=============================================================================== = = = GUN (PC) = = ------------------- = = FAQ/Walkthrough = = ~ = = Written by Scottie_theNerd ([email protected]) = = 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 copyright laws. The following sites have permission to host this guide: -GameFAQs (www.gamefaqs.com) -NeoSeeker (www.neoseeker.com) -1UP.com (www.1up.com) -CheatCC (www.cheatcc.com) -SuperCheats (www.supercheats.com) -Game Revolution (www.gamerevolution.com) To gain permission, ask nicely via an email to [email protected]. 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 Magruder's Mine. Head there, and you'll find him on a horse along with three other riders. Use Quickdraw to take out the riders and shoot out his horse. Dismount, stun him and grab him. You're not allowed to kill him, but his gang is easy prey, so subdue him and get your cash. Cash: $15 ---------------------------- Mission #09: Wayland Payne ---------------------------- Found in the Blackfoot Camp. This mission will be a night mission, so head across the Ferry to the camp. You can ride in to attack immediately, or you can wait and his gang will be attacked by Indians. Quickdraw his gang and subdue Payne. Cash: $20 (Dead), $30 (Alive) ---------------------------------- Mission #10: The Bandit Brothers ---------------------------------- This one's a bit different. There are two targets, and you have to kill one and subdue the other, and their location is unknown. Despite what the poster says, the brothers will always start off at the Devil's Canyon, so head over there. They'll both be mounted and open fire on you. Use Quickdraw to kill James Booth and shoot out Bob's horse, then subdue him. Their names and required action are printed on screen so you know which one to kill. Cash: $20 --------------------------------- Mission #11: The Blackbird Boys --------------------------------- One bounty, fifteen targets. Now we're talking. The gang is located in the secret base in the southern side of the railroad east of Empire. Most of the gang will be hanging around on foot. Use Quickdraw to take them all out. The rest of the gang will ride in from the north, so take them out too. Despite their numbers, they won't pose much of a threat. Cash: $30 ---------------------------- Mission #12: Bob the Blade ---------------------------- The last Bounty mission, and again this one's a bit different. Head to Devil's Slot Canyon east of Magruder's Mine. Blade will be surrounded with around a dozen gang members spread across the canyon. Once you take them all out, Blade will jump down and challenge you in hand-to-hand combat. His health bar will appear. You don't have to use a melee weapon, but he gets stunned after a combo and since you have to take him alive, you might as well slash at him and subdue him. Cash: $30 =============================================================================== ii. Pony Express [SDE002] =============================================================================== Pony Express missions involve carrying messages or packages to various people around the world under a strict time limit. Like the Bounty missions, these people tend to be in the middle of nowhere. There are Pony Express officers in Empire and Dodge, although only one will be giving out jobs at any one time. They will send you to the needy client, who will then send you to the destination. Each mission starter will have a horse next to them, so you don't need to bring your own horse. In order to meet the deadline, you will usually need to spur your horse very often. Don't be afraid of spurring until the horse is nearly dead. Most missions will force you to detour to pick up a fresh horse, and you MUST get these horses regardless. Doing so will also reset the delivery timer, which is what you need most. The later missions will involve running through a LOT of armed opposition. Rule of thumb: Never stop to fight; you don't have time for it. Use your rifle (it's the fastest long-range weapon you've got) and take out all enemies while on the run. You may need to work on your mounted combat tactics, and you definitely need a good Gunhand stat. Pony Express missions upgrade the following stats: Horse: +5 ------------------------- Mission #01: Tiny Tubbs ------------------------- Start the mission by talking to Earl near the Dodge City bridge. He will send you to Tiny Tubbs on the east side of Dodge. Go to him, and you'll discover that the fat guy is starving and will surely die if you don't get him food. Grab his horse and spur all the way to the Shopkeep down the road. Talk to the Shopkeep, and then sprint all the way back. Talk to Tiny Tubbs to end the mission. This is the most straightforward mission, but it can surprise new players if they aren't used to the sheer amount of speed required. Cash: $10 ------------------------------ Mission #02: Johnny Calhoune ------------------------------ Unlocked after Law and Order. Talk to Daryl in the Empire square. He will send you to Johnny in West Empire, south of Hoodoo's Palace by some tents. He will send you to the livery in East Empire. The distance is very short, but the time limit is even shorter. Sprint most of the way and cut across the river. Leap over the livery fence and talk to the man at the end. Don't take the road; you won't make it in time. Cash: $10 ----------------------------- Mission #03: Stumpy McNubbs ----------------------------- Speak to Daryl in Empire and he will send you to Stumpy in West Empire, where the Shopkeep normally is. He will give you some tools to give to the railway workers near Piper Lake. Follow the railroad east and break up north at thef first junction. There will be an Indian rifleman attacking you from the tunnel, and another Indian on the other end. Shoot them while on the move, head across the the tracks and talk to the foreman to end the mission. As the first long-distance run, this one's actually somewhat easier. You don't have to push your horse as hard, but you'll need to take out armed threats before they drop your horse's health. You should be able to clear this mission with 1/3 of the time remaining. Cash: $10 --------------------------- Mission #04: The Gunsmith --------------------------- This mission set is available after the Escape the Jail mission. Talk to Earl in Dodge City, and he will send you to the Gunsmith in east Dodge. This is the first of the more challenging Pony Express missions, as you will need to travel to multiple locations and take out numerous enemies along the way. A high Gunhand stat is recommended, and definitely use a rifle. The Gunsmith will tell you to go to Hecht's Ranch south of the Badlands. You will be attacked as you cross the bridge, and once more as you enter the Badlands by a group of bowmen and riflemen. Take them out on the run and don't stop. Veer south to the Ranch and leap over the fences you need. When you reach the Rancher, leap over the fence and talk to him. Next, you'll need to go to Doc Stilton north of Piper Lake. Head west and follow the railroad through the north tunnel at Piper Lake. There will be four Indians at the tunnel to attack you and a couple more on the other side. Take them out as you go in, follow the railroad, then break off west along the shore of Piper Lake. Doc Stilton will be there in a red shirt. Talk to him, then grab his horse and run back to the Rancher. You'll be attacked by remnants of the previous group on the way back. You should be able to get through the missions without being desperate with time. The main threat is taking out the enemies before they drop your horse's health. Cash: $10 --------------------- Mission #05: Cletus --------------------- Talk to Earl in Dodge to start this mission. He will send you to Cletus in Empire. Follow the railroad to get to him; you won't be attacked until after you start Cletus's run. Cletus will tell you to get the borrowed tools off his worker in the Northern Rockies. Take the bridge north through the canyon to Piper Lake. Several enemies will attack you along the road. Head around the west shore of the lake and take out some bowmen on the way. Head around to where the Indian Hunter normally is to find the Worker. Grab the horse by the Worker and head east. You will be attacked by a rider, so take him out before he causes you trouble. Take the south road that weaves through the Old Canyon Mines. There will be a stack of enemies here. Take out as many as you can but keep running through. Be careful of your horse's health, however, as they can easily bring it down. You'll run into Barton on the way down. Talk to him to end the mission. Cash: $10 ------------------------------ Mission #06: Marcus Billings ------------------------------ Talk to Earl in Dodge and he will send you to Marcus Billings on the east side of town. He has an urgent message for Edgar Meriwether's auction in Empire, but you'll need to stop by Hecht's Ranch to pick up a new horse. Ride over the bridge and gun down the enemies there. A rider will appear from the train tunnel and half a dozen riflemen and bowmen will occupy the railroad cutting. Just run by and shoot whatever you can. Detour south to Hecht's Ranch and talk to the Rancher to start the next leg. Head west to Empire. You'll run into another half-dozen spread-out Indians and a rider. Take out the rider and run past the gunmen, shooting out as many as you can. If you spurred most of the way, you should have plenty of time to reach Edgar at the Empire Bank across the bridge to West Empire. Cash: $10 -------------------- Mission #07: Jesse -------------------- Earl in Dodge will send you to Jesse a few metres away. An urgent package was sent to the Old Canyon Mines by another Pony Express rider, but the package failed to arrive. Head due west to the Badlands mines. A rider will attack you and many Indians will take up positions on the ledges above you. Several more will be in front of the mine entrance. Enter the mine and talk to the Pony Express rider, who will be rather shocked at your pragmatic mission. Ride the horse out. Don't bother shooting the Indians, although they may injure your horse. Take the hairpin bend north of the mine and take out the enemies you encounter during the ride. Head east, jumping across the twisted road to save some time if necessary. Talking to the guy standing next to the mine to complete the mission. Cash: $10 -------------------------- Mission #08: Speedy Pete -------------------------- Talk to Daryl in Empire, and he will talk about how Speedy Pete's been bragging about how fast he is. Talk to Speedy Pete by the Empire Bank just behind you and he will patronise you. Well, guess you're here to prove him wrong. Forget about Pete's count, grab the horse and sprint out of Empire. Remember, you main worry is the amount of damage your horse takes from ambushes. There will be a few loose riflemen along the train tracks, so take them out. Follow the tracks to Magruder's Mine. Talk to the Express Rider and he will give you a fresh horse. An enemy rider will appear behind you, so shoot him off. Follow the tracks through the tunnels until you get