Gun - Strategy Guide (Page 04)
Below are the cheat codes, hints and help for Gun - Strategy Guide (Page 04).
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xvi. Across the Badlands [WLK016]
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Interlude: Find the Cross
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Soapy will head off to the Apache Camp ahead of you. You can head straight to
the camp yourself, but since you've unlocked the rest of the side missions,
this is a great opportunity to max out your stats and mine the rest of the
gold. The missions are going to be quite tough from here on, but you've got the
best of everything. In fact, you won't get any more Interludes from here on, so
do whatever missions you need to do.
When you're ready to proceed, head to the Apache Camp north of the Canyons and
talk to Soapy, and a cutscene will play. You will meet the Apache Chief, Many
Wounds, who will reveal some more important bits of your past.
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Across the Badlands
---------------------
Many Wounds knows the location indicated on the cross. Take the small path from
the Apache camp to Many Wounds down below and follow him. He will take you to
the Badlands to the abandoned house on the prairie, and you'll join up with his
warriors. You'll get attacked by Magruder's riders, so you'll need to fight
them to protect Soapy and Many Wounds. Two waves of riders will attack. Keep
moving to prevent being hit, but if you've maxed out your stats this battle
should be a cinch with the Ferguson rifle. When the battle is over, Many Wounds
will leave you. He will tell you to head to the Mountain north of Piper Lake.
Soapy will lead the way. Follow him along the railroad to the mountain north of
Piper Lake. Meanwhile he'll keep you entertained with his life story. When you
get to the entrance to the mountain, dismount and head up on foot up the site
and past the destroyed buildings. A couple of mountain lions are here, so take
them out to proceed. A cutscene will play when you get to the top.
---New Weapon---
*Loco Dynamite Bow
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xvii. Escape the Ambush [WLK017]
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Whoops, looks like you attracted too much attention. Soapy's gone flying down
the mountain and Magruder's got his men coming up it. You've got one heck of a
bow to use, but the Ferguson rifle is just as good. Blow up the TNT barrels to
make short work of the enemies, and a cutscene will play on Magruder's train.
When you regain control, you'll need to continue down the mountain. A bunch of
enemies will be around the corner with a gatling gun. Take them out with
Quickdraw or some dynamite. Continue down and more mobs will come up. Blow them
away and head to the exit. A few more men will come up, but they're easily
dispatched with your rifle or Quickdraw. Take the horse you left outside and
ride to the tracks where Soapy is.
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Boss Fight: Dutchie
---------------------
Magruder's right-hand man is manning the cannon and will give you no mercy.
Meanwhile, some riflemen will fire from the train and riders will circle you.
Tap Quickdraw and you should be able to kill Dutchie straight off. Otherwise,
use the Ferguson rifle to take him out and the other enemies. A couple more wll
head in from the north, but they're no match for your Ferguson. Once all riders
are dead, the mission ends, and you'll be thrown into the next one.
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xviii. Magruder's Mine [WLK018]
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No break for you here. You'll crash Magruder's train through his steel gates
and you'll come under fire immediately. Use your rifle to take out the loose
rifleman standing around, but take cover from the fortified gatling guns. Clay
will cause a distraction, allowing you to man the cannon on the mine cart. Use
the cannon to take out the two gatling guns above you.
Clay will start the mine cart, but you'll need to run ahead to switch the
tracks. Quickdraw the three men around the corner and use your rifle to take
out the two gatling guns above you. The last one is fortified, so jump back on
the cannon and blast it as the cart comes around.
A couple of rifleman will fire from the building to your right, so lob a couple
of cannonballs into the windows. A cart will appear around the corner with two
riflemen, so blast that too. There are couple of gatling guns and riflemen on
the ledge to your left as you round the corner, so knock those down. The mine
entrance has a cannon above it, so destroy that. The entrance doors takes two
direct hits to blow open, and some men will be behind it. Fire at them with
your cannon or your rifle. You'll need to run up to use the junction switch, so
shoot the remaining enemies and do so.
