Red Dead Redemption Walkthrough :
This walkthrough for Red Dead Redemption [XBOX 360] has been posted at 07 Sep 2010 by code and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up code and share this with your freinds. And most important we have 12 other walkthroughs for Red Dead Redemption, read them all!
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Walkthrough - FAQ/Walkthrough |ŻŻŻŻŻŻŻŻŻ| |ŻŻŻ\ŻŻŻ|ŻŻŻ\ |ŻŻŻ\ŻŻŻ|ŻŻŻ|ŻŻŻ\
| | | Ż / Ż_| [} ) | [} )Ż_| Ż | [} )
| | |_\_\___|___/ |___/___|_|_|___/
| | |ŻŻŻ\ŻŻŻ|Ż \ | \ |ŻŻŻ| | | | \Ż|
| ( | Ż / Ż_| [) )Ż_| | Ż_|Ż| |Ż| | [] | |
( ( |_\_\___|___/___|_,_,_|_| |_| |_|____|_\_|
| | _________
| | //ŻŻŻŻŻŻŻ\\ /ŻŻ\
| | // /\ \\ \ /
| |_// ( ( \\ __ / \ __
| \____\ \_____\\ / |______/ \______| \
( ___________ \_ \__ __/
\ |_______(_ _| \____________\ /______
\ |_______(_ _| \ / |
/ |_______(___| ) ( _|
_/ ______________ _____/ \_____/
\__/\___ __________/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\_/ŻŻŻŻ/ \ŻŻŻŻ
\_/ Ż /ŻŻ ______ ______ ŻŻ\
\__| \ / |__/
Spoiler-free FAQ/Walkthrough by \ /
Shotgunnova (P. Summers) - [shotgunnova@gmai1.c0m] / \
\__/
I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS
Story ............................................................ STRY
Crimes ........................................................... CRMS
Honor & Fame ..................................................... HNOR
Dead Eye ......................................................... DDYE
Multiplayer ...................................................... MLTY
Tips N' Tricks ................................................... TPST
III. WALKTHROUGH [PART ONE: NEW AUSTIN] . . . . . . . . . . . . . . . . WLK1
00) Foreward ..................................................... WK00
01) Exodus in America ............................................ WK01
02) Bonnie Missions .............................................. WK02
03) Marshal Johnson Missions ..................................... WK03
04) Nigel West Dickens Missions .................................. WK04
05) Seth Missions ................................................ WK05
06) Irish Missions ............................................... WK06
WALKTHROUGH [PART TWO: MEXICO] . . . . . . . . . . . . . . . . . . WLK2
07) Landon Ricketts Missions ..................................... WK07
08) Vincente de Santa Missions ................................... WK08
09) Luisa Fortuna Missions ....................................... WK09
10) Abraham Reyes Missions ....................................... WK10
WALKTHROUGH [PART THREE: WEST ELIZABETH] . . . . . . . . . . . . . WLK3
11) Agent Ross Missions .......................................... WK11
12) Harold MacDougal Missions .................................... WK12
13) Abigail Missions ............................................. WK13
14) Jack Missions ................................................ WK14
15) Uncle Missions ............................................... WK15
IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN
Achievements ..................................................... ACHV
Ambient Challenges ............................................... AMBN
Animals .......................................................... ANML
Bounties ......................................................... BNTS
Cheats ........................................................... CHTS
Co-op Missions ................................................... CPMS
Hideouts ......................................................... HDTS
Minigames ........................................................ MNGM
Multiplayer Challenges ........................................... MLTP
Multiplayer Unlockables .......................................... MLTI
Outfits .......................................................... OTFT
Random Events .................................................... RNDM
Perfect (100%) Completion ........................................ PRFC
Shop List ........................................................ SHPL
Stranger Missions ................................................ STRN
Weapon Overview .................................................. WPNO
V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
VI. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . . UPDT
VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT
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I. CONTROLS [CNTR]
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___ ___
L. Trigger -> /___\___ ___/___\ /\___/ \___________/ \___/\ \
(|_ _|) (( )) / 48h) |
| Buckaroo | Quarters (-25%) cost for lawmen bribes |
| Greenhorn | Random events become more frequent |
| Nobody | nothing |
|____________|______________________________________________________________|
DEAD EYE [DDYE]
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Dead Eye is a method by which time slows, enabling Marston to make more
accurate shots. Its gauge is to the right of the minimap, depleting when the
function's used and gradually refilling when not. Some items, like Tobacco &
Moonshine, automatically refill the gauge.
