Red Dead Redemption 2 FAQ/Walkthrough by Suprak the Stud Version 0.95, Last Updated 2019-03-16 Table of Contents Introduction Version History Walkthrough Chapter 1: Colter Chapter 2: Horseshoe Overlook Chapter 3: Clemens Point Chapter 4: Saint Denis Chapter 5: Guarma Chapter 6: Beaver Hollow Epilogue - Part I: Pronghorn Ranch Epilogue - Part 2: Beecher's Hope Compendium Animals Equipment Fish Gangs Plants Horses Weapons Cigarette Cards Challenges Total Completion Missions and Events Collectables Miscellaneous Additional Information and Secrets Camp Special and Unique Collectibles Special Areas Secrets and Other Fun Stuff Trophy/Achievement Guide Acknowledgments/Closing Comments Introduction We are finally nearing the end. Red Dead Redemption 2 is huge. HUGE. Almost all major things are now added, and all that remains are some minor and non-essential extra parts of the game (like all animal locations and a handful of other missing parts of the compendium). If you have any tips or notice anything I've missed, please do not hesitate to contact me. That you so much for your patience and I hope you find what you came here for! Version History Version 0.95 - 2/8/19 - Almost all missing information has been added, including all but 11 of the challenges (7 of the 9 challenge pathways are fully completed). Big additions to the Compendium and most of the 100% completion guide is now complete as well. Final update should occur over the next week and will add every thing I'm missing to the compendium, the last challenges, and all pictures and maps. Version 0.90 - 1/30/19 - Epilogue: Part 2 is finished, thus completing the full game walkthrough. Final bounty mission was added. Additions to the Compendium to include a good chunk of the missing stuff. Version 0.85 - 1/27/19 - Epilogue: Part I is fully complete. All collectables from West Elizabeth and New Austin have been added, meaning most collectables in the game are now included in the guide. This means all dinosaur bones, points of interest, rock carvings, and cigarette cards have been added. All stranger missions (outside of those associated with collectables) are complete. All bounty mission except one is complete. Version 0.80 - 1/18/19 - Epilogue: Part I is about halfway completed now. Collectables in the West Elizabeth region are slowly being added as well. Version 0.75 - 1/17/19 - Chapter 6 is now fully complete, and the Epilogue has been started. Minor additions made to the compendium or 100% completion sections as well. Version 0.70 - 1/14/19 - All collectables in New Hanover have been added. This includes all of dreamcatcher locations and the majority of dinosaur bones and cigarette cards. The Chapter 6 walkthrough is nearly complete as well, including all optional honor missions in the game. Version 0.65 - 12/28/18 - All collectables in the Lemoyne region have now been added. This includes over 100 of the exotic flower locations and roughly 50 cigarette cards. More unique items, dreamcatchers, and dinosaur bone locations have also been included. Version 0.60 - 12/21/18 - Chapter 4 is fully complete, and most of Chapter 5 is as well. More stranger missions have been completed, and almost all camp activists have been documented. Version 0.55 - 12/18/18 - Chapter 4 is nearly completed, with only six missions left. All of Ambarino has been searched and documented. This includes all collectables and rare or unique items. 11 more challenges have been detailed. 15 new stranger missions have been included. Major updates to the Compendium, including half of all the Legendary Animals. Version 0.50 - 12/7/18 - Chapter 3 is now finished, including all optional missions up to this point. All stage coach robberies have been finished. 41 out of 90 total challenges are detailed. More information added to the compendium, including a couple of sections that had been missing. Version 0.45 - 11/27/18 - Several new main quest mission and over ten stranger missions have been added. Several treasure solutions are included. A bunch more points of interest and stranger locations have been added. Several new sections of the guide have been added, including information on fish and gangs. Ten of thirteen legendary fish locations have been included. Many more challenges included, including completed information for the gambler challenges. Plenty more information added to compendium. Version 0.40 - 11/19/18 - Chapter 2 is now finished, and Chapter 3 has been started. Eight stranger missions have been added. Two more bounties have been added. A lot of stranger locations, points of interest, and shack locations have been included. Big updates to the Compendium. Approximately 10 more challenges have been added. Version 0.35 - 11/11/18 - More main story missions have been added. More additions to the Compendium and several new points of interest, shacks, and treasure maps have been added to Total Completion in the appropriate sections. Updates provides on approximately 10 challenges. Version 0.30 - 11/07/18 - Chapter 2 is almost complete now, and a lot of additional content has been added to Total Completion and Compendium sections, including several new stranger quests, new collectables, and lots of new items or weapons. Version 0.25 - 11/04/18 - Seven new main story missions added to Chapter 2. Three more Stranger missions have been added in addition to a home robbery. Big additions to multiple sections of the compendium and total completion, and a new camp section was added although it is incomplete. Version 0.20 - 11/01/18 - Several more missions added to Chapter 2. Major updates to the Compendium and Total Completion sections of the guide, including more Stranger Missions, robberies, and various other information. Reformatted and added images to much of the existing guide. Version 0.15 - 10/30/18 - Chapter 2 now has six missions complete and a bunch of new information was added to the Compendium or 100% completion sections. This includes a lot of new animals, equipment, and plants in addition to various special characters or scenes you can find. Version 0.10 - 10/28/18 - Chapter 1 is now complete, in addition to two missions in Chapter 2. Sections of the Compendium were also started up to this point in the game. Version 0.05 - 10/26/18 - First three story missions completed. Basic skeleton of the guide put together with rough outlined of needed sections. Walkthrough COMING SOON Walkthrough Chapter 1: Colter Welcome to Red Dead Redemption 2! This is a huge game with plenty of things to see and lots of things to do. That, unfortunately, does not apply to Chapter 1. This is more of an introductory chapter, focusing on some of the important basics of the game. The game will open up shortly, but for now take the time to get to know the characters in the story. Outlaws from the West Half frozen, close to death, and on the run, the gang find shelter in an old abandoned mining town. Dutch, Arthur, and Micah head out to look for supplies. Gold Medal Requirements Take no damage during the shootout. Loot 6 or more items from Adler Ranch. Complete with at least 80% accuracy. The game wastes no time throwing you into "everything is terrible" territory. As soon as things start, someone in your caravan is dying, and everyone else is in danger of freezing to death. Your caravan will soon make their way into an abandoned mining town known as Colter. It should provide you a respite from the storm, and the man in charge assures you that the people trying to find you won't be able to find you in this sort of storm, which sounds very much like ominous foreshadowing so let's just hope he's right. He orders everyone to stay inside, stay warm, and to start turning this mining town into a livable camp. You follow him outside to try and find two missing members of the caravan, and you finally get control over your character. For now, just follow him in the snow and listen to what he's saying. Follow the onscreen prompts to learn how to ride a horse, and you can engage in an optional conversation along the way. The two of you soon run into one of the missing men, Micah, who informs you he found a homestead with a lot of activity. Follow Micah through the snow, and you can chat with him a bit and find out he's not too happy about some of the freeloaders in your group. When you find the homestead, you'll put out your lanterns so as to not drawn attention, and then you can follow everyone else down a nearby hill. You'll come to a place to hitch your horses, and the game will tell you how health works. That's probably a bad sign. Follow them on foot now, and you'll eventually be directed to hide behind a nearby barricade. Dutch tries to secure some place to stay, but the negotiations don't go well. Micah finds a corpse and the group of men recognize Dutch almost immediately. Pull out your gun and kill them before they kill you. You should be able to get an easy headshot in while they're still talking, and then duck back behind the barricade and fire when you have the chance. This won't be a very difficult fight, so just pop down into cover in between shots and go for headshots if you can. The last of them will run off, but Dutch tells you to let him go before having you go inside to help him search. Take your time inside, because there's plenty of supplies to find. Go through the kitchen area to find a lot of food, and if you take the ladder up you can find some ammo. Be sure to check the chest at the foot of the bed to find some cash, and then the drawer next to the bed to find some jewelry and your first cigarette card. Once you're done exploring the house, head outside to meet up with Dutch. He wants you to investigate the barn, so head over and open the doors. You'll be jumped by an O'Driscoll gang member, but he doesn't put up much of a fight. Keep pressing the on screen prompt to knock him down and then you can interrogate him when Dutch gets there. He'll give up where the rest of the gang is and what they're planning on doing pretty easily, and then after that you can either choose to kill him or spare him. This is an important choice if you're going for maximum or minimum morality, so deal with him as you please. Once that's done, you need to pick up your hat and gun (what kind of cowboy would you be without them?). Look over to the horse and calm him down by following the on screen prompts. Once the horse is calmed down, you can lead him back to Dutch and Micah. Micah is inside and has discovered a woman hiding in the cellar, which he responds to by running around like a madman while Dutch and Arthur try to pull him off her. She explains what happens, and eventually comes with you when she realizes you and Dutch aren't crazy like Micah. Head back to camp and you'll complete the first mission in the game. Going For Gold: The first mission in the game has some fairly straightforward objectives. Looting six objects is very easy, as there are much more than that in the cabin. The other two objectives require you to do well in the shootout in front of Adler Ranch. Before it starts, you'll have a chance to score an easy headshot. Kill the guy closest to you on the left as otherwise he'll start firing at you. You want to make sure you don't take any damage, so wait until anyone targeting you stops firing, then quickly pop out and shoot them. If you pop out and aim, it will automatically target anyone near the center of your reticule. You don't even need to go for headshots here, and just shoot them once in the body and drop back down. Depending on what Dutch and Micah are doing, this may not kill them but it is better to play it safe. You don't want to fire off too many shots because shooting them more after they die will take away from your accuracy. Play it safe here and you shouldn't have too much trouble. Enter, Pursued by a Memory John hasn't returned from an earlier scouting trip. Arthur and Javier ride out into the snow to look for him. Gold Medal Requirements Kill all the wolves without taking any damage. Complete with at least 80% accuracy. Don't get too comfortable, though, because you'll soon need to head back out. One of the women in camp is worried about John who still hasn't returned from a scouting trip he was on, and while Arthur isn't too crazy about going out to look for him, he is one of the few able bodied men in the group and you and Javier soon get recruited for the job. Javier will find a recently abandoned campfire and tracks down to the river, so that seems like a good place to start. Follow Javier around for a little while as he tries to keep up with the tracks. He'll tell you a bit more about what happened at the boat, and it sounds like it was a complete mess from start to finish. You'll eventually come upon a dead horse, at which point Javier will fire off his gun to try and see if John is around. He is and he calls out for help, so follow his voice (and Javier) along the snowy path. You'll have to go on foot because the horses can't travel through this, but if you inspect your horse before leaving you can swap out your revolver for a shotgun which may come in handy here shortly. Go along the path and you'll eventually find John. Along the way you'll learn how to crouch and climb and drink liquor (the most important of cowboy skills) in addition to being introduced to the stamina meter. Meeting John will trigger a short cutscene, and then you'll pick him up and carry him for the next part of the mission. You will soon be attacked by a pack of wolves, and you need to distract them so Javier can get John up on a horse. Walk a bit away from them and the use the prompt shown by the screen to call the wolves over. They'll follow you, so now is a good time to have your gun drawn. Kill the wolf in the front of the pack and then be ready because the others will charge. Kill the second one as he's running towards you and the third will flee. The shotgun is a great weapon for this as it will kill the wolves in a single hit, which will make things very easy here. Once the final wolf flees, go over to your horse and climb up to start riding. After you ride for a bit, you'll be attacked by more wolves. You'll now need to shoot at them from horseback, which can be a bit more difficult. Kill the one that is running after you first so you don't get attacked, and then move over towards the one following Javier and kill him too. Take a second to aim so you aren't just wasting ammo and kill the wolves once you get close enough. A couple more will show up as you're fighting these, but the wolves will flee once you get down far enough if you haven't already killed them. With the wolves dead, the way back to camp is finally safe. They'll help John off the horse, and it looks like he'll survive. That's probably the first good news you've had since coming to camp. Arthur will get some rest, and now you'll have a chance to walk around a bit. You can replay old missions now if you want, so feel free to jump back into one of the ones you've already done if you're going for gold medals. You can also walk around camp and talk to everyone. Nearly everyone in Red Dead Redemption 2 can be talked to, so go around and chat everyone up if you want. Once you're ready, check your map and you will see two different mission markers on it. You can do either one at this point, so pick whichever sounds better and talk to the person there to start the next mission. Going For Gold: For such an early game mission, it can be surprisingly tough to get a gold on this one. The hard part is dealing with the three wolves coming for you and Javier while you're on foot, as it is very easy to get overwhelmed and get bit one time. The best and most consistent way to deal with them is to walk a little towards them at the beginning and then stand your ground. Call to the wolves once they are somewhat close. You do not want these to get too close to you, but once the first wolf is in range of your shotgun, aim your weapon and kill him. You may not be familiar with it just yet, but if you pull your gun out while facing an enemy, Arthur will automatically lock on to them. So basically all you need to do is aim and it should lock on to your first target. If you hit him, you'll kill the wolf in a single shot. Now, and this is important, you want to immediately reload. Killing the lead wolf will cause the other two to pause, and you'll now have time to reload your weapon safely. Each round only has two shots with this gun, so if you don't reload quickly you will be forced to do so after killing the second. Since the wolves will be closer now, the third will get a free hit in on you and ruin your chances for gold. If you reload after the first shot, you will prevent this and can kill the other two safely. Once reloaded, quickly target a second wolf and shoot him. Drop your aim for a second and target the third. Dropping your aim is important because it is much quicker for Arthur to automatically lock on to targets than it is to drag your targeting reticule over to who you want to kill next. Shoot the final wolf and you're almost home free. The initial wolf attack is the hard part, and the rest of the mission is pretty much straightforward. There are four wolves that will chase you on horseback, but you can't really take damage here so you should be ok. The danger is falling below 80% accuracy. If you are 3/3 above, that essentially means you have to go 4 out of 5 on your shots during the chase (meaning you can miss one). Or, you can play it safe and just run the wolves over. You need to kill all of them, but it is possible to just ride over them with your horse. This counts as a kill and doesn't jeopardize your accuracy. You can of course shoot them, but just make sure you are close so you don't miss. It is very easy to miss even a close shot while moving on horseback, so if you're having trouble with accuracy just run them over. Old Friends Looking for information on the O'Driscoll' planned train job, Dutch leads the gang into an attack on their camp. Gold Medal Requirements Catch and hogtie Kieran within 45 seconds. Kill 3 O'Driscoll in the same Dead Eye use. Complete within 15 minutes 30 seconds. Get 15 headshots. Complete the mission without taking any health items. If you head over to the Old Friends mission marker, you'll find Micah chatting to a couple other people in your group. He'll wind up punching one of them, on account of Micah being terrible and all. Dutch will break things up, and tell everyone it is time to go out and find Colm O'Driscoll. Arthur questions him on it, but Dutch's mind is made up. You'll automatically get on your horse, so just follow Dutch and the others along the snowy path. Along the way you'll learn a bit more about the bad blood between Dutch and Colm, and you'll soon find your way to their camp. Get off your horse and follow Dutch up to the ridge on foot. You'll take out your binoculars and see a bit of what is going on in his camp, which eventually leads to him and some others leaving. This gives you a great opportunity to get a jump on the few that are left, something Dutch is more than happy to suggest. Head over to your horse to pick up a rifle, and then follow Dutch down to the O'Driscoll camp. He still wants his revenge on Colm, but right now the group is in need of some supplies pretty badly so Colm will have to wait. Make your way down with Dutch, although at any point along the path down you can stop and start taking shots at the O'Driscoll men waiting at the bottom. Your rifle is extremely accurate and very powerful, so you will basically want to stay as far away as possible and pick off enemies with your rifle from afar. There is some good cover down below, but the vantage point you get from on top is great and enemies will have a hard time hitting you from up there anyway, you there really is no bad way to proceed here as long as you aren't just running out in the middle like a crazy person. Keep making your way through the enemies from wherever your vantage point is, going for headshots when you can. The rifle is extremely powerful in this scenario here and the enemies are far enough away that they won't post much of a threat. Once the camp has been cleared out, Dutch wants you to start looting bodies to find supplies. Unfortunately, as soon as you start doing the reinforcements come down through the trees. Quickly make your way over to where everyone else is and find some cover. Look towards the trees and you'll see a whole bunch of enemies start pouring down. You'll want to be a bit careful with your aim here, particularly if you're going for a gold medal, because they move quickly and will dart from tree to tree without standing in one spot long. Fortunately, this is the time when you'll also activate your dead eye skill for the first time. This lets you slow down combat, so trigger it when you can and then take out a couple enemies if you can with your skill. It automatically targets nearby enemies, pretty much guaranteeing kills when you use it. Take advantage of it here and use it copiously, because otherwise the enemies can be a bit harder to hit. Alternate between normal shots and your newfound special skill, and after you've killed enough foes here the rest will turn around and run away. Go talk to Dutch and then it becomes the best part of every fight - THE LOOTING. Loot until your hands can't loot any longer. Check all the bodies of the men you just killed, as most of them will be carrying cash, ammo, or tonics. Dutch wants you to look in a specific building, but explore a bit first and in particular make sure no corpse goes unlooted. No point in wasting all that sweet cash. When you're ready, head to the building marked by yellow on the map and check out the big chest in the corner of the room. Explosives will be in here, and Micah will find a document detailing their plans at the same time. Dutch is quite happy with everything that has been found, and after you check the chest the rest of the party will ride out. Follow them. After a little ways out, you'll find one of the men Colm was talking to in camp just sauntering along on his horse. Apparently he wasn't spooked off by the hundreds of bullets that were just being fired a couple minutes ago. Dutch wants you to go and get him, but asks that you bring him back alive. Select your lasso on the weapon wheel and then ride off after him. Your horse is faster than his, and even better he will just fall off his horse at a certain point. Follow the onscreen prompt to lasso him, then get off your horse and go and hogtie him. Pick him up (loot him first!) and put him on your horse. Just follow the trial back to camp now, and once you get there Dutch will make sure he feels welcome. You'll complete the mission after a brief scene. Going for Gold: This is definitely in the higher range of difficulty for gold medal challenges, so if you are only going for 70 missions you can actually skip this one if you're having too much trouble. This requires a ton of headshots, and you have a very weak form of Dead Eye for now making things more challenging. Additionally, the 15:30 minute time limit is definitely tight, and you can play the level well and still miss it. The three head shots in Dead Eye is also challenging because of the weak form of Dead Eye you have, so this can be a pain just all around. Completing the level without taking any health items also means you cannot restart any check points and you need to finish the level all in one go. Still, with a little bit of practice and strategy, it is definitely doable. The first challenge here is scoring 15 total headshots. The action is broadly divided into two segments. The first is right when you arrive at camp, and the second is after you loot for a bit and reinforcements arrive. This is even more distinct than action breaks in most levels, because you will have Dead Eye available during the second part but not during the first part. It is relatively easy to get headshots in the second part. If you are replaying this level, it is worth noting that your Dead Eye reverts back to its weakest form here, where it automatically targets an enemy when you move the cursor over an enemy. Now, you will target them at the specific location where the cursor is at, so it is very easy to accidentally lock on to someone's chest instead of their head if you aren't careful. If this happens, drop your Dead Eye, lower your aim, and then aim and go back into Dead Eye again. You want to get headshots so it is worth wasting a couple of seconds to recalibrate your aim. When targeting enemies like this, move from above them or near the top of them so their head is the first part you lock on to. It does take a bit of practice to familiarize yourself with Dead Eye at first, but it really isn't too bad especially since you can drop your Dead Eye is you mistarget. It is extremely easy to get 7-8 headshots during this second part since you have Dead Eye. You'll want to be a little quick because your Dead Eye core is very low this early in the game, so you don't want to waste it. For the first part, you don't even have Dead Eye and you still need to get about half of your headshots here to have a chance for a gold medal. You want at least 7, so try to keep count to know if you are on pace or not. Without Dead Eye, it is harder, but there is a bit of a trick you can use to help make things easier. Again, when you aim at an enemy from a prone position it will automatically lock on to the middle of the target if you are anywhere close to them. This won't automatically target their head, but it will lock on right below their head. So, aim to lock on to a target, quickly move the cursor up just a bit, and you should be able to get a fairly easy headshot. This can be hard if enemies are moving, but there are enough enemies here you should be able to hit the total you need. There are two easy ones at the very start that don't really move and several more that are stationary as the fight goes on. The second headshot related task is to get three in one Dead Eye usage. The easiest time to do this (and the only one that will be guaranteed) is during the very beginning of the second segment. Three enemies will come before the others, so make sure you rush over to the side of the map where the reinforcements come from. You want to be ready as soon as the enemies arrive. You will get your Dead Eye ability almost as soon as they get over there, and this part will be a bit of a tutorial. The Dead Eye doesn't drain during this very beginning part, so you can take your time to get all three headshots. You want to be kind of quick with this, because your allies can hit and kill targets too. So take out your repeater, activate Dead Eye, and move from head to head. Be careful not to hit a target's chest first as this will kill them and you won't get credit for any subsequent head shot. Take your time here if you need to, because you really need to get your three headshots at this time. It is much, much harder to get them after as enemies will be more scattered and your Dead Eye core drains fairly quickly. And if you fail at this part, you will essentially need to restart the level entirely because there are no more enemies after this ambush. The first three are your best opportunity, so try and take advantage of it. The other challenge here is to hogtie Kieran in 45 seconds and it is far and away the easiest part. As soon as Dutch notices him, begin galloping as fast as you can towards him, it will take until the dialogue ends for you to be able to ride with your horse at full speed, but it will give you a great head start and you can likely get to him within 10 seconds. It is actually for the best to equip your rope as soon as you get on your horse and begin riding out with Dutch so you're ready, but if you haven't done that equip your rope at this point as well. Once you are at full speed gallop as fast as you can after Kieran. He doesn't ride too fast so it won't take too long to catch up. Aim and quickly use the attack button to throw your lasso. You won't need to hold it down for too long, and it is actually best to aim and toss your lasso shortly after so you are still targeting Kieran. Immediately climb down from your horse and run over to hogtie him. The biggest challenge tends to be hitting the time limit. You don't want to waste any time, and I've outlined a couple of time saves I used below to help reach that mark. It is certainly doable, but you cannot waste time anywhere or take too long during the shooting segment. Don't start shooting until you get to the bottom of the hill. Follow Dutch all the way down. Casually it might be easier from up top but when going for speed it is a lot easier to kill these enemies when you're down there with them. The hide in buildings or get out of sight making it extremely hard to kill them all from up top. When climbing down the hill with Dutch, there are a couple of places you can walk over the ledge to get down to the path below without taking damage that will shave 5-10 seconds off of your walk. Since there are two of these, you really wind up getting a 15-20 second time save which is huge. Don't follow the exact path, and when you can see the path below you just walk over the ledge and keep on walking. Dutch will speed up to keep up with you, and it saves a lot of time because of how slow they walk. Do not wait for Dutch to ask who wants to take the lead when you get to the first shootout position. Instead, run to cover and kill the two guys talking nearby. It'll save a handful of seconds this way and the rest of the encounter will play out exactly the same. This first shootout is crucial and often is the place where the most time is lost. Be quick when killing enemies here. You need to get your headshots during this time, so you cannot just kill enemies blindly and will need to take time lining up your headshots. If you're good with the no Dead Eye headshot method, it won't be too bad but you can lost time and miss the deadline if you take too long. If you are having trouble, you can just run and quickly kill everyone as soon as you hit seven or eight headshots as it is fairly easy to get the rest you need later. In the second shootout, advance when given the option. It is much quicker with you and your gang running out into the woods than it is waiting for them all to come to you. After, quickly run back to the rendezvous point. As soon as Dutch starts talking about where everyone should loot, leave and go to your destination before he finishes. You can actually open up the box you need to in the back corner of the room before he's even done talking (essentially as soon as the "search this area" yellow marker appears) and it winds up being another 10 second or so time save. Other than these tips, you essentially just need to be quick. Never pause, and other than securing headshots there is no where in the mission you should take your time. The Aftermath of Genesis With the gang low on supplies and starving, Mr. Pearson sends Arthur and Charles out hunting. Gold Medal Requirements Kill each deer with one arrow. Do not spook either deer. Get a clean kill on the second deer. You can go around the camp a bit more and talk to everyone again if you want. They're mostly cold and miserable, so conversations aren't very fun here. When you're ready, go and talk to Mr. Pearson who will inform you how bleak the food situation is. Charles volunteers to help you go out and hunt, so just follow him through the snow until you reach a good hunting spot. Charles will eventually find tracks, prompting you to get off your horse. Hopefully you remember these lessons here coming up, because you'll be hunting a lot in this game. Follow the prompts on screen to follow the tracks, and crouch and move slowly when you get close to the deer so you don't scare them. Aiming with the bow is a bit more difficult than standard guns, because if you aim for too long you'll lose your stamina and drop your aim. You can call the deer to get their attention, and they'll raise their head towards you and give you a chance for a quick headshot. Take advantage of this window, because shortly after this they'll run away and you'll need to track them again if you miss. Go for the head for a one hit kill, but take your time to make sure you don't miss or that might scare the deer away. After you kill the first deer, go and grab the arrow sticking out of their head and repeat this whole process to find and kill a second deer. Once they're both dead, you need to go and pick up one of the two and Charles will grab the other. At this point, the compendium in your menu will become unlocked and you can check on the progress you've made so far. For example, you can check out the Whitetail Deer you just killed and see your progress on that. To fully unlock all the animals, you'll need to track, kill, skin, and study them. Feel free to look around the rest of the Compendium right now as well to see what sort of other stuff you'll be looking for along the way. Call your horse over and then load the deer on to his back. Ride back with Charles, but your ride back to camp is soon interrupted by a hungry bear. Apparently Charles isn't to big on the whole "getting mauled to death" thing, so he advises you to just stay clear of the bear. Wait a moment for it to wander off, and then you can follow Charles again as he skirts along the side. It's best to avoid the bear entirely for now so just keep close to Charles and calm your horse when he gets spooked. The rest of the ride is uneventful, although you will learn a bit more about Charles and Arthur during the ride. Once you get back to camp, hitch your horse to a post and grab the deer carcass off the back. Bring it over to Pearson, who then asks for help skinning it. Just walk towards the carcass and follow the prompts shown on screen. The mission will be completed as soon as you're done skinning the deer. Going For Gold: After the last two missions, we finally get a nice easy one. Basically all you need to do here is not scare the deers and kill them both with a single headshot. Since there is no time limit here, you can slowly make your way to the deers so you don't spook them. Just don't get too close and you'll be fine. You can call the deers to get their attention, but that really isn't necessary. The deers always follow the same general pattern, lowering their head to head, then raising it to pause for a moment before eating again or walking a little bit. Wait until they start their eating animation, and as soon as they finish and raise their head you can take your shot. Go for a head shot, and you will have several seconds to aim before the deer moves or your arms get tired. Take your time and aim, and the challenges here really are fairly simple. If you miss a shot, just start over and try again. Who the Hell is Leviticus Cornwall? In need of money, and with the plans and explosives stolen from the O'Driscoll' camp, the gang ride out to rob Leviticus Cornwall's private train. Gold Medal Requirements Save Lenny when he is hanging from the train. After stopping the train, take out the guards within 1 minute 30 seconds. Take no damage during the shootout. Get 10 headshots. Complete the mission without taking any health items. Once you complete both of the previous missions, this one will start automatically. Dutch is ready to rob the train, even though Hosea has his objections. He wants to lay low and continue west, and not anger a powerful oil baron by robbing his train. Dutch wants to YEE HAW I'M A COWBOY PEW PEW and points out they are in some desperate need of some money. Dutch overrules Hosea and all the able bodied men ride out for the train. Follow Dutch on your horse for now, and Dutch will brief everyone of the plan along the way. When you reach your destination, he'll send you down to check on Bill while he's setting up the explosives. He needs some help, so get off your horse and pick up the spool of wire. Head over to the nearby rocks where the detonator is at and when you get close you will be able to connect it with a simple button push. Get back on your horse and meet up with the rest of the group. Unfortunately, Bill appears to have gotten his explosives at the Discount Explosive Emporium, because they don't go off when the train passes by. Follow the rest of the guys who are running over the ridge and you can jump off on top of the train. Javier misses the jump, leaving you and Lenny to try and slow things down. Help him off the side of the train by mashing the indicated button, and then follow him to drop down into the next car. He'll take care of the guy in here automatically, so keep on heading forward through the train. When you reach the edge of the car, you will have the option of either taking the lead or letting Lenny take out the next guard. It is probably a bit easier to handle it yourself, so switch to your knife and sneak up behind the guard. Tap the attack button when close to perform a sneak kill, but it doesn't matter all that much as the guards in the next car will see you no matter what you do. Quickly get behind some of the boxes to your left and select your revolver. Kill the guy just beyond the door of the next car, and then with your gun out start walking out towards the next car. There are two more enemies in here, but with your gun drawn you should be able to shoot them if they ever peak out to shoot at you. Their cover also isn't great, so you have a good chance of just getting in a head shot while they're trying to hide from you. Search their bodies for some goodies and then move on to the next car. As soon as you climb on top of the next car, a guard will climb over the other side. Have your revolver drawn and shoot him before he has a chance to pull his weapon out. Keep your gun drawn because there will be another guard down on the next train that you can shoot from up here. Don't let Lenny climb up this train before you because there is a good chance he will get himself killed if he's the first one up. Continue forward and you'll find the train conductor has Lenny and is trying to throw him over the side. Drawn your gun and wait for a chance to shoot the conductor in the head. When he gets about ready to push Lenny over the side, he'll change the way he's holding him and make himself much more vulnerable for a head shot. Wait for this and then pull the trigger as soon as there is an opening. Lenny will stop the train at this point, and all remaining guards will crawl out of their hiding spot. Keep hidden along the rocks on the side, and use your rifle here to take out guards from afar. This is a great time to use your Dead Eye because you will be able to take out a couple guards at a time from fairly far away without much aiming. Go for headshots if you can, and duck down in cover to reload when needed. There will be a lot of guards here, but you start off in a really good position with good cover. Move up when Lenny moves up, and don't let him get too far ahead of you because he can die and you'll need to restart the checkpoint if he does. Eventually, Dutch and the rest of the gang will show up and will help you take care of the few remaining stragglers. Dutch calls you over, but quickly check some of the bodies nearby for some pretty decent loot. There will be a couple more guys holed up in the final car, but they're refusing to open the door. Luckily, you guys have some special door opening formal a.k.a. a whole bunch of dynamite. Follow the onscreen prompts to take it and attach it to the side of the car. Once it is blown, the men inside will come out without any more of a fight. Go inside the car and start to search it. The rest of the crew will deal with the safe in the back, so you're free to search the rest of the car. Make sure you check the drawers in the center desk because there is a good deal of money in there, and stock up on some of the premium liquor sitting around the car. What you need to search is the cabinet along the wall in the front right of the car, because that is where the bonds are. Grab those, and then when you're done searching head outside to meet up with Dutch. Dutch is ready to move on, but he needs you to take care of the train first. The rest ride off, and he lets you deal with the three surviving guards however you want. You can kill them, force them on the train, or leave them behind. Kill them if you're looking to go for the lowest possible morality, or go with one of the other options if you're playing as a bandit with a heart of gold. Once they've been dealt with, go to the front of the train to get it running again. Climb into the front car, start the train, and then ride off on your horse. Congrats on a successful train robbery! Going For Gold: This one simply isn't worth the trouble. Skip it. This is one of the two or three hardest gold medals in the entire game because of the "don't get shot during the shootout" challenge combined with the "you need to move fast during the shootout" challenge. You only need 70 gold medals, so unless you are going above and beyond and trying to get a gold medal in every mission, this is a very good one to skip. Still here? Oh, I like you. This is going to be a challenge, but it's fun, and it is doable with a couple of minor tips. The first requirement is saving Lenny when he is hanging from the train. This is incredibly simple, and as soon as you jump on the train, Lenny will slide off the side. You only need to follow the button prompts here relatively quickly to pull him back on the train. I don't even know what happens if you don't pull him up, because this requirement is so simple it is almost impossible to miss unless you're trying. The hardest part of the requirements is the "take no damage during the shootout" task. There are very few missions that have "no damage" portions to them, which is what makes this tough. It is very easy to get hit just once, and if you do you'll need to start all over. The good news is that "the shootout" does not seem to include the train robbery portion of the mission. I got shot once on the train my first time I got the gold medal, and it still gave me credit for this. So it appears to be ok to be hit during the train robbery so long as you do not get shot during the shootout after getting off the train. The train robbery is also very easy to not get hit during, though, by just letting Lenny take the lead. If you hold back after the guards are alerted to your presence long enough, Lenny will take the lead and just kill everyone while you sit back and twiddle your thumbs. The hard part is not getting hit during the actual shootout. Try not to use any Dead Eye while you're on the train so you can save it for this section as it makes things a lot easier. Once you get out of the train, you will hide behind cover while guards pour out of the train. From this initial position, you should be able to get three or four easy kills. Go into Dead Eye, get a head shot (which will help with that gold medal requirement), and duck back into cover. There will be guards on top of the train and on the ground, and you want to make sure you kill the guys on top of the train as they are the most likely to hit you. Do not advance right away until you clear out the first wave of guards as moving up preemptively is a great way to get shot. Once the first group has been dealt with, you can start advancing upwards. There is a one minute thirty second time limit here, so you cannot just sit back and wait. However, you do not want to proceed along the side of the train. Instead, climb up the small hill to the left of the path next to the train. It is significantly safer up here, and you can still hit most of the guards on top of the train. You want to be cautious, but not too cautious, and this elevated path makes for the best compromise between those two. Once you reach the end of this hill, Dutch and the rest of the gang show up. At that point, it is pretty much a rout and you no longer need to worry about getting shot. Head down to the ground here and shoot anyone you see that is left. As long as you don't wait too long, you should hit the time limit. Use all of your Dead Eye at the beginning of this mission, as it will help clear out the most dangerous foes right away. You won't need it as much at the end, since the rest of the gang will direct gunfire in their direction and clear out the remaining guards fairly quickly, so you want to make sure you use it when it is most needed. The final challenge is getting 10 headshots, which is a bit easier than you may think. At the very end of this mission, Dutch will have you deal with three final (unarmed) guards. These are very easy headshots, and they count towards the total. Additionally, when you first sneak on the train there will be a guard Lenny wants you to stealth kill, Headshot him instead as the rest of the mission would play out the same way anyway. So there are four free headshots in this mission, meaning you only need six more. Try to aim to get at least two more on the train, and four in the shootout. Since you will be saving your Dead Eye for the shootout, it should be very easy to hit the target of four and you may even get more. Again, your Dead Eye is very basic (and your Dead Eye meter is very low) at this point in the game, so make sure you lock on to the heads first and not some other body part. Once you activate Dead Eye, you want to move immediately to the head to make sure nothing else is locked on to. Of course, you cannot use any health items during this segment either, which actually likely won't come up since you can't even get hit during the shootout making this a bit superfluous. But you also can't fail or retry any checkpoint, so if you know you get hit you can just reload your game and try again so to not waste much time. Eastward Bound With renewed strength and the weather finally stable, the gang ride down from the mountains to set up camp at Horseshoe Overlook. Gold Medal Requirements Pick up Javier when entering Horseshoe Overlook. Complete within 6 minutes. After the train robbery, the next mission starts at a much more relaxing pace. Your crew is heading on out to somewhere safe to lie low now that all the snow has melted. Hosea offers up somewhere fairly nearby and Dutch agrees, so the caravan packs up and hits the trail. Unfortunately, your wagon breaks a wheel almost immediately and you need to fix it. Follow the prompts to reattach the wheel, and once you've done that Hosea will notice some Native Americans watching from a nearby cliff. Apparently they are not interested in attacking you and just let you ride off, which is a nice change of pace from everything trying to murder you, so you climb back on the wagon and continue on. The rest of the chapter is easy from here on out. You'll mostly just be riding and listening to Hosea and Arthur talk. You can pick Javier up on the way back, but just focus on following the trial and you will reach Horseshoe Overlook fairly quickly. Hosea and Dutch have a bit of an argument when you get there, but for the most part things are rather uneventful. This is probably the easiest mission