Jump back on the cannon to continue down the mine. Shoot the barricade to clear
it. Enemies will appear further down. Shoot the keg next to them to clear them
out. There's another mob around the corner with a powder keg next to them, so
blast the barrel to take them out. More men will come in from the side tunnels.
Blow the entrances to seal them off. Destroy the mine carts ahead to continue.
TNT barrels will roll down. Blast them before they get too close to you. When
you get to the top of the gradient, a group of enemies will appear from the
smoke. Try to lob a shot to the powder kegs behind them, as the incline will
make it difficult to hit them directly.
Run up to pull the switch around the corner. If you need more shotgun shells or
whiskey (which you probably do), run past the switch into the dark tunnel to
find a couple of bottles at the end. Jump back on the cannon. Use it to take
out the two gatling guns around the bend. To your right (this feels like a
amusement park tour) are three enemies and a few whiskey refills. Some men will
appear ahead of you, so shoot them, get off the cannon and grab whatever you
can. Get back on the cannon to proceed.
Another ton of men around the corner. Shoot the powder keg to blow them up and
finish off the barricade. More men will appear around the corners, so aim for
the rocks behind them to kill them with splash damage. Rounding another corner
will present you with three gatling guns. Pick them off with your cannon, and
shoot the next powder keg when you see it ahead of you.
The mine cart will come to a stop before the next section. Get off the cannon
and shoot the remaining men, then head to the turntable. There are a few
whiskey bottles around the outside if you need them. Press [F] to unlock the
tracks, and Clay's men will start turning the turntable. Magruder's men will
approach from various tunnels around the turntable, to take them out when they
appear. Watch the compass to see where they're coming from and use your rifle
to knock them out. Once the turntable is set, Clay will return to the mine cart
and tell you to man the cannon again. Grab whatever supplies you need and do
so.
Around the corner is another blockade with a gatling gun. Shoot the blockade
twice to destroy it and silence the gatling gun. A cutscene will play, and
Colton will proceed to the next area alone. You'll be running through some
ruins with a nice golden glow in the background, with plenty of Magruder's men
with dynamite and TNT barrels. Shoot the men or the barrels to clear the
enemies out, and be careful of incoming dynamite.
Head up the ruins to finish off the last of Magruder's men. You might want to
throw the TNT barrels out of your way just in case they get you blown up in the
firefight. Blast through the last tunnel with your rifle or shotgun, then
proceed to the last area.
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Boss Fight: Magruder
----------------------
This is it. After a long cutscene, you'll finally fight the one-eyed bastard.
The battle has two parts, and appropriately is the hardest battle in the game,
mainly because Magruder is wearing armour and can't be killed in Quickdraw. In
fact, he can't even be DAMAGED with bullets. Time for some ingenuity.
First things first, Magruder is armed with his Nock Gun, a multi-barrelled
shotgun. This thing has a fast rate of fire, rarely needs to reload and will
tear you up at close range. The only thing you can do to harm Magruder is to
use the sulphur patches (the grey ones dotted around the floor).
Magruder will shoot you at long range, and when he's stunned from sulphur
explosions or gunfire he will throw several sticks of dynamite at you. Either
dodge them or use Quickdraw to blow one up, which will scatter the others
harmlessly.
The key is to stick to the outside of the arena and lure Magruder into
following you. When he gets a few steps away from a grey patch, either shoot it
with your Dynamite Bow or lob a stick of dynamite onto it. By the time Magruder
steps onto the patch, it should explode, igniting him. Be warned: the sulphur
patches can work against you too if you're not careful. Repeat this until he
only has a slither of health left. There are plenty of whiskey refills and
dynamite ammo lying around the outside.
When Magruder is crippled, he will run up to a stone balcony above you to shoot
you and throw dynamite. Take out your Sharpshooter rifle (finally, a use for
it). Aim for his head either with Zoom or without (the sharpshooter is accurate
enough without Zoom). This will stun Magruder, and he will throw a large chunk
of dynamite. If you run out of Sharpshooter ammo, you can use the Rifle, or you
can run under Magruder and use your revolvers or Quickdraw.
