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Red Dead Redemption *Campain Guide* [Updated]
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Red Dead Redemption *Campain Guide* [Updated]Posted:

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Click Spoiler For The Mission Guide
Exodus in America
The first mission serves as an introduction to the storyline as well as providing a brief tutorial of the controls. In the opening cutscene, John Marston (the main character) is taken to Blackwater Station by two government agents and sent to New Austin to find Bill Williamson Johns ex-partner in crime.

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When the train reaches Armadillo Station, you assume control of John and are instructed to go to the saloon (which is represented by a yellow blip on the radar). Walk into the yellow cross at the saloon to trigger the cutscene. A man called Jake introduces himself and says he was hired by the government agents to take you to Bill Williamson. After the cutscene, mount your horse and follow Jake to Fort Mercer, where Bill Williamson and his gang are said to reside.
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Approach the yellow cross at Fort Mercer and watch the cutscene. John attempts to reason with Williamson, but he doesnt succeed and Williamsons gang shoots him and leaves him for dead. In the next scene, a man and woman find John lying at Fort Mercer in a pool of blood and take him away. The next mission, New Friends, Old Problems begins immediately after this.





New Friends, Old Problems
John wakes up a few days after being shot in the chest by Bill Williamsons gang. In the cutscene, the woman who found him introduces herself as Bonnie MacFarlane, and invites John to help her patrol the ranch in order to repay the medical bills. After the cutscene, follow the blue marker and approach Bonnie MacFarlane. Mount your horse and follow Bonnie as she gives you a brief tour of the ranch. First she points out the foremans office, then the store, the corral, the train station, and finally the barn. Ride your horse to the hitching post to complete the first part of the mission.
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A few hours pass while John takes a rest, and once he wakes up its time to help Bonnie patrol the ranch. After the cutscene, John is equipped with a Repeater Carbine, given to him by Bonnie. Mount your horse and follow Bonnie to the back of the house. Shoot the rabbits that are damaging the crops, and then take care of the coyotes (each coyote is marked by a red icon on the radar).
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To complete the mission, follow Bonnie to your room and hitch your horse at the hitching post. If you wish, you can use this opportunity to save your game, which will advance the game by six hours.





Obstacles in Our Path:
In the cutscene, Bonnie describes John as a city dweller (which irks him slightly) after seeing John at Blackwater Station with the government agents. John disputes this, and agrees to race Bonnie so that he can prove he is capable of handling a horse.
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After the cutscene, mount your horse and go to the starting point of the race. Race through the waypoints, which are marked by plumes of smoke and as yellow blips on the radar. You dont have to win the race to pass the mission, so dont worry if you struggle. Key to winning the race is obtaining short bursts of speed while galloping, but this reduces the horses stamina and if you spur too much, the horse may try to buck you off. Keep an eye on the horses stamina (the blue meter on the left side of the radar) and ensure that it doesnt run down. While it may be tempting to take shortcuts across the plains, try to stick to roads and horse trails as the horse will run faster this way.
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The only potentially tricky part of the race is the wide bridge you encounter towards the end. If you miss the bridge, the horse will jump off and the mission is failed, so make sure you connect with the bridge and slow down if necessary. The last waypoint is situated in front of Bonnies house at the MacFarlane ranch. After the race, Bonnie suggests asking Marshal Johnson to assist in catching Bill Williamson. You now have a choice you can continue doing Bonnies missions or you can go and talk to the Marshal in Armadillo.




This Is Armadillo, USA
There isnt much to this mission. Its just a basic introduction to Armadillo and the services it has to offer. In the cutscene, Bonnie MacFarlane invites John to take a trip to Armadillo to collect some supplies for the ranch. Get on the wagon and travel to Armadillo using the yellow route highlighted on the radar. Riding the wagon isnt difficult its obviously much slower than riding a horse, so youll need to accelerate on a more regular basis, and the only other difference worth noting is that it allows you to reverse.
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When you reach Armadillo, get off the wagon and buy some medicine from the doctors office. Bonnie kindly offers to pay for the first one. To complete the mission, go and see Bonnie in front of the store and watch the brief cutscene that follows.