in the game, so sit back and enjoy the scenery. This is also the last mission in the chapter, and once it is over you will be at your second camp. Things are about to get a whole lot more interesting. Going For Gold: This is a very easy gold mission, and there really isn't any strategy you need at all. Just keep going as fast as you can, following the trail in front of you, and you'll make it with plenty of time to spare. The six minute time limit seems a bit tight, but really as long as you keep pressing the button to make the horses speed up you won't really need to worry about the time limit. Basically, as long as you don't stop for any period of time you should be fine. For the second requirement, you just need to stop and pick up Javier. It is very easy to find him, and he'll call out when he's close. He'll call out a second time when he's ready for you to pick him up, and just stop as soon as he tells you to so he won't have far to travel. Once he's on the wagon, speed up again and finish your travels to the camp. Other Fun Stuff To Do Unlike the rest of the game, there really isn't all that much else to do in Chapter 1. You can theoretically get a start on some of the challenges with even the limited equipment you have.You can't see what you need to do for these challenges though until you complete the first level of the challenge path, which the game doesn't show you. These are all fairly common easy things to do though, so you'll likely unlock them at some point on your own. If you want to see what the first level of each challenge is, you can check the Challenges section of the guide to make things a bit easier for you. You can also do a very little bit of exploration if you want around the camp in between some of the missions. It really isn't worth it at this point though, since you will have minimal equipment. Most of the fun stuff will still be locked even if you travel as far as you can, so at this point you should focus on just doing these missions and getting them done with. Walkthrough Chapter 2: Horseshoe Overlook After a fairly linear first chapter, Chapter 2 is where the game really starts to open up. Once you wake up in camp, you have a lot of options of where to go to and what to do, but you can just ignore all of that and go exploring for a bit if you want. There are multiple missions available at the start, and you can tackle them in any order you please. Polite Society, Valentine Style In search of new leads for the gang, Karen, Tilly, and Mary-Beth convince Arthur and Uncle to ride out to Valentine with them. Gold Medal Requirements Return the lost wagon horse to its owner. Find Karen within 45 seconds. This will likely be the first mission you do, although it doesn't need to be. Unlike the other missions available at the start of Chapter 2, Polite Society, Valentine Style is available right in the starting camp so you don't need to go anywhere. Go and talk to Uncle, who will be resting somewhere behind one of the wagons. Arthur is determine to force him to pull his weight, so the two of them head into Valentine so Uncle can take care of some errands. Some of the women in camp are eager to go into town as well, so Arthur allows them to accompany him in. You'll board the wagon automatically, so just take a look at the map to make sure you know where Valentine is and then starting heading in that direction. The game will show you the path you want to take, so just follow that for a bit while the women start singing bawdy songs (which are the very best kind of songs, really). After a little bit, you'll observe another wagon just down the road that loses control and has one of his horses go darting off. The women want you to stop and help him, but you can ignore them and ride on past if you want. Returning the horse to him earns you a boost to your honor though, and you'll get more if you calm it down rather than lasso it. Target it and then follow the prompt on screen to calm the horse down, and if you do this a couple of times the horse will be relaxed and you can lead him back to the wagon driver. He'll thank you for your time, and you can continue on in to Valentine. Continue to follow the path into town, and you'll eventually park the wagon nearby the general store. The women get out and go to the saloon, while Uncle leads you over to the general store. He'll look around a bit and pick up some whiskey, and suggests you get some coffee because you look tired. RUDE. Go and talk to the shopkeeper and then look at the dried goods section of his catalogue to find some coffee for $1.00. Once you're done, go outside and enjoy some whiskey with uncle on the porch. Mary-Beth will come over to talk to you at this point, and let you know she overheard that a train carrying a lot of rich passengers will be traveling nearby soon. Sounds like an easy target. The other women think they found an easy target too, and seduced some drunk men over to the hotel in order to rob them. Unfortunately, these targets do not appear to be as easy as they thought, because you see one of them violently grabbing Tilly and dragging her behind a nearby building. Time to go teach that no good rascal some manners. Follow them into the alley and you can either defuse the situation or intimidate him. This doesn't change much, but he's kind of a jerk so maybe intimidating him is the best way to go. He folds almost immediately either way, so now you just need to find Karen. Go inside the hotel and ask about her, and the man behind the counter will tell you she's in 2B. Go upstairs and turn right. The room at the end of the hall is 2B. The guy is getting physical with her, and when you enter the room he'll try to hit you. Block his punch and then throw a punch or two of your own. He'll go down, and you can follow Karen back outside. Once outside, another man will recognize you from Blackwater and flee. You need to give chase here, but it isn't too hard to keep up with him. If he travels too far away you can follow him via the red indicator on your mini-map. Try to keep up with him, and urge your horse to go as fast as it can. Eventually, the man will fall from his saddle and roll over a nearby cliff. You can either pull him up or let him fall. The mission will be completed either way, but pulling him up will gain you honor while letting him fall will lose it. Either way, the mission will end afterwards. Once the mission is completed, head back into Valentine with the horse. You can return it to his owner, and if you do you will gain honor regardless of how the rest of the mission went. With the mission complete, you can head back into camp. Going For Gold: The requirements for gold here are pretty much free, so if you're going for the 70 gold medal trophy, this is absolutely one you want to do. Returning the lost horse to the wagon is a scripted segment, so all you need to do is stop and help when prompted instead of riding on by. Getting to Karen within 45 seconds is technically missable, but that is a huge time limit especially if you know where Karen is at. As soon as you're done talking to Tilly and the objective changes to finding Karen, run into the hotel and go up the stairs. Turn right and go to the door at the end of the hall. It won't open at first, so just kick it open. You can actually do all of this in roughly 15 seconds, so you should easily hit the time limit if you're trying. Americans at Rest Bill starts a brawl in Smithfield's Saloon in Valentine as Javier, Charles, and Arthur attempt to charm the locals. Gold Medal Requirements Save Javier within 15 seconds. Defeat Tommy within 1 minute 30 seconds. This mission will finally take you into Valentine itself, so before you go and get started it is a good time to go around and meet some of the locals. There is a butcher here in town that you can sell any pelts or carcasses you've been carrying around, and there is also a general store and a doctor available. You can also go to the gunsmith to restock on ammunition or to buy some new weapons. The weapons themselves can be found later, but there are some permanent upgrades here that increase the amount of ammunition you can carry or prevent you guns from breaking down longer. There are also some points of interest if you're going for total completion. Stop in the hotel and take a bath (assisted or unassisted) and then go to the show as both of these things count towards 100%. Also, there is a saloon on the east side of town that has both Five Finger Fillet and a special Stranger Quest called The Noblest of Men, And A Woman. It is a long one and you likely won't want to do it all right now, but you can at least start it by talking to the biographer inside the saloon. There are also plenty of random Chance Encounters here, particularly at night, and a "Ranter, Raver, and Campaigner" in town that is trying to raise money for charity. Even though the town is small, there is a lot to do so go around and explore a bit. When you're ready, head into the saloon at the north end of town. You'll find Javier inside chatting to some very friendly women. Arthur is feeling unfriendly at the moment though and chases them away. Even less friendly is Bill, who drunkenly stumbles in and accidentally sets off a huge tavern brawl. WAY TO GO BILL, YOU SLOPPY DRUNK. You'll have to fight your way out of this, and it starts out fairly easy. The first guy you are paired up with doesn't present much of a challenge and you can just mash the attack button to knock him out fairly quickly. They do introduce a couple of new mechanics to the fighting right now though that you will want to take advantage of shortly. The first is a block, which will deflect incoming punches and will open up your opponent for a quick counter. The second is grapple, which will allow you to either choke (by pressing the grapple button again) or punch (by pushing the attack button) while he's tangled up. Neither of these is really necessary for the first fight, but if you're feeling fancy you can test out your new skills. Once the first guy is defeated, go around the bar and punch anyone else that is looking for trouble. These fights are also fairly straightforward and you can usually catch the guys from behind which may actually knock them out in a single strike or two. Unfortunately, things don't stay easy for long and a huge brute will come down the stairs and start hulking out on your pals. You'll first be grappled by one of the other scrubs, so just mash the attack button to break free. As soon as you do, rush over to the brute and hit him from behind to break up the fight with Javier. Unfortunately, now you'll have to fight him instead. Great. This fight is much more challenging than the easy ones that came before it. The best advice here is to hold back on attacking a bit and let him swing on you. As soon as you see an attack coming in, press the block button which will not only soften the blow, but temporarily leave him vulnerable so you can unleash a quick combo. Hit him when you have an opening, but don't just mash the attack button as he can block and then counter attack you instead. Watch out for his grapples, and if he grapples you break free by mashing the indicated button. After a while, he'll toss you on the ground and you can break free, which will the allow you to throw him on the ground automatically. At this point, keep mashing the attack button until someone comes to break it up. You'll meet up with Dutch at this point now, who runs into an old friend and lets you know someone from your gang is still alive but being held hostage by bounty hunters back in Blackwater. Your gang has no choice but to go save him, but there are some other things you'll need to do first. Dutch sends you to go clean up while some of the others go off to prepare for the upcoming rescue mission. This will complete this mission for now though, giving you a chance once again to decide where to go next. Going For Gold: This mission only has two requirements for a gold medal, and both of them are timed based. The first one is quite easy, and you just need to save Javier within 15 seconds after Tommy shows up. To do this, begin mashing the indicated button immediately after the cutscene to break free from the grapple. Now, head over to Javier (they'll be up front near the piano most likely) and attack Tommy from behind. This will immediately free Javier and rescue him. The next is a bit more difficult but still not too bad. One minute and thirty seconds is quite a bit of time to deal with Tommy, so just don't get yourself knocked out by being careless. Wait for him to attack, and the block. This will allow you to get a bunch of free counter attacks in, so keep wailing on him until he blocks and then start the process over again. He'll grapple your a couple of times, so just be quick to mash buttons to get free. By focus on countering and some appropriate button mashing, you should defeat Tommy well within the time limit. Who Is Not Without Sin Arthur goes to find out what Reverend Swanson is doing at Flatneck Station. Gold Medal Requirements Win 2 hands of Poker. Return Reverend to camp within 2 minutes 5 seconds. This mission is available from the very start of Chapter 2, and you just need to look at your map for the Reverend Swanson icon to find out where to go. There is not a lot to the south of camp just yet, but you can do some hunting and foraging if you want to along the way. Once you get to the train station, head on inside and you'll find the Reverend playing poker. Seems kind of a strange thing for a Reverend to be doing, and even worse he is sloppy drunk. The two card sharks inside are more than happy enough to keep on taking his cash until you intervene and the Reverend passes out. You can play poker now if you want, or you can just get up and leave. If you play poker, you may want to familiarize yourself with the rules first if you don't already know as the game doesn't exactly teach you how to play. It doesn't matter if you win or lose, and when you stand up from the table you realize the Reverend has wandered off somewhere and its up to you to find him. Talk to the two men nearby and they'll inform you as to which direction Swanson wandered off to. Follow their direction and you'll find the Reverend engaged in some sort of struggle with a man who is much bigger than him. Seeing as you are just saving the Reverend from all sorts of trouble today, you now have to fight this man in his place. This is not a very difficult fight, and as long as you keep throwing punches he should go down rather quickly. If you are having trouble, make sure you block an attack as it is coming in and then counter for some easy hits. It won't take many punches for him to go down, but once he does a nearby witness will try and run to go get the cops. You cannot let him leave, because if he gets too far away you will fail the mission. Immediately give chase either on foot or with the help of your trusty horse, and call out to him when you get close. This will stop him from running, and if you threaten him he will promise not to go to the cops. If you're feeling evil, you can now either rob him (or murder him, if you really want to make sure he stays quiet) but that is entirely optional. Once the witness has either been intimidated or murdered into silence, head back for the Reverend. In the two seconds you were gone, he managed to wander up to the bridge and get his foot stuck in a train track. Just in time for an incoming train, too. Hurry over to the Reverend and follow the onscreen prompts to free his foot from the railroad tracks. You want to press up and then mash the action button repeatedly, and you should be able to get his foot out just as the train is passing by. You will now yell at the Reverend because he is a hot drunken mess and you should. He sobs and then passes out. So its basically like any college party you've ever been to. Pick him up and put him on your horse, and then follow the trial back into camp. Once you get there, hitch your horse where the game shows you to and pick the Reverend up from the back of your horse. Follow the path shown by the game to get to the Reverend's bed. Place him down and mutter under your breath what a drunken fool the man is. That last part isn't required, of course, but it might make you feel a bit better. Going For Gold: Overall, this is a fairly easy gold medal to get. First, you need to win two hands. You can either do this by having a better hand at the end or by getting the other two guys to fold. The good news is the first hand is scripted, and you can just go all in from the beginning if you want because you are guaranteed to have the best hand. After this, the game reverts to random but you only need to win one more hand. You can play conservatively if you want, because there is a 1/3 chance to win here and you are guaranteed to win eventually. Or you could play normally and do whatever you want, because it is easy enough to win a single hand of poker with no real time limit. The second requirement is to return Swanson to camp within 2 minutes 5 seconds. This is a fairly generous time limit and you don't need to do anything special. The timer starts after Swanson passes out by the train, so quickly pick him up and toss him on your horse. At this point, you just need to follow the yellow trail. You can try to go off path to save some time, but there are a lot of trees and ridges elsewhere that can make things more of a pain. So just follow the yellow trail all the way back to camp. As soon as you hit the yellow area, climb down from your horse and unload Swanson (there is no need to wait for the objective to change). Then carry him to his tent and drop him off as soon as you reach the indicated spot. All you really need to do is gallop as fast as you can while riding (keep pushing the gallop button over and over all the way back) and then move as fast as you can while on foot (again, keep pressing the run button over and over and Arthur will speed up a noticeable amount while carrying Swanson). The time limit isn't too strict so you don't need a strategy more complex than this. Exit Pursued by a Bruised Ego After spotting a huge bear up by the Dakota River, Hosea and Arthur ride out and track it. Prerequisite: Any other mission in Chapter 2 Gold Medal Requirements Track the bear within 1 minute and 30 seconds. Shoot the bear at least 6 times. Complete within 12 minutes. After you complete any other mission this chapter, you will be able to talk to Hosea and he'll tell you about a bear he saw nearby that he wants to hunt. He'd like your help, and since you're a crazy person you decide that hunting a bear sounds like a good use of time. Go over to get your horse, but Hosea suggests selling the huge horse nearby that he managed to steal from someone else and that is too unruly to keep himself. Focus on your horse, and then follow the button prompt to remove the saddle. But it on the new, giant horse and climb on. Follow Hosea in to Valentine with your new gigantic horse friend. Hosea will tell you that they haven't quite found a way to sell the bonds you stole from the train just yet, but he's working on it. Follow Hosea in to town and lead the horse to the stable. Here, you can either choose to sell it or stable it. Stabling it will allow you to keep it, so if you're in the market for a monster horse, that is the option you want to go with. After, you will need to buy a new horse. You cannot just back out, so you will need to purchase one of the three here. Feel free to buy one of the pricier ones if you can afford it, but to move on you can just buy the cheap one if needed. You can buy some stuff for your horse here as well, and when you're done the guy selling the horse will throw in a brush and some food for free. Lead your horse outside and then climb back on. Hosea is done getting whatever he needs to help hunt the bear, so follow him as he says the trip will take you a couple of days. Follow him for a while for a brief conversation about John, and then the game will automatically take over and show you some scenery as the two of you ride together. You'll eventually get control back, and at that point you should follow Hosea down the path. He'll eventually comment that the two of you should catch a rabbit to cook, so get off your horse and start tracking one. The easiest way to do this is to use your Dead Eye skill, because the rabbits are quite fast and it can be hard to aim otherwise. Kill at least one, skin him, and then take his carcass over to Hosea. It is getting late by this point, so Hosea suggests stopping for the night. Follow the onscreen prompts to set up camp which can be access from the item wheel. Place your camp down, and then get ready for a brief tutorial on crafting/cooking. You have a grill set up at this point, so you can add some seasoning if you want but it isn't required. Cook and eat your food, although Hosea will turn it down because he claims he doesn't like eating this late. You can cook some more at this point if you want, or you can back out and call it a night. After a good night's rest it is time to head out and hunt this bear Hosea has told you so much about. Hosea will first ask you to help him make predator bait, and he's nice enough to hand over the ingredients before hand. Go back into the crafting menu and make the bait. You can tear down the camp afterwards. Get back on your horse and follow Hosea as he leads you towards a bear, which probably doesn't sound like a good reason to follow him. He'll lead you down to the water and ask you to help him find any sign of the bear. Use your Eagle Eye skill and make your way over to the giant glowing pillar. This is some paw prints, which is a good start. Use Eagle Eye again to find his path away from the water. Following the path will lead you to a half eaten fish, letting you know you're going the right direction. Use Eagle Eye again and once again follow the path it shows you. You'll find some bear poop this time. Cool. You have to be close now. Again, turn on Eagle Eye and follow the indicated path once more. You'll lose the trial at this point, and Hosea suggests splitting up to hunt for the bear. Arthur instead suggests placing the bait here and waiting for the bear to show up. It doesn't really matter what option you pick here, as either way you wind up face-to-face with the enormous legendary bear. A Dead Eye sequence will immediately trigger, so just keep on pulling the trigger and hitting the bear until he flees. You'll find Hosea hiding behind a rock afterwards, so go and talk to him. He decides to head back into camp, and you can either stay out here and hunt the bear or go back with him and tackle the bear at a later time. If you choose to fight the bear, please refer to the Miscellaneous section of Total Completion to find more information on the legendary bear. If you return to camp, you'll complete the mission once you finish riding in with Hosea. Going For Gold: This is a long mission, but there is very little you can do to optimize most of it. The majority of this mission is spent just riding with Hosea and there isn't any way to speed this up. The hardest requirement is completing this mission in under 12 minutes as you don't have much time to waste. There are a couple of points where you can speed things up a bit to help you reach the 12 minute deadline, and some of these suggestions are included below. When you bring the horse to the stable, choose to stable it. It is much quicker to stable the horse than it is to sell it, so make sure you choose this option. After you stable it, immediately buy the first horse you can. You'll have to name it, but immediately confirm it once you have the chance and you'll name it My Horse. You will need to hunt a rabbit at a certain point. As soon as Hosea mentions rabbits, aim your gun and go into Dead Eye. Shoot the rabbit immediately. Don't let them run off or you'll waste time chasing after them, so the quickest option is to just shoot a rabbit as soon as Hosea mentions it. The location of the clues for the Legendary Bear never change, so just memorize where they're at. You'll save a lot of time if you aren't trying to find the trail, but you can use Eagle Eye to help orient yourself if you're having trouble. But if you can just remember where the clues are at, you can just run from one to the next. The positions of the clues are shown on the following map. The final spot is not a clue, but where you need to go to in order to continue the scene. When given the option, choose to set bait. It is slightly quicker than splitting up would be. As soon as you shoot the bear six times, immediately run back to Hosea. There is no point wasting time shooting it more as you won't need to and the scene won't move on until you return to Hosea. When given the option, choose to stay behind. There is a brief scene where you ride back with Hosea otherwise, and you have about 10-15 seconds of control where you need to get Arthur back in camp. Staying behind ends the mission immediately and will give you a really good time save. Other than this, just follow close to Hosea and immediately execute any commands he gives you (to cook the meat or tear down camp, for example). The other two requirements are fairly simple. One minute thirty seconds is more than enough time to find all the clues, even if you are using the Eagle Eye trail to track them all down. If you're not, you can locate the bear in less than a minute so you will have plenty of time to spare. Then, when the bear shows up, make sure you shoot him six times. You enter Dead Eye immediately, and you can just move your cursor around a bit until you have six targets on him to get this requirement very easily. If you only manage five or so, just keep firing once you're out of Dead Eye. He's such a big target you can't really miss, so keep firing until you hit him six times. Money Lending and Other Sins - I Herr Strauss needs some help getting money from delinquent debtors. Prerequisite: Americans At Rest Gold Medal Requirements There is no Gold Medal associated with this quest This mission is not available until after you complete Americans At Rest. Once you do, you will be able to talk to Herr Strauss in camp. He has already started off his money lending business successfully. Too successfully, it seems, because he's already got a list of debtors that aren't repaying the money he lent them. He thinks someone like you (a.k.a. someone that looks murder-y) might inspire these folks to pay back their debts more rapidly, so he hands you a list and asks you to pay them a visit. Inspect the document in your satchel to get a list of their names, and their icons will appear on your map so you know where you need to go to. The closest target is Mr. Wrobel, who is almost directly west of Horseshoe Overlook. Check your map to find the icon, and then grab your horse and head on over to pay Mr. Wrobel a visit. He is located on top of a little hilly area and he lives by himself. Feel free to burst your way through the door and say hello. Mr. Wrobel unfortunately doesn't speak any English, but he does speak PUNCHING HIM IN THE FACE. Threaten him, intimidate him, and when that doesn't work start punching him in the face. He'll eventually break down and tell you that you can take whatever you want in the house to settle the debt. Shove him out of the way of the cabinet he's guarding to find a gold ring, and then make your way around the rest of the house and pilfer what you can from his cabinets. Keep on going until the debt is settled, and then go some more if you feel like it. You can even go out to the barn and take the poor man's horse. Once you're done, check them map and move on to your next target. You actually have a choice here, as you can go back into camp and deposit what you have or you can move on to the other debtors. The rewards are better if you keep on going, so it is advisable to go to the next nearest target. However, if you are done at this point you can go back to camp and put what you just obtained into the camp funds. If you plan to continue harassing the other debtors, you will continue right into Money Lending and Other Sins - II. It is worth noting there is no official end to this mission or a description of either part on your mission log, and the only reason you will know there even is a Part II is because afterwards you will get a new mission that is called Money Lending and Other Sins - III. Money Lending and Other Sins - II Herr Strauss still needs some help getting money from delinquent debtors. Prerequisite: Money Lending and Other Sins - I Gold Medal Requirements There is no Gold Medal associated with this quest After your initial collection, you will still have two targets left. Check your map again, and you'll see the next closest target is Chick Matthews. Head over to his direction and once you get to his house, talk to the man outside. He isn't Chick, but he'll point you in his direction, giving you just enough time to see him take off on a horse. Jump back on your horse and give chase. Your horse will likely be a lot faster than him, so you should be able to catch up before too long. You can shoot him if you want, but it is probably a better idea to lasso him since Strauss asked you not to kill anyone. Pull him off his horse and hogtie him. He'll tell you that he'll lead you to the treasure if you just let him go. Don't. Instead, loot his body and you'll find a treasure map. At this point, you can let him go if you want but he was kind of a pain so I recommend leaving him there to thing about what he did. Open your treasure map and you'll see...uh...some sort of directions. The map is super vague, but fortunately the destination will be automatically added to your map. Just follow the new marker on your map and you'll find a wooded area with a large tree right in the middle. Inspect the tree and you'll find the money stowed away inside. This leaves you with your third and final target, and fortunately she's close. Lilly Millet is at the northern edge of Emerald Ranch on a bench talking to her boyfriend loudly about how much trouble she's in since he's not earning any money. Interrupt them to let them know just how much trouble they're in. Confronting Lilly will trigger a fight with Cooper. He isn't very tough, but if you want to make it very easy just focus on blocking his incoming punches and countering with several of your own. He doesn't take too many punches to knock down, and once he's out you can loot his body to collect Lilly's debt. If you're unlucky, someone may see you and run off to get the sheriff. Chase them down and either intimidate them or beat them up as well. You can chat with Lilly some more if you want, but for some reason she doesn't seem to be in much of a mood to talk. Now that you have all the debt collected, go back to camp. Head over to the donation box to turn in all your collections. Doing so will not only make the camp significantly richer, it will unlock the ledger which will allow you to purchase various upgrades for the camp. Some of these are mostly cosmetic, but others will have some actual use. Purchase any one upgrade at this time to complete the mission. Strauss will stop by and thank you, and inform you that there is one final delinquent you need to deal with. The mission will end here now though, so you can go and do something else before confronting him. Money Lending and Other Sins - III Arthur attempts to reclaim the debt from Thomas Downes but finds him to be destitute. Prerequisite: Money Lending and Other Sins - II Gold Medal Requirements Complete within 2 minutes 10 seconds. After completing Money Lending and Other Sins - II, you will find a new mission has appeared on the map. Unlike the second part of this mission, this won't appear automatically and you will need to travel to get to it. Find the mission marker on the map and ride over to it. This will take you to the farm of Mr. Downes, who you may recognize as the guy attempting to raise money for the destitute in town. He will be tending to his crops when you get there, and doesn't seem all that happy to see you. He'll swing his hoe at you, so you'll have to educate him on their finer points of negotiation. That means you should beat him up. He doesn't even fight back, so it is a bit of an unfair fight! Of course, if you are in a more charitable mood, you can threaten him, but that isn't going to really do anything other than get him to try and ask for more time. After you rough him up, his family comes out to help him, complaining that he isn't well. Arthur is unmoved and demands the money next time he comes to visit. He'll leave at this point, and you will automatically return to camp. Talk to Herr Strauss once you're back to complete the mission. Going For Gold: The good news is this is a very short mission, so even if you fail it is easy enough to just start over and try again. The time limit here is surprisingly tight, and it can be hard to meet even if you are doing everything right. First, assuming you are replaying this mission and not going for gold your first try, make sure you ride direction ahead to the little field to the right of the house, as that is where Downes is at. Once your horse slows down, climb off and run towards the gate. Instead of confronting him while outside, which just wastes time, immediately climb over the gate and walk over to him to start the fight. This will save you several seconds of unneeded dialogue. Arthur will knock him over in a scripted scene, and you can then choose how to interact with him. Beat him while he's down for five or six times, and then threaten him. Now, keep beating him over and over until the next scene is triggered. This seems to be the quickest way to do it, as repeated threatening just wastes time. Once you're done, you will ride most of the way back to camp but you will still need to interact with Strauss. Once you reach camp, do not climb off your horse and do not try to ride through camp. Instead, ride just along side the camp to the right. The horse will be a bit slower here, but its trot is still a lot faster than Arthur's pace if you try to walk through camp. Once you are on the edge of the little field Strauss is sitting in, you can now climb down and quickly walk over. Paying a Social Call Under the threat of torture, Kieran leads Arthur, John and Bill out to Six Point Cabin where he claims Colm O'Driscoll is holed up. Prerequisite: Americans At Rest Gold Medal Requirements Silently kill 4 O'Driscolls. Get 12 headshots. Complete with at least 80% accuracy. Complete the mission without taking any health items. After completing the Americans At Rest mission, you will be able to talk to Kieran in camp. Threatening him will trigger a scene where Dutch threatens to cut off his testicles with some rusty shears, and for some reason this finally gets him to talk. He agrees to lead you to the O'Driscoll camp so long as there is not any pain inflicted to his sensitive bits, so lead him over to a horse and then jump on your own. Follow his directions as he leads you to the O'Driscoll's hidden camp where Colm himself is thought to be holed up at. Ride along until Arthur tells everyone to get off, and then check your horse to take out your throwing knives. These will be in the same slot as your lasso, so move over to it and then swap it out for the knives. These will be really useful in sneaking around the hideout coming up. Follow the group to the top of the hill and you'll see three O'Driscolls coming back from hunting. One of them stops to pee on a tree, and now is a perfect time to try out your new throwing knives toy. Bill will ask if you want to kill the guard or if he should, and go ahead and take the lead because it is more fun to do the work yourself. Wait until he's done talking to his pals, then take out your throwing knife. Aim at his head and toss it and you'll kill him in a single hit. Bill when then ask if you want to take out the other two guards at close range or with ranged weapons, and whatever you do he'll do the same to the other guard. Ranged is probably easier here because you can just toss it again at one of their heads from a distance for a guaranteed kill. There is one more guard just beyond them with his back to you, sitting on a log. Take the lead again and toss one more knife right at the back of his head for another stealth kill. Make sure you snatch up your throwing knives from each of the bodies as you move along. Now you have the option of again taking the lead or sending the boys in. Sending the boys in results in an immediate gunfight, but if you take the lead you can potential stealth kill several guards around the perimeter without drawing anyone else's attention just yet. You can kill one guy to the left of your last stealth kill with another throwing knife if you take the lead, but everyone else may notice you if you are out in the open. It may be better to go around to the right. Check your map to find lone red dots and use either your boys or throwing knife to kill them one at a time. You can theoretically do this for the guards around the entire perimeter, but if you get caught at any point the rest of the guys in the middle will immediately begin shooting at you. The easiest way to get through this fight is to duck behind one of the rocks nearby for some cover and then use your Dead Eye skill to kill as many men with headshots as you can. Your Dead Eye will likely be full going into this fight, so you can get through a lot of it relying on your Dead Eye and ducking behind cover while you're looking for new targets. There are a lot of enemies here, so to get the most out of your Dead Eye always have a target or two in mind first, pop out from behind cover and then use your Dead Eye to go for headshots on at least a couple targets at one time. After a little while, some more reinforcements will come from the left of the path you used to come down toward the cabin. They'll be using trees in this direction for cover, so make sure you move yourself to new cover when you're able to provide some shielding from shots coming in from that direction. Use the same strategy here, and feel free to fill up on your Dead Eye using an appropriate tonic if you run out. You don't have to use your Dead Eye here if you don't want to, but it makes the fight so much easier as it essentially is a guaranteed kill each time you use it. Once you've killed enough men, the remainder will flee and you'll have a chance to loot the bodies. The other guys will be looting at the same time, so take what you can as fast as you can because a lot of the guys here will have some good stuff. Opening the cabin will trigger a cutscene, and afterwards you'll need to check it out. Kieran tells you that there is usually goods in the chimney, but there is other stuff to find as well. There are some items in some of the cabinets, but you definitely want to check out the table in the middle as you'll find more than $30 in money clips. When you're done looting, move to the chimney. You'll first find a double-barreled shotgun, so pick that up. The game makes you clean it first because the O'Driscolls are filthy monsters and let their guns fall into disrepair. Follow the onscreen prompts to clean off the muck, and this will serve as a useful tutorial for the rest of the game. Check the chimney one last time to find a whopping $600. Half of that goes to the gang, but after divvying up the rest you'll still earn a cool $100. Not bad for an afternoon's work. Going For Gold: These are fairly standard requirements for the gold medal, but this can still be a bit tough if you don't plan things out carefully. The biggest issues is your Dead Eye is still very low leveled so you don't have much of it and it is the weakest form of Dead Eye that will automatically lock on to whatever body part you cross first. The good news is you can get half of the headshots you need through stealth if you plan out correctly, making the rest of the mission very easy. If you get these six headshots, you will complete the requirement for four stealth kills, be halfway to your headshot total, and have an amazing head start at getting 80% accuracy. There are a lot of easy headshots here if you take your time. You can use your bow to go unseen for quite a while and get headshots on the following targets: The guy peeing on the tree. Make sure you headshot him AFTER he is done talking. If you shoot him in the middle of his sentence the nearby guards will be alerted to your presence. One of the two guards standing around waiting for the guy peeing. Bill will ask you how to proceed, so tell him to do a ranged kill. Pick either guard off with a headshot using your bow. Bill will kill the other. The guy sitting on a log a little ways up. You will be prompted to let the gang take care of it or to take the lead. Choose to take the lead and then headshot him with your bow when you're close enough. One final time, you will have a choice and again you should pick take the lead. Now, look to your left. There will likely be two guards over here, one sitting down on a rock (to the left in the image below) and one standing up (to the right in the image below). Wait for the guy standing up to leave, and then headshot the guy on the rock. Now, wait again for the guy that was walking to come back and headshot him as well. There is one more really easy stealth kill you can get as well. After killing the previous five, walk around the perimeter of your camp to your left. If you check your map, you will see two guys standing together on the edge. Walk around to the east of them, and you'll see one of them standing in front of a wagon. Kill him with a headshot as well. The final stealth kill will alert the entire camp, but if you've done everything else so far, you've set up all of the remaining requirements to be quite easy. You will already have gotten four stealth kills this way, fulfilling that requirement. And, if you've gotten all headshots, you will already have six of the twelve you need. Plus, since you have gone 6/6 on your shots so far your accuracy will be great. From here, use Dead Eye. It is still the low level form of Dead Eye, so find a target in the middle of the screen and then aim at them to lock on. Now, move up slightly and then go into Dead Eye. You should lock onto their head for a free headshot. You will have enough Dead Eye to get four more targets quite easily, bringing you to ten headshot and 10/10 on your aim (be careful not to lock on with multiple headshots, because sometimes that second one will count as a "miss" since your target is now dead). Between stealth and Dead Eye, you will not need to do much more. Make your way towards the targets that are remaining and get the final couple of headshots you need normally. This requires a bit more skill, but again the best way to do this is by "locking on" to a target. Stay in cover (to prevent getting hit too much) and when you find a good target pop out and aim at them. This will lock on to their chest, so quickly move up just a bit to get a headshot. Keep count of your headshots, and once you're sure you have 12 you can go for the much higher accuracy body shots to get the rest of the kills before the O'Driscolls start to flee. As long as you pump up your numbers with easy stealth headshots at the beginning, the rest of the requirements for gold are not too difficult. We Loved Once and True - I An old flame tries to reconnect with Arthur. Prerequisite: Money Lending and Other Sins - II, Paying a Social Call Gold Medal Requirements N/A This mission actually has two prerequisites, and you must complete both Money Lending and Other Sins - II and Paying a Social call to unlock it. The mission itself is barely a mission at all, and once you're back at camp you will find a letter next to your bed. Read it and you'll find a letter from what appears to be an old flame that is living just north of Valentine. She saw you in town with, ahem, "a couple of the girls, or whatever the polite term is for them". YIKES. She wants to see you again, and asks you to come visit her if you have some time. And that's it. After reading that, the mission marker for Part II will appear on your map, and you can visit it at any point later on. We Loved Once and True - II Mary needs help, leaving Arthur with a choice. Prerequisite: We Loved Once and True - I Gold Medal Requirements N/A After you complete We Loved Once and True - I, you will need to travel just north of Valentine to start the second part of this mission. Check your map to find the objective marker, and ride on into town, making yourself look as spiffy and pretty as possible first. I mean, that isn't part of the mission, but if you're ever going in to check on an ex it is good advice to make them regret leaving you by looking as spiffy as possible. Big mistake, Mary. HUGE. Knock on the door and an older woman with a gun will answer. Fortunately, that's not Mary. She, however, says she can get Mary. A cutscene follows where you learn a bit more about their history and how Mary broke your heart because you apparently weren't good enough for her family. Her husband died of pneumonia (YES) but she didn't call you here to rekindle old flames (BOO). Instead, she needs your help. Her little brother has been taken in by a cult, and she thinks you are the only one that can talk any sense into him. You're left with a choice now, as you can either help her or refuse. Refusing will end this storyline, while accepting will unlock We Loved Once and True - III on your map to be completed at your leisure. Note that this mission is entirely optional, and while you need to talk to Mary, you are free to turn down her request for assistance if you want to. After your decision, this mission will end and you are once again free to take any other available mission if you want rather than continuing on immediately. The First Shall be Last Following a tip-off on Sean's whereabouts, Arthur, Trelawny, Javier, and Charles track Ike Skelding's bounty hunters up the Upper Montana River and attempt to rescue Sean. Prerequisite: Americans At Rest Gold Medal Requirements Silently kill the Bounty Hunters by the river with Javier. Shoot the rope to free Sean. Get 10 headshots. Complete the mission without taking any health items. During the Americans At Rest mission, you'll discover one of the missing members of your gang was caught by bounty hunters and is in need of some help. After, you can find a mission marker for Javier on the map. Travel to it, but be prepared for some trouble. As soon as you enter Blackwater you'll find there is a pretty steep price on your head, and the sheriff has you wanted dead or alive. Not great. Fortunately, there shouldn't be much trouble on the edge you're traveling to, so go and meet up with Javier and crew as they scope out the scene. Trelawny scopes out the camp and discovers that they're moving Sean to some big prison out west. In order to save him, you're going to have to free him in transit since you don't exactly have the firepower to take on a whole