The game will give you this vital hint, which is the key to beating him: use
Quickdraw to destroy the dynamite when it's near the roof. Magruder will
immediately throw several loose sticks of dynamite before switching back to his
Nock gun. You can Quickdraw one of the sticks to scatter the rest. You can make
your life easier by headshotting him before he throws this batch of dynamite.
This will force him to throw another large chunk, which you must blow up.
As this is a very hard battle, I'll summarise this:
*Part One
-Lure Magruder into walking over a grey patch
-Ignite the patch with dynamite or dynamite bow
-Repeat until Magruder runs up to the platform
*Part Two
-Headshot Magruder
-Quickdraw the large TNT he throws
-Repeat until rock falls on him
When the battle is over, a long ending cutscene will play, ending the mission
and the game.
---New Weapons---
*Nock Gun
*Cannon Nock Gun (only if 100% complete)
*Reverend Reed's Horse (only if 100% complete) (Will spawn at Magruder's Mine)
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Game Over: Now What?
----------------------
You can continue to roam around after you defeat Magruder. If you want to
finish off any sidequests, you can still do so. Other than that, there isn't
anything you can do other than ride around on Reed's horse and shoot innocents
and bandits with your Cannon Nock Gun. Unfortunately, this is a failing point
in the game, with practically no replay value after you go through all the
missions. You could start a new game and do everything from scratch, but I've
think we've enjoyed enough of our experience with Colton White and GUN.
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5. SIDE MISSIONS [SDE000]
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As part of its free-roaming nature, GUN features various missions that are not
essential the game's plot, but are available to provide the player with
substantial bonuses in stats. Additionally, side missions are the only method
to obtain money needed for weapon upgrades. Side missions are only unlocked at
certain intervals after doing plot missions, and are marked on the map. Talk to
their respective starters to begin the mission.
You can go through the game without doing any side missions, but they are
HEAVILY recommended, as the later stages of the game will be very difficult to
do without any stat upgrades.
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i. Bounty [SDE001]
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Bounty hunting is straightforward: read one of the Wanted Posters around the
world (they all give the same missions, so it doesn't matter which one), and
Colton will read the criminal's details. Accepting these missions will place
the location of the criminal on your compass. Most often, you will have to
travel a fair way to get to them.
Bounties usually have two levels of reward: Dead or Alive. Killing the criminal
outright will get you a lower reward, whereas capturing them alive will gain a
bigger reward (stun them, grab them, then right click to subdue them). Some
missions involve wiping out gangs, or ignore the criminal entirely and focus on
regaining a missing valuable.
Bounty missions increase the following stats:
Gunhand: +2
Quickdraw: +3
Melee: +4
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Mission #01: George "Whiskers" Mahonee
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The first bounty mission you do; unlocked when you go to Dodge City for the
first time. This is as straightforward as it gets: Mahonee is in the Alhambra
saloon right behind you. Just walk in, shoot him in the leg and capture him.
Cash: $10 (Dead), $15 (Alive)
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Mission #02: Butch Mainard
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Unlocked when you get to Empire for the first time. Butch is located in the
Northern Rockies, so grab a horse and follow the compass there. He will be
mounted on a horse near a mine and armed with a rifle, so you'll need to take
out the horse in order to subdue him. Use Quickdraw or aim carefully to shoot
the horse in the head. Or you could simply kill him, but you won't make as much
money.
Cash: $10 (Dead), $15 (Alive)
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Mission #03: Johnny Greed
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Johnny Greed can be found north of Empire in the canyons. If you just did the
Butch Mainard mission and read the poster by Piper Lake, Greed will literally
be a few strides behind you.
When spotted, Greed will flee towards the Resistance Camp, where several of his
accomplices will ambush you. Shoot out his horse (if you're having trouble
getting a headshot, Quickdraw and empty your revolver into its backside), rush
him and subdue him. Take out his men if you need to.
Cash: $10 (Dead), $15 (Alive)
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Mission #04: Shifty Scholz
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This one's a bit different. You don't have the option to subdue Scholz; he's
specifically wanted dead. The horse he's riding, however, is wanted alive. Head
to the Canyons; Scholz will be there with a handful of gunmen to protect him.
Shoot Shifty off his horse and take out his gunmen. When clear, take the prized
horse and ride it back to Dodge City and speak with the owner in the middle of
the street.