DE is composed of three levels, each one giving a special effect or building
on a previous. Note that the later levels, which allow one to fire upon
multiple targets, can lead to trashed shots if cover comes in the way first.
That's why LV3 is probably the best as only player-chosen shots are taken.
LV1: Time slow down to fire on enemies
LV2: Automatically paints target(s) when reticle moved over them
LV3: Pressing RB, when reticle is over target, paints them
MULTIPLAYER [MLTY]
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Multiplayer mode can be started from the title menu or main menu, and lets
one experience more competition than single-player may provide. Multiplayer
requires an XBL Gold Membership, however!
A player's level (rank) goes from 1-50. Certain actions earn experience
(XP) to move forward in level, during which time some things may unlock:
challenges, characters, multiplayer modes, weapons, and steeds. These are
all "permanently" unlocked, although once Lv50 is hit, the player has a
chance to Pass Into Legend, starting over from Lv01 -- losing all earned
level-related things in the process -- with more steeds unlocked at lower
levels than normal.
Hideouts are the main source of XP in multiplayer, and there are seven of
'em to do, just like in campaign: Pike's Basin, Fort Mercer, Twin Rocks,
Tumbleweed, Gaptooth Breach, Tesoro Azul, and Nosalida. Unlike in campaign,
where it may take a few days for the hideouts to be repopulated with all
manner of scum, leaving the hideouts' area (or voting to replay) lets one
do the events repeatedly. [As an aside, weapon spawns in hideouts let a
player tote around firearms that may not have been permanently unlocked yet,
such as the Mauser Pistol. These remain in one's possession until the
session is left; after which, they must be reclaimed!]
Free roam is essentially the campaign mode's world with 1-16 players running
amok inside. Posses -- groups of like-minded players -- can join up and
take on hideouts, other gangs, or just cause trouble for non-posse members.
If Public Free Roam is too annoying, players can try doing Private Free Roam
(with only themselves or people they invited) or Hardcore Free Roam (allows
expert targeting only).
Now, there are a number of different competitive modes to choose from once
in multiplayer (press back button). More modes unlock as a player levels up.
CAPTURE THE BAG: A mode that encompasses three different styles of play.
"Gold Rush" has the level populated by bags and gold, where each player's
goal is to horde them. "Grab the Bag" is a team-based mode where the goal
is to obtain the level's bag and capture it in the team chest, defeating
the enemies all the while. "Hold Your Own" is where each team has a bag
and must prevent it from being stolen away by the foes.
COOPERATIVE: Teams of 2-4 players do a playlist of scenarios (6 total) that
have them square off against various gangs in different locales. Normal
co-op missions have normal targeting, while Advanced co-op missions have
expert targeting only. In either case, before a player can start the
scenario, they must pick a class, which gives them a specific set of weapons
to use for the upcoming battle. Here's a list:
Gunslinger: Double-action Revolver, Repeater Carbine, Fire Bottle
Gunslinger II: High Power Pistol, Repeater Carbine, Fire Bottle
Marksman: Throwing Knife, Rolling Block Rifle, Cattleman Revolver
Marksman II: Throwing Knife, Carcano Rifle, Cattleman Revolver
Miner: Dynamite, Pump-action Shotgun, Schofield Revolver
Miner II: Dynamite, Semi-auto Shotgun, Schofield Revolver
Soldier: Volcanic Pistol, Winchester Repeater
Soldier II: Volcanic Pistol, Evans Repeater
Soldiers are good medium-range characters but are kinda threadbare in the
other options. Miners are good at close-range but don't start with a rifle,
leaving them a bit useless at the starts of missions. Gunslingers have a
bit of balance going on, plus a throwable, making them a good choice for
newcomers. Finally, marksmen are the most accurate and, because of their
constant headshots, the most lucrative. They're bad at close range but
it's always good to have one with. [Sniper rifles aren't dropped by the
enemies, so starting with one is a sweet advantage; other weapons can be
picked up!]