prison. Get on your horse and head towards the indicator on the map to find the boat they're using. You'll follow it upriver now as Trelawny slowly leads you to their destination. When the dock and go to shore, take out your binoculars by moving to their spot on the item wheel. Observe the scene and then follow Trelawny down to the river. He will distract the guards for you here, so silently sneak across the river when Javier prompts you to. While Trelawny is doing his think, sneak up behind the guard on the left and take him out with a stealth kill. Javier will kill the one on the right at this point. Loot their bodies, and then follow Javier over a bit. There will be two more guards on the path up here, but if you get too close to them they will turn and start shooting no matter how stealthy you think you're being. Instead, grab some cover behind one of the big rocks down here and quickly try to get in a couple head shots. Now you have to move up the canyon. Guards will start pouring out, but fortunately there is a lot of cover. To make things easiest, find some cover, find an enemy or two you want to kill, pop out and activate your Dead Eye. Quickly target them with a headshot for a quick kill, and then duck back down to locate your next target. There will be roughly ten or so down here, and you also need to keep an eye out for long range enemies on the top of the cliff at the end of the canyon. Their aim isn't perfect, but they can be annoying if you aren't paying attention and try to move up before killing them first. Dead Eye works well here too, but you can also just line up a headshot if your Dead Eye is running low. The good news is Javier is actually fairly competent and will do a decent job getting shots in during this whole encounter, and that certainly makes things easier. Once the canyon is cleared out, Javier will move on ahead and you should follow him. There will be two more guards at the top of the canyon, so quickly take them out with the help of Javier. Follow him a bit further and you'll find the bounty hunters' camp. There will be a handful of more enemies in here, but you can find some pretty good cover behind all the logs at the entrance of the camp. You are likely almost out of Dead Eye by now, so consider taking an elixir to refill it before battle. With your Dead Eye, the fight is fairly trivial and you can one again pop out from cover and use Dead Eye for a guaranteed head shot before dropping back in. There will be a couple more guards at the top of the hill in the back towards the end of the battle, but they shouldn't really pose too much of a problem. After killing a good chunk of the guys back here, the rest will flee. Make your way over to Sean and shoot the rope to drop him down. Walk on over and cut him free with your knife. Hooray! He's saved now and will go with Javier back to camp. Now is a great time to surveil the damage if you haven't already and loot every single corpse you see. There is a lot to steal here, so take advantage of it. Going For Gold: This is actually one of the easiest combat heavy gold medal missions in the game. Unlike most other similar missions, this has no time requirement and it has no accuracy requirement. So you're free to take as long as you want and you don't even need to be all that careful. It actually is not significantly different than just playing through the mission normally. Two requirements are play style dependent. First, you must successfully sneak up behind the two guards at the river with Javier. Essentially, just follow Javier's lead and do exactly what he says and you should be fine. Wait until he tells you to move, and then sneak up behind the guard with your knife for an easy stealth kill. The second requirement occurs at the end of the mission. After killing everyone you will need to free Sean. Take out your gun and shoot the rope he's hanging from. Also, be careful not to die or use any item that recovers health and you will pick up the requirement for completing the mission without health items. The only mildly challenging requirement is finishing the mission with ten headshots. This is still fairly easy as there will be more than enough enemies for target practice. At the very start of the gunfight, you will have a free shot at two guards with their back to you. Take out at least one with a headshot, leaving you with nine left for the rest of the mission. Try to get five during the gunfight in the canyon, and then the final four when you reach the camp. Use your Dead Eye at the beginning part to lock in some guaranteed headshots, and you should be able to get another four really easy if you make good use of your Dead Eye. Keep pace with Javier the entire mission as he runs forward, ducking behind any nearby bit of cover. As long as you're close to him, you will have a lot of close enemies that give you fairly easy headshots. Use a repeater if you can because it has a great ammo capacity and if you're going for headshots you don't really care about anything else. Once you use up the last of your Dead Eye, you may not have any Dead Eye restoring items (if you're replaying missions for gold medals). Once you're out, use the same targeting suggestion from previous missions. Center your screen on your target of choice and pop out of cover while aiming at them. This will lock right onto the center of their torso. Give the analog stick a slight move up and you'll be at their head. By now you should be getting the hang of this so it shouldn't give you too much trouble. And, if it does, the good news is there is no accuracy requirement so you'll have plenty of chances. The Spines of America To prove their business credentials to the Emerald Ranch fence, Seamus, Arthur and Hosea attempt to rob a stagecoach from Old Bob Crawford at Carmody Dell. Prerequisites: Exit Pursued By A Bruised Ego Gold Medal Requirements Loot everything from Carmody Dell. Don't get spotted. Deliver the wagon to Emerald Ranch within 1 minute 10 seconds. After Exit Pursued By A Bruised Ego, Hosea will tell you he wants to go and check out Emerald Ranch. You cannot go there just yet, but if you leave camp and come back a little while later, you can trigger a conversation with Ms. Grimshaw who will let you know that Hosea is waiting for you by Emerald Ranch. I was unable to get this conversation to trigger until after the party scene that follows The First Shall Be Last, but that might not be absolutely necessary. Ms. Grimshaw will immediately start telling you this once you get close to her, so you'll know if you've triggered the conversation almost immediately. Check out your map and follow the marker to Hosea who is just outside of Emerald Ranch. Approaching him will start the mission, where he begins by trying to convince some shady looking individual to help you guys out. He is reluctant at first, not sure if he can trust you, but agrees tot he deal if you can go steal a stagecoach from one of his in-laws that he doesn't particularly like. Oh, and don't kill him. He wants you to rob him, not remove him from the family's secret Santa list entirely. Hop on your horse and follow the path all the way to your destination. The target is actually just outside of the ranch, so park your horse here and go the rest of the way on foot. Hosea gives you the option of attempting to rob the place during the day or at night. Of the two options, night is easier but day is probably more entertaining. If you go during the day, Hosea will attempt to distract the family with his wild business model of really, really good back rubs. And apparently they work too, since the father comments his back actually feels better afterwards. Looks like you missed a business opportunity, Hosea. If you go during the night, just crouch walk through the house while doing your pilfering. This way is certainly easier because you can really take your time and as long as you are crouch walking you aren't going to be noisy enough to wake anyone up. Either way, you now need to steal $45 from the house. But you're going to want to steal more. Much, much more. There is no reason to leave early and this house is absolutely brimming with cash. Make sure you check the chimney for sure, because they're hiding $150 in there. Beyond that, search every cabinet and every dresser because every single one of them usually has an expensive item and some cash hidden away. Take all their food, too. Their whiskey, their canned goods, even their last can of Hoo-Hash. Go full Grinch on them and take every single thing that isn't bolted down. You'll have to move quickly if you went during the day as Hosea can only distract them for so long, but this is a really good mission to make yourself rich. Now, once that is done sneak back outside and head to the barn. If you did this during the day, you'll have to wait for Hosea to sneak his way back in after his performance. Once he has, ride out fast and hard and follow the path on your mini-map. You want to direct the horse back to the fence, who will pay good cash for it. This will also unlock your first fence in the game, who will buy stagecoaches you've stolen in addition to selling a lot of high quality items. It is definitely worth coming back in the future, as fences have some of the best items in the game. For now, just park your coach inside the indicated barn and collect your reward. Going For Gold: The requirements here are straightforward enough, but there may be a couple that can be tricky if you don't know exactly what you're doing. First and foremost, it is important to do the robbery at night. Doing it at day makes successfully looting everything very tight as Hosea only holds them off for a couple of minutes. Additionally, doing it at night actually makes the coach ride back quicker as you won't need to take it out of the barn and you won't need to sneak around the back to prevent being seen. If you go at night, it is very easy to sneak through unseen. Just crouch walk and the two people in the house will sleep through the entire thing. If you are attempting to do this during the day, you will need to close all the drawers behind you otherwise your targets will notice. As a precaution, I also closed all the cabinets and chests behind be but that likely isn't needed. To loot everything from Carmody Dell, you will need to loot the following things: In the back room of the first floor: Gold pocket watch (third drawer you open in the dresser), snake oil (medicine cabinet on wall next to dresser), and a platinum band and money clip (chest at foot of bed) In the front room of the first floor: Cigarette card (windowsill by fireplace), Kentucky bourbon (on the small table), money clip and pearl necklace (chest right next to the front door), $150 (the chimney of the unlit fireplace by the stairs), and a carrot and apple (on the cabinet across from the unlit fireplace) Upstairs: Ginseng elixer, an opened health cure, and a gold jointed bracelet (wardrobe next to the bed), platinum pocket watch (drawer inside wardrobe), and a money clip and coin purse (in the chest at the foot of the bed. Note that this can be really hard to target since Arthur will automatically target onto Bob Crawford when you're close. You'll have to move the camera up until it is right overhead of you so only the chest is on screen. It might take some moving around to target.) The final requirement is the trickiest, and you need to get back to coach fence within 1 minute 10 seconds. This is an extremely tight window, and if you follow the yellow trail on the map you likely won't make it in time. And, to make things more complicated, it is extremely dangerous to go off trial if you don't know where you're going because there are so many dips in elevation or small ledges that the horses will fall over and crash the coach. It can make this whole thing a bit of a headache because coaches are much more difficult to handle than horses and things you could clear with your horse will wind up destroying (or at least slowing down) your coach. There is one good, consistent trick though. On your way to Carmody Dell, open up your map. Put a marker on your map at the intersection between the railroad and road just to the southeast of Carmody Dell and a second one at the first intersection west of Guthrie Farms (see map below for specifics). Ride on the road to the first marker, then look at your mini-map and ride towards the second marker. You can do this without markers, of course, but this will help keep you on track as going too far off-road in the direction of the objective marker itself leads to multiple large dips in elevations and can wind up crashing your coach. Using the markers to cut through the field will save you a lot of time (probably roughly 5-10 seconds which is all you need) and the terrain is relatively safe. There are a couple of trees you'll need to dodge, but at least the elevation is not significant enough to trip you up. Follow the road most of the rest of the way as it will be safer than trying to offload it. However, a second minor time save occurs right at the end. Do not take the road south of the fence and around at the end. Instead, right before the creek, you can turn left as the field here will be fairly safe to ride through and it can save another couple seconds. Other than this, just ride as fast as you can the entire way. Keep urging on your horses by mashing the speed up button and follow the aforementioned shortcuts. It is still a bit close timewise, but this is the safest and most consistent way I found. Pouring Forth Oil - I John has an idea for a train robbery, and recruits Arthur to help him. Prerequisites: Polite Society, Valentine Style, The First Shall Be Last, and We Loved Once and True - I Gold Medal Requirements N/A When all the requirements have been met, Ms. Grimshaw will approach you in camp and let you know John wants to talk to you. Alternatively, if you get close enough to John he'll call you over himself. Head over to start the chat, where he speaks about his interest in robbing the train you learned about in Polite Society, Valentine Style. Arthur still isn't sure, but John will clue you in on his plan to stop the train with an oil wagon placed on the tracks. Arthur actually agrees that this is a good idea, and John will head into town to collect the supplies while Arthur is tasked with collecting the oil wagon. That is all you need to do for this mission for now, but two wheel icons will show up on your map that indicate where Pouring Forth Oil - I will start. Pouring Forth Oil - II Arthur steal an oil wagon to use in the train job being planned by John. Prerequisites: Pouring Forth Oil - I Gold Medal Requirements Deliver the wagon to the drop off within 1 minute and 45 seconds. To start this mission, you'll want to first check your map and find the shinny new markers that appeared after you finished Part I. You'll notice there are actually two markers here, which may look a bit confusing but it is important to note you only need to get one of these to the drop off point. Once of these is a bit harder than the other, but at the same time it is a bit quicker so feel free to do whichever one you find preferable. It is a good idea to wear a mask here, because you may get caught and this will at least make you anonymous. Your first option is in a fenced yard belonging to the Cornwall Kerosine Factory & Tar. This will be just north of the railway, and is part of a larger factory complex. The cart with all the kerosine on it will be visible from outside, and it is a large vehicle driven by two horses. There are a lot of guards here, and even worse (if you are going for a high morality playthrough), you will lose morality for each one of these you shoot (even if they start shooting at you first). Because of this, it is probably better to try and sneak in as that will prevent you from having to fight forty guards all at once. Your goal here is to get to the cart quickly and to ride off before too many guards here notice you are gone. Because of the sheer number of guards, it is unlikely you'll be able to sneak through undetected, so this is more about just fleeing to avoid conflict. Go to the north side of he complex, along the fence the hugs the north end of the yard. Position yourself nearby the carriage, and look to find all the guards in the immediate vicinity. They do patrols, and after a little while you will likely be able to get a sense of when your carriage is unguarded. Fortunately, even the most precise guards can get sloppy, and you want to take advantage of this by climbing in and riding off before they even really knew what hit them. Wait until there is a gap in the patrol, and then hop the fence and hurry to the cart. They'll start shooting at you as soon as they see what you're doing, so waste no time in getting out of there. Gallop as fast as you can as far away as possible, and try to aim yourself to the objective marker to find where you want to drop the cart off at. Your second option is certainly easier. The carriage will start the mission right next to the one described above, but once you get close to it someone will arrive to pick up the carriage and take it elsewhere. It so happens to be heading to Valentine so get on your horse and begin to follow it. Once you're out of sight of everyone else, you can just shoot the guy. Or knock him out if you're going for a true pacifist run. You just need to take the driver out in some way, because after that you do you can just climb up onto the carriage and drive it where you need to go. This is certainly the easier of the two options, as you really only need to kill one guy who is kind enough to wander off by himself. Regardless, take your stolen carriage to the indicated location. Once you actually steal the carriage, the rest of the mission is very simple and fairly safe, so you can just ride up and drop the carriage off where the game shows you. If someone reports your crime you may run into the sheriff on the way back which is particularly bad luck, but this is somewhat unlikely and your ride will likely be without incident. After you finish dropping the carriage off, you'll need to meet up with John. Dropping off the carriage will officially end the mission, though, and you now have a bit of break if there is anything else you want to do first. Or you can jump right back into things and meet up with John to start the third and final portion of this mission. Going For Gold: There is only one requirement for a gold medal in this mission, and that is to get the wagon to the drop off point within a minute and forty five seconds. The time starts as soon as you get on the wagon, so you want to plan this well and head directly to your target. The most important part of this is to steal the wagon that is in the Cornwall Kerosine Factory & Tar yard. The one on the way to Valentine is further away, so it will take time you don't have to ride it back a bit further. As long as you take the one from the yard and head directly to the marked zone on your map, you shouldn't have much trouble making it there within the time limit. Pouring Forth Oil - III With everything in hand, Arthur and John prepare for their train robbery. Prerequisites: Pouring Forth Oil - II Gold Medal Requirements N/A Head back into camp to find John. He'll be on the edge of camp, and all you need to do for this phase of the mission is talk to him. After you let him know you got the wagon, you'll suggest finding a third person to make this job a bit easier. John will now go and get Sean, and you'll actually be done with this mission. Jeez, if only everything was so easy! You cannot start part IV just yet as you need to wait one in game hour after talking to John, but you are free to see what else there is to do in this time. Pouring Forth Oil - IV Blocking the tracks with the heavy oil wagon, Arthur, John, Charles and Sean board the train and rob valuables from the rich passengers and baggage car. Prerequisites: Pouring Forth Oil - III Gold Medal Requirements Kill all the train guards before Sean fire a shot. Clear the baggage car of loot. Escape the law within 1 minute 30 seconds. Get 10 kills in Dead Eye. Complete the mission without taking any health items. After Pouring Forth Oil - III, you need to wait one in game hour before the objective marker for this mission will pop up on your map. If you go to it, you'll find Sean trying to shoot at some cans and failing spectacularly. He wants in on the robbery, which sounds like a great idea considering how good of a job he was doing shooting stationary objects. Unfortunately, you won't have much of a choice, because by the time John shows up Sean has already forced his way onto your wagon. When you gain control, follow the path on your map to your destination. You will be on a road the entire time, so it should be too hard to get where you're going. Sean won't shut up the entire time, so you're going to have to listen to him while you're navigating your way to the train tracks. Once you get close, the game will prompt you to park on the tracks so just move up a bit further. Arthur shoos everyone else away, than climbs on top of the wagon so he can look all cool while the train is coming to a stop. The conductor will get out and one of your pals will bonk hi on the head. Now it is time to rob the train. Get up to the marker to climb on. Your job here is to look scary and occasionally punch someone. Someone else will be doing the actual robbing, but you can stop and get additional money from basically everyone on the train by targeting them and selecting the rob option. This will lose you morality, though, for some reason because apparently robbing the once is fine but going back and asking for seconds is just a bit too much. Additionally, at certain points someone will refuse to give you the cash. At these points, target the passenger and select the "beat" option. This will suddenly make them realize that handing over their money is probably the best option. Beat every passenger when they refuse to hand over the cash, and otherwise just continue through the train. After robbing the passenger cars, you will be tasked with going and rummaging through the baggage car. Sean is trying to get the door open, but he is suddenly attacked by some guards while opening the door. You will now get a chance to learn how to do the targeted Dead Eye. Here, your Dead Eye no longer automatically targets individuals, and instead you have to move the cursor over the desired part of the body and use the right shoulder button to mark where you want the shot to go. You should be able to kill the first guy no problem, but there will be three additional enemies after him. Use your new Dead Eye skill to target each of the three and kill all three of them quickly so you don't need to run and go find cover. With that done, you are now free to rummage through the baggage car. There is a decent amount of stuff to find in here, but you have to be quick because the law shows up really soon and your pillaging is going to be cut short. The sheriffs don't respond to well to your threats, and you get thrown immediately into a gun fight. If you have any Dead Eye left, now is a good time to use it (or to fill it back up again). There will be a handful of enemies in front of you and another group will show up after the first wave is thinned out a bit. Keep using Dead Eye when you can and aim for headshots if you can't. There will be a decent number of enemies here, but the good news is as long as you stay low on the train, you won't take too much damage. Pop up when needed and take some shots when you have an opening There are a decent number of enemies here, but the great cover you have access to and the no cover most of the enemies will be using gives you a great advantage and you should be able to make your way through all the law enforcement officials here pretty easily. After you've dealt with everyone trying to shoot at you, you can make your way down to your horse and ride away. Be quick because more deputies will come riding after you if you dawdle. Ride as quickly as you can away from your crime and once you put in enough distance, the law will lose you and you'll be able to finish the mission. You will have a bounty on your head at this point, so it will make entering Lemoyne a bit more challenging. You can pay that off at another time though, and for now you'll want to finish up any outstanding Chapter 2 missions. Going For Gold: The objective here are significantly more difficult if you attempt to replay the mission than if you get it on your first try. That is because you always replay missions with almost no items on hand, and if you replay that means you will have no Dead Eye restoring items at the start of the mission. There are a couple you can pick up as you make your way through the train, and you'll want to do that. Outside of the "take no health items and restart no checkpoint" objective that is common to almost every single combat mission, there are four different objectives here. The first you'll run into is to kill the train guards before Sean can take a shot. As soon as you go to help Sean, he'll be jumped by guards and you'll trigger an automatic Dead Eye sequence. Lock on to the guy holding him as soon as you enter the sequence and shoot him twice in his torso (his head will take longer to appear and this will save you some Dead Eye). Once he's dead, look up to the top of the car. As soon as you see a guy climbing up over here, enter Dead Eye and get a quick head shot. Two more guards will now run in from the rear of the baggage cart so lower your aim again. As soon as you see them, once again enter Dead Eye and kill them one at a time (exiting Dead Eye in between kills to help conserve it). As long as you know where they're coming from, you can get through this fairly easy as Sean will wait quite a while before he starts shooting. It is very important you kill all four of these guys with Dead Eye to help complete another gold medal objective. Once inside the baggage car, four different objective markers will appear and you will need to loot all of them. This is very time sensitive, so you need to be quick. The best way to get a jump on this is to run into the car as soon as you kill the fourth guard and before the actual looting segment officially begins. There is a small cabinet to your left as soon as you enter the car, and start opening it as soon as you enter. You should be halfway through looting it before the objective markers even pop up. After that, quickly hurry to the middle of the car. It is very important that you take the fine brandy that is on a shelf to the left before the two objective markers in the middle of the train. This refills Dead Eye, and you'll need it to finish one of the other objectives here. Loot both of the middle spots, and then quickly hurry to the chest at the end of the car. Arthur has a hard time locking on to this at times, so make sure you adjust your camera so you're looking right down on top of it to help Arthur focus on that instead of any nearby bodies. If you fail to open all four before the next cutscene starts, just quit the mission and try again. Once you have a good sense of where everything is in the baggage car, you can make it through fairly quick. Assuming you saved Sean perfectly and got four Dead Eye kills, you will need six more now. The difficulty comes from the fact that your Dead Eye core is pathetically small if you're replaying the mission and you have almost no way to refill it. You will loot a cigar from one of the spots in the baggage car, and you can pick up a fine brandy from a shelf inside the baggage car, and you'll need both of these items. Refill your Dead Eye as soon as you run out. Stay in cover and center in on a target. Pop out to aim, and assuming you lock on to the middle of their torso, immediately enter Dead Eye. Either move up to the head for a quick headshot or put a couple of bullets in their chest. You do not need headshots here, only kills, so do whatever is fastest for you. Between the two Dead Eye refilling items you picked up, you should have enough core to just barely meet the total. Stay in cover so you don't take too much damage, and use Dead Eye on every target until you hit ten. The escape itself is fairly easy. Ride north out of Lemoyne as fast as you can. Once you cross the border, pursuit will drop relatively quickly, so just keep riding north (or northwest) as fast as you can. Avoid any obstacles on horseback so you don't fall off, and don't waste any time waiting around to kill your pursuers. As long as you gallop as fast as you can north, you will lose your pursuers within a minute easily. If you re slow getting away from the train a first wave of pursuers might catch up to you, and in that instance you will have to kill them. You can still escape within the time limit as long as you kill them quickly and ride away northward as fast as you can. A Quiet Time Arthur takes Lenny for a quiet drink in Valentine to help to calm him down after learning of Micah's arrest in Strawberry. Prerequisites: Paying a Social Call, Money Lending & Other Sins - II Gold Medal Requirements Try to make amends with an old rival. Catch Lenny in the act. Don't get arrested. After Paying a Social Call and Money Lending & Other Sins - II are completed, you'll be able to talk to Dutch in camp. He still hasn't found a buyer for those bonds you stole from the train, but that doesn't really matter at the moment because you'll suddenly have bigger issues to deal with. Lenny runs into camp in a panic, telling everyone that they got Micah and he's currently imprisoned in Strawberry. Arthur says the sensible thing of "good" but Dutch is all lame and makes us go and rescue him anyway. But not right now! First you need to calm Lenny down, so Dutch tells you to take him into Valentine for a drink. A nice quiet, uneventful drink. So let's do that! Follow the trial to get to Valentine while Lenny tells you all about the mess Micah got himself into. Your destination is the larger saloon in town, so dismount your horse when you get there and walk inside. Go over to the bar and press the indicated button to lean on it, which will trigger a scene where you order beer from the bartender. The rest of the night is one big, drunken (amazing) mess. First, some other drunk will try to talk to you and you can either defuse the situation, insult him, or fight him. Just defuse it for now, because you're out having fun and don't need this guy ruining your evening. After some more drinks, you'll lose Lenny. You can ask around for him, but head upstairs and you'll find him on the second level on the side where the entrance to the saloon is. Talk to him again, and you'll lose him again after a little while. The alcohol may have something to do with this. Go downstairs to find him on the bar about to get into a fight. You'll somehow diffuse the situation and continue the party (again, alcohol is likely involved in some way). You'll now go outside to pee and lose him a third time. Only now you're at a level of drunkenness that borders on almost being dead, so everyone in the bar will have their face transformed into Lenny. You'll need to find the real one, and if you wander around on the main floor a bit, Lenny will finally come and find you. A slap fight will ensue. No, really. Press the indicated button to slap. After all of this, you'll find yourself outside being surrounded by cops for being a big drunken mess. You can flee here, but you'll likely run right into the pole that is directly in front of you. Again, because of the alcohol. You'll wake up in jail and Lenny will pay your $10 fine. Head outside, regret your night, try not to vomit everywhere, and complete the mission. Going For Gold: Of all the gold medal missions in the game, this is probably my favorite. Unlike most of the other missions, all the requirements here are for exploring or discovering hidden little Easter eggs in the level. You may want to try and get it yourself the first time just to see what else you can do, but if you're having trouble you can check the paragraph below for tips. After the first time you drink and lose Lenny, do not go upstairs to find him right away. Instead, check out the table right next to the poker table on the other side of the saloon. Our old friend Tommy is there and he's in even worse shape than you are. Target him and talk to him four times to try and bury any remaining bad blood. Next, after you get drunk and lose Lenny the third time (after you pee and everyone looks like Lenny), go inside the saloon but instead of asking around for Lenny, head upstairs. Turn left when the stairway divides, and then turn right. Bust into room 1A at the end of the hall and prepare some bleach or something for your eyes, because some things can't be unseen. Finally, you need to escape the law at the very end of the mission. As soon as Arthur takes off running, hold down left. Everything is slowed down, and you need to avoid the polls and barrels in the alley so Arthur doesn't trip over them. Most of this can be accomplished by just holding down the left button to sort of maneuver Arthur out of the way. At the end of the alley, another lawman will burst out from the side, so hold down right to get Arthur to change directions. Now you just need to clear the fence. Press and hold the jump/climb button to get Arthur to clear the first fence, and he'll handle the rest of the escape himself. Blessed Are The Meek? With Micah due to be hanged for a double murder near Strawberry, Arthur attempts to break him out of jail. Prerequisites: A Quiet Time Gold Medal Requirements While escaping, kill all mounted Lawmen within 55 seconds. Get 15 headshots. Complete with at least 70% accuracy. Complete the mission without taking any health items. Sometime after you've finished A Quiet Time, you'll need to make the long trek over to Strawberry to find Micah. His objective marker will show you where he's being held at, so travel over there and head into the jail to talk to the sheriff. He's pretty intent on hanging Micah, so getting him out won't be easy. You'll head back outside after the scene and hear Micah shouting for help. Walk down around to the window on the bottom left side of the building and you'll see Micah, a little bruised and battered but not that much worse for wear. Talk to him and he'll plead for help while you decide whether or not he's worth the trouble. There doesn't seem to be a good way to get him out, but Micah points your attention over to a nearby steam donkey complete with a cable and tether. Seems like a bad idea to keep this sort of things literally right next to a prison, but ok! Walk over to the steam money and pick up the grappling hook. Walk it over towards Micah and attach the hook to the cell window. Go back to the lever and pull it to rip the window right off the wall. Unfortunately, this has the side effect of alerting every single person within a three town radius what you've done, and the entire sheriff department comes running. You're about to fight a whole bunch of lawmen, and the only good news here is they come in small batches. Three will pour out of the sheriff station at the start, so use your Dead Eye to take them out relatively quickly. You want to protect Micah here, so never travel too far from him as that will wind up getting him killed. Allow Micah to lead the way once you clear out the first group of enemies, because you can't leave the town just yet. Micah has something he wants to go find first, so you need to travel through like an extra fifteen enemies or so. This had better be worth it, Micah. Since you aren't dealing with too many enemies here at once, the strategy is fairly simple. Find a good piece of cover, and aim for headshots whenever you pop up. Dead Eye will obviously make this a lot easier, so use it as frequently as you can to make the battles a breeze. Micah will also help here bit, so there is a good chance you won't even need to kill all the enemies yourself. He's a better than average shot, and if you play really conservatively there are times he'll take out the entire group for you. Keep following Micah as he leads you towards your destination, fighting off three or so enemies at a time. Dead Eye is your preferred tool here, but you can also just pop out from behind cover and take aim the more conventional way. Micah's travels will eventually lead you to a house, which he will promptly enter and murder the man and woman inside. They had his guns, so this was a totally rational decision on his part and not the acts of a deranged lunatic. Either way, with his guns in hand he's now ready to leave town. You'll have to fight your way through a couple more groups until you get to your horse, but Micah is even more deadly at this point and will do most of the work here for you. Get on your horse and follow him out of town. As you ride out, you will be confronted by a several pairs of enemies on horseback. Dead Eye is particularly useful here, as aiming while riding can be a true pain. Micah seems to have to problem with it, however, and if you ever pause he will be ready to kill everyone else on screen. Once you get far enough way from town, Micah will hand over the Off-Hand Holster as a reward. This will allow you to dual wield two sidearms, which is quite a good upgrade. He'll ride off to try and make some more money before reuniting with Dutch, and you are free to return to camp. Going For Gold: Unfortunately, this is one of those missions that is much easier to get gold in your first attempt than in any subsequent playthroughs. You need quite a lot of headshots, and if you replay the mission you won't have any Dead Eye restoring items so you'll have to do a lot of this the old fashioned way. Micah is also a very competent AI, which is bad this mission because that means if you stall for too long he will just start getting all the kills. You'll need to be fairly fast here and get as many headshots as quickly as you can. The bad news about this mission is 15 headshots is pretty tight, and if you're playing really well you can expect to get around 20 or so. The good news is the accuracy requirements is only 70% which is very achievable and means you can be a bit more risky with the shots you take. You also shouldn't have to worry about health too much as there is good cover all over the place. This means the only challenge here is the 15 headshots, and luckily the mission itself is fairly short and all action. So, even if you have to replay, it doesn't feel like as much of a chore as some of the other combat missions in the game. You start off the shootout behind some barrels, and there are three guys you can headshot as they leave the sheriff's station. Use Dead Eye as much as you can at the early part to get as many headshots as you can as quickly as you can. Keep count in your head here, because you will need to figure out how many more headshots you need during the escape. Once these guys are dead, you can run and use the barrel right next to the hotel as cover. There are a lot of guys that are coming down the road right in front of you, and if you take the spot by the barrel Micah will hang back a bit giving you a chance to rack up some headshots. From there, the exact bit of cover you use isn't as important but you want to be up in the front near the action. Don't let Micah push things too much as you don't want him to steal kills you need. Use Dead Eye as it becomes available for easy headshots, and if you don't have any use the same trick we've been using in combat missions with a headshot requirement (center on an enemy, pop out of cover to aim and automatically lock on to their torso, and then quickly move the aiming reticule up slightly to get a headshot). One way to make things easier is to loot a Dead Eye restorative item. While Micah is in the house getting his gun back, you should be looting all the corpses nearby. There is a chance one of them will drop some snake oil or chewing tobacco. If they do, the rest of this mission just got incredibly easy as you can use it to score some really easy headshots with high accuracy. The final thing you will need to do is to escape all the lawmen within 55 seconds and this is surprisingly the easiest part of the mission. I'm not even positive you can fail this as long as you ride at Micah's pace. Lawmen show up all along during your escape, but Micah will blast almost all of them by himself even if you don't. You can help, of course, particularly if you need more headshots, but Micah is very quick at dispatching these guys and he'll kill them all as he passes them. Just keep riding and getting kills where you can and you should get this requirement fairly easily. A Fisher of Men Arthur does a favor for Abigail and takes Jack out on a fishing trip. Prerequisites: Pouring Forth Oil - III, A Quiet Time Gold Medal Requirements Arrive at the river, catch a fish within 1 minute 30 seconds. Complete within 7 minutes 20 seconds. This will be one of the final missions in Chapter 2, as it requires you to both finish Pouring Forth Oil - III and A Quiet Time. After that, when you get close to Abigail in camp she will come up to you and ask for a favor. Her son, Jack, is feeling down and apparently John is a good for nothing deadbeat dad. She asks if you can do something with him as a way to cheer him up. Follow the marker to find Jack, and after talking to him for a bit, you'll suggest that the two of you go fishing. This missions serves as an introduction to a couple different aspects of the game. The first, obviously, is fishing. However, on your way there Jack will comment that he lost a storybook near the old camp and wishes he could go get it. This will likely be one of the first companion requests you get in the game. These occur from time to time, where a character in your camp will ask you to do something for them or find something they need. A full list of these is included in the Camp subsection of the guide. For now though, just remember that Jack wants that storybook as there's really nothing you can do about it for now. Climb up your horse and trot over to the river with Jack, following the path that the game lays out for you. When you reach the edge of the river, the game will teach you how to fish which will be quite handy as we will likely be doing a fair bit of this in the future. Equip your rod using the item wheel, and then go back into the item wheel and select whatever bait you want. Throw out the rod using the on screen prompts and then wait until you get a bite. Small nibbles don't mean anything, but when you feel a hard tug you want to reel it in. The fish will alternate between fighting and resting. While it is fighting, pull the rod in the opposite direction that the fish is swimming in. When it rests, reel it in as quickly as you can by rotating the right stick. Keep doing this until the fish is close and you'll pull it out of the water. Arthur will remark it is a small one, so you should toss it back to give it time to grow. You can keep it if you want, but tossing it back improves your morality. Jack will get bored and go off to pick flowers, but you can't leave just yet. You actually need to catch a second fish, so throw out your line and repeat the same process as last time. Jack will come back and talk to you while you're doing it. Since you've already done it once, you should have the hang of it a bit more now and this one will probably be easier than the first. Either keep the fish or toss it back depending on your mood. At this point we'll get an unfortunate visit. The Pinkertons have caught up with us, and are salivating to try and get to Dutch. They make you a deal to leave you alone if you bring them Dutch, but Arthur doesn't particularly care for these terms and lets them know it. They leave, but it is definitely a testy interaction. They look like they might be trouble later in the game, but for now you're free to return to camp. Climb back on your horse and ride back in following the same yellow trail you used last time. Once you're back in camp, you'll drop Jack off and then go tell Dutch about the Pinkertons being back on your trail. For now he suggests you all just stay put, and once the conversation is over you will complete the mission. Going For Gold: This is one of the few missions in the game that doesn't really require much strategy at all for the gold medal as things are very straight forward. Both requirements are time based, and both give you very generous time limits to reach. If you're having trouble catching fish, get a bit more practice in the main game before reattempting this mission. One minute thirty seconds is a huge amount of time, so just toss your line out a decent distance and slowly reel it in. You should catch. one in plenty of time. The time limit for the whole mission is 7 minutes 20 seconds which is quite a lot. Just make sure you do things as soon as the game tells you to and don't waste any time. You can save a little bit of time on the ride to the river and the ride back to camp by taking more direct routes to the objective marker instead of following the trail. As soon as you catch your second fish, walk over to Jack and the scene will trigger as soon as the two of you are done talking. These little time saves aren't absolutely necessary though as you have a decent cushion here to get everything done. The Sheep and the Goats John has a plan to rustle a herd of sheep and sell them at auction in Valentine. Prerequisites: Pouring Forth Oil - IV, A Fisher of Men, The Spines of America Gold Medal Requirements Herd all sheep in to the pen in Valentine. Get 25 headshots. Complete with at least 70% accuracy. Complete the mission without taking any health items. Very late in Chapter 2, after completing most of the available missions, you will be able to find John in Valentine. Talk to him to start the mission. He seems to have some sort of mysterious plan involving goats and sheep, but he won't tell you what it is just yet. Lead your horse towards him, following him as he heads into town. Once you get into the main section of town, you'll need to hitch your horse and then follow John across the street. John wants you to buy a sniper rifle, so head into the gunsmith and open up the catalogue to get a good look at their guns. Go to the rifles section and pick the Rolling Block Rifle. It will be free this mission, for some reason, so don't worry if you're running low on cash. Buy the rifle, and then head back outside to talk to John. Most your horse and then follow John as he leads you to the planes of New Hanover. John finally informs you of his plan along the way, and a rancher is leading a whole herd of sheep into Valentine for auction. With your sniper rifle you can "convince" the owner to hand over those sheep and collect the sale yourselves. You'll eventually find your way to the top of a hill, where you and John plan to watch the sheep come in. Get off your horse, and the take aim towards the ranchers and the sheep coming in. Rather than shooting one of