******************************************** * Red Dead Redemption: GOTY Edition * * Xbox 360 Version * * Version 0.50 - Incomplete * * Walkthrough * * Revision 0 * * By Daniel "DG-le-Ste" Stephen * * Copyright (C) 2013 * * Email - danielstephen62[at]gmail.com * ******************************************** The [at] replaces the �@� symbol. This is used by many guidewriters to discourage spambots. This guide is dedicated to the Xbox 360 version of the game, because of the use of an Achievements section. This section can be discounted, although it provides a quicker alternative to finding a Trophies section in a guide should you stumble upon this guide. Nevertheless, the rest of the guide can be used and is applicable to all versions of this game. "Red Dead Redemption: Game Of The Year Edition" includes all DLCs that had been released by Rockstar Games for the game. Any features presented by them, which are applicable to the story, are included in this guide. For the purpose of this guide, "Undead Nightmare" is also featured, and a guide to achieving 100% Completion in both games is available. ****************************************************************************** "Red Dead Redemption: Game Of The Year Edition" is a video game produced by Rockstar Games, a subsidiary of Take-Two Interactive Inc. All rights reserved. No copyright infringement is intended. And on that note: gracias. Any other sources of information, either during or after development and completion of this guide, are acknowledged. This guide was constructed with a very detailed playthru of the game; therefore much of this guide�s content is that of mine, the guidewriter. Any content that is not mine will be highlighted, and I will credit the author in my guide. Note that this guide does contain major spoilers. I suggest searching for another guide if you want to keep your future rewards to yourself. Otherwise, enjoy this guide. ****************************************************************************** Version Differences: 0.50 � Guide for the main game complete. "Undead Nightmare" and credits to follow. (July 2013) ****************************************************************************** As of July 2013, I have only given permission to the following gaming websites to host this guide: >>GameFAQs You may ask my permission via email for posting of my, or parts of my guide. However, I will not allow you to post the whole guide, or the majority of it, unless I can trust you with it. If I allow you to post one of my guides, it must be left UNALTERED, and a credit to my name. Do not copy my guide without my permission, unless for personal use. Copyright infringement is something I won�t take lightly, and I will do everything in my power to have plagiarism removed. This guide takes advantage of the "Quick-Find" feature used on many servers. By pressing "Ctrl-F" (PC) or "Clover-F" (Mac), you are able to quickly find what you are looking for in my guide. There are codes at the beginning of titles to help you quickly go through the guide � for example, "SJ1" or "TT3". This will save minutes of scrolling back and forth to find what you are looking for. ****************************************************************************** Feel free to email me for any of these following reasons: >> Stories and anecdotes, if they are relevant, and especially if they are strange and/or funny. >> Any strategies of your own. It would be great for you to share them, and you receive full credit for it. Please make these strategies simple, and send it to me clearly, for the benefit of my readers. >> Any mistakes, whether it be grammatical or regarding information in the guide. There will be a few here and there, so if you spot one, it would be great for you to help me keep this guide clean, flowing and free of mistakes. >> Any "congratz" you have for me. I greatly appreciate it if you are a fan of my guides. It�s what I do, and knowing people enjoy reading my guides gives me all the more reason to continue writing them. Any posts from other gamers that I put into my guide are �as is� - in other words, I am simply copying and pasting the email. They may feature grammatical errors or misspellings, and I will only clear up the major cases of this. Please do not send emails telling me of these errors. If your suggestion is not featured, I have not updated the guide yet. I make monthly revisions of all my guides at the end of each month, clearing up errors and adding extra information. If it still isn�t featured, send a calm email to remind me! Also, do not spam me, flame me or troll me in your emails. You�ll simply receive a blocking if you do so, and that will be the end of the matter. ****************************************************************************** Table of Contents: 1. About The Writer 2. "Red Dead Redemption" 3. John Marston � The Protagonist 5. The Main Menu 6. The HUD 7. DEAD 8. Fame & Honor 9. Stores ------------------------------------------- 10. "Exodus In America" 11. New Austin CP1. Bonnie MacFarlane BMF1. "New Friends, Old Problems" STR. Stranger Tasks STR1. "Flowers For A Lady" BMF2. "Obstacles In Our Path" STR2. "Let No Man Put Asunder" BMF3. "This Is Armadillo, USA STR3. "Jenny's Faith" BMF4. "Women And Cattle" STR4. "California" BMF5. "Wild Horses, Tamed Passions" BMF6. "A Tempest Looms" STR5. "I Know You" CP2. Marshal Leigh Johnson MLJ1. "Political Realities In Armadillo" STR6. "American Appetites" STR7. "Water And Honesty" MLJ2. "Justice In Pike's Basin" CP3. Nigel West Dickens NWD1. "Old Swindler Blues" MLJ3. "Spare The Rod, Spoil The Bandit" BMF7. "The Burning" MLJ4. "Hanging Bonnie MacFarlane" NWD2. "You Shall Not Give False Testimony, Except For Profit" CP4. Seth Briars SBR1. "Exhuming And Other Fine Hobbies" STR8. "Funny Man" SBR2. "A Gentle Drive With Friends" SBR3. "Let The Dead Bury Their Dead" NWD3. "Liars, Cheats, And Other Proud Americans" STR9. "Who Are You To Judge?" NWD4. "Can A Swindler Change His Spots?" NWD5. "The Sport Of Kings, And Liars" STR10. "Lights, Camera, Action" CP5. Irish IRH1. "A Frenchman, A Welshman, And An Irishman" IRH2. "Man Is Born Unto Trouble" IRH3. "On Shaky's Ground" MLJ5. "The Assault On Fort Mercer" IRH4. "We Shall Be Together In Paradise" ------------------------------------------- 12. Nuevo Paraiso STR11. "Deadalus And Son" CP6. Vicente De Santa VDS1. "Civilization, At Any Price" STR12. "Poppycock" VDS2. "The Demon Drink" VDS3. "Empty Promises" STR13. "Love Is The Opiate" VDS4. "Mexican Caesar" CP7. Landon Ricketts LRI1. "The Gunslinger's Tragedy" LRI2. "Landon Ricketts Rides Again" LRI3. "Lucky In Love" STR14. "Eva In Peril" LRI4. "The Mexican Wagon Train" CP8. Luisa Fortuna LFO1. "My Sister's Keeper" LFO2. "Must A Savior Die?" STR15. "Aztec Gold" VDS5. "Cowards Die Many Times" LFO3. "Father Abraham" LFO4. "Captain De Santa's Downfall" CP9. Abraham Reyes ARE1. "The Great Mexican Train Robbery" ARE2. "The Gates Of El Presidio" ARE3. "An Appointed Time" ------------------------------------------- 13. West Elizabeth STR16. "American Lobbyist" STR17. "The Wronged Woman" STR18. "The Prohibitionist" CP10. Edgar Ross ERO1. "Bear One Another's Burdens" ERO2. "Great Men Are Not Always Wise" CP11. Harold MacDougal HMD1. "At Home With Dutch" HMD2. "For Purely Scientific Purposes" HMD3. "The Prodigal Son Returns (To Yale)" ERO3. "And You Will Know The Truth" ERO4. "And The Truth Will Set You Free" CP12. Abigail Marston AMA1. "The Outlaw's Return" AMA2. "Pestilence" AMA3. "Old Friends, New Problems" CP13. Uncle UNC1. "By Sweat And Toil" UNC2. "A Continual Feast" CP14. Jack Marston JMA1. "John Marston And Son" JMA2. "Wolves, Dogs And Sons" JMA3. "Spare The Love, Spoil The Child" JMA4. "The Last Enemy That Shall Be Destroyed" STR19. "Remember My Family" ------------------------------------------- 14. What's Left In The West 14A. Side Missions SMI1. Nightwatch SMI2. Horsebreaking SMI3. Bounty Hunting BHU1. New Austin BHU2. Nuevo Paraiso BHU3. West Elizabeth 14B. Safehouses 14C. Rare Weapons & Bought Weapons 14D. Outfits 14E. Gang Hideouts 14F. Minigames MGM1. Five Finger Fillet MGM2. Arm Wrestling MGM3. Blackjack MGM4. Liar's Dice MGM5. Poker MGM6. Horseshoes 14G. Ambient Challenges ACH1. Sharpshooter ACH2. Survivalist ACH3. Master Hunter ACH4. Treasure Hunter ACH5. Tomahawk Mastery (L&K) ACH6. Explosive Rifle Mastery (L&C) 14H. Map Locations 14I. Random Encounters & Events ------------------------------------------- 15. Achievements 15A. Offline Achievements 15B. Online Achievements 16. 100% Completion Checklist 17. 100% Completion Rewards ------------------------------------------- ****************************************************************************** 1. About the Writer My name is Daniel Graeme (or Graham) Stephen, otherwise known on GameFAQs as DG-le-Ste. I am only 18 years old, but I have a number of years of GTA gaming under my belt. Say what you want to say, but there are millions of kids that aren�t even 13 playing �Grand Theft Auto� games. This is what I think is a simple fact, but I�ll leave the arguments to you. This is a guide, not a debate. Anyhoo, I come from the northeast of England, but with strong Scottish roots. I was originally born in Aberdeen, in the northeast of Scotland, until my family moved to the northeastern English town of Middlesbrough when I was very young. Most of my lifelong friends are gamers, and that includes me, and so we are a strong group when it comes to opposable thumbs. You could say GTA is my specialty. I grew up going on mad rampages on the comfort of my games console whilst playing as Carl Johnson or Claude Speed. Because of my childhood memories mostly being of this game series, it has inspired me to write these guides. I have studied subjects such as Law and Politics to a high level, which does require very good reading and writing skills. I have honed these skills into my guides. I started writing these guides in the summer of 2012, during the very start of my gap year before I went to university. This gave me a lot of spare time, and thus many of my guides have come to be. I would go into my private life, but this is unnecessary. So, instead of that, we�ll get under way. If you need another GTA guide, or any other guide, here is a list of what I have written: >> "Grand Theft Auto: III" Walkthrough >> "Grand Theft Auto: Liberty City Stories" Walkthrough >> "Grand Theft Auto: Vice City Stories" Walkthrough >> "Saints Row" Walkthrough >> "Saints Row 2" Walkthrough >> "Saints Row 2" Multiplayer Badges Walkthrough These guides can be found easily on GameFAQs, as this is where my content is originally posted. Some other guides may be harder to find, but it is possible I had posted the guide on another website due to a gaming website's guide getting oversaturated - what that means is that there are too many mainstream guides. So you may find some of them scattered around the gaming website world for that reason. I didn't really need to go too in-depth with it, but here you go. ------------------------------------------------------------------------------ 2. "Red Dead Redemption" When we look at the recent video games that have been released over the years, the Spaghetti Western genre isn't really touched upon. In 2010, Rockstar Games released a game that is truly unique. "Red Dead Redemption" was released in 2010, two years after "Grand Theft Auto: IV". Rockstar tuned up their new game engine and created a gaming experience that is truly spectacular, possibly even more so than "IV". Its predecessor, "Red Dead Revolver", originally developed by Capcom, had some success, but wasn't as groundbreaking as other games have proved to have been. This title, however, met positive results, and so it has been rewarded numerous Game of the Year rewards. Its first-person shooter interface, the soft humming of the soundtrack playing as you ride through miles of Western Frontier, as well as the minigames, side content, and most importantly the storyline, makes this game a treasure. It is a masterpiece, and it will live long in the memory of many gamers, myself included. ------------------------------------------------------------------------------ 3. John Marston - The Protagonist John Marston is a man with a past that refuses to go away. Illiterate, slightly unintelligent, and orphaned at a young age, he would become an outlaw running with friends Dutch van der Linde, the self-appointed leader, Bill Williamson, and Javier Escuella. He eventually settled down, marrying a woman named Abigail, and having a son, Jack, now a young man. He found a plot of land, and tried making a go of ranch life in West Elizabeth. He attempted to break all ties with his old friends and tried to go down the good path. However, his former friends are the most wanted outlaws of the Western Border States - in fact, so sought after, he has been forced out into the West to hunt down his former friends by the Government, in exchange for his freedom. The storyline of "Red Dead Redemption" revolves around John's set mission to hunt down his old friends, finally breaking away from the past and leading a normal, family life. Abigail and Jack are placed as the bait - should he fail to hunt them down, on his family's head be it. Not many Western games have been attempted, but a typically thrilling storyline by Rockstar is more than enough reason to play. ------------------------------------------------------------------------------ 4. "RAGE" Rockstar's Advanced Game Engine - RAGE must have blown a gaping hole in the company's bank balance, but those sales figures would have recuperated this and more. RAGE is now used for all Rockstar gaming titles after its introduction to the gamer in 2008, with the release of "Grand Theft Auto: IV". The world of the Western Border States is presented magnificently - the environment is nothing short of beautiful, the attention of putting focus to all pixels must have been painstakingly difficult, the shooting aspect is new, different and also brilliant - there seems to be nothing wrong with this game. And we have this piece of technology to thank for it. ------------------------------------------------------------------------------ 5. The Main Menu The Main Menu is useful for many things. It includes anything else you are unsure about: Map - This will show you a map of the Western Border States. You can place GPS markers to your chosen destination to aid navigating the plains. Weapons - Quick-select one of your firearms when the situation is too dire to switch in live play. Outfits - Look at what outfits you have obtained, and the recipes to earn a new outfit. Journal - Look at your brief if you have forgot what you were doing, what Challenges you can complete, and what Stranger Tasks you have outstanding. Options - Change your display, the sound, the control scheme, and so on. Multiplayer - Get into the online world if the singleplayer is not doing it for you. Social Club - If you are a member of the SC, then you can access what you need to from here, RDR-wise. Leaderboards - See if you can do better than your friends or any complete stranger where the singleplayer is concerned. Game - Load a new game, delete your saved game, or start a new game altogether. Also included in the Pause Menu is the in-game clock, your bank balance, and your bounty if you have one. ------------------------------------------------------------------------------ 6. The HUD The Heads-Up Display gives a little extra information. In the bottom-left corner is your Radar, your Dead Eye meter, and the stamina of your mount if you are on it. If you have a weapon drawn, a counter is also displayed. At the bottom of your HUD will be your bank balance when it goes up and down accordingly, your Fame level if it rises, your Honor level if it rises or falls, and any items you may loot. Your health is not typically displayed - if your Health gets lower, a red-tint screen effect is placed until you are DEAD or if you are able to recover. Health will regenerate over time if you are not being hurt. If you become Wanted, the meter will be displayed in the top- left corner, and your Bounty if you have one. Objectives may appear on your HUD if you have an objective, such as damage, time, or anything else. And that is your HUD! ------------------------------------------------------------------------------ 7. DEAD Unlike the "Grand Theft Auto" titles, you cannot get Busted. However, you can still be killed by your enemies, or indeed yourself if you're not careful. When you Health reaches a critical level, you need to hide away and prevent being hurt to regenerate your Health. If you don't, you are killed, and the DEAD screen pops up. If you are DEAD, the game will reload to your most recent save, be it your Autosave or the last time you saved your game. Either save regularly or make use of the Autosave feature if you don't want to lose some of your progress by being killed. ------------------------------------------------------------------------------ 8. Fame & Honor Part of the central canon of Red Dead Redemption is the Fame and Honor rank systems. Your level of Fame and Honor will change the way you can play the game, and will give you certain perks. Fame is earned through completing missions and side content. Your Fame rank will go up regardless of any choices you may make. Fame is more or less part of game progression, and you want to be progressing as much as you possibly can if you seek the highest rank of Honor. There are six levels of Fame which will give you perks when you achieve them: >> Nobody: No special perks. Your default rank. >> Greenhorn: Random events become more frequent. >> Buckaroo: Bribe costs are lessened by 25%. >> Mercenary: The timespan between the law coming after you when you are Wanted is lengthened from 24 to 48 in-game hours. >> Gunslinger: Stealing horses is no longer a crime; drinks in the saloons are now free. >> Legend: The Bounty value for crimes is halved. Honor is a different system. It is also earned through game progression, but may go up and down depending on the choices you make and the actions you perform. If you go around commiting crimes and slaughtering innocent people, your Honor level goes down. If you try to be a hero, performing good deeds and protecting the general public, it will go up. Your default rank is Drifter, and carries no special perks. The levels then branch out from Good to Bad: Bad: >> Rustler: Bribe costs are halved. >> Road Agent: Any items you buy in Thieves' Landing cost half the price that they normally would, and any sold in those stores will give you double the price. A Dark Horse will respond to your whistle. >> Desperado: People will no longer report you for any crime lower than murder. This does not apply to any lawmen that are witnesses. Good: >> Honest Joe: All job rewards are twice the normal rate. >> Peacemaker: As with the Road Agent perk on stores, except this is granted in all stores excluding Thieves' Landing. The Duster Outfit will be unlocked. >> Hero: Crimes will only be reported after your first murder. You can make your choice based on these perks, or whichever you find the most suitable for your gaming style. Note that the Honor rewards in missions and other objectives involving combat varies according to how many enemies you kill. The displayed Honor rewards are rounded off to my gaming experience - for example, if I was rewarded +265 Honor for a mission, this would be rounded down to +250. ------------------------------------------------------------------------------ 9. Stores You will have access to several stores in the Western Border States, offering different goods: >> General Stores: They will sell you goods such as Snake Oil, ammunition, and deeds for mounts, as well as other miscellaneous goods. >> Doctor's Office: The Office will sell you medicine, chewing tobacco and apples for when you need to restore your mount's stamina. >> Gunsmith: The Gunsmith will sell you ammunition, certain weapons and perks that will help you in terms of John's weapon skill. >> Tailor: The tailor will sell you pieces of clothing which may give you a perk, and any scraps required to unlock a new Outfit. Those are the four main stores in the Western Border States. Check into as many as you can, as some of the items that they sell will aid you through the game. ****************************************************************************** 10. "Exodus In America" And so begins Red Dead Redemption, and the story of John Marston. In Blackwater, West Elizabeth, the most established chapter of the Western Border States, a ferry arrives in port. Stepping off it is John Marston, and two government agents who are escorting him. He is led to the train station, and boards the train that arrives. Aboard this train with him is a preacher talking to his daughter, a blonde woman sitting on her own and a man wearing a black bowler hat (as the game progresses, you will learn who they are), and two elderly women discussing the development of the land and the Governer, Nate Johns. The train stops in Armadillo in New Austin. You can take control of John, and your first objective is to meet a man in the saloon, Jake. He is going to lead John to his destination. Follow him to the hitching post, get on the horse, and accompany him south to Fort Mercer. John is left on his own to go up to the fort. He asks for Bill Williamson, his old friend and criminal accomplice. Here, we learn John's main objective - to turn in his old criminal friends to the authorities that have set themselves up in the area. He is unsuccessful in trying to settle the matter in a civil way, and is shot, left for dead. Soon, a wagon pulls up, taking him away. John then wakes up inside a small bedroom quarter, with the blonde woman on the train standing at the door. She had been keeping her distance in following him to the Fort, and managed to save his life in the process. She reveals her name as Bonnie MacFarlane. He had been laid out at her ranch, and now he is offered work to pay off his healthcare. And this begins the story. ****************************************************************************** 11. New Austin New Austin encompasses the north of the Western Border States, on the north side of San Luis River. It is split into four counties - Gaptooth Ridge in the west, Rio Bravo to the south, Cholla Springs to the north, centre and some parts of the south, and Hennigan's Stead in the east. Gaptooth Ridge is mostly barren desert, with only the small settlement of Rathskellar Fork to boast. It is rather dangerous to travel through this county at night because of the wildlife. The ghost town of Tumbleweed has become infamous - once a thriving chapter, it is now left derelict, with rumors of the old mansion being haunted. With the state that it's in, it does provide as a hideout for certain outlaws. Rio Bravo is the smallest county in New Austin, but boasts slightly more than Gaptooth in the west. In the western area of the county is Benedict Point, a settlement that primarily serves as a train station, the small settlement of Plainview, used as a settlement for workers of the oil drilling project that is ongoing there, and Fort Mercer, the hideout of infamous bandit Bill Williamson and the henchmen of his gang. Cholla Springs seems to be one of the more developed areas, by the sheer fact of it boasting the town of Armadillo, one of the most established public settlements in New Austin. A saloon bar, gunsmith, doctor's office, general store and Sherriff's Office are the main points of interest. The country takes up much of the northern reaches of the Western Border States. Finally, Hennigan's Stead is mainly ranch land, with Warthington Ranch to the south of the county, but most notably MacFarlane's Ranch, a private property that can boast itself as the largest settlement in New Austin. Over to the west, on the border with West Elizabeth, is Thieves' Landing, which is unsurprisingly a settlement for many outlaws and criminals, as you could tell by the name. This area is more swamp-like and definitely one of the more run-down areas of the territory. And that should be enough for your general tour of New Austin. Now, we can focus on progressing through the game... ------------------------------------------------------------------------------ >> CP1. Bonnie MacFarlane ************************** Miss MacFarlane is the daughter of a ranch owner, Drew MacFarlane, who are settled in Hennigan's Stead, slap-bang in between Armadillo and Thieves' Landing. That being said, she isn't your typical woman - raised on the land and moulded by hard work and dedication, she is willing to get her hands dirty for the benefit of her livelihood. John was lucky enough to have his life saved by her, and he must do his bit to repay her kindness. ------------------------------------------------------------------------------ BMF1. "New Friends, Old Problems" ********************************** After watching the opening scenes, you are able to take control of John. You are told to head over to Bonnie, who is sat on the porch of the ranch house. Bonnie offers John a tour of the ranch. Head over to the horses, right next to the Foreman's Office. MacFarlane's Ranch is the largest settlement in New Austin, but doesn't boast too much - aside from the Foreman's Office is the prison cells, the General Store, the Doctor's Office, the train station, and the large barn, built by hand by Mr. MacFarlane himself. You are then told to hitch your horse back at the post once you've been shown around. Night will soon fall, and you will have to accompany Bonnie on a nightwatching job. You are gifted a Repeater Carbine. Get back on your horse and follow Bonnie. When you come to a small vegetable patch, you have to kill the rabbits that are damaging them. Once you have done that, you will have to follow Bonnie again. As you approach the corral and chicken coops, you will hear the howl of several coyotes. You have to kill the coyotes before they kill all the chickens. Once you have done that, you can call it a job well done. Bonnie thanks John for his help. Reward: +200 Fame and +50 Honor* *Your Honor reward for completing missions is dependent on the enemies that you kill during the mission. Displayed in the Rewards for missions in this guide is the maximum level of Honor you can gain, according to several of my playthroughs of the game. ------------------------------------------------------------------------------ STR. Stranger Tasks ******************** Inspired by the Random Characters side-mission in "Grand Theft Auto: IV", running parallel to the storyline are many Stranger Tasks for you to complete. Completion of certain missions will unlock them, and some are dependent on game progression for you to complete them. Two Achievements, "Strange Things Are Afoot" and "People Are Still Strange", are linked in to Stranger Tasks, requiring you to complete one Stranger Task and fifteen Stranger Tasks respectively. There are a total of 19 Stranger Tasks to complete. All but "I Know You" are required for 100% Completion. A new Stranger Task is represented by a white question mark icon on the map and radar. The next stage of a Stranger Task will have the same icon, except in purple. Designated areas for Stranger Tasks will be shown by a purple radius on the map. Parts of Stranger Tasks require completion of a certain mission, or objectives require you to unlock a certain area - nevertheless, I have placed Stranger Tasks within the storyline according to when you can begin it. You will have to remind yourself to complete these Tasks when it is possible to do so. If you fail a Stranger Task, it will disappear for at least 2 in-game days; this may vary based on my calculations on them. You can carry on a Stranger Task as normal once it reappears after you failed it. The rewards and outcomes for Stranger Tasks can change depending on decisions. These "decisions" come under Good and Bad. If you are good, you are rewarded Honor; in contrast, bad decisions will reduce your Honor. It is up to you which path you choose. The Tasks tend to be separated into several parts, which will not be available until after a few in-game days of completing the other. A trick I picked up from a website used to aid me with my playthru was to save the game, and then reload it to pick it up. It works a charm and saves you some time if you don't want to pre-occupy yourself with other matters in the game. Because these Stranger Tasks can be completed at any time, I will replace John's name with Marston, because of the events at the end of the storyline. ------------------------------------------------------------------------------ STR1. "Flowers For A Lady" *************************** This Stranger Task becomes available after completion of the mission, "New Friends, Old Problems". If you start heading on the road between MacFarlane's Ranch and Thieves' Landing, you will come across an old man picking flowers. If you approach him, he will tell Marston that he's picking flowers for his dear wife. Marston offers his help. You need to pick three Wild Feverfew, three Desert Sage and three Red Sage. Wild Feverfew can be found around Cholla Springs and Hennigan's Stead. They are one of the most common flowers in the Western Border Stages. Desert Sage can be found around Gaptooth Ridge, so stick near the settlements if you don't want to be caught out by the wildlife. Red Sage can be found around Rio Bravo. This is an easy Stranger Task if you know where you're looking. Keep an eye out for the Plant icons that will pop up when you are near a flower. Once you have three of each flower, head back to where you found the old man. He will bring Marston into his small home, and introduces him to his wife. It seems that Billy, the old man, is somewhat delirious, if slightly maniacal, as his "wife" is a rotting corpse. He acts as if she was sitting there, alive and breathing. Marston soon leaves. Reward: +50 Fame, +100 Honor ------------------------------------------------------------------------------ BMF2. "Obstacles In Our Path" ****************************** John calls in on Bonnie as she heads upstairs. She asks how he is doing, seemingly concerned about his health. He reassures her that he'll bounce back. She then goes on to question why John was facing up to Bill Williamson, who clearly has a reputation in the area, and John tells her that filling her in would not be wise, for her well-being as well as his peace of mind. Bonnie brushes it off as one of John's "city boy" ways, despite him being no urban man. She then challenges John to a race, and he accepts. You will have to get on your horse and head to the starting line. You are racing Bonnie around MacFarlane's Ranch and the surrounding areas of Hennigan's Stead. You are not required to beat her. You have to be careful, because if you push your horse too far, it will buck you off. If you're going for the win, find a medium between having to constantly press A and then letting go to let your horse regain stamina. Sticking to the path as you navigate the checkpoints allows your horse to go faster. You get no extra reward for winning - simply complete the race. Bonnie tells John that she enjoyed that competition, and then recommends that he pay a visit to the Marshal over in Armadillo. He heeds that advice. Reward: +20 Fame Marshal Johnson's missions are now available in Armadillo. ------------------------------------------------------------------------------ STR2. "Let No Man Put Asunder" ******************************* This Stranger Task becomes available after the mission "Obstacles In Our Path". If you head to Armadillo and follow the trail that leads off in the southeast of the settlement, you will come across an old woman sitting in the ruins of a house near Coot's Chapel. She tells Marston that she is waiting for her partner, Peter Turner, to return to her. She thinks that he'll be in the saloon bar in Armadillo. Marston promises to find Peter. Head to the saloon in Armadillo to talk to the musician. He is not willing to give up the whereabouts of Peter without a price - Marston must either pay him $5, or convince his estranged wife to take him back. You can simply pay him or threaten his wife in an effort to convince her - the fee is either $5 or a loss of 100 Honor. Once your decision is made, the musician will tell Marston that a certain Peter Turner can be found in Odd Fellow's Rest. Head over there. You will discover that Peter Turner is, in fact, dead, and has been for over seventeen years. Reward: +100 Honor ------------------------------------------------------------------------------ BMF3. "This Is Armadillo, USA" ******************************* John pays a visit to Bonnie again, as she is heading out. She asks him if he wants to accompany her to Armadillo to get some supplies. John takes her up on that offer. You have to simply follow the road to Armadillo, which is the next settlement over to the west. You will hear a conversation between John and Bonnie that concerns how fate brought them together by John's near-death, his way of life, his way of thinking, and Bonnie criticising him for his vague method of presenting himself. She values John as a friend, however, and sees in a different light as a "bounty hunter". John will also tell Bonnie that he has a ranch himself, up in Great Plains, West Elizabeth, which Bonnie struggles to believe. He tells that he's been at it for a few years, and now that he's been separated from his family, a friend who he calls Uncle is looking over it. When you arrive in Armadillo, John is formally introduced to it, and Bonnie offers him a freebie in getting medicine from the Doctor's Office. Purchase the medicine and head back to Bonnie. John is then free to get acquainted with this settlement. Reward: +50 Honor ------------------------------------------------------------------------------ STR3. "Jenny's Faith" ********************** This Stranger Task becomes available after completion of the mission "This Is Armadillo, USA". If you continue heading west from Armadillo until you come to a young girl situated between Ridgewood Farm and Odd Fellow's Rest. You will recognize her from the train scene in the opening scenes of the game as the young girl who has certainly been impressed by her religious father. She is in a bad way, and her newfound faith in God will not allow her to accompany