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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter G » Gun - Strategy Guide (Page 05)

Gun - Strategy Guide (Page 05)

Below are the cheat codes, hints and help for Gun - Strategy Guide (Page 05).

*Royal Flush:       10-J-Q-K-A in the same suit

*Straight Flush:    Five consecutive cards of the same suit (eg. 3-4-5-6-7)

*Four-of-a-kind:    Four of the same card (eg. 8-8-8-8-1)

*Full House:        Three-of-a-kind and a pair (eg. 10-10-10-4-4)

*Flush:             Five cards of the same suit

*Straight:          Five cards in sequence in any suit (eg. 5-6-7-8-9)

*Three-of-a-kind:   Three cards of the same rank (eg. K-K-K-3-5)

*Two Pair:          Self-explanatory (eg. Q-Q-8-8-5)

*Pair:              Two cards of the same rank (eg. A-A-2-5-10)

*High Card:         The highest card you have


If two players get the same combination, the one with the higher card wins. If 
both players have the same high card, the pot is split between the winners. If 
no player has a winning combination, the one with the highest value card wins.


------------
 Strategies
------------
Luckily, the opponents in GUN aren't that good at Poker. You'll need some sort 
of plan to win through the game though, so I'll list out a few observations.

-Don't go All In. Even if you have a good hand at the start, it's just as easy 
for someone else to get a better hand and knock you out.

-On the contrary, use the All In function if you want to play chicken with one 
of the other players. This can knock out an opponent at the beginning of the 
game.

-If you have a poor starting hand, I still recommend you put in bets. The 
opponent AI tends to be defensive, so you're far better off being more 
aggressive in your betting. Stop raising the bets when the other opponents fold 
or opt to Check, but raise them again after all the cards have been revealed if 
you think you've got a good a winning combination.

-Of course, if your cards can do no better than a High Card, fold to cut your 
losses.

-Opponents CAN be intimidated. If you place a very high bet, your opponents 
will usually assume that you've got a winning hand and will fold to cut their 
losses. This is especially true with All In attempts, although one or two 
opponents will be game enough to continue. You can use this to bluff opponents 
out, although this can easily backfire.

*Note that you'll face two different sets of opponents: one in Dodge City and 
one in Empire. In general, the Dodge opponents will be much easier and 
defensive than the Empire betters. There are a few more things to note:

-In Dodge, you can Cheat (see above), making it much easier to win the rounds. 
In addition to being more spooked by All In attempts, the Dodge crew are 
susceptible to a death spiral I call the "Fold syndrome". This happens 
frequently when there are one or two opponents remaining. They will instantly 
see their hand as hopeless and will Fold, ending the round and only losing the 
$10 or $15 they were forced to bet. Oddly, they'll keep on folding until they 
eliminate themselves. This is a slow and tedious way of winning, but there's 
nothing you can do about it.

-The Empire players are noticeably more risky than their Dodge counterparts. 
They'll be less shy with their bets and a couple will stand toe-to-toe with 
you. That usually makes them easier to eliminate if you've got good cards. 
They're less likely to go into the death spiral of Folding, but it can still 
happen.


===============================================================================
 iv. Deputy                                                           [SDE004]
===============================================================================

The Deputy missions (aka Law Man) are based in Dodge City. Talk to Pat Denton, 
and he will deputise you to take care of town while he's doing whatever 
Sheriffs do (other than taking care of the town). Dodge being Dodge, you'll 
have to deal with several outbreaks of fighting and robbing in a row. Due to 
the rather fast-paced nature of the missions (probably containing the most 
action out of any mission), you should get a horse to ride around and fight 
from.

Deputy missions provide bonuses for Gunhand, Quickdraw and Melee. Because so 
many Deputy missions are available in each batch, it is essential to complete 
them to gain a significant boost in stats.
Gunhand: +4
Quickdraw: +5
Melee: +2

-------------
 Mission #01
-------------
Unlocked after defeating Quick Killer.

-Three highwaymen are riding around on the east side of town. Once you get 
close enough, they'll ride towards you. Take them out with your rifle.