them, John reckons you can scare them off if you fire a warning shot close enough. He's (mostly) right, and a single shot will frighten off two of the three. Fire a second shot close to the third remaining ranch hand and he'll take off as well. You'll need to herd the sheep you managed to frighten off at the same time, so get back on your horse and ride down with John. You first need to herd all the sheep together, so drive them towards a central area. You'll know which sheep are "herded" and which you still need to get by the color of their markers. Grey ones are already herded, while yellow ones are the stragglers you need to push towards the others. This part is fairly easy to do, and as long as you get close enough to them, they'll typically run towards the larger group. Get on the opposite side of them if needed to help motivate them towards the others, but a lot of these will be fairly easy to push together. Once you have them all in one area, you need to drive them towards town. Get behind them, so they are in front of you while heading towards town and hold the left trigger and press the indicated button to shout and them and get them to move a bit faster. Occasionally, you'll get stuck with a straggler who breaks off from the group. Get up behind them and shout at them to get the to speed up and move bak towards the rest of the group. You don't have to be perfect here, and as long as you stay behind them the sheep generally do a good job of moving towards Valentine. Keep shouting at them occasionally and riding close to them (without getting too close to the point where you trample them) and you'll make it back to town quickly. Drop the sheep off at auction and you'll trigger a scene where the auctioneer haggles for his cut. The jerk. After, mount your horse and head towards the saloon to meet up with Dutch. Don't get too comfortable though, because shortly after sitting down, Leviticus Cornwall and some of his men show up. He is quite mad about you guys robbing his train, and he has managed to capture John and Strauss in the two seconds since they left your sight. You will head outside now, and while Dutch is talking to them slowly hold down the trigger button. This will charge your Dead Eye and give you chance to shoot the two men holding your guys hostage afterwards. Quickly push down on the trigger button to start your Dead Eye, and aim for the two men holding John and Strauss hostage. After you kill them, a shootout will commence, so try and kill as many as possible during this part as it will make the next section a bit easier. You'll now need to fight your way through Valentine to get to your horses. This is going to be one of the tougher fights so far, so do not be afraid to use tonics or health restoring items if needed. The rest of the gang will push a card and you will want to use this as some moving cover. Move from side to side on the cart, based on which side of the street enemies are currently shooting at you from. You can also hang out towards the back, but this will leave you more out in the open and make you more prone to damage. Use your Dead Eye as often as you can here, but there will be so many enemies, you will likely run out if you do not use restorative items. If you are out, go for headshots and kill as many as you can as quickly as you can. It is very easy for you to get overwhelmed by pure numbers, so check your mini-map to see where enemies are hiding at and prioritize any of those that are closest to you and the cart. If you have a decent aim, this won't be too bad but it will be the first real test of your skills in the game. Make good use of cover and heal as necessary. Once you reach the end of the street, you'll need to pick up Strauss and run him to John's horse. The rest of the gang will take off at this point, but Dutch will ask you to stay behind and provide some cover. More enemies will show up at this time, but they'll be law enforcement. You can kill them if you want, but it will lower your morality (and you're probably already hurting a bit anyway). It is easier to just jump on your horse and ride out of town. Once you're far enough, they'll stop searching for you and the mission will end. You will unfortunately have a nice, new bounty on your head in New Hanover now, but you can head back into town and pay that off when you get a chance. Going For Gold: Unless you're trying to get every single gold medal in this game, you'll want to skip this one. Not only is it tough to complete, but there is a roughly ten minute waste of time you need to complete just to get to the important part. The sheep herding preamble takes longer than you think, and if you fail during the shootout you will be forced to do the whole sheep herding segment all over again. So if you're just going for the 70 gold medal trophy, you can skip this and move on to the next one. Three of the requirements here are related to the shootout, but first we'll need to get the boring sheep herding requirement out of the way. The good news it is very easy, and basically all you need to do is ride behind them and keep an eye out for any sheep that gets separated. Look for any yellow markers, which will be sheep no longer in the herd, and ride up behind them. They'll rejoin the herd automatically at this point as long as you can get them moving again. The hard part here is the shootout, and you need to get 25 headshots at 70% accuracy without dying or taking any healing items. This is one of the harder missions in the entire game by itself, particularly during the segment where Dutch and John move the cart and you're supposed to move behind it and kill any lawmen you run into. This is a tough segment to try and get headshots during, particularly when your focus should be killing the enemies as quickly as you can so you aren't taking high amounts of damage. There is a bit of a workaround here though, and you can do this segment to the best of your ability without fulling focusing on headshots. At the very start of the mission, you'll enter into an automatic Dead Eye sequence. There are five guys here, and you should be able to hit at least four of them with headshots, meaning you'll only ("only") need 21 more at this point. There is a brief segment after (before the cart) where you will fight another handful of enemies. You can use Dead Eye again here if you want, and you should be able to get another couple of headshots. It is important you keep count in your head as you're doing this as you will want to know when you hit the total. During the cart pushing segment, you can still go for headshots, but you do not have to if this is hard for you. If you're good at aiming, then feel free to rack up more here. However, it is more important to keep your accuracy high and kill everyone as quickly as possible as they can drain your health if you let them get behind you. Go for chest shots if you're struggling, as just by aiming at a target you can lock on to their torso and make things a lot easier. Drop your aim in between targets to make sure each time you aim you lock on to your new target. You cannot take any health items here at all, so prioritize survival if you find yourself struggling. Once the cart stops, immediately get Strauss off and run him over to John's horse. The rest of the gang do a decent job protecting you at this point, but if you stall for too long, Strauss will die and you'll need to restart. As soon as the rest of the gang rides off, you'll need to flee yourself. However, if you stay in town you will find an endless stream of lawmen will keep arriving in waves of three or four. This is how you can boost your headshot total and accuracy as it is much, much easier than the segment prior where you are moving behind the cart. Just keep staying in town until you hit your headshot total (this is why you need to count yourself) and then flee. As soon as the final shootout in town starts, you will dive behind cover and get into a fight with four enemies. Kill them (ideally with headshots) and then immediately flee to behind the nearby stable. It is a great spot because you will be much more protected here than in your initial cover position, where enemies can hit you from both sides easily. Go just behind the back of the stable on the south side and keep an eye on your mini-map. You will see where new enemies are coming from, and you can move around the stable a bit to position yourself in the safest position. You can go to either side of the stable as need, and you just want to be on the opposite side from where enemies are coming from. As long as you protect yourself in cover, you should be fairly safe and can rack up as many headshots as you need. You can stay as long as you need, and this is a great way to get your headshots and your accuracy. Go for headshots as long as you need to, and if you are worried about your accuracy then stay behind a bit longer and take safe, easy body shots. You won't have nearly enough Dead Eye during this segment to use it the entire time, but use it when you have it to score easy headshots. Afterwards, pop out from cover and aim at whichever target you have centered on your screen. Move up slightly to get towards their head and take the shot once you're on it. Again, this takes some practice but it is a very consistent way to get headshots. Once you have all the headshots you need, get on your horse and just ride out as fast as you can. Don't try to shoot the enemies during the escape as it is very easy to miss and can ruin your accuracy. The mission will end as soon as you are far enough away from town, and pursuit will drop automatically after a certain distance. A Strange Kindness Wanting the gang to lie low after the trouble in Valentine, Dutch asks Arthur and Charles to count out a new camp location at Dewbury Creek. Prerequisites: Who Is Not Without Sin, The Sheep and the Goats, Blessed are the Meek? Gold Medal Requirements Return the captive to his family within 1 minute 40 seconds. Get 5 headshots. Complete with at least 80% accuracy. Complete the mission without taking any health items. You will have to finish up every other mission in Chapter 2 (other than the optional ones) and then you'll be able to start this one. It'll be the last mission in the chapter, and you'll know something is up because when you get to camp just about everyone is packed up. Go talk to Dutch and he'll let you know the camp is moving on, on account of you shooting up nearly everyone in Valentine a couple of missions ago. He wants you and Charles to scout ahead and clear out the area of any troublemakers before he sends the rest of the camp. Get on your horse and head to the objective marker. You and Charles will make conversation about the hopelessness of your situation on the way there. Thanks for the pep talk, guys! When you reach the creek, you'll find it is right out in the open and prone to flooding, but you'll go and check it out anyway. Charles will point out a body right in the middle of it. Go and inspect it, and Charles will notice a camp nearby. Time to draw your weapons. When you go to investigate the camp, though, you'll find it mostly empty. Inspect the two tents if you want for some meager provisions, and then search the crates in front of the wagon at the end of camp. You'll find a woman with a shotgun and two kids hiding underneath. Fortunately they won't shoot you. But, unfortunately, they need help. Some men came and took their father. While Arthur is big on the "this ain't our business", Charles insists on helping, so get on your horse and follow him. Charles is a good navigator, so you really only need to follow him to find your way to your target. He'll pause a couple of times to make sure he knows where he's going, and if you quickly open your Dead Eye you can find the tracks and tell him the right way. This is optional, however, as he can find it himself if you just wait. The two of you will talk some more along the way, and Arthur will go into why he doesn't get along with John too well. DRAMA. Eventually, you'll find your way to the missing man. Get off your horse and try to free him. As soon as you cut his gag off, he'll try to warn you about a trap, but it is too late because they're already on you. You'll automatically duck for cover behind some barrels, and this is a great starting spot. You will only have six enemies to deal with in two groups of three. With so few, you can easily clear them all out using Dead Eye without even needing to use a restorative item to fill it back up. Target one at a time and quickly go into Dead Eye, aim for a headshot, and take down your foe in a single hit. It is not a very difficult fight, and you will be in cover while you're enemies will be mostly out into the open. You can kill most of them before they even have a chance to get to cover, making this a very easy fight. After you clear out the first three, three more reinforcements will arrive. Use the same strategy here, and Dead Eye plus headshots should make short work of the group. After they've all been dealt with, Charles rides off to meet with Dutch and let him know of this superior camp location you just found, while you'll return the German man to his family. Free him and then get on your horse. Ride to the objective marker to reunite him with his family. He'll give you a gold ingot for your troubles, and you'll wind up Chapter 2. Farewell, Horseshoe Overlook. Hello, Clemens Point! Going For Gold: This was actually one of the harder gold medal missions for me, even though it seems like it should be fairly straight forward. Two of them, getting 80% accuracy and completing the mission without health items are fairly simple and I doubt they'll cause much trouble. The other two can be a bit of a headache, particularly if you're doing this in a replay. If you don't get it your first time, you will be stuck with a default horse which makes the ride back a lot harder than it needs to be. You will need to get five headshots during the gunfight in this mission, which is going to be tough because there are only seven total enemies and the last guy will turn around and flee once the first six are killed. So really that means you can only afford to not headshot one guy, which is complicated by the fact Charles will also occasionally kill some enemies. I've had replays where I got extremely unlucky and Charles actually makes the mission impossible by killing too many people. You'll need to be fairly quick to prevent this and very accurate in your shooting. The good news is you have Dead Eye to help, and you should be able to get all five kills using Dead Eye if you're quick. Three enemies will run at you in the first wave, and you can just stay in your starting position. There will be two coming from almost directly in front of you, while the third will appear on the right side of the tent that is slightly to your right. Try to get three headshots here as it will make the second part easy. Once they're dead, run out from cover. You have two options here. You can either hide behind the box next to the large tree and kill the enemies as they run out from the trees to the north. Or you can just stand out in the open, killing enemies as they appear. The second way might actually be a bit easier. Something that might help here is to kill the enemies on horseback first. The last enemy, no matter who it is, will flee. If you happens to be one of the guys on foot, it will take them a lot longer to retreat and you can get another headshot on him while his back is turned. It is much harder to hit a guy on horseback, so if you keep missing the requirement by a kill this may help you get to the numbers you need. The ride back is going to be very tight, especially if you're stuck on a default horse. As soon as you cut the captive free after the gunfight, run over to your horse and ride him over so he is right next to where the man is standing. This will save several seconds wasted of him slowly walking over to your horse. From there, you will want to take the road just east of this camp as it provides a safe, quick route to your destination. See the map below for a good route. If you're having trouble, open up your map on the way to the gunfight. Now, put two markers on your map (shown below). One should be at the intersection of the road and the railroad track west of the "R" in Scarlett Meadows and the other should be where the trail from the camp where the gunfight occurs meets the road. As soon as you have the guy on your horse, take off at a full gallop down the trail. Once you're on the road (you can cut across the grass at the end right before the maker to save time), ride directly on the road until you hit your second marker. Now ride directly towards the objective marker on your mini-map. This will take you through some trees, but if you maneuver carefully you will be able to avoid them without tripping up your horse. Your stamina bar will be just long enough to get you from the camp to the man's family, so push your horse the entire way. Optional Missions Good, Honest, Snake Oil Following a tip from the Valentine Sheriff, Arthur attempts to capture and turn in Benedict Allbright, a wanted criminal, out near the Dakota River. Prerequisite: Polite Society, Valentine Style Gold Medal Requirements Stop Benedict Allbright falling off the cliff. Hogtie Allbright within 1 minute 15 seconds. Return Allbright to the sheriff within 1 minute 30 seconds. During Polite Society, Valentine Style, Uncle will mention that you can probably find work in the sheriff's office as a bounty hunter and after the completion of that mission you will be able to do just that. This is an entirely optional mission, but it is highly recommended you do it as soon as you can. Not only is the reward really good, but it will unlock future bounty missions as well and many of those provide you with substantial amounts of cash. This is also a time sensitive mission, and while you can do it in a later chapter if you want, you will be unable to do so after Chapter 6 so sooner may be better. Just head on over to the sheriff's office when you're ready, and as soon as you enter you'll trigger a scene between Arthur and the sheriff. The sheriff recruits you to track down a local huckster who is selling some sort of "miracle cure" that is actually poison. Some miracle cure. The sheriff wants the man alive and gives you a wanted poster detailing some general information about your target. Inspect it from your satchel and the game will mark his most recent location on your map. If you climb on your horse at this time, the suggested path to your bounty, Mr. Benedict Allbright, will appear on the map and you can just follow it to him. Once you confront him, he'll panic and almost slide off the cliff. If you want to collect the bounty, you'll need to save him here so follow the prompts on screen to pull him up towards you. Realizing you don't want him dead, he threatens to throw himself off the edge into the river below again, and eventually follows through on his threat just because he doesn't want to make things easy for you. Turns out he isn't to good at this whole "not drowning" thing, so he immediately begins splashing and calling for help. Jump on his horse and follow the path along the river. Keep an eye out for obstacles because it is entirely possible for the horse to buck you off if you hit a weird ledge you're not supposed to. The path winds all around the river so you just need to follow it as Allbright will eventually slow down once he reaches a shallow portion of the river. The game will tell you when you're close enough, and tell you to pull out your lasso and toss it to him. Get a little bit in front of him so he doesn't go out of range while you're aiming and hold down the aim button with the lasso drawn. Toss it over to him and pull him towards shore. Once he's out of the water, hogtie him and place him on the back of your horse. He'll complain the entire way back into town, but just ignore him and his pleas. Or punch him if you feel so inclined. Go back to the sheriff's office and carry Allbright inside. Drop him off in cell to your right and collect your cool, sweet $50 reward. Going For Gold: There are two different time related challenges for this mission, and one very easy action related challenge. First, you'll need to stop Allbright from falling off the cliff which is very straight forward. Just follow the button prompts that appear once he slips off the cliff. This is the easiest part of the mission. The second part, getting to him to lasso him within one minute fifteen seconds, is a bit tight time wise but not too tight and you can actually make a mistake and still have plenty of time to get him hogtied. Do not worry about keeping pace with him as he floats down the river as you will not be able to lasso him until he hits a specific spot on the river. So don't worry about looking at him until you hit the spot where the opens up and the game tells you to use your lasso. You will essentially just follow the path alongside the river until you have your first chance to cross it. Cross the river and then follow alongside until Allbright finally stops. Quickly lasso him and pull him in. Hogtie him as soon as he's close to shore. Returning him to town is actually probably the hardest part of the mission, because if you follow the yellow path on your mini-map you likely won't make it in time. The game counts time from the second you finish your hogtie until you drop him in the prison cell, which includes a couple times where you have to slowly load or unload Allbright from your horse. Because of this, you need to be really quick while riding into town. Do not follow the path, and immediately cross the river to get to the right side of the cliff across the stream. Now follow the path until you reach the top of the hill, and then immediately head right towards the destination (the yellow dot) instead of going on the path. You will pass right next to the stable, and you'll save time if you just jump the fence in the back and the front of the stable and lead out right on the road. Once you're in front of the sheriff's station, quickly jump down and unload Allbright. Immediately get to the prison cell, and as soon as you are through the first door you can drop the bounty and should make it with a little bit of time to spare. The map below shows a good route while racing to hogtie him and then get back to town. The red path shows the path to take while chasing after Allbrght to hogtie him, while the blue path shows a good way back into town once you have him loaded on the back of your horse. Below that are visual images of where a couple of the small shortcuts are. We Loved Once and True - III After finding Jamie in Cumberland Forest with the Chelonian religious order. Arthur tries to convince him to return Mary. Prerequisite: We Loved Once and True - II Gold Medal Requirements Peacefully convince the Chelonians to let you take Jamie. Return Jamie to Mary within 2 minutes. While the first and second parts of this mission are required as part of Chapter 2, this mission can either be skipped or ignored. You can refuse to help Mary, and then this mission won't even appear. Alternatively, you can agree to help and then just not go to the mission marker. Once you are ready, find the marker on your map and then ride over to it. If you check the map, you will notice a little path leading up to the marker from the south and this is the path you want to take. The Chelonians are at the top of this mountain, and Arthur cannot climb up it at all from the west or the north. The path, however, will lead you directly to the Chelonians. You now need to talk the Chelonians into letting you talk to Jamie. They are, unfortunately, less of a religious group and more of a CRAZY cult, down to the "hey you should really give us all your money" aspect of it. You can either peacefully talk them into letting you talk to Jamie, or you can just get rude with things and tell the cult leader he's crazy. If you're going for the peaceful route, you can choose either dialogue option at first, but if you pick the ruder choice make sure you apologize at the next dialogue choice. After that, guess that he's inspired by turtles, which is somehow the non-rude option. After that, he'll let you talk to Jamie. Jamie however isn't too keen to talk to you, and rides off at the first opportunity. His horse is crazy fast, and you really just want to kind of keep up with him. It is a bit of a long chase, so you may want to use a horse stimulant or some other similar elixir to restore your horse's stamina. Luckily, you don't actually need to catch Jamie here and you just sort of need to stay close. He'll eventually cross a train track, and as long as you are in the relative vicinity, you will trigger a cutscene. Jamie gets off his horse and shoots his gun up in the air to scare you, but instead it scares away his horse. Smooth. He now completely breaks down, says he doesn't want to live any more, and goes to shoot himself. Obviously we wan't to stop this. You will now enter a gunslinger battle, but your goal here isn't to actually shoot Jamie. Slowly hold down the trigger button, which will build up your Dead Eye, and then quickly hold it down to enter your Dead Eye state. Move the cursor over to Jamie's hand and pull the trigger again to shoot. This will knock the gun out of Jamie's hand and he'll finally come to his senses. You want to be relatively quick here, and if you take too long Jamie will shoot himself and you'll fail the mission and have to restart the checkpoint. Jamie will now join you on your horse and you just need to ride back to the Valentine train station by following the indicated path. Keep going and you and Jamie will bond a bit more on your way there. Once there, walk him inside to meet back up with Mary. Walk them to the train, and you'll all say goodbye. And Mary will break your heart. Again. Cue the sad cowboy music. Going For Gold: The only requirement that might give you a bit of trouble is returning Jamie to Mary within two minutes. The first requirement, ending the confrontation peacefully is essentially free as long as you know what to say during the confrontation with the cultists. First, when asked what path you've chosen, select "Undecided". Then, when the master asks you what they're searching for, select "Purpose". These two options will end the confrontation without any fighting. The second part of the requirement, returning Jamie in two minutes, doesn't start counting down until he's on top of your horse. So there isn't a huge need to chase after him as fast as you can before that. In fact, it is better to conserve your horses energy a bit so he has a full core for the ride back. To make this requirement a lot easier, simply do not follow the indicated path. Instead, look at your mini-map for the yellow dot indicating your eventual destination. As soon as you get on your horse, turn left and follow the railroad track as that offers a much shorter path back. Keep on the track, but watch the yellow dot. There are two separate spots you can cut across a bit of field to shorten your ride back even further, so watch the yellow dot and if you see the track veering off a bit just keep directly towards the dot. Follow these time saves and you'll make it back with plenty of time to spare. The red path outlined below shows the quickest way back to Valentine. An American Pastoral Scene Following a tip-off, Micah and Arthur rob a banking stagecoach. Prerequisites: Blessed Are The Meek? Gold Medal Requirements Headshot each of the mounted guards protecting the wagon. Get 10 kills in Dead Eye. Complete within 6 minutes. Complete the mission without taking any health items. This is not quite optional as you need to complete it, but it is optional to be done in Chapter 2. You can either do this mission in Chapter 2 or Chapter 3, and to unlock it you must first complete Blessed Are The Meek? and the wait 12 in game hours. At this point, Micah will be ready and you can go find his camp by following his objective marker. Go and talk to him and he reveals his big plan to get back into Dutch's good graces is to rob a stagecoach he heart about that is coming into town with a lot of money. Considering how terribly everything involving Micah usually goes, this sounds like a terrible idea, but Arthur is on board anyway. Follow Micah to the destination, and along the way you'll have to deal with Micah's ramblings. Truly, this is the most difficult part of the mission. Once you get to your destination, you won't have to wait long until you see the stage coach coming out of the forest. Ride down with Micah as fast as you can, and you'll come out right behind it. Fortunately you're going to be faster than the stage coach, so you should have a pretty easy time catching up. Switch to your carbine repeater or any similar gun and begin using your Dead Eye to score headshots. There aren't a ton of guards here, so as long as you enter the mission with a full Dead Eye meter you should not be in danger of running out. Try to take out the men on horseback first as they'll be closer and the ones further away don't have all that great of aim. Focus on one at a time unless a couple of guys get bunched up, and then you can get a bit greedy and go for two. You just want to conserve your Dead Eye, so try to aim in on headshots as quickly as you can. Once the riders are dead, aim for the two men on the stagecoach. Once you kill the driver, the coach will slow to a stop. At this point, you can get off your horse and loot the bodies if you want. When you're ready, climb up on the stagecoach yourself. Micah will be driving, so you just have to sort of hang out for the ride. Micah will hand over a Lancaster Repeater he finds nearby, so go ahead and check out its specs to see if it might be something you'd like. You don't have too long to relax, though, because you run right into a trap very quickly. The stagecoach will be destroyed, and both you and Micah will be thrown in the water. You won't have long to gather your bearings, and you will quickly scamper your way behind a rock as the O'Driscolls all close in on your position. This is the more challenging portion of the mission, as you are about to be swarmed by O'Driscolls. The good news is they all essentially come from one direction, and you really won't have to move from your starting position. This is actually great cover, so it is recommended that you don't move at all and just use your new Lancaster Repeater to take out enemies from afar. You can pop up, get a head shot, and drop back down. If you're having trouble, now would be a great time to refill your Dead Eye core (through booze) and fortify it (through elixers). You're about to fight around twenty or so enemies, so a fully restored Dead Eye would make things a lot easier. If you choose to utilize your Dead Eye, you can usually score two or three hits each time you pop up since so many of the enemies are going to be in really close proximity to each other. Drop back down into cover in between shots and prioritize anyone that is closest to you. A couple of guys on a wagon will ride in towards the end of the fight, and you can kill them both with a single Dead Eye before they even get down. After you kill most of them, a few stragglers will turn around and flee. Once they're all dead, you can go back and open up the lock at the rear of the stagecoach. Use a gun of your choice to shoot of the lock, and then collect the reward inside. Micah was right for once and there is some serious loot back here. Afterwards, the mission will end, but I wouldn't leave just yet. There will be around twenty dead O'Driscolls floating in the water here. Loot them all and you will get some good rewards and a decent chunk of change to add on to what you just got from the stagecoach. You don't have to if you'd rather get back on the road (or if a nearby citizen has heard the gun shot and comes down to inspect) but it is a good way to get some extra cash quick. More Fun Stuff To Do This is the chapter where the game really opens up, and if you wanted to you could put the entirety of the story aside and spend weeks exploring everything the game has to offer. You can almost fill up your entire Compendium at this point, although there will be a handful of things you'll want to wait until later in the game to complete as it'll be much easier to do so. Below is some of the recommended stuff to do, just because it is fairly close to camp and easy to get done. But you can always do more. Explore and have fun, and take your time getting to know the land of Red Dead Redemption 2. Take your time getting familiar with camp. There are a couple of trophies in this game that are entirely missable that are related to what you do in camp. You have to complete a group activity in each chapter, so make sure you keep an eye out for any one of the handful of camp activities that appear this chapter (please refer to the Camp section of the guide if you need more help). Also, you need to donate a total of $250 to the group donation box by the end of Chapter 4, so now is a good time to start putting extra funds in there. Almost as important as either of these things is making some of the necessary camp upgrades. Again, these will be detailed in the Camp section of the guide, but the first thing you want to do is upgrade to the fast travel system available at Arthur's lodging. This will allow you to move wherever you want to go on the map instantly without having to ride there. There are plenty of other solid upgrades as well, so check out the ledger outside of Dutch's tent (it becomes available after Money Lending and Other Sins - III). One of the first things you'll want to do is get a better horse. After completing Exit Pursued By A Bruised Ego, you will have access to the stables and be able to keep up to four horses at a time. This is important because you will now be able to go and get a much, much better horse. You will need to travel back to Ambarino, and there you can find the White Arabian horse. This breed is significantly better than either of the horses you'l have at this point, with the significant advantage of being one of the fastest horses in the game. The only horses you'll find that are better will be purchasable from stables much later in the game, so this horse will probably wind up being your primary steed for most of your adventures. Please refer to the Horse section of the Compendium for information on how to find the white Arabian. Another important thing this chapter introduces you to are stranger quests. These are optional missions that you don't have to do, but will usually reward you with a bit of money (or possibly just a bit more "story"). Please refer to the Missions and Events section of the guide for information on where to find all of the following missions along with walkthroughs on how to complete all of them. A whole bunch will be available once you start Chapter 2, but a lot of these will be on other sides of the map so it is probably better to wait until a later chapter unless you really want to delay the story. The most important ones to start are related to the collectables quests as you will start running into these soon and it is probably best to activate them as early as possible. These collectible quests include the following: Cigarette cards (through the Smoking and Other Hobbies mission which is available after Who is Not Without Sins) Dinosaur bones (through the A Test of Faith mission which is available at the start of Chapter 2) Dreamcatchers (no associated quest, but you can start collecting these now) Hunting requests (through A Better World, A New Friend which is available at the start of Chapter 2). Rock carvings (through the Geology For Beginners mission which is available at the start of Chapter 2) The only one of these I would recommend not starting right away are the hunting requests. You will want your Dead Eye fully upgraded so you can target animal weak points otherwise this will be significantly harder. All the others are fair game, and all of them will have a lot of collectables nearby right in New Hanover that you can start grabbing as soon as possible. Outside of collectables, there will be a couple of other stranger missions available now, although most of these will be far enough away that you can wait until later chapters. The ones I'd recommend doing now is Arcadia For Amateurs and The Noblest of Men, and a Woman as they are right by your starting camp. You may not want to finish those just yet, and you actually can't finish the latter until much later in the game. But you can start it and begin collecting some rare weapons during it. This is also a great chapter to start tackling challenges. There are 90 in total, some easy and some quite hard. You will unlock special equipment for completing some of these challenges, and competing a full challenge pathway will provide you with an overall boost to stamina, health, or Dead Eye (assuming you purchase the corresponding set at the trapper). At least start each one so you know what the next challenge level is and what to be looking for. All of them will be hidden at first, but after you complete the first level challenge it will begin showing you what the next level is. One final thing you might really want to start this chapter is your first treasure hunt. If you check the Collectables section of this guide, you will find various treasure maps and information on how to find them and how to solve them. One of these you can begin to tackle this chapter. Find the Jack Hall Gang Map 1, and go through as much of that hunt as you want. All of the maps can be found relatively close to your base of operations in New Hanover, and the reward for finishing the entire hunt is worth it and will set you up with enough cash for most of the game. If you feel like having some fun and exploring the game yourself, maybe just look up where to find the first map and see if you can solve it on your own. If you just want a quick fix of a lot of money, solve the entire Jack Hall Gang treasure hunt as soon as you can and collect the reward. Finally, take a look at your Compendium and 100% Completion. You will notice that there are corresponding sections for both of these in the guide giving you every bit of info you need to get to 100%. There are a lot of easy things you can start getting done now, like taking your first bath or going to see a show (both of which are available in Valentine right at the start). You can also find plenty of points of interest (and only need one to get that checked off) and animals or plants to start filling in your Compendium. So take a good look around the compendium and your completion checklist and see what you want to do now. You don't need to do any of this, of course, and even if you are going for 100% completion or the platinum trophy, you actually don't need to fill out your compendium all the way. That's only for SUPER completionists. But now is a good time to really explore and see what the game has to offer. Hunt, find some secrets, and explore to your hearts content. Walkthrough Chapter 3: Clemens Point Clemens Point moves you further to the southeast of your previous camp and gives you plenty of new things to do. There is a new town within a short ride, Rhodes, and Lemoyne has plenty of new animals and plants to find if you're trying to complete your Compendium. Like Chapter 2, Chapter 3 is very open and you are free to explore to your hearts content. Full details of all the main missions are listed below, but there are plenty of other things to do, some of which are listed at the end of this section if you're interested in doing a bit more exploration. The New South Arthur, Dutch, and Hosea go out on a fishing trip. Prerequisite: None. Gold Medal Requirements Knock out Anders Anderson without taking a hit. Catch and return Anders Anderson to jail within 5 minutes and 30 seconds. Catch a fish with Dutch and Hosea. As soon as you guys set up camp here, Dutch will wander off to the lakeside and stare off in the distance. Once you approach him, you'll start this mission, but before that you're free to explore Lemoyne a bit further if you haven't already. Rhodes is very nearby camp, and Saint Denis is not that far either. There is plenty to do in each, and a whole bunch of new animals to hunt if you haven't been to the swamplands before, so take your time getting familiar with the area. Once you're ready, head over to Dutch. The two of you don't really see eye to eye with what just happened, and it is pretty obvious Arthur is getting increasingly worried the more men you guys lose. Dutch doesn't really want to talk to that, and instead wants to go find Hosea so he can take you guys to a good fishing spot nearby. Follow Dutch, and once he brings you to Hosea you can mount your horse and follow the two of them to the creek. Dutch really seems to want to go fishing, but unfortunately for him this isn't the kind of laid back mission you can expect that in. After following Hosea for a while, you'll run into some law enforcement with some criminals in their wagon, and one of those criminals unfortunately happens to be Trelawny. While Dutch tries to sweet talk the sheriff, the other men in the back escape, all of whom happen to be hardened criminals. Time to give chase. The four of them will hop on a passing train, and you'll pull the deputy up on your horse and give chase. Keep riding as fast as you can, following the train as close as the game will let you. Unfortunately, the deputy wants these men alive. Fortunately, they seem to be morons. The first will knock himself off before you can even get close, and after that the train will start to slow down as it enters a station. Now is your chance. Ride up as fast as you can alongside it, up to the flat car near the middle. Press the indicated button to jump off, and you'll automatically get in a tussle with another member of the gang. Mash the indicated button to get him off of you, and you'll toss him from the train. You'll now need to pursue the final two members of the gang, both of which are fleeing towards the front of the train. Just keep running and climbing over obstacles as they arise. Once you reach the top of one of the train cars, one of the two will stop and want to fight. This is a fairly easy fight, and after you block his first hit, you can just keep punching him and he won't be able to do much else. It is possible to end the fight abruptly by punching him right off the train, which will immediately end things. Once you're done, run for the final member of the gang, who gets himself closed off in one of the cars and pulls a knife. He is a bit more dangerous (he has a knife and all) but the fight really isn't all that hard. Block him when he first swings the knife, and then get a flurry of punches in before going on the defensive again. He doesn't have too many tricks, so if you see him start to swing his knife, just block and counter afterwards. Once he's knocked out, pick up his body and leave the train. Put him on the back of your horse, and the follow the deputy in to the station. He gives you a brief tour of the area, telling you about some feud between the two big families in the area. Once you reach the station, take Anders off of your horse and walk over to where the marker is at to drop him. The sheriff is so happy that he just lets Trelawny go with a warning, which seems like a weird way to administer justice, but whatever, lets not complain. Trelawny lets you know he's heard about the bounties on Dutch's head before heading off to conduct more business. You'll walk back into town now, and Dutch gives you and Hosea orders to find out more about these two rival families just to see what is really going on in this town. At this point, you'll have a choice. Dutch and Hosea want to know if you still want to go fishing. If you refuse, the mission ends right here, but if you accept there is still a little more to do. It really is a nice scene coming up between Dutch, Hosea, and Arthur, so unless you are in some sort of insane hurry I'd recommend you go fishing. Get on your horse and follow the two of them to the fishing spot, making conversation along the way. Once you get to the shore, you'll find a boat you can "borrow". "Borrow" it and row out to the deeper water. Once you reach the marker, pull out your fishing rod and equip your lake lure per Hosea's recommendation. You'll catch better fish this way, so take his advice. You need to catch at least one fish here, but beyond that you're free to fish as much or as little as you want. Dutch and Hosea have some great stories to tell that help flesh out their characters a bit more, so just keep fishing until they run out of things to say. Once you're done, row your boat back to camp and to the objective marker on the map. Once you reach it, you'll complete the mission. Further Questions of Female Suffrage To get her out of camp for a while, Arthur takes Sadie into Rhodes to collect supplies. Prerequisite: Move away from camp a little bit. Gold Medal Requirements Fend off the Lemoyne Raiders in less than 1 minute. Get 5 headshots. Complete with at least 85% accuracy. Complete the mission without taking any health items. There is no official prerequisite for this mission, but it won't appear on your map until you move a little ways away from camp. Once you do, you can go back into camp and talk to Mr. Pearson, who is having a heated discussion with Sadie. "Heated" in the sense that she's threatening to murder him, so it might be best to separate the two for a while. She has no interest in cooking, and wants to head out hunting and doing other tasks that aren't so boring. Arthur tells her to come along, and Mr. Pearson gives you a list of things to do. The first of which is to head into town to the store. So maybe she would've been less bored just staying in camp. Follow the trail to ride into Rhodes, and along the way Sadie will read Mr. Pearson's letter and mock him. She'll fit in just fine. Once you reach your destination, you'll have to talk her out of robbing a shopkeeper (yep, she'll definitely fit in fine). While she's inside not shooting the shopkeeper, you need to head over to the post office to drop off your mail. It'll be marked by a yellow envelope on your map if you're having hard time finding it. Talk to the station clerk and select the send mail option. You should only have Mr. Pearson's letter at this point, so select that and head out back to the wagon. Sadie is ready to go, and she volunteers to drive back. You'll find out a little more about her life back on her farm (before it got burned down), but that won't last for too long. You'll be confronted by a group calling themselves the Lemoyne Raiders. If you haven't encountered them before, they are one of the six gangs in this game, and they aren't too friendly to people passing on through. They want you to pay a toll, which Sadie responds to by shooting one. Like I said, she'll fit in fine. Sadie tries to ride off, leaving you to