____    _    _   __  _                                        _________
| ___|  | |  | | |  \| |           FAQ/WALKTHROUGH            \         /
| | __  | |  | | |     |    (c) Shotgunnova (Patrick Summers) |         |
| |_\ | | |__| | |     |                         _________    |         |
|____ | \______/ |_|\__|                        /_________\   |         |
    \|                                        //   |\    \\  |         |
                                             //    } )    \\_|         |
                                            //____/ /_____/            |
                                          _/      __________           /
           ______________________________/        |_____)_ _|         /
           )                                      |_____)_ _|        /
           |_____                                 |_____)___|        \
                 \   _____________________________                    \_
TABLE OF CONTENTS |__/                             \__________   ___/\__/
                                                             \_/
01) Introduction
02) Controls & Basic Techniques
03) Mechanics
04) Weapons
05) Items
06) Walkthrough
      1. The Hunt
      2. Steamboat Massacre
      3. Honest Tom
      4. Find Jenny
      5. The Red Hand Gang
      6. Quick Killer at the Bridge
      7. Whore Coach
      8. Law and Order
      9. Escape From Jail
     10. Ambush The Train
     11. Defend the Hideout
     12. Take Down Hoodoo
     13. Save Soapy
     14. Hollister's Fort
     15. Attack the Fort
     16. Battle at the Steamboat
     17. Across the Badlands
     18. Escape the Ambush
     19. Magruder's Mine
07) Sheriff Missions
08) Wanted Posters
09) Pony Express
10) Card Tourneys
11) Indian Hunter
12) Ranch Hand
13) Federal Marshal
14) Gold Locations Checklist
15) Shop List
16) Legality
17) Updates

o-----------------------------------------------------------------------------o
| 01) Introduction to GUN                                                     |
o-----------------------------------------------------------------------------o

The untamed west, saloon shoot-outs, gambling, prostitution, Indians, traders,
and greed... Yes, all of the classicist elements of that bygone era are here.
It's not hard to see parts of the old cinema in these types of games, and for
any fan of The Wild Bunch or High Plains Drifter, it makes GUN more savory,
because it doesn't riff directly from them (a glaring pitfall of Red Dead
Revolver). Hopefully, the player will have as much with this game as I did,
because I had a veritable blast.

--SGN

o-----------------------------------------------------------------------------o
| 02) Controls                                                                |
o-----------------------------------------------------------------------------o

O-BUTTON                                     D-PAD (UP)
-Weapon switch                               -Refill health (when applicable)

X-BUTTON                                     D-PAD (L/R)
-Jump                                        -Lean left or right
                                             -N/A*

SQUARE BUTTON                                D-PAD (D)
-Melee attack                                -Holster gun
-Decelerate/Use Skid Attack*

TRIANGLE BUTTON                              L3 BUTTON
-Action button                                -Reload
-Mount/dismount horse*

L1 BUTTON                                    R3 BUTTON
-Throws weapon (when applicable)              -Zoom function (w/ rifle)

L2 BUTTON                                    ANALOG BUTTON
-Crouch                                      -Toggle Analog mode on/off
-Speed up*

START BUTTON                                 LEFT ANALOG
-Un/pause game/Bring up menu                 -Walk (Acute angle)
                                             -Run (Obtuse angle)
SELECT BUTTON                                 -Trot (Acute angle)*
-N/A                                         -Gallop (Obtuse angle)*

                                            RIGHT ANALOG
R1 BUTTON                                     -Look around
-Draw Weapon (if holstered)
-Fire Weapon (once drawn)                   R2 BUTTON
                                             -Use Quickdraw Mode

****************
BASIC TECHNIQUES
****************

SHOOTING

Take out your current weapon by pressing R1 or the L3 button. Use the R3
button to move the crosshairs around (up/down/left/right) and fire with R1.
Enter Quickdraw Mode (R2 Button) to give more accurate shots.

QUICKDRAW MODE

Quickdraw Mode essentially slows down the enemy's actions, allowing you to
get in better shots and waste less ammo. The more chain-kills you get in
this mode, the longer the duration stays. Accuracy shots (headshots, etc.)
also increase the mode further.

WEAPON SELECTING

Your revolver-type weapon can be selected by simply pressing the O-Button.
To get easy access to your other weapons, hold down the O-Button to show
a menu. While holding down the button, press left, right, or up to equip
the different weapon instantly.

QUICKDRAW MODE

Pressing R2 puts you in first-person view with the crosshairs visible. A
gauge, which represents how long you can use the mode, appears at the bottom
of the screen will decrease as time goes on. Quickdraw Mode makes enemies'
actions occur in slow motion (but not yours), lending you more time to aim
for vital spots and waste less ammunition. Press left or right on the D-Pad
to automatically switch targets in the area. Once the Quickdraw Mode is empty,
you can refill it by chain-killing enemies.

THROWING WEAPONS

If you have weapons that can be thrown, press the L1 Button down to throw
them. You can increase the distance you want to throw by pressing the L1
Button down longer.

GRABBING/SUBDUING

Press the Triangle Button to grab the nearest person. While in this state,
press Square to slit his throat or use the enemy as a "meat shield," in
gamer terms. You can also subdue enemies in this state by pressing the
Square Button again.

MOVEMENT (HORSEBACK)

Moving on your steed is as simple as pressing R2, which accelerates its
advancement and sets it up for going even faster or a skid attack. It is
possible to kill your horse by strenuous spurring, so be careful that it
doesn't drop dead when you're in the middle of nowhere.

SKID ATTACK (HORSEBACK)

When advancing quickly towards the enemy, press Square to skid at the foe
or kick it with the horse's front legs. This is a good alternative to using
ammunition on enemies. Press the left analog stick straight down (not 'in')
to screech to a halt. You can also press Square when not moving fast to rear
the horse up and use that to kill enemies as well.

TACTICAL RELOADING

There's nothing worse than getting stuck in a jam and taking extra damage
because you have to reload in front of everyone. When the enemies have
temporarily been cleared, reload with the L3 button to ensure you're always
full up on ammo. If you're a fan of the Metal Gear Solid franchise, this'll
be second nature to you.

CROUCH-AND-SHOOT

If you're taking heavy fire, find an item to hide behind and put your gun's
reticle on someone. Tap L2 to stand back up and shoot. The reticle doesn't
go up with you in this manner, and you can get your perfect aim off without
having to do it in a firefight. Pretty useful when you want to conserve your
Quickdraw.

SCALPING

A huge waste of time, but it's still something to do. Once you've bought the
Scalping Knife, you can stand over enemies and slice up some epidermis. Press
down on the D-pad and then press Triangle to perform this bloody action. It's
also so incredibly useless, you should wait until you've bought everything
else to buy.

*****
NOTES
*****

-Press the left or right analog sticks down to get the L3/R3 buttons.
-Asterisks denote controls on horseback. Only differing controls are shown.

o-----------------------------------------------------------------------------o
| 03) Mechanics                                                               |
o-----------------------------------------------------------------------------o

Just a general explanation of how things work:

*******
WEAPONS
*******

Pistols - Good at short ranges, but can't shoot long distances.
Rifles - Good at short-to-medium ranges, and have zoom functions for aiming.
Shotguns - Good at close-quarters ranges, but have short ranges.
Sniper Rifles - Good at long distances, but bad at short ranges.
Knives - Good at close-quarters ranges only.
Tomahawks - Good at close-quarters ranges only, but better than knives

**************
QUICKDRAW MODE
**************

-Entering this mode slows enemies' actions, letting you get off better shots.
-The bar depletes as you are in this mode.
-Killing enemies prolongs how long you are in this mode.
-Killing enemies in succession prolongs your time in this mode further.

***************
DEPUTY MISSIONS
***************

-You take over for Patrick Denton in Dodge and keep the peace
-Missions range from escorting people around to breaking up gang fights to
saving hostages.
-All of those missions are three-part

************************
FEDERAL MARSHAL MISSIONS
************************

-The Federal Marshal is only found in Empire City
-You are employed to help keep peace in the territory
-Missions are one-part, and usually involve killing foes and breaking up gangs

*********************
PONY EXPRESS MISSIONS
*********************

-These missions can be accessed in both Dodge and Empire
-These involve mail delivery
-These missions are on a schedule, thus they have a timer
-If the timer runs out, you fail the mission
-Some missions have you change horses midway, which refills your timer

*****************
POKER TOURNAMENTS
*****************

-These involve playing against four opponents
-You pay no money to enter, but you can win money
-If you lose the round, you have to start over from the last round you won
-These missions can be accessed at the Alhambra (Dodge) and Hoodoo's (Empire)

**********************
INDIAN HUNTER MISSIONS
**********************

-Once started, these missions only end when the target animal is killed
-Each animal has specific characteristics that tip you off to its location
-Sneak up on the animal until you're told you're in range to kill it

*******************
RANCH HAND MISSIONS
*******************

-These missions are started at Hecht Ranch
-The missions usually involve driving cattle, but sometimes you have to kill
rustles as an extra element.
-These missions increase your HORSE stat.

o-----------------------------------------------------------------------------o
| 04) Weapons                                                                 |
o-----------------------------------------------------------------------------o

NOTE: One "[]" represents one point out of ten.

