Million Hooters
Million Pixels - Million Hooters
Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter G » Gun - Strategy Guide (Page 06)

Gun - Strategy Guide (Page 06)

Below are the cheat codes, hints and help for Gun - Strategy Guide (Page 06).


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 ii. Rifles                                                           [WPN002]
===============================================================================

Rifles are the medium- to long-range weapons. They are accurate, have a fast 
rate of fire and have plenty of ammunition to load. Rifles can be aimed using 
the Zoom ([Z]) button, allowing players to pull off headshots with relative 
ease. The targeting reticule for rifles consists of a square with gaps in the 
middle of each side. The imaginary crosshair that cuts through the gaps will 
indicate the appoximate point of impact. Aligning the gaps with the desired 
target will usually score hits and headshots, and a better Gunhand stat will 
guarantee accurate shots.

Players can carry a maximum of 30 extra rifle rounds (45 with the Rifle Ammo 
Belt upgrade). Rifle ammo boxes are blue in colour.

*NOTE:
Despite the large variety of weapons available, players will seldom need to use 
all of them. While each weapon type has their strengths and disadvantages, a 
rifle/revolver combination is enough to get you through most of the game, with 
the rifle for long-range shots and the revolver for close-range fighting. In 
fact, with a good Gunhand stat and the Ferguson rifle, players don't even need 
to use the revolver at all apart from Quickdraw and specific moments in the 
game requiring other weapons. Sure, players can adapt their style to utilise 
the other weapons effectively, but the rifle is truly the weapon that can do 
everything.


------------------
 Winchester 1866
------------------
Damage: 6
Fire Rate: 2
Reload: 4

Colton starts with this "rifle that won the West" and will use it for most of 
the game. The Winchester is a solid rifle. The rate of fire is somewhat slow, 
but it makes up for it with a whopping magazine capacity of 15 rounds. With a 
decent Gunhand stat, players can aim and fire as fast as they can click. The 
only drawback is that the Winchester takes a fair amount of time to reload, but 
the speedloader upgrades and improved Gunhand stat can drastically reduce 
reload time.

Use this weapon for targets that are too far for revolvers, but switch as soon 
as enemies get close, as the Winchester lacks the necessary speed for close-in 
fighting.


----------
 Ferguson
----------
Damage: 9
Fire Rate: 8
Reload: 6

Ned White's rifle. Colton will use it briefly in The Hunt after Ned is attacked 
by a grizzly bear, but he will return the rifle to Ned. Colton is stuck with 
his Winchester until he defeats Sergeant Hollister.

When players first use the Ferguson against the bear, the weapon may seem very 
unimpressive and probably worse than the Winchester. With no magazine, the 
rifle requires loading after every shot, although the reload time is 
significantly faster than loading a Winchester magazine. The rifle is 
incredibly powerful, however, and by the time you obtain this rifle, you should 
have a near-maxed Gunhand stat and all the rifle upgrades anyway.

The result is a weapon that can kill in one hit and fire faster than the player 
can click. As said above, it's more than possible to go through the rest of the 
game using only the Ferguson rifle, as ammunition is usually plentiful, and the 
sheer speed of the rifle makes Quickdraw seem like a backward step. Forget 
about sharpshooter rifles; this rifle can be just as accurate and powerful, and 
much faster. Ned White definitely had a good taste in firearms.


===============================================================================
 iii. Shotguns                                                        [WPN003]
===============================================================================

Shotguns are statisically the most powerful weapons in the game, with all of 
them boasting very high ratings in Power. However, due to the shotguns using 
buckshot, the shot will disperse over a distance, making the shotgun a pure 
close-range weapon. A shot to the upper torso at point-blank will kill 
instantly, although less accurate shots at longer distance will require two or 
three shots. The targeting reticule is a wide dotted oval indicated the 
approximate spread. Note that you can kill multiple enemies with a single shot, 
as well as score arrow and weapon shots if they don't die, so the shotgun is an 
excellent crowd control weapon.

The game only has two shotguns, with two more "shotguns" becoming available at 
the end of the game. Despite their power, the shotgun tends to have limited use 
and are awkward to use without proper stats and items. The shotgun is arguably 
overshadowed by the increasing quality of revolvers, rendering the shotgun 
relatively useless. It can still come in handy, but there are better weapons 
out there.