shoot the oncoming enemies. Use your Dead Eye to get a nice steady shot, and shoot the couple of Raiders that will be pursuing you. You can try without the Dead Eye, but since you're moving it can be difficult to get a good shot off. After you kill the handful chasing you, Sadie will park the wagon and you'll have to hop off to deal with the few remaining stragglers. Fortunately, there aren't too many here, but they will attack you from several directions. Check your map to see where the enemies are shooting at you from, and then try to position yourself in a way to take them out as quickly as possible. Sadie will help here, and there aren't too many, so it shouldn't be too much of a problem to kill the handful of enemies in this area. Once they're all dead, climb back on the wagon and head into camp. You'll need to drive it this time. Ride it back to the marked area, and you'll trigger the final scene to this mission where you help Sadie and Mr. Pearson unload the wagon. At least you stopped them from killing each other. For today, at least. Going For Gold: The biggest suggestion to getting gold here is just to use your Dead Eye as much as you can. All of the objectives here are tied to doing well in the shootout at the very end of the mission, so this is when you'll want to be ready. Fortunately, you will have a full Dead Eye at this point and there aren't too many enemies to deal with. As soon as Sadie initiates hostilities, activate Dead Eye and pick off the two riders with headshots. You want to get headshots now, because there aren't too many enemies here so to get 5 you need to get nearly everyone. Another rider should come into view a little ways down, and once again you want to use your Dead Eye to score a headshot. As soon as she parks, begin searching your mini-map to find the direction of your targets. Don't bother getting into cover here, because it will just waste time. Instead, locate an enemy and then immediately target them with your Dead Eye to get a head shot. There will likely be one right in front of you, and then one more to your right and left. You want to be quick here since the objective is timed, and as long as you are skilled with your Dead Eye and don't waste time finding cover, you should be able to fight them off with plenty of time to spare. Be aware that, one again, "no healing items" also means no restarting checkpoints, so do not let yourself or Sadie die. Otherwise, you'll have to start over again from the beginning. The Course of True Love - I Dutch asked you to sniff around Caliga Hall to see what you can find out about the Grays. Prerequisite: The New South Gold Medal Requirements N/A After finishing The New South, a new objective marker will appear nearby Caliga Hall. The guards up front don't want to let you in, but if you talk to them a second time they'll reluctantly agree to let you chat with whoever you want to around the plantation. Walk in and go and talk to the person in the field to your right. He doesn't have time to chat, but directs you to Beau Gray who is apparently the family chatterbox. Follow the objective marker to find him. That's all there is to the first part of this mission, and you can leave and come back to talk to Beau Gray if you really want to. The Course of True Love - II Beau Gray asks Arthur to deliver a letter to Penelope Braithwaite at Braithwaite Manor. Prerequisite: The Course of True Love - I Gold Medal Requirements Reach Penelope without getting spotted. Complete within 3 minutes. You can find Beau out behind a shack in back of the plantation. He goes straight into a scene right out of Romeo and Juliet about how much he loves this woman but she's a Braithwaite and their love is forbidden. He wants your help in passing her a note (which hopefully says more than "do you like me please circle one - yes no maybe") and some jewelry. Arthur isn't interested in being a courier for star crossed lovers, but Beau offers to pay and suddenly he's speaking Arthur's language. Ride to Braithwaite Manor by following the marked path. Once you get here, you'll need to sneak over to Penelope without being seen. There are a couple of ways to go about this. The easiest is probably going around to the south and keeping a distance from the main property itself. There are fewer guards down here and you can sneak by pretty easily. You'll want to leave our horse behind, of course, and crouch walk to make yourself a bit more stealthy. You can wade across the little bit of water to get to the peninsula the gazebo is on if you want, or you can try walking around. Alternately, you can come in from the north. You can hop the gate at the northeastern corner of the property and then make your way southwest. There is a guard by the front gate and several more by the house, but if you go mostly southwest from your entrance point (and directly towards the gazebo) you shouldn't run into too many guards. There will be one slightly west of the house that walks back and forth between the property and a second, uninteresting gazebo. Just wait for him to turn his back and begin walking to sneak past him. And then there is a second over by the pier nearby the gazebo, but he is always facing the water so you can just walk past him and to your destination. Once at the gazebo, you'll have a brief chat with Peneople about her family, and she hands over a note she wants you to deliver back to Beau. This is why you never agree to become a courier for two lovesick young people. You now need to sneak off the property without being seen. This part is actually quite easy. There is a boat just north of the gazebo off of a pier. There had been a guard here while you were sneaking on, but he has since left. Stop by the boathouse really quick because there is a naval compass inside, which is a unique item you need for a character item request you may have triggered already. Go over to the boat and just sail out of the red, restricted area. There will be no guards here, making your escape very easy. Once you're out of the area, you will complete the mission. Going For Gold: Getting past the guards here is extremely easy, but doing it within the time limit can be kind of tight, especially if you are trying this on a replay and are stuck with the default horse. As soon as the opening cutscene ends, ride to the southwest through the gate in front of the house, and then continue southwest through their tobacco fields (you should be almost directly southwest as in right in between south and west on your compass). There is an opening in the gate here if you planned your direction correctly. We want to continue on the southwestern direction for quite a while, and keep going directly southwest until you hit the edge of the Braithwaite property. If you did this just right, you should see a white gate (it will be just west of the "O" from the Scarlett Meadows text). Climb over this and now continue southwest a bit further. Our goal here is to get to the south side of the house. All of the guards are on the north end of the property, leaving the south end very easy to sneak into even if you stay on your horse. Continue southwest until you see a small building with a red roof and a log cabin (see image above for buildings described here). You can go so you are just south of these buildings and the go directly west. Penelope is on the gazebo on the little peninsula sticking out westward, and we want to get to the shoreline just opposite of it. Once there, climb down from your horse and run to the gazebo. You can technically swim across, but if you're doing this on a replay Arthur likely won't have the stamina. Another important thing to note for replays is your horse won't have the full stamina for this trip. Quickly open up the menu, go to the horse tab, and feed him the first item you can that restores stamina (ginseng) when his core is about halfway gone. You will likely need to do this twice unless your route is absolutely perfect. A general path you can attempt to take is shown below. Skip the cutscene with Penelope and then run right back to your horse. Again, just run along the coastline rather than swimming. As soon as you are on your horse, ride directly southward, This is the quickest way off the property and you should be able to end the mission within ten seconds or so after climbing back on your horse. The Course of True Love - III At the request of Beau, Arthur drives Penelope and the other protestors through Rhodes as they participate in a women's suffrage rally. Prerequisite: The Course of True Love - II Gold Medal Requirements Complete within 4 minutes and 15 seconds. When you're ready, you can head back over to Beau. He is in roughly the same location you left him in, but this time he'll be grooming a horse. He'll hand over your reward when you talk to him, and quickly read through Penelope's letter. Apparently she's going to campaign for women's suffrage, which in Lemoyne is a lot like campaigning to get shot in the face. Beau is really worried something bad might happen to her and enlists your help to protect her. You say no. He offers money. You'll say yes. I'm sensing a pattern here. Get on your horse and follow Beau. He'll lead you to the rally, and although he pleads with Penelope to leave before someone murders her, she refuses. They compromise, and the group agrees to let Arthur drive the wagon. You just need to follow the path for now, so keep up with the yellow trail on your mini-map. The ride itself is uneventful, although some angry people will yell at you along the way, and you'll wind up in front of the bank. While the leader of the group tries to give a speech, Beau's rougher cousins show up and start making trouble. You'll persuade Beau and them to follow you around the bank. Mount your horse again, and follow Beau to an old battlefield. There is no danger along the path there, but you will learn that Beau's family is still quite rich. Well, he thinks. They keep him out of those discussion and he doesn't have any money himself. Something to remember for later, probably! As soon as you reach your destination, you'll trigger a brief cutscene and be able to collect your reward from Beau. Going For Gold: This is one of the easiest gold medals to get in the game. There is only one requirement, and you just have to complete the whole mission within 4 minutes and 15 seconds. This is quite simple, and all you need to do is follow either Beau or the path depending on which part of the mission you're on. Just go as fast as you can and never veer from the suggested path. You will be fine as long as you don't take any diversion or stop for some reason. American Distillation Arthur, Dutch, and Bill become temporarily deputized citizens of Scarlett Meadows County as they help Deputy Archibald shut down a moonshine distillery and steal a wagonload of the Braithwaites' moonshine. Prerequisite: The New South (Must wait three in-game hours) Gold Medal Requirements Win the race back to camp. Complete the mission without taking any damage. Get 10 headshots. Complete with at least 70% accuracy. After completing The New South, this mission will become available in Rhodes after waiting three in game hours. You'll find the objective marker over the sheriff's station, so walk on in to find Dutch. And the sheriff. Who is plastered out of his mind. He's made you and Dutch deputies with the promise of making that position permanent if you can help him root out the illegal moonshining operation nearby (presumably because he wants to drink it all). This seems like Dutch's boldest plan yet, but Arthur goes along with it for now. Follow Dutch outside and climb up on the wagon. The deputy will be driving, so all you have to do is sit and listen to the dialogue. You bring up the supposed gold the two families are fighting over, but he says that happened so long ago no one even knows if its true or not. Rats. You also find out the Braithwaite's are the ones running the moonshining operation, primarily because their plantation has been struggling since the end of the Civil War. Before you can get to the distillery though, the deputy come upon a wreck. Get out of the wagon and walk over to it, and you'll find two bodies amongst the wreckage. Archibald digs for some identification, and the heads back to the wagon. He asks you to drive this time so he can look at the papers, so take over and just follow the yellow trail on your mini-map. He believes the attack was done by the Lemoyne Raiders, and the victims appear to be men that worked for the state. He'll talk a bit longer as you drive, but your destination won't be too far. Ride over to the yellow destination marker and then stop your wagon and disembark. Follow Archibald and you'll find the moonshiners just on the other side of the swamp. You'll split up at this point, and you can either choose to take the left pathway or the right. This does lead to a slightly different encounter, so the strategy will vary somewhat depending on which way you pick. If you go to the left, you'll see the first guard on the other side of the water in the back of a wagon. Cross the water directly to get to him. You can choose to have Bill take care of it or to take the lead yourself, but why would you let Bill have all the fun. Sneak up behind him and use the button prompt to knock him out. Bill will tie him up while you go and deal with the other moonshiner. Go across the bridge and head over to the other moonshiner is standing by following your mini-map. It'll also show which way he is facing, so just walk up behind him and press the action button to knock him out. Hogtie him when he's down and pick him up afterwards. If you go to the right, you will find two guards over here talking. Wait until the separate, then sneak up behind the one that still by the trees and knock him out from behind. The second guard will be walking towards the campsite, so quickly walk behind him as he's in transit and knock him out as well. Hogtie him and pick him up when he's down. Either way, take your knocked out guard towards the wagon. Drop him down by the others. Archibald says the operation needs to be destroyed at this point, so go with Bill towards their equipment while Dutch chats him up about the Braithwaites. If you stay behind, you can hear Archibald tell Dutch about some of the history between the Braithwaites and the Grays, but you don't need to if you don't want to. Run over to the distillery and plant a stick of dynamite. Light it after it has been placed, and then run out of there so you aren't caught in the explosion. As soon as the dynamite goes off, Lemoyne Raiders show up to yell at you about destroying their stuff. They're pretty mad and start shooting right away. Run over to where Bill is and help him fight them off. There is a large tree and a decent sized crate in this area that serves as great cover, so duck behind either of these two and start looking for raiders to shoot. A rifle works well here since they will be a decent way from you, so quickly pop out when you have a target and use Dead Eye to get off a quick headshot. A lot of these guys will be running back and forth from cover, and Dead Eye will make getting headshots a lot easier. If you find any stationary ones, you don't have to use Dead Eye if you prefer not to. There will be a handful you can get from here, and once you see Bill start moving up you should go with him. Keep an eye on your mini-map to see where threats are coming from, and find some cover that allows you to keep an eye on the raiders without being in the line of fire. There aren't as many behind the cabins, but you still don't want to just wander out in the open. Keep going for headshots and you should clear out the crowd pretty quick. Bill is actually a fairly good assistant in this mission, and he'll take out a couple just by himself. Make sure you use your provisions as needed and keep in cover to make things easy for you. Once you've dropped them all, head back to Dutch. The prisoners are waking up, and Archibald takes them (and a jug of moonshine) for the road. He leave the rest to you, so Bill heads back to camp with your reward. Dutch wants you to ride with him, so get on your horse and follow him. Arthur will tease him about seeming young again, and Dutch proposes a race back to camp to show he hasn't lost a step. You don't have to accept, but if you do you'll start the race almost immediately after. There are a couple of strategies here. You can play it safe and just follow the path. As long as you tap the gallop button in rhythm you are a bit faster than him. The yellow path will lead you right back to camp, and you can even cut some small corners when needed because you don't need to stay on the road the whole time. Watch out for trees at the end because it is very easy to hit one and go flying. The faster, and more dangerous, option is just to make a b-line to your camp icon. That will also show on the map, and it is faster to go off-roading here. Of course, that increases your chance of bumping into something, but it really is a lot faster. Particularly towards the end, you can hop some fences and run through crops while Dutch follows the road and it takes a lot of times off your pace. I fell down off my horse once and had to get back on, but using this strategy I still had more than enough time to beat him back to camp. You an Dutch will share a nice moment once you're back, which is a good way to wrap up this mission. Advertising, The New American Art - I Abagail needs to speak to you. Prerequisite: An American Pastoral Scene, The Course of True Love - III, AND American Distillation Gold Medal Requirements N/A All three of the missions shown above must be completed in order to unlock this one. You'll find Abigail in camp, and if you go and talk to her, she'll inform you that John and Hosea are by the moonshine stash and need your help. The location marker for the next part of this mission will now pop up on your map, but you can do other things before checking it out if you want. Advertising, The New American Art - II Catherine Braithwaite pays Hosea and Arthur to head into Rhodes and hand out the stolen moonshine for free at the local saloon. Prerequisite: Advertising, The New American Art - I Gold Medal Requirements Headshot 5 Lemoyne Raiders in the saloon. Complete with at least 90% accuracy. Complete the mission without taking any health items. Hosea will be found just outside of camp with the wagon of moonshine. He wants to go back and sell it to the people you stole it from which seems...well, dumb. But he can't find a market for it elsewhere so I suppose we're just going to hope they don't shoot us for trying to sell their confiscated goods back to them. John is called away by Dutch for duties elsewhere, so it will be just you and Hosea riding off with all the alcohol. Follow the trail to get to the front of the Braithwaite plantation. Apparently Hosea's plan is to introduce himself to the man of the house, who happens to be a lady. Catherine Braithwaite runs the estate, and Hosea thinks there is money to be made if they can somehow get in the middle of these two, rich families and their feud. When you get to the front gate, the guards will reluctantly let you in after Hosea works his magic, so you can continue on directly to the front of the house. Catherine Braithwaite comes out (with like four armed guards) and isn't too happy that you're selling her stolen liquor back to her. Hosea claims that you "found it" and are just returning it to her, and she eventually agrees to your price. She wants a favor from you though. Take it back to the saloon run by the Grays and give it out for free. She even promises to throw in some extra cash if you do. Get back on the wagon and follow the trail once again to go back into town. Hosea doesn't think it is a great idea for you to be seen, considering your previous relationship with Sheriff Gray, so he wants you to wear a hat and smoke a pipe and pretend to be an idiot. This is apparently a good disguise in the early 1900's. Keep riding on in to town, being careful not to bump into too many thing, and maneuver yourself over to the indicated area by the saloon. Get off of the wagon and go to the back to pick up a crate. Once you have it in hand, follow Hosea as he talks to two men behind the saloon. With some minor bribery, he convinces the two to let you in, so follow Hosea with your big crate of liquor. Hosea introduces the two of you to the bar, telling them you're his idiot brother that killed his mother (he really likes telling that story, for some reason...) and informs everyone that all the drinks will be free. You now take on the role as bartender, pouring drinks as fast as you can. If you check the prompts at the bottom of the screen, you'll see one analog stick raises the glass while the second pours the bottle. Moving the first again will allow for a faster pour, and once it is full enough you can serve it with the push of the button. Keep doing this for a little while, and you'll be throwing out drinks faster than they can drink them up. Everyone gets incredibly drunk the bar, which is what free moonshine will do to you. Unfortunately, the party is cut short when Lemoyne Raiders show up to yell at you for stealing the booze they wanted to buy. Hosea tries to charm him, but even he can't work his magic on these cretins. They pull out heir guns and start firing. You start off with cover from behind the bar. Three of the raiders will start off right in front of you, so enter Dead Eye and kill all three of them with one Dead Eye cycle. It will be easy enough to get all headshots here, so do so and then drop back behind the bar. More men will be coming in, and there will come some upstairs where Hosea is at. Hosea will be on the left side of the balcony overhead, and he may be struggling with one of the raiders depending on how long you took downstairs. Enter Dead Eye again and clear out anyone else down by you, and then turn your focus to the balcony overhead. Once you kill the guy by Hosea, he'll call you to move on with him. Leap over the bar and run up the stairs, ignoring the shots coming at you from outside. By the time you get to the top, Hosea will be in a second struggle with some other raider, so quickly take him out to save Hosea. Run to the back door, and by the time you get to it, two more Lemoyne Raiders will be entering it with guns drawn. Immediately enter Dead Eye and kill both of them before moving outside. Once you're outside, an enemy will tackle Hosea over the balcony to the wagon which very fortunately happens to be placed just below. Hosea will deal with this guy himself, but jump down from the balcony to land on the wagon. Hosea will drive now and your focus should be on clearing out any Lemoyne Raiders giving chase. And there will be a lot of them. If you are running low on Dead Eye, quickly refill it with any tonic or provision of your choice. Keep a good eye on your mini-map because it will let you know where enemies are coming from. You will primarily be taking aim behind your wagon, but there will be several points where an enemy will pop up from the side or in front, and you want to take these guys out first because they'll be very close and can do a lot of damage. This is a great time to be using Dead Eye, because both you and your targets will be moving. Dead Eye will make aiming much easier, so take advantage of it as much as you can. At one point, two guys in a wagon will show up and the wagon happens to be full of explosives. Take advantage of this and blow them up with a single shot by aiming at the back. Other than this, there really isn't much of a trick here. You are open in the wagon, which is rough, so you want to use Dead Eye a lot and be quick about getting headshots. Once you're finally back in camp, Hosea will ride off to meet with Catherine Braithwaite again, and you'll go and talk to Dutch. You'll find out his big plan: rob everyone and run away after. Great plan, Dutch. I'm sure this will work beautifully. He wants to steal from both families while blaming it on the other, so we will now be focusing on ingratiating ourselves further to both families. That will be later though. Going For Gold: This seems like an easy enough set of requirements, but that 90% accuracy requirement can be a real pain because it requires you to essentially be almost perfect. If you're playing this your first time through, this is going to be incredibly easy to get because you can just keep taking Dead Eye refilling tonics or chewing tobacco. Use Dead Eye for every single shot and you will have no problem at all hitting the requirements. Where it gets tricky is if you are playing through on a replay because you will have no Dead Eye refilling items on you. To do this on a replay, you need to strategize when you use your Dead Eye. As soon as you get in the shootout in the saloon, kill the first five guys you see with headshot through Dead Eye assistance. Beware of the large glass bottle slightly to your left on the bar (circled in the picture below) because enemies like to run over there and if you try to shoot anywhere in that direction there is a chance you'll hit the bottle, miss the enemy, and hurt your chances for 90% accuracy. There aren't too many enemies in the saloon, so it is for the best to get five Dead Eye headshots as soon as you can. You should be able to get all the headshots you need right away, and after this stop using your Dead Eye. You want it for the horse ride out of here, so take high accuracy body shots afterwards instead. The best way to do this is to just aim at a target to lock on to their torso and immediately shoot. Don't take any risks on guys behind cover or moving around, and just wait for them to be stationary. Drop your aim after hitting and repeat the process the next time you see any enemy. Body shots are a lot safer, so once you're sure you have five headshots immediately switch over to body shots. When you're going up the stairs, watch out for an enemy that comes through the front door and another that comes from outside on the second story once you reach upstairs. You'll want to kill these two guys so they aren't shooting at your back and chipping away at your health. Kill the guy fighting Hosea, and then watch out for the two guys that bust through the door at the end of the room. Once they're dead, you will jump down to the wagon. The chase out can be a bit of a pain since you don't have any Dead Eye restoring items. Keep an eye on the mini-map to see where enemies are coming from because they can drain your health very quickly. Start off the mission using whatever Dead Eye you have left over on your targets. Go for headshots to speed things up, actually locking on to make sure you are guaranteed a hit. Keep doing this until all your Dead Eye is gone, and then revert to body shots. Again, drop your aim in between targets and then aim when you have a target centered on your screen to lock onto their torso. Two shots from your rifle will kill your target, but be careful not to shoot any extra shots as it will count as a miss. To be safe, you can drop your aim between shots on the same target. There aren't a lot of enemies out here, but since you're both moving aiming can be hard. Take your time and be careful and you should be able to finishing with the 90% goal. And if you make sure you don't fail any checkpoints or use a healing item, you will achieve the final requirement and get the gold medal. An Honest Mistake Uncle receives a tip-off and rides out with Arthur, Charles and Bill to rob a wagon carrying payroll. Prerequisite: The Course of True Love - II OR American Distillation Gold Medal Requirements Save Uncle when he is overpowered. Get 20 headshots. Complete with at least 80% accuracy. Complete the mission without taking any health items. You need to complete either The Course of True Love - II or American Distillation to trigger this mission. You'll be able to talk to Molly in camp at this point, and she'll ask you about Dutch. Before she can get into too much detail, Uncle comes barging in with all the subtlety of a drunken horse and asks your help robbing a coach coming through the area. Molly leaves and he recruits two others to join the robbery, and Arthur only agrees on the condition that Uncle comes along. The four of your ride off after a short conversation. Follow Uncle as he leads you to the destination. The spot is just outside of camp, and you only have to wait for a moment for the coach to show up. Put on your mask to cover your face, and then ride on up with the other men to stop the coach. The good news is they stop without a fight. The bad news is this is Leviticus Cornwall's coach and he was already very unhappy with you. Get off your horse and help Charles go through the chests in the back. The good news is there is roughly a thousand dollars back here. The bad news is the rest of the cavalry shows up and immediately starts shooting at you. Ride as fast as you can and follow the rest of your gang. They'll be shooting at you as you ride away, but their accuracy is terrible and as long as you don't fall of your horse, they don't pose any real danger. Just keep riding and ignore them as they pester you with bullets. Eventually the rest of your gang will veer into a forest to lose them, and this is really the only dangerous part of the ride because it is easy to accidentally run into a tree. Just avoid any foliage and a safe house will be just beyond the forest. Get off your horse and the entire gang will run inside. You've lost the men for now, and you'll get some rest while Charles keeps watch. You wake up just in time for all hell to break lose. Some of Cornwall's men show up and ask the farmer if he heard anything, and he points towards the barn. Your men will kill the first two that come to investigate once they're inside, but after that a huge fire fight break out. There are multiple windows on either side of the barn, and your best best is to duck for cover underneath one of these and pop out and aim at the men on that side. Use Dead Eye as often as you can to make things easier, and don't be shy about refilling your Dead Eye as needed. They usually will come in groups of three or so per side, and as many as three sides at once. Fortunately the other two sides won't really be able to hit you while you're underneath a window for the others, so just focus on clearing out one side at a time. The men will come in waves, so once one side is cleared out check your mini-map to see where enemies are firing from and run over and fight from that side. You'll need to clear out a decent number of men, so keep on firing until one side is entirely cleared out for the moment before moving on to the next. This will take a while, but fortunately the cover here is quite good and so long as you have good aim (or use Dead Eye frequently), this encounter isn't as tough as you may assume. Cornwall's men will eventually burn down the barn, and when you're prompted you should escape through a hole in the back and run into the woods. Once in the woods, the four of you will split up, with you going with Uncle and the other two going their own way. You'll be prompted to hide behind a rock while two of Cornwall's men try to track you down. You want to do things silently, so pull out your knife and wait for the two of them to walk past you. Once they have, sneak over behind the man on the right and take him out using stealth. Uncle will try to do the same but get drawn into a fight. Walk over there and swing your knife to take out the second guard silently as well. Unfortunately, the other two don't do stealth quite as well and you hear gunfire from just a little bit away. Run over there to help them out. They'll be pinned down on both sides, with enemies both between you and them and enemies entirely on the other side. You'll run into the enemies between you first, and these will be easy to kill as they are facing the other way. You can essentially walk out in the open, use Dead Eye to score easy head shots, and keep walking until you find more foes. There won't be too many, but make sure all red dots are cleared out on your side before running to join Charles and Bill. You'll now have the final group of enemies to deal with that will be on the other side of Charles and Bill. Use your favorite weapons here to finish them off, and this final group of stragglers shouldn't pose too much of a threat. The biggest issue during this final stage of the fight is one of Charles or Bill can die if you take too long getting there, so make sure you run over once you finish the brief stealth section. Arthur will yell at Uncle (deservedly) and tell everyone else to scatter. Head back to camp on your own at your leisure, but you'll complete the mission as soon as the scene winds up. Going For Gold: The only objective that is going to give you any trouble is getting 20 headshots. There just aren't that many extra targets around so you're going to have to gets headshots on a lot of them. Accuracy over 80% isn't that bad, and not taking any health items (or restarting the mission) is fairly standard. Saving Uncle is also very easy and almost impossible to miss. Once you and Uncle split up in the forest, all you need to do is walk over to him after you perform your stealth kill and attack the man on top of him. Uncle will be able to struggle for quite a bit, so you actually will have a fair bit of time to walk on over and complete this. This is extremely easy to complete if you are attempting it on your first playthrough, because you can keep refilling your Dead Eye. All you will need to do is use Dead Eye on every target in the shoot out to slow things down and ensure you are getting headshots. You can keep refilling as much as you need to, so you should be able to easily hit your target with that number. If you are playing this for the first time and plan on going for the gold medal trophy, consider going for this gold medal straight away as it will save you some headache on a replay. Replaying it for gold is quite a bit tougher, as you'll have nothing to restore your Dead Eye. This means you'll have to do things a bit more standard and only use Dead Eye when it is available to you. During the chase away from the stagecoach, consider trying to get at least two or three headshots on your pursuers. This will require you to be fairly decent at aiming since you'll be on horseback, but if you can pull it off it will save you from having to be so perfect at the end of the mission. Don't let yourself get too far away from the rest of the group through or you will automatically fail. If you have Dead Eye restoring items, you can take out all of your pursuers here by looking back as you're riding. Use quick bursts of Dead Eye - aim at a target to lock on to their torso, go into Dead Eye, and quickly move up until you can lock on to a headshot. If you're doing this on replay, you can still likely give five or six or them if you're willing to spent up your Dead Eye which makes the rest of the mission a whole lot easier. You can also get headshots without using Dead Eye, but this requires a lot more skill and it is up to you if you think you can pull it off or not. Once at the barn, it is very important to keep an eye on the mini-map. You don't want your partners taking any kills, so go to the sides of the barn where the danger indicators are coming from. These guys usually come in waves of four or five, so if there is a single guy hiding on one side in some hard to reach spot, just switch to a different side and you should find a new crop of guys to kill. You probably want to use about half of your Dead Eye core here, so start using it early so you can get some guaranteed headshots. After that, you will need to use the other method (aim at a target in the center of your screen to lock on to their torso, and quickly move your aim up a bit to move up to their head, drop aim, and repeat). There are a lot of enemies here, and you'll want to build up your headshot total as much as you can. Stay in cover when you cain, pop out to get the lock on to their torso, and go for the headshot. You'll need to be quick, but it is definitely doable if you have gotten good at headshots. After you save Uncle, there is another smaller shootout. Here is a great time to use any Dead Eye that may have built up as it is incredibly hard to see in the forest. The barn at least had lighting, and out here it is quite dark. Dead Eye will definitely be your friend here, so follow Uncle until he gets behind cover. Find a spot near him and then pop out and aim at where you think a target might be. You'll lock on if they're there, so you should be able to pick them out now. Use Dead Eye to ensure headshots and move on to your next target. You'll want to be quick here too as there aren't as many targets and you'll likely need at least a couple more to hit your total. Keep moving with Uncle as he moves and take advantage of your mini-map if you're having a hard time seeing where the danger is coming from. Preaching Forgiveness As He Went Following a lead about the Lemoyne Raiders sitting on a pile of weapons, Lenny and Arthur ride out deep into the woods towards Shady Belle. Prerequisite: An Honest Mistake plus two out of three of the following missions: An American Pastoral Scene, The Course of True Love - III, or American Distillation Gold Medal Requirements Kill 10 Lemoyne Raiders with a long scoped rifle. Complete within 11 minutes and 30 seconds. Complete with at least 70% accuracy. Complete the mission without taking any health items. This mission requires you to complete a handful of other missions first. An Honest Mistake must be completed, plus two of three other possible missions (listed above). It doesn't matter which of these two are completed, and after you finish the second you will find a new objective marker for Lenny back in camp. Lenny learned from some people in town that there is a group of crazy, armed ex-confederate soldiers nearby that is sitting on a huge pile of weapons. Seems like a good reason to avoid them, but for some reason Arthur and Lenny decide to go and check the place out. Climb on your horse and ride with Lenny towards Shady Belle, which is their headquarters. The two of you decide to be a bit careful, on account of the crazy people and their mountain of guns, so you check out an abandoned church first that is supposed to be one of their look-outs. Before you can dismount, the two of you hear a wagon riding by and decide to go after it. Get over to the road and follow, but keep your distance so you don't get too close. The wagon is carrying explosives, so the two of you bet on them being part of the Lemoyne Raiders (and not just dynamite enthusiasts). The wagon will lead you right to Shady Belle, so ride your horse to the marked area and then disembark. Hurry over to the new marked area after, making sure to grab a sniper rifle before you go. It is a piece of a wall that is just taller than you and will provide great cover to see the front of the old plantation. Lenny then asks you to scope out the scene using your sniper rifle. Make sure you take a good look at the dynamite, the front porch, and the Gatling gun on the second story, as Arthur will comment on all of them. You now have a choice of strategies here. You can either send Lenny up to distract them and lure them into one place or you can aim for the dynamite and blow them up from afar. Talk to Lenny to make your decision, although either option should be fine going forward. There isn't too much of a difference here, and you can send Lenny and still blow up the dynamite if you want. That is probably the best option, as it puts Lenny right near cover at the start and still leaves a good chunk of people to blow up all at once by the dynamite. This will be a long fight, and to make things easier you can just stay at your starting position and use your sniper rifle to pick off foes. Almost all of the enemies will be somewhere right in front of the plantation, so keep an eye in this direction. When you see someone standing out in the open, quickly activate your Dead Eye and go for a head shot. A lot of guys will move from cover to cover, making them a bit harder to hit. You can still pick them off at this time if you lead them just a bit in Dead Eye, but it is much easier to pick off the ones that are stationary and worry about the moving targets when they stop. Look to see where gunfire is coming from, then move over and aim in that direction. There will be a lot of enemies here, so refill your Dead Eye core as needed. You need to keep a close eye on Lenny, because he can and will die during this fight if you let him get overwhelmed. There is one scripted segment where a guy will come and tackle him. While Lenny can overpower him by himself if you leave him long enough, if you shoot the guy mid tackle Lenny will be able to rejoin the fight much more quickly. Periodically check back on Lenny, and if there is anyone too close to him, make sure you pick them off before they get too many shots off. One other important segment here comes near the end of the fight, as a Lemoyne Raider will run over and start using the Gatling gun. You're far enough away that it can't do too much damage, but Lenny will be in the line of fire. Take aim at the gunner as soon as he starts shooting and you want him taken down as quickly as possible. When the final raider falls, you are now free to loot. You can loot as many of the Lemoyne Raiders as you want, and there is a decent chunk of cash her to get if you are persistent. Once you're ready, move to the objective marker and climb on back of the wagon to inspect the crate. You find a whole bunch of new rifles which should be fairly easy to sell. Climb on top of the wagon and start to ride it back to camp. On your way out, you'll be confronted by three riders who are very curious as to why you're riding out of their hideout with one of their wagons. You can try to defuse the situation, but they'll shoot at you anyway. Instead, just pull out your gun, go into Dead Eye, and shoot all three of them before they can even pull their guns out. Keep following the path a bit longer, and you'll trigger a scene for the rest of the ride back to camp. When you get back, Arthur will claim one of the rifles as his prize. Going For Gold: This is actually a fairly easy gold medal as long as you are fairly quick during the shootout. Getting 10 kills with a long scoped rifle is very straightforward, and the 70% accuracy is extremely forgiving. Avoid taking health items or dying and restarting a checkpoint to satisfy the final requirement. The only part you may have trouble with is completing within 11 minutes 30 seconds. This is still a fairly large chunk of time, and there are several decent sized time saves along the way. However, as long as you are moving at a decent pace you may not even need all of these. If you're looking for tips, you can use any of the ones below. During the ride there, just keep pressing the speedup button on your horse. It seems to save a couple of seconds overall even though you can't really ride away from Lenny. When the coach comes, there is no point speeding up to get close to it as getting too close will end the mission. This early part is all fairly scripted without too much room for improvement. Once you're at Shady Belle, shoot as soon as you get to your destination behind the gates. You can't go too fast or Lenny will stop walking and you'll have to go back for him. But as soon as you are in position, take out your scoped rifle, find a target of your choice, and shoot them. You can skip the whole introductory dialogue where Lenny discuses the best approach to confront them this way and it'll save an entire minute. Count the number of kills you're getting with your scoped rifle. You need ten here, but once you have that number you can run ahead to speed things up. The rifle is very powerful and should kill almost everyone here in a single shot regardless of where you hit them, so go for the torso and don't waste your time with headshots. Keep aiming the entire time you're using your scoped rifle as it will save time since dropping your aim causes a longer reloading animation. Use Dead Eye if you're having trouble, but most of the guys here are fairly stationary and in fairly predictable spots. It is easier to keep using the scoped rifle until the guy comes up on the upper deck and begins using the mini-gun. Kill him, and if you are sure you've hit your ten kills by this point you can run over to where Lenny is. There are only a handful of enemies left at this point, so keep an eye on your mini-map to help located them. If you haven't blown up the dynamite to the left of the door yet, you can shoot it to kill any guys hiding over here. Use the rest of your Dead Eye as needed to kill any of the stragglers. You likely don't even need to be in cover for this part if you are a decent shot as there should only be a handful left. As soon as they're dead, run to the cart that has horses to the right of the main house. This is part of the reason why you wanted to be moving upward once you get your scoped rifle kills as you'll be closer to the coach you need to get to. As soon as you can, climb up the back and Arthur will search the crate back here automatically. Climb on to the front of the coach as soon as you find the rifles and then follow the highlighted path back most of the way. There is an ambush waiting for you just outside of the Shady Belle, but you can ride right past them and they'll drop pursuit almost immediately. Alternatively, instead of taking the path when it begins to veer to the left, you can continue straight through the field until you hit the next road. This will skip the encounter entirely. I'm not sure which of these two is faster as there is a slight delay to the dialogue trigger that follows if you use the second option, but both of them should help you finish well within the time limit. If you want to skip the fight, take the red path below, and then you can follow the yellow path the rest of the way. Overall, none of these requirements are that hard and this is a mission you'll want to do for sure if you're going for only 70 gold medals. Sodom? Back To Gomorrah With the heat in Valentine having died down, Bill thinks it's finally time to hit the bank. Karen causes a distraction while Arthur handles the vaults. Prerequisite: American Distillation and Preaching Forgiveness As He Went (one hour in-game after completion) Gold Medal Requirements Loot all the safes. Headshot 5 mounted Lawmen during the horseback escape. Get to Downes Ranch within 1 minute 55 seconds. Complete with at least 70% accuracy. Complete the mission without taking any health items. After both American Distillation and Preaching Forgiveness As He Went are completed and one hour passes in game, Bill will have a mission for you in camp. Talk to him and he, Karen, and Lenny will want to recruit you for a big plan they've been cooking up. They want to rob the bank in Valentine, and they want you