|���������| |���\���|���\ |���\���|���|���\ | | | � / �_| [} ) | [} )�_| � | [} ) | | |_\_\___|___/ |___/___|_|_|___/ | | |���\���|� \ | \ |���| | | | \�| | ( | � / �_| [) )�_| | �_|�| |�| | [] | | ( ( |_\_\___|___/___|_,_,_|_| |_| |_|____|_\_| | | _________ | | //�������\\ /��\ | | // /\ \\ \ / | |_// ( ( \\ __ / \ __ | \____\ \_____\\ / |______/ \______| \ ( ___________ \_ \__ __/ \ |_______(_ _| \____________\ /______ \ |_______(_ _| \ / | / |_______(___| ) ( _| _/ ______________ _____/ \_____/ \__/\___ __________/��������������\_/����/ \���� \_/ � /�� ______ ______ ��\ \__| \ / |__/ Spoiler-free FAQ/Walkthrough by \ / Shotgunnova (P. Summers) - [[email protected]] / \ \__/ I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS Story ............................................................ STRY Crimes ........................................................... CRMS Honor & Fame ..................................................... HNOR Dead Eye ......................................................... DDYE Multiplayer ...................................................... MLTY Tips N' Tricks ................................................... TPST III. WALKTHROUGH [PART ONE: NEW AUSTIN] . . . . . . . . . . . . . . . . WLK1 00) Foreward ..................................................... WK00 01) Exodus in America ............................................ WK01 02) Bonnie Missions .............................................. WK02 03) Marshal Johnson Missions ..................................... WK03 04) Nigel West Dickens Missions .................................. WK04 05) Seth Missions ................................................ WK05 06) Irish Missions ............................................... WK06 WALKTHROUGH [PART TWO: MEXICO] . . . . . . . . . . . . . . . . . . WLK2 07) Landon Ricketts Missions ..................................... WK07 08) Vincente de Santa Missions ................................... WK08 09) Luisa Fortuna Missions ....................................... WK09 10) Abraham Reyes Missions ....................................... WK10 WALKTHROUGH [PART THREE: WEST ELIZABETH] . . . . . . . . . . . . . WLK3 11) Agent Ross Missions .......................................... WK11 12) Harold MacDougal Missions .................................... WK12 13) Abigail Missions ............................................. WK13 14) Jack Missions ................................................ WK14 15) Uncle Missions ............................................... WK15 IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN Achievements ..................................................... ACHV Ambient Challenges ............................................... AMBN Animals .......................................................... ANML Bounties ......................................................... BNTS Cheats ........................................................... CHTS Co-op Missions ................................................... CPMS Hideouts ......................................................... HDTS Minigames ........................................................ MNGM Multiplayer Challenges ........................................... MLTP Multiplayer Unlockables .......................................... MLTI Outfits .......................................................... OTFT Random Events .................................................... RNDM Perfect (100%) Completion ........................................ PRFC Shop List ........................................................ SHPL Stranger Missions ................................................ STRN Weapon Overview .................................................. WPNO V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ VI. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . . UPDT VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT _______________________________________________________________________________ ������������������������������������������������������������������������������� I. CONTROLS [CNTR] _______________________________________________________________________________ ������������������������������������������������������������������������������� ___ ___ L. Trigger -> /___\___ ___/___\ <- R. Trigger L. Bumper -> /\___/ \___________/ \___/\ <- R. Bumper / ___ ___ _ \ / /,-.\ _ /_ _\ _ _(Y)_ \ <- Y-Button L. Analog -> / (( )) {_} ( _/_ ) {_) (X)�(B) \ X-Button ( \'-'/ \___/ �(A)� ) A-Button | ��� _,-._ ___ � | B-Button ( /_|�|_\ /,-.\ ) D-Pad -> \ (|_ _|) (( )) / <- R. Analog \ \ |_|_/ \'-'/ / \ �'-'_,-------._��� / \ _,~'� �'~._ / '-'� �'-' L3 and R3 buttons are accessed by pressing the left and right analog sticks downward, respectively. Nonfunctional buttons aren't listed below. [Configs can be changed under the options menu.] ___________ _______________________________________________________________ | BUTTON | FUNCTION | |�����������|���������������������������������������������������������������| | D-Pad | Up: Whistle for horse | | | Down: Zoom-out/in minimap | | | Left: (while aiming) camera POV over left shoulder | | | Right: (while aiming) camera POV over right shoulder | | Start | Toggle main menu | | Back | Open satchel (consumables, kit, provisions) | | Y-Button | Mount horse/vehicle | | X-Button | "Action" button / (while aiming, plus d-pad) roll or jump | | A-Button | (tap) spring / (hold) run | | B-Button | (weapon unholstered) reload / (near person) give greetings | | R Bumper | (near cover) take cover / (while barehanded) block | | R Trigger | Fire weapon or push (depends if L-trigger is held) | | R Analog | 180-degree view / (L-trigger held) initiate Dead Eye | | L Bumper | (hold) display weapon wheel (tap) toggle current weapon | | L Trigger | (hold) draw weapon | | L Analog | (tap) toggle crouch | |___________|_______________________________________________________________| _______________________________________________________________________________ ������������������������������������������������������������������������������� II. TH' BASICS [THBS] _______________________________________________________________________________ ������������������������������������������������������������������������������� STORY [STRY] �������������������������������������� From insert: "John Marston was a former gang member who reappraised his life and resolved to put his past behind him to settle down with young family. As Marston changed, so did the landscape. The federal government set its sights on bringing their law to the whole country by any means necessary. When ruthless government agents kidnap John's wife and child, and threaten to kill them unless he brings his former gang to justice, John is left with no choice... To save his family, he must pick up his guns once more and hunt down the men he used to run with." CRIMES [CRMS] �������������������������������������� Crimes occur when Marston commits acts of low standing in civilized areas. [This is why he can kill people, etc., in the wilds without repercussion.] Committing a crime earns a bounty, during which local law enforcement will pursue him, either until he's captured, killed, or pays off the bounty at a local telegraph office. Fitting in with Marston's redemption theme, crimes also give honor penalties. All crimes (besides vandalism) give honor penalties: -50 for minor slayings, -100 for major crimes like cop-killing and safecracking. Bounties in New Austin/West Elizabeth and Neuva Paraiso are separated since they're different countries. NOTE: To give oneself up to police, holster a weapon and stand still. This is a good way to see the specifics of what one's being charged with...but not all lawmen are intent on taking John in alive. Which is good, as John loses money when incarcerated; dying just reloads the last save. For a list of crimes committed, check 'Crimes' under the 'Stats' tab. ______________________ _____ ______________________________________________ | CRIME | $$$ | EXPLANATION | |����������������������|�����|����������������������������������������������| | Animal Slaughter | 5 | Kill a non-livestock animal | | Arson | 20 | Ex: throw fire bottle into a police station | | Assault | 20 | Deliver a nonfatal wound to a civilian | | Assault: Animal | 5 | Deliver a nonfatal wound to an owned animal | | Assault: Law Officer | 20 | Deliver a nonfatal wound to a law officer | | Cheating | 25 | Get caught cheating at poker | | Cruelty to Animals | 5 | Example: throw fire bottle NEAR (not at) dog | | Horse Assault | 5 | Deliver a nonfatal wound to an owned horse | | Horse Slaughter | 20 | Kill an owned horse | | Horse Theft | 20 | Steal a horse owned by someone else | | Kidnapping | 20 | Hogtie a civilian (non-gang, non-law) | | Kidnapping (Lawman) | 30 | Hogtie a lawman | | Lawman Threatening | 5 | Pull a gun on a law officer | | Murder | 40 | Kill a civilian (non-gang, non-law) | | Murder (Lawman) | 100 | Kill a law enforcement officer | | Property Destruction | 10 | Attempt to destroy a building (ex: dynamite) | | Robbery | 10 | Perform a holdup on a civilian | | Safe Cracking | 50 | Crack a bank or foreman's office safe | | Trespassing | 5 | Ex: remain in a store while it's closing | | Vandalism | 1 | Destroy property (i.e. shoot out a window) | | Vehicle Destruction | 10 | Shoot a vehicle specifically (not passengrs) | | Vehicle Theft | 40 | Steal an owned coach, cart, or wagon | |______________________|_____|______________________________________________| Obtaining high bounties means that lawmen posses will be bigger (they have dogs!) and bounty hunters will be hired in-between posses to hunt Marston down. Unlike with sheriffs and such, bounty hunters are hellbent on killing their target, and there's no reasoning with them. [Additionally, they don't add to the bounty or give honor decrements when slain.] HONOR & FAME [HNOR] �������������������������������������� Honor is a system by which others judge John Marston. Doing good deeds and completing (some) missions earns honor, while unscrupulous and destructive acts loses honor. Different honor ratings give different perks. John starts at Drifter (neutrality) and can rise to become a lauded Hero or Desperado of ill repute. Rank effects will stack as long as the player is going in one direction up/down the scale -- it's still possible to lose the effects by going the opposite way. For instance, if one's a Hero, continuously losing honor starts removing perks at the set intervals. Additionally, becoming a Hero (max honor) means a random event with a nun who gives the "Obscuridad del Santo Andres" item can occur. Said item reduces the likelihood Marston is hit by enemy bullets, and is retained even if all honor is lost. ____________ ______________________________________________________________ | HONOR RANK | EFFECT | |������������|��������������������������������������������������������������| | Hero | Crimes only start being reported after a murder/bank heist | | Peacemaker | 50% sell bonus and purchases 50% off; unlocks Duster Coat | | Honest Joe | All jobs (nightwatch, horsebreaking, bounties) pay double | | Drifter | ------------------------------------------------------------ | | Rustler | Eyewitness bribe costs halved; Whistling gives special horse | | Road Agent | [Thieves' Landing only] 50% sell bonus & purchases 50% off | | Desperado | People only report murders/bank jobs (doesn't affect lawmen) | |____________|______________________________________________________________| Fame is earned in very much the same ways as honor, and unlike honor, cannot be lost once earned (even a bad reputation is still a reputation!) -- by non- -cheat methods that is. ____________ ______________________________________________________________ | FAME RANKS | EFFECT | |������������|��������������������������������������������������������������| | Legend | Halves own bounty | | Gunslinger | Free saloon drinks, and no bounty given for stealing horses | | Mercenary | Doubles time between law pursuits (24h -> 48h) | | Buckaroo | Quarters (-25%) cost for lawmen bribes | | Greenhorn | Random events become more frequent | | Nobody | nothing | |____________|______________________________________________________________| DEAD EYE [DDYE] �������������������������������������� Dead Eye is a method by which time slows, enabling Marston to make more accurate shots. Its gauge is to the right of the minimap, depleting when the function's used and gradually refilling when not. Some items, like Tobacco & Moonshine, automatically refill the gauge. DE is composed of three levels, each one giving a special effect or building on a previous. Note that the later levels, which allow one to fire upon multiple targets, can lead to trashed shots if cover comes in the way first. That's why LV3 is probably the best as only player-chosen shots are taken. LV1: Time slow down to fire on enemies LV2: Automatically paints target(s) when reticle moved over them LV3: Pressing RB, when reticle is over target, paints them MULTIPLAYER [MLTY] �������������������������������������� Multiplayer mode can be started from the title menu or main menu, and lets one experience more competition than single-player may provide. Multiplayer requires an XBL Gold Membership, however! � A player's level (rank) goes from 1-50. Certain actions earn experience (XP) to move forward in level, during which time some things may unlock: challenges, characters, multiplayer modes, weapons, and steeds. These are all "permanently" unlocked, although once Lv50 is hit, the player has a chance to Pass Into Legend, starting over from Lv01 -- losing all earned level-related things in the process -- with more steeds unlocked at lower levels than normal. � Hideouts are the main source of XP in multiplayer, and there are seven of 'em to do, just like in campaign: Pike's Basin, Fort Mercer, Twin Rocks, Tumbleweed, Gaptooth Breach, Tesoro Azul, and Nosalida. Unlike in campaign, where it may take a few days for the hideouts to be repopulated with all manner of scum, leaving the hideouts' area (or voting to replay) lets one do the events repeatedly. [As an aside, weapon spawns in hideouts let a player tote around firearms that may not have been permanently unlocked yet, such as the Mauser Pistol. These remain in one's possession until the session is left; after which, they must be reclaimed!] � Free roam is essentially the campaign mode's world with 1-16 players running amok inside. Posses -- groups of like-minded players -- can join up and take on hideouts, other gangs, or just cause trouble for non-posse members. If Public Free Roam is too annoying, players can try doing Private Free Roam (with only themselves or people they invited) or Hardcore Free Roam (allows expert targeting only). Now, there are a number of different competitive modes to choose from once in multiplayer (press back button). More modes unlock as a player levels up. � CAPTURE THE BAG: A mode that encompasses three different styles of play. "Gold Rush" has the level populated by bags and gold, where each player's goal is to horde them. "Grab the Bag" is a team-based mode where the goal is to obtain the level's bag and capture it in the team chest, defeating the enemies all the while. "Hold Your Own" is where each team has a bag and must prevent it from being stolen away by the foes. � COOPERATIVE: Teams of 2-4 players do a playlist of scenarios (6 total) that have them square off against various gangs in different locales. Normal co-op missions have normal targeting, while Advanced co-op missions have expert targeting only. In either case, before a player can start the scenario, they must pick a class, which gives them a specific set of weapons to use for the upcoming battle. Here's a list: Gunslinger: Double-action Revolver, Repeater Carbine, Fire Bottle Gunslinger II: High Power Pistol, Repeater Carbine, Fire Bottle Marksman: Throwing Knife, Rolling Block Rifle, Cattleman Revolver Marksman II: Throwing Knife, Carcano Rifle, Cattleman Revolver Miner: Dynamite, Pump-action Shotgun, Schofield Revolver Miner II: Dynamite, Semi-auto Shotgun, Schofield Revolver Soldier: Volcanic Pistol, Winchester Repeater Soldier II: Volcanic Pistol, Evans Repeater Soldiers are good medium-range characters but are kinda threadbare in the other options. Miners are good at close-range but don't start with a rifle, leaving them a bit useless at the starts of missions. Gunslingers have a bit of balance going on, plus a throwable, making them a good choice for newcomers. Finally, marksmen are the most accurate and, because of their constant headshots, the most lucrative. They're bad at close range but it's always good to have one with. [Sniper rifles aren't dropped by the enemies, so starting with one is a sweet advantage; other weapons can be picked up!] "II" versions of classes are available only in Advanced missions. The same goes for the "No Holds Barred" class, which has no set weapon restrictions and instead uses the player's (permanently) unlocked ones from free roam. To skip a mission, press left Also, failing a cooperative match gives consolation XP. � GANG SHOOTOUTS: A game of up to 8-vs-8 takes place in a hideout or town location, where the goal is to defeat the other team and earn cash doing so. TIPS N' TRICKS [TPST] �������������������������������������� � There's an "oversight" where throwing weapons, when used in conjunction with Dead Eye, gain a homing quality. Basically, they're imbued with ridiculous ranges well beyond their norm. This also applies to multiplayer, so if one finds oneself being ganged up on, this may even the score a bit. � There's a shooting trick that's helpful in campaign, but even more so when in multiplayer. Everyone knows that pressing in right analog lets one look over the protagonist's shoulder, seeing what's behind him. However, many don't know that pressing L-trigger while doing so performs a 180-degree turn. This is excellent for quickly turning to face attackers coming up from behind. [This doesn't work as well on a horse but the concept of returning fire still works.] � Many weapons can be obtained for free by clearing out gang hideouts, and it's a great way to accumulate extra firepower without spending any dimes yourself. [Some weapons like the Volcanic Pistol are store-buyable, which makes this method even better.] � Be careful when tactical reloading in Advanced co-op missions! It's often a reflexive action for FPS players, but can be dangerous when cover's lacking! ______________________________________ ______________________________________/ III. WALKTHROUGH [NEW AUSTIN] [WLK1] |_ ������������������������������������������������������������������������������� 01) FOREWARD [WK00] _______________________________________________________________________________ ������������������������������������������������������������������������������� Just a few words from the author (me!) before starting the guide. � Autosave is a big part of the game, and updates when missions finish or certain feats (ambient challenges, stranger tasks, etc.) complete. Having this turned on makes the game a lot easier, so make sure it is! That said, having a hard save is great since the game loads the latest (most recent) file -- basically, if the game autosaves something y'didn't want it to, it helps to have a permanent backup! � Standard-definition televisions (SDTVs) may cut off part of the picture since this game was made for hi-def screens. There's no screen-moving or -resizing option to be had, so this can lead to hints and explanations in the upper-left corner being cut off. While annoying, that text ends up recorded in the Journal option, so check that in future scenarios! � The walkthrough categorizes by the person giving the tasks (missions) but that isn't the fixed order, or even recommended one. There is a loose order to things, however, and any unlock prerequisites will be mentioned in the guide. [One can probably see why ordering the table of contents by missions would be confusing.] _______________________________________________________________________________ ������������������������������������������������������������������������������� 01) EXODUS IN AMERICA [WK01] _______________________________________________________________________________ ������������������������������������������������������������������������������� The first "mission" in the game isn't given by anyone, and mostly just sets the stage for things to come. Of course, it's also tutorial-like in design, having easy objectives to accomplish after riding the train to Armadillo. 1) Visit the saloon. 2) Follow Jake to the horses in front of the saloon. 3) Follow Jake to Fort Mercer 4) Approach the fort's double doors The game hand-holds pretty well so it's hard to mess anything up, save getting hit by the train or disobeying the directives (like not following Jake when prompted). Either way, when the story scenes end, the next mission -- New Friends, Old Problems -- immediately begins. _______________________________________________________________________________ ������������������������������������������������������������������������������� 02) BONNIE MISSIONS [WK02] _______________________________________________________________________________ ������������������������������������������������������������������������������� NEW FRIENDS, OLD PROBLEMS _________________________ ������������������������� Unlock: Clear "Exodus in America" Weapon: Repeater Carbine Reward: 50 Honor Following the story preparations, John wakes up at MacFarlane's Ranch and is introduced to Bonnie, the good samaritan from a few days prior. When the banter's done, locate her house (she's the blue map icon) to initiate the next part of the mission -- touring the ranch! For a ranch, it's certainly got a handful of un-ranchly things, like its own general store and a railroad stop. Two important things introduced right away are (1) holding A-button while on horseback to automatically match allies' speed; this prevents jerky stop-start movements (2) hitching a horse saves it for later use, which is important in getting the "Spurred to Victory" achievement which requires using the same horse for twenty missions! After the tour, revisit Bonnie's house for more scenes, wherein the Repeater Carbine -- John's first rifle-type weapon -- is obtained. Mount up again and the nightly perimeter patrol begins, which is composed of a few events: � RABBITS: The garden's being ravaged by lupinekind and it's up to Marston to ventilate those bunnies' heads. Dead Eye isn't available at this point but finding a long-ears is elementary with casual or even normal targeting (if you're on expert, it's a lot harder). When 4-5 are shot, the rest scatter into the night. � COYOTES: In the livestock corral, a few coyotes spawn and they'll run toward the chicken coop; about six more are around there. One rifle shot brings 'em down, so make sure to stay on the road for the best sightlines. When most are shot, the others flee. Following, visit John's first house -- that shack he woke up in -- and save the game. Houses are where Marston can save the game, change outfits, and get extra ammo (from chest). Saving the game advances the day six hours. From now on, available missions will be marked with a letter on the minimap, such as "B" for Bonnie right now. Approaching the location of these letters commences the mission, during which saving isn't possible. So come prepared! If y'need money, nightwatch jobs are now available, too. NOTE: Finishing this mission lets John take on gang hideouts in New Austin, namely Pike's Basin, Twin Rocks, Tumbleweed, and Gaptooth Breach. Each gives a free weapon upon defeat so definitely take out all four of 'em first before attempting to buy any weapons -- it saves a lot of cash, not to mention improves Marston's arsenal early on. _________________________ ������������������������� OBSTACLES IN OUR PATH _________________________ ������������������������� Unlock: Clear "New Friends, Old Problems" Weapon: --- Reward: 20 Fame After a discussion of Marston's alleged city-dweller roots, Bonnie challenges the ex-outlaw to a horse race to prove himself. Get on the horse near the Foreman's office and move to the starting point to commence the showdown. The horse John has ain't very good, but it'll serve its purpose here. There's a few ways the race can be made easier: � Since this a cross-country ride, not some ride around the barn, it helps to have some knowledge of the surrounding region's terrain and roads. � Horses have a set amount of stamina, which is drained when spurred and slowly regains when not spurred. Repeatedly spurring the horse not only ensures the horse will buck John off, but in later missions, it may even kill the horse. To ensure the best travel, spur every couple of hoofbeats (I do three; they sound like triplets) and stay on dirt roads to maintain speed. Cutting across through the prairie gives speed decrements and is a bad idea overall. "Campfire" markers will display on the minimap to denote the ideal roads to take for the challenge. � Finally, no dirty tricks. Shooting Bonnie's horse out from under her won't be allowed here! That's the fast track to instant failure. With all those tips said, the mission finishes, win or lose, and there's no change in outcome (although beating her gives a gold medal rank, I believe). The Marshal in Armadillo, marked with an "M" on the minimap, now becomes available as a mission client. _________________________ ������������������������� THIS IS ARMADILLO, USA _________________________ ������������������������� Unlock: Clear "Obstacles in Our Path" Weapon: --- Reward: 50 Honor Following the fast-paced horse race, Marston agrees to escort Bonnie and her wagon into town. Driving one of these is similar to driving a horse, naturally, except it's slower and makes wider turns. The road to Armadillo is clearly marked, and on this leisurely day, it should be disturbance-free as well. [Although if you happen to bump a rider from his horse, he'll often follow and let his revolver do the talkin'.] Avoid tipping the wagon by going a medium pace on flat ground, avoiding any stunts y'may do on horseback, like hopping shortcuts over cliffs. Once in Armadillo, visit the doc's office and get some free Medicine. This item will refill John's health and is usable by pressing the Back button and checking under the "consumables" tab. Revisit Bonnie and she'll take off, mentioning that after sight-seeing, take the stagecoach back to the ranch. Of course, stagecoaches don't accept charity cases, so if y'still have no cash, get home on foot or fast travel. [To fast travel, go out into the prairie away from roads and houses, hit the Back button, go to "Kit" and use the Basic Campsite. Pick the destination as the ranch and reach there immediately. This is a good way to avoid tedious backtracking!] Noteworth things now become available for John to do: - Purchase or rent property - Accept Stranger tasks (they appear as a "?" on maps) - Do Nightwatch jobs Nightwatch jobs are an easy way to earn cash. John basically follows a dog around and helps it break up trouble. More moolah is received for settling disputes without lose of life, so in the absense of a lasso (where hogtying is the easiest way to do that), disarm or cripple foes. Of course, killing a target is preferable to them escaping! Loot corpses for extra cash, too. _________________________ ������������������������� WOMEN AND CATTLE _________________________ ������������������������� Unlock: Clear "This is Armadillo, USA" Weapon: --- Reward: $5, 100 Honor Following a heart-spilling conversation, Bonnie asks for help leading the cows out to pasture. Saddle up and follow to the cowpen, taking a position behind the herd. The trick to shepharding cows around is slow back-and-forth (zigzag) motions behind the herd, which keeps them mostly centered in one big bunch. Occasionally it may be necessary to flank the herd to prevent any from straying, but always return to the initial position or it wastes extra time. Those are the basics. Bonnie's got a tiny six-head herd to move and this is rather easy with the above tactic, not to mention they follow the road without too much guidance. When the tiny herd is assimilated into the bigger one, it's time to coax them to the next pasture in much the same way. Since there are other ranch hands helping out, the mission isn't as difficult as it could be. Once they hit the far pasture, that's all she wrote! ___________________________ ��������������������������� WILD HORSES, TAMED PASSIONS ___________________________ ��������������������������� Unlock: Clear "Women and Cattle" Weapon: Lasso Reward: 150 Honor Following a little "political discourse" Bonnie gives John a lasso for use in the upcoming horsebreaking. Follow Drew MacFarlane to the horse herd and pick any horse [it doesn't matter; none are top caliber quality] to lasso. Fire it like a gun but hold down L-trigger to keep the rope taut, NOT R-TRIGGER. Letting go of R-Trigger will retract the lasso for another try, and make the horse run off. Now, when a horse is caught, wait for another rider to lasso the horse also, giving time for John to dismount (retracting the lasso doesn't matter here) and jump on the wild one. Breaking horses is ridiculously easy in theory: make sure John is centered on the horse via left analog stick, and press down (forward on horse) every so often to not get bucked off. Keep repeating the strategy until the horse finally gives and gets used to being ridden. NOTE: Horsebreaking can be hell if you don't get the basics down, so make sure to use the right analog stick and pay attention to John's lateral movements more than his front-to-back ones. After breaking the first horse, Drew will depart with it, leaving Bonnie and John to get another. Redo the strategy for the first one and call it a night afterwards...or that's what they thought! More horses are then spotted outside Armadillo, and there's the final targets are. Tail Bonnie to the ranch hands' waiting point, and locate the herd on the town outskirts. The goal is to drive the broncs towards the northern canyon entrance, where it'll be easier to trap 'em in the narrow confines. Horses react just like cows except their a bit faster; the zigzag-behind-herd strategy remains, however. Once the horses hit the yellow map dot, that part of the event ends. Finally, the stallion (Kentucky Saddler) escapes and Bonnie wants John to chase him down. Pursue the horse through the canyon and into the desert prairie beyond, where it thankfully stays in a small area. Breaking this horse isn't much different from the paints captured before, except it takes longer to capture. When all's said and done, the mission ends. Horsebreaking jobs can now be taken at Ridgewood Farm. NOTE: The stallion's a bit faster and has better stamina than your average horse, so John will want to keep it around until something better comes his way. Make sure to hitch the horse somewhere so it's saved. Remember if a good horse dies, and John doesn't own the deed, a crappy average horse comes when he whistles! ___________________________ ��������������������������� A TEMPEST LOOMS ___________________________ ��������������������������� Unlock: Clear "Wild Horses, Tamed Passions" Weapon: --- Reward: 100 Honor The peaceful missions of yesterday are gone -- a freak thundershower is upon the ranch and the two herds out grazing are about to be scattered! Follow Bonnie out to the first herd of 11 and start driving them towards the second herd, denoted like usual with a yellow minimap marker. Given the weather, the cows are more ornery than usual and will splinter off from the herd more frequently -- these are denoted with blue teardrop-shaped icons on the map. Don't leave any behind, y'hear? When the herd rejoins, lightning strikes a tree and initiates a stampede... right towards a cliff! Quickly head off the herd to curb its movement, which is done easiest with the previous mission's stallion and by cutting through the cattle (rather than around it). It's not game over if any cattle die, of course. The final step is rounding up the stragglers with Bonnie, which is simple but a little slow-paced. When the ranch hands get in formation, take the place at herd's end and drive them towards the cowpen again. If things've gone well, all twenty-one (21) should be safe and sound. If any mysteriously disappeared it's probably because a coyote got one on the way back, so watch out for those, too. This is the last Bonnie mission for awhile, if you've been neglecting Marshal Johnson and the others'. ___________________________ ��������������������������� THE BURNING ___________________________ ��������������������������� Unlock: Clear "A Tempest Looms" and "Spare the Rod, Spoil the Bandit" Weapon: --- Reward: 75 Fame, 150 Honor Drew MacFarlane's been out riding for hours and hasn't returned, and it's got his daughter worryed sick. Follow Bonnie to the region outside the ranch and eventually he turns up, his horses killed by rustlers. Return to town to fetch the wagon and...the barn will be burning! The main entrances are blocked as well, making the situation grim indeed. Luckily Marston has a bit of Spider-Man blood in him and takes to finding an alternate route. Start scaling the crates on the northeast side, then to the tin awning and windmill platform. To reach the 3rd-story catwalk, grab the plank along the roof and shimmy until it's possible to pull up -- interior access is now available! Once inside, drop down to the ground floor and shoot the pitchfork "lock" off the door, letting that entrance be opened. All that's left is to shoo the horses out of the towering inferno, which is done by smacking their rear with Y-button. The last of the three horses has to be ridden out as the entrance is partially block by burning debris -- jump that sucker like a hurdle to finish the mission. NOTE: People have failed the mission by accidentally running over helpers w/ the horses, so try not to trample anyone. _______________________________________________________________________________ ������������������������������������������������������������������������������� 03) MARSHAL JOHNSON MISSIONS [WK03] _______________________________________________________________________________ ������������������������������������������������������������������������������� POLITICAL REALITIES IN ARMADILLO ________________________________ �������������������������������� Unlock: Clear "Obstacles in Our Path" Weapon: --- Reward: $20, 75 Fame, 200 Honor After first meeting with the marshal and hearing the plethora of excuses as to why he's letting Bill Williamson's presence slide, Marston decides to help clean up the town a bit. Follow Johnson to the saloon and find Walton (of Walton's Gang) leaving town. Time to tail him! Naturally, stalking a target requires discretion so don't ride ahead and spook him or anything. Eventually the bonehead leads everyone right to his hideout, Pleasance House. The bandits will be alerted once the duo arrives, so take cover (RB button) by the rocks and start the hill's ascent. While hidden, pop out to shoot the outlaws further up the hill; when one's dead, move to the next hiding spot. When the generic outlaws around the house are dead, Walton comes busting out like some wannabe badass. The options are to either (1) deal a fatal shot like in the head or heart (2) shoot him in the legs to peacably restrain him. The marshal advised the latter, so do that for the best result. When the marshal leaves, loot the place for extra cash and hit the trail once more. NOTE: Hogtied outlaws disappear at mission's end, while dead ones stay. The latter is preferable since looting corpses gives extra cash. NOTE: Try to ride on the way back to Armadillo as opposed