Gun - Strategy Guide (Page 03)
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-------------------------- Interlude: Talk to Jenny -------------------------- What an aptly named chapter title. No, you don't get any "fun" in this section, but you do see a lot of mounted combat. Before you go, I heavily recommend you complete all three Deputy missions that just opened up. They will give a much-needed boost to your stats, and as you'll be facing a lot of enemies in mounted combat, you'll need that Gunhand stat as high as you can get it. If you haven't already, do the other side missions as well. When you're ready, talk to Jenny by the coach in the middle of town. -------------- Armed Escort -------------- You'll start off on a horse. You'll need to stay mounted for this mission or else the coach will outrun you. Equip your rifle; this whole mission is based around your ability to use it (hence the recommendation on completing the Deputy missions). Ride across the bridge. The Coach's health bar will appear and will drain whenever Indians fire arrows into it. Try to stay ahead of the coach and take out enemies before the coach gets close to them. Avoid staying still unless you want your horse to have a dozen arrows stuck into it. The Indians are launching a raid on the hut across the bridge. There are around half a dozen of them armed with bows, so take them out quickly. Continue right towards the canyons and more Indians will appear armed with bows and rifles. Take them out with your rifle and proceed around the bend. Be careful of how much ammo you're expending; there's plenty of ammo to pick up later on, but the rifle's reload time is awfully slow. After you clear bend, the coach will run into a wreckage blocking the road. Dismount your house and head through the gap on the right side of the barricade. There are a couple of Indians on the left in the dark corner and a few above you. Move further down and take out the other Indians that come out. After you're done, grab one of the TNT barrels and carry back to the barricade. Put it down, step back and set it off with a shot. Get back on your horse (another horse will spawn there if you need it) and continue through the canyon. As you go around the curve, you'll come across another Indian raid on a homestead. Take out the archers and the mounted riflemen that come from the north. Follow the path across the bridge and below the house, and you'll run into Indians on rafts. Take them out too. Once you go under the bridge, the driver will indicate that he's going to make a run for it. Stay ahead of the coach; around the corner are two bowmen. Further down the path are two more archers. Take them all out. Once the coach passes this area, a cutscene will play. ------------------ Defend the Coach ------------------ Looks like the coach is out of action. You need to hold off the Indians while the driver repairs the wheel. Jenny will grab a rifle to help defend the coach. Jenny's health bar will appear under the coach's; if either depletes to zero then the mission is failed. Three Indians are immediately in front of you. Pull out your weapon and take them out. Four more bowmen will run across the ledge above you, so dispatch them as well. The rest of the Indians will come in waves from the south, usually in groups of three bowmen and two riders. Jenny will fire on them, but again you're a much better shot. Once all the enemies have been eliminated, the driver will place some TNT by one of the rocks blocking the path. When you regain control, you'll be on top of the stage coach. Fire a shot into the TNT to clear the path. ---------------- Riding Shotgun ---------------- Since the previous shotgun messenger met an untimely end, it's up to you to provide the covering fire for the coach. The driver will give rifle ammo and whiskey when you run out, so don't worry about wasting supplies. Try to take out the targets without Zooming; you'll aim too slowly and you'll be flustered with enemies all around you, and it's good shooting practice. A good Gunhand stat will show its usefulness here. Take out any riflemen and bowmen that oppose you. There's some TNT barrels around the next bend, so shoot that to take out the enemy group. Further down the road, an Indian wagon will cut you off. Aim for the TNT barrels on the wagon to take out the threat. As you go through the canyons, some enemies will be on the ledges getting ready to jump down. Shoot them before they do so using your rifle or Quickdraw. If they get on the coach, use your melee attack to kill them. Continue down the road, and a couple more wagons will attack you before you reach Empire. Shoot the powder kegs on that to quickly end the threat and finish off any riders. You'll have some support from the Empire locals, but they can't hit anything. After you clear the outskirts of Empire, a cutscene will play, introducing you to Empire's mayor, Hoodoo Brown. ---Bonus