to Ten Fingers Canyon. Hope off the tracks and head east through the Canyons, taking out or running past any enemies you see. You should be able to reach Dodge with plenty of time remaining. Talk to Speedy Pete (how'd he get there before you?) and he will concede his defeat. Cash: $15 ----------------------- Mission #09: Shopkeep ----------------------- Talk to Earl in Dodge. If you just did the Speedy Pete mission, you might as well do this one. Talk to the Shopkeep in Dodge, and he will send you to the Canyons to deliver medicine. This one's a tough ride, so equip your Ferguson rifle and get on out there. Head north through the canyons, taking out any enemies you see. The distance isn't too far, but time is very short. When you reach Devil's Slot Canyon, talk to Willie. He will tell you that the Indians stole the horse. Your timer will restart, but you'll need to procure the horse from the Indians just ahead of you. There are several riflemen and bowmen, and the rider is marked on your compass. Shoot off the rider and take the new horse, which will restart the timer. If you accidentally kill the horse (easy to do with the Ferguson, mind you), there isn't much you can do other than to end the mission. Continue riding through the canyons and run through any ambushes you come across. The curvy trail will make sprinting and shooting difficult, so don't concern yourself too much with fighting. Once you reach the mines, talk to Dan to end the mission. Horse: +10 Cash: $20 --------------------------------- Mission #10: Councilman Webster --------------------------------- The final Pony Express mission and probably the most challenging side mission in the game. Daryl in Empire will send you to Councilman Webster in front of Hoodoo's Palace. The Mayor has the plans for the completion of the railroad that needs to go to the foremen on the line. However, they're being attacked by Indians, so you need to get the plans to them ASAP. I heavily recommend that you do all the Ranch missions to get your Horse stat up and use the Ferguson rifle to gun you way through. You'll need to literally tear past countless Indian attacks to get to your destinations on time, practically spurring all the way. Follow the railroad east of Empire and head towards the tunnel towards Magruder's Mine. When you spot the tunnel, you'll see that the workers are being attacked by numerous Indians. Take as many of them out as you can before you get there, but don't stick around. The timer's ticking very quickly, so talk to the first Foreman and grab his horse. Go through the tunnel and follow the tracks past Piper Lake. More Indians will be around the area and several riders will cut you off. Shoot them off and follow the tracks to Magruder's Mine. Sprint east through the tunnels towards Ten Fingers Canyon. There aren't any Indians here, but the timer is still short. Talk to the next Foreman, and be careful not to fall off the bridge. Sprint through the tunnel and talk with the Foreman on the other side, and he will send you to the last Foreman in Dodge City. Run past all the Indians and riders, cross the bridge and talk to the final rail worker. The mission isn't over yet! Now you have 60 seconds or so to run the fifteen metres to the Alhambra Saloon and get a drink from the Bartender (oh noes!). He will congratulate you on your efforts, tell you that your job is now obsolete, and will give you a pair of silver spurs that have been left out of the game. Well done! Horse: +20 Cash: $20 =============================================================================== iii. Poker [SDE003] =============================================================================== As you progress through the game, several Poker tournaments will open up. The first few area available in the Alhambra Saloon in Dodge, while the rest are available in Hoodoo's Palace in Empire. The game is Texas Hold 'Em Poker (not regular poker). If you know how to play the game, it should be easy for you. If you don't, you're going to have to learn as you go. It costs nothing to do the Poker missions, and you get more money after each round. Still, there are better ways of getting money, and since you can't play more rounds of poker outside of the missions, there isn't much point in doing the missions other than to get 100% completion. Note that after the second round in Dodge, the other rounds open up in Hoodoo Palace. Despite the game telling you that the Poker missions have been unlocked, you can't actually reach the them until after the Hollister Fort missions. You don't lose any money if you are eliminated, but you have to restart the mission if you are. ------------ The Basics ------------ -Each player is dealt two "pocket" cards that only they can see. -Players engage in several rounds of betting. -The five "community" cards dealt in the middle will be revealed in turn. -More bets are placed or withdrawn. -The player with the best winning combination with their pocket cards and the community cards wins. ------------------------- The Itty-Gritty Details ------------------------- At the beginning of each round, one of the players is designated with a marker. This player must lay the first bet, so there's always something in the pot. The next players either lay the same bet, increase the bet or Fold (give up). Once the betting round is over, the game initiates the "Flop" stage. The first three community cards are flipped over. This is where you need to determine if you have a decent chance of getting a good hand or if you're better off quitting while you're still ahead. Players can make additional bets to force the others to fold or increase their stakes. In the "Turn" stage, the fourth community card is turned over. Again, bets are made, leading to the "River" stage, revealing all five cards. Following this is the "Showdown" stage, where everyone's cards are revealed and the best hand is awarded the pot. Each round presents you with several options: Check: Proceed to the next turn without raising bets. You can only do this if your opponents haven't raised the bets. Call: Raise your current bet to the same amount as the previous bet. You have to do this if the previous bet is higher than yours in order to continue. Raise: Raise the stakes after each round to force the others to fold or call. All In: Put all your credit into the pot, forcing others to do the same or fold. You will not be able to take any action after this. Cheat: Swap cards in your hand for a better combination. Note that this can only be done after the first play, and only in the Dodge City tournaments. You can't cheat in Empire. Fold: Give up. Only do this if you feel you have no chance of winning and want to cut your losses. ---------------------- Winning Combinations ---------------------- The following need to be made using your two pocket cards and any three community cards. In descending order of priority (i.e. a Straight Flush will beat a Full House): *Royal Flush: 10-J-Q-K-A in the same suit *Straight Flush: Five consecutive cards of the same suit (eg. 3-4-5-6-7) *Four-of-a-kind: Four of the same card (eg. 8-8-8-8-1) *Full House: Three-of-a-kind and a pair (eg. 10-10-10-4-4) *Flush: Five cards of the same suit *Straight: Five cards in sequence in any suit (eg. 5-6-7-8-9) *Three-of-a-kind: Three cards of the same rank (eg. K-K-K-3-5) *Two Pair: Self-explanatory (eg. Q-Q-8-8-5) *Pair: Two cards of the same rank (eg. A-A-2-5-10) *High Card: The highest card you have If two players get the same combination, the one with the higher card wins. If both players have the same high card, the pot is split between the winners. If no player has a winning combination, the one with the highest value card wins. ------------ Strategies ------------ Luckily, the opponents in GUN aren't that good at Poker. You'll need some sort of plan to win through the game though, so I'll list out a few observations. -Don't go All In. Even if you have a good hand at the start, it's just as easy for someone else to get a better hand and knock you out. -On the contrary, use the All In function if you want to play chicken with one of the other players. This can knock out an opponent at the beginning of the game. -If you have a poor starting hand, I still recommend you put in bets. The opponent AI tends to be defensive, so you're far better off being more aggressive in your betting. Stop raising the bets when the other opponents fold or opt to Check, but raise them again after all the cards have been revealed if you think you've got a good a winning combination. -Of course, if your cards can do no better than a High Card, fold to cut your losses. -Opponents CAN be intimidated. If you place a very high bet, your opponents will usually assume that you've got a winning hand and will fold to cut their losses. This is especially true with All In attempts, although one or two opponents will be game enough to continue. You can use this to bluff opponents out, although this can easily backfire. *Note that you'll face two different sets of opponents: one in Dodge City and one in Empire. In general, the Dodge opponents will be much easier and defensive than the Empire betters. There are a few more things to note: -In Dodge, you can Cheat (see above), making it much easier to win the rounds. In addition to being more spooked by All In attempts, the Dodge crew are susceptible to a death spiral I call the "Fold syndrome". This happens frequently when there are one or two opponents remaining. They will instantly see their hand as hopeless and will Fold, ending the round and only losing the $10 or $15 they were forced to bet. Oddly, they'll keep on folding until they eliminate themselves. This is a slow and tedious way of winning, but there's nothing you can do about it. -The Empire players are noticeably more risky than their Dodge counterparts. They'll be less shy with their bets and a couple will stand toe-to-toe with you. That usually makes them easier to eliminate if you've got good cards. They're less likely to go into the death spiral of Folding, but it can still happen. =============================================================================== iv. Deputy [SDE004] =============================================================================== The Deputy missions (aka Law Man) are based in Dodge City. Talk to Pat Denton, and he will deputise you to take care of town while he's doing whatever Sheriffs do (other than taking care of the town). Dodge being Dodge, you'll have to deal with several outbreaks of fighting and robbing in a row. Due to the rather fast-paced nature of the missions (probably containing the most action out of any mission), you should get a horse to ride around and fight from. Deputy missions provide bonuses for Gunhand, Quickdraw and Melee. Because so many Deputy missions are available in each batch, it is essential to complete them to gain a significant boost in stats. Gunhand: +4 Quickdraw: +5 Melee: +2 ------------- Mission #01 ------------- Unlocked after defeating Quick Killer. -Three highwaymen are riding around on the east side of town. Once you get close enough, they'll ride towards you. Take them out with your