Cash: $15
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Mission #05: Lee Hop Dong
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Unlocked after the Escape the Jail mission. If you happen to start this mission
immediately after coming from the Resistance camp and read this at Piper Lake,
you're in luck. Lee Hop Dong is pissing his pants back at the Resistance camp
bridge.
Head to River Canyon. There are quite a few bodyguards with him, so dispatch
them with Quickdraw. There's a few TNT barrels in front, so blow that up to
wipe them out quicker. One of them is manning a Gatling Gun on the bridge. You
could throw an explosive up there, but that will kill Lee as well. Instead,
just run up and Quickdraw the gunner. Lee is harmless, so just grab him for
some easy money.
Cash: $10 (Dead), $15 (Alive)
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Mission #06: Bloody Belle
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Wanted for castration of a public servant. Ouch.
Bloody Belle can be found in the Badlands. She'll be mounted and with a gang of
female riders. Thankfully you won't need to take her alive, so just shoot them
all with your rifle or Quickdraw them.
Cash: $15 (Dead)
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Mission #07: Toby the Torch
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The former mayor of Dodge City is, appropriately, still in Dodge City. He'll be
in the middle of the town holding a torch (usually not a good sign). Talk to
him and you'll see that he's gone nuts.
You'll be surrounded by his gang armed with rifles and whiskey bombs. Quickdraw
to kill Toby, or you can slash at him a few times and subdue him for the extra
cash. Use your rifle to take out the other gunmen. Try to keep moving to avoid
getting hit by the flames. Once Toby and his gang are neutralised, the mission
ends.
Cash: $15 (Dead), $20 (Alive)
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Mission #08: Mad Dog McGrady
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McGrady is found on the east side of Magruder's Mine. Head there, and you'll
find him on a horse along with three other riders. Use Quickdraw to take out
the riders and shoot out his horse. Dismount, stun him and grab him. You're not
allowed to kill him, but his gang is easy prey, so subdue him and get your
cash.
Cash: $15
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Mission #09: Wayland Payne
----------------------------
Found in the Blackfoot Camp. This mission will be a night mission, so head
across the Ferry to the camp. You can ride in to attack immediately, or you can
wait and his gang will be attacked by Indians. Quickdraw his gang and subdue
Payne.
Cash: $20 (Dead), $30 (Alive)
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Mission #10: The Bandit Brothers
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This one's a bit different. There are two targets, and you have to kill one and
subdue the other, and their location is unknown. Despite what the poster says,
the brothers will always start off at the Devil's Canyon, so head over there.
They'll both be mounted and open fire on you. Use Quickdraw to kill James Booth
and shoot out Bob's horse, then subdue him. Their names and required action are
printed on screen so you know which one to kill.
Cash: $20
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Mission #11: The Blackbird Boys
---------------------------------
One bounty, fifteen targets. Now we're talking.
The gang is located in the secret base in the southern side of the railroad
east of Empire. Most of the gang will be hanging around on foot. Use Quickdraw
to take them all out. The rest of the gang will ride in from the north, so take
them out too. Despite their numbers, they won't pose much of a threat.
Cash: $30
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Mission #12: Bob the Blade
----------------------------
The last Bounty mission, and again this one's a bit different. Head to Devil's
Slot Canyon east of Magruder's Mine. Blade will be surrounded with around a
dozen gang members spread across the canyon. Once you take them all out, Blade
will jump down and challenge you in hand-to-hand combat. His health bar will
appear.
You don't have to use a melee weapon, but he gets stunned after a combo and
since you have to take him alive, you might as well slash at him and subdue
him.
Cash: $30
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ii. Pony Express [SDE002]
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Pony Express missions involve carrying messages or packages to various people
around the world under a strict time limit. Like the Bounty missions, these
people tend to be in the middle of nowhere.
There are Pony Express officers in Empire and Dodge, although only one will be
giving out jobs at any one time. They will send you to the needy client, who
will then send you to the destination. Each mission starter will have a horse
next to them, so you don't need to bring your own horse.