Women and Cattle
In the cutscene, John finally spills the beans about his past. He explains to Bonnie the circumstances which led him to join a gang with Bill Williamson. Meanwhile, Bonnie needs help moving the herd out to pasture, so mount your horse after the cutscene.
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Follow Bonnie and get into position behind the herd. The blue blob on the radar indicates the direction the herd is moving. You must get behind the herd to get it to move forward. To keep the cows moving in a single direction, slowly sweep back and forth behind them. To move the herd left, move behind the right side of the herd, and vice versa.
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Once all the cows are together, herd them to the old oak tree which is marked by a yellow icon on the radar. Continue sweeping back and forth to keep the cows together and holler to make them move faster. The mission is complete once you reach the old oak tree.




Wild Horses, Tamed Passions
At the ranch, Bonnie MacFarlane introduces John to her father and then invites John to help them capture some wild horses. At the end of the cutscene, she gives John the lasso which hell need for the task.
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Once you assume control of John, mount your horse and follow Mr. MacFarlane to the herd. Each wild horse is marked on the radar. Get close to one and use the lasso to capture it. Once the horse has been lassoed, dismount your horse and get on the lassoed horse to begin horse breaking. Balance yourself to prevent being thrown by moving the left stick (Xbox 360) left and right repeatedly. When the horse is under control, leave it to Mr. MacFarlane and get back on your own horse. Now lasso another wild horse and repeat the procedure.
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Back at the ranch, Mr. MacFarlane informs Bonnie that another herd has been spotted near Armadillo. Follow Bonnie to the meeting place, where she reveals that the plan is to lead the herd to a narrow canyon so that Bonnie and her friends can trap it. The horses are again marked on the radar. Get behind the herd and guide it towards the canyon where Bonnie and her friends are waiting.
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During a brief cutscene, one of the horses manages to escape. Chase the stallion through the canyon until you reach the open land. At this point, the stallion begins running around continuously in circles. Lasso the horse, stop it, and break it just like you did with the previous ones. Go over to Bonnie once the horse has been controlled to complete the mission. The horse you now have is a rare horse called the Kentucky Saddler, so take good care of it!



A Tempest Looms
In this mission, a storm is approaching and the MacFarlanes are trying to secure the animals before it gets worse. There are two herds grazing on different pastures, so the herds must be merged and brought back to the ranch.
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After the cutscene, follow Bonnie over to the first herd. Get behind the herd and move it to the other herd near the old oak tree. Sweep back and forth behind the herd to keep it moving in a single direction, and to keep the cows close together. When a cow becomes a straggler, it appears dark blue on the radar. Move near the straggler and it will re-join the herd.
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Once you reach the old oak tree, a bolt of lightning strikes the tree which spooks the herd. The animals begin running towards the cliff, so go as fast as you can and travel a significant distance in front of the herd in order to slow it down. Once you are in front of the herd, keep a close eye on the radar to see which direction the animals are running. Return to Bonnie and then round up the stragglers. Finally, move the herd back to the ranch to finish the mission.




Political Realities in Armadillo:
In the cutscene, John explains to Marshal Johnson that hes looking to capture or kill Bill Williamson. He asks the Marshal for assistance, but Williamson is in a different county which is outside the Marshals jurisdiction. John offers to make a deal hell help the Marshal take care of a gang thats been terrorizing the county if the Marshal helps him capture Bill Williamson. The Marshal agrees.
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After the cutscene, follow Marshal Johnson to the saloon, where the gang of robbers is said to be drinking. A brief cutscene shows the leader of the gang, Walton, leaving the saloon and getting on a horse. Whistle for your horse and then follow Walton to his hideout with the Marshal, but dont kill him. Marshal Johnson is represented by a blue icon on the radar, while the red icon represents Walton.
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Once you reach the hideout, the gang begins shooting. Move towards the yellow cross and take cover behind the wagon. The first outlaw is taking cover behind the crate up ahead, so wait for him to appear and then fire a single shot (if youre using the Repeater Carbine) to kill him. Now take cover behind the crate and eliminate the gunner behind the rock. Once thats done, use the rock as cover and eliminate the two gunners up ahead: the first is behind the outhouse, and the second is behind the cabin further ahead. Use the outhouse as cover to eliminate the outlaw behind the left side of the cabin, and then switch your attention to Walton. Walton has a bounty on him, so youll receive money by taking him alive. To take him alive, shoot him in the legs or use the lasso to hogtie him. Approach the door of the cabin and wait for him to emerge.