stats--- *Health +25 ---Missions Unlocked--- *Ranch Hand, Federal Marshal, Hunting, Bounty =============================================================================== vii. Law and Order [WLK007] =============================================================================== -------------------------------------- Interlude: Bargain with Hoodoo Brown -------------------------------------- After that tough ride, you've unlocked a stash of other missions. The game will recommend you to complete the side missions to increase your stats against harder enemies. I would heavily recommend you do so; there's plenty to do and Hoodoo is in no hurry. There is also a LOT of gold to mine if you have the patience, so stock up in items from the Shopkeeps around the world. Just as a benchmark, you should be able to take out an enemy with a single rifle shot without zooming. Don't worry if you're not quite there yet, but it'll help a lot. When you're ready, talk to Hoodoo's Deputy at the Hoodoo Casino. ----------- Bar Fight ----------- A cutscene will play. You will meet Hoodoo's deputies, Rudabaugh and J.J. Webb, and he will deputise you to maintain law and order while he looks for Reed. Grab a horse and follow Webb and Rudabaugh to the saloon on the east side of town. Enter the saloon and talk to the Barkeep. You'll run into a couple of Resistance members who get the jump on you. You start the fight behind the bar with two gunmen directly opposite you and three more coming in from the street. Try to get all five of them with one Quickdraw or else it'll get messy. Once they're all dead, a cutscene will play, showing a rather surprised Chavez y Chavez making a run for it. ---------------- Follow Chavez! ---------------- Webb and Rudabaugh will follow Chavez from a distance. Grab a horse and join them in their pursuit. As you pursue Chavez across the Badlands, a group of Resistance riders will ambush you. Take them out and resume your pursuit. The chase will lead to Hecht's Ranch, where you will run into a lot of Resistance defenders. Take them all out, and a cutscene will play. -------------------------------- Boss Fight: Webb and Rudabaugh -------------------------------- Colton isn't too happy with Webb and Rudabaugh, so he's decided to take both of them on. You start off in the barn, and it's probably best that you stay here for the first half of the fight, as it offers good protection. Webb will be on horseback with his pistol while Rudabaugh starts on foot with his double-barrel shotgun. Rudabaugh will either engage you with his shotgun or he will attempt to mount a horse. Pull out your rifle and fire at him from the barn. If you've been keeping up with your stats, you should take him out in less than 10 shots. Once he's down, head out and engage Webb. You can Quickdraw Webb and try to take him out in one go or finish him off, or you could shoot out his horse and fight him on foot for an easy battle. Either way, with only one of them to deal with, the fight should be very easy. ---Missions Unlocked--- *Federal Marshal, Pony Express, Ranch Hand ---New Weapons--- *Volcanic 10, Colt Double-Barrel =============================================================================== viii. Escape the Jail [WLK008] =============================================================================== ------------------------ Interlude: Find Hoodoo ------------------------ Hoodoo isn't going anywhere, so take your time. You've got some nice new weapons that will last you quite a while, and there are plenty of side missions to go through. Beef up the stats and make some money to buy some helpful items (if you haven't already mined all the gold). When you're done, head to Hoodoo's Palace. A cutscene will trigger when you enter, and you'll have your first run- in with a certain Thomas Magruder... ----------------- Escape the Jail ----------------- ---New Weapon--- *Apache Bow After being knocked unconscious by a few old friends, you wind up in the sheriff's jail in Empire. You'll meet some new allies: the Resistance member Port and a certain Soapy Jennings. They'll assist you in breaking out of the jail in exchange for freeing them. Talk to Port and he will tell you to grab the guard when he walks past. Press the [F] button when he moves in front of Soapy's door. Soapy will tell you to use the deputy's badge to pick the lock. Move to the door and press the [F] key a few times to open it. Walk to the sheriff's desk to get all your items as well as an Apache Bow. Make sure you grab all your gear and ammo before following Port out the back door. Now you need to find three horses and place them under the bridge. It's recommended that you use the bow for silent kills, but no one's going to be complaining if you use a gun. Take out the sentries guarding the horses (it's possible to ride the horse out without them noticing, but you might as well waste some arrows for the fun of