COLT NAVY REVOLVER 1851         This is the pistol you start out with. It's
DAMAGE:    [][][]               fairly lackluster and is nearly ornamental,
FIRE RATE: [][][][]             but it can take down prey with a few shots.
RELOAD:    [][][][][][]         Upgrade this puppy as soon as you can.

SCHOFIELD                       Ned's six-gun has break-apart actions for
DAMAGE:    [][][][]             faster reloads, but it's barely an improvement
FIRE RATE: [][][][][]           over what you've had. Still, its stopping
RELOAD:    [][][][][][][]       power is better than what you've had before.

VOLCANIC 10                     This gun drops into your hands after you beat
DAMAGE:    [][][][][][]         the "Law And Order" mission. It showcases an
FIRE RATE: [][][][][][][]       increase in damage, and can really put your
RELOAD:    [][][][][][][][]     pistol upgrades to use by holding 10 ammo.

DUAL PEACEMAKERS                These twin beauties are won after the twelfth
DAMAGE:    [][][][][][]         mission. They are the most powerful revolvers
FIRE RATE: [][][][][][][][][]   and really instill some power into the already
RELOAD:    [][][][][][][][][][] powerful Quickdraw mode. 12 shots...it's gravy.

WINCHESTER 1866                 Deals exceptional damage and is useful as a
DAMAGE:    [][][][][][]         long-range weapon, but don't expect to use it
FIRE RATE: [][]                 in any melee fights. This is the initial rifle
RELOAD:    [][][][]             Colton gets, and probably won't amaze you much.

FERGUSON                        This is Ned's rifle you get in the latter part
DAMAGE:    [][][][][][][][][]   of "The Hunt." It's a huge step up from your
FIRE RATE: [][][][][][][][]     Winchester, and is above-average in all areas.
RELOAD:    [][][][][][]         You get it permanently in the 16th mission.

SHOTGUN MODEL 1887              Boy, does this thing hurt. It's won after you
DAMAGE:    [][][][][][][][]     defeat Crude at the Alhambra, and it's a great
FIRE RATE: [][][][][]           weapon that mows down enemies within its large
RELOAD:    [][][]               reticle range. Reload sucks, but you can deal.

COLT DOUBLE BARREL              This amazing gun is obtained after the "Law
DAMAGE:    [][][][][][][][][][] And Order" mission is cleared. It boasts huge
FIRE RATE: [][][][][][]         firepower, and doesn't show a deficiency in
RELOAD:    [][][][]             the other areas, compared to the previous one.

NOCK GUN [SECRET]               This seven-barrel shotgun is unlocked by
DAMAGE:    [][][][][][][][][][] beating the game once. Its got the same stats
FIRE RATE: [][][][][][]         as Rudabaugh's double-barrel, but this one
RELOAD:    [][][][]             holds seven rounds and fires like a semi-auto.

CANNON NOCK GUN [SECRET]        This gun is unlocked after finishing all of
DAMAGE:    [][][][][][][][][][] the side-missions. It has the same stats as
FIRE RATE: [][][][][][]         the Nock Gun, but fires explosive shells at
RELOAD:    [][][][]             the same rate of fire. No infinite ammo. :(

SHARPS 1874                     Obtained during the "Defend the Hideout"
DAMAGE:    [][][][][][][][]     mission from Clay. A little late in the game,
FIRE RATE: [][][]               but it's the ideal sniper rifle for a long,
RELOAD:    [][][][][][][]       long time. Damage makes up for slow fire rate.

REMINGTON                       The smoothest sharpshooter, you'll get it in
DAMAGE:    [][][][][][][][][]   the thirteenth mission. Its firing rate makes
FIRE RATE: [][][][][]           for less-awkward firing, and can also reload
RELOAD:    [][][][][][]         faster. Just holding it makes you more manly.

BOWIE KNIFE                     Get up close and personal with this mean knife.
DAMAGE:    [][][][][]           It does decent damage, but shouldn't take the
FIRE RATE: [][][][][][][][][][] place of a gun except when conserving ammo.

QUICK KILLER'S TOMAHAWK         Does a little more damage than the knife, and
DAMAGE:    [][][][][][]         is obtained early enough. It would be way more
FIRE RATE: [][][][][][][][][][] fun to throw, but I guess ya can't have it all.

WHISKEY BOMB                    The first thrown weapon you get and it's not
DAMAGE:    [][][][][][]         too shabby. It does area damage to catches
FIRE RATE: [][][][][][][][][]   enemies on fire, and is good power in a bind.

DYNAMITE                        The ultimate in explosions is won after the
DAMAGE:    [][][][][][][][][][] "Escape from Jail" mission. It trumps the
FIRE RATE: [][][][][][][][][]   whiskey bomb and has a larger blast radius.

APACHE BOW                      Doesn't do much damage, but it can certainly
DAMAGE:    [][][]               bring enemies down in pain, and often does.
FIRE RATE: [][][][][][]         Obtain this spectacular piece of work during
RELOAD:    [][][][][][]         the mission "Hollister's Fort." Aiye-aiye-aiye!

BLACKFOOT FIRE BOW              This fiery bow is obtained in the follow-up
DAMAGE:    [][][][][]           mission to "Hollister's Fort." It can light
FIRE RATE: [][][][][][]         objects on fire and has better stopping power
RELOAD:    [][][][][][][][]     than the Apache Bow. It's...ahem, pretty hot.

LOCO DYNAMITE BOW               Dynamite...plus bow...equals...AWESOME! Not
DAMAGE:    [][][][][][][][][][] only does it do max damage for a bow, but it
FIRE RATE: [][][][][][]         also does area damage AND can bounce off some
RELOAD:    [][][][][][][][]     objects for trick shooting. Genius weapon.

******
OTHER:
******

REVEREND REED'S HORSE

This horse can be unlocked by beating all of the side-missions. Not only does
this fine steed have armor and boast a fine black coat, but its stamina never
runs out. As long as you’re on it, you’ll have infinite health except when
you jump off high cliffs. It comes back to the mine when you leave it
somewhere, so that's also a nice kicker. Colton still takes fall damage,
though. =/

o-----------------------------------------------------------------------------o
| 05) Items                                                                   |
o-----------------------------------------------------------------------------o
              01) Pickaxe - This tool allows you to dig for gold
 ITEM SETUP   02) Scalping Knife
[01][02][03]  03) Extra Health
[04][05][06]  04) 2nd Extra Health
[07][08][09]  05) Shotgun Speed Loader / Shotgun Speed Loader 2
[10][11][12]  06) Pistol Speed Loader / Pistol Speed Loader 2
[13][14][15]  07) Cylinder Boring Kit / Heavy Cylinder Boring Kit
[16][17][18]  08) Extra Dynamite Slot / 2nd Extra Dynamite Slot
              09) Shotgun Ammo Belt
              10) Rifle Ammo Belt
              11) Rifle Speed Loader / Rifle Speed Loader 2
              12) Barrel Extension / Long Barrel Rifle Extension
              13) Hatchet Sharpener
              14) Extra Quiver
              15) Shotgun Barrel Choke / Shotgun Barrel Choke 2
              16) Premium Arrow Fletching / True Flight Bow Talisman
              17) Quality Arrowheads/ Obsidian Arrowheads
              18) Mild Herbs / Powerful Medicine

o-----------------------------------------------------------------------------o
| 06) Walkthrough                                                             |
o-----------------------------------------------------------------------------o

o-----------------------------------------------------------------------------o
| Mission 1 - The Hunt                                                        |
o-----------------------------------------------------------------------------o

Welcome to circa-1880 Montana! You star as Colton White, a fur trapper who,
with your father, hunts big game for profit along the Missouri River. The two
of you will start up the search for some quarry. As this is mostly a tutorial,
don't expect any human enemies just yet.

Your father will beckon you to follow when he kicks you awake, so do so and
head up the trail. Ned'll find some tracks and head to an outlook, then snipe
down a fleeing elk like it's novice work.

Once you head down to inspect the kill, Ned'll enter the grass and ask you to
shoot three quail. You'll have infinite ammo, so draw with R1 and go buck wild.
When the white reticle turns red, the shot'll succeed -- it takes one shot to
kill a quail. Use automatic aiming (left or right on left analog) to make the
task a cinch.