to help them do it. Well, that'd be one way to solve money problems I suppose. The bad news is their plan seems to be limited to "have Karen pretend to be lost/pretend to be a drunk harlot" and then rush in and shoot everyone. Great case work, guys. Still, the money seems worth the risk so Arthur agrees. Get on your horse and prepare for a long ride with your three fellow bankrobbers. The ride in is a long one, but you can chat with any of your three partners along the way. Just target them and you'll be given an option to chat, and most of them have three or four different conversation trees they can engage in so they should keep you occupied the entire way there. Follow Bill to drop of your horse, and then walk with everyone else towards the bank. You get to pick Karen's routine - lost girl or drunken harlot. Pick whichever you want and then wait outside while Karen works her magic. The game will tell you when its time to kick the door down, so wait for that and come in with guns drawn. You don't need to shoot anyone here - in fact, it may be better if you don't so you can keep things quiet. You'll work your way to the back of the bank where an employee opens a vault. You can beat him occasionally, but that doesn't seem to help his speed one way or another. He'll get the door in, but once you're inside you run into a different problem. He doesn't know how to open the safes, leaving you to have to deal with it. You have an option here now, and you can either crack the safe or blow them open with dynamite. It is significantly easier to crack the safes because blowing them open results in a huge gunfight outside while cracking doesn't if you're quick. You can blow them open if you want, but just be prepared to fight. If you crack them, you need to go to them one by one and rotate the knobs until the controller because vibrating very quickly. As long as you aren't going too fast, you actually don't need to waste too much time figuring out what the numbers are because the game will do it automatically. Just go at a decent speed and Arthur will tell you when he finds a number. Rotate back the other way and repeat this process until you've opened all five safes. It is very simple, but if you are having trouble for some reasons the numbers don't ever change and can be found below. The safes numbers go right down the line, with the leftmost safe being number 1 and the rightmost being number 5. Safe 1: 34 - 69 - 22 Safe 2: 16- 40 - 55 Safe 3: 37 - 1 - 69 Safe 4: 15 - 7 - 55 Safe 5: 68 - 12 - 38 Loot each safe as you open it and then walk back to the front of the back. As long as you do this part in under six minutes, no lawmen will be waiting outside. Walk to your horse, and it isn't until you get on your horse that people realize something is wrong and the law gives chase. If you choose to blow it up, great, but every lawman in the area will be waiting for you outside as soon as you leave. Plant dynamite on all five of the safes before you light them, then quickly retreat to the next room so you aren't caught in the blast. Go back inside and grab all of the cash. Make your way back to the front, and as you leave you'll find that enemies are everywhere. Use the initial Dead Eye sequence to pick off two or three of the guys right in front of you. Then, hurry to cover. There is a cart to your right that works best, and you'll want to run to it immediately or you will be shot by just about everyone. Now that you're "safe", go back to using your Dead Eye and picking off as many lawmen as you can. Try to be quick here, popping up quickly for a brief Dead Eye aim and headshot and then dropping back down. Find your target before you pop up to save your Dead Eye as much as possible, and use refill items to fill your Dead Eye back up as needed. Enemies will be both on the ground and on some of the balconies above, so don't forget to check both levels as you make your way down to your horses. You'll want to clear out as many men down here as possible as you make your way to your horse, and if you are getting shot while moving, enter Dead Eye quickly and find who is doing it. Once you're close enough, you can run for your horse and begin the chase. The chase part is much easier and occurs regardless of which choice you made. You don't have to worry too much about the men behind you, and focus on anyone coming up on your side or riding in front of you. Lawmen will continually join the fray here, so keep vigilant by looking at your mini-map. As soon as you see someone pop up, go into Dead Eye and pick them off. If they show up in a group, you can save a bit of time by hitting both with the same Dead Eye cycle. Only two or so will show up at a time, making it a bit easier to deal with them. Keep killing them as they show up, and once your cross the train track you'll lose the last of the pursuit. Even though you just made like 20 grand, you need to make a little more. Stauss had told you about a debtor named Downes (who you visited in Chapter 2) that hadn't quite paid back yet and had the nerve to go and die. So now you need to go hit his widow up for the rest of the cash. Follow the trail shown on the map to find your way to her. She'll pay up but both her and her son will have some choice words for you. You'll ride back to camp automatically after this, much richer than when you left. Magicians for Sport Arthur and Charles go to track down Trelawny at his rental caravan in Rhodes. Prerequisite: Advertising, The New American Art - II (after 1 in game hour and moving out of camp) Gold Medal Requirements Inspect all the clues in Trelawny's Caravan. While tracking, staying within 30 feet of Trelawny's trail. Kill 2 Bounty Hunters in the cornfields within 1 minute. Complete the mission without taking any health items. While this mission only requires you to complete Advertising, The New American Art - II, you can't do it right after. You need to wait at lest one hour in game and move a little bit away from camp for it to trigger. You'll see an objective marker above Dutch once it does. Go back to camp and talk to him. While he claims he isn't worried about the bounty hunters yet, he does want you to talk to Trelawny and find out exactly what he knows. He wants you to take Charles with you, so walk over and talk to him. He'll agree to go with, so grab your horse and head on in to Rhodes. Following the trail will lead you right to Trelawny, or at least to where Trelawny was supposed to be. His residence is empty and looks ransacked. Uh oh. Go inside and use Eagle Eye to search for clues. Two things will light up, which are is table and his bed. Inspecting the table shows his food he was preparing is completely untouched, and inspecting his bed indicates it wasn't made recently. If you look at the table again you can find a note you can pick up the references a share of a company Trewalny is holding. Move into the next room and use Eagle Eye again, and two more things will light up. Check the tub for signs of blood, but the end table doesn't actually reveal anything even though it glows. Charles will see the blood on the floor, so follow him outside to where it leads. Get on your horse and use Eagle Eye once again to find the path. Follow this, and unlike most trails this one won't disappear so you won't have to keep using your Eagle Eye after you lock in on the trail the fist time. The trail will lead you over the train tracks, and to a couple of men sitting in the forest nearby your camp. Walk over to talk to them, and while they claim not to know where he is, Charles finds his cane on the ground nearby. A fight ensues, and you'll fight one of the men while Charles fights the other. Block his first incoming attack, and then just keep punching until he goes down. Charles will overwhelm his opponent in a similar time, so just walk over and use the button prompt to start your interrogation. He'll claim to still not know where Trelawny is, but if you beat him twice, he'll spill the beans. He's over by the Braithwaite Manor, and you can either let him go, knock him out, or choke him. I'd recommend knocking him out with repeated beating, because both him and his friend are carrying over $20 on them so it is worth your time to loot them. Get back on your horse and ride to your new destination marker. For this part, just follow Charles as he knows a good way around. You'll eventually find the shed, and Trelawny is being dragged out by a couple of bounty hunters as soon as you get there. They flee as soon as they see you, dropping Trelawny behind them. Arthur will briefly check on Trelawny, and then give chase. Follow Charles, and the three bounty hunters will eventually disappear in the cornfield. Charles will wait on the outside, but you'll need to go in and see where they're hiding. You can just randomly dash through the fields if you want, but the easiest way to do this is to look where the birds are flying away from. Their positions will be given away by fleeing birds, so if you see any birds take flight immediately run to that area of the cornfield. As soon as you find one, pull out your gun and shoot them. The third guy has actually recently ditched his gear, so after you kill the first two follow Charles and he'll lead you to the spot. Move through the fields, and unfortunately the third guy gets the jump on you. Charles chooses to save you rather than betray you. What a pal! As soon as the third one has been killed, more shots will ring out from the nearby barn. Quickly run over to it, and jump behind the bales of hay for some cover. There are only a couple of men here, and after you've killed all but one the last guy will flee inside. Run inside the barn and finish him off. If you're going for 100% Compendium completion (you madman or madwoman), do not leave just yet as the man on the second floor has something that you want. He drops the Rare Rolling Block Rifle, and this is the only time in the entire game you can find it. Make sure you loot all these guys too, as they are all carrying a lot of cash on them. Once you've killed and looted everyone, call your horse and ride back to Trelawny. Charles will lead him back to camp, while you stay behind and ruminate about the shrinking nature of the Wild West. Friends In Very Low Places Trelawny causes a distraction as Arthur robs a stagecoach in Scarlett Meadows following a tip-off from a discouraged worker at Rhodes post office. Prerequisite: Further Questions of Female Suffrage and Magicians For Sport (after one hour passes in game) Gold Medal Requirements Complete the mission without being spotted. Complete within 8 minutes 10 seconds. Once an hour has passed after completing Magicians For Sport (assuming Further Questions of Female Suffrage has also been completed), Trelawny will want to speak to you in camp. He's proposing robbing some stage coaches, and he knows someone in Rhodes that can help you do it. Talking can't hurt, so get on your horse and ride to the objective marker in Rhodes. The clerk at the train station apparently knows the comings and goings of coaches quite well, so hitch your horse outside the station and then walk in with Trelawny. Trelawny will make some small talk, and then after a bribe on your part, Alden will tell you about a stagecoach coming through shortly that will be holding a lot of money. He also tells you about a friend of his in Strawberry that can also help you finding stagecoaches to rob, so that might be something good to keep in mind in the future. Head out with Trelawny and get back on your horse. Trelawny says he knows a good spot to wait, so just follow him until you get to the spot. He has a plan that won't require any guns, and hands over a lock pick to use on the strongbox so you can open it up without alerting everyone. He also says if things go wrong you can just use your guns as normal, but lets hope it doesn't come to that. Trelawny will ride down and you should follow him. Keep a good distance though so you don't get spotted. He'll eventually pull aside the coach and start singing, which gets the attention of the opera singer inside. He'll try to convince her to perform in this fake shown he's putting together, and manages to convince her to stop the coach so he can hear her sing. When the coach stops, stay back a bit and get off your horse. The game will give your prompts all throughout this mission, so really you want to do what it says on screen each time it tells you to do something. At this point, a guard will be standing outside and looking in your direction, so you can't move just yet. As soon as the woman starts to sing, though, he'll move to the side of the coach and stand facing away from you. Use your quick crouch walk to get up to the coach at this point. Once you're next to it, break the lock and loot the cash inside. Fast crouch walk away from the coach at this point and get back to your horse. Wait for the coach to leave, and then ride up to Trelawny when prompted. This will be the easiest $750 you earn all game. Looks like Trelawny might've been worth saving, after all. Stage coach robberies open up at this point, so keep an eye on post offices for alerts that one is available. The Fine Joys of Tobacco Working with the Braithwaites, Arthur and Sean drive to Caliga Hall with the remaining moonshine and attempt to use it to help burn the Grays' tobacco fields. Prerequisite: Advertising, The New American Art - II Gold Medal Requirements Silently kill the Gray Sean distracts in the wagon store. Douse the fields within 2 minutes 20 seconds. Kill 5 Grays during the escape. Complete the mission without taking any health items. The only prerequisite for this mission is Advertising, The New American Art - II, but if you complete Magicians For Sport while this mission is available, you will have to wait one hour before it becomes available again. Ride up to the Braithwaite Manor and let them know your friends are already inside and waiting for you so they'll let you pass. Walk to the doorway, and the doorman will let you inside. Hosea is already there, and he appears to have worked out some sort of deal with Catherine Braithwaite before you even got there. He's a quick guy, for his old age. Sean will lead you outside and tells you he'll fill you in on the details along the way. Follow the path to make your way to Caliga Hall and Sean will let you know that your goal is to burn their tobacco field using the Braithwaite's moonshine. Of course, this means actually ride up to the Gray's place without all of them shooting you. Sean says he's got a plan, and thinks he can convince them that the wagon full of moonshine is just there to deliver supplies. When you get close, Sean points out they know you and will probably recognize you if you are just sitting up front on the wagon. He's got a point, so choose to hide in the wagon by holding down the indicated button prompt. Sean gets stopped at the gate, but manages to sweet-talk the guard with a little bit of moonshine. Hamish will ride with you, and even show you where the deliveries go. What a nice guy! Too bad we have to kill him. Once you stop and Sean gets out of the wagon, wait until him and Hamish are at the barn door and then sneak out of the wagon. Walk up behind him for the stealth kill, and then Arthur and Sean will prepare for their attack that night. They've got moonshine to pour over everything, and they prepare some fire bottles to get the fire going. At night, Sean will sneak out towards the bard and you want to follow him at first. Move behind the barrels ahead of you and wait for the wagon to pass. This one is delivering payroll, which sounds like a tasty target, but we have a field to burn first. Wait for it to leave, then Sean will sneak out and kill the guard ahead of you. Objective markers will now show up on your mini-map, and that is where you need to sneak to with your moonshine. You need to douse all these areas by pouring moonshine on them with action button. Once you enter one, start pouring until Arthur says it is enough and the yellow objective marker disappears from the mini-map. Move on to the next one and keep doing this until you get all four. Watch out for the guards walking around, because you don't want them to see you just yet. They will be marked as red dots on your mini-map, so keep an eye on them before starting any movement. Go straight ahead to the first couple of markers in the field on the southeast. As long as you are in the fields themselves the guards can't really see you, so you can walk around and pour in here without much worry. Once both sections are done, you'll need to move to the next part of the field. The issue is that there is a guard patrolling to your west and a guard that is stationary to the north. The stationary guard is hard to sneak past because he is looking right at you, so instead move towards the west and wait for the guard on patrol to move past you. Crouch walk past him as quickly as you can to get to the field to your west and douse both spots here. Now move to your north. There is another guard patrolling back and forth between the two fields, so wait for him to pass and then quickly crouch walk by. Douse these two spots and then move to the final spot to your east. Again, there is a guard patrolling up and down the path so wait for him to pass you before making your move. Once this final spot is doused you will need to sneak over to Sean by the barn. The easiest way to get to the barn unseen is going to the field to the west of you, then going to the one south of that so you are in the southwest tobacco field, closest to the barn. Beware of the two patrolling guards between these fields, and crouch walk quickly behind them soon after they pass you. Move towards the barn and you'll see Sean sneak inside for the stealth kill. He'll douse the barn and then tell you to throw your fire bottle. Do so, and then prepare for a fight. As soon as the barn lights up, every single guard in the area will descend upon you. Sean says he can hold them off while you set the tobacco fields on fire, and fortunately you only need to ignite one of them. Go to the yellow area on the mini-map and toss another fire bottle to get the fire going, then get back with Sean and help him fight his way through the Grays. Move behind some cover nearby Sean, and start firing at whoever is closest to you. This is the best time to use your Dead Eye, because it is when you'll be dealing with the most enemies. Find a target with the help of your mini-map, take aim, and then go into Dead Eye immediately so you can get a quick head shot off. There will be enemies just ahead of you, and others to your side. Watch out for those on the side because you don't want them getting free shots on you if they get behind your cover. There will be a decent number of guards here, so keep an eye on your Dead Eye core and refill it as necessary. Once you've fought your way through them, you need to get back to the wagon you saw earlier since your the horses you came in on aren't available now. Follow Sean as he leads you through the burning fields. More guards will come at this time, but they usually come in groups of only one or two so they'll be easier to deal with. As soon as you seen one or one starts shooting at you, quickly take aim and take them out. Guards will be all along the entire path until you get to the wagon, so don't get too comfortable here and keep your gun ready. At the wagon, Sean will go look for money while you need to cut the horses free. Target the horse and then press the indicated button to free them. Once Sean is ready, he'll jump on a horse and you should mount the other one. Ride out now, being careful for the few stragglers left. They'll shoot at you as you ride by, and you can go into Dead Eye briefly and kill them if you want, or you can just try to ride by and let Sean deal with them. Follow Sean out of the manor and to the safe spot. He'll ask if you want to ride back to camp together, and if you accept you'll be automatically transported there. If not, you'll be out in the field and free to explore some more. It doesn't matter which choice you pick so do whatever you want as the mission will end either way afterwards. Horse Flesh For Dinner To get back at the Braithwaites, Tavish Gray asks Arthur, John and Javier to steal prized horses from Braithwaite Manor that he claims will sell for $5000. Prerequisite: Advertising, The New American Art - II Gold Medal Requirements Kill the stable hand showing you the horses. Catch the stallion within 10 seconds. Get 5 headshots. The only requirement here is previously completing Advertising, The New American Art - II. However, if you completed The Fine Joys of Tobacco first, you will have to wait one in game hour after finishing it for this mission to become available again. Go to the objective marker outside of Caliga Hall when you're ready to start the mission. The men at the gate will tell you that your associates are already down by the stables, so follow the path to get there. Javier and John are already talking to the Gray patriarch, who is clearly none to fond of the Braithwaites. He wants your help rustling some of their prize horses, and the prices he promises are too good to pass up. Get back on your horse and follow John. You'll be lead to the Braithwaite manor, and Javier will convince the guard that the three of you are there to meet with Mr. Braithwaite about purchasing the horses. He'll let you in (he's going to be fired later), and continue following Javier and John as they lead you to the stable. Hitch your horse out front, then go and talk to stablehand. He'll lead you in to talk about the horses, and once his back is turned go behind him for the stealth kill. The horses will be startled now on account of the murder they just witnessed (they hate being called to testify). Go to the white one in the center, and calm him twice by targeting him. Pat him once, and then lead him outside to the rest of the horses. This is where the plan goes bad, because someone will steal you and they'll alert the entire plantation. You now need to ride out with half of the Braithwaites shooting at you. Get our your rifle or some weapon that is good in medium range combat. Keep an eye on your mini-map to see where the gunfire is coming from, and then quickly activate Dead Eye and go for some headshot. There will be several to your side at first, but once you get close to the exit some will come out ahead of you from the field. Kill any enemies as soon as they get close, and keep an eye out for riders coming up behind you because they can do some damage if you let them get too close. They'll block the exit, so follow the others as they ride towards a gap in the fence. It is usually best to stay in the back here, so just keep pace with the others and pick off any Braithwaites you run into along the way. You'll try to sneak out through the trees on the other side, so be careful not to run into any while you're riding. In the trees is safe so you don't need to swing the camera around looking for enemies. Once you get out of the trees, however, three final enemies will ride along side of you. Use up the last of your Dead Eye to pick them off. After this final group has been killed, the rest of the ride will be safe so keep following John as he leads you to the drop off point. Along the way, one of the horses will get spooked and try to run off. Take out your lasso and follow him. Once you're close enough, target and toss the lasso to wrangle him back. Lead him back to the rest of the group, and the follow them the rest of the way to the buyers. These men are...odd, but they'll buy the horses from you. They offer far less than promised, but John "master of negotiation" Marston takes the deal. Smooth. From here on out you can return to these two to sell stolen horses. They buy them for more than a stable would, so keep them in mind if you ever decide to steal some horses. Blessed Are the Peacemakers Suspecting a trap, Micah asks Arthur to observe an arranged meeting between Dutch and Colm O'Driscoll from afar. Prerequisite: Magicians For Sport, Sodom? Back to Gomorrah, AND ONE OF The Fine Joys of Tobacco OR Horse Flesh for Dinner Gold Medal Requirements Free yourself and perform self-surgery within 1 minute. Recover your weapons from the O'Driscoll's camp. Kill the O'Driscoll gang members that beat and shot you. Escape the O'Driscoll camp without being spotted. You need to be nearing the end of Chapter 3 for this mission to unlock. Both Magicians For Sport and Sodom? Back to Gomorrah must be finished. Additionally, either one of The Fine Joys of Tobacco or Horse Flesh For Dinner must also be finished. At that point, Micah (ugh) will have a mission available for you, so you need to go talk to him (UGH) in camp. Apparently, Mr. Pearson ran into some O'Driscolls in town. Rather than killing him, the they came to some sort of understanding and apparently Colm himself is looking for some sort of peace offering. Both Dutch and Hosea seem to think it is a trap, on account of the whole "family and loved one" murder thing that Colm and Dutch have going on, but Micah wants to at least try. With Arthur protecting them, the worst thing that could happen is a whole bunch of dead O'Driscolls, he points out. Fair point, but I still hate you, Micah. Dutch agrees, so get on your horse and follow him and Micah to the meeting spot. It is a somewhat fare from your camp, so they'll be plenty of conversation about whether or not this is the best idea. Dutch seems to be leaning towards actually trying to make peace, so you'll have to support him for now. When you reach your destination, Micah and Dutch will break off for the meeting, and you'll ride up a nearby hill to have a vantage point on the situation. Follow the marked path to reach where you need to wait, then get off your horse and walk towards the ridge. You'll pull out your binoculars at this point, so locate Micah and Dutch and keep an eye on them. Colm will show up, and him and Dutch will start talking. It is all very tense, and you get the sense that something bad could happen at any minute. Then it does. Someone jumps you from behind and knocks you out, and then multiple men proceed to beat on you while you drift in and out of consciousness. When prompted, try to crawl away. It goes about as well as you'd assume. From here, you have a whole bunch of not great scene for you. Someone rides off with you, you wake up at a cabin, and Colm himself comes down to talk to you. It isn't a friendly conversation. He intends to lure Dutch in using you as bait and turn the lot of you over to the law. He beats on you some more and you pass out. When you come do, you can swing yourself back and forth using the left analog stick. Look at the prompt on screen. Hold down left until it shows you to hold down right, and then hold down right until it tells you to hold down left. Keep doing this for a couple of cycles until you have the option to grab the file. Do it as soon as you can, and then you'll automatically pick the lock. Now you have to cauterize your wound. Gulp. Follow the on screen prompts, and when you need to position and twist just keep moving the sticks around, back and forth, until Arthur finishes. The rest of the prompts are fairly simple, and once you're done an O'Driscoll will start making his way downstairs. Once he moves past you, use your stealth kill and you'll pick up three throwing knives. Go up the stairs. You'll now need to sneak out of camp, but before you do that you'll want to collect your weapons. There will be some O'Driscolls in the area, so keep an eye on your mini-map to make sure you aren't just watering into a fight. If one starts shooting at you, they all will and it'll be hard to win in your weakened state. After leaving the stairs, turn left to find one of the O'Driscolls bent over looking at a crate. Aim a throwing knife at his head to kill him. Go around back towards the stairs again, and this time check out the other side of the cabin. There will be another guy with his back to you looking down at your weapons. Kill him, and then take out the third and final guy that should be near the back of the second building here. With them dead, you can grab your weapons and mount your horse. You aren't quite safe yet, though, as you need to get back to your camp while avoiding the O'Driscoll patrols. Check your map and it will show you where all of them are. You don't want to ride on the road here, because they'll spot you very quickly. Go east of the road and ride underneath the railroad. One of the patrols will likely be on the road just ahead, so wait for him to pass and then book it. There shouldn't be any after him, but check your map just to be safe. Once you're past the patrols you can keep to the trail and ride back as fast as you can. You'll somehow make it back to camp. Alive. Hooray! A couple of weeks will pass while you heal, but hey, it is better than being dead. A Short Walk in a Pretty Town Arthur, Micah, Bill, and Sean go to meet some of the Gray boys in Rhodes to discuss a security job. Prerequisite: The Fine Joys of Tobacco, Horse Flesh For Dinner, Friends in Very Low Places, and Blessed Are The Peacemakers Gold Medal Requirements Kill 3 Lawmen in Dead Eye while saving Bill. Complete using only sidearms. Complete within 4 minutes 30 seconds. Get 20 headshots. Complete the mission without taking any health items. You'll need to clear out basically every other mission in this chapter to get this one, which will be found right in the center of Rhodes. Bill, Sean, and Micah will be waiting for you when you get there. The Grays want you to provide security for...something. They aren't clear what, but Micah and Bill both think they're on the level. Arthur has his reservations, which are immediately confirmed when the four of you walk into an ambush and...something bad happens. Welp. Looks like we're going to have to fight our way out. Arthur will dive behind a barrel immediately, and you start out the fight from behind cover. There will be enemies on both side of the road, but from the position you start in most of them will have a hard time hitting you. With so many enemies around, this is a mission that you want to be in and out of cover as quickly as absolutely possible. Pop out, score a head shot, and drop back in. Using Dead Eye will make this significantly easier, and you should get a bead on a target, pop up, and activate Dead Eye almost instantly. It is good to have several Dead Eye replenishing items for this mission, so you can fill your core up as soon as it gets low. The first phase of this fight will take place on the street. Clear out foes closest to the sheriffs station before turning your attention to the far side of town. There will be men up on the roof, in addition to others running down the street trying to get somewhere close to you. Rifles are great for this fight, so find your favorite and hopefully you have a decent amount of ammo. You will likely need to move to other cover when you finish clearing out the one side of town, so move over next to the cart closer to Micah. This will give you a better view of this side of the street, and you'll be able to kill more enemies without some debris blocking your view. Eventually, Micah will want you to move to the gunsmith with him. He'll lead the way, but be warned that several more enemies will come out as you're moving down the street. Either stay in cover, and run up to the gunsmith quickly, or keep your gun out and go into Dead Eye as soon as a new enemy appears on screen. Once you get to the gunsmith, you'll need to kill the guy holed up inside. You can do so by firing through one of the windows. Micah will kick down the door afterwards and you can follow inside. Duck down behind one of the windows, as this will provide great cover to deal with the men outside. This wave is less intense than the previous one, and the good news is you only have to deal with gunfire coming from right ahead of you. Keep referring to your mini-map to see where the last of the enemies are at, and keep on activating your Dead Eye whenever possible to make things easier. Once you clear this group out, Micah will notice that almost all the Grays are dead. Almost. Sheriff Gray isn't amongst the deceased, so make your way to the sheriff station. You'll eventually be successful in taunting him to come out. Unfortunately, he has Bill at gunpoint. Fortunately, you have super Dead Eye powers that the sheriff doesn't know about. You'll immediately go into a Dead Eye scene, so shoot the guy holding Bill at gun point and then move on to the other men. Micah helps out, and between the two of you, you will be able to clear out Sheriff Gray and the last of his men no problem. Not really what you'd call a "successful" mission, though. Lick your wounds, and head back to camp. It likely isn't safe to stay here much longer. Blood Feuds, Ancient and Modern Suspecting it was Catherine Braithwaite who kidnapped Jack, Dutch, Arthur, John and the gang ride to Braithwaite Manor to get him back. Prerequisite: A Short Walk in a Pretty Town Gold Medal Requirements Headshot Gareth and Gerald Braithwaite. Get 20 headshots. Complete with at least 85% accuracy. Complete the mission without taking any health items. With the events of the last mission, it is pretty clear you can no longer stay near Rhodes. It'll be in lockdown afterwards, meaning you can't just walk into town any longer without getting shot at. Go and talk to Dutch back at camp. Things will have gone from "bad" to "NO NOT THIS BAD" pretty soon, because Jack will be missing when you return. People are pretty sure this is the work of the Braithwaite's, and Dutch promises Abigail that he will return Jack to her. Almost the entire camp mobilizes for this, so ride with everyone to your destination. There is some really cool imagery coming up, with most of your camp riding out together and you walking up to Braithwaite Manor as a unified force. It doesn't really have anything to do with the strategy here, but you should just appreciate it anyway. Dismount your horse when you reach Braithwaite Manor, and then follow Dutch up to the front door. The Braithwaites will come out, letting you guys know how angry they are with you for messing with their business and telling you to get off their property. For some reason, Dutch doesn't like this much and shooting breaks out. You'll start out the fight right in the open, but honestly this is one of the encounters in the game where that doesn't matter all that much. There are so many other targets here for the Braithwaites to shoot at that not all that many shots will be coming your way. By now, it should be obvious what you need to do, but if you aren't sure Dead Eye will be your very best friend. There are so many targets here at first that you can just pick one, go into Dead Eye, and get a headshot. Keep an eye on your core, and take some sort of tonic to recover your Dead Eye when it starts running low. After clearing out the first handful, it is probably best to take cover behind the cart that is right in front of you. You'll still have a great vantage point of the entire manor from here, and even better the Braithwaites are incredibly unlikely to shoot you from here. Keep an eye out on the upper balcony because a lot of enemies will run out here to fire at you. If you shoot them they do that old western thing where they dramatically tumble over the balcony, which is a nice touch. There are a lot of enemies here, but this is actually a fairly easy encounter just because of how many men you'll have with you. Once the outside is cleared out, follow Dutch inside with John. You'll need to check two rooms on the ground floor for Jack. The room immediately on your left will be empty, but if you go to the room behind it you'll find that the door is locked. Kick it down, then immediately look to your left. There is a man hiding behind an overturned couch that will pop out and shoot at you, so be prepared and kill him first. Jack isn't in here though, so go upstairs with Dutch and help him with the barricaded door. As soon as you get close to it, reinforcements will begin to arrive from outside. Go out on the balcony, and make sure your Dead Eye core is full or close to it. Three Braithwaites come riding in on horses, and you can kill all three of them with a single Dead Eye activation. After them, two carts will ride in carrying even more reinforcements. You can try to kill the drivers, but it might be best to wait for the guys in the back to start to disembark. If you enter Dead Eye here, you can kill all four with headshots really easily. The same goes for the second cart. If any of them manage to get off, kill them before they get too close. More reinforcements will arrive from the right now, so move down that way and begin picking them off as well. As long as you are good with a rifle, they shouldn't pose too much of a threat because you should be able to take them all out fairly quickly. The toughest part about this mission is the sheer number of enemies you have to deal with. You want to have some Dead Eye restoring tonics on hand, because if you do this fight will be a lot easier. If you do run out of Dead Eye, you'll want to be a bit more cautious and use more cover, but with it you can mow down enemies as quickly as they arrive. Once the last of them has been killed, you will need to break the door down. Move over to where John is at and after he struggles a couple of times, you can help him break the door down. Inside will be the final two of the Braithwaites, and while they're armed, you go into an automatic Dead Eye scene. Kill them both, and the fight will finally be over. Dutch will come into the room now and break down the bathroom door where Catherine Braithwaite is hiding. She is very reluctant to tell you where Jack is at yet, so Dutch burns her house down. With her family dead and her house gone, she finally tells you. Her sons took Jack, and handed him off to someone in Saint Denis. It isn't clear that's where he still is, but you have a name and a city, at least. You'll ride off now, watching Braithwaite Manor go up in flames. Going For Gold: Most of the requirements here are easy if you use Dead Eye as much as you can. Make sure you are fully stocked up on Snake Oil or Chewing Tobacco going into this mission, because these will both restore your Dead Eye core without counting as a healing item. You'll probably use three or four of these throughout the course of the mission, but it will make getting all the requirements a lot easier. Twenty headshots seems like a lot, but with so many foes here you will have more than enough opportunity. You should only be going for headshots, and you should only be doing so after locking on to targets using Dead Eye. This will help you keep your accuracy at almost 100%, and it will make getting the headshots a lot easier. A good time to get a bunch is during the first round of reinforcements while you're up on the balcony. There will be three guys riding up on horses that you can tag all at once, and then two wagons with six people each. They'll all be so close to each other, that once the disembark, you can get three or four at one time per wagon. The headshots will add up quickly, so you should have no trouble hitting 20. Taking no health items is standard at this point, and again you can use all the Snake Oils and Chewing Tobacco you want. The only unique challenge here is getting a headshot on Gerald and Gareth Braithwaite. These are the two you run into at the very end of the mission, after breaking down the door to Catherine's room. Just take your time and fire off a single headshot at each of your targets. You have plenty of time here so it shouldn't be difficult to pull off. The Battle of Shady Belle John and Arthur clear out the last remaining Lemoyne Raiders from Shady Belle before the gang relocate their caravan. Prerequisite: Blood Feuds, Ancient and Modern Gold Medal Requirements Kill all the Lemoyne Raiders in Shady Belle. Clear two bodies from Shady Belle within 1 minute 40 seconds. Complete within 11 minutes. If it wasn't clear you needed to head out after the last mission, it should be now. Now only do you need to go to Saint Denis to find Jack, but the Pinkertons arrive and promise to bring 50 men and kill everyone in camp if Dutch doesn't head out quietly. The entire camp sends a pretty strong "we will shoot you if you don't leave" message to the Pinkertons, but with the threat of them descending on camp, it is time to go. Arthur lets Dutch know of Shady Belle, a nice big house you ran into during an earlier mission. That seems like a decent place to settle down in for a couple of days while you're looking for Jack, so Dutch decides to move the camp there. Arthur and John will need to check out the house to make sure no one else has moved into since the last time you were there. Get on your horse and follow the path shown by your mini-map. It is not the most direct way there, but it will keep you out of Rhodes where everyone wants to murder you at the moment. John will let you know he is not too happy with either Dutch or Hosea at this point, considering what happened to Sean and Jack. They'll talk about this the entire way, and it seems like John is losing faith in Dutch. When you get to Shady Belle, dismount your horse and walk towards the manor. There are unfortunately a couple of stragglers here from the Lemoyne Raiders, including two on the porch outside. Go into Dead Eye as soon as you can see them and pick them off with headshot. Arthur will now go inside to clear the rest of the house while John looks for trouble outside. You'll need to check all the room marked in yellow, and there will be two downstairs. The first one will have a raider hiding behind the table, so walk into it with your gun drawn and hit him with a head shot before he can take aim at you. The adjacent room with a staircase is clear, and Arthur warns anyone upstairs that he's coming for them. If you look to your left as you go up the stairs, you will see the first guy hiding in a room with a fairly large hole in the wall. It might be hard to hit him from the staircase without hitting the banister, so run through the door and fire off a couple of shots to take him down. The next room will be empty, but there will be one final holdout hiding in the bedroom in the back. He goes on a rant about how the government stole his land and is oppressing him and stealing his socks or something crazy, and if you don't shoot him he will grab a gun on the adjacent side table and shoot himself for you. It is time to do a little sprucing up of the place now, as your caravan gets very particular about how many corpses are rotting about. Go downstairs to meet up with John, and he'll ask for your help disposing of the bodies. Pick up the one he's indicating and walk over to the swamp. Drop it in, and Arthur will tell John he can take the rest from here if John can go and get the caravan. Go back inside and pick up the next closest corpse, and then drop it in the swamp as well. At this point, the game will assume you learned enough about corpse disposal and it will do the rest automatically for you. The rest of the group will arrive at this point, and after telling Mr. Pearson and Ms. Grimshaw to work their magic, he asks you to take a ride with him. He wants to see Saint Denis for himself, and he outlines his plan going forward which may or may not involves leaving the country with everyone. Uh...sure, Dutch. Sure thing. Follow him to the city, and once you reach it, you'll complete the chapter. Welcome to the big city, Arthur! I'm sure things will go better here. Optional Missions Money Lending and Other Sins - IV Strauss needs to speak with you. Prerequisite: The New South Gold Medal Requirements N/A After completing The New South, you will be able to talk to Strauss in camp about some more of his money lending business. You haven't been here all that long, but Strauss already has two more names of people that owe you guys money. He works fast, that Strauss. There is one nearby in Rhodes and one much further away over by Strawberry. Feel free to tackle them in either order you please. The first target is just north of Strawberry. You may want to quick travel there (if you've unlocked it already) or take a train (if you haven't). Of course, you can always just ride there and enjoy the wilderness if you prefer. The man you'll be looking for will be towards the north end of the objective marker, sleeping in a makeshift camp. Wake him up and ask for your money. Sadly, he doesn't have it, but he planning on a way to get it. There is a rare cougar up north that will be worth more than what he owes, and he's "generous" enough to help you find it. Here I was hoping he'd just give the pelt to us. You don't have any other options, so get on your horse and follow him to the spot. You'll make your way to her den, and once inside Winton suggest the two of you split up. Gulp. The big surprise is he dies immediately after splitting up. Run to the middle of the cave after you hear his cries for help to find his body. It is now up to you to hunt the cougar alone. If it sneaks up on your from behind, it can kill you in a single bite, so be careful. Your best bet is to back yourself up into a corner and wait. There aren't any real "corners" here, but you can back yourself up against a wall and quickly scan between the different ways the cougar can come. Keep an eye on your mini-map, because she'll pop up on it once she's close. As soon as you see her, enter Dead Eye and shoot her as often as you can. If she gets you, mash the indicated action button to break free and then repeat the cycle. As long as she doesn't totally catch you off guard, you should be able to kill her eventually. Skin her to collect her pelt, and then walk back to your horse. Ride back in town and sell it at the butcher's to recover at least some of Strauss' money. The other target is right in Rhodes. Head into town and go to the objective marker to find Gwyn. He'll be behind the funeral home, working on a casket. Confront him to make all sorts of casket related threats. He doesn't have your money either (surprise!) but he knows where he can get it. Follow him as he leads you to the churchyard. His brilliant idea is to rob a grave which, honestly, isn't the worst thing we've done so far. Unfortunately there are people in the cemetery and he won't do it until you chase them off. There are a couple of kids getting very close to making out, and you'll have to antagonize them to drive them away. There is another woman further back working on a tombstone. Charm her to get her to move, and then go back and talk to Gwyn. Gwyn will go back and work on the grave while you go and stand guard at the front entrance to keep people from coming in. Stand at the objective marker and wait for a woman to approach you. Charm her to get her to leave and then resume your vigil. Two men will come shortly after that, and you'll need to antagonize them. Unfortunately, that makes them want to fight you. Block