In order to meet the deadline, you will usually need to spur your horse very
often. Don't be afraid of spurring until the horse is nearly dead. Most
missions will force you to detour to pick up a fresh horse, and you MUST get
these horses regardless. Doing so will also reset the delivery timer, which is
what you need most.
The later missions will involve running through a LOT of armed opposition. Rule
of thumb: Never stop to fight; you don't have time for it. Use your rifle (it's
the fastest long-range weapon you've got) and take out all enemies while on the
run. You may need to work on your mounted combat tactics, and you definitely
need a good Gunhand stat.
Pony Express missions upgrade the following stats:
Horse: +5
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Mission #01: Tiny Tubbs
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Start the mission by talking to Earl near the Dodge City bridge. He will send
you to Tiny Tubbs on the east side of Dodge. Go to him, and you'll discover
that the fat guy is starving and will surely die if you don't get him food.
Grab his horse and spur all the way to the Shopkeep down the road. Talk to the
Shopkeep, and then sprint all the way back. Talk to Tiny Tubbs to end the
mission.
This is the most straightforward mission, but it can surprise new players if
they aren't used to the sheer amount of speed required.
Cash: $10
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Mission #02: Johnny Calhoune
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Unlocked after Law and Order. Talk to Daryl in the Empire square. He will send
you to Johnny in West Empire, south of Hoodoo's Palace by some tents. He will
send you to the livery in East Empire.
The distance is very short, but the time limit is even shorter. Sprint most of
the way and cut across the river. Leap over the livery fence and talk to the
man at the end. Don't take the road; you won't make it in time.
Cash: $10
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Mission #03: Stumpy McNubbs
-----------------------------
Speak to Daryl in Empire and he will send you to Stumpy in West Empire, where
the Shopkeep normally is. He will give you some tools to give to the railway
workers near Piper Lake. Follow the railroad east and break up north at thef
first junction. There will be an Indian rifleman attacking you from the tunnel,
and another Indian on the other end. Shoot them while on the move, head across
the the tracks and talk to the foreman to end the mission.
As the first long-distance run, this one's actually somewhat easier. You don't
have to push your horse as hard, but you'll need to take out armed threats
before they drop your horse's health. You should be able to clear this mission
with 1/3 of the time remaining.
Cash: $10
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Mission #04: The Gunsmith
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This mission set is available after the Escape the Jail mission. Talk to Earl
in Dodge City, and he will send you to the Gunsmith in east Dodge. This is the
first of the more challenging Pony Express missions, as you will need to travel
to multiple locations and take out numerous enemies along the way. A high
Gunhand stat is recommended, and definitely use a rifle.
The Gunsmith will tell you to go to Hecht's Ranch south of the Badlands. You
will be attacked as you cross the bridge, and once more as you enter the
Badlands by a group of bowmen and riflemen. Take them out on the run and don't
stop. Veer south to the Ranch and leap over the fences you need. When you reach
the Rancher, leap over the fence and talk to him.
Next, you'll need to go to Doc Stilton north of Piper Lake. Head west and
follow the railroad through the north tunnel at Piper Lake. There will be four
Indians at the tunnel to attack you and a couple more on the other side. Take
them out as you go in, follow the railroad, then break off west along the shore
of Piper Lake. Doc Stilton will be there in a red shirt. Talk to him, then grab
his horse and run back to the Rancher. You'll be attacked by remnants of the
previous group on the way back.
You should be able to get through the missions without being desperate with
time. The main threat is taking out the enemies before they drop your horse's
health.
Cash: $10
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Mission #05: Cletus
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Talk to Earl in Dodge to start this mission. He will send you to Cletus in
Empire. Follow the railroad to get to him; you won't be attacked until after
you start Cletus's run.
Cletus will tell you to get the borrowed tools off his worker in the Northern
Rockies. Take the bridge north through the canyon to Piper Lake. Several
enemies will attack you along the road. Head around the west shore of the lake
and take out some bowmen on the way. Head around to where the Indian Hunter
normally is to find the Worker.
