Desperados: Wanted Dead or Alive Walkthrough :
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Walkthrough - Walkthrough----------------------------------------------------------------------- DESPERADOS -Wanted Dead or Alive WALKTROUGH ----------------------------------------------------------------------- Made by: Dr. Laiho (dr.laiho@iobox.fi) Date: 19-06-2001 Version: 1.2 Versions: 0.3: First version, all character info and walkthru for 3 first levels, more is on its way… 0.5: Added walktroughs for levels 4-8, used one day fully on writing… I don't want to let down my fans, if I got any… Added also the lines between the level WThrus. I´m planning to get ready WTs to level 15 in couple of days. 0.7: I managed to keep my timetables! The WTs for levels 9-15 are ready. I also made a couple of little corrections in WTs for levels 4 & 6, and fixed some wrongly-typed words. My next task it to get ready the WTs to level 20 in next week. (My date is 13- 06.) 0.9: Looks like my watch precedes! Well, it´s just good. WTs for levels 16-20 are now available. The rest of this WT is ready sometime in this week, I´ll give ya my word. 0.95: I didn´t mean to make this version at all, but then I noticed a LOT easier way to take out the last two men on level 8 (check the level WT). I also corrected some wrongly-typed words and mistakes I made. Well… the WT for level 21 is also there. 1.1: My job is done. The walktrough is finished, but you can still send me feed- back if you think there´s a better solution for a certain situation. I afraid also some of you maybe missed the version 0.9 because gamefaqs messed up with my and molotov´s (who is also writing a WT for this game) faq and "updated" it over his document. (I´m sorry molotov, it wasn´t my idea). I hope they´re doing something for the situation soon. Anyways, here it is. A bit over 100K document, hope it´s helpful. 1.2: I said I still keep updating if I get enough feed-back. There are some alternative solutions I´ve found by myself or someone has supported me. (I´ve credited each supporter before the trick he/her is sent.) I´ll give the credit to whom it belongs… This walktrough is made by Dr. Laiho, and it´s made so, that I´ll give you a complete solution with only in spots that are extremely hard to understand. In other spots, I´ll just give you a little hint what to do (e.g "just use your knife and you´ll be fine"), because I don´t want to completely spoil your gaming experience (or perhaps I´m just lazy). I´ll also try to give you some alternative solutions in some points to do it good. AND ONE MORE THING: I´m REALLY sorry if I use bad grammar sometimes. BASICAL STUFF: All of your characters can walk, run, chrouch, climb ladders, ride a horse, jump to a horse from balcony, roll´n´shoot (little differences). Everyone of them (except Mia) also carries a some kind of firearm to be used in hot spots. It´s extremely sure that you use a right person in right spot. (Running in middle of a enemy group and trying to take ´em out with your Colt doesn´t never beat a gas flask thrown from a right spot…) The enemies can walk, run, climb ladders, ride a horse, shoot… They can also but see, but also HEAR you. So wise desperado walks instead of running and telling so where he is. The civilians can walk, run, see, hear, and go and tell to enemy where you are. You can´t kill them (Mission Failed). But you can knock ´em out and tie ´em up if you see any, sometimes you even must to. The animals can see and hear you, and make noises so enemies come and check out what´s going on. But don´t worry, this doesn´t happen too often. The horses are apart from other animals. You can control ´em when some of your heroes are riding ´em. But you can´t ride an unsaddled horse. (You must saddle it first with Cooper.) THE INTERFACE: There´s something else but just your heroes and their controls. There´s also several little things that give you info about current level. I´ll tell you something here: Map: Map shows you the useful spots what´s on the level you´re on: The marks mean: Green dot: One of your heroes Red dot: Enemy Dark red dot: Dead enemy Blue dot: Civilian Yellow cross: Something some of your heroes can pick up/use (saddles, equipment, barrels…) Green arrows: Walls you can climb with Cooper Blue area: Area that´s totally shadowed (you can´t be seen while standing there) Red area: Area you can cultivate someway Quick Action: This is most coolest feature in whole game. If you first click the watch in left corner (you can record quick actions when the watch turns red). For example: Cooper´s hiding inside a house. In front of the house there´s enemies standing. You order Cooper to walk out and then you carry on the quick action. Cooper blows the guys automatically. Viewing range: The viewing range tells you where the enemy or civilian sees and in what mood he currently is. The colors are: Green: There´s nothing wrong, everything is okay. Nice day, huh? (He hasn´t seen you or anyhing else that´s suspicious) Yellow: Did I see something? Is there something wrong? I´ll better go and check. (He´s seen you a very short time or he´s seen something you´re left on stage or he´s heard something weird) Orange: Who the heck is he? We´ll meet in hell, buddy! (He´s seen you and is going to shoot you!) Pink: Oh-la-la Senorita! How about it, darling? (He´s seen Kate playing with her garter) Black: What the heck? Where are they? Why are they shouting "don´t shoot, don´t shoot?!" I´ll shoot ´em anyway! (Mia has hit him with blowpipe) CHARACTERS: In this part I will tell you about weapons and special skills of your team. The level number after name tells you from which level (tutorial level) you can take control of this person. John Cooper (level 1): Cooper is a leader of your team. He´s the only one you will get control in every mission (except the tutorials, except his own, oh, sorry.) Cooper´s weapons: 1. Colt: Cooper´s weapon of choice and because he shoots faster than his shadow, (oh well…) it should be counted in "submachine guns". Six shots, then reload. Range: Medium Accuracy: Medium 2. Fist: Only weapon that can´t be taken off from him in any moment. It doesn´t kill anyone (or kills, if you use it in same victim too many times), just sends him off to take a little nap. 3. Knife: Knife is the best weapon Cooper has. It can be used several ways: You can just simply stab an enemy, or even more better, throw your knife to kill an enemy from distance. But if you throw from too far, it loses its effect. It works more far away in daylight than night. You can also "sabotage" a horse with your knife by cutting its saddle belt. If you or any enemy tries to mount a "sabotaged" horse, the saddle will fall off, and no one can ride with it unless you pick up the fallen saddle and saddle the horse again. The knife can also be used in several special situations, like cutting down hay bales, life boats, or docs from hangmans nooses :-). 