to fast-traveling, as the event (robbery) that starts the Treasure Hunter ambient challenge often occurs en route. Starting this early can be a good source of cash! Those guns ain't gonna buy themselves, aye? ___________________________ ��������������������������� JUSTICE IN PIKE'S BASIN ___________________________ ��������������������������� Unlock: Clear "Political Realities in Armadillo" Weapon: --- Reward: $25, 150 Fame, 100 Honor The marshal's second task is to have Marston ride up to the canyons at Pike's Basin and help eliminate the Bollard Twins' gang of rustlers. Follow the lawmen to the basin's western entrance and dismount. This time, Eli and Jonah (the two rocks-for-brains deputies) will accompany to give more firepower. A little ways in, near the bifurcation, some gunmen will be atop a large rock and must be eliminated -- luckily there's decent cover nearby. Following, the team splits up with the deputies going one way and the marshal the other. It helps to assist Johnson, just to have the teams even. The "right-hand" path the marshal takes is along the upper cliff paths, so it not only gives decent cover and sightlines for the small bands of guerillas encountered, but Marston can even assist the deputies' party if he sees them chasing rustlers. Past the campsite the marshal suggests collecting ammo from, head up the ridge and take out a couple snipers by the bridge (use a rifle, naturally). Across the bridge, the two parties reunite to take out the bandits along the canyon rim. The marshal suggests sneaking up on the fellas below so they've a lessened chance of fleeing -- good advice! Approach until Johnson gives the go-ahead and let loose. The best way to proceed is clearing any cowboys level with the team, then use the height advantage to pick off the rustlers in the encampment below. Since the U-shaped path winds around the enemy location, taking it slow can ensure they've no good hiding places. [There's also some red TNT kegs along the tents that can give some easy kills, although try to make sure no friendlies are in range first.] Rescue the ranch hands to finish up. Beating this mission allows one to use Nigel West Dickens ("W" on map) as a new client...which is good since this is the last Marshal mission for awhile. _______________________________ ������������������������������� SPARE THE ROD, SPOIL THE BANDIT _______________________________ ������������������������������� Unlock: Clear "Women and Cattle" & "Old Swindler Blues" Weapon: Winchester Repeater Reward: $50, 250 Fame, 200 Honor As the lawmen inform John the second he walks into the office, a group of bandits has been running roughshod through the county, this time doing a triple whammy of murder/arson/rape up near Ridgewood. Time to snuff 'em out for good! The posse's ride is uneventful, excluding the two bloody campsites Marston and the lawmen check out en route. Marston can find a free Winchester Repeater during the search, if he didn't find (clear Tumblewood hideout) or buy one already. When Ridgewood Farm's reached at last, Marston's tasked with checking the surrounding buildings and barn. Shoot the 2x4 "locks" off the door to see the carnage inside. A woman says that the bandits holed up in the farmhouse and took some hostages; not coincidentally, the enemies come out to play right at that exact moment. Most enemies centralize around the western entrance, so when they stream out, it's easy to pick 'em off before they can reach cover. [There may not even be need to seek cover oneself in this case.] The remaining foes are still at large inside, so methodically scour the ground floor and move upwards. There's one hostage being overpowered by an attacker, and another with a gun to her head (use Dead Eye to snipe the baddie). Remember that one can hug the wall and open doors with Y-button, a very helpful ability for future knowledge. After meeting the survivors outside, the marshal posts a bonus of fifty bucks on whoever kills the bandit boss. Undertake one final ride to the cliffs near Mercer Station, and an old friend sics his hoodlums on the party. Luckily the place the crew holds up is solid, and can be defended from many sides. The horseback enemies come in two waves, and dismount up close -- luckily that leaves ample time to be picked off from afar. ___________________________ ��������������������������� HANGING BONNIE MACFARLANE ___________________________ ��������������������������� Unlock: Clear "The Burning" Weapon: --- Reward: 150 Fame Bonnie's been missing since the barn fire ended, and Drew's about ready to go on the warpath against John...until a bandit shows up to claim credit. He wants Norman Deek freed in exchange for Bonnie, and the trade's to be made up at Tumbleweed. There's a long ride ahead of the marshal's posse. Once there, follow behind Deek and walk towards the other bandits. Of course, they had no intention of handing Bonnie over, and Deek ends up dying in the crossfire (d'oh!). That means it's time to work through town and kill any outlaws along the way. Besides the few at the church and the road into the ghost town, most are holed up in the town square buildings. When most bandits are cleared out, a cutscene shows Bonnie about to be hanged! At this point, it's working against the clock to save her. Rush through the bandits -- perhaps use a quick-firing weapon like the Volcanic Pistol -- and approach the gallows to rescue her. [This happens automatically, no rope- -shooting required.] Mission ends afterwards. Don't forget to loot all those corpses for pocket change...the buzzards won't need it. ___________________________ ��������������������������� THE ASSAULT ON FORT MERCER ___________________________ ��������������������������� Unlock: Clear "On Shaky's Ground" Weapon: --- Reward: $50, 150 Fame The climax fight the New Austin trilogy unlocks after getting the gatling gun, ammunition, and West Dickens' wagon rigged -- basically finishing all of everyone else's missions. After some cutscenes, Marston will get to show his stuff on the gatling gun, mowing down outlaws inside the fort. John won't be able to remove himself from his turret position, so make things easier by shooting at bottlenecks, TNT barrels, and taking medicine when health gets dangerously low! [Some structures can also be broken to reveal better sightlines.] Reinforcements come from entrances on the right-hand side of the screen, so remember the doorways and kill 'em while they lack cover. When the majority of the foes are slain, the marshals arrive to do the manhunt on foot -- John assists. It may seem tempting to run off by oneself in here, but many of the doors are barricaded and the lawmen are scripted to run down the "correct" path, so tag along. There's often a TNT barrel near where the foes hole up, for extra assistance. [Also, generally, running ahead of the marshals can do a pincer attack, often catching outlaws off guard as they have to pick between targets.] The third and final portion is eliminating the reinforcements coming to the fort. In "Wild Bunch" fashion, it's an all-out brawl between Marston and his gatling gun and the enemies. There's a bigger variety than before, with some on foot, horseback and a couple in wagon, too. This part's definitely more dangerous than a few outlaws with peashooters, too, as some of the wagons have their own turrets. Unfortunately, the shrubbery and unbreakable parts of the area work against Marston, so try to get most of the fools when they appear on the road/hill. Beating this mission gives the final New Austin mission, from Irish, down at the ferry. Don't be late! _______________________________________________________________________________ ������������������������������������������������������������������������������� 04) NIGEL WEST DICKENS MISSIONS [WK04] _______________________________________________________________________________ ������������������������������������������������������������������������������� OLD SWINDLER BLUES ___________________________ ��������������������������� Unlock: Clear "Justice in Pike's Basin" Weapon: --- Reward: 75 Fame, 100 Honor After hearing about Dickens' disappearance, Marston can seek him out, finding his wagon by the side of the road and the snake oil salesman lying in the dirt. Whatever happened to him, he's in need of medical assistance -- time to ride to Armadillo! The old-timer's health is displayed at the screen's top, and if it bottoms out, West Dickens is gonna need an undertaker, so time's of the essence. The game has a particular route already mapped, so no fancy cut-across paths or anything -- West's health declines when Marston's driving gets sloppy! And it probably will get a bit sloppy since highwaymen (on horseback) attack the carriage as it passes down the road. Marston can still fire and use Dead Eye from the driver's seat, however, so aim carefully and keep moving forward. [On flat stretches of road, press in the right analog stick to look aft and draw the weapon from that way -- it allows one to move in one direction and shoot the opposite! Very useful on foot, too, for quick 180-degree turns.] Trying to outrun the bandits may not be a great idea, as their shots tend to take a toll on West, whether or not they strike true. At least take out most before blazing to town...for Nigel's sake. <3 Once delivered to the doctor, West will be able to give missions...after a short convalescent period, of course. [And no, you can't drive his wagon in his absence!] _____________________________________________________ ����������������������������������������������������� YOU SHALL NOT GIVE FALSE TESTIMONY, EXCEPT FOR PROFIT _____________________________________________________ ����������������������������������������������������� Unlock: Clear "Old Swindler Blues" Weapon: --- Reward: 25 Fame Now that West Dickens is up and at 'em again, he's recruited John for his newest scam in Ridgewood. Our protagonist once again gets the privelege of chauffeuring the bunko in his wagon, so remember to stick to the road and avoid any crazy stunts. Once near the target site, John has to go in on foot to make it seem like he's an ordinary stranger coming to the show. During West's exhibition, John will drink the tonic and pretend it's given him superhuman eyesight and skill, and some feats of excellence will show that to the "paying public." There are three stunts in all. [NOTE: Failing one a couple times lets it be redone, although these will be noted in the Stats portion of the menu, if one wants to avoid any black eyes.] 1) Shoot the cow skull on the porch beam. This has to be done with the pistol or revolver; no rifles allowed! Luckily, the game highlights the skull with a small sparkle, so it shouldn't be that hard to strike it on the 1st try. Just aim carefully! 2) Shoot the tossed cap. The skeptic will throw his hat into the air and it's up to John to strike it square. It can be done without auto-aim but as the game suggests, using Dead Eye is by far the most efficient way to do it. 3) Beat up the skeptic. [*gives pause for reader's laughter*] This third target is of a more fleshy fettle, and bullets have been substituted for fists. Bare-knuckle fighting isn't that hard -- R-trigger throws up to 3 successive punches, while RB-button guards. The fight is won when Aquila's knocked out, or lost if Marston's the one sent packing. [Also, pressing X-button while L-Trigger is held does a little jive jump in a direction, allowing one to bob like a real boxer.] 4) His honor insulted, Aquila challenges Marston to a duel...well, it's kind of lop-sided. Disarming an opponent can be done by shooting their gun arm or hand, which is what has to be done in this case. [In an actual duel, this leaves the target alive and earns more fame.] Don't kill Aquila! The awesome display by Marston gives West a mighty crowd, and even Aquila is hard-pressed to pass up the tonic. Horsebreaking jobs and missions from Seth (at Coot's Chapel) will now be available, too. _______________________________________ ��������������������������������������� LIARS, CHEATS AND OTHER PROUD AMERICANS _______________________________________ ��������������������������������������� Unlock: Clear "Exhuming and Other Fine Hobbies" Weapon: --- Reward: $3, 200 Fame West Dickens is just about to leave Ridgewood as Marston rolls in. The snake oil salesman has come up with a new scheme to get some currency: racing at Gaptooth Breach! Yes, the sport of kings. For once, Marston can ride shotgun and let someone drive him around, which should make the trip a bit more enjoyable. Upon arriving at the starting point, mount up on the final chariot and get ready to rumble! Despite how much fun it would be, attacking the other contestants is against the rules and disqualifies Marston...but that shouldn't be a problem, since the opponents are amateurish and slow, giving an easy lead in the first lap. With a clear lead, Marston should have no trouble keeping it, besides his own incompetent driving. Gaptooth Breach's terrain is labyrinthine and winding, so don't be reckless or the wagon will tip! [A tipped wagon allows the match to be restarted entirely or John to be placed on the track, often with a rank penalty.] Luckily the giant course is a 1-lap affair. Clear the match in first place to finish the mission proper. [And yes, John's cut of the action is REALLY three dollars.] Completing this mission opens up Irish as a new client -- he's found in Armadillo. ________________________________ �������������������������������� CAN A SWINDLER CHANGE HIS SPOTS? ________________________________ �������������������������������� Unlock: Clear "Liars, Cheats and Other Proud Americans" Weapon: --- Reward: $25, 75 Fame Before West does his selfless act (something he "strongly discourages in all wise and rational men"), he needs John for his tonics act. It seems to be a mere repeat of the Ridgewood job until some riders come up and expose West as a phony. It's time to beat a hasty retreat! John once again rides shotgun as it's easier to pick off the pursuers. And pick them off he shall! The wagon does a good job of escaping but the riders behind ride fast and often. There shouldn't be much trouble sniping them from afar -- with or without Dead Eye. [The driver-side blindspot that should be there is even gone, thanks to Mr. Dickens' timely ducking.] Somehow, there's a roadblock down the road, but it can be dismantled by shooting the dynamite kegs in the back. _____________________________ ����������������������������� THE SPORT OF KINGS, AND LIARS _____________________________ ����������������������������� Unlock: Clear "Can a Swindler Change His Spots?" Weapon: --- Reward: $5, 200 Fame, As the title suggests, this will be another racing mission. The destination's up at Rathskeller Fork, and John will have to ride his horse there -- which is good since this competition is on horseback, not in a chariot. The same fair play rules apply as back then, though, and attacking other riders causes an immediate disqualification. Naturally this mission's harder than the previous, with people constantly jockeying for pole position, and leads gained can be quickly lost due to rider error. This mission is all but impossible without a fine horse, though, so hopefully that Kentucky Saddler (caught during "Wild Horses, Tamed Passions") is still around. So are there any edges the player can use? Besides Horse Pills (increases max stamina temporarily) and Apples (refills stamina), not really. Just stick to flat ground, don't override the horse (spur every 3-4 hoofbeats) and hold A-button when not spurring to maintain speed for a bit. Bumping other riders also decreases speed, so once ahead of the pack, do your best to stay there. Like before, this is a 1-lap race. Mission ends when Marston finishes in first. _______________________________________________________________________________ ������������������������������������������������������������������������������� 05) SETH MISSIONS [WK05] _______________________________________________________________________________ ������������������������������������������������������������������������������� EXHUMING AND OTHER FINE HOBBIES _______________________________ ������������������������������� Unlock: Clear "Old Swindler Blues" Weapon: --- Reward: 25 Fame Marston's first meeting with the odd fellow introduces Seth's primary reason for existing: finding long lost treasure! If only his partner Moses Forth hadn't taken half his map and gotten caught exhuming... But John's got a mind to fix that dilemma, and rides to Benedict Point with his new partner. In order for Seth to find Moses, Marston will have to make a distraction and get the law out of the area -- steal a deputy's horse! Once the mediocre steed is obtained, the best course is to ride southwest along the railroad tracks and good a headstart on the lawmen; then, when the cliff opens up, ride up on it and double back, letting the search party trail off. Once back, Moses will try to escape and it's up to John to catch him. The safest way is to chase him, hogtie, and carry. Using Dead Eye to injure his legs can be a double-edged sword, as Dead Eye Lv2 automatically marks the target (much to many gamers' chagrin) and can end up killing the poor sod. When the map's location -- Oddfellow's Rest -- is revealed, use Seth's pardon letter at the nearby telegraph office to erase that pesky bounty Marston's accumulated. That does it for the mission. ___________________________ ��������������������������� A GENTLE DRIVE WITH FRIENDS ___________________________ ��������������������������� Unlock: Clear "Exhuming and Other Fine Hobbies" Weapon: --- Reward: $10, 75 Fame Seth's one step closer to finding his map, and needs to locate a quiet spot away from prying eyes to do his...uh, dismembering? Probably? John doesn't want to know. Either way, it's up to him to drive while Seth stays in back and keeps the coffin firm. Following the marked trail on the minimap, avoid Armadillo and keep to the outskirts. Eventually treasure hunters will start to tail the party, so either Dead Eye 'em off their horses (some have Fire Bottles) at leisure. Unlike previous missions, there's no time limit or healthbar for the wagon, so it all boils down to having the ammo and will to kill 'em. Halfway through the drive, Seth finds the map and the destination is tweaked to visit Tumbleweed. Eliminate the rest of the t-hunters and drop Seth off to end the mission. ____________________________ ���������������������������� LET THE DEAD BURY THEIR DEAD ____________________________ ���������������������������� Unlock: Clear "A Gentle Drive With Friends" Weapon: --- Reward: $10, 150 Fame, 100 Honor Now that Seth's centered in on the treasure's location (Tumbleweed Mansion), it's time to fetch the sucker. The stroll to that site, however, turns into a bloodbath as treasure hunters crawl out of the woodwork to oppose the duo. If one's already cleared the Tumbleweed hideout, this fight will be a redux of lesser proportions. Basically, one has to fight small guerilla groups in town, the road between the mansion, and at/in the mansion itself. The front door will be shut tight so infiltrate through the cellar and work upwards. Shouldn't be too hard if done methodically. At the top floor, let Seth open the treasure chest to finish. _______________________________________________________________________________ ������������������������������������������������������������������������������� 06) IRISH MISSIONS [WK06] _______________________________________________________________________________ ������������������������������������������������������������������������������� A FRENCHMAN, A WELSHMAN AND AN IRISHMAN _______________________________________ ��������������������������������������� Unlock: Clear "Liars, Cheats and Other Proud Americans" Weapon: Double-barreled Shotgun Reward: 50 Fame, 100 Honor The first encounter with Irish a memorable one, as he's in the process of being drowned by Welsh and French. After the scene, Marston has to take them both out to save Irish...not too hard considering one brought a knife to the gunfight (d'oh!). Following, Irish says he'll lead Marston to the government- -issue machine gun he's lookin' for. When the ride completes, Marston's near the cabin at Lake Don Julio. Irish leaves to provide covering fire from the ridge, so it's up to John to take out the hoodlums below. Fortunately, there aren't that many and there's ample cover. One bandit hides in the shack and suddenly emerges when Marston comes near, but that's about the only surprise in store here. [He does drop a free Double-barreled Shotgun though.] ___________________________ ��������������������������� MAN IS BORN UNTO TROUBLE ___________________________ ��������������������������� Unlock: Clear "A Frenchman, A Welshman and an Irishman" Weapon: --- Reward: 250 Fame After kicking Irish from his drunken stupor at Benedict Point, John finally gets the machine-gun's true location: Gaptooth Breach's mining community. Follow Irish there and he'll split to get a flat wagon for transporting the gun ("heavier than sin!") which leaves John as the one to kill the residents. The mining camp is mostly composed of tents, crate stacks, and a couple wood buildings, with a minecart track snaking through the environs. When the couple miners walking about (and the two patrolling guards) are slain, more emerge from the two main structures and mine entrance. Needless to say there's tons of cover at both insertion and "just around." Inside the shaft, there'll be more miners to fight, but the strategic placing of TNT boxes can help make the burden easier to bear. Just remember that the enemies can accidentally set these off to, so if you're not going to attack an enemy with 'em, detonate the box just to be on the safe side. [Doesn't the game seem to be populated with morons who leave dynamite laying around?] Oh, and shooting oil lanterns makes them explode similar to fire bottles' effect. NOTE: If you've been doing the Funny Man stranger task, the reporter may be hogtied in this cavern near a TNT keg, so check the minimap carefully to avoid blowing the sucker up. When the mine is cleared of the fools, grab and push the minecart to the shaft's entrance and Irish will appear to hoist it upwards. Following, push the cart to the hill's bottom -- at one point, shoot the TNT keg on the tracks -- to finish the mission. ___________________________ ��������������������������� ON SHAKY'S GROUND ___________________________ ��������������������������� Unlock: Clear "Man Is Burn Unto Trouble" Weapon: --- Reward: 150 Fame Irish turns up again at Thieves' Landing, and once Marston knocks some sense into his dumb hide, it's time to find the gatling gun's replacement parts. John's partner leads to the warehouse on the far side of town. Of course, it can never go as planned, and Marston ends up having to save the stuttering fool from his captors. To start, find the first ladder along the aft side of the warehouse and use it for roof access. The game suggests walking slowly or crouch-walking to hamper extra noise, and it's a good tip. [If they're alerted, 1-2 men may leave the "beating room" instead of staying in the confined space.] Either way, take out the rest of Shaky's attackers, perhaps from the safety of the door entrance (hug the wall with RB-button). When Shaky's free, shoot it out in the warehouse interior. The best vantage point is that balcony nearby, which gives the height advantage regularly and can eliminate anyone dumb up enough to come up the stairway bottleneck. Of course, there's extra TNT boxes lyin' around too. NOTE: Marston's horse may spawn inside here, which can put it at risk for the TNT attacks -- this normally doesn't matter, but it would suck to lose the 20-straight-missions achievement on something so minor. Maybe don't hit the dynamite in this situation. The third leg of this rat race takes place in the enclosed freight yard right outside the warehouse (the place Irish tried to get into before). The fight'll take place at level ground, although Marston can get a headstart on everything if he climbs the warehouse's interior balcony -- the one that had the TNT -- before opening the door. When the foes are bleedin' in the dirt, the ammo's received. Just ride out with Irish and fend off the wagon from a few more attacks -- luckily, Johnny boy rides shotgun for easier countermeasures. ________________________________ �������������������������������� WE SHALL BE TOGETHER IN PARADISE ________________________________ �������������������������������� Unlock: Clear "The Assault on Fort Mercer" Weapon: Springfield Rifle Reward: 150 Fame Once goodbyes are given, Irish starts the Mexico-bound ferry...only to have it attacked by bandits halfway 'cross. When the trawl's line is cut, the raft drifts sidewise to give John some cover. [This is the time to collect the Springfield Rifle nearby. There's also a free ammo crate available, too. The Winchester Repeater will probably carry its weight more, though.] Because of the current's movements, it's often possible to kill the riverbank bandits or just hide a lot of the time -- those further up the bank will have better trajectories, though. The main problem with this mission comes with dynamite-throwing banditos from the cliffs, as one square shot blows up the raft and ends the mission. It pays to have a forward-looking sightline for that very reason! At the end, Irish will beach and Marston can finally reach Nueva Paraiso! The song "Far Away" will play when the horse is mounted, giving a grande entrance to Mexico. NOTE HOWEVER that dismounting the horse, or taking a different horse, will cause the song to stop -- many people don't know that. Completing this mission does a few things: - Bridges to New Austin are now completed - Mexican hideouts (Tesoro Azul, Nosalida) can be completed - Arm Wrestling and Five Finger Fillet minigames available for the first time - Ambient challenges can be continued down here - Landon Ricketts (Chuparosa) missions available by default - Vincente de Santa (Escalera) missions available by default - Shack at Puerto Cuchillo is obtained for free - The Hungarian Half-Bred (white horse w/ dirty face) can be found in Mexico My advice, before starting any missions, is to hit up the Mexican towns and buy all the region maps -- this new land is quite barren map-wise, and this will assist greatly. Also, buying any new property in Mexico should open up the Mexican Poncho outfit. _____________________________ _______________________________________________/ WALKTHROUGH [MEXICO] [WLK2] |_ ������������������������������������������������������������������������������� 07) LANDON RICKETTS MISSIONS [WK07] _______________________________________________________________________________ ������������������������������������������������������������������������������� THE GUNSLINGER'S TRAGEDY ___________________________ ��������������������������� Unlock: Clear "We Shall Be Together in Paradise" Weapon: Schofield Revolver Reward: Dead Eye LV3, 100 Honor Landon's found in Chuparosa, and the mission automatically starts when that town's approached. Once the famous (and fan favorite) gunslinger is introduced he'll give John a new revolver and teach him how to use Dead Eye LV3. It's a lot easier to use than LV2: once in Dead Eye, pressing RB-button will "paint" the target for a shot. In this way, Marston can pick and choose which targets to hit, whereas LV2 would automatically do it whether it was useful or not. Complete Landon's tests of breaking three bottles in one Dead Eye, then two- -plus birds in the same, to get the tutorial stuff out of the way. Following, Ramon from the bank says the wagon shipment is under attack just outside of Chuparosa -- Landon to the rescue! Follow him out (the horse John last saved in New Austin will be back, replacing Irish's horse) to the site and use the new Dead Eye to snipe the bandit who has a hostage. ___________________________ ��������������������������� LANDON RICKETTS RIDES AGAIN ___________________________ ��������������������������� Unlock: Clear "The Gunslinger's Tragedy" Weapon: --- Reward: 75 Fame, 50 Honor Landon's big heart has him poised to help free a Mexican's sister who's being imprisoned in El Matadero...and John is volunteered automatically! He can either ride ahead or take the train with Ricketts, the latter (recommended) having a bit more dialogue than the former. Once in El Matadero, seek out Carlos at the butchery and hatch the plan to infiltrate the cave prison, requiring the gunmen to wait at a rock while the other creates a distraction (if you can't speak Spanish, get a translator -- it's kinda funny). Battling inside is at mid- to close-range, so if you've bought the Semi-Auto Shotgun, it can earn its keep in here. Ricketts will try to blow Luisa's cell open when it's found, so keep watch while he prepares his dynamitic door-opener -- about four more guys try to stage an assault. The fighting on the way out will be Marston-centric since Landon's carrying the girl. At the mouth of the cave will be some horses Carlos fetched but the player's normal steed ain't there, so whistle for it immediately to avoid a ride on some subpar steed. The last leg of the rescue is escorting Luisa out of the canyon. Ricketts staves his speed so let John lead the way, taking out the pendejos who've all got cover, elevated positions, or both. [Using a rifle here may serve one better, but it's up to the player.] The mission ends once Landon and his lady reach the northern crossroads safely. ___________________________ ��������������������������� LUCKY IN LOVE ___________________________ ��������������������������� Unlock: Clear "Landon Ricketts Rides Again" Weapon: --- Reward: $50, 100 Fame, 125 Honor Ahhhh, this author's favorite mission! Landon Ricketts asks John to play some cards with him, and the poker tutorial starts (-$100 automatically). The next two hands are always won by John, upsetting a German named Muller, who's short fuse was already burning by Ricketts' hot streak and antagonizing. So much violence has begun over cards, and this one's no different -- Muller wants to duel John. For readers who haven't done duels before, Landon gives a rough take on how they go. Basically, when "DRAW" comes on the screen, press L-trigger to unholster the weapon, right analog stick to control the reticle, and RB-button to "paint" the target with upcoming shots. Picking better shots -- like the arm or head -- raises the duel gauge more, ensuring Marston comes out alive. In this duel simply aim for the head, as IT IS IMPOSSIBLE TO DISARM MULLER and trying to will only earn Marston a coffin. But one duel ain't enough! A little while later, a man comes over and wants to duel...only this one has a girl hostage. This duel can't be as scattershot and sloppy as the next as shooting the girl earns a big, fat game over sign! Immediately following, some banditos try to capitalize on the situation and start shooting, so team up with Ricketts to take 'em down. It's worth noting that Landon is an NPC who'll actually kick ass with his gun, unlike Irish or West Dickens. Huzzah! ___________________________ ��������������������������� THE MEXICAN WAGON TRAIN ___________________________ ��������������������������� Unlock: Clear "Lucky in Love" Weapon: --- Reward: 150 Fame As Ricketts and Marston prepare to drown themselves in self-pity as relics of the Old West, Luisa arrives to ask for assistance in preventing the deaths of a writer and official. Time to hit the trail again! The conversation en route is one of the best between the two cowboys, so pay attention! A couple miles west of Frontera Bridge, the wagons are suddenly encountered. The order of operations for this is to wait for it to pass, then come up aft, taking out the federales and wagoner. Dead Eye LV3 completely bowls over the fools, and as long as Marston's behind the wagon train, it makes targeting them much easier. Once the wagon's halted, pile into the lead vehicle's driver seat and head for the suspension bridge at Ramita de la Baya (that's east). Unfortunately, besides having two of the sickliest-lookin' nags pulling the cart, there's a roadblock near the bridge's entrance so quickly take everyone out -- stopping the cart can be fatal! [The horses automatically stop if there's fire on the ground, so don't be slow on that trigger.] Laughably, there's a gatling-gun raft towards the end in a ridiculous position to assist, so that won't be much trouble. Reach America to finish up. Aww, the final Ricketts mission...parting is such sweet sorrow. On that note, after the mission ends and Marston's just standing roadside, don't get mauled by a bobcat! That's their neighborhood, holmes. _______________________________________________________________________________ ������������������������������������������������������������������������������� 08) VINCENTE DE SANTA MISSIONS [WK08] _______________________________________________________________________________ ������������������������������������������������������������������������������� CIVILIZATION, AT ANY PRICE ___________________________ ��������������������������� Unlock: Clear "We Shall Be Together in Paradise" Weapon: --- Reward: $50, 250 Fame After an odd welcoming, John's introduced to Capitan de Santa, one of Coronel Allende's trusted men. He is about to spring a trap on the rebels -- by luring them out to attack a train of no strategic value -- and Marston is enlisted to assist. [He can ride on himself or sit shotgun with Vincente and have some spry dialogue.] Upon reaching the train station in Chuparosa, the escort assignment begins. The train engine will have its own healthbar; obviously, should that bar fully deplete the mission fails. Since the engine (i.e. front of train) is the key target to guard, it's often best to stay close; however, following the train itself may make it easier to gun down the rebels, giving a better trajectory as they race away and parallel. It's up to the player, I s'pose. [And, of course, the train can run over Marston if he's just loafing around, so, uh, don't. Pressing in the right analog stick gives an idea of clearance.] The middle ground is staying around midlength and shooting through the flatbed cars, but that may give mixed results. [Those sympathizing with the rebels can just shoot their horses and leave them behind. ^___^ ] Once the player has a concept of correct maneuvering, it's just rinse and repeat. Note that there are allies in the Mexican Army riding nearby, so try and avoid shooting them (de Santa has a soundbyte asking why Marston's aiming at them or himself, to wit). Mission ends when Casa Madrugada is reached. ...or at least the player would think so! Rebeldes stage a final attack by attacking the train's guards and setting it on a collision course with a rigged bridge down the way. Marston (huh!?) has to go alone (HUH!?) and stop the train himself. To do this, get a fast horse and ride alongside the train -- remember going on the road maintains speed better -- and jump onboard the conductor's car. [Jump onboard by synching speed with the train and pulling up to an opening, then press X-button at the prompt.] Successfully stopping the disaster ends the mission, for real this time. NOTE: If one's done all Landon's missions, Luisa's mission opens at this time. ___________________________ ��������������������������� THE DEMON DRINK ___________________________ ��������������������������� Unlock: Clear "Civilization, at Any Price" Weapon: Fire Bottle Reward: $50, 250 Fame After encountering the coronel berating Vincente, Marston is once again volunteered to help the Mexican Army, this time with the rebeldes over at Tesoro Azul. Hop on a trusty steed and trailblaze over there -- de Santa even challenges Marston to a