"II" versions of classes are available only in Advanced missions. The same
goes for the "No Holds Barred" class, which has no set weapon restrictions
and instead uses the player's (permanently) unlocked ones from free roam.
To skip a mission, press left
Also, failing a cooperative match gives consolation XP.
GANG SHOOTOUTS: A game of up to 8-vs-8 takes place in a hideout or town
location, where the goal is to defeat the other team and earn cash doing
so.
TIPS N' TRICKS [TPST]
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There's an "oversight" where throwing weapons, when used in conjunction with
Dead Eye, gain a homing quality. Basically, they're imbued with ridiculous
ranges well beyond their norm. This also applies to multiplayer, so if one
finds oneself being ganged up on, this may even the score a bit.
There's a shooting trick that's helpful in campaign, but even more so when
in multiplayer. Everyone knows that pressing in right analog lets one look
over the protagonist's shoulder, seeing what's behind him. However, many
don't know that pressing L-trigger while doing so performs a 180-degree
turn. This is excellent for quickly turning to face attackers coming up
from behind. [This doesn't work as well on a horse but the concept of
returning fire still works.]
Many weapons can be obtained for free by clearing out gang hideouts, and
it's a great way to accumulate extra firepower without spending any dimes
yourself. [Some weapons like the Volcanic Pistol are store-buyable, which
makes this method even better.]
Be careful when tactical reloading in Advanced co-op missions! It's often a
reflexive action for FPS players, but can be dangerous when cover's lacking!
______________________________________
______________________________________/ III. WALKTHROUGH [NEW AUSTIN] [WLK1] |_
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01) FOREWARD [WK00]
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Just a few words from the author (me!) before starting the guide.
Autosave is a big part of the game, and updates when missions finish or
certain feats (ambient challenges, stranger tasks, etc.) complete. Having
this turned on makes the game a lot easier, so make sure it is! That said,
having a hard save is great since the game loads the latest (most recent)
file -- basically, if the game autosaves something y'didn't want it to, it
helps to have a permanent backup!
Standard-definition televisions (SDTVs) may cut off part of the picture
since this game was made for hi-def screens. There's no screen-moving
or -resizing option to be had, so this can lead to hints and explanations
in the upper-left corner being cut off. While annoying, that text ends up
recorded in the Journal option, so check that in future scenarios!
The walkthrough categorizes by the person giving the tasks (missions) but
that isn't the fixed order, or even recommended one. There is a loose
order to things, however, and any unlock prerequisites will be mentioned
in the guide. [One can probably see why ordering the table of contents by
missions would be confusing.]
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01) EXODUS IN AMERICA [WK01]
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The first "mission" in the game isn't given by anyone, and mostly just sets
the stage for things to come. Of course, it's also tutorial-like in design,
having easy objectives to accomplish after riding the train to Armadillo.
1) Visit the saloon.
2) Follow Jake to the horses in front of the saloon.
3) Follow Jake to Fort Mercer
4) Approach the fort's double doors
The game hand-holds pretty well so it's hard to mess anything up, save
getting hit by the train or disobeying the directives (like not following
Jake when prompted). Either way, when the story scenes end, the next mission
-- New Friends, Old Problems -- immediately begins.
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02) BONNIE MISSIONS [WK02]
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NEW FRIENDS, OLD PROBLEMS
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Unlock: Clear "Exodus in America"
Weapon: Repeater Carbine
Reward: 50 Honor
Following the story preparations, John wakes up at MacFarlane's Ranch and is
introduced to Bonnie, the good samaritan from a few days prior. When the
banter's done, locate her house (she's the blue map icon) to initiate the
next part of the mission -- touring the ranch!