it). Once you place three horses under the bridge, head to the livery and throw a whiskey bomb at the marked door. When the guards start heading there, head over to the powder store in the middle of the town and carry a barrel back to Soapy's wall marked on the compass. Shoot the powder keg to free Soapy, then grab the horses under the bridge and run for it. Soapy will leave you outside of time. Follow Port to the Resistance camp to end the mission. ---Missions Unlocked--- *Bounty, Poker, Pony Express ---New Weapons--- *Dynamite, Apache Bow ---Stat Bonus--- *Health +25 =============================================================================== ix. Ambush the Train [WLK009] =============================================================================== --------------------------------------- Interlude: Working for the Other Side --------------------------------------- Welcome to the Resistance. Despite what Clay Allison says, you can still get in and out Empire freely. Now would be a good time to do the new missions.If you've held off the Hunting until now, you've got a bow to make short work and more money out of the beasts. Note that one of the Poker missions will be located in Hoodoo's Palace, which is currently locked down. Disregard the mission; you can do it later and you probably don't need the money that badly anyway. If you've got a keen eye, you'll notice that your new army uniform has two holsters. That's an obvious sign that you'll get the Dual Peacemakers pretty soon. Whenever you're ready, talk to Clay at the Resistance camp. He's right next to your spawn anyway. ------------------ Ambush the Train ------------------ Grab a horse and follow Clay out of the Resistance camp to the site of the ambush. When you get there, Port will be unloading some powder kegs. Grab the TNT barrels and place them next to the rock indicated by the gold ring. Clay will confirm that it's in the right spot. When you pick up the third barrel, a cutscene will play. Chavez tried to attack the train in Dodge and is getting pummelled. Follow Clay to Chavez's location on the Dodge City bridge. Chavez and his men will be fighting off riflemen on the train. A health bar will appear showing Clay's health and the Resistance's health. Kill the two rifleman on the train carriage. Magruder's riders will come out of one of the carriages in pairs on both side of the train. Take out the one on your side while the other circles around, and then kill him too. If you're too slow, his riders will stack up and surround you. When all the riders are dead, the train will start moving, and a Distance bar will appear. Don't worry about it and head back to the ambush point. You don't have to follow Clay, so move as fast as you want. When you get back to the tunnel, Port will tell you to place the last barrel by the rock. Do so, then move up onto the ledge. Pull out a gun and get ready to fire on the barrels. You'll see the train approaching, but don't worry about timing. Port will tell you exactly when to spring the ambush. Shoot the barrels when he tells you to, and a cutscene will play, showing the train smashing into the rockslide. The train guards will come out from the carriages to attack you. They will try to make a run for the Gatling Gun, fire at you with rifles from the carriage or run up the ledge with dynamite. Position yourself on the ledge between Port and Clay and fire on them with your rifle. There's plenty of ammo and dynamite on the ledge if you want to use them. Clay and Port have health bars, but they should be fine as long as you take out the enemies running onto the ledge. Once all enemies are dead, a cutscene will play, ending the mission. ---Missions Unlocked--- *Federal Marshal, Deputy =============================================================================== x. Defend the Hideout [WLK010] =============================================================================== ------------------------------ Interlude: Go to the Hideout ------------------------------ You start off at the ambush point by the tunnel. The game will recommend that you do side missions to beef up your stats. Naturally, this would be a good idea, especially since the Deputy and Federal Marshal missions boost your ever- important Gunhand stat. You still won't be able to do the Poker mission in Hoodoo's Palace, but that doesn't matter. As a benchmark for stats and items: you should be able to take out most enemies with a single rifle shot, and reloading times should no longer be problematic. When you're ready, talk to Guards in the River Canyon. -------------------- Defend the Hideout -------------------- ---New Weapon--- *Sharps 1874 After a long and rather important cutscene (and personally, one of my favourite in the game), Magruder's men will interrupt the rebel celebration. Clay will give you his sharpshooter rifle. Head to the bridge over the canyon and pick off the enemies from there. The