4. Musical Watch: This is some kind of decoy. Enemies inside a particular range will come (in well-planned ambushs) and check out what´s playing the melody. Cooper´s special skills: Cooper is only one who can climb up rocky walls (these are marked as green arrows in map), or saddle horses. Cooper can also carry around dead or unconcious bodies. (Sanchez can also perform this.) Samuel Williams (level 3): Sam is Cooper´s old friend and this fella sure has it with explosives. Also, Sam´s interest in women gets him in trouble more than once. Sam´s weapons: 1. Winchester: Sam´s basic firearm has longest range in normal firing mode (only Doc´s sniper beats it). Holds 12 shots, but every time you shoot there´s a little moment when the rifle reloads. These moments may cost your life, so don´t plan starting any major firefights with Sam. Range: Long Accuracy: Medium 2. Dynamite: Sam´s true weapon of choice. Kills anyone near enough, and knocks out in particular range. Great with clearing large groups, but some enemies will also run away or kick the stick away if they see it. There´s also something with throwing: it doesn´t land there where you throw it, it keeps going couple leaps longer and blow then. Longer range is just a good thing. 3. Rope: You use this object as tying up unconcious civilians and/or enemies. You don´t have to tie up an unconcious enemy every time, you can also kill him if you want. But remember: if a free enemy sees his tied up mate, he sets him free and it´s alaaarm!! 4. Rattlesnake: Sam´s way to perform a practical joke: if enemy/civilian or some other your team members goes near this sack, the snake jumps out and bites him. Really effective when hidden behind corners or front on enemy buildings. It´s also a silent way to scare a horse. 5. TNT Barrel: You´ll get this item only in particular levels, when you have to do a major blow for clearing a way or distraction. After you have set the barrel down, Sam makes a powder trail wherever you guide him. This fuse can be lit by Sam himself or Kate can light it with her mirror. You can also shoot the barrel and it blows. Sam´s special skills: Sam (like Sanchez) can control gatling guns in particular levels. Doc McCoy (level 5) Doc is also an old friend of Cooper, and works as doctor of the team. He´s a bit cynical, but Cooper and others can fully trust him in any moment. Doc´s weapons: 1. Buntline: Doc´s revolver is apart from Cooper´s Colt. It holds 6 rounds like Cooper´s weapon, but it has a longer barrel and its range is only a bit shorter than Sam´s Winchester. In sniper mode, There is no limit in range as long as there´s no objects in way. But you´ll have to wait sometime while aiming at enemy to get a clear shot. You know that you will make a score when the crosshair is totally clear and there´s a red outline around your target. Of course, there´s limited ammo in sniper mode. Somehow, in sniper mode Buntline is also more silent. Range: Long Accuracy: Good In sniper mode: Range: Unlimited Accuracy: Perfect 2. Gas flask: Now this is good… Doc´s true ace in his sleeves. This is an extremely silent way to take out really large bunch of enemies at once. Wherever this falls, every person (hero, enemy or civilian) goes unconcious in two meters range. Only problem is how to get near enough to throw these… but there´s a way… bladder balloons Doc carries with him can be used to bring even more range in these little knockers… anyone of your team (also Mia) can use his default firearm to pop the balloon above a nice and happy group of enemies. 3. First Aid: Doc is the doctor of the team… it can be heard even in his name… Anyways, Doc carries several medical items that can be used to restore health if any of your heroes are wounded. Of course, Doc can also heal himself, too. Restores about 50 hit points. (If your hero is all all right, his hit points are 100.) 4. Scarecrow: This item, known also as "Double Doc", if an enemy sees the scarecrow, he thinks it´s a foe and begins to shoot at it. This may bring even more enemies at stage, and they will begin shooting at it too… you got anything that clears groups..? Doc´s special skills: If any of your team members goes out cold (angry enemy fist or poor throwing with gas flask), Doc will wake him up in no time. (If Doc himself is knocked out, he can´t of course wake himself.) Also Doc is a real burglar, with his skeleton key, he is able to pick locks in doors that are well… locked. Some doors beat even Doc, so sometimes you must find an another way to get the door open (major blow or alternative route). Kate O´Hara (level 7) Kate is a professional gambler but she can´t keep her hands off from aces she´s hidden in his sleeves. This gets her often trouble in no time. Kate´s weapons: 1. Derringer: Kates basic firearm: holds too small magazine (3 shots), gots a really short range, but it´s pretty silent. If a lone enemy is far away from others, there´s no worry to drop him with Derringer. Range: Short Accuracy: Good 2. Queen of Hearts: This pack of cards is Kate´s decoy. Trail of cards in enemy´s path and he follows the cards right into a well-planned ambush. 