Justice in Pikes Basin
During the cutscene, Marshal Johnson is interrupted by one of his deputies who claims to have spotted rustlers at Pikes Basin. John once again agrees to help the Marshal in return for helping to take down Bill Williamson.
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After the cutscene, follow Marshal Johnson and his two deputies to Pikes Basin. When you reach the basin, dismount your horse and continue on-foot. Soon, the Bollard Gang Members appear on the map, with each target represented by a red icon. Three targets are taking cover behind the rocks up ahead, and a fourth is shooting from up above them. Eliminate the one above, and then go for the three behind the rocks. Youll need a weapon with a decent range (e.g. the Repeater Carbine) to take them out.
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Once the four gang members are dead you have a choice: you can follow the deputies down the left valley or go with the Marshal down the right. In this walkthrough, we will follow the Marshal. Go with the Marshal and eliminate the two gang members up ahead: the first is out of cover so is fairly easy to eliminate, but the second is concealed behind a rock and you may have to approach him in order to get a clear shot. Continue covering the Marshal and eliminate the next wave of attackers at the camp. Some of the attackers are well concealed, so you may need to get closer or use dead eye to aim for what little is exposed. Be sure to grab ammo and money from the dead bodies as you proceed.




Old Swindler Blues
In the cutscene, Nigel West Dickens is lying on the ground injured. John helps him to his wagon and offers to take him to the doctor in Armadillo. After the cutscene, a bar appears at the top of the screen indicating West Dickens health.
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Drive West Dickens to the doctors office in Armadillo before his health runs down. Driving off-road or colliding with obstacles will decrease his health. Two robbers soon appear on the radar (marked by red icons) and begin attacking the wagon. Drive and eliminate the attackers simultaneously. Two more attackers emerge as you approach Armadillo, so take care of them and ensure that West Dickens gets to the town safely.




Spare the Rod, Spoil the Bandit
In this mission, the Marshal asks John to help him capture some murdering bandits. The bandits have been getting drunk, setting fires, raping women and then killing them. After the cutscene, accompany Marshal Johnson and his deputies to find the bandits.
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Vultures are found circling a specific spot at the top of a hill. Investigating the area reveals that it is a camp site where several people have been robbed and murdered. During a brief cutscene, John picks up a gun (a Winchester Repeater) left behind by the bandits. The Marshal suggests going to Ridgewood Farm to see if anyone there knows anything. On the way there, a second camp site is discovered with yet more dead bodies. The fire is still smoking, which suggests the bandits are still in the area.
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Make your way to Ridgewood Farm with Marshal Johnson and the deputies. The farm appears to be deserted. After searching the shed and the outhouse, re-join the Marshal at the barn. The barn door is nailed shut with four boards. Shoot each of the boards and watch the cutscene which follows inside the barn there are more bodies, and this time one survivor. The survivor reveals that the bandits are inside the house, holding some of her family hostage.
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Take cover behind the stack of hay and eliminate the bandits on the porch. Once the porch is clear, move inside the house and kill the remaining bandits. Two are situated on the ground floor, and the remaining two are holding hostages upstairs. On the ground floor, both bandits are situated in the dining area straight ahead. When you go upstairs, the first bandit is holding a lady hostage in the first room you come to. Eliminate the bandit and take cover beside the Marshal outside the room where the final target is situated. The final bandit is using a young lady as a shield, so switch to dead-eye mode and either shoot him in the head or shoot the weapon from his hand.
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Go back to the shed and meet with the Marshal and the hostages. The hostages claim they saw more bandits leaving the farm a short while ago. Follow Marshal Johnson and try to track down the fleeing bandits theres a suggestion they may be heading to Fort Mercer which means they could be part of Bill Williamsons gang. The bandits are soon spotted on a hill, and Bill Williamson is among them. After the cutscene, take cover behind the wall with the Marshal and his deputies and wait for Williamsons gang to approach. Use the Winchester Repeater that you found earlier, and switch to dead-eye to take out the bandits as they approach. There are two waves of Williamsons gang coming down from the hill kill both to complete the mission. There is one survivor, Bill Williamsons right hand man Norman Deek, and the Marshal plans to use Deek to get to Williamson.