enemy militia will attack. Your Winchester rifle would be better if it the distance wasn't so great. Use the sharpshooter rifle and restock your ammo on the bridge. Clay's gatling gun will jam and you'll need to protect him until he fixes it. Don't concern yourself too much with using the Zoom function. It's great, but you'll have an easier time firing without the Zoom. Clay and Chavez will ride out to see if the enemy is in the foothills. Chavez will return and warn you of a wave of enemy cavalry. Man the gatling gun and rip into the riders as they come. You have unlimited ammo, so don't be trigger- shy. Talk to Port on the path behind the Gatling gun. The enemy howitzer on the hill will commence firing. Equip your rifle or pistol and hide behind a rock. The howitzer fires slowly, so use the delay to run out, gun down some enemies, and hide behind another rock. Flank the cannon and use Quickdraw to take out the gunner. Man the Howitzer and point it north. Enemy gunmen will head your way. Aim at the path and blast them when they come up. Once they're all dead, a cutscene will play. ---New Missions--- *Federal Marshal, Bounty, Pony Express =============================================================================== xi. Take Down Hoodoo [WLK011] =============================================================================== -------------------------- Interlude: Clay Captured -------------------------- You start in the Resistance camp in River Canyon. As always, you have a few Side missions to go through if you want, although by now you should be quite formidable. When you're ready, talk to Port in the camp. ------------------ Assault the Town ------------------ The first phase of this operation is to assault Empire City as a diversion. Follow Port to the rendezvous point in the gulch outside of Empire. A couple of resistance members will be waiting next to the Howitzer. Port will begin pushing the howitzer into position. You'll need to move on ahead to clear the streets to prevent Port from being killed. Use your rifle and take out all the enemies that appear. Two of them will on the road in front of you, two will be in the saloon windows and the rest will run across the street south of you. It's faster if you can knock them out without using the Zoom function, and if you Gunhand stat is good enough that should be easy. It's recommended that you move on foot to keep pace with Port. When Port reaches the intersection, more men will appear in the saloon and the alleys. Take them out, and another will appear on the roof to throw down TNT barrels. Take him out or let your allies do so. Pick up the TNT and move them out of the way, or throw one ahead to take out the next wave of gunmen. When you reach the corner in front of the Livery, more men will spawn. Take them out, and move through the alley to take out more gunmen. Finish off the remaining enemies around the east side of the bridge. Riders and gunmen will appear from the other side of the bridge. Take them out while Port moves the howitzer up to point directly at Hoodoo's Palace. Man the howitzer and blow up any enemies that appear. The splash damage isn't perfect, but it'll do the job. Once you blast all the reinforcements, Port will declare that Hoodoo's men are pinned down. This is your cue to head through the Chinese laundry behind you. ------------- Rescue Clay ------------- A few men will be hiding behind the counter. Kill them and proceed through the underground tunnel behind the laundry, taking out any enemies you see. I recommend you use a pistol for this section, although the shotgun can be very devastating. You'll hear a lot of laughter, as it turns out to be an opium den. Continue past the objective marker and to the last room, where some Chinese are having a deal. Take them all out and refill your dynamite and shotgun shells if you need to. Grab a TNT barrel and place it next to the objective marker and blast it. Walk through the tunnel until a cutscene plays. Continue into the torture room and shoot the two men torturing Clay. Press [F] to free him and he will tell you that Hoodoo is upstairs. Restock whatever ammo you need and head up. Your mission is pretty obvious: Kill Hoodoo Brown. Press [F] to open the door into his casino. Your men will send a cannonball into the casino itself and set it alight, making it difficult to see. Use Quickdraw to take out as many gunmen as you can. Hoodoo himself is on the same floor firing at you, so take his health down as far as you can. Once he reaches 50% health, he will draw his sabre and run upstairs. Take out the remaining gunmen on the bottom floor and head up. This section is quite difficult, so be fast on your trigger finger to get them before they get you. You can shoot down the chandeliers to cause fires to burn the enemies. More of his lackeys will run down to fight you. Either blast through with your pistol (Webb had a good taste