-There's a brawl on the east side of town behind the shops. Ride over there and 
use your Quickdraw to take them all out. If you fail to do so, use a whiskey 
bomb or fire from horseback. It can get a bit messy if you're really bad at 
shooting. Plenty of whiskey and ammo around here though.

-Opium pusher in town. Head to the barkeep designated on the map, and he will 
tell you to head behind the old bar to the north. Once you get close enough, 
the dealer's bodyguards will run out to engage. Kill all the gunmen. At least 
one of them will throw whiskey bombs at you.

Cash: $10


-------------
 Mission #02
-------------
-Protect the Whore in the Alhambra Saloon. Be quick with this one; the whore 
loses health very fast. Head into the bar and Quickdraw the three men inside.

-Hostage situation in the north west under the water tower. Since SWAT wasn't 
around in the 1880's, you'll have to do. Head over to the tower from the rear. 
There are three gunmen and the hostage-taker. Use Quickdraw to eliminate them 
all without harming the hostage.

-Hold-up in the alley on the south side of Dodge. The victim's health bar will 
appear, but they won't actually do anything until you get there. One of them 
will smack the victim down, leaving him with a scrap of health. Quickdraw the 
three men to prevent them from killing the victim.

Cash: $10


-------------
 Mission #03
-------------
-Gang members spotted on the east side of Dodge. Head around from the north 
side to catch them off guard. Either through a whiskey bomb or Quickdraw them. 
There are quite a few, so watch yourself.

-Pick up the TNT barrel from the Ferry and carry it to the store. This one's a 
bit slow, as you need to go on foot. You will be attacked twice: once before 
you reach the outskirts of Dodge, and once in the main street. You can spot the 
enemies on the compass and on-screen before they attack you, so put the barrel 
down and fire with your rifle. Don't with the TNT in your hands, obviously. 
Bring the barrel to the designated building and leave it there.

-Raiders coming in from the east! There are a lot of them. When they approach, 
drop a couple of whiskey bombs to set fire to their horses to slow them down, 
and pick off the rest with Quickdraw and your rifle. They will circle around 
you endlessly until you kill them all.

Cash: $10


-------------
 Mission #04
-------------
-Meet the Wealthy Citizen on the west side of town by the bridge. You'll need 
to talk to her to get her going. You'll need to protect her from assailants as 
she enjoys a walk through town. Several groups of gang members will lie in wait 
for her to pass. They're marked on your compass, so it should be easy for you 
to ride ahead to take them out. I recommend a pistol for this, as the range is 
very close, and you should Quickdraw them to prevent the lady from being hit. 
Once the Wealthy Citizen reaches her destination, you can move onto the next 
task.

-The Alhambra is being robbed. Run upstairs and take out the three gunmen in 
the storage room. You can use your shotgun or Quickdraw to take them out.

-Gangfight in the streets. You can take them out with a rifle from the balcony 
of the Alhambra, but you can jump onto the street to Quickdraw the lot of them.

Cash: $10


-------------
 Mission #05
-------------
-Two powder kegs have been stolen. They're hidden behind the buildings on the 
east and west sides of town. When you pick one up, enemies will spawn in the 
alleys and streets. You can see them walking in the street, so use your rifle 
to take them out, and bring the barrels to the Sheriff's office when the road 
is clear.

-A family is being held hostage by desperados. Head to the far east end of the 
town. There are four gunmen behind some crates with the hostages behind them. 
If you have a sharpshooter rifle, this is too easy. Otherwise, use your rifle 
to engage them. You should be able to pick them off before you get near the 
family. Move to the family to secure them.

-Gunmen are firing at townsfolk from the water tower. Head to the rear of the 
tower and pick them off with your rifle or Quickdraw. You should be able to 
take them all out from the ground without needing to climb up the ladder.

Cash: $10


-------------
 Mission #06
-------------
-Gang members have taken hostages in three separate locations. One is in the 
Saloon, which you can kill with a rifle from the doorway. Another is in the 
building across the saloon. This one's a trap, and you'll need to kill both the 
gunman and the "hostage". The third one is on the west side of town behind the 
fence. You can go around to face the gunman, or you can shoot him through the 
hole in the fence.