rifle. -There's a brawl on the east side of town behind the shops. Ride over there and use your Quickdraw to take them all out. If you fail to do so, use a whiskey bomb or fire from horseback. It can get a bit messy if you're really bad at shooting. Plenty of whiskey and ammo around here though. -Opium pusher in town. Head to the barkeep designated on the map, and he will tell you to head behind the old bar to the north. Once you get close enough, the dealer's bodyguards will run out to engage. Kill all the gunmen. At least one of them will throw whiskey bombs at you. Cash: $10 ------------- Mission #02 ------------- -Protect the Whore in the Alhambra Saloon. Be quick with this one; the whore loses health very fast. Head into the bar and Quickdraw the three men inside. -Hostage situation in the north west under the water tower. Since SWAT wasn't around in the 1880's, you'll have to do. Head over to the tower from the rear. There are three gunmen and the hostage-taker. Use Quickdraw to eliminate them all without harming the hostage. -Hold-up in the alley on the south side of Dodge. The victim's health bar will appear, but they won't actually do anything until you get there. One of them will smack the victim down, leaving him with a scrap of health. Quickdraw the three men to prevent them from killing the victim. Cash: $10 ------------- Mission #03 ------------- -Gang members spotted on the east side of Dodge. Head around from the north side to catch them off guard. Either through a whiskey bomb or Quickdraw them. There are quite a few, so watch yourself. -Pick up the TNT barrel from the Ferry and carry it to the store. This one's a bit slow, as you need to go on foot. You will be attacked twice: once before you reach the outskirts of Dodge, and once in the main street. You can spot the enemies on the compass and on-screen before they attack you, so put the barrel down and fire with your rifle. Don't with the TNT in your hands, obviously. Bring the barrel to the designated building and leave it there. -Raiders coming in from the east! There are a lot of them. When they approach, drop a couple of whiskey bombs to set fire to their horses to slow them down, and pick off the rest with Quickdraw and your rifle. They will circle around you endlessly until you kill them all. Cash: $10 ------------- Mission #04 ------------- -Meet the Wealthy Citizen on the west side of town by the bridge. You'll need to talk to her to get her going. You'll need to protect her from assailants as she enjoys a walk through town. Several groups of gang members will lie in wait for her to pass. They're marked on your compass, so it should be easy for you to ride ahead to take them out. I recommend a pistol for this, as the range is very close, and you should Quickdraw them to prevent the lady from being hit. Once the Wealthy Citizen reaches her destination, you can move onto the next task. -The Alhambra is being robbed. Run upstairs and take out the three gunmen in the storage room. You can use your shotgun or Quickdraw to take them out. -Gangfight in the streets. You can take them out with a rifle from the balcony of the Alhambra, but you can jump onto the street to Quickdraw the lot of them. Cash: $10 ------------- Mission #05 ------------- -Two powder kegs have been stolen. They're hidden behind the buildings on the east and west sides of town. When you pick one up, enemies will spawn in the alleys and streets. You can see them walking in the street, so use your rifle to take them out, and bring the barrels to the Sheriff's office when the road is clear. -A family is being held hostage by desperados. Head to the far east end of the town. There are four gunmen behind some crates with the hostages behind them. If you have a sharpshooter rifle, this is too easy. Otherwise, use your rifle to engage them. You should be able to pick them off before you get near the family. Move to the family to secure them. -Gunmen are firing at townsfolk from the water tower. Head to the rear of the tower and pick them off with your rifle or Quickdraw. You should be able to take them all out from the ground without needing to climb up the ladder. Cash: $10 ------------- Mission #06 ------------- -Gang members have taken hostages in three separate locations. One is in the Saloon, which you can kill with a rifle from the doorway. Another is in the building across the saloon. This one's a trap, and you'll need to kill both the gunman and the "hostage". The third one is on the west side of town behind the fence. You can go around to face the gunman, or you can shoot him through the hole in the fence. -A snitch is waiting by the Ferry and is willing to provide information regarding a Red Hand Gang operation (who have mysteriously regained its members after you wiped the floor with them at the beginning). Head to the Ferry and talk to the Snitch, and he'll start moving towards the Dodge Bridge. His former "associates" are trying to take him out. Gunmen will appear on the ridge on both sides and from the alleys. Take them all out to prevent the Snitch from being killed. -The Snitch will direct you to the Alhambra Saloon. Assault the saloon and take out any enemies you see. Head upstairs and take out more Gang members. When you reach the end of the hall, you'll run into two ladies. They're part of the Gang too, so kill them when you can. Denton will congratulate you on completing all the Deputy mission, and you'll get a bigger stat bonus: *Gunhand: +11 *Quickdraw: +5 *Melee: +7 *Cash: $20 =============================================================================== v. Federal Marshal [SDE005] =============================================================================== Federal Marshal missions (identified as "Rescue" in the menu) generally involve running around the world to rescue people, as opposed to the Deputy missions being based solely in Dodge. The Marshal is always located in Empire whenever the missions are opened. Federal Marshal missions increase the following: Gunhand: +3 Quickdraw: +5 Melee: +5 ------------------------------ Mission #01: The Miller Gang ------------------------------ Head east towards the ambush point, located on top of a roof. Get their by climbing the stairs behind the building and jumping onto the roof. Grab the TNT barrels and throw them into the intersection. Try to arrange the barrels to spread across the road for more effect. The Miller gang will ride in. There are around seven of them, so they'll be quite tough to take on. If you're sharp with a rifle, you can nail a few before then get to the ambush area. When they get to the intersection, blast the powder kegs. A few will usually survive, so finish them off with your rifle, or jump down and Quickdraw them. If they escape the ambush, the mission is failed. Cash: $10 -------------------------- Mission #02: The Vaccine -------------------------- Some renegades have taken some smallpox vaccine and are hiding it on the rooftops in East Empire. Head due east and equip your rifle. Circle around the buildings and pick off the enemies from afar; you shouldn't have any problem taking all of them out except one. There's a ladder on one of the buildings near the stream. Press [F] to climb it, then use the planks as bridges across the rooftops. If you killed all the enemies before getting up, you won't meet any resistance; otherwise it will be a messy fight. When you get to the last plank, an enemy will man the Gatling Gun on the last roof and open fire. Use Quickdraw to headshot him. Jump over the Gatling Gun onto the roof and press [F] to retrieve the vaccine. Cash: $10 -------------------------- Mission #03: Mine Rescue -------------------------- Some Chinese are being held hostage in the Badlands mine. Grab a horse and follow the compass east. Enter the mine, but be careful, this mission isn't so straightforward. Whatever you do, do NOT use a shotgun here. As one of the hostage takers yells out, "This mine is filled with TNT!". Use your pistol and Quickdraw your way through. Most of the enemies are using the hostages as human shields, so you'll need to Quickdraw them to pick off their tormentors. Once the first chamber is clear, head down and left. Behind the crates are two more hostage takers. Quickdraw them as well. Once they're dead, the mission will end. As noted above, this mission can be tricky if you're a poor shot. One stray bullet can set off the whole mine, which would obviously fail the mission. Cash: $10 ------------------------------- Mission #04: Lost Stage Coach ------------------------------- A stage coach was supposed to have arrived, but it hasn't. Grab a horse and follow the compass east towards the Canyons. When you find the coach, talk to the driver. You'll probably notice some suspicious movement behind the coach. Your hunch is correct: the driver is an outlaw and the bandits will spring their ambush. Take out the driver with a Quickdraw to save the hostage and take out the other gunmen. Three riders will arrive from Dodge, so take them out too. Talk to the real driver when he comes out. He will tell you to blow up the boulder blocking the road to Dodge. Head east and head up the grassy slope to reach the TNT on the stony ledge above. Grab one, bring it to the boulder, then blow it up. The mission will end once the boulder is cleared. Cash: $10 ----------------------------------- Mission #05: O'Malley Wagon Train ----------------------------------- Head east towards the Badlands. You'll spot the wagon train in a circle in the plains where the buffalo usually are. The train is being attacked by riders, and you'll probably run right into the rear of their attack. Pull out your rifle and shoot all the riders. Several more waves will come from the surrounding area. Take them out, and the mission will be over. This isn't a particularly hard mission unless you've been getting lazy on stats and items. Use Quickdraw to save some time if you need to. Cash: $10 ------------------------------------- Mission #06: Opium Dealer Wachowski ------------------------------------- Head towards the Livery in Empire. Wachowski is hiding and won't be marked on your map, but once you reach the livery he'll call out to you from behind a building corner. Talk to him and escort him to the jail. When you get to the jail, Wachowski will chicken out. A group of five men will appear on the road leading north striding towards you. Use your Quickdraw to pop them all. Grab Wachowski and drag him to the cell in the jail. Wachowski's friends will attack the prison. The Deputy's health bar will appear and he must not die. Rather than shoot the enemies with a rifle from inside, walk outside and Quickdraw them. There are three waves of 5-6 men, and they're all bunched up, so you can take out the lot in one go. Once they're all dead, the mission is complete. Cash: $20 ----------------------------------- Mission #07: Protect the Settlers ----------------------------------- A family's stranded west of Dodge. This one's a night mission, and you'll be shooting more wolves. Head to the Dodge bridge and you'll find the family with their horses dead. Dozens of wolves will approach from west and