in pistols, I tell ya) or cut through them with your shotgun (courtesy of Rudabaugh). If Hoodoo isn't injured enough, he will fire at you from this floor too, otherwise he'll be in his office. Go around the counter to reach the staircase to his office. A cutscene will play once you enter. -------------------------- Boss Fight: Hoodoo Brown -------------------------- This isn't really much of a boss fight. If you've wounded him enough in the previous section, you can take him out with one shot when he begins to attack you in his office. As with most AI at close range, he will probably roll before shooting. Just Quickdraw and plant a bullet in his face. A cutscene will play showing the death of Hoodoo and his "funeral" by the Resistance. And while we're at it: DUAL PEACEMAKERS! Hell yeah! ---New Missions--- *Poker ---New Weapon--- *Dual Peacemakers ---Stat Bonus--- *Health +25 =============================================================================== xii. Save Soapy [WLK012] =============================================================================== --------------------------- Interlude: Talk to Denton --------------------------- Not much to do at this time. Hoodoo's Palace is finally opened up so you can do the remainder of the Poker missions, although for some reason they don't appear. You can do them later when the rest of the Poker missions are unlocked. Finish off anything you want to do (your stats should be 3/4 full) and talk to Pat Denton on the Dodge City bridge. ------------ Save Soapy ------------ Looks like Soapy's in a bit of a jam. Follow Denton to the back of the water tower. There are half a dozen gunmen standing around. Use your Quickdraw to nail them (and enjoy your well-earned Dual Peacemakers). A couple more are under the tower itself. When they're down, climb the ladder onto the tower. A cutscene will play once you get to the top. ---New Weapon--- *Remington Denton will give you a better sharpshooter rifle. Zoom in and shoot the rope when Soapy is hung. Take out all the enemies that swarm towards him, and cover him as he crawls to safety. Enemies will appear from the south side of town and under the gallows, and riders will come in from the east. More enemies will appear on the rooftops on the south side. While you are meant to use the sharpshooter rifle, I would recommend you switch to your Winchester rifle instead. It's much faster and the gunmen are in its range. The Remington is just too slow for the amount of shooting you need to do, unless your Gunhand stat is too low for the Winchester to kill in one hit. Climb down from the tower and grab a horse. Follow Soapy north to the Ferry. A few more enemies will appear from the saloon and on its balcony. Take them out and head to the ferry, where more gunmen will ambush Soapy. Talk to the Ferry Operator and he will start taking you across. Enemies will appear on the other side of the river to pursue you with the other ferry, and sharpshooters will appear on the ridge. Use your Winchester rifle to take them all out (again, the Remington, for all its qualities, is too slow). When you get to the other side of the river, Soapy will tell you to get on top of the rocks and shoot the ferry rope. If you've been using the Winchester, you've probably picked off all the enemies anyway, so it's unnecessary. Once everything is clear, a cutscene will play. ---New Missions--- *Ranch Hand =============================================================================== xiii. Hollister's Fort [WLK013] =============================================================================== --------------------------------- Interlude: Get to the Steamboat --------------------------------- You can mine the gold around here if you want, but there isn't much point as you can't go back to Dodge yet, nor can you do the Ranch Hand missions. Just follow Soapy and continue with the story. You'll be heading past the Blackfoot Camp where you and Honest Tom raced at the very beginning. This time the fort gates on the west side of the Pass are open. After a conversation with Soapy, a cutscene will play, and you'll find yourself as guests of a certain Sergeant Hollister. ----------------- Escape the Fort ----------------- Hollister's men have taken all your guns. The only thing you have left are your melee weapons, and those aren't going to get you anywhere fast. As Soapy tells you, you'll need some help to get out. Face the north-west corner of the area. You'll see a renegade beating up an Indian. Grab him and slit his throat. The Indian will thank you and will ask you to find his brothers in return for his aid in escaping. Follow the punching noises to find the Indians. They're both in rooms under the northern rampart. The renegades are too busy beating up the Indians to bother with you, so just execute them to free the Indians. Move further down the wall to find the third Indian. The prison gates will open to