race! Once there, the soldiers all commence the raid. Marston's done plenty of urban warfare by now, so this fight won't be that different. Keep cover close by and watch for windows, rooftops, and nearby obstacles foes may hide behind. This is always important, sure, but especially so here where reinforcements may appear at the drop of a hat, easily putting John in a bad position. Once the bloodbath's over, though, John is given the grizzly task of burning down the rebels' houses with Fire Bottles, a new throwing weapon. At least that's a plus... ___________________________ ��������������������������� EMPTY PROMISES ___________________________ ��������������������������� Unlock: Clear "The Demon Drink" Weapon: Rolling Block Rifle Reward: $100, 300 Fame Marston's asked to ride with Vincente five seconds after arriving at the gate: rebels have seized the Eastern fortress of Torquemada! For those who aren't geographically inclined, that's all the way on the other side of the map, so it's quite a long carriage ride. [There's no witty banter at all, so feel free to skip ahead instead of waiting ten minutes.] Torquemada's fortress is on top of the cliffs, making it accessible by a long path up and along the mesa's rim...and it's the only way. To assist Espinoza, Marston is given his first sniper rifle (near wooden platform's base) so use it to get headshots on the Rebeldes atop the cliffs. The ascent of the cliff path starts with defending the blockade, then select battles where there's rocky cover to be had. Save the sniper rifle for when Espinoza mentions there are other snipers, as they can pick Marston off twice as quick as hoodlums with peashooters. The approach to Torquemada itself is a little more dangerous, with snipers on the fort's layered balconies and roofs, and riflemen/infantry along the thin road forward. Luckily, there's just enough room to flank the foot soldiers while staying out of the snipers' way. The Rolling Block Rifle is inaccurate at really long distances (for some reason), so if you want to try extreme sniping the shot may trash anyway, even with perfect stillness. Try to move in a bit before using it. Mission ends when Torquemada is free from rebel scum! [Gamewise, Five Finger Fillet can now be played in the fort.] ___________________________ ��������������������������� MEXICAN CAESAR ___________________________ ��������������������������� Unlock: Clear "Empty Promises" Weapon: Dynamite Reward: $75, 200 Fame De Santa stays at home for some R&R while Marston is coerced into helping babysit a supply train in exchange for info on Javier and 20K pesos (That's what, 5 dollars back then? Nyuk nyuk). Either way, ride shotgun with Espinoza to Chuparosa, which is rather pleasant 'cept for a few rebel guerrilas on horseback. [No option to fast-forward, either.] Once in Chuparosa, Marston meets his old mistress, the gatling gun! Yes, it's been awhile since she was seen but with new recruits accompanying the captain, no one else can man it. Unlike the gun in West Dickens' wagon, this one has a 360-degree turn radius. Undoubtedly the best position to fire in is when the rebels are running parallel with the train but aren't alongside Marston -- this allows him to shoot the rebels or their horses easily while still seeing if anyone on the opposite side is approaching. The steam engine is the rebels' target and if destroyed, gives a mission failure. After going through the tunnel, rebels will start hopping aboard the train, forcing John to fight a battle on two fronts. The route is similar to that taken in De Santa's first mission, so the player should be moderately familiar with it. Once the train gets a bit past Casa Madrugada, the task'll end at the army's bivouac. ___________________________ ��������������������������� COWARDS DIE MANY TIMES ___________________________ ��������������������������� Unlock: Complete "Mexican Caesar" and "Must a Savior Die?" Weapon: Reward: 270 Fame, 50 Honor Good news for Marston's ears: Escuella and Williamson have been captured in Chuparosa, and Allende has sent De Santa with to help switch custody. Ride shotgun with Vincente, who passes the time by having John square off against his top marksmen: whoever gets the most kills in 5 shots gets $25. This happens three times. Once the Chuparosa church has been searched, Marston will have to run through crossfire to get his restraints freed. He can't jump or roll to evade shots in his current position, so quickly cross the street and take a side alley to Reyes. Following, reclaim John's weapons from the chest near the fountain plaza. Take out a few soldiers and the goal changes to eliminating the "boss target" at the police barracks' 2F. [They can be accessed from the interior stairwell or by climbing the crates alongside building. The latter way is often better as it may catch "the boss" in a precarious or disadvantaged position.] Finishing this mission unlocks Reyes as a new client. _______________________________________________________________________________ ������������������������������������������������������������������������������� 09) LUISA FORTUNA MISSIONS [WK09] _______________________________________________________________________________ ������������������������������������������������������������������������������� MY SISTER'S KEEPER ___________________________ ��������������������������� Unlock: Complete "The Mexican Wagon Train" and "Civilization, At Any Price" Weapon: --- Reward: 75 Fame, 100 Honor Luisa's young sister, Miranda, is trying to escape the country while the rest of her family (save Luisa) heads for the hills. Her ride leaves at sundown at the docks, and it'll be quite a drive to Puerto Cuchillo -- which is where the free house Marston got was. Time to save her from the Mexican Army's evil clutches, so don't waste any minutes hanging around, as the clock starts as soon as the cutscenes end. After encountering the first Army checkpoint, the plotted route goes to hell and Miranda will dictate the new impromptu path whenever an enemy wagon or roadblock is seen. John has little else to do besides drive like the wind, luckily, as most mini-events can be bypassed completely via speed. [Emilio's stagecoach has four horses, unlike normal carts' two, so it every one of the opponents' vehicles!] Other than that, many of the byways and frontage roads Miranda has John take are snaking and annoying to maneuver through, so there is always the danger of tipping! Be particularly careful around the elevated train tracks as, if the stage falls in-between that and the escarpment, there is little to no way out. Failing the mission does the entire thing over, too, so that incentivizes things a bit, eh? By keeping his foot on the gas the entire way, John should be able to reach the docks by sundown. ___________________________ ��������������������������� MUST A SAVIOR DIE? ___________________________ ��������������������������� Unlock: Clear "My Sister's Keeper" Weapon: --- Reward: 200 Fame, 50 Honor A teary-eyed Luisa informs Marston that Reyes has been captured and taken to El Presidio, the clifftop fortress-cum-jail, for execution. Ride shotgun with her (no extra dialogue, so skip there if y'want) and locate the broken-down wall that allows for infiltration. Once inside, stealth to the sniper's nest (there's a Rolling Block Rifle there if it wasn't obtained earlier) and get in position. The job is to finish the Executioner, the man standing close to Reyes where he's tied up. The shot can be a little hard, so try to aim a bit to the left to avoid killing the titular savior. Taking out the target alerts all the other soldiers, naturally, but John's position gives supreme cover -- use TNT barrels strewn around for extra oomph, too. When the coast's clear, cut Reyes free and get a horse nearby. Note that it's not possible to whistle for John's saved horse inside, so either get it before saving Reyes or get it after exiting the citadel. Some reinforcements will be trying to stop John, but on a Kentucky Saddler (or better), their pitiful nags won't be enough. An NPC guide conveniently shows the cliff path to find the river, where the mission ends. [If you take too long in getting to Luisa, the mission fails.] ___________________________ ��������������������������� FATHER ABRAHAM ___________________________ ��������������������������� Unlock: Clear "Cowards Die Many Times" Weapon: --- Reward: 200 Fame, 125 Honor As Luisa's troubles continue, she vows to make a family death mean something, hopefully by spilling enemy blood. An army convoy is taking an old trail to reinforce Allende and she has her heart set on stopping them dead (no pun intended). Marston will "landmine" the road with dynamite and then man the detonator to ensure the convoy is blown to smithereens. Proper placement of the dynamite is key, at least if y'want it to be a major force in the destruction (i.e. doing most of the hard work). Clumping it together is a dumb move, because -- as one would expect -- no wagons are going to advance over ground they suspect is dynamite-laden. Basically, put the charges all along the road, starting under the bridge and up the northeast part of the road. [Select the spots with Y-button. There are five in all.] Once the dynamite's buried, go up to the detonator and wait for the convoy to approach. Since dynamite goes off one by one, not in one giant clump like one may expect, it's important to pick which charge to detonate. The goal is wait for the lead wagon to run over the farthest charge, so when it's destroyed, the other carts are directly in the remaining charges' path already. [Using any alternative typically ends in a bunch of dynamite that hits nothing.] Regardless if the dynamite is that useful, it'll be up to the rebels and John to destroy the survivors before they can escape. ___________________________ ��������������������������� CAPTAIN DE SANTA'S DOWNFALL ___________________________ ��������������������������� Unlock: Clear "Father Abraham" Weapon: --- Reward: 300 Fame, 125 Honor The title says it all, really. Vincente is planning a massacre at El Sepulcro and Luisa ain't having none of that, no sir. Ride with the Rebeldes to the graveyard and catch De Santa red-handed. Unfortunately, he's got a platoon of Mexico's finest (buffoons) to act as meat shields. The graveyard itself is a well-made structure and the peripheral wall and tombstones provide great cover. Towards the end, De Santa will try to flee, so shoot him in the legs and hogtie him like any other escapee. [Two shots to his extremities slays him, though, so one shot'll do.] After the simplistic mission's climax, John can choose to shoot Vincente or have the rebels deal with him -- neither changes the reward obtained. Either way, the destination is then Casa Madrugada, a ways down the road. There'll be a few more federales to destroy there, but in the end, it turns up bupkis on Javier. D'aww.... _______________________________________________________________________________ ������������������������������������������������������������������������������� 10) ABRAHAM REYES MISSIONS [WK10] _______________________________________________________________________________ ������������������������������������������������������������������������������� THE GREAT MEXICAN TRAIN ROBBERY _______________________________ ������������������������������� Unlock: Clear "Cowards Die Many Times" Weapon: Throwing Knives Reward: $200, 150 Fame, 125 Honor, Pardon Letter "Mexico's savior" has no trouble asking John along for a train robbery, which will take place in Chuparosa. Once the slow-paced ride is over, Reyes gives John the throwing knives to silently eliminate the train's stationed troops, making it simple to disconnect the army cars. Wait until Abraham leads the door troops out, then board the train. As long as none of the troops shoot their firearms, the remaining troops (at front of train) will not be alerted. Do it silently and uncouple the train to avoid extra hassle, basically. [John can execute enemies with them up close but this may be unwise given the proximity to other guards, so stay mid-range!] When the first part's done, commandeer the gatling gun and wreck the campful of foes alongside the tracks. [These are the foes you'd have to take out w/o the gun if guards were alerted previously.] Slaying the camp leaves the final part of the "liberation," that is murdering the rest of the stragglers on the supply and conductor's cars. The getaway takes John near Casa Madrugada, and it's finally case of fighting the law and the law losing! Reyes' present to John is blowing the armored car (by planting dynamite on the roof hatch; be careful!) and safecracking. To crack the safe, turn the dial clockwise until the controller vibrate, then counterclockwise for the same, and then once more clockwise. Doing it out of order resets the combination. [The revolver you get in the safe seems to be a Schofield Revolver, which John got in Ricketts' first mission.] Return to Abe to finish. ___________________________ ��������������������������� THE GATES OF EL PRESIDIO ___________________________ ��������������������������� Unlock: Beat "Captain De Santa's Downfall" Weapon: --- Reward: 300 Fame, 125 Honor [Honor may vary on enemies killed] Another self-explanitory title. Reyes has been the only person in Mexico who could fulfill his promise of helping John, and now Javier Escuella has finally been located in El Presidio. Once the long and careful ride to the citadel is complete, Reyes says his plan: launch a diversion while Marston...drives a wagon full of TNT in a suicide attack!? That's sure what it seems like. Just make sure to jump off the wagon a little ways before the gate, ensuring it's blown up and John ain't. With the gates wide open, El Presidio can be ravaged. Thankfully, Abraham says his troops will shoulder the fighting, giving Marston time to search the area for Escuella. Out of the three question mark icons that can be inspected, the true spot is the barracks, i.e. where most of the infinite amount of troops are running from. After a short scene, Javier tries to make his escape by jumping out a window. Quickly follow -- the same route he took works -- and clearing the balcony, which should give enough time to see him mounting his horse. Kill that sucker, put one in Escuella's leg, and hogtie that bastard before bringing him to the jail cell. Of course, the Army's somehow sent reinforcements but this place is well- -equipped to deal with such rabble. Man a cannon and start blowing their wagons to kingdom come. Just remember that cannonballs arc, so the farther a target is, the higher Marston needs to aim to hit them square. [Although the blast radius gives a little leeway, so no worries, generally.] Be mindful of the reload times, especially if any federales get close. With no more worries in the immediate future, fetch Javier from the cell to end the mission. ___________________________ ��������������������������� AN APPOINTED TIME ___________________________ ��������������������������� Unlock: Clear "The Gates of El Presidio" Weapon: --- Reward: 300 Fame, 535 Honor [Honor may vary on enemies killed] The final Mexican mission! Reyes' rebels have won countless victories up to now and are now poised to storm the provincal capital of Escalera. The first step is actually saving Reyes from his captors, which culminates in a duel with Raul Zubieta. He's just some random soldier and should pose no challenge at all, thankfully. Following, time to save some local rabble...err, rebel from the local clink. Defeat the guards inside and then shoot the locks out -- it helps to aim the trajectory so the bullet can't possibly penetrate into the prisoners, natch. With the preparations finished, rejoin Reyes and start the assault up the road to the mansion. There will be soldiers prefacing the fortified road section, and once taken out, a bigger threat: a gatling gun bearing down the road. The best way to do things is to shoot the foot soldiers (hiding on road) from outside the machine gun's range, then take out the gunner and move upwards. Reinforcements will arrive halfway through, and the gunner position is filled by random guys. [It's quite easy to die here if you run in Rambo style, so take it slow if you don't like repeating this boring segment over and over!] Once the road is cleared, use the turret to blow up the gate's TNT, breaching the mansion. As soldiers rush out the bottleneck, mow 'em down with impunity; then, enter inside and use the soldiers' makeshift barricades to nix any remaining morons. FINALLY, remount the turret and eliminate any hostiles trying to crest the hill. But where is Allende and Bill? They try to escape out the backdoor, barely managing to make it to a stagecoach before captured. Kill the soldiers near the alternate gate and take one of the horses around -- any whistled horses spawn incorrectly here, often on the other side of the mansion where they can't be ridden. Once the stagecoach is caught up to, disable it by killing its detail, driver, and machine-gunner (!?). Marston can give Bill what he deserves, at long last, finishing up the Mexican part to the story. As Marston says, his jailors want him back in Blackwater, which is in the West Elizabeth section of the map -- that's the place north of Thieves' Landing that was inaccessible before now. Notes about West Elizabeth: - Free safehouse at Blackwater's saloon - Remember to buy region maps at Blackwater & Manzanita Post! - American Standardbred (all black horse) can be caught in Great Plains area - Last two Treasure Hunter ranks can be obtained now _____________________________________ _______________________________________/ WALKTHROUGH [WEST ELIZABETH] [WLK3] |_ ������������������������������������������������������������������������������� 11) AGENT ROSS MISSIONS [WK11] _______________________________________________________________________________ ������������������������������������������������������������������������������� BEAR ONE ANOTHER'S BURDENS ___________________________ ��������������������������� Unlock: Clear "An Appointed Time" Weapon: High Power Pistol Reward: 150 Fame, 25 Honor Once they get their hooks in ya, they don't let go... The Blackwater g-men (Ross, Fordham) have changed their bargain with John, which now includes hunting down the final member of the gang, Dutch van der Linde. Apparently he's holed up with renegades at the wreck of the Serendipity riverboat, and that's the next destination. Marston gets the High Power Pistol -- arguably the best one in the game -- and has his first automobile ride, too. How nice... At the wreck site, everything will be deserted so investigate at leisure. Once on the top deck, the beaten-up informant (Nastas) will be found...but he can't walk. Again, beaten-up! Marston will have to carry him back to the car, and fight through the baddies on the way out. Luckily he can wield a pistol without dropping the informant, so make sure it's the High Power Pistol (or Mauser, if you prefer) and aim well -- there's no taking cover while carrying someone. Nastas can die if he gets shot too much, also. On the way back, the car breaks down, giving Dutch's men a final chance to attack the team. Luckily the Model T craps out right by some boulders and an old flatbed, giving plenty of cover...although it's not really needed. Just use a rifle and Dead Eye to pick off the large group of horse-riding Indians. Finishing the event gets the car working, and the mission ends back in town. [Harold MacDougal missions are now available.] _____________________________ ����������������������������� GREAT MEN ARE NOT ALWAYS WISE _____________________________ ����������������������������� Unlock: Clear "Bear One Another's Burdens" Weapon: --- Reward: 150 Fame, 225 Honor [Honor may vary on enemies killed] In true "Wild Bunch" fashion, the lawmen are planning a surprise attack in Blackwater for when Dutch visits his bank manager. Marston is recruited to help, of course. Get up to the rooftop sniper's nest, take a Rolling Block Rifle if not obtained already, and wait for the renegades to leave -- that's the cue to open fire. Check the 2F windows and descope momentarily if y'need to see the environment better. Don't let any escape to the horses (left) or around the building (right). When enough outlaws are slain, rush into the bank with two of Ross' men. A couple renegades will be behind the bank tellers' window, and one holds a woman hostage. Upstairs, three more hoodlums to take care of. Once Dutch is finally met, he'll miraculously escape (!?) and need to be pursued out of town. Posse up with the lawmen and ride to Tall Trees, where the escaped renegades are forced to continue on foot after their car wrecks. Fighting in all the foliage can be very annoying, and it's easy to accidentally shoot an ally in the chaos -- just a head's-up that doing so is an automatic mission failure! Also, copy everyone else and dismount from the horse as the extra elevation makes Marston a sitting duck for snipers. The fight brings everyone up to the abandoned Bearclaw Camp used by loggers, and the mission ends when all the rebels are grizzly food. Speaking of which, Bearclaw Camp is a notorious grizzly hangout, and since Marston remains here once the mission and its non-grizzly-spawning protection are over, it's best to hightail it back to civilization. Just a head's-up if y'plan on looting the corpses Seth style. ____________________________ ���������������������������� AND YOU SHALL KNOW THE TRUTH ____________________________ ���������������������������� Unlock: Clear "The Prodigal Son Returns (To Yale)" Weapon: --- Reward: --- With the constant failures in capturing Dutch, the lawmen have recruited some Army help in their latest venture: tricking the gang into attacking a base of supplies where everyone's waiting for them. Marston's chariot is a lot better this time, a faster, more armored vehicle with a gatling gun emplacement on the flatbed. It doesn't provide that much cover, really, but it does give a bit. The battlefield will be the entire Great Plains, actually. It starts out at the camp, fighting off 3-4 waves of gangbangers, where the best strategy is to do medium-paced sweeping shots with the gun, ensuring that the scattershot gun kills the targets without repeat tries. Priority should be given to the members who throw dynamite -- being hit by a stick is basically an instant KO. Luckily, the likelihood of this is slim early on, ensuring if one does die in this fashion, at least there's a checkpoint. [Dead Eye isn't available when on the turret.] Towards the end, there's a dynamite-packed wagon to detonate, and that about ends it for these festivities. NOTE: when firing up/downhill at targets, the gatling gun will typically fire into the top of the vehicle's cab, trashing the shot and being a useless waste of time. Try to eliminate targets from flat ground for best effect. ________________________________ �������������������������������� AND THE TRUTH SHALL SET YOU FREE ________________________________ �������������������������������� Unlock: Clear "And You Shall Know the Truth" Weapon: Pump-action Shotgun Reward: 500 Fame, 45 Honor [This starts automatically following the previous mission.] But it ain't over yet. The Army fears Dutch will escape if given the chance, so everyone rides the (most ridiculously lengthy trail) to Cochinay, where all hell breaks loose once the entrance gate's blown off. There's resistance on the road into town, and at the village, Marston can command the vacant gatling gun to dwindle the local population. The ever-popular "place TNT in places for no reason" characteristic is still around as a shortcut to victory. When the next gate's about to be destroyed, defend the dynamite soldiers from Indians on the upper catwalk. If both "planters" are slain, the mission fails; one soldier can die, however. Past there, it's Dutch's territory -- not surprisingly, he's denoted with a boss symbol. Now, Dutch starts on a fortified machine gun nest which prevents him from being shot. The trick here isn't defeating him but forcing him to leave the position, by exploding the oil lantern and catching the wooden walkways on fire. This leads to a "chase scene," except it can be taken at leisure and is quite linear, going through the walkways and tunnel system in the mountain. Watch the scenes to end the mission and head on home to Beecher's Hope. [That song is "Compass" by Jamie Lidell, by the way.] This opens up Abigail's missions. _______________________________________________________________________________ ������������������������������������������������������������������������������� 12) HAROLD MACDOUGAL MISSIONS [WK12] _______________________________________________________________________________ ������������������������������������������������������������������������������� AT HOME WITH DUTCH ___________________________ ��������������������������� Unlock: Clear "Bear One Another's Burdens" Weapon: --- Reward: Binoculars, 25 Honor Now that Nastas' condition has improved thanks to MacDougal (musta been all that cocaine!) he reveals the location of Dutch's gang -- the Cochinay hills. Using a secret unguarded path, the team arrives at the cliffs northwest of Nekoti Rock. Get up the first cliff with Nastas' help, then find an alternate route up the second by shimmying west via a time-worn crack. Once regrouped, investigate the cave, then escape it when some miners send in a cart full of lit dynamite. Of course, they must die for their sins! With Nastas staying behind due to a pinprick...err, life-threatening injury, Marston has to scale the cliffs alone. Start in the west, and as y'climb, keep in that direction until the path mandatorily leads east toward the miners' shack. It's quite possible a grizzly or cougar will spawn along the way, so listen for telltale growls and animal corpses...after all, if you didn't kill it, something else did! Near the top of the old mining track, the next segment of the cliffs begins -- this one leads to the summit. At the peak, neutralize the scout silently (i.e. throwing knives or knife) to obtain the Binoculars item. The mission ends a few scenes later. ______________________________ ������������������������������ FOR PURELY SCIENTIFIC PURPOSES ______________________________ ������������������������������ Unlock: Clear "At Home with Dutch" Weapon: --- Reward: 25 Honor One of the more simple missions. His narcotic-fueled mind abuzz, Harold has managed to set a meeting with some of Dutch's men up at Bearclaw Camp, in an attempt to settle the differences between the two. Of course, that peaceful goal is thrown out the window two seconds after arrival at the cabin. Marston will have to shoot his way out and escape back to Blackwater on horseback. There will be at least 2 fights en route, maybe more if everyone lollygags. Reach town to finish up. NOTE: When fighting the grizzly in Tall Trees, there's an odd occurance where, if both Harold and Marston are thrown from their steeds, Harold will take John's horse and use it for the rest of the mission. If John tries to whistle for a horse, Harold's comes instead. [This isn't permanent, but it's still kind of annoying.] __________________________________ ���������������������������������� THE PRODIGAL SON RETURNS (TO YALE) __________________________________ ���������������������������������� Unlock: Clear "For Purely Scientific Purposes" Weapon: Reward: $100, 25 Honor With the setup scenes where Dutch's gang wants MacDougal's head, Marston will take up the task of alighting him to the train station at Manzanita Post. The first step is escaping Blackwater, done by running across the rooftops to the horses' last location (in previous mission). This is done after rescuing MacDougal from a captor and defeating the rooftop riflemen Dutch has stashed around the surrounding streets. Once in the Great Plains/Tall Trees area, there'll be two bandit attacks to fend off. It's pretty normal fare, although if John dies, he's reset back to Blackwater, making it kind of annoying to deal with. Luckily the professor doesn't stop riding for one second, and often makes it to the station before John! Meeting him there ends his missions, and puts the ball back in the court of Ross... _______________________________________________________________________________ ������������������������������������������������������������������������������� 13) ABIGAIL MISSIONS [WK13] _______________________________________________________________________________ ������������������������������������������������������������������������������� THE OUTLAW'S RETURN ___________________________ ��������������������������� Unlock: Clear "And the Truth Shall Set You Free" Weapon: --- Reward: $100 With the reunion complete, rebuilding the farm is the next step in John's plan. Jack will accompany John en route to MacFarlane's Ranch in what turns out to be an actual leisurely ride, no surprise bandit attacks or nothin' for once. Once Drew gives the go-ahead, meet with Bonnie at the corral to get the herd moving like the good old days (15-head this time). The ride back will take the herd through the northeast part of Hennigan's Stead, through the Montana Ford, and east past the railroad camp to Beecher's Hope. Unlike the first segment's piece and quiet, there's a shootout with some rustlers towards the end. They may end up killing some cattle if they can't make off with 'em, so if you want a perfect reward at the end, stop 'em cold! After that, it's just riding past the hill and corraling them into the pen. NOTE: From now until the post-game, John will wear the Rancher Clothing and cannot change at the player's whim. Gotta wait awhile! ___________________________ ��������������������������� PESTILENCE ___________________________ ��������������������������� Unlock: Clear "The Outlaw's Return" Weapon: --- Reward: 50 Fame This just might be the simplest mission in the game, befitting a quiet country rancher. As John's sweet-talking his wife, she notices the corn silo's window is open and crows are eating from it. John to the rescue! The object here is to kill about 20 crows and scare the rest off. The silo's "healthbar" depletes when a crow rushes into the open window, and mission fails if it bottoms out. The easiest way to do this is to have a repeater, preferably the 22-clip Evans Repeater from Blackwater, and some Dead Eye-refilling items like Tobacco to simply go to town on the suckers. Trying to manually aim or use some low-ammo gun make not work out so well, as many players have seen. NOTE: Another funny way to beat this is to use the "homing dynamite" trick (using Dynamite in Dead Eye) to defeat many crows en masse. That way John can get 10+ if things work out right. ___________________________ ��������������������������� OLD FRIENDS, NEW PROBLEMS ___________________________ ��������������������������� Unlock: Clear "Pestilence" Weapon: --- Reward: ??? An urgent telegram says the entire county of Hennigan's Stead has had their corn sack supply (!?) eaten by weevils (!!!) and only John can assist the MacFarlanes. This is a typical delivery type of mission, with a 12-hour timer added for the way to -- which is very easy to beat, even if one goes slow enough to hear all the couple's conversations -- and nothin' but pleasant chatter on the way back. _______________________________________________________________________________ ������������������������������������������������������������������������������� 14) JACK MISSIONS [WK14] _______________________________________________________________________________ ������������������������������������������������������������������������������� JOHN MARSTON AND SON ___________________________ ��������������������������� Unlock: Clear "The Outlaw's Return" Weapon: --- Reward: ??? Now that the outlaw has returned safetly, it's time he reacquainted with his son -- elk hunting trip! Rufus the family dog will act as a bloodhound and lead the duo up into Tall Trees. Follow him to the lone elk, then kill & skin it to demonstrate the process to Jack. When the second and final herd's found, let him kill one and take down the others. The last leg is stopping by the Manzanita general store and selling the elk meat for some profits. ___________________________ ��������������������������� WOLVES, DOGS AND SONS ___________________________ ��������������������������� Unlock: Clear "John Marston and Son" Weapon: --- Reward: ??? With Jack turning into a regular Danny Oakley (*snicker*) it's time he put his skills to good use, scaring off wolves threatening the herd. Rufus and his nose are enlisted as well, as the family Marston seeks out the wolfpack up in Tall Trees. After a long ride, slay the lobos in the small clearing, then the remaining ones up near Tanner's Reach. They're usually at a cliff's base, so take 'em from level ground instead -- it's easier that way. [Jack's horse has died on this mission, so don't ride too far ahead, and maybe even stay away from rivers and high cliffs, if possible.] _______________________________ ������������������������������� SPARE THE LOVE, SPOIL THE CHILD _______________________________ ������������������������������� Unlock: Clear "Wolves, Dogs and Sons" Weapon: --- Reward: ??? Jack's gone hunting grizzly by himself, and it's up to John to save him from certain doom. Let Rufus' nose lead up to Tall Trees and Nekoti Rock, where at the summit, find Jack and his quarry. When the grizzly rushes, put one between the eyes and mount up for home, which is thankfully uneventful. If only they had one of them ambulance sirens... ______________________________________ �������������������������������������� THE LAST ENEMY THAT SHALL BE DESTROYED ______________________________________ �������������������������������������� Unlock: Clear "Spare the Love, Spoil the Child," "A Continual Feast" and "Old Friends, New Problems" Weapon: --- Reward: ??? With the family's missions done, Jack's -- and the game's -- final one shows up. Soldiers will attack the farmstead, forcing John to steel his family in the house and defend the yard with Uncle. The first wave attacks from the south on foot, a typical bunch except a few may throw Fire Bottles. Retreat to the house's porch for the second and third waves, both which arrive on horseback (from SW and NE, respectively) and dismount to seek shelter. The porch provides excellent cover; there really couldn't be a better place to shoot these double-crossers. Rejoin Uncle when they're gone. During the flight to the barn, 3-4 more waves appear from all the directions, using horses to quickly close the distance. It's highly recommended to use the silo -- whose ladder has been fixed for this very mission -- as it provides a height advantage and welcome cover, not to mention the action typically centralizes right below it. Just make sure to use Dead Eye to get some fast kills as Jack/Abigail can die if Marston's trigger finger gets too lazy. When the Army's held off, rejoin la familia at the barn and see them off to safety. John, however, faces off against the army in one last showdown. The outcome is fixed, by the way, and John automatically enters Dead Eye during the course of it. When it's all over, return Jack and Abi to the barn for the reunion. [The song that plays in the ensuing scene is "Bury Me Not on the Lone Prairie" by William Elliot Whitmore, by the way.] --- Now, that's the final story mission. However, the story has no closure until Jack -- who the player can now control -- completes the "Remember My Family" stranger's task. This can be started in Blackwater immediately by visiting the train station. [See Stranger's Tasks section for details.] As for what carries over into the future, everything does typically, even horses that would otherwise be nags by now. [Jack starts