north. Take them all out (Ferguson rifle works best) and another wave will come. Remember that your Trample attack can spook the wolves. Once all the wolves are dead, you'll need to ignite the hay bales with whiskey bombs. Note that you CANNOT light them with your fire bow. There are plenty of whiskey bomb crates lying around, and all the hay bales are marked on the compass. Once they're all alight, the mission will end. Cash: $20 =============================================================================== vi. Hunting [SDE006] =============================================================================== Hunting works differently from other missions. First off, talk to the Indian Hunter north of Piper Lake and west of Magruder's Mine; he will inform you about the beasts you need to hunt. While taking a side mission locks you into it until you end the mission, Hunting is something you can do at any time. That is, you don't have to go out looking for the target specifically; you can run into it during your travels. Granted, you'll probably try to seek them out anyway. Each great beast spawns in a certain area of the map, and some will only spawn when you approach from certain directions. The game will tell you if the beast is nearby. If you're riding a horse, dismount or else you'll scare it off. Walk towards the beast until the game tells you that you are getting close. Press [Left Shift] to crouch and sneak up to the beast. When you're a few metres away, you will be told that you are within range. Shoot the beast in the head in order to complete the hunt. You then need to return to the Hunter, who will inform you of the next great beast. The Indian Hunter recommends that you use a bow. This is heavily recommended; as the bow can kill with one shot to the head whereas a gun will take several. Furthermore, using a bow will give you the most money for each kill, whereas a gun will destroy the pelt and give you only a fraction of the reward. You get a bow soon enough, so there isn't much gain in shooting animals. You can use either the Apache Bow or the Blackfoot Fire Bow. Do NOT use the Loco Dynamite Bow, for obvious reasons. All Hunting missions are unlocked at the beginning, so it's an easy way to beef up your Gunhand stat. Hunting increases the following: Gunhand: +4 ----------- Grey Wolf ----------- Found by the Dodge City bridge. It's probably easier to take it out from the western approaches. Sneak up to the wolf and fire an arrow into its head. The wolf is slow and will not attack you. Easy target. Cash: $10 --------------------- Great White Buffalo --------------------- Found in the plains in the Badlands. The White Buffalo is an even easier target. It stands still when it grazes. Approach it from the west (the Old Canyon Mine works very well), sneak up to it and take it out. Cash: $10 ------------ White Wolf ------------ Found on the west side of Piper Lake. As above, sneak up to it and kill it. Cash: $15 --------------------- Great Mountain Lion --------------------- A.k.a. the Cougar, the Great Mountain Lion is found south west of the Indian Hunter in the Northern Rockies, on a brown dusty road. As above, sneak up to it and put an arrow in its head. Be warned however; the Mountain Lion is actually aggressive and will attack you if you spook it on foot. This can work well for you though, as you can run backwards and have more opportunity to kill it. Cash: $15 ------------ Black Wolf ------------ This is probably the trickiest beast to trigger. The Black Wolf is found behind the Badlands mines. Trigger it by approaching the hairpin bend from the Old Canyon Mine. IMPORTANT: Do NOT bring your horse into the hairpin bend. Due to direct distance between the bend and the wolf, it will automatically spook it. It may be a bit of a walk, but it's the only way you can approach it. As with the Mountain Lion, approach is carefully and kill it. The wolf will attack you if spooked. Cash: $20 ------------------ Hunt the Grizzly ------------------ The final great beast. This mission is different from the other hunting missions in that it actually is a side mission you can start and end. The Grizzly is found north east of Empire. While you are riding there, you will most likely get the message that you've lost the trail. Disregard it and continue to Empire. You'll find the bear lurking around the railroad. Don't worry about spooking the bear. Ride into battle against it, because it will charge at you the moment you get within range (remember the first Grizzly you fought?). Forget about using the bow too; just use Quickdraw. The Grizzly should die immediately; otherwise finish it off with your rifle. You will automatically return to the Hunter, who will congratulate you on hunting all the great beasts and proving that you are a great hunter. He will give you an honourary shirt, although this seems to have been left out of the game. You can't access it whatsoever, and you're done with the Hunter. Enjoy your stat bonus. Cash: $20 =============================================================================== vii. Ranch Hand [SDE007] =============================================================================== Ranch Hand missions are located at Hecht's Ranch on the south side of the map. These missions involve rounding up cattle and dealing with cattle rustlers. They're not particularly challenging, but do add some variety to your day. You will require a horse for all these missions. You can either bring your own, or use one of the Rancher's horses in the barn. Incidentally, they're the only named horses in the game (Storm and Cinnamon). Ranch missions increase your Horse stat. Horse: +5 ------------- Mission #01 ------------- This is a bit of a practice run from the rancher. Grab a horse and head to the nearby pen to practice rounding the calfs into their pen. The cows will move in the opposite direction to your position, so position yourself behind the cow and steer them towards the right direction by moving left or right to them. You'll often need to spur your horse to circle it around in time, but you'll get the hang of it pretty quickly. Getting the calves into the pen is quite easy. You can direct them across the field, or you can make them follow the fences and they'll automatically slide into the pen when they get there. After you're done, follow the rancher to the Badlands to meet the rest of the herd. You'll see one of the dramatic shots in the game when you see the herd (and the rancher is quite a nice guy). Head down to the pasture and herd the cows towards the Longhorn just as you did with the calves. The cows will automatically halt near the Longhorn. When all the cows are by the Longhorn, the Rancher will lead them back. Stay behind the herd on the way back to the ranch. A cow will drop from the pack several times, and you'll need to chase them and direct them back to the herd. Once they're in the pen, you complete the mission. Cash: $10 ------------- Mission #02 ------------- Unlocked after the Law and Order mission. Since you finish the mission at the Ranch anyway, you might as well do this mission. A couple of mustangs were taken from the farm. Grab a horse and follow the compass west. Go under Empire bridge and follow the ditch to the very end until you find the horses. Use the Trample attack to break down the fence. The mustangs will sprint away to the Badlands by themselves, so chase after them. Once they get to the plains, they will stop and you will need to herd them like cattle. Direct them past the gate and up the road. Once they reach the farm buildings they will run into the pen by themselves. Cash: $10 ------------- Mission #03 ------------- Wolf hunting, and at night too! Grab a horse and check out the herd in the Badlands. They're in the mine area in the west at the back of the plains. They'll be attacked by a dozen wolves. The Rancher will suggest that you use a small-calibre weapon (i.e. a pistol), but you can use a rifle if you want, as that will take out wolves in one hit, or you can use the Volcanic 10 to great effect. Use the Trample attack to scatter the wolves and Quickdraw to take them out quickly. The mission ends when all the wolves are killed. Cash: $10 ------------- Mission #04 ------------- Rustlers have made off with some calves. Head west to the secret base that every generic gang seems to use east of Empire in the southern cliffs. There's one lookout on foot when you go in, so take him out. As you round the corner, three more rustlers will ride out. Take all three of them out, then use the Trample attack to break the fence holding the calves. Guide them back to their pen in the ranch to end the mission. The calves will practically make their way there as long as you're behind them, so this isn't very hard. Cash: $10 ------------- Mission #05 ------------- This one is ridiculously easy for some reason. The Rancher will drive the herd around in circles in the pen. Meanwhile you need to drive three calves from the herd into the calf pen. As the herd runs past, give the calves a little nudge by standing on their left and they'll head into the fence into the pen. Once all three are in, the mission ends. Cash: $10 ------------- Mission #06 ------------- The Rancher needs to drive his herd to Dodge where they will be taken by train to Kansas City. Head down to the Badlands and herd the cattle to the Longhorn like you did in the first mission. When they're all ready to go, the Rancher will guide the cattle east. You'll be ambushed along the way, so take the enemies out before the Rancher gets killed. After they're down, two more riders will come up from the rear. Take them out too. When you reach the bridge, you'll find that it's blocked by crates. Use the [Right Mouse Button] Trample attack to break all the crates. Make sure the path is all clear, and then return to the Rancher. He will guide the herd into Dodge, ending the mission. Cash: $10 ------------- Mission #07 ------------- The final Ranch mission. With his business done, the Rancher is leaving, but he'd like you to escort him to Empire. Follow him west, and he'll realise that he's missed his train. Some bandits will ride out to attack him, but they're a minimal threat, so just take them out at leisure. Once they're down, escort the Rancher to the outskirts of Empire and he will bid you farewell, as well as giving an extra stat bonus. Horse: +10 Cash: $10 *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 6. WEAPONS [WPN000] *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* Colton White might have a tough attitude and a gruff voice, but he isn't going to go very far in the Wild West without the iron and gunpowder to blow his way out of tight situations. Thankfully, GUN features numerous weapons that can be attained as players progress through the game. Weapons are divided into seven types: Revolvers, Rifles, Shotguns, Sharpshooters, Bows, Melee and Thrown. At any time, players can equip one "primary" weapon (Rifle, Shotgun, Sharpshooter, Bow), a Revolver, a Melee weapon and a Thrown weapon. Note that players cannot switch between different weapons within the same category (eg. players cannot switch