For a ranch, it's certainly got a handful of un-ranchly things, like its own
general store and a railroad stop. Two important things introduced right away
are (1) holding A-button while on horseback to automatically match allies'
speed; this prevents jerky stop-start movements (2) hitching a horse saves it
for later use, which is important in getting the "Spurred to Victory"
achievement which requires using the same horse for twenty missions!
After the tour, revisit Bonnie's house for more scenes, wherein the Repeater
Carbine -- John's first rifle-type weapon -- is obtained. Mount up again and
the nightly perimeter patrol begins, which is composed of a few events:
RABBITS: The garden's being ravaged by lupinekind and it's up to Marston to
ventilate those bunnies' heads. Dead Eye isn't available at this point but
finding a long-ears is elementary with casual or even normal targeting (if
you're on expert, it's a lot harder). When 4-5 are shot, the rest scatter
into the night.
COYOTES: In the livestock corral, a few coyotes spawn and they'll run toward
the chicken coop; about six more are around there. One rifle shot brings
'em down, so make sure to stay on the road for the best sightlines. When
most are shot, the others flee.
Following, visit John's first house -- that shack he woke up in -- and save
the game. Houses are where Marston can save the game, change outfits, and get
extra ammo (from chest). Saving the game advances the day six hours.
From now on, available missions will be marked with a letter on the minimap,
such as "B" for Bonnie right now. Approaching the location of these letters
commences the mission, during which saving isn't possible. So come prepared!
If y'need money, nightwatch jobs are now available, too.
NOTE: Finishing this mission lets John take on gang hideouts in New Austin,
namely Pike's Basin, Twin Rocks, Tumbleweed, and Gaptooth Breach. Each
gives a free weapon upon defeat so definitely take out all four of 'em
first before attempting to buy any weapons -- it saves a lot of cash,
not to mention improves Marston's arsenal early on.
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OBSTACLES IN OUR PATH
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Unlock: Clear "New Friends, Old Problems"
Weapon: ---
Reward: 20 Fame
After a discussion of Marston's alleged city-dweller roots, Bonnie challenges
the ex-outlaw to a horse race to prove himself. Get on the horse near the
Foreman's office and move to the starting point to commence the showdown. The
horse John has ain't very good, but it'll serve its purpose here. There's
a few ways the race can be made easier:
Since this a cross-country ride, not some ride around the barn, it helps to
have some knowledge of the surrounding region's terrain and roads.
Horses have a set amount of stamina, which is drained when spurred and
slowly regains when not spurred. Repeatedly spurring the horse not only
ensures the horse will buck John off, but in later missions, it may even
kill the horse. To ensure the best travel, spur every couple of hoofbeats
(I do three; they sound like triplets) and stay on dirt roads to maintain
speed. Cutting across through the prairie gives speed decrements and is a
bad idea overall. "Campfire" markers will display on the minimap to denote
the ideal roads to take for the challenge.
Finally, no dirty tricks. Shooting Bonnie's horse out from under her won't
be allowed here! That's the fast track to instant failure.
With all those tips said, the mission finishes, win or lose, and there's no
change in outcome (although beating her gives a gold medal rank, I believe).
The Marshal in Armadillo, marked with an "M" on the minimap, now becomes
available as a mission client.
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THIS IS ARMADILLO, USA
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Unlock: Clear "Obstacles in Our Path"
Weapon: ---
Reward: 50 Honor
Following the fast-paced horse race, Marston agrees to escort Bonnie and
her wagon into town. Driving one of these is similar to driving a horse,
naturally, except it's slower and makes wider turns. The road to Armadillo is
clearly marked, and on this leisurely day, it should be disturbance-free as
well. [Although if you happen to bump a rider from his horse, he'll often
follow and let his revolver do the talkin'.] Avoid tipping the wagon by going
a medium pace on flat ground, avoiding any stunts y'may do on horseback, like
hopping shortcuts over cliffs.