The Burning
In the initial cutscene, Bonnie MacFarlane asks John to help look for her father, who has been missing for several hours. After the cutscene, mount your horse and go with Bonnie to look for her father. Mr. MacFarlane is soon discovered inspecting a site nearby where several people have been murdered. Mr. MacFarlane asks Bonnie to return to the ranch and bring back the wagon.
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Return to the ranch with Bonnie. A large cloud of smoke can be seen in the sky and it soon becomes apparent that the barn is on fire. Approach the barn door to trigger a cutscene some farmers are attempting to break down the door in order to save the horses, but arent experiencing much success. When the cutscene finishes, go around to the left side of the barn where the yellow cross is and climb up the awning. Follow the yellow crosses until you reach the ledge near the barn wall. Jump onto the upper platform and shimmy across until you are able to climb on. Once you have climbed on, continue going left until you reach the opening at the back of the barn. Go inside and use the two ladders to reach the ground floor, and then open the door for Bonnie.
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There are three horses inside the barn which need to be saved. Approach two of the horses and slap them to make them run outside. Once the first two horses have escaped, some burning wood falls from the ceiling and blocks the entrance. Mount the third horse and escape from the barn by jumping over the burning wood. Complete the mission by taking the horse to the corral, and watch the brief cutscene where Bonnie thanks Mr. Marston.



Hanging Bonnie MacFarlane
At the Marshals office in Armadillo, Mr. MacFarlane reveals that Bonnie has been missing since yesterday afternoon. The Marshal is interrupted by one of Bill Williamsons gang, who claims to be holding Bonnie in Tumbleweed. The gang want Norman Deek released from prison in exchange for returning Bonnie alive (Norman Deek is Williamsons right hand man, who was arrested during the mission Spare the Rod, Spoil the Bandit).
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After the cutscene, go to Tumbleweed with Marshal Johnson, his deputies, and Norman Deek. Move Norman into town where the exchange is set to take place. Three of Williamsons men approach, but there is no sign of Bonnie as yet. Perhaps not surprisingly, the deal was a setup and Williamsons men start shooting. Switch to dead-eye mode and take out the three gunmen, then eliminate the fourth gunman situated on the roof to your right.

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Use the rocks and crates for cover as you proceed towards the center of town. Bonnie is represented by the blue icon on the radar. Once you reach the center of town, a brief cutscene shows Bonnie MacFarlane being hanged. You must reach Bonnie before she runs out of breath, and take out the gunmen simultaneously. To reduce your exposure to the gunmen, avoid running into big open spaces. Instead, run alongside buildings, behind crates, and so on. Once most of them are dead, the last three or four flee the town, at which point it is then safe to approach Bonnie. When Bonnie is approached, a cutscene is triggered automatically in which John cuts the rope and frees her.



You Shall Not Give False Testimony, Except for Profit
Mr. West Dickens wounds have healed since the last moment you saw him. In the cutscene, West Dickens reveals that hes broke, and he wants to use John as part of a demonstration for a new tonic in order to sell it. After the cutscene, drive the wagon to Ridgewood Farm, where the demonstration is set to take place.
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West Dickens drops you off a few hundred yards from the demonstration, so that the audience is unaware its a fix. Walk over to the yellow cross at Ridgewood Farm to trigger a cutscene. The cutscene shows West Dickens demonstrating the product, and he soon invites John to test it out in front of the audience. He then suggests shooting the skull on the porch of the house in order to prove the tonics effectiveness. After the cutscene, aim for the skull (marked red on the radar) and shoot it, using dead-eye if necessary.
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The reaction of the audience is overwhelmingly positive, but one individual remains to be convinced. The audience member (Aquila) challenges John to shoot his hat from the air. At this point, your dead-eye level is upgraded to level 2, which enables you to lock on to multiple targets whilst aiming. Wait for Aquila to throw his hat, then switch to dead-eye and shoot it out of the air. Afterwards, the crowd applauds which appears to anger the man even more. He then challenges you to a fight, so after the cutscene throw some punches and, when prompted, tackle Aquila to the ground.
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Once Aquila has been defeated, he stumbles to his feet and pulls out a gun. Conclude the mission by using dead-eye to target Aquilas gun and disarm him. During a brief cutscene after the mission, West Dickens recommends going to see Seth, as between them they can both help you get to Fort Mercer. Seths first mission is available at Coots Chapel (the S icon on the radar).