Marston into town to visit the doctor. Instead, you have to bring Jenny medicine. If you have it on you, you can give the medicine to her straight away; you will have to purchase it from the Doctor's Office if you don't. Once you have it, go back to Jenny and Marston will give her the medicine. She clearly has been blinded by the light of Christianity, claiming Marston's kind-heartedness to be through the will of The Lord, and still will not budge. Marston leaves her to her own devices. Reward: +50 Fame, +100 Honor ------------------------------------------------------------------------------ BMF4. "Women And Cattle" ************************* John visits Bonnie again, as she sits on the porch of her house. The Marshal has told her about John's plans, which he dismisses and starts going into it again. Bonnie passes it off again, sitting back down, rather dejected. John then goes into his life story - a married man, with one son and a dead daughter, his previous life as an outlaw, and hence why he went to hunt down Williamson; to save him and his family from harm. Now that Bonnie knows about this, she is more sympathetic when it comes to John's ways. He goes on to talk about his father, and Bonnie mentions something about her father's debts that may cost them the ranch one day. With the life story out in the air, Bonnie asks John to help her move out the ranch's herd of cattle out onto the pasture for them to graze. Get on your horse and head over to the herd. The herd is symbolised by a blue arrow on your map and radar, which points to the general direction of where they are going. Any stragglers in the herd will be symbolised by a faded blue dot, which will be given color when you round them back up into the herd. To direct the herd to the left, you will need to head to the right to do so, and vice versa. To keep the herd in the current direction, you need to strafe left and right behind them. You are first directing a small herd of cows into a bigger herd that have already been led out. The two groups will merge, and you will have to direct them to an oak tree not too far away on the pasture of Hennigan's Stead. Once you have the herd in the position, you are done. Bonnie compliments John's skill at cattle-herding, and heads back to the ranch, leaving him to his own devices now. Reward: $5, +100 Honor ------------------------------------------------------------------------------ STR4. "California" ******************* This Stranger Task becomes available after the mission, "Women And Cattle". This can be found south of Gaptooth Breach. It is a multi-part Stranger Task that requires some time to complete, but is fully available right after it can be unlocked. I have found that saving your game manually and then reloading it from there will make the next part of the Task available straight away. Marston will run into Sam Odessa, a man that it trying to find his way to California. Marston points out that he is quite far from his destination, and advises him to go to Benedict Point before one of many "hostilities" in the county claim him. A few in-game days later, a purple circle can be found near Cueva Seca, southwest of Rathskeller Fork in Gaptooth Ridge. Marston will run back into Odessa, who is starting to get quite crazy out in the beating sun. Once again, Marston tells him to head west if he wants to get to California, and Odessa heeds these orders. Wait a few more in-game days, and a purple circle can be found at the canyon road that cuts through the ghost town of Tumbleweed. Marston finds Odessa poking at the ground with a stick, and the sense of desperation coming from Odessa is strong. Marston finally offers him a ride into town, but has a gun pulled on him. Luckily, Odessa isn't loopy enough to shoot at point-blank range, and runs off, still determined to reach California. The final part of this Stranger Task will appear a few in-game days later, to the south of Tumbleweed. Here, Marston finds a vulture feeding on the corpse of Odessa - his journey to reach California is cut short at the Western Border States. When Marston inspects his corpse, he will find a letter. You will loot a Letter From Sam and a random amount of money, usually slightly over $15. You will need to deliver this letter to the station in Armadillo to finish the Stranger Task. You can read the letter from your Kit should you wish to - the Letter from Sam is to his family, and is rather heartfelt in his story to reach a seemingly impossible dream of reaching the plains of California and the potential riches of that land. Drop off the letter at the station, and you are done. Reward: +100 Honor ------------------------------------------------------------------------------ BMF5. "Wild Horses, Tamed Passions" ************************************ When John walks into the ranch house, Bonnie introduces him to her father, Drew. He offers John a seat, and quizzes him on what he had told Bonnie about his "secret mission". Drew tells John about his history - moving from the East, dealing with Indians, outlaws, adverse weather, illness, and the death of most of his children. However, it is a life that he would never give up. He shows his displeasure in government getting involved in the affairs of who are a simple folk, but welcomes John into the fold. The three then get onto the move, to herd wild horses. You are given a lasso, which you can use during this mission and at any time after you can complete it. A lasso is versatile in the nature of the game - tying up unsuspecting victims, or dragging them behind you as you ride off - but their proper use is to stall wild mounts so they can be broken in. Get on your horse and head out to the wild herd marked out on the map and radar. Draw your lasso, and aim for one of the horses. Once you have one, quickly get off your own horse and begin to head over to it. Once you're close enough, get on the horse. You have to keep yourself centered in what is effectively a bucking bronco simulation. Keep yourself centered for long enough, and the horse will give in. You can ride wild horses back to hitching posts, making them your own mount, but you will have to get back on your own horse and repeat once more to complete this part of the mission. Follow Bonnie back to MacFarlane's Ranch. You will have to head to another herd near Armadillo. Conversation is mostly small-talk. As you get towards the herd, Bonnie explains that Amos and several other ranch hands have set up a trap near Hanging Rock to capture the whole herd. Driving the wild horses to this trap is much the same as herding cattle in terms of driving the herd in a general direction. Once you have driven the herd to the trap, all is well - until one of them breaks free. You will have to chase down this horse before it gets away, lasso it, break it in and bring it back to Bonnie and the hands. Bonnie thanks John for his help, and as a reward, allows him to keep the horse he stopped. Reward: +150 Honor Though this horse doesn't seem too special, it is in fact a Kentucky Saddler, one of three horses in the game that you don't have the ability to buy the deed for. It is also one of the best horses in the game, so it may be worth hitching it and keeping it as a mount. ------------------------------------------------------------------------------ BMF6. "A Tempest Looms" ************************ John drops in near the barn, as the weather takes its toll on the land. Bonnie meets the ranch hand, Amos, in the process of getting the animals back into a safe haven away from the pouring rain. Bonnie is worried, however, about the herd that are still grazing in the surrounding pastures. Amos thinks that the weather is too hostile to bring them back in, but Bonnie doesn't want them to lose the cattle, thus losing money and their livelihood. John sides with Bonnie, and this time offers his services directly rather than being asked. Head back out to the herd grazing in Hennigan's Stead, where you will hear a conversation about faith and John's disbelief in divinity. Bonnie tells John that the two herds need to be merged together and then brought back to the ranch. You will need to drive the herd to the oak tree again - this is slightly more difficult in the bad weather, but you should be able to handle it if you had no real problems beforehand. Otherwise, it may take some time, but patience is required. When you merge the herds, a lightning strike hits down, and spooks the herd. They begin stampeding and are heading straight for the cliff edge to the south. You need to race ahead of the pack to stop them stampeding. You can afford to lose a few here, but fail to stop them and the mission is failed. If you concentrate on getting ahead, you should be fine. You will then have to take the herd back to the pen at MacFarlane's Ranch to finish up a good job. Remember to round up any stragglers should you need to. Bonnie once again compliments John on his ranching skills. Reward: +100 Honor Bonnie's mission line will not be available for now. ------------------------------------------------------------------------------ STR5. "I Know You" ******************* This Stranger Task stretches right near to the end of the storyline. You should keep playing through the story missions in order to unlock the next part of this Stranger Mission. Also, the final part of the Stranger Task will not be available if you complete the final storyline mission beforehand. Although this Stranger Task does not count for 100% Completion, you may want to go ahead and complete it anyway if you are a completionist; miss it, and it's not the end of the world. Also note that there are some aspects of this Stranger Task which makes it quite strange, and many fans of the game have their own theories about the context. After completion of the mission "A Tempest Looms", you will be able to begin the Stranger Mission at the cliffside from the trail between Armadillo and MacFarlane's Ranch. Marston spots a sharply-dressed man - top-hat, suit and all - who has picked up his name. Marston says that he is good at remembering faces, and then the man comes out with a piece of information about John's past, remarking one of his outings with Dutch van der Linde. His speech turns more philosophical, before he talks about a man in Thieves' Landing whom he believes is getting drunk in the saloons, and worries that the man is going to be unfaithful to his wife. Head to Thieves' Landing and towards the man. You can either encourage the man by giving him $15 (Bad Choice), or discouraging the man (Good Choice). The Good Choice will result in the gaining of 50 Honor. The Bad Choice will result in a loss of 20 Honor. Whichever decision you choose will only affect your Honor, and will conclude the first part of the Stranger Task. Once you manage to begin making progress in Nuevo Paraiso, you will encounter the man once again, only a few hundred metres southwest of El Matadero, around the southeast part of Alta Cabeza. Marston questions how the man knows him - he puts it down to fame, and the reason why Marston has ended up in Nuevo Paraiso in the first place. He continues being rather vague, and questions how Marston's principles lie. He then tells Marston that a nun from Las Hermanas is collecting for charitable causes - he wants Marston to do what he sees fit. Head outside Las Hermanas. You have two choices - to donate $10 (Good Choice), or to rob her (Bad Choice). The Bad Choice will result in a loss of Honor, but a good amount of money (usually over $100). If you make the Good Choice, you will gain some Honor. Whichever decision you choose will only affect your Honor, and will conclude the second part of the Stranger Task. The final encounter will appear once you have progressed through West Elizabeth. The man will be waiting at the hillside to the southeast of the ranch house in Beecher's Hope. This encounter is merely a cutscene. The man says that he is an "accountant", but he can't remember his name. Strange. It only gets stranger, however. Marston grows weary, and pulls out his Pistol. One of the most interesting pieces of dialogue comes up - "Damn you!/Yes, many have." John fires three shots, each aimed at the man, but he continues walking away, unscathed and none the worse from the surprise attack. And that is the end of the Stranger Task. This Stranger Task is one of the most mysterious aspects of Red Dead Redemption. And just for one question: Who on earth is the guy? Many have their own theories - that this man is God, a representation of Death, or part of John's conscience. My theory is closer to the latter - that this guy is Rockstar's sophisticated ways of portraying John's character, and is in fact part of his imagination. The fact that the man knew information that only John could know gives way to the "God" theory, but the conscience complex isn't out of bounds. Also, the Task presents the Good and Bad Choices, and the Task somewhat revolves around it. This could also represent John's inner battle of good and bad, and the principles he stands for. The Honor rank system can play into this. So, my theory is a combination of God, Conscience, and Past. Effectively, a portrayal of John's character in a spiritual way. Of course, you may not agree with this, but this is what I think. If you have your own theory about this, feel free to email me and tell me. I am interested to hear personal theories to compare to my own. ------------------------------------------------------------------------------ >> CP2. Marshal Leigh Johnson ****************************** Johnson is the Marshal for the town of Armadillo. He has help from two men, Jonah and Eli, who can be regarded as two simple lawmen, but loyal to their boss. Leigh Johnson holds the no-nonsense crime-fighting ethic that is typical of a lawman of this time. He can be blunt, and sometimes violent, but all within the confines of the law. Johnson is only interested in the county he resides over, having no concern with the state of any other part of New Austin apart from Cholla Springs. John will have to align himself with the Marshal in order to track down and deal with Bill Williamson, whilst dealing with ------------------------------------------------------------------------------ MLJ1. "Political Realities In Armadillo" ***************************************** John walks into the Sherriff's office, and talks to one of the men who he believes to be the Marshal. The mention of Fort Mercer unsettles him, and guns are drawn. When another man arrives, John soon learns that this is the Marshal's accomplice, Jonah. The man who has just walked in is the Marshal himself, Leigh Johnson. John discusses the matter of Bill Williamson - Johnson tells him that Fort Mercer, out in Rio Bravo, is not in his jurisdiction; one characteristic of the Marshal is that he only deals with any ever-present threats to the town. John doesn't like this, but the Marshal's heart is in the right place. Marshal discusses the problems he has to deal with around the town, but most notably a minor disturbance in the saloon. John wants to deal with the disturbance whilst discussing how the Marshal can help in the hunt for Williamson. Begin to head over to the saloon. As you follow the Marshal, he tells John that the disturbance is being caused by members of the Walton gang, named after the outlaw who leads them. They've been causing a spree of carriage robberies, but prefers them to be making a small nuisance compared to sticking up innocent people. The Marshal and John eye up Walton himself, and there is an attempt to follow him. Whistle for your horse - whilst you are summoning your steed, Walton will spot you and give chase. You will have to pursue him to Pleasance House. As you come up to the house, you will have to use cover to get past some of Walton's men. As you advance forward, taking out those hiding behind boulders, two more men will come to attack you. Use the outhouse as cover initially and take them down. You will then have to face off with Walton, and you have two choices - kill him there and then, or by executing a shot to the leg to capture him alive. The Marshal will congratulate John on his firearms expertise, and recommends dropping by again sometime. Reward: $20, +75 Fame, +100 Honor ------------------------------------------------------------------------------ STR6. "American Appetites" *************************** This Stranger Task becomes available after completion of "Political Realities In Armadillo". You will find a woman crying. Upon approaching her, Marston learns that this woman's son has gone missing, and the authorities are yet to do anything about it. She tells of "hill people" that can be found near The Hanging Rock. Head to the area to investigate. You will find a pile of bones and a shoe. This not very promising sign completes the first part of the Task. The second part of the Task is unlocked after completion of the mission "Justice In Pike's Basin". Here, you find a man in despair and in a situation identical to the woman with her son - his wife has gone missing near The Hanging Rock. Investigate this next area to find a pool of blood and to complete this second part of the Task. The third and final part is unlocked after completion of the mission "Wild Horses, Tamed Passions". Again, you are met with the same situation - this time, a woman's husband has gone missing. When you arrive at this area, Marston is greeted by a wounded man, who has been attacked. Pursue the man who attacked him and bring him back. A strange event unfolds - it turns out that the injured man is a cannibal, responsible for the spate of missing persons Marston has been dealing with. The man who injured him was the woman's husband, his next victim. You are faced with a Good/Bad Choice. The Good Choice means that you kill the cannibal and set the man free, which gifts you a raise in Honor. The Bad Choice means you simply walk away and leave the cannibal to claim his next victim. Looting the cannibal's body provides a cash reward, so it may be worth going with the Good Choice. Whichever Choice is made will complete this Stranger Task. Reward: +50 Fame ------------------------------------------------------------------------------ STR7. "Water And Honesty" ************************** This Stranger Task also becomes available after completion of the mission "Political Realities In Armadillo". This will be available from a camp off the trail between MacFarlane's Ranch and Armadillo. Marston encounters a man at this camp, who offers him a place to rest. He notices the man's dowsing rod, used to dig for water. Marston suggests to him that he tries Lake Don Julio, off in the distance. The man says that there is an issue with buying the equipment needed to irrigate and gather water. He requires a well spring, and he found one on the property of Pleasance House The owner of the property, an "old coot", won't allow anyone on his land, so ownership is required. Marston goes about obtaining the deed. Head over to the Pleasance House. When Marston approaches the man, acting friendly, he pulls out his rifle and threatens to shoot him if he doesn't get off his property. Thinking he is a thief, he soon lowers his rifle down. Marston then asks for some of his land, and is met by the man's speculation to his interest. He puts an offer on the table. Here, you are met with a Good/Bad Choice. You can pay the man the $200 fee that he imposed, or you can kill or hogtie the man and take the deed. The Good Choice will mean that when the deed is brought back, the man will refund Marston his $200, plus $20 for a job well done. If you make the Bad Choice, you return a bloodstained deed to the man, who is ashamed of John's actions, but nevertheless is happy that he has obtained the deeds. The Choice will raise or lower your Honor respectively. Killing this man after the mission will allow you to loot the deed to the Pleasance House, meaning it can be used as a save point. You can do this if you want, or you can leave him be. Reward: +50 Fame ------------------------------------------------------------------------------ MLJ2. "Justice In Pike's Basin" ******************************** John pops in, whilst the Marshal tries to get the hang of using the telephone he's had put in. John is told that it's been quiet, and the Marshal begins to ramble about how fast people can travel through the country nowadays. The quiet atmosphere is broken when another of the Marshal's helpers, Eli, comes back from his spying assignment in nearby Pike's Basin. He has spotted a group of rustlers up in the canyon, who he thinks are associated with the Bollard Twins. They didn't seem like ranch hands, so it is worth investigating. John agrees to help them, and the Marshal promises to help John in return. Mount your horse and follow the Marshal and Eli to Pike's Basin. Once you get there, you will have to advance on foot, taking care of any outlaws in your path to the main camp set up there. You will encounter several outlaws as the path splits off from the foot of the canyon to the ledges and hills. Once you have taken care of these men, you have a choice - you can follow the Marshal up, or stick to the bottom with Jonah and Eli, the two deputies. In my opinion accompanying the Marshal is better because you will soon have the advantage of height as you near the camp. Otherwise, be wary of outlaws jumping you, use cover and advance slowly through your enemies. You will soon approach the camp, where you are met with a final concentration of enemies to slay. Keeping cover from them and picking them off is the best and easiest way to go. Once you have cleared the camp, the Marshal and his boys set about freeing the hostages that they have taken. After being congratulated, John brings the matter to Williamson. The Marshal promises to try and do something, but reminds John that he has other outlaws and low- lives to contend with. Eli then tells the Marshal that a man, Nigel West Dickens, has gone missing. The Marshal tells John that this man is a swindler merchant, pulling his tricks on the gullible souls of New Austin. John sticks around as the cattle are moved out of the basin. Reward: $25, +170 Fame, +100 Honor You can begin Nigel West Dickens' missions, the first one of which is located between Armadillo and Lake Don Julio. ------------------------------------------------------------------------------ >> CP3. Nigel West Dickens *************************** Mr. West Dickens seems an honest, elderly man going about selling his wares as a tonics merchant. However, he is a cheat, a liar and a fraud, and even freely admits this himself. Despite this, he seems well-liked by some folk. He sells N.W. Dickens' Elixir, which he spouts as a "cure for all ailments", when it's more likely to knock someone dead rather than heal them. John goes on a whim to help him at first, and grows to have a disliking with him. However, this man does have his uses, with money, connections and even his stagecoach. John must help him to aid his quest for Bill Williamson. ------------------------------------------------------------------------------ NWD1. "Old Swindler Blues" *************************** John approaches Nigel West Dickens, who is lying off the side of the trail, and looks in a bad way. John tells him that he is going to take him back into the town to get him medical attention. He will have to get Mr. West Dickens back into town using his stagecoach. Nigel's health will be placed at the top. It will reduce over time, and will go down if you don't stick to the trail. This means that despite Armadillo, your destination, is only a small plain over to the north, you will have to take the long way round on the trails. If you try to go straight over the plains, West Dickens will be dead before you even begin to come up to the town and you will fail the mission. Along this path, you will encounter outlaws who will try to finish the job on Nigel. You will have to keep fending them off in their waves of four as you try to get to Armadillo as safely and as fast as you can. This is most likely your first time driving a coach, and the worse turning and manoeuvrability takes some getting used to, but it is easy. Getting West Dickens to the doctor in Armadillo is not a tall order. Reward: +75 Fame, +100 Honor West Dickens' missions will not be activated until after a few in-game days, allowing him to recover from his wounds. We may as well go back to helping the Marshal and dealing with anything else whilst the matter of waiting takes its course. ------------------------------------------------------------------------------ MLJ3. "Spare The Rod, Spoil The Bandit" **************************************** John arrives as the Marshal and his boys load up for trouble. John is reluctant, but is requested to help. The Marshal has heard of some bandits that have been drinking and murdering locals. He is told that they have just terrorized Ridgewood well and truly. John agrees to help the men deliver some justice. Begin to make your way to the west, following the Marshal and the deputies. You will soon have to investigate an area with vultures circling around it. As you come up, you will soon see a camp with a scattering of dead bodies. John will pick up a new weapon, allowing you to obtain a new weapon, the Winchester Repeater. Rejoin the group, and after another stretch of ground, you will encounter the same scene. This time, the campfire is fully ablaze, meaning that hard travelling will allow them to catch up. When you come up to Ridgewood Farm, you must search the area for clues. A search of the outhouse and the shed provides nothing, but when you shoot the barricade off the barn, you are met with a gruesome site and one survivor. She tells the group that the bandits are holed up in the farmhouse. Carefully advance towards the house, taking out those in the windows and outside, before going inside and carefully clearing out the inside. The last enemy to be dealt with will hold a hostage as a human shield, so enter Dead Eye and deliver a headshot. After you have disposed of the enemies, head towards the shed where the survivors are gathered. They tell the Marshal that some of them have fled to the south, and then shouts at him because she thinks he could have prevented the situation. Your final journey takes you down near Mercer Station to confront the enemy himself - Bill Williamson. He is stood atop this hill, and does not want to come down. He sets his men on the group, who have to take cover in a derelict building. You will have to face off multiple enemies as they advance towards you. Keep in this cover and pick them off as they come, and this part of the mission is not too difficult. John soon learns that Bill fled in the madness, but they have managed to capture one of his right hands, Norman Deek. His capturing will mean that John should be able to properly get to Williamson. Reward: $50, +250 Fame, +200 Honor ------------------------------------------------------------------------------ BMF7. "The Burning" ******************** Bonnie asks John whether he has seen Drew anywhere, as he has been gone for some time. Bonnie will be getting worried, as the ranch hands haven't found him yet. You will have to accompany Bonnie in the search for her father. After heading some distance to the south of MacFarlane's Ranch, Bonnie will spot someone. Drew is discovered in good health, despite being attacked by who he thinks were rustlers, and possibly some of the Bollard Twins' gang. He orders Bonnie to fetch his wagon, and for John to look out for her. You will be making the journey back to the Ranch. However, when you arrive, the barn is ablaze. Approach the barn to see some of the ranch hands desperately trying to gain access inside the barn to rescue the horses inside. You will need to climb up to the roof of the barn, go along from where you pulled yourself up, and then go through the open window to get inside. Carefully climb down to ground level using the ladders, and open the barn door. You will need to approach each horse and press Y when prompted to slap them on their behinds to coax them out. After two of three are out, some burning debris falls, blocking your path out. Mount the final horse, gallop and then jump over the debris, before taking it to the corral to finish up. John is thanked for "saving the ranch", as one of the hands puts it. John makes a remark on the trouble these rustlers are causing, to which Bonnie tells that her father has put up with much worse than "white trash". She seems unfazed by events. She is troubled by the fact that John has done work that is worth more than the medical bill that was covered by the MacFarlanes, and that they must owe him something. He is reluctant, but asks for a trade of cattle for his help if he makes it back to his own ranch. Bonnie agrees to this, and soon goes off to see her father. Reward: +75 Fame, +150 Honor This is the final mission that you have to do for Bonnie MacFarlane. We can now attend to the Marshal once again. ------------------------------------------------------------------------------ MLJ4. "Hanging Bonnie MacFarlane" ********************************** John arrives in the Marshal's company to be confronted by one angry Drew MacFarlane. Bonnie hasn't been seen since the day before, and John hasn't seen her since the fire, so that draws up no chance of discovering her whereabouts. The Marshal is then summoned outside by a lone outlaw. He is part of a gang that has kidnapped Bonnie, and wants to ransom her off in return for the release of Norman Deek. She is in Tumbleweed. John sees no other way around this other than to agree to the trade-off. Follow the Marshal and the deputies down to Tumbleweed, some distance away from Armadillo. Tumbleweed is a complete ghost town, as seen when the boys arrive just on the outskirts. Follow Deek into the town. If you thought this was going to be a simple trade-off, you're wrong. There will be many enemies to deal with in a race against time to rescue Bonnie, whose head is quite literally in the noose. You will have to kill these three men, and then another on the roof of an abandoned chapel. Advance slowly, taking care of any enemies as you near Bonnie. The race to save won't start until you begin to get close to her. Keep using cover and look for where your next enemy will pop out. Some are out in the open, ducking behind covers, whilst others are positioned within buildings or above ground. If you don't use cover, death is most likely to occur. When you can get within distance to Bonnie, shoot the rope to get her down. Just take care of any enemies blocking a clear path to her. Once she is down, you can go straight to her. She rather sarcastically thanks John for saving her life. Reward: +150 Fame With Marshal Leigh Johnson's missions completed for now, we can pay a visit to Nigel West Dickens, to see how he's bearing up. ------------------------------------------------------------------------------ NWD2. "You Shall Not Give False Testimony, Except For Profit" ************************************************************** Mr. West Dickens, now amongst the living, is defensive against the doctor who treated him after telling him about his "wonder elixir". John takes it in good humor, and experiences some of this man's eccentricity. His wounds have healed and then spouts the "cure for all ailments" speech which is being worn out quickly. John tells him to stop this. West Dickens goes on to say that he is now penniless, and needs to sell his product. He wants to use John as the advert boy, or more like the guinea pig in this case, as he tries to swindle the fine people of Ridgewood. Drive Nigel West Dickens and his stagecoach to the outskirts of Ridgewood Farm. John is ordered to walk into town so they do not look like they arrived into town together. If it wasn't obvious before that this is a scam, it is now. Run into town, and you will have to go through this cutscene of West Dickens using his gift of the gab. He picks John out of the crowd, initiating Operation Swindle. You are ordered to shoot the skull off the porch of the farmhouse. This is not a tall order, and is managed easily with your revolver. One bystander is not impressed, and gives John a challenge in shooting his hat out of the air when he throws it. This requires the use of Dead Eye - however, when you do this, instead of having free aim, a marker will be painted when you aim at the hat. Pull Shoot to shoot the hat out of the air. Despite John showing off his exceptional marksmanship skills, the man is upset of having a bullet hole in his hat, and begins to fight. You are introduced to the melee system of this game, which is rather basic. However, your challenger is not too hard to defeat. After this, the man pulls out his gun. Use the new Dead Eye system to paint a marker over his gun and disarm him. You must not kill him. Once this is done, the settlers of Ridgewood are well and truly swindled, and surround West Dickens for his elixir. West Dickens rejoins John soon after, and he shows his disgust in the business that he is involved in. He paints himself as a pawn in John's hunt for Williamson, but John has none of it. He recommends a visit to a man named Seth, who may be of help to John. He is located at Coot's Chapel, not too far from Armadillo. Reward: +25 Fame Seth Briars' mission line will now become available from the location given by West Dickens. His mission line is short and can be finished quickly after starting it, so we will pay a visit, ignoring the old swindler for the time being. ------------------------------------------------------------------------------ >> CP4. Seth Briars ******************** Seth is definitely a very strange character. Once a man with a business and family, he turned his back on them to prospect for any treasure. This has reduced him to grave-digging for maps, and means that the Treasure Hunter gang do not like this competition. Being unhygienic and rather crazy, John would prefer to stay away from this creep. However, on the recommendations of West Dickens, he must help Seth in his activities to have his help in getting to Williamson. ------------------------------------------------------------------------------ SBR1. "Exhuming And Other Fine Hobbies" **************************************** John stands over Seth as he goes about what he's grown used to - searching bodies for