when they throw a punch and then counter with some punches of your own. There are two of them, but they seem to attack one at a time and aren't very good fighters. A couple of punches will knock them each out. Go and talk to Gwyn, who hands over a diamond broach. This will complete this mission, so head back into camp to turn the broach in (and wash your hands too, while you're at it). More Fun Stuff To Do This chapter will introduce you to Lemoyne, making it a great time to explore the region. There are a lot of collectables here, and some very unique flora and fauna that you won't find elsewhere on the map. You won't be going too far in the next chapter, so you don't have to check every nook and cranny if you don't want. If you're going for 100%, it at least makes sense to start gathering the Lemoyne collectables now. And, again, make sure you do one of the camp activities and continue donating to the tithing box in camp so you don't miss either of those trophies. You should also be able to make some substantial camp upgrades by this point, and if you don't have the lodging tier 3 upgrade yet, try to do so now. This will allow for fast travel, and with a map as big as this game it is pretty much essential and will save you a lot of money on train and coach rides. There are other things you'll want to look into as well, including Pearson's crafting upgrades. You'll need to purchase the leather working tools first, and after that Pearson will be able to craft cosmetic upgrades to camp or actual upgrades to your satchel. The camp upgrades are just for fun, but all satchel upgrades will actually allow you to start carrying more of a lot of different items. You'll also need a lot of perfect pelts for this, so either check the Camp section of the guide for information on this or make a list yourself of what you want so you can keep track. If you're lazy and don't feel like doing all the required hunting, you can just purchase these upgrades from a fence once you reach the upgrade. So, it isn't imperative that you craft the satchel upgrades now, but they are some of the best upgrades Arthur can get in the game (carrying 99 of nearly all items, which the final satchel upgrade allows for, will make you essentially invincible). In addition to some of the optional missions listed above, there are a handful more stranger missions that you may want to try your hand at. The most important to get starter is A Fisher of Fish which will be available after finishing The New South. This will open one of the missing collectables - Legendary Fish. You will actually get a map of all their locations, and you can pretty easily get ten of the thirteen almost immediately. The last three are behind the restricted area in West Elizabeth, and you may want to wait until later in the game to get those. And speaking of legendary creatures, you should now have a decent chunk of the map explored by now, so you can start hunting Legendary Animals if you haven't already. You'll get a map of these too in Chapter 2, and you'll need to hunt five of them if you're going for 100%. Even better though, each of these legendary animals drop special fur or pelts and unique animal related items (like a fang or an eye). The former can be made into unique outfits while the later can be made into trinkets that will give you a permanent stat boost in some way. Bring your loot to a trapper for a new outfit and a fence for a new trinket. In terms of other stranger missions, you will find a lot in Lemoyne. This includes Fundraiser (in Saint Denis), He's British Of Course (north of Rhodes), No Good Deed (available after American Distillation in Rhodes), and The Iniquities of History (available after An Honest Mistake in Rhodes). You can even do The Smell Of Grease Paint, which isn't in Lemoyne but isn't too far north in the town of Van Horn along the eastern coast. And, finally, you may want to also do American Dreams and A Fine Night For It. These are two more complex stranger missions that will have you traveling around the map a bit as a prerequisite. They're also too of the more fun ones, so you may want to take the time out now. You should have most of the game open to you at this point, so you're likely going to spend a long time in Chapter 3 just exploring. Walkthrough Chapter 4: Saint Denis Welcome to Saint Denis. Or, if you visited the city during Chapter 3 because it is like a two minute ride...welcome back to Saint Denis! Chapter 4 has a bit more urgency to it, since you start the chapter looking for Jack, but don't let that dissuade you from exploring. There aren't as many main story missions in this chapter as there were in Chapter 2 and Chapter 3, but the game more than makes up for it with optional missions, stranger missions, and all sorts of other stuff to see and do. The Joys of Civilization Having just arrived in Saint Denis, Dutch and Arthur ask around the Bastille Saloon for information on Angelo Bronte. Prerequisite: None. Gold Medal Requirements Catch the street urchin before he reaches the market. Complete within 5 minutes 30 seconds. As soon as Chapter 4 opens, Dutch wants you to find Jack. First you'll need to find Angelo Bronte, the man who took him. All you know is he's somewhere in Saint Denis, which isn't a great start because it is far and away the largest city in the game. Three possible locations will now pop up on your map, all of which are locations you can go to ask about Angelo. The one towards the middle of the city that is the westernmost of the three is closest, and it also happens to be the only one you really need to go to. Go inside and head to the bar. Call the bartender over, and once he finishes his conversation he'll come pour you a whiskey. When you ask about Bronte, he's a lot less helpful. All he'll tell you is that you should leave it before ending the conversation entirely. Fortunately, a local drunk overhears and has some sort of beef with Bronte. He doesn't know exactly where to find him, but he thinks the kids in the alleyway might. Go around the alley behind the saloon, and continue towards the center where you'll hear two women talking about some crazy old superstition. Ask them about the kids, and they'll point you in their direction. Go to talk to them, and one of them offers to take you to Bronte for the low, low price of $5. What a brat. Follow him as he gives you a brief tour of the city. And then they'll steal your bag. WHAT A BRAT. Chase after his accomplice as he feels through the city. You won't be able to catch him, but you need to keep pace as he leads you all over town. After a little while, he'll dart down an alley and you'll lose sight of him. Ask the man at the end of the alley if he's seen the boy. He'll say no but direct you to a second group of men. Ask them and they'll point you in the right direction. The boy will flee again at this point, and you'll need to chase after him once again. While you're running after him, he'll eventually close a door behind him. Climb the wall instead and continue the chase. He will once again disappear into a bigger crowd, prompting another scene where you have to search for him. Talk to the two men loudly talking near where you came in at, and they'll tell you he's just around the corner. Follow one more time, and you'll eventually chase him into a dead end with a lot of kids his age waiting for you. WHAT A BUNCH OF BRATS. The leader wants to know why you want to talk to Bronte, as the entire group apparently works for him. There is some tension here, but the little group of thieves eventually gives you your stuff back and tells you where you can find Bronte. Now you just need to head back to the objective marker to meet up with Dutch. Now that you finally know where your target is, maybe you can finally get Jack back. No, No and Thrice, No Susan and Arthur head to the Foreman Brothers' hideout to rescue Tilly, who has been kidnapped. Prerequisite: The Joys of Civilization Gold Medal Requirements Kill both of the Foreman boys yourself during the chase. Complete with at least 90% accuracy. What a nice relaxing mission this is going to be! Arthur sits down to have a nice, friendly chat about Mary-Beth and the two of them get to talking about life. It is quiet, plaintive missions where you just get to - oh, wait, never mind. Tilly got herself kidnapped. Miss Grimshaw runs up to let you know that one of the men in the gang she used to travel with snatched her up and took her to some place near Rhodes. Why can't we just get one relaxing mission now and then? Get on the wagon and follow the trail. Miss Grimshaw will fill you in along the way, and you'll soon arrive at a place called Radley's House just west of Rhodes. There is a guard waiting for you outside, but Miss Grimshaw says she can take care of him. She walks up to him and stabs him in the neck. Well, that's one way to do it I suppose. Equip your gun and run through the front door. There will be a man sitting at the table that you can kill with a quick headshot. Kick down the door to your right and you'll find another man holding Tilly at gunpoint. He'll try to pull the gun on you, so quickly activate Dead Eye and kill him before he has a chance to fire. Free Tilly, and she'll tell you that the man who took her and the rest of the gang went out hunting. You'll hear them outside, but once you open the door they'll flee. You will get on your horse now and give chase. There will be a group of three, with Anthony Foreman out front. Pull out your gun and ride after the man in the back. Once you're close enough, activate Dead Eye and fire off a headshot to take him out. If you lose him at any point, check your mini-map as the red indication will show you what direction he's in. Repeat this process for the second rider, again taking him out first chance you get. Anthony will be next, but you don't want to kill him just yet. Pull out your rope because we're going to lasso him. Ride up close enough so you can hit him with your lasso, and then toss it over him to pull him off his horse. Hogtie him and load him onto the back of your horse. Miss Grimshaw goes back to check on Tilly, leaving you alone with Anthony. Follow the trail to find your way back to Tilly. Ride to the objective marker, then take Anthony off your horse and drop him at Tilly's feet. She wants him to tell the rest of his gang to leave you alone, but Miss Grimshaw wants you to just kill him and be done with it. You're free to do whatever you feel is best, and afterwards the mission will end either way. Angelo Bronte, A Man of Honor John, Dutch and Arthur head to Bronte's mansion to get Jack back. Bronte asks the gang to clear out the local graveyard in return for Jack. Prerequisite: The Joys of Civilization Gold Medal Requirements Encounter the dog and the drunk. Don't get spotted by the law. Complete within 10 minutes 40 seconds. Get 4 headshots. After learning about Angelo Bronte in The Joys of Civilization, you can now go pay him a visit with Dutch and the gang. Go to the objective marker to meet up with Dutch and John. The three of you head in together, and Dutch has some big plan about charming Bronte and getting Jack back. He does this by threatening a guard almost instantly to get inside. Great start, Dutch! You do get inside, though, and he talks to Bronte for a while. It isn't what looks to be a friendly meeting at first, but Dutch apparently works his magic and before long the four of you are sharing drinks. He will return Jack, but he has a favor first. Some men are grave robbing in the nearby cemetery, and he's particularly unhappy about it because they aren't even paying him his cut. He sends John and Arthur out to go deal with them while Dutch stays behind for more drinks. Get on your horse and follow John as he knows the way to the cemetery. Both of you agree you probably shouldn't trust Bronte just yet, but there is little choice in the matter. Hitch the horses when you get there, and then follow John across the street. You'll need to search for the grave robbers once you're in the cemetery. There is some other stuff to find here, including a dog and a noisy drunk, but all you really need to do is walk straight ahead until you're almost at the end of the cemetery. You want to head to the northeast corner where there will be some noises coming from a big mausoleum. Arthur and John will kick the door open revealing...nothing. And then the grave robbers start shooting at you from behind. Oops. There will be a handful of enemies now, and you'll duck down behind a grave for cover. Quickly pop up and activate your Dead Eye. Shoot anyone who has their head peaking out at this time. You want to clear this group out as quickly as you can, which fortunately should not be too tough because there aren't too many of them and John will be helping. Keep an eye on your mini-map to see where they're at because visibility will be low here. Locate one of them and the use Dead Eye to quickly take them out. There aren't too many foes here, so you should be able to use Dead Eye on each and every one of them and still have plenty to spare. Follow John if he leaves because he'll lead you to more targets. Repeat this process here, firing at them until they are all dead. With the grave robbers taken care of, you'll now need to locate their stash. Go to the highlighted area on your map and the stash will be somewhere in there. Once you reach it, follow the main path until you come to a small gated mausoleum. You can open up the gates, and the money will be right on top of the tomb. The police arrive at this point, because shooting at people in a quiet cemetery in a busy town tends to draw their attention. Follow John as he tries to escape through the gate at the near side. It is unfortunately locked, so you'll have to go the other way. The only problem here is that also happens to be where all the police are at this point. The cemetery is a mess of graves and there will be plenty of law enforcement milling about, but you want to sneak through here unseen. Your best bet is sticking as close to John as possible. He leads you out without any confrontations with the law, so stay close to him and do exactly what he says. At one point a cop will come to look at a body, and John will tell you to hide. Duck down right next to where he is and the cop will pass on by after checking out the corpse. After that, just follow him and he'll lead you out. At the exit, two of the law enforcement officers will go in different directions, but neither will pass by you. Wait for John, and then run out with him to your horse. Follow the yellow trail on your mini-map to get back to Bronte's mansion. Dutch and Jack (!) are outside waiting for you. Huh. Not everything turned out terribly. Hooray! You will now ride back to camp. There are a couple of optional dialogues you can engage in on the way back if you want to, but other than that the ride home is thankfully pretty boring. The camp is in a very festive mood once you return and ready to celebrate Jack's return. Dutch has more plans for the days to come, but that can wait. Celebrate with the rest of the camp as long as you want and then turn in. The Gilded Cage The gang attend a party hosted by the Mayor of Saint Denis. While at the party, they meet with Bronte, and look for job opportunities. Prerequisite: Angelo Bronte, A Man of Honor Gold Medal Requirements While at the party, pour some drinks, compliment a guest's attire, accept a gift and save a life. Follow the servant without being detected. After your night of partying following Angelo Bronte, A Man of Honor, you'll wake up with a new mission (and a headache). Go speak to Hosea to start it. Dutch is planning to take Bronte up on his offer, which means one thing: PARTY TIME. Dutch, Hosea, Bill and yourself all get dressed in your finest suits that you probably didn't even think they had. When you arrive at the mayor's house, follow the escort as he will lead you to Bronte. Bronte seems even more dangerous and hostile than you probably thought at first, but he does give you one good tip. The trolley station in town has a lot of money and is relatively unguarded. Bid your farewells and follow the escort again, this time back down the stairs. When you and Dutch meet up with the others, he wants you to split up and mingle with the elites here. Everyone has a different job, and Dutch wants you to talk to the mayor. You can wander around and listen in on some conversations if you want first. When you want to find the mayor, check the fountain near the middle of the festivities as he will be right in front of it. He will be in the process of getting yelled at a man who is drunk and racist, which is a terrible combination. Arthur will grab the drunk, and you just need to steer him to the objective marker to get rid of him. Return to the mayor to get his thanks, and then watch some fireworks. Unfortunately, Arthur and Dutch hear the mayor say something about Cornwall, and you'll need to find out what. Follow the servant as he heads back into the house. This part is fairly simple, and you just want to follow at a decent distance so he doesn't spot you. There will be a couple of times when he stops to talk to someone. At this point, you will want to stop as well. There is actually a button input to eavesdrop the first time this happens, so use it and then start walking again when he moves on. He will talk to another servant inside, and then walk into a room. Do not follow him into this room, and duck behind something because he is about to walk back out to yell at a maid. When he's done, follow him upstairs. He'll unlock a room, and then stick a ledger inside a desk. Wait for him to move to the back of the room and then go inside and grab the ledger when the game tells you to. With that in hand, hurry back downstairs to the new objective marker to talk to Dutch. You will leave the party and head back to camp after this. Dutch has a couple of new leads on how to get enough money to get out of here, though, so the party wasn't a total waste. American Fathers - I Dutch mentioned that the gang might be able to help Evelyn Miller with lobbying officials in Saint Denis on behalf of Rains Fall, the Native American Chief. Prerequisite: The Gilded Cage Gold Medal Requirements N/A With The Gilded Cage complete, you now have a choice of three missions that unlock. The most straightforward of these is probably this one, which can be found right in the heart of Saint Denis. It will be marked as a stranger mission on your map, but it will be highlighted in yellow meaning that it is required to move on. Go there to meet with Evelyn Miller, Rains Fall, and his son. Their land is being taken from them, and they request your help stealing a document proving why it is being done. Arthur declines at first, but when they offer to pay him, suddenly he becomes interested. You will want to meet them at Cornwall Kerosene & Tar to start the next part of this mission, but you will have to wait a couple of hours for this. For now, move on and find something else to do. American Fathers - II Arthur meets Eagle Flies outside Cornwall Kerosene and Tar, an prepares to break in to steal a report on the oil reserves at the Wapiti Reservation. Prerequisite: American Fathers - I Gold Medal Requirements Infiltrate the factory by hiding in the wagon. Reach Danbury's office without being detected. Kill all the horseback pursuers during the escape. Complete with at least 80% accuracy. You must wait two in game hours after completing American Fathers - I, and then this mission marker will pop up on your map. It will be all the way over in central New Hanover, so either use fast travel or saddle up for a fairly long ride. Rains Fall's son will be there, waiting for you. He'll point out where you need to go and even give you a few helpful tips on how to sneak in. How nice! His best idea is to sneak in via a wagon, and almost as soon as he's done talking you should see a wagon riding by. Run over to the back of it and then use the indicated button press to climb up the back. You are free to use another wagon, or to just sneak in under the fence, but this will probably be the easiest way to get in. Wait until the wagon parks inside, and then get off the wagon when the button prompt comes up. Walk straight ahead after getting off, and you'll see an open door on your right just before the staircase. Go inside and quickly take a look at your map to see where all the guards are at. The staircase is at the far end of this room, and you'll need to find your way across. Wait for a guard to walk around the equipment in the middle of the room, and then follow him. This will take you on the left side of all the stuff in the middle, and should obscure you from the rest of the guards. When the guy you're following turns to go outside, keep going straight all the way to the end of the room and the staircase. There are two other guards in here, but one of them just stands in the back corner and the other one moves but almost exclusively on the other side of the stuff. If you don't stop walking, you should be able to get from the door to the staircase in one shot. Once at the top of the stairs turn right. There will be a guard on the opposite side of the walkway, looking out a window. The door you want to get to is beyond him, marked in yellow on your mini-map. You can either just sneak past him or stealth kill him as you're walking by. Open the door to find Danbury. He doesn't seem to keen to help at first, but if you alternate between threatening him and beating him for a little while, he'll eventually turn over the documents. Arthur scares him so bad he won't even rat you out when a guard comes to check on him. Now, sneak out the indicated window. You'll slide down off the roof in front of three guards. Smooth. Luckily, Eagle Flies blows something up to distract them, giving you time to duck behind cover. Quickly take the three of them out via headshots through Dead Eye. After, run down to the highlighted area. There are a lot of guards that will just keep coming if you let them, but if you hurry you can get out of here with minimal fighting. Quickly go into Dead Eye and kill anyone that runs out in front of you, but try to continue to the highlighted area quickly. You want to get to the other side of the fire, because Eagle Flies will be waiting for you with your horse. There will at least be a handful of guards here no matter how fast you run. You can kill them if you want, or try to run past them to your horse. If you are going to fight, try to find some cover first. Once you're ready, use your mini-map to locate your horse and then climb on and ride out. There will be a little chase afterwards, but they only send out a handful of fighters. Turn around while on your horse to get a better aim and then use Dead Eye and headshot to dispatch anyone following you. Once you ride a little further, the two of you will stop for a second. Eagle Flies thanks you for your help, and hands over the cash you were promised before riding off. A Fine Night of Debauchery While at the Mayor's party, the gang learned of a card tournament being held on the Grand Korrigan riverboat. Strauss and Trelawny fix a game so Arthur can win big on the tables. Prerequisite: The Gilded Cage Gold Medal Requirements Win the game of Poker without Strauss's help. After your cover is blown, escape the boat in under 35 seconds. Get 5 headshots. Complete the mission without taking any health items. One of Dutch's plans after The Gilded Cage involves robbing a riverboat. The next day, you will be able to find Trelawny in town who was sent to investigate it first. Find Trelawny at his objective marker, but he won't be ready to rob the riverboat just yet. Apparently Arthur looks like "a dirt cowboy" and "a mess" and "who's blood is that on you anyway?" so Trelawny doesn't think he'd fit in with the fine society on the riverboat and would tip them off immediately that you're there to rob them. Follow Trelawny in to the tailor to buy the fine three piece suit. It'll be free for the purposes of this mission, so you won't need to save up for it. We're going to go full Pretty Woman here, so next follow Trelawny to the barber. Get your facial hair trimmed extra close and style your hair with pomade. Now head outside with Trelawny and enter the nearby stagecoach. The coach will take you to the riverboat while Trelawny details the plans to you. Walk on board when you get there. The crux of this robbery involves you, Trelawny, and Strauss having rigged a poker game for you to win. You'll need to watch for clues from Strauss and the dealer though to do as well as possible. When you get into the poker room, walk to the highlighted spot on your map to find your table. The game will start, and once you are dealt your first hand you can use the indicated button prompt to focus in on Strauss. When he shakes his head no, fold. When he nods yes, you can go all in at any point. If you're having trouble reading his cues, fold the first hand. Your mark, Mr. Blythe will win and bust out the rest of the table. Now, with the rest of them gone, you will play Blythe alone. Again, you can focus in on Strauss on any point if you are not sure or want to do this yourself. However, the next hand after Blythe busts the rest of the table, you can go all in and beat him. If you just keep calling him, he will go all in after the flop. Arthur taunts him just a little bit after he wins, and Blythe tells you he can keep on playing with the value of his very expensive watch he has in the safe upstairs. Sit back down for your next hand, which again you want to go all in on. Blythe will go all in automatically, so just call and you'll win the hand on the river. Now you'll go upstairs with a new guard (a.k.a. Javier) to collect the watch from the safe room. After the pit boss opens the safe, Javier will make his move. Walk over to the Pitt boss to disarm him, then loot the safe. As soon as you reach inside, he'll pull a second gun on you and you'll go into an automatic Dead Eye sequence. Simply move the cursor up to his head quickly and pull the trigger. Finish looting the safe afterwards and then follow Javier. He'll lead you back to the main room, and you'll have just enough time to sit down for a second before your cover is blown and everyone starts shooting. You start the shoot out behind some really nice cover and with plenty of enemies in front of you. Take your time and make use of your Dead Eye. This is the only time all mission you need it, so there is no sense in conserving it. Go into Dead Eye quickly and lock on to a target for a headshot before dropping back down into cover. There aren't too many enemies here, actually, and after you kill four or five the rest of your gang should have finished off the rest. They'll start running this point, so quickly follow them down the hallway they enter. There will be more guards that arrive around the stairwell at this point, but you can just run past them and let Javier hold them off. Follow the rest of the group and you'll automatically jump into the water. You'll somehow manage to swim to shore and divide up the goods when you get back. Your take will be $750. Not bad for a night of gambling. Horsemen, Apocalypses Dutch and Arthur discuss their plans for the trolley station, but something interrupts them. Prerequisite: The Gilded Cage and No, No and Thrice, No Gold Medal Requirements Shoot the O'Driscoll's in the boat before they disembark. Complete using only sidearms. Complete with at least 70% accuracy. Get 15 headshots. Complete the mission without taking any health items. You must wait two in-game hours after completing The Gilded Cage and No, No, and Thrice, No must be completed first, but when you do Sadie will be waiting for you back in camp. Before you two can talk that much, Dutch comes back and needs to speak to you. He has plans to hit the trolley station Bronte told you about, but before he can get into that too much stuff starts to happen. Lets just say the O'Driscolls are sending a message. You'll start off at the top of the balcony with a whole bunch of O'Driscolls baring down on you. You have great cover and an even better vantage point from up here, so pop out and take some headshots at any O'Driscoll dumb enough to be out in the open. You aren't in too much danger while you're up here, so take this time to clear out any many enemies at the bottom as you can. They mostly won't even be aiming for you, giving you plenty of time to take your shots. Using Dead Eye might make things a bit easier, particularly for any enemies that are moving in and out of cover. There will be a lot down there, so anywhere you look you should find a target. Take out multiple at once using one Dead Eye activation if you can, and keep killing them until Dutch sends you to defend the door downstairs. Run downstairs and you'll see some camp members running inside to hide. Burst through the front door and usher the few remaining stragglers in with the others. Hurry over to the barricades over by John, or use the bannisters just outside the front door as cover. There are plenty more enemies out here, but this segment shouldn't be too bad because you'll still have a lot of help. You will be in the direct line of fire so you'll want to us cover more than during the balcony shootout, so only pop out when you have a target in mind. Dead Eye is even more useful here to prevent you from being out of cover for too long. You won't have to worry about anyone flanking you, so keep looking ahead and picking off targets whenever you have a chance. Soon, a wagon will arrive with reinforcements and when this happens you'll want to run back to the house. Once inside, follow the button prompts to barricade the door. Dutch will put you to guarding the back windows, so run back there. You have perfect cover here, so take your time. There will only be a couple of enemies at any time, so you should be able to clear them all out without much problem. You want to make sure that you are just sitting out in the window, so duck back into cover unless you have a shot lined up. There will be two windows here, and the first time you try to aim out of one Arthur will break it open. Keep killing O'Driscolls until you hear Sadie yelling about something. She's still outside, so climb out the window and run to her position to help her. Well, "help". She seems to have a knack for killing O'Driscolls. Now follow here as you guys clear out the last of the O'Driscolls. Keep close to her, because she's a great shot and will make this final segment a bit easier. Now is the time to use up any Dead Eye you have left because they'll be coming from every direction. Keep an eye on your mini-map here so you don't let one get too close to you, and use your Dead Eye as often as you can to pull off some quick headshots. You'll fight your way back to the front of the mansion, and there will only be a handful of enemies left by the time you get here. Find some good cover and keep on taking them out with as many headshots as possible. After you have killed enough, they'll flee. Looks like you might have to start looking for another hideout. Again. Urban Pleasures After receiving a tip from Bronte about a trolley station in Saint Denis holding a large amount of cash, Dutch, Arthur and Lenny meet to rob it. Prerequisite: Horsemen, Apocalypses Gold Medal Requirements Rob all customers in the trolley station. Kill 10 lawmen while on the trolley. Prevent any lawmen jumping on the back of the wagon. Shoot the dynamite Lenny throws. Complete the mission without taking any health items. After Horsemen, Apocalypses, Dutch is rather eager to get out of town. Go to his objective marker in Saint Denis, and you'll find out just how ready. He wants to rob the trolley station to finance your cruise out of the country and he wants to do it now. He'll kick down the door, guns drawn and you'll just have to be ready to assist. First, rob the three people in here by targeting them with your gun drawn. They'll throw like three dollars, total, your way. Lenny finds almost nothing over on his side. The clerk will unlock his door for you, allowing you in. Pull out your gun to get him to open the safe where you'll find almost nothing. Again. Seems like Bronte set us up. All of the cops arrive now. All of them. You can take them all on, so the three of your run into the trolley. You'll now have to fight off cops as they approach the trolley. Use the button prompt to switch from side to side, going to whichever side currently has the most enemies. Use your Dead Eye to get headshots, although you won't have to worry about killing each and every target here because a lot of them won't be able to keep up with the trolley. Prioritize any you see on horseback, as they'll actually be able to follow you. You just need to survive until Dutch tells you to stop the trolley which you, sadly, cannot. Find something to hold on to, I suppose. After the crash, you'll hurry over to a nearby barricade. Another group of lawmen will descend upon your position, and you'll need to take out all of them in the immediate vicinity before you can move on. You will have good cover here, but the debris in front of you can make things a bit more challenging. It is possible to shoot into it while trying to hit one of the lawmen, so you may have to move around a bit to take out the final couple of targets. Once they're all dead and Lenny and Dutch start to move, run after them. You don't need to kill any enemies that aren't directly at your path now, so just run and save your ammo. The next part will take you through a courtyard and down another street. There will be guards here, up in the balcony, but only stop to kill them if you pause for any length of time. Otherwise you can run on by and they won't pose much of a threat. After being mobile for a little while, you will approach a wagon. That is your ticket out of here, but unfortunately there will be a handful of guards surrounding it. Find some cover and take them out as quickly as possible. Dead Eye works well (as it always does) but there aren't too many here so you can probably get by without it and save it for later if you want. Once this last area is cleared out, you can run for the wagon and climb up the side. The final part of this will be a chase out of town. While Lenny drives you and Dutch will need to hold off any lawmen riding up on you. They will actually jump on the wagon if they get close enough, so your goal is to kill them before they do that. Now is the ideal time to use Dead Eye, as everyone here will be on horseback and you won't have Lenny helping you fight them off this time. They only come in groups of two or so, so quickly activate Dead Eye and fight them off before they get close. Keep an eye on your mini-map, because it will show you if more are coming from anywhere or if you missed any and are still being pursued. You can refill your Dead Eye with provisions if needed here, because you are almost done and won't need to make it much further. Once you reach the bridge, Lenny will lob a stick of dynamite and you can shoot it out of the air if you want for maximum damage. This is a long mission, with a bunch of enemies trying their hardest to kill you. If you're having trouble, I would recommend using any and all Dead Eye refilling items as much as possible and just abusing Dead Eye. Kill every single enemy with Dead Eye if you need to, as it will make the fight a lot easier and most of these tonics are very cheap to buy if you need to refill your stocks afterwards. You reward for completing this mission is definitely not worth the trouble it was to complete it. Take your fifteen dollars and go get lunch at Applebee's, I guess. Country Pursuits Before they can rob the Saint Denis bank, Dutch convinces Arthur that they must kill Bronte. They visit Thomas, a local fisherman, to procure a skiff for the assault on Bronte's mansion. Prerequisite: Urban Pleasures Gold Medal Requirements Return Jules to the skiff within 1 minute 40 seconds. Shoot the Bullgator 5 times. Wait approximately two hours after Urban Pleasures, and then you'll be able to find Dutch up on the balcony in Shady Belle. He and Hosea will be arguing what to do about Bronte, and Arthur eventually casts his vote with Dutch and decides to "deal with him". A murder-y way, most likely. Hosea is not happy, and you and Dutch will ride out to get started on Dutch's plan. He knows a man in Lagras that is good with a boat, and with his help you can sneak into Bronte's mansion from the swamp and catch him off guard. Follow Dutch to make your way to Lagras and meet with this friend of him. He'll be more than eager to help, considering his own issues with Bronte, but he first wants your help finding his business partner and checking all the traps. Follow Thomas around as he checks his traps. The first time he stops to inspect one, move to the trap right next to him and inspect it as well. You'll pass another trap on your left after you continue walking a bit, and you can quickly hurry over and inspect that one as well as it will actually have something in it. Keep following until you reach a small island. An alligator will pass by in front of you shortly before you get to it, and when Thomas tells you to stop you should stop moving. Start walking again once he starts up, and you'll soon reach the island. When Thomas asks for help, lock on to him and then use the indicated button prompt to help pull the trap out. Some huge animal apparently got to it first. Gulp. Keep following a bit longer, and wait for the second group of alligators to pass when Thomas points them out. Thomas will then decide that you should have seen Jules by now, so it would be best to split up. Wait, I didn't agree to this! Move towards the objective marker on your mini-map at this point. You'll eventually get to an area you need to search, and you can now start calling out to Jules. He'll eventually respond, or you can just immediately run towards the southeastern corner of the swamp (shown as a star on the map below). He'll be up in a tree there, calling out for help. Apparently he saw an enormous alligator that tried to eat him, so he panicked and left the boat. And now we need to go and get that boat ourselves. This sounds like a terrible idea, but okay! Run over to the objective marker to find the boat, and Arthur will pull it free. The other three meet you in the boat and begin paddling it back to shore. About halfway back, the boat gets stuck on a tree stump and Jules gets out to pull it off. Things go about how you'd expect. Dutch volunteers you to go out and save him. Thanks, Dutch. Run over to the objective marker, but Jules will get pulled under again. Turn slightly to your left and run straight ahead until you find him again. After he surfaces and you get close, you'll put him on your back and start moving towards the boat. Oh, did I mention there is an enormous alligator chasing you. RUN! RUN AS FAST AS YOU CAN ARTHUR. When you get back to the boat, head towards the side where Dutch is extending his hand and you'll automatically hand Jules over and then climb up yourself. Unfortunately, the alligator now wants to have you as his meal and he is slowly moving towards the boat. Take out your pistols and shoot it in the head as many times as you can. Use Dead Eye and unload an entire clip into him. This won't kill him, so just keep shooting him until he relents and goes under the water. You'll now need to follow the on screen prompts to treat Jules' leg. Do so, but be ready because the alligator will pop up one more time. Again, use Dead Eye here to get in some easy head shots and then just keep shooting at it until it leaves. When you get back to shore, Thomas promises to help you with Bronte when you're ready. After all, he can't be any worse than the monster you just fought. Revenge Is A Dish Best Eaten The gang attacks Bronte's mansion from the river to get rid of the threat of Bronte's men and take revenge for the trolley station setup. Prerequisite: Country Pursuits Gold Medal Requirements Search every room in Bronte's mansion. Carry Bronte to the skiff within 1 minute 30 seconds. Get 20 headshots. Complete the mission without taking any health items. You will need to leave and return at a later time after Country Pursuits for this mission to appear on your map. Go to the mission marker, and your new boating pal will take you all the way to Bronte's mansion. Climb over the wall with the rest of the crew, and then when Dutch splits the group up, follow John to the back of the courtyard. He'll wait for you to take the shot, although if you wait long enough he'll just do it for you. There will be two guards right in front of you, so use Dead Eye to kill them both and start off the fighting. You'll now need to fight your way into the mansion. This is actually the hardest part of the mission because of how many enemies will spawn here. Start the fight off in the back without moving up too far as you will be relatively safe back here. It is important to keep an eye on your mini-map during this segment, particularly once you start to move up. There are a lot of enemies here, and it is very easy to be focusing on one group while someone else is taking potshots at your from a couple feet to your side. At the beginning, you can play it relatively safe and just take your shots as they become available. Dead Eye is very useful during this segment, and if you're trying to conserve it this first part is probably the best time to use it just because of how many enemies are here. Slowly start making your way towards the front door as the fight continues. Pay close attention to the guys that start spawning up on the balcony. They can hit you from behind cover and actually have good cover up there themselves. They're the biggest danger during this fight, so kill them as quickly as you can. Go for headshots whenever you can, and make sure you use your Dead Eye on the guys on the balcony because they like ducking back behind cover quickly. Don't completely ignore the guys on the ground though and keep picking them off whenever you have the opportunity to do so. This part will last longer than you think it should, so just be patient and keep working your way through everyone you see. Once everyone is good and dead, Dutch will move towards the door and tell you to open it. Kick open the door and you'll find two men waiting for you on the other side. You'll be out in the open, so quickly enter Dead Eye and take them each out with a headshot. There will be a couple more that pop up at the end of the hallway or in one of the adjacent rooms, so keep an eye on your mini-map to see where fire is coming from. This segment is significantly easier as the numbers inside are greatly diminished. When you get to the stairs, go up. There will likely be a guy that runs down to shoot at you, and if you kill him here you get a very dramatic scene where he falls out of the window. There are three rooms you could search to look for Bronte, but the only one you need to check is the one directly in front of you. Kick the door down or break the lock to get in. There is one final guard left in here, so kill him and then move in. Bronte will try to shoot at you, and when his gun is empty he decides instead to surrender. Probably too late for that, friend. John knocks him out, but refuses to pick him up to go back downstairs. You'll have to do the dirty work here, but make sure you loot him first. He's carrying over $150 on him and he won't really need the money anymore anyway. Carry him downstairs, but while you're going down the cops will show up. The rest of your gang will fight off the guys coming through the front entrance by the time you get down there, but there will be plenty more out the back. The tricky part about this final push is that you will be carrying Bronte and while doing so, you can't get behind cover. You can move towards the front if you want, but you'll need to be quick on the trigger and use Dead Eye whenever you see an enemy run in front of you. You can also take things a bit more safe and sort of stick towards the back of the group and just pick off whoever you see. This way, the rest of the gang will clear out most of them for you without you ever having to put yourself in harm's way. You will need to clear the first big group out one way or another, but after that you can run for the boat. There will be a couple more that come from the sides, but if you want to you can run past them as the cutscene will begin once you get close to the boat. Enjoy watching the resolution between Dutch and Bronte. John and Arthur both aren't entirely sure if they like what they just saw, but with Bronte out of the way, the path to robbing the bank is clear. Banking, The Old American Art In order to fund their escape and retirement abroad, the gang prepare for one last job, robbing the bank of Saint Denis. Prerequisite: Revenge Is A Dish Best Eaten Gold Medal Requirements Crack the same without making any mistakes. Complete using only sidearms. Get 25 headshots. Complete the mission without taking any health items. After the last mission, you will be immediately transported back to camp and Dutch will be ready to talk to you about the bank job. Hosea goes over his plans, and both Arthur and Dutch agree. Time to rest up, because tomorrow is bank robbing time! It's basically Christmas for outlaws. You'll awake, dressed in your bank robbing finest, and then the whole caravan departs. Ride alongside everyone else as the plan gets discussed one more time and everyone separates to get to their position. You'll ride in with Dutch and the other robbers, and when you get to the bank just wait outside for Hosea to make his diversion. When that happens, follow Dutch into the bank. The rest of the gang will herd the people inside into the room in the back, and you'll need to intimidate the bank manager. Just point your gun at him and he'll be more than intimidated, going right over to open up the vault. Once you're inside, go to the safe on the right and start opening it up. You will need to rotate the left analog stick to get to specific numbers, and then go in the opposite direction to hit the next one. You can either just get this on your own by moving slowly enough around the desired number, or you can wait for the bank manager to yell it out. He'll give you all three numbers, so just move to the number he says on the dial. If you want to do this quickly, the three numbers will always be 19 - 72 - 54. Now loot the inside of the safe to get a good deal of cash. Unfortunately, you won't even be able to enjoy it because the Pinkertons show up right after. Move outside of the safe and go up to the front window. Things go poorly. Very poorly. A whole swarm of enemies will descend upon the bank now and you'll have to fight them off for quite some time. The good news is you have great cover so you should be able to handle this part without too much problem. You will have two windows you can look out of, one on your left and one on your right. Go back