Exhuming and Other Fine Hobbies
The initial cutscene shows Seth, a friend of West Dickens, exhuming corpses in search of cash. Seth reveals that his partner, Moses, stole part of his treasure map and this is what led Seth to his current predicament. Seth used to do jobs for Bill Williamson, so the gang trusts him and he can therefore access Fort Mercer. In return for helping Seth to locate the missing treasure map, Seth will help John gain access to Fort Mercer.
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Moses is being held by the law in a shack at Benedict Point after being arrested for exhuming corpses. Travel to Benedict Point with Seth and stop at the yellow cross. Two deputies are guarding the shack where Moses is being held, so capture their attention by stealing a horse and lead the deputies away from the shack. Lose your wanted level and return to Seth at Benedict Point.
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A cutscene shows Seth approaching the shack where Moses is being held. Moses manages to escape, so after the cutscene get on your horse, chase after Moses and lasso him, hogtie him, put him on your horse, and return him to Seth. Once Moses reveals the location of the map, accompany Seth to the telegraph office and use the pardon letter to clear your bounty.



Liars, Cheats and Other Proud Americans
For this mission, West Dickens has entered you into a race at Gaptooth Breach so that he can win some money. When you reach Gaptooth Breach, exit the wagon and get on the cart to start the race. There are eight racers in total (including you) and each of the other racers is represented by a blue icon on the radar. You must race through each of the waypoints, which are plumes of smoke and are represented on the radar by yellow icons (the large yellow circle represents the next waypoint; the smaller circle represents the waypoint after that).
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Key to winning the race is patience. You start off in position #8, so use the initial stretch of road to overtake the racers and get yourself into first. The cart is very flexible, so its easy to make sharp turns at high speeds. You will lose control, however, if you accelerate whilst turning, so try to avoid doing that. Dont be afraid to slow down at corners if you need a moment to think, because the other racers suck (quite frankly) and are unlikely to catch up as long as you maintain a good speed on the straights. Note also that if you shoot any of the racers or spectators during the race, you will be disqualified!
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Dont worry if you crash your cart. Continuing the race (after youve crashed) will relegate you to 6th or 7th position, but dont be put off because its still easy to win! Finish first in the race and get on West Dickens stagecoach to conclude the mission. In the cutscene at the end of the mission, West Dickens recommends contacting a man called Irish, who can provide firepower for the job at Fort Mercer. Irish can be found at the livery in Armadillo.



Can a Swindler Change His Spots?
In the cutscene, West Dickens wants John to partake in another demonstration so that he can con the locals. This time however, it doesnt go to plan, and the demonstration is interrupted by two individuals from Cholla Springs who accuse West Dickens of being a fraud. After the cutscene, ride shotgun with West Dickens and fight off his attackers. Initially there are four attackers, each marked by a red icon on the radar. Headshots will kill them instantly, but if youre struggling you can slow them down by simply shooting their horses. You can also switch to dead-eye for more accurate shots.
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After eliminating 20 or so attackers, you come to a rock where more angry locals have formed a blockade with wagons. Shoot the TNT on back of the wagons to destroy the blockade, and continue defending the wagon until it reaches Cueva Seca.