treasure maps. Seth isn't too approachable, and shows clearly that he prefers to be left alone. In his deluded manner, he tells of one of his friends, who apparently has one half of the map that Seth thinks he stole from him. The man in question is Moses Forth, and Seth is quite angry that his partner would do such a thing. Seth tells John that Moses has been accosted for exhuming, and the law is holding him in Benedict Point. John wants to help Seth get the half of his map back, in half-hope that Seth will help him. You will enjoy a long ride on the trails over to Benedict Point, a small settlement built around the train station there. Seth's plan is to have John distract the deputies whilst he goes in to confront Moses. To distract the deputies, you will have to steal one of their horses. You will then have to lose them. This is an introduction to the Bounty system. Rockstar Games' titles usually work off a Wanted rating, but instead operates on Bounty. When you commit a crime, your Bounty goes up. The more serious the offence, the higher it will rise. Horse theft is not a serious felony, and will warrant a $20 bounty on your head. When you have Bounty, you will have to face off authorities looking to claim it. This will happen more frequently the higher your Bounty. However, such a meagre Bounty wouldn't cause you too many problems on your travels. You will have to lose the authorities pursuing you. Escape the radius set on your map and radar, and the Wanted Meter will begin to empty. The authorities, represented by a star on your map and radar, will still look for you, and you must remain out of their sight to lose them. Once you have lost them, return back to Benedict Point. Here, Seth goes up to the shack where Moses is, before the door opens and his ex-partner makes a run for it. Chase Moses down, lasso and hogtie him, pick him up and "reunite" him with Seth. After some fiery confrontation, Moses tells Seth that the map is in Odd Fellow's Rest. This means a trip away from Coot's Chapel for Seth to attend to his day-to-day matters. To finish up, you must go to the telegraph office, inside the train station, and use the Pardon Letter given by Seth to pay off your Bounty. This can be done anytime when you have a Bounty. Pardon Letters can be earned as you go through the game, but you can fork out the $20 instead of using the Letter if you want. There is an Achievement for paying off a high Bounty with a Pardon Letter, so you may choose to pay cash for the sake of security. Reward: Nothing. ------------------------------------------------------------------------------ STR8. "Funny Man" ****************** This Stranger Task is unlocked after completion of the mission "Exhuming And Other Fine Hobbies". It is begun at the station in Benedict Point. Here, Marston meets with Jimmy Saint, a journalist from the east looking to experience the criminality of the Western Border States for the sake of his tabloid. Marston wishes him luck with that, and goes on his way. This is the first encounter with Jimmy. The second encounter does not become available until after the mission "Man Is Born Unto Trouble". You will have to locate Jimmy in the mineshafts of Gaptooth Breach, which means that you may have to clear out this Gang Hideout. Free Jimmy and escort him out of the mine. The third encounter can be initiated soon after the second, and is exactly the same premise, except you are freeing him from Pike's Basin. You can carefully navigate your way down into the Basin and free Jimmy, or you can clear this Gang Hideout. This is a man not learning from his mistakes, as "capturing the spirit of the West" isn't too safe. The fourth and final encounter can be picked up after completion of the mission "The Demon Drink". This one has you freeing Jimmy from Tesoro Azul, another Gang Hideout. He is on the roof of the chapel, accessed by a ladder. Marston sees Jimmy finally get the message, as he decides to finish off the fieldwork required for his tabloid. Reward: +50 Fame ------------------------------------------------------------------------------ SBR2. "A Gentle Drive With Friends" ************************************ John encounters Seth again, who is loading a carriage with a coffin filled with several corpses. He is searching for the other half of the map, and after some insane rambling about old pal Moses, he tells of how these bodies are fresh after a flu epidemic. A name, Aiden O'Leary, a victim of the epidemic, comes up, so it has led him to sifting through the corpses on the carriage. He wants to do so on the move. You will need to stay away from the settlements as Seth goes through the corpses. As you wait, you will have to fend off scattered waves of Treasure Hunters. A GPS waypoint is already set for Tumbleweed, which coincidentally is your destination once Seth discovers the map on one of the bodies. Upon entering Tumbleweed, Seth goes off to track down the treasure. Reward: $10, +75 Fame ------------------------------------------------------------------------------ SBR3. "Let The Dead Bury Their Dead" ************************************* Seth is interrupted in a spot of exhuming when John arrives, and tries to escape from him. He's afraid of having to share the loot, and John needs to make sure that Seth helps him. He accepts that he's not going in alone, and the two leave the graveyard. Seth tells John that the treasure is inside the abandoned mansion. You will encounter Treasure Hunters as you go through the town. You will be dealing with them as you approach the mansion. Take care of all of them, and when you have cleared the way, head for the basement entrance to the mansion. Carefully make your way up to ground level and clear the mansion, which is filled with many enemies. Take cover and advance slowly, as four guns in a concentrated area can have a devastating effect on your health. Head up to the first floor to finish up. When Seth spots the chest, he opens it, and doesn't find what he was expecting at all - the "treasure" he has wasted his time and livelihood on finding is a glass eye! John struggles to feel sorry for him. He promises to help John once everything else is in order. Reward: $10, +100 Fame, +150 Honor And with that, Seth's missions are dispatched of quickly. We can now resume helping Nigel West Dickens. ------------------------------------------------------------------------------ NWD3. "Liars, Cheats, And Other Proud Americans" ************************************************ John visits Nigel as he loads up his stagecoach, and talks about his encounter with Seth. John then asks about the plan that West Dickens was meant to be cooking up, concerning getting access to Fort Mercer. His rambling makes John turn rather violent in his choice of wording, but this cuts straight to the chase. His plan is a concern of money, which will be required to carry out the plan he has. After their last dealings, it wouldn't be wise to go swindling again just yet. Instead, West Dickens proposes that John does a spot of horse racing. You will be riding shotgun with West Dickens as he whisks you away to Gaptooth Ridge. You can kick back and enjoy the conversation between the two, or you can skip to your destination, saving you time. When you reach the starting line, you are not using your own horse. You are racing in a horse-and-cart race. You can easily work your way from the back into 1st place quickly. Use stamina wisely and stick to the trail for the best chance of winning. You will have to contend with the sucky controls of navigating the course, but this mission is otherwise a pushover. The course sticks around Gaptooth Ridge and finishes where you started. You will then have to be placed back in the company of West Dickens as he rides to Benedict Point. The next step for the plan is to get a hold of immense firepower - West Dickens recommends a man named Irish, an arms dealer with a passion for drinking. Reward: $3, +200 Fame Irish's missions are available from the farm in western Armadillo. ------------------------------------------------------------------------------ STR9. "Who Are You To Judge?" ******************************* This Stranger Task becomes available after the mission "Liars, Cheats, And Other Proud Americans" and is located in Rathskeller Fork, in northern Gaptooth Ridge. Marston will encounter Jeb, who is distraught at the loss of his love, supposedly taken by outlaws in Tumbleweed. Marston promises to look for his love. Head to Tumbleweed to encounter a woman and her horse. Marston assumes that this woman is the "love" in question, but it turns out that, in fact, Jeb's girl is Lucy - the horse in front of him. She took Lucy away from Jeb a week before, and she is happy to hand her back. You must follow them back to Rathskeller Fork and reunite these two. What a creepy man Jeb is. Reward: +100 Honor ------------------------------------------------------------------------------ NWD4. "Can A Swindler Change His Spots?" ***************************************** John meets with West Dickens again, outside Plainview, which is to the southwest of Fort Mercer. He pulls out a cigarette, ignoring Nigel's very presence. He talks about the plan, before John is pushed into carrying out another favor for him. He declares that he will become selfless towards John, as soon as he can shift more of his elixir. You are ordered to mingle with the crowd whilst West Dickens organizes himself. In the middle of his patter, men on horses arrive - the men from Ridgewood. His fradulent ways are uncovered, and the people he ripped off are looking for payback. Take care of your enemies here before joining West Dickens on his stagecoach. The rest of the mission is from the passenger side of the coach. You will have to defend yourself and West Dickens as you make your way to Cueva Seca, in northwestern Gaptooth Breach. Whilst you are mostly shooting enemies from the back of their horses, you will encounter a barricade along the way, requiring you to shoot TNT barrels to clear it. The mission isn't too difficult from here, but it requires a good shot for you to kill these enemies in one bullet. They are more persistent than dangerous. As you near your destination, you'll lose your enemies, and it's a comfortable journey from there. Upon arriving, John isn't too happy with proceedings, and West Dickens decides to give up the sales pitching until the dust settles. He hears of another race meeting in Rathskeller Fork, and despite John's angry protests, he gives him no other choice but to partake in another favor. Reward: $25, +75 Fame ------------------------------------------------------------------------------ NWD5. "The Sport Of Kings, And Liars" ************************************** John meets up with West Dickens to discuss the matter of the race. All he requires is more cash to fix up his "Trojan Horse" - i.e. his stagecoach - in preparation for his plan. John is growing tired of his patter, and soon he has to accompany Nigel to Rathskeller Fork. You don't need to follow him to Rathskeller Fork, so you can go up ahead to the starting line. The premise of this mission is similar to that of "Liars, Cheats, And Other Proud Americans", except that you are using your own horse. This means that you have better control of navigating the course, but your opponents are harder to fend off when you achieve 1st place. You will have to pace yourself if you are to succeed. The course is longer than before and winds through Gaptooth Ridge. You will finish back in Rathskeller Fork. Just make sure that you cross the finish line in front of everyone else. Sticking to the trail will make you go faster, and if you have any consumables to aid you (such as an Apple or Horse Pills), use them. John pays his last visit to West Dickens for the time being, as he learns that he has fulfilled West Dickens and will be able to use his help. He just needs the loose ends to be tied up before they can begin. Music to John's ears. Reward: $5, +200 Fame And the end of Nigel West Dickens' missions. ------------------------------------------------------------------------------ STR10. "Lights, Camera, Action" ******************************** This Stranger Task becomes available after the mission "The Sport of Kings, And Liars", and is picked up behind the theater house in Armadillo. Marston meets D.S. MacKenna, an aspiring movie producer. He plans to move away from this small house, build studios nearby, and utilise New Austin for its scenery in his productions. He has heard of a property that he could use, and the owner is a regular of the Liar's Dice table in Thieves' Landing. MacKenna wants Marston to win the deed from him. He also asks Marston that should he run into a man named Spatchcock, he should convince him to get back to his normal mode of work. Head to Thieves' Landing, and play a round of Liar's Dice. If you need a guide on how to play, visit the Minigames section of this guide. Liar's Dice is explained well enough within the game, and it's easy to get the hang of. You don't need to win, just as long as you manage to eliminate Lyle Mouton, the owner of the deed. You have the deed once he is eliminated, and you were not knocked out. Once you have this deed, head over to Benedict Point to speak with Spatchcock. This man, an actor, got so caught up in his gunslinging movie role that he decided to down the script and make a go of being a 'slinger for real. You'll have to defeat him in a duel. This is easy and only requires you to shoot the gun from his hand. You can then finish up for now by going back to MacKenna, who will reward with a random amount of money, usually around $20. The second part of this Stranger Task won't be available until after the mission "An Appointed Time", when you can gain access to West Elizabeth. You will find MacKenna at the Pacific Union R.R. Camp. It seems that events have transpired against him - bad weather halted production, and Spatchcock has run off to pastures new. He is left penniless, and to start over again. Reward: +100 Fame, +50 Honor ------------------------------------------------------------------------------ >> CP5. Irish ************** An Irish immigrant, Irish still speaks in his native accent, and is rather stereotypically a heavy drinker. "Heavy drinker" in this case means that he is an alcoholic, and encounters with the man are usually when he is inebriated. He spins his tales which he doesn't know the finer details of, and normally shows up to a fight after it has taken place. A drinker, coward and story- teller, he is no great help to John besides obtaining heavy firepower. ------------------------------------------------------------------------------ IRH1. "A Frenchman, A Welshman, And An Irishman" ************************************************* John bumps into a couple of low-lives, and I wouldn't think what they were doing to Irish would be a hair rinse. John is then met with a confrontation between these two men. You can easily kill them and have done with it. John then inquires about a machine gun, which Irish knows the whereabouts of. You will have to follow Irish to your destination. You will wind up at Lake Don Julio, on a hill overlooking the cabin. Irish tells John that thieves have it stowed away in the cabin, and chooses to stay on this hill. You will have to deal with several enemies outside, and the final one in the cabin, who is a sneaky bastard - once the cabin door flies open, enter Dead Eye and dispatch of him. You can then go in, and John discovers that Irish was lying, as there is no machine gun to be seen. Reward: +50 Fame, +100 Honor ------------------------------------------------------------------------------ IRH2. "Man Is Born Unto Trouble" ********************************* Arriving in Benedict Point, John finds a drunk Irish sleeping one off. John wakes him up and startles him, and then asks about the machine gun once again. He then drags Irish off to find a Gatling Gun. You will have to follow him again, this time to Gaptooth Breach. He tells John that the miners have a Gatling Gun - John questions why, and doesn't have faith in getting what he wants. You will have to fight your way to the gun. You will have to take care of the miners out in the open. Use cover and pick them off, advancing towards the entrance shaft. As you head through the shaft, you will encounter more enemies usually hidden behind cover. You can shoot TNT barrels to take care of some of them. You will eventually find the heart of the mine, which is slightly more open and is the last challenge to face. Pick off all your enemies, and John is able to actually find a Gatling Gun. You will have to push this cart over to the shaft room. You can only use sidearms when pushing this cart. You won't have to deal with any enemies on the way to the shaft room. Once you get there Irish will begin to lift John and the gun up to the surface. Once you are on the surface, it is one final push to Irish's carriage, which will be used to get the Gatling Gun away to a safe place. This time, you are dealing with enemies - one will place a TNT barrel on the tracks, which you can simply shoot, solving that problem. The mission is done from here, and you have no other challenges to face. Irish then rides off with the gun. Reward: +250 Fame ------------------------------------------------------------------------------ IRH3. "On Shaky's Ground" ************************** Upon arriving in Thieves' Landing, John runs into Irish, who is pestering two sisters. Irish is easily dealt with, and these women of the cloth can go on their way. John tells Irish that the Gatling Gun doesn't work. Irish knows who has replacement parts. You are following him down to the warehouse of a man named Shaky - getting his name for his stutter. After making your way to the office entrance, John and Irish hear something going on. It seems that Shaky is getting roughed up by the local dumb muscle. You will have to sneak onto the roof of the warehouse, and then sneak in through the open window. Once you're in, take cover and start picking off the outlaws. When you approach the room with Shaky in, use Dead Eye to pick off these last few outlaws, and then attend to him. John will cut him free, and you have to make your way outside to Irish. However, you will face a wave of bandits coming into the warehouse. Take cover and pick each one off, before opening the gate to the backyard. As you make your way through, you are met by more bandits which must be taken care of. Once you're done, you can get to the ammunition. Irish and Shaky are reunited, and after making fun of him, Irish is able to get his carriage to load the ammo onto it. You will have to rde shotgun over to MacFarlane's Ranch. Waves of a few bandits will come after you, but are easy to deal with. Once you get to the Ranch, John forces Irish to accompany him when he hits Fort Mercer. Irish, rather reluctantly, agrees. Reward: +150 Fame With West Dickens, Seth and Irish taken care of, it's time to carry out the job. Head over to Marshal Leigh Johnson near Fort Mercer to begin. ------------------------------------------------------------------------------ MLJ5. "The Assault On Fort Mercer" *********************************** John stands on a hill in the near distance of the walls of Fort Mercer. He is joined by the Marshal, his boys, Nigel West Dickens, and Irish. Nigel spies Seth in the distance, who is pulling off his eccentricities to the outlaws, and this means that it's time to begin. Nigel's stagecoach will be used to sneak John and the Gatling Gun into the Fort. Nigel will be pretending to sell his tonic to the outlaws, and when he gives the signal to John, he can begin. Watch as West Dickens wheels in his stagecoach to the gates, and is let in. He begins to "sell", and then knocks on the side of the wagon. This is the signal for John to spring out and begin shooting. Begin clearing out the outlaws in front of you. After a few casualties, a few will rush down the stairs to the back, so take care of them. The remainder of outlaws will be placed off to the right, and have better shots and aiming against you. They will run from some of the buildings and will take cover behind the many barriers found in the Fort. Once you have taken care of them, John, the Marshal and his deputies will begin to advance into the Fort. When you make your way up the steps, Nigel West Dickens pulls away, and you will have to deal with several enemies using your regular firearms. They will be in cover, so advance, wait for them to pop up, and take care of them. After you make your way back down to the other side of the Fort, the search for Williamson begins. Nigel rushes back in to tell John that reinforcements are coming from above the neighboring hill. Jonah spots them, and says there are "hundreds" coming over. It's going to get dirty...again. A few men will rush you on foot. When you begin to deal with them, you will then have to take care of men on horseback. After that, two wagons pull up with mounted machine guns on the back of them. Shoot the TNT barrels on them to disable them both. You will then be basically mopping up, dealing with a last wave of outlaws running from across the hill. Once that's done, John's struggle is finished. However, upon arriving, he learns that Williamson is not here. But they have captured another one of his right-hands, who tells that he has gone to visit Javier Escuella. This means one thing - he's gone down to Nuevo Paraiso, south of the San Luis River; in other words, he's fled the country and may be found in Mexico. Irish, who conveniently decides to turn up after the fight, says he may be able to get John into Mexico. Reward: $50, +150 Fame The final mission for New Austin's storyline comes from Irish, and is located in Brittlebrush Trawl, due east from the Fort. ------------------------------------------------------------------------------ IRS4. "We Shall Be Together In Paradise" ***************************************** John meets with Irish, and Nigel West Dickens, who wishes John a safe journey over the border. Apparently, Irish is a fairly popular man with the Mexicans, and makes himself the ideal escort to Nuevo Paraiso. John is, unsurprisingly, apprehensive of being rafted over the San Luis River with a drunk, but Irish says that Williamson will not be such a problem once he's over in Mexico. West Dickens waves them off, as he plans to run off to another part of the world to perform his sales patter. Halfway over the river, shots are fired towards the raft. It will turn out that Irish isn't so popular down in this place, and you will need to use a rifle or repeater to take care of every enemy you encounter on the coast. It is a long journey that takes you west down the currents of the San Luis, eventually finishing up in Agave Viejo, in northern Perdido. You are able to pick up the Springfield Rifle and stock up on rifle ammunition if you begin to run low. As long as you are able to deal with the banditos of Nuevo Paraiso, which isn't a tall order, you will be fine. Irish and John then part ways, and John is able to make his way into this new land. Reward: +150 Fame, the Springfield Rifle (obtained during the mission) You are finished up in New Austin. You can now pay a visit to Vicente De Santa in Escalera, the westernmost major settlement in Nuevo Paraiso, or Landon Ricketts in Chuparosa, in central Nuevo Paraiso. ****************************************************************************** 12. Nuevo Paraiso Parts of northern Mexico make up the Western Border States, and brings on a different environment physically, socially and politically. Mexico is governed by a dictator, General Ignacio Sanchez, who uses Colonel Augustin Allende as one of his governers for Nuevo Paraiso. The main rivalry in this area is between the governing army forces, and a band of rebels, led by Abraham Reyes. Javier Escuella also leads a group of Mexican outlaws, known as the Banditos. The area is split into three counties. To the east is Diez Coronas, which is a less built-up area, and is mainly trails and ghost towns. The settlement of Torquemada sits on the eastern cliffs, and El Presidio, one of the strongholds for the Mexican Army and bears some resemblance to Fort Mercer. Other points of interest is Casa Madrugada, the last stop for the train before heading back into the USA. Perdido is the central county, which is very sparse in terms of settlements. It can only boast Chuparosa and Las Hermanas, which is a convent village. Scattered around the county are ruined areas - with a recent civil war, it's plausible that the conflict has had a detrimental effect on this county. Because of a low population and ruined settlements, Perdido provides many places for criminals to hide out. Punta Orgullo lies to the west, and is famed for its golden sands and the settlement of Escalera, the location of Allende and the heart of the Mexican Army stationed in Nuevo Paraiso. Escalera is the largest settlement in Nuevo Paraiso, and Marston may find himself here from time to time. It is argued to be the richest of the three counties, purely on the basis of this settlement. Nuevo Paraiso provides a change to John Marston, and he will get involved in the main conflict in the quest to track down Williamson, and possibly even Escuella. ------------------------------------------------------------------------------ STR11. "Deadalus And Son" ************************** The Stranger Task becomes available as soon as you reach Nuevo Paraiso, and is located on the cliffside near Casa Madrugada in Diez Coronas. Marston will meet Charles Kinnear, who is building a glider on the cliffside with the aim to fly it. All he requires is some equipment to make an adhesive - in other words, he needs some ingredients to create a glue. He asks for twenty Bird Feathers, ten Red Sage, and five Beaver Pelts. Bird Feathers are easy to acquire. You only need to shoot any birds flying up in the sky, and then go over to where they land to loot the feathers. You can collect three or four feathers at a time, but once you clock twenty, you're done. Red Sage is a herb, and collecting them will contribute to your Survivalist Rank if you haven't fulfilled the rank yet. Red Sage is found in and around Rio Bravo. When you are near a herb, it will pop up on your map and radar. Go up to the herb bush, making sure it is Red Sage you have located, and pick it. Collect ten to fulfil your goal. Beaver Pelts are to be left 'till last, as you will not encounter beavers until you get into West Elizabeth. Beavers are located near fresh water - the best place I found was the northern coast of the Great Plains during the day. Beavers are easy to spot, making pelt-collecting an easy task. Once you have all your require, head back to Kinnear. He rewards Marston, and tells him to come back in a few days to see him take flight. When you are able to come back, you can watch Kinnear take flight for a few moments - that is before the glue gives out, and Kinnear falls to his death. You can get down to the area where the glider crashead, but Kinnear's body is nowhere to be found. Reward: +150 Fame ------------------------------------------------------------------------------ >> CP6. Vicente De Santa ************************* De Santa is a Captain of the Mexican Army, as serves as the second-in-command under Colonel Augustin Allende in the area of Nuevo Paraiso. As a prominent official in the middle of a civil war, he is aware that the rebels have placed a price on his head. He is not a nice person at all - he is cruel and abusive - but he is willing to serve his side, even though it is mostly for personal gain. John will align himself with the Capitan in the hope that the higher-ups will provide the whereabouts of Williamson and Escuella. ------------------------------------------------------------------------------ VDS1. "Civilization, At Any Price" *********************************** John walks up towards the entrance to the "palace", where the prominent residents of Escalera live. He encounters de Santa for the first time, and inquires about getting help from the Mexican Army. The Capitan acts hostile towards him, but soon reveals that he is joking with John. He tells John about the rebellion, and how settlement by settlement is being swayed against the leadership. John soon gets to his point, and asks about Williamson and Escuella. De Santa thinks that it is likely that the rebels are sheltering them. The rebels are united by a man, Abraham Reyes, who is the #1 enemy of the Mexican government. De Santa would like John to accompany him in creating a trap, in which they hope to lure out Reyes. The incentive - a promise that the Coronel may be willing to help. You can either ride shotgun with the Capitan or you can follow him on your horse. Your destination is Chuparosa, where these men are expected to intercept a train that is government-owned. Of course, you can always join the Capitan and then skip to your destination. You will wind up just outside of Chuparosa if you do so. Upon arriving just outside the entrance to Chuparosa, you can mount your horse here if you joined the Capitan, and then you will be riding alongside the train. As soon as you begin to stretch away from Chuparosa, the Rebels will begin an attack. The problem that presents itself here is that they will come from both sides, so you may have to stay in front of the train. There is an obvious risk in doing that, and you will also have to focus on maintaining your speed as well. You must make sure that the Rebels do not destroy the engine until you reach Casa Madrugada. Your best shot is to stay to one side, clear out any Rebels approaching from there, and then speed past the train and switch to the other side to take care of any Rebels on this side. Where no other problems arise, you need only be a good shot, and this part of the mission is simple. When you arrive in Casa Madrugada, John, the Capitan and his men are found in the saloon. The Rebels try to sneak on the train, but are foiled, and John is ordered to pursue it and stop it. You will need to catch up to the train, take out any Rebel attacking you, and then jump onto the train by getting up near the front and pressing the Jump button when prompted. Once you are on the train, you see Butter Bridge being destroyed by the Rebels, and John just managing to bring the train to a complete halt before it crashes. Reward: $50, +250 Fame ------------------------------------------------------------------------------ STR12. "Poppycock" ******************* This Stranger Task is picked up in Chuparosa and is available after the mission "Civilization, At Any Price". Inside the study of the main building of Chuparosa, Marston will meet Uriah Tollets, a British man who has found himself speaking to an American whilst residing in Mexico. He seems to have something against this land and the people who live here. He asks Marston to pick up a package from Nosalida, and to take it to a foreman in El Madatero. Marston is promised to be "given a buck" for his work. Nosalida is located to the northwest of Escalera, and can boast itself as the westernmost settlement in the game. However, this settlement is a gang hideout and the package you need to acquire is in the heart of the docks. You can complete this hideout if you want to, or you can kill all enemies and ignore your final objective in the sake of getting to the package. Open the chest, and you will have the package. You can then take the package to El Madatero, southeast from Casa Madrugada, and take the package to the foreman. In exchange for the package, Marston is given Tollets' payment - $1,000. That's right. You've got a grand on your person. You will have to speak to Tollets in the study. He reveals that he is a man fronting opium in Nuevo Paraiso - you can guess what was the contents of that package. Marston doesn't know how to react to the news of having been the courier for a drug-runner, and you have a Good/Bad Choice. You can either give Tollets his money, losing out by $960 (a $40 reward) and gaining +500 Honor, or you can kill him, keeping the money. The lawmen will come after you, and you will earn a Bounty for doing so, and you will be deducted -100 Honor. There is a way to gain Honor AND get the $1,000 back. This is by giving the money back to Tollets, completing the Task, and then aiming your gun at him, but not shooting. He will shoot you, but the lawmen will soon be on his case. Flee before he kills you, and the lawmen will have no scruples in putting Tollets in the ground. You can then loot his body and take the money back. A wonderful way of having it all. Reward: +50 Fame ------------------------------------------------------------------------------ VDS2. "The Demon Drink" ************************ John arrives in the palace, and witnesses De Santa being scolded by Coronel Allende. The Coronel is soon introduced to John, a "friend of Mexico", and he asks whether he has "found his prey yet". John calms the Coronel down by saying that he is only interested in finding the men he's after, and is not out to interfere in the governing of a foreign country. After inquiring, John learns that Escuella's father worked as a hand on Allende's uncle's land, and so is likely an ally to Reyes' Rebels. John is only willing to help the Coronel after he tracks down Escuella and Williamson, but Allende is not a man to turn. He tells that De Santa's men are fighting in Tesoro Azul, and they may require some help to overturn the settlement. You are following De Santa down to Tesoro Azul. Once you get there, you are introduced to Captain Espinoza, who is currently leading the fight. You will begin walking into the settlement, and will soon be greeted by a number of enemies scattered around, in buildings, out in the open or behind cover. Quickly find cover when the firefight begins, and watch for enemies - it is easy to get swarmed if you do not advance carefully through Tesoro Azul. Take out any enemies above ground first before dealing with those level with you. Just take down enemies one by one and advance slowly so you are not surrounded in this small area. Once you have cleared Tesoro Azul, the men gather in the center of town. This place is a Rebel stronghold, and as a bonus, there are new women to "please" the Coronel. John is ordered to begin burning down the remaining buildings, if he is to "help