Shotguns can carry 10 additional shells, and 15 rounds with the Shotgun Ammo 
Belt item. Shotgun ammo boxes are red in colour.


--------------------
 Colt Double Barrel
--------------------
Damage: 10
Fire Rate: 6
Reload: 4

Obtained after defeating Rudabaugh and J.J. Webb. Speed and power ratings 
aside, the Colt Double Barrel is a huge leap over the Model 1887 by being able 
to fire two shots in quick succession. This is the most powerful shotgun 
available until the Nock Gun and Cannon Nock Gun are unlocked at the end of the 
game. Note that Double Barrel will chew through ammunition very quickly, as 
players can only hold an extra 10 rounds without the ammo belt.


--------------------
 Shotgun Model 1887
--------------------
Damage: 8
Fire Rate: 5
Reload: 3

Obtained in Dodge City after defeating Crude. The shotgun has high power but 
very slow reload speed, even with the speedloader sold by the Dodge City 
shopkeep. This shotgun will see limited use, with the only real opportunity 
being against the Indians on the bridge. At this stage, however, your stats and 
items won't make it worth using the slow shotgun, and using a knife or revolver 
is more effective. The Model 1887 will quickly be replaced by the Colt Double 
Barrel anyway.

Interestingly, exactly why Neversoft put this weapon in the game is unknown. 
Since GUN takes place in 1880, the Model 1887 is seven years ahead of its time.


----------
 Nock Gun
----------
Damage: 10
Fire Rate: 6
Reload: 4

Multi-barrelled shotgun used by Thomas Magruder. Don't let the stats fool you: 
this weapon is devastating. The Nock Gun is essentially a semi-automatic rifle 
with multiple shots. The shotgun reticule makes it difficult to aim accurately 
and effectiveness decreases over distance, but at close- to medium-ranges, this 
weapon rips apart any adversary.

The Nock Gun is only available after defeating Magruder in the final mission of 
the game, making the weapon rather pointless unless you want to pick on 
townspeople.

Technically the Nock Gun has a required reload while firing (usually after 
seven shots), but reload time is very fast by the time you get it. While the 
Nock Gun displays no ammunition counter, it still uses the limited amount of 
shotgun ammunition you have.


-----------------
 Cannon Nock Gun
-----------------
Damage: 10
Fire Rate: 6
Reload: 4

Mentioned as being an experimental multi-barrelled weapon developed by 
Magruder. Thankfully he never uses it against you, because the thing is 
literally an Old West version of a rocket launcher. This weapon can launch 
explosive cannonballs to long distances with splash damage, taking out multiple 
targets. Like other cannon weapons, however, the splash damage isn't as 
effective as it looks, with some enemies simply being stunned if they are not 
close enough to the explosion.

The Cannon Nock Gun is obtained by completing the game with a 100% completion 
rating (i.e. all side missions are complete). As with the Nock Gun, the Cannon 
Nock Gun uses shotgun ammunition, and being at the end of the game it is rather 
useless unless you really want to show bandits what you're made of.


===============================================================================
  iv. Sharpshooters                                                   [WPN004]
===============================================================================

If you were expecting a high-powered sniper rifle with a 10x scope, you're 
looking at the wrong time period. GUN features two sharpshooter rifles with 
improved sights and better Zoom than the regular rifle. Sharpshooter rifles 
have limited ammunition and slow fire rate, but the targeting reticule is a 
pinpoint dot sight and the weapon is very powerful. Use these to score 
headshots on long-distance targets, but avoid close combat at all costs. 

Keep in mind that rifles are often better than sharpshooters, as the game 
rarely has situations that require long-range precision over speed, especially 
after obtaining the Ferguson rifle. On the other hand, sharpshooters should be 
the next in line for long-range use if you run out of rifle ammunition, since 
bows aren't effective at range and shotguns are pure close-in weapons.

Players can carry an extra 10 sniper rounds, so use the sharpshooters 
sparingly. Sharpshooter ammunition is found in orange boxes.