Once in Armadillo, visit the doc's office and get some free Medicine. This
item will refill John's health and is usable by pressing the Back button and
checking under the "consumables" tab. Revisit Bonnie and she'll take off,
mentioning that after sight-seeing, take the stagecoach back to the ranch.
Of course, stagecoaches don't accept charity cases, so if y'still have no
cash, get home on foot or fast travel.
[To fast travel, go out into the prairie away from roads and houses, hit the
Back button, go to "Kit" and use the Basic Campsite. Pick the destination as
the ranch and reach there immediately. This is a good way to avoid tedious
backtracking!]
Noteworth things now become available for John to do:
- Purchase or rent property
- Accept Stranger tasks (they appear as a "?" on maps)
- Do Nightwatch jobs
Nightwatch jobs are an easy way to earn cash. John basically follows a dog
around and helps it break up trouble. More moolah is received for settling
disputes without lose of life, so in the absense of a lasso (where hogtying
is the easiest way to do that), disarm or cripple foes. Of course, killing a
target is preferable to them escaping! Loot corpses for extra cash, too.
_________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
WOMEN AND CATTLE
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Unlock: Clear "This is Armadillo, USA"
Weapon: ---
Reward: $5, 100 Honor
Following a heart-spilling conversation, Bonnie asks for help leading the
cows out to pasture. Saddle up and follow to the cowpen, taking a position
behind the herd. The trick to shepharding cows around is slow back-and-forth
(zigzag) motions behind the herd, which keeps them mostly centered in one
big bunch. Occasionally it may be necessary to flank the herd to prevent any
from straying, but always return to the initial position or it wastes extra
time.
Those are the basics. Bonnie's got a tiny six-head herd to move and this is
rather easy with the above tactic, not to mention they follow the road without
too much guidance. When the tiny herd is assimilated into the bigger one, it's
time to coax them to the next pasture in much the same way. Since there are
other ranch hands helping out, the mission isn't as difficult as it could be.
Once they hit the far pasture, that's all she wrote!
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WILD HORSES, TAMED PASSIONS
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Unlock: Clear "Women and Cattle"
Weapon: Lasso
Reward: 150 Honor
Following a little "political discourse" Bonnie gives John a lasso for use in
the upcoming horsebreaking. Follow Drew MacFarlane to the horse herd and pick
any horse [it doesn't matter; none are top caliber quality] to lasso. Fire
it like a gun but hold down L-trigger to keep the rope taut, NOT R-TRIGGER.
Letting go of R-Trigger will retract the lasso for another try, and make the
horse run off.
Now, when a horse is caught, wait for another rider to lasso the horse also,
giving time for John to dismount (retracting the lasso doesn't matter here)
and jump on the wild one. Breaking horses is ridiculously easy in theory:
make sure John is centered on the horse via left analog stick, and press down
(forward on horse) every so often to not get bucked off. Keep repeating the
strategy until the horse finally gives and gets used to being ridden.
NOTE: Horsebreaking can be hell if you don't get the basics down, so make
sure to use the right analog stick and pay attention to John's lateral
movements more than his front-to-back ones.
After breaking the first horse, Drew will depart with it, leaving Bonnie and
John to get another. Redo the strategy for the first one and call it a night
afterwards...or that's what they thought! More horses are then spotted outside
Armadillo, and there's the final targets are. Tail Bonnie to the ranch hands'
waiting point, and locate the herd on the town outskirts.
The goal is to drive the broncs towards the northern canyon entrance, where
it'll be easier to trap 'em in the narrow confines. Horses react just like
cows except their a bit faster; the zigzag-behind-herd strategy remains,
however. Once the horses hit the yellow map dot, that part of the event ends.
Finally, the stallion (Kentucky Saddler) escapes and Bonnie wants John to
chase him down. Pursue the horse through the canyon and into the desert
prairie beyond, where it thankfully stays in a small area. Breaking this
horse isn't much different from the paints captured before, except it takes
longer to capture.
When all's said and done, the mission ends. Horsebreaking jobs can now be
taken at Ridgewood Farm.