Ned'll commend you and ask you to use Quickdraw Mode to shoot down three more
quail. Press R2 to slow things down, and aim like before. After using your
iron to gun down three more, you'll have to do five in one go. Flick the left
analog stick left and/or right to get all five.

Satisfied, your father will ask you to come along to get another elk, but some
wolves sneak up the trail. You won't have any Quickdraw this time, so either
take them down manually or let Ned put some holes in their gut.

Follow Ned up the rocky trail and pull out your rifle by holding down the O
Button and pressing up on the D-pad. Crouch down on the outlook and press R3
to zoom in on the herd. Kill two and go head down to them using the flat rocks.
Some wolves will attack, and can be dismissed with a single rifle shot, from
either you or Ned. Another wave will come from two different paths, but use
the same procedure to do away with 'em.

-------------
BOSS: Grizzly
-------------

Out of the frying pan and into the fire: somehow, a grizzly bear sneaks up on
Ned, a master trapper. He'll slap him away and make him drop his rifle, so pick
it up with Triangle and get it out (Hold O + D-pad Up). The grizzly'll charge
and lunge, but you can sidestep it by just pressing left or right. Some rifle
ammo (blue boxes) is nearby, so don't worry about running dry. Head shots can
bring it down easily, but eight or nine gut shots will down it as well.

A steamboat whistle will draw you both down to the riverbank.

o-----------------------------------------------------------------------------o
| Mission 2 - Steamboat Massacre                                              |
o-----------------------------------------------------------------------------o

Once you've snatched Ned from the grizzly's clutches, Ned and Colton will hop
aboard the Morning Star steamboat. Ned will go into a room with a woman and
his son can see them looking into a safe. Ned will shut the door and a creepy-
-looking preacher will mosey over to Colton in the meantime. Ned will tell you
to keep an eye on him, and Colton will witness the preacher assaulting the girl
Ned was talking with. She'll flee and he'll put a hatchet into her brain, then
signal to enemies with rifles on the shore.

Enemies will start climbing aboard, so deep-six them with a rifle shot. Once
you and your father dispatch the ones in front of you, more will come on the
deck's right side and duck behind some boxes. Crouch down behind one of your
own and wait for a good shot. The steamboat's movement will signal Ned and you
will be sent to destroy the boards jamming the paddlewheel. Take out the few
enemies on the cannon boat using the same crouch-and-shoot method, then peek
around a corner to get the other ransacker. Press Triangle at the back of the
wheel to dislodge the board.

Run to the cannon and start picking off keelboats -- little ones fall in one,
big ones fall in two. Use the right analog to move the trajectory around. Don't
worry about the cannonfire from the fort; you can't do anything about that at
the moment.

Once the enemy ships are sitting at the bottom of the river, the steamboat will
lose control and run aground. Head back towards the ship's middle and duck by
a box on the right wall to pick off the enemies. You can refill your health by
taking the whiskey bottles (2) on the shelf.

As you make your way to the opposite end, more enemies will drop down all at
once, so use your Quickdraw to get in some easy headshots. If you're having
trouble, there's a huge box of rifle ammo by the stairway that can be used for
infinite reloads.

Once up top, enemies will start climbing over the railing on the north side.
Keep track of the two whiskey bottles on the shelf nearby, because you'll need
'em coming up. Like below, there's also an infinite rifle ammo box right by the
back railing, so don't stray too far. Ned will call you back over after those
on the right side have been killed, so take out the last handful and you'll be
done with the mission.

With the boilers about to blow and enemies still closing in, Ned will tell you
an important secret, give you a token to the Alhambra cathouse in Dodge City,
and kick you off the boat, which soon explodes. In a follow-up scene on a
railroad, the reverend pays the price for not recovering the item in the safe
and gets his ear sliced off by a man in an eyepatch...

o-----------------------------------------------------------------------------o
| Mission 3 - Honest Tom                                                      |
o-----------------------------------------------------------------------------o

Colton wakes up to a man pickpocketing his Alhambra token, and quickly gets on
the defensive. Turns out the steamboat incident is three days past, and savages
have scalped "every last man, woman, and child." No survivors. Colton sees a
horse nearby and asks if it's for sale; the man asks Colton to make a wager...

Mount the horse and follow Tom down to the meadow to begin horse training. This
involves spurring the horse for awhile and jumping around in his viewing range.
The wager is like so: if you beat Tom in the race, you'll win the horse from
him. Follow Tom to the start of the race and take note of the rifle ammo next
to the starting circle, for later use...

Three laps 'round the meadow isn't such a trial. Hold down L2 and take care not
to overwork your horse and kill it in mid-stride -- the little red gauge on the
left-hand side of the screen shows how much stamina the horse has; the lower,
the worse. If Honest Tom passes and you're nearly beating a dead horse, might
as well restart.

The racetrack is fairly simple: follow the trail and take the first left to
the river, then take the next left and go through the waterfall for the most
straightforward route. No detours and you can whip Honest Tom in his own race.
The "X" on the map is your opponent, so don't spur your horse when you've got a
good lead on him.

Once the race is won, Tom will call you to the meadow for shooting exercises.
Kill five of the buffalo with skid attacks, by getting speed and pressing the
Square button when you get to them. Next, ride back to Tom and start shooting
the bottles on the nearby rock; you'll need to get more than Tom, and you have
to be on horseback. Quickdraw takes care of this challenge.

Last challenge, and Tom's sweating...he doesn't want to give you the horse.
Take care of the meadow wolves on horseback, either through a bullet in the
head or skid/trample attacks.

----------------
BOSS: Honest Tom
----------------

Well, turns out Honest Tom ain't so honest -- his buddies finally come to his
aid and you'll get a chance to clean out their craniums. Get into Quickdraw
Mode (preferable to trampling) and place a slug in their heads. Three kills,
three graves... Mission accomplished!

NOW AVAILABLE:
-Pony Express Missions
-Bounty
-Poker Missions

Head down the trail to where you started the race and head into the pass,
leaving Blackfoot Territory behind... Take the river ferry into Dodge City.

o-----------------------------------------------------------------------------o
| Mission 4 - Find Jenny                                                      |
o-----------------------------------------------------------------------------o

Once in Dodge, you can go directly to the saloon, talk to the bartender, and
cue the events where you find Jenny, the woman who Ned said to find before he
was killed on the steamboat. I recommend doing the little missions with the
Pony Express, Wanted Posters, and playing a few rounds of Texas Hold 'Em in
the saloon to make some extra money ($55 altogether). Use the money to get
a Pickaxe ($15) so you can mine gold on the trail, a cylinder boring kit ($15)
to upgrade pistol damage, and a health upgrade ($25) for later on. Don't worry;
you don't start out with absolutely any currency.

Once you've gotten yourself acquainted to the town's geography and have spent
a little dough, head to the saloon and talk to the barkeep, who'll call Jenny
over. She'll notice the token and ask you to come upstairs, but only before you
get interrupted by a jealous customer who thinks she's going to give you an...
ahem, "poke" before him. He'll start to fire his gun at you... Idiot.

Use the bar counter as a crouching shield and take out the large man and the
man on the stairs with quickdraw. There's an Indian behind the pool table, so
don't let him get any potshots off on you. As you head up the stairs, a woman
being followed by a burly enemy will run down -- take him out. The second floor
is mostly clear, but enemies will pour in through the balcony door, and slowing
things down with Quickdraw will let you kill them easier. Remember, getting
kills in succession increases the duration of Quickdraw Mode, so always try to
use it to your advantage. Take the flask refill and head out.

On the balcony, after taking out a few more guys, molotovs will get thrown.
Stand back so you're not in the fiery blast, and head into the side of the
building. You can see a man through a hall in the wall, so kill him before he
can get any shots off at you.

As you go down the hallway, duck into the doorways and face the opposite doors.
Enemies will have no trouble shooting you in the back. In a room with a hiding
woman is a flask refill; there's on in the room kittie-corner to it, too. When
you get to Jenny's room, her captor (Rude) will be losing his patience and will
kill her if you don't stop him. Use Quickdraw or manual aim to put some lead in
his face.

Once safe, Jenny will show Colton some of Ned's things she's kept, including a
Schofield six-gun that she'll give to you. Just then, a molotov flies into the
window and a man's boisterous shouts of "you killed my brother!" can be heard.

o-----------------------------------------------------------------------------o
| Mission 5 - The Red Hand Gang                                               |
o-----------------------------------------------------------------------------o

The Alhambra is burning, and you've been called out. Now that the way you came
in is blocked by flames, head to the stairs and shoot the man waiting for you.
A large man will be holding a dynamite stick already lit, and he'll throw it at
you if given the chance -- pop his head with a well-placed bullet to blow up
all those around him. Jenny will take out a rifle of her own and start to shoot
as well.