3. Garter: True womans weapon: If enemy sees Kate while she´s playing with her garter, his line of vision turns pink and he will walk in front of her, and there´s a good spot put him out of action with a well-placed kick or a knife-throw from behind. Just don´t stand there too long: even dullest enemy understands what´s going on… 4. Mirror: If Kate plays with her mirror, the range of enemy´s sight of vision goes off, and you can get near him without getting seen. Nice thing if you want to get past guard. Also sets on TNT fuses. Doesn´t work if you´re standing in shadow or it´s night. 5. Kick: Similar to Cooper´s punch: works also faster and is more effective. Kate´s way to perform a silent kill: Kick him until he dies. Kate´s special skills: In some missions you can use Kate as a spy: steal dress from clothesline and Kate can move freely around the level. Kate also only person who can move totally silent in any kind of terrain. This creeping ability is good if you want to kick someone out from behind. Sanchez (level 14) Sanchez WAS most fearsome bandito leader in New Mexico, but then he met Cooper and his gang… Sanchez´s weapons: 1. Shotgun: Sanchez´s standard weapon, is sure most messing up firearm in your team. It holds 2 shots, but everthing that stands on its shooting range is surely wiped up in no time. If you plan starting on major firefight, make sure he´s in front, because shot from shotgun wipes absolutely everything. Range: Short Accuracy: Perfect 2. Tequila: This mexican liquor can be used to make certain enemies easier to kill. An enemy that drinks tequila, will occasionally come drunk, and start stagger around and his line of vision goes dizzy. And if he shoots, he hits anywhere but pure luck. 3. Siesta: Works like Kate´s garter. Enemies come near "sleeping" hero, and can be killed someway. 4. Swipe: Like Cooper´s punch and Kate´s kick, this is Sanchez´s way to send an enemy to the Dreamland. But even better, Sanchez wipes out everyone who stands near him, not just one person at time. 5. Stone: Another way to knock out an enemy. Can be thrown like gas flasks, but knocks out only one person at time. Stones can be picked up after use. Sanchez´s special skills: Sanchez, like Cooper, can carry dead/unconcious bodies around. But Sanchez is so strong, that he can carry TWO persons at time. Sanchez is also only one who can make buildings habitable. If there´s 3 or less enemies in a house, Sanchez throws ´em out when you enter there. Sanchez is so strong, that he can move heavy objects (like statues) out of your way to open routes. Those are anyways unaccesible. Like Sam, Sanchez also has it with heavy weapons. You can control gatling guns, so good that you´ll get it with you and can walk around with it in your hands. Useful when you must kill all enemies in little towns. Mia Yung (level 20) Mia is a little chinese girl. She´s only 18 years old, but when bandits killed her father, he joined in Cooper´s posse. Mia can´t actually kill anyone alone, but she is really useful while creating distractions and… Mia´s weapons: 1. Blowpipe: Mia´s basic weapon. It´s looks much for nothing, holds only one shot, but it´s extremely silent, and when it hits, it´ll make a MESS. If you hit an enemy with it, he goes totally crazy because of poison in the dart, and he doesn´t care who he´s shooting then, friend or foe. One more thing, if, you´ve hit anyone, find cover and FAST. 2. Flute: Works like Cooper´s watch. Useful luring enemies into ambushs. 3. Firecracker: Blinds like Kate´s mirror. But makes same effect for many enemies in time. 4. Mr. Leone: You think this fella needs his own topic..? Well anyways, while Mia lays some peanuts in trail, you can use this little monkey to go dancing in there. Works like Doc´s scarecrow, nobody just shoots him. You can also distract enemy by sending Mr. Leone dancing around him. No nuts needed. Mia´s special skills: Mia is small, but she´s pure pepper. She can hide in empty barrels, and these make great hiding places for her in ambushs. WALKTROUGH: To the main thing, huh? I´m going to give you full report about anything that I thought a bit longer time. In other ways, it´s basic stuff and easy to find out anyways, but if there´s something that I haven´t paid attention and you think I should have, mail me. I´ll try to add it in. -------------------------------------------------------------------------------- ----------- Level 1: An Old Friend Level ranking: Tutorial This level is Cooper´s tutorial, so just do what Big Bill says and you´ll be okay. …So, he robbed you and did a runner? Find him (in northeast corner of map), set his viewing range on and crawl past front of him and run to knock him out. Then pick up saddle, saddle the horse and when you mount it, the level ends. -------------------------------------------------------------------------------- ----------- Level 2: Southern Comfort Level ranking: Easy In this level you´ll meet first member of your gang, Sam Williams. After the short intro, you get into business. A careful knife-thrower clears the nothern part of this level in no time, remember also hide bodies inside houses. After there´s no one left, but those two guys front of barn, hide Sam in one of the shacks and go inside the barn. Climb to upstairs and cut down the hay bale with your knife. Go out and stab the guys with your knife. Now is time to do some shooting. There´s a hay field in western side of the map. No one sees you on these fields if you keep your head down. You see those two enemies standing near the fence? Walk to the hay field and get crawling. After you´re so near you can get, is time to record your first quick action. Select quick action, select Colt, and order Cooper to shoot those two guys. Now stand up and press you have soon two bodies laying there. Chrouch and wait that third man sees the bodies. Shoot him too. Now is time to kill the fella patrolling on eastern side. Hide in hay field and wait him to pass by. Knifes are flying low today… Okay, go and hide in south of the field and shoot into air. Shoot everyone who