with a gray horse, but after ditching it, whistle again and the old one should return.] _______________________________________________________________________________ ������������������������������������������������������������������������������� 15) UNCLE MISSIONS [WK15] _______________________________________________________________________________ ������������������������������������������������������������������������������� Note that Uncle's missions are available after beating "The Outlaw's Return" but his icon doesn't appear on the map 100% of the time like others' do. ___________________________ ��������������������������� BY SWEAT AND TOIL ___________________________ ��������������������������� Unlock: Clear "The Outlaw's Return" Weapon: Reward: 150 Fame, ??? Honor Uncle's sleeping instead of taking the herd to pasture, so John kicks his old keister into gear and decides to help out. Like usual, an NPC leads the herd and John has the back position, controlling their movements in a lazy zig-zag pattern. [True to his nature, Uncle may not help out that much, forcing John to do the shepherding without someone in the lead position. He can't be that poor a ranch hand, can he...?] En route to the Great Plains pasture, the duo finds themselves interrupting a train robbery. The explosion spooks the herd, forcing John to stop the herd (move to front position) and hope they don't get hit by a train. Luckily if the train moves in-between the herd, that forces the rest of the stampeders to halt, too. As for the train robbery, John can defeat the bandits or stay with the herd. There's about eight people on horseback to defeat if Marston can't resist the urge. Either way, round up the stragglers (usually about 3) ___________________________ ��������������������������� A CONTINUAL FEAST ___________________________ ��������������������������� Unlock: Clear "By Sweat and Toil" Weapon: --- Reward: $100 Uncle's spotted some wild mustangs beyond a nearby ridge, and with the ranch almost in the red, collectin' a few could help. For those who always sucked at horsebreaking, time to do it anyway. After a short ride 'cross the prairie, the herd is spotted, mostly a mix of 2-star types and nothing worth keeping (which is good because they can't be kept anyway). Marston has to catch three in all, which he should've already had practice doing in previous missions and maybe even searching for regional wonderhorses. Most are rather feisty, though, so there's no easy-peasy ones. When all three are caught, return to the ranch corral to finish. _______________________ _____________________________________________________/ IV. APPENDICES [APND] |_ ������������������������������������������������������������������������������� ACHIEVEMENTS [ACHV] _______________________________________________________________________________ ������������������������������������������������������������������������������� Achievements give gamerpoints by performing special feats of excellence, and for the five-games-in-one Orange Box, there's quite a lot to do. I'll split 'em up by game. Additional notes will be found in the games' section, if applicable. Asterisked (*) items denote achievements unlocked in multiplayer. ________________________________ _____ ______________________________________ | ACHIEVEMENT | PTS | OBTAIN | |��������������������������������|�����|��������������������������������������| | A Savage Soul | 10 | Beat "At Home with Dutch" | | Austin Overpowered | 25 | ------------ SEE BELOW ------------- | | Bearly Legal | 05 | Kill & skin eighteen (18) grizzlies | | Buckin' Awesome | 10 | ------------ SEE BELOW ------------- | | Bullseye | 20 | Get 250 headshots (any game mode) | | Clemency Pays | 10 | Capture a bounty alive | | Dastardly | 05 | Watch a hogtied woman hit by a train | | Evil Spirits | 25 | Beat Tumbleweed and Tesoro Azul* | | Exquisite Taste | 10 | Purchase a rare weapon | | Fightin' Around the World | 05 | Knock someone out in every saloon | | Friends in High Places | 10 | Use a Pardon with a $5000+ bounty | | Frontiersman | 20 | Fully complete an Ambient Challenge | | Go Team! | 20 | Win 4 straight public fights* | | Gold Medal | 25 | Get a gold medal rank in campaign | | Have Gun Will Travel | 20 | Beat all hideouts in one session* | | He Cleans Up Well! | 10 | Unlock the Elegant Suit | | Heading South on a White Bronco| 05 | ------------ SEE BELOW ------------- | | High Roller | 10 | Win 2000+ chips in one poker hand | | Hit the Trail | 10 | ------------ SEE BELOW ------------- | | How the West Was Won | 20 | Reach level 50* | | In a Hail of Bullets | 20 | Get 500 revolver/pistol kills | | Instinto Asesino | 25 | Beat Fort Mercer and Nosalida* | | Into the Sunset | 100 | Beat the final mandatory mission | | Land of Opportunity | 30 | Beat "The Assault at Fort Mercer" | | Long Arm of Marston | 20 | Get 500 rifle/repeater/shotgun kills | | Man of Honor / Chivalry's Dead | 25 | Get highest fame + hi/lowest honor | | Manifest Destiny | 05 | Kill the last Great Plains buffalo | | More Than a Fistful | 10 | Earn $10,000 total in campaign | | Most Wanted | 10 | As Public Enemy, escape after 10min* | | Mowing Them Down | 20 | Get 500 turret/cannon kills | | No Dice | 10 | Win Liar's Dice without losing a die | | No More Fancy Words | 20 | Beat "An Appointed Time" | | Nature or Nurture? | 50 | Beat "Remember My Family" | | On the Trail of de Vaca | 10 | Unlock all locations in campaign | | People are Still Strange | 25 | Complete fifteen (15) stranger tasks | | Posse Up! | 10 | Form an eight-player posse* | | Red Dead Rockstar | 10 | ------------ SEE BELOW ------------- | | Redeemed | 100 | Get 100% completion in campaign | | Slow on the Draw | 10 | Get 10 assists in a single hideout* | | Sons of Mexico | 40 | Beat "The Gates of El Presidio" | | Spurred to Victory | 10 | Beat 20 story missions w/ same horse | | Strange Things are Afoot | 10 | Beat a stranger task | | That Government Boy | 10 | Beat "Exodus in America" | | The Benefits of Civilization | 90 | Win "And the Truth Will Set You Free"| | The Gunslinger | 05 | Headshot a foe in expert target mode | | The Quick and Everyone Else... | 20 | Be top scorer in 3 straight FFAs* | | Unnatural Selection | 20 | Kill one of every (26) wild animal | | What About Hand Grenades? | 26 | Get a ringer in a game of Horseshoes | |________________________________|_____|______________________________________| Downloading the "Outlaws to the End" DLC gives ten more achievements. _________________________ _____ _____________________________________________ | CO-OP ACHIEVEMENTS | PTS | OBTAIN | |�������������������������|�����|���������������������������������������������| | 2 Guys, 1 Coop | 10 | Complete a co-op mission w/ just 1 ally | | Bulletproof | 5 | Complete a co-op mission w/o dying | | Dodge This | 10 | Get a 10+ kill chain in an Advanced mission | | Friends Indeed | 5 | Complete a co-op mission w/ no one dying | | Have Posse, Will Travel | 15 | Complete all co-op missions | | Stake a Claim | 5 | Gold medal any co-op mission | | Struck Gold | 10 | Gold medal all co-op missions | | The Mother Lode | 10 | Gold medal all Advanced co-op missions | | Well Done | 5 | Complete a co-op mission | | You Rule! | 15 | Complete all Advanced co-op missions | |_________________________|_____|_____________________________________________| EXTRA NOTES ����������� � AUSTIN OVERPOWERED: Beat Twin Rocks, Pike's Basin, and Gaptooth Breach in multiplayer. This doesn't have to be in the same session. � BUCKIN' AWESOME: Break the Hungarian Half-Bred, American Thoroughbred, and the Kentucky Saddler in the campaign. One can know they're broken in by checking to see if their deeds are available for purchase at general stores. There's a bit of glitchiness with this achievement, seems like, so if all else fails, re-break the horses and see if it unlocks. � DODGE THIS: Perhaps the best way to get this is going to "The Herd" as a Marksman (II) and peek over the edge at the start, and snipe a bunch of the rustlers in the basin below. It's incredibly easy as long as one's handy with the weapon. � HEADING SOUTH ON A WHITE BRONCO: This is obtained by getting a $1000+ bounty and evading the cops while southbound on a Hungarian Half-Bred. Note that the description's specificity about the US marshals is false -- this can be done in Mexico as well (can personally verify). A good way to do it is to hide up in the Escalara mansion's guardtower, kill federales until the right amount is obtained, then hide in that tower until the wanted level disappears. Ride out of town, hopefully reinitiating the fugitive search, and hide in the southern hills until the achievement unlocks. [Apparently, killing the pursuers also unlocks the achievement...] � FIGHTIN' AROUND THE WORLD: There are seven saloons in the game (Armadillo, Rathskeller Fork, Thieves' Landing, Escalera, Chuparosa, Casa Madrugada, Blackwater) and a knockout is classified as an opponent falling to the floor unconscious -- it only lasts a few seconds. Note that beating up an unwilling participant, like someone who runs away, doesn't seem to count so always pick on people your own size (i.e. who fight back)! � HIT THE TRAIL: Get from Blackwater to Escalara, before sundown, in a single multiplayer session. This works best if one has a fast horse and a lobby with few (belligerent) people. Note that if the achievement is gotten in a vehicle of some kind, whoever's riding shotgun also unlocks it! � MANIFEST DESTINY: Buffalo that die other than being shot -- such as falling off a cliff, getting hit by a train, etc. --- don't count towards the achievement and don't respawn either, so always make sure Marston is the one who gets the credit! � NO DICE: This is a lot easier to do with only one opponent, as it means Marston only has to win five hands in a row. This is great because once 4 hands are won, it's easy to determine what the guy's last die is based on his bet. [Try playing against 2 opponents and you'll fail a lot!] � ON THE TRAIL OF DE VACA: To "discover a region," buy the map of that region at a general store or similar place; then, use that map from the inventory (they're one-time-only expendables). Doing this for them all will unlock the achievement. � RED DEAD ROCKSTAR: This is obtained by killing a Rockstar dev or someone else who's killed one. As such, it's somewhat of a "viral achievement," in that as more time passes, it gets easier to obtain. � THE GUNSLINGER: Once the targeting mode is set to Expert, make sure the headshot obtained is on a listed enemy, i.e. red dot indicator. Shooting a civilian or domesticated animal doesn't seem to work to those ends. And, of course, there's avatar awards to find. Most are available, but some are dependant on the yet-unreleased Skin it to Win it/Strike it Rich DLC. _______________________________ _____________________________________________ | AVATAR AWARDS | OBTAIN | |�������������������������������|���������������������������������������������| | Black on Red RDR Logo T-Shirt | Chest at Riley's Charge | | Gentleman's Attire | Do Rockstar's "Skin it to Win it" Challenge | | Lady's Finery | Do Rockstar's "Skin it to Win it" Challenge | | Sombrero | Score a hatshot on an foe (any difficulty) | | Yellow Rockstar Logo T-Shirt | Chest at Beecher's Hope cabin (attic) | | Posse T-Shirt | Obtained when multiplayer community reaches | | | certain amount in "Strike it Rich!" chllnge | |_______________________________|_____________________________________________| _______________________________________________________________________________ ������������������������������������������������������������������������������� AMBIENT CHALLENGES [AMBN] _______________________________________________________________________________ ������������������������������������������������������������������������������� Ambient challenges are found in campaign (single-player mode) and completed by John doing certain feats of excellence in surviving, hunting, and so on. Extra explanations will be given at the bottom of each section. Each AC is started in a different way. MASTER HUNTER -: Shoot and skin a coyote SHARPSHOOTER --: Shoot a bird SURVIVALIST ---: Pick a wild herb or flower TREASURE HUNTER: Do the "save the treasure hunter" random event _______________ ____ ____________________________________________________/ MASTER HUNTER |_ | LV | TASK | |����|����������������������������������������������������������������������| | 01 | Kill and skin five (5) coyotes | | 02 | Kill and skin five (5) deer (only does drop pelts, remember) | | 03 | Kill and skin five (5) wolves; all 5 kills must be w/ melee knife | | 04 | Kill & collect (5) boar tusks and three (3) armadillo carapaces | | 05 | Kill and skin two (2) cougars; one kill must be with the melee knife | | 06 | Kill and skin five (5) raccoons, skunks, and foxes | | 07 | Kill and skin five (5) elk and bighorns | | 08 | Kill and skin one (1) grizzly bear | | 09 | Kill and skin Khan the legendary Jaguar | | 10 | Kill and skin Lobo the legendary wolf and Brumas the legendary bear | |____|______________________________________________________________________| * - LV5: Buffalo Rifle can be purchased * - MAX: Obtain health-refilling item when skinning animals Hunting is mostly about knowing where animals appear. Coyotes, deer, and wolves are all commonplace in New Austin, and wandering into the wilderness can usually find some. Boars and Cougars are a bit harder to find, and they tend to stick to the sandhills along the Rio Bravo (try south of Hennigan's Stead). The Greenhollow area, where Gordo the legendary boar can be found, is also a huge boar hangout. Elk, bighorns, and grizzlies are found easily in the mountainous Tall Trees area in West Elizabeth...although there is at least one random Great Plains event where a hunter chases a grizzly around. The legendary animals spawn in certain places, and only after many of their brethren are slain. Lobo is found in the Barranca area of Mexico, around the ruined clifftop house. Khan spawns at the Tanner's Reach cabin in Tall Trees or Ojo del Diablo in Mexico, while Brumas spawns at Bearclaw Camp or Nekoti Rock. All legendaries have increased health, stopping power and (typically) speed, so try to spot 'em from afar and nix 'em quickly. NOTE: Legendaries may spawn at different areas than listed, like Ojo del Diablo in Mexico. Check the challenge information to see which place to go. _____________ ____ __________________________ ___________________________/ SURVIVALIST |_ | LV | TASK | LOCATIONS | |����|��������������������������|�������������������������������������������| | 01 | Pick 6 Wild Feverfew | Cholla Springs and Hennigan's Stead areas | | 02 | Pick 6 Desert Sage | Gaptooth Ridge area | | 03 | Pick 4 Red Sage | Near Rio Bravo | | 04 | Pick 8 Prickly Pears | Punta Orgullo region | | 05 | Pick 7 Woolly Blue Curls | Perdido area | | 06 | Pick 8 Butterfly Weeds | Diez Coronas region | | 07 | Pick 10 Hummingbird Sage | Tall Trees area (not just in snowy parts) | | 08 | Pick 12 Prairie Poppies | Great Plains | | 09 | Pick 15 Golden Currants | Great Plains | | 10 | Pick 10 Violet Snowdrops | Tall Trees (farther north than H. Sage) | |____|__________________________|___________________________________________| * - LV5: Doubles Survivalist Maps' potency * - MAX: Obtain Deadeye-refilling item when picking herbs These challenges are all about picking wild plants, which is pretty easy in theory -- all plants grow in specific places and the game tells y'where they are. Despite how many grow around, picking a plant only adds +1 to the inventory. [Picked plants grow back after a few days.] WILD FEVERFEW ---: White flowers clumping on the prairie DESERT SAGE -----: Purple flowers growing from a small bush RED SAGE --------: Obviously, red-colored flowers PRICKLY PEARS ---: Flowering clumps of cactus WOOLLY BLUE CURLS: Elongate bluish flowers on a small bush BUTTERFLY WEED --: Bright yellow flowers HUMMINGBIRD SAGE : Elongate white flowers PRAIRIE POPPY ---: Small yellow flowers clumping on prairie GOLDEN CURRANT --: Found on the Great Plains' shrubs (very easy to spot!) VIOLET SNOWDROP -: Flowers with dark-colored petals Obviously, using a Survivalist Map to display the area's plants helps a lot when doing this stuff. ______________ ____ _____________________________________________________/ SHARPSHOOTER |_ | LV | TASK | |����|����������������������������������������������������������������������| | 01 | Kill five (5) flying birds | | 02 | Kill five (5) rabbits | | 03 | Kill five (5) coyotes before they attack | | 04 | Kill five (5) birds from a moving train | | 05 | Kill two (2) different animal types with one Dead Eye attack | | 06 | Shoot two (2) people's hats off | | 07 | Kill three (3) bears with one shot (sniper rifle, shotgun, etc.) | | 08 | Shoot two (2) people's hats off and disarm two (2) people | | 09 | Kill six (6) animals without reloading/changing weapon | | 10 | Disarm six (6) people without reloading/changing weapon | |____|______________________________________________________________________| For the trick shooting required in this category, it's usually not the kills that are hard to do. Killing two animals with one Dead Eye is easy since domesticated animals count towards the total; alternately, go to a diverse area like Bearclaw Camp and get it. Getting hatshots is easy by aiming too high for a headshot, and they don't have to be done in one session, so it's a leisurely activity. Killing bears with one shot isn't that hard with sniper rifles or close-up shotgun blasts; just don't try weaker pistols or anything. For the last two objectives that require no reloading/weapon changing, this can be hard if done with a low-ammo weapon (like Revolver). Obviously, things like sniper rifles are out of the question. The best solution is to use the Evans Repeater for these tasks, since it carries 22 shots and gives plenty of leeway for misses. Killing six animals isn't that hard in species-diverse areas (I think domesticated animals _don't_ count?). Disarming six gunslingers is done by shooting their gun arm, so pick a hideout with lots of fellas, like Gaptooth Breach, and go to town. NOTE: Using Dead Eye can cause the weapon to reload afterwards, which sucks for the last two challenges. _________________ ____ __________________________________________________/ TREASURE HUNTER |_ | LV | TREASURE MAP LOCATION | |����|����������������������������������������������������������������������| | 01 | Obtained in random event by saving treasure hunter from bandits | | 02 | Hanging Rock (in chest buried on north side) | | 03 | Del Lobo Rock (requires sliding down south face to ledge below) | | 04 | Tumbleweed's mansion (cellar) | | 05 | Rio del Toro (along lowest stone wall near the cow-skulls tree) | | 06 | Crooked Toes (climb up the tallest spire) | | 07 | Ojo del Diablo (on small cliff ledge nearby) | | 08 | Roca de Madera cliffs (along second-highest's dead end) | | 09 | Broken Tree (along broken wall near base) | | 10 | Nekoti Rock (inside clifftop cave) | |____|______________________________________________________________________| * - LV5: Can ride stagecoaches for free * - MAX: Can carry twice as many consumables As its name would suggest, these challenges are all about finding buried treasure maps, all of which look like tiny clusters of stones. In addition to getting a map for the next rank, Marston also receives a gold bar that can be sold for extra cash. The bars found by rank are (1) none (2) Rhode's Gold (3) Jackson's Gold (4) Calhoun's Gold (5) Tubman's Gold (6) Brown's Gold (7) Douglass' Gold (8) Garrison's Gold (9) Pickett's Gold (10) Stonewall's Gold. [There is no use to the gold besides selling it, note.][+20 Fame for finding each, +50 for final] Maps can be checked by selecting them from the inventory. The clues given typically show landmarks the player may have seen (Ojo del Diablo is a unique one, for instance) although some may include step-by-step instructions or extra text, too. For reference, maps #1-4 are found in New Austin, #5-8 in Nueva Paraiso, and #9-10 in West Elizabeth. They can't be done out of order, either. NOTE: Some places, like Roca de Madera and Broken Tree, don't appear on the map without zooming in. Don't wander the hinterlands without first checking that out first! _______________________________________________________________________________ ������������������������������������������������������������������������������� ANIMALS [ANML] _______________________________________________________________________________ ������������������������������������������������������������������������������� Animals can be found in any area of the map, with certain species available or prevalent in certain ones. When killed, they drop various items that can be sold for profit (they fetch higher prices if sold in areas where they're not readily found, note). It's worth mentioning that smaller animals, when killed by ridiculously over- -powered weaponry, may disintegrate and leave behind no drops. It's best to use pistols and other firearms against those types of creatures. TIP: Complete copies of RDR come with a foldout map that displays several common animal locations; this map is also shown in-game in pretty much the same format. Checking around where the animal pics are displayed helps for some sightings, like foxes. [Zoom-in/out to see pics as needed] The following table should be self-explanitory, hopefully. The "IND" section comments on which of the three main regions it can be found in: New Austin, Nueva Paraiso, West Elizabeth. [Domesticated animals, like cows, chickens, and dogs aren't needed for the Unnatural Selection achievement, and typically give bounties when killed as they're owned by someone. WILD horses are still necessary for the achievement, however.] Note that most animals can be found just by wandering off into the prairie and waiting awhile -- very few wild critters venture into city limits (an exception would be raccoons). If you know an area where they're supposed to spawn, try camping a bit to pass the time, or wait until it's day/night. Some animals are strictly nocturnal (owls for instance) and only appear when in the twilight hours. NOTE: If any readers have better spawn locations than that listed, send 'em in and I'll replace 'em. _____________ _____ _______________________________ _________________________ | ANIMAL | IND | DROPS | EXAMPLE LOCATION(S) | |�������������|�����|�������������������������������|�������������������������| | Armadillo | NN- | Carapace, Meat | Casa Madrugada area | | Bat | N-- | ----------------------------- | Tumbleweed Manor (nite) | | Beaver | --W | Meat, Fur | N. side of Montana Ford | | Bighorn | N-W | Meat, Horns, Skin | Tall Trees, Nekoti Rock | | Boar | NNW | Meat, Skin, Tusks | NE of Hennigan's Stead | | Bobcat | NNW | Claw, Meat, Fur | Rio Bravo hills | | Buffalo | --W | Meat, Horns, Skin | Great Plains prairies | | Chicken | NNW | Chicken Feathers | MacFarlane's Ranch | | Cougar | N-W | Meat, Fang, Pelt | Tall Trees | | Cow | N-W | Meat, Hide | MacFarlane's Ranch | | Coyote | NNW | Meat, Pelt | Cholla Springs region | | Crow | NNW | Feathers | Found all over... | | Deer | NNW | Antlers, Meat, Skin | Hennigan's Stead (day) | | Dog | NNW | Meat, Fur | [basically any town] | | Duck | NNW | Duck Feathers | Lake Don Julio region | | Eagle | -NW | Eagle Feathers | Tall Trees (North) | | Elk | --W | Antlers, Meat, Skin | Tall Trees | | Fox | N-W | Meat, Skin | Rio del Lobo region | | Goat | NNW | Meat, Skin | Critchley's Ranch (day) | | Grizzly | --W | Fur, Meat, Heart, Skin, Teeth | Tall Trees (North) | | Hawk | NNW | Hawk Feathers | Found all over... | | Horse | NNW | Meat, Hide | Cholla Springs region | | Mule | -N- | Meat, Hide | Roads of Neuva Paraiso | | Owl | NNW | Owl Feathers | Tall Trees | | Pig | N-W | Meat | Thieves' Landing corral | | Rabbit | NNW | Meat | Hennigan's Stead region | | Raccoon | N-W | Meat, Fur | Prairies (night) | | Rattlesnake | NNW | Snake Skin | Rattlesnake Hollow | | Seagull | --W | Seagull Feathers | Blackwater pier area | | Sheep | N-- | Meat, Skin | Armadillo station (day) | | Skunk | NNW | Meat, Skin | Greenhollow (dusk/nite) | | Songbird | NNW | Songbird Feathers | Found all over... | | Vulture | NNW | Vulture Feathers | By dead animals/people | | Wolf | NNW | Heart, Meat, Pelt | MacFarlane's Ranch area | |_____________|_____|_______________________________|_________________________| * - Bats can't be item-harvested * - Deer items are listed as "Buck" or "Deer" (doe) Need further help? Try: http://www.gamefaqs.com/boards/957922-red-dead-redemption/54952537 http://reddead.wikia.com/wiki/Animals _______________________________________________________________________________ ������������������������������������������������������������������������������� BOUNTIES [BNTS] _______________________________________________________________________________ ������������������������������������������������������������������������������� Bounties are a form of earning cash, by eliminating outlaws, dead or alive. To start a bounty hunt, find a wanted poster -- These are posted by lawmen at particular locations, listed below -- and accept the challenge. Posters will display a random bounty target at a random region-specific area. If a player wants a specific person, making a save before the poster's put up helps quite a bit; then, reset until the desired bounty's obtained. Note that usually, the $600 bounties don't appear until a few of the petty thieves are caught. NEW AUSTIN ---: Armadillo, MacFarlane's Ranch, Rathskeller Fork NEUVA PARAISO : Chuparosa, Escalera, El Presidio WEST ELIZABETH: Blackwater, Manzanita Post Bounty-hunting always follows the same pattern: once the bounty is accepted, the criminal appears at the set location with some helpers. Killing helpers allows Marston to do the dead-or-alive part. Capturing a bounty alive means hogtying and loading the person on horseback; killing the bounty requires one to loot the corpse for proof of death. Either way, the foe's reinforcements will assault Marston all the way back to the nearest bounty claim office, so always be prepared! [Learn how to fire backwards while riding...] NOTE: All bounties, even those with little gang affiliation, have respawning reinforcements that pursue Marston. The American Standardbred can outrun them all 9 times out of 10, provided it's on a normal road -- it's recommended for all these. [Helpers don't pursue in city limits, however, so "towns on the way" are good places to breeze through as they force another respawn down the way.] NOTE: Bounties aren't put up on the weekend, and sometimes the sheriff won't put up a poster (d'oh!). As far as overall completion goes, it's completing a bounty at all locations that matters, not capturing all the criminals (who will reappear as bounties whether they were dead/alive previously). All areas have 8 unique locations, except West Elizabeth's 4, making 20 places to visit overall. Here's the breakdown for the perps. _________________ _________ __________________ | OUTLAW | DED/ALV | AFFILIATION | NEW AUSTIN BOUNTY LOCATIONS |�����������������|���������|������������������| ��������������������������� | Charlie Mash | 20/40 | Walton's Gang | | Clark Hatfield | 80/160 | Treasure Hunters | � Brittlebrush Trawl | Cody Witlow | 20/40 | Walton's Gang | � Mercer Station | Cooper Reed | 80/160 | Walton's Gang | � Mescalero | Dale Chesson | 20/40 | Walton's Gang | � Rattlesnake Hollow | Harlan Forbes | 20/40 | Treasure Hunters | � Repentance Rock | Harry Dobbing | 80/160 | Bollard Twins | � Rio del Lobo | Irvin Pennick | 80/160 | Bollard Twins | � Silent Stead | Julius Grimes | 120/240 | Bollard Twins | � The Hanging Rock | Lester Dugan | 80/160 | Treasure Hunters | | Link Huston | 120/240 | Walton's Gang | Many of New Austin's gangs're | Maurice Sweet | 20/40 | Bollard Twins | regional, meaning one can get | Mo van Barr | 80/160 | Walton's Gang | certain ones easier if they | Perry Rose | 80/160 | Walton's Gang | view a bounty at 'x' spot. | Quinn Malloy | 80/160 | ---------------- | Treasure Hunter bounties show | Roscoe Duffy | 20/40 | Treasure Hunters | up easily at Rathskeller Fork, | Rufus Higbee | 120/240 | Treasure Hunters | Walton's Gang bounties in | Sid Winkler | 200/400 | ---------------- | Armadillo, and Bollard Twins | Slink Bradshaw | 120/240 | Bollard Twins | at MacFarlane's Ranch. Some | Stanley Mund | 120/240 | Treasure Hunters | miscellaneous criminals are | Wade Basset | 120/240 | Treasure Hunters | found at any, and a bit of |_________________|_________|__________________| overlap, too, generally. ____________________ _________ _____________ | OUTLAW | DED/ALV | AFFILIATION | NUEVA PARAISO BOUNTY LOCATIONS |��������������������|���������|�������������| ������������������������������ | Benito Penagarza | 120/240 | M. Banditos | � Barranca | Cesar Higuaras | 120/240 | M. Banditos | � Hendidura Grande | Cristo Bustamante | 200/400 | ----------- | � Laguna Barrego | Geraldo Elisaldez | 80/160 | ----------- | � Ojo del Diablo | Jorge Reynoso | 120/240 | ----------- | � Plata Grande | Julian Coronado | 120/240 | ----------- | � Primera Quebrada | Mateo Clisante | 80/160 | M. Banditos | � Rancho Polvo | Raul Ontiveros | 200/400 | ----------- | � Sepulcro | Ramiro de la Torre | 200/400 | M. Banditos | | Rigoberto Artiz | 200/400 | M. Banditos | Lots of ground to cover down | Selistino Herrada | 120/240 | ----------- | Mexico way, but there's plenty | Sergio Abelda | 80/160 | M. Banditos | of jail facilities so it kinda |____________________|_________|_____________| evens out. _________________ _________ ______________ | OUTLAW | DED/ALV | AFFILIATION | WEST ELIZABETH BOUNTY LOCATIONS |�����������������|���������|��������������| ������������������������������� | Americus Roe | 600/300 | ------------ | � Aurora Basin | Charlie Hinkle | 400/200 | ------------ | � Bearclaw Camp | Dakota | 240/120 | Dutch's Gang | � Nekoti Rock | Grant Avery | 400/200 | ------------ | � Tanner's Reach | Hestor Frith | 600/300 | ------------ | | Honovi | 240/120 | Dutch's Gang | It's recommended to take posters | Isaiah Greeley | 240/120 | ------------ | from Manzanita Post, as it's the | Kent Gallaway | 600/300 | ------------ | closest train station to all four | Melvin Spinney | 600/300 | ------------ | possible locations. All captured | Moses Lowson | 240/120 | ------------ | bounties must be delivered to the | Ralph Strickler | 400/200 | ------------ | neighboring town of Blackwater, | Zebedee Nash | 600/300 | ------------ | however -- it's the only place |_________________|_________|______________| with a jail. _______________________________________________________________________________ ������������������������������������������������������������������������������� CHEATS [CHTS] _______________________________________________________________________________ ������������������������������������������������������������������������������� RDR cheats are found in-game, often scrawled in out-of-the-way places, and can be input by going into 'Options' and then 'Cheats.' Inputting a cheat lets it be turned on and off at leisure, but while activated, one can't save or unlock achievements. [Make sure to input codes verbatim!] Anyway, the list below tells the cheat phrase, the cheat's actual name, the effect, and where to find the cheat (if so inclined; it's not necessary). Note that for those wanting to find the cheats in newspapers, they're filed unter the "miscellany" section. � ABUNDANCE IS EVERYWHERE - Cheat: Infinite Ammo - Effct: self-explanitory - Found: Newspaper No. 58 � BEASTS AND MAN TOGETHER - Cheat: Horse - Effct: Spawns a horse at player's location - Found: Lake Don Julio, inside house's shack (above door frame) � DON'T YOU LOOK FINE AND DANDY - Cheat: Sharp Dressed Man - Effct: Gentleman's Attire available - Found: Newspaper No. 60 � HE GIVES STRENGTH TO THE WEAK - Cheat: God - Effct: Invincibility - Found: Newspaper No. 61 � HUMILITY BEFORE THE LORD - Cheat: Who? - Effct: Resets Fame to zero - Found: Sepulcro, written in an enclosed grave's wall on SE side � I AM ONE OF THEM FAMOUS FELLAS - Cheat: Famous - Effct: Gives free fame - Found: The Old Bacchus Place, on building's east wall � I DON'T UNDERSTAND IMNFINITY - Cheat: Infinite Dead Eye - Effct: self-explanitory - Found: Primera Quebrada, written inside dwelling � I LOVE A MAN IN UNIFORM - Cheat: Man in Uniform - Effct: Bureau Uniform, US Marshal Uniform, and US Army Uniform unlocked - Found: Pacific Union Railroad Camp, (partially) written on a boxcar � I WISH I WORKED FOR UNCLE SAM - Cheat: Diplomatic Immunity - Effct: Eliminates bounty/wanted level - Found: Newspaper No. 57 � IT AINT PRIDE. IT'S HONOR - Cheat: Good Guy - Effct: Awards max Honor - Found: Newspaper No. 59 � IT'S MY CONSTITUTIONAL RIGHT - Cheat: Gun Set 1 - Effct: Volcanic Pistol, Springfield Rifle, Double-barreled Shotgun unlocked - Found: Nosalida, inside a chicken coop � I'M AN AMERICAN. I NEED GUNS. - Cheat: Gun Set 2 - Found: Newspaper No. 56 - Effct: Fire Bottles, Semi-Auto Pistol, Schofield Revolver, Buffalo Rifle, Winchester Repeater, Sawed-off Shotgun unlocked � I'M DRUNK AS A SKUNK AND TWICE AS SMELLY - Cheat: Hic - Effct: Makes player drunk - Found: Rathskeller Fork, on ceiling beam next-door to Marston's room � MAKE HAY WHILE THE SUN SHINES - Cheat: Infinite Horse Stamina - Effct: self-explanitory - Found: Newspaper No. 54 � NOW WHO PUT THAT THERE? - Cheat: Coach - Effct: Spawns coach at player's location - Found: The Scratching Post, underside of "outbuilding" roof (has lantern) Ridiculously hard to find in poor lighting... � OH MY SON, MY BLESSED SON - Cheat: Jack Attack - Effct: Changes John Marston into Jack Marston - Found: Beecher's Hope, inside barn's loft � THE OLD WAYS IS THE BEST WAYS - Cheat: Old School - Effct: Sepia filter used - Found: Newspaper No. 53 � THE ROOT OF ALL EVIL, WE THANK YOU! - Cheat: Money - Effct: Awards $500 - Found: Plata Grande mine, written by west of two entrances � THEY SELL SOULS CHEAP HERE - Cheat: Decrease Bounty - Effct: self-explanitory - Found: Benedict Pass railroad bridge (carved on outward-facing railing) � YOU GOT YOURSELF A FINE PAIR OF EYES - Cheat: Lewis and Clark - Effct: Reveals all areas on map - Found: Newspaper � YOU THINK YOU TOUGH, MISTER? - Cheat: Gang Chic - Effct: All gang-related outfits unlocked - Found: Barranca, inside house's foundation _______________________________________________________________________________ ������������������������������������������������������������������������������� CO-OP MISSIONS [CPMS] _______________________________________________________________________________ ������������������������������������������������������������������������������� Cooperative Missions are selectable from the multiplayer menu once one gets the "Outlaws to the End" DLC. There are six missions in all, and finishing those six unlocks Advanced Cooperative Missions to do. Some changes from normal multiplayer is that when critically injured, one requires a teammate to be revived (before bleeing out). Dying in a mission means one can't be revived until the next checkpoint's cleared. Obviously, if everyone dies, that's the end of the road! Luckily missions can be redone in that situation. Here's an overview on the missions. AMMUNITION ���������� Locale: Tesoro Azul The goal here is to clear out the town, the fronts (western & eastern; the enemies outside the gates, in other words) and then the far ridge where the cannon emplacements are. When the ridge is cleared, plant the explosives at the designated spot and blow up the munitions to end everything. Clearing out the town is undoubtedly the first task, as the federales stream through the two gates at the start. Throwing dynamite at the bottlenecks helps a lot; it's better with two or more people doing it. There's also a couple in-town vantage points to start killing sandbag troops on the surrounding hills. Just remember the cannonfire is centralized on the town only, so being inside is hazardous! It makes sense to clear out the eastern ridge first (every time) since it's the weakest and least fortified. Once the eastern front's gone, it's not a bad idea to go straight for the cannons' ridge, flanking it from the east -- this gets the jump on everyone and gives better rifle trajectories. [Not to mention, avoiding having to bother with the heavily fortified western front, which can some doing in the cold wind & rain.] Cannon-gunners can be sniped from below their position, too, but that's a bit more dangerous. When the ridge is clear, use the cannons to bombard the western front and take out most of the would-be nuisances. This cannonade should give clearance for someone -- or a soon-to-be-respawning person -- time to get the explosive from intown and hightail it back. Plant the explosive, get in the detonator's "safe zone" and blow those heretical weapons to kingdom come. ADVANCED NOTES: No special ones, although it pays to work efficiently, stay in close range to revive allies, and clear out the eastern front soon so the cannons' chance of killing someone is diminished. Having a sniper rifle user in the proceedings helps ridiculously well, particularly where the fortified ridge is concerned. THE ESCAPE ���������� Locale: The Scratching Post, Benedict Point, Tumbleweed This is a three part mission, and a fun one at that. 1) STOP THE ARMS DEAL: Everyone starts on a ridge overlooking The Scratching Post, making it a good place for rifle/sniper fire. The goal is to kill all the arms dealers and make off with their wagon, riding to Benedict Point while fending off pursuers. The ride is short but someone'll have to drive the gold-filled stage back, too. Have someone ride shotgun for extra help. 2) CLEAR OUT TUMBLEWEED: Ride from the station to Tumbleweed and start eliminating the gangfolk in town. There's less than a typical hideout would have, but the eastern ridge has manned cannons and there's machine gun emplacements in town and at the mansion. The best way is to have a few people hijack the cannons and a couple go through on foot, eliminating Walton's gang on two fronts. [Just be careful not to kill teammates with cannon volleys, naturally...people who can't aim shouldn't use the weapon!] When Tumbleweed's silent, ride back to the station. 