Mexico" and find Escuella. Equip the Fire Bottles, and pelt the three marked buildings. One is usually enough, unless you're a crap toss with projectiles. John is then left to watch the buildings burn. Reward: $50, +350 Fame ------------------------------------------------------------------------------ VDS3. "Empty Promises" *********************** As soon as John arrives at the palace, De Santa pulls up to him, and mentions "betrayal". You will have to follow him to the convoy down the trail. In the short journey, John learns that the Rebels are beginning to take control of Torquemada, right off to the east in Nuevo Paraiso, and he needs to help De Santa and his men take care of the growing number of Rebels to prevent them building a stronghold there. You can skip to your destination once you join De Santa on the coach - I advise doing so, as Escalera is in the west, whilst Torquemada is the easternmost settlement in Nuevo Paraiso. You will endure a long ride over there. You will encounter Rebels in your approach to Torquemada. As soon as De Santa opens his mouth - "I have a bad feeling about this" - you will have to deal with several rebels on the rocks to the right of you. Once you pass them, you will have to deal with several more on horseback. This will be the last bit of confrontation as John and De Santa meet up with Espinoza. You will be using the Rolling Block Rifle, a sniper, to pick off the Rebels on the northern cliff-edge. Once you have done that, you can advance. You will begin to make the climb up the hill to Torquemada, encountering ruins and a rush of Rebels every time you come closer. You must take cover and clear out each area where you will encounter the Rebels - there is plenty of cover in the form of the ruins. At one area, your radar will be flooded with many Rebels, so you must proceed carefully. Some Rebels will take the high ground, but can be picked off with the Rolling Block Rifle if you haven't used all the ammo for it. When you begin to clear Torquemada, you see that there are not as many enemies as encountered previously. Be careful navigating the settlement, as there is a high drop to most sides of the cliff that the settlement is situated on. After Torquemada is cleared, John rejoins De Santa, who reflects on the success of taking Torquemada out of the Rebels' hands. As settlers are executed, De Santa promises John's information "in good time". He wants to meet back at Escalera, supposedly the appropriate time to discuss matters. Reward: $100, +300 Fame, the Rolling Block Rifle ------------------------------------------------------------------------------ STR13. "Love Is The Opiate" **************************** This Stranger Task requires the completion of the mission "Empty Promises" and the previous Stranger Task, "Poppycock". Marston will meet a Chinese worker named Zhou outside the workhouse in El Matadero. His employer is basically his owner - he is contractually obliged to work the slaughterhouse. He fears that he will never get back to Shanghai and see his family again. Marston then meets his employer, and tries to discuss how this can be resolved. The boss- man wants a white stallion, "what the real cowboys ride", a feat that he believes Marston can't pull off. The "white stallions" are also known as Hungarian Half-Breds, one of the two horses which you cannot buy the deed for until you can catch a wild one and make it your mount (excluding the Kentucky Saddler, which can be made a mount after being rewarded it in "Wild Horses, Tamed Passions"). The Half-Bred can be found in eastern Diez Coronas, and stand out like a sore thumb in the Mexican environment. Get out your lasso, land a hoop on one, and then go about bringing it under control. You can hitch it at the nearest hitching post and make it your mount if you want to, or you can bring it back to El Matadero to fulfil this part of the Stranger Task. When you bring the horse back, the boss-man is astonished that Marston has actually managed to get his requested stallion, and agrees to free Zhou from his contract. After several in-game days, you can encounter Zhou, who is sat outside the station in Chuparosa. He is completely out of his head, likely to be on opium. It seems that his drug addiction is crushing his dream to return home. And that finishes up this Stranger Task. Reward: +50 Fame, +100 Honor ------------------------------------------------------------------------------ VDS4. "Mexican Caesar" *********************** John arrives as De Santa and his "servant", if you will, drag women towards the palace. The Coronel meets the women, and is obviously drunk. He tells John that, apparently, Williamson and Escuella are acquainted with the Rebels, and De Santa tells of a job that the Coronel wants carrying out. A supply train is going to be escorted to the men who need it, and the journey cuts straight into rebel-held territory. The reward - 20,000 pesos, and Escuella's where- abouts. You are meeting the train in Chuparosa, and you will be riding a coach with Capitan Espinoza. Skipping your destination will cut to the dialogue of Espinoza being suspicious of the quiet ambience of the journey. Sure enough, a few rebels will pop out soon after he voices his concerns. In all, you are handling two small groups of Rebels. You can then enjoy the rest of the journey to the platform of Chuparosa Station. You will be manning a Gatling Gun placed on the train, to fend off any Rebels that will attempt to disable the train. The journey out of Chuparosa is quiet, but the Rebels will soon attack. The Gun can be rotated 360-degrees, so you're granted reasonable access to target your enemies. You will have a problem with accuracy, and so it is better to kill the horses of Rebels on horseback to leave them stranded. Just protect yourself and the train in any way you can. You will be met by Rebels passing Las Hermanas, and as you near Casa Madrugada they will begin to jump aboard the train, forcing you to pick them off as they pop out of cover that is provided. Most Rebels will do this, with a fair few carrying on to try and attack the engine, so pick off the strongest threat (in terms of numbers) and clear them all out. You will be left to deal with any more attackers until you begin to pull away from the settlements and come towards the crossing of Butter Bridge, when the threat will slowly ebb away. You will then have to leave the train when it stops and talk to the officer at the camp. He thanks John for his assistance. Reward: $75, +200 Fame De Santa's missions are done for now. Let's head to Chuparosa again... ------------------------------------------------------------------------------ CP7. Landon Ricketts ********************* This man is one of the Legends of the West. Ricketts was quite the gunslinger at the height of the Wild West, and many stories are told of his capers and fights. It is apt that he has opted for the quiet life in his later years as the days of the Wild West as he knew it are numbered. He resides in Chuparosa, outside of America and away from attention. John encounters him on his arrival at the settlement, and the two form a relationship that will draw John closer to finding Escuella and Williamson. ------------------------------------------------------------------------------ LRI1. "The Gunslinger's Tragedy" ********************************* John encounters three local outlaws as he walks into Chuparosa. They do not take kindly to John "the gringo", and are somewhat lost in translation. Tempers boil over after one of them takes his hat - he kills two, and shots the hat thief in the leg. A man, who was only sitting outside a nearby building, gets up and seems to know quite a bit about John. He begins to give a speech about senseless killings, of which he has just witnessed. Both refrain to make formal introductions, as John is led away to shoot like a true gunslinger. During this mission, you are given access to Dead Eye Level 3 and use of the Schofield Revolver. Dead Eye Level 3 allows to paint targets manually, meaning that you are more capable of scoring a Dead Eye headshot or killer shots. You will test this on the three bottles in front of you, before the man spooks the vultures that are pestering the locals. You should enter Dead Eye and attempt to shoot down as many vultures as you can. After this, you can move on back in to Chuparosa. The man gives his name as Landon Ricketts - the same person that John knew to be a famous gunslinger when he was younger. The bank clerk in the town asks for help, after learning that his wagon has been held up by Banditos nearby. Head out to the wagon, and you must take out the Banditos, including the one with a hostage. Take care of the Bandito with the human shield with a long-range weapon, and deal with the rest. As you escort it back, you must shoot the TNT placed on the Bandito blockade to clear it, and then it's a quiet journey to Chuparosa. Reward: +75 Fame, +100 Honor, Lvl. 3 Dead Eye, the Schofield Revolver ------------------------------------------------------------------------------ LRI2. "Landon Ricketts Rides Again" ************************************ John sits down with Landon Ricketts and two men, who have some information to share concerning a man named Escuella - however, they are uncertain whether it was Javier. Landon tells how Emilio's sister has been kidnapped by outlaws associated with Escuella - John is sympathetic with him, but doesn't want to deal with the problems of other people. However, Landon is more or less inclined to help his new people. John must ride along with him. You can either ride the train with Landon or head straight to your destination of El Matadero on horseback. If you take the train, you can skip to Casa Madrugada and then ride on from there. You will be meeting Carlos at the slaughterhouse, and you will then be heading down to the nearby canyon, where Emilio's sister is being held. You must hide behind the rocks by taking cover whilst Carlos causes a distraction to lure away the guards. Once he has done so, you are able to go in and fight your way to where Emilio's sister, Luisa, is located. You will encounter several enemies in here, so cover and vigilance is key - they are bastards for popping out from corners. Once you have reached the cell where Luisa is being held, you must fend off more enemies as Landon plants the dynamite to blow the cell door open. Once you have done so, stand back and take cover. Landon shoots the dynamite and is able to get Luisa out of there. You must go ahead to clear Landon's path from enemies, from getting back to your horse to riding out of the canyon. The Banditos will be hidden along the path out into the open, so find them and take care of them. Once you have got out, you must wait for Carlos, who will make sure that Luisa gets back home safely. Reward: +75 Fame, +50 Honor Luisa Fortuna's missions will now become available. ------------------------------------------------------------------------------ LRI3. "Lucky In Love" ********************** John pays a visit to Landon, who is indulging in a spot of poker. He is swindling a couple of locals, and a German, who gives his name simply as Muller. John doesn't really want to play cards, but Landon insists, and so he joins them. You pay out some cash, and you are taught how to play Poker. It really doesn't matter if you don't know how to play, as for the purposes of this mission, you will win as long as you do not fold. When you do win a hand, Muller accuses John of cheating, and to settle the matter, the two must duel. Landon gives John an explanation on how to perform a successful duel. You must draw your weapon when prompted, and then paint markers on your enemy. Of course, you want to aim right for Muller's head if you want to defeat him - his death is the only way you can carry on the mission. Once he is defeated, you must do the same to "The Stranger", by killing him and saving the girl he has taken hostage. The same deal here. Chuparosa provides a home for some of the Banditos, and they will begin to fight back. You can take cover nearby and pick off the few Banditos attacking you to finish up. Reward: $50, +100 Fame, +125 Honor ------------------------------------------------------------------------------ STR14. "Eva In Peril" ********************** Head around the back of the main building of Casa Madrugada after completing the mission "Lucky In Love" to overhear a couple arguing. Marston will learn that this man, Mario, who is beating his girl, Eva, is a pimp, and she is one of his working girls. Marston tries to instil some good honor in him by leaving her alone, but he is not willing to do so. You must pay $200 for her release from Mario's clutches. You have no choice if you want to continue the Stranger Task. You must then drop off Eva at Las Hermanas, where she plans to redeem herself by becoming a Sister. Drop by Las Hermanas a few days later to talk to one of the nuns. Marston is told that a man picked Eva up and took her to Sepulcro. When you drop by there Marston spots Mario burying Eva. Obviously, he's killed her. You must duel Mario and finish this Stranger Task. You can loot his body to get your $200 back. Reward: +50 Fame, +100 Honor ------------------------------------------------------------------------------ LRI4. "The Mexican Wagon Train" ******************************** John joins Landon for a drink, who has no word of Javier Escuella yet. He is curious of John's interest, and he explains it - running in a gang, and trying his best to get on the straight and narrow. The conversation is spun around John's life story and his mission. Landon talks about his own past as a gunslinger, and proposes a night of "wallowing in self-pity". This is shot down when Luisa arrives, in a panic. She tells how Allende has ordered the execution of citizens who have not been tried. A somewhat tipsy Ricketts isn't too bothered about this, making light of it, but is willing to help Luisa. You must begin heading west towards Escalera, where the wagons are departing. You will meet them as you do so, and you must kill all those driving or riding alongside the wagons. Once you have done that, you may get on one of the wagons, and then head for the bridge at Ramita De La Baya to get the prisoners into the USA. You will not have to deal with any Mexican Army soldiers until you reach the bridge. As you cross the southern bridge, you will be met with a Mexican Army blockade that prevents you from getting any further. Use Dead Eye to locate and shoot the TNT boxes and clear the way. Once you get to the northern bridge, you will have to challenge a Gatling Gun on the water. Again, find the TNT box to deal with that problem, and then you are home free. John cuts the prisoners free, and then comes over to Landon. He decides to call it a day in terms of riding with John, but thanks him for putting him back in the saddle. He advises John to talk to Luisa, as she will have many connections in and around Nuevo Paraiso. The two then part ways. Reward: +150 Fame ------------------------------------------------------------------------------ >> CP8. Luisa Fortuna ********************** A young woman and school teacher, Luisa is a woman who has pride in helping others. She is close to the leader of the rebellion, Abraham Reyes, and has fell for him. She is one of the "freedom fighters", supporting Reyes' Rebels and their cause. John is aware that she has many connections in the area, and so she can prove useful in finding Escuella and Williamson. ------------------------------------------------------------------------------ LFO1. "My Sister's Keeper" *************************** John arrives at Luisa's residence in Campo Mirada, and meets her family. They are thankful for helping Luisa escape from prison. Luisa tells John that the current rebellion is gathering speed, and Mexico will be gripped by another revolution - she believes that Abraham Reyes will be able to lead the final revolution. For the time being, her family must leave Nuevo Paraiso before the Mexican Government accost them. Her sister, Miranda, will need to flee further afield. Luisa will be staying, believing that she is "only living in history", and so is not afraid to die. Miranda needs to get to the docks before sundown. You must take Miranda to the docks (Crooked Toes) via stagecoach, and you are up against the clock. Not far from the starting point will you encounter the federales, who will stop you. Plough through them and continue on your journey to the docks. There will be many blockades in your path, meaning that you will have to take detours shown on the map and radar. As long as you can handle the stagecoach, the timing shouldn't be too tight with the multiple detours you have to take. Failing that, you can risk failing the mission by taking out everyone at the blockade and continuing on the original path, but that is not advisable. Just get Miranda to Crooked Toes on time to finish up. Reward: +75 Fame, +100 Honor ------------------------------------------------------------------------------ LFO2. "Must A Savior Die?" *************************** John meets Luisa outside her house, which has been burnt down. She is upset, but not because of what happened to her - she has learnt that Abraham Reyes, who also happens to be her love interest, was captured by the Mexican Army when he was coming to meet her. He is being held at El Presidio, a fortress held down by the Mexican Government. John has to dissuade her from trying to shoot up El Presidio, and instead wants to use her help to get in and storm it himself. You must ride shotgun with Luisa. You are able to skip the journey up to the approach to El Presidio. Once you are able to get off, you must get up this hill and climb over the broken wall, marked on the map and radar. Once you are in, you will be able to see Reyes tied up, awaiting his execution. Get out your Rolling Block Rifle, find where Reyes is, and take out his executor, who is stood right in front of him. Take out anyone else near him, and then deal with the Federales that you alert. Run down to Reyes and release him. Get back on your horse, getting out of El Presidio, and follow Luisa's guide. The guide will take you down near the shoreline of the San Luis River, and you will encounter more Federales who will give chase. Take care of them and make it a smooth journey to your destination, near Ramita De La Baya. As the two board the raft, John is thanked for "putting the revolution back on course". Reyes would be willing to use John's help for the cause. He is invited to Reyes' ranch in Agave Viejo, but is still set on tracking down Williamson and Escuella. Reyes offers to help John find his men. Reward: +200 Fame, +50 Honor You will unlock Abraham's missions, but you will not be able to continue with his or Luisa's missions until you pay another visit to De Santa in Escalera. ------------------------------------------------------------------------------ STR15. "Aztec Gold" ******************** Ride into Sidewinder Gulch, in southern Punta Orgulla, after completion of the mission "Must A Savior Die?", and you will encounter a man prospecting the area. He will tell Marston his full name - Basilio Aguirre Olmos de la Vargas, or just Basilio. He is prospecting for Aztec gold, and tells of his family history surrounding the civilization. He also tells of his family, which he left behind in the city in his pursuit. He has come into difficulties in finding the next piece of the map, and enlists Marston's help. You are not travelling far to find a chest in Sidewinder Gulch, on a ledge. On opening the chest, you get some loot and the next piece of the map. This will lead you to another chest in Primera Quebrada, and then to another in Alta Cabeza. This will complete the map, which when pieced together shows that the treasure should be located in the caves of El Matadero. You will join Basilio in El Matadero, and you must follow him into the caves. Basilio will be devastated to learn that there was in fact no treasure - he has wasted years away from his family for nothing. No skin off of Marston's nose, as the chests with the map pieces provided a good reward in the money stored in them. Reward: +50 Fame ------------------------------------------------------------------------------ VDS5. "Cowards Die Many Times" ******************************* When John arrives at the villa, De Santa rushes down to inform him that the Coronel wishes to speak with him. It seems that Allende sees John in a new light, and is happy to see the "friend of his country". He then tells John that Williamson and Escuella have been captured in Chuparosa, and he wants him to go there and do his honors. He is saddened to see John depart, but the two is worth its reward for assisting the government. You are riding with De Santa to Chuparosa. You can skip the journey, or you can try your hand at some friendly competition. De Santa gives $25 to whoever can kill the most vultures - this means that you can earn $75 just for sitting next to him and pulling your rifle out. Once you get to Chuparosa, you must enter the church, guided by De Santa. John finds no-one there, and is knocked out. When he awakes, he is tied up and learns that the Mexican Government has betrayed him, due to his involvement with Luisa Fortuna and Reyes' escape from El Presidio. De Santa tells how his execution looms, but that is halted when his executor is killed - by no-one other than Abraham Reyes. You must run through Chuparosa, now a warzone, to have Reyes cut you free. You must then collect your weapons from a nearby chest and take down the Federales, eventually reaching Capitan Espinoza at the top of the main building and killing him. Take cover from the outside, and be careful as you clear the inside of the building. The matter of Espinoza is no harder than the other enemies that you have faced. Reyes rallies his troops, and the belief that the revolution will gather enough speed to otherthrow the government. Indeed, the revolution is becoming a bigger reality than it was before. John is content in standing at the back, and walks up as soon as the rally is over. Reward: +250 Fame, +50 Honor Luisa's missions and Abraham Reyes' missions are now available. De Santa's missions and your dealings with the Mexican Government are now over. ------------------------------------------------------------------------------ LFO3. "Father Abraham" *********************** John arrives near Campo Mirada, where he is held at gunpoint by two men. They are Luisa's protection, and John is led to her as she grows paranoid. She tells John that her father was killed by the Mexican Government for treason, and that she wants retribution. John doesn't want to get involved in conflict over one death, and reminds her of his own problems. Luisa is unfazed by John's sentiments, and wants to involve herself in the impending revolution. Abraham has told her that Allende has ordered reinforcements to Escalera, and John is asked to help stop them. You will have to ride shotgun with Luisa to the Frontera Bridge. You are able to skip right to your destination if you want to save time. The plan is to destroy Allende's supplies rather than take them. Upon arriving at the Bridge, you must take the lead by ordering where the dynamite should be planted. You want to space out the spots for the best effect. Once you have designated all explosive points, you must man the detonator. You will detonate the dynamite by scrolling through the spots. Focus on your left-most charge and await the convoy. Once it arrives, begin to detonate it. Any enemies you do not kill with the five explosions will have to be dealt with by means of using your guns before they escape. The horseback soldiers are the key targets, as they can quickly get away, and anyone who manages to escape will spell mission failure for you. Otherwise, you should have no problems with wiping out the convoy. Head down to Luisa once every Federale is dead, and she thanks John, ordering him to come back to her camp when he is able to. Reward: +200 Fame, +125 Honor ------------------------------------------------------------------------------ LFO4. "Captain De Santa's Downfall" ************************************ John arrives to talk to Luisa as her men stock up. She tells John that De Santa has been ordered to oversee a massacre in Sepulcro. She sees this as an opportunity to kill him. She will stay back whilst you follow the Rebels to Sepulcro. John will order that the Rebels leave De Santa to him, and to simply concentrate on his lackeys. You must fight your way through De Santa's men in order to get to him. Take cover behind the graveyard walls and pick off the Federales that stand in your way. You must keep De Santa alive to finally get the whereabouts of Escuella out of him. As soon as you get near him, he will run away, and you must lasso and hogtie him, bringing him back to Sepulcro. John begins to beat the hell out of De Santa, asking for Escuella. He gives in and tells John that he can be found in Casa Madrugada. You then have a choice to kill De Santa yourself, or leave him for the Rebels to finish him off. Go to Casa Madrugada, and instead of being greeted by Escuella, you are attacked by Federales. Once you finish them off, John learns that Escuella was never in the settlement in the first place. At least he can find solace in the fact that it is the last lie that De Santa will tell him. Reward: +300 Fame, +125 Fame And that is the end of Luisa Fortuna's missions. ------------------------------------------------------------------------------ >> CP9. Abraham Reyes ********************** Reyes is the leader of the Rebels and the revolution that is gathering speed against the Mexican government. Despite coming from a rich background, he is a crusader for the poor - this could be genuine, or he may just have a thirst for power in his own style. He only has three missions, but each are of great importance to the storyline. ------------------------------------------------------------------------------ ARE1. "The Great Mexican Train Robbery" **************************************** John cautiously moves through Agave Viejo, and soon finds Reyes. He shows John how much electricity the revolution has coarsing through its veins. He says that he will lead a fairer and a more democratic Mexico, because he "truly knows the land". Reyes then proposes a spot of train robbing for John to partake in. You are taking a long journey to Chuparosa, where you learn that you must hijack a train to commandeer Government supplies. In turn, John learns a bit more on the governing of Mexico, and tells Reyes about his past. Upon arriving at Chuparosa, Reyes tells John a simple plan - he sneaks on, kills every Federale on board, and then stops the train. You are given Throwing Knives to use. You must sneak up behind the enemies on the ground and kill them strategically as to not alert the rest of the group. Once you have taken out the guard in front of you and the one taking a break, look up to see a guard standing on top of the station, and then take out the two standing on the train. Get on board, detach the train, and take care of the rest. You will need to kill a Federale on a Gatling Gun, and then use it to mow down the camp nearby and any reinforcements that come. You must then take care of the few left up on the train and then bring it to a halt. The train comes to a stop near Casa Madrugada, and John is thanked for his help. He is then told to blow the armored car and take whatever's inside. Get on top of the car by using the ladder, plant some dynamite and get some distance away. You can then go down and crack the safe inside. To crack a safe, you must twist the dial in the direction you are told to. When the lock symbol begins to shake, stop twisting it and the lock will open. You must do this three times to crack the safe. If you twist it too far, you will have to start all over again. Once you open this safe, you will collect around $200, a Pardon Letter, and some ammunition. Head back to Reyes, and he tells John that his "spies" will soon have the information he needs on Williamson and Escuella. Reward: +150 Fame, +125 Honor ------------------------------------------------------------------------------ ARE2. "The Gates Of El Presidio" ********************************* John arrives at Reyes' ranch to interrupt his time of "company" with one of his lovers. John learns of Reyes' ways - Luisa might love him, but he's not one for romantic ties. He even struggles to remember who Luisa is. All this aside, John is invited to join Reyes to, supposedly, bring Williamson and Escuella in. You will be riding shotgun with Reyes on a carriage filled with crates of TNT. When you arrive near El Presidio, you are told of the plan - John is ordered to ride right up to the gates and bail before the fuse on these barrels burns off, setting off an almighty explosion. A straight ride along this trail is easy enough, and upon bailing, the rebels are able to break through into the fortress. Keep behind cover and take out the Federales in your way. You are searching in three spots for Escuella. You cannot completely clear out the area, as your enemies will constantly respawn. You can skip the hunt and head straight for the barracks, the first building to the west of the fortress. When you make your way up, you will find Escuella. John bursts into this backroom, and has Escuella cornered. It's a rocky reunion, and Escuella is begging for his freedom and his life, by apparently knowing the whereabouts of Williamson and Dutch. Escuella ends up making a run for it, and you must chase after him. Get back down on the ground and chase Escuella out of El Presidio. You may hogtie him or kill him - your decision doesn't really affect anything. John will drag Escuella back to the cells, and is summoned by Reyes to fend off the Army reinforcements. Get to the cannon, wait for the reinforcements to approach, and then unleash hell. Get used to aiming your shots, and you should have no trouble fending them off. Head back down to Escuella at the cells, and you are treated to a cutscene, where we are introduced to Edgar Ross, the man John has been forced to work for. They order John to hunt down Williamson and then head back to Blackwater - apparently, Dutch van der Linde has arrived in West Elizabeth. Reward: +300 Fame, +125 Honor ------------------------------------------------------------------------------ ARE3. "An Appointed Time" ************************** As he walks through Escalera, John learns that Reyes and his Rebels have begun their killer assault - to take this settlement and cast out Allende. He soon sees Reyes trussed up and being beaten by Major Raul Zubieta and his men. John tries to bargain for his life, but Zubieta has none of it. From out of nowhere Luisa runs out, and is killed by Zubieta. This diversion allows John to put down Zubieta's men. You must defeat Zubieta by means of a duel. Defeat him, and then cut Reyes free. Showing signs of no remorse for Luisa's death, Reyes orders John to release the prisoners that have been taken. When you arrive at the prison, some Federales will surprise you by bursting through together. Use Dead Eye to dispatch of them easily, go inside the prison, and shoot the locks off of the cell doors. Rejoin Reyes and begin to fight your way up to the villa. You will want to take cover against the number of Federales that you will encounter. This trail leaves you open at most angles, so take care of anyone who presents the greatest threat to you, and then pick off the rest. Man the Gatling Gun as Reyes' men prepare to burst through to Allende's villa, and then help them clear out the grounds. Rejoin Reyes and then head back to the gun and take out the reinforcements that storm up the hill. As the Rebels break into the villa, Allende and Williamson attempt to make good their escape. Fight through the Federales at the back, and then chase them down in Allende's carriage. You must clear out their protection and kill their driver. Once they're stopped, Allende holds Williamson, and attempts to bargain with the pair. You can shoot Williamson, which will result in Reyes delivering his execution shot to Allende; you can shoot Allende, but this will mean Williamson sneakily trying to grab Allende's gun, resulting in Reyes successfully saving John's skin by killing him; or you can be greedy and execute them both with Dead Eye. Your decision ends up with the same outcome - Allende and Williamson's deaths. John is thanked by Reyes, who can now plan on otherthrowing central government in Mexico City. This means that the two must part ways, now that John has what he wants - I wouldn't think he's too heartbroken, though. Reward: +300 Fame, +500 Honor And now we can access West Elizabeth. The whole of the Western Border States is now open to access. Edgar Ross' missions can now be accessed. ****************************************************************************** 13. West Elizabeth In the northeast of the map, West Elizabeth is unique to the environment that we have seen. There are two counties in this area - Great Plains and Tall Trees. Tall Trees is in the west, and is composed mainly of woodland. One peak, Nekoti Rock, lies to the north, and the settlement of Cochinay is tucked away in this snowy area. Aurora Basin, a small lake area, is in the northeast, and the settlement of Manzanita Post provides a place to rest before the woody frontier begins. The Pacific Union Railroad Camp is the current construction project being undertaken, to the south of the area. Great Plains is an area that is perfect for ranchland. John's true home lies in Beecher's Hope, but he'll be unable to pay a proper visit until he has fulfilled the wishes of the government. Aside from Blackwater, the most developed city in the Western Border States (asphalt roads, modernised buildings and all), this county is more or less golden plains. Overall, a very scenic and beautiful area. West Elizabeth sets the final chapter of John's story. Let's get on with it. ------------------------------------------------------------------------------ STR16. "American Lobbyist" *************************** You can pick up this Stranger Task in the middle of Blackwater as soon as you gain access to West Elizabeth. Marston will meet a man who works for Governor Nate Johns, and has