comes to check the situation… Fetch Sam and hide him near the yardhouse and throw knife in guy front of it. Now do this: Throw knife to the guy patrolling in front of the villa so the guy near stable won´t see him and let it be. Try to sneak behind him from right and give him a punch. Bring Sam near the stable and Cooper wakes him up. Mount the horses and just ride north-east past the guard on front gate. He won´t do anything… -------------------------------------------------------------------------------- ----------- Level 3: Smoke signals Level ranking: Tutorial Sam´s tutorial. Just follow the instructions and you´ll be fine. …BTW, when you get to use the gatling gun, shoot the wagon, there´s something inside… -------------------------------------------------------------------------------- ----------- Level 4: Hang ´em High Level ranking: Easy/Medium In this mission you must free Doc McCoy, who´s neck deep in trouble… When the level begins, there´s a priest on horseback in same place than you are. Punch him with Cooper and tie him up with Sam. Drag him behind the bush there. Almost rest of the level is basical moving around, kill the enemies and hide the bodies around the town by using Cooper´s abilities, knife, punch, watch… BUT DON´T FIRE A SINGLE SHOT. After there´s enemies nowhere but hanging plaza, there´s couple of things to do. First ready your escape: Fetch the saddle that´s on front of the barn in western end of the town. Saddle the black horse that´s on the stable in western end of the main street. Then fetch the priest´s horse and park it on same place where´s the brown one is on main street. Now you´re backed up your escape. From here nothing goes how you´re planned… Now it´s time to make a major blow. Send Cooper standing near the northern entrance of the plaza. Set the TNT barrel next to Doc´s wagon, lay a fuse and light it. Now send Sam in hiding to the house opposite the wagons in western side of the hanging plaza. There´s now two enemies left in the plaza. Run near enough and throw the knife at sheriff who´s walking around Doc. Now sneak behind the guy in front of the stairs and knock him out. Pick up your knife from sheriff´s body and cut Doc down. Now send both –Doc and Cooper inside the sheriff´s office. Pick up Doc´s coat and hide into the cell block. (Don´t care about the sissy sleeping there, he runs out, but doesn´t alert anyone. Thingy supported by Samuel Reinwalds: The fella MIGHT go and get some help on your heels, so you might want to knock him out. But drag him to the cell, otherwise he gets seen.) Hide there until the plaza is empty, then run into the house Sam is hiding. Wait there until there´s no one on the main street, then run to the stable, where the black horse (well…) waits for you. Wait until there´s absolutely no one around, then mount the horses in stable and on the main street, and escape same way the priest came. -------------------------------------------------------------------------------- ----------- Level 5: Doc McCoy´s cabin Level ranking: Tutorial Doc´s tutorial… just follow orders, and so on… Here´s a some kind of in-joke supported by TK-47: When you get to set up the scarecrow, go and set it on the pier next to Doc´s cabin and watch what happens… weird, huh? Star Wars seems to be on everywhere… -------------------------------------------------------------------------------- ----------- Level 6: High Stakes Level ranking: Easy/Medium Now it´s turn to rescue Kate O´Hara, beauty of your team. After the intro, nice way to get you a fourth horse, BTW, wait in darkness until things have quitened down a bit. Don´t worry about fellas borrowing your horses, they´ll return ´em same place where they took ´em. Someone might even run just past you… knives flying around? Alternative way: Noted that guns are forbidden? We already have the sheriff and his deputees on our heels, so why don´t we cheat? I mean: start a firefight. You´re standing in a dark spot, no one will see you even if you shoot, so fire into air and shoot anyone who gets in front of you. You must reach the steamer from west. (I haven´t tried the east side , mail me if you think it´s easier or otherwise funnier to try there). Kill the fellas (note that in night you must be REALLY close of your target before your knife kills) around until you reach the western street. Kill the guy walking around the table with knife and knock out the civilian walking there. There are two enemies on balconies in left and right. Let the fella on the balcony in right be. But you must sneak inside the house where the left one is without getting seen. (Walk, don´t run.) When you get inside go out to the balcony and kill the guy. (There are sniper bullets there, but drop it. You got no use for ´em). Now go more north. There´s a fella in front of a house, kill him and hide the body and your heroes in the house. You´re almost there, kill the one walking around, (you might also want to knock out those civilians) and you´ve reached the pier. Now comes the hard one. There´s a small outhouse in left, send Doc and Cooper there. Let Sam be, you got no use for him. Kill the guy who stands on pier in left and drag him to the outhouse. Then, go and drop Cooper´s watch just in front of the outhouse and set timer in 15 seconds. Now go and RUN to the pier in front of ship, and then return fast to the outhouse. An enemy should hear your steps and come and check out what´s going on. When the watch begins to play, he naturally checks it out. Now step out and throw your knife. One less around the place… Repeat the trick until there´s no one coming to you. Now it´s time to board the steamer. There´s a pile of logs near the bow of the ship. These are your stairs. Pick up the extra gas and hide Doc behind the crates in nothern side of the ship. (There´s a small niche, you can put him laying there.) Now send Cooper crawling near the stairs, and when you get there, RUN up the stairs but don't go inside, go all way to the stern. No one should come there, but if comes, use your knife. When the things