between Dual Peacemakers and Volcanic 10 revolvers) without going through the in-game menu. Apart from Revolvers, all weapons have limited ammunition. More ammunition can be obtained from fallen enemies, colour-coded ammo boxes or replenished at permanent ammo crates. Each weapon has their own unique stats and characteristics. Weapon performance is heavily affected by the Gunhand stat (See: Stats). At the beginning of the game, most weapons require several shots to kill a target while aimed, while towards the end of the game it is possible to nail a rider at long distance with one shot. The difference is significant, and it is worth doing the side missions to improve the effectiveness of each weapon. -------------- Weapon Stats -------------- -Damage: How powerful the weapon is -Fire Rate: How fast the weapon can fire -Reload: How fast the weapon can be loaded Damage is self-explanatory. Fire Rate and Reload may look similar, but they affect different aspects of weapons. A weapon with a high fire rate will have less delay between shots if you keep clicking the fire button, while a high reload stat will reduce the time it takes to load the weapon when its empty. Note that while you CAN cancel your weapon's reload animation after a certain amount of time. The Reload stat will decrease this delay, but you do not have to wait until your animation finishes. This is important for maximising the firing speed of weapons like the revolvers and the Ferguson rifle. =============================================================================== i. Pistols [WPN001] =============================================================================== Revolvers will be the bread and butter for most of GUN. Revolvers are always equipped as a sidearm and have unlimited ammunition. Players can quickly pepper a target with several quick shots, or take time to aim for accurate weapon- or head-shots. Reload times are faster than other weapons, but reloading in the middle of a firefight can be quite dangerous without a good Gunhand stat or speedloader item. The reticule consists of a wide crosshair. The imaginary intersection marks the approximate point of impact. The revolver is the only weapon that can be used in Quickdraw, which automatically switches to the revolver once activated. Note that during Quickdraw the revolver as unlimited ammunition. Shots made during Quickdraw will be deducted from the revolver's magazine, but the bullet count will reset itself if the revolver exceeds the available number of bullets. Note that walking over dropped enemy revolvers will register as the player picking up "Ammo", though it doesn't seem to add any ammo to anything. ------------------ Dual Peacemakers ------------------ Damage: 6 Fire Rate: 9 Reload: 10 Obtained after defeating Hoodoo Brown. Strangely, this weapon is listed first in the Revolver list despite being the last revolver obtained. These Colt .45 revolvers differ from the other revolvers in that the player wields two of them simultaneously. High damage, fast fire rate, ridiculously fast reload time and 12 bullets in total, the Dual Peacemakers allow for crazy gunslinging action, not to mention they simply look awesome. Compared to the other weapons, the Peacemakers are obtained quite early, giving Colton a solid weapon to use for most of the game. ------------------------- Colt Navy Revolver 1851 ------------------------- Damage: 3 Fire Rate: 4 Reload: 6 Colton starts with this weapon. There is nothing impressive about this weapon, and players need to aim accurately or use Quickdraw to make using this weapon worth it, especially in the early stages in the game when players have no Gunhand stat and no speedloaders. The Navy Revolver is quickly replaced by the Schofield in Dodge City just after the beginning of the game. ----------- Schofield ----------- Damage: 4 Fire Rate: 5 Reload: 7 Ned White's old six-shooter, given to Colton by Jenny in Dodge City. The Schofield is a slight improvement over the Navy Revolver, with more damage, faster fire rate and a faster reload time. Apart from that, the Schofield handles exactly like the Navy Revolver. Sees slightly more service than the Navy Revolver, but is soon replaced in turn by the Volcanic 10. ------------- Volcanic 10 ------------- Damage: 6 Fire Rate: 7 Reload: 8 J.J. Webb's revolver, obtained after defeating him and Rudabaugh. The real-life Volcanic is actually a short carbine rather than a revolver, and this can be seen in the drastically different image of the Volcanic in contrast to the other revolvers. Point being, the Volcanic 10 is a massive leap over the Schofield. Apart from the usual increase in power and speed, the Volcanic boasts a 10-round magazine, allowing for more sustained fire and use as a pseudo-rifle. Suffice to say, the Volcanic is one of the better weapons in the game and sees more use than the first two revolvers combined, being eclipsed only by the Dual Peacemakers that replace it. =============================================================================== ii. Rifles [WPN002] =============================================================================== Rifles are the medium- to long-range weapons. They are accurate, have a fast rate of fire and have plenty of ammunition to load. Rifles can be aimed using the Zoom ([Z]) button, allowing players to pull off headshots with relative ease. The targeting reticule for rifles consists of a square with gaps in the middle of each side. The imaginary crosshair that cuts through the gaps will indicate the appoximate point of impact. Aligning the gaps with the desired target will usually score hits and headshots, and a better Gunhand stat will guarantee accurate shots. Players can carry a maximum of 30 extra rifle rounds (45 with the Rifle Ammo Belt upgrade). Rifle ammo boxes are blue in colour. *NOTE: Despite the large variety of weapons available, players will seldom need to use all of them. While each weapon type has their strengths and disadvantages, a rifle/revolver combination is enough to get you through most of the game, with the rifle for long-range shots and the revolver for close-range fighting. In fact, with a good Gunhand stat and the Ferguson rifle, players don't even need to use the revolver at all apart from Quickdraw and specific moments in the game requiring other weapons. Sure, players can adapt their style to utilise the other weapons effectively, but the rifle is truly the weapon that can do everything. ------------------ Winchester 1866 ------------------ Damage: 6 Fire Rate: 2 Reload: 4 Colton starts with this "rifle that won the West" and will use it for most of the game. The Winchester is a solid rifle. The rate of fire is somewhat slow, but it makes up for it with a whopping magazine capacity of 15 rounds. With a decent Gunhand stat, players can aim and fire as fast as they can click. The only drawback is that the Winchester takes a fair amount of time to reload, but the speedloader upgrades and improved Gunhand stat can drastically reduce reload time. Use this weapon for targets that are too far for revolvers, but switch as soon as enemies get close, as the Winchester lacks the necessary speed for close-in fighting. ---------- Ferguson ---------- Damage: 9 Fire Rate: 8 Reload: 6 Ned White's rifle. Colton will use it briefly in The Hunt after Ned is attacked by a grizzly bear, but he will return the rifle to Ned. Colton is stuck with his Winchester until he defeats Sergeant Hollister. When players first use the Ferguson against the bear, the weapon may seem very unimpressive and probably worse than the Winchester. With no magazine, the rifle requires loading after every shot, although the reload time is significantly faster than loading a Winchester magazine. The rifle is incredibly powerful, however, and by the time you obtain this rifle, you should have a near-maxed Gunhand stat and all the rifle upgrades anyway. The result is a weapon that can kill in one hit and fire faster than the player can click. As said above, it's more than possible to go through the rest of the game using only the Ferguson rifle, as ammunition is usually plentiful, and the sheer speed of the rifle makes Quickdraw seem like a backward step. Forget about sharpshooter rifles; this rifle can be just as accurate and powerful, and much faster. Ned White definitely had a good taste in firearms. =============================================================================== iii. Shotguns [WPN003] =============================================================================== Shotguns are statisically the most powerful weapons in the game, with all of them boasting very high ratings in Power. However, due to the shotguns using buckshot, the shot will disperse over a distance, making the shotgun a pure close-range weapon. A shot to the upper torso at point-blank will kill instantly, although less accurate shots at longer distance will require two or three shots. The targeting reticule is a wide dotted oval indicated the approximate spread. Note that you can kill multiple enemies with a single shot, as well as score arrow and weapon shots if they don't die, so the shotgun is an excellent crowd control weapon. The game only has two shotguns, with two more "shotguns" becoming available at the end of the game. Despite their power, the shotgun tends to have limited use and are awkward to use without proper stats and items. The shotgun is arguably overshadowed by the increasing quality of revolvers, rendering the shotgun relatively useless. It can still come in handy, but there are better weapons out there. Shotguns can carry 10 additional shells, and 15 rounds with the Shotgun Ammo Belt item. Shotgun ammo boxes are red in colour. -------------------- Colt Double Barrel -------------------- Damage: 10 Fire Rate: 6 Reload: 4 Obtained after defeating Rudabaugh and J.J. Webb. Speed and power ratings aside, the Colt Double Barrel is a huge leap over the Model 1887 by being able to fire two shots in quick succession. This is the most powerful shotgun available until the Nock Gun and Cannon Nock Gun are unlocked at the end of the game. Note that Double Barrel will chew through ammunition very quickly, as players can only hold an extra 10 rounds without the ammo belt. -------------------- Shotgun Model 1887 -------------------- Damage: 8 Fire Rate: 5 Reload: 3 Obtained in Dodge City after defeating Crude. The shotgun has high power but very slow reload speed, even with the speedloader sold by the Dodge City shopkeep. This shotgun will see limited use, with the only real opportunity being against the Indians on the bridge. At this stage, however, your stats and items won't make it worth using the slow shotgun, and using a knife or revolver is more effective. The Model 1887 will quickly be replaced by the Colt Double Barrel anyway. Interestingly, exactly why Neversoft put this weapon in the game is unknown. Since GUN takes place in 1880, the Model 1887 is seven years ahead of its time. ---------- Nock Gun ---------- Damage: 10 Fire Rate: 6 Reload: 4 Multi-barrelled shotgun used by Thomas Magruder. Don't let the stats fool you: this weapon is devastating. The Nock Gun is essentially