Grab the horse by the Worker and head east. You will be attacked by a rider, so
take him out before he causes you trouble. Take the south road that weaves
through the Old Canyon Mines. There will be a stack of enemies here. Take out
as many as you can but keep running through. Be careful of your horse's health,
however, as they can easily bring it down. You'll run into Barton on the way
down. Talk to him to end the mission.
Cash: $10
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Mission #06: Marcus Billings
------------------------------
Talk to Earl in Dodge and he will send you to Marcus Billings on the east side
of town. He has an urgent message for Edgar Meriwether's auction in Empire, but
you'll need to stop by Hecht's Ranch to pick up a new horse.
Ride over the bridge and gun down the enemies there. A rider will appear from
the train tunnel and half a dozen riflemen and bowmen will occupy the railroad
cutting. Just run by and shoot whatever you can. Detour south to Hecht's Ranch
and talk to the Rancher to start the next leg.
Head west to Empire. You'll run into another half-dozen spread-out Indians and
a rider. Take out the rider and run past the gunmen, shooting out as many as
you can. If you spurred most of the way, you should have plenty of time to
reach Edgar at the Empire Bank across the bridge to West Empire.
Cash: $10
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Mission #07: Jesse
--------------------
Earl in Dodge will send you to Jesse a few metres away. An urgent package was
sent to the Old Canyon Mines by another Pony Express rider, but the package
failed to arrive.
Head due west to the Badlands mines. A rider will attack you and many Indians
will take up positions on the ledges above you. Several more will be in front
of the mine entrance. Enter the mine and talk to the Pony Express rider, who
will be rather shocked at your pragmatic mission.
Ride the horse out. Don't bother shooting the Indians, although they may injure
your horse. Take the hairpin bend north of the mine and take out the enemies
you encounter during the ride. Head east, jumping across the twisted road to
save some time if necessary. Talking to the guy standing next to the mine to
complete the mission.
Cash: $10
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Mission #08: Speedy Pete
--------------------------
Talk to Daryl in Empire, and he will talk about how Speedy Pete's been bragging
about how fast he is. Talk to Speedy Pete by the Empire Bank just behind you
and he will patronise you. Well, guess you're here to prove him wrong.
Forget about Pete's count, grab the horse and sprint out of Empire. Remember,
you main worry is the amount of damage your horse takes from ambushes. There
will be a few loose riflemen along the train tracks, so take them out. Follow
the tracks to Magruder's Mine. Talk to the Express Rider and he will give you a
fresh horse. An enemy rider will appear behind you, so shoot him off. Follow
the tracks through the tunnels until you get to Ten Fingers Canyon. Hope off
the tracks and head east through the Canyons, taking out or running past any
enemies you see.
You should be able to reach Dodge with plenty of time remaining. Talk to Speedy
Pete (how'd he get there before you?) and he will concede his defeat.
Cash: $15
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Mission #09: Shopkeep
-----------------------
Talk to Earl in Dodge. If you just did the Speedy Pete mission, you might as
well do this one. Talk to the Shopkeep in Dodge, and he will send you to the
Canyons to deliver medicine. This one's a tough ride, so equip your Ferguson
rifle and get on out there.
Head north through the canyons, taking out any enemies you see. The distance
isn't too far, but time is very short. When you reach Devil's Slot Canyon, talk
to Willie. He will tell you that the Indians stole the horse. Your timer will
restart, but you'll need to procure the horse from the Indians just ahead of
you. There are several riflemen and bowmen, and the rider is marked on your
compass. Shoot off the rider and take the new horse, which will restart the
timer. If you accidentally kill the horse (easy to do with the Ferguson, mind
you), there isn't much you can do other than to end the mission.
Continue riding through the canyons and run through any ambushes you come
across. The curvy trail will make sprinting and shooting difficult, so don't
concern yourself too much with fighting. Once you reach the mines, talk to Dan
to end the mission.
Horse: +10
Cash: $20
---------------------------------
Mission #10: Councilman Webster
---------------------------------
The final Pony Express mission and probably the most challenging side mission
in the game. Daryl in Empire will send you to Councilman Webster in front of
Hoodoo's Palace.