From behind a wall, you'll start to see people with torches try to burn down
the Alhambra. Kill them before the interior's damage bar depletes, which isn't
a tough task if you're using your revolvers. Take cover behind a pool table or
the bar counter, any place where you can see both entrances. Take out the torch
carriers first so the place doesn't fill up with smoke. Eventually, you'll get
a notification that the interior is now safe; time for the outside.

The enemies will come in waves, each on different sides of the saloon. When
Jenny says you'll need a horse, it's not a bad idea -- trample and skid attacks
will mow the enemies down like pigeon grass. Return to the saloon interior when
you're told to, and you'll cue a scene where Crude asks if you have the balls
to face him; you do, and you'll go outside.

-----------
BOSS: Crude
-----------

When the duel starts, do a Quickdraw kill on Crude (headshots don't equal an
instant kill here) and strafe-fire towards the two guys on top of the eaves who
are gunning at you. Kill them, then go back into Quickdraw and flick the left
analog to find the rest easier, since some will be behind you, no doubt. When
you get the five or six, the mission is complete. You'll get a Rude's Shotgun
Model 1887 model as a reward. It's slow when it comes to reloading, but will
rip into those who get too close with ease. No money, though...

Once saved, the sheriff Patrick Denton will come over and want to deputize you.
Jenny will bring you back inside, and Denton will drop you a request to help
protect the bridge workers.

o-----------------------------------------------------------------------------o
| Mission 6 - Quick Killer at the Bridge                                      |
o-----------------------------------------------------------------------------o

Once the new day comes, you'll get a new weapon (Whiskey Bomb), which is a
thrown weapon. There'll be a long battle coming up, so if you want a little
extra help, finish up any leftover side-missions and upgrade your six-shot's
damage. Once you're ready, head over to Patrick Denton by the unfinished bridge
to learn that Quick Killer and his Apache band have been delaying the progress
for too long.

Head down to the middle section of the bridge to be immediately engaged by said
Indian band. Kill the first one, and the bowman, then head to the other side of
the bridge to catch some raiders climbing up. Quickdraw-kill 'em and move in to
see a swarm of hatchetmen and flame-bowmen. Take a whiskey refill (or two) and
take the ramp down.

Kill any advancing enemies and take shelter behind a rock. This will lure them
out, and when they stop right to kill you, you can open a hole in each's head.
Denton'll send over a transport platform so you can search for the stolen TNT,
and you can expect to find some.

The red barrels of TNT will explode the bridge when shot, so don't let your aim
down when the Indians hop onto the middle section. The enemy will come with
torches, so disappoint them by throwing the barrels over with L1. You can get
about three barrels off before more enemies come back, so throw them over the
side by the transport since there isn't a fence part there. Once all six are in
the river, get back on the transport and put your reticle down to the shore,
where three flame-bowmen are firing at you. Quickdraw-kill them and head to the
other side of the shore, where three more flame-bowmen will attack from the
structure's base.

Inform Denton of your progress at the top to cue a checkpoint, and then head
back down the way you came. The Chinese workers will now be present, and the
Indian forces will come both from the opposite shore and by the river, where
you can pick them off with the rifle. If all the workers die, the mission won't
succeed, so shoot on either side of the middle bridge strut to get aim at the
main flocks.

Denton'll draw your attention to the river after awhile, so let your rifle do
the answering. The enemies are out of range for a good distance, but when they
get close to the shore, you can snipe 'em from the middle section of the bridge
or the ramp to the lower part. Take the canoemen out quick because hatchetmen
will give one last go at chopping the workers into bits.

Up top, the last section of the bridge will be put down. Denton will remark at
how Quick Killer will think twice before attacking, only before Quick Killer
sends an arrow into his hat. The other side of the bridge is covered in boxes,
and Indians will take cover there, firing arrows into the TNT barrels behind
you. Use Quickdraw to bat them out of the sky -- you'll have infinite Quickdraw
for this part. Stay in Quickdraw Mode constantly, and soon the enemies will
poke their heads up and come to attack you. The infinite Quickdraw will deplete
but you can get a few cheap shots at them as they stand in front of you.

------------------
BOSS: Quick Killer
------------------

Quick Killer himself will appear after two swarms have been stiff-armed, and
you can use the rest of your Quickdraw to get a few shots as he, too, jumps
over the boxes. His hatchet is close-range, so you can shoot at him when he
swings at the air. Some well-placed shots will bring this guy down; just be
careful you don't shoot the TNT on accident, because you'll get killed quickly,
y'know? =p

NOW AVAILABLE:
-New Deputy Missions

You'll get Quick Killer's Tomahawk as battle spoils, too -- it's a great
slicin'-and-hackin' weapon and does great damage up close, certainly more than
your Bowie knife.

o-----------------------------------------------------------------------------o
| Mission 7 - Whore Coach                                                     |
o-----------------------------------------------------------------------------o

The bridge is finished, but you can't pass through on your own just yet; you'll
need to start this mission. Find Jenny on Main Street and you'll see her taking
a coach out. You'll be on horseback and have to protect the coach, so ride on
out of town and take the dirt road that stems off by the railroad tracks. Stomp
the first Indian you see with your horse, then Quickdraw-kill the flame-bowmen
on the ridge. You can pull this off with your revolver, thankfully.

As a matter of fact, you can trample all the Indians in the next area, too, to
avoid any difficult horseback shots. When you get to the mountain pass, it'll
be blocked and impossible to pass without blowing it up first. Get off your
horse and head inside on foot, immediately ducking behind the nearest rock.
Take the two Indians out, head under the rock and get the Indian waiting for
you on the rock above.

By the railroad tracks, three more Apaches will start slinging arrows, so
strafe across the road and take cover behind the next rock, turning your
attention to the second tier while the other three's arrows hit the rock. It's
a flame-bowman, so take him and his friend out before you turn into a
pincushion.

Get out your rifle and gun down the Indians by the tracks. Go over there and
get the whiskey refill, then head up to the second part of the rock-hewn trail.
Now that the risk is over, take a TNT barrel back to the barricade and shoot
the barrel once you're out of the explosion epicenter. Mount up again and head
through the canyon to the lone house by the river.

Again, you'll see the slings and arrows of outrageous misfortune, so use your
steed to stomp the savages -- don't bother with any trick shots. Keep up this
trend when you get back into the mountains. But first, your driver will be shot
down by an arrow, fall under the coach, and break the wheel off. It'll take a
while to fix, so protect the coach until then.

Flame-bowmen will attack from up on the ridge, then some will jump down to
attack. Once they're gone, some will come from down the road, then Jenny will
call you to attack those hiding by where the path twists. Kill a few, then turn
around and wait for an enemy on a horse to come by. Take the horse and go down
to skid attack all the Indians, even those that come on horseback. This tactic
works well, mostly because the horse takes any damage meant for Colton.

Once the wheel axle is fixed, Colton will ride atop the coach. Shoot the TNT
barrels to cue the last portion of this joyride. Take out your rifle and start
defending your ride. Flame-bowmen will come from up the trail, but you can
shoot them before they get in your range. Around the second bend, Indians will
be kneeling by TNT barrels -- you know what to do.

Horseback foes will then come, so use your built-up Quickdraw to knock 'em out
of their seats when they turn to fire. Take note of how damaged the Coach is,
also. Once you come out by the lake, more enemies will swoop down for the kill.
Use your shotgun for those by the other burning coach, then take your rifle
back out to and get the rest of the flame-bowmen. Destroy the wagon that has
TNT when it comes up beside you.

Enemies will jump onto your wagon at this point, if given the chance, so make
them disappear before then. After you cross the river, it's just a few more
bowmen and two TNT wagon that stands between you and Empire City. The citizens
of Empire will rebuff any enemies who try to attack, and you'll make it safe
and sound.

HEALTH +25

NOW AVAILABLE:
-Federal Marshal missions
-New Bounties
-Ranch Hand missions
-Hunting missions

Once you arrive in Empire, Jenny will meet with Hoodoo Brown, the mayor, who
tells Colton to come back and see him for a "proper sit-down" later.

o-----------------------------------------------------------------------------o
| Mission 8 - Law And Order                                                   |
o-----------------------------------------------------------------------------o

Talk to Hoodoo's deputy in front of the Empire casino to go meet Hoodoo, up in
his office. The deputy's name is Rudabaugh; the other in the office is JJ Webb.
When Colton says he's looking for the Reverend Reed, Hoodoo tells him he'll see
about digging up some information if he'll put on a sheriff's badge. The next
time Reed shows his face, the law will be on Colton's side... Colton accepts
and immediately gets put into action, at the nearby saloon.