a semi-automatic rifle with multiple shots. The shotgun reticule makes it difficult to aim accurately and effectiveness decreases over distance, but at close- to medium-ranges, this weapon rips apart any adversary. The Nock Gun is only available after defeating Magruder in the final mission of the game, making the weapon rather pointless unless you want to pick on townspeople. Technically the Nock Gun has a required reload while firing (usually after seven shots), but reload time is very fast by the time you get it. While the Nock Gun displays no ammunition counter, it still uses the limited amount of shotgun ammunition you have. ----------------- Cannon Nock Gun ----------------- Damage: 10 Fire Rate: 6 Reload: 4 Mentioned as being an experimental multi-barrelled weapon developed by Magruder. Thankfully he never uses it against you, because the thing is literally an Old West version of a rocket launcher. This weapon can launch explosive cannonballs to long distances with splash damage, taking out multiple targets. Like other cannon weapons, however, the splash damage isn't as effective as it looks, with some enemies simply being stunned if they are not close enough to the explosion. The Cannon Nock Gun is obtained by completing the game with a 100% completion rating (i.e. all side missions are complete). As with the Nock Gun, the Cannon Nock Gun uses shotgun ammunition, and being at the end of the game it is rather useless unless you really want to show bandits what you're made of. =============================================================================== iv. Sharpshooters [WPN004] =============================================================================== If you were expecting a high-powered sniper rifle with a 10x scope, you're looking at the wrong time period. GUN features two sharpshooter rifles with improved sights and better Zoom than the regular rifle. Sharpshooter rifles have limited ammunition and slow fire rate, but the targeting reticule is a pinpoint dot sight and the weapon is very powerful. Use these to score headshots on long-distance targets, but avoid close combat at all costs. Keep in mind that rifles are often better than sharpshooters, as the game rarely has situations that require long-range precision over speed, especially after obtaining the Ferguson rifle. On the other hand, sharpshooters should be the next in line for long-range use if you run out of rifle ammunition, since bows aren't effective at range and shotguns are pure close-in weapons. Players can carry an extra 10 sniper rounds, so use the sharpshooters sparingly. Sharpshooter ammunition is found in orange boxes. ------------- Sharps 1874 ------------- Damage: 8 Fire Rate: 3 Reload: 6 Given to Colton by Clay Allison. The Sharps rifle is quite an improvement over the Winchester rifle, especially with the dot-point reticule, but has a very low rate of fire and limited ammunition. First used against the enemy attack on the Resistance camp, which involves some long-range shooting, but the night battle and number of enemies makes using the weapon a bit awkward. The Sharps rifle will be the main sharpshooter rifle for quite a while. ----------- Remington ----------- Damage: 9 Fire Rate: 5 Reload: 6 Given to Colton later in the game by sheriff Pat Denton. Overall an improvement over the Sharps 1874, being more powerful and reasonably faster to operate. Other than that, the Remington is used the same way as the Sharps. Note that for some reason, you will not automatically equip the Remington when you first get it. You'll need to go through the menu to do that. =============================================================================== v. Bows [WPN005] =============================================================================== While most of the gunslinging will involve guns (rather appropriately, mind you), your adversaries include Indians using bows. As you progress through the game, you will be able to use several Indian bows yourself. Unlike the other weapon types, the bows are substantially different in their use. Arrows take some time to fly to their target, and have short range compared to rifles. However, bows make no noise, allowing players to make silent kills. Despite the rather low damage of bows, they can kill in one or two hits. Bows can be aimed using the Zoom button and fired by holding the Fire button and releasing it, although it's possible to fire an arrow with a one-click action. Players can carry 20 arrows, upgraded to 30 after purchasing the Quiver upgrade. More arrows can be obtained in arrow boxes in various locations on the map. ------------ Apache Bow ------------ Damage: 3 Fire Rate: 6 Reload: 6 Obtained from the Sheriff's desk in Empire when escaping from the jail. A second bow is available in the cave when escaping from Hollister's fort. As the first bow you obtain, there's nothing special about this weapon other than its silent kill ability. Remember that bows don't have as much range as rifles and are slower to fire, so don't rely on this weapon too much. -------------------- Blackfoot Fire Bow -------------------- Damage: 5 Fire Rate: 6 Reload: 8 Obtained after helping the Blackfoot Indians escape from Hollister's fort. The Blackfoot Fire Bow, as the name suggests, uses a fire arrow, causing more damage and being able to set off TNT barrels, but cannot set fire to haystacks or anything else. There isn't much point in using the bow to blow up TNT anyway, as a rifle or revolver will do a better job. Note that aiming the Fire Bow is a bit awkward due to the flames blocking your view. ------------------- Loco Dynamite Bow ------------------- Damage: 10 Fire Rate: 6 Reload: 8 Obtained after climbing the mountain to the site of the stone plaque. Whoever decided to tie a stick of dynamite onto an arrow and light it is a genius, because that's exactly what this weapon is. One of the most potent weapons on your arsenal, the Loco Dynamite Bow allows players to fire explosive shots at long range. The arrow itself can kill on a direct it, but after a few seconds the dynamite will explode regardless of what it hits, making it a very effective crowd-control weapon. Unfortunately, there isn't much use for such a handy weapon. Thrown dynamite can do the job just as well without needing to aim, and by the time the fuse runs out on the dynamite you could have used Quickdraw or the Ferguson rifle to clear out the mob. The Loco Dynamite Bow is most useful in the battle against Magruder to light the sulphur patches (regular dynamite works, but the bow is SO much more fun to use). Note that you can aim for as long as you want. The lit dynamite won't blow up in your face. =============================================================================== vi. Melee [WPN006] =============================================================================== For moments where things get up close and personal, guns just don't cut it. Rather than wielding shotguns and revolvers clumsily, you have the option to lash out with your knife or tomahawk using the Melee attack button (Default: [Right Mouse Click]). It's possible to perform a three-hit combo by tapping the Melee button three times in a row. Melee weapons do not need to be manually equipped, allowing players to quickly lash out at enemies that get too close. Melee fighting is heavily based on the Melee stat (see Stats [GMP005]), which increases damage and reach. The Hatchet Sharpener item increases melee damage. It normally takes 2-4 slashes to take down a target depending on your stats. Alternatively, you can grab a stunned enemy using the Use key (Default: [F]) and slit their throat them with [Right Mouse Button]. There are no differences between the weapons other than damage. In fact, there isn't much use for melee combat overall, especially later one when revolver and shotguns are more deadly and less vulnerable. ------------- Bowie Knife ------------- Damage: 5 Fire Rate: 10 Colton's starting melee weapon. Short reach and poor damage, especially in the beginning. Useful for finishing off injured enemies when your revolver needs to be reloaded, but don't rely on it to kill enemies. Quickly replaced by Quick Killer's Tomahawk. ------------------------- Quick Killer's Tomahawk ------------------------- Damage: 6 Fire Rate: 10 Obtained after defeating Quick Killer on the Dodge City bridge. The tomahawk has longer reach and does slightly more damage. It will be a while before you can obtain the next weapon, so this will last you a long time. --------------- Cavalry Sword --------------- Damage: 6 Fire Rate: 10 Obtained after defeating Reverend Reed at the steamboat. The Cavalry Sword does the same damage as Quick Killer's Tomahawk, but has substantially more reach. =============================================================================== vii. Thrown [WPN007] =============================================================================== In addition to Melee, Primary Weapons and Revolvers, players can also throw explosive weapons (Default: [V]) to provide a quick method of crowd control. Unlike the other weapon types, both thrown weapons have their own characteristics and use different ammo pools, and both can be quickly switched by holding [Left Alt]. Thrown weapons can be thrown further by holding down the [V] button to charge the throw meter. -------------- Whiskey Bomb -------------- Damage: 6 Fire Rate: 9 Obtained after defeating Crude and the Red Hand Gang in Dodge City. The Whiskey Bomb is essentially a Molotov cocktail (one of the Federal Marshal missions uses Molotov cocktails, but they're the same thing), shattering on impact and setting fire to a small patch of ground. The fire will burn for a few minutes, lighting anyone who walks over it. This is very useful for the Deputy missions, which often consist of you holding off raiders on horseback. Just throw a Whiskey Bomb onto the main road and they'll ride right over it. Despite the relatively high damage stat, the Whiskey Bomb does slow damage over time, during which you can easily shoot them dead. Players can hold a maximum of four Whiskey Bombs, which can be replenished at green-coloured crates (note that they are different from the healing Whiskey bottles). ---------- Dynamite ---------- Damage: 10 Fire Rate: 9 The most powerful explosive, gained after the Escape the Jail mission. They are thrown like Whiskey Bombs, but instead of catching fire, they create a large explosion that can kill many enemies in an area. Be warned though, you can kill yourself with your own dynamite if you're too close. Players can carry four sticks of dynamite, but can purchase extra dynamite slots to a maximum of six. They can be replenished by picking up loose sticks of dynamite floating around, or from dynamite crates. If you feel like your throw is suicidal and need to get rid of the stick, press [F] while holding it to douse the flame. This will render the dynamite harmless and you can throw it without any effect. Little point to this though. =============================================================================== viii. Stationary [WPN008] =============================================================================== Apart