NOTE: The stallion's a bit faster and has better stamina than your average
horse, so John will want to keep it around until something better
comes his way. Make sure to hitch the horse somewhere so it's saved.
Remember if a good horse dies, and John doesn't own the deed, a crappy
average horse comes when he whistles!
___________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
A TEMPEST LOOMS
___________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Unlock: Clear "Wild Horses, Tamed Passions"
Weapon: ---
Reward: 100 Honor
The peaceful missions of yesterday are gone -- a freak thundershower is upon
the ranch and the two herds out grazing are about to be scattered! Follow
Bonnie out to the first herd of 11 and start driving them towards the second
herd, denoted like usual with a yellow minimap marker. Given the weather,
the cows are more ornery than usual and will splinter off from the herd more
frequently -- these are denoted with blue teardrop-shaped icons on the map.
Don't leave any behind, y'hear?
When the herd rejoins, lightning strikes a tree and initiates a stampede...
right towards a cliff! Quickly head off the herd to curb its movement, which
is done easiest with the previous mission's stallion and by cutting through
the cattle (rather than around it). It's not game over if any cattle die, of
course.
The final step is rounding up the stragglers with Bonnie, which is simple but
a little slow-paced. When the ranch hands get in formation, take the place at
herd's end and drive them towards the cowpen again. If things've gone well,
all twenty-one (21) should be safe and sound. If any mysteriously disappeared
it's probably because a coyote got one on the way back, so watch out for
those, too.
This is the last Bonnie mission for awhile, if you've been neglecting Marshal
Johnson and the others'.
___________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
THE BURNING
___________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Unlock: Clear "A Tempest Looms" and "Spare the Rod, Spoil the Bandit"
Weapon: ---
Reward: 75 Fame, 150 Honor
Drew MacFarlane's been out riding for hours and hasn't returned, and it's got
his daughter worryed sick. Follow Bonnie to the region outside the ranch and
eventually he turns up, his horses killed by rustlers. Return to town to fetch
the wagon and...the barn will be burning! The main entrances are blocked as
well, making the situation grim indeed.
Luckily Marston has a bit of Spider-Man blood in him and takes to finding an
alternate route. Start scaling the crates on the northeast side, then to the
tin awning and windmill platform. To reach the 3rd-story catwalk, grab the
plank along the roof and shimmy until it's possible to pull up -- interior
access is now available!
Once inside, drop down to the ground floor and shoot the pitchfork "lock" off
the door, letting that entrance be opened. All that's left is to shoo the
horses out of the towering inferno, which is done by smacking their rear with
Y-button. The last of the three horses has to be ridden out as the entrance
is partially block by burning debris -- jump that sucker like a hurdle to
finish the mission.
NOTE: People have failed the mission by accidentally running over helpers w/
the horses, so try not to trample anyone.
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
03) MARSHAL JOHNSON MISSIONS [WK03]
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
POLITICAL REALITIES IN ARMADILLO
________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Unlock: Clear "Obstacles in Our Path"
Weapon: ---
Reward: $20, 75 Fame, 200 Honor
After first meeting with the marshal and hearing the plethora of excuses as
to why he's letting Bill Williamson's presence slide, Marston decides to help
clean up the town a bit. Follow Johnson to the saloon and find Walton (of
Walton's Gang) leaving town. Time to tail him! Naturally, stalking a target
requires discretion so don't ride ahead and spook him or anything. Eventually
the bonehead leads everyone right to his hideout, Pleasance House.
The bandits will be alerted once the duo arrives, so take cover (RB button)
by the rocks and start the hill's ascent. While hidden, pop out to shoot the
outlaws further up the hill; when one's dead, move to the next hiding spot.
When the generic outlaws around the house are dead, Walton comes busting out
like some wannabe badass. The options are to either (1) deal a fatal shot like
in the head or heart (2) shoot him in the legs to peacably restrain him. The
marshal advised the latter, so do that for the best result.
When the marshal leaves, loot the place for extra cash and hit the trail once
more.
NOTE: Hogtied outlaws disappear at mission's end, while dead ones stay. The
latter is preferable since looting corpses gives extra cash.