Ride to the saloon and talk to the barkeep, who'll tell him Chavez (the man
he's looking for) just left and was talking to two dirty-looking guys having
a quiet conversation amongst themselves. When they see the badge on Colton,
they draw their guns. Get into Quickdraw Mode _immediately_ and deliver your
law and order, because the bar counter is open-ended and the enemy will come
from both sides. Clear out those by the back wall so you can get a better shot
at any coming in the door. There's about eight.

A man will walk in when you're done, then quickly jump on a horse and flee
when he sees his comrades' bodies. Hoodoo's two deputies will give chase, so
follow them towards Hecht Ranch. An ambush will occur, and you have to stomp
it out -- if you follow the man, you'll end up leaving the mission area and
fail. Your objective is to follow him, anyway; killing him makes you fail the
mission as well.

Raid the ranch when you've cleared the ambush, and be prepared for a bunch of
bandits. Being that there are lots of horses here, go buck wild and skid attack
every last one of those crackerjacks.

A scene will play where Rudabaugh and Webb enter the barn and find a man and a
woman. After showing that they're unarmed, Colton starts to walk away...but his
friends shoot the two anyway and plant a gun on the man. Colton won't have it
and it's time to deal out some personal law and order.

***************
BOSS: Rudabaugh
BOSS: Webb
***************

Webb will be on horseback and Rudabaugh will be on foot, so take out the latter
first. In fact, Webb will "drive-by" the barn door and then leave for awhile,
while Rudabaugh will roll around every so often to escape your aim. Shoot him
in the head, in Quickdraw Mode specifically, and he'll eat dirt soon enough.

Rudabaugh will keep running around, so hop on a horse and skid attack him to
death or pop out shots with your rifle when he breezes past. My advice is to
do the best of both worlds: shoot him with the shotgun on horseback. Not only
with this mess him up, but you won't have to endure much of his quick shooting.

NOW AVAILABLE:
-New Federal Marshal missions
-New Pony Express missions
-New Ranch Hand missions

You'll now get to collect your bounties: Rudabaugh's Double-Barrel Colt Shotgun
has twice the fire rate and amazing stopping power at close range. Webb's hand-
-cannon is a Volcanic 10, which has a quick reload and holds 10 bullets. Head
back to the Empire casino to start a sequence where Colton gets put in jail for
Jenny's murder...

o-----------------------------------------------------------------------------o
| Mission 9 - Escape From Jail                                                |
o-----------------------------------------------------------------------------o

Colton will wake up in jail and meet two resistance members fighting back
against the "one-eyed pig" Magruder's forces. One is Port and the other is an
educated man named Soapy, whose behind a door that can only be opened by an
explosion.

When the guard walks by, press Triangle to get him and kill him. Jimmy the lock
to get out, and collect your weapons on the desk, including a new weapon called
the Apache Bow. Head outside with Port and look for three horses to stash. All
the villagers will be on the lookout. The Apache Bow is silent, so that'll be
your weapon of choice.

Each time you get a horse, park it under the bridge that leads to East Empire.
When you have three, head to the livery and throw a whiskey bomb to distract
everyone. Take your bow back out and head up Main Street, put a shaft in anyone
who might alert the others. Head to the powder keg place and steal one, then
head back to the jail and put the keg on the circle. Blow it and bolt back to
the bridge underbelly.

Once you make it out of town, keep up with Port until you get to the railroad
branch near Hecht Ranch. Soapy'll leave the part for the calmer climbs of Dodge
but Port will lead you back to his hideout. Follow him to River Canyon, where
you'll meet Clay Allison.

HEALTH: +25

NOW AVAILABLE:
-New Pony Express missions
-New Bounty missions
-New Poker Tournaments

Given your explosive hijinx back in Empire, you'll now be able to use Dynamite
as a weapon. It can be lit and thrown for a time explosive or doused and thrown
to be shot as a trap.

o-----------------------------------------------------------------------------o
| Mission 10 - Ambush The Train                                               |
o-----------------------------------------------------------------------------o

Talk to Clay at the Resistance Base to start the mission. A gatling gun is on
its way from Dodge, so follow Clay down to the train tracks by the Indian
Hunter. Port will be there, too, and his arm's all healed. Help him take the
TNT kegs to the loose rocks by the train tunnel. The object is to stack four
barrels and shoot them, to cause a cave-in when the train comes by.

As you stack the third one, a resistance member'll ride in and tell you the
gatling gun guards had laid a trap by Dodge and your allies are getting pumped
full of lead. Follow them to the Dodge depot to start the firefight. Take note
of the 'Resistance' lifebar.

The enemies on the train (you can't horse stomp them :() will throw dynamite
every once in awhile, and there aren't that many Resistance members, so make
sure to put their safety first. Once the four or five on the train are dead,
horsemen will come. Shoot a rider off and steal the horse, then skid attack
all the rest -- this saves time for when you are called back to the TNT cache.

Once given the signal, take the shortcut back to the hidden kegs. If you don't
remember, cut across the Badlands and take the twisting turn to the Devil's
Canyon Mine, then cut across from there to the tunnel. You should have ample
time to put the fourth keg in the circle. If you didn't take the shortcut, you
may still fail because you'll need to climb the ledge and shoot the barrels.

Shoot the barrels when Port gives the go-ahead and the trail will derail. Hold
your position on the ledge and DO NOT jump down, because you'll get swamped by
enemies on both sides and they'll have the height and cover advantage. Keep
Port and Clay's health in mind, and make good your Quickdraw. Also, you can't
man the gatling gun at this point, so don't be tempted...

----------------------------------------------------------------------------
UPDATE!
      Moomoomashoo from the GFaqs boards has said that the gatling gun /is/
      available for use here, and that it was a good way to bring the enemy
      ranks in for a slaughter. I found sniping a lot easier from a hiding
      spot, but this may work too, if you're the daring type. Have at 'er!
----------------------------------------------------------------------------

Eventually, all of the forces will wane until they're dead an' gone.

NOW AVAILABLE:
-New Federal Marshal missions
-New Deputy Missions

Port will call you over and open a boxcar, showing a bunch of Apache warriors
inside. They ask for water, having probably been used for slaves. The leader of
the Apache, Many Wounds, will come and take them home. VERY reminiscent of the
speech used in The Outlaw Josey Wales, if you ask me... Once the scene is over,
you'll get a notification that you're making enemies, and it will advise you to
upgrade and do side-missions.

o-----------------------------------------------------------------------------o
| Mission 11 - Defend the Hideout                                             |
o-----------------------------------------------------------------------------o

NOTE: This place is going to be swarming with guards. You may want to boost
     your quickdraw duration by buying the Mild Herbs/Powerful Medicine from
     the Indian Trader. They will help _a lot_.

Talk to a guard at the Resistance Base to cue up a nighttime bonfire party. You
will learn that Clay's commanding officer in the war was Magruder. You'll see
a scene from the past where Major Magruder, Clay, and Ned arrive at a doctor's
house searching for a cross. Magruder will kill the Indian and the doctor, and
Clay will throw a cross to Magruder. If you ever wondered how Magruder's eye
was shot out, a woman with a rifle shoots the cross, breaking it, and a piece
hits him in the eye. Ned will protest to Magruder's methods and get shot as
well. When the scene ends, Colton will ask Clay about his real father, but he
won't have an answer 'cause he doesn't know.

A Resistance member will run over and say a horseback militia is approaching,
and Clay will give you a sharpshooter Sharps 1874. It "has great range and
firepower - perfect for sniping enemies at a safe distance." Follow Chavez Y
Chavez to the ridge, so you can put your new weapon to work. Remember, if Clay
dies, the mission fails.

The slow fire rate may lend you a little damage, but it's very accurate. When
you find enemies throwing whiskey bombs across the wooden bridge, get out your
Volcanic and smoke 'em. When the machine gun jams, get your sniper rifle back
out and shoot anyone on the rocks. When the machine gun is working again, use
your built-up Quickdraw to down any approaching enemies.

Once the militia is pulling up daisies, head back down to Clay and he'll take
off on horseback, asking you to defend the fort. The gatling gun's reticle as
big as its barrel, so you can gun down the cavalry that comes soon after with
a little leeway. Shoot their horses to kill them, as well, so you don't have
to aim specifically as much. You have infinite ammo, so don't let anyone by
you.