-------------
 Sharps 1874
-------------
Damage: 8
Fire Rate: 3
Reload: 6

Given to Colton by Clay Allison. The Sharps rifle is quite an improvement over 
the Winchester rifle, especially with the dot-point reticule, but has a very 
low rate of fire and limited ammunition. First used against the enemy attack on 
the Resistance camp, which involves some long-range shooting, but the night 
battle and number of enemies makes using the weapon a bit awkward. The Sharps 
rifle will be the main sharpshooter rifle for quite a while.


-----------
 Remington
-----------
Damage: 9
Fire Rate: 5
Reload: 6

Given to Colton later in the game by sheriff Pat Denton. Overall an improvement 
over the Sharps 1874, being more powerful and reasonably faster to operate. 
Other than that, the Remington is used the same way as the Sharps.

Note that for some reason, you will not automatically equip the Remington when 
you first get it. You'll need to go through the menu to do that.


===============================================================================
 v. Bows                                                              [WPN005]
===============================================================================

While most of the gunslinging will involve guns (rather appropriately, mind 
you), your adversaries include Indians using bows. As you progress through the 
game, you will be able to use several Indian bows yourself. Unlike the other 
weapon types, the bows are substantially different in their use. Arrows take 
some time to fly to their target, and have short range compared to rifles. 
However, bows make no noise, allowing players to make silent kills. Despite the 
rather low damage of bows, they can kill in one or two hits.

Bows can be aimed using the Zoom button and fired by holding the Fire button 
and releasing it, although it's possible to fire an arrow with a one-click 
action.

Players can carry 20 arrows, upgraded to 30 after purchasing the Quiver 
upgrade. More arrows can be obtained in arrow boxes in various locations on the 
map.


------------
 Apache Bow
------------
Damage: 3
Fire Rate: 6
Reload: 6

Obtained from the Sheriff's desk in Empire when escaping from the jail. A 
second bow is available in the cave when escaping from Hollister's fort. As the 
first bow you obtain, there's nothing special about this weapon other than its 
silent kill ability. Remember that bows don't have as much range as rifles and 
are slower to fire, so don't rely on this weapon too much.


--------------------
 Blackfoot Fire Bow
--------------------
Damage: 5
Fire Rate: 6
Reload: 8

Obtained after helping the Blackfoot Indians escape from Hollister's fort. The 
Blackfoot Fire Bow, as the name suggests, uses a fire arrow, causing more 
damage and being able to set off TNT barrels, but cannot set fire to haystacks 
or anything else. There isn't much point in using the bow to blow up TNT 
anyway, as a rifle or revolver will do a better job.

Note that aiming the Fire Bow is a bit awkward due to the flames blocking your 
view.


-------------------
 Loco Dynamite Bow
-------------------
Damage: 10
Fire Rate: 6
Reload: 8

Obtained after climbing the mountain to the site of the stone plaque. Whoever 
decided to tie a stick of dynamite onto an arrow and light it is a genius, 
because that's exactly what this weapon is. One of the most potent weapons on 
your arsenal, the Loco Dynamite Bow allows players to fire explosive shots at 
long range. The arrow itself can kill on a direct it, but after a few seconds 
the dynamite will explode regardless of what it hits, making it a very 
effective crowd-control weapon.

Unfortunately, there isn't much use for such a handy weapon. Thrown dynamite 
can do the job just as well without needing to aim, and by the time the fuse 
runs out on the dynamite you could have used Quickdraw or the Ferguson rifle to 
clear out the mob. The Loco Dynamite Bow is most useful in the battle against 
Magruder to light the sulphur patches (regular dynamite works, but the bow is 
SO much more fun to use).

Note that you can aim for as long as you want. The lit dynamite won't blow up 
in your face.


===============================================================================
 vi. Melee                                                            [WPN006]
===============================================================================

For moments where things get up close and personal, guns just don't cut it. 
Rather than wielding shotguns and revolvers clumsily, you have the option to 
lash out with your knife or tomahawk using the Melee attack button (Default: 
[Right Mouse Click]). It's possible to perform a three-hit combo by tapping the 
Melee button three times in a row. Melee weapons do not need to be manually 
equipped, allowing players to quickly lash out at enemies that get too close.