The Mayor has the plans for the completion of the railroad that needs to go to
the foremen on the line. However, they're being attacked by Indians, so you
need to get the plans to them ASAP. I heavily recommend that you do all the
Ranch missions to get your Horse stat up and use the Ferguson rifle to gun you
way through. You'll need to literally tear past countless Indian attacks to get
to your destinations on time, practically spurring all the way.
Follow the railroad east of Empire and head towards the tunnel towards
Magruder's Mine. When you spot the tunnel, you'll see that the workers are
being attacked by numerous Indians. Take as many of them out as you can before
you get there, but don't stick around. The timer's ticking very quickly, so
talk to the first Foreman and grab his horse.
Go through the tunnel and follow the tracks past Piper Lake. More Indians will
be around the area and several riders will cut you off. Shoot them off and
follow the tracks to Magruder's Mine. Sprint east through the tunnels towards
Ten Fingers Canyon. There aren't any Indians here, but the timer is still
short. Talk to the next Foreman, and be careful not to fall off the bridge.
Sprint through the tunnel and talk with the Foreman on the other side, and he
will send you to the last Foreman in Dodge City. Run past all the Indians and
riders, cross the bridge and talk to the final rail worker.
The mission isn't over yet! Now you have 60 seconds or so to run the fifteen
metres to the Alhambra Saloon and get a drink from the Bartender (oh noes!). He
will congratulate you on your efforts, tell you that your job is now obsolete,
and will give you a pair of silver spurs that have been left out of the game.
Well done!
Horse: +20
Cash: $20
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iii. Poker [SDE003]
===============================================================================
As you progress through the game, several Poker tournaments will open up. The
first few area available in the Alhambra Saloon in Dodge, while the rest are
available in Hoodoo's Palace in Empire. The game is Texas Hold 'Em Poker (not
regular poker). If you know how to play the game, it should be easy for you. If
you don't, you're going to have to learn as you go.
It costs nothing to do the Poker missions, and you get more money after each
round. Still, there are better ways of getting money, and since you can't play
more rounds of poker outside of the missions, there isn't much point in doing
the missions other than to get 100% completion.
Note that after the second round in Dodge, the other rounds open up in Hoodoo
Palace. Despite the game telling you that the Poker missions have been
unlocked, you can't actually reach the them until after the Hollister Fort
missions.
You don't lose any money if you are eliminated, but you have to restart the
mission if you are.
------------
The Basics
------------
-Each player is dealt two "pocket" cards that only they can see.
-Players engage in several rounds of betting.
-The five "community" cards dealt in the middle will be revealed in turn.
-More bets are placed or withdrawn.
-The player with the best winning combination with their pocket cards and the
community cards wins.
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The Itty-Gritty Details
-------------------------
At the beginning of each round, one of the players is designated with a marker.
This player must lay the first bet, so there's always something in the pot. The
next players either lay the same bet, increase the bet or Fold (give up).
Once the betting round is over, the game initiates the "Flop" stage. The first
three community cards are flipped over. This is where you need to determine if
you have a decent chance of getting a good hand or if you're better off
quitting while you're still ahead. Players can make additional bets to force
the others to fold or increase their stakes.
In the "Turn" stage, the fourth community card is turned over. Again, bets are
made, leading to the "River" stage, revealing all five cards. Following this is
the "Showdown" stage, where everyone's cards are revealed and the best hand is
awarded the pot.
Each round presents you with several options:
Check: Proceed to the next turn without raising bets. You can only do
this if your opponents haven't raised the bets.
Call: Raise your current bet to the same amount as the previous bet.
You have to do this if the previous bet is higher than yours in
order to continue.
Raise: Raise the stakes after each round to force the others to fold or
call.
All In: Put all your credit into the pot, forcing others to do the same
or fold. You will not be able to take any action after this.
Cheat: Swap cards in your hand for a better combination. Note that this
can only be done after the first play, and only in the Dodge City
tournaments. You can't cheat in Empire.
Fold: Give up. Only do this if you feel you have no chance of winning
and want to cut your losses.
----------------------
Winning Combinations
----------------------
The following need to be made using your two pocket cards and any three
community cards. In descending order of priority (i.e. a Straight Flush will
beat a Full House):
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