Talk to Port once the horsemen are gone to learn about a cannon that's blowing
the cliffs to bits. Infiltrate towards the cannon by the wall near the stream,
and make your way up to the little knoll. When the cannon fires at you, run to
its front and go into Quickdraw, then shoot the cannonman in the face. There is
a metal shield around the weapon, so this is necessary. Use the cannon to blow
up any enemies (sorry, no reticle) that come down the path and you'll finish
this mission off with style.

NOW AVAILABLE:
-New Federal Marshal missions
-New Bounty missions
-New Pony Express missions

You'll also get to keep that sharpshooter weapon. Now that's what I call battle
spoils. Unfortunately, Clay is captured and taken to Empire. Colton will devise
a plan to take the howitzer cannon and the gatling gun onto the offensive...

o-----------------------------------------------------------------------------o
| Mission 12 - Take Down Hoodoo                                               |
o-----------------------------------------------------------------------------o

Talk to Port at the base to initiate the next mission. The howitzer's been
snuck down to the Empire outskirts, so go to meet it. You'll learn that Hoodoo
has brought in up to thirty men; time to make thirty graves, eh? Port will go
to move the cannon into town, so provide coverfire...or as much as you can by
using your horse to run over everyone. You wouldn't believe how effective a
method that can be. There'll be one pesky man on a roof that you'll need to get
with a sharpshooter, but the rest are hoof fodder. Your horse may run away if
you get off it, though -- in that case, shotgun your way through the ranks.

Horsemen will come when you get in sight of Hoodoo's Palace, but you know how
to deal with them. Make sure you don't shoot Port in the middle of the fight,
because the horsemen will run right in front of him. If you die, you'll have
to restart the entire level from the beginning, so make sure you've got all the
upgrades you need before you go in (the Quickdraw and Pistol upgrades, mostly).

If your horse dies, you can get one nearby when you come to the bridge. You
can man the cannon if you want, but you won't be able to Quickdraw on the TNT
wagon that comes by and you'll be less accurate. Stick to horse-stomping all
that moves.

You'll get a message to infiltrate the saloon through the laundry once all the
enemies have been repelled (they'll respawn infinitely at the casino front).
Put your Quickdraw on as soon as you enter the laundromat's entryway and kill
the man who ambushes you through the backdoor. Head down the stairs, kill the
man unaware of what's happening, and enter the basement tunnel complex.

A man will be waiting for you around the corner; kill him. Let the three
innocents by, then kill the next guy around the corner. The backroom will be
chock full of TNT barrels, so aim more carefully -- you'll need them to blow
the door you just past open. The two Chinese behind the counter will return
fire as well, so you have no choice. Get the health refill, take a barrel and
go back into the tunnel.

Through the blown-up door, you'll see a scene where Hoodoo pulls one of Clay's
teeth out. "Sounds like some of your boys are attempting a rescue. The fools,"
says Hoodoo. Head up the tunnel to prevent any more torture, and kill the two
guarding Clay. Untie him from the butcher's table, and he'll tell you Hoodoo's
upstairs. Refill your health, reload, and head upstairs.

The enemy will be turned to the door, so get a potshot off at the man behind
the counter. Start shooting down the oil chandeliers and catch the place on
fire, for a little support. Hoodoo will be upstairs, so clear the ground floor
and kill the enemies who go down the stairs (and consequently writhe in flame).

Both rooms upstairs have health refills, so shoot Hoodoo and bring him down to
half-health. If you shot all the chandeliers upstairs, this won't be much of a
problem. He'll attack you and then kick down the door to upstairs; follow him.

************
BOSS: Hoodoo
************

A scene will play upstairs where Colton shoots Hoodoo. He'll get some answers
about the steamboat and kick a gun to Hoodoo. Hoodoo will grab for it, and you
can finish the fight (Quickdraw if you're cheap) and blow Hoodoo out of the top
floor window to his death below.

Hoodoo: "I'M HOODOO BROWN!!"
Colton: "You were."

^___________^

HEALTH: +25

NOW AVAILABLE:
-New Poker missions

You'll get Hoodoo's decorate dual-Colt 45 Peacemakers as a reward. They're the
gun that rules the west, and have fast shooting and fast reloading -- the apex
of your pistol capabilities. Watch the scene where Clay throws rocks at Hoodoo
in his coffin. Colton will be off to dodge to pull a certain safecracker out
of retirement... Next: the return of Soapy!

o-----------------------------------------------------------------------------o
| Mission 13 - Save Soapy                                                     |
o-----------------------------------------------------------------------------o

Find Denton in Dodge to start the mission. He'll be tied up on the bridge,
after having met with a mob of the colorful citizens in town. Soapy'll be in
the process of getting lynched at the gallows, so head up to the water tower
to get a clear shot at the rope (Just like Good, the Bad, and the Ugly!)

In the process, you'll find some enemies behind the tower's base waiting for
any troublemakers like yourself, so put your dual revolvers to work and turn
'em into fertilizer. Climb the tower to see a scene where Soap's about to get
a nice hemp necktie. Denton'll give you a Remington-Creedmore sniper rifle to
do the job right (yay!).

Shoot the guard by Soapy, then shoot the rope as he falls in the trapdoor. Keep
the enemies clear as Soapy crawls across the battlefield. They'll come from by
the wanted poster building mostly, so stand on the infinite ammo box and unload
your sweet shootin'. Don't shoot the TNT barrel until the third wave of enemies
comes.

Riders from the east will try finish off Soapy, so either use your rifle to
blow 'em from their seats or, as Denton asks, head down there and make quick
work of them. There's a checkpoint from where Soapy crawls under the wagon.

Kill the riders and go to Soapy, so that he gets up. Jump on a horse and stomp
all the enemies who come out of the Alhambra, and head down to the ferry with
Soap. Snipe the enemies on the ridge, then shoot the rope when you cross the
river. Watch any enemies go over the waterfall and this mission is dust.

NOW AVAILABLE:
-New Ranch Hand missions

You'll get to keep that Remington sharpshooter. It has fantastic range and
firepower, and also a faster reload rate. Thanks, Denton! Finally good for
somethin'.

A scene where Magruder learns of his loss at Empire, and of Soapy's rescue,
plays out. He'll send the one-eared Reverend Reed to go retrieve the safe's
contents, figuring you'll be doing the same...

o-----------------------------------------------------------------------------o
| Mission 14 - Hollister's Fort                                               |
o-----------------------------------------------------------------------------o

Head with Soapy up into Blackfoot Country, and into the pass that was once
locked by a large log gate. Colton will spy a fort and ask Soapy to keep watch,
only to have Soapy let guards sneak up on him. Sergeant Hollister will make his
way over, and take you captive. Colton will notice the rifle -- his father's --
on Hollister's back, and ask where he came by it; the reply is "from the cold,
dead hands of an Indian-lovin' fool." He'll get his soon enough.

Colton and Soapy are condemned to sit around as free men within the fort's
confinement. Hollister will leave to go to the steamboat, and Colton will see
Reed leaving along with him. Time to enlist some help to get out of here. The
fort is a big, big place...

Find three Indians getting beat on, and execute their attackers with the grab-
-and-slit method. Yes, you still have your tomahawk. Once you have all three
Indians safe, do as they say (like, to a 't') and you'll do fine.

1) Remove the guard at the gate with the grab-and-slit method.
2) Crouch down and follow the Indians behind the hay bales.
3) Kill the sleeping guard silently.
4) Hide behind the boxes when the person's suspicion is aroused.
5) Head into the medical hut and kill the guard by the stove.
6) Wait for a guard to leave at the other end, then kill the remaining guard.
7) Kill the peeing guard. Poor guy. :(
8) Kill the sleeping guard by the garbage chute flap-doors.
9) Let Soapy pick the lock
10) Enter the garbage chute.

Once you're at the other end of the tunnel, pick up the dead man's Apache Bow
and get the guard who stays behind. Go over and get your weapons back. Shoot
the enemies by the waterfront with your bow (because it's, like, silent), while
making your way towards the flames downriver. Kill in this order to remain
hidden:

1) Man by first machine gun
2) Man by second machine gun
3) Man walking by first and second machine guns
4) Man at third machine gun
5) Man at fifth machine gun (at the end)
6) Man walking by the horses.
7) Man walking on the road by the horses.

Get to the horses and wait for Soapy; then, ride down in front of the machine
guns and rendezvous with the Indians. Head to the Indian Village down the path,
and slide through the gate (with Square) to break out into Blackfoot Territory.
Slide into the guards attacking the settlement, and then gun down the horsemen
who appear afterward.