-A snitch is waiting by the Ferry and is willing to provide information 
regarding a Red Hand Gang operation (who have mysteriously regained its members 
after you wiped the floor with them at the beginning). Head to the Ferry and 
talk to the Snitch, and he'll start moving towards the Dodge Bridge. His former 
"associates" are trying to take him out. Gunmen will appear on the ridge on 
both sides and from the alleys. Take them all out to prevent the Snitch from 
being killed.

-The Snitch will direct you to the Alhambra Saloon. Assault the saloon and take 
out any enemies you see. Head upstairs and take out more Gang members. When you 
reach the end of the hall, you'll run into two ladies. They're part of the Gang 
too, so kill them when you can. Denton will congratulate you on completing all 
the Deputy mission, and you'll get a bigger stat bonus:
*Gunhand: +11
*Quickdraw: +5
*Melee: +7
*Cash: $20


===============================================================================
 v. Federal Marshal                                                   [SDE005]
===============================================================================

Federal Marshal missions (identified as "Rescue" in the menu) generally involve 
running around the world to rescue people, as opposed to the Deputy missions 
being based solely in Dodge. The Marshal is always located in Empire whenever 
the missions are opened.

Federal Marshal missions increase the following:
Gunhand: +3
Quickdraw: +5
Melee: +5


------------------------------
 Mission #01: The Miller Gang
------------------------------
Head east towards the ambush point, located on top of a roof. Get their by 
climbing the stairs behind the building and jumping onto the roof. Grab the TNT 
barrels and throw them into the intersection. Try to arrange the barrels to 
spread across the road for more effect.

The Miller gang will ride in. There are around seven of them, so they'll be 
quite tough to take on. If you're sharp with a rifle, you can nail a few before 
then get to the ambush area. When they get to the intersection, blast the 
powder kegs. A few will usually survive, so finish them off with your rifle, or 
jump down and Quickdraw them. If they escape the ambush, the mission is failed.

Cash: $10


--------------------------
 Mission #02: The Vaccine
--------------------------
Some renegades have taken some smallpox vaccine and are hiding it on the 
rooftops in East Empire. Head due east and equip your rifle. Circle around the 
buildings and pick off the enemies from afar; you shouldn't have any problem 
taking all of them out except one.

There's a ladder on one of the buildings near the stream. Press [F] to climb 
it, then use the planks as bridges across the rooftops. If you killed all the 
enemies before getting up, you won't meet any resistance; otherwise it will be 
a messy fight.

When you get to the last plank, an enemy will man the Gatling Gun on the last 
roof and open fire. Use Quickdraw to headshot him. Jump over the Gatling Gun 
onto the roof and press [F] to retrieve the vaccine.

Cash: $10


--------------------------
 Mission #03: Mine Rescue
--------------------------
Some Chinese are being held hostage in the Badlands mine. Grab a horse and 
follow the compass east. Enter the mine, but be careful, this mission isn't so 
straightforward. Whatever you do, do NOT use a shotgun here.

As one of the hostage takers yells out, "This mine is filled with TNT!". Use 
your pistol and Quickdraw your way through. Most of the enemies are using the 
hostages as human shields, so you'll need to Quickdraw them to pick off their 
tormentors. Once the first chamber is clear, head down and left. Behind the 
crates are two more hostage takers. Quickdraw them as well. Once they're dead, 
the mission will end.

As noted above, this mission can be tricky if you're a poor shot. One stray 
bullet can set off the whole mine, which would obviously fail the mission.

Cash: $10


-------------------------------
 Mission #04: Lost Stage Coach
-------------------------------
A stage coach was supposed to have arrived, but it hasn't. Grab a horse and 
follow the compass east towards the Canyons. When you find the coach, talk to 
the driver.

You'll probably notice some suspicious movement behind the coach. Your hunch is 
correct: the driver is an outlaw and the bandits will spring their ambush. Take 
out the driver with a Quickdraw to save the hostage and take out the other 
gunmen. Three riders will arrive from Dodge, so take them out too.