Melee fighting is heavily based on the Melee stat (see Stats [GMP005]), which 
increases damage and reach. The Hatchet Sharpener item increases melee damage. 
It normally takes 2-4 slashes to take down a target depending on your stats. 
Alternatively, you can grab a stunned enemy using the Use key (Default: [F]) 
and slit their throat them with [Right Mouse Button].

There are no differences between the weapons other than damage. In fact, there 
isn't much use for melee combat overall, especially later one when revolver and 
shotguns are more deadly and less vulnerable.


-------------
 Bowie Knife
-------------
Damage: 5
Fire Rate: 10

Colton's starting melee weapon. Short reach and poor damage, especially in the 
beginning. Useful for finishing off injured enemies when your revolver needs to 
be reloaded, but don't rely on it to kill enemies. Quickly replaced by Quick 
Killer's Tomahawk.


-------------------------
 Quick Killer's Tomahawk
-------------------------
Damage: 6
Fire Rate: 10

Obtained after defeating Quick Killer on the Dodge City bridge. The tomahawk 
has longer reach and does slightly more damage. It will be a while before you 
can obtain the next weapon, so this will last you a long time.


---------------
 Cavalry Sword
---------------
Damage: 6
Fire Rate: 10

Obtained after defeating Reverend Reed at the steamboat. The Cavalry Sword does 
the same damage as Quick Killer's Tomahawk, but has substantially more reach.


===============================================================================
 vii. Thrown                                                          [WPN007]
===============================================================================

In addition to Melee, Primary Weapons and Revolvers, players can also throw 
explosive weapons (Default: [V]) to provide a quick method of crowd control. 
Unlike the other weapon types, both thrown weapons have their own 
characteristics and use different ammo pools, and both can be quickly switched 
by holding [Left Alt]. Thrown weapons can be thrown further by holding down the 
[V] button to charge the throw meter.


--------------
 Whiskey Bomb
--------------
Damage: 6
Fire Rate: 9

Obtained after defeating Crude and the Red Hand Gang in Dodge City. The Whiskey 
Bomb is essentially a Molotov cocktail (one of the Federal Marshal missions 
uses Molotov cocktails, but they're the same thing), shattering on impact and 
setting fire to a small patch of ground. The fire will burn for a few minutes, 
lighting anyone who walks over it. This is very useful for the Deputy missions, 
which often consist of you holding off raiders on horseback. Just throw a 
Whiskey Bomb onto the main road and they'll ride right over it.

Despite the relatively high damage stat, the Whiskey Bomb does slow damage over 
time, during which you can easily shoot them dead.

Players can hold a maximum of four Whiskey Bombs, which can be replenished at 
green-coloured crates (note that they are different from the healing Whiskey 
bottles).


----------
 Dynamite
----------
Damage: 10
Fire Rate: 9

The most powerful explosive, gained after the Escape the Jail mission. They are 
thrown like Whiskey Bombs, but instead of catching fire, they create a large 
explosion that can kill many enemies in an area. Be warned though, you can kill 
yourself with your own dynamite if you're too close.

Players can carry four sticks of dynamite, but can purchase extra dynamite 
slots to a maximum of six. They can be replenished by picking up loose sticks 
of dynamite floating around, or from dynamite crates.

If you feel like your throw is suicidal and need to get rid of the stick, press 
[F] while holding it to douse the flame. This will render the dynamite harmless 
and you can throw it without any effect. Little point to this though.


===============================================================================
 viii. Stationary                                                     [WPN008]
===============================================================================

Apart from the handheld weapons, GUN features a couple of stationary weapons 
used at various points in the game. Obviously, they can't be carried with you, 
and they are not seen outside of missions. 


--------
 Cannon
--------

First encountered on the Keelboat in the Steamboat Massacre, cannons are small 
artillery pieces that are dragged into place. They fire an explosive cannonball 
to long distances. However, they fire in a curved trajectory, which means you 
need to compensate for gravity. Cannons are mostly used against boats and 
fortifications.

Cannons have no targeting reticule, so trial and error is the only way to aim. 
In the Steamboat Massacre you will get a faint yellow ring in the middle of the 
screen. This is *NOT* the targeting reticule; it's actually the glare from the 
sun. Don't use it to aim your shots.