NOW AVAILABLE:
-New Pony Express missions
-New Bounty missions
-New Poker missions

You'll also get the Blackfoot Fire Bow. It does more damage than the standard
bow, and can easily kill and ignite explosives. Plus, it's so...hot! Watch the
scene where Fights-at-Dawn (the Blackfoot leader) tells a story about how Colt
got his necklace. Then, Colton will devise a plan to take out the fort's cannon
emplacements and then kill the men inside of it...

o-----------------------------------------------------------------------------o
| Mission 15 - Attack the Fort                                                |
o-----------------------------------------------------------------------------o

You'll automatically be send back into the fort the next day without any other
chance to do side-missions. Your objective is to find the canoes by the river.
Run in and Quickdraw-kill the men on the machine guns first. The road is now
blocked by spiked logs, so get in the canoe and get out your rifle for when you
come out from under the bridge. Shoot the TNT barrels on the shore to kill the
riflemen behind the rocks, then turn to the right side and kill the men on the
beach before they can counterattack.

Head into the cave and pop the heads of the two men behind the first rock.
Switch to your revolvers, and take out the three soldiers who come down the
path; then kill the two men who come down the garbage chute. Head up the ladder
into the fort, and kill the two men conversing with their backs to you.

Duck behind the left building and use the coffins beyond it as cover for the
volley of men sent at you (including a Viking-ogre hybrid man). Once they're
done, kill the men in the infirmary (two whiskey refills here). Come up the
right side of the cannon room and use your Quickdraw when they come out from
the ground-floor doorway and from the stairway behind you.

Take a deep breath and try to conserve your whiskey, because about ten guys
will come from the 2F cannon room and the balcony in an attempt to fill you
with holes, including with dynamite. Throw some of your own if you wish.

Man the cannon and destroy the four bunkers down by where you got in the
canoes. You have to drop the (cannon)balls in from the wooden top or you won't
make any impact. Shoot your way to the second cannon and shoot the 4 keelboats
by the river entry point.

Head downstairs from the second cannon-house, kill the man who enters, and
crouch-run outside to the little fence. Beyond it is a four-man firing squad
waiting for you. Go into Quickdraw and rise up, using the left-analog flicking
to take them all out easily.

Leagues of men will pour out of one house and start shooting at the Indians;
use the same method you used on the firing squad just now to dispose of them.
The same goes for the next house's worth. When you can man the third cannon,
destroy the ammo dump in the house it's pointed at.

Duck behind the wicker baskets (!) in the newly-opened wall and take out the
soldiers that come through the longhouse. Let the Indians attack one entrance
to draw the fire, and then attack through the second one -- first in the door,
then on the left (from where you enter) wall. Once the room is clear, men will
come through the door. Whew, almost done with this part.

Head through the left entrance and up the ramp, then get out your dynamite and
duck behind a wooden stake cluster. Kill as many enemy guns as you can and run
to where the bridge can be lowered. Charge up your dynamite, point the reticle
at the cannon and charge the dynamite about halfway before you throw it, and
it will catch right in front of the howitzer.

NOW AVAILABLE:
-New Deputy missions
-New Federal Marshal missions
-New Ranch Hand missions

o-----------------------------------------------------------------------------o
| Mission 16 - Battle at the Steamboat                                        |
o-----------------------------------------------------------------------------o

Talk to Fights-At-Dawn to commence the sixteenth mission. Hollister will have
escaped, and you'll be hunting him down. Once you get on a canoe, you'll land
and see dynamite thrown at you. Fights-At-Dawn will get caught in the blast,
and Hollister will proclaim, "You'll never kill me!"

***************
BOSS: Hollister
***************

Armed with dynamite and a dead-eye with a gun, Hollister can pack quite a
punch. Use dynamite of your own when he hides, and put as many slugs into his
face as you can with Quickdraw. Head-on tactics will drain your life quite a
bit, so avoid them as much as possible.

Once his life is almost gone, Hollister will strap himself with dynamite and
advance towards you. Just backup and he'll blow up when the countdown ends,
eliciting a response from Colton: "Shame to waste good dynamite!" He maintains
his wit in the face of danger. =p  Colton will pick up Ned's rifle which had
survived the blast and add it to his collection. Fights-At-Dawn will comment
that his spirit is soaring and then part ways.

Beyond the bend is the wreckage of Morning Star steamboat. Soapy'll get to
work with his hiding ploy, and Magruder's riders will storm in on horseback.
You can choose stick it out, but like usual, being on horseback has all the
advantages and lets you conserve your health for the next fight. There's a
steed on the other side of the steamboat, so kill a rider or two and make a
break for it. Even in Quickdraw mode, these riders can fire pretty fast, so
don't waste any more health than need be.

Once the riders are dead, get to the safe on the Morning Star deck. Soapy will
get to work with his cracking and Colton will take out a piece of a gold
cross. Reverend Reed will be there on his armored stallion and Colton will put
the cross piece back into the safe (HILARIOUS!), which only serves to infuriate
our dear man of God.

*******************
BOSS: Reverend Reed
*******************

Reed will rear around on his armored horse, so don't bother shooting at that if
it comes into view. Instead, wait till the reverend runs up onto the ridge and
take out your Remington and place one in his face. It will devastate his health
and send him back down to fight you for awhile. He can end up killing your
steed, so try to end the battle as quick as you can.

HEALTH: +25

NOW AVAILABLE:
-New Bounty missions
-New Poker missions

You'll get a Cavalry Sword as spoils from one of Magruder's men once you win.
As the reverend lays dying, Colton will walk over and shoot him in his leg. As
Reed protests that he's unarmed, he'll say "This is for Jenny" and will blow
his foe's brains out against a rock. Soapy'll say the cross's bar is incomplete
and that the writing is Latin. Watch the scene where Magruder throws a tantrum
at Reed's death and the loss of his prize, and Colton will say between-missions
that the Apache chief is in possession of the other cross-piece...

Ride into Dodge from the fort, then go to the cabin by the stream in Devil's
Slot Canyon to meet with Soapy. You'll see dead Indian carcasses hanging from
a tree, and then you'll be captured and brought to Many Wounds atop the plateau
above.

He'll give Colton a bag from a healer, who'll then ask what they are. A scene
from the past will show the aftermath of the incident Clay, Ned, and Major
Magruder went through at the healer's place. A young Many Wounds will carry a
child out, and then give it to Ned, who blames himself for what's transpired.
Colton will know that he is that child (although I don't think his age fits
in the confines of the story...), and Many Wounds will bring out the second
piece of the cross. Soapy'll make note of each Latin phrase, and think they
show a map... Many Wounds will ask you to join him at a place he's seen such
markings before.

o-----------------------------------------------------------------------------o
| Mission 17 - Across the Badlands                                            |
o-----------------------------------------------------------------------------o

Many Wounds will explain that Magruder's search for the lost city of gold has
brought much suffering to the Apache tribe, and that Ned and he learned much
from each other. You'll arrive at the Badlands, and will learn that the house
lying in ruins is your house and where the flashback scenes had taken place,
where your father was slain.

And you're almost slain with them -- more of those tough cavalry officers from
the steamboat arrive to spoil your fun. Unlike previous tactics, they don't
seem to want to be kicked out of their seat by skid attacks, so rifle-blast
them off when they come by or use your usual Quickdraw-killing. Kill all the
enemies quick, so Soapy and Many Wounds don't bite the big one. Return to them
and Many Wounds will stay behind to tend to his wounded friend; you and Soapy
will go to the cabin atop the mountain by Piper Lake. Giddyup!

Soapy'll tell you how he got his nickname on the way. He was cracking a safe
and was caught by a man's mistress, so he escaped into the waste chute of her
watercloset to avoid capture. He was in there for two days and needed quite a
scrubbing afterwards. =p

Head to the mountain's small tunnel and start your ascension. If you haven't
been here yet, there may be two cougars waiting for you. Climb the very top,
to the point that you can overlook Magruder's mine. The mission will finish,
and you'll get the Loco Dynamite Bow as a reward (can you say 'party'?)

The two parts of the cross will be put in place in a slot with more Latin
writing on it: "From God's altar, twixt the tears of god and the spires of
heaven, when sun and moon meet dusk, behold their kingdom." Colton will comment
that Magruder's missed the mark and that the city of gold is above them, not
below. Unfortunately, a cannoneer from the railroad below aims well and sends
a nice present up two the two after seeing the gold cross shimmer, and Soapy
tumbles down the cliff into the enemy's clutches...

o-----------------------------------------------------------------------------o
| Mission 18 - Escape the Ambush                                              |
o-----------------------------------------------------------------------------o

You'll have to get down the mountain to get Soapy, but those tough cavalry
members will have already snuck up in the meantime. Take out your rifle and
shoot the enemies who appear in your view between nooks and crannies. Once
you've cleared the mountain, you'll see a scene where Soapy's safecracking
hand has had a finger blown off. Soapy tells him where the location is, and
gets another finger blown off anyway.