Talk to the real driver when he comes out. He will tell you to blow up the 
boulder blocking the road to Dodge. Head east and head up the grassy slope to 
reach the TNT on the stony ledge above. Grab one, bring it to the boulder, then 
blow it up. The mission will end once the boulder is cleared.

Cash: $10


-----------------------------------
 Mission #05: O'Malley Wagon Train
-----------------------------------
Head east towards the Badlands. You'll spot the wagon train in a circle in the 
plains where the buffalo usually are. The train is being attacked by riders, 
and you'll probably run right into the rear of their attack. Pull out your 
rifle and shoot all the riders. Several more waves will come from the 
surrounding area. Take them out, and the mission will be over. This isn't a 
particularly hard mission unless you've been getting lazy on stats and items. 
Use Quickdraw to save some time if you need to.

Cash: $10


-------------------------------------
 Mission #06: Opium Dealer Wachowski
-------------------------------------
Head towards the Livery in Empire. Wachowski is hiding and won't be marked on 
your map, but once you reach the livery he'll call out to you from behind a 
building corner. Talk to him and escort him to the jail.

When you get to the jail, Wachowski will chicken out. A group of five men will 
appear on the road leading north striding towards you. Use your Quickdraw to 
pop them all. Grab Wachowski and drag him to the cell in the jail.

Wachowski's friends will attack the prison. The Deputy's health bar will appear 
and he must not die. Rather than shoot the enemies with a rifle from inside, 
walk outside and Quickdraw them. There are three waves of 5-6 men, and they're 
all bunched up, so you can take out the lot in one go. Once they're all dead, 
the mission is complete.

Cash: $20


-----------------------------------
 Mission #07: Protect the Settlers
-----------------------------------
A family's stranded west of Dodge. This one's a night mission, and you'll be 
shooting more wolves. Head to the Dodge bridge and you'll find the family with 
their horses dead. Dozens of wolves will approach from west and north. Take 
them all out (Ferguson rifle works best) and another wave will come. Remember 
that your Trample attack can spook the wolves. Once all the wolves are dead, 
you'll need to ignite the hay bales with whiskey bombs. Note that you CANNOT 
light them with your fire bow. There are plenty of whiskey bomb crates lying 
around, and all the hay bales are marked on the compass. Once they're all 
alight, the mission will end.

Cash: $20

===============================================================================
 vi. Hunting                                                          [SDE006]
===============================================================================

Hunting works differently from other missions. First off, talk to the Indian 
Hunter north of Piper Lake and west of Magruder's Mine; he will inform you 
about the beasts you need to hunt. While taking a side mission locks you into 
it until you end the mission, Hunting is something you can do at any time. That 
is, you don't have to go out looking for the target specifically; you can run 
into it during your travels. Granted, you'll probably try to seek them out 
anyway.

Each great beast spawns in a certain area of the map, and some will only spawn 
when you approach from certain directions. The game will tell you if the beast 
is nearby. If you're riding a horse, dismount or else you'll scare it off. Walk 
towards the beast until the game tells you that you are getting close. Press 
[Left Shift] to crouch and sneak up to the beast. When you're a few metres 
away, you will be told that you are within range. Shoot the beast in the head 
in order to complete the hunt. You then need to return to the Hunter, who will 
inform you of the next great beast.

The Indian Hunter recommends that you use a bow. This is heavily recommended; 
as the bow can kill with one shot to the head whereas a gun will take several. 
Furthermore, using a bow will give you the most money for each kill, whereas a 
gun will destroy the pelt and give you only a fraction of the reward. You get a 
bow soon enough, so there isn't much gain in shooting animals. You can use 
either the Apache Bow or the Blackfoot Fire Bow. Do NOT use the Loco Dynamite 
Bow, for obvious reasons.

All Hunting missions are unlocked at the beginning, so it's an easy way to beef 
up your Gunhand stat.

Hunting increases the following:
Gunhand: +4

-----------
 Grey Wolf
-----------
Found by the Dodge City bridge. It's probably easier to take it out from the 
western approaches. Sneak up to the wolf and fire an arrow into its head. The 
wolf is slow and will not attack you. Easy target.