have quietened down, crawl near the life boat, and wait until there´s four or five men in a group under it, then cut the rope and you should take ´em all out. Hide back in stern section, and wait again. Now it´s time to repeat same thing with Doc. Crawl to the stairs and run up, but send Doc inside. Switch to Cooper and keep your knife ready, someone might find him. After the things have quitened down again send also Cooper crawling inside the ship. Pick the lock with Doc and cut Kate free with Cooper. The rest is Doc´s show. You should find out a way to take out everyone near the ship from ladders to the pile of logs by throwing gas flasks. (Sorry, but can´t give excact orders, because the places of enemies are various.) After everyone is off to a little nap, you should simply walk out via the log pile and same way you came right to the horses in south. Mount ´em and ride away. -------------------------------------------------------------------------------- ----------- Level 7: A Woman´s weapons Level ranking: Tutorial Kate´s tutorial. Just follow orders. BTW, check out Sam when you´re changing clothes for fun… he ain`t gentleman… Only thing that gave me some wits was the dazzle section, you must run just after your friends, not stand there and wait that they´re in safe. -------------------------------------------------------------------------------- ----------- Level 8: Into the Lion´s Den Level ranking: Easy Now when your gang is back in business, it´s time to pay a visit for the Marshal. Too bad he isn´t so eager to see you. In this mission you can´t kill absolutely anyone. It´s mission failed if any of these gunmen losts his life. In fact basic moving around this level is next: Kate moves in field of vision and starts to entice the enemy. Enemy staggers to Kate, Kate kicks him out. Sam runs to place and ties the buddy. Cooper comes and hides him. Use this trick for all of the fellas whose outside the hacienda walls (also the guy on horseback), except those two who are other side of the bridge in northwest corner of the map). Okay, let´s begin. Use the normal phase (the trick I explained) to take out the guy in front gate and the one who´s on horseback. Hide ´em in the shack that´s on front gate. You might want to hide the horse in west so no one mounts it when he gets suspicious. Then run to the west side and same again for guy in front of the house and then the fella patrolling there. Those two men in northwest can be taken out two possible ways: You can simply throw a gas flask in there but if you want to save ´em, do next: Send Kate and ONLY Kate, walking over the bridge, she´s the only one who can do it without getting noticed. Store a running kick quick action to the guy in right. Next sneak by them, and kick the first one. Both of them fall, but one in the right stands up in no time. So carry on the quick action right after the first kick. Both of them won´t wake up. Bring Sam in and tie. Now it´s time to take out the guards in front gate. Normal way. Hide ´em in shack that´s on main gate. The right one sees more left than the right one. Take him out first. BUT: There´s a fella who will make alarm everytime he sees someone´s lost. So you must wait until he calms down everytime you´ve taken someone out. You got the ones on the gate, right? Now its time to take on the alert-maker. Lay a trail of cards from front gate to the shack door. And wait him to come investigate. When he looks around on the door, rush out and kick him out. Go and put one more card so the guy who´s in front of the gate to the inner courtyard will see it. Take him out same way as the last one. Take out the one sitting on the bench of the frontyard usual way. There´s one deputy inside the house in left, so hide him inside the right one. The one on the other side of the gate to the backyard is simple. When looks through the half-open gate, he will see Kate. Now, as you can see, the one patrolling around will usually go and talk with two others near the western wall. Pick up the extra gas in front yard and send Doc to the other side of the wall and when they´re in group, throw a flask over. Fourth one will come and wake up his buddies, simply throw another bottle before he manages to do it. Go in and tie ´em up. Now you must entice the one patrolling near the stables, but do it so he won´t notice his tied up friends. Almost there… Now you must entice the one sitting on the bullet box. Then just simply sneak behind the one sitting on the TNT barrel and kick him out. Ok, time to do a major blow. Go and set the TNT on gate to the inner courtyard and lay a fuse to the door of the house in right side. But before you light the fuse, set Cooper standing next to the door in left. Light the fuse, and send Sam inside. Switch to Cooper and when the guy will rush out, punch him out. Now it´s time to clear the inner courtyard. The first one will be taken out by usual way, rest is Doc´s job; crawl there where the extra gas is. Now throw a flask to the nearest guy. Crawl there and throw flask to take out the one behind the nearest pillar. The second one will note this. Throw another flask when he comes to wake up his friend. Throw one more bottle to the guy who´s remaining. You tied ´em up and now you noticed there´s two deputees left behind a table inside? THIS one´s tricky: You noticed the chandelier above ´em? Store a quick action with Cooper and his Colt for it. Then step to the doorway and carry on the quick action, FAST. OR: You can find a spot in the yard from where you can snipe it down with Doc. The chandelier falls down and takes ´em both out! Nice, huh? (I haven´t seen THIS trick anywhere around the web.) Alternative way: You can throw in a stick of dynamite so it lands in front of the table. The guys usually run out, but if get it going right, they will just stand there and the blow will take them out. After you´ve tied ´em up, make any of your heroes enter the marshal´s office and the chapter ends. -------------------------------------------------------------------------------- ----------- Level 