Outlaws Unofficial Strategy Guide and FAQ Edited by Kasey Chang released April 25, 2003 0 Introduction 0.1 A WORD FROM THE AUTHOR I am surprised there is no comprehensive FAQ for Outlaws, the best (only?) Western FPS there is. In fact, I can't find any FAQ at all, anywhere! So, here it is. This is a just a strategy guide and FAQ. You won't learn how to play the game with this document. That job is for the manual. This USG only covers the PC version since that's the only version that exists. This primarily covers the single-player campaign, and some of the historical missions. Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among others. If you like the guide, please send me $1.00 (one dollar) worth of stamps (or 3 first-class stamps, as by this time the price would have risen again). If you are not in the US, send me some local stamps (used or new, doesn't matter). Address is in [0.2]. If you don't want to read the standard legalese, skip to [1.0] now. 0.2 TERMS OF DISTRIBUTION This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2003, all rights reserved excepted as noted above in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1) This notice and author's name must accompany all copies of this document: "Outlaws Unofficial Strategy Guide and FAQ" is copyrighted (c) 2003 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer." 2) This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. 2a) In case you can't read, that means TXT only. No banners, no HTML borders, no cutting up into multiple pages to get you more banner hits, and esp. no adding your site name to the site list. 3) No charge other than "reasonable" compensation should charged for its distribution. (Free is preferred) Sale of this information is expressly prohibited. If you see any one selling this guide, drop me a line. 4) If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 5) The author hereby grants all games-related web sites the right to archive and link to this document to share among the game fandom, provided that all above restrictions are followed. Sidenote: The above conditions are known as a statutory contract. If you meet them, then you are entitled to the rights I give you in 5), i.e. archive and display this document on your website. If you don't follow them, you did not meet the statutory contract conditions, you have no right to display this document. If you still do so, then you are infringing upon my copyright. This section was added for any websites who don't seem to understand this. For the gamers: You are under NO obligation to send me ANY compensation. However, I do ask for a VOLUNTARY donation of one (1) US Dollar if you live in the United States. Send about $1.00 dollar's worth of stamps to "Kasey Chang, 2220 Turk Blvd. #6, San Francisco, CA 94118, USA". If you don't live in the US, please send me some local stamps. I collect stamps too. 0.3 DISTRIBUTION This USG should be available at Gamefaqs (http://www.gamefaqs.com) and other major PC game websites (such as gamesdomain.com, gamespot.com, etc.). I personally only release it to Gamefaqs.com so if you find it anywhere else, they got it from gamefaqs.com. To webmasters who wish to archive this FAQ on their website, please read the terms of distribution in section 0.2. It is quite clear. In case you can't understand it, it says "no modifications". This means you may NOT modify any bits of it! Read that carefully. It says exactly what it says. 0.4 OTHER NOTES There is no warranty for this unofficial strategy guide. After all, it depends on YOU the player. All I can do is offer some advice. PLEASE let me know if there's a confusing or missing remark... If you find a question about this game that is not covered in the USG, e-mail it to me at the address specified later. I'll try to answer it and include it in the next update. The address below is spelled out phonetically so spammers can't use spambots on it: Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT Yankee-Alpha-Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike To decipher this, simply read the first letter off each word except for the numbers and the punctuation. This is "military phonetics" or "aeronautical phonetics" in case you're wondering. 0.5 THE AUTHOR I am just a game player who decided to write my own FAQs when the ones I find don't cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander 3, Wing Commander 4, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Need for Speed: Porsche Unleashed, Mechwarrior 4 and MW4: Black Knight, DS9: The Fallen, Rally Masters, Dungeon Siege, Dungeon Keeper 2, Starfleet Command 2, DS9 Dominion Wars, Mech Commander 2, and many more. You can find them at Gamefaqs.com. If you need to write me, send e-mail to address above. Any spam will be reported to respective authorities. 0.6 DISCLAIMER/ COPYRIGHT INFORMATION Outlaws was created and published by LucasArts Entertaminment, a division of LucasFilm. This FAQ was not in any way endorsed or authorized by any of the companies mentioned. This FAQ was not based on the official strategy guide published by Prima Publishing. Go to Primagames.com and order your own copy if you wish. 0.7 REVISION HISTORY 25-APR-2003 Initial release 0.8 THE MOST FREQUENTLY ASKED QUESTIONS (EXPANDED) Q: Can you send me Outlaws (or portions thereof)? A: You can't afford $5? (Which is how much I paid for it) Maybe you shouldn't be playing. Q: Can you send me the manual (or portions thereof)? A: No. The jewelcase booklet is quite sufficient. Q: Can you tell me how to play the game? A: Read the manual (see above) Q: Why is your FAQ shorter than other similar FAQs? A: I don't include stuff that's already in the manual. Q: Is your FAQ free? A: Yes, it is free. However, donation of $1.00 is appreciated. See end of [0.2]. Q: How many releases are there of Outlaws? A: Two, the original release, and the 2.0 release which added historical missions. You can download a patch that upgrades the original 1.0 to 2.0. The jewelcase version is known as "V2.0 Combo". Q: How many CDs are there? A: Two CD's. If you want to play multiplayer, each CD can be used as a multiplayer CD (i.e. allows two players). Q: What are the patches for Outlaws? A: See LucasArts Games website for details. Basically, there are GLIDE patches, D3D patches, upgrades from 1.0X to 2.0, and a multiplayer patch. Q: Can I create my own Outlaws Maps and/or missions? A: There are some user-created maps. No idea about user-created missions. Q: Where's a list of keyboard commands? A: It's in the manual (that booklet in the front cover of the jewelcase). Q: Are there difficulty levels? A: Good, Bad, and Ugly (which together makes a title of an old Western movie). Q: What is that "yellow dot" on the map? A: That's the boss. When you see that dot, you know you're getting close to the end. It only appears on "good" difficulty level. It's in the README. Q: How do I use Marshall Training? A: Apparently this section didn't make it into the jewelcase booklet. Shoot one of the wanted posters to select that mission. Once you got at least one mission, you can access the deputy training hut. When you got sheriff badge (10000 pts) you can access the "sheriff" training hut. Finally, when you got the marshall badge (15000? pts) you can access the "marshall" training hut. 1 Game Information 1.1 WHAT IS OUTLAWS? Outlaws is a first-person shooter from LucasArts with a Western setting. Use revolvers, rifles, shotguns, dynamites, and even knives and fists and fight your way through a series of levels. There is the main campaign, the historical missions, and multiplayer (even over Internet). The cutscenes are based on cell animations, which makes for a VERY unique look. The graphic engine allows some huge levels. While the graphics engine does not allow for fully 3D enemies, just 2D sprites, there are some pretty impressive physical effects behind the game. Shoot a guy on top of a ledge, and he may fall off and bounce off rocks into the river below. Get hit by a shotgun, and bounce back about 3 feet, and so on. You can even light up dynamite and blow others up! (Sorry, no gibblets here) Or play stealth... Throw knives or punches, and take the guns from fallen enemies. There is the single player campaign, which you play the life of ex-Marshal James Anderson, retired and raising a family. Unfortunately, trouble came calling... And you are soon called out of retirement... There is also some "historical" (bounty hunting) missions, where your objective is to kill enemies, and collect gold around the map. And of course, there is multiplayer online. 1.2 SIMILAR GAMES Technically, there is NO other Western shooter on the market. There's a fan project to recreate Outlaws using either the Unreal or Half-Life engine, but that's a work in progress. There's Gunmen Chronicles, which was originally a Half-Life Mod. It's half-way sci-fi, halfway Western. 1.3 PATCHES You should get the latest patches from LucasArt Games website. The different versions are NOT compatible on the network. The jewelcase version with 2 CD's is probably the 2.0 COMBO version, which does not need further patches. 1.4 SOME NOTES ON THE GAME For modern systems, get the D3D patch. The D3D patch allows the game to be very playable on modern systems, and vastly improves image quality. You even get some lighting effects. The game is very playable in a low-end modern system. There are two CD's, both of which can be used to start a multiplayer game (i.e. allows two players to play against each other). 1.5 DIFFICULTY LEVELS The difficulty levels, good, bad, and ugly, controls how much damage the enemy will do to you, the number of enemies, and how much replenishments you can get. Really, it's all explained in the README. 1.6 PLEASE READ THE "README" It's there for a reason. If you don't read it, you wouldn't know the stuff above. 1.7 TECHNICAL NOTES The 3D engine in Outlaws is roughly comparable to Duke Nukem 3D's "Build" engine. It allows "free look", which allows up and down viewing, not just straight ahead. It also allows sloped surfaces and irregular-shaped rooms. 2 Inventory / Weapon Review Here's a list of all the weapons and inventory items, plus some discussion on each. 2.1 FISTS Fists are great silent weapons. You can lay the enemy out in a single punch, and take their weapons and ammo. In fact, in one of the Single Player levels, you will have to. Best used when moving in slow mode, and crouched. Sneak up behind the enemy, then POW! Primary fire: Right hook Alternate fire: Left jab. 2.2 PISTOL (REVOLVER) Your default weapon is okay, and has a decent magazine (six shots). However, its accuracy at longer range is lacking. It is mainly a close-up weapon. Remember to reload. You can hold up to 100 bullets. Reload your gun before picking up new ammo. Alt fire is pretty powerful if you need to kill things in a hurry. Primary fire: single shot Alternate fire: Hold down for rapid-fire, pumps out six shots in about 2.5 seconds. Great for killing bosses and such. 2.3 RIFLE / SCOPE You will need to find the scope before you can use the scope function. Once you have it, hit the weapon key again to toggle between scope and no scope. Rifle has the largest magazine, about 12 shots, so you can take a while to reload. This is both good and bad. You can carry up to 100 cartridges. Scoped rifle is meant to be a sniper weapon, so use it that way. If you can see the enemy, you can hit him. If you see arm or leg from behind a column or rock, hit it. Look for drops of blood spewing off if you hit. It may take several shots to kill the guy if you don't aim for chest or head. Rifle is good for medium range shots. Aim and you'll probably hit it. There's no crosshair, so this can be difficult, but it can be done. Rifle has no secondary fire function. 