Fighting against cannon is usually very difficult, as their splash damage will 
take off most of your health. When assaulting cannon, hide behind cover but 
move as quick as you can between shots, as cannon can still damage you behind 
cover.


----------
 Howitzer
----------

The howitzer is deployed by Magruder's men during the attack on the Resistance 
camp. It's basically a cannon with a big metal shield around it, making it 
impossible to pick off the gunner without going around it. You will need to use 
it to hold off another wave of attackers, and later use it to support an 
assault in Empire.

It works just like a cannon, except you will be using it against people instead 
of boats or forts. Be warned: the collision detection in the game is quite 
poor. You practically need a direct hit to decimate a group. Near misses will 
merely stun them.


-------------
 Gatling Gun
-------------

It's not exactly a minigun, but a multi-barrelled crank-operated automatic gun 
sure feels like one in the Old West. The weapons have unlimited ammunition and 
a ridiculously fast rate of fire. You'll first use this against Magruder's 
raiders at the Resistance camp. Use it while you can; it's an frikkin' laser.

Unfortunately, you'll run into them more than they'll run into you. Many of the 
later missions involve gatling batteries concentrating their fire on you, so 
you'll need Quickdraw to take them out effectively, or cannon for fortified 
positions.


*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
 7. SHOPKEEPS AND ITEMS                                               [ITM000]
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*

There are three shopkeeps around the map: one in Dodge, one in Empire and one 
north of Piper Lake. Each shopkeep is marked on your map.

The shopkeeps will offer a large variety of items for you to purchase, mainly 
to improve the effectiveness of your weapons. You require money to purchase 
goods (obviously), which can be obtained from side missions or mining for gold.


===============================================================================
 i. Dodge City                                                        [ITM001]
===============================================================================

The Dodge City Shopkeep is located next to the Saloon, standing by a wagon.

=========================================================================
| ITEM NAME               | COST   | DESCRIPTION                         |
=========================================================================
|Pickaxe                  | $15    | Allows digging for gold             |
--------------------------|--------|-------------------------------------|
|Scalping Knife           | $25    | Allows scalping                     |
--------------------------|--------|-------------------------------------|
|Extra Health Slot        | $25    | One more gulp from your flask       |
--------------------------|--------|-------------------------------------|
|2nd Extra Health Slot    | $50    | Your flask will hold an extra gulp  |
--------------------------|--------|-------------------------------------|
|Shotgun Speed Loader     | $25    | Reload your shotgun faster          |
--------------------------|--------|-------------------------------------|
|Shotgun Speed Loader 2   | $50    | Reload your shotgun even faster     |
--------------------------|--------|-------------------------------------|
|Pistol Speed Loader      | $15    | Reload your pistol faster           |
--------------------------|--------|-------------------------------------|
|Pistol Speed Loader 2    | $50    | Reload your pistol even faster      |
--------------------------|--------|-------------------------------------|
|Cylinder Boring Kit      | $15    | Increase pistol bullet power by 33% |
--------------------------|--------|-------------------------------------|
|Heavy Cylinder Boring Kit| $50    | Increase pistol bullet power by 50% |
--------------------------|--------|-------------------------------------|

ITEM NOTES:
*Priority items: Pickaxe, Pistol Speed Loader, Cylinder Boring Kit

-Get the Pickaxe as soon as possible. Buying that allows you to mine for gold, 
which gives you more money to buy more goods.

-Don't bother with the Scalping Knife. Scalping is pointless in this game.

-Get the Pistol Speed Loader and Cylinder Boring Kit after the pickaxe. You use 
your revolver the most, and they'll last you the whole game.

-I recommend getting the Health slots after that. The Shotgun is still too slow 
even with the speed loaders. Your choice.


===============================================================================
 ii. Empire                                                           [ITM002]
===============================================================================

The Empire Shopkeep is standing by himself in a street on the east side of 
Empire.