heard of a loudmouth located nearby who is spreading rumors about him. Marston is given photos to use for blackmail. The loudmouth, the Governor's opponent, is sat inside the Blackwater Bank. Marston shows him these photos, and it doesn't take much for him to persuade his opponent to zip it. The Task is completed, and in quick time, too. Reward: $20, Blackmail Photos ------------------------------------------------------------------------------ STR17. "The Prohibitionist" **************************** You can pick up this Stranger Task near the Blackwater Saloon as soon as you gain access to West Elizabeth. Marston will encounter Abner Forsyth, a man preaching of the "evils" of alcohol. A supporter of the prohibition movement, Forsyth and Marston don't really click. Head to the "seedier side" of Blackwater to meet a man, who tells the truth on Abner Forsyth - his support of the prohibition movement is simply an act for an industrialist, who wants the state to outlaw alcohol so he can make a killing selling his own stills. You have a Good/Bad Decision to make - you can kill Abner Forsyth, or warn him about the hostility that is growing around his actions. Killing him will result in a loss of Honor, but saloon drink prices are halved. Warning him will have you gain Honor, but buying drinks and accommodation will be doubled. A high enough Honor means you get free drinks anyway, but the decision is your own. Head back to the man once you have made your decision to earn your reward from him. Reward: $25, +5 Fame ------------------------------------------------------------------------------ STR18. "The Wronged Woman" *************************** You can pick up this Stranger Task in the church to the northwest of the town of Blackwater as soon as you gain access to West Elizabeth. Marston will meet Clara as she kneels at the altar. She is quite upset - she used to be a nanny for a local family, but fell pregnant by the father and was cast out from him. She wants her child to see it's father, and he normally drinks in the Saloon. Head to the saloon to meet Harold Thornton. He denies knowing Clara, and is angered by accusations of cheating. This will result in you having to duel Harold - you must kill him, you have no other choice. Loot his body for $200, and bring the money back to Clara. She is unhappy that Harold had to be killed but thanks Marston for getting her some money. A few days later, you can head back to the church to meet Harold Thorton's wife, who mourns over his grave. Clara was at the funeral, and was apparently amused by events. It turns out that Harold was completely innocent. So, what was up with Clara? Chances are that she is a conwoman who heard of Harold Thornton and some of his wealth, and was biding her time to find a stooge to do her dirty work - Marston was unfortunate enough to get involved. Reward: +50 Fame This is the final Stranger Task before the final story mission. From here on in, we have a straight run to the finish. ------------------------------------------------------------------------------ >> CP10. Edgar Ross ******************** The man responsible for John's journey - Edgar Ross is the Director of the Bureau of Investigation, and is the palm of the Governor's hand. His current mission is to accost the greatest outlaws out in the open, and uses John due to his past ties. He is a respectable man in his role, but beyond that, he has no scruples in his fight against outlaws. With Williamson and Escuella now accosted, Ross continues to use John with the rumors of Dutch van der Linde circulating around West Elizabeth. It is one final hunt for Marston in his dealings with Dutch and his new band of outlaws. ------------------------------------------------------------------------------ ERO1. "Bear One Another's Burdens" *********************************** John is directed up to the office of Edgar Ross in the police station. He runs into one of his men, and is directed into his office to speak to him. A little rant is interrupted my Ross himself, who will go on to explain what's going on. Although the plan was to bring down Williamson and Escuella, there was no thought for Dutch van der Linde - but now with his supposed arrival in West Elizabeth, John is still tied to Ross and his second-hand man, Archer Fordham. He is promised freedom for bringing Dutch in. The last sighting of him was at the Wreck of the Serendipity. John encounters West Dickens, who is getting accosted, and easily bargains for his freedom as a "harmless old fraud". The High Power Pistol will now be in your possession. You can skip the vehicle ride over to the Serendipity, and press onto the half-sunken ship. For a place that's meant to be the first choice for outlaws to reside in this area, it is rather quiet. As you approach the wreck, you hear a scream. Head around the waterwheel and up the steps, and then make your way down to the other end of the side of this ship to get up top. Here, you find a Native, tied and gagged. As John cuts him free, he learns that this man is Nastas, one of the Bureau's informants. As soon as you begin to make your way off of the ship, you are swarmed by Natives turned gunslingers. Your movement with Nastas on your back is slow and you will be unable to take cover, so you must take out your enemies quickly. Nastas will have a health bar, but that won't really concern you unless you're being very slow in getting back to Ross. Most enemies will appear on the docks and a second wave will come to block your exit. Good accuracy is all that is required to get through. Get Nastas back to Ross and the vehicle. A rushed trip back is halted when the vehicle breaks down, and leaves John, Ross and Fordham exposed to an attack by the gang. You must fight off a number of enemies here. Take cover and pick them off as they come. It is easy to lose much of your health in seconds by the large amount of enemies, so finding cover quickly is essential. A rifle or repeater is advised to fight them off. Once you have done so, you can head back to Blackwater. Ross drops off Nastas at the office of Harold MacDougal, an anthropologist who seems to "understand" the "savages" such as Nastas. Reward: +150 Fame, +25 Honor ------------------------------------------------------------------------------ ERO2. "Great Men Are Not Always Wise" ************************************** John heads up to Ross' office, just as he prepares to leave. He tells John that, according to one of his informants, and in his eloquent manner, that Dutch is meeting with his bank manager across from this building. He is led up to the roof of the Station, and takes cover behind the ledge. You are ordered not to shoot until a signal is given. Train the sights of your Sniper Rifle on the entrance to the Bank, and after some time, one of Dutch's men opens the entrance, holding a hostage and proceeding to shoot them in the head. You must now clear out Dutch's men as they attack you. Some will be in the windows, others will spill outside. A few will make a run for it, and you can't have too many escape, else you will fail the mission. As the entrance to the Bank is the only way in and out, keep your sights centered to it to see where your enemies are going. John is then led towards the Bank to go right into the hornet's nest. After shooting the doors open, there are several enemies to take out right from the offset. Take cover behind the desk and clear this area. Head through the doors and to the upper floor of the Bank, taking out the last enemy on the ground floor, who must be taken out with Dead Eye because he has a hostage. Head up the stairs and take out the few enemies taking cover behind the desks. As you approach the manager's office, it cuts to a cinematic, and John will burst in to encounter the man himself - Dutch - who has taken a hostage. It's another shaky reunion that John goes through, as he bargains for the life of Dutch's hostage. After saying some strong words about John's wife, Dutch lets go of his hostage and kills her, making good his exit. Exit the Bank and get back on your horse, following Ross on the hunt for Dutch. You are following them to an abandoned logging house in Bearclaw Camp. Use the woods as cover as you pick off the last of Dutch's men. Once you have cleared out the area, meet up with Ross and his men at the cabin. Dutch has escaped, but John is still hellbent on hunting him down if it means freedom. Reward: +150 Fame, +125 Honor We won't be seeing Ross again until we deal with this guy... ------------------------------------------------------------------------------ >> CP11. Harold MacDougal ************************** An anthropologist and aspiring scientist, MacDougal prides himself with his alma mater of Yale University. He finds himself in the Western Border States to study the Native American race, or the "savages" as they are commonly coined by him and others. He is also trying to find his feet as an author, documenting the "dying days of the West". He is typically bigoted and rather naive for a smart man, and his cocaine addiction only adds to his quirks. His missions concern one of his patients, Nastas, and the concern that arises from some of the local Native tribe becoming thugs to Dutch van der Linde. ------------------------------------------------------------------------------ HMD1. "At Home With Dutch" *************************** John comes into MacDougal's office, interrupting his studying. After telling MacDougal of his current situation, he begins getting curious of John's build. He begins rambling about his studies, and then begins dosing himsef with cocaine. Nastas, the Native, then comes in, and this is where MacDougal's bigotry shines. After brushing this off, Nastas tells him and John about van der Linde - his cause has attracted the youngsters of the local tribe, and they are holding up in Cochinay, the mountain settlement. Nastas knows an area of the settlement that isn't guarded. You are following Nastas and MacDougal to an area of Nekoti Rock, cutting through Tall Trees. The two have an interesting conversation, and MacDougal still maintains his bigotry. Upon arriving at your destination, MacDougal will make his excuses and leave, whilst John and Nastas are left to get into the unguarded part of Cochinay. You are simply climbing up the rockface until you reach a nearby shaft. After hitting a dead end, Nastas orders John back up, and is then attacked by one of the miners. He is stabbed in the wrist, but John is able to kill the miner before any more damage is done. A cart filled with TNT is then pushed down, meaning that you must make a quick escape out of the shaft. Kill the remaining miners, and Nastas will order John to continue. His injury is going to make things more difficult. Head down to the next point, and begin scaling this part of the Rock. On the way, you will encounter some wild animals - a bear and a cougar present the biggest danger. Take out your best weapon and land Dead Eye shots right in the head of the bear. Those buggers are tough. Keep climbing on, and when you reach the top, quietly take out the scout. You can do this with your Throwing Knife, or just with your run-of-the-mill skinning Knife. Take his binoculars and scout the area. A few seconds of scanning has you find Dutch taking out a lawman, and then tries to take out John. He only knocks John out, and he wakes up in MacDougal's office, after Nastas brought him back. It is a certainty that the Natives are coming to Dutch's aid, and the plan is to try and bargain with them. John then leaves when MacDougal and Nastas begin arguing. Reward: +25 Honor ------------------------------------------------------------------------------ HMD2. "For Purely Scientific Purposes" *************************************** John meets up with MacDougal, dosed up to the eyeballs on narcs, and so he is very jittery. He claims that he has made a breakthrough concerning his studies and the "savage soul". He promises John that he will bring van der Linde whilst he tries to conclude his studies. Head out onto the street and get on your horse when Nastas leads it out. You will be listening to another conversation between these two on your way to Bearclaw Camp. Along the way, you are forced to kill another bear that takes MacDougal by surprise. Get off your horse once you arrive at the settlement, and head into the cabin. MacDougal, in his own manner, attempts to bargain with the small group of Natives, but they have none of it, and a stand-off occurs. As Nastas slowly approaches the group, he is shot in the head, mainly for his treachery, and then John is forced to dispose of them. Keep cover in the cabin and take care of all the enemies that you are able to target from here. After killing the Natives, get back on your horse and begin making your way back to Blackwater. You will have to deal with some resistance on the way back, but a good shot will find it no problem to deal with. After escorting him back, John parts ways with MacDougal. Reward: +25 Honor ------------------------------------------------------------------------------ HMD3. "The Prodigal Son Returns (To Yale)" ******************************************* MacDougal is packing his bags, and he tells John that he plans to go back to Yale. He's lost his nerve and can't stand the violence of the "dying" West any longer. After he injects himself to calm his nerves, a shot is made from outside. Dutch is standing out in the street, and is aware of John's presence. He wants the blood of both of them. He sheds some light on how he was able to get the Natives on side - their families have lost their land, and even their lives. They're willing to help Dutch, aware of his cause; his cause being an "idea". Dutch wants MacDougal, but John has a plan to escape, via the rooftops of Blackwater. Free MacDougal as he is taken as a shield, and then get in cover. Your enemies will be trying to snipe you, and are level with you on the rooftops. Pick them off, and when you're done, make your way down to your horse in the alley. You must get MacDougal to his stop in Manzanita Post. You will be pursued by the Natives as you make your way there, so you will have to defend yourself from them. Once you reach Manzanita Post, fighting off the last of your enemies, you are done. MacDougal is sad to be leaving John, but I doubt the feeling's mutual. He waves him off. Reward: $100, +25 Honor And with that, we're done with MacDougal. We conclude the odyssey with two straight missions from Edgar Ross. ------------------------------------------------------------------------------ ERO3. "And You Will Know The Truth" ************************************ John enters Ross' office as he and Fordham start toolin' up for trouble. They are not happy that Dutch is still wandering free, and aren't giving John his family back any time soon. Ross begins getting philosophical about Dutch and his supposed cause, and after lengthy discussion, they tell John about their current objective - to get to van der Linde rather than to wait for him. And John is going to play his part in proceedings. You will be stationed in the back of an armored vehicle, manning a mounted Browning Gun. You will drive out into Great Plains, and then you'll have to wait for Dutch's bandits to pop out. Although you have a Browning Gun to play with, plus the backup of the US Army, this main chunk of the mission is quite hard - this gun isn't really that accurate at long range, and these guys will be quite far away from you. Spraying is the best way to do this, plus having a sharp eye. After you've mowed down these guys and the reinforcements that will arrive, you will go on the move, having to mow down more enemies. Swing round quickly and take out all enemies that pop up. Your vehicle will then be hit by TNT, and it will be substantially damaged. The enemy that pushes the detonator cannot be killed, thus the situation is unavoidable. ------------------------------------------------------------------------------ ERO4. "And The Truth Will Set You Free" **************************************** This mission continues straight after the previous mission, as you will be placed back on your horse. You are following Ross, Fordham and members of the US Army to the eastern entrance of Cochinay. Stick to the back of the pack to hear another argument between John and Ross. If you ride up near the front, John will find himself talking to the Captain, responsible for these troops. His conversation is much more laidback. The journey takes you through just about every trail in Tall Trees before you actually get into Cochinay. The entrance will be blown open, and you will begin to fight your way to Dutch. You can take cover behind the boulders, picking off enemies one by one. The troops do a good enough job by themselves, so if you find yourself short on health, they are able to protect you. The number of enemies are heavy, so expect a gritty battle. As you clear the first area and begin to move up to the settlement itself, a second swarm of enemies will come running down the incline to the left. Take cover if you need to and dispose of them, before moving on into the settlement. The village is packed with enemies, so you need to find adequate cover and begin to thin them out and take care of their backup. A Gatling Gun is marked on the map and radar for you to use. You are better off with a Gatling Gun unless you have plenty of consumables to restore your Dead Eye. Although you are open to fire behind the Gatling Gun, remember the brute force that it has. Be aware of where your enemies are, and take them down. Once you have cleared this area, meet up with the Captain at the next gate. You will need to protect the soldiers from attackers on the wooden balconies above you. This can be tight, but if you can use Dead Eye to the best effect, you can take care of any immediate enemies. Shift your focus between the balconies on either side to have the best chance of braving this attack successfully. You will only be dealing with several attackers, plus a few more in reinforcements. Once the gate is blown open, John chooses to face off with van der Linde by himself. The current fight is very one-sided, by the fact that Dutch is stationed behind a Browning Gun which is shielding him. There are two gas lamps revealed to you once you have taken care of two enemies on the ground. Shoot them, and that sends you on a wild goose chase. Head off to the left and up the ladder to get on Dutch's level. The path is pretty clear to following Dutch, up into the tunnel paths and then a stop as the tunnel ends, facing right over Tall Trees. Dutch, knowing that he's backed into a corner, throws his revolver over the edge, and begins to bargain. He shares wise words, and warns John that they'll find someone else to make a devil out of. He backs to the edge, and falls back. Rather than have his blood stained at John's hand, he's chosen suicide as his way out. Events resume as John stands over Dutch's body. Ross arrives, taking his gun and shooting Dutch to "make his report look better". He finally gives John the whereabouts to his family - at their ranch in Beecher's Hope. Reward: +500 Fame, +250 Honor And there we have it. The main bulk of the storyline is done. However, John still has to get some things done. You can head back to Beecher's Hope. ------------------------------------------------------------------------------ >> CP12. Abigail Marston ************************* John's beloved wife and mother to his child. The two have a colorful history surrounding John's past - Abigail was a working girl and "catered" to the higher-ups of Dutch's gang. Now a wife and mother, she shares the same aspirations as John - to give themselves a normal family life. After John's assignment, life on a ranch may be the turning point. She has three missions, setting the trend of easygoing objectives for the remainder of the game. ------------------------------------------------------------------------------ AMA1. "The Outlaw's Return" **************************** As John shouts for his family, Abigail comes rushing out, and isn't too happy about recent events. Both know that they've got through these times relatively unscathed, and they can finally put their past behind them. Jack, John's teenage son, then comes along, and the two share a moment. But he has to share a harsh reality - the livestock were either poached or killed. Uncle, the only ranch hand, rushes in to spare himself blame - but it's pretty obvious that slacking hasn't helped matters. John proposes that they solve their problems straight away. He wants to pay a visit to the MacFarlane's to pick up some cattle. You will unlock the Rancher's Outfit, and will already be wearing it. You cannot change out of it until the completion of the storyline. Get on your horse and accompany Jack down to MacFarlane's Ranch. After bumping into Drew, you can then meet Bonnie over at the corral to pick up the herd. You must pick up your herding skills once more to get the cattle back to Beecher's Hope. You will be skipping the journey through Thieves' Landing and through the shallow waters of Montana Ford, before cutting across Great Plains and back to the ranch. Bonnie will help you up to the point of nearing West Elizabeth, and then you're on your own. As you pass the Pacific Union Railroad Camp, you will be met by a bunch of cattle rustlers. Draw your gun and take them out. Round up any stragglers and drive them back to the ranch. Hitch up your horse, and John and Jack can reflect on a good day's ranching. Reward: +350 Honor Jack Marston's and Uncle's missions will become available. However, we can finish up with Abigail straight away, so let's concentrate on her first. ------------------------------------------------------------------------------ AMA2. "Pestilence" ******************* John and Abigail begin reflecting and discuss the future as she cooks dinner. Aside from this, and the joking about his wife's cooking, John has a problem to deal with - crows getting to the corn. This mission is pretty short, and the premise seems simple enough - drive the crows away before all the corn disappears. The only thing you'll have to contend with is reloading your weapon and, if you're not a good shot, the limited use of Dead Eye. As long as you can land accurate shots, the mission is over quickly. Reward: +50 Fame, +150 Honor ------------------------------------------------------------------------------ AMA3. "Old Friends, New Problems" ********************************** Abigail comes out of the house, asking John about a woman named Bonnie after being sent a telegram from her. Of course, it's Miss MacFarlane, but Abigail questions why she'd be sending telegrams. She hands it to John, asking him to read it to her. It turns out that MacFarlane's Ranch has lost its corn supply. After doing John a favor, he has to return it straight away. Ride the carriage with Abigail down to MacFarlane's Ranch. You will get there and back with little to no trouble - no enemies or any sense of challenge at all. All you get to enjoy is the conversation between these two. Get back to the ranch to finish up. Reward: +50 Fame, +150 Honor And Abigail's missions are complete. ------------------------------------------------------------------------------ >> CP13. Uncle *************** No relation to the Marstons, but Uncle is a close friend as Beecher's Hope Ranch's only hand. He is a petty criminal turned innocent, drawing some similarity to John, and an alcoholic. He "tries" his best, but is usually caught slacking. He has two missions, which are pretty simplistic. ------------------------------------------------------------------------------ UNC1. "By Sweat And Toil" ************************** John has to wake up Uncle, who has fell into a slumber out in the open. John is clearly getting sick of Uncle's ways, and holds no scruples when he speaks his mind. He decides to help Uncle with his job - to drive the cattle out to pasture. Get in position to drive the cattle out into Great Plains. As you bring them into pasture, you witness a train robbery taking place. You then have a choice - stop the robbery, or stick with the cattle. You gain no extra reward for stopping the robbery, but it's your choice. Round up any stragglers as a result of the attack, and drive the herd onto the pasture. Once you have got the herd to the pasture, Uncle rides out, refusing to look after the herd. Reward: +150 Fame, +50 Honor ------------------------------------------------------------------------------ UNC2. "A Continual Feast" ************************** John meets Uncle up on the hill, who spots a herd of horses roaming nearby. Rather than go after them, he's happy to ask John to go after them. John is displeased by this, and orders him out. Mount up, and follow Uncle to the herd. If you can remember the mission "Wild Horses, Tamed Passions" from Bonnie MacFarlane, this is near enough the same deal. Lasso a horse and break it in for Uncle. You must break in three horses in total before you can head back to Beecher's Hope. Reward: $100, +50 Fame, +150 Honor And that's Uncle's missions done. ------------------------------------------------------------------------------ >> CP14. Jack Marston ********************** Jack is John's 16-year-old son. He looks up to his old man, but is bitter about the time he has spent away from him. All this aside, he is willing to learn the skills that come with maintaining the ranch. He has three missions plus the final story mission. ------------------------------------------------------------------------------ JMA1. "John Marston And Son" ***************************** John interrupts Jack's time spent reading a story. John proposes that the two go out and track elk at a good time of year, and Jack decides to come with. Mount up, wait for Jack, and follow the family hunting dog, Rufus, into Tall Trees. Once you've found the elk, kill one of them. They are docile animals, but they can take some attacks. Skin the elk, and then you can move on. You will follow Rufus to another pack of elk - this time, you are letting Jack try his hand at hunting. Take down one of the elk, and watch Jack do the skinning. Once he has done it, head over to Manzanita Post to sell the meat and skin at the general store. Use this opportunity to sell any other wares, or buy them if you wish. You can then head back to Beecher's Hope. Reward: +50 Fame, +150 Honor ------------------------------------------------------------------------------ JMA2. "Wolves, Dogs And Sons" ****************************** John watches Jack as he practices his shooting. John tries to help him by teaching him how to hold the rifle properly, but Jack isn't too happy about it. He's clearly sore about his dad spending time away from him. John asks if his son wants to scare away the wolves that have been after the herd. You will have to mount up and follow Rufus to the wolves - same deal as before. You will find a pack in western Tall Trees. Using Dead Eye and painting a few targets on each one disposes of them quickly. You must then follow Rufus near Aurora Basin and through Tanner's Ranch to the next pack and your final pack. It is then a long journey back to Beecher's Hope. Reward: +50 Fame, +150 Honor ------------------------------------------------------------------------------ JMA3. "Spare The Love, Spoil The Child" **************************************** As John lights up a cigarette, Uncle rushes over to him. He says that he has seen Jack out in the valley, fuelled by John's stories of his times hunting. Apparently, he's going to try and hunt a bear that's been seen out there. John will have to ride out, and is obviously very angry at Uncle's half-assed attempted at stopping his son from doing something stupid. You will follow Rufus all the way up to the highest accessible peak of Nekoti Rock. Jack is hidden behind a rock, scarred and bruised, and the bear begins to charge. Enter Dead Eye and paint a couple of targets right between the eyes of the bear - these animals can take some damage. Once the bear is dead, you will have to ride Jack back to Beecher's Hope. The conversation between the two will provide a distraction for the journey ahead of you. Reward: +50 Fame, +150 Honor Save up, and prepare for the final mission. ------------------------------------------------------------------------------ JMA4. "The Last Enemy That Shall Be Destroyed" *********************************************** John talks to Jack as he tends to his chores. The two have a pleasant conversation, and some joking. Uncle interrupts the chat, and shows John something approaching on the hill. He orders Jack to lock him and his mother in the house and to keep her safe. He has to attend to "old friends". Take cover behind one of the boulders. We have gone from ranch chores to the normal way of things - the US Army are flooding in from the south, and you must fight them off. Once you have fought the first wave off, head back to the house. John checks on Abigail and Jack, and tells them that it's going to be settled. Jack will now come to your aid as you fight off another wave of soldiers. Reinforcements will arrive as they begin to thin out. They will approach from the south and come to a stop in front of you. After killing a few of them, Uncle is wounded. Reinforcements will come from the north in an attempt to take you by surprise. Once you are done, John tends to Uncle, who only asks that he makes sure that Jack and Abigail are safe. He dies shortly after saying his final words. You must provide cover for Jack and Abigail as they make their way to the barn. The first line of enemies are up on the hill to the northeast, and will rush down to attack you. You must protect Jack and Abigail from more enemies that come in from the south, and then you can rejoin them in the barn. John orders Jack to ride Abigail out of Beecher's Hope and to safety, whilst John faces up to his enemies - as he heads outside, he finds Edgar Ross and Archer Fordham, backed up with many US Army soldiers. You can enter Dead Eye and try and shoot as many dead as you can. After killing a few, or if you go for Fordham or Ross straight away, John is dispatched off, shot many times. He eventually dies from his wounds, and the crowd of soldiers moves on. Ross shows no remorse for killing John, the last man of Dutch van der Linde's gang to be accosted. Hearing the gunshots, Jack takes the decision to head back to the ranch. You will take control of Jack as you ride back to John, now stone-cold dead. The game resumes as Jack buries John's body on the hill to the northeast. Fast forward three years, and Jack, now 19, looks over the graves of John, Uncle, and Abigail, recently deceased. You will continue the game as Jack Marston, retaining the same guns, clothing, and even the same horse. The only change is in protagonist. ------------------------------------------------------------------------------ STR19. "Remember My Family" **************************** As you get used to Jack Marston, you have one last thing to do. The final Stranger Task is available at the train station in Blackwater. Here, Jack will encounter a government man, and inquires about Edgar Ross. The man doesn't know him personally, but is aware of who he is. He was well rewarded for his services - killing Williamson, accosting Escuella, ending van der Linde's reign of terror, and taking credit for all of John Marston's work after his death. He tells Jack that he can most likely be found at Lake Don Julio, his residence and reward for his retirement. Head to Lake Don Julio, where you will meet his wife, who thinks that Jack has been sent by the Bureau. Apparently, Ross still has professional ties with them. She tells Jack that he can be found with his brother, Philip, on the southern side of the San Luis. You can pinpoint them near Rio Del Toro. Edgar is not found here, but his brother tells Jack that he is only a bit to the west down the shore. Finally, we bump into Edgar Ross. After their introductions, the only way to settle this is in the typical way - a duel. You should remember enough to know how to successfully perform a duel. Once Ross is dead, that's it. Jack has got revenge for his father's death. But what has it turned him into? He seems to have turned into John - a gunslinger and a murderer. The credits roll. You can reflect on an awesome game. And some good outro music to boot. Reward - +50 Fame, +100 Honor Looting Edgar Ross' body will give you a decent amount of money, upwards of $400. ****************************************************************************** 14. What's Left In The West There's still plenty to do aside from story missions and Stranger Tasks. Let's get stuck into them. ------------------------------------------------------------------------------ 14A. Side Missions ******************* There are three main side missions that have a certain location that will be covered in the following section: Nightwatch, Horsebreaking, and Bounties. They all need to be covered for 100% Completion. ------------------------------------------------------------------------------ SMI1. Nightwatch ***************** Of course, this side mission is only available at night. Nightwatch has a simple premise - protect the settlement from danger during the night. You will have to follow the Sheriff's dog around the settlement. From the beginning, this is pretty casual, but when the dog takes off, prepare for some action. You must resolve petty crimes - your rewards are higher if you can keep the perps alive. To capture a perp rather than kill them, you must lasso and hogtie them, and just leave them there. There are three locations for the Nightwatch side mission - MacFarlane's Ranch in New Austin, Chuparosa in Nuevo Paraiso, and Blackwater in West Elizabeth. To achieve 100% Completion, you must complete all locations at least once. The longer it takes you to access a location, the more of a challenge it will be. However, those story missions are perfect for training, and should be a breath of fresh air to you if you need a break from them. Your reward is money and Honor. If you are doing this at the beginning of the game, it is a good way to earn money early, though money rewards are pretty meagre compared to later missions and instances. ------------------------------------------------------------------------------ SMI2. Horsebreaking ******************** Over the course of the storyline, you will be breaking in some horses. This side mission requires you to break in a horse in the pen, and then bring it to the rancher to finish up. A simple premise, and if you're good at buckin' broncos, this side mission is a pushover. You will be rewarded a small sum of money for completing one instance of the side mission. You must complete the instances in Ridgewood Farm, New Austin and Chuparosa, Nuevo Paraiso. Completion of at least one instance at both locations is required for 100% Completion. ------------------------------------------------------------------------------ SMI3. Bounty Hunting ********************* What a way to redeem yourself after a spot of gunning and running. Bounty Hunting is, essentially, the Vigilante Mission adapted for the Western Border States. Bounty Hunting becomes available after the mission, "Political Realities In Armadillo", in New Austin; and in the other provinces once you gain access to them. There are three main locations for getting and fulfilling Bounties. Bounty targets offer a chance to earn substantial rewards early: a Bounty is worth twice if captured and brought to the Sheriff alive rather than dead. This offers an opportunity to earn a lot of money early, especially for the more difficult Bounty targets and if done repetitively. Even if you kill your Bounty Target rather than capture them, they will become available once you have collected bounties on all the others. There is no limit on how many times you can claim a bounty. Bounties are listed in order of their rewards - the game's organization of Bounty targets are random. To fulfil 100% Completion, you must capture a Bounty from each of the eight locations listed. ------------------------------------------------------------------------------ BHU1. New Austin ***************** There are three places where you can pick up Bounties - MacFarlane's Ranch, Armadillo, and Rathskeller Fork. There are a total of 21 bounty targets, but you must only capture a target from all of the eight locations where Bounties may hide. Locations: Brittlebrush Trawl, The Hanging Rock, Mercer Station, Mescalero, Rattlesnake Hollow, Repentance Rock, Rio Del Lobo, Silent Stead. MacFarlane's Ranch Bounties ---------------------------- Charlie Mash, Bollard Twins Gang Reward: $20 Dead, $40 Alive Maurice Sweet, Bollard Twins Gang Reward: $20 Dead, $40 Alive Harry Dobbing, Bollard Twins Gang Reward: $80 Dead, $160 Alive Irvin Pennick, Bollard Twins Gang Reward: $80 Dead, $160 Alive Julius Grimes, Bollard Twins Gang Reward: $120 Dead, $240 Alive Slink Bradshaw, Bollard Twins Gang Reward: $120 Dead, $240 Alive Sid Winkler, No Gang Affiliations Reward: $200 Dead, $400 Alive Armadillo Bounties ------------------- Cody Witlow, Walton's Gang Reward: $20 Dead, $40 Alive Dale Chesson, Walton's Gang Reward: $20 Dead, $40 Alive Quinn Malloy, No Gang Affiliations Reward: $40 Dead, $80 Alive Clark Hatfield, Treasure Hunter Gang Reward: $80 Dead, $160 Alive Mo van Barr, Walton's Gang Reward: $80 Dead, $160 Alive Perry Rose, Walton's Gang Reward: $80 Dead, $160 Alive Cooper Reed, Walton's Gang Reward: $80 Dead, $160 Alive Lester Dugan, Treaure Hunter Gang Reward: $80 Dead, $160 Alive Stanley Mund, Treasure Hunter Gang Reward: $120 Dead, $240 Alive Rufus Higbee, Walton's Gang Reward: $120 Dead, $240 Alive Link Huston, Walton's Gang Reward: $120 Dead, $240 Alive Rathskeller Fork Bounties -------------------------- Roscoe Duffy, Treasure Hunter Gang Reward: $20 Dead, $40 Alive Harlan Forbes, Treasure Hunter Gang Reward: $20 Dead, $40 Alive Wade Bassett, Tresure Hunter Gang Reward: $120 Dead, $240 Alive ------------------------------------------------------------------------------ BHU2. Nuevo Paraiso Bounties ***************************** There are three places where you can pick up Bounty targets in Nuevo Paraiso - Escalera, Chuparosa, and El Presidio. Each location will provide the same Bounties, unlike the set-up in New Austin. There are a total of 12 Bounty targets to go after. Locations: Barranca, Hendidura Grande, Laguna Borrego, Ojo Del Diable, Plata Grande, Primera Quebrada, Rancho Polvo, Sepulcro. Geraldo Elisaldez, No Gang Affiliations Reward: $80 Dead, $160 Alive Sergio Abelda, Bandito Reward: $80 Dead, $160 Alive Mateo Clisante, Bandito Reward: $80 Dead, $160 Alive Cesar Higueras, Bandito Reward: $120 Dead, $240 Alive Benito Penagarza, Bandito Reward: $120 Dead, $240 Alive Jorge Reynoso, No Gang Affiliations Reward: $120 Dead, $240 Alive Selestino Herrada, No Gang Affiliations Reward: $120 Dead, $240 Alive Julian Coronado, No Gang Affiliations Reward: $120 Dead, $240 Alive Cristo Bustamante, Bandito Reward: $200 Dead, $400 Alive Ramiro de la Torre, Bandito Reward: $200 Dead, $400 Alive Rigoberto Artiz, No Gang Affiliations Reward: $200 Dead, $400 Alive Raul Ontiveros, No Gang Affiliations Reward: $200 Dead, $400 Alive ------------------------------------------------------------------------------ BHU3. West Elizabeth Bounties ****************************** You can pick up Bounties in West Elizabeth from Blackwater or Manzanita Post. As was with Nuevo Paraiso, all Bounty targets are available from both locations. There are twelve targets to go after. Locations: Aurora Basin, Bearclaw Camp, Nekoti Rock, Tanner's Reach Moses Lowson, No Gang Affiliations Reward: $120 Dead, $240 Alive Isaiah Greeley, No Gang Affiliations Reward: $120 Dead, $240 Alive Honovi, Dutch's Gang Reward: $120 Dead, $240 Alive Dakota, Dutch's Gang Reward: $120 Dead, $240 Alive Grant Avery, No Gang Affiliations Reward: $200 Dead, $400 Alive Charlie Hinkle, No Gang Affiliations Reward: $200 Dead, $400 Alive Ralph Stricker, No Gang Affiliations Reward: $200 Dead, $400 Alive Americus Roe, No Gang Affiliations Reward: $300 Dead, $600 Alive Hestor Frith, No Gang Affiliations Reward: $300 Dead, $600 Alive Zebedee Nash, No Gang Affiliations Reward: $300 Dead, $600 Alive Melvin Spinney, No Gang Affiliations Reward: $300 Dead, $600 Alive Kent Gallaway, No Gang Affiliations Reward: $300 Dead, $600 Alive And with that, we finish up on Bounties and on side missions. ------------------------------------------------------------------------------ 14B. Safehouses **************** Safehouses allow you to save your game, change outfits, and collect ammunition for your weapons. A few are gained through storyline progress, whilst others can be bought or rented. Most safehouses can be bought in larger settlements, whereas the smaller settlements will have properties to rent. Each one provides a save point in the form of a bed. Buying properties means that it can be used a save point for as long as you wish. It provides a chest to replenish ammunition and a place to change your outfit. Rented properties are useable once, before you have to pay to rent it again. You must buy or rent all properties listed below: Thieves' Landing Shack, New Austin: $100 Armadillo Saloon, New Austin: $50 Ridgewood Farm Shed, New Austin: $5 to rent Plainview Tent, New Austin: $5 to rent Rathskeller Fork Room, New Austin: $100 Escalera House, Nuevo Paraiso: $150 Chuparosa Room, Nuevo Paraiso: $200 El Matadero Quarters, Nuevo Paraiso: $150 Casa Madrugada Room, Nuevo Paraiso: $250 Manzanita Post Cabin, West Elizabeth: $400 Pleasance House, New Austin can be purchased for $200 if you complete the mission "Water And Honesty", kill the man who gave you the Stranger Task, and loot the deed for the property. Other safehouses include MacFarlane's Ranch Shack, New Austin, Irish's Shack in Puerto Cuchillo near Escalera, Nuevo Paraiso, the room in the Blackwater Saloon, West Elizabeth, and the ranch in Beecher's Hope, West Elizabeth. Expenses in buying properties run up to a total of $1,400, plus $10 for the two rentable properties. All properties must be bought and the two rented at least once to fulfil 100% Completion. ------------------------------------------------------------------------------ 14C. Rare Weapons & Bought Weapons *********************************** Many weapons are rewarded to you for completing story missions or certain objectives. Others can be bought from gunsmiths in the Western Border States. Rare weapons are the most expensive. There are five in total: Semi-Auto Shotgun - $1,100 Purchased from the Gunsmith in Escalera, available after "We Shall Be Together In Paradise". LeMat Revolver - $1,250 Purchased from the Gunsmith in Escalera, available after "An Appointed Time". Mauser Pistol - $800 Purchased from the Gunsmith in Blackwater as soon as you can access West Elizabeth. Evans Repeater - $1,000 Purchased from the Gunsmith in Blackwater as soon as you can access West Elizabeth. Carcano Rifle (sniper) - $1,100 Purchased from the Gunsmith in Blackwater as soon as you can access West Elizabeth. For good measure, here is a list of other weapons that you can purchase: Volcanic Pistol - $100 Purchased from the Gunsmith in Armadillo after clearing out the Twin Rocks Hideout. Semi-Automatic Pistol - $300 Purchased from the Gunsmith in Escalera after clearing out the Fort Mercer Hideout. Bolt-Action Rifle - $750 Purchased from the Gunsmith in Escalera, available after "The Gates Of El Presidio". Springfield Rifle - $300 Purchased from the Gunsmith in Thieves' Landing after clearing out the Gaptooth Breach hideout. Or you may wait to obtain it from the mission "We Shall Be Together In Paradise". Double-Barreled Shotgun - $150 Purchased from the Gunsmith in Armadillo, available after "Spare The Rod, Spoil The Bandit". Sawed-Off Shotgun - $500 Purchased from the Gunsmith in Thieves' Landing after clearing out Pike Basin hideout. Buffalo Rifle - $475 Purchased from any Gunsmith after achieving Rank 5 in the Master Hunter Ambient Challenge. All rare weapons must be purchased to fulfil 100% Completion. ------------------------------------------------------------------------------ 14D. Outfits ************* You are able to unlock different outfits for Marston to wear. Some can be unlocked through storyline progression, others for fulfilling an objective. The number of Outfits you may unlock differs depending on your game - in the Game of the Year Edition, all Outfits including the ones obtained through the DLC unlocks are listed here. Nine Outfits are required for 100% Completion. There is a possible 17 Outfits to obtain in "Red Dead Redemption". Any Outfit you have not discovered will not have a name, instead having an "Undiscovered Outfit" label. You are required to trigger it (i.e. to remove its anonymity and to get its actual name as the title) and then go about unlocking it. You are able to track Scraps in the Outfits interface in the Pause Menu. This is useful, especially if you have an objective that states that you must "defend residents from...", as it allows you to trigger the Random Event needed. It is also a good tool if you aren't good at hunting down items. You are required to collect Scraps for some of them. These are only different from objectives to unlocking it by name - instead, you have to fulfil several criteria to unlock the Outfit. Any Outfit you unlock is available to wear from your Wardrobe. You have the Cowboy Outfit as your default, as it is the one you begin the game with. The nine needed for 100% Completion are listed below: >> Elegant Suit Required to Trigger: Play a game of Poker. Required to Unlock: Purchase from the Tailor in Thieves' Landing for $70. Perk: Allows you to cheat at Poker (more info in the "Poker" section of the guide). >> Bollard Twins Outfit Required to Trigger: Kill a Bollard Twins gang member. Required to Unlock: Collect all six Scraps. Perk: Allows you to mix with the Bollard Twins gang. They will not be hostile to you unless you provoke them. Scrap #1: Search Thieves' Landing. -- If you go to Shaky's Warehouse (from "On Shaky's Ground"), you want to head upstairs and into the office to find a chest, with the Scrap inside. Scrap #2: Complete a Nightwatch job in MacFarlane's Ranch. -- If you need help, refer to the "Nightwatch" section of the guide. Scrap #3: Win at Horseshoes in MacFarlane's Ranch. -- If you need help, refer to the "Horseshoes" section of the guide. Scrap #4: Capture a Bollard Twins Bounty alive. -- Refer to the "New Austin Bounties" section of the guide if you need help. Scrap #5: Protect the residents of Hennigan's Stead from Bollard Twins Gang. -- You need to trigger a Random Event which involves a group of homicidal Bollard Twins gangsters. Scrap #6: Purchase from the Tailor in Thieves' Landing. -- This will set you back at least $150. Go into your Inventory and use it to unlock the Scrap. >> Treasure Hunter Gang Required to Trigger: Kill a Treasure Hunter gang member. Required to Unlock: Collect all six Scraps. Perk: Allows you to mix with the Treasure Hunters. They will not be hostile to you unless you provoke them. Scrap #1: Search Silent Stead. -- Silent Stead is southwest of Rathskeller Fork. Find a cabin in the area and search the chest located inside with the Scrap. Scrap #2: Complete the "California" Stranger Task. -- This is covered along with the storyline. Scrap #3: Make a profit at the Rathskeller Fork blackjack table. -- If you need help, refer to the "Blackjack" section of the guide. Scrap #4: Claim a Treasure Hunter bounty alive. -- Refer to the "New Austin Bounties" section of the guide if you need help. Scrap #5: Complete the Gaptooth Breach Hideout. Scrap #6: Purchase from the Tailor in Thieves' Landing. -- This will set you back at least $150. Go into your Inventory and use it to unlock the Scrap. >> Mexican Poncho Required to Unlock: Purchase a Safehouse in Nuevo Paraiso. Perk: No perk is attached to this poncho. >> Bandito Outfit Required to Trigger: Kill a Bandito gang member. Required to Unlock: Collect all six Scraps. Perk: Allows you to mix with the Banditos. They will not be hostile to you unless you provoke them. Scrap #1: Search Sidewinder Gulch. -- Find Sidewinder Gulch on your map and radar and enter the main bulk of the area. You should find a camp with a chest that contains the Scrap. Scrap #2: Complete a Nightwatch job in Chuparosa. -- If you need help, refer to the "Nightwatch" section of the guide. Scrap #3: Defeat all players at Liar's Dice in Casa Madrugada. -- This variant of Liar's Dice is the most difficult, but if you are good at the game, it is quite simple to win outright. Refer to the "Liar's Dice" section of the guide for help. Scrap #4: Claim a Bandito bounty alive. -- Refer to the "Nuevo Paraiso Bounties" section of the guide if you need help. Scrap #5: Defend the residents of Mexico from Bandito attacks. -- You need to trigger a Random Event which involves a group of homicidal Banditos. Scrap #6: Purchase from the General Store at Chuparosa. -- The Scrap is worth $25. Open your Inventory and use it to unlock the Scrap. >> Reyes' Rebels Outfit Required to Trigger: Collect one of the six Scraps. Required to Unlock: Collect all six Scraps. Perk: You will be treated kindly by the law in Mexico. You can still receive Bounties, but Mexican bounties and the Mexican lawmen will not pursue you. Scrap #1: Search Sepulcro. -- Head to the east end of the graveyard to locate the chest with the Scrap inside it. Scrap #2: Complete the "Poppycock" Stranger Task. -- This is covered along with the storyline. Scrap #3: Complete a Horsebreaking job in Chuparosa. -- Refer to the "Horsebreaking" section of the guide if you need help. Scrap #4: Complete the "Love Is The Opiate" Stranger Task. -- This is covered along with the storyline. Scrap #5: Win at Five Finger Fillet in Torquemada. -- Refer to the "Five Finger Fillet" section of the guide if you need help. Scrap #6: Purchase at the General Store in Escalera. -- This Scrap cannot be purchased until completion of the mission "An Appointed Time". It will cost you $50. Open your Inventory and use it to unlock the Scrap. >> Rancher Outfit Required to Unlock: After the mission "The Outlaw's Return". Perk: No perk. It gives John a look of honesty. >> U.S. Army Uniform Required to Trigger: Collect one of the six Scraps. Required to Unlock: Collect all six Scraps. Perk: No perk. It gives you the look of an enlisted man. Scrap #1: Search Aurora Basin. -- There is a cabin in the north of Aurora Basin, with a chest inside. The Scrap is located in the chest. Scrap #2: Win at Arm Wrestling at Pacific Union Railroad Camp. -- Refer to the "Arm Wrestling" section of the guide if you need help. Scrap #3: Eliminate all other players in a game of Poker in Blackwater. -- This is the most difficult, due to the amount of players you are going up against. Refer to the "Poker" section of the guide if you need help. Scrap #4: Complete the "Lights, Camera, Action" Stranger Task. -- This is covered along with the storyline. Scrap #5: Complete a Nightwatch job in Blackwater. -- Refer to the "Nightwatch" section of the guide if you need help. Scrap #6: Purchase from the Tailor in Blackwater. -- This Scrap cannot be purchased until completion of the mission "The Last Enemy That Shall Be Destroyed". It will cost you $200. Open your Inventory and use it to unlock the Scrap. >> U.S. Marshal Outfit Required to Trigger: Complete the mission "The Last Enemy That Shall Be Destroyed". Required to Unlock: Complete all US Gang Hideouts within a 24-hour period. -- From west to east, there are five US gang hideouts - Gaptooth Breach, Tumbleweed, Fort Mercer, Twin Rocks and Pike's Basin. Sweep them all on horseback, as fast travel and stagecoach skip over valuable gaming hours. A good marksmen should find this no problem. Perk: You are treated as one of the law in the United States. Marshals and Bounty Hunters in the US will not pursue you, but you can still get a Bounty wearing it. Other Outfits, not required for 100% Completion, are listed below: >> Legend Of The West Required to Unlock: Complete Rank 10 in all Ambient Challenges. Refer to the "Ambient Challenges" section of the guide for a guide. Perk: No perk per se - achieving this will give you increased Dead Eye. This is more of a bonus. >> Bureau Uniform Required to Unlock: Attain 100% Completion. Perk: Wearing the Uniform makes you immune to Bounty and lawmen when you commit a felony. >> Duster Coat Required to Unlock: Achieve the Honor Rank of Peacemaker (refer back to the "Honor" section of the guide). Perk: No perk. >> Walton's Gang Outfit (only available on PS3 or Xbox 360 GOTY Edition) Required to Trigger: Collect one of the six Scraps. Required to Unlock: Collect all of the six Scraps. Perk: You will not be attacked if wearing this and then wandering into one of Walton's Gang Hideouts, unless you provoke them. Scrap #1: Search Solomon's Folly. -- This is a desolate area south of Benedict Point. Go into the house and into the basement to find a chest, which contains the Scrap. Scrap #2: Complete a Horsebreaking job in Ridgewood Farm. -- Refer to the "Horsebreaking" section of the guide if you need help. Scrap #3: Eliminate all other players in a game of Poker in Armadillo. -- This is simpler compared to the Blackwater variant. Refer to the "Poker" section of the guide if you need help. Scrap #4: Claim a Walton's Gang bounty alive. -- Refer to the "New Austin Bounties" section of the guide if you need help. Scrap #5: Defend residents of Cholla Springs from a Walton's Gang attack. -- You need to trigger a Random Event that involves a group of homicidal Walton's Gang members. Scrap #6: Purchase at the Tailor in Thieves' Landing or Blackwater. -- This will set you back $50. Open your Inventory and use the Scrap to unlock it. >> Gentleman's Attire Required to Unlock: Join the Rockstar Social Club. Perk: Grants access to High Stakes Poker in Blackwater. >> Deadly Assassin Outfit Required to Unlock: Can only be unlocked if you had pre-ordered the game. Is unlocked automatically in GOTY Edition. Perk: When worn, Dead Eye will regenerate at twice the normal rate. >> Savvy Merchant Required to Trigger: Purchase the Hunting & Trading Outfits DLC, or play on GOTY Edition. Required to Unlock: Collect all five Scraps. Perk: When worn, the outfit will allow you to purchase goods at any Gunsmith for half the cost. Scrap #1: Win $1,000 total from gambling. -- Accumulate $1,000 in winnings from Liar's Dice, Poker, Arm Wrestling, Horseshoes, Blackjack, or Five Finger Fillet. Scrap #2: Buy or sell an item at every Gunsmith. -- A simple premise, and requires all areas to be unlocked. Scrap #3: Gather $200 worth of herbs. -- This can be tracked in your Stats. Best done alongside the Survivalist Ambient Challenge. Scrap #4: Execute 20 people. -- To execute someone, you must come right up close to them and then shoot them. Easily done quickly on citizens whilst wearing the Bureau Uniform. Scrap #5: Complete "The Prohibitionist" Stranger Task. -- This is covered along with the storyline. >> Expert Hunter Required to Trigger: Purchase the Hunting & Trading Outfits DLC, or play on GOTY Edition. Required to Unlock: Collect all five Scraps. Perk: Allows you to collect twice the meat when skinning animals. Scrap #1: Harvest 1000 lbs of meat. -- This is best done with the Master Hunter Ambient Challenge. Hunting Bears in Tall Trees is a good way of boosting this, if you are confident. Scrap #2: Kill a cougar with a stick of dynamite. -- Quite a tall ask. You want to time throwing the Dynamite with the pace of a cougar charging at you. You may require multiple tries, and there is a certain amount of luck involved. Scrap #3: Kill and skin 8 snakes. -- Snakes can be found away from settlements during the day. Compared to some other animals, they are fairly common. The Rattlesnake is the only snake in the game, and can be heard when you near one. Scrap #4: Kill the legendary Jackalope. -- The Jackalope can only be hunted if you have the Hunting & Trading Outfits DLC unlocked. What you are basically looking for is a jackrabbit with buck antlers. They can be found in any of the scrubs of New Austin alongside rabbits. There is a chance that one rabbit the game spawns will be a Jackalope. Scrap #5: Complete "Deadalus And Son" Stranger Task. -- This is covered along with the storyline. And that's all the Outfits you can obtain in "Red Dead Redemption". Have fun unlocking them! ------------------------------------------------------------------------------ 14E. Gang Hideouts ******************* Throughout New Austin and Nuevo Paraiso are areas where a collection of outlaws take refuge. Storming into these areas will begin a sort of side-quest that will need to be completed to clear the Gang Hideouts. Your reward is Honor and Fame, money, or the ability to buy new weapons. Hideouts also contain chests which contain money. Keep an eye out for them if you want to claim these bonuses. In all, there are seven Gang Hideouts. Each one can be completed as many times as you like - a Gang Hideout will become available again several in-game days after completing it. You must complete all Gang Hideouts at least once for 100% Completion. They are listed here in order of availability, as they can only be accessed after completing certain missions. >> Twin Rocks, New Austin -- Unlocked after the mission "New Friends, Old Problems". You only have to clear out a small group of bandits dotted around this settlement. Some will take refuge up high, most others outside, and one who plans to execute an innocent woman. You must use Dead Eye to save the woman's life. The rancher will thank you for saving his daughter. Reward: Unlocks the Volcanic Pistol >> Tumbleweed, New Austin -- Unlocked after the mission "New Friends, Old Problems". You must fight your way to the Sheriff, who is hogtied inside one of the abandoned buildings. It is easier to kill all the bandits here before freeing him. The Sheriff thanks you, and wants help in clearing out the mansion. Most enemies are outside, whilst a few are in the basement of the house. Once you have cleared out the mansion, the Gang Hideout is complete. Reward: Unlocks the Winchester Repeater >> Pike's Basin, New Austin -- Unlocked after the mission "Justice In Pike's Basin". You must help a rancher fight his way through the canyons of Pike's Basin. Follow the rancher through the canyon, taking down all the enemies in your way. The last enemies are located in the camp with the rancher's cattle. Kill them all, and you are thanked for your services. Reward: Unlocks the Sawed-Off Shotgun >> Gaptooth Breach, New Austin -- Unlocked after the mission "Man Is Born Unto Trouble". You must help an man rescue his friend. A number of enemies stand in your way. Head up to the room where the man is hogtied, and free him. He gives Marston the whereabouts to some treasure that they were after. Head into the shaft and fight off all the enemies in the mineshaft to get to the chest. You are given the meagre amount of loot, and are left to fight your way back out. Reward: Unlocks the Springfield Rifle (before "We Shall Be Together In Paradise") >> Fort Mercer, New Austin -- Unlocked after the mission "We Shall Be Together In Paradise". A man will boost you up into the confines of the Fort, and you must take out everyone in the Fort as you track down a chest. Once you have opened the chest, you are done. Reward: Unlocks the LeMat Revolver >> Nosalida, Nuevo Paraiso -- Unlocked after the mission "We Shall Be Together In Paradise". You must help the Army clear out this settlement, which is filled with Banditos. You must kill all the enemies, and use the Fire Bottles to burn down the buildings and the boats marked on your map. Once both objectives are fulfilled, the Gang Hideout is complete. Reward: Unlocks the Henry Repeater >> Tesoro Azul, Nuevo Paraiso -- Unlocked after the mission "The Demon Drink". As soon as you approach the entrance to the settlement, enemies will begin attacking. You must clear out the area from enemies. This is very similar to the mission that you must complete to unlock it. Take down the gang leader and all of his cronies to complete this Gang Hideout. Reward: Unlocks the Double-Action Revolver (search one of the chests to obtain it) And that's every Gang Hideout that you can do. Have fun on your bloodlust. ------------------------------------------------------------------------------ 14F. Minigames *************** You can stray away from all the action of shootouts and story missions, and just kick back and relax with one of these activities. There are several minigames that you can play - some which require you to win at for 100% Completion. Each minigame involves wagers or gambling in some form. ------------------------------------------------------------------------------ MGM1. Five Finger Fillet ************************* This minigame becomes available near the beginning of the storyline, with the first variant being unlocked in Armadillo, New Austin. It has several other locations across the Western Border States. This is a button combination game - stab between your fingers before the clock runs down to zero to win. The higher your bet, the harder and faster it will become. If you are good at this type of minigame, then you can go for as high as you want. If you aren't, stick to $1 bets for some practice. For 100% Completion, you must beat all players that challenge you. This means that the stakes increase as you advance - betting $1 on your first challenger makes him a pushover, but your last opponent is a $10 bet and the difficulty is upped. It is worth noting that button combinations don't change, so you can get used to them and makes it less complicated. Otherwise, enjoy this minigame. Based on my experience, the later challengers prove to be quite difficult (but then again, I'm not used to this type of minigame). ------------------------------------------------------------------------------ MGM2. Arm Wrestling ******************** This is a button-masher - you must press A as hard and as fast as you can in a best of 3 against your opponent. You can press A to spend your Strength Meter, or hold A to allow it to fill up. Stopping to do this risks you losing. The locations for this minigame are in Plainview, Ajave Viejo, El Matadero and Pacific Union Railroad Camp. Wagers begin at $1, with a maximum of $10 to bet. It is all about timing - look at your opponent's arm and facial expression to know when they are losing strength, and act upon it to the best effect. You have to face off against two opponents in the Pacific Union R.R. Camp - the first being easier than the second. It's all about timing and knowing when to use your Strength to the best effect to win. Take down both opponents to fulfil 100% Completion, and the U.S. Army Outfit Scrap. ------------------------------------------------------------------------------ MGM3. Blackjack **************** This card minigame makes an appearance. Here is a basic outline if you don't know how to play Blackjack. You must bet money and try to beat the dealer by getting closer to 21 as him. Each card has a value - an Ace is one, or ten if your current score is under 11. The numbered cards have a score equivalent to them - a Seven is 7. Jacks, Queens and Kings are worth 10. Go over 21, and you are bust and lose the hand. You can Hit - this means that another card is dealt out. If you are happy with your score, you can stick. If you Double Down, you double your bet and are dealt another hand, and are forced to stick. This gives you a chance to double your winnings on one hand. You can also Split, which gives you two hands to try and create a good score out of. Getting a Blackjack, an Ace and a card equivalent to 10 points, will have you automatically win the hand. The amount of chips you start off with depends on the variant. A variant that has a price tag of $30 will start you off with 300 Chips. Your minimum and maximum bets are dependent on the tag. To fulfil 100% Completion, you must leave the table with more chips than you began with. If you leave with 100 Chips more on a $20 table, you will leave with $30 (including the buy-in fee) - a profit of $10. Just make a profit on playing. The game is easy to get a hang of, and isn't really that difficult. Variants are available in Thieves' Landing ($40), Rathskeller Fork ($20), Chuparosa ($30), and Blackwater ($50). ------------------------------------------------------------------------------ MGM4. Liar's Dice ****************** Liar's Dice tables are located in Thieves' Landing, Escalera, and Casa Madrugada. A buy-in fee, the ante, is $20. You have five die. If you lose all your die, you are knocked out. If you are the last player with die, you win and are given back your ante plus the ante of each of your opponents. Each player on the table must bet how many faces are on the table - e.g. three 4's or two 6's. You can bet a higher number or on a higher face, call the last player's bluff, or call them Spot-On. If your bluff is called, you are proven wrong when calling a bluff, or if you have called an exact number and are proven wrong, you lose a die. Respectively, if you prove someone's bluff wrong, call the bet Spot-On and are proven right, or call a bluff and are proven right, the player who last made the call loses a die. You bet on faces. You want to concentrate on your own collection of die and bet off of that - if you have three 2's and the current bet is three 6's, it is safer to bet on four 2's. You can only make a valid call if you are betting the same amount of a higher face - if it stands at one 5, you can bet on one 6 - or a higher amount of any face. You want to conserve your die and let your opponents to do damage to each other. They are likely to call bluffs on each other, putting you in a comfy position for the time being. They are also less likely to call your bluff if you keep it to a low number, unless both are on the verge of elimination. You must be cautious as you begin to near winning against all opponents. Win against all of your opponents to achieve 100% Completion. This minigame is another one that is easy to get the hang of. ------------------------------------------------------------------------------ MGM5. Poker ************ A popular minigame that is also present in this setting. Every variant of Poker has a different buy-in, and all variants are Texas Hold-'Em. You must have the most valuable hand to win the pot. You must keep placing bets to have a chance of winning. You start off with two cards - you can have three if you are wearing the Elegant Suit, allowing you to cheat by swiping a third card from the deck, swapping it as you wish. To swipe a card from the deck, you must be dealing. Five community cards, shared by each player, must be coupled along with your individual hand to form the best possible five-card hand. Hands are listed below in order of least to most: High Card - The highest card out of the seven you have. Two Of A Kind - Two cards of the same value (a pair of 2s). Three Of A Kind - Three cards of the same value. Straight - Cards of running value (4-5-6-7-8). Flush - Five cards of the same suit. Full House - Combination of Two and Three of a Kind (two 5s and three 8s). Four Of A Kind - Four cards of the same value. Straight Flush - Flush and a Straight (6-7-8-9-10, all Clubs). Royal Flush - 10-Jack-Queen-King-Ace of the same suit. If an opponent has the same hand as you, the winner is determined by the card value or suit - e.g. if you each got a Straight, you win if you had 6-7-8-9-10 if your opponent had 4-5-6-7-8. You can bet in numerous ways. You begin with Big and Small blinds - someone may pay in 10 chips and another 20, but it may end up with each player building the pot up by matching the Big Blind of 20. If you check, you pay in and match the current bet. You may fold, meaning that you are out of current proceedings. You may also go All-In if you are daring or certain of winning a hand. Try and build a strong hand straight away. If it isn't happening, fold and cut your losses before you waste your chips. 