2.4 SINGLE-BARREL SHOTGUN The normal shotgun saves ammo, which can be important as you can only carry 50 rounds of shotgun ammo at a time. If you don't need to clear a whole room, use regular shotgun. Shotgun is a close-range weapon. It does not do much damage at medium range to be worth the trouble. Switch to pistols if you are fighting in medium range. 2.5 DOUBLE-BARREL SHOTGUN Double-barrel shotgun shoots two shells at a time. It's double the damage, double the fun. The problem is it uses up your ammo twice as fast. Reserve it for room-clearing. Remember, you need to reload twice to fill the magazine. Like the single-barrel shotgun, this is a close-range weapon, not for medium range fights. For that, use pistol or rifle. 2.6 SAWED-OFF SHOTGUN Sawed-off shotgun is like a double-barrel shotgun, except the barrel is shorter. The accuracy is less, but the shots are even wider spread. Basically, you hit more people, but less damage individually. Again, double the ammo usage. Remember to reload (twice)! You can actually choose how many barrels to fire. Primary fire is both shots, while alternate fire is single shot (I think). . 2.7 DYNAMITE This is basically your "grenade". Use it to clear corners and such you can't reach or enemies behind cover. Light it first (alt fire), then throw it (regular fire). Remember to back off! You get these one stick at a time. 2.8 KNIFE This is the silent kill weapon. Sneak up behind the guy, and gut him! You can also throw it if you need to take someone out at range. Better than fists, but still not as good as guns. If you get lots of knifes, try some. Primary fire: stab Alternate fire: throw 2.9 GATLING GUN Gatling gun is the ultimate weapon... Lots of shots, lots of firepower. Its main problem is once you set it down, it's "fixed". You can't move from side to side any more. You can only rotate the gun, but no side-strafing. 2.10 NONE This basically means you're just walking along, not holding a gun and not trying to hit any one. You don't need it in the main campaign, but you may need it in some of the historical missions where you pose as someone else. 2.11 LAMP You have a lamp you can use in dark areas. You "refill" it with those "oil" cans you find around. Of course, oil can run out, so don't leave the lamp turned on for too long. 2.12 BOILERPLATE This is basically armor for yourself. (Remember the movie: "Back to the Future II"?) Wear it and it'll take the hits for you. It comes in two sizes. 2.13 CROWBAR Some doors can only be opened by crowbar. You'll find one on certain levels. 2.14 CANTEEN Heals one heart (i.e. one part of your health). 2.15 ELIXIR Heals full health. Use the canteens first. 2.16 AMMO (COMES IN 4 TYPES) Ammo boxes and bullets come in 4 different types: gun belts (may have knife) with bullets and/or cartridges, rifle cartridge box, bullet box, and shotgun shell box. 2.17 DYNAMITE STICK(S) These are small white cylinders lying around. They are pretty rare, and quite useful sometimes for room clearing, esp. on higher difficulty levels. 2.18 SHERIFF'S BADGE I have no idea what this actually DOES. Is this a bonus item? Or does it give you temporary invulnerability? Or what? 2.19 MEDICAL BAG Select it in inventory, then hit enter again and it'll heal you of wounds (like a portable canteen). Each bag can only be used once. 2.20 SHOVEL You'll need this in one of the levels to access a hidden door, hidden tunnel, and so on. 2.21 PEN I have no idea what is this for. You find this in level 2, Slim's Hideout. 2.22 OTHER ITEMS You may find other items such as gears, keys, stone keys, and so on. They are needed to open certain doors and such. 3 General Tactics Here are some tactics to help you in your quest... 3.1 USE THE MAP! The map is there for a reason! It gives you hints to sections that have not been discovered yet! On the easiest difficulty level ("good"), you can also see where the boss is. 3.2 KEEP MOVING The more you move, the less likely you'll be hit. Side strafe in and out of the doorway. Reload, and repeat. 3.3 CROUCHING GUNMEN, HIDDEN TARGET Enemy gunmen have problem hitting crouched targets. Crouch behind cover and then pop-up to hit enemies. 3.4 HOP AND SHOOT Here's a way to shoot from cover... Aim slightly low, then JUMP, and shoot when you reach the top. You can repeat this and kill enemies that don't come closer, or are crouched behind cover. You can do this even when crouched, doing the bunny hop. 3.5 USE THE RIGHT WEAPON FOR THE RIGHT RANGE Scope rifle for the longest range Rifle for far to medium range. Pistol for medium to close range Shotgun for very close / point-blank range. 3.6 RELOAD YOUR GUNS, THEN PICK UP AMMO You can only hold 100 bullets, 100 cartridges, and 50 shotgun shells total, NOT counting the ones in your guns. Therefore, you should reload the guns, THEN pick up the ammo on the ground. That way you can be sure of having the most ammo available. For example, let's say you fired two shots out of your revolver, and you have 96 bullets in your inventory. You ran into a bullet box, which contains 16 bullets. You now have 4 in the gun, and 100 bullets in your inventory, for total of 104. However, if you had reloaded your gun first, you have 6 in the gun, and 94 in inventory. After running into the bullet box (16 bullets), you now have 100 in inventory, and a full gun. You gained 2 extra bullets. 3.7 SNIPE AS MUCH AS POSSIBLE If you got the rifle with scope, use it! Engage as many enemies from long range as possible. Aim for the head, so when the bullet drops slightly, you hit the torso. For REALLY long-range targets, aim a little higher to account for bullet drop. 3.8 USE THOSE DYNAMITES! You have dynamite for a reason... Use it! They serve as excellent grenades. Use them to reach into corners and such you can't get to without exposing yourself. Remember it has limited throw range, so they are perfect for clearing rooms and such. Another possibility is get the enemy to chase you, then drop the dynamite and run away. 3.9 LISTEN FOR BULLET HITS If you hear bullets hit near you, back off into a corner and figure out where the shots are coming from! Then use scoped rifle or such and shoot back! 3.10 WATCH FOR HIGH LEDGES Enemy snipers often hide on high ledges, ready to shoot down at you. Sometimes, they may even be behind you. When you enter a room, beware of enemies above and behind you. 3.11 DON'T WALK INTO MIDDLE OF A ROOM! Don't walk into the middle of a room unless you're sure it's clear. This is especially true in a room with multi-story ledges! Stay to the walls. 3.12 LOCKED DOORS NEED KEYS OR ALTERNATE ENTRANCES If the door says it needs a certain key, remember where it is and explore elsewhere. You can come back to it later when you find the key. If the door says it "is stuck", it requires a crowbar to pry it open. If the door says it is "locked from the inside", there is another way into the building. It the door says it "won't budge", there's a special button you need to push somewhere to open it. 4 Hints This section contains "hints" what answers some of those "where do I go?" questions. 4.1 SLIM'S HIDEOUT You don't really need hints for THIS "intro" level, do you? 4.2 SANCTUARY No hints needed, just kill everybody until the boss show up, then kill the boss (who's wearing poncho) 4.3 TRAIN No real trick to this. If you're stuck, back track to the doors that were locked before... 4.4 RIVER BASIN The only part that's confusing is the "Dead Man's Leap". The ridge beyond that is a red herring. If you can't jump right, try crouching. 4.5 SAWMILL Turn all the wheels you can find. Got nowhere to go? Did you try "upstream"? Shoot the switches in the flow and divert the flow to where you WANT to go. One of those switch-controlled gates is TIMED, so you need to shoot it at the LAST second... THEN head into that area before the gate swings back. In that "purple room", there are two closed doors. Get both of them to open and you'll get to another area. Use the gears to open another door, then go through and find another button to open yet another door. If the door's stuck, go somewhere else... Your final objective is to raise the MAIN drain gate, which leads you to the boss... The "danger" sign is there for a reason... It's a hint for you to save the game. 4.6 THE FORT If the front door is locked, there may be another way in. The stuff you need are in those two towers, the problem is getting to them. The second half the mission is below ground. 4.7 THE IRON MINE If you think you ran into a dead-end, turn around, and look for alternate paths. The idea is to get onto the elevated tracks, and follow it. If there are no tracks, try the conveyor. 4.8 THE CLIFFS The first "triple slider" puzzle has a hint at the river source. Just collect as many keys as you can and try all of them. The second slider puzzle is down, down, down. SECRET AREA: Third slider puzzle has the hint in the lake itself. The bridge itself needs a key. 4.9 BOB GRAHAM'S RANCH Your first priority is escape. Go in the Mansion from the back door. Look for secret passages, door switches, and such. Ledges can be jumped. Locate the key for the final showdown. 5 Single Player Walkthru This is the single player campaign walkthru. Unfortunately, there is no compass in Outlaws, so giving directions is quite difficult, esp. in a walkthru. I'll have to use reference points. There are only nine levels in the campaign. Most of them are pretty straightforward. However, there are a couple of KILLER puzzles, which are universally hated. I'll try to give a few hints on the tough parts before giving you the entire walkthru. 5.1 SLIM'S HIDEOUT Mission Briefing: Your home is gone. Your wife died in your arms. Your daughter is kidnapped. The only trail is to Slim's Hideout... Overall Situation: there are no civilians here... Just shoot anyone that moves. There are no real hard puzzles in this level. You start just inside this little "town". Your horse is to your right, so I'll use that as reference point. There are THREE buildings in this town. If you put the horse behind you, you'll see this large barn in front, one two-story house to your left, and one two-story house to your right. Difficult puzzles: none really, this is an introductory level, after all. First, with horse behind you, run straight into town, past the barn, all the way to the far wall. You need to get into the OTHER door of the barn. Run, since others will shoot at you from the windows from the buildings. Clear out the barn, and open all the doors so you know you've been here. You can also check out the other part of the barn (the chicken coop). NOTE: There's a secret area inside the chicken coop with more ammo and one bad guy. You'll come to a locked door (need Iron Key). Remember this. Next to it is a slope (it's supposed to be a ladder). Climb up, and turn around. There's a door to your right and a passage to your left. Clear out the left side, and then go through that door and clear out inside. You'll find the steel key inside. Grab it. Return to the door. Head back down the slope back to ground floor, and get out the big door you came in, and face the wall. Turn right, go, and then right again. You'll come to the "right" house. Crouch so they can't hit you from the windows. You can try to hit them from outside, but you don't have ammo to waste. With the key, get in there and clear out the floor. Beware of enemies crouching behind doors and bars and such. Take ammo and canteen as needed. Head up the stairs, and clean it out. Grab the "iron key" in one of the rooms, and head back down. Get back into the barn, and remember that door you couldn't open before next to that "ladder"? You can open it now. Clear the room, and you'll see this "hole" in the ground. See if there's someone you can shoot from up here. After you've taken them out, jump down, and follow the path. This will lead you into that remaining "locked" building's basement (the "left" building). You'll need to crouch to go under the staircase. Clear out the basement. You'll find a room with Sheriff's Badge, ammo, and elixir (full heal) with 3 bad guys inside. When the basement is clear, you're ready to head upstairs to main floor. Clear out the main floor. You'll need to watch out for more enemies hiding behind doors. There are lots of enemies so use cover. Head upstairs (you'll find the stairs in the corner of the house. Clear out the rooms as you find them. You'll see the brass key in a bedroom. Take it. Exit through the other door in the bedroom, and to your left is the final door, which needs that brass key. Go through, clear out the room, and you'll find a solid door in a small corridor. Open it, and take whatever health and ammo (open the two cubbyholes) you need. Save now. Open the final door, and there's Slim, hiding in the corner. He can be pretty deadly (esp. on higher difficulty levels). Strafe in, shoot once, strafe out. Repeat until he goes down. Mission Debrief: Slim's done, and before he died, he said Sarah's being taken north, toward a train depot. It's time to go... 5.2 SANCTUARY Mission Briefing: You've arrived in town of Sanctuary, where Sarah will be taken on the train. You don't know what to expect... Except lots of trouble. Overall situation: there are some civilians in town, so try not to shoot the civvies. Civilians wear gray, have no hats. The town is basically cross-shaped, with towns and buildings all over. There are even some back passages. I'll assume the heading you start at is north (i.e. at the entrance). I'll describe the buildings in each "block". Then I'll just refer to each building individually. The town is basically cross-shaped. As you head in the entrance, to your right is the saloon, and next to it is the telegraph office. Then a small alley, then the dry goods store. The saloon has a second floor with a set of stairs in the back, as well as inside. To your left is the post office, and next to it is the bank. Next to that is a shack. In the middle of the town is the large hotel. The iron key is in the kitchen. Still facing the hotel, further down, to "left" of the cross, a coffee house (it has coffee ads on the walls) and warehouse, and opposite them, the undertaker and one other building. On the farside of the hotel, you have a small warehouse on the left, then Dr. Thorax's House of Curiosities (just bad guys). On the right, there's a small store, then the furniture shop. On the "right" side of hotel, you have the church (with shotgun), sheriff's office (a couple revolvers), then the jail to left (civilians inside, with canteens and elixir), then the corral/stable (shovel on upper floor) and another store to the right (pen?). NOTE: It is NOT necessary to clear out every building. The boss character, Sanchez, will show up between the church and sheriff's office after you've cleaned out most buildings. Once you defeat him, you go on to the next level. Difficult puzzles: none. This one is has a bit more sniping, but some close-up action. Some items are optional, like shovel and pen. You can basically play this any way you want. Clear out building by building and grab the goodies as you find them. I recommend go right and clean out the saloon first, second floor, then go through the hole in the ground, then clean out the main floor of the saloon. Crouch, so the other guys in post office and bank can't hit you through the windows. Then head across and clean out the post office, which also has a back door. The bank's main door is locked, so worry about that later. Duck into the alley next to the telegraph office. The side door is locked, but there's a crawlhole in the back. "Nudge" the box at the crawlhole, and you can get inside. Clear it, grab the key under the table, and get the rifle scope. Now you can open that side door. Now use the scope and start taking out the enemies one at a time from long range, through windows and such. Watch out for snipers from upper levels and windows. I have trouble taking the iron key from the kitchen area in the hotel. Your mileage may vary. It is not necessary to kill all the bad guys upstairs any way. NOTE: When you come to the well, feel free to jump inside. It's a secret area. Kill some tarantulas inside, and you'll get some armor and elixir and such. Go to the stable, clean out inside, and one of the doors leads to a ladder up to second floor. There's a guy up there, so be careful. On the second floor you'll find a shovel. With the shovel, go to the spot next to the bank, and you should spot something on the ground that's a bit off in color. Use the shovel there, and you'll dig a hole there into the vault. Head on in, take out the enemies, and you'll get the bronze key. Sanchez should have shown up by now. He usually appears across from the stable, between the church and sheriff's office. When you see him, take him out with pistol rapid fire, or with long- range sniper shots from the stable. Once he's done for, it's time for you to catch the train... NOTE: Any know what is the pen for? Mission Debrief: Sanchez is done for, but they're just delaying you so the bad guy can take your daughter on the train... 5.3 THE TRAIN Mission Briefing: you are now on the train... and you must figure out a way to stop it... But there will be plenty of bad guys in your way... Overall situation: don't fall off the side, or you'll die (or fail, same thing). Otherwise, this mission is straight-forward, with a lot of close-in action. Shotgun and pistols are the best weapons here. Puzzles: none, really. If you run into a door you can't open, continue forward and look for the key, backtrack to open the stuck door, then continue forward. First door is open, so shoot those bad guys! Clear the car. There's shotgun in 3rd door to right if you need it. Further down, a couple locked doors, then 4th door to left has a bad guy and the iron key. Take it and open the 2 locked doors. There's a third locked door that needs a steel key. Wait for later. Continue to second car. Clear it of enemies, go door by door. You will find a steel key in one of the doors. Back track and check the first car's locked room, you'll find medical bags and elixirs and such. One of the doors is locked by brass key. Then you come to a flatbed section. Kill the bad guys. No trick here, just don't fall off the side. Continue to third car, and kill everybody. No rooms to explore. Continue to fourth car, this car is tougher, as every room has somebody inside. Have your shotgun ready and blast them as soon as door opens, or you can bypass most of these rooms. There's an elixir or two in this car. Continue to fifth car, and clear it out. The next one is the second flatbed. Do NOT move forward, engage them from the open door. There's a sniper behind you on the car top. Once you've taken care of the bad guys in front, turn around, and back up and take care of the sniper. Then jump on top and grab the ammo and sheriff's badge and medical bags if you wish. Continue into sixth car, and the rooms start to get crowded, sometimes three bad guys in one room (use the shotgun!) open every door and you'll find the brass key. The final door to next car is stuck, so start backtracking. Try all the doors you couldn't open before. All the way back in second car you'll find a crowbar in that locked room. Take it forward again. Use the crowbar on the stuck door, and the door opens. Now you're ready to face the boss... Who's dressed liked a conductor. Get your best weapon ready. (Probably the double- barrel shotgun) Open the door to seventh car, and shoot! (Another way is use a stick of dynamite, though it's risky). Once you've taken out the boss, clear out the rest of the rooms (don't kill the civilians!), grab what you need, and open the last door, and the mission ends... Mission Debriefing: The bad guy is one step ahead of you... He has disconnected the front of the train from the rest of the train, and you're too late to jump. You watch them dwindle into the distance... And you dejectedly saddle up for the night... 5.4 RIVER BASIN Mission Briefing: you are resting in the river basin before continuing down the road. You had a nightmare about your father being killed... And you could not save his life, even with a gun in your hand... Then a real gunshot rang out... Waking you from the reverie... Someone is shooting at you with real bullets! Overall situation: this has one nasty puzzle, but otherwise is not THAT hard to beat. Just a lot of enemies. Use the scope rifle extensively. And save whenever it looks like it's going to be hard. You start in a canyon/basin. Face into the valley, and you'll see a ridge/bridge. The shooters are there. Run around and grab ammo and such. Then use scope to take out the snipers if you see any. Else, continue. Head left and jump up those rocks to reach the ridge. There are 4 bad guys on this ridge, maybe more. Snipe what you can. Look all the way right for more snipers. There's one hiding in the trees. You cannot go through, so you must go around the trees. Grab canteens and med bags as needed. Now climb back down to your starting point, and go right, and you'll see some ramps where you can get down. Shoot more enemies and continue down the valley. There really is only one way to go. Get to the river, and go right onto the raised path. Shoot any one in your way, grab ammo, etc. There are two guys on a ridge. While they're facing you, you can't hit them. This seems to be a bug, but don't worry about it. You have to go past them, then shoot them from behind. Continue down this ridgeline to the right, snipe at any enemies you see. Then turn back and snipe those two you passed. Continue forward, and you'll see this bridge going left. Follow it until it deadends. You may want to save now, as the river has some currents. When ready, swim across. Get onto the island. Follow the path of the islands, and up the path and make your way up the cliffs, jumping from one to another. You'll come to this "plaza", which has sheriff's badge, several bad guys, and some snipers from ledges above. When you've cleared them out, jump onto the only place you could jump to that you haven't been before. Turn around, and you'll see this little tunnel just before the waterfall. Watch out for the current! Better save here before you jump. If you don't make it into the tunnel, reload and try again. Go upstairs, and follow the path until you come to this c-shaped ridge. Watch out for snipers, so snipe everybody first. Then grab all the ammo and such you need. Go up to top of the C, and get on the upper ridge, snipe more bad guys. There's a pit on either side of path, and a bad guy or two. Jump down to grab elixir and ammo if needed. Use the ramp in the pit to jump back onto the path. Keep going on path until you go through an opening (with 2 dead guys you shot before). This next room has two columns with a C- shaped section in the middle. Go through to other side. I suggest stay to either the left wall or the right wall and move slowly, clearing out enemies as you go. You don't need to kill everybody in the "room", but it's fun doing so. You'll see a big drop into another room on the other side. Shoot a couple guys if you can, then backtrack. Remember the pit and the drop on the other end? If you drop on the other side (or drop in the pit and crouch through the other side) you'll see an exit leading to the "basement" level of the same "room" above. Clean it out, and you'll get to that "other" room that you wouldn't want to jump down to. Take care of enemies, and you get to see a great vista... Continue... You get to this path which opens to river basin to the left, and a sign that says "Dead Man's Leap". If you look at the rocks on the ground, it points an arrow right AT that little cliff. It's a hint you should take. Save the game now. You can explore down the path, but there's no way out there. Feel free to shoot the 4 guys across the chasm. Remember this spot. Then backtrack to Dead Man's Leap. Walk to that cliff, aim at the waterfall, and jump off. You should land in the water safely. Locate a tunnel to swim through. Follow the path, and you'll re-emerge in a small "lake". Jump out and grab stuff. Turn around, and you'll see another tunnel to your right (underwater). Go through this tunnel, and you'll emerge at another lake. Turn around a bit to locate a shore to climb up to. Go up the steps, turn left and go up, and kill this one guy on top. It's another lake, and another tunnel to swim through. Swim through, and this one takes you UP. When you reach what seems to be a "dead-end", head UP, and you'll get to the other lake... Climb out, and you're at the other tunnel! This is that tunnel BELOW that ledge where you shot four guys! And as you look across, you can see that higher up is the ledge you shot from, and there's a room BELOW it! You need to reach that room. Save now. Crouch, and move forward, (do NOT jump!), and the wind should carry you to that tunnel BELOW that ledge. If you landed on the ledge, you probably did not crouch and you bounced off the wall, reload and try again. Follow that tunnel, and you'll see a bridge you need to jump onto. Save now. Do NOT overjump, or you die. Save when you landed. This landbridge (to left) leads to that ledge where 4 guys you shot still rests. Grab what you need. Turn around. Continue down this land bridge. Take out any enemies from long range, then walk across the land bridge, which has a big hole to the right. The wind is also very loud here, and may blow you off. Sideslip to compensate. Crouching may help. Make your way across (some say jumping helps). Now you're in the final section, which is that "room" again, with two columns and a C-shaped section. Follow the left wall, kill all present, then kill the boss (he's not wearing a hat). Once you take him out, this mission's over. Mission Debrief: Guess it'll take more than bullets to win, heh? 5.5 SAWMILL Mission Briefing: You have reached the sawmill, and it's clear that you are not welcome there... Overall situation: this one has a devilishly complicated puzzle, with LOTS of buttons to push and quite a few timing puzzles. Save a LOT here, I mean it. You start outside the sawmill. There's a "shed" to your right. Clear it, and grab the brass key there. Now go around the other end of the sawmill, to the double door. Clear that room. This is the "lobby", so to speak. There's a door, and a corridor. Clear the corridor, but do not enter the corridor. Go through the door, and clear the area, which is like cafeteria / kitchen area. Clear all the rooms, and find your way into the storage room. There you will locate the steel key. Now go back to the "lobby". Go down that corridor you avoided last time. Shoot enemies through the window (shotgun is best as range is short). Clear each room as you come to it. Push the red button when you see one (just once). There should be one in each room. They open up the next two rooms. One contains medical bag and ammo, the other opens the next area. Clear this room, then advance, then turn left. Clear that next room as well. There's a small corridor leading right, and a door to your left that needs "iron key". Ignore that for now. This room I'll designate as "central hub". You'll have to revisit this room quite a bit. Face the from, which leads to water. Remember this place and orientation. Turn right, advance down corridor. You come to a room with door in front, then corridor leading left and right. Go right, clear that next room, which has a corridor left (and a door to a room). Go through the door, clear it out, get some ammo. Go through corridor, clear out the first "gate control" room, and turn the wheel. It opens the gate to the central reservoir. Return to central hub. This time, go "left" corridor. It leads to staircase to right, and a "won't budge" door to left. There's enemy at the bottom of stairs, so take him out. Continue and up the stairs on other side. There's a room, with stairs ahead, and corridor to left. Go corridor to left, clear the room, and there's the second gate control room. Turn the wheel to open the second gate. Now up that stairs you did not go before. That leads to a larger room with lots of enemies, with TWO water gates (but just one wheel). Clear the room, and grab the iron key from the far side of the room, and turn the wheel. Return to central hub. Now that you have the iron key, open that door you could not open before (behind you if you returned to the default heading). Inside is a button. Push it, and a door opens to your right, which is another button. Push it, and it's an elevator that takes you up to the OTHER dual gate control room. Clear it (quite a few bad guys), and do the wheel. Turn around so the wheel is at your back. Jump in the right stream, and RUN forward, fight the current. When you get to the next room, jump out of the water to the right, and clear the section. Then jump to middle, repeat, then finally, clear the remaining section. Look at the map, and you'll see the stream leads to a different direction at the other side of the Y. Jump in there, and let the current take you to a different section. Just let it flow, and it stops in this "pink" room full of water... And it's pretty deep. Look around carefully now, as you'll see this room a LOT. Look below, and you'll see TWO tunnels underwater. One is square with yellow walls, and the other is gray ways. Go through the yellow walls tunnel, and you'll see a set of stairs out of the water. There's a big gear on the wall, but it's not moving. It's missing some gears, and you'll need to locate the other three. Remember this place. So jump back off, and go through the other tunnel, and this time you can't fight the current... It's pretty swift. Observe those yellow/black handles... But leave them alone this time. You end up in this room, which has an underwater tunnel that leads you to another room, and an elevator, which drops you off at the pinkish room again. If you shoot those handles, it switches directions, which in turn controls the gates and redirects the water flow. Thus, it takes you to new rooms. Shoot one handle at a time, so you get to new areas you have not been before, and swim back to the elevator each time, after obtaining the gear. You will need three of them. Go down the "left" branch and you'll find two of them. The third one is difficult as the gate "resets" after about 3 seconds. Use the scoped rifle, and fire in the last second, then charge into the sluice gate. You'll find the remaining gear there. Now take another swim, and get back to the gear place. Go to the gear place, and use all three gears to install them. Now the gears are turning. Jump back into the water, and look up. You'll see a NEW tunnel open that was closed before. Swim through that, and you'll reach a new room. Jump out of the water, and take care of the enemies. You'll see a vent on one side you need to climb through. Climb through, and you'll drop off in another room. Clear it, climb the boxes, and you'll see this red button. Push it, and it opens a previously "won't budge" door... And voila, you're at that staircase that goes down and up. Go back to central hub. Turn around, and you'll see another door previously locked is now open. Drop down into the room, and crouch to fit through the floor vent. Clear this next room, and push the big red button. That opens the drain in the channel. Jump into the channel, and let the current take you. It leads back into the pink room, but there's a new door open at the water level. Go through there, clean out the left side, and continue down the water channel, which turns left. Clean out that place, and open the door, which shows you one MORE wheel. Turn that, and the MAIN drain gate is now open, and the way to the boss is clear. Jump in the channel, and it'll take you to the main reservoir room. You can see the MAIN gate... it was closed before, it now has a big DANGER sign above it. Swim underwater, and RUN. The boss is on the top platform, and he can kill you in an eyeblink, if you don't get out of the way. Duck under the platform, get out of the water, and crouch, and hide behind that huge wood block. Use that as cover, back up slowly to see the boss's head, and start hitting him with any weapon you got. You can even try a dynamite stick. Once you take out the boss, you win. Mission Debriefing: Well, the boss is taken cared of, and you continue on your journey... 5.6 THE FORT Mission Briefing: You have arrived at the old Mexican fort, a known hangout for the "boss" Simms, and he has information... Overall situation: the fort itself is not that difficult, use the scoped rifle a LOT. The other part is slightly tougher, and the boss can be difficult as well. There's the above ground level, and the below ground level. You start outside the fort. The entrance is to your right somewhat. Each of the corner "towers" have firing ports, and snipers may be there. Watch them carefully. Enemies may also engage you from the entrance. Slide out and take them with long- range fire. Clear as much as you can from long range. Pick up ammo as needed. Go to the entrance, and snipe more bad guys. In the middle of the fort is a church. Clear it, then use its windows to look for more enemies to shoot. Enemies can be on first or second floors. So look for them carefully. Try to clear each room from the outside first. Then when you come closer, switch to shotgun. Clear the right-side first (to "right" of the church), and follow the inside wall going counter-clockwise. Open the room and clear it. You can't reach the second story yet, but watch for enemies on the second level shooting down. Follow the wall and through that long corridor to left. Continue through, clear that little "courtyard" and grab the "iron key", and clear the two adjoining rooms through the windows (and watch for enemies throwing knives from above and behind!) Explore both rooms thoroughly, and clear the entire first floor. You should also see a staircase leading up. Take it, and you're on the second floor, next to the "left" wall (if you are at the entrance looking in). Go to the two corners that you can reach, and you should locate some dynamite in the near-left corner (from entrance, facing in) and more enemies to shoot. Explore the upper floor via the two paths offered. One path (against the back wall) leads to a deadend except for a hole that drops to room below. Stop and backtrack. Go via the other path (the middle one), and clear more bad guys by moving into the room from the aerial walkway. If you've done well with the sniper rifle, there should just be dead bodies in there. Move through the "far right" corner, then through the room against the right wall (the one with the medical bag inside), and you should be able to access the OTHER corner tower (near right) now, and the brass key. Come back to the corner (far right from the entrance) and you should have this room where you can't open before. With the key now, go in, and clear it. Jump off or run back to stairs and run back, doesn't matter. Get there. Open the door, clear the room, and you should see a hole leading underground. You've cleared the fort itself of enemy presence, but the big fight is still ahead. Be ready with your pistol, and jump down. Immediately spin around and keep moving, look for enemies, and hit them. You'll see lots of enemies around. Kill them, and clear the two "rooms" to either side, and use scope rifle to take out enemies from further out. Take the canteens to replenish any lost health. The central point where you came down is the "bottom hub". You can see there are two directions to go... in one you go down this slope next to a building, and find more caves, and in the other you walk this long thin plank. Go down this slope next to a building. Beware of two guys hiding underneath in ambush. Take them out, then look right for more bad guys. Jump onto the platform, and follow the path clockwise to claim the sheriff's badge, and get back to the bottom hub. Look toward the side with the long thin plank. There's something to right, but nothing to left. So get on the plank, go straight, then turn right, and hop onto that piece of land. You'll see what appears to be some sort of underground "jail". Kill two or three bad guys inside, and the boss, an extra-fat guy, will shot up. Kill him, and the mission is over. Mission Debriefing: the fort's leader did not live long enough to talk, but the bad guys know you're after them... And they will be preparing a more appropriate "welcome" for you... 5.7 THE IRON MINE Mission Briefing: you've reached the iron mine, and the only way out is "through". Expect a lot of opposition... Overall situation: this mission is more tedious than difficult, as there's a bit of backtracking, and a bit of key hunting. Go forward, and you'll see this bridge into the entrance of the mine. There are two guys on the bridge, and one to your left. Use scoped rifle to take out both, then shotgun to kill the one to left. Reload ammo as needed. Enter the entrance, clear out opposition, continue into the room. You'll find a ramp down, where you'll find 4 sticks of dynamite, and a big red button. It summons an elevator. Arm shotgun and enter the elevator, and push the button. It takes you down... As the door opens, kill all the guards (4) in the room and secure the room. You'll see this elevated track above you, and forward, another elevated track that's NOT connected. Head down that tunnel and look left, deal with some guards, grab more canteens, and ammo. Return to elevator, facing out. There's a door to your left. Head there. Clear out a few guys in the right passage, grab medical bag and such. Continue down corridor, kill guy to your right. There's the same elevated tracks above, then another tunnel further down. Go that way. Go through the tunnel, see more elevated track, and more guards. There's one guy on elevated platform, so be careful. There's more guards one level down, kill them too. You can jump to that elevated platform if you do super-jump (run and jump together). Grab elixir and canteens in the room, and ammo as needed. Continue to the level below, and up the passage, which leads up slope into another room. Kill the guard. There are more bad guys in the upper left (where the sheriff's badge is), so jump up and kill them too. You can't reach that section yet. There's another door to your left. Go through that door, down the passage, and you're now on the mining cart tracks. To right is a steep downhill (which is a dead end), and to left is a wooden structure. Go to the structure, be ready for enemies. Enemies to front, then left. Clear the staircase leading down as well, but do not go down. We need to get across that bridge, but there are enemies to right. Be ready to toss a dynamite stick if you want, or shoot carefully, or just run really fast. Into the room kills the guards, and you get the steel key. Return to the staircase going down. Go down, and you'll see exit to your right. Go there, and you're at the "water tower" room, as the thing in front of you is a big barrel of water held up like a water tower. Clear the ground floor. However, there are enemies up top to the right. Be VERY careful or you'll get shot from above a lot. RUN under them so they can't shoot at you (like BELOW them). There's a metal door in the corner. Open it, kill a guy to left, then head right down to the lake. Kill guard there, feel free to jump in the lake and grab a sheriff's badge, an elixir, and some medical bags inside. Come out of the lake and head back into the tunnel. Did you notice another door to the right of the passage? Go down there. Go down the tunnel, and it leads to a dead end. Turn around and backtrack... Another small door to the right of the passage! Kill the guard, drop through... Go forward, and you'll in this room with THREE levels. Kill guards on all levels... There's many of them. Go near the corner, and you'll hear "Bloody" Mary taunting you. She's that old hag that hangs out of Dr. Death. You should save now, as she can be tough. Kill her, (perhaps with a dynamite stick) and you can collect the brass key. There's a ramp that leads up from that room. Go up the ramp, and open a door. You're now on level 2. Grab shotgun and such. There's a corridor that leads to the tracks. Continue down the track, kill a guard when you get to the room with a lot of "lava". Continue down, and the track ends in a downslope. There are many guards in this room, so have your guns ready and kill them (maybe with dynamite sticks). There's a medical bag in a crevice on the wall. There's also canteen and elixir along the wall. Continue to the "other room" from here, and it leads to a metal passage, and more guards. Kill them, and go through. Watch out for another guard at upper level. Kill the guard at your level, then jump to kill the other one. There's a door on the farside that leads out. Continue thorough, clear the room, and you'll find more elevated tracks. There's a door to left-front (metal). You can open. Medical bag inside, and more enemies. Kill to left, then turn around and kill upper level. Go upstairs to your left, then continue down the walkway, and kill more enemies to right, then left. Grab stuff as needed. The "left" side has lots of boxes. Clear that section, grab elixir and such as needed. Climb on the boxes, and see a ledge against the wall. Jump to it. Go to the end, but stop before you drop off. Turn right, and try to jump onto that higher walkway. Continue down, and you'll notice a beam to your left. Drop onto the beam. Crouch on the beam, and go past the room wall. You'll be over the elevated tracks. Turn left 90 degrees, and you'll see the tracks makes a "right" turn. Drop onto the tracks, and follow it. You'll go up a big slope, then down a big slope, and finally, you'll be at the room where you took the elevator down, except you're now on the elevated portion. Walk until that separated section of elevated tracks is to your left. Turn 90 to face it. Save now. Jump onto that elevated track. If you fail, reload. If you've cleared this section before, there should be nothing to kill here to left and right. Just continue down the track, until the track opens up to left. Watch for enemy to left... And you're now on THIRD level of the building where you killed "Bloody" Mary. Go down the track, and you'll see a walkway to left. Remember this spot. Walk down, kill anyone, and keep going and kill everybody. When you've killed everybody, climb back up and return to previous spot. Continue down the track, and you end up in this room. Kill the guards, and the room dead ends, unless you jump onto the conveyer belt. Follow the belt down, crouch if you want, or look left and right and kill more bad guys. Follow the belt until you come to the "stompers". You don't need to dodge the stomper... Just jump off to the left side, and follow the path, down a spiral staircase, and into the room below the stomper. Follow the only exit, kill bad guys, follow the path down... When you come to the corridor which opens left to lava, be careful. One guy may show up above you and behind you. Continue down the path, and try all the forks. Most of them are deadends, just one leads to a door into a room, which leads into this big room with lots of boxes inside. Lots of bad guys are inside too, so kill them to left and right. Slide right slightly from the door, and use the scope. Somewhere in front is Dr. Death. Snipe him and the mission ends. Or sneak closer and shoot him. Mission Debriefing: Dr. Death said something about the Cliff Dwellings 10 miles away... It's the only hint, so even if it's a trap, you'll have to try it... 5.8 THE CLIFFS Mission Briefing: You've arrived at the cliffs, and apparently someone has prepared a welcome for you... You start on the top of a river stream. Follow the river down, grab stuff as needed, kill bad guys from long range as much as possible. Watch for snipers from upper levels. Continue down the river. Remember this orientation. To the "right" is a room with 3 sliders. To the right is a room with 3 "locks", and inside is a "stone key". Apparently, you need to collect more keys to use there. Continue down to end of the river, kill enemies. Look on the right side and you'll see a hint for the slider... Down, up, and up. Go to the slider room. At the slider room, set the slider to down, up, and up (whatever the hint says). Once you did that, the door beyond the slider room opens. Go in and clear your way, continue forward onto one of the ledges you've been shot at before. Clear the ledge, then continue into the room, which has a passage that leads you through a dark tunnel, then out into sunlight again... Into sort of a maze. Some have described the maze in amazing detail. The truth is... It doesn't matter. Just explore the maze thoroughly and kill everybody. You can use the map to determine where you have not been before. I use the right-hand-rule... Keep the wall to my right, and take the "right" fork, until I need to turn around. You'll find a series of pits and bad guys at certain junctions. The pits contain stone keys. Once you're clear the maze, you would have collected the full set of stone keys. Return to the "slider room", then head across the river. Once across the river, go to the "stone key" room, and try all the keys you got. The combination will probably be "heart", "rain", and "plant" (at least on "good" level). Continue into the passage, kill enemies. After a bit of winding passage, you come to this wall with a sharp cliff dropoff. Remember this spot, as it has a black spot on the wall to the left. Kill enemies that you can see (probably via that staircase to right-front, then down the cliff. Move forward, kill the guy inside that "room", and you'll see this hole. Arm shotgun, and drop through the hole. Climb out, and kill enemies you can see (turn around if need be). Turn opposite the enemies you killed, and climb out. Follow passage to a pit, kill the guy, and claim the "swirl" stone key. Return to pool, and climb off other side. There's a side door, where you'll need to crouch through. There are two dynamite sticks there, and the wall seems to have a crack here... But this is a deadend. Back track to the pool. NOTE: Secret area. Use a dynamite stick here at the crack... and back off! Blow a hole in the wall, and continue through the passage. You have two spare keys and you'll find spots to put them. Put them in (try each one). You'll open a new door. It leads to a passage, which drops you off at a stream. Take the stream and fall off into another pool... Note the hint... Up / down / up in the pool itself. Climb out and shoot the bad guy. Climb up, and set the sliders on top. Climb back down, and you'll see an opening on the far right of the pool, underwater. Jump in and go through, and you'll be back at the main 'river'. From the pool, climb up the stairs, kill bad guys, and you'll see a new set of sliders. Set it to down, down, down, and the gate in that little drain pool next to the slider opens. Jump in, swim through, and you're back at the river. Go back through the slider room again, and use the swirl key on that black spot on the wall. That lowers the "bridge" from the ceiling, allowing you to get to the staircase you could not get to before. Climb up, use your lamp if necessary, crouch and enter the crawl hole to grab the stuff. You need to clear ALL the rooms. Crouch and make your way via the OUTSIDE, to the entrance all the way on the OTHER SIDE... You'll see it when you get there. Get inside, and clear all rooms of all enemies, make your way to the ramp leading up to second floor. Climb up, clear enemies, and you'll see a door leading outside. SECRET AREA: There's another crawlhole further down the passage. Light the lamp and clear inside, and grab the goodies. Go outside and clear the enemies, and make your way to the entrance. Clear the front room and right room, grab stuff if you need it. Save now. You're getting very close to the boss, Charlie Two-Feathers. Move close to the door, and be ready to fight Charlie. He is a knife thrower, and a good one. He has unlimited knives. Use your scoped rifle and shoot him from long range, or get in a bit closer and let him have it. Once he goes down, the mission ends. Mission Debriefing: Charlie Two-Feathers liked your style, even as he lays dying... Your daughter is being held at Bob Graham's Ranch... 5.9 BOB GRAHAM'S RANCH Mission Briefing: You were surveying the mansion, and just spotted Sarah when you were ambushed and knocked unconscious. You had that dream again... Where this guy shot your father, and you, even with gun in hand, couldn't shoot him... And then you woke up, with no weapons, in the shed... Overall situation: this is a fun level, as you must acquire weapons to fight the enemies. After that, you need to solve the puzzle and get to the boss... You start in the shed, with no weapons except your fist. However, you CAN get out. Jump on top of the boxes, and climb onto the roof. Better save now. Look around, and you'll see two bad guys around. Jump down and knock him out. If he drops a gun, even better. Knife is good too. Kill more bad guys, be conservative on the ammo. Go around the barn, climb up the ramp, and kill more bad guys. Clear the floor. There's a locked door. Climb up to second story. Kill more bad guys and clear the entire floor. You'll find "iron key". Come back down, and open that locked door. Grab the crowbar and stuff inside. Go for the next barn. There are two doors on this bar, a small side door and a large door. Go through the large door by using crowbar on the door, clear out first floor. Climb on the upper floor, clear out second floor. Look at the rope tying that block of hay. Shoot the rope a couple times, and the block will fall through, break a hole in the floor into the basement. Climb down and go around the building, and go in that small door. Jump through the hole, clear opposition, and continue. You'll find a door, which will lead you to the fireplace INSIDE the building with the enemies. Crouch, go THROUGH the fireplace, and clear the entire floor. Find the stairs going up, clear all the rooms, and you'll find the "steel key". Walk up the ramp to the ranch. Clear the front of enemy presence, but you are NOT going in the front door. Instead, walk around the back, kill more enemies, then clear that little patio out the back. Now you can head in the back door. You're in the library. At the library, look right... Remember that bookcase. Clear the entire lower floor of enemies. There are quite a few, but also plenty of ammo to grab. Head upstairs, clear the upper floor of all enemies. There's a locked door. You don't have the key yet. Look carefully at the balcony of the library... See a "raised" tile? Step on it. You heard something move? Jump over the railing and voila! You see the open bookcase... Run inside! You see an unlit fireplace. There's a "black bar" inside. Get close, and "nudge" it... And the black bar will move to the other side... This opens the secret door behind the main fireplace. Crouch and enter the fireplace. You'll drop into the basement. Clear out the basement carefully. You'll have to take out "Buckshot" Morgan on your way. Explore the basement thoroughly, as you'll also find the gatling gun here, and a heavy boilerplate (armor), and elixir. You'll find a room with a hallway, then sort of "chimney" going up. There are three columns you can jump on. Jump from one to another, up and up, then you need to jump THROUGH the fireplace... (save before you make the final jump). Kill everyone in the room, and you get the key to open that last door. However, don't go in yet. Save now. Setup the gatling, and open the door. You will get a cutscene. As soon as the cutscene ends, start shooting, then adjust your fire to hit Bob Morgan. Do NOT allow him to shoot at you! You cannot dodge while the gatling is active, and he can kill you with ONE shot. So keep shooting! When you hit him enough times, enjoy the cutscene! Mission Debriefing: I'm not about to spoil the ending for you. Win it yourself and enjoy! 6 Historical Missions There are several sets of single missions, and then there's the marshall training level. Marshall Training will be discussed in the next section. 6.1 CIVIL WAR This super long mission features quite a bit of exploration, as you must clear out the battlefield of enemy presence (in this case, Confederate guys). There's actually TWO LEVELS within this one mission, and LOTS of enemies to kill. You'll even get to shoot a cannon! There is really no "trick" to this scenario except to explore every nook and cranny available to you. Range is usually pretty close so pistol and shotgun is best. However, rifle can be used as a decent medium range weapon as well. And you get to grab a gatling gun early on. You're "in the trenches" in a battlefield between the North and the South (the Union and the Confederation). You're on the Union side. Staring out, things can be tough, as there are reported landmines around (landmines in the Civil War?) though I didn't see any on "good" level. Look around and find a crooked, broken wall, go around or jump over it. OR go around and find a hole in the wall. Go to the pathway with a bunch of plants in front of you. Once you pased the Union flag, go forward, avoiding mines (?). Get the scope underneath the shelter. Exit through the hole and go forward (take the left path) toward the Confederate flag. Immediately past the flag, turn left and get the gatling gun and leave. Go forward and around the fence. Go inside the opening. Kill the people and continue. Go below the platform to the far left corner. Go inside the tunnels, clear it out. Go up the bridge and to the front path (into the other tunnel). Take the right path (not door). Walk to the end. Nudge the box. Turn and go left, turn right, and hop past the box. Open the door in front of you and get the crowbar. Go back to the main room (where you turned right). Open the door w/ the crowbar. Go up the stairs, turn left, and up the series of platforms. Walk past the room and into another room. Go left, down a flight of stairs, left again, and into another room. Open the left most "window" on the walls (there are 3). Inside of it is the iron key. Get it. Go back to where you went down the flight of stairs. Go left, right, past some boxes, and open the door. Go up lots of spiral stairs. Go in the path. Walk forward. This is the point where the game loads the new level. 6.2 CIVIL WAR 2 This is the second part of the Civil War mission. You see this barn, house, and chicken coop in the distance. The opening leads to a river valley. The bridge is out, so there's no way to cross. You can't get to the second floor of the house since the stairs is busted, but you can clear the first floor. When done, come back outside. The barn is locked, but you'll go find the key soon. Enter the chicken coop (crouch). Jump down the hole. You'll now be walking in a stream of chicken shit. Keep on walking, go up, and you'll get to a room. Keep moving, clear the room, and you'll retrieve a brass key. Go up the stairs, and you can get out of the house (again). Go in the barn from the other side, up the ramp and opening the large door(s), then clear the inside. Keep on clearing until you locate a small crawl door at floor level. Open and enter. Kill more bad guys. You'll see a narrow ramp on the right side leading up. Save now, do NOT fall off or you may get STUCK. Make your way up the narrow ramp, and you'll get to a ledge. Jump to another ledge. You will be able to access that long beam that sticks out of the barn pointing toward the house. Back up, set RUN mode, and do the super jump, and land on the MAIN roof of the other building. Then get exactly to the middle (the sharp spine), then drop off to the patio roof, and kill the guy inside. Get in, clear the floor, and you'll be able to claim the fully rigged TNT (when you get it, a bell sounds). It looks like a yellow BUNDLE of TNT. Exit the building and follow the dirt path. At the end of the dirt path is a broken bridge. Shoot the guys on the other side if you got the scope. You can walk on the ledge and follow the river, or drop into the river. Both work, so just pick one. . Continue down until you come to a small dam, then a large dam with a big crack in the middle and two levels. Kill all defenders. NOTE: If you're in the water, look to the right and you'll see a small entrance. Swim through, and climb up out of the well to top of the dam. Drop to the lower level of the dam (the side where you came from). Find the crack and use the fully rigged TNT on the crack. RUN! Once the damn's been blown, wait for the water level to equalize between the sides. Opposite that entrance where you can climb out of the well, there are 3 little holes on the side of cliff. Enter any one of them, it doesn't matter, though the furthest one (green floor) is the best. if you enter the first two (which are connected) If you enter the first two, you have to use a stick or two of dynamite and blow another cracked wall. If you enter the furthest one you can bypass. Continue down the corridor, and you'll eventually end up in a square room. The ledges can be jumped, so jump higher and higher ledge until you can get to the door. Exit it (you were in an outhouse). Walk forward and open the door to the building. Kill bad guys above and at the same floor. Then open the door you see and clear the entire floor. NOTE: Look for a hidden "crawl door" on this floor, where you can get a "boilerplate" armor. Go upstairs, clear all the rooms. Drop down the hole, and clear the room. Continue through door, clear the kitchen. Climb out into the alley, clear alley. Jump on the stack of 2 boxes. Jump into the building across from you. Clear all enemies across and to your right (lower level). Go straight and go down staircase. Clear entire lower floor. The far left room leads to another room, which has a set of stairs going up to the opposite ledge. Get up there, pull the switch at the end, which opens the big door next to the switch. Return to staircase, climb down, and exit that big door. Look around a bit. You'll notice a cannon, a light-color wood building to left of it, then more buildings to left. Go left between the two "platforms". Snipe any enemies you see. Continue down the platform, and you should see a hole in the wall to the left. Go through, clear it. Go through the door to left, clear the floor. Push the boxes (use the map to see which ones can obviously be pushed). Head upstairs, and push more boxes... Clear enemies. Locate opening, continue down the crawlspace, and end up on the outside ledge. Clear the next building over, and grab the steel key. Now you need to get into the Confed HQ, which is that house with two flags. However, it's surrounded by a wall... Still... There's that cannon... See any armory nearby? Head to the armory (that building in the middle), clear it, and grab the cannonballs on the upper ledge. Come back, and use the cannonball on the cannon. Boom! The wall goes down! Go near, and snipe all the enemies you see. Kill any in upper story if you can. Then head on in, and clear the lower floor. Then head on up, and clear upper floor one at a time. As you come to the barricade in the corridor, save the game. It's difficult to assault the position without dynamite. Continue into the compound, and you'll finally get to Sam Kenny, the Confederate Commander. He's pretty good, and takes a lot of killing. Once you take him out, the mission's complete (however, as with all historical missions, you can keep exploring). 6.3 ICE CAVES You are after more bad guys... You start on an ice floe. There are 3 bad guys near you, but if you don't move they won't notice you. So arm pistol, and start shooting! Get on the ledge to grab medical bag and more ammo. Then exit and jump ice floes to grab more things. Then head up the only path you can go. Beware that ice flow is slippery, and it takes time to gather up some speed, and it's a pain to stop as well. Shoot those guys below you, then go down the right side (don't slide off or you die!) Jump to grab the scope and the shovel off the plank and the island. Be careful... Continue down the other path, jump onto ice floe, and climb up the ramp, shoot the guys to your left. You will come to a big crevice. Jump across (use a LOT of room and RUN in order to jump over). Arm the shovel, and dig in the spot that's LIGHTER in color. Dig a couple times, and you'll drop into the level below, and you'll see a way out. This part can get VERY difficult, so better save now. Start moving downslope, and you'll start gathering speed. When you come to a cliff, JUMP! Jump again! You're sliding down the cliffs, and you can't miss any jump, or you die! Eventually you'll slide into the lake. Get a breath, then look for a deep hole you need to dive into, and swim through the tunnel. Be careful when you surface... LOTS of bad guys up ahead. Stay in the water and kill all of them. Look for some cover as those bad guys can hit you pretty hard. There may be a box or two as cover. Climb the box, then jump onto the roof... Then jump through the hole on the cliff. There's the first boss... Kill her. Someone said digging the ground and let her fall in makes killing her much easier. Continue up the path, and you get to another lake and tunnel. Swim through... And you get to the final fight. Be careful... Kill everybody, including the final boss, and you're done! 6.4 VILLA There really is no trick in the villa... Just kill everybody you see on the first floor, really. The door at the end of the spiral staircase leading down is locked. You need to go back to the bookcase. Can you guess what letters you need to push? Look around a little and see the label on some boxes? B.F. Thud. So... Push the letters in sequence! Which opens the door, and nets you one key when you clear the basement. When you come to this room with two high-back chairs and a little interior balcony, climb onto the chair's high back and use that to jump up to the second story, and clear that as well. Grab the water bucket when you see it (it's in the room with the "bathtub". Come back to the room where you jumped to second level. There's a window there you can jump through (really). Get in there, grab the key, and the stuff. Then open the next room up as well and clear it, and grab the sheriff's badge. Look for the courtyard with the fountain, and your horse. Try using the water bucket on the fountain. Voila! It's a secret staircase! Head on down carefully and snipe enemies from the tunnel, do NOT go in. The boss is inside. He's the guy in the black coat. Snipe everybody from the tunnel, clear the entire room, and you're done! 6.5 WHARF You start next to a pier. To your left is a barge. It's about the ONLY place you can climb onto. If you fall in, climb back onto the barge and jump to land that way. Later, you'll find shortcuts to get back onto land. Walk all the way to edge and look left. Jump to that land just past the wall. Grab the sticks of dynamite. Jump back to origin. SECRET AREA: Drop a stick of dynamite next to the poster, and you'll get a secret room. Jump on the barge, then jump across to the other side. Kill everybody you can reach. Throw some dynamite at that small "hole" at the end of the conveyor. After a few sticks, that hole becomes bigger, revealing a SECRET AREA. SECRET AREA: Drop through that hole you made, and you get out in the other room... Kill everybody, and grab the steel key. Climb onto the conveyor, RUN back through to the river. Jump to other side of the river, and go through that door that was locked by steel key. Clear the room and the next room. You should see a switch on the wall. Pull it, and a set of steps will drop into the river, so you can climb out without going all the way back to the barge. You may see more of these (one per building) later. Pull them whenever you see one. Clear this boat bay completely. On the other end you'll see another door. Get out, and you'll see a toolshed. Clear it, and grab the armor and other stuff. Continue up the slope. Enter the house, and clear the house, both floors. Come back to ground floor. Open the closet... Notice one of the backwall has the wrong color? Nudge it, and it opens! Go through Clear out the next building, a hotel. Clear the ground floor first. Climb up, check each and every room, clear them. There's a couple door you can't open. SECRET AREA: There's one in the first room under the "desk", shows up as "cracked wall". Put a stick of dynamite there and you'll get to another room of goodies. Continue into the room you can open on the far end. Look outside the window, and you'll see it leads to a balcony. Break the window and get out to balcony. Go left and you're at window to the locked room. Kill the guy inside, and jump in. Grab goodies. Get back out. Do the same in the next room, but go out the OTHER window. Get into the last locked room. The closet has a secret passage... Follow it and you'll drop into a fireplace. Crouch and get out fast! Clear the room, and grab the crowbar. You're back in the hotel lobby. Use the crowbar on the doors that are "stuck", you'll see a window where you can see the next building. Break the window and you can get out. Get into next building, clear it, then head downstairs, and you can claim the iron key. Use the key on the door that needs it. Go through that door. The path will lead you to a small pool. Dive through, follow the underwater tunnel, and emerge into another room. Clear the next room, pull those stair levels when you see them. Clear entire first floor. Head upstairs when ready. Clear out everybody. You'll see a switch. Pull it, and part of the floor will drop to lower level... Allowing you to jump across to the other side. Jump across to the other side, clear it, and you'll see a box leading to this tunnel higher up. Jump up there, and follow the tunnel. You'll get to the next building. On the side of the house is a control panel, but the wheel is missing. Continue and turn right, then clear the next room in. SECRET AREA: in this room, there is a box with cracked side. You can open it with dynamite. Inside you'll find goodies. Exit to river, then enter next room through door, and clear it. There's another control panel there that needs a "lever". Head upstairs, and clear the entire upper floor. You'll find the wheel you need. SECRET AREA: the picture (General on horse) has a secret room behind it. Blow up the picture with dynamite, and head in to claim more goodies. Get back down, and set the wheel on the missing panel... And you'll close half of the dam. Now, use the dam to jump to the other side. Clear both rooms. There's a hole in the ceiling in one of the rooms. Use the box to get up there... It's possible, really. Jump THROUGH the hole, and get to the OTHER hole, drop through. Clear the rooms, and he will drop a lever. Look at the window, and you can see you're looking at the OTHER dam... You need to jump out the window, and climb up the dam so you can use the lever on that panel... And the other dam is closed! Now you need to get all the way back to that room where you got the lever... Save the game here, as this jump is really painful. Climb onto the window ledge, and jump into the pool of water BEYOND the dam... Then swim across. The only way you can climb out is to the LEFT, but there's no key to get in. Clear this island first. Jump across to the other piece of land. Clear the house, and grab the brass key. Jump back to the two-story house side. Use the brass key to get in the lower floor, clear it. Go upstairs, and clear it. There's a hole in the corner, and inside is the boss along with his minions. You can snipe at a few from up there, or toss dynamite sticks from above... Or just drop through and hide behind boxes and such and start shooting. Clear the room, kill the boss, and the mission's over. 7 Marshall Training While it's billed as "training", some of these missions can be quite tough. To navigate the missions, exit from your marshall's office, and head out the front door. Head around the back. You see three buildings... Deputy, Sheriff, and Marshall. Then there are the five "wanted" posters... Shoot any one of the wanted posters to pick the mission. To get to the buildings, you need to score some points from the missions first. Once you gained a rank, you can go into the building and push the red button, which takes you to the special level. To EXIT from individual missions, get back to your horse, and nudge it. Do NOT use END MISSION or you'll never see the ending score! NOTE: On the wanted missions, if you are able to capture (i.e. knock out or knife the felon) you get a better score. 7.1 WANTED: "SPITTIN'" SANCHEZ NOTE: On the wanted missions, if you are able to capture (i.e. knife the guy until he falls over) you get a better score. Throwing or hand to hand, doesn't matter. This one can be messy, as there are a LOT of alternate paths. Feel free to explore all of them. I'll just cover the basics. Go ahead and shoot everybody you can from the ledge you're on. You'll use most of your rifle ammo now. Climb down to the left. Head around the back of the fort. There's a corner that's held up by sticks... It's a secret entrance, but it leads to a multi- story ambush, so I don't recommend going that way. Still, if you want to give it a try... Continue to back of the fort, kill the guards. Open the door to the corral, and climb into that tunnel. Shoot spiders, and the guy inside... Continue inside, and explore the tunnels a bit. There's this branch that leads to a room where you see this "wall" of boxes... But you can climb through and make it INSIDE the fort. Grab the key, and explore the inside a bit. Now you have the key, you can explore the inside and try the doors, or get outside and get back into the tunnel. SECRET AREA: Go back to the corral tunnel, facing in. Go left, and you'll see a cracked wall. Drop dynamite on it... And you can get into this room... Grab gold, continue down, pop the lever on the wall, and the bar retracts, and you're back in the courtyard next to the fort entrance. Now you have the key, open all the doors you can. One of them leads to a spiral staircase up (in that "ambush" courtyard). Explore all the upper rooms... Shoot everybody. You will find the other two keys as you explore all the way around the fort. One is at upper story, along the wall. The other is on the "roof" that you can access. With the other two keys, you can access all the doors and clear all the rooms. You'll come to this ledge, facing another ledge with barred windows. Jump across, then jump through the barred windows (the bars are wide enough). Then clear that, and head downstairs to meet the boss. I just use sniper rifle and shoot him through the barrels, though you can crouch and then head inside and knife him, or throw knives at him. Get out of the room, grab any more gold you see, get out of the fort, and nudge your horse to end. 7.2 WANTED: "BUCKSHOT" MORGAN NOTE: On the wanted missions, if you are able to capture (i.e. knife the guy until he falls over) you get a better score. Throwing or hand to hand, doesn't matter. This one is not that hard, but you may get stuck if you haven't figured out what to do. It's dark, so enemy visibility is reduced. However, your scoped rifle doesn't seem to mind. This is essentially the fort in the main campaign, albeit slightly modified. Grab all the stuff near your starting point, and explore around the fort a bit. However, beware of those huge spiders (tarantulas, actually). They move incredibly fast. Use the scoped rifle and take out as many bad guys as you can from your ledge. Head inside, and clear the first floor, as well as any one else you can snipe. Find your way to the staircase going up, and clear the upper floor until you can't go anywhere any more. You should have ran into a shovel in one of the upper floor rooms. Come back down to the staircase room. Explore around a little and you'll see this room with a hole in the floor in the corner. Arm shovel, and start digging. You'll drop and then drop through to a secret tunnel. SECRET TUNNEL: Tarantulas infest the secret tunnel. Use a stick of dynamite and shotgun to clear them. Then head inside and grab the crowbar and stuff. Get back out. With the crowbar, you can open that stuck door in the upper floor. Go inside, to take care of the boss, shoot or knife. It's your choice. Once you got the boss, explore around for more gold. Then when you're done, go back to your horse and nudge it to end the level. 7.3 WANTED: "BLOODY" MARY NASH NOTE: On the wanted missions, if you are able to capture (i.e. knife the guy until he falls over) you get a better score. Throwing or hand to hand, doesn't matter. This one is fun as it's around a fertilizer plant. SECRET AREA: right near your starting point, go right, jump on that platform, and push the box in to reveal a secret tunnel. Go through, clear out some spiders, and you'll be able to grab the idol (it's that Idol from Indiana Jones!) Grab all the ammo you need, and dynamite, then continue down the path. Shoot as many as you can from long range, then head into the building. You'll see a gatling gun in the middle of the warehouse. Do NOT go get it. Enemies are on all three floors ready to turn you into Swiss cheese. Instead, keep your back to the wall and clear each section one at a time, until you've clear the entire warehouse. You'll see a tunnel that leads to another warehouse. This one has a sheriff's badge in the middle. Clear that as well. There's some doors you can't open yet. That warehouse leads to a room with staircase leading down. Clear that (beware of 3 guys at the bottom level). Head through the door, clear the bottom, and head up the spiral staircase. You're in the water tank. Jump into the water tank and claim elixir and crowbar. Climb back out. With the crowbar, you should be able to gain access to a door that will lead you to level 2 of the warehouse. Jump through a box barrier, and a ramp will take you to level 3. Clear level 3, and you'll cross over to the other building that you can't access... Drop through a hole in ceiling, and you'll claim the other key you need. Jump out and climb up the stairs. You can now open the other door that was locked where you got the crowbar. Head inside, clear the rooms, and head on through. It leads to a tunnel. Explore to right to grab gold bars. Then continue in other direction. You see a room with 2 planks forming a plus sign. Clear it, and jump down to it and claim all the ammo and stuff. Jump back up, and you'll see a separate entrance. Jump there. Continue down, follow the path, and you'll see "Bloody" Mary Nash soon. She's easy to capture... Just rush her with a knife and put her under. Then shoot all the others, drop through the cracks in the floor and do that. You can make your way up later. Head back to your horse, nudge it, and end the level. 7.4 WANTED: "DYNAMITE" DICK CLIFTON This one is sort of based on an existing map, but quite a bit of it is unique. Basically, you need to hunt the level for keys, which will help you open the gate to the bad guy's hideout. Head down the path to your left, do NOT drop to canyon floor yet. Take out the guards on the ledges. You can jump from one ledge to another. You can claim quite a few items. You'll come to a town with some busted buildings and some whole buildings. Stay on the edges and take out as many as you can. Then proceed to clear the entire town, one building at a time. Grab anything you find, including crowbar. When you see a cracked wall, drop a stick of dynamite on it. You'll get goodies. In the far left "warehouse", there is an entrance in a corner blocked by some boxes, but it can be jumped. Jump in, and go down the stairs. Check each branch (clear tarantulas!) and climb up the stairs to your right... Keep clearing until you find "steel key". Access doors you couldn't open before with steel key. There's this building next to the "danger" sign. Open the door, clear inside (or shoot them through the window, doesn't matter). Climb up the second floor, push button, which opens the door to the small room on first. floor. Go there, push the button inside, which opens the door bearing that "danger" sign. Go inside, clear it (lots of spiders), continue, and you'll locate the brass key with more gold. Dive into the pool for more gold. On the opposite side of town, you'll find this wall containing large red door. Open and kill everybody in your way. There's a button hidden under the bar. Push it, and a door under the staircase will open. Head inside and claim more goodies. Come back to the "lobby". Head upstairs, and try NOT to shoot civilians (i.e. NO shotgun!) continue down corridor, and you'll get to the rear entrance. Go outside, kill bad guys. You'll see another door heading into the basement. Save now. Get into the basement, and Dick Clifton is up ahead. He's called dynamite for a reason... He likes to toss dynamite. Capture him would be a problem, as it's hard to get up there. There's also a couple bad guys nearby. You may want to move around with shotgun and clear the room, then switch to knife throwing to take down Clifton. You may be able to jump up there and knife him too... It's up to you. Once he's done, just walk back to the city, past the torn down, and back up the trail... Nudge your horse and that's it. 7.5 WANTED: "BLOODEYE" TIM NOTE: On the wanted missions, if you are able to capture (i.e. knife the guy until he falls over) you get a better score. Throwing or hand to hand, doesn't matter. This one is not that hard, merely a bit tedious. Go down the trail past the bridge, and kill anything that moves. You have to clear two forts, and the associated passages between the places. Notice a dark brown shack, with a white rock next to it, during your moving around. Climb onto the rock and walk onto the roof of the shack, then drop into the hole, and grab gold and crowbar. Use crowbar to get out. Head back into the fort, facing you, and use crowbar on door that's stuck. You'll locate the steel key. Head to the other fort, use the key on the door that needs it, and you'll nab the "iron key". The iron key is used to access the room in the corner... Bloodeye Tim is above you in the blue jacket. Crouch and jump on the ledge, then throw knives at him until he goes down. 7.6 DEPUTY TRAINING There's really nothing to this level... You go into this maze, and end up in this central "hub", where you see three paths. The black is so black not even your lamp will work. Use the map to navigate. Each of the 3 paths leads to a set of 3 doors... Each with a bad guy inside. As you approach, the door pops open. You should have just enough ammo to kill all nine (3 per path). Nudge your horse to get back. 7.7 SHERIFF TRAINING This is a shooting range, enough said. Continue down the path, into the building. Grab as many guns and ammo as you wish, including the gatling gun and the gatling ammo magazine. In front is a regular "shooting gallery". To right are series of bells for you to practice sniping. To left is "skeet shooting", where random objects are tossed. You have a LOT of ammo. When you ran out, head back into the "lobby" of the building for more. Nudge your horse to get back. 7.8 MARSHALL TRAINING This is basically the Outlaws version of an Indiana Jones adventure... No guns, no whip, just your fists, and some fancy jumping. Jump across the river, and go up the steps to the entrance. Head on in. There's a TON of spiders dropping from the "hole". Just JUMP over them and continue. You can't stop them. If you see single spider, crouch and use punch to take it out. Avoid the large groups. Continue into the stone maze. Push them out of the way and continue. To left is a deadend, so go right. One of the blocks has a spring... It springs back. Doesn't matter, just keep going. You get to a room with sun shining in. AVOID THE SUN. It BURNS! Crouch and move along the wall to avoid it. Continue to this room with four "islands". The water is POISONOUS... Don't fall in! If you fall in, jump out immediately! Jump from island to island... Into the next tunnel you go. Continue into next room. There's a path to the left, and 3 islands to the right you can jump. If you go up the left side, rocks pop out of the wall and shove you off the path (unless you're VERY fast). If you then jump on the islands, the island will drop you into the lake. There's a hole you can swim through. Punch the button, then swim all the way to the top and jump out through the hole. You then run into 4 of the "metal men". I have no idea what these guys do, but feel free to punch them until they catch fire. Continue into the corridor. You come to a statue head. Save the game now. Grab the head and RUN, and be ready to do a super-jump (run and jump) as one of the ledges will drop out almost from under you. Jump back via the islands, make your way back, through the maze, through the tarantulas, and jump across the river... Nudge your horse, and you're done! 8 Multiplayer Any one has more suggestions for this section? 8.1 BOOT PLAYER boot:jerkboy drops the player 'jerkboy' from the MP game 8.2 TEAM WHISPER To send a message that is only seen by members of the red or blue team in a Team game, enter the following (without the quotation marks) in the chat field before your message: To whisper to the red team: ''#r '' or ''red:'' To whisper to the blue team: ''#b '' or ''blue:'' 8.3 WHISPER TO SPECIFIC PERSON To send a message to a single player, enter their name or the beginning of their name in the chat field, followed by a colon, before your message. Example: To whisper ''hello'' to player GunPuppy but player GunDingo, type ''gunp:hello'' without the quotation marks in the chat field. 8.4 PLAY AS "NOBODY" To play as a character named ''Nobody'' in multiplayer, go to the character selection screen from the game lobby after joining, then hit the ESC key instead of clicking on one of the six characters. Your character name is now listed in the lobby as ''Nobody'' though you will look and behave like James Anderson for all intents and purposes. 9 Cheat Codes You don't need cheat codes, esp. not on "good" level. To enter these cheat codes, get in the game, then type the code in. No need to bring up a prompt or such. 9.1 TYPICAL "CHEAT" MODES olairhead - fly mode olbounce - super jump mode olether - invisibility olimyella - god mode oltombstone - you WILL die olyahoo - bronze badge olzip - teleport (you can sort of "choose" where you want to go by using the map, supposedly) 9.2 EVEN MORE CHEAT CODES OLOPEC - more oil OLER - full health OLRX - gives hearts OLHITME - lose one heart OLREALLYHITME - lose three hearts OLHOWMANY - displays number of players OLNETWORK - displays network information OLMEMORY - displays memory use information OLBLACKOPS - lights up objects in rifle scope OLBOOST - add gold and rank in Historical Missions OLSHADOWS - jetpack (use with X key) OLJTF - displays player stats OLSHAW - your hits push enemies back really far OLRUNAWAYTRAIN - play as a mine car on the Mine level OLANALKLIE - misaligns textures OLPOLYS - displays polygon information [code from the Spitting Horse Saloon] 9.3 LEVEL SELECT CODES These codes take you to level 1 through 9, respectively. olhideout oltown oltrain olcanyon olmills olsimms olminer olcliff olranch 9.4 YET MORE CHEAT CODES olappear - Make Boss appear olash - Unlimited Ammo olcds - Super Map Mode olfps - Show Frame Rate olgps - Show Player Coordinates olgusher - Unlimited oil oljackpot - Add Inventory olpostal - Full Ammo for all Weapons olredlite - Stops Enemies where they stand olscore - Skip level olscreening - show cut scenes olstinnett - Walk with Gatling Gun olwimpy - Auto reload --THE END--