==========================================================================
| ITEM NAME               | COST   | DESCRIPTION                         |
==========================================================================
|Extra Dynamite Slot      | $35    |Carry more dynamite                  |
|-------------------------|--------|-------------------------------------|
|2nd Extra Dynamite Slot  | $55    |Carry even more dynamite             |
|-------------------------|--------|-------------------------------------|
|Shotgun Ammo Belt        | $30    |Carry more shotgun shells            |
|-------------------------|--------|-------------------------------------|
|Rifle Ammo Belt          | $25    |Carry more rifle bullets             |
|-------------------------|--------|-------------------------------------|
|Rifle Speed Loader       | $20    |Reload your rifle faster             |
|-------------------------|--------|-------------------------------------|
|Rifle Speed Loader 2     | $45    |Reload your rifle even faster        |
|-------------------------|--------|-------------------------------------|
|Barrel Extension         | $20    |Increase rifle bullet damage by 33%  |
|-------------------------|--------|-------------------------------------|
|Long Barrel Extension    | $50    |Increase rifle bullet damage by 50%  |
|-------------------------|--------|-------------------------------------|
|Quality Horseshoes       | $30    |Your horse will run faster           |
|-------------------------|--------|-------------------------------------|
|Premium Horse Chow       | $40    |More health for your horse           |
--------------------------|--------|-------------------------------------|

ITEM NOTES:
*Priority items: Quality Horseshoes, Barrel Extension, Rifle Speed Loader

-Don't bother with Dynamite slots until you have everything else. You get 
dynamite relatively late in the game, and you won't need to tote around six 
sticks of dynamite.

-Get the Horseshoes. Faster horses = less time travelling around, although 
you'll find that you'll become a bit too fast for escort missions.

-You won't be using the Shotgun nearly as much as the Rifle, so get the Speed 
Loader and Barrel upgrades first.

-Extra ammo is nice, but you probably won't need so much at this point, 
especially with the Winchester rifle.


===============================================================================
 iii. Indian Trader                                                   [ITM003]
===============================================================================

The Indian Trader can be found north of Piper Lake, near the Indian Hunter.

==========================================================================
| ITEM NAME               | COST   | DESCRIPTION                         |
==========================================================================
|Hatchet Sharpener        | $40    |Increase hatchet damage              |
|-------------------------|--------|-------------------------------------|
|Extra Quiver             | $50    |Carry more arrows                    |
|-------------------------|--------|-------------------------------------|
|Shotgun Barrel Choke     | $30    |Fire buckshot with more power        |
|-------------------------|--------|-------------------------------------|
|Shotgun Barrel Choke 2   | $50    |Fire buckshots with extreme power    | 
|-------------------------|--------|-------------------------------------|
|Premium Arrow Fletching  | $30    |Fire arrows faster and farther       |
|-------------------------|--------|-------------------------------------|
|True Flight Bow Talisman | $50    |Arrows will fly extremely fast/far   |
|-------------------------|--------|-------------------------------------|
|Quality Arrowheads       | $30    |Increase arrow damage by 33%         |
|-------------------------|--------|-------------------------------------|
|Obsidian Arrowheads      | $50    |Increase arrow damage by 50%         |
|-------------------------|--------|-------------------------------------|
|Mild Herbs               | $30    |Increase quick-draw duration by 25%  |
|-------------------------|--------|-------------------------------------|
|Powerful Medicine        | $50    |Increase quick-draw duration by 50%  |
--------------------------|--------|-------------------------------------|

ITEM NOTES:
*Priority items: Mild Herbs, Powerful Medicine

-The Herbs/Medicine drastically increase your Quickdraw time. Get as soon as 
possible.

-The arrow upgrades aren't that important. They're nice, but you get bows 
relatively late and you won't use them much.

-If you're a big shotgun fan, the Shotgun chokes are a must.


*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
 8. GOLD LOCATIONS                                                   [GLD000]
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*

Once you purchase the Pickaxe from the Dodge City Shopkeep (and it should be 
the first thing you buy), you can mine gold. Gold is dotted around the world 
map and represented by rocks with shiny gold seams. Mine gold by standing next 
to a gold deposit and pressing the [F] key. Each gold deposit will give you 
$10. There are 44 gold locations, so you can get $440 from mining alone, which 
should cover most of your expenses.