NOTE: Try to ride on the way back to Armadillo as opposed to fast-traveling,
as the event (robbery) that starts the Treasure Hunter ambient challenge
often occurs en route. Starting this early can be a good source of cash!
Those guns ain't gonna buy themselves, aye?
___________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
JUSTICE IN PIKE'S BASIN
___________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Unlock: Clear "Political Realities in Armadillo"
Weapon: ---
Reward: $25, 150 Fame, 100 Honor
The marshal's second task is to have Marston ride up to the canyons at Pike's
Basin and help eliminate the Bollard Twins' gang of rustlers. Follow the
lawmen to the basin's western entrance and dismount. This time, Eli and Jonah
(the two rocks-for-brains deputies) will accompany to give more firepower.
A little ways in, near the bifurcation, some gunmen will be atop a large rock
and must be eliminated -- luckily there's decent cover nearby. Following, the
team splits up with the deputies going one way and the marshal the other. It
helps to assist Johnson, just to have the teams even.
The "right-hand" path the marshal takes is along the upper cliff paths, so
it not only gives decent cover and sightlines for the small bands of guerillas
encountered, but Marston can even assist the deputies' party if he sees them
chasing rustlers. Past the campsite the marshal suggests collecting ammo from,
head up the ridge and take out a couple snipers by the bridge (use a rifle,
naturally).
Across the bridge, the two parties reunite to take out the bandits along the
canyon rim. The marshal suggests sneaking up on the fellas below so they've
a lessened chance of fleeing -- good advice! Approach until Johnson gives the
go-ahead and let loose. The best way to proceed is clearing any cowboys level
with the team, then use the height advantage to pick off the rustlers in the
encampment below. Since the U-shaped path winds around the enemy location,
taking it slow can ensure they've no good hiding places. [There's also some
red TNT kegs along the tents that can give some easy kills, although try to
make sure no friendlies are in range first.]
Rescue the ranch hands to finish up. Beating this mission allows one to use
Nigel West Dickens ("W" on map) as a new client...which is good since this
is the last Marshal mission for awhile.
_______________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
SPARE THE ROD, SPOIL THE BANDIT
_______________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Unlock: Clear "Women and Cattle" & "Old Swindler Blues"
Weapon: Winchester Repeater
Reward: $50, 250 Fame, 200 Honor
As the lawmen inform John the second he walks into the office, a group of
bandits has been running roughshod through the county, this time doing a
triple whammy of murder/arson/rape up near Ridgewood. Time to snuff 'em out
for good!
The posse's ride is uneventful, excluding the two bloody campsites Marston
and the lawmen check out en route. Marston can find a free Winchester Repeater
during the search, if he didn't find (clear Tumblewood hideout) or buy one
already.
When Ridgewood Farm's reached at last, Marston's tasked with checking the
surrounding buildings and barn. Shoot the 2x4 "locks" off the door to see the
carnage inside. A woman says that the bandits holed up in the farmhouse and
took some hostages; not coincidentally, the enemies come out to play right at
that exact moment.
Most enemies centralize around the western entrance, so when they stream out,
it's easy to pick 'em off before they can reach cover. [There may not even be
need to seek cover oneself in this case.] The remaining foes are still at
large inside, so methodically scour the ground floor and move upwards. There's
one hostage being overpowered by an attacker, and another with a gun to her
head (use Dead Eye to snipe the baddie). Remember that one can hug the wall
and open doors with Y-button, a very helpful ability for future knowledge.
After meeting the survivors outside, the marshal posts a bonus of fifty bucks
on whoever kills the bandit boss. Undertake one final ride to the cliffs near
Mercer Station, and an old friend sics his hoodlums on the party. Luckily the
place the crew holds up is solid, and can be defended from many sides. The
horseback enemies come in two waves, and dismount up close -- luckily that
leaves ample time to be picked off from afar.
