Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

Walkthrough

by DG-le-Ste

                 ********************************************
                 *    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.

******************************************************************************