Cash: $10


---------------------
 Great White Buffalo
---------------------
Found in the plains in the Badlands. The White Buffalo is an even easier 
target. It stands still when it grazes. Approach it from the west (the Old 
Canyon Mine works very well), sneak up to it and take it out.

Cash: $10


------------
 White Wolf
------------
Found on the west side of Piper Lake. As above, sneak up to it and kill it.

Cash: $15


---------------------
 Great Mountain Lion
---------------------
A.k.a. the Cougar, the Great Mountain Lion is found south west of the Indian 
Hunter in the Northern Rockies, on a brown dusty road. As above, sneak up to it 
and put an arrow in its head. Be warned however; the Mountain Lion is actually 
aggressive and will attack you if you spook it on foot. This can work well for 
you though, as you can run backwards and have more opportunity to kill it.

Cash: $15


------------
 Black Wolf
------------
This is probably the trickiest beast to trigger. The Black Wolf is found behind 
the Badlands mines. Trigger it by approaching the hairpin bend from the Old 
Canyon Mine.

IMPORTANT: Do NOT bring your horse into the hairpin bend. Due to direct 
distance between the bend and the wolf, it will automatically spook it. It may 
be a bit of a walk, but it's the only way you can approach it.

As with the Mountain Lion, approach is carefully and kill it. The wolf will 
attack you if spooked.

Cash: $20


------------------
 Hunt the Grizzly
------------------
The final great beast. This mission is different from the other hunting 
missions in that it actually is a side mission you can start and end. The 
Grizzly is found north east of Empire. While you are riding there, you will 
most likely get the message that you've lost the trail. Disregard it and 
continue to Empire. You'll find the bear lurking around the railroad.

Don't worry about spooking the bear. Ride into battle against it, because it 
will charge at you the moment you get within range (remember the first Grizzly 
you fought?). Forget about using the bow too; just use Quickdraw. The Grizzly 
should die immediately; otherwise finish it off with your rifle.

You will automatically return to the Hunter, who will congratulate you on 
hunting all the great beasts and proving that you are a great hunter. He will 
give you an honourary shirt, although this seems to have been left out of the 
game. You can't access it whatsoever, and you're done with the Hunter. Enjoy 
your stat bonus.

Cash: $20


===============================================================================
 vii. Ranch Hand                                                      [SDE007]
===============================================================================

Ranch Hand missions are located at Hecht's Ranch on the south side of the map. 
These missions involve rounding up cattle and dealing with cattle rustlers. 
They're not particularly challenging, but do add some variety to your day.

You will require a horse for all these missions. You can either bring your own, 
or use one of the Rancher's horses in the barn. Incidentally, they're the only 
named horses in the game (Storm and Cinnamon).

Ranch missions increase your Horse stat.
Horse: +5


-------------
 Mission #01
-------------
This is a bit of a practice run from the rancher. Grab a horse and head to the 
nearby pen to practice rounding the calfs into their pen. The cows will move in 
the opposite direction to your position, so position yourself behind the cow 
and steer them towards the right direction by moving left or right to them. 
You'll often need to spur your horse to circle it around in time, but you'll 
get the hang of it pretty quickly.

Getting the calves into the pen is quite easy. You can direct them across the 
field, or you can make them follow the fences and they'll automatically slide 
into the pen when they get there.

After you're done, follow the rancher to the Badlands to meet the rest of the 
herd. You'll see one of the dramatic shots in the game when you see the herd 
(and the rancher is quite a nice guy). Head down to the pasture and herd the 
cows towards the Longhorn just as you did with the calves. The cows will 
automatically halt near the Longhorn. When all the cows are by the Longhorn, 
the Rancher will lead them back.

Stay behind the herd on the way back to the ranch. A cow will drop from the 
pack several times, and you'll need to chase them and direct them back to the 
herd. Once they're in the pen, you complete the mission.

Cash: $10


-------------
 Mission #02
-------------
Unlocked after the Law and Order mission. Since you finish the mission at the 
Ranch anyway, you might as well do this mission.