from the handheld weapons, GUN features a couple of stationary weapons used at various points in the game. Obviously, they can't be carried with you, and they are not seen outside of missions. -------- Cannon -------- First encountered on the Keelboat in the Steamboat Massacre, cannons are small artillery pieces that are dragged into place. They fire an explosive cannonball to long distances. However, they fire in a curved trajectory, which means you need to compensate for gravity. Cannons are mostly used against boats and fortifications. Cannons have no targeting reticule, so trial and error is the only way to aim. In the Steamboat Massacre you will get a faint yellow ring in the middle of the screen. This is *NOT* the targeting reticule; it's actually the glare from the sun. Don't use it to aim your shots. Fighting against cannon is usually very difficult, as their splash damage will take off most of your health. When assaulting cannon, hide behind cover but move as quick as you can between shots, as cannon can still damage you behind cover. ---------- Howitzer ---------- The howitzer is deployed by Magruder's men during the attack on the Resistance camp. It's basically a cannon with a big metal shield around it, making it impossible to pick off the gunner without going around it. You will need to use it to hold off another wave of attackers, and later use it to support an assault in Empire. It works just like a cannon, except you will be using it against people instead of boats or forts. Be warned: the collision detection in the game is quite poor. You practically need a direct hit to decimate a group. Near misses will merely stun them. ------------- Gatling Gun ------------- It's not exactly a minigun, but a multi-barrelled crank-operated automatic gun sure feels like one in the Old West. The weapons have unlimited ammunition and a ridiculously fast rate of fire. You'll first use this against Magruder's raiders at the Resistance camp. Use it while you can; it's an frikkin' laser. Unfortunately, you'll run into them more than they'll run into you. Many of the later missions involve gatling batteries concentrating their fire on you, so you'll need Quickdraw to take them out effectively, or cannon for fortified positions. *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 7. SHOPKEEPS AND ITEMS [ITM000] *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* There are three shopkeeps around the map: one in Dodge, one in Empire and one north of Piper Lake. Each shopkeep is marked on your map. The shopkeeps will offer a large variety of items for you to purchase, mainly to improve the effectiveness of your weapons. You require money to purchase goods (obviously), which can be obtained from side missions or mining for gold. =============================================================================== i. Dodge City [ITM001] =============================================================================== The Dodge City Shopkeep is located next to the Saloon, standing by a wagon. ========================================================================= | ITEM NAME | COST | DESCRIPTION | ========================================================================= |Pickaxe | $15 | Allows digging for gold | --------------------------|--------|-------------------------------------| |Scalping Knife | $25 | Allows scalping | --------------------------|--------|-------------------------------------| |Extra Health Slot | $25 | One more gulp from your flask | --------------------------|--------|-------------------------------------| |2nd Extra Health Slot | $50 | Your flask will hold an extra gulp | --------------------------|--------|-------------------------------------| |Shotgun Speed Loader | $25 | Reload your shotgun faster | --------------------------|--------|-------------------------------------| |Shotgun Speed Loader 2 | $50 | Reload your shotgun even faster | --------------------------|--------|-------------------------------------| |Pistol Speed Loader | $15 | Reload your pistol faster | --------------------------|--------|-------------------------------------| |Pistol Speed Loader 2 | $50 | Reload your pistol even faster | --------------------------|--------|-------------------------------------| |Cylinder Boring Kit | $15 | Increase pistol bullet power by 33% | --------------------------|--------|-------------------------------------| |Heavy Cylinder Boring Kit| $50 | Increase pistol bullet power by 50% | --------------------------|--------|-------------------------------------| ITEM NOTES: *Priority items: Pickaxe, Pistol Speed Loader, Cylinder Boring Kit -Get the Pickaxe as soon as possible. Buying that allows you to mine for gold, which gives you more money to buy more goods. -Don't bother with the Scalping Knife. Scalping is pointless in this game. -Get the Pistol Speed Loader and Cylinder Boring Kit after the pickaxe. You use your revolver the most, and they'll last you the whole game. -I recommend getting the Health slots after that. The Shotgun is still too slow even with the speed loaders. Your choice. =============================================================================== ii. Empire [ITM002] =============================================================================== The Empire Shopkeep is standing by himself in a street on the east side of Empire. ========================================================================== | ITEM NAME | COST | DESCRIPTION | ========================================================================== |Extra Dynamite Slot | $35 |Carry more dynamite | |-------------------------|--------|-------------------------------------| |2nd Extra Dynamite Slot | $55 |Carry even more dynamite | |-------------------------|--------|-------------------------------------| |Shotgun Ammo Belt | $30 |Carry more shotgun shells | |-------------------------|--------|-------------------------------------| |Rifle Ammo Belt | $25 |Carry more rifle bullets | |-------------------------|--------|-------------------------------------| |Rifle Speed Loader | $20 |Reload your rifle faster | |-------------------------|--------|-------------------------------------| |Rifle Speed Loader 2 | $45 |Reload your rifle even faster | |-------------------------|--------|-------------------------------------| |Barrel Extension | $20 |Increase rifle bullet damage by 33% | |-------------------------|--------|-------------------------------------| |Long Barrel Extension | $50 |Increase rifle bullet damage by 50% | |-------------------------|--------|-------------------------------------| |Quality Horseshoes | $30 |Your horse will run faster | |-------------------------|--------|-------------------------------------| |Premium Horse Chow | $40 |More health for your horse | --------------------------|--------|-------------------------------------| ITEM NOTES: *Priority items: Quality Horseshoes, Barrel Extension, Rifle Speed Loader -Don't bother with Dynamite slots until you have everything else. You get dynamite relatively late in the game, and you won't need to tote around six sticks of dynamite. -Get the Horseshoes. Faster horses = less time travelling around, although you'll find that you'll become a bit too fast for escort missions. -You won't be using the Shotgun nearly as much as the Rifle, so get the Speed Loader and Barrel upgrades first. -Extra ammo is nice, but you probably won't need so much at this point, especially with the Winchester rifle. =============================================================================== iii. Indian Trader [ITM003] =============================================================================== The Indian Trader can be found north of Piper Lake, near the Indian Hunter. ========================================================================== | ITEM NAME | COST | DESCRIPTION | ========================================================================== |Hatchet Sharpener | $40 |Increase hatchet damage | |-------------------------|--------|-------------------------------------| |Extra Quiver | $50 |Carry more arrows | |-------------------------|--------|-------------------------------------| |Shotgun Barrel Choke | $30 |Fire buckshot with more power | |-------------------------|--------|-------------------------------------| |Shotgun Barrel Choke 2 | $50 |Fire buckshots with extreme power | |-------------------------|--------|-------------------------------------| |Premium Arrow Fletching | $30 |Fire arrows faster and farther | |-------------------------|--------|-------------------------------------| |True Flight Bow Talisman | $50 |Arrows will fly extremely fast/far | |-------------------------|--------|-------------------------------------| |Quality Arrowheads | $30 |Increase arrow damage by 33% | |-------------------------|--------|-------------------------------------| |Obsidian Arrowheads | $50 |Increase arrow damage by 50% | |-------------------------|--------|-------------------------------------| |Mild Herbs | $30 |Increase quick-draw duration by 25% | |-------------------------|--------|-------------------------------------| |Powerful Medicine | $50 |Increase quick-draw duration by 50% | --------------------------|--------|-------------------------------------| ITEM NOTES: *Priority items: Mild Herbs, Powerful Medicine -The Herbs/Medicine drastically increase your Quickdraw time. Get as soon as possible. -The arrow upgrades aren't that important. They're nice, but you get bows relatively late and you won't use them much. -If you're a big shotgun fan, the Shotgun chokes are a must. *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 8. GOLD LOCATIONS [GLD000] *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* Once you purchase the Pickaxe from the Dodge City Shopkeep (and it should be the first thing you buy), you can mine gold. Gold is dotted around the world map and represented by rocks with shiny gold seams. Mine gold by standing next to a gold deposit and pressing the [F] key. Each gold deposit will give you $10. There are 44 gold locations, so you can get $440 from mining alone, which should cover most of your expenses. Note that certain areas are inaccessible until later in the game. You can only mine four gold rocks when you first enter Dodge. After you repair the train bridge, you can mine every other deposit except for the ones back at the Blackfoot Camp (#37 to #41), since the Ferry isn't operating until you return there later in the story. Gold mining does NOT contribute to your completion rating. For visual reference, the following map provides an excellent source of locating gold: http://therajfiles.com/images/GunGoldMapLocations.jpg This section will describe the locations of the gold, and are numbered to coincide with the numbers on the map. I don't think the numbering on the map is the most convenient order to mine gold in, but you can figure out the fastest route yourself. -------------- #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. --------------- #5: Drop down into the ditch behind the Empire Livery Stables and head northeast. The gold deposit is beside a rocky cliff. #6: Right next