___________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
HANGING BONNIE MACFARLANE
___________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Unlock: Clear "The Burning"
Weapon: ---
Reward: 150 Fame
Bonnie's been missing since the barn fire ended, and Drew's about ready to
go on the warpath against John...until a bandit shows up to claim credit. He
wants Norman Deek freed in exchange for Bonnie, and the trade's to be made up
at Tumbleweed. There's a long ride ahead of the marshal's posse.
Once there, follow behind Deek and walk towards the other bandits. Of course,
they had no intention of handing Bonnie over, and Deek ends up dying in the
crossfire (d'oh!). That means it's time to work through town and kill any
outlaws along the way. Besides the few at the church and the road into the
ghost town, most are holed up in the town square buildings.
When most bandits are cleared out, a cutscene shows Bonnie about to be hanged!
At this point, it's working against the clock to save her. Rush through the
bandits -- perhaps use a quick-firing weapon like the Volcanic Pistol -- and
approach the gallows to rescue her. [This happens automatically, no rope-
-shooting required.]
Mission ends afterwards. Don't forget to loot all those corpses for pocket
change...the buzzards won't need it.
___________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
THE ASSAULT ON FORT MERCER
___________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Unlock: Clear "On Shaky's Ground"
Weapon: ---
Reward: $50, 150 Fame
The climax fight the New Austin trilogy unlocks after getting the gatling
gun, ammunition, and West Dickens' wagon rigged -- basically finishing all of
everyone else's missions. After some cutscenes, Marston will get to show his
stuff on the gatling gun, mowing down outlaws inside the fort. John won't be
able to remove himself from his turret position, so make things easier by
shooting at bottlenecks, TNT barrels, and taking medicine when health gets
dangerously low! [Some structures can also be broken to reveal better
sightlines.] Reinforcements come from entrances on the right-hand side of the
screen, so remember the doorways and kill 'em while they lack cover.
When the majority of the foes are slain, the marshals arrive to do the manhunt
on foot -- John assists. It may seem tempting to run off by oneself in here,
but many of the doors are barricaded and the lawmen are scripted to run down
the "correct" path, so tag along. There's often a TNT barrel near where the
foes hole up, for extra assistance. [Also, generally, running ahead of the
marshals can do a pincer attack, often catching outlaws off guard as they
have to pick between targets.]
The third and final portion is eliminating the reinforcements coming to the
fort. In "Wild Bunch" fashion, it's an all-out brawl between Marston and his
gatling gun and the enemies. There's a bigger variety than before, with some
on foot, horseback and a couple in wagon, too. This part's definitely more
dangerous than a few outlaws with peashooters, too, as some of the wagons have
their own turrets. Unfortunately, the shrubbery and unbreakable parts of the
area work against Marston, so try to get most of the fools when they appear
on the road/hill.
Beating this mission gives the final New Austin mission, from Irish, down at
the ferry. Don't be late!
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
04) NIGEL WEST DICKENS MISSIONS [WK04]
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
OLD SWINDLER BLUES
___________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Unlock: Clear "Justice in Pike's Basin"
Weapon: ---
Reward: 75 Fame, 100 Honor
After hearing about Dickens' disappearance, Marston can seek him out, finding
his wagon by the side of the road and the snake oil salesman lying in the
dirt. Whatever happened to him, he's in need of medical assistance -- time to
ride to Armadillo! The old-timer's health is displayed at the screen's top,
and if it bottoms out, West Dickens is gonna need an undertaker, so time's of
the essence.
The game has a particular route already mapped, so no fancy cut-across paths
or anything -- West's health declines when Marston's driving gets sloppy! And
it probably will get a bit sloppy since highwaymen (on horseback) attack the
carriage as it passes down the road. Marston can still fire and use Dead Eye
from the driver's seat, however, so aim carefully and keep moving forward.
[On flat stretches of road, press in the right analog stick to look aft and
draw the weapon from that way -- it allows one to move in one direction and
shoot the opposite! Very useful on foot, too, for quick 180-degree turns.]
Trying to outrun the bandits may not be a great idea, as their shots tend to
take a toll on West, whether or not they strike true. At least take out most
before blazing to town...for Nigel's sake. |
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