The Sport of Kings, and Liars
West Dickens needs cash to fit the Gatling gun to his wagon for the mission to Fort Mercer. To get the money, he enters John into a race. This time, the race begins at Rathskeller Fork. Mount your horse and follow West Dickens to the starting point. Line up at the start position (yellow icon on the radar) and get ready for the race.
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The race is similar to the previous one (Liars, Cheats and Other Proud Americans) but this time theres no carts involved. There are eight racers in total, and you must finish first to successfully complete the mission. Race through each of the waypoints, which are represented by plumes of smoke and as yellow circles on the radar. Stay on the roads and horse trails for maximum speed (dont be tempted to use shortcuts!) and remember not to shoot any racers or spectators or you risk being disqualified.
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After the race, West Dickens has completed his side of the bargain. Once you have the support of Seth and Irish, youre ready to go to Fort Mercer!




[align=center]A Gentle Drive with Friends
In the cutscene, Seth is busy searching corpses for the treasure map. When you assume control of John, get in the wagon and begin heading south west towards the secluded spot so that Seth can search the bodies. Once you reach the tracks beyond Armadillo, some treasure hunters appear on the scene and attack the wagon. Initially there are three. Switch to dead-eye and eliminate them, and continue heading to the secluded spot.
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At Mercer Station, four more treasure hunters emerge. The first hunter is carrying fire bottles, so make sure you deal with him first before focusing on the rest. If at any point you struggle and start to lose health, quickly enable dead-eye to give you more time. Its also a good idea to carry some medicine so you can re-fill your health if you run into trouble.
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Four more treasure hunters emerge as you approach Benedict Pass. Again, one of them is carrying fire bottles, so take care of him first and then deal with the rest. At this point, Seth manages to locate the map and the treasure apparently is situated in Tumbleweed. Take Seth to Tumbleweed and stop in the yellow cross to complete the mission.



Let the Dead Bury Their Dead
In this mission, you will help Seth locate the treasure. According to the map, its located in the mansion up ahead (the yellow icon on the radar). Not surprisingly, a group of treasure hunters attempt an ambush as you approach the mansion. Three treasure hunters emerge with one on the left, one up ahead (taking cover behind the cart), and one on the right at the top of the stairs. As you proceed forward, three more treasure hunters appear. Again, one is situated on the right, one is up ahead, and the other is on the left in the abandoned sheriffs office.
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Proceed towards the mansion and use the crates for cover as you eliminate the six treasure hunters up ahead. The front door is locked, so once youve checked it head for the basement at the back of the mansion. When you enter the basement, take cover behind the wall and wait for the two attackers to emerge. Eliminate the attackers and head upstairs to the ground floor. As soon as you reach the ground floor, look to your right and shoot the attacker standing beside the clock. Now finish off the others one standing in the corner, and one standing on the stairs leading to the first floor.
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Before you head up to the first floor, you may wish to pick up the cash and ammo dropped by the attackers. As you go up the stairs, kill the attacker on the opposite side and then make your way towards the room which has the light on. Theres another attacker taking cover behind the door, and the final attacker is guarding the treasure in the adjacent room. Eliminate both and approach the treasure to trigger a cutscene. In the cutscene, Seth is a little disappointed with what he finds! Nevertheless, he agrees to help you with the mission at Fort Mercer.



A Frenchman, a Welshman and an Irishman
In the cutscene, West Dickens friend Irish is accused by two men, French and Welsh, of stealing their gun and attempting to steal their horses. When John intervenes and attempts to restore peace, French and Welsh dont take kindly to it. After the cutscene, activate dead-eye and take out French and Welsh. French (on the left) has a gun while Welsh has a knife, so paint some targets on French first.
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Accompany Irish to the cliff at Lake Don Julio where the machine gun is said to be. According to Irish, the gun is inside the shack at the bottom of the hill, and is being guarded by six bandits. You can eliminate the bandits from the top of the cliff using a weapon which has a decent range (e.g. the Winchester Repeater or something similar) or you can choose to get closer and use the rocks for cover. When the six bandits are dead, approach the cabin and a final bandit will emerge. Eliminate the bandit, and search the cabin to complete the mission.