3) ELIMINATE THE ARMY: The final step is eliminating both the American and Mexican Armys who want to hold the players responsible for the trashed arms deal. An old-fashioned duel shootout takes place, then eliminating a few more folk hiding at the station platform. Following, commandeer the gold wagon and start making for the border bridge, southeast of Plainview's oil community. Enemies attack on foot and horseback along the way, but the wagoner can typically barrel forth and avoid most annoying situations. Crossing into Mexico ends the mission. ADVANCED NOTES: Two of the steps involve driving a gold-filled coach, so it should be obvious that good teammates assist the driver in fending off the pursuing bandits. They _can_ KO that teammate if given the chance, and the driver should really be concentrating on steering instead of fighting the much more mobile foes. Basically, make sure someone's riding shotgun; don't both having everyone ride in the coach! Also, the Tumbleweed step can be made easier by not following the designated path into town, and instead climbing the south ridge. This lets one get to the cannons easier, not to mention ambushing the gangbangers with a height advantage. THE HERD �������� Locale: Pike's Basin Arguably the most boring of the six missions, this involves reappropriating rustlers' stolen livestock, then bringing the 20-head herd into Armadillo. The strategy is: 1) LIBERATE THE LIVESTOCK: The players start on the upper east entrance to the canyon, so the ridge path acts as a natural barrier against the lower foes' shots. [Just be careful not to fall off.] Snipe and use rifle-fire to eliminate the first bunch of goofballs, then the reinforcements who emerge from the tents. Following, unlock the cattle pen to start the second step. Remember that the technique for escorting cattle is to have someone in the front and a person in the back, the latter of which keeps the cows from straying. This isn't much of a problem in the close confines of Pike's Basin but will be once outside. Also, in a 4-player team, this frees up two people to assist in other ways. 2) ESCORT CATTLE OUT OF CANYON: There are two ambush points the rustlers use en route. The first is near one of the campsites seen in the PB hideout run, and the second further down the way, on a higher parallel path that multiple rustlers use. The second is the biggest and most deadly, as the bandits will start slaughtering cattle -- they can kill 10+ easily if given the chance. The trick to saving the beef is having the people who aren't escorting to ride ahead and get in position to ambush the ambushers. One person alone shouldn't do it; someone should be on-hand to revive! 3) ESCORT CATTLE TO ARMADILLO: Once out of the basin, the designated path is to go near The Hanging Rock, then loop around to Armadillo the long way, ending at the stable. The hilly region makes the rustlers' mounted attack semi-effective innately, as it's quite hard to shepherd the cattle and put up a fight at the same time, at least without sacrificing any of the milk-makers. This is one of the steps that gets easier with practice, knowing where all the bandits are scripted to appear. The mission finishes successfully when at least 5 cattle are returned to the town. Any less than that is automatic failure! ADVANCED NOTES: Nothing that wasn't mentioned above, although a team will _really_ want to ambush the rustlers during their second in-canyon appearance, as they really tan those cows' hides. The good news is that players ambushing from level ground can shoot the off the cliff to lower ground, where those leading the herd can deal the finishing blows (if they survive at all!). The way back to Armadillo is still pretty hard but, again, it gets easier knowing where the attackers are going to be coming from. THE KIDNAPPED GIRL ������������������ Locale: Fort Mercer Another three-stepper, this one a mix of hideout objective previously seen in campaign. Farmer MacGuffin's daughter has been kidnapped and it's the players' duty to return her safe and sound. 1) STORM FORT MERCER: A well-travelled player will have intricate knowledge of the fort's layout, but now there's a couple machine-gun emplacements at its main gate, requiring some quick work right off the bat. The hill everyone starts on makes for good sniping, too, picking off those on the wall and sniper's tower. When the way's clear, plant the taken explosive and blow the gates off. The way forward from then on is like a typical hideout purge, except instead of many reinforcements coming from level ground, there's just more enemies hiding near the back gate and where the LeMat Revolver spawns in multiplayer (roof towards back). Afterwards, when the hostage is freed, she'll run to the coach...someone's gotta drive! 2) RIDE TO RIDGEWOOD FARM: The designated path to farm country is down the road, ignoring Plainview's area, and dipping under the nearby railroad bridge. This is the easiest way so don't consider any goofy detours. Some attackers will be found all along this path, with snipers by the bridge and horseback pursuers otherwise. In normal co-op, it's quite easy to make an XP killing here. 3) ELIMINATE FARM BANDITS: Once the farm is reached, the place will be crawling with outlaws trying to exact their revenge. Most are along the corral and house environs, but the most dangerous ones are the snipers on the surrounding ridge -- they'll pick off players with impunity, making it quite a scramble for mission newcomers. Hiding inside the farmhouse can be a good idea if there's too much heat. Clearing out the foes finishes the mission. ADVANCED NOTES: The most dangerous part of the entire mission is the ambush at Ridgewood Farm, and you can bet that driving the coach in willy-nilly will get everyone killed...those snipers are deadeyes. It's recommended to exit the coach once the pass -- the hill overlooking the farm -- is reached, for countersniping and just general cleanup. It may be a bit slower than normal co-op but it's much safer; plus, the hostage stays in the vehicle instead of doing something stupid. Hooray! THE RIVER ��������� Locale: Crooked Toes, The Scratching Post, Nosalida Ahh, a river mission. The players will be floating down the river on a raft a la "We Shall Be Together in Paradise," except this time there's no ammo box onboard. Enemies will line the riverbanks, both running and ahorse, while enemy rafters riding upstream (!) will have to be dealt with. Luckily, those stupid rafters have a TNT crate along and shooting it sends 'em sky high. However, the main meat of the mission is the three locations where the big shootouts occur. NOTE: There is no incapping on the raft. You die until the next checkpoin! - Crooked Toes is the Mexican prairie with the weird rock formations, and it's where the bandits attack first. Try to stay at level ground so the sagebrush isn't a giant distraction (less important on normal co-op) and get on horseback to expedite things, considering the reinforcements' spawn areas. - The Scratching Post is seen in "The Escape," so it's not that unfamiliar, I hope. Fighting around this little one-room shack can be kinda fun, but with foes flanking the place, it's important to not get too separated. The house itself has the best fortifications; the twiggy fences kinda...suck. - Nosalida is where the mission's climax takes place, during which there's no checkpoints so be careful not to wander out into open ground or fall over- -board like a goonie! Like the hideout purge, many enemies are centralized around the town fence, with others being in the assorted buildings (this includes the inevitable reinforcements). Some army bigwigs will ride around on horseback throwing fire bottles, so eliminate them quickly to avoid any potential mishaps. There's a glitch here that, after reboarding the raft at Crooked Toes, a player stays on land while comrades set sail. This means having to ride along the south shore of the river until Nosalida, with none of the checkpoints respawning and one being generally useless if without a sniper rifle. ADVANCE TIPS: Again, the Nosalida shootout has no checkpoints after landing at the dock, so bring any reckless tendencies to heel 'cause they typically screw it up for everybody. [Example: running into a far house, dying, someone goes to revive, they die, etc.] WALTON'S GOLD ������������� Locale: Gaptooth Breach This is almost a carbon copy of the Gaptooth Breach hideout event, with the goal being to clear the outdoors, steal a minecart, and fight off attackers on the way out. There are a few differences though: - During the first portion, there will be a dynamite-thrower (Stanley Mund, bane of everyone's existence!) and a couple snipers ready to kill anyone gonzo 'nough to walk into plain sight. Both are on far ridges, one kittie- -corner from the other. Overall, this first part can be quite annoying if people are KO'd in the early going, so commit the snipers' and Stanley's positions to memory. [Less important is a machine-gunner who can be easily sniped.] - In the mine portion, instead of the cart being fully loaded already, the players must gather the moneybags manually. Each player can carry two at once; the cart can only leave once 12 (of 18) are loaded. Remember that in the minecart room, there's a drop-down point from the upper walkway but it's two-way -- climb back up the hewn rock to get to bags faster. - During the third and final stretch, the players will start in the "lounge" and fight off the miner reinforcements. Most come from the camp area but a large group comes from the ridge behind the lounge, making it dangerous for one to go running off recklessly. Luckily, once the initial wave of smelly gold-grabbers is eliminated, there's a window to mount the gatling guns nearby and eliminate those arriving from near the mission's starting point. At the very least it's excellent suppressing fire. ADVANCED TIPS: Nothing not already mentioned. Sometimes this mission is very glitchy -- such as spawning people invisibly, intangibly, a giant pile of minecarts outside, no enemies spawn, etc. -- so if that happens, it's best to just leave as there's no way to finish it. _______________________________________________________________________________ ������������������������������������������������������������������������������� HIDEOUTS [HDTS] _______________________________________________________________________________ ������������������������������������������������������������������������������� Hideouts are gang-run structures the player can take on in campaign and free roam multiplayer, earning experience and weaponry (temporary only in multi- -player). Hideouts are only found in New Austin and Neuva Paraiso; the heavy law presence in West Elizabeth clamped down on gangs there, mostly. Rewards in campaign consist of a small amount of money ($15-25), 50 Fame, 200 Honor, and a permanently unlocked weapon dependant on the hideout. In free roam, a player gets experience for beating the hideout with bonus XP awarded for whoever does a certain condition (listed as 'bonus' below). The weapons that spawn here can be picked up and used for the free roam session's duration, but are lost once one leaves -- they unlock permanently when certain levels are met. FORT MERCER ����������� Unlock: Clear "The Assault on Fort Mercer" Gangs : Banditos [multi: Bollard Twins] Locate: New Austin [Rio Bravo] Reward: Semi-automatic Pistol Spawns: LeMat Revolver Bonus : Gang Leader Killed [bonus XP to whoever does the deed] Fort Mercer is a large fort with strong ties to the campaign, and getting through can be quite fun. It has two doors but the "back door" doesn't open until the place is cleared, making the proceedings rather linear at times. Enemies line the high wall with snipers in the NW tower, the latter of which should always be eliminated early on or they start picking away at a player's health. Reinforcements come from the ground-floor rooms and the 2F walkway behind the gallows. The final wave of reinforcements come from a single room towards the fort's back, and the close proximity makes it ideal for throwing dynamite/fire bombs to kill them en masse. Slaying the gang leader gives an additional XP bonus. [In campaign, the mission is much the same, except there's an NPC helper to assist. GAPTOOTH BREACH ��������������� Unlock: Clear "Man is Born Unto Trouble" Gangs : Treasure Hunters Locate: New Austin [Gaptooth Ridge] Reward: Springfield Rifle Spawns: Dynamite Bonus : Checkpoint Hit [9 possible for pusher only; 25 XP/per] The hideout can be accomplished after Irish's "Man is Born Unto Trouble" mission, which takes place here. The setup is an injured man near the entry road wants John to rescue his friend Floyd, who's being held in the railhouse nearby. Once freed, Floyd leads John into the mine -- through resistance, of course -- to find a treasure chest containing about $125, all for Marston to keep. Exit the mine to finish up. In multiplayer, the journey is much the same, except there's a mine cart full of moneybags to push to the track's end (gives 25 XP for each checkpoint hit). Of course, the resistance is much tougher also. NOSALIDA �������� Unlock: Clear "We Shall Be Together in Paradise" Gangs : Rebeldes Locate: Neuva Paraiso [Punta Orgullo; western edge] Reward: Henry Repeater Spawns: Carcano Rifle Bonus : Civilians Killed Like Tesoro Azul, this is a rebel-held town and they're friendly until the player decides to start shooting. There is a low wall rimming most of houses, plus an outbuilding near the river. The first wave of reinforcements flanks the town via the riverbank area, while the second comes from the same but holes up around the town fence. Additionally, there'll be some dogs to take care of! Respawning on top of the dock boathouse is a great boon, giving a height advantage and ample cover & sightlines to boot. PIKE'S BASIN ������������ Unlock: Clear "Justice in Pike's Basin" Gangs : Bollard Twins Locate: New Austin [Hennigan's Stead] Reward: Sawed-off Shotgun Spawns: Evans Repeater Bonus : Bomb Planted [3 possible; 100 XP/per] In campaign, the task is to help a rancher recover his cattle; in free roam, it's to destroy the gang's stolen munitions crates. Plant the explosives with Y-button and back away to avoid any damage. Reinforcements typically come as the crates are destroyed, too. There's three battles to be fought in the basin: (1) the northern canyon bend, where reinforcements come from the cliffs and the north road (2) the east-central basin proper, where the gang's main force is held up and the road doubles back on itself (3) the southern reaches, which occurs in the same manner as #1. TESORO AZUL ����������� Unlock: Clear "We Shall Be Together in Paradise" Gangs : Rebeldes Locate: Neuva Paraiso [Punta Orgullo; east side] Reward: Double-action Revolver Spawns: High Power Pistol Bonus : Whores Saved [5 possible; 50 XP/per] Tesoro Azul is a two-gate town with climbable walls surrounding the place. There's a few riflemen on rooftops that should be taken out immediately, and a bunch of other banditos in town itself. Two waves of reinforcements come when the current force dwindles, and there's some people on horseback who throw (an infinite supply of) fire bottles into the player's vicinity. The women in town are helpless and don't fight back; killing them detracts from the bonus XP, actually. NOTE: The town only turns hostile when the player initiates the firefight. This means it's possible to sneak in and get the High Power Pistol, then leave if necesary (especially good for those who haven't earned it permanently). TUMBLEWEED ���������� Unlock: Clear "New Friends, Old Problems" Gangs : Criminals [unaffiliated] Locate: New Austin [Gaptooth Ridge] Reward: Winchester Repeater Spawns: Bolt Action Rifle Bonus : Targeting Bonus [Example: Normal Targeting = 100 XP] In campaign, events here are done by freeing a hogtied deputy and assisting in eliminating local rabble, both in town and the gang-held mansion. During free roam, one must do that (excepting the sheriff helper) plus clear out any idiots in the church and barn nearby. The barn, church, and mansion all have roof holes or windows to throw dynamite/fire bottles in, perhaps eliminating some fools or flushing them from their hiding spots. TWIN ROCKS ���������� Unlock: Clear "New Friends, Old Problems" Gangs : Walton's Gang Locate: New Austin [Cholla Springs] Reward: Volcanic Pistol Spawns: Mauser Pistol Bonus : Cleaned House Twin Rocks is a fan favorite just because of how quickly it can be done, in any mode. It's prudent to eliminate the snipers (2 on the rock pillars, one on roof) and mow down the remaining enemies and reinforcements as they come out of the house single file. [A great way to get kill chains, to say the least.] What differs between campaign and free roam is helping the stranger out by rescuing his daughter, who's being held hostage inside the house. Killing the captor releases her safely; accidentally slaying her gives no honor bonus like normal. [In free roam, the daughter situation is replaced with another wave of reinforcements, approaching the building from a few different directions.] The Cleaned House bonus seems to be earned by eliminating the reinforcements (1st wave) as they emerge, but before they get too far away from the doorstep. Others theorize it has something to do with kill-chaining them, but that doesn't always seem to work. _______________________________________________________________________________ ������������������������������������������������������������������������������� MINIGAMES [MNGM] _______________________________________________________________________________ ������������������������������������������������������������������������������� There are six minigames in RDR. They're technically optional but winning one of each is necessary for outfit unlocks, not to mention a few points to the game's overall completion (if y'want that achievement). Their icons are displayed on the world map for easier identification. The game also usually gives a tutorial on how to play 'em. NOTE: If an icon is grayed-out, it means the game can't currently be played, usually due to lack of participation. ____________________ �������������������� ARM WRESTLING ____________________ �������������������� Available: El Matadero, Pacific Union Railroad Camp This is one of the easier minigames by its simplicity. Marston faces off against one opponent, trying to pin his arm to the table. Pressing A-button will force the enemy's arm in one direction; holding R-trigger attempts to hold one's ground. The key is to watch the opponent's face, holding ground when they attempt to push Marston's arm, then push their arm when they get tired out. When their arm's close to the table, Y-button can do a fast pin to win. [Game goes to 2 per opponent.] ____________________ �������������������� BLACKJACK ____________________ �������������������� Available: Blackwater, Chuparosa, Thieves' Landing, Rathskeller Fork Blackjack is a fairly simple card game to learn the rules of, but as it's a game of odds, hard to master (if at all possible). Each card is assigned a value, and the players attempt to get their cards' cumulative values to 21, which is the magic number. Card values are as such: aces are worth 1 or 11, face cards are worth 10, and number cards their assigned values. [Thus, an ace + face card = automatic 21, or a "blackjack"] A player "wins" when they get a hand better than the dealer. At the start of each hand, a player is dealt two cards from which they can either "hit" (add another card) or "stand" (keep current cards). If anyone goes over 21, they "bust," or automatically lose. If a player gets two cards of the same value, they can "split" the cards, thus having two hands to bet on that round. Each hit will then add a card to each hand, increasing the chances of winning or busting. ____________________ �������������������� FIVE FINGER FILLET ____________________ �������������������� Available: Armadillo, Escalera, Manzanita Post, Thieves' Landing, Torquemada Another simple minigame! This one is about pushing a certain button sequence in a limited amount of time, mimicking the enemy's as they stab the knife to the table in-between their fingers. [Messing up cuts one's own fingers...ow.] The sequence starts out simple, using only two buttons for the first opponent, but can end up using all four for the later opponents. The minimum amount to bet rises as later opponents are fought. [Note that if one loses, opponents beaten do _not_ come back -- no restarting!] ____________________ �������������������� HORSEBREAKING ____________________ �������������������� Available: Chuparosa, Ridgewood Farm Less of a minigame than a fun pasttime or optional job, breaking in wild horses allows John to (1) get a free steed (2) buy the steed's deed at most general stores, which lets him summon the horse should it die. Horsebreaking requires a lasso to hold the horse, and when John jumps on, he'll have to try to maintain balance to get the animal used to being ridden. The trick is to watch which side John's leaning off and move back towards center, occasionally pushing down on the control stick (forward on horse) to avoid being bucked off backward. When John takes on a job, he breaks the horse in exchange for some cash, apx. $80-90. The horse then becomes his "trusty steed," meaning it comes when John whistles. This can be annoying if one already has a better steed, or was trying to get the "Spurred to Victory" achievement, so make sure to have a deed on hand to summon a better "caballo". ____________________ �������������������� HORSESHOES ____________________ �������������������� Available: Las Hermanas, MacFarlane's Ranch Horseshoes is a game played to 11 with two players, where each tries to throw the titular shoe to the other end of the "field" where a metal stake is stuck. Each player gets two throws per turn, and whoever gets closest to the metal stake wins the round, winning 1 or 2 points (depending on if both shoes were thrown better than the opponent's). Hitting the metal stake with a horseshoe is called a "ringer" and earns three points. Note that the horseshoe's ends have to be around the stake to be an actual ringer; nicking the stake isn't a ringer and doesn't give the corresponding achievement. [Winner must win by 2!] To throw a horseshoe, first adjust Marston's aim and make sure the far peg is toward the center of the held horseshoe itself, as that increases the chance of getting a ringer. Next, watch the gauge: the trick is to release the shoe at around the center line, which propels it forward well. Releasing at the ends of the gauge gives the throw too little steam or too much steam, which throws it skyward instead of laterally. The game can take a little practice to do right. Just remember to adjust the aim every throw or Marston'll (typically) screw up. ____________________ �������������������� LIAR'S DICE ____________________ �������������������� Available: Escalera, Casa Madrugada, Thieves' Landing Liar's Dice is a fun game played between 2-4 opponents, and as its name suggests, it's a dice game. Each person starts with five dice, and the object is to be the last person with dice remaining. Each round starts by one shaking the dice and seeing the values of them. The betting then begins. Each person must give a bet, which has to increase in number or value, about the table's cumulative dice values. For instance, if one person bets that there's "one 1" out of everyone, the next person has to bet at least "two 1s" or increase the dice values. If a bet is made and someone thinks it's a bluff, he can be called out on it and the table's dice are revealed. If it's proven a bet was false, the person who lied loses one of his dice; if it's proven right, the accusor loses a die. An example: someone bets there's two 5s on the table, and is called out. In actuality, there is five 5s between the players. Since there's at least two, the accusor would lose the die. [Similarly, one can call a bet spot-on if s/he thinks the exact number of dice is available, forcing the last person who bet to lose a die.] The trick to winning is telling the truth, then, or making adjusted claims based off one's own dice. Let's say the player has values of (1,2,3,4,5) for the round. An educated bet would be to say there's at least two of a number available, since the player has at least one and it's quite likely another player does too. These kinds of sly bets often work in the player's favor, or force opponents to bluff and be called out. It gets a bit harder as the foes' dice dwindle, however, although operating under the assumption that one's bet is partially true helps -- i.e. if someone bets they have two 6s, they have at least one 6 to speak of. [This isn't always true, however, but it seems to be done by certain people, so after a few games one should know their habits.] ____________________ �������������������� NIGHTWATCH ____________________ �������������������� Unlock: Armadillo, Blackwater, Chuparosa, MacFarlane's Ranch Reward: Cash, 5 Fame, 50 Honor (per each criminal captured safely) Nightwatch jobs are paid assignments in certain civilized areas where John patrols the place (during night, of course) and puts a stop to any criminal activity going on. The more events that take place, and the more people that are caught instead of slain, the more cash John gets paid. The delinquency is usually confined to horse theft, fistfights, and attempted burglaries. Using the lasso is the safe way to solve any problems, although shooting someone in the leg puts the kibosh on any would-be escapees. ____________________ �������������������� POKER ____________________ �������������������� Available: Armadillo, Blackwater, Casa Madrugada, Chuparosa, MacFarlane's Ranch, Thieves' Landing Poker in RDR is "Texas Hold 'Em" style, which has its own set of rules from normal poker. Basically, each person is dealt three cards at the start of each round, and three cards ("river cards") are put in the center face-down. Betting begins before the river cards are flipped, with forced bets -- the big blind and little blind -- given from two people based off the dealer's position. [Additional betting can be done, too.] The object is to have use one's own cards and the river cards to make the best possible hand, winning the pot (accumulated bets) for oneself. Assuming one knows what a standard deck of cards is -- if y'don't, go look it up -- there is an ascendancy to hands, i.e. one hand is better than another. From best to worst, here is the order: Royal Flush ---: A-K-Q-J-10 of the same suit Straight Flush : Five sequential cards of same suit Four of a Kind : Four matching cards (i.e. four Kings) Full House ----: Three of a Kind + a Pair Flush ---------: Five cards of same suit Straight ------: Five sequential cards of any suit Three of a Kind: Three matching cards (i.e. three Kings) Two Pair ------: Two pairs of two matching cards One Pair ------: Two matching cards High Card -----: Player's highest card is their default hand Basically, the hardest hand (royal flush) is unbeatable, while having no specific hand uses the person's highest card. Being dealt a pair off the bat is one of the best hands to obtain, thus. As for betting, besides the big/small blind forced bets to keep a pot on the table, a player can bet "all in," in which they put their entire stack of chips into their hand. This is a common bluff for people who don't know how to play poker -- and even those that do! -- but it can easily backfire if an opponent has an actual hand of worth. Either way, going all-in is a good way to force people with few chips to bet it all, or to force people to fold if they don't want to risk anything. [Players who check, which means to not raise the current bet, can often be made to fold by going all-in.] If someone is forced to go all-in to play, and their chips are fewer than the person who went all-in, a "split pot" occurs. A split pot also occurs when two people win the pot with the same hand (like both having nothing but the same high card), which cuts the pot in half. I suppose it could be split between three people, too, but it's never happened to me. NOTE: To unlock the special high-stakes poker game in Blackwater, obtain the special Gentleman's Attire costume by joining Rockstar's Social Club. _______________________________________________________________________________ ������������������������������������������������������������������������������� MULTIPLAYER CHALLENGES [MLTP] _______________________________________________________________________________ ������������������������������������������������������������������������������� Challenges in multiplayer are feats of excellence that reward the player with experience (XP or EXP) and unlockable titles. They're categorized between free roam and competitive play, the latter being staged battles with many people. The tables should be self-explanitory, but here's what the superscript numbers mean: � - Must be accomplished in same session � - Must be done with throwing/melee weapons only � - Requirements must be done without dying ______________________ |����������������������| | FREE ROAM CHALLENGES |------------------------------------------------------- |______________________| ���������������������� These types of challenges, done in free roam of course, can be performed by oneself or in a posse. Some missions are definitely easier with allies, too. LAWBRINGER I / LAWBRINGER II / LAWBRINGER III ____ _______________________________________ _____ _________________________ | LV | OBJECTIVE | EXP | TITLE UNLOCKED | |����|���������������������������������������|�����|�������������������������| | 01 | Complete Pike's Basin hideout | 250 | Cow Lover | | 02 | Complete Fort Mercer hideout | 250 | Shining Knight | | 03 | Complete Tumbleweed hideout | 250 | Weedwhacker | | 04 | Complete Gaptooth Breach hideout | 250 | Gold Thief | | 05 | Complete Tesoro Azul hideout | 250 | Sapphire | | 06 | Complete Twin Rocks hideout | 250 | Gemini | | 07 | Complete Nosalida hideout | 250 | Exit Wound/Lawbringer | |----+---------------------------------------+-----+-------------------------| | 01 | Win Pike's Basin/Twin Rocks� | 250 | Civil Servant | | 02 | Win Nosalida/Tesoro Azul� | 250 | Deputy Lawman | | 03 | Win Tumbleweed/Fort Mercer� | 250 | Lucky Lawbringer | | 04 | Win Tesoro Azul� | 250 | Crimestopper | | 05 | Win Gaptooth Breach� | 250 | No guns needed | |----+---------------------------------------+-----+-------------------------| | 01 | Win Pike/Twin/Fort/Tumble in 24 hrs.� | 250 | Restless Justice | | 02 | Win Pike/Twin/Fort/Tumble in 36 hrs.