Note that certain areas are inaccessible until later in the game. You can only 
mine four gold rocks when you first enter Dodge. After you repair the train 
bridge, you can mine every other deposit except for the ones back at the 
Blackfoot Camp (#37 to #41), since the Ferry isn't operating until you return 
there later in the story.

Gold mining does NOT contribute to your completion rating.

For visual reference, the following map provides an excellent source of 
locating gold:

This section will describe the locations of the gold, and are numbered to 
coincide with the numbers on the map. I don't think the numbering on the map is 
the most convenient order to mine gold in, but you can figure out the fastest 
route yourself.

--------------
#1: At the ferry, follow the river bank west. A gold vein will be by the rocky 
cliff.

#2: Cross under the bridge. Head down the ramp on the north side, and one gold 
rock will be by the cliff on the way down.

#3: Continue north along the river. Another gold deposit is in a small cavern, 
along with three Whiskey refills.

#4: Head back along the river to the south side; there's one gold there.
---------------

#5: Drop down into the ditch behind the Empire Livery Stables and head 
northeast. The gold deposit is beside a rocky cliff.

#6: Right next to #5

#7: Right next to #6

#8: Follow the path to the south side of Piper Lake. On the road leading down 
to the lake, the gold is around halfway down beside the cliff behind a tree.

#9: In Empire, following the river dividing the town north until you reach a 
narrow gap in the rocks. The gold will be there.

#10: Head south in the same river until you reach the tall train bridge. The 
gold is under a bush on the left side.

#11: Follow the tracks east of Empire until you see an opening in the southern 
cliffs. Enter the gap (you'll need to in one of the Ranch missions) and a gold 
rock is just to the right of the entrance.

#12: Further into the hideout on the west side is another gold rock.

#13: Follow the road north of Empire. Through the first canyon when the road 
bends west, the gold rock is on the north side of the canyon. If riding from 
Empire, it should be obscured by a rocky outcrop.

#14: Riding east from Empire along the tracks to the Badlands, just past the 
train tunnel on the north side is a gold rock.

#15: In the Badlands mine. Walk into the mine and head west when the mine 
splits. The gold is behind some crates.

#16: Use the north fork in the Badlands mine. The gold is in the corner.

#17: North east of the Badlands mine. Follow the northern cliffs that surround 
the plains until you see it tucked in one of the corners.

#18: Follow the tracks east to Dodge until you reach the triangular junction. 
The gold is above the train tunnel on the north. You might need to jump to get 
to the ledge its on.

#19: South east of #18 by the southern cliffs.

#20: Follow the Ten Fingers Canyon north until you reach the homestead. On the 
east side of the cliff is an Apache camp marked by cliff paintings. As you head 
up the narrow path, one gold rock is in the way.

#21: When you reach the top of the Apache camp, you'll need to drop down on the 
north side. The gold is found on an otherwise unreachable rocky slope.

#22: Riding east down the Canyons towards Dodge. Just as you leave the canyon 
and sight dodge, there's a broken rocky arch above you. Head up the grassy 
slope to reach the ledge. You'll need a horse to jump over the gap and mine the 
gold on the other side.

#23: By the south cliffs on the west side of the Dodge bridge.

#24: Northwest of Piper Lake, south of the Indian Trader. It's on a stone 
slope.

#25: North of Piper Lake, near the entrance to the mountain. It's hidden behind 
a rock with trees.

#26: On top of one of the mines in the Old Canyon west of the Devil's Canyon. 
You need to approach the gold on foot.

#27: Head up to the camp and follow the river. Walk on foot into the cavern 
under the camp; the gold is in the middle.

#28: In the River Canyon west of Piper Lake. Follow the river south of the 
bridge and it's at the end.

#29: Head up onto the bridge in the River Canyon and follow the north ledge. 
It's behind a rock.

#30: Follow the river in River Canyon under the bridge. It's under a waterfall.

#31: Northwest tip of Piper Lake in the waterfall.

#32: North of Piper Lake in the mountain. There's a small path that slopes up 
towards a partially blocked and can only be accessed on foot. The gold is on 
the left side of the entrance.

#33: West of the Indian Hunter behind a large rock.

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