9: Like A Thief in The Night Level ranking: Medium This level was really hard to me when I played it first time. In fact it´s fairly easy, only in beginning you´ll need a bit of luck with you. There´s also couple of other things that you MUST do to accomplish: Always WALK, never RUN. DO NOT use firearms (or anything what makes noise, e.g dynamite). And watch out for those fat fellas in blue jacket, they are extreme cowards and will go to tell the leader if they see ANYTHING suspicious. Into work then; start by walking over the river and kill the guy patrolling near the sleeping one with knife. The white-shirted guard should become suspicious – kill him too when you got a change. Stab the sleeping one –now you will need a bit of luck –that man patrolling bit northwards, sometimes he will become suspicious about his friends –sometimes not. If he comes to check out, try to kill him with Cooper if you get a change. If he lets the whole thing be, take Kate on. Go to the woods, and try to get him more southwards, so you can kick him out without getting seen. Now you have those two who are chatting over there left. –Note that other of them is blue-coated coward. Entice the one looking southwards, kick him out and throw knife to the coward´s back. First area clear. Let´s move on. Send Kate and Cooper behind the rock near the second river. Let Kate lay trail´o´cards from THIS side of the river so that it goes past the rock. An enemy should see this, and when goes past you, throw knife to him with Cooper. Drag the body behind the rock and set one more card, now to OTHER side of the river. This should get two more enemies to knife- thrower´s range. Then, entice the pink-shirted fatso patrolling there without letting the blue-coated coward see you, get him to the other side of the river and knock him out. Then RUN towards the coward with Cooper and punch him. Take him away. Ok, bring Doc to the stage. Now you have to be FAST. Make Doc and Cooper go to the dark area just behind the two guys standing on the path. Use your only gas flask to take out those two and switch to Cooper. Go and get the blue one out of there, because the two guards more south will soon find out what´s going on. Drag both of them into the darkness. Now you have three more left. Two on the path and one in the tower. I suggest you to take out the one in the tower first (because he makes an alarm if sees his mates missing). Slip past the guards in path and go southeast from tower, in viewing range of the tower guy. Now let Kate do her stuff, and you have one more kicked enemy around the place. Same trick with those two on the path –they should be easy. Now send Cooper to the horse pen, but kill first the one patrolling on the road, and hide his body into the valley. Cut the rope and saddle four horses so the pink-shirted fella patrolling near the hostage won´t see you. Now bring all of your heroes to the pen and let anyone of them mount a horse and take an unsaddled one in a lasso. Now take the horses in the valley(, watch out the guard). Repeat same phase three times with a different character. OK, now you got all of the horses in valley oh, and one more thing: cut the saddle belt of the horse Cooper was riding and saddle the one he kept in lasso, mount it and park it. If you don´t do it the horse could wander out of the valley, and it means trouble. Take Cooper near the pen, and when anyone of the guards isn´t watching, walk to the soldier and cut him free, punch him out and drag him to valley. (You´ll need a PERFECT timing, so it might take few tries, save, save often!) Then this mission is good as done. -------------------------------------------------------------------------------- ----------- Level 10: Lullaby for Four Aces Level ranking: Medium This level is fairly straightforward, there´s just some things to do different. In the beginning, dazzle the nearest guard so you can all run safely to the road. Now send Cooper climbing up the wall. You´ll end up above one pueblo. Throw knife from here at the guy patrolling around and climb down. Stab the sleeping one. Let the three other ones be. Now throw knife at the drunk one level lower, and stab the sleeping one here too, and hide inside. Now, this is STRANGE. Suddenly there runs a suspicious guard somewhere but he doesn´t seem to go over there where you´ve done your stuff. WHAT did he see? Anyways, no big deal, he runs near the front door of the pueblo, he´s an easy kill… Now throw knife at the one sitting on a barrel in the front of the pueblo door. The one in bit more left, near another door is also an easy kill… Before you can open the door for your buddies, you need a bit help from Doc. Use the sniper to take out the guards in both sides of the gate. But the gate isn´t still clear. The one sitting on the crate near the stables will see you if you get in in wrong time. Turn on his field of vision so you can know when it´s safe to enter and hide in one of the pueblos. Time to start killing; there´s one who sees almost the whole yard near the stairs, he also looks to have it with women… an easy task. Use same trick with one who sees the gate. On a roof you got in with Cooper in there´s three men in a group near the door. Do this: Put Cooper near the ladder leading to the roof, and set Kate on a roof with the sniper bullets and the sleeping guy. Do the garter trick. One will see you, but when he starts to climb the ladder, Cooper throws his knife (you can also wait that he gets to Kate, and kick him out). Two remaining ones are simple… You will also find a way to take out all of the sleeping ones around with Cooper, and take the sniper bullets with you. Now take Kate and Cooper to the house that´s in very left near the stairs. Lay a trail´o´cards past the door so the pink-shirted guy patrolling around on one level up will see it. NOTE: Here´s a cheap trick to take out almost half of the enemies in this stage… He will not come and look for himself, but he hails someone around to go and check. When the guy walks past the