riders will attack. Keep
moving to prevent being hit, but if you've maxed out your stats this battle
should be a cinch with the Ferguson rifle. When the battle is over, Many Wounds
will leave you. He will tell you to head to the Mountain north of Piper Lake.
Soapy will lead the way. Follow him along the railroad to the mountain north of
Piper Lake. Meanwhile he'll keep you entertained with his life story. When you
get to the entrance to the mountain, dismount and head up on foot up the site
and past the destroyed buildings. A couple of mountain lions are here, so take
them out to proceed. A cutscene will play when you get to the top.
---New Weapon---
*Loco Dynamite Bow
===============================================================================
xvii. Escape the Ambush [WLK017]
===============================================================================
Whoops, looks like you attracted too much attention. Soapy's gone flying down
the mountain and Magruder's got his men coming up it. You've got one heck of a
bow to use, but the Ferguson rifle is just as good. Blow up the TNT barrels to
make short work of the enemies, and a cutscene will play on Magruder's train.
When you regain control, you'll need to continue down the mountain. A bunch of
enemies will be around the corner with a gatling gun. Take them out with
Quickdraw or some dynamite. Continue down and more mobs will come up. Blow them
away and head to the exit. A few more men will come up, but they're easily
dispatched with your rifle or Quickdraw. Take the horse you left outside and
ride to the tracks where Soapy is.
---------------------
Boss Fight: Dutchie
---------------------
Magruder's right-hand man is manning the cannon and will give you no mercy.
Meanwhile, some riflemen will fire from the train and riders will circle you.
Tap Quickdraw and you should be able to kill Dutchie straight off. Otherwise,
use the Ferguson rifle to take him out and the other enemies. A couple more wll
head in from the north, but they're no match for your Ferguson. Once all riders
are dead, the mission ends, and you'll be thrown into the next one.
===============================================================================
xviii. Magruder's Mine [WLK018]
===============================================================================
No break for you here. You'll crash Magruder's train through his steel gates
and you'll come under fire immediately. Use your rifle to take out the loose
rifleman standing around, but take cover from the fortified gatling guns. Clay
will cause a distraction, allowing you to man the cannon on the mine cart. Use
the cannon to take out the two gatling guns above you.
Clay will start the mine cart, but you'll need to run ahead to switch the
tracks. Quickdraw the three men around the corner and use your rifle to take
out the two gatling guns above you. The last one is fortified, so jump back on
the cannon and blast it as the cart comes around.
A couple of rifleman will fire from the building to your right, so lob a couple
of cannonballs into the windows. A cart will appear around the corner with two
riflemen, so blast that too. There are couple of gatling guns and riflemen on
the ledge to your left as you round the corner, so knock those down. The mine
entrance has a cannon above it, so destroy that. The entrance doors takes two
direct hits to blow open, and some men will be behind it. Fire at them with
your cannon or your rifle. You'll need to run up to use the junction switch, so
shoot the remaining enemies and do so.
Jump back on the cannon to continue down the mine. Shoot the barricade to clear
it. Enemies will appear further down. Shoot the keg next to them to clear them
out. There's another mob around the corner with a powder keg next to them, so
blast the barrel to take them out. More men will come in from the side tunnels.
Blow the entrances to seal them off. Destroy the mine carts ahead to continue.
TNT barrels will roll down. Blast them before they get too close to you. When
you get to the top of the gradient, a group of enemies will appear from the
smoke. Try to lob a shot to the powder kegs behind them, as the incline will
make it difficult to hit them directly.
Run up to pull the switch around the corner. If you need more shotgun shells or
whiskey (which you probably do), run past the switch into the dark tunnel to
find a couple of bottles at the end. Jump back on the cannon. Use it to take
out the two gatling guns around the bend. To your right (this feels like a
amusement park tour) are three enemies and a few whiskey refills. Some men will
appear ahead of you, so shoot them, get off the cannon and grab whatever you
can. Get back on the cannon to proceed.
Another ton of men around the corner. Shoot the powder keg to blow them up and
finish off the barricade. More men will appear around the corners, so aim for
the rocks behind them to kill them with splash damage. Rounding another corner
will present you with three gatling guns. Pick them off with your cannon, and
shoot the next powder keg when you see it ahead of you.