allow some renegades in. The leader will order one of them to watch the gate. Grab him and execute him to proceed. Crouch and follow the Indian and listen to everything he says. If you don't, the alarm will be raised and you'll have to restart. Slit the throats of the guards when he tells you to (never engage in combat, and don't worry if the game plays their shouting lines) the garbage chute at the end. Execute the last guard and Soapy will pick the lock, allowing you to reach the underground cavern. Follow the cave until you spot two guards on a ledge talking about the weapons they procured from you. There's a dead Indian on the rock. Pick up his bow and use it to take out the guards silently after the second guard leaves for his post. Retrieve your weapons by walking to the dead guard. You'll have no ammo apart from your infinite revolver supply, but you have to use your bow anyway. Take out the other guards when they're in range. They shouldn't give you any trouble. Search the bunkers for ammunition. You should be able to refill your shotgun, rifle and thrown ammo, although you won't get any sharpshooter ammo yet. Grab a horse and follow the path back to the Indian camp. You'll need to trample the gate to open it before you get to the camp. --------------------- Protect the Indians --------------------- What a coincidence, you run into Hollister's men attacking the Indians. The renegades will be busy fighting the Indians, so ride behind them and shoot them off with Quickdraw or your rifle. Several more riders will appear from the northwest, so take them out too. Once they're all dead, a cutscene will play, ending the missions. ---New Missions--- *Pony Express, Bounty, Poker ---New Weapon--- *Blackfoot Fire Bow =============================================================================== xiv. Attack the Fort [WLK014] =============================================================================== --------------------- Infiltrate the Fort --------------------- Whoa, no time for a break here. You're thrown right into the Indian's assault on the fort. And you're in cool Indian attire too. You'll be taking hits straight from the start, so pull out your rifle and take out the enemies on the forward fortifications. They have several gatling guns and numerous riflemen, so take them out with your rifle. The cannons from the fort will be bombarding you, so don't loiter around. Hiding behind rocks will only protect you so much, so neutralise what you can and run towards the canoes. Once you're in the canoe, you will head down the stream under the fort towards the hidden cave. More enemies will appear on either side above you. Watch your compass for their locations and take them out with your rifle. Once you reach the cave, run towards the end. Several groups of renegades will appear in groups of three. You can blow through them with your Dual Peacemakers, so they shouldn't pose a huge threat. --------------------- Capture the Cannons --------------------- Climb the ladder and you'll be behind a couple of guards wondering how the assault is going. Take them out and another guard will appear from the barracks to your left. Take him out too. There will be a LOT of shooting in this area, so I recommend you use your Dual Peacemakers or Shotgun instead of your rifle. Fights-at-Dawn will tell you to capture the first cannon. Five renegades will appear straight ahead. Quickdraw them before they can do any harm. There's a gatling gun covering the open area, so head through the stables on the left instead to flank it. Take out the men inside and take out the gunner. There are a couple of whiskey refills inside as well. When you head towards the rampart, several men will appear from the stockade in front of you and five more from the building to your right. Quickdraw the whole lot of them or otherwise fire away with your revolvers or use your shotgun if you're game. When you head up into the stockade itself, there will be two men inside, so kill them. Man the cannon and use it to destroy the four forward bunkers. You'll need to compensate for your cannon's trajectory, and each bunker needs one direct hit on its roof to take it out. Once they're all down, proceed the next cannon. There are several renegades here, so take them out. Man the cannon and use it to destroy the keelboats. Each boat takes two direct hits to sink, but they won't be firing on you. Once they're down, proceed to the stockade area further down. More men will appear below. A single stick of dynamite should take them all out; otherwise take them out with your rifle. Head down to the stockade and dozens more will come out. Blast through the lot with your revolvers, preferably with Quickdraw. When they're all down, man the cannon on top of the rampart and fire it into the ammo dump. You'll need a direct hit through the doorway. One more cannon to go. Head through the exposed tunnel and take out the