door, he´s an easy prey for Cooper. Now go and pick up the card what´s on pink-shirted guy´s viewing range, but throw it there again… everytime he notes a "new" card, he will hail a new fella to check. Repeat this until there´s no one him to hail… or he goes and gets too much help from inside… BTW, if you get bored and want to try this on your own, you can entice him (NOW he comes) and try to find separate ways to clear the place. (BTW, if you know any separate or otherwise FUNNIER ways to do this, mail me.) There should be now about 5 or 6 guys left… and some inside the houses… OK, time to clear the place for good, Rambo style. Take your heroes in a group (I recommend to set them standing in line) somewhere that looks a good spot e.g under stairs, behind corners… and shoot into air. Everyone who will come and check the situation, will meet his maker… Ok, now it´s time to pay a visit for Sanchez. Be careful, there might be one or two guys left, but they shouldn´t be too hard to handle. After you got to the door of Sanchez´s cabin, it´s time to do several things, and fast. You will need everyone of your team to get this done. You´ll need to knock Sanchez out. Use Kate, Cooper is way too slow. Store a "running kick"- quick action for Kate, and "tie up" Q-action for Sam. Ok, let Doc pick the lock. Then, wait until Sanchez is so near the door he can be, and let Kate go. Now Lady Fortuna will decide who is faster, Kate or Sanchez. (Usually it´ll be Kate.) Send Sam to tie Sanchez up. Mission accompl… UH-OH… Some trouble just arrived! Make Cooper to pick up Sanchez and hide everyone in the stairs in Sanchez´s room, fast! (A trick supported by aflorin: If you set your snake right in front of the front gate before knocking Sanchez out, all of the enemies arriving on horseback will be knocked out. I still think it´s more funnier to do as suggested below, but this sure makes the mission lot easier. Thanks!) Now… from here, level is way too fun to tell exactly what to do… Just to give you a start; when the patrolling guy visits the cabin take him out with Cooper. Pick up everything Sanchez gots in his cabin. Dash out with Cooper and shoot (you got me, SHOOT!) the guy guarding the door. Get back inside for cover. Now crawl out with Sam and shoot the one patrolling up there. Now you´re on your own. BUT: you don´t have to save your dynamite sticks or gas flasks! Kill (or at least knock out) everything with on your way with ´em for good. After there´s no one alive on roofs and you´ve killed the gatling gunner (I recommend dynamite), send the sniper in work. Snap anyone you can. Now there should be three or two guys left, simple job to you´to take ´em out somehow. (Shoot, find cover, shoot more…) After there´s no one left, carrying Sanchez out of the main gate ends this level. -------------------------------------------------------------------------------- ----------- Level 11: Ambush in Snake Pass Level ranking: Medium In this level you´ll just have to repeat all the tricks you´ve learned in last ones… get going, desperado! Also, there´s some kind of ruins in northwest corner of the map, where you will find TNT barrel and some extra sniper bullets. Let´s begin by clearing the eastern side of the canyon. Lay a trail´o´cards so the one going up and down the slope will see it and come walking past you. Cooper & knife, what else do you need? After you´ve dealt with him (hide the body near the horses), someone might find out he´s missing and find the cards too. No problem. Okay, continue by sending Kate to the hill so no one sees you. Fire into air with Derringer (reload). It´s so silent that only one or two guys should come running. Now go up the hill with Cooper and throw knife at guy standing behind the rock. Don´t care about those two looking down the canyon right now. There should be one patrolling around in other side of the bridge. Entice him… Now you must clear those two looking down the canyon. Take Cooper and Kate so near ´em you can and do next: store a kick as a quick action to another, and throw knife to another. When other fella sees his dead buddy, Kate must kick him out before he has time to react. The one sitting on a rock in other side of the bridge is a coward. You must blind him with mirror so you can get to knife-throwing range. OK, from here you better move to the western side of the canyon. Forget the guys more forward for a while, they´re in too large group to take on by now. In western side, it´s basical moving; just use familiar trick (Kate entices, Cooper stabs) to take out most of the fellas around and "knife and kick"-trick to take on the men watching the canyon. And after you´ve killed two first ones (the fella walking up and down the slope and the one in top of it), climb up the rocky wall to take out those two here. After some enticing and stabbing you´ve reached the area in the western side which is before the ruins, right? There are four men watching the canyon and one walking around. Let´s begin with the one walking around. Familiar style. Use same way take out the one who goes back and fourth to the ruins gate. The one in most north looks a bit around. So it shouldn´t be hard to entice him. Then choose a spot for the watch so the guy in most south will only hear it. Then take Kate in same place as the watch. May I have this dance, senor? Use same trick to the next one. OK, only one left. Time to do some shooting. Take Kate back to horses and bring Sam and Doc in. As you´ve noted there´s a little altitude difference between the area you´re on and the ruins. Go there and crouch down so you can´t be seen from the ruins and shoot the last guy watching down the canyon. The shots should bring some more enemies to check the situation. Say hi to the Devil… Ok, only one guy left in the ruins and another on the gateway. Just stand up and shoot the one on the gate. Then rush in and shoot the second one too. Now pick up the TNT and precision bullets. If you haven´t noted there´s a gatling gun on the other side of the bridge. Take out with sniper (you should