The mine cart will come to a stop before the next section. Get off the cannon
and shoot the remaining men, then head to the turntable. There are a few
whiskey bottles around the outside if you need them. Press [F] to unlock the
tracks, and Clay's men will start turning the turntable. Magruder's men will
approach from various tunnels around the turntable, to take them out when they
appear. Watch the compass to see where they're coming from and use your rifle
to knock them out. Once the turntable is set, Clay will return to the mine cart
and tell you to man the cannon again. Grab whatever supplies you need and do
so.
Around the corner is another blockade with a gatling gun. Shoot the blockade
twice to destroy it and silence the gatling gun. A cutscene will play, and
Colton will proceed to the next area alone. You'll be running through some
ruins with a nice golden glow in the background, with plenty of Magruder's men
with dynamite and TNT barrels. Shoot the men or the barrels to clear the
enemies out, and be careful of incoming dynamite.
Head up the ruins to finish off the last of Magruder's men. You might want to
throw the TNT barrels out of your way just in case they get you blown up in the
firefight. Blast through the last tunnel with your rifle or shotgun, then
proceed to the last area.
----------------------
Boss Fight: Magruder
----------------------
This is it. After a long cutscene, you'll finally fight the one-eyed bastard.
The battle has two parts, and appropriately is the hardest battle in the game,
mainly because Magruder is wearing armour and can't be killed in Quickdraw. In
fact, he can't even be DAMAGED with bullets. Time for some ingenuity.
First things first, Magruder is armed with his Nock Gun, a multi-barrelled
shotgun. This thing has a fast rate of fire, rarely needs to reload and will
tear you up at close range. The only thing you can do to harm Magruder is to
use the sulphur patches (the grey ones dotted around the floor).
Magruder will shoot you at long range, and when he's stunned from sulphur
explosions or gunfire he will throw several sticks of dynamite at you. Either
dodge them or use Quickdraw to blow one up, which will scatter the others
harmlessly.
The key is to stick to the outside of the arena and lure Magruder into
following you. When he gets a few steps away from a grey patch, either shoot it
with your Dynamite Bow or lob a stick of dynamite onto it. By the time Magruder
steps onto the patch, it should explode, igniting him. Be warned: the sulphur
patches can work against you too if you're not careful. Repeat this until he
only has a slither of health left. There are plenty of whiskey refills and
dynamite ammo lying around the outside.
When Magruder is crippled, he will run up to a stone balcony above you to shoot
you and throw dynamite. Take out your Sharpshooter rifle (finally, a use for
it). Aim for his head either with Zoom or without (the sharpshooter is accurate
enough without Zoom). This will stun Magruder, and he will throw a large chunk
of dynamite. If you run out of Sharpshooter ammo, you can use the Rifle, or you
can run under Magruder and use your revolvers or Quickdraw.
The game will give you this vital hint, which is the key to beating him: use
Quickdraw to destroy the dynamite when it's near the roof. Magruder will
immediately throw several loose sticks of dynamite before switching back to his
Nock gun. You can Quickdraw one of the sticks to scatter the rest. You can make
your life easier by headshotting him before he throws this batch of dynamite.
This will force him to throw another large chunk, which you must blow up.
As this is a very hard battle, I'll summarise this:
*Part One
-Lure Magruder into walking over a grey patch
-Ignite the patch with dynamite or dynamite bow
-Repeat until Magruder runs up to the platform
*Part Two
-Headshot Magruder
-Quickdraw the large TNT he throws
-Repeat until rock falls on him
When the battle is over, a long ending cutscene will play, ending the mission
and the game.
---New Weapons---
*Nock Gun
*Cannon Nock Gun (only if 100% complete)
*Reverend Reed's Horse (only if 100% complete) (Will spawn at Magruder's Mine)
----------------------
Game Over: Now What?
----------------------
You can continue to roam around after you defeat Magruder. If you want to
finish off any sidequests, you can still do so. Other than that, there isn't
anything you can do other than ride around on Reed's horse and shoot innocents
and bandits with your Cannon Nock Gun. Unfortunately, this is a failing point
in the game, with practically no replay value after you go through all the
missions. You could start a new game and do everything from scratch, but I've
think we've enjoyed enough of our experience with Colton White and GUN.
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
5. SIDE MISSIONS [SDE000]
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
As part of its free-roaming nature, GUN features various missions that are not
essential the game's plot, but are available to provide the player with
substantial bonuses in stats. Additionally, side missions are the only method
to obtain money needed for weapon upgrades. Side missions are only unlocked at
certain intervals after doing plot missions, and are marked on the map. Talk to
their respective starters to begin the mission.