enemies in there. To your left is a mess room with another dozen men. Use Quickdraw to take out as many as you can and blast through the rest that come in from the next room. There are a couple of dynamite crates here, and you'll need the dynamite for the next section. Equip your rifle when you head up and take cover behind the barricade nearest to the cannon. Take out the enemy riflemen on the other side and throw dynamite at the cannon to destroy it. If you're behind the barricade, aim your throw at a 45-degree angle at full power and it will reach the cannon. Beware though, enemies will spawn indefinitely until the cannon is destroyed. They can throw dynamite at you, and the cannon can still damage you behind cover. Head back to the previous room to get more dynamite if you need any. ---New Missions--- *Deputy, Federal Marshal, Ranch Hand =============================================================================== xv. Battle at the Steamboat [WLK015] =============================================================================== During the aftermath, Hollister seems to have escaped. Back in your hunting attire, talk to Fights-at-Dawn to proceed to leave the fort. A cutscene plays, and Hollister will make his dramatic reappearance with a bang. ----------------------- Boss Fight: Hollister ----------------------- As you can probably tell by your clothing, you're reaching the final leg of your quest. Our good friend Hollister isn't keen on that idea though, and so you have to deal with him. Equip your Dual Peacemakers before heading into the next area. Hollister's location is marked on the compass. Head to him quickly, as he will throw dynamite when you're not in sight. At close range, he will shoot you with Ned's rifle, which is VERY powerful. Ideally, you should give him the drop, tap the Quickdraw button and unload as much lead as you can into Hollister's ugly face. He should either die or have a slither of health left to finish off. If you can't Quickdraw his health down, dodge his rifle shots by running around corners, pop out and give him a few shots from your revolvers, but you're far better off using Quickdraw. Once his health is down, Hollister will do a suicide run. Head down to the ditch he's in and he will run towards you with as much dynamite as he can carry. You can't kill him, so you have to stop him from killing you. Start running backwards and unload your revolvers into him non-stop. This will slow him down until the dynamite blows him up. If you're too slow, the dynamite will kill you too. Don't use Quickdraw, you're trying to end this as quickly as you can. ---New Weapon--- *Ferguson Rifle A cutscene will play, and you will gain Ned's rifle. This is by far the best weapon in the game, and will be invaluable in the next section. It might seem slow, but the power and fire rate are more than worth it. Head towards the steamboat wreckage, and you'll get thrown into yet another battle. ------------------------ Kill Magruder's Riders ------------------------ Magruder's well-equipped riders will blitz from the east. They'll easily circle around you and cut down your health. Try to pick a place that forces them to go through a bottleneck or delays their movements, such as between a rock or around the wreck, otherwise you'll spend more time drinking whiskey and less time shooting. Use the Ferguson rifle to pick them off from a distance and Quickdraw when they get close. They're very fast and take a couple of hits to take down with your revolvers, but be persistant. There are plenty of supplies around the wreck if you need to refill. After several waves of riders, the battle will end, so head towards the middle of the wreck to find the safe. Press [F] next to the safe, and Soapy will open the safe in a cutscene. While he's at it, an old friend will make his appearance. ------------------ Boss Fight: Reed ------------------ Colton's in a no-BS mood when it comes to Reed, and Reed is just as ready to return the attitude. You'll start the battle off next to river with a horse in front of you. Mount the horse and start heading east. Reed will appear from the wreckage and cut you off. If you're sharp with your Quickdraw, this is where you can take out 90% or more of his health as he rides past. Just mash at that fire button until you run out of Quickdraw. Reed's horse is covered with armour, so you can't immobilise him. Pull out your rifle and fire on him as he rides over the hill behind the corner. He'll wait until you follow him before he runs out again. Lure him out and open fire with your rifle until he is dead. The key is to stay on your horse, as he will ride all over you if you fight on foot. After you defeat him, a cutscene will play, ending the mission and giving you a stack of bonuses. ---New Missions--- *Bounty, Poker ---Stat Bonus--- *Health +25 ---New Weapon--- *Cavalry Sword
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