Man is Born Unto Trouble
Irish has come up with a new plan, since his last one came to nothing. He claims theres a Gatling gun being held by miners at Gaptooth Breach, so make your way there after the cutscene. Once you get there, Irish outlines his plan: the gun is in the mine, and he wants you to use the lift to get it to the surface where Irish will be waiting to transport it to West Dickens.
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After the cutscene, two miners approach on horses. Activate dead-eye and take out both at once, then head into the village. Five targets emerge on the radar, so use the rocks and crates for cover as you eliminate them. More targets emerge as you near the mines entrance (the yellow icon on the radar) so again take them out and then make your way in.
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The Gatling gun is situated in the mines core. There is only one route you can take, and the route has several (armed) miners placed along it. Eliminate them as you go, using the TNT boxes and ceiling lights (shoot them) to assist you. There is a point you reach at the Northern most part of the mine which overlooks the mines core. Use this vantage point to take out the miners in the core before proceeding into the core.
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Finish off any remaining attackers in the mines core, and inspect the mine cart. The weapon is there! Now get behind the mine cart and push it along to the shaft room, where Irish is waiting at the surface. Again, there is only one route for you to take. When you reach the yellow cross, a cutscene is automatically triggered and Irish is seen lifting the gun to the surface. Now push the surface cart to the bottom of the hill, where the wagon is located. As you do this, three new targets emerge on the radar. Aim and shoot as you are pushing the cart, and shoot the TNT crate on the tracks to eliminate the final target. At the end of the mission, Irish takes the weapon to West Dickens.



[size=25]On Shakys Ground[/size]
In this mission, Irish has arranged for John to meet someone called Shaky, who can provide ammunition for the machine gun that was stolen from the miners. After the cutscene, accompany Irish to the front door of the warehouse, which it soon becomes apparent is locked. Now walk to the back of the warehouse and approach the door at the top of the stairs. Shaky can be heard inside and it seems like hes having trouble. Some bandits are holding him hostage inside.
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Your task is to rescue Shaky while Irish fetches a wagon to carry the ammunition. Climb the two ladders (yellow icons on the radar) until you reach the roof, and climb through the open window at the back. Walk slowly or crouch to avoid being detected. Once youre in, take cover behind the door and eliminate the three men holding Shaky hostage.
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When Shaky has been freed, six attackers emerge in the warehouse. Use the window for cover and eliminate as many as you can from this position, using the TNT crate to assist you (shoot it to create an explosion). Most of the bandits are on the platform on the opposite side of the warehouse. If you cant target all of them from this position, leave the room and take cover beside Shaky. Once the bandits have been taken care of, follow Shaky and open the gate, where more bandits are waiting on the other side. Use the crates for cover to eliminate the four bandits. As you approach the ammunition, a further four appear. Follow Shaky to the machine gun ammo to trigger a cutscene.
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For the final part of the mission, ride shotgun with Irish and protect the wagon from the bandits. Use dead-eye and aim for the head in order to get instant kills, or if youre struggling shoot their horses to slow them down. Complete the mission by reaching MacFarlanes ranch in one piece.



The Assault on Fort Mercer
In the cutscene, Marshal Johnson, the deputies, Irish and West Dickens meet at Fort Mercer to discuss the plan to capture Bill Williamson. Seth has managed to gain access to the fort. This enables West Dickens to enter and begin a demonstration to lure the gang into a false sense of security. Meanwhile, John is hiding in the back with the Gatling gun, ready to emerge when West Dickens gives the signal.
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After the cutscene, use the Gatling gun to take out Williamsons men. Try to take out those closest to your first. It may seem like common sense, but its more effective to focus on each target separately as opposed to treating the enemies as one and spraying the bullets randomly (somewhat) in all directions. There is nothing to protect you when youre using the gun, so ensure that you have some medicine in your satchel before starting the mission. You can use the medicine to regenerate your health when it gets low.
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Some of Williamsons men flee to the other side of the fort, and at this point the Marshal and his deputies enter. Follow the Marshal (blue on the radar) and help him clear the fort of the remaining gunmen. There are various crates and boxes scattered throughout the fort that you can use for cover as you do this. There are also TNT boxes that you can use to your advantage by shooting them to generate an explosion.
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Once the fort is clear, regroup with the Marshal and his deputies. There is still no sign of Williamson. In a brief cutscene, West Dickens warns the group that reinforcements have arrived. Use the Gatling gun after the cutscene to destroy Williamsons reinforcements, who approach the fort on foot, via horse and via wagon. Again, use the TNT boxes to your advantage. Keep firing constantly the Gatling gun has unlimited ammo so there is no need to stop shooting. The mission is complete when all the reinforcements are dead.
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At the end of the mission, it emerges that Williamson fled to Mexico to meet up with Javier Escuella. Irish offers to take John to Mexico.