100% Completion requires you to win outright. Your reward is your Buy-In plus that of your opponents - 4 opponents in a $10 game nets you $40 in profit plus your $10 back. Of course, you may quit early and cash in your chips. If you start with 100 Chips in a $10 game, and leave with 120, you leave with $12, $2 in profit. The Blackwater Saloon variant proves to be the hardest in the game, unless you have the Gentleman's Attire, allowing you to enter Blackwater High Stakes Poker. Just get into the habit of Poker and you should find yourself raking in the money. ------------------------------------------------------------------------------ MGM6. Horseshoes ***************** Horseshoes is a minigame available right from the offset. You are playing one opponent and wagering them for the competition. The higher your wager, the more accurate your opponent is, and the harder the game becomes. You must get to 11 points before your opponent. To win a point, you must have a horseshoe closest to the ringer. To win two points, you must have both your horseshoes closest to the ringer. You will get three points if you get a ringer. You must get to 11 points, or lead by two points after that, to win. You must line up your throw to the ringer for the best result. Zoom in on the ringer, and look where Marston's finger is pointing. This gives you the best line. You must line up every shot, as every toss lines you back to a random point of aim. You must swing back and forth first to get enough momentum. Try and land the marker between the two black lines for a good throw. Don't swing back too little, otherwise you have a weak throw - swinging right back gives you a higher trajectory, meaning that it can bounce and land anywhere. You must simply win to fulfil 100% Completion. Going for a ringer is a tall order, but enough practice makes up one part - the other is more of luck. ------------------------------------------------------------------------------ 14G. Ambient Challenges ************************ Achieving certain feats allows you to access Ambient Challenges, which can be tracked in your Stats. There are four in "Red Dead Redemption" with ten Ranks. The addition of the Legends & Killers DLC opens up two extra, with only five Ranks. Rank 5 of each Ambient Challenge gives you a bonus. Rank 10 of the original Ambient Challenges gives you a cool reward. Completion of all Challenges, excluding the two extra, is required for 100% Completion. Each Ambient Challenge takes you right across the storyline, and will require you to have all areas available to you. Ambient Challenges are discovered when you begin to fulfil the objectives of Rank 1; except Treasure Hunter, by rescuing an adventurer from Treasure Hunters, and the Legends & Killers Ambient Challenges, which can be started once you reach West Elizabeth. ------------------------------------------------------------------------------ ACH1. Sharpshooter ******************* This concerns your handiness with your firearms. The following feats need to be achieved. >> Rank 1 - Kill 5 flying birds -------------------------------- This is simple enough. Aim up to the skies and take out any bird you can get your marker over. >> Rank 2 - Kill 5 rabbits --------------------------- Rabbits can be killed fairly easily, and can be found easily in the scrubs of New Austin (Armadillo and the surrounding areas). The only pitfall is their small size, but keep an eye out for anything moving in the bushes or along the ground. >> Rank 3 - Kill 5 coyotes without sustaining damage ----------------------------------------------------- This means taking a wander in New Austin at night, listening for their calls and keeping your distance as you slay them. They are not hostile, and usually run away from you once you open fire. >> Rank 4 - Kill 5 birds from a moving train --------------------------------------------- The only challenge here is catching the train when it has stopped. Get on it, head out onto the cargo carriages and aim up to the skies. Not very difficult when you get on the train. >> Rank 5 - Kill 2 different wild animals in a single Dead Eye --------------------------------------------------------------- Your best bet is to kill a ground animal and a bird. Killing a coyote and then a crow sounds sensible. Most animals on the ground spawn together - two different species next to each other is quite rare. ============================================================================== Achieving Rank 5 allows you to collect more ammo from your Safehouse chests. ============================================================================== >> Rank 6 - Shoot the hats off of 2 different people ----------------------------------------------------- You are best off in Mexico, using Dead Eye to shoot someone's sombrero off. For the best chance in terms of accuracy, use a Sniper Rifle. Otherwise, an accurate Dead Eye shot is all that is required. This may result in some loss of Honor. >> Rank 7 - Kill 3 bears in one shot ------------------------------------- Bears are hardy, but there is one weapon that is certain to do this for you - the Buffalo Rifle. Head into Tall Trees and look for a bear. Once you do, enter Dead Eye and paint a shot right between their eyes. The Rolling Block Rifle or the Carcano Rifle works just as well from a short distance. >> Rank 8 - Shoot the hats off of 2 different people; disarm 2 people ---------------------------------------------------------------------- This is Rank 6 plus shooting someone's gun out of their hand. Start a fight with some saloon criminals, take cover, and land a Dead Eye shot on two drawn weapons. This may result in some loss of Honor. >> Rank 9 - Kill any 6 wild animals without reloading ------------------------------------------------------ Kill six wild things without having to reload. You cannot allow Marston to automatically reload. Your best bet is to shoot down some birds and a couple of animals if you haven't met the order. Stay out in the wild and in the open for the best effect. A group of coyotes and a couple of birds in New Austin worked for me. >> Rank 10 - Perform a disarm 6 times without reloading or changing weapons ---------------------------------------------------------------------------- The second half of Rank 8 comes into play to achieve Rank 10. You cannot even allow Marston to automatically reload. This is the same deal as Rank 8 - start a shootout in a saloon and land disarming shots. This requires a few tries if you're a rusty shot. Achieving Rank 10 will allow your Dead Eye to refill faster when killing enemies. ------------------------------------------------------------------------------ ACH2. Survivalist ****************** This concerns collecting herbs. This seems to be easier than Sharpshooter and Master Hunter, as you are just scouring the plains for collectables. These can be sold to traders for profit. These tend to sell better in West Elizabeth if you want to maximize profits. Each patch can only be picked once unless you reload your game, or stray further away enough for the game to unload and then reload the area. Collectable herbs will show up as small petal markers on the minimap. They only pop up when you near them, or if you purchase a Survivalist Map from the General Store and use it from your Inventory. Effects last 20 minutes if you haven't achieved Rank 5 of this Ambient Challenge. >> Rank 1 - Collect 6 Wild Feverfew ------------------------------------ These can be found in Hennigan's Stead and Cholla Springs. They are fairly common, and finding them is not hard. >> Rank 2 - Collect 6 Desert Sage ---------------------------------- Purple flowers that can be found in Gaptooth Breach, or just about anywhere west of Cholla Springs in New Austin. Again, they are not hide to find. >> Rank 3 - Collect 4 Red Sage ------------------------------- Red in color (of course), Red Sage is found in Rio Bravo. They stand out in this area, and can be easily gathered. >> Rank 4 - Collect 8 Prickly Pear ----------------------------------- Prickly Pear can only be found in Nuevo Paraiso, and are more common in Punta Orgullo. Prickly Pear are small under-growings of cacti with red-orange flowers on top of them. >> Rank 5 - Collect 7 Woolly Blue Curls ---------------------------------------- A fairly vivid blue, Woolly Blue Curls are distinct in color. They can only be found in Nuevo Paraiso, and are more common in Perdido, especially along the coast of the San Luis River. ============================================================================== Achieving Rank 5 makes Survivalist Maps last twice as long. ============================================================================== >> Rank 6 - Collect 8 Butterfly Weed ------------------------------------- Butterfly Weed is a tall plant with yellow flowers. They are only found in Nuevo Paraiso, and are more common in Diez Coronas. >> Rank 7 - Collect 10 Hummingbird Sage ---------------------------------------- Hummingbird Sage is found in Tall Trees, West Elizabeth. They look fairly similar to Woolly Blue Curls. >> Rank 8 - Collect 12 Prairie Poppy ------------------------------------- Prairie Poppy is a golden-yellow color, and can only be found in Great Plains. They are more common to the central area of the region. >> Rank 9 - Collect 15 Golden Currant -------------------------------------- These are herbs located in green bushes, and are easy to spot. They can be found away from Prairie Poppies, to the outer areas of Great Plains. >> Rank 10 - Collect 10 Violet Snowdrop plus 2 of every other herb ------------------------------------------------------------------- Violet Snowdrop, violet in color of course, is common to the western area of Tall Trees, more common near Aurora Basin. They are more likely to be found in the snowy areas of the region. Go back on yourself to collect two more of the other nine types of herb to finish up. Achieving Rank 10 allows you to create Tonic. Collecting herbs will give you one Tonic. When used, it will refill 75% of your Dead Eye. You can only carry a maximum of 10 Tonics. ------------------------------------------------------------------------------ ACH3. Master Hunter ******************** This concerns your ability to kill animals and harvest from them. This allows you to make a profit by selling what you harvest from the animals you hunt. The Legendary Animals that become available at Rank 10 open up the chance to make a substantial profit. >> Rank 1 - Kill and skin 5 coyotes ------------------------------------ Coyotes are docile and can be found in New Austin during the night. Killing them and then skinning them is not hard to do. >> Rank 2 - Kill and skin 5 deer --------------------------------- You are hunting for deer in New Austin during the daylight. This does not include Bucks in West Elizabeth. >> Rank 3 - Kill 5 wolves with your melee knife and skin them -------------------------------------------------------------- Found at night around the Western Border States, wolves are hostile and near- lethal in packs. So this is surprisingly difficult for Rank 3. You do not want to rush into a wolfpack - instead, cut most of them down to give yourself some sort of fighting chance. This may take some time to do. >> Rank 4 - Skin 5 boars and 3 armadillos ------------------------------------------ Boars can be found in the swampy areas of Hennigan's Stead, near Thieves' Landing and those areas. They will become hostile if attacked and, if you are going after them with weak weapons, take a few bullets to take down. They are more likely to appear in the dusk and at night. Armadillos are small critters that are docile, and are more common in Nuevo Paraiso than anywhere else. Hunt for armadillos in Diez Coronas, as they inhabit the rocky, sparsely populated areas. >> Rank 5 - Kill 2 cougars with your knife and skin them --------------------------------------------------------- Cougars are stealthy, fast, and strong. They can take you down in two hits. Unless you time your swings right, you will find this more difficult than Rank 3. You can slash at them on horseback, if you don't mind the risk of losing your horse. This may take a few attempts just to get one. ============================================================================== Achieving Rank 5 allows you to purchase the Buffalo Rifle. ============================================================================== >> Rank 6 - Skin 5 raccoons, 5 skunks, and 5 foxes --------------------------------------------------- Each animal is hard to find in numbers, and are relatively uncommon. Raccoons and skunks are also small animals that you can easily lose in the scrub. Raccoons are normally found along the coast of the San Luis River during the night. They are more common in Rio Bravo, New Austin than anywhere else. Skunks are more common on the rocky plains of Diez Coronas during the day. Foxes look similar to coyotes, but can be found easily in Tall Trees. They can be found at dawn and during the day. >> Rank 7 - Skin 5 elk and 5 bighorn sheep ------------------------------------------- You hunt elk during the mission "John Marston And Son". They are found in Tall Trees during the day. Bighorn Sheep, which is basically a goat, are also found in Tall Trees. Both are found in West Elizabeth, in Tall Trees. >> Rank 8 - Kill a bear with your melee knife and collect its pelt ------------------------------------------------------------------- Bears are hardy, and so this is complicated. But if you begin to weaken it, it will flee from you. Wield your knife and slash at it on horseback, and that will count as a knife kill. Keep your distance whilst it is hostile. This may take a few attempts, but it's much simpler than facing off with a healthy one. >> Rank 9 - Kill Khan, the Legendary Jaguar, and collect his pelt ------------------------------------------------------------------ The last two ranks involve four Legendary Animals. Head to Ojo Del Diablo, south of Chuparosa, to search for him. He is a hardy animal, so paint several Dead Eye targets to kill him. Once you have killed him, collect his pelt. The consumables you harvest from him can be sold for good profit. He requires a good deal of searching before he is alerted to your presence. He is hostile and automatically tries to chase you down. >> Rank 10 - Kill Lobo, Gordo, and Brumas, and collect their pelts ------------------------------------------------------------------- Lobo is the Legendary Wolf, and can be found in Aurora Basin. Gordo is the Legendary Boar and can be found in Stillwater Creek. Brumas is the Legendary Bear and can be found in Nekoti Rock. Remember to collect their pelts once you are done. The consumables harvested from each can be sold for good profit. They each require a good deal of searching before they are alerted to your presence. They are all hostile and will automatically try to hunt you down. Achieving Rank 10 will allow you to collect Vittles when skinning animals. Consuming Vittles will restore 80% of your maximum health. ------------------------------------------------------------------------------ ACH4. Treasure Hunter ********************** This Ambient Challenge allows you to track down very valuable loot which can be sold for high profit to stores. To maximize profit, have a sufficient amount of Honor to sell items for twice the normal price. Treasure is found in chests buried under rocks. You are given an option to inspect the rocks, which appear as clean and stands out in some environments. You will need to keep on referring to the maps as well as using this guide to pinpoint it to an exact location. Treasure Maps are accessible in your Inventory. Use them to find the location of the loot. >> Rank 1 - Find a Treasure Map -------------------------------- A Random Event has you try and save an adventurer from Treasure Hunters. Even if you fail to do this, loot his body to obtain the map. Otherwise, you are rewarded with the map. >> Rank 2 - Locate the treasure in New Austin ---------------------------------------------- These maps are rather cryptic, but I can give you the whereabouts straight away. The treasure is located at The Hanging Rock in Cholla Springs. They are between the stones, the area accessible on its northern face. Here you will loot Rhode's Gold and another Treasure Map. >> Rank 3 - Locate the treasure in New Austin ---------------------------------------------- West of Lake Don Julio is Riley's Charge, a place littered with remnants of the Civil War (cannons and all). If you continue to Del Lobo Rock, which is to the southeast, head south of the campsite to the cliff edge. Carefully make your way down, and stop halfway to get the treasure. You will loot Jackson's Gold and another Treasure Map. >> Rank 4 - Locate the treasure in New Austin ---------------------------------------------- This one is much easier - it is in the basement of the Tumbleweed mansion. You may have to contend with a Gang Hideout, but apart from that, it is straight- forward. Find the rubble under an animal skull to loot Calhoun's Gold and another Treasure Map. >> Rank 5 - Locate the treasure in Nuevo Paraiso ------------------------------------------------- This treasure is located near Rio Del Toro, between a wall with a tree near it. The location is nearly due north of Chuparosa. You will loot Tubman's Gold and another Treasure Map. ============================================================================== Achieving Rank 5 allows you to use stagecoachs free of charge. ============================================================================== >> Rank 6 - Locate the treasure in Nuevo Paraiso ------------------------------------------------- This one is rather vague, but it is east of Crooked Toes and Irish's Shack, the Safehouse you obtain upon arriving in Nuevo Paraiso. You will loot Brown's Gold and another Treasure Map. >> Rank 7 - Locate the treasure in Nuevo Paraiso ------------------------------------------------- The map depicts Ojo Del Diablo, but the location itself is rather tricky to pinpoint. Climb the hill on the southern end and find the rubble near some boulders. You will loot Douglass' Gold and another Treasure Map. >> Rank 8 - Locate the treasure in Nuevo Paraiso ------------------------------------------------- This treasure is located in Roca De Madera, atop a stack of boulders. This area isn't too far from Irish's Stack. Climb up the rocks and you will come across the treasure. You will loot Garrison's Gold and another Treasure Map. >> Rank 9 - Locate the treasure in West Elizabeth -------------------------------------------------- This treasure is very easy for Rank 9. It is located at Broken Tree in Great Plains. Seeing as this is the only landmark in this area, this shouldn't be too hard to track down. >> Rank 10 - Locate the final treasure in West Elizabeth --------------------------------------------------------- This treasure is located at the summit of the highest trail you can go up on Nekoti Rock. Go into the cave to loot Stonewall's Gold and finish up this Ambient Challenge. Achieving Rank 10 gives you the Treasure Hunter Satchel - this allows you to carry twice the consumables that you normally could. This excludes Tonic - that remains limited at 10. ------------------------------------------------------------------------------ ACH5. Tomahawk Mastery (L&K) ***************************** This is added when you have bought or have access to the Legends & Killers DLC, which unlocks the Tomahawk as an additional thrown weapon. >> Rank 1 - Buy a Tomahawk --------------------------- Tomahawks can only be bought from Manzanita Post. They cost $10 each. You want to purchase around 20 for the challenge ahead. >> Rank 2 - Use the three methods of killing on one enemy ---------------------------------------------------------- You can kill an enemy in three ways - by throwing it, by using it as a melee weapon, and by killing someone on horseback with one. Note that you may kill anyone, so you can do this whilst wearing the Bureau Uniform and the Bandana to keep yourself immune from law enforcement and losing Honor. >> Rank 3 - Kill a bird with a throw without using Dead Eye ------------------------------------------------------------ Timing is everything. You have the best chance of doing this as the bird takes flight. Keep your eye out for birds and react quickly to them. This takes a few tries. >> Rank 4 - Kill 5 enemies in a row without missing ---------------------------------------------------- Of course, use of Dead Eye is advised. You have the best chance of doing this in close quarters against weak enemies. Again, this can be done against normal citizens. >> Rank 5 - Clear out a Gang Hideout only using Tomahawks ---------------------------------------------------------- You will need to storm an area where your enemies are not stationed up high and are mostly out in the open. Either Tesoro Azul or Nosalida will is your best bet. Achieving Rank 5 will allow you to collect Tomahawks from your Safehouse chests. ------------------------------------------------------------------------------ ACH6. Explosive Rifle Mastery (L&C) ************************************ This is added when you have bought or have access to the Liars & Cheats DLC, which will allow you to use the Explosive Rifle as a weapon. >> Rank 1 - Purchase the Explosive Rifle ----------------------------------------- This is the tallest order for Rank 1. It is purchased from the Gunsmith in Blackwater; the weapon and its rounds can only be bought from here. It may be worth $15,000 with a Low Honor Rank, $10,000 with a Neutral Honor Rank, or $5,000 with a High Honor Rank. Note that buying it whilst wearing the Savvy Merchant Outfit will half the price - so you could be paying as low as $2,500. Just get the money together. Explosive rounds cost $10 for one bullet. Stock up for the challenge ahead. >> Rank 2 - Kill 5 people hiding behind cover ---------------------------------------------- Shooting near someone in cover is sufficient to kill them. This weapon, as you will learn, is immensely powerful. This is an easy task to complete. >> Rank 3 - Kill 3 enemies in one shot --------------------------------------- This is best done during a Gang Hideout. You must get three enemies within the blast radius of the explosive bullet for this to count. This is a challenge for the newbies, but experience with this type of weapon in any video game can make this easier. >> Rank 4 - Kill 2 wild animals in one shot -------------------------------------------- Track down pack animals - like coyotes, wolves, etc. - and land a shot right in the middle of their group. If you track down the right animals and don't alert them to your presence, you should be fine. >> Rank 5 - Obtain the U.S. Army Uniform and kill one enemy ------------------------------------------------------------ This is set out pretty easily. Collect all the Scraps to obtain it, don it, and find a bandit to blast away. Achieving Rank 5 will half the price of explosive rounds from the Gunsmith in Blackwater. Enjoy the most overpowerful weapon you might ever use. And with the Ambient Challenges complete, we have a few more things left to cover. ------------------------------------------------------------------------------ 14H. Map Locations ******************* 100% Completion requires you to find all 94 locations in the Western Border States. This can be tracked in your Stats on the top page. To save you having to explore every acre, you can buy consumables from some General Stores to unlock all areas of a county. You may unlock the majority of areas by going about your business and focusing on other objectives - for example, the Ambient Challenges. A map to unlock all locations in Gaptooth Breach and Cholla Springs can be bought from the General Store in Armadillo; the map for Hennigan's Stead from the General Store in MacFarlane's Ranch; and the map for Rio Bravo from the General Store in Thieves' Landing. Tanner's Span and Mason's Bridge, both crossings into West Elizabeth from New Austin, will not be unlocked, so those can only be unlocked manually. Maps for Punta Orgullo, Perdido and Diez Coronas can be purchased from Escalera's Gunsmith or Chuparosa General Store. A map for Tall Trees can be purchased from the General Store in Manzanita Post, and a map for Great Plains from the General Store in Blackwater. Purchasing these maps is much easier than tracking them down alone. The maps are not expensive, so you are better off making a dent in your bank balance - you won't blow a hole in your savings. ------------------------------------------------------------------------------ 14I. Random Events & Encounters ******************************** A time may come where you have to help someone, do a good deed, or have to fight for your life. There are various Random Events & Encounters that may occur as you play through the game. You may be rewarded with money, Fame, Honor, or an item. Kidnapper ========== A woman is being kidnapped. You may kill the man who is carrying her away, or lasso and hogtie him. Cut the woman free and she thanks you for saving her. Your reward is Fame and a small amount of money. A Madman ========= A prostitute is being chased by a man, who is wielding a knife. Save her from attack by hogtying him, and you will gain Fame and Honor. Store Robbery ============== A storeowner shouts that he's been robbed. You may chase down the criminal and kill him, or you can lasso and hogtie him. Either bring him back to the store- owner or loot his body and keep the money for yourself if you choose. Keeping him alive will increase your Fame reward and your money reward. Horse Thief ============ A man is shouting about having his horse stolen. Kill the horse thief, chase the spooked horse down, and bring the horse back to its rightful owner for a Fame and money reward. Using a Throwing Knife or a Tomahawk may be easier, as gunshots will spook the horse. Prison Break ============= When out in the wild, you may find a wounded lawman who was transporting criminals to prison, and managed to escape in a crash. You must chase them down, and either kill them or bring both back to the lawman for a higher cash and Fame reward. If you pursue the latter, you want to hogtie each first and not concentrate on one, as the other is more likely to get away. A Gift From A Sister ===================== When your Honor Ranking begins to get higher, you may encounter a nun who presents a gift to Marston. This is a one-off encounter which earns you the Obscuridad del Santo Andres (Holy Darkness of Andres). This item will reduce your chances of an enemy shooting you by 25%. Another Gift From A Sister =========================== If you hadn't guessed, this is very similar to "A Gift From A Sister". The gift, however, ranges from money to a number of consumables. Duel ===== When your Fame level is high enough, local deadbeats may smack-talk you and then challenge you to a duel. You may partake, looting their body for rewards if you win, or you may simply carry on about your business. If you disarm your opponent, sparing their life, you will earn twice the Honor reward. Marskman ========= You may encounter a man in the wild, enjoying a spot of shooting. He may challenge you to a competition - to shoot a set amount of birds in the time limit. You can reject his offer, or accept it and pay him money in a wager. Entering Dead Eye and painting targets on the birds flying above makes this encounter easy. You will get your money back, plus his bet. Survivalist ============ This is similar to Marksman, except that you need to collect herbs and get back to the camp before your opponent does. Keeping a Survivalist Map handy may help, otherwise you may reject this if you aren't feeling confident. Hunter ======= A man will ask you to collect pelts from certain animals. He gives you bait if you accept the challenge. Use the bait to attract the animal you need to collect the pelt from, and when you're done, give them to the hunter for a reward. Keep within the confines of the area around the hunter, else you risk failing the encounter. The Escort =========== This comes in a couple of variants: -- A lawman asks you to drop off a captured outlaw to the nearest prison. You will be pursued by the outlaw's cronies on the way there. You are rewarded money, Honor and Fame. -- A woman is stranded. She may steal your horse, she may be a ruse for a bandit attack, or she may actually need help. Get your Horse back for no reward, allow the bandits to mug you (you can take them by surprise by killing them after), or drop her off at the nearest settlement for a Honor, Fame and small money reward. -- A man asks for a ride, saying that he must get to someone before they are executed. Get to the area as fast as you can and save the person from execution for a Fame, Honor and money reward. Delivery Boy ============= Again, this comes in a few variants: -- A woman in Manzanita Post has had her wagon stolen. Track it down, get it back, dealing with any enemies, and bring it back to her. -- In Chuparosa, a man wants you to steal a supply wagon and drive it out of the town, losing the authorities, and then delivering it to the man. You will lose Honor, but you will gain a decent amount of money. -- Marston is asked to carefully drive a wagon filled with TNT to the nearest Gunsmith. You will need to go about this carefully, staying to the paths and avoiding bumps in the road. The Hunted =========== A person is being chased by wild animals - normally a pack of wolves or a cougar. If you manage to kill the animals before the person is killed, you're rewarded with Fame, Honor, and even a small amount of money out of gratitude. Dandy Highwaymen ================= This comes in a few variants, too: -- An adventurer is being attacked by the Treasure Hunter gang. If you were to kill the Treasure Hunters, thus saving his life, you are rewarded the Treasure Map from him. If you aren't able to save him, you can loot it from his body. -- A Stagecoach is being attacked. You can side with the outlaws for no reward, or go against them to gain Honor. -- Bandits have cornered someone with a wagon and plan to execute him. You can kill the bandits before his execution if you want. Passive Aggressive? ==================== As you pass someone's camp, they may begin to open fire on you. You must put him down before he puts you down. Loot his body for a reward. And that's everything covered in "Red Dead Redemption". ****************************************************************************** 15. Achievements If you have all DLCs and Undead Nightmare, you have 95 Achievements to pursue. All except "Undead Nightmare" are included in Section 15. This equates to 83 Achievements, for 1210G. ------------------------------------------------------------------------------ 15A. Offline Achievements ************************** There are 42 Offline Achievements in Game Of The Year, adding up to 900G. ------------------------------------------------------------------------------ 1. High Roller (10G) Win over 2,000 Chips in a hand of Poker. ------------------------------------------------------------------------------ The easiest way to achieve this is during the mission "Lucky In Love", where you begin with a game of Poker with 1,000 Chips. Go All-In twice, and you should win each time if someone checks. The Achievement should pop. ------------------------------------------------------------------------------ 2. No Dice (10G) Win a game of Liar's Dice without losing a single die. ------------------------------------------------------------------------------ Winning at Dice is easy - doing this is another kettle of fish. Play it extra- safe for the best chance. This is based off of pure luck. ------------------------------------------------------------------------------ 3. What About Hand Grenades? (10G) Get a ringer in a game of Horseshoes. ------------------------------------------------------------------------------ This requires you to get everything right - the throw, the aim, and the luck. This is a tricky ask, and may take some time for you to do. ------------------------------------------------------------------------------ 4. Austin Overpowered (25G) Complete the Twin Rocks, Pike's Basin, and Gaptooth Breach Gang Hideouts. ------------------------------------------------------------------------------ Refer to the "Gang Hideouts" section of the guide if you need help. ------------------------------------------------------------------------------ 5. Evil Spirits (25G) Complete the Tumbleweed and Tesoro Azul Gang Hideouts. ------------------------------------------------------------------------------ Refer to the "Gang Hideouts" section of the guide if you need help. ------------------------------------------------------------------------------ 6. Instinto Asesino (25G) Complete the Fort Mercer and Nosalida Gang Hideouts. ------------------------------------------------------------------------------ Refer to the "Gang Hideouts" section of the guide if you need help. ------------------------------------------------------------------------------ 7. Fightin' Around The World (5G) Knock someone out in every saloon bar. ------------------------------------------------------------------------------ You must resort to your fists to complete this. There are a total of seven saloons - Armadillo, Rathskeller Fork, Thieves' Landing, Escalera, Chuparosa, Casa Madrugada, and Blackwater. You risk being set upon by every outlaw present. Blackwater, a civilized area, is the more tricky as no-one will act hostile to you. Make sure you land the blow INSIDE the saloon. Also, the Thieves' Landing saloon is NOT the multi-level building. The actual saloon is right next to it. ------------------------------------------------------------------------------ 8. Strange Things Are Afoot (10G) Complete a Stranger Task. ------------------------------------------------------------------------------ Refer to the storyline sections of the guide, as Stranger Tasks are linked in to the missions in this guide for ease of access. ------------------------------------------------------------------------------ 9. People Are Still Strange (25G) Complete 15 Stranger Task. ------------------------------------------------------------------------------ Refer to the storyline sections of the guide, as Stranger Tasks are linked in to the missions in this guide for ease of access. This is easily achieved, as there are a possible 19 to complete. ------------------------------------------------------------------------------ 10. Buckin' Awesome (10G) Break the Kentucky Saddler, the American Standardbred, and the Hungarian Half-Bred. ------------------------------------------------------------------------------ Kentucky Saddler: This is broken in during the mission "Wild Horses, Tamed Passions". American Standardbred: Found in the wild roaming in Great Plains. Hungarian