to #5 #7: Right next to #6 #8: Follow the path to the south side of Piper Lake. On the road leading down to the lake, the gold is around halfway down beside the cliff behind a tree. #9: In Empire, following the river dividing the town north until you reach a narrow gap in the rocks. The gold will be there. #10: Head south in the same river until you reach the tall train bridge. The gold is under a bush on the left side. #11: Follow the tracks east of Empire until you see an opening in the southern cliffs. Enter the gap (you'll need to in one of the Ranch missions) and a gold rock is just to the right of the entrance. #12: Further into the hideout on the west side is another gold rock. #13: Follow the road north of Empire. Through the first canyon when the road bends west, the gold rock is on the north side of the canyon. If riding from Empire, it should be obscured by a rocky outcrop. #14: Riding east from Empire along the tracks to the Badlands, just past the train tunnel on the north side is a gold rock. #15: In the Badlands mine. Walk into the mine and head west when the mine splits. The gold is behind some crates. #16: Use the north fork in the Badlands mine. The gold is in the corner. #17: North east of the Badlands mine. Follow the northern cliffs that surround the plains until you see it tucked in one of the corners. #18: Follow the tracks east to Dodge until you reach the triangular junction. The gold is above the train tunnel on the north. You might need to jump to get to the ledge its on. #19: South east of #18 by the southern cliffs. #20: Follow the Ten Fingers Canyon north until you reach the homestead. On the east side of the cliff is an Apache camp marked by cliff paintings. As you head up the narrow path, one gold rock is in the way. #21: When you reach the top of the Apache camp, you'll need to drop down on the north side. The gold is found on an otherwise unreachable rocky slope. #22: Riding east down the Canyons towards Dodge. Just as you leave the canyon and sight dodge, there's a broken rocky arch above you. Head up the grassy slope to reach the ledge. You'll need a horse to jump over the gap and mine the gold on the other side. #23: By the south cliffs on the west side of the Dodge bridge. #24: Northwest of Piper Lake, south of the Indian Trader. It's on a stone slope. #25: North of Piper Lake, near the entrance to the mountain. It's hidden behind a rock with trees. #26: On top of one of the mines in the Old Canyon west of the Devil's Canyon. You need to approach the gold on foot. #27: Head up to the camp and follow the river. Walk on foot into the cavern under the camp; the gold is in the middle. #28: In the River Canyon west of Piper Lake. Follow the river south of the bridge and it's at the end. #29: Head up onto the bridge in the River Canyon and follow the north ledge. It's behind a rock. #30: Follow the river in River Canyon under the bridge. It's under a waterfall. #31: Northwest tip of Piper Lake in the waterfall. #32: North of Piper Lake in the mountain. There's a small path that slopes up towards a partially blocked and can only be accessed on foot. The gold is on the left side of the entrance. #33: West of the Indian Hunter behind a large rock. #34: West of Magruder's Mine. Follow the northern cliffs. #35: West side of Piper Lake itself in some shallow water, hidden by rocks and grass. #36: Follow the train tracks north of Empire towards Magruder's mine. Just south east of the Indian Hunter is a tunnel with a ledge on the north exit. Climb up the ledge and the gold is there. This spot is also used as an ambush point in a mission. ----------------------- #37: Around the corner north of the Dodge Ferry. This is probably the first gold you see in the game, but you can't mine it until near the end when you can return to the Pass. #38: In the cave under Hollister's Fort in the stream. You'll probably mine this during the escape from the fort. #39: At the end of the river from Hollister's Fort. It's in plain sight. If you don't mine it during your escape, you'll probably mine it during the Attack the Fort mission. You can reach it and #38 afterwards by using the ledge to get there. #40: In the northeast corner of the Blackfoot Territory, by the river, between two rocks. #41: Between the two tree trunks you have to jump over during Honest Tom, there's a slope you can walk up. The gold is located in between two rocks on this slope. ----------------------- #42: In Devil's Slot Canyon following the stage coach path before it broke down. It's on a ledge that can only be reached on foot by jumping. #43: In Devil's Slot Canyon west of the Old Canyon Mines, where the stage coach broke down. Follow the brown river north and the gold is tucked in the north waterfall. #44: Follow the road north of Empire across the bridge and head west along the cliffs. There are a few ledges you can leap on. The gold is on the top-most ledge. *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 9. FREQUENTLY ASKED QUESTIONS [FAQ000] *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* Q: How do I get Reed's horse? And the Cannon Nock Gun? A: Complete the game with a 100% rating (all story and side missions). Reed's horse will spawn at Magruder's Mine and will return there if you lose it. Q: What happens if I run out of ammo? A: You obviously can't use your weapons other than your revolver and melee weapon. There are ammo crates in Dodge and Empire. Q: What about arrows? A: There are arrows by the Indian Hunter, the Badlands house and the Apache Camp, as well as the secret ammo dump. Q: Where is the "secret" ammo dump? A: Head to the Badlands mine and grab a TNT barrel. Bring it to the abandoned house and set it next to the chimney. The barrel should be on the north side of the chimney next to the wall. Destroy the barrel to reveal a hole under the chimney with infinite ammo refill for every weapon in the game. Q: How do I beat Reed? A: See the respective section in the Walkthrough. Quickdraw him and finish him with the Ferguson rifle. Q: How do I beat Magruder? A: See the walkthrough. For a quick summary: *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 Q: What's scalping used for? A: Nothing. Nothing at all. Seems to be a pointless feature in the game. *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 10. RETROSPECTIVE ***SPOILER WARNING*** [RTR000] *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* First and foremost, this section assumes that you have played through and completed the game. This section is not relevant to the completion of the game. Rather, it provides some food for thought for the hungry gamer. GUN does a good job of wrapping up its storyline, but there are still some questions that are either unanswered or are hard to figure out. This section will shed some light on these questions and hopefully some answers. Be warned, this section will indiscriminately refer to plot details. Do NOT read this section if you do not want the plot spoiled for you. I might be misquoting some lines, as I don't actually remember the script word-by-word, but hopefully you'll get the gist of it. ****OBLIGATORY SPOILER PADDING**** ------------------------------ Colton White: How Old Is He? ------------------------------ The game does not offer a profile of Colton (or anyone), and neither does the official GUN website. Looking at his character model, Colton certain seems like a young adult, probably in his mid-20s by the sound of his voice. But then comes a certain anomaly. Take some of the insights by Clay Allison when he first meets Colton: CLAY: "What's this? Do you know this man?" COLTON: "He was my father, Ned White." CLAY: "BULLSHIT! I served with him in the war and he died over ten years ago!" Follow this up with Clay's revelation to Colton later on: CLAY: "Magruder was our commanding officer during the war." COLTON: "You're kiddin' me." CLAY: "It was back in the summer of '64..." Much later on, Many Wounds reveals his account of Colton's past, including how he hid during the gunfight and later gave the baby Colton to the healer Ned. We know the rest of Colton's past: Ned raised him as his own son as a hunter and trapper along the banks of the Missouri River. Taking a look at the information we've got: *Time Period: 1880 (revealed in the opening screen) *Earliest record: 1864 (Clay's and Many Wound's flashbacks) In 1864, Colton was a newborn baby not more than one year old. If the timeline is correct, Colton would be 16 years old during the events of GUN. This is consistent with the way the other people in the game refer to him, as practically everyone calls him "kid". Nonetheless, for a teenager, Colton shows some obvious traits of a veteran gunslinger at 30 years of age. We can only draw his youth in comparison to the older characters in the game, namely Ned, Clay and Magruder. ------------------ Colton's Father? ------------------ As we gather from the first few minutes of the game: NED: "That's what I've been trying to tell you! I ain't your pa!" Surprisingly, GUN doesn't delve into the obvious question presented: if Ned isn't Colton's father, who is? Understandably, Ned is the only father figure Colton had, so he'd be quite caught up in avenging him and such. Still, for a 16-year-old (see above), Colton's curiosity to find his real father is shockingly absent. Colton's heritage is a bit vague at first. During the train ambush, Colton discovers that he can understand the Indian languages perfectly (he can communicate with the Apaches and the Blackfoot Indians), but can't speak the language himself. Some time later, Colton meets Many Wounds, the Apache Chief. Many Wounds seems to know Colton quite well, and in his cold welcoming speech he refers to Colton's "instinct", how the lost will come back home. Colton is given a bag with some items in it, including a photo which we don't get to see. COLTON: "I don't understand." MANY WOUNDS: "These items belonged to a healer to helped our people, and me." We're taken to a flashback of Magruder opening fire on Dr. Campbell and the friendly Indians. The young Many Wounds takes the baby Colton and hides him, and later gives him to Ned White to look after. This revelation can be a bit confusing if one isn't keeping up with plot development. It's obvious that Ned isn't Colton's father, but the distinction between Ned and Colton's real father is not made clearly in the game. The "healer" is Dr. Campbell, who apparently has taken an Indian wife and lived in the old house on the prairie on the Badlands. Despite the image Ned portrays, he is an Indian-friendly hunter and not a healer. Colton's father is Dr. Campbell, who disappointly has minimal character development. =============================================================================== END OF FILE Copyright (c) 2006 David "Scott Lee" Nguyen ===============================================================================
Inspired by the beauty of the natural world around us, Everwild is a brand-new game in development from Rare where unique and unforgettable experiences await in a natural and magical world. Play as an Eternal as you explore and build bonds with the world around you.