have 5 bullets) anyone who might be threat on your way to the gun… OK, take Sam over the bridge, climb to the gatling gun and give some lead candies to anyone you can… After this, there should only one or two left… an easy task to handle… After everyone on this stage is dead meat, just send Doc and Cooper back to the horses. One more thing- you noted that wrecked wagon there in the canyon? Watch out, there´s a gatling gunner inside. Make Sam go near the wagon so you can see him. You should get a clear shot at him. OK, one more thing to do- set the TNT down to the pile of rocks blocking your way in north, lay a trail and blow it up. Mount Cooper, Doc and Kate on the horses and take in lasso Sam´s horse and of course -Sanchez. (You think he can ride alone with his arms tied?) Bring ´em to Sam so he can get on horseback too. After all of your heroes have ridden past the open blockade, the level ends. -------------------------------------------------------------------------------- ----------- Level 12: Escape from El Paso Level ranking: Medium You´ve killed about half dozen guys around New Mexico and Louisiana, and now you´re suspected for ONE murder! How weird can this get? First time I got through this level, I needed just a bit of luck and a plenty of improvised shooting… But there´s a better way, and I tell it here. Anyways, as you have noted you have only Cooper to control –you´ll get your gang members available when you warn them –one by one. Sam is in northwest near the fortress, Doc is in cemetery behind the church in north, and Kate is in a yard in southeast corner of the map. First you need to hail Sam. Climb down the first ladder and throw knife at the sheriff walking down there when you get a change. Drag him in the house near the medipack. You can get to the western street via this building. Now you must kill the guy talking with a civilian on the other side of the street by well… throwing your knife. Watch out for the soldier patrolling a bit south. Take the body with you and warn Sam. Hide the body in the building behind Sam and hide Sam there too. Then go and kill the cowboy who patrols in upper level. Don´t worry about the soldier on top of the fortress -he can´t get anywhere from there and he doesn´t actually see anything! Now run into the barn in more south so no one will see you. When the soldier patrolling there will come and check the barn door –shoot him! This should bring some more enemies to stage (about 2-4), shoot ´em too and hide the bodies inside the barn. Now clear the yard with three horses in south. Wait behind the wall - when the first one patrolling around comes past the gate, throw your knife, and get it fast back –but don´t move the body itself. This should bring another soldier to check out. Kill him too. Let the bodies be and sneak behind the next soldier –throw your knife. The last cowboy on yard will note it –but shoot him when he comes near. Now run fast inside the house, a one more soldier will come to stage. He will check out the bodies but he won´t make an alarm, so let him be. Hide the bodies. Now bring Sam to stage where Cooper is. Now your next task is to get in the northest buiding (you got me) that's on the right side of the street. You think those two guarding the fortress gates will surely spot you? Don´t worry, noted that there´s wagons which will drive along the street in regular times? Just walk by them –you won´t get noticed. OK, there´s one patrolling in church side near the house you´re hiding. Step out and kill him with Cooper when he walks past the building. Now kill the one standing in front of the church and hide his body –of course. Now walk past the church and go to get Doc. Make Doc to pick the lock in church´s side door –then make him open the front doors also from inside. Go and kill the one by the fountain with Cooper. I´ve gave a whole bunch of cheap tricks this far in this walktrough –but now I will give you a grandmother of all of the cheap tricks. It´s goes like this: bring Sam to the church. Note that there´s sniper bullets in church tower. (Has anyone played the demo?) Anyways, first shoot the three soldiers on the church yard with Doc and sniper-revolver(!) from the tower. There´s a water reservoir near the tracks. Make Sam climb the ladder to the top. Crouch down when you get there and set your snake in front of the ladder. Now shoot into air. This makes an enemy one by one to climb the ladder but don´t worry. Our scaly friend will take care of that he won´t get change to shoot. (Or you can shoot him by yourself) Shoot into air everytime there´s an enemy near the reservoir. AND: this takes more than a half of the enemies in this level out of order. After you´re absolutely sure no one will come to say hi to you and the snake, climb down. (There will be only about 10 or more or less enemies left on whole town). Now it´s time to stop the train on this station. Note that everytime a train stops, the engineer will step out and go to the common toilet that´s right from the railroad. Just wait there with Cooper and when the engineer comes to make his makings, simply punch him out. BTW, if there´s enemies left near the toilet, shoot ´em, or the one on the roof is still there, shoot him with sniper. Now walk trough the little alley and kill the guy talking with a civilian on it with knife, and another in the southern end of it. Now run to the yard and hail Kate. OK, rest you need to do is simply run around the town for horsies and shoot anyone who comes to yer way. After there´s no one left in the courtyard of the railway station, simply walk in there, send your buddies to take their ones from south and saddle your horse and mount it. Get them all into the south to the western street, and you´ve Escaped from El Paso! -------------------------------------------------------------------------------- ----------- Level 13: The Walls of Fortezza Level ranking: Hard This level is not actually SO hard, but it holds some really frustrating spots |
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