The second part of your descending will be with a large gathering of cavalry
'firing squad' members waiting for you. Take a TNT barrel and throw it over
the rock where they're gathering, then shoot it in Quickdraw to take them out.
You can lure enemies back to that gatling gun's sights, too, although that may
be a little out-of-the-way. Test out your new Loco Dynamite Bow with the
crouch-and-shoot method you've gotten good at.

In the mining tunnel, the place will be packed with TNT. If you fire at one in
the end of the cave, they'll all go off and you'll die -- watch out. You can
use this to your advantage by waiting for someone to say "watch out for those
barrels", then backing out of the cave and shooting an arrow into the dirt by
one of the barrels. Anyone inside there will wallpaper the rock with blood.

Once you make it out of the cave, you'll find Soapy lying on the ground below,
and he'll tell Colton that he ratted out the location of the golden city. Soap
will be sent to find Clay Allison and Many Wounds and gather them at the site
at daybreak. Colton goes to square off against the enemy, and their train has
just pulled in...literally.

You'll start off on the second stretch of the mission on horseback by the inert
train, so horse-stomp any enemy you can find and watch out for Dutchie on the
cannon. You'll want to keep your horse alive as long as you can, so ride around
the perimeter and dismount at the back of the train when you need to -- doing
so will recharge the horses health. In fact, use this time to shoot Dutchie in
the face with your sharpshooter rifle and get that cannon out of the way. Much
better idea when there's less guns on you. Drain your sharpshooter ammo and
take out your rifle -- play it safe here, no funny stuff.

Once Dutchie is taken out, do systematic killing -- take out all the faraway
targets on the left side and the right side, then do any horseback raiders you
find. Finally, take out those who can't aim at you from the back, as is the
case on the middle cars. After everyone is lying bloody or bleeding, the task
will be over.

Colton will get the train going, and will pull Clay onto it. Clay doesn't
know how they're going to break into the mine's steel doors; Colton will say
they're riding on it.

Colton: "Welcome aboard the Kill Magruder Express. Next stop: end of the line."

The train will smash into the mine and tear open a hole for entry. And the
next stop really is the end of the line -- this is the last mission in the
game, served cold like revenge.

o-----------------------------------------------------------------------------o
| Mission 19 - Magruder's Mine                                                |
o-----------------------------------------------------------------------------o

Use Quickdraw to take out the minor enemies underneath the gatling guns, then
man the cannon quickly to take out the gatling guns themselves. You don't need
to be too specific -- the blast area takes care of anyone behind the wall. The
cannon-on-rails will start moving, so run ahead and take out any cavalrymen
who are holed up behind the corner. Hit the junction switch and jump back on
the cannon.

Once the cannon rounds the first corner, blow out the gatling gun nest on the
left wall scaffolding. A few enemies will break out of the boarded-up windows
on the right wall, then, so shoot them with your rifle. If they don't have the
surprise on you, they probably won't do much damage. Shoot the enemies on the
horse-drawn wagon when they come around the second corner.

When the cannon gets in view of the mine doors, immediately blow up the cliff's
machine gun nest and then shoot out the base of the crane to crush the rifles
below it. You'll need to put a cannonball into the window above the mine doors
as well -- when you see a red blood spatter, you'll know the enemy ain't up
there any longer. Shoot open the mine doors and blast the three enemies you
find. More will come around the corner, so jump off, crouch, and shoot them
with the shotgun as they appear. This is a checkpoint, so make sure to get
the rifle ammo and the health refills behind the junction switch room.

After rounding the third corner, blow up the blockade and take out your rifle.
Enemies will start pouring out of the mine shafts nonstop, so you'll need to
get the cannon up there and unmake those entrances. One cannonball should do
it. Blow up the TNT barrel by the second shaft, and then send a cannonball in
for the closer before anyone else can come out. Blow up the minecars blocking
the way ahead.

TNT barrels will be thrown down towards you, so DO NOT man the cannon and try
to get them all -- the reload is far too slow. Quickdraw-shoot all of the
barrels when they're a safe distance a way, then take out the three jokers
sending them at you. The barrels will respawn if the enemies aren't killed,
and if they simply retreat, the cannon can run into one and kill you. ;__;

Once the enemies throwing TNT are gone, take out your rifle, put in the zoom,
and strafe a little around the corner to kill a machine-gunner. Kill the next
machine-gunner by strafing from the opposite mine shaft, and then pick up the
health refills at the very back of the shaft. Take the cannon down a ways,
until you can see the next room more clearly.

Take out your pistols and shoot the TNT barrels around to blow up the enemies
in the space below you. Enemies will come from down the tunnel, so use the
vacant machine gun to mow them down in style. Get the dynamite and health
refills below and man the cannon once again.

Shoot the barricade open by hitting the TNT (which kills the enemies, too)
then blow open the second part of the barricade. Two enemies with rifles will
fling bullets at you, and you won't be able to see them clearly because of
the dust -- fire when the reticle turns red and you'll do fine. You can get a
clear shot at the two machine gunners by the cavern entrance, even when
crouched, so don't let any of your stupid Resistance members die in vain when
they run in headfirst. Kill the third machine gunner, and throw dynamite at the
man behind the little rock nook, then snipe anyone who comes down the tunnel's
depths...one shot, one kill in this case.

The next cavern is full of TNT, so be careful not to kill Clay in any blasts.
There's a shaft with rifle ammo and health refills, but save that for when you
need them -- like, right after the next part, mayhap. Lead yourself to the
turntable that will cue the junction switch's alignment. You'll be protecting
the enemies as they attack the Resistance.

Pay attention to the dots that appear on your map, and turn towards them. You
can use Quickdraw, although rifle shots do just as good a job here. Make sure
you're reloading after each wave. After five or six waves, the track will be
set and you can move the cannon again. Stock up on the bountiful supply of
health refills and ammo and get a move on. Destroy the blockade at the end
of the track and the cavern will start collapsing. Colton will press on even
though he may die, and he tells the rest to turn back.

The next section you'll do alone. Run in through the cavern opening and
immediately run to the section of the wall that has a window facing towards
the path. You'll be spotted, but you can make it there without incurring too
much damage. Crouch-and-shoot at any enemies who come your way, with the rifle
if you can, but the shotgun otherwise. Kill the dynamite-thrower as soon as
possible, which isn't so hard since he's right by a TNT keg. Once the path up
is clear, get the keg that hasn't exploded and throw it away from where gunfire
can hit you -- it'll extend the blast range of the next keg you hit, more than
likely.

Some freak will be throwing whiskey bombs, but is standing by powder kegs --
will they ever learn? Kill him, then crouch-and-shoot at any enemy running
for cover afterwards. More will come down the tunnel and they'll be armed with
dynamite, so when you see one throwing one, Quickdraw-kill him and see if you
can't make the dynamite drop right down with him. Always be crouching here.
Enemies will peek around the corners, so pop them in the face when they do so.
Continue on after getting the health pickups by the whiskey bomber corpse,
and follow the tunnel to the arrow and health pickups (again!). Top the golden
stairway, and you'll find Magruder standing in awe of the golden city; he'll
also have a huge armor Conquistador breastplate that makes him invulnerable
to gunshots...but his comeuppance is still comin'

**************
BOSS: Magruder
**************

STAY AWAY FROM HIS POWERFUL GUN.

That said, Magruder is invulnerable to normal gun attacks. Take out your Loco
Dynamite Bow and wait for him to quit looking at you, then fire a bow into
one of those natural gas geysers. It will explode for a moment and if Magruder
is in the vicinity, it will damage him. He encircles you while looking for a
trace of you, but will often reverse his direction when damaged. I don't think
it needs to be said, but I'll say it anyway: crouch down by the rocks and use
them as cover. Once he's found you, you can almost ensure he'll hit you once
or twice, though. When he's been hurt enough by the explosions, he will run up
onto a ledge and start using his gun to shoot at you. Do headshots to anger
him and he will throw a large cluster of dynamite. You must shoot this (not
the little ones) out of the air and explode it near him, and eventually
parts of the cavern will start collapse. A good place for cover that's close
by is the curved rock on the right side of the ledge. It offers a good place
to shoot his dynamite packs, but you'll have to move out of range when he goes
to the left side of the ledge and make sure you don't get hit by the natural
gas explosions (but those will always be a danger).

Don't worry if you die, though, because you won't have to do the first part
of the fight over again. Blow up about five packs in close vicinity to Magruder
and the ceiling above him will cave-in. Congratulations! That does it for the
last boss in the game! You'll get Magruder's Nock Gun, a seven-barrel siege
shotgun that blows anything you have so far in that category out of the water.

The scene that follows goes like so:

SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS!