Head those bandits off at the pass with Game Front’s Call of Juarez: Gunslinger walkthrough, with all the info you’ll need to succeed in this downloadable return to the old west. After a brief stint with the modern age, the FPS series returns to its dusty roots with avenging cowboys hunting bandits packing six-shooters.
It’ll be a treacherous return, so stick with us as we explain step-by-step how to complete each level. We’ll provide combat strategies, and point out any helpful extras on the way. If you think you’re ready, keep scrolling down.
Looking for lost secrets in the untamed wilderness of Juarez? Don’t go it alone, check out all the extras, achievement guides, and unlockables available on the Call of Juarez: Gunslinger cheats list.
Episode 1: Billy the Kid
Episode 2: The Cowboys
Episode 3: The Innocents
Episode 4: John Wesley Hardin
Episode 5: Grey Wolf
Episode 6: The Dalton Brothers
Episode 7: The Wild Bunch
Episode 8: Jesse James
Episode 7: The Wild Bunch (Reprise)
Once Upon A Time in Stinking Springs
And so the story begins. Take a moment to get used to walking in Silas Greaves’ shoes. Follow the dirt path toward the rustic barn up the hill.
On the way, a tutorial tip should appear instructed Greaves’ how to see the current objective. Doing so has the added benefit of placing a temporary star waypoint on the location Greaves needs to go next.
Walk through the barn and continue toward a crossroads, until Greaves announces that a handful of thugs don’t plan on letting him through. And so begins the gunplay, as a revolve appears onscreen.
Take a right at the crossroads to continue down the path leading towards a distant windmill. Keep an eye out for the two bandits sitting near the path.
Like most FPS games, you can aim down the sights for a more accurate shot, or crouch to help steady your aim and hide behind low cover.
Getting headshots, or any trick shots at all, is important in Gunslinger. Each kill earns Greaves XP, which he can then use to unlock new abilities and upgrades.
Collect ammo from the fallen enemies. It turns out these two are actually deputies, working for a corrupt sheriff. More of the men have a homestead surrounded past the fence and down the dirt path. Look right, beyond the bodies, to see the red homestead in the distance. That’s your next objective.
Down the path, three goons will emerge. A tutorial will teach Greaves about using concentration – the concentration meter is in the top left corner of the screen. Each kill will earn Greaves more concentration, and once the meter is full, he can slow down time.
Concentration is a powerful ability, so use it whenever you’re caught away from cover! It’s also a handy time to go for trick shots. Aim for the pistol or head to earn some extra XP.
Use the rocks to the left or right of the path to hide after taking out the first three deputies. Even more enemies will appear ahead, taking positions around the two wooden shacks and trees.
You’ll be cut down in seconds if you don’t hide. Peek out from your hiding spot to scan the area during firefights to spot enemies, then take them out one by one. Greaves’ pistol doesn’t have much range, so it isn’t a bad idea to circle around from the left or right to flank the hiding shooters.
Be aware, any wooden fences enemies use for cover can be shot through. You’ll even earn extra XP and concentration for getting a bullet-penetration-kill.
Eventually, Greaves will be able to level-up after earning enough XP. Each level provides the player with an additional skill point that can be used in three different skill trees.
The first tree, Gunslinger, is all about using two pistols at once. The first ability unlocks the Akimbo skill. Later abilities improve revolvers, adding damage to combos and increasing concentration time.
The Ranger tree is slightly different. It’s more about careful aiming from a distance. These abilities include faster rifle reloading, better aim, time slowing down while aiming, and the ability to gain extra hints to collectible locations.
The last tree, Trapper, improves the power of dynamite and shotguns. Many of the abilities improve Greaves’ toughness so he can more easily rush enemies. You’ll even be able to unlock akimbo sawed-off shotguns for double the fun.
Continuing through the run-down shack, Greaves will encounter even more goons in a pumpkin patch. Fight through the waves of enemies using the crates to avoid their onslaught of bullets.
Continuing closer to the tower, Greaves will explain a new ability. “Sense of Death” is another meter that refills on its on in the top right corner. Whenever an enemy is about to get a kill-shot and finish Greaves off, you’ll have a chance to escape. Simply dodge left if the bullet is going to hit right, or vice-versa.
Time will only slow down when the meter is completely full, so don’t play too recklessly. It doesn’t hurt to be cautious, sometimes!
Finish off the rest of these dirty varmints, then climb the ladder up the tower to collect a new pistol, if you’re so inclined, call the Ranger. It isn’t much different than Greaves’ started pistol, but what’s most important here is the location.
Circle around the tower and use the boarded up corner to look over another small arena. Enemies will rush out to take cover behind the crates or hay, but from the tower they’re easy pickings.
Jump down and clear out any remaining deputies before continuing through the fences toward a barn and a small gathering of chickens. Don’t worry about them, turn right to find the back entrance to the farmhouse.
Take out the thugs near the water tower to the left. This is another good time to use concentration, and remember that Greaves can actually fire faster with a single pistol while looking down the sights.
Once the bastards are gone, the camera will swing over to the farmhouse’s back door. Interact to get inside, and climb the steps to find Billy.
Open the door to the left of the stairs, marked with a lantern, to find Billy and gain a new weapon.
Greaves now how a long rifle. The window will open, revealing swarms of deputies that want you dead. Crouch to hide below the window, then pop-up and keep shooting. There’s no strategy here, use concentration to take some of them out, crouch to regenerate health, and reload. There’s so many of them, they won’t bother using cover half the time. This is a total shooting gallery, so get shooting.
Shoot enough of them, and one of the gang will get shot. Time to switch windows, take your fallen friend’s place and shoot down the deputies on the water tower first, they’re the most dangerous.
The rifle has a slow reload, but it can be interrupted at anytime. Like the Revolver, there’s no need to fully reload before continuing to shoot.
Shoot enough of the thugs below, and one of them will break into the farmhouse. Hit the button that appears onscreen to take out the intruder. If you miss, and have that “Sense of Death” meter at full, Greaves can still save himself and take out the enemy afterwards.
No sense in staying now! The gang has a gatling gun, and they’ll tear apart the second story room with gunfire if you don’t rush out now. Return to the back door and press the button as it appears to rush outside.
Time will slow down. Take out the red enemies – aim for the three on the right first, especially the two in the center, out in the open. It takes longer for enemies behind cover to shoot.
Follow the path left of the door to the barn, you’ll see the doors open at a distance. Shoot down the single deputy and climb the ladder inside.
At the top, another enemy will try to cut Greaves down with an axe! Use a melee attack to take him down and drop out of the open barn window.
As Greaves falls, you’ll enter into concentration mode. Simply fire that pistol, or pistols if you’ve unlocked the akimbo skill, to get instant headshots.
More deputies will arrive as Greaves lands directly behind some convenient cover. The path ahead is littered with explosive barrels, so make good use of them as you stalk forward and more gangs of shooters appear.
Entering the stables will lead to Greaves’ first duel in Gunslinger. This is how duels work; first, four brackets will appear. Aim the brackets over your opponent’s face and keep them tight even as the brackets tighten in.
Beware, the brackets will constantly shift out of focus and your enemy won’t stand still. Keep adjusting, the longer you’re able to keep the brackets focused on the opponent, the higher Greaves’ focus percentage will go.
A higher focus percentage means Greaves will have more time to make the final shot. When your opponent goes for his revolve, quickly press the fire button to draw your revolver. A timer will appear at the top of the screen, counting down how much time you have before you’re shot. Place the crosshairs over Garret and fire to win the duel.
The level isn’t over yet! Continue forward and step into the stable to complete the stage.
Episode 1: Billy the Kid
Episode 2: The Cowboys
Episode 3: The Innocents
Episode 4: John Wesley Hardin
Episode 5: Grey Wolf
Episode 6: The Dalton Brothers
Episode 7: The Wild Bunch
Episode 8: Jesse James
Episode 7: The Wild Bunch (Reprise)
A Fistful of Hot Lead
Greaves’ prison stay won’t last too long. After some exposition, a set of keys will land in the cell. Grab the keys and make your escape through the door.
Leaving through the open door into the office ahead will earn Greaves a double-barreled shotgun. Grab it, and after a short introduction to this tool of destruction, turn right to take out a deputy rushing down the steps.
Fight up the stairs, watching out for guards hiding around corners, to reach a ladder to the rooftops. Enemies are swarming the town below, so keep moving along the roofs! Use the wooden planks as indicators – jump from roof to roof, and follow the planks, they signify where Greaves can make a safe jump.
Wooden planks will appear before your eyes, handily making bridges to a storefront facade with a ladder attached. Climb the ladder and step off the roof to a rocky path just on the left.
Eventually the commotion will die down as Greaves reaches a grassy hill leading back into the town. At this point, Greaves can attempt to quietly sneak by the guards.
The second collectible is found after crossing the rocky path and before re-entering the town down a hill. Look left of the fence leading into the town proper to find an open shack with a chest containing ammo. Continue left through the path to find another ammo cache past some bushes with the collectible nearby.
Grab some ammo before entering the town. It won’t take long to get spotted, and so begins an extended trek through the town. The streets are swarming with shooters, and there are multiple paths to get where you need to go.
All roads lead to a mercantile store with linens hanging outside over a shallow puddle. Fight past the store and watch the upper balconies for guards.
Ahead, inside the rundown shacks with inventory lining the walls and ripped clothe over the entryways, Greaves will encounter more guards. This tight space is perfect for the shotgun, use it to clear the way, and beware the explosive barrels near the shack exit. There’s a big crooked “Explosives” sign left behind as a none too subtle warning.
Leaving the shack leads left to a machine shop guarded by two more men. Gun the two down, then climb the ladder on the larger building opposite the closed gate. Look for rock foundations to get onto the ladder.
Jump off the awning to continue deeper into the town. Look on the right to find more ammo, with a box of weapons where Greaves can swap the shotgun for a long rifle.
The rifle is actually pretty useful in the next encounter, but the pistols will do in a pinch. Being able to shoot enemies from far off will help, so consider bringing the rifle with you.
In the empty town square, you’ll be ambushed. A quick-time event will initiate – hit the buttons onscreen to shoot down the ambushers, but if you screw up, you’ll have to take out the remaining men yourself the old-fashioned way.
Shooters will appear in the towers and balconies, so use the crates in the back corner of the square to hide, or take cover behind the cart.
Beware, Shielders will appears! Arm yourself with a pistol or shotgun as they get close and take them out once they drop their shields.
Aim for the small window in their shield to get yourself a headshot, but they can only be hit this way while they’re moving.
Follow the road past the fountain to the right to enter the main thoroughfare, with a hanging post down the center. More shooters take cover near the storefronts, so do the same. Use the crates and slowly crawl forward, sticking under the shade of the store facades.
Another secret is found after dealing with the enemies in the fountain square. Turn right and stay on the wooden walkways, on the right side of the main street. Enter the second door, on the right, to find the collectible inside.
Nearing the hanging post, even more enemies will appear. Use the cart on the right side to move forward, taking out anyone fool enough to stop you. While they’re out in the open, try using concentration for an easy combo.
After dealing with the deputies, continue straight forward toward the stables to encounter another duel.
This time, you’re up against Bob Ollinger. Greaves explains another new trick – moving left and right will adjust his hand position for a faster draw. Move his hand in close.
Next, you’ll learn that your weapon can be drawn first. This counts as a dishonorable action – if you want to score better, wait for your opponent to draw first.
Episode 1: Billy the Kid
Episode 2: The Cowboys
Episode 3: The Innocents
Episode 4: John Wesley Hardin
Episode 5: Grey Wolf
Episode 6: The Dalton Brothers
Episode 7: The Wild Bunch
Episode 8: Jesse James
Episode 7: The Wild Bunch (Reprise)
A Bullet for the Old Man
It’s time to go hunting for cowboys. This compact mission pits Greaves against an overwhelming force of gunslingers, so be on your guard.
Follow the desert path down to find a stage couch ambush. The bandits are distinguishable by their red scarves. Get close enough, and the camera will point up – take care of the bandit on the bridge before finishing off his friends.
Take out the three remaining bandits, use the rocks to the left to hide. Then, check out the right side of the stage couch.
Getting close, you’ll be ambushed by Apaches! A quick-time event will play, hit the prompts as they appear to take out up to four of them.
They’ve got you surrounded in the valley. Stick close to the stage couch and use it to avoid incoming fire. Stay on the right side of the couch and shoot up at the natural bridge above. The rest appear on the left ridge.
No, they weren’t really Apaches. It was the bandits! The first group will fire from the natural bridge, rush forward to hide behind the stage couch, or collect ammo from the cache to the right.
After the first group is taken care of, more will appear from the rocky hills right of the stage couch. Switch sides and shoot the men down with the Rifle as they appear. The Rifle’s accuracy will make taking out these enemies much easier, compared to the pistols.
They’ll swarm from all sides as Greaves talks about running low on ammo. It’s very likely you’ll run out of bullets completely here. Take cover and watch the indicators to see where bullets are coming from. They’ll try to hit you from all sides. Try to keep your Sense of Death meter full for this part.
Soon, a cave will appear against the left wall of the canyon. Run inside! Keep sprinting, and sprint up a rock ramp to find a small camp with a collectible inside the tent.
Keep running, it doesn’t matter which path you take, as long as it’s away from the bandits. Reaching an exterior dead end, run to the orange tree to find a surprise weapon cache. As time slows down, fire for some automatic headshots. Switch to your pistols, and chase the retreating bandits.
Now it’s your turn. Run up the rock-covered path to find dynamite. The odds are really in your favor now. Dynamite can be selected, or quick-thrown. As it arcs through the air, try shooting it to create an airburst that can accurately take out hiding opponents.
Chase down the bandits. Some will run, while others will stand their ground. Use concentration to wipe out the groups, and go for headshots to top off your meter. Don’t forget to shut concentration off when you’re finished to save that energy.
Leaving the cave, you’ll find a large hill watched over by Old Man Clanton. The problem? He has a gatling gun, and there’s no way to hit him. You’ll need to scale the hill, waiting for lulls in the gunfire to sprint and hide behind the convenient rocks all the way up.
Don’t bother shooting at him, you’ll need to reach his vantage before he can be damaged. Dash up the hill, bounding from one piece of cover to the next. It’s a slow process – listen for the gunshots to stop, or watch the yellow indicator fade before running.
Sense of Death won’t work against a man armed with a gatling gun. Play it safe and heal fully before dashing.
Once you’re close enough, a damage indicator will appear. It’s possible to shoot him from below, or throw dynamite into his perch.
There’s a path to the right that leads up to him, with an ammo cache up on the right side after climbing the path. Several bandits are watching the area, so it’s a good idea to shoot them down before working on Clanton.
Beware the dynamite the bandits throw! Try shooting it out of the air before it lands near you. There’s no much room to move while Clanton has Greaves pinned down with that gatling.
If you run out of dynamite or want a better shot, hide behind the cart up on Clanton’s shooting spot. He’ll swivel the gatling around, so don’t play it safe even when it appears you’re behind him. Wait for him to reload, then shoot or throw dynamite.
A few headshots should take Clanton out and complete the stage.
Episode 1: Billy the Kid
Episode 2: The Cowboys
Episode 3: The Innocents
Episode 4: John Wesley Hardin
Episode 5: Grey Wolf
Episode 6: The Dalton Brothers
Episode 7: The Wild Bunch
Episode 8: Jesse James
Episode 7: The Wild Bunch (Reprise)
Gunfight at the Sawmill
The story starts with Greaves looking over a river below. Turn around, and follow the forest path down to a bridge. Shoot down the single guard, and cross over.
Stepping onto the slop leading down, a dozen or so more bandits will appear as you traverse it. Keep your wits up, but this encounter shouldn’t slow Greaves down. Use concentration to spot stragglers hiding behind cover.
Eventually, the path will become clear. A dirt road leads right into the sawmill, the left path is blocked by a fallen tree.
Entering the sawmill, the camera will focus on a falling batch of lumber. Remember this – ropes can be shot in the mill to drop logs onto unsuspecting enemies for a big XP bonus.
Three bandits will appears around the stacks of wood, while another three will rush underneath a bundle of logs suspended by rope. Looks like a perfect time to shoot that rope and crush all three. Handy, right?
Even more enemies attack from the right. Charge up the planks and turn left of the water wheel. Pull out pistols, two Runners will run through the torn sheets with the sole intent to murder Greaves with axes. Not a pleasant way to go, shoot them down before they get close.
Follow the wooden walkway until looking over another muddy exterior. On the unfinished building to the right, there’s some precious dynamite to collect in a cache.
Stay up high on the right to shoot down at the hiding bandits as they appear on or around the dirt path below. The road leads right next to a covered lumber storage area, leading towards a water tower.
Fight through the criminal miscreants and look right for a railroad, protected by even more bandits. A wooden log is suspended on chains – shoot the rope facing away from the train tracks to swing that lumber into your enemies. XP bonus!
Beware the revolver-armed Shielder as he comes trundling by the lumber cars. Continue down the tracks and look right for a wooden walkway, complete with railings, leading towards a building in the foggy distance.
Circle around the building using the many steps until you find a stone wall with the river on your left, and a flooded lower area on the right. Use the bridge near the crane to enter the lumber yard, and face off with a none-too-easy boss character.
Exploring the lumber yard will reveal Curly Bill. This tough hombre comes equipped with two pistols and a ton of health. A few headshots won’t be enough to take him down.
Take note of the ammo cache near the entrance. You may need to collect more ammo during this fight. Beware the bandits that spawn all around the arena.
Bill will chase the player, firing two pistols and ignoring damage. If you can, slow down time with two fully loaded Revolvers, then unload into his face.
Don’t try to stand toe-to-toe with Curly Bill. Sprint in the opposite direction, weaving around cover, if he approaches directly.
He’s a fast mover. Don’t just throw dynamite, as it lands or flies by him, shoot the dynamite to set it off instantly.
The story isn’t over after shooting down Curly Bill. The duel against Johnny Ringo won’t teach Greaves anything new. This one is all about building up your speed by positioning your hand close to the revolver, and keeping the brackets on Johnny Ringo’s character to increase focus. Pull pistol just as he reaches for his.
Episode 1: Billy the Kid
Episode 2: The Cowboys
Episode 3: The Innocents
Episode 4: John Wesley Hardin
Episode 5: Grey Wolf
Episode 6: The Dalton Brothers
Episode 7: The Wild Bunch
Episode 8: Jesse James
Episode 7: The Wild Bunch (Reprise)
The Magnificent One
Use the dirt path to guide Greaves to the mining facility down the hill. Look for a minecart and track, just left will be two chatting bandits. Shoot them down, and the mission will begin.
There’s more than one way to reach those bandits. Exploring the cliffs left of the starting path will lead to a pit with scaffolding, guarded by a single sentry. Melee the guard in the back and use the ladders to enter a cave where you’ll find ammo caches and a collectible. Easy XP, why not?
If you don’t take out the sentry on the cliffs, he’ll be a problem after shooting down the two chatting bandits on the rail tracks. Beware of a fourth further right before continuing forward.
The explosives in the cart will make quick work of the two talkers. Once the four are wiped out, follow the tracks to collect dynamite and continue further into the mission through.
Turning into the mining area, look for an “Explosives” sign ahead. Several bandits will whip dynamite your way while taking cover behind whatever they can. Follow the path right down the hill, using the rocks or sluice ramps as cover.
Continue up the hill, left, to find the explosives shack. There are crates full of gunpowder everywhere, and a dozen bandits between you and the other side of the shack. Use the explosives to your advantage, but keep a safe distance while traveling through – you never know when a stray enemy bullet will set one off.
The path leads right through the shack. Don’t get caught up looking out at the scenic valley below, keep moving forward until reaching the mine cart track trestle. Walk across the bridge until a path opens up into the mines.
Cross the new bridge, and it won’t be long before Greaves encounters bandits. Shoot them down, and watch out for an easy-to-miss bandit shooting into the cave from above, where the cave twists right.
Ahead, the road splits up into several corridors. They all lead to a large multi-tiered chamber. It looks complicated, but all ladders or roads lead to the dirt mound on the opposite end. Continue down, and bring up the objective marker if you’re lost.
Entering the tunnel on the left, stick close to the left wall as a minecart comes flying at Greaves. As long as you aren’t on the right side of the corridor, Greaves will be safe.
After shooting down the bandit that pushed the cart down the tracks above, look left for an ammo cache before stepping down the stairs. Below is a storage room full of explosives. Beware, don’t shoot any of these. A bandit is hiding amongst the gunpowder on the opposite end, while another is behind two crates.
This is a good time to use concentration. Shoot both carefully, and continue through the tracks sloping upward in the back right corner of the storage area.
A bandit will attempt a lethal shot! Dodge the bullet – you’ll live, but the explosives are hit, causing a cave-in. Sprint forward, following the tracks and jump out the sheer cliff at the end. As Greaves falls, continue to fire to score six headshots.
Thanks to a falling cart, this excursion is over. Instead, Greaves rewinds the story and explains his actual plan. Continue down the trestle and use the ladder on the left.
Go down three ladders, and jump the gap. It looks too far; that’s only because it is. Greaves will break through the scaffolding, but land near another mine entrance. Time for more spelunking!
Fight through the mines ahead, bandits will begin to appear when a view of the valley opens up to the left. At the end of the path, you’ll be back on the scaffolding with two options; use the elevator or climb ladders.
The elevator leads into an ambush with two bandits. If you use the ladders instead, you’ll sneak up behind them. Ladders are boring, and the ambush isn’t hard to escape with judicious use of concentration. So it’s all up to you.
Not much left now. Step around the mine cart and walk across the tracks on the scaffolding, shooting down any bandits ahead. Look right for a ramp with orange rusted metal leading into an area – that’s where you’ll encounter Henry Plummer.
Plummer comes equipped with an infinite supply of dynamite, and good cover on the scaffolding surrounding the arena. Use the crane in the center to hide behind, and watch where Plummer runs – wait for him to throw dynamite, then shoot it out of the sky. If you’re quick, you’ll damage Plummer too.
He’ll dash from cover to cover – that’s when you’ll want to shoot. The pistols will do well here, keep them fully loaded to help shoot down any incoming dynamite. You’ll be happy to have that extra firing speed over the shotgun or rifle.
Henry is a little fat, too. He isn’t hard to shoot even while in cover. Aim down the sights with a rifle for extra precision, and aim for any exposed past of his body. When he pops up to shoot, that’s another good time to hit him.
Once he’s down to half-health, he’ll summon bandits to help out. These men like to dash around the scaffolding, shoot them first, then deal with Plummer as he returns. Try throwing dynamite of your own and shooting it mid-flight to take out multiple bandits at once.
Otherwise, the rest of the fight plays out similar to the first half, just beware the reinforcements.
Episode 1: Billy the Kid
Episode 2: The Cowboys
Episode 3: The Innocents
Episode 4: John Wesley Hardin
Episode 5: Grey Wolf
Episode 6: The Dalton Brothers
Episode 7: The Wild Bunch
Episode 8: Jesse James
Episode 7: The Wild Bunch (Reprise)
Be Quick or Be Dead
Combat starts right away. A swarm of bandits stands between Greaves and the saloon two buildings down the boardwalk.
Dodge the incoming bullet, and use the moments of automatic concentration to take out several of the gang as they take cover around the barrels and crates ahead.
Several of the bandits will break cover and rush to the left side, near the tower in an attempt to flank your position. Pick them off as they run, then sweep up the remainder. Play it slow, and don’t stick your head out from cover for too long.
Simply enter the saloon, and Greaves will start the story from the beginning. Starting on a path outside of town, walk past the herd of cattle and up the hill to find a camp. A single well-thrown bundle of dynamite will take all three out – just remember to shoot the dynamite before they scatter.
Watch right as three more bandits book it down the rocky slope. Continue along the cliffs on the right to find more camps guarded by Hardin’s gang.
The camps below are populated by even more bandits. They can be hard to spot in the darkness, stay close to cover and use concentration to pick them off with the rifle.
Ahead, there’s a water tower. Use the path right of the tower, closer to the rocky cliffs, to get closer to town. There’s a large open area down the slopes that’s entirely optional.
Stick to the right side, and follow the hill up and right to reach the town entrance. There’s an ambush waiting – four bandits will appear, hit the buttons as they appear, or you’ll need to dodge a bullet and take the rest of the out yourself.
Entering the town proper, Greaves will find himself in a very similar situation. The battle should play it just like it did in the start of the story.
Stay on the right side of the main street where there’s plenty of cover. Keep moving forward, and enter the saloon – but beware, the saloon is going to be a problem.
There are two ways to get inside the saloon. Use the front entrance and prepare for an ambush from above, or use the ladder to the right of the entrance and jump into the window to help even the odds.
The door into the saloon proper from the bedroom allows Greaves to breach, letting him slow down time and ambush the bandits waiting on the top floor. Watch out for reinforcements from the top door on the left, or through the main entrance.
Once the saloon is completely clear, which may require walking around the bottom floor to check for stragglers, Hardin will appear for a duel.
There is a trick to this fight. Hardin stands still, all you have to do is get your speed and focus up by placing the brackets over Harden, and keeping your hand close to the revolver.
No matter what, Hardin will out-draw Greaves. Don’t fire yet, your cross-hairs are far off, even as Hardin’s bullets come flying from two pistols.
To survive until the cross-hairs tighten for an accurate shot, dodge left or right. When Hardin fires from his left gun, dodge right. When Hardin fires from his right gun, dodge left. Likely, it’ll take about three dodges before Greaves can shoot back accurately.
Win the duel, and this story is over.
Episode 1: Billy the Kid
Episode 2: The Cowboys
Episode 3: The Innocents
Episode 4: John Wesley Hardin
Episode 5: Grey Wolf
Episode 6: The Dalton Brothers
Episode 7: The Wild Bunch
Episode 8: Jesse James
Episode 7: The Wild Bunch (Reprise)
Dances With Renegades
Up in high mountains, follow the road until Greaves encounters a wolf. With your weapons ready, step across the rope bridge over the raging river, and you’ll find those Renegades.
Dodge the first bullet, and take care of the three ambushers in the cliffs above. The path turns left and runs beside an old cabin, where more enemies use the shrubbery and rocks to hide. They can be tough to spot, so it doesn’t hurt to wait until Greaves’ Sense of Death meter has refilled before engaging the shooters.
Watch out, Runners will appear near the cabin if you enter or cross by it. Follow the rocky path upstream, fighting the shooters up the hills and cliffs until finding a fissure in the rock wall that opens up in the distance. The rifle will serve well in the cliffs here.
Inside the fissure, the path splits three ways. Take the left path, which leads out to a giant pit. Watch out for enemies across the hole, and carefully edge your way across the narrow stepping stones down to a cave entrance.
Take the cave path left, and continue until it turns right to face a corridor full of enemies. Shooting through the straight path leads out into an open chamber with a natural bridge leading into another tunnel on the left. Fight your way through, there aren’t many surprises here, but lots of enemies.
Stepping into the light, an ambusher will attack. Shoot him down with the correct button input, or risk dodging a bullet.
A much larger ambush is waiting ahead. Four men will attack in the partially flooded cave basin from above and below, while even more will appear in the distance. Some Runners are with them, be sure to equip a fully-loaded pistol if the runners try to get close.
The next tunnel leads Greaves into another water basin arena. Look down the right path to find an extra collectible with ammo before jumping down.
Jumping into the flooded grotto, Grey Wolf will appear to show a vision of Greaves’ future. In the forest area, swarms of bandits will run down the hill and use the trees for cover while you have infinite concentration. Use the extra power to your advantage, but watch out.
Aim for the running bandits, only shooting down the bandits in cover once they’re poked their heads out. There’s no time to line up perfect shots, there’s too many of them. Prioritize the closest bandits to clear them out faster.
After the dream in the water basin, enemies will line up to kill Greaves. There are several rock formations available to hide behind, but watch out for flankers, and make judicial use of your concentration.
Kill more than a dozen or so, and stepping stones will literally rise from the earth. Use them to climb out of the grotto and enter the tunnels those Native reinforcements were using.
Exiting the caves, take out the single ambusher and chase down Grey Wolf. He’ll sprint away down the rocky ledge. Follow him and jump across the gaps.
After dashing over the fallen tree, you’ll be back on the mountain slopes. Enemies armed with rifles will shoot down from their positions. They’re accurate, and have good cover. Take the mountain climb slow.
Up, and turning right, deal with more of the gunfighters, and you’ll find yourself looking over yet another precarious arena in the woods surrounded by cliffs. Reload, and drop down prepared.
At the onset, there’s another QTE leading into an ambush. It’s better to succeed here, as the first ambush is the toughest part. Shooters will appear at the very top of the cliffs at every angle. Use concrentration to pick off four or five, and hide behind the tree closest to the entrance.
Once the first wave is taken care of, multiple Runners will drop into the arena. Pull out a pistol or two to protect you. They all come from the front of the arena, so watch out.
The last wave consists of even more shooters. They appear on the lower rocks overlooking the area, making them just slightly easier to deal with than the first wave. Easier to pick out, but there’s more of them. Don’t get bogged down, just keep putting holes in the goons until an escape miraculously appears.
Escape using the stone steps, and use the narrow mountain pass to the left of the ledge to witness Grey Wolf’s escape, ending the mission.
Episode 1: Billy the Kid
Episode 2: The Cowboys
Episode 3: The Innocents
Episode 4: John Wesley Hardin
Episode 5: Grey Wolf
Episode 6: The Dalton Brothers
Episode 7: The Wild Bunch
Episode 8: Jesse James
Episode 7: The Wild Bunch (Reprise)
They Call Me Bounty Hunter
The mission starts with Ben at the bar while locals are locked in a shootout with the Dalton Gang outside. Grab the rifle off the bar or swap out the Quickshooter for the Ranger.
Rush outside, and swivel left. There’s cover in the form of crates outside the bank. Shoot down the handful of bandits before rushing inside – breach the door and shoot down the three bandits inside.
There’s one more door. Break into the double doors behind the bank counter and blast the last three of the Dalton Gang.
Of course, it didn’t quite happen that way. The perspective changes to the deputies on the roof opposite the bank. Fight the bandits on the roof and in the second story windows, then watch out for more as they pore from the entrance near the fountain below.
There’s ammo on the ledge near the deputy shooters. After taking out some of the gang, a ladder will lower. Use it to reach ground level, and a fence to the left of the bank will topple, allowing your deputy to circle around the back of the bank.
Climb the ladders to the top of the wooden water tower, then jump across a gap to a couple of yellow planks jutting from the bank roof.
Look for an open wooden hatch on the back right side of the roof, and drop down onto the couch to cushion your fall.
Break into the office and shoot down the three bandits inside. There’s extra sawed-off shotguns on the desk, which can actually come in handy in these tight quarters. Leave into the hallway and out into the stairwell, fighting bandits as you go.
Watch out by the stairs, the locked caged and vault is guarded by a single bandit. Try opening the door, and another bandit will ambush Silas.
The door near the vault leads back into the reception area, which should look familiar. Three more men to shoot in slow-mo, cross over to the double doors behind the counters and shoot down the last of the Daltons.
But, that isn’t how it happened either. Time for Greaves’ turn at telling the story. Time rewinds, and Silas appears outside of town.
Run down the dirt path to get back into town, and you’ll encounter the Dalton brothers just as they escape from the bank. Two Shielders with pistols will slow your approach. Wait for them to pop out of cover, then shoot them dead.
The Daltons run behind the bank, look for their trail behind the bank ahead and to the left. Chase down the Daltons as they run past the water tower, but prepare for an ambush. Five armed men will appear, hit the buttons as they flash on screen, or use some of the left-over concentration to finish the remainder off.
The road leads to yet another gunfight among the locals in a homestread just outside of town. Ignore the deputies and rush to the cart below the home. Shooters will enter the fight from a door on the left, while more of the family shoots through the windows.
Carefully pick these men off and enter the house, which is likely to contain even more unfriendly feuders. There’s not much inside the house, save a collectible hat to the left of the entrance. Continue through the second open door opposite to find a mountain path.
There’s a dangerous trap up the hill. One of the Daltons will set off an explosive charge, launching logs down the hill. Run into the rocky alcoves on the right or left, and just keep trying to scale them. Silas will slide off, but if you continue to fight the slide, you should have jut enough room to survive. There’s a rocky alcove part of the way up the hill that’s perfect to hide inside.
Push up the hill and circle around the rocks on the left to enter an arena with one of the Dalton boys. He comes with a shotgun, and there’s no good way to fight this battle.
The Dalton boy will slowly walk toward Greaves’ position, firing off that deadly shotgun as he does. Nothing to stun him, and he takes 24-odd pistol bullets to bring down.
Hide behind the rocks, and sprint away from his when he gets close. Duck while reloading, and use concentration with double-pistols. If you’ve got some space between him and you, use dynamite and shoot it.
The Dalton will circle around the rocks or walk onto them, standing still is not an option. As long as you keep moving and only stop to reload, this fight is manageable.
Episode 1: Billy the Kid
Episode 2: The Cowboys
Episode 3: The Innocents
Episode 4: John Wesley Hardin
Episode 5: Grey Wolf
Episode 6: The Dalton Brothers
Episode 7: The Wild Bunch
Episode 8: Jesse James
Episode 7: The Wild Bunch (Reprise)
Bounty Hunter is Still My Name
A band of deputies are on the hunt for the two remaining Daltons, but they won’t be much help here. Move down river, alone, into the flooded swampy town. It’s found through some fallen logs.
The swamp features thick fog, and a missing objective marker. Find your way by following the flapping red ribbons tied around trees.
Take a left when Greaves steps into the town, with buildings ahead and right. Continue around the logs, and you’ll be ambushed! Take out the bandits, and use the ramp on the left to drop into a sunken home, exiting through another ramp.
Stay on the ramp and shoot down the bandits in the water or on the shack ceiling. There’s even more ammo under the shack. Greaves can’t move fast while in water, so it’s best to hunker down and wait for bandits to wander into your field of view.
The open area to the left of the shack leads down through town, with even more bandits showing up. Beware a new enemy, the Shotgunners. Like the Dalton boss, these enemies will slowly approach while unloading both shotgun shells. They’re dangerous, but a few headshots will take care of them.
Watch out for dynamite! These bandits love the stuff, and the swamp will slow you down, making running harder. Try to shoot the dynamite before it lands.
In the back of this area, there’s another ammo cache with a rifle and sawed-off shotgun in the partially destroyed shack. A new barn will appear to the right. Use the log to get inside.
Through the open barn doors, the road through the swamp breaks left and right. Both roads lead to a building on stilts where Greaves will encounter Indian fighters, out of the blue!
No, Jeff wasn’t paying attention. The Indians will switch back into Bandits. Clear them out, and grab more ammo on the raised wooden platform. Step back into the shallow water from the ramp on the other side of the building, and move straight forward to avoid getting lost.
Turn left at the ruined building to find the entrance to the flooded graveyard. Just outside, three bandits will ambush Greaves. Hit the right buttons, and shoot through the rest of the bandits occupying the graveyard.
Stick to the right ridge. At the stone archways, two Shielders will engage Silas! These aren’t ordinary Shielders either, their heavy have armored windows that can’t be shot through. Use dynamite to knock their shields off, and shoot them down without their protection.
Use the left archway to continue toward the Daltons’ hideout. The two-story building contains two caches of ammo on both floors, with more bandits flooding into the area.
Follow the red ribbons or the orange pointer signs to find your way forward. Or just shoot through the bandits. Where ever there are bandits, Silas Greaves will be there.
Before long, Greaves will encounter the Dalton’s base of operations – a Steamboat wreck! Silas appears on the left of the ship, near a two-story building with ammo inside. Duck inside the building to your right, and begin picking off bandits.
The bandits are armed with a gatling gun. Use concentration, when available, to shoot down the bandit manning the gun. It shouldn’t be too hard with a Rifle or Ranger revolver.
The wooden ramp right of the shack leads to the steamboat’s deck. Shoot through the bandits, and watch out for the Shotgunner around the corner at the back end. Past him, get up the steps and fight past the mounted gatling gun until spotting a door leading inside on the left.
Through the interior, it’s only a short walk to a flooded engine room. Shoot down both bandits before climbing down the ladder, then climb up the second ladder, turning left and going up the stairs. Greaves is closing in on the Daltons now.
On the top deck, circle around the top to find a vigilante waiting near a door. Break in, and…
It looks like the Vigilantes are working for the Daltons. The ship is burning, and Greaves will need to run if he wants to survive.
Wait for the doorway to blast off its hinges, then run down the hallway to the right. The path is totally straightforward, just jump over low burning wood, and duck under the diagonal boards. Jump into the engine room, and carefully walk up the pipes to reach stairs.
Keep sprinting! If you aren’t sprinting, you’re crawling. After breaking through the door, Greaves will land right next to the gatling gun. Time to have some fun. Use the gun to shoot the remaining bandits – there’s no cooldown, just keep shooting.
The first waves arrive from the left building, with some of the bandits hiding in the second floor. When you’ve cleared out enough bandits, they’ll start rushing into cover on the right.
After taking out the bandits, Greaves will face both Dalton brothers. This is a tricky duel – focus on the right Dalton, he’ll draw first. After shooting him down, dodge and swing the sights onto the left Dalton.
With that bounty complete, Greaves’ story continues with the Wild Bunch.
Episode 1: Billy the Kid
Episode 2: The Cowboys
Episode 3: The Innocents
Episode 4: John Wesley Hardin
Episode 5: Grey Wolf
Episode 6: The Dalton Brothers
Episode 7: The Wild Bunch
Episode 8: Jesse James
Episode 7: The Wild Bunch (Reprise)
Not So Great Train Robbery
The opening forest is quiet, but the calm never lasts for long. It isn’t until Greaves finds the ruined train hanging precariously in the canyon below a blown bridge.
Sprint across the wedged train cars. They’ll shake and drop down if you hang around too long! Through two cars, look on the left after climbing up the mountain a few steps to find more dynamite and a whole new weapon; the sawed-off rifle.
Up the steep hill’s natural rock stairs, there are three bandits waiting around the train tracks. Fighting through them won’t be a problem, but the running jump into the lower train car can be dangerous. While falling toward the back door of the train car, a bandit will pop-out. Shoot him while the game is stuck in slow-mo.
Shoot through the train cars, and be sure to break-in through every available door for some free concentration. The bandits won’t stand a chance.
The train’s posh passenger cars won’t last, through two of the interiors, you’ll find a wooden storage area. Open the sliding cargo door on the right with the flapping red ribbon to step out onto the precarious side walkway.
Crawl along, and watch out for a bandit on the car roof ahead while another pops out from the cargo door. Past those two, there’s a rocky mountain path to follow, getting Greaves around a locked door. The path is protected by a Shotgunner.
Taking a turn right through the wilderness path, a cargo car full of explosives should be visible. Shoot the gunpowder kegs to take out the bandits, and continue down the tracks by climbing a ladder to the right of the locked car door.
From the roof, Greaves will get a glimpse of some no-show Pinkertons. Of course, it’s all up to you alone to take on the Wild Bunch. Jump down into the car below through the open hatches and break-in the door to catch a few bandits off guard.
Past the flat-bed car and into another cargo car, watch out for the Shotgunner. Akimbo Revolvers should cut him down to size.
Breach through the door ahead, shoot down the guards, and breach a second door. Ahead, there’s a gatling gun – convenient! Use it to shoot two incoming waves of bandits. The first wave appears down a ravine to the right of the tracks, while a second wave attacks from the left. Clear them out and Greaves will continue the story from a new location.
And so a duel takes place. Nothing special or new here. Keep your speed and focus high, pull your revolver when your opponent does, and maybe throw in a dodge.
Win the duel, and win the level.
Episode 1: Billy the Kid
Episode 2: The Cowboys
Episode 3: The Innocents
Episode 4: John Wesley Hardin
Episode 5: Grey Wolf
Episode 6: The Dalton Brothers
Episode 7: The Wild Bunch
Episode 8: Jesse James
Episode 7: The Wild Bunch (Reprise)
1:30 To Hell
Trains are kind of a theme. Instead of fighting on a train, Greaves must reach a wooden trestle. But, that comes later.
Starting the mission, there’s a quick trip through the woods to a bandit camp. Shoot down the bandits and their reinforcements from the safety of the rocks above, then jump down.
Walking up to the camp, turn around to find a map marked on a large flat rockface. Investigate the image to appear at the bandit’s true target – the bridge.
Turn left and you’ll find a way onto the bridge underworks by jumping to a platform about level with the cliff.
Climb down the ladder, then carefully crawl across the narrow boards toward three bundles of dynamite. Take the dynamite, and a new ladder will appear. The camera will automatically point Greaves in the right direction.
Navigate the path down, and you’ll come across three bandits setting explosives. Instead of shooting now, step forward to fall instead. While falling, Greaves will get free concentration.
Clear out the remaining bandits across the gap, then grab the dynamite to open a new path. The next area is packed with bandits on two levels. Walk across the new walkway, and hang back. Most of the bandits will funnel down the main path, making themselves easy targets.
There’s ammo by that bunch of previous explosives, and there’s an Armored Shotgunner ahead. This tough enemy can only be harmed when shot in exposed areas. To really damage it, shoot the eye slit by aiming for the brim of the gunner’s hat.
Grab the dynamite behind the Shotgunner, and new platforms will appear to the right. Down the way, Greaves will drop down and catch more bandits by surprise. Be sure to look right for two more on a separate platform.
Clear out the bandits before facing those two narrow boards, and grab another charge to open yet another road forward.
Proceed onward, wading through bandits and another Armored Shotgunner to find the ammo cache near a ladder. The ladder leads up to a collectible, but Greaves needs to use the cliff ledge to the left. Jump across the gap and carefully continue toward a cave in the cliff wall.
Through the cave, Greaves will spot something very distressing. The fuse to the dynamite has been lit! Jump back onto the scaffolding below the tracks and run through the walkways. Keep running forward, jumping over the gap, and up a series of ramps. After running up four ramps in a row, you should be able to catch the lit fuse and put it out. Interact with the spark to end the danger.
Sigh in relief, and grab the dynamite ahead. Climb the cliff path to the right to finally get off this bridge and back onto dry land. Unfortunately, the canyon road is full of bandits. Stepping back onto the tracks and moving closer to an ammo cache, five bandits will ambush Greaves.
Grab the rifle and ammo to the right of the tracks, and keep shooting. Snipers shoot from positions above, but make themselves easy targets for your rifle. Pick them off first, then take out the pistoleers at your level.
Push ahead to face off against Kid Curry. The famous criminal hides behind an armored shield in a tunnel, firing a gatling gun to keep you pinned down. Regular bullets won’t hurt him, only dynamite will damage his long health bar.
Grab extra dynamite from the cache behind the cart to the right of the tracks. Reinforcements will continue to stream in from the tunnel, so watch out for the new-comers.
Dynamite can’t be thrown from the cart, Greaves has to get closer. Wait for Kid Curry to pause, then sprint to the flat rocks flanking the tracks ahead of the cart. Throw dynamite at his position, and don’t worry – there’s no need to shoot it.
Once his health is down to half, snipers will appear on the tunnel entrance while an Armored Shotgunner engages from the tracks.
Refill your dynamite from the cart cache, run to the rocks, and throw all the dynamite at Curry’s armored cart to defeat him.
And so the level ends with a duel. Kid Curry is fast, but there’s only one trick to the fight. After shooting him down, he’ll get off one lethal shot. Dodge left or right to finally complete the level.
Episode 1: Billy the Kid
Episode 2: The Cowboys
Episode 3: The Innocents
Episode 4: John Wesley Hardin
Episode 5: Grey Wolf
Episode 6: The Dalton Brothers
Episode 7: The Wild Bunch
Episode 8: Jesse James
Episode 7: The Wild Bunch (Reprise)
Death Rides a Steel Stallion
Back on track, Greaves appears on a moving train. This level is more straightforward than most, but there’s an army of gunslingers between you and your target. The cars must be traversed from the sides or above, so stay on your toes for this one.
The level starts off quick. There’s an instant slow-motion breach. Shoot down the three bandits straight ahead, traverse the car, and break into the next for another slow-motion shootout. Watch out for the armored shotgunner in the back.
Ahead, Greaves will start his story from the beginning. Jumping through the roof has its own dangers, as you’ll be ambushed by two bandits. Hit the keys that appear, but if you miss, remember to swivel around and shoot the bandit directly behind.
There’s an ammo cache with a sawed-off rifle inside this cargo car. Loot it if you want the extra power. No enemies appear in the following car, but watch out for one bandit on the roof after climbing the ladder to the right of a locked door.
Jump into the car through the ceiling hatch and select break-in to easily dispatch the first few shooters. The flatbeds are dangerous, full of scampering bandits around every corner. Near the next interior, hang back and lookout for a regular shotgunner as he appears on the roof. Two fully-loaded pistols will take care of him.
Make a slow-motion entry into the interior, and shoot down both bandits while they’re surprised. Greaves is about to step away from the story for awhile as you navigate the cargo ahead. Jump over the hay and keep slowing moving forward while the world is stuck in monochrome.
Once the story resumes, Greaves will need to use the platforms hanging from the sides of the traincars to sneak forward. Watch out for bandits popping out of the open doors ahead. Use the rifle, or unload with pistols, and toss dynamite into the open doors to clear out any stragglers.
At the end of the line, climb a ladder and jump across the gap toward the front engine. The flatbeds are covered in lumber, so watch out as you work through the guards. When you reach a stack of larger logs chained down, there’s a path to the left where glowing chains will become visible. Shoot them to clear out some bandits and clear the roadblock.
Another bandit at a gatling gun is waiting ahead. Unlike some of the others, he can’t be hurt with bullets. Once again, you’ll need dynamite. Crouch and sneak through the debris around the flatbed cars, and rush between cover while the gatling gun pauses.
Look for red boxes labeled “explosives” on the left. Ahead of those boxes is an ammo cache with dynamite inside. There’s a metal sheet against an engine – hide behind it, and slowly back up to collect more dynamite.
This guy is harder to hit with dynamite compared to Curry. Shooting the dynamite to create an airburst helps – and this guy only has about half the health.
When the bandit goes down, run ahead and commandeer the gatling gun. Time for a little revenge, keep firing and clear out the remaining enemies.
Step off the gun when it looks clear, and enter the passenger cars ahead. Things should look very familiar now.
Fight through the last bandits to reach the engine – and it will explode! Chunks of hot metal will fly towards Greaves. If you want to live, step left and crouch to avoid the incoming debris.
Survive, and a duel with Jesse James will commence. He’s very fast, but doesn’t move. He’ll also take several shots, so don’t stop shooting. Hit him with at least two bullets, and dodge left or right as he reaches for his gun.
Episode 1: Billy the Kid
Episode 2: The Cowboys
Episode 3: The Innocents
Episode 4: John Wesley Hardin
Episode 5: Grey Wolf
Episode 6: The Dalton Brothers
Episode 7: The Wild Bunch
Episode 8: Jesse James
Episode 7: The Wild Bunch (Reprise)
Without Forgiveness
The peaceful mountain path doesn’t stay calm for long. As Greaves finds a rock cliff to his left, renegade Native Americans will assault from the hills above while more attack ahead.
Traversing the road, watch for more sharpshooters on the rocks and beware runners. Past the twisty path, Greaves will find another familiar sight. The campsite Grey Wolf showed Silas in a vision is ahead, in the flesh. Expect a fight.
The camp is loaded with an ammo cache to the right, and dynamite on the left. Grab a long rifle, the extra ammo and accuracy will serve well as enemies rush your position.
Stay in the camp and take cover behind the crates. Swarms of enemies will descend upon the camp from above, prioritize the bandits out in the open before taking care of the men hiding behind trees.
Shoot enough of them, and you’ll enter a permanent state of concentration. The same strategy applies here, just made slightly easier now that Greaves can literally dodge bullets.
Once enough of the gang are wiped out, the vision will end. Now it’s just Greaves hurrying up the hills, straight ahead of the camp to find his prey.
Following the road, Greaves will begin to sing. Facing a huge view of the mountain, lightning will strike and rocks will come tumbling down – hide behind the flat rock if you must, but there’s no need. The story will pause, and continue once the storm has cleared.
Greaves now faces off against Frank James, armed with a sniper rifle. Like the Gatling Gun fight in an early mission, you’ll need to dash between cover to avoid taking too many bullets.
Unlike the Gatling Gun, Frank won’t just spray bullets. Instead, it takes him a moment to line-up a shot. Don’t stay out of cover for too long. Sprint between rocks and hide a moment before running to the next rock up the slope.
Eventually, Greaves will mention that Frank is backing off. Take the path to the left of the slope, marked with an objective star, to continue after Frank.
Facing another huge rock wall, Frank will start taking pot-shots. Hide behind the standing rocks, and know that you’re safe once you’re up against that wall, he won’t shoot down.
Continue to weave up the mountains until reaching a very narrow path across the cliff face. Time will slow down as rocks fall – this is just a tutorial. When the screen shakes and the sound of crumbling commences ahead, back away.
Wind through the treacherous cliffs to finally find Frank’s hideout, a simple wooden cabin built over the ledge. Grab the toppled dynamite caches and dash closer to the man’s home. Just like the Gatling Gun, you’ll need to take on Frank with dynamite.
There’s a wooden structure left of the rope bridge to Frank’s cabin. Hide there and toss bombs – they don’t need to hit Frank, just his house. Sprint back to the toppled cache to refill.
Do enough damage to the shack, and you’ll need to watch for shotgunners with runners. Two loaded pistols should handle any threat.
Finish off the shack and approach Frank. As he despairs, walk away – no need to stay around the man. He’s given up Reed’s position. The level isn’t over yet, there’s still one more target on Greaves’ list to check off.
The path ahead leads down into the cave entrance where Reed is holed up. Shoot down the men below, and work your way into a large open cavern.
There’s ammo caches on the left and right, with dynamite near the center. Be prepared, because another massive swarm of bandits is ready to appear on the rocks above.
These guys have no survival instincts, but they’re good shoots. Hide behind the rock formations to the left, and equip a rifle or Ranger revolvers – the extra power and accuracy will help.
Stay away from the crates, they’re not good cover. Position yourself to make an easy retreat when overwhelmed, and try to pick them off from right-most to left, so that every bandit in the area isn’t shooting at you all at the same time.
Kill off the gang, and Reed will appear for a final duel. This is a tricky one, Reed likes to pace, so be wary where he’ll go next, and watch his hand when he draws to see if he’s about to shoot left or right. Dodging is important in this battle, and speed especially. Watch your hand position carefully. If everything aligns, you’ll come out of this victorious and head into the final part of this story.
Episode 1: Billy the Kid
Episode 2: The Cowboys
Episode 3: The Innocents
Episode 4: John Wesley Hardin
Episode 5: Grey Wolf
Episode 6: The Dalton Brothers
Episode 7: The Wild Bunch
Episode 8: Jesse James
Episode 7: The Wild Bunch (Reprise)
The Good, the Bad, and the Dead
The spooky forest lights up early with an ambush. There’s only one input, but the ambush doesn’t stop there. Greaves will have access to limitless concentration while enemies appear all around him, at all side.
Keep turning to spot new enemies as they seemingly appear out of thin air. Shotgunners round out the fight, unload on them with akimbo pistols – and mash the reload key. The battle plays out in slow-motion, but a shotgun blast to the back is still devastating to Greaves.
The ghost town proper is just ahead. Up the hill, look left for an ammo cache, but watch out as Silas’ sense of death activates to dodge a shotgun blast from a surprise Shotgunner. Go through the door the brute just shot off, and use the stairs to climb up and out of the ruined old structure.
After passing through the barn (with the falling board) and taking the dirt path right, you’ll enter a larger square of the old town, with an old standing building on the right with a balcony. Down this right, be prepared for several ambushes. If you use up Greaves’ sense of death, wait around until it refills before trekking further.
Past the sunken clocktower, there’s an open building leading to a single window looking out into the remainder of the town. Here, you’ll have to make a desperate last stand against ridiculous odds. Bandits with dynamite will appear first, to the left and right.
Back away, and in the same building you’ll find stairs leading to a small second floor with no roof. From here, Greaves can shoot at the store on the left, the Mercantile General Store. It’s a relatively safe position, just watch out for the dynamite unseen bandits will chuck your way.
Survive long enough, and the battle will end. Greaves will wake up in the shack, the lone piece of wooden cover on the lower floor blasted off. Now you can continue forward, toward the graveyard to find the Wild Bunch.
The town really is populated by the angry undead now. Ghosts of your past kills have returned to haunt you, taking up the familiar form of enemies. Billy the Kid is a sharpshooter, hanging out on balconies with a rifle. Henry Plummer throws dynamite, while Hardin accurately unloads twin revolvers. Pat Garret is a Shotgunner, and there’s more.
Play is safe, these ghosts are hard to spot in the fog, and they’re tougher than the average bandit. They deal more damage and have more health, making them an instant threat. Fight to the graveyard archways, and watch out as more Shotgunners appear behind the metal gate.
Inside the graveyard, Greaves must face the remaining ghosts of his past. Headstones will land in the center, with ammo strewn about. Collect as much as you need, and watch the indicator to see where bullets are coming from. New enemies will appear from all sides, unexpectedly flanking your position. There’s no single good place to hide, keep moving, and hide whenever a new batch of opponents appears.
Akimbo pistols work wonders against the armies of the undead. If you’re having trouble spotting the shooters, use concentration for just a second to see the red outline, then exit out. Concentration is precious here, so headshots and combos are your best friends.
Eventually, the Sundance Kid himself will appear. Similar to the first Dalton boss fight, he’s armed with a shotgun and plenty of health. Sprint away as he gets close, and drop dynamite at his feet. He’s a predictable enemy – he’ll always make a beeline directly for you.
The final duel commences after finishing the boss off. It’s a three-way duel. A new set of button prompts will appear, pressing right or left will switch positions to view either Sundance or Butch Cassidy. The trick here is to watch your opponent as he watches you. When he looks away, switch to the other guy, who will always begin looking at you.
It works in sequence; one will look at you, then look away. Switch as he looks away, because that means the other guy is just about to look at you himself. Your focus and speed will only increase while staring down a man looking you in the eyes.
When drawing, don’t forget to switch views and shoot down the second man. Succeed, and Greaves can make a final choice.
That’s right, Ben was Bob Bryant all along. Silas Greaves can choose to kill his enemy, or be merciful. It’s all up to you. Enjoy the ending, and thanks for reading. If you have any questions, leave them in the comments.