We Shall Be Together in Paradise
During the cutscene, Irish is preparing a raft for the short journey to Mexico. West Dickens says his goodbyes as Irish and John set off. After the cutscene, pick up the Springfield Rifle and the ammo at the back of the raft. Youll sure as hell need it!
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For one reason or another, the Mexicans seem pretty determined to keep Irish out of their country. About half way across the river, three shooters emerge beside the pier, so Irish decides to cut the rope and opt for a different route. Use the Springfield Rifle to take out the attackers, and if you havent done so already, take cover behind the boxes.
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Wave after wave of Mexicans attack the raft to prevent you from reaching the country. Eliminate the attackers as Irish attempts to negotiate the raft down the river. The Springfield Rifle has a slow reload rate, so stay in cover at all times and only emerge when the gun is loaded. Due to the sheer volume of attackers, youll need to make use of dead-eye to take out multiple targets at once. It might be a good idea, therefore, to stock up on items such as chewing tobacco and moonshine before starting the mission, as this can be used during the mission to re-fill the dead-eye meter. Be sure to carry some medicine also, in case your health gets low.
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At four points during the mission, attackers launch dynamite from the tops of the cliffs. Notice the TNT crates situated next to them use these to your advantage by shooting them to create an explosion. Remember that rifle ammunition continually re-spawns at the back of the raft. It is represented by a green circle on the radar.
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The mission is complete once you get to the beach where the horses are standing. Watch out though the last two attackers are hiding in the foliage. Now that youre in Mexico, you can use the one of the horses on the beach or you can call your own horse that you left back in New Austin. In a cutscene, Irish gives John the names of some individuals who can help trace the whereabouts of Bill Williamson.

Note: none of the pictures or text are mine. they are from reddead.net

Goals:


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Quotes:
TTG_DaBomB wrote thanks alot for this post, i was stuck on that mission where you had to lasoo the horse but this post helped me beat it

TTG_ViNNiE wrote Nice Post Should Be STUCK.

SportsBeastVII wrote Very nice post man!

xXx_Billy20 wrote wow very nice post get this man (or woman) a sticky


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Last edited by TTG_GrizzlyHD ; edited 12 times in total

The following 12 users thanked TTG_GrizzlyHD for this useful post:

Mariox34 (10-26-2011), EasyTizer (08-20-2011), Tequila (06-21-2011), Mrmodz88 (06-13-2011), Axe (04-12-2011), ToxicApple (04-06-2011), TTGxLoBbIeZ (03-29-2011), TTG_GeNoCiDeZz (01-23-2011), TTG-Jon (09-02-2010), Juul (08-30-2010), Cloud9- (08-29-2010), TTG_DaBomB (08-29-2010)
#2. Posted:
TTG_DaBomB
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thanks alot for this post, i was stuck on that mission where you had to lasoo the horse but this post helped me beat it
#3. Posted:
Juul
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Nice Post Should Be STUCK.
#4. Posted:
Emperor
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Very nice post man!
#5. Posted:
TTG_GrizzlyHD
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SportsBeastVII wrote Very nice post man!
thank you
#6. Posted:
xXx_Billy20
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wow very nice post get this man (or woman) a sticky
#7. Posted:
TTG_GrizzlyHD
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xXx_Billy20 wrote wow very nice post get this man (or woman) a sticky
lol thanks and BTW im a man LOL
#8. Posted:
DG_Predator
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holy, nice post, Should Be stickied
#9. Posted:
Juul
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Ahh My Ben is Growing Up
Hes Been Waiting So Long... For His First Stickey..

Good Job Ben.. !!

<3 TTG ViNNIE ;)
#10. Posted:
-Pope
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Nice post dude very long :O
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