� | 250 | Untouchable Gunslinger | |____|_______________________________________|_____|_________________________| Lawbringer tasks are all about completing the hideouts, and some require a couple tweaks, like beating them in a certain time period or with throwing weapons. These aren't that hard to do by oneself (provided the player knows the game's ins and outs, employs patience, etc.) but some of the more annoying ones -- like Lawbringer III's tasks -- should definitely be done with a large posse. [One can usually kill an enemy and go hide somewhere, letting allies do the work, and still get the thing to unlock.] MASTER HUNTER I / MASTER HUNTER II ____ _______________________________________ _____ _________________________ | LV | OBJECTIVE | EXP | TITLE UNLOCKED | |����|���������������������������������������|�����|�������������������������| | 01 | Kill 5 deer | 250 | Stew Brewer | | 02 | Kill 5 coyotes | 250 | Conservationist | | 03 | Kill 5 wolves (1 must be w/ knife) | 250 | Wolf Cryer | | 04 | Kill 5 cougars (1 must be w/ knife) | 250 | The Mauled | | 05 | Kill 5 elk and bighorns | 250 | Hunter | |----+---------------------------------------+-----+-------------------------| | 01 | Kill 5 bears (1 must be w/ knife) | 250 | Spartan Survival | | 02 | Kill Lobo the legendary wolf | 250 | Lycanthropist | | 03 | Kill Gordo the legendary boar | 250 | Lord of the Flies | | 04 | Kill Khan the legendary jaguar | 250 | Cat Ballyhoo | | 05 | Kill Brumas the legendary bear | 250 | Master Hunter | |____|_______________________________________|_____|_________________________| Expectedly, these challenges are all about killing wildlife. Ones requiring knife kills can be a little vexing, though, as cougar/bear attacks have been turned into OHKOs for multiplayer. Still, stabbing an animal in the face is usually good enough to score a kill. Remember that one can dodge-roll by pressing a direction and x-button while L-trigger's held down. As for the legendary animals, Lobo appears near Barranca (Mexico), Gordo at Greenhollow (along San Luis River), Khan at Tanner's Reach (Tall Trees) and Brumas at Bearclaw Camp (Tall Trees also). Legendary animals only appear when Marston goes to the certain area and kills apx. 10 of its generic allies. If Marston dies by a legendary animal, he's removed from the area and must do the process all over again. [Legendaries also have higher health, speed, and damage output, usually.] OUTLAW I - BOUNTY / OUTLAW I - PUBLIC ENEMY / OUTLAW I - SURVIVAL ____ _______________________________________ _____ _________________________ | LV | OBJECTIVE | EXP | TITLE UNLOCKED | |����|���������������������������������������|�����|�������������������������| | 01 | Gain a $500 bounty | 250 | Bandito | | 02 | Gain a $1000 bounty | 250 | Renegade | | 03 | Gain a $5000 bounty | 250 | Enemy of the State | |----+---------------------------------------+-----+-------------------------| | 01 | Become a public enemy | 250 | Outlaw | | 02 | Become a public enemy 10 times | 250 | On the run | | 03 | Become a public enemy 50 times | 250 | Career Criminal | |----+---------------------------------------+-----+-------------------------| | 01 | Survive for 3m while a posse pursues | 250 | Running Man | | 02 | Survive for 5m while a posse pursues | 250 | Fleeing Felon | | 03 | Survive for 7m while a posse pursues | 250 | Maniac Militia Member | |____|_______________________________________|_____|_________________________| The beginning outlaw missions are rather simple in design, with the Bounty & Public Enemy ones being those requiring most patience and persistence. [The survival one is a cinch, really.] One becomes a public enemy by gaining a $1000 bounty, for reference. It makes sense to hole up in a place where it's possible to kill attackers easily, such as El Presidio, the Blackwater hotel, Armadillo rooftops, etc. Doing these with a posse can be a great help, too. OUTLAW II - BOUNTY HUNTER / OUTLAW GANG / PUBLIC ENEMY KILLER / PUBLIC ENEMY KILL STREAK ____ _______________________________________ _____ _________________________ | LV | OBJECTIVE | EXP | TITLE UNLOCKED | |����|���������������������������������������|�����|�������������������������| | 01 | Kill a PEnemy while you're a PEnemy | 250 | The Coward | |----+---------------------------------------+-----+-------------------------| | 01 | Your entire gang has a $1000 bounty | 250 | Mild Bunch | | 02 | Your entire gang has a $2500 bounty | 250 | Motley Crew | | 03 | Your entire gang has a $7500 bounty | 250 | Wild Bunch | |----+---------------------------------------+-----+-------------------------| | 01 | Kill 1 Public Enemy | 250 | Deputy | | 02 | Kill 10 Public Enemies | 250 | Sheriff | | 03 | Kill 50 Public Enemies | 250 | Law Dog | |----+---------------------------------------+-----+-------------------------| | 01 | Get a 3-person killstreak as a PEnemy | 250 | Yellowbelly | | 02 | Get a 5-person killstreak as a PEnemy | 250 | Remorseless | | 03 | Get a 7-person killstreak as a PEnemy | 250 | Public Enemy | |____|_______________________________________|_____|_________________________| Public Enemy challenges are usually high-risk events, especially ones that require killstreaks. Typical methods of killing public enemies are sniping them from long range, throwing dynamite into where they're holed up, etc. -- it annoys the crap out of 'em! Also, as far as "Outlaw Gang" challenges go, a gang is classified as two or more people, so a duo works best for doing those ones "quickly". SHARPSHOOTER I / SHARPSHOOTER II ____ _______________________________________ _____ _________________________ | LV | OBJECTIVE | EXP | TITLE UNLOCKED | |����|���������������������������������������|�����|�������������������������| | 01 | Kill five birds | 250 | Bird Watcher | | 02 | Kill five rabbits | 250 | Exterminator | | 03 | Headshot 10 enemies | 250 | Head Hollower | | 04 | Kill 5 birds from a moving vehicle | 250 | Mobile Bird Watcher | | 05 | Disarm 10 enemies | 250 | Sharpshooter | |----+---------------------------------------+-----+-------------------------| | 01 | Get two hatshots within 5 seconds | 250 | Hat Trickster | | 02 | Hatshot & disarm same person in 3sec. | 250 | Hauty Gunhand | | 03 | Kill a grizzly in one headshot | 250 | Bear Starer | | 04 | Score a hatshot while mounted | 250 | Hat Flyer | | 05 | Kill 3 animal types w/in 10s of each | 250 | Master Sharpshooter | |____|_______________________________________|_____|_________________________| Sharpshooter challenges are typically fun, with at one requiring Marston to be riding shotgun with someone (a horse doesn't count as a moving vehicle). For reference, a "hatshot" is shooting someone's hat off and a "disarm" is knocking a gun out of someone's hand, both without killing the target. The sniper rifle is pretty good for these challenges, as it's deadly accurate and aiming high often causes a hatshot anyway (use Carcano for best effect). The "kill three animal types in 10 seconds of each other" might not be as hard as it sounds, either -- try going to a species-diverse place like Bearclaw Camp (where I got mine) or using cows, pigs, horses, inert birds, etc. as unwitting subjects too. SURVIVALIST I / SURVIVALIST II ____ _______________________________________ _____ _________________________ | LV | OBJECTIVE | EXP | TITLE UNLOCKED | |����|���������������������������������������|�����|�������������������������| | 01 | Pick 6 Wild Feverfew | 250 | Wild Fever | | 02 | Pick 6 Desert Sage | 250 | Sage Advisor | | 03 | Pick 4 Red Sage | 250 | Sage Bleeder | | 04 | Pick 8 Prickly Pear | 250 | Raw Paws | | 05 | Pick 7 Woolly Blue Curls | 250 | Survivalist | |----+---------------------------------------+-----+-------------------------| | 01 | Pick 8 Butterfly Weed | 250 | Doc's Realization | | 02 | Pick 10 Hummingbird Sage | 250 | Sage Hoverer | | 03 | Pick 12 Prairie Poppy | 250 | Prairie Picker | | 04 | Pick 15 Golden Currant | 250 | Golden Herbalist | | 05 | Pick 10 Violet Snowdrop + 2 of others | 250 | Master Survivalist | |____|_______________________________________|_____|_________________________| Once the player knows the plants are indigenous to -- and if y'don't, see the Ambient Challenges section -- these aren't that hard. Note that the challenges don't count herbs already picked when they unlock, so each one requires finding "fresh" ones. The most annoying of the batch is definitely the final one of Survivalist II, which requires finding 10 Violet Snowdrops plus two of all the previous ones...ugh. ___________________________ |���������������������������| | WEAPON-RELATED CHALLENGES |-------------------------------------------------- |___________________________| ��������������������������� These challenges are accomplished in bag games and shootouts. Asterisked (*) items in this section reward the player with gold-plated weapons -- usable only in this competitive setting mind you -- that give increased XP gains when kills are scored. There's basically two types of challenges for weapons: 1) "KILLER" -> Score 25 > 50 kills to earn 50 > 100 XP 2) "HEADSHOTS" -> Score 25 > 50 > 100 headshots to earn 100 > 200 > 250 XP Here's a list of 'em. Note that completing the challenge that requires mere kills unlocks the title of that challenge (i.e. "LeMat Muerte") while doing the headshots one unlocks the gold-plated version of the corresponding weapon. � Bolt Action Assassin � Bolt Action Assassin Headshots � Buffalo Butcher � Buffalo Butcher Headshots � Carcano Killer � Carcano Killer Headshots � Double Barrel Killer � Double Barrel Killer Headshots � High Powered Killer � High Powered Killer Headshots � Henry Hurter � Henry Hurter Headshots � LeMat Muerte � LeMat Muerte Headshots � Mauser Murderer � Mauser Murderer Headshots � Pump Action Killer � Pump Action Killer Headshots � Repeated Killer � Repeated Killer Headshots � Rolling Block Bully � Rolling Block Bully Headshots � Sawed Off Shooter � Sawed Off Shooter Headshots � Schofield Assassin � Schofield Assassin Headshots � Semi Auto Shotgunner � Semi Auto Shotgunner Headshots � Semi Auto Pistolero � Semi Auto Pistolero Headshots � Springfield Killer � Springfield Killer Headshots � Volcanic Killer � Volcanic Killer Headshots � Winchester Wielder � Winchester Wielder Headshots Explosive weapons [Throwing Knives aren't in competitive gameplay] have their own challenges, though. These can't be gold-plated, naturally. ___________________________ _____ _______________________________________ | CHALLENGE | EXP | ACCOMPLISHMENT METHOD | |���������������������������|�����|���������������������������������������| | DYN-O-MITE! | 250 | Get 05 kills with dynamite sticks | | | 250 | Get 10 kills with dynamite sticks | | | 250 | Get 25 kills with dynamite sticks | | DYN-O-MITE DEM-O-LI-TION! | 250 | Kill 2 enemies with 1 dynamite stick | | | 250 | Kill 3 enemies with 1 dynamite stick | | Pyro | 250 | Get 05 kills with fire bottles | | Pyro Arson | 250 | Kill 2 enemies with 1 fire bottle | |___________________________|_____|_______________________________________| ________________ |����������������| | PVP CHALLENGES |------------------------------------------------------------- |________________| ���������������� These challenges are done in certain multiplayer modes (Gold Rush, Gang Shootout, Shootout, Hold Your Own, Grab the Bag) and only there. Many of the challenges, such as Bag Pick Ups, appear in different modes and are done repeatedly thus. The section may be a little sloppy-looking considering how much info there is to organize neatly, but hopefully it ain't THAT bad, heh. [Still not sure on some of the titles, but I believe these are right. Send in error corrections if you see any! I haven't gotten all of these just yet.] GOLD RUSH ____________________ _____ _______________________________ ___________________ CHALLENGE | EXP | METHOD | TITLE | ��������������������|�����|�������������������������������|�������������������| Bag Pick Ups | 50 | Pick up 10 Bags | Bagnabber | | 100 | Pick up 25 Bags | Bagnabbit | | 150 | Pick up 50 Bags | Bagmaster | | 150 | Pick up 75 Bags | Sack Toucher | | 150 | Pick up 100 Bags | Proctologist | Deliver Bags | 50 | Deliver 1 bag | Delivery Boy | | 100 | Deliver 15 Bags | Fleetfoot | | 150 | Deliver 50 Bags | Lode Bearer | | 150 | Deliver 100 Bags | Golden Boy | Match Wins | 50 | Win 1 Gold Rush match | Forty-niner | | 100 | Win 5 Gold Rush matches | Scrooge | | 150 | Win 20 Gold Rush matches | Oremonger | ____________________|_____|_______________________________|___________________| GANG SHOOTOUT ______________ _____ _______________________________ _________________________ CHALLENGE | EXP | METHOD | TITLE | ��������������|�����|�������������������������������|�������������������������| Counter MVP | 150 | Be high scorer on losing team | The "Ike Clanton" Award | MVP | 50 | Get MVP in a G.S. one time | Team Player | | 100 | " five times | Head of the Class | | 150 | " ten times | First Round Draft | Top 3 | 50 | Place in the Top 3 one time | Gang Lieutenant | | 100 | " five times | Gang Leader | | 150 | " twenty times | Gang Boss | ______________|_____|_______________________________|_________________________| GRAB THE BAG I / GRAB THE BAG II ____________________ _____ _______________________________ ___________________ CHALLENGE | EXP | METHOD | TITLE | ��������������������|�����|�������������������������������|�������������������| Bag Pick Ups | 50 | Pick up 10 Bags | Muckraker | | 100 | Pick up 25 Bags | Sack Lunch | | 150 | Pick up 50 Bags | Kangaroo Sack | | 150 | Pick up 75 Bags | Team Bagger | | 150 | Pick up 100 Bags | Gang Bagger | Deliver Bags | 50 | Deliver 1 Bag | Kept It Secret | | 100 | Deliver 15 Bags | Kept It Safe | | 150 | Deliver 50 Bags | Precious | First Place | 150 | Be the MVP (highest scorer) | ----------------- | Match Wins | 50 | Win 1 Grab the Bag match | Golden | | 100 | Win 10 Grab the Bag matches | Solid Gold | | 150 | Win 20 Grab the Bag matches | Midas Touch | --------------------+-----+-------------------------------+-------------------| Counter MVP | 150 | Be losing team's high scorer | Carpetbagger | Deliver Bags | 50 | Deliver 1 Bag | Kept It Secret | | 100 | Deliver 15 Bags | Kept It Safe | | 150 | Deliver 50 Bags | Precious | Delivery Service | 50 | Deliver 2 bags in one match | Two to the Chest | | 100 | Deliver 4 bags in one match | The Forsaken | | 150 | Deliver 6 bags in one match | Gold Dropper | Kill Bag Carriers | 50 | Kill 5 bag carriers | Stopped a Few | | 100 | Kill 25 bag carriers | Stopped a Lot | | 150 | Kill 75 bag carriers | Stopped a Ton | MVP | 150 | Be team's highest scorer | The Miner | ____________________|_____|_______________________________|___________________| * - Delivery Service LV1: mentions 3-bag delivery but gives "Two" title? Huh? HEAVY WEAPONS ____________________ _____ _______________________________ ___________________ CHALLENGE | EXP | METHOD | TITLE | ��������������������|�����|�������������������������������|�������������������| Cover Killer | 150 | Cannon-kill a foe using cover | ??? | Multi-Ball | 50 | Kill 2 foes with 1 cannonball | ??? | Gatling Gunner | 50 | Get 10 gatling gun kills | ??? | Cannon Crusher | 50 | Get 10 cannonball kills | ??? | ____________________|_____|_______________________________|___________________| HOLD YOUR OWN I / HOLD YOUR OWN II ____________________ _____ _______________________________ ___________________ CHALLENGE | EXP | METHOD | TITLE | ��������������������|�����|�������������������������������|�������������������| Bag Pick Ups | 50 | Pick up 10 Bags | Grabby Hands | | 100 | Pick up 25 Bags | Bag Handler | | 150 | Pick up 50 Bags | Dirty Mitts | | 150 | Pick up 75 Bags | Bag Runner | | 150 | Pick up 100 Bags | Grubby Paws | Deliver Bags | 50 | Deliver 1 Bag | Package Delivered | | 100 | Deliver 15 Bags | Special Delivery | | 150 | Deliver 50 Bags | The Guy in Brown | Match Wins | 50 | Win 1 Hold Your Own match | Tasted It | | 100 | Win 5 Hold Your Own matches | Held It | | 150 | Win 20 Hold Your Own matches | Touched It | --------------------+-----+-------------------------------+-------------------| Bagstabber | 150 | Stab a foe holding a bag | Bag Stabber | Counter MVP | 150 | Be losing team's high scorer | Wide Lode | Delivery Service | 50 | Deliver 1 bag in one match | ----------------- | | 100 | Deliver 3 bags in one match | Scout | | 150 | Deliver 5 bags in one match | Runner | | 150 | Deliver 7 bags in one match | Know Your Role | MVP | 150 | Be MVP (highest scorer) | Heavy Lode | ____________________|_____|_______________________________|___________________| KILL STREAK I / II ______________________________ _____ ____________________ ____________________ CHALLENGE | EXP | METHOD | TITLE | ������������������������������|�����|��������������������|��������������������| Shootout | 50 | Get a 3-kill streak| Set 'Em Up | | 100 | " 5-kill streak | Knocked 'em Down | | 150 | " 7-kill streak | They Kept Coming | Gang Shootout | 50 | Get a 5-kill streak| Doing Work | | 100 | " 10-kill streak | Pulling Their Weight | 150 | " 15-kill streak Just Get Outta The Way ------------------------------+-----+--------------------+--------------------| Knife Kill Streak | 50 | 3-kill streak | Slasher | | 100 | 5-kill streak | Saved the Alamo | Kill Streak Near Death | 150 | 3-kill streak | Wounded Threat | Mounted Kill Streak | 50 | 3-kill streak | Above You | | 100 | 5-kill streak | Death From Above | Shootout Massacre | 150 | 10-kill streak | Rampage | Gang Shootout Massacre | 150 | 20-kill streak | Outdoor Enthusiast | ______________________________|_____|____________________|____________________| * - near death noted as being in critical health (screen almost fully red) KILL TO DEATH RATIO ______________________________ _____ _____________________ ___________________ CHALLENGE | EXP | METHOD | TITLE | ������������������������������|�����|���������������������|�������������������| Capture the Bag | 150 | Get 5:1 kill ratio | Bouncer | Gang Shootout | 150 | Get 5:1 kill ratio | Shooting Star | Shootout | 150 | Get 5:1 kill ratio | Star Player | ______________________________|_____|_____________________|___________________| REVENGE ______________________________ _____ _____________________ ___________________ CHALLENGE | EXP | METHOD | TITLE | ������������������������������|�����|���������������������|�������������������| Kill Your Last Killer | 50 | self-explanitory | Holds a Grudge | | 100 | Kill foe who killed | Vindictive | | | you 3 times (1life) | | Kill Your Last Killer's Mount | 50 | self-explanitory | Paste of Revenge | Survive Death | 50 | In 1 life, be crit- | On Life Support | | | -ically hurt 5times | | ______________________________|_____|_____________________|___________________| SHOOTOUT ______________ _____ _______________________________ _________________________ CHALLENGE | EXP | METHOD | TITLE | ��������������|�����|�������������������������������|�������������������������| MVP | 50 | Get MVP in a G.S. one time | A Winner Is... | | 100 | " five times | Top of the Pile | | 150 | " ten times | If It Moves Kill It | Top 3 | 50 | Place in the Top 3 one time | Still Standing | | 100 | " five times | Good Company | | 150 | " twenty times | Top of the Crop | ______________|_____|_______________________________|_________________________| TRICKSHOT I / TRICKSHOT II ______________________________ _____ _____________________ ___________________ CHALLENGE | EXP | METHOD | TITLE | ������������������������������|�����|���������������������|�������������������| Clay Pigeon | 50 | In midair, kill foe | Circus Trickster | Kill Enemies Using Blind Fire | 150 | Blindfire-kill a foe| Aiming is Overrated Kill Enemies Using Cover | 50 | Cover-kill 25 foes | Hide and Shoot | | 100 | Cover-kill 50 foes | ----------------- | | 150 | Cover-kill 100 foes | Shy Guy | ------------------------------+-----+---------------------+-------------------| Kill Enemies on Horseback | 50 | Kill 10 foes on | Horseback Fighter | | 100 | Kill 50 foes on | Mounted Murderer | | 150 | Kill 100 foes on | Equestrian Killer | ______________________________|_____|_____________________|___________________| UNSTOPPABLE ____________________ _____ _______________________________ ___________________ CHALLENGE | EXP | METHOD | TITLE | ��������������������|�����|�������������������������������|�������������������| Final Kill | 50 | Earn match's final kill once | The Edge | | 100 | Make final kill five times | The Closer | Shootout | 150 | Complete a Shootout w/o dying | Flawless | | 150 | " Gang Shootout w/o dying | In the Closet | ____________________|_____|_______________________________|___________________| _________________ |�����������������| | COOP CHALLENGES |------------------------------------------------------------ |_________________| ����������������� Cooperative (Co-Op) missions are available by downloading the "Outlaws to the End" DLC. Playing a mission unlocks challenges for that mission, and obtaining Advanced Missions -- by finishing all 6 missions normally -- unlocks the rest. Unlike other challenges, there's no titles to unlock. COOP _________________________________________ _____ ______________________________ CHALLENGE | EXP | METHOD | �����������������������������������������|�����|������������������������������| All Cooperative Missions | 250 | Complete all 6 missions | Defender | 50 | Defend an ally 1 time | | 100 | Defend an ally 5 times | | 250 | Defend an ally 10 times | | 500 | Defend an ally 25 times | Demolitions Expert | 250 | Beat all 6 m's as a Miner | Demolitions Expert - Advanced | 250 | " as the Miner II class | Desperado - Advanced | 250 | Beat all Advanced missions | | | as the No Holds Barred class | Flawless - Advanced | 500 | Win all Advanced m's w/o dying Flawless - All Cooperative Missions | 500 | Beat all missions w/o dying | Gunhand | 50 | Assist an ally 1 time | | 100 | Assist an ally 10 times | | 250 | Assist an ally 50 times | | 500 | Assist an ally 250 times | I'm Your Huckleberry | 250 | Beat all 6 m's as Gunslinger | I'm Your Huckleberry - Advanced | 250 | " 6 m's as Gunslinger II | Lunatic with a Gun | 250 | Beat all 6 m's as a Marksman | Lunatic with a Gun - Advanced | 250 | " as the Marskman II class | Medic | 50 | Revive an ally 1 time | | 100 | Revive an ally 10 times | | 250 | Revive an ally 50 times | | 500 | Revive an ally 250 times | Mission Complete - Advanced | 250 | Beat all 6 Advanced missions | Soldier for Hire | 250 | Beat all missions as Soldier | Soldier for Hire - Advanced | 250 | " as the Soldier II class | Standing Tall - Advanced | 500 | Finish all Advanced missions | | | without being incapacitated | Standing Tall - All Cooperative Missions | 500 | Finish all missions without | | | being incapacitated | _________________________________________|_____|______________________________| * - m's stands for missions, in case it wasn't obvious AMMUNITION ________________________ _____ ______________________________________________ | CHALLENGE | EXP | METHOD | |������������������������|�����|����������������������������������������������| | Advanced - Time Attack | 50 | Beat Ammunition Advanced in under 12 minutes | | | 250 | Beat Ammunition Advanced in under ?? minutes | | | 500 | Beat Ammunition Advanced in under 08 minutes | | Chainkill | 50 | Get a 3-kill chain | | | 250 | Get a 5-kill chain | | | 500 | Get a 7-kill chain | | Flawless | 50 | Finish Ammunition without dying | | Gunning Them Down | 50 | Get 10 gatling gun kills | | Standing Tall | 50 | Finish Ammunition w/o being incapacitated | | Viva la Revolucion | 50 | Kill 50 enemies in Ammunition | | | 250 | Kill 250 foes in Ammunition | | | 500 | Kill 1000 foes in Ammunition | | Time Attack | 50 | Finish Ammunition in under 12 minutes | | | 250 | Finish Ammunition in under 10 minutes | | | 500 | Finish Ammunition in under ?? minutes | |________________________|_____|______________________________________________| THE KIDNAPPED GIRL ________________________ _____ ______________________________________________ | CHALLENGE | EXP | METHOD | |������������������������|�����|����������������������������������������������| | Advanced - Time Attack | 50 | Beat The Kidnapped Girl in under 20 minutes | | | 250 | Beat The Kidnapped Girl in under ?? minutes | | | 500 | Beat The Kidnapped Girl in under 09 minutes | | Chainkill | 50 | Get a 3-kill chain | | | 250 | Get a 5-kill chain | | Flawless | 50 | Finish The Kidnapped Girl without dying | | Gunning Them Down | 50 | Get 10 gatling gun kills | | | 250 | Get 50 gatling gun kills | | | 500 | Get ??? gatling gun kills | | Killing Kidnappers | 50 | Kill 50 enemies in The Kidnapped Girl | | | 250 | Kill 250 foes in The Kidnapped Girl | | | 500 | Kill 1000 foes in The Kidnapped Girl | | Standing Tall | 50 | Finish the mission w/o being incapacitated | | Time Attack | 50 | Beat The Kidnapped Girl in under 12 minutes | | | 100 | Beat The Kidnapped Girl in under 10 minutes | | | 150 | Beat The Kidnapped Girl in under ?? minutes | |________________________|_____|______________________________________________| THE ESCAPE ________________________ _____ ______________________________________________ | CHALLENGE | EXP | METHOD | |������������������������|�����|����������������������������������������������| | Advanced - Time Attack | 50 | Beat The Escape Advanced in under 12 min. | | | 250 | Beat The Escape Advanced in under 10 min. | | | 500 | Beat The Escape Advanced in under ?? min. | | Chainkill | 50 | Get a 3-kill chain | | | 250 | Get a 5-kill chain | | | 500 | Get a 7-kill chain | | Flawless | 50 | Finish The Escape without dying | | Heavy Artillery | 50 | Get 10 cannon kills | | | 250 | Get 50 cannon kills | | | 500 | Get 250 cannon kills | | Killing to Survive | 50 | Kill 50 enemies in The Escape | | | 250 | Kill 250 foes in The Escape | | | 500 | Kill 1000 foes in The Escape | | Standing Tall | 50 | Finish the mission w/o being incapacitated | | Time Attack | 50 | Beat The Escape in under 12 minutes | | | 250 | Beat The Escape in under 10 minutes | | | 500 | Beat The Escape in under ?? minutes | |________________________|_____|______________________________________________| THE HERD _________________________ _____ _____________________________________________ | CHALLENGE | EXP | METHOD | |�������������������������|�����|���������������������������������������������| | Advanced - Time Attack | 50 | Beat The Herd Advanced in under 12 minutes | | | 250 | Beat The Herd Advanced in under 08 minutes | | | 500 | Beat The Herd Advanced in under ?? minutes | | Culling Cattlerustlers | 50 | Kill 50 foes in The Herd | | | 250 | Kill 250 foes in The Herd | | | 500 | Kill 1000 foes in The Herd | | Chainkill | 50 | Get a 3-kill chain | | | 250 | Get a 5-kill chain | | | 500 | Get a 7-kill chain | | Flawless | 50 | Finish without dying | | Saving the Steak | 50 | Finish with 10+ cows left | | | 250 | Finish with ??+ cows left | | | 500 | Finish with all (20) cows left | | Standing Tall | 50 | Win w/o being incapacitated | | Time Attack | 50 | Finish in under 12 minutes | | | 250 | Beat The Herd in under 8 minutes | | | 500 | Beat The Herd in under ?? minutes | |_________________________|_____|_____________________________________________| THE RIVER ________________________ _____ ______________________________________________ | CHALLENGE | EXP | METHOD | |������������������������|�����|����������������������������������������������| | Advanced - Time Attack | 50 | Finish The River Advanced in under 22 min. | | | 250 | Finish The River Advanced in under ?? min. | | | 500 | Finish The River Advanced in under ?? min. | | Bloody the Water | 50 | Kill 50 enemies in The River | | | 250 | Kill 250 enemies in The River | | | 500 | Kill 1000 enemies in The River | | Bustin Myths | 50 | Get 1 hatshot in The River | | | 250 | Get 10 hatshots in The River | | | 500 | Get 50 hatshots in The River | | Chainkill | 50 | Get a 3-kill chain | | | 250 | Get a 5-kill chain | | | 500 | Get a 7-kill chain | | Flawless | 50 | Finish without dying | | Standing Tall | 50 | Finish The River w/o being incapacitated | | Time Attack | 50 | Finish in under 22 minutes | | | 250 | Beat The River in under ?? minutes | | | 500 | Beat The River in under ?? minutes | |________________________|_____|______________________________________________| WALTON'S GOLD ________________________ _____ ______________________________________________ | CHALLENGE | EXP | METHOD | |������������������������|�����|����������������������������������������������| | Advanced - Time Attack | 50 | Beat Walton's Gold Advanced in under 15 min. | | | 250 | Beat Walton's Gold Advanced in under ?? min. | | | 500 | Beat Walton's Gold Advanced in under ?? min. | | Chainkill | 50 | Get a 3-kill chain | | | 250 | Get a 5-kill chain | | | 500 | Get a 7-kill chain | | Flawless | 50 | Complete Walton's Gold without dying | | Gangbusters | 50 | Kill 50 enemies | | | 250 | Kill 250 enemies | | | 500 | Kill 1000 enemies | | Grabbing Gold | 50 | Leave the mine with 12 bags | | | 250 | Leave the mine with 15 bags | | | 500 | Leave the mine with all (18) bags | | Standing Tall | 250 | Finish the mission w/o being incapacitated | | Time Attack | 50 | Finish Walton's Gold in under 15 minutes | | | 250 | Finish Walton's Gold in under ?? minutes | | | 500 | Finish Walton's Gold in under 07 minutes | |________________________|_____|______________________________________________| _________________ |�����������������| | STAT CHALLENGES |------------------------------------------------------------ |_________________| ����������������� These are all miscellaneous challenges with three ranks (50, 100, 150 XP). Completing them unlocks a special title. Note that the stats one accumulates are cumulative for unlocking the next rank. Basically, if you roll 50 times for "High Roller," you only have to roll 50 more times, not 100, to reach the final rank. Note that for trampling someone, simply run at them and make them dodge-jump out of the way or kill them in the process. Dead bodies can't be used to boost the challenge. [Note that for stagecoach challenges, wagons and cart miles/tramples also count.] _____________________ ________________________________________ _____________ | CHALLENGE | ACCOMPLISHMENT | TITLE | |���������������������|����������������������������������������|�������������| | Foot Traveler | Walk 10 > 50 > 100 miles | Wanderer | | High Roller | Roll 25 > 50 > 100 times | Dizzy | | Horse Trampler | Run over 25 > 50 > 100 separate people | Trampler | | Horse Traveler | Ride 30 > 150 > 300 miles on horseback | Pioneer | | Lemming Award | Fall to your death 25 > 50 > 100 times | Cloudwalker | | Shotgun Traveler | Ride shotgun for 02 > 20 > 200 miles | Shotgun | | Stagecoach Trampler | Run over 25 > 50 > 100 guys in a coach | Bad Driver | | Stagecoach Traveler | Drive a coach/cart 02 > 25 > 250 miles | Explorer | |_____________________|________________________________________|_____________| _______________________________________________________________________________ ������������������������������������������������������������������������������� MULTIPLAYER UNLOCKABLES [MLTI] _______________________________________________________________________________ ������������������������������������������������������������������������������� Just an overview of what's unlocked on a per-level basis. Any new player begins at Lv01, for reference. When one reaches max level, it's possible to "prestige" and restart from lowest level, re-earning weapons and such again and get steeds earlier than normal, plus new ones. Prestiges are denoted in the table by superscript numbers (���) with an asterisk (*) denoting the 4th and last prestige. For example, looking at Lv11, it says [Cleveland Bay�] which means the Bay is always unlocked at that level, so long it's at the minimum first prestige. As no other mounts are said to unlock at that level, one knows the Cleveland Bay will always be found at Lv11 from the first prestige on. Another example is Lv50, which has five unlockable mounts. A new mount unlocks each time that's reached, as the notation says. ____ ______________________________________________________________________ | LV | UNLOCKED | |����|����������������������������������������������������������������������| | 01 | El Se�or, Cattleman Revolver, Knife | | 02 | Repeater Carbine | | 03 | Throwing Knives | | 04 | Lusitano Nag | | 05 | Volcanic Pistol | | 06 | -------------------------------------------------------------------- | | 07 | -------------------------------------------------------------------- | | 08 | Turkmen, Winchester Repeater | | 09 | Schofield Revolver | | 10 | -------------------------------------------------------------------- | | 11 | Cleveland Bay�, Pump Action Shotgun | | 12 | -------------------------------------------------------------------- | | 13 | Springfield Rifle | | 14 | -------------------------------------------------------------------- | | 15 | Dynamite, Hungarian Half-Bred� | | 16 | -------------------------------------------------------------------- | | 17 | Double-Action Revolver | | 18 | Sawed-off Shotgun | | 19 | -------------------------------------------------------------------- | | 20 | Rolling Block Rifle | | 21 | -------------------------------------------------------------------- | | 22 | Fire Bottle, Hungarian Half-Bred�, American Standardbred� | | 23 | -------------------------------------------------------------------- | | 24 | Semi-automatic Pistol | | 25 | -------------------------------------------------------------------- | | 26 | Semi-auto Shotgun, Bonzo� | | 27 | -------------------------------------------------------------------- | | 28 | Carcano Rifle | | 29 | -------------------------------------------------------------------- | | 30 | -------------------------------------------------------------------- | | 31 | -------------------------------------------------------------------- | | 32 | Henry Repeater | | 33 | Hungarian Half-Bred, American Standardbred�, Bonzo�, Buffalo� | | 34 | -------------------------------------------------------------------- | | 35 | High Power Pistol | | 36 | -------------------------------------------------------------------- | | 37 | Double-barreled Shotgun, Albino Buffalo* | | 38 | -------------------------------------------------------------------- | | 39 | -------------------------------------------------------------------- | | 40 | Bolt Action Rifle, American Standardbred, Bonzo�, Buffalo�, Albino | | | Buffalo� | | 41 | -------------------------------------------------------------------- | | 42 | Super Bull* | | 43 | Evans Repeater | | 44 | -------------------------------------------------------------------- | | 45 | -------------------------------------------------------------------- | | 46 | LeMat Revolver | | 47 | -------------------------------------------------------------------- | | 48 | -------------------------------------------------------------------- | | 49 | Mauser Pistol | | 50 | Buffalo Rifle, Bonzo, Buffalo�, Albino Buffalo�, Super Bull�, Zebra | | | Donkey* | |____|______________________________________________________________________| LEVEL-BASED TITLES ____ ___________________ ____ ___________________ ____ ___________________ | LV | TITLE || LV | TITLE || LV | TITLE | |����|�������������������||����|�������������������||����|�������������������| | 01 | Greenhorn || 18 | Long Horn || 35 | Deputized | | 02 | Dude || 19 | Old Hand || 36 | Ranger | | 03 | Pilgrim || 20 | Rustler || 37 | Marshal | | 04 | Tenderfoot || 21 | Outlaw || 38 | Judge & Jury | | 05 | Colt || 22 | Gunslinger || 39 | El Capitan | | 06 | Mail-order Cowboy || 23 | Shootist || 40 | Colonel | | 07 | Pistol || 24 | Quick Draw || 41 | General | | 08 | Short Horn || 25 | Gun Shark || 42 | El Jefe | | 09 | Gringo || 26 | Bad Man || 43 | Searcher | | 10 | Journeyman || 27 | Long Raider || 44 | The Kid | | 11 | Cowboy || 28 | Cabron || 45 | The Duke | | 12 | Wrangler || 29 | Road Agent || 46 | The Ugly | | 13 | Burro || 30 | Hold-up Man || 47 | The Bad | | 14 | Frontiersman || 31 | Bandito || 48 | The Good | | 15 | Gristle Heel || 32 | Short-trigger Man || 49 | The Unforgiven | | 16 | Forty-niner || 33 | Hired Killer || 50 | The Legend | | 17 | Old Timer || 34 | Mercenary ||____|___________________| |____|___________________||____|___________________| MULTIPLAYER CHARACTER UNLOCKS ________ __________ ______________ | MINERS | | REBELDES | | DUTCH'S GANG | |����|������������������| |����|�������������������| |����|������������������| | 01 | Earle Martin | | 01 | Alfredo Castaneda | | 01 | Al Wolfscreed | | 01 | Jarred Vaughan | | 01 | Ramon Paradiso | | 01 | Mala Yawetch | | 01 | Guy Percival | | 01 | Jaime Garcia | | 01 | Hank Shiyani | | 14 | Tony Gallows | | 01 | Cristoban Borracha| | 19 | Sanisuni Wagi | | 19 | Quick Tom Candle | | 01 | Jesus Ecchevaria | | 19 | Kintan Tageyutsi | | 19 | Gerald Conway | | 01 | Michael Sustantivo| | 23 | Jeevan Guni | | 33 | D R Gasset | | 01 | Juan Sierra | | 27 | Jay Sheeyah | | 39 | Harvard Coskie | | 01 | Ramon Dominguez | | 42 | Chief Mangan | |____|__________________| |____|___________________| |____|__________________| _______________ _________________ _______________ | WALTON'S GANG | | CATTLE RUSTLERS | | AMERICAN ARMY | |����|������������������| |����|�����������������| |����|���������������������| | 01 | Pat O'Flanagan | | 01 | John Kelby | | 01 | Slick Nick Funtz | | 01 | Benjamin Earl | | 01 | Ian Connors | | 01 | Tall Trees Ty | | 01 | Mac Buckman | | 14 | Wayne Daniels | | 14 | Gaptooth McGee | | 19 | Knobby Tom Alwin | | 21 | Michael Reese | | 21 | Big Bob Moorcock | | 19 | Markus Barnes | | 29 | Bo Schram | | 29 |Frederick Littlefield| | 36 | David Anthony | | 36 | Shep Thomas | | 36 | Stephen Paul | | 42 | Tricky Pat Dempson | 45 | LS Roberts | | 45 | Jen Booth | | 44 | TJ Laubach | | 50 | The Tudisco Kid | | 48 | Eric Morgenson | |____|__________________| |____|_________________| |____|_____________________| ___________ ________ ____________ | FEDERALES | | LAWMEN | | MISC WOMEN | |����|������������������| |����|�������������������| |����|������������������| | 01 | Jose Falotico | | 01 | Seth LaValley | | 01 | Madam Hernandez | | 01 | Gustavo Andores | | 01 | RJ Peart | | 23 | Carrie Boudicca | | 01 | Cristo Francisco | | 16 | Fred Everts | | 25 | Nicole Louise | | 23 | Ramon Zapato | | 23 | Rowan Babcock | | 27 | Melissa Rose | | 31 | Mark Rafael | | 31 | Heath Michaels | | 29 | Arlene