Half-Bred: Found roaming around Diez Coronas, right to the east of Mexico. You must hitch your horse to a hitching post to make it count - so you must make it your mount. Once you have done so, the deed for the horse can be purchased from any General Store for $1,500. ------------------------------------------------------------------------------ 11. Clemency Pays (10G) Capture a Bounty alive. ------------------------------------------------------------------------------ Refer to the "Bounties" section of the guide if you need help. If you are struggling, go for a Bounty with less worth. If you're milking Bounties for all the money that you can get, then you should get this one easily. ------------------------------------------------------------------------------ 12. Exquisite Taste (10G) Purchase a Rare Weapon from any Gunsmith. ------------------------------------------------------------------------------ Refer to the "Rare Weapons" section of the guide to know what you are buying and how much it will cost you. Rare Weapons are fairly expensive. ------------------------------------------------------------------------------ 13. Bearly Legal (5G) Kill and skin 18 grizzly bears. ------------------------------------------------------------------------------ Bears are found in northern Tall Trees, West Elizabeth, and are powerful animals. Keep your distance when attacking them. You are best off with the Buffalo Rifle and aiming for the head of the bear. Note that killing one encourages others to spawn, so be wary of this but use it to your advantage. ------------------------------------------------------------------------------ 14. He Cleans Up Well! (10G) Obtain the Elegant Suit. ------------------------------------------------------------------------------ Refer to the "Outfits" section of the guide to learn how to unlock the Elegant Suit. ------------------------------------------------------------------------------ 15. More Than A Fistful (10G) Earn over $10,000 in the singleplayer game. ------------------------------------------------------------------------------ This is earnings IN TOTAL, not cash in hand. If you are going for 100% Completion, this comes part and parcel with it. This is really not difficult if you are doing side content, too. ------------------------------------------------------------------------------ 16. Frontiersman (20G) Achieve Rank 10 in any one of the Ambient Challenges. ------------------------------------------------------------------------------ You must achieve Rank 10 in either of the four original Ambient Challenges. Refer to the "Ambient Challenges" section of the guide if you need help. ------------------------------------------------------------------------------ 17. The Gunslinger (5G) Score a headshot in Expert Targeting Mode. ------------------------------------------------------------------------------ If you play about with the Options, you can set your targeting mode to Expert. This takes away the Auto-Aim mechanic. Just score a headshot on anyone to get this Achievement. It isn't too difficult. ------------------------------------------------------------------------------ 18. Man Of Honor/Chivalry's Dead (25G) Attain the highest Fame Rank and the highest or lowest Honor Rank. ------------------------------------------------------------------------------ You must attain the Fame Rank of Legend, plus the Honor Rank of Desperado or Hero. This won't come until later in the game, normally when your game is near complete. It is easier to get Hero and enjoy its perks, but it's your choice of which path of Honor you take. Concentrate on the story and the side content to get this. ------------------------------------------------------------------------------ 19. Gold Medal (25G) Get a Gold Ranking for a combat mission. ------------------------------------------------------------------------------ A combat mission requires you to score a certain amount of headshots, maintain a healthy amount of accuracy, and beat the set time for completing the mission. If you have played "The Ballad Of Gay Tony" as part of the "Grand Theft Auto: IV" series, you have an idea of what's needed. Missions can be replayed in your Stats. You are best off with an early combat mission, such as "Political Realities In Armadillo" (the mission I used to get the Achievement) for the best chance. Blaze through the mission, scoring headshots and making sure that you land most shots on target. ------------------------------------------------------------------------------ 20. On The Trail Of De Vaca (10G) Find all 94 locations in the Western Border States. ------------------------------------------------------------------------------ Refer to the "Map Locations" section of the guide if you need help. ------------------------------------------------------------------------------ 21. Friends In High Places (10G) Use a Pardon Letter to clear a Bounty of $5,000 or higher. ------------------------------------------------------------------------------ The Pardon Letter is first given to you by Seth Briars during the mission "Exhuming And Other Fine Hobbies", or earned for deeds as you go through the game. You are best off doing this when you have little Fame and Honor so your perks don't slow you down, but when you have access to powerful weapons. Shooting up towns normally causes enough of a stir, but be careful not to be swarmed by lawmen. Rather than evade them, take out every lawman that is after you, save, and then start again. Killing posses also helps to do this. After you have met the $5,000 target, go to the nearest Telegraph Office and use the Pardon Letter to get this Achievement. ------------------------------------------------------------------------------ 22. Redeemed (100G) Achieve 100% Completion. ------------------------------------------------------------------------------ Refer to the 100% Completion Checklist for a brief run-through of what you need for 100% Completion. Some objectives are hard to miss, but everything for this Achievement is covered in this guide. ------------------------------------------------------------------------------ 23. Mowing Them Down (20G) Get 500 kills with a mounted weapon. ------------------------------------------------------------------------------ This figure can be tracked in your stats. A mounted weapon is defined as a Gatling Gun, a Cannon, or a Browning Gun. You may only get around halfway through the story missions - replaying missions will NOT count to get kills. Multiplayer kills count, though, so you may pursue this in a Free Roam. Failing that, this is easiest done in Undead Nightmare once you are able to get into El Presidio. Zombies hang around the outer walls and can be mowed down time and time over. Completing this in the main is a tall order. ------------------------------------------------------------------------------ 24. In A Hail Of Bullets (20G) Get 500 kills with Pistols or Revolvers. ------------------------------------------------------------------------------ Constantly using your sidearms will get you this Achievement quickly. If you replay missions using only your sidearms, this will count towards this Achievement. ------------------------------------------------------------------------------ 25. Long Arm Of Marston (20G) Get 500 kills with Repeaters, Rifles, or Shotguns. ------------------------------------------------------------------------------ You will be using Repeaters and Rifles as your main weapon during story missions. This will normally unlock as you near the end of the storyline if you are constantly using them. Out of the three, this is the easiest unlocked regarding weapon class kills. ------------------------------------------------------------------------------ 26. Bullseye (20G) Score 250 headshots. ------------------------------------------------------------------------------ You want to be aiming for headshots to take down your enemies quickly. Use of Dead Eye helps you towards getting this Achievement, but being constantly on the move and fighting against your enemies helps too. Just keep aiming for the head. ------------------------------------------------------------------------------ 27. Unnatural Selection (20G) Kill one of every animal in the game. ------------------------------------------------------------------------------ We can split animal groups down to help: >> Small Animals: -- Armadillo -- Beaver -- Boar -- Bobcat -- Cougar -- Coyote -- Duck -- Fox -- Goat -- Skunk -- Snake -- Rabbit -- Raccoon -- Wolf >> Birds: -- Crow -- Eagle -- Hawk -- Owl -- Seagull -- Songbird -- Vulture >> Large Animals: -- Bear -- Bighorn -- Buck -- Buffalo -- Elk -- Horse (Wild) Animal kills can be tracked in your Stats. Domestic animals, such as dogs, chickens or tamed horses, may or may not count towards this Achievement. ------------------------------------------------------------------------------ 28. That Government Boy (10G) Complete the mission, "Exodus In America". ------------------------------------------------------------------------------ Achieved during the storyline. ------------------------------------------------------------------------------ 29. Land Of Opportunity (30G) Complete the mission, "The Assault On Fort Mercer". ------------------------------------------------------------------------------ Achieved during the storyline. ------------------------------------------------------------------------------ 30. Sons Of Mexico (40G) Complete the mission, "The Gates Of El Presidio". ------------------------------------------------------------------------------ Achieved during the storyline. ------------------------------------------------------------------------------ 31. No More Fancy Words (20G) Complete the mission, "An Appointed Time". ------------------------------------------------------------------------------ Achieved during the storyline. ------------------------------------------------------------------------------ 32. A Savage Soul (10G) Complete the mission, "At Home With Dutch". ------------------------------------------------------------------------------ Achieved during the storyline. ------------------------------------------------------------------------------ 33. The Benefits Of Civilization (90G) Complete the mission, "And The Truth Will Set You Free". ------------------------------------------------------------------------------ Achieved during the storyline. ------------------------------------------------------------------------------ 34. Into The Sunset (100G) Complete the mission, "The Last Enemy That Shall Be Destroyed". ------------------------------------------------------------------------------ Achieved during the storyline. ------------------------------------------------------------------------------ 35. Nature Or Nurture? (50G) Complete the Stranger Task, "Remember My Family". ------------------------------------------------------------------------------ The Stranger Task can be completed after you finish the storyline. ------------------------------------------------------------------------------ 36. Dastardly (5G) Place a hogtied woman on the tracks and witness her death by train. ------------------------------------------------------------------------------ You must have your timing down pretty well - to get a woman hogtied and get in front of an oncoming train, and then placing her down before it rolls past. Get a girl from the Armadillo saloon and track the train's progress to know where you should put her down. Stick around and watch her gruesome death. ------------------------------------------------------------------------------ 37. Spurred To Victory (10G) Complete 20 storyline missions with the same mount. ------------------------------------------------------------------------------ This Achievement is missable. You cannot afford for your horse to be killed, and you cannot switch horses at a hitching post. This is best aimed at right at the beginning of the storyline. ------------------------------------------------------------------------------ 38. Heading South On A White Bronco (5G) Evade the U.S. Marshals whilst riding a Hungarian Half-Bred. ------------------------------------------------------------------------------ Refer to the Achievement "Buckin' Awesome" if you haven't got the Hungarian Half-Bred or its deed. Get Wanted, earn a high Bounty, and then wait for the U.S. Marshals to pursue you. Once they're on your tail, evade them. You must get this Bounty in the USA for the Marshals to pursue for it. ------------------------------------------------------------------------------ 39. Manifest Destiny (5G) Kill the last buffalo in the Great Plains. ------------------------------------------------------------------------------ All buffalo are located in Great Plains. Get the Buffalo Rifle, and start hunting down the herd. Some may get away, but will respawn as a smaller herd if you save your game, reload, and go back. Hunting the last buffalo shouldn't prove too hard. ------------------------------------------------------------------------------ 40. Hail Mary (10G) [Legends & Killers DLC] Kill an enemy from 35 yards away or further with a Tomahawk throw. ------------------------------------------------------------------------------ This is easiest done in Free Roam with a friend. The other option in singleplayer is much tougher. Tomahawk throws require some judgment, so trial and error is an important factor. Your best bet in singleplayer is to get atop the canyon in Pike's Basin as you try to complete the hideout. This isn't just ground distance - it also counts for height as well. If you die, you are placed atop the canyon with enemies unaware of your presence. This provides the perfect opportunity to line up a kill. Bring plenty of Tomahawks to get this done. ------------------------------------------------------------------------------ 41. Axe Master (10G) [Legends & Killers DLC] Achieve Rank 5 in Tomahawk Mastery. ------------------------------------------------------------------------------ Just complete Rank 5 of Tomahawk Mastery when it becomes available as an Ambient Challenge. The Mastery is covered in the "Ambient Challenges" section of the guide. ------------------------------------------------------------------------------ 42. Master Exploder (10G) [Liars & Cheats DLC] Achieve Rank 5 in Explosive Rifle Mastery. ------------------------------------------------------------------------------ Just complete Rank 5 of Explosive Rifle Mastery when it becomes available as an Ambient Challenge. The Mastery is covered in the "Ambient Challenges" section of the guide. ------------------------------------------------------------------------------ 15B. Online Achievements ************************* There are 40 Online Achievements, adding up to 410G. ------------------------------------------------------------------------------ 43. Have Gun Will Travel (20G) Complete all Hideouts in a single Public Free Roam session. ------------------------------------------------------------------------------ These are the Gang Hideouts that can also be completed in singleplayer. You can take this easy, as you aren't really up against the clock, and your friends can also help you with this. ------------------------------------------------------------------------------ 44. Slow On The Draw (10G) Get 10 assists in a single Hideout in Public Free Roam. ------------------------------------------------------------------------------ This is easy done if you are with your friends. Score a non-lethal shot and let your friends finish the enemy off. Do this ten times for the Achievement. ------------------------------------------------------------------------------ 45. Hit The Trail (10G) In Free Roam, get from Blackwater to Escalera before sundown. ------------------------------------------------------------------------------ The sun will rise at 6AM ingame, and sundown kicks in at about 5PM. Doing this with a good mount makes things easier. You can also practice this in the singleplayer if you want. It took me around 7 hours to do this in Free Roam. Just try your best to survive, as other players are bound to try and kill you. ------------------------------------------------------------------------------ 46. Posse Up! (10G) Create a posse and gain the maximum amount of members. ------------------------------------------------------------------------------ Get into Free Roam and begin a posse by hitting Back and then the Right Bumper before scrolling down for your Gamertag, and press A to start a posse. The maximum amount of members in a posse is eight, so you must find seven other players. ------------------------------------------------------------------------------ 47. The Quick And Everyone Else... (20G) Be the top scorer three times in a row in Free For All Public Matches. ------------------------------------------------------------------------------ This is a tough ask, unless you boost with another player. Either that, or you are a formidable FFA and RDR Online player. This will require some luck if you go for this legitimately. ------------------------------------------------------------------------------ 48. How The West Was Won (20G) Reach the top rank in Multiplayer. ------------------------------------------------------------------------------ The top rank is Level 50, equal to 337,110 XP. Progress at your own speed and enjoy the unlockables that come along with this. Hideouts are a good way of getting XP. This should be done alongside other Online Achievements. ------------------------------------------------------------------------------ 49. Go Team! (20G) Be on the winning team for four consecutive matches in any game mode. ------------------------------------------------------------------------------ Any game mode means any team-based public matches. Again, this requires luck or boosting with your friends. ------------------------------------------------------------------------------ 50. Most Wanted (10G) Become a Public Enemy for 10 minutes and escape alive. ------------------------------------------------------------------------------ You become a Public Enemy when you get a Bounty over $1,000. This must be done in a Public Match. Some players tend to focus on the enemies nearest to them rather than the Public Enemies, but your chances of getting this Achievement depends on the type of opponent. You can have your Posse cover you for this. Hit ten minutes, and then escape the lawmen that come after you. ------------------------------------------------------------------------------ 51. Red Dead Rockstar (10G) Kill a Rockstar or someone with this Achievement. ------------------------------------------------------------------------------ This Achievement is universal, so you don't need to hunt down a Rockstar. I got the Achievement with my first kill. This will unlock depending on your experience. ------------------------------------------------------------------------------ 52. Well Done (5G) [Outlaws To The End DLC] Complete a Co-Op mission. ------------------------------------------------------------------------------ Of course, Co-Op requires XBL membership. This is pretty easy once you have a partner that knows what they are doing. ------------------------------------------------------------------------------ 53. Have Posse, Will Travel (15G) [Outlaws To The End DLC] Complete all Co-Op missions. ------------------------------------------------------------------------------ There are six missions in total. Again, if you have an experienced partner, this is an easy Achievement to get. ------------------------------------------------------------------------------ 54. Two Guys, One CoOp (10G) [Outlaws To The End DLC] Complete a mission with just two people. ------------------------------------------------------------------------------ This only includes you and one partner. Experience is what pays off, so if you and your partner are experienced players, this is simple. ------------------------------------------------------------------------------ 55. Stake A Claim (5G) [Outlaws To The End DLC] Get a Gold Medal in any Co-Op mission. ------------------------------------------------------------------------------ You need to complete a mission in quick time and with a good score. A good Co-Op gamer and their partners are able to scorch through Co-Op missions with little difficulty and a healthy score. ------------------------------------------------------------------------------ 56. Struck Gold (10G) [Outlaws To The End DLC] Get a Gold Medal in all six Co-Op missions. ------------------------------------------------------------------------------ You must finish all the missions quickly, with a good score, and with all players still alive or at least present at the end of the mission. This may take multiple attempts, but it should be worth it by the end of it all. ------------------------------------------------------------------------------ 57. Friends Indeed (5G) [Outlaws To The End DLC] Complete a Co-Op mission without anyone dying. ------------------------------------------------------------------------------ This comes along with trying to Gold Medal the missions. Again, experience pays off with this. ------------------------------------------------------------------------------ 58. You Rule! (15G) [Outlaws To The End DLC] Complete all Advanced Co-Op missions. ------------------------------------------------------------------------------ You must beat all the Co-Op missions before you can unlock the Advanced Co-Op. You will have to complete several other objectives as well as contending with the Advanced Targeting System and a lower damage threshold. ------------------------------------------------------------------------------ 59. The Mother Lode (20G) [Outlaws To The End DLC] Get a Gold Medal in all Advanced Co-Op missions. ------------------------------------------------------------------------------ Advanced Co-Op requires more trial and error than its equivalent, "Struck Gold". Otherwise, you are following the same principle whilst dealing with the other objectives. ------------------------------------------------------------------------------ 60. Dodge This (10G) [Outlaws To The End DLC] Get a Kill Chain of 10 or higher in Advanced Co-Op. ------------------------------------------------------------------------------ This is easiest done in a private Co-Op sitting. Begin "The Herd", where you have ground above multiple enemies, and try and do this from afar with a Sniper Rifle. If you have good aim, this should be easy. ------------------------------------------------------------------------------ 61. Bulletproof (5G) [Outlaws To The End DLC] Complete a Co-Op mission without dying. ------------------------------------------------------------------------------ This can be any Co-Op mission. If you are good at Co-Op, then this should be no problem. ------------------------------------------------------------------------------ 62. Call It A Comeback! (10G) [Legends & Killers DLC] Come back from a 2-0 deficit to win in Hold Your Own. ------------------------------------------------------------------------------ Hold Your Own is a team game that requires you to steal your opponent's Gold. Let them have two captures and then go all-out to force a 3-2 win. Hold Your Own requires some experience for this Achievement, so get a feel for this game mode. ------------------------------------------------------------------------------ 63. Who Needs Deadeye? (10G) [Legends & Killers DLC] Kill three or more players in a standoff or showdown. ------------------------------------------------------------------------------ You will need to play this several times on the easiest difficulty for the best chance. Of course, experience also pays off. This can also be boosted in a private FFA or Gang Match with friends. ------------------------------------------------------------------------------ 64. Stick And Move (10G) [Legends & Killers DLC] Kill three players with a Knife or Throwing Knife in a single competitive match. ------------------------------------------------------------------------------ A competitive match means any FFA-orientated game mode. You are best off trying to sneak up on opponents with your Knife. This will take multiple attempts to get three kills unless you boost with a friend. ------------------------------------------------------------------------------ 65. Double Bagger (10G) [Legends & Killers DLC] Double capture three times in one Gold Rush map. ------------------------------------------------------------------------------ You must capture two bags and drop them off at the chest three times in one Gold Rush match. This is easier with less players in the public lobby, or if you do this privately with friends. ------------------------------------------------------------------------------ 66. Headhunter (10G) [Legends & Killers DLC] Kill 5 players with a headshot in one Shootout or Gang Shootout match. ------------------------------------------------------------------------------ Get into this game mode, and aim for the head. This can also be done with friends if you are struggling to get this. ------------------------------------------------------------------------------ 67. Legendary (10G) [Legends & Killers DLC] Reach Rank 50 and pass into Legend. ------------------------------------------------------------------------------ This takes inspiration from the Prestige System in the "Call Of Duty" multiplayer. You must get to Rank 50, and then pass into Legend. This will reset you to Level 1 with the title of The Legend. If you have already done this, then you will get this Achievement the next time you sign in Online with the DLC. ------------------------------------------------------------------------------ 68. Original Gunslinger (10G) [Legends & Killers DLC] Get 25 Deadeye kills with Red Harlow. ------------------------------------------------------------------------------ With this DLC comes the characters from "Red Dead Revolver". Hunt for Deadeye refills and get 25 kills whilst in Deadeye. ------------------------------------------------------------------------------ 69. Reeeeal Good (10G) [Legends & Killers DLC] Get 25 Dynamite kills with Pig Josh. ------------------------------------------------------------------------------ You will find Pig Josh with Red Harlow in the outfitter. You will need to reach Level 15 to use Dynamite as a weapon. This and "Original Gunslinger" can be boosted with a friend if you have difficulty. ------------------------------------------------------------------------------ 70. Pa-Pa-Pa-Poker Ace (10G) [Liars & Cheats DLC] Beat the maximum amount of players in Multiplayer Poker whilst the blinds are set at maximum. ------------------------------------------------------------------------------ You must beat five other players with the small and big blinds set at 32 and 64. You can go about this legitimately, or you can boost this with five other friends. The former can prove more difficult. ------------------------------------------------------------------------------ 71. The Big Bluff (5G) [Liars & Cheats DLC] Win a hand by forcing someone with a better hand to fold. ------------------------------------------------------------------------------ Of course, this depends on luck if you do this legitimately. This may require you to have a weak hand, and your opponent a slightly stronger hand. Either that, or you can do this with a friend with a good hand who will let you win. ------------------------------------------------------------------------------ 72. In A Van Down By The River (5G) [Liars & Cheats DLC] Win a hand on the last card. ------------------------------------------------------------------------------ This is based on luck. You must have a bad hand when four cards are drawn, and then have a good hand when the final card is dealt. For example, going from having Two-Pair to a Full House that wins the hand. ------------------------------------------------------------------------------ 73. Compulsive Liar (10G) [Liars & Cheats DLC] Win at Liar's Dice without losing a single die. ------------------------------------------------------------------------------ This has a singleplayer equivalent, but doing this in multiplayer is quite harder unless you have friends to help you get it. ------------------------------------------------------------------------------ 74. Good Call (5G) [Liars & Cheats DLC] Make a Spot-On Call in Liar's Dice. ------------------------------------------------------------------------------ This requires luck or communication between your friends to get it. ------------------------------------------------------------------------------ 75. One Die To Rule Them All (5G) [Liars & Cheats DLC] Win at Liar's Dice with one die remaining. ------------------------------------------------------------------------------ Of course, you will need to get lucky with this with random players, or you can boost towards it with friends. ------------------------------------------------------------------------------ 76. Triple Crown (10G) [Liars & Cheats DLC] Get 1st place in all races in one Grand Prix. ------------------------------------------------------------------------------ A number of races make up a Grand Prix, which are held near the main settlements. The shortest Grand Prix is Rathskeller Fork, with three races. You need to be a formidable racer, or you can do this with friends. ------------------------------------------------------------------------------ 77. Peacewalker (5G) [Liars & Cheats DLC] Finish a race without attacking someone and without being attacked. ------------------------------------------------------------------------------ You can be racing with one opponent, or many - as long as you don't use your guns and you are not shot at. Regardless of where you finish, you will get this Achievement if you pull it off. ------------------------------------------------------------------------------ 78. From Glue To Mon Dieu! (5G) [Liars & Cheats DLC] Finish a race in first place after finishing last in a Grand Prix. ------------------------------------------------------------------------------ Again, you can have a bad couple of minutes and then get back on track, or you can go for this with friends. ------------------------------------------------------------------------------ 79. We Must Protect This House! (10G) [Liars & Cheats DLC] In Stronghold, do not allow the attacking team capture any of their objectives. ------------------------------------------------------------------------------ You must protect your objectives in Stronghold, which is effectively RDR's Capture The Flag. You can boost for this if you want. The Achievement will unlock when the round is finished. If you go for it legit, it is a tall order. ------------------------------------------------------------------------------ 80. Avatar Of Death (5G) [Liars & Cheats DLC] Complete one round in Stronghold without dying. ------------------------------------------------------------------------------ This can be done if boosting for "We Must Protect This House!" or legitimately if you find a quiet corner to camp in. The latter requires some luck in not being found or not being killed if you are found. ------------------------------------------------------------------------------ 81. Legion Of Boom (5G) [Liars & Cheats DLC] In Stronghold, get a triple kill whilst on the attacking team. ------------------------------------------------------------------------------ This is easiest done with a cluster of enemies and a good toss of Dynamite. Either that, or your enemies line up nicely for you. ------------------------------------------------------------------------------ 82. Over 9001 (5G) [Liars & Cheats DLC] Attain over 9,001 points in a single Free Roam session. ------------------------------------------------------------------------------ 9,001 points is 9,001 XP. The easiest way to go about this is by completing Hideouts for their XP rewards. Either that, or you can do this in one sitting when you have plenty of time on your hands. ------------------------------------------------------------------------------ 83. Put The Posse On A Pedestal (5G) [Liars & Cheats DLC] Attain over 50,000 Posse points in a single Free Roam session. ------------------------------------------------------------------------------ Again, 50,000 Posse points is 50,000 XP. The more members you have in a Posse, the quicker you get this Achievement done. Each of you should go about blazing through Hideouts and killing other players as you look to hit 50,000 XP. Space yourself out for the best result. ------------------------------------------------------------------------------ 16. 100% Completion Checklist To get that golden milestone, plus the "Redeemed" Achievement, you need to complete certain content within the game. >> Complete all 57 story missions, from "Exodus In America" to "The Last Enemy That Shall Be Destroyed". >> Complete 18 of the 19 Stranger Tasks, excluding "I Know You". >> Discover all 94 locations in the Western Border States. >> Complete the four Ambient Challenges: -- Sharpshooter -- Survivalist -- Master Hunter -- Treasure Hunter >> Purchase all Safehouses (exc. Pleasance House) and unlock all Safehouses. >> Purchase the five Rare Weapons. >> Complete all seven Gang Hideouts - 5 in New Austin and 2 in Nuevo Paraiso. >> Win at each minigame: -- Arm Wrestling -- Blackjack -- Five Finger Fillet -- Horseshoes -- Liar's Dice -- Poker >> Complete Nightwatch and Horsebreaking in all of their locations. >> Claim a Bounty from all 20 locations - 8 in New Austin, 8 in Nuevo Paraiso and 4 in West Elizabeth. >> Unlock nine of the 14 Outfits: -- Elegant Suit -- Bollard Twins -- Treasure Hunter -- Mexican Poncho -- Bandito -- Reyes' Rebels -- Rancher Clothing -- U.S. Army Uniform -- U.S. Marshal Uniform With those achieved, you have access to... ------------------------------------------------------------------------------ 17. 100% Completion Rewards So what do you get for all of your hard work? >> The "Redeemed" Achievement, worth 100G. >> The Bureau Uniform. So, an Achievement and a uniform. Seems pretty meagre. But the rewards that you have just for getting to this point should help you get over it. ******************************************************************************