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Gun - Strategy Guide (Page 04)

Below are the cheat codes, hints and help for Gun - Strategy Guide (Page 04).

===============================================================================
 xvi. Across the Badlands                                             [WLK016]
===============================================================================

---------------------------
 Interlude: Find the Cross
---------------------------
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.


---------------------
 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


===============================================================================
 xvii. Escape the Ambush                                              [WLK017]
===============================================================================

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.


---------------------
 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.


===============================================================================
 xviii. Magruder's Mine                                               [WLK018]
===============================================================================

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.


----------------------
 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)

----------------------
 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.


*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
 5. SIDE MISSIONS                                                     [SDE000]
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*

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.


===============================================================================
 i. Bounty                                                            [SDE001]
===============================================================================

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


----------------------------------------
 Mission #01: George "Whiskers" Mahonee
----------------------------------------
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)


----------------------------
 Mission #02: Butch Mainard
----------------------------
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)


---------------------------
 Mission #03: Johnny Greed
---------------------------
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)


----------------------------
 Mission #04: Shifty Scholz
----------------------------
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


---------------------------
 Mission #05: Lee Hop Dong
---------------------------
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)


---------------------------
 Mission #06: Bloody Belle
---------------------------
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)


-----------------------------
 Mission #07: Toby the Torch
-----------------------------
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)


------------------------------
 Mission #08: Mad Dog McGrady
------------------------------
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


----------------------------
 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)


----------------------------------
 Mission #10: The Bandit Brothers
----------------------------------
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


---------------------------------
 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


----------------------------
 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


===============================================================================
 ii. Pony Express                                                     [SDE002]
===============================================================================

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


-------------------------
 Mission #01: Tiny Tubbs
-------------------------
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


------------------------------
 Mission #02: Johnny Calhoune
------------------------------
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


-----------------------------
 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


---------------------------
 Mission #04: The Gunsmith
---------------------------
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


---------------------
 Mission #05: Cletus
---------------------
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


------------------------------
 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


--------------------
 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


--------------------------
 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


-----------------------
 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


===============================================================================
 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.


-------------------------
 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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