You can go through the game without doing any side missions, but they are
HEAVILY recommended, as the later stages of the game will be very difficult to
do without any stat upgrades.
===============================================================================
i. Bounty [SDE001]
===============================================================================
Bounty hunting is straightforward: read one of the Wanted Posters around the
world (they all give the same missions, so it doesn't matter which one), and
Colton will read the criminal's details. Accepting these missions will place
the location of the criminal on your compass. Most often, you will have to
travel a fair way to get to them.
Bounties usually have two levels of reward: Dead or Alive. Killing the criminal
outright will get you a lower reward, whereas capturing them alive will gain a
bigger reward (stun them, grab them, then right click to subdue them). Some
missions involve wiping out gangs, or ignore the criminal entirely and focus on
regaining a missing valuable.
Bounty missions increase the following stats:
Gunhand: +2
Quickdraw: +3
Melee: +4
----------------------------------------
Mission #01: George "Whiskers" Mahonee
----------------------------------------
The first bounty mission you do; unlocked when you go to Dodge City for the
first time. This is as straightforward as it gets: Mahonee is in the Alhambra
saloon right behind you. Just walk in, shoot him in the leg and capture him.
Cash: $10 (Dead), $15 (Alive)
----------------------------
Mission #02: Butch Mainard
----------------------------
Unlocked when you get to Empire for the first time. Butch is located in the
Northern Rockies, so grab a horse and follow the compass there. He will be
mounted on a horse near a mine and armed with a rifle, so you'll need to take
out the horse in order to subdue him. Use Quickdraw or aim carefully to shoot
the horse in the head. Or you could simply kill him, but you won't make as much
money.
Cash: $10 (Dead), $15 (Alive)
---------------------------
Mission #03: Johnny Greed
---------------------------
Johnny Greed can be found north of Empire in the canyons. If you just did the
Butch Mainard mission and read the poster by Piper Lake, Greed will literally
be a few strides behind you.
When spotted, Greed will flee towards the Resistance Camp, where several of his
accomplices will ambush you. Shoot out his horse (if you're having trouble
getting a headshot, Quickdraw and empty your revolver into its backside), rush
him and subdue him. Take out his men if you need to.
Cash: $10 (Dead), $15 (Alive)
----------------------------
Mission #04: Shifty Scholz
----------------------------
This one's a bit different. You don't have the option to subdue Scholz; he's
specifically wanted dead. The horse he's riding, however, is wanted alive. Head
to the Canyons; Scholz will be there with a handful of gunmen to protect him.
Shoot Shifty off his horse and take out his gunmen. When clear, take the prized
horse and ride it back to Dodge City and speak with the owner in the middle of
the street.
Cash: $15
---------------------------
Mission #05: Lee Hop Dong
---------------------------
Unlocked after the Escape the Jail mission. If you happen to start this mission
immediately after coming from the Resistance camp and read this at Piper Lake,
you're in luck. Lee Hop Dong is pissing his pants back at the Resistance camp
bridge.
Head to River Canyon. There are quite a few bodyguards with him, so dispatch
them with Quickdraw. There's a few TNT barrels in front, so blow that up to
wipe them out quicker. One of them is manning a Gatling Gun on the bridge. You
could throw an explosive up there, but that will kill Lee as well. Instead,
just run up and Quickdraw the gunner. Lee is harmless, so just grab him for
some easy money.
Cash: $10 (Dead), $15 (Alive)
---------------------------
Mission #06: Bloody Belle
---------------------------
Wanted for castration of a public servant. Ouch.
Bloody Belle can be found in the Badlands. She'll be mounted and with a gang of
female riders. Thankfully you won't need to take her alive, so just shoot them
all with your rifle or Quickdraw them.
Cash: $15 (Dead)
-----------------------------
Mission #07: Toby the Torch
-----------------------------
The former mayor of Dodge City is, appropriately, still in Dodge City. He'll be
in the middle of the town holding a torch (usually not a good sign). Talk to
him and you'll see that he's gone nuts.
You'll be surrounded by his gang armed with rifles and whiskey bombs. Quickdraw
to kill Toby, or you can slash at him a few times and subdue him for the extra
cash. Use your rifle to take out the other gunmen. Try to keep moving to avoid
getting hit by the flames. Once Toby and his gang are neutralised, the mission
ends.
Cash: $15 (Dead), $20 (Alive)
------------------------------
Mission #08: Mad Dog McGrady
------------------------------
McGrady is found on the east side of Magr