A couple of mustangs were taken from the farm. Grab a horse and follow the 
compass west. Go under Empire bridge and follow the ditch to the very end until 
you find the horses. Use the Trample attack to break down the fence. The 
mustangs will sprint away to the Badlands by themselves, so chase after them.

Once they get to the plains, they will stop and you will need to herd them like 
cattle. Direct them past the gate and up the road. Once they reach the farm 
buildings they will run into the pen by themselves.

Cash: $10


-------------
 Mission #03
-------------
Wolf hunting, and at night too! Grab a horse and check out the herd in the 
Badlands. They're in the mine area in the west at the back of the plains. 
They'll be attacked by a dozen wolves. The Rancher will suggest that you use a 
small-calibre weapon (i.e. a pistol), but you can use a rifle if you want, as 
that will take out wolves in one hit, or you can use the Volcanic 10 to great 
effect. Use the Trample attack to scatter the wolves and Quickdraw to take them 
out quickly. The mission ends when all the wolves are killed.

Cash: $10


-------------
 Mission #04
-------------
Rustlers have made off with some calves. Head west to the secret base that 
every generic gang seems to use east of Empire in the southern cliffs. There's 
one lookout on foot when you go in, so take him out. As you round the corner, 
three more rustlers will ride out. Take all three of them out, then use the 
Trample attack to break the fence holding the calves. Guide them back to their 
pen in the ranch to end the mission. The calves will practically make their way 
there as long as you're behind them, so this isn't very hard.

Cash: $10


-------------
 Mission #05
-------------
This one is ridiculously easy for some reason. The Rancher will drive the herd 
around in circles in the pen. Meanwhile you need to drive three calves from the 
herd into the calf pen. As the herd runs past, give the calves a little nudge 
by standing on their left and they'll head into the fence into the pen. Once 
all three are in, the mission ends.

Cash: $10


-------------
 Mission #06
-------------
The Rancher needs to drive his herd to Dodge where they will be taken by train 
to Kansas City. Head down to the Badlands and herd the cattle to the Longhorn 
like you did in the first mission. When they're all ready to go, the Rancher 
will guide the cattle east. You'll be ambushed along the way, so take the 
enemies out before the Rancher gets killed. After they're down, two more riders 
will come up from the rear. Take them out too.

When you reach the bridge, you'll find that it's blocked by crates. Use the 
[Right Mouse Button] Trample attack to break all the crates. Make sure the path 
is all clear, and then return to the Rancher. He will guide the herd into 
Dodge, ending the mission.

Cash: $10


-------------
 Mission #07
-------------
The final Ranch mission. With his business done, the Rancher is leaving, but 
he'd like you to escort him to Empire. Follow him west, and he'll realise that 
he's missed his train. Some bandits will ride out to attack him, but they're a 
minimal threat, so just take them out at leisure. Once they're down, escort the 
Rancher to the outskirts of Empire and he will bid you farewell, as well as 
giving an extra stat bonus.

Horse: +10
Cash: $10




*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
 6. WEAPONS                                                           [WPN000]
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*

Colton White might have a tough attitude and a gruff voice, but he isn't going 
to go very far in the Wild West without the iron and gunpowder to blow his way 
out of tight situations. Thankfully, GUN features numerous weapons that can be 
attained as players progress through the game.

Weapons are divided into seven types: Revolvers, Rifles, Shotguns, 
Sharpshooters, Bows, Melee and Thrown. At any time, players can equip one 
"primary" weapon (Rifle, Shotgun, Sharpshooter, Bow), a Revolver, a Melee 
weapon and a Thrown weapon. Note that players cannot switch between different 
weapons within the same category (eg. players cannot switch between Dual 
Peacemakers and Volcanic 10 revolvers) without going through the in-game menu.

Apart from Revolvers, all weapons have limited ammunition. More ammunition can 
be obtained from fallen enemies, colour-coded ammo boxes or replenished at 
permanent ammo crates.

Each weapon has their own unique stats and characteristics. Weapon performance 
is heavily affected by the Gunhand stat (See: Stats). At the beginning of the 
game, most weapons require several shots to kill a target while aimed, while 
towards the end of the game it is possible to nail a rider at long distance 
with one shot. The difference is significant, and it is worth doing the side 
missions to improve the effectiveness of each weapon.