Dunn | | 39 | Juan Diaz | | 39 | Robert Daniels | | 31 | Allie Dickey | | 48 | Jefe Dautista | | 48 | Conor Callahan | | 33 | Alice Thayer | | 50 | Raudel Diaz | | 50 | Sean Cobbler | | 50 | Sarah Grace | |____|__________________| |____|___________________| |____|__________________| _______________ ________________ ___________ | MISC MEXICANS | | MISC CRIMINALS | | LEGENDARY | |����|�����������������| |����|���������������������| |����|�����������������| | 01 | Alejandro Cruz | | 01 | Jason M. Bright | | 50 | Kyle McGinty | | 01 | Jefe Racha | | 01 | Garett Comstock | | 50 | Ezekiel Hogey | | 01 | Roberto Gatos | | 01 | Dr. Lane Davies | | 50 | Mescalero Mike | | 01 | Antonio Xavier | | 01 | Stuard B. Wilson, III | 50 | Theo Crenshaw | | 01 | Esteban Morales | | 01 | Charley Bullock | | 50 | Christy Weller | | 01 | Juan Vargas | | 01 | Dirty Dan Pister | |____|_________________| | 01 | Jose Rodriguez | | 01 | Nick Klein | * - Kyle unlocks at 1st | 01 | Billy Sanchez | | 01 | Abraham Marsh | LV50, Ezekiel at second | 01 | Fernando Naranjo| | 01 | Jesse Lange | LV50, and so forth. One |____|_________________| | 01 | Nick Robbins | must "prestige" four |____|_____________________| times to get them all! _______________________________________________________________________________ ������������������������������������������������������������������������������� OUTFITS [OTFT] _______________________________________________________________________________ ������������������������������������������������������������������������������� John can change his costume by either (1) getting certain DLC (2) purchasing a suit at a tailor (3) doing certain requirements to earn uniform scraps, and getting the garb when they're all collected. Each bullet (�) represents a scrap that has to be found or earned. COWBOY OUTFIT ������������� � Unlocked by default ELEGANT SUIT ������������ � Purchase at Thieves' Landing tailor [$70] BOLLARD TWINS OUTFIT �������������������� Unlock: Kill a Bollard Twins gang member � Search Thieves' Landing [scrap is hidden in warehouse chest] � Complete a Nightwatch job at MacFarlane's Ranch � Win a game of Horseshoes at MacFarlane's Ranch � Capture a Bollard Twins bounty alive � Defend Hennigan's Stead residents from Bollard Twins members � Purchase at Thieves' Landing tailor [when other objectives met] Wearing this outfit makes Bollard Twings gangmembers "friendly" to Marston. Shouldn't be too hard to get, as long as one's good at horseshoes. Note that the "defend Hennigan's Stead residents" portion is a random event, such as protecting a wagon being ambushed. TREASURE HUNTER OUTFIT ���������������������� Unlock: Kill a Treasure Hunter gang member � Search Silent Stead � Complete the "California?" stranger's task � Make a profit at Rathskeller Fork's blackjack table � Claim a Treasure Hunter bounty alive � Complete Gaptooth Breach hideout � Purchase at Thieves' Landing tailor [when other objectives met] Wearing this outfit makes Treasure Hunters members "friendly" to Marston. This is one of the easier ones to get, with the blackjack feat being the only one of any difficulty. The trick is to get an early win and quit, rather than prolonged playing that makes profiting harder. [If you finish with more chips than you started (200), that's a "win" here.] BANDITO OUTFIT �������������� Unlock: Kill a Bandito gang member � Search Sidewinder Gulch [scrap is inside a tent's chest] � Complete a Chuparosa Nightwatch job � Win at Liar's Dice in Casa Madrugada � Defend residents of Mexico from Bandito attacks � Purchase at Chuparosa general store [when other objectives met] Wearing this outfit makes Mexican banditos "friendly" to Marston. The "defend Mexican residents" event is random and usually involves saving someone being accosted by robbers -- since it involves the entire country, not just one little area, it's easier to get than the others, typically. REYES' REBELS OUTFIT �������������������� Unlock: Complete "The Appointed Time" mission � Search Sepulcro [chest along graveyard's peripheral wall] � Complete "Poppycock" stranger's task � Complete Horsebreaking job in Chuparosa � Complete "Love is the Opiate" stranger's task � Win at Five Finger Fillet in Torquemada � Purchase at Escalera general store [when other objectives met] When worn, Rebeldes members are "friendly" to Marston, and Mexican coppers won't give chase. For the Five Finger Fillet portion, winning it counts as beating all opponents, not just one. MEXICAN PONCHO �������������� Unlock: Purchase a Mexican safehouse Another easy one, although some people have commented that it didn't unlock when they bought a house. Getting the villa in Escalera seems to work for this purpose, however. US MARSHAL UNIFORM ������������������ Unlock: Complete "The Last Enemy That Shall Be Destroyed" mission � Clear all US gang hideouts in 24 hours Completing all the gang hideouts (Fort Mercer, Twin Rocks, Gaptooth Breach, Tumbleweed, Pike's Basin) shouldn't be that hard. Note that the twenty-four hour limit is based on IN-GAME time, which is roughly 70-75 minutes. Divided by five that leaves about 14 minutes to do 'em all in...of course, some are easier than others. [Uniform special effect: US lawmen will not give pursuit.] BUREAU UNIFORM �������������� Unlock: Reach 100% single-player completion Reaching total completion is ridiculously annoying as it is, but failing even one miniscule aspect of the criteria (like failing to get some other outfit) screws this up. Oy vey. Wearing this outfit gives John some immunity from the wrath of law enforcement officers: bounty won't increase and local cops (of any kind, even in Mexico) won't give pursuit. US ARMY OUTFIT �������������� Unlock: Complete "The Appointed Time" mission � Search Aurora Basin [chest is in cabin] � Win at arm-wrestling in Pacific Union Railroad Camp � Win a game of poker in Blackwater � Complete "Lights, Camera, Action" stranger's task � Complete a Blackwater nightwatch job � Purchase at Blackwater's tailor [after other objectives met] RANCHER'S CLOTHING ������������������ Unlock: Begin "The Outlaw's Return" mission Very simple to do since the mission's mandatory. No explanation needed. GENTLEMAN'S ATTIRE ������������������ Unlock: Join the Rockstar Social Club Joining the social club is rather easy and requires an email and password; this links the user's XBL account and, when loading campaign, unlocks the outfit. Some people have experienced glitchiness with this, like being unable to get the outfit w/o reloading, or not getting it altogether. [Outfit special effect: can play high-stakes poker in Armadillo.] DUSTER COAT ����������� Unlock: Reach Peacemaker rank in Honor (50% Positive) Pretty hard not to get this, since many missions, side-missions, stranger's tasks, and random events can contribute towards it. It's quite possible to get it before finishing the New Austin events, actually. Too bad it's only aesthetically pleasing and has no special effect or skill. LEGEND OF THE WEST ������������������ Unlock: Complete all (4) Ambient Challenges Ambient Challenges are things like becoming a master hunter, survivalist, and so fort. Basically, one has to reach the final (Lv10) rank in 'em all to get this. WALTON'S GANG OUTFIT �������������������� Unlock: Kill a Walton's Gang member � Search Solomon's Folly [chest in old house's cellar] � Complete a horsebreaking job at Ridgewood Farm � Win at poker in Armadillo � Capture a Walton's Gang bounty alive � Defend residents of Cholla Springs from Walton's Gang � Purchase suit at Thieves' Landing tailor [when other objectives met] When wearing this outfit, Walton's Gang members are "friendly" to Marston. Like the other "defend citizens of 'x' area" jobs, it's random and usually in the form of a wagoner being accosted by bandits of some sort. DEADLY ASSASSIN ��������������� Unlock: Redeem Deadly Assassin outfit code � Search Loot's Chapel � Complete the Twin Rocks hideout � Claim the Moe van Barr bounty (does not need to be alive) � Win a duel in Armadillo � Complete "American Appetites" stranger's task This outfit is "unlocked" initially by preordering the game through GameStop and redeeming the code obtained. The other objectives are quite normal. Note that if y'don't want to wait for a duel challenger, getting caught cheating at poker initiates a duel with whoever did the catching. [Outfit Special Effect: Dead Eye replenishes at double normal rate.] _______________________________________________________________________________ ������������������������������������������������������������������������������� RANDOM EVENTS [RNDM] _______________________________________________________________________________ ������������������������������������������������������������������������������� In order to spice up the drudgery of a mission-to-mission life, the game's got a lot of random events that Marston can participate in. These appear as blue dots in his vicinity -- sometimes they start when he approaches, others when he follows the stranger a ways. This probably won't be a complete list unless readers send in stuff as well, so by all means! � ASSAULTED LADY: This happens in civilized towns. A woman will be pinned down by some drunkard/bastard and is about to be knifed for some wrongdoing. Marston can save the lady by defeating the rogue; if he gets there too late she dies. [Hogtying the assailant may be preferable since even a shot to his behind can be laughably fatal. Maybe he's a hemophiliac? Haha.] Reward: 100 Honor, 5 Fame, apx $5. � ASSAULTED WAGON: A man is about to be executed by bandits, but hopefully John stepping in will change that. This event is notable as the only way to start the Treasure Hunter ambient challenge -- the map is uncovered from the chest left behind at the scene (owner dead or alive). [+50 Fame] � ATTACKING ANIMALS: A gang of animals, often coyotes, cougars, or wolves, can be seen chasing a victim through the region. Marston can slay the predators to help the person, or let nature run its course. [~6$, 5 Fame] � BANDIT CAMP: Two bandits will have set up camp somewhere and open fire on Marston as he approaches. This happens with or without provocation...guess they had some hot merchandise! � BANDIT POSSE: When in a civilized area, a group of 4 riders may come in and start shooting the place up. Slaying them gives a fame bonus, but it's quite easy to catch innocents in the crossfire, so identify targets carefully! � BATHROOM BREAK: A (male) rider will dismount from his steed and take a whiz on a nearby rock. If Marston approaches, he'll stop and ask for privacy (!) It's highly doubtful there's a female version... � BROKEN WAGON: A lady wants Marston to help bring her into (the nearest) town, and he can agree to do the escort mission -- she rides on his horse or in his stagecoach. En route to the next town, there'll be a bandit attack. � CAMPFIRE STORIES: One of the few nonthreatening events, a group of cowboys will be sitting around the fire and invite Marston to take a seat. If done, he can listen to some gossip. A bit of fun without any risk of a violent end, basically. [Naturally this event usually happens at dusk/night.] � CANNIBAL'S FEAST: A cannibal and his hogtied hostage are near a campfire, and the cannibal asks Marston to have a seat -- only when approached, the guy opens fire! Once dead, Marston can save the hostage for a reward, plus loot the treasure chest that spawns nearby. [apx $5, 20 Fame] � COUGAR ATTACK: A man will be pursuing a cougar and Marston can help out. This isn't an official "job" like some of the others, but fits into the random event category anyway. [And since it can attack the player without warning or provocation, perhaps killing the horse, it's of some use mentioning.] � DUEL CHALLENGER: This occurs in a civilized town. Basically, a guy just standing around will challenge Marston to a quickdraw showdown. Obviously it's do-or-die for the player! Killing the enemy is always an option but like any duel, disarming the opponent and letting him flee gives a higher Fame [+200] bonus. � DYNAMITE DELIVERY: Two men have a cart full of TNT and want Marston to deliver the stuff to the nearest town's weapon shop. If accepted, enemies attack en route and uneven terrain makes the dynamite more likely to go kaboom! � DYNAMITE MAKERS: Two men have set up a camp out in an expanse and start making TNT. One guy comments to another that one spark can set off the whole batch and, sure enough, it does, killing both of them and destroying the camp. [+20 Fame -- scaring them off beforehand can save their lives!] � ESCAPED PRISONERS: A lawman's wagon broke and the two prisoners inside have managed to get loose. Having hurt his leg, he can't recapture 'em himself so Marston can help out. The objective is to kill or hogtie the prisoners and bring them back to the lawman's location. Note, however, that the event fails if a prisoner escapes, so it's best to hogtie one and then go get the other before he's out of range. [Laughably, the lawman executes the prisoners instead of bringing them to justice, and limps on home...what a maroon!][Gives +50 Honor/Fame] � FIRING SQUAD: Sometimes in Mexico Marston may see a man about to be executed by the federales. One receives honor for helping him, so it's likely he was innocent in the first place. � FLEEING FUGITIVE: Two lawmen and an outlaw, all on foot, race through the wilderness. Marston can step in to help the lawmen, or let the criminal escape by slaying the do-gooders. [Best outcome: 100 Honor, 50 Fame] � GRIZZLY CHASE: Out in the wilderness, a man will be pursuing a grizzly. This isn't a true "job" but Marston can help hunt the beast down or let the other guy take care of it. � HORSE RUSTLER: A stranger runs up and informs Marston his horse has just been stolen, and the culprit is nearby. Pursue the thief, kill/hogtie him, and deliver the horse back to the rightful owner for a meager reward. � HORSE THIEF: A man asks if he can have a ride into town, but when Marston approaches, the stranger throws him down and gallops off. A player who sees this coming can preemptively kill the guy without honor loss, or dismount before approaching to make sure the event is what it is (the man should ignore Marston and go for the horse in this case). [~$25, 20 Fame] Whistling for one's own horse bucks the rustler off, also. [-50 Honor if killed during/after event, for some reason.] � HUNTER'S CHALLENGE: Out in the wilds, Marston may find a hunter who wants some help collecting certain animals. If John agrees, he's given some Bait and upon using it, the trapper's animals show up. Skin 'em and and bring the pelts back. � KIDNAPPER: Audaciously, a man will be running away from town with a hogtied woman on his shoulder. Killing the man and setting the girl free finishes this mini-event quite quickly. [This can probably happen anywhere but it's always been Armadillo or Thieves' Landing in my experience.] � LYNCHING: A man runs/rides up to Marston and says his wife/buddy is about to be hanged by some strangers. Riding along will find the person's lynching in progress. It's possible to kill the attackers before they kick the chair out from under the innocent person, but if one arrives too late, the only option to saving the person is shooting the rope. Just make sure to kill the attackers while riding up or things'll probably turn out badly. [a little cash, +50 Fame] � MEXICAN TWO-MAN CREW: In towns south of the border, usually Chuparosa, a man will ask to talk with Marston in a corner, if John wants to make money. Upon hearing about the potential robbery, Marston can deal with the crook or assist. John's role will then be to steal a supply cart and lead local lawmen on a wild goose chase; when they're ditched, return to the crook. He'll sell the wagon's supplies in town and give Marston a cut. � MISSING WAGON: Accept this job after a woman approaches about the titular dilemma. A notification that vultures are a harbinger of disaster, and that following them to the wagon is a good way to proceed. [The wagon usually comes from the north; check the journal for any other indicators.] Search the local roads -- without the map's help, mind you -- and kill the bandits at the site. Then, drive the wagon back to the woman for the reward. � NUN'S DILEMMA: When near a civilized area, a nun may appear and say the Spanish stole the convent's money -- donation time! Marston can give them some cash, usually about $50 dollars, for their cause. Whether this is a required event in order to get the "Obscuridad del Santo Andres" trinket upon reaching max honor is unknown, but it can't hurt to assist the ladies. � OUTLAW DELIVERY: A lawman asks Marston to take a hogtied fugitive into town for detainment. If John agrees, he has to head for the nearest town and, of course, fend the prisoner off from bandits. Note that hogtied "cargo" can be killed by shooting bandits when fleeing, so the player has to make a decision as to advancing or attacking. � PELT TRADESMAN: A man out on the plains has set up a tent and displays his pelts, and petitions Marston to help him out: skin some animals and bring 'em back for a handsome cut. � SCROUNGER: A man on horseback finds a dead body and loots it for valuables before leaving. Killing the scavenger doesn't give honor decrements, and the first body can be searched for money regardless. � SHOOTIST'S CHALLENGE: Out in the wilderness, occasionally Marston stumbles upon a friendly man who challenges Marston to shooting birds for a small wager. These can often be won easily with Dead Eye, but intentionally losing doubles the pot each time -- basically this is a quick way to earn cash. � STAGECOACH AMBUSH: A woman calls Marston over to her stagecoach and wants some assistance; however, there are (~4) bandits hiding out of view and they'll ambush the hapless samaritan as he approaches. Killing the lady doesn't seem to give any honor decrements, unless she begs for her life and offers up an excuse as to her involvement. � STAGECOACH ROBBERY: While on the road, a moving stagecoach is accosted by four horseman, and Marston can either assist or kill the driver. Doing a good deed gives +10 Honor. � STOLEN WAGON: A man rushes over to say his wagon's been swiped, and that he'd like Marston's assistance in capturing the thief, who's usually right nearby as it happens. Help a brotha out. [$ Reward, 10 Fame] � STORE ROBBERY: Occasionally a shopkeeper will run out of his store and beg Marston to apprehend the thief (who's always nearby). Upon doing so, John can keep the money for himself or return it. When this event happens in Armadillo, the shopkeep runs out yelling "I'm Herbert Moon!" -- it's become quite an internet sensation. � SUICIDE IS THE ANSWER: A random person will be found crying next to a body, and the person commits suicide if left alone. Marston can't intervene much in this event, so all that's left is to loot the bodies afterward. � SURVIVALIST'S CHALLENGE: Someone out in the wilderness asks Marston to help pick herbs. John then has to find the 2 of the herb and rush back to camp before the opponent. _______________________________________________________________________________ ������������������������������������������������������������������������������� PERFECT (100%) COMPLETION [PRFC] _______________________________________________________________________________ ������������������������������������������������������������������������������� In addition to completing the main story missions (the final one being "The Last Enemy That Shall be Destroyed"), other things factor into the perfect completion. Listed below is a checklist of all things that have to be done, at least to the best of my knowledge. Additional information on the selections will be listed at bottom. Asterisked (*) items in the properties column denote those that are automatically given during the story's course. [Beecher's Hope counts as two, once for campaign and once for the post-game.] WILD ANIMALS KILLED [26] PROPERTIES BOUGHT [12] STRANGERS' JOBS DONE [18] ������������������������ ���������������������� ������������������������� |�| Armadillo |�| Armadillo |�| American Appetites |�| Bear (Grizzly) |�| Beecher's Hope* |�| American Lobbyist |�| Beaver |�| Blackwater* |�| Aztec Gold |�| Bighorn |�| Casa Madrugada |�| California |�| Boar |�| Chuparosa |�| Deadalus and Son |�| Bobcat |�| El Matadero |�| Eva in Peril |�| Buffalo |�| Escalera |�| Flowers for a Lady |�| Cougar |�| MacFarlane's Ranch* |�| Funny Man |�| Coyote |�| Manzanita Post |�| Jenny's Faith |�| Crow |�| Puerto Cuchilla* |�| Let No Man Put Asunder |�| Deer |�| Rathskeller Fork |�| Lights, Camera, Action |�| Duck |�| Thieves' Landing |�| Love is the Opiate |�| Eagle � |�| Poppycock |�| Elk MINIGAMES COMPLETED [6] |�| Remember My Family |�| Fox ����������������������� |�| The Prohibitionist |�| Hawk |�| Arm Wrestling |�| Water and Honesty |�| Horse (Wild Only) |�| Blackjack |�| Who are You to Judge? |�| Owl |�| Five Finger Fillet |�| The Wronged Woman |�| Rabbit |�| Horseshoes � |�| Raccoon |�| Liar's Dice OUTFITS OBTAINED [9] |�| Seagull |�| Poker ��������������������������� |�| Skunk � |�| Bandito Outfit |�| Snake RARE GUNS OBTAINED [5] |�| Bollard Twins Outfit |�| Songbird ���������������������� |�| Elegant Suit |�| Vulture |�| Carcano Rifle |�| Mexican Poncho |�| Wolf |�| Evans Repeater |�| Rancher Clothing � |�| LeMat Revolver |�| Reyes' Rebels Outfit REGION MAPS BOUGHT [8] |�| Mauser Pistol |�| Treasure Hunter Outfit ���������������������� |�| Semi-auto Shotgun |�| US Army Uniform |�| Cholla Springs � |�| US Marshal Uniform |�| Diez Coronas HIDEOUTS COMPLETED [7] � |�| Gaptooth Ridge ������������������������ AMBIENT CHALLENGES DONE [4] |�| Great Plains |�| Fort Mercer ��������������������������� |�| Hennigan's Stead |�| Gaptooth Breach |�| Master Hunter |�| Perdido |�| Nosalida |�| Sharpshooting |�| Rio Bravo |�| Pike's Basin |�| Survivalist |�| Tall Trees |�| Tesoro Azul |�| Treasure Hunter � |�| Tumbleweed � BOUNTIES DONE [20] |�| Twin Rocks JOBS COMPLETED [5] ������������������ � ������������������ |�| New Austin [8] |�| Horsebreaking/Chuparosa |�| Nueva Paraiso [8] |�| Horsebreaking/Rdg. Farm |�| West Elizabeth [4] |�| Nightwatch (Blackwater) � |�| Nightwatch (Chuparosa) |�| Nightwatch (MacFar. R.) |������������������������| � | COMPLETION INFORMATION |----------------------------------------------------- |________________________| � Rentable properties don't count towards the completion. � Houses obtained automatically aren't listed above � Minigames have to be won at least once for them to count. � Domesticated animals don't count towards the required animal kills total. � The missable "I Know You" stranger's task doesn't count towards completion. � [Bounties Done] the player must experience all 20 possible bounty locations. Error corrections are always welcome! _______________________________________________________________________________ ������������������������������������������������������������������������������� SHOP LIST [SHPL] _______________________________________________________________________________ ������������������������������������������������������������������������������� Here's a per-town list of shops and what they offer. Kinda self-explanitory for the most part. A few notes: � Besides a few crappy horse deeds available from the start, most deeds are only available for purchase when Marston breaks in the corresponding steed out in the wild. For instance, one can't buy the fast American Standardbred early because it only appears in the last region. � The regional maps purchased in towns permanently display hideouts, towns, and things of that nature -- but only if used from the inventory (they're expendable). Using them counts toward the "On the Trail of de Vaca" achievement. � The Buffalo Rifle becomes available for purchase when Marston hits Lv5 in Master Hunter. ___________ _______________________ ______ ______________________________/ ARMADILLO |_ | ITEM | $$$$ | INFORMATION ����������� | |�����������������������|������|��������������������������������������������| | Rabbit's Foot | 25 | Looted items and money +20% | | Improved Campsite | 175 | Refills guns' ammo that have none | | Survivalist Map | 25 | Displays herbs on map (for 20 minutes) | | Cholla Springs Map | 30 | Permanently displays Cholla Springs region | | Gaptooth Ridge Map | 40 | Permanently displays Gaptooth Ridge region | | Apple | 01 | Refills horse's stamina | | Horse Pills | 20 | Temporarily gives horse more stamina | | Infested Ardennais | 100 | If used from inventory, summons horse type | | Jaded Tersk | 100 | If used from inventory, summons horse type | | Lusitano Nag | 100 | If used from inventory, summons horse type | | Ardennais | 500 | If used from inventory, summons horse type | | Cleveland Bay | 500 | If used from inventory, summons horse type | | Dutch Warmblood | 500 | If used from inventory, summons horse type | | Highland Chestnut | 500 | If used from inventory, summons horse type | | Lusitano | 500 | If used from inventory, summons horse type | | Painted Quarter Horse | 500 | If used from inventory, summons horse type | | Painted Standardbred | 500 | If used from inventory, summons horse type | | Quarter Horse | 500 | If used from inventory, summons horse type | | Standardbred Pinto | 500 | If used from inventory, summons horse type | | Tersk | 500 | If used from inventory, summons horse type | | Tubiano Pinto | 500 | If used from inventory, summons horse type | | Turkmen | 500 | If used from inventory, summons horse type | | Welsh Mountain | 500 | If used from inventory, summons horse type | | American Standardbred | 1500 | If used from inventory, summons horse type | | Hungarian Halfbred | 1500 | If used from inventory, summons horse type | | Kentucky Saddler | 1500 | If used from inventory, summons horse type | |-----------------------+------+--------------------------------------------| | Bait | 15 | Summons wild animals to baited location | | Bandolier | 125 | Doubles rifle/repeater ammo capacity | | Volcanic Pistol | 100 | Can select gun from inventory | | Winchester Repeater | 350 | Can select gun from inventory | | Buffalo Rifle | 475 | Can select gun from inventory | |Double-barreled Shotgun| 150 | Can select gun from inventory | | Revolver Ammo | 12 | x5 Revolver Ammo | | Pistol Ammo | 15 | x5 Pistol Ammo | | Repeater Ammo | 25 | x5 Repeater Ammo | | Rifle Ammo | 20 | x5 Rifle Ammo | | Shotgun Ammo | 30 | x5 Shotgun Ammo | | Sniper Rifle Ammo | 40 | x5 Sniper Rifle Ammo | |-----------------------+------+--------------------------------------------| | Medicine | 25 | Refills health | | Chewing Tobacco | 35 | Refills Dead Eye meter | | Apple | 01 | Refills horse's stamina | |_______________________|______|____________________________________________| ____________________ _______________________ ______ _____________________/ MACFARLANE'S RANCH |_ | ITEM | $$$$ | INFORMATION �������������������� | |�����������������������|������|��������������������������������������������| | Survivalist Map | 25 | Displays herbs on map (for 20 minutes) | | Hennigan's Stead Map | 25 | Permanently display Hennigan's Stead area | | Snake Oil | 15 | Refills Dead Eye meter | | Revolver Ammo | 12 | x5 Revolver Ammo | | Pistol Ammo | 15 | x5 Pistol Ammo | | Repeater Ammo | 25 | x5 Repeater Ammo | | Rifle Ammo | 20 | x5 Rifle Ammo | | Shotgun Ammo | 30 | x5 Shotgun Ammo | | Sniper Rifle Ammo | 40 | x5 Sniper Rifle Ammo | | Infested Ardennais | 100 | If used from inventory, summons horse type | | Jaded Tersk | 100 | If used from inventory, summons horse type | | Lusitano Nag | 100 | If used from inventory, summons horse type | | Ardennais | 500 | If used from inventory, summons horse type | | Cleveland Bay | 500 | If used from inventory, summons horse type | | Dutch Warmblood | 500 | If used from inventory, summons horse type | | Highland Chestnut | 500 | If used from inventory, summons horse type | | Lusitano | 500 | If used from inventory, summons horse type | | Painted Quarter Horse | 500 | If used from inventory, summons horse type | | Painted Standardbred | 500 | If used from inventory, summons horse type | | Quarter Horse | 500 | If used from inventory, summons horse type | | Standardbred Pinto | 500 | If used from inventory, summons horse type | | Tersk | 500 | If used from inventory, summons horse type | | Tubiano Pinto | 500 | If used from inventory, summons horse type | | Turkmen | 500 | If used from inventory, summons horse type | | Welsh Mountain | 500 | If used from inventory, summons horse type | | American Standardbred | 1500 | If used from inventory, summons horse type | | Hungarian Halfbred | 1500 | If used from inventory, summons horse type | | Kentucky Saddler | 1500 | If used from inventory, summons horse type | |_______________________|______|____________________________________________| __________________ _______________________ ______ _______________________/ THIEVES' LANDING |_ | ITEM | $$$$ | INFORMATION ������������������ | |�����������������������|������|��������������������������������������������| | Rabbit's Foot | 25 | Looted items and money +20% | | Improved Campsite | 175 | Refills guns' ammo that have none | | Survivalist Map | 25 | Displays herbs on map (for 20 minutes) | | Rio Bravo Map | 35 | Permanently displays Rio Bravo region | | Apple | 01 | Refills horse's stamina | | Horse Pills | 20 | Temporarily gives horse more stamina | | Chewing Tobacco | 35 | Refills Dead Eye meter | | Infested Ardennais | 100 | If used from inventory, summons horse type | | Jaded Tersk | 100 | If used from inventory, summons horse type | | Lusitano Nag | 100 | If used from inventory, summons horse type | | Ardennais | 500 | If used from inventory, summons horse type | | Cleveland Bay | 500 | If used from inventory, summons horse type | | Dutch Warmblood | 500 | If used from inventory, summons horse type | | Highland Chestnut | 500 | If used from inventory, summons horse type | | Lusitano | 500 | If used from inventory, summons horse type | | Painted Quarter Horse | 500 | If used from inventory, summons horse type | | Painted Standardbred | 500 | If used from inventory, summons horse type | | Quarter Horse | 500 | If used from inventory, summons horse type | | Standardbred Pinto | 500 | If used from inventory, summons horse type | | Tersk | 500 | If used from inventory, summons horse type | | Tubiano Pinto | 500 | If used from inventory, summons horse type | | Turkmen | 500 | If used from inventory, summons horse type | | Welsh Mountain | 500 | If used from inventory, summons horse type | | American Standardbred | 1500 | If used from inventory, summons horse type | | Hungarian Halfbred | 1500 | If used from inventory, summons horse type | | Kentucky Saddler | 1500 | If used from inventory, summons horse type | |-----------------------+------+--------------------------------------------| | Bait | 15 | Summons wild animals to baited location | | Bandolier | 125 | Doubles rifle/repeater ammo capacity | | Springfield Rifle | 300 | Purchases gun for combat use | | Buffalo Rifle | 475 | Purchases gun for combat use | | Sawed-off Shotgun | 250 | Purchases gun for combat use | | Revolver Ammo | 12 | x5 Revolver Ammo | | Pistol Ammo | 15 | x5 Pistol Ammo | | Repeater Ammo | 25 | x5 Repeater Ammo | | Rifle Ammo | 20 | x5 Rifle Ammo | | Shotgun Ammo | 30 | x5 Shotgun Ammo | | Sniper Rifle Ammo | 40 | x5 Sniper Rifle Ammo | |-----------------------+------+--------------------------------------------| | Elegant Suit | 70 | Allows cheating at poker and liar's dice | | Bollard Gang Scrap | 50 | Used to make Bollard Twins' outfit | | Treasure Hunter Scrap | 50 | Used to make Treasure Hunter outfit | | Bandana | 20 | While wearing, honor & fame can't change | |-----------------------+------+--------------------------------------------| | Medicine | 25 | Refills health | | Snake Oil | 30 | Refills Dead Eye meter | | Moonshine | 60 | Fills Dead Eye meter + no meter loss (10s) | |_______________________|______|____________________________________________| ___________ _______________________ ______ ______________________________/ CHUPAROSA |_ | ITEM | $$$$ | INFORMATION ����������� | |�����������������������|������|��������������������������������������������| | Survivalist Map | 25 | Displays herbs on map (for 20 minutes) | | Perdido Map | 45 | Permanently displays Perdido region | | Diez Coronas Map | 50 | Permanently displays Diez Coronas region | | Bandito Scrap | 50 | Used in creation of Bandito outfit | | Fire Bottle | 25 | Expendable throwing weapon | | Revolver Ammo | 12 | x5 Revolver Ammo | | Pistol Ammo | 15 | x5 Pistol Ammo | | Repeater Ammo | 25 | x5 Repeater Ammo | | Rifle Ammo | 20 | x5 Rifle Ammo | | Shotgun Ammo | 30 | x5 Shotgun Ammo | | Sniper Rifle Ammo | 40 | x5 Sniper Rifle Ammo | | Snake Oil | 30 | Refills Dead Eye meter | | Infested Ardennais | 100 | If used from inventory, summons horse type | | Jaded Tersk | 100 | If used from inventory, summons horse type | | Lusitano Nag | 100 | If used from inventory, summons horse type | | Ardennais | 500 | If used from inventory, summons horse type | | El Hedor | 100 | If used from inventory, summons burro type | | El Picor | 100 | If used from inventory, summons burro type | | El Senor | 100 | If used from inventory, summons burro type | | Cleveland Bay | 500 | If used from inventory, summons horse type | | Dutch Warmblood | 500 | If used from inventory, summons horse type | | Highland Chestnut | 500 | If used from inventory, summons horse type | | Lusitano | 500 | If used from inventory, summons horse type | | Painted Quarter Horse | 500 | If used from inventory, summons horse type | | Painted Standardbred | 500 | If used from inventory, summons horse type | | Quarter Horse | 500 | If used from inventory, summons horse type | | Standardbred Pinto | 500 | If used from inventory, summons horse type | | Tersk | 500 | If used from inventory, summons horse type | | Tubiano Pinto | 500 | If used from inventory, summons horse type | | Turkmen | 500 | If used from inventory, summons horse type | | Welsh Mountain | 500 | If used from inventory, summons horse type | | American Standardbred | 1500 | If used from inventory, summons horse type | | Hungarian Halfbred | 1500 | If used from inventory, summons horse type | | Kentucky Saddler | 1500 | If used from inventory, summons horse type | |-----------------------+------+--------------------------------------------| | Medicine | 25 | Refills health | | Rabbit's Foot | 25 | Looted items and money +20% | | Bait | 15 | Summons wild animals to baited location | | Bandolier | 125 | Doubles rifle/repeater ammo capacity | | Improved Campsite | 175 | Refills guns' ammo that have none | | Survivalist Map | 25 | Displays herbs on map (for 20 minutes) | | Apple | 01 | Refills horse's stamina | | Horse Pills | 20 | Temporarily gives horse more stamina | | Moonshine | 60 | Fills Dead Eye meter + no meter loss (10s) | |_______________________|______|____________________________________________| __________ _______________________ ______ _______________________________/ ESCALERA |_ | ITEM | $$$$ | INFORMATION ���������� | |�����������������������|������|��������������������������������������������| | Bait | 15 | Summons wild animals to baited location | | Bandana | 20 | While wearing, honor & fame can't change | | Rebel Scrap | 50 | Used in creation of Reyes' Rebels outfit | | Survivalist Map | 25 | Displays herbs on map (for 20 minutes) | | Apple | 01 | Refills horse's stamina | | Snake Oil | 30 | Refills Dead Eye meter | | Infested Ardennais | 100 | If used from inventory, summons horse type | | Jaded Tersk | 100 | If used from inventory, summons horse type | | Lusitano Nag | 100 | If used from inventory, summons horse type | | Ardennais | 500 | If used from inventory, summons horse type | | El Hedor | 100 | If used from inventory, summons burro type | | El Picor | 100 | If used from inventory, summons burro type | | El Senor | 100 | If used from inventory, summons burro type | | Cleveland Bay | 500 | If used from inventory, summons horse type | | Dutch Warmblood | 500 | If used from inventory, summons horse type | | Highland Chestnut | 500 | If used from inventory, summons horse type | | Lusitano | 500 | If used from inventory, summons horse type | | Painted Quarter Horse | 500 | If used from inventory, summons horse type | | Painted Standardbred | 500 | If used from inventory, summons horse type | | Quarter Horse | 500 | If used from inventory, summons horse type | | Standardbred Pinto | 500 | If used from inventory, summons horse type | | Tersk | 500 | If used from inventory, summons horse type | | Tubiano Pinto | 500 | If used from inventory, summons horse type | | Turkmen | 500 | If used from inventory, summons horse type | | Welsh Mountain | 500 | If used from inventory, summons horse type | | American Standardbred | 1500 | If used from inventory, summons horse type | | Hungarian Halfbred | 1500 | If used from inventory, summons horse type | | Kentucky Saddler | 1500 | If used from inventory, summons horse type | |-----------------------+------+--------------------------------------------| | Bait | 15 | Summons wild animals to baited location | | Bandolier | 125 | Doubles rifle/repeater ammo capacity | | Survivalist Map | 25 | Displays herbs on map (for 20 minutes) | | Punta Orgullo Map | 45 | Permanently displays Punta Orgullo region | | Fire Bottle | 25 | Expendable throwing weapon | | Dynamite | 45 | Expendable throwing weapon | | LeMat Revolver | 625 | Purchases gun for combat use | | Semi-automatic Pistol | 150 | Purchases gun for combat use | | Bolt Action Rifle | 750 | Purchases gun for combat use | | Buffalo Rifle | 475 | Purchases gun for combat use | | Semi-auto Shotgun | 500 | Purchases gun for combat use | | Revolver Ammo | 12 | x5 Revolver Ammo | | Pistol Ammo | 15 | x5 Pistol Ammo | | Repeater Ammo | 25 | x5 Repeater Ammo | | Rifle Ammo | 20 | x5 Rifle Ammo | | Shotgun Ammo | 30 | x5 Shotgun Ammo | | Sniper Rifle Ammo | 40 | x5 Sniper Rifle Ammo | |-----------------------+------+--------------------------------------------| | Medicine | 25 | Refills health | | Chewing Tobacco | 35 | Refills Dead Eye meter | | Horse Pills | 20 | Temporarily gives horse more stamina | |_______________________|______|____________________________________________| * - Rebel Scrap not buyable until John finishes "An Appointed Time" ____________ _______________________ ______ _____________________________/ BLACKWATER |_ | ITEM | $$$$ | INFORMATION ������������ | |�����������������������|������|��������������������������������������������| | Rabbit's Foot | 25 | Looted items and money +20% | | Survivalist Map | 25 | Displays herbs on map (for 20 minutes) | | Great Plains Map | 55 | Permanently displays Great Plains region | | Apple | 01 | Refills horse's stamina | | Horse Pills | 20 | Temporarily gives horse more stamina | | Moonshine | 60 | Fills Dead Eye meter + no meter loss (10s) | | Infested Ardennais | 100 | If used from inventory, summons horse type | | Jaded Tersk | 100 | If used from inventory, summons horse type | | Lusitano Nag | 100 | If used from inventory, summons horse type | | Ardennais | 500 | If used from inventory, summons horse type | | Cleveland Bay | 500 | If used from inventory, summons horse type | | Dutch Warmblood | 500 | If used from inventory, summons horse type | | Highland Chestnut | 500 | If used from inventory, summons horse type | | Lusitano | 500 | If used from inventory, summons horse type | | Painted Quarter Horse | 500 | If used from inventory, summons horse type | | Painted Standardbred | 500 | If used from inventory, summons horse type | | Quarter Horse | 500 | If used from inventory, summons horse type | | Standardbred Pinto | 500 | If used from inventory, summons horse type | | Tersk | 500 | If used from inventory, summons horse type | | Tubiano Pinto | 500 | If used from inventory, summons horse type | | Turkmen | 500 | If used from inventory, summons horse type | | Welsh Mountain | 500 | If used from inventory, summons horse type | | American Standardbred | 1500 | If used from inventory, summons horse type | | Hungarian Halfbred | 1500 | If used from inventory, summons horse type | | Kentucky Saddler | 1500 | If used from inventory, summons horse type | |-----------------------+------+--------------------------------------------| | Bait | 15 | Summons wild animals to baited location | | Bandolier | 125 | Doubles rifle/repeater ammo capacity | | Throwing Knife | 20 | Expendable throwing weapon | | Fire Bottle | 25 | Expendable throwing weapon | | Dynamite | 45 | Expendable throwing weapon | | Mauser Pistol | 800 | Purchases gun for combat use | | Evans Repeater | 500 | Purchases gun for combat use | | Buffalo Rifle | 475 | Purchases gun for combat use | | Carcano Rifle | 1100 | Purchases gun for combat use | | Revolver Ammo | 12 | x5 Revolver Ammo | | Pistol Ammo | 15 | x5 Pistol Ammo | | Repeater Ammo | 25 | x5 Repeater Ammo | | Rifle Ammo | 20 | x5 Rifle Ammo | | Shotgun Ammo | 30 | x5 Shotgun Ammo | | Sniper Rifle Ammo | 40 | x5 Sniper Rifle Ammo | |-----------------------+------+--------------------------------------------| | US Military Scrap | 200 | Used in creation of the US Army outfit | |_______________________|______|____________________________________________| * - US Military Scrap buyable after "The Last Enemy That Shall Be Destroyed" ________________ _______________________ ______ _________________________/ MANZANITA POST |_ | ITEM | $$$$ | INFORMATION ���������������� | |�����������������������|������|��������������������������������������������| | Rabbit's Foot | 25 | Looted items and money +20% | | Bait | 15 | Summons wild animals to baited location | | Bandana | 20 | While wearing, honor & fame can't change | | Survivalist Map | 25 | Displays herbs on map (for 20 minutes) | | Tall Trees Map | 60 | Permanently displays Tall Trees area | | Throwing Knife | 20 | Expendable throwing weapon | | Fire Bottle | 25 | Expendable throwing weapon | | Dynamite | 45 | Expendable throwing weapon | | Revolver Ammo | 12 | x5 Revolver Ammo | | Pistol Ammo | 15 | x5 Pistol Ammo | | Repeater Ammo | 25 | x5 Repeater Ammo | | Rifle Ammo | 20 | x5 Rifle Ammo | | Shotgun Ammo | 30 | x5 Shotgun Ammo | | Sniper Rifle Ammo | 40 | x5 Sniper Rifle Ammo | | Apple | 01 | Refills horse's stamina | | Horse Pills | 20 | Temporarily gives horse more stamina | | Medicine | 25 | Refills health | | Chewing Tobacco | 35 | Refills Dead Eye meter | | Moonshine | 60 | Fills Dead Eye meter + no meter loss (10s) | | Infested Ardennais | 100 | If used from inventory, summons horse type | | Jaded Tersk | 100 | If used from inventory, summons horse type | | Lusitano Nag | 100 | If used from inventory, summons horse type | | Ardennais | 500 | If used from inventory, summons horse type | | Cleveland Bay | 500 | If used from inventory, summons horse type | | Dutch Warmblood | 500 | If used from inventory, summons horse type | | Highland Chestnut | 500 | If used from inventory, summons horse type | | Lusitano | 500 | If used from inventory, summons horse type | | Painted Quarter Horse | 500 | If used from inventory, summons horse type | | Painted Standardbred | 500 | If used from inventory, summons horse type | | Quarter Horse | 500 | If used from inventory, summons horse type | | Standardbred Pinto | 500 | If used from inventory, summons horse type | | Tersk | 500 | If used from inventory, summons horse type | | Tubiano Pinto | 500 | If used from inventory, summons horse type | | Turkmen | 500 | If used from inventory, summons horse type | | Welsh Mountain | 500 | If used from inventory, summons horse type | | American Standardbred | 1500 | If used from inventory, summons horse type | | Hungarian Halfbred | 1500 | If used from inventory, summons horse type | | Kentucky Saddler | 1500 | If used from inventory, summons horse type | |_______________________|______|____________________________________________| _______________________________________________________________________________ ������������������������������������������������������������������������������� STRANGER'S TASKS [STRN] _______________________________________________________________________________ ������������������������������������������������������������������������������� Stranger's Tasks are optional missions given by normal folk, and are denoted on the map with a "?" icon or a purple circle (to denote a specific region). Failing a task makes it respawn a few days later, which is good because they can fail easily by attempting to thwart the scripted events -- for example, if one has to have a duel, and John tries to snipe him from afar, it fails automatically. All STs can be done after completing "The Last Enemy That Shall Be Destroyed" except "I Know You," which makes sense. "I Know You" is also the only ST that doesn't count towards overall completion. Here's a list of the tasks that can be found and how to complete 'em. NOTE: If a quest is marked "inactive," that means it's still ongoing but time needs to pass before the next step arrives. This usually has to do with the person(s) involved moving to new locations. NOTE: Sometimes, particularly if the quests are put off to the game's end, they won't appear easily on the map. It may be required to search the hills to find the "?" icon. AMERICAN APPETITES ������������������ Unlock: Clear "Political Realities in Armadillo" Locale: Cholla Springs/Hanging Rock region Reward: 50 Fame A multi-step one to do. There's usually a few days to wait in-between each pair of steps, however -- the game represents this as "check back with the sheriff's station in the future." 1) Speak with woman near the sheriff's station 2) Search Hanging Rock hills for bloodstain 3) Talk with man near the sheriff's station 4) Search Hanging Rock hills for bloodstain 5) Talk with lady inside sheriff's station 6) Search Hanging Rock hills During this third excursion, locate the injured man and find someone escaping from the scene. Hogtie the man fleeing the area, return him to the crime scene, and see how the events go. Finish the task by either killing the evil cannibal or letting him dine on sweet, sweet manflesh. AMERICAN LOBBYIST ����������������� Unlock: Clear "An Appointed Time" Locale: Blackwater [near police station] Reward: apx. $23 Talking to the lobbyist reveals he wants to silence a man badmouthing the governor Nate Johns. He's prepared to blackmail the guy, and gives John the incriminating photos ("Blackmail Photographs" item) to deliver. Luckily, the guy happens to work next-door at the bank...it just must be open for business to proceed. Once the blabbermouth flip-flops to Johns' favor, return to the client to get real paid. AZTEC GOLD ���������� Locale: Sidewinder Gulch Reward: apx. $75, 50 Fame A man is out searching for his great-great-grandfather's heirloom which is hidden somewhere in Neuva Paraiso, and he enlists John Marston's help (the "Basilio's Map" item is obtained). Basically, it's exactly like the Treasure Hunter ambient challenge except shorter. The treasure locations are as follows, although they appear as purple circles on the map, making things a lot easier. 1) Sidewinder Gulch: actually just up the path from where Basilio was met. Look for a thin, higher path doubling back on the declining one and find a rockpile containing apx. $23 and another Basilio's Map. 2) Primera Quebrada: Inside the broken dwelling's foundation. Don't mistake the rockpile for the chest, though! [$25 3) Alta Cabeza: This is the area west of El Matadero. Search near the NWmost mesa to find the rockpile at base, near the sagebrush. Each of the first three treasures contains about $25 and another Basilio's Map. Meet with Basilio in El Matadero for the fourth one, which involves searching the caves (seen in Landon Ricketts' second mission) for the final motherlode. Locate Basilio to find what his search has wrought, ending the mission at last. CALIFORNIA ���������� Locale: Gaptooth Breach area (southeastern prairie usually) Reward: apx $23, Letter from Sam, 50 Fame This is another multi-step mission. The stranger here (Sam Odessa) doesn't appear on the map until encountered in the Gaptooth Breach area, usually between the mining area and The Scratching Post riverbank region. Once found, his stranger icon starts appearing on the map. [Wait a few days between the steps.] 1) During the first encounter, he'll be playing his harmonica out in the wilderness. Marston advises him to find a coach before he runs afoul with a local gang, to which Sam thanks him and leaves. 2) Cueva Seca, north of Gaptooth Breach. 3) The long north-south canyon just east of Tumbleweed 4) South of Tumbleweed During the last encounter, give Sam a once-over and obtain "Letter from Sam," to be mailed back in Armadillo. Doing so finally ends the mission. Like "Love is the Opiate," sometimes Sam's icon doesn't appear on the map when it should. And, also like that mission, saving and reloading that save may clear up the issue without much fuss, even foregoing the need to wait days for him to appear. DEADALUS AND SON ���������������� Unlock: Clear "We Shall Be Together in Paradise" Locale: Mesa rim between Agave Viejo and Casa Madrugada Reward: $26, 50 Fame An aviation pioneer is planning to test his glider for the first time, but needs a hand concocting a special sealant. He wants John to fetch 20 feathers (any kind), 5 beaver pelts, and 10 Red Sage. These items can be found most commonly: - Red Sage: Rio Bravo area (use Survivalist Map to make it a lot easier) - Beavers : Around rivers and streams; north of Montana Ford is a good place - Feathers: Birds are everywhere and usually drop 3-4 from each kill Beavers will be the hardest animal to find, as they typically appear near water sources. Just be mindful they'll disintegrate if killed with too big a gun, leaving nothing behind to skin! Remember that any of the materials already obtained count towards the goal, so that can help ease the burden, especially where beavers are concerned. When all materials are obtained, hand 'em over to Charles Kinnear and wait a few days to see just how majestic his first flight is. [+50 Fame] EVA IN PERIL ������������ Locale: Casa Madrugada Reward: 55 Fame, $206 (about $6 profit) Pretty easy one to do. Behind the apartment complex, a man abuses his lover, and says he'll quit if Marston gives him $200 American. Doing just that will finish the mission. A few days later, visit a nun at Las Hermanas -- the convent alongside the train tracks -- to find out Eva went with Mario to El Sepulcro. Visit the macabre place to learn of events passed, which culminate in a duel with the yellowbelly himself. [He can't be disarmed, only killed.] Loot the corpse to reearn the previous cash, too. FLOWERS FOR A LADY ������������������ Locale: Stillwater Creek (near Thieves' Landing) Reward: 50 Fame Talk with the geezer to learn he's picking flowers for his wife. Marston and his big heart offer to help, finding three Wild Feverfew, Red Sage, and Desert Sage. - Feverfew: Cholla Springs (try around MacFarlane's Ranch for easiest finds) - Red Sage: Rio Bravo area (look near Plainview) - Desert S: Cholla Springs (Armadillo prairies work) When all are collected, return to the man and meet Annabel. FUNNY MAN ��������� Locale: Various Reward: 50 Fame Jimmy Saint, a man renowned for his ascerbic wit and jokes, has come to the frontier to write articles. John will occasionally find him in a pickle to which he'll have to free the guy. His apperance locations are as follows, although John may have to wait a while before the guy shows up at the next location. 1) Benedict Point [New Austin] 2) Gaptooth Breach [New Austin] 3) Pike's Basin [New Austin] 4) Tesoro Azul [Nueva Paraiso] Be careful in the Gaptooth mines as Jimmy's hogtied right by some a dynamite canister, and it'll kill him if detonated. Note that he may also be killed if freed when enemies are around. I KNOW YOU ���������� Locale: Cliff SW of MacFarlane's Ranch (overlooks Greenhollow & river) Reward: --- This three-part mission can only be done before "The Last Thing That Shall Be Destroyed" mission; it ain't available in post-game play. Anyway, there's three steps to be done. If a player does this when the last region is open, there's no time to wait in-between steps! 1) This step takes place in New Austin. The "Strange Man" asks John to help out his dear friend in Thieves' Landing, a drunkard who may about to cheat on his wife. Visit the saloon and either discourage the man (-15$) or dissuade him from adultery. Honor is -20 if John encourages the infidelity. 2) The next step is available when Nueva Paraiso opens, after clearing "We Shall Be Together in Paradise". Strange Man appears near a mesa south of El Matadero, this time telling John about a nun traveling from Las Hermanas to the Chuparosa Bank, to deposit money she's saved up. Attempting to rob the nun seems to not give any cash or complete this step, so donate to her cause (-$10) to take the moral high road. Also, harming the nun in any way gives an automatic failure. 3) Finally, the stranger appears on a hilltop overlooking Beecher's Hope, in West Elizabeth. There's no more quests, just a scene. So who is the Strange Man? Some theorize he's God, Satan, a figment of John's conscience... Or maybe he's just the best dang CPA who ever walked the earth? JENNY'S FAITH ������������� Locale: East of Ridgewood Farm [New Austin] Reward: 50 Fame Jenny, the girl from the passenger train, is out in the desert. When John speaks with her, it's abundantly clear she needs some medicine or she'll die. If John has Medicine already [from "This is Armadillo, USA"] he can simply give it to her and end the mission; if not, he'll have to buy some more at the local doctor's office and return. Either way, Jenny stays out in the desert. Perhaps the vultures flying overhead know what's about to come... LET NO MAN PUT ASUNDER ���������������������� Locale: Building near Coot's Chapel [New Austin] Reward: --- Talk to the old lady looking for her errant husband, learning he's probably at the Armadillo Saloon. Go there to find a musician who won't spill the beans on Peter's location without a little favor in return. John can pick between two favors: (1) giving him five dollars (2) retrieving the man's wife, who's at the stagecoach station, waiting to leave him. Note that retrieving his wife is done via hogtying, so if that hasn't been unlocked yet (in "Wild Horses, Tamed Passions") pick the former. Once the music man coughs up his info, Pete's learned to be at Odd Fellow's Rest, located on the road to Ridgewood Farm. Visit there to find the man, ending the task. LIGHTS, CAMERA, ACTION ���������������������� Locale: Armadillo, Thieves' Landing, Pacific Union Railroad Camp Reward: apx. $23, 100 Fame, 20 Honor This quest starts at the movie house in Armadillo. Talk to Raul Julia...err, "the director" to learn he wants to shoot some scenes in a certain location but lacks the owner's (Coke Buckley) approval. He wants Marston to go get the man's deed, by preying on his gambling addiction, i.e. winning it in Liar's Dice over at Thieves' Landing. It costs $200 to play, and once it's won, the journal updates. Secondly, it was mentioned the director's employee Spatchcock, a.k.a. the movie industry's best wannabe cowboy, thinks he's an actual gunslinger, and was waiting for challengers at Benedict Point. Go there and duel him, making sure to disarm him instead of killing him -- this sends him cryin' back home to mommy in Armadillo. [+50 Fame] Return there and give the deed to MacKenna to finish up the New Austin section and get the reward. The final step is visiting MacKenna when he relocates to West Elizabeth's railroad camp. This requires beating the final Mexico mission "An Appointed Time," of course. If it's already open, it takes almost a week for the old chap to show up at his designated spot. [+20 Honor, 50 Fame] LOVE IS THE OPIATE ������������������ Unlock: "Poppycock" stranger's task Locale: El Matadero Reward: 100 Honor, 50 Fame This is a two-step mission: 1) Talk with Zhou to learn of his plight, about how he's indentured to the town butcher. A bargain is struck, where if Marston finds a white stallion for the man, he'll let Zhou go free. A "white stallion" is of course the Hungarian Half-Bred horse, which runs wild around the Diez Coronas region. [It's pure white with a dirty face, for reference.] Break the sucker and give it to the bossman to finish the step. NOTE: If one's already caught a HHB and can summon it with a deed, that works also. 2) Many days later, talk with Zhou at the Chuparosa train station to finish. NOTE: Sometimes the player can't get Zhou to show up for the final step, no matter how much one waits. Try making the game autosave (changing any options does the trick), then reloading that autosave -- the purple circle in Chuparosa should then appear...hopefully. POPPYCOCK ��������� Locale: Chuparosa Reward: 50 Fame; or $1000 and -100 Honor At the police station, talk with the strange Englishman to get a proposition: get Uriah Tollets' package in Nosalida and deliver it to the foreman at El Matadero. Nosalida is, of course, a rebel gang hideout, but even so, Marston can slip in and get the "Nosalida Package" from the dock box without too much incident. Once delivered to the foreman, Marston's paid a whopping $1000! But once Marston returns to Mr. Tollets, and learns just what he helped deliver, he can choose to keep that 1K all to himself (by killing Uriah; -100 Honor) or hand it over, accepting just the fame reward instead. NOTE: Killing Tollets does not affect "Love is the Opiate" opening. NOTE: Wearing the Bandana, or making Tollets shoot in front of lawmen, will prevent honor loss, if one is so inclined. REMEMBER MY FAMILY ������������������ Unlock: Clear "The Last Thing That Shall Be Destroyed" Locale: Various Reward: 50 Fame, apx. $400 (from looted body) This task is kickstarted at Blackwater's train station, where Jack attempts to locate Edgar Ross. The stranger says he's retired, and sets off a small chain of events where Jack goes around the country on scraps of info. The order is (1) Lake Don Julio cabin in New Austin, talking to his wife (2) the brothers' campsite at Rio del Toro in Mexico (3) downriver, i.e. west, from there a short ways. After finding Ross, the inevitable duel takes place. It can be won just like any other duel, although Edgar may be a teensy bit faster than some average lowlife. [Some people choose to use the High Power Pistol since it was first given to John to put down wrongdoers.] Either way, loot Edgar's body to find the huge amount of cash he was packin'. THE PROHIBITIONIST ������������������ Unlock: Clear "An Appointed Time" and "The Wronged Woman" Locale: Blackwater Reward: $25, -100 Honor, 50 Fame (if Abner killed), +5 Fame (if Abner saved) Talk to the titular teetotaler in front of Blackwater's saloon to learn of just how annoying he is. Following, walk to the town's seedier side and find the booze-runner who's business is being threatened. John can finish the mission by killing Abner (-20 Honor) or warning the idiot to leave town. Either way, check back with the saloon owner to finish up. WATER AND HONESTY ����������������� Unlock: Clear "Political Realities in Armadillo" Locale: Eastern cliff camp along Armadillo-MacFarlane's Ranch road Reward: $220, 50 Fame A man with a dowsing rod thinks he may have found water near Pleasance House, which could be used to irrigate the area, but the landowner ran him out with threats of law enforcement. He asks John to get the coot to sell, so pay him a visit at the house northwest of Armadillo. After a bit of banter, the guy agrees to move elsewhere for $200 (which'll have to come out of John's own pocket) or Mr. Marston can just take it by force, by looting his corpse (no honor penalties). Either way, once the "transaction" goes through, give the Pleasance Deed to the campsite fella (McAllister) to end the mission. WHO ARE YOU TO JUDGE? ��������������������� Locale: Rathskeller Fork Reward: --- Up at Rathskeller, talk with the man who's special someone has been stolen away to Tumbleweed. Ride up there and find the target, making sure to approach on horseback as the mission has a habit of failing if one tries it on foot. When Lucy's located, ride back to the Fork with 'er and show Jeb the findings, ending the creepy mission. THE WRONGED WOMAN ����������������� Unlock: Clear "An Appointed Time" Locale: Blackwater [church outside of town] Reward: 100 Fame total Note that this task is available from the first time Blackwater's accessible, but for some reason, the "?" icon may not appear unless Marston's inside the church. [It's the one by the graveyard, appropriately.] Either way, speak to Clara to learn she's having an out-of-wedlock baby of some city man, who's refused to help her monetarily. He, Harold Thornton, can be found in the Blackwater saloon where John's safehouse is located. NOTE: There seems to be a glitch where approaching Harold at the bar freezes the game, forcing one to reset the game. Try approaching from different directions to resolve the issue. Obviously Harold's never heard of John Marston, 'cause he challenges him to a duel outside. This is another one of the must-kill opponents, as disarming does little to nothing...luckily this guy's quite the slowhand and easily defeated. Loot his corpse to find $200, then return it to Clara. A few days later, visit Harold's grave to finish the ordeal. _______________________________________________________________________________ ������������������������������������������������������������������������������� WEAPON OVERVIEW [WPNO] _______________________________________________________________________________ ������������������������������������������������������������������������������� Here's a short overview of weapons and how they rank with others in the same class. Stats are mostly eyeballed from the organization screen, so don't take it as gospel. [Max gun ammo capacity is 100, counting current clip.] Other things: � One's honor ranking can change shop prices, so it may not be a bad idea to hold off on buying the expensive stuff until the price tags are halved. � Some weapons can't be bought and are either available by default or gotten in story missions (such as the first sniper rifle). � Weapons classified as rare (for Exquisite Taste achievement) are: LeMat Revolver, Mauser Pistol, Semi-Auto Shotgun, Evans Repeater, Carcano Rifle. _________________________ _________________ ____ ______ | PISTOLS/REVOLVERS | Pwr Rng ROF Rld | Am | COST | |�������������������������|�����������������|����|������| | Cattleman Revolver | 2 4 6 3 | 06 | ---- | | Schofield Revolver | 4 4 6 4 | 06 | ---- | | LeMat Revolver | 4 4 7 2 | 09 | 1250 | | Volcanic Pistol | 5 4 6 3 | 08 | 100 | | Semi-automatic Pistol | 5 4 8 9 | 07 | 300 | | Mauser Pistol | 5 4 X 9 | 15 | 800 | | Double-Action Revolver | 5 4 8 4 | 06 | ---- | | High Power Pistol | 6 5 8 9 | 08 | ---- | |_________________________|_________________|____|______| Pistols and revolvers are basic weapons with low range but quick rates of fire, making them decent in a firefight, and even better if one can get headshots. _________________________ _________________ ____ ______ | THROWING WEAPONS | Pwr Rng ROF Rld | Am | COST | |�������������������������|�����������������|����|������| | Throwing Knife | 4 2 - - | 01 | 20 | | Dynamite | 9 4 - - | 01 | 45 | | Fire Bottle | 7 3 - - | 01 | 25 | |_________________________|_________________|____|______| Throwing weapons are self-explanitory: they're thrown at the enemy and they hopefully get a kill. Throwing knives have ridiculously awesome stopping power (although the stats don't show it), while the other two are a little less wieldy due to the ammo limits. Note that if used in Dead Eye, throwing weapons glitch to have a "homing" property, so if you wanted to fire bottle a hawk 200 yards away, it would soar through the air to get a spot-on hit! [In campaign, 20 Throwing Knives, 10 Fire Bottles, and 6 Dynamite sticks are available; in MP, FBs and Dynamite are limited to two each.] _________________________ _________________ ____ ______ | SNIPER RIFLES | Pwr Rng ROF Rld | Am | COST | |�������������������������|�����������������|����|������| | Rolling Block Rifle | 8 X 1 6 | 01 | ---- | | Carcano Rifle | 9 X 3 7 | 05 | 1100 | |_________________________|_________________|____|______| Sniper Rifles, like in all games, are primary headshot weapons and good for surveilling locations to get first blood. Although their rates of fire suck, their stopping power more than makes up for it. True to the period, shots're can veer off target even if they're perfectly centered, so there's an element of randomness to the precision, sadly. _________________________ _________________ ____ ______ | RIFLES/REPEATERS | Pwr Rng ROF Rld | Am | COST | |�������������������������|�����������������|����|������| | Repeater Carbine | 4 6 4 2 | 07 | ---- | | Winchester Repeater | 5 6 5 2 | 10 | 350 | | Evans Repeater | 6 6 6 2 | 22 | 1000 | | Springfield Rifle | 7 7 2 3 | 04 | 300 | | Henry Repeater | 7 6 5 2 | 12 | ---- | | Bolt Action Rifle | 8 8 3 8 | 05 | 750 | | Buffalo Rifle | 9 8 1 9 | 01 | 475 | |_________________________|_________________|____|______| It's easy to differentiate between rifles and repeaters: the former types are more powerful but reload slower while the latters fire faster but have less power behind their slugs. The best repeater is arguably the Evans, boasting a game-high 22 rounds per clip; the best rifle is either the most powerful (Buffalo) or most all-around (Bolt Action). [Buffalo Rifle can't be purchased until Hunter rank Lv5 is obtained in campaign.] _________________________ _________________ ____ ______ | SHOTGUNS | Pwr Rng ROF Rld | Am | COST | |�������������������������|�����������������|����|������| | Double-barreled Shotgun | 6 2 9 5 | 02 | 150 | | Sawed-off Shotgun | 7 1 9 5 | 02 | 250 | | Pump-action Shotgun | 8 2 4 3 | 06 | ---- | | Semi-auto Shotgun | 8 3 8 4 | 05 | 1000 | |_________________________|_________________|____|______| Shotguns excel at close-range fighting, doing insane damage to anyone stupid enough to get into proximity. The tradeoff is low per-clip ammo capacities and uselessness at long range. _________________________ _________________ ____ ______ | MISCELLANEOUS | Pwr Rng ROF Rld | Am | COST | |�������������������������|�����������������|����|������| | Lasso | - 3 2 - | -- | ---- | |_________________________|_________________|____|______| The Lasso is obtained on one of Bonnie's missions and has a few uses: (1) can be used to stop wild horses in order to break them in (2) can hogtie other people to restrain 'em, such as by capturing a bounty or trying to get the Dastardly achievement. [Lasso isn't available in multiplayer.] _______________________________________________________________________________ ������������������������������������������������������������������������������� V. FREQUENTLY ASKED QUESTIONS [FAQZ] _______________________________________________________________________________ ������������������������������������������������������������������������������� [Q] - Where are the three best horses? [A] - Kentucky Saddler: New Austin area (try Cholla Springs/Hennigan's Stead) Hungarian Half-Bred: Diez Coronas American Standardbred: Great Plains/Tall Trees The Kentucky is a blonde type of horse; the Hungarian's all white with a dirty face; and the American is a really dark brown, almost black. Once captured, if the horse is killed, whistling brings a generic one forth, so buy the unlocked deed (use it from menu) to ensure it's the one that always arrives. And for reference, the Saddler has the best stamina, the American has the best speed, and the Hungarian's even in both areas. [One of Bonnie's missions gives a free Kentucky Saddler.] [Q] - How do you surrender to the police? [A] - Put your gun away and stand still, letting the lawmen approach. Marston will slowly put his hands up, allowing himself to be caught alive. [Q] - Hey, the train is stuck in one area and won't move! [A] - Usually advancing a few missions self-corrects this. [Q] - Who's the chick on the front of the game's booklet? [A] - She never appears in the game and is likely a random prostitute. She's called the "Scarlet Lady" in most circles. [Q] - Hey, where did Uncle's missions go? [A] - Uncle's icon doesn't stay put like the others' in the game. Y'gotta catch him at the right time! [11am to 5pm is the time limit, I believe] [Q] - I can't get into multiplayer! [A] - Sometimes attempting to enter MP from the menu results in connection errors and, usually, an infinite loading screen. Enter campaign, switch to private free roam, then to public -- this usually fixes some errors. Co-op missions may be screwed up still, however, or not connect at all. [Q] - Hey, I can't switch outfits! [A] - After you beat "And the Truth Shall Set You Free," and until finishing "The Last Enemy That Shall Be Destroyed," John can't change outfits from the Rancher's Outfit. Don't worry; it ain't permanent. Just beat all the story missions and the wardrobe's open again. _______________________________________________________________________________ ������������������������������������������������������������������������������� VI. UPDATES & CONTRIBUTORS [UPDT] _______________________________________________________________________________ ������������������������������������������������������������������������������� 5-29-09 --------------------------------+ Started walkthrough 6-25-09 --------------------------------+ Finished walkthrough THANKS TO... ������������ � Sailor/Ceej, for hostin' my junk � Bebedora, for some missing Mexico bounties � YodaCracker, for cruelty to animals method � The RDR m'board: like usual, ridiculously awesome & knowledgable fellas, setting me straight on glitches, titles, and other stuff I can't recall off hand. NOTES TO SELF ������������� � "And the Truth Shall Set You Free" - actual honor reward? Mine was maxed. =/ � "The Prohibitionist" - saving Abner earns cash reward from him...? � Co-op Missions: missing requirements (mostly time attack) Any miscellaneous corrections readers spot should be sent to me ASAP! _______________________________________________________________________________ ������������������������������������������������������������������������������� VII. LEGALITY [LGLT] _______________________________________________________________________________ ������������������������������������������������������������������������������� This document is intended for private home use ONLY, and may not be reproduced through electronic or commercial means without the expressed consent of the author (P. Summers). It cannot be hosted, edited, or distributed for profit, and may not be given away as an add-in/gift to bought items. All rights are reserved to respective parties, even those not explicitly stated herein. Those who find this document on sites not listed below should e-mail the author (me). Thanks for reading this, and thanks for respectin' FAQ authors. Allowed Sites: Disallowed Sites: � Gametalk.com � cheatcc.com � GameFAQs.com � MyCheats.com � Neoseeker.com � Gamesradar.com � Supercheats.com � Cheathappens.com � Honestgamers.com � Chaptercheats.com E-mail me for permissions ~ � Cavesofnarshe.com shotgunnova (a+) gmail (d0t) com. _______________________________________________________________________________ IF YOU SHOULD DIE Document � Shotgunnova, 1997-2010 (and countin'!) BEFORE ME, ASK IF Red Dead namesake � respective owners YOU CAN BRING A FRIEND E N D O F D O C U M E N T