--------------
 Weapon Stats
--------------
-Damage: How powerful the weapon is
-Fire Rate: How fast the weapon can fire
-Reload: How fast the weapon can be loaded

Damage is self-explanatory. Fire Rate and Reload may look similar, but they 
affect different aspects of weapons. A weapon with a high fire rate will have 
less delay between shots if you keep clicking the fire button, while a high 
reload stat will reduce the time it takes to load the weapon when its empty.

Note that while you CAN cancel your weapon's reload animation after a certain 
amount of time. The Reload stat will decrease this delay, but you do not have 
to wait until your animation finishes. This is important for maximising the 
firing speed of weapons like the revolvers and the Ferguson rifle.


===============================================================================
 i. Pistols                                                           [WPN001]
===============================================================================

Revolvers will be the bread and butter for most of GUN. Revolvers are always 
equipped as a sidearm and have unlimited ammunition. Players can quickly pepper 
a target with several quick shots, or take time to aim for accurate weapon- or 
head-shots. Reload times are faster than other weapons, but reloading in the 
middle of a firefight can be quite dangerous without a good Gunhand stat or 
speedloader item. The reticule consists of a wide crosshair. The imaginary 
intersection marks the approximate point of impact.

The revolver is the only weapon that can be used in Quickdraw, which 
automatically switches to the revolver once activated. Note that during 
Quickdraw the revolver as unlimited ammunition. Shots made during Quickdraw 
will be deducted from the revolver's magazine, but the bullet count will reset 
itself if the revolver exceeds the available number of bullets.

Note that walking over dropped enemy revolvers will register as the player 
picking up "Ammo", though it doesn't seem to add any ammo to anything.

------------------
 Dual Peacemakers
------------------
Damage: 6
Fire Rate: 9
Reload: 10

Obtained after defeating Hoodoo Brown. Strangely, this weapon is listed first 
in the Revolver list despite being the last revolver obtained. These Colt .45 
revolvers differ from the other revolvers in that the player wields two of them 
simultaneously. High damage, fast fire rate, ridiculously fast reload time and 
12 bullets in total, the Dual Peacemakers allow for crazy gunslinging action, 
not to mention they simply look awesome.

Compared to the other weapons, the Peacemakers are obtained quite early, giving 
Colton a solid weapon to use for most of the game.


-------------------------
 Colt Navy Revolver 1851
-------------------------
Damage: 3
Fire Rate: 4
Reload: 6

Colton starts with this weapon. There is nothing impressive about this weapon, 
and players need to aim accurately or use Quickdraw to make using this weapon 
worth it, especially in the early stages in the game when players have no 
Gunhand stat and no speedloaders. The Navy Revolver is quickly replaced by the 
Schofield in Dodge City just after the beginning of the game.


-----------
 Schofield
-----------
Damage: 4
Fire Rate: 5
Reload: 7

Ned White's old six-shooter, given to Colton by Jenny in Dodge City. The 
Schofield is a slight improvement over the Navy Revolver, with more damage, 
faster fire rate and a faster reload time. Apart from that, the Schofield 
handles exactly like the Navy Revolver. Sees slightly more service than the 
Navy Revolver, but is soon replaced in turn by the Volcanic 10.


-------------
 Volcanic 10
-------------
Damage: 6
Fire Rate: 7
Reload: 8

J.J. Webb's revolver, obtained after defeating him and Rudabaugh. The real-life 
Volcanic is actually a short carbine rather than a revolver, and this can be 
seen in the drastically different image of the Volcanic in contrast to the 
other revolvers.

Point being, the Volcanic 10 is a massive leap over the Schofield. Apart from 
the usual increase in power and speed, the Volcanic boasts a 10-round magazine, 
allowing for more sustained fire and use as a pseudo-rifle. Suffice to say, the 
Volcanic is one of the better weapons in the game and sees more use than the 
first two revolvers combined, being eclipsed only by the Dual Peacemakers that 
replace it.

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