and forth between them, killing as many guards as you can. The easiest way to do this is to pop out, immediately activate your Dead Eye, kill one target, and then pop back into cover. Doing it this way will almost guarantee you won't get hit. The enemies can't hit you through the wall, so as long as you are in cover you will be totally safe. Keep repeating this process, quickly racking up kills and then going back into hiding. Keep restoring your Dead Eye as needed and you should get through this portion without even getting hit. Keep an eye out for enemies up on the balcony, because they can appear up there as well. After killing, well, a small army's worth of men, Dutch will call you over. Run over to his position, and he will put some dynamite on the floor and ask you to blow out a nearby wall. Pick up the dynamite and run it over to the wall. Place it on the wall back up slightly, and then shoot it to blow it out. Once it is opened, you'll be tasked with running to the roof and providing cover. Jump out of the giant hole you just created in the wall and climb the ladder just on the other side. There will be a couple more ladders you need to climb on your way up to the roof, and once you reach the top make your way over to the marked area and hide behind one of the signs. Start taking aim at the enemies down below. From up here, they will have a very hard time hitting you, especially if you stay behind the signs. There will also be enemies up on the balcony and these guys will provide a bit more of a challenge. The ones at the top can still occasionally hit you while you're hiding in cover, so always make sure the balcony has been cleared out before aiming down at the street. You'll need to hold them off for a little while, so make sure to refill your Dead Eye when needed and try not to let you usage eat into your Dead Eye core if possible. Eventually, a wagon will arrive with a Gatling gun. Drop whatever you're doing and make this your number one priority. The gun on it can tear you to pieces, quickly, if you let him stick around and there is no point tacking out the weaker guys with him on this thing. Go into Dead Eye and pick him off, then go around and finish off whoever is left. You won't have to hold off much longer at this point, so keep on going for headshots and taking out enemies as quickly as you can. With the Gatling gun dead, you won't have too much to worry about and the rest of the crew will show up on the roof shortly. The bad news is the lawmen managed to snatch another one of the gang and arrested him before Dutch could help. Everyone else doesn't really know what to do at this point, so you and Lenny take off across the rooftops looking for an escape plan. Run after Lenny and once the automatic Dead Eye sequence is triggered quickly take out the two lawmen in front of you. After that, you'll need to keep on running. Follow Dutch and jump to the next rooftop. You finally have lost the law for a bit, so now you'll need to sneak across the rooftops without drawing suspicion. Keep following Dutch, going exactly where he goes, until he finds an empty building you can crawl into. Go up to the window and press the indicated button prompt to enter it. There aren't many good options open to you at this point, but Dutch finally decides to try and escape via boat and then come back for everyone else in a couple of weeks. Since this sounds better than "dying immediately" the rest of the survivors agree to it. Once everyone exits the building, run after Dutch until he stops in front of a train. There are guards up ahead, so you'll have to take an alternate route. Follow Dutch into the train itself, but crouch walk your way through. There are guards outside looking into the windows that will see you if you just walk upright, so stay down low. In the final car, Dutch will quickly move behind a seat and you should get in cover behind one too. A guard will walk into the door at the front and briefly look around. Wait until he leaves, then follow Dutch out. Dutch will keep on walking until he sees a couple of guards right next to one of the buildings he has to get past. You won't be able to sneak by these, so Dutch asks you to go out a bit further out and make a distraction. Uh, ok, I guess. Move to the marked location on your map. There will be some barrels near the front of this area. Whistle while next to the barrels, then walk around behind them. The guards will go to where you whistled at, and you can sneak around behind them from the other side of the barrels. Now crouch run back to where Dutch is and follow him to the pier. Charles will create a distraction to lure away the last of the guards, and now you can follow Dutch on to the boat. Yikes. So that was pretty rough, but at least the rest of you can relax a bit on your ride out to...oh. See you in Chapter 5, I guess. Optional Missions Help a Brother Out Brother Dorkins asks Arthur to investigate a nearby shop suspected of acting as a front for human trafficking. Prerequisite: The Joys of Civilization Gold Medal Requirements Find the captives without threatening the store owner. Complete within 2 minutes 45 seconds. This is an optional mission that can only be done during Chapter 4, so if you're going for 100% you will want to make sure you complete this at some point before the chapter finale. After finishing The Joys of Civilization, you will find a religious man asking for alms for the poor just outside the market where the trapper and the fence are located. For some reason he thinks you're a good person, and asks you to donate a measly five cents to the poor. You'll need to do it to continue, and you should anyway because it is barely any money. He'll thank you and bemoan the fact that not only is poverty still plaguing the city, but slavery is as well. The fence here is known to be operating in some sort of slave trade and Arthur goes to see exactly what is going on. Follow the trail to find the fence. Go inside and start looking for clues. You'll need to go inspect the small room at the back of the shop, opposite where the fence himself is at. There is a bookshelf here and some scuffs on the floor, and if you go into Eagle Eye you'll notice it glows, tipping you off that a clue can be found there. Inspect the bookshelf and Arthur will grow suspicious. Go over to the fence and intimidate him. He'll tell you he was forced to do it, but he won't open the bookshelf just yet. Target him again and this time select the "beat" option and after Arthur shoves him, he'll fold. Return to the bookshelf and pull the book the fence tells you to and the bookshelf will swing open and reveal a hidden staircase. Walk downstairs and you'll find two men in the back of the room. Free them both and then head upstairs. Before you leave, walk over to the cash register and help relieve the fence of his ill gotten funds. You can either choose to keep the cash yourself or to give it to the escaping men, and the latter option will increase your moral standing. Walk back to the Brother Dorkins to hand the men over. He'll offer you the money from the collection plate as payment, and you can either accept it or tell him to give it to the poor. Again, it should be obvious which option is the "good" one here, but you're free to pick whatever you want. Afterwards, he'll tell you to come see him again sometime. We just may take him up on that offer soon enough. Brothers and Sisters, One and All A street kid steals Sister Calderon's crucifix. Arthur chases the kid through the streets of Saint Denis to get it back. Prerequisite: Help a Brother Out Gold Medal Requirements Find the kid within 19 seconds. After completing Help a Brother Out, if you wait 24 in game hours Brother Dorkins will have another mission ready for you in the northeast corner of Saint Denis. This is another time sensitive mission, and you need to complete it by Chapter 4 or it will not longer be available. Dorkins and one of his nun friends are teaching some kids to read. Aw. While he's busy introducing himself to you, one of the jerk kids steals a crucifix and runs off. Arthur makes a very astute observation about these kids being the worst and gives chase. Run towards the objective marker and the game will want you to search for clues. Use Eagle Eye to see where you need to go, or just run and talk to the man at the end of the street who is holding his knee. He'll point you in the right direction, so follow his directions and go down the street to the next objective marker. If you just run straight down this street, you'll find a man angrily confronting the kid about something else the little hoodlum stole. Confront the man and he'll back off without further incident. Pick up the crucifix the kid dropped at the spot of the confirmation afterwards. Arthur tries to leave now, but a prostitute solicits him and Arthur recognizes her as Ms. Downes (the wife of the sickly man who died before he could repay his loan in one of the loansharking missions during Chapter 2). He tries to talk to her, but she starts panicking and reports him for harassment to a local police officer. You need to flee at this point, and the easiest way to do so is to call your horse and ride out of the northeast corner of town. The cops won't follow you this far and you are really close to it, making your escape fairly easy. The next problem is that this ordeal will put a bounty on your head, but you still need to sneak the cross back to Sister Calderon. Your map will highlight the area she's at, but you need to sneak in without being caught by any of the police. The way to the church is fairly safe regardless of where you go, but the church itself is surrounded by law enforcement. They'll show up as little red dots on your map and mini-map, so check those before running in anywhere. The only safe entrance is on the southeast side of the church, so take the street that leads to this entrance from the north and then sneak your way in. One good path is highlighted in red on the map below. Walk around the side of the church to the front to give the crucifix back. The mission will be completed, but you'll still need to pay off your bounty at some point so consider heading on over to the post office in town afterwards. Money Lending and Other Sins - V Strauss needs to speak with you. Prerequisite: Money Lending and Other Sins - IV, The Joys of Civilization Gold Medal Requirements N/A After completing The Joys of Civilization, another Money Lending mission will open up. You first need to have completed the two loansharking missions that make up Many Lending and Other Sins - IV, otherwise Strauss will instead direct you to finish those two first. Once these are both completed, a new mission marker will appear at Shady Belle. Talk to Strauss. Your next target is a fisherman that is located over at Catfish Jacksons, a small house south of Braithwaite Manor. Time to pay him a visit. Follow the road down to the objective marker to meet our latest debtor. Go to the highlighted spot on the map, and then search by the south shore for our target. He'll be drunk and belligerent, which is never a good combo. He does tell you that he'll get your money if you follow him back to his house though. He'll lead you to the kitchen and tell his son to make the two of you a drink while he gets his money from under the sink. Go and grab it from him, but be wary because he is hiding a knife and he'll spring it on you as soon as you grab the box. Get into a fighting stance and block one of his attacks. After that, keep punching and kicking him until he passes out. After you kick him down the first time, you should be able to just keep kicking him while he tries to get up until he's unconscious. To recover the debt, go into the back bedroom and find his son hiding under the bed. Question him, and he'll tell you that he's been hiding some money away from his father in the chest at the foot of his bed. Open it up and take the money clip. You can now leave, taking the cash back to Strauss whenever is convenient for you. Fatherhood and Other Dreams - I Mary once again reaches out to Arthur, in need of help. Prerequisite: Angelo Bronte, A Man of Honor Gold Medal Requirements N/A After the raging party the night after completing Angelo Bronte, A Man of Honor, the game will alert you that a letter has been placed in your room. Go up at some point to read it. It was sent from Mary Linton, who is once again reaching out asking for some help. She was rather rude the last time she asked for help, so whether or not you want to do it is up to you. Both this mission and part II are entirely optional, so you can ignore them and go about the main story if you want. Once you read the letter, and objective marker will pop up in Saint Denis corresponding to where she said she was staying at. You're free to go there any time in Chapter 4, but be warned that these two missions will expire at the end of Chapter 4. If you want to do them, do them as quickly as you can so you don't forget. Fatherhood and Other Dreams - II Mary asks Arthur for help with her father, who has become consumed by a gambling addiction. Arthur must retrieve a valuable family heirloom Mary's father has sold off. Prerequisite: Fatherhood and Other Dreams - I Gold Medal Requirements Catch the wagon and take it to the secluded spot within 1 minute 45 seconds. Take Mary to the theater. After reading the letter, you can just go to the mission marker in Saint Denis to start the next part of the mission if you want. Mary is surprised you came, and the two of you go back and forth about your past together a little bit before she tells you exactly what she needs. Her father is in trouble, largely on account of some very bad habits of his. She again pleads for your help, and you will be given a choice on whether to help her or not. Refuse and the mission ends here. Accept it and the two of you will be riding down to the warehouse district together. Follow the yellow trail to get to your destination. Once there, Mary will go inside and Arthur will get in a confrontation with some kid cleaning the sidewalks. Unfortunately, Mary's meeting with her father does not go well, and he bursts out belligerent and drunk and tells her to just go home. Mary still thinks he's in trouble, so the two of you follow him as he walks away. Keep him in eyesight but don't get too close, because even though he's crazy drunk he can still see you if you bumble right up to him. Stop walking when he vomits, and then start up again once he resumes his walk. He'll go between some crates, and you'll get a scene where he drunkenly threatens to fight some random guy. After the scene, you'll need to continue your pursuit again so hurry down the alley. Keep on following him, and you'll eventually start another cutscene where he is selling a broach to some shady buyer. Mary is particularly upset about this because this is HER broach. Go confront the buyer while Mary yells at her drunken mess of a father. Head to the objective marker to find the buyer, who flees in his carriage when you get close. You'll now have to give chase. You can call down your horse, but he is a little distance away and can take some time to get there. If you use your horse, make sure you're running towards the carriage while you do it as it will save a bit of time. It's quicker to steal a nearby horse if you don't mind bending the law a bit. Either way, give chase after the carriage as it leaves the city and gets to the swamps outside Saint Denis. You will now be able to go fast enough to pull alongside it, and one you do you should jump from your horse to the carriage. Move your way to the front and both the driver and his assistant will bail. You will now be in control of the stagecoach, so follow the yellow path on your mini-map to get to a secluded location. Get off the coach and interact with the door to pul the buyer out. You can now get the broach back either peacefully (and a bit expensive) or violently (and less expensive or free). Target him and he'll offer to sell you the broach for $100. You can either accept it or beat him, at which point he'll lower the cost to $50. Beat him again and he'll drop it to $25, and do it a final time and he'll drop it to "ouch ouch ok it is free just stop punching my face". You're free to do whatever you feel is best, and then call your horse back over to ride back into town. There is still one more choice to make. You will return the broach, and Mary will ask if you want to go to the theater with her. You can refuse if you're feeling curmudgeon-y, but you really should accept because there is a nice scene afterwards. After the show, Arthur promises to run away with her some day but Mary doesn't seem convinced that will actually ever happen. Wave goodbye to Mary as she rides off on the trolley. More Fun Stuff To Do Most of the stuff this chapter will just be finishing the stuff you didn't do in Chapter 3. You really aren't that far away from where your camp was in Chapter 3, meaning you may have already done most of the stuff here. You're even further south, and there really isn't anything new to discover here. If you didn't fully explore during Chapter 3, you can of course poke around a bit more, and Saint Denis in particular has a fair amount of stuff to discover. One thing you may not have checked before is the theater here in Saint Denis which puts on long variety shows. Not only is this a fun diversion, but there is a checkmark in 100% Completion just for watching one of these. This is also your last chance to get some stuff done in the camp. If you want to craft satchel upgrades, now is the time to do so as otherwise you'll need to wait a little while before you have the chance to do so again. Get in all the donating to the tithing box if you're going for the $250 donation trophy, and make sure you get a camp activity done before finishing up the chapter as well. Chapter 5 will be more story focused and won't allow the same sort of exploration really, so you'll definitely want to have your fun exploring now as well as there will be a bit of a break coming. For actual new stuff, there are a whole bunch of new stranger missions to play. In fact, most of the remaining stranger missions become available in this chapter with only a couple more being introduced in the future. In addition to the ones you missed from the last couple chapters, you can also do Oh, Brother (found in Valentine), The Ties That Bind Us (found in Rhodes after completing The Joys of Civilization), The Artist's Way (found in Saint Denis after completing The Joys of Civilization), A Bright Bouncing Boy (found in Rhodes after completing The Joys of Civilization), The Mercies of Knowledge (found in Saint Denis after completing The Joys of Civilization), and finally Idealism and Pragmatism (found in Saint Denis after completing The Gilded Cage). This is a whole bunch of new stuff to do, and you can have your hands here for a while just doing the stranger missions. For more information on where to find these and how to unlock them, please refer to the Missions and Events section of the guide. One final important point is the next to last collectable branch becomes available in this chapter. These are the Exotics, which are requests for rare flowers and bird plumes you can collect after starting the Duchesses and Other Animals stranger mission (which is only available after finishing The Gilded Cage). This is probably the biggest pain of all the collectables in the game, as it requires you to collect large number of flowers that only spawn in specific locations and the reward for doing so is pretty meager. Only go for this if you're going for 100% completion, and you will definitely want to refer to the Collectables section of the guide for more information on where to find these. Walkthrough Chapter 5: Guarma You start Chapter 5 completely outside of America and the map you know and love. Welcome instead to Guarma. There is a lot less to do here, so you don't have to spend too much time exploring. You can find some animals and plants to pick up, but that is pretty much it and your main goal is going to get back to America as quickly as possible. There are, however, some missables here and certain missions will be locked off after completing later missions in this chapter. Keep that in mind, and please refer to the final portion of this section of the guide for some information on missables. Alternatively, you can check the Missables section of the guide for complete listing of everything that can be missed and when you can miss it. Welcome to the New World Having survived the shipwreck, and now washed ashore on a remote island, Arthur begins searching for the gang. Prerequisite: None. Gold Medal Requirements Do not fall behind while working with the chain gang. Get 10 headshots. You're alive. Hooray! You're in pretty bad shape though, so move the analog stick to get up and then keep pressing it to keep Arthur walking. Then walk. And then walk some more. Honestly, you'll be doing a lot of walking. After the title screen flashes showing the name of the chapter, you'll finally be in less of a haze. Keep walking, and you'll see smoke. Walk towards the smoke to find the rest of your gang. At least now you won't die of loneliness. Catch up with them and find out where you're at, and shortly thereafter the local authorities will arrive and arrest you for...some reason. The good news is you'll now be able to walk some more. Keep walking to keep up with the rest of the chain gang. You'll eventually meet up with another chain gang, and after that you'll walk some more. Finally, all this walking will be broken up when someone from the hills shoots one of the guards. Arthur will steal his keys and his gun and quickly move behind cover. There are a handful of guards ahead of you and you can take aim and get some headshots off while they're looking in the other direction. They'll eventually turn around, so don't just stand out in the open. The only mildly difficult part here is that your Dead Eye core is empty and you'll have no way to refill it, so your aim in Dead Eye will be wobbly. It is probably easier just to shoot normally here and clear out the handful of guards that way. Some men show up just in time to save you. Well, most of you, as one of the group will get wounded while everyone is running away. You'll immediately be thrown into another shootout, where one of your new allies at least provides you with a better gun. Arthur will duck behind cover and you should stay there for the rest of the mission. It is a good spot where no one will be able to really hit you as long as you are ducking. There won't be too many enemies here, so take your time clearing them all out. With so many allies, this shoutout will be fairly easy. Again, you can't really rely on your Dead Eye so stick to standard shooting. Once they've all been cleared out, you find out more about your newly found allies. He even offers to help you off the island. If you can help him do something first... Going For Gold: This seems like an extremely easy gold, but it is going to be more challenging than you anticipate. The first requirement is ridiculously easy, and all you do is keep the up button held and you'll be able to keep up with the chain gang. It is the 10 headshots that is deceptively tough, and that's because of a couple of reasons. First, you will have absolutely no Dead Eye restorative items at all, even on your first playthrough so what you start with is what you get. Secondly, all of your cores are completely drained. Not only does this mean you have a lot less Dead Eye to work with, but your aim will be wobbly as well because of your poor health. It can make getting 10 headshots a real pain, especially because there are only around 15 total enemies and your allies will be killing them at the same time. First, make sure you get all four headshots during the first encounter. Use up all your Dead Eye here if you need to, because getting all four here will make things much more manageable coming up. You can definitely get by with three, but ideally you should go for four. The longer part of the shootout has more enemies, but you'll have to complete with your gang at the same time for kills. Go only for headshots, and use any Dead Eye that you have available to you as it replenishes. The gun you use will kill guys with a neck or upper chest shot as well, so be careful as that won't count. Drop your aim in between targets, and when you aim at a new target it will lock on to their torso. Your low health cores means you won't be able to quickly aim up like you normally do since that will result in a lot of misses, but you can take careful aim at their head. Fire off as many shots as you need to, as there is no accuracy requirement. Try to take advantage of the guy standing out in the open first, because your gang will absolutely kill them if you leave them there too long. There is no requirement to not fail a checkpoint, so if you notice things are going bad just restart the last checkpoint and try again, as it will bring you right back to the final gunfight. A Kind and Benevolent Despot With the help of a local, Gloria, Dutch and Arthur infiltrate Fussar's compound to rescue Javier. Prerequisite: Welcome to the New World Gold Medal Requirements Get Javier to safety in under 2 minutes. Get 10 headshots. After Welcome to the New World, you can do one of two missions. Regardless of which one you pick, make sure you pick up supplies in camp before leaving. You'll find all sorts of provisions here, and since you didn't carry any over from Chapter 4 you'll want some for the upcoming missions. To start this mission, go and find Dutch. He's found the cave Hercule told you about and a guide, so it is time to go and save Javier. Shimmy along the rocks to follow Dutch into the cave. Once there, the old hag you meet will lead you to your destination. So long as you stay close to Dutch you shouldn't be able to get lost. Help him open the door once you get to it by following the button prompts, and you'll finally be out of the cave. Once outside, you'll see Javier, who is being tormented by his captors. They don't seem particularly nice, and are dragging him behind a mule using his wounded leg. Dutch has seen enough. Follow him as he sneaks around the side, and then help him stealth kill the two guards you run into. Just press the indicated button prompt after walking behind the guard on the right, and then pick him up. Hide the body in the location indicated on your mini-map, and then keep following Dutch. He'll lead you into a nearby building, and you'll need to take cover on the opposite side of the doorway he's hiding behind. Wait for the guards to finish their conversation, then sneak up on the one to your left and stealth kill him. Dutch will now need your help sabotaging this small factory to create an explosion. There will be two marked points of interest on your mini-map. The one closest to Dutch will be a bag of sugar you can slash open. Do that, then go to the second spot and shut the doors and windows using the crank. Go to the new marked location on the other side of the large machine in the middle of the room to release the valve and finish your sabotage. Move over to Dutch to regroup, then go out the nearby door. Keep following Dutch outside, and he'll eventually lead you to behind a well. The building will blow up at this point, giving you your chance to go and rescue Javier. Run to him and let Dutch shoot off the lock. At this point, you'll now have to kill a whole bunch of guards while helping Dutch make his escape with Javier. There will first be a handful in from of the building you blew up and Dutch will be helping. This is the easiest part of the mission, so I'd recommend conserving your Dead Eye for later. Go for headshot if you can, and pop in and out of cover to help keep yourself safe. After the first wave is cleared out, Dutch will go and pick up Javier and you'll need to protect him as he's fleeing. Listen to what he says and watch his movement on your mini-map. When he's moving, you should be moving too. There will be more guards in front of the blown up building and more along the side as Dutch runs for the exit. Keep Dutch safe and dispatch of these enemies as soon as they appear. Dutch will also be able to help with his free arm, so you won't be doing this entirely by yourself. You won't have long to stay behind cover, but this is still a relatively straightforward fight so only use Dead Eye if you are struggling. When Dutch runs out of the compound, follow him. Keep on running and keep an eye on your mini-map during this segment. You will see red dots running towards you, and when they get close you need to quickly turn around and kill them. They usually arrive in groups of two to three, although it can be more. Use Dead Eye to get some easy headshots, or just quickly score a couple of bodyshops using conventional aiming to take them down. You'll be running through a sugar cane field, which will obscure your visibility somewhat. This makes your mini-map even more important, so refer to it frequently to help you determine where enemies are at and when you need to turn around and fight. Once you cross the river, Dutch will ask for your help in holding the guards off while he escapes. Look for some good cover, and the best is a large tree that is nearby. You want somewhere you can get hit from above because there will be several guards shooting at you from the cliff above. A tree will provide great cover, so find a nice thick one and hide behind it. You'll likely be almost out of Dead Eye by now, so use whatever you have left and then use conventional aiming to take out everyone else. Keep checking your mini-map, and if any enemy has crossed the river, prioritize killing them first. There will actually be a decent number of enemies here, and you'll have to do this without Dutch's help (and without much Dead Eye, most likely), making this the hardest part of the mission. Just keep picking off guards when you get the chance and never leave yourself exposed for too long. Once you've killed the final guard, Arthur will run off back to camp. Savagery Unleashed In order to secure safe passage off the island, Arthur has agreed to rescue some local workers for Hercule and Leon. Prerequisite: Welcome to the New World Gold Medal Requirements Release all the workers within 4 seconds. Complete within 5 minutes 40 seconds. Get 8 headshots. This is your other option after Welcome to the New World. Again, before starting make sure you get everything you can out of camp. Take all of the ammo, all of the provisions, and any guns that are laying about. Head to the mission marker northwest of camp. Look around and you'll find a body hanging from a tree. Go to inspect it and you'll be hit by some kind of dart. Cool. You pass out and when you awake you are being savagely beaten by a man trying to figure out who you are. When he goes to ask his other prisoner who you are, you can look around. Check both of your arms to pull at your bindings. When he moves to check on the prisoner against the far wall, you can begin rocking back and forth. Wait until you go as far as you can in one direction, then push back in the other to get a tilt going. You will fall and break the chair, setting off a quick fight against your captor. Follow the button prompt to tackle him, then keep pressing the indicated button to beat him and knock him out. You'll free the other two men, who can lead you to the rest of the captured workers. Stay close to Leon during this next segment. When he ducks behind some pillars, duck for cover behind the pillar on your left. The guards he was hiding from will move, and you can follow him again. This will be a decent length stealth segment, but it isn't too tough. Just do exactly what Leon does and you should be fine. Move when he moves, hide when he hides, and if he tells you to duck behind something do it. After you get clear of the area with all the guards, Leon will start to run. Someone will be hanging three prisoners. Leon will yell at him so you can't really be stealthy here. Quickly shoot the hangman before he can fire on you then shoot down the three men he just hung. The rest of the guards will now show up from the area you just came from. Duck behind one of the pillars as it should provide decent enough cover. Use your Dead Eye to clear out the guards as the come. You won't have a lot and likely won't have a lot of Dead Eye restoring items, so use it quickly. Pop out, go into Dead Eye and get a headshot. If you don't have Dead Eye, you can do the same thing. Pop out in the general area of a target and you'll lock on to him. Fire two quick shots to kill or quickly adjust your aiming reticule to score a head shot. There aren't a lot here, and at the end of the fight a sniper will show up from on top of the roof. He's likely the most dangerous, so when that happens make sure you take him out quickly. Use Dead Eye if you can, then finish off the rest of the guards. Leon will free the rest of the prisoners now, and they'll even hand over a little bit of a reward, too. Hell Hath No Fury The gang meet Hercule at the fortress of Cinco Torres, and prepare to clear the waters around the island so they can safely depart for America. Prerequisite: A Kind and Benevolent Despot and Savagery Unleashed Gold Medal Requirements Prevent 4 boats from reaching the shore. Destroy the Naval ship without missing a shot. Complete with at least 70% accuracy. After completing both of the previous missions, you will immediately start this one. Hercule is explaining to the gang that it is impossible to leave just yet because the local plantation owner knows who you are and has even called in the Cuban navy. During this talk, one of Hercule's men shows up and tells everyone something urgent is going on. Follow the rest of the group and you'll find out that "urgent" is probably an understatement. The Cuban navy just arrived and is firing on the island. Hercule gives you guys the option of fighting and running. Nobody feels like running. Duck behind a barricade and then take out your rifle. You will want to start shooting at the men running down on the beach. You only have a little bit of Dead Eye, so unless you are a great shot you should probably wait for them to stop running. There is no need to duck back down into cover here as it is extremely unlikely that they will hit you. Wait for them to stop, then line up a head short or, if you're having trouble with that, a body shot to wound them. They will run at you in groups of three. so just keep shooting them as they arrive. You start the mission with a good amount of ammo, so there is no need to by shy about your shots. After fighting them a while, Hercule will arrive with his cannon. Go to him and help him push it into place. Just stand to his right and then follow the button prompts to get it moving. Unfortunately, by the time you push it into place several more small boats worth of soldiers arrive and begin storming your position. Follow Dutch and Hercule when they run own to fight them on the beach. Grab the shotgun on the way out, because it is about to be very useful. Once outside, turn to your right and quickly hide behind the small concrete barrier next to the boxes. Enemies will start coming up the stairs and if you pop out with your shotgun, you can kill them with a single hit and sometimes even be able to kill two at once if they're close enough together. Use your shotgun to clear this area out, then follow Dutch and Hercule when they move on. There will be only a couple more on the small walkway here you need to kill, and when a second group arrives the ship does you a favor and blasts them all. How nice! You can now give Dutch and Hercule orders, but it won't really matter. Select one to guard one side while the other guards the other. If you stay on the bridge, you have a good vantage point of both sides and can bounce back and forth with whoever needs help. More boats tend to arrive from your right, so go there first and try to shoot soldiers before they even get off their boat. The boats move slowly in the water, so you should be able to pick some off before they even get off the boat. Keep an eye on your mini-map and move to whichever side needs help at the moment. The good news is both Dutch and Hercule are very competent in this fight, and should do a decent amount of the work for you. Once they tell you to move, follow them down the stairs and kill any stragglers that managed to get on the beach. There likely won't be many at this point, so just follow Dutch and Hercule whenever they move. After fighting them all off, Hercule will notice the ship is even closer now. Follow him up the stairs while Dutch stays behind. You'll need to follow Hercule around the building as the stairs will collapse halfway up. He knows the way around though, so just follow him as he makes his way back up to the top. Once you reach the top, run for the cannon. You'll be in charge of shooting, so take aim at the ship and use the right trigger to fire the cannon. You'll want to hit it near the waterline for the most damage, but you will need to take into a account that your shots fall downward a bit from where your aiming reticule is. Aim near the middle of the side of the ship and you should be guaranteed hits. Just keep firing on the ship, over and over, as there is no bonus to spreading your shots out. You'll need to reload one time, but after that keep firing at the ship again. It is so large you shouldn't have a hard time hitting it, and after seven hits or so it will sink. With the ship down, you may now have a chance to escape. Some of you will go the talk to a ship's captain that just arrived, while others will go to collect Javier. Arthur will just survey the destruction. Walk to the end of the bridge to finish the mission. Paradise Mercifully Departed Arthur and the gang must destroy gun emplacements on the coast, and rescue the ship captain, before they can leave the island. Prerequisite: Hell Hath No Fury Gold Medal Requirements Kill the first 2 sentries without being spotted. Escort the captain to the boat within 1 minute 45 seconds. Complete within 6 minutes 45 seconds. Get 25 headshots. After the last mission, you will once again be immediately thrust into this one. Fussar is apparently really intent on keeping you here. Not only has he captured the captain of the boat meant to sail you out, but he's placed guns all along the shore that are meant to fire on you and sink your ship even if you do leave. Jeez, obsessed with us much? You'll have to deal with both of these situations, so follow the gang as they run off towards the first artillery location. Follow them to the back of it, then sneak it with Micah. You'll want to use a stealth kill on the guard nearest to you while Micah kills the other. Walk over to where the artillery is at and use the indicated button prompt to plant the explosives. You'll run out after towards the next artillery location. Arthur will immediately duck behind some cover. Take aim at the guard on the roof and kill him before moving on. Run to just outside the doorway and then take cover on either side. There will be three more enemies inside. A rifle or other similar weapon should make short work of them, so kill them and then move on. Hercule will run ahead, and when he moves to cover get some cover yourself on the other side. There will be two more guards down on the ground and another in the nearby tower. Kill the guards on the ground quickly and then maybe use your Dead Eye to make sure you kill the guard in the tower in a single headshot. Hercule will motion you up the stairs. There will be one more guard up here that runs out when you get to the top, so keep your gun drawn and shoot him as soon as he's out in the open. When the rest of the gang reaches your position, Micah will start planting explosives and the rest of you will need to hold off any incoming enemies. Follow Dutch and then grab some cover behind the chest high wall next to where he stops. More guards will come out of the field, and this wall will provide excellent cover. Go for headshots if you can, and Dutch will also help thin their ranks. There aren't too many here, so take your time and score your kills where you can. Once they're cleared out, head back to Micah. He'll just be finished planting the charges, so take off running when he does. He leads you right to where the captain is being held. This also happens to be the area with the most guards together in this mission. Find some good cover, and the wall right in front of the house you past is a really good spot. Use all your Dead Eye up here to make this part go by faster. Be quick about it, and try not to spend too much time on any one enemy. Once Dutch tells you to move up, follow him and keep picking off enemies as they arrive. You have enough allies here that you won't be in too much danger, and even if you stand out in the open when moving up very few of them will be concentrating on you. Make good use of your mini-map to locate any enemies you can't find, and work your way through all of them to secure the area. Once they're dead you can run into the blue house marked on your mini-map. You'll get yourself in a good ol' fashioned stand off inside. Enjoy the dialogue between Dutch and the others. You can look back and forth between them using the right analog stick. At a certain point, you can look down at the captain, too, who starts moving. Look at him, and the use the button prompt to kick the gun over. He'll take out one of them, but Fussar himself will escape through a window. I'm sure that won't come back to bite us. The captain will thank you, and then you are free to run back to his ship. Run with everyone else until you run into some reinforcements. The boxes in front of you provide some great cover, so hide behind them and deal with the guys in front of you. There are only four, so make your way through them while popping out of cover to get some quick shots in. You guys actually outnumber them here, so it shouldn't take too long to clear them out. Keep running, and along the way you should run into a couple very small groups of guards in numbers of like one to two people, total. Your allies might actually kill them before you can even get your gun out, but if you want to make things even easier just keep your shotgun on hand. A lot of these guys will be right on you and you'll be able to kill them in a single hit. Keep on moving forward, killing the guards as you go, until you trigger a cutscene and Fussar starts shooting at you. He has a piece of artillery from a nearby tower, which make things a bit more complicated. Fortunately, he's a terrible shot. Run down with Hercule and when he points out the second piece of artillery, run to it. You need to aim at the top of the tower, and I mean very top. Not where the window is, but above that, at the absolute top where you should see some wooden platform sticking out. Aim up here and with a direct hit you will take out Fussar. Goodbye, jerk. With him dead, your way back to Lemoyne is clear. Dutch still wants to rescue the rest of the gang, so it looks like that is what we'll be doing next. Dear Uncle Tacitus Arthur heads for Shady Belle to try to track down the rest of the group. Prerequisite: Paradise Mercifully Departed Gold Medal Requirements Leave Shady Belle without being detected by the Pinkertons. Complete within 8 minutes. Unfortunately, you can't rest just yet. As soon as you land at Van Horn, this mission will be immediately triggered. Dutch wants you to check out Shady Belle, so we need to make our way there. Steal a horse from somewhere around Van Horn, and there usually will be a good one to take almost right in front of where you start. Get on the horse and ride towards Shady Belle. The good news is almost immediately the game lets you switch to cinematic camera and just watch, if you want. A great song will come on to set the mood, so sit back, relax and enjoy the scenery. Once you get to Shady Belle, go inside and check the room to your right. On the table will be a letter from 'Caroline'. Read it to find that whatever is left of the gang is looking for you (a.k.a. Tacitus Kilgore) and is at Lakay. The bad news is some Pinkertons arrive just as you finish reading the letter to search the mansion. They'll notice fresh footprints and go inside. Arthur will duck behind one of the walls, and one of the Pinkertons will walk right past you and turn to his left. You can stealth kill him if you want, or let him go. Either way, exit the room the way he came in and turn left back towards the front door. None of the Pinkertons should see you since they'll be positioned elsewhere. Go outside and take one of their horses. Ride out of Shady Belle and the game will take the liberty of automatically riding you right near Lakay. Go to the objective marker on your map for a sweet reunion. Fleeting Joy Arthur is reunited with the gang at Lakay. Milton arrives with his Pinkertons, and attacks the camp. Prerequisite: Dear Uncle Tacitus Gold Medal Requirements Kill 2 Pinkertons during the Dead Eye ambush. Get 5 headshots with the Gatling gun. Get at least 70% accuracy with the Gatling gun. Complete the mission without taking any health items. Once again, you won't have time to rest because this mission starts as soon as the last one ends. It is a joyous reunion all around! First you show up! Then Dutch comes back! Then Bill returns! Then the Pinkertons arrive! ...wait, what? The Pinkertons somehow show up almost immediately after everyone else, and they've brought all the guns they could get their hands on. You start under fire with a Gatling gun taking aim at your flimsy wooden house. You'll begin crawling and you need to follow Sadie out the back of the house. Follow her all the way out as she'll lead you to a trap door underneath the other house, which will give you a chance to flank them. Climb up when you're under the trap door and move over to where Sadie is hiding for cover. After listening to the Pinkertons taunt for a while, Sadie will toss you a rifle and you'll go into an automatic Dead Eye sequence. Move from target to target, scoring head shots on each and every person standing outside. After you clear them all out, exit Dead Eye and move forward a bit. More Pinkertons are going to be arriving. Check your mini-map to get an idea of their location and quickly get yourself into cover. Take out any in this area, and then when Sadie and Bill push on a head follow them. There will be more Pinkertons on the edges of the swamp, so look to your mini-map to see where they're at. If they're behind trees, your map won't always mark them for you so be cautious about wandering out. Take the fight to them in this segment, running around the side of trees and killing every last Pinkerton you can find. Cover is a good thing because you likely won't have much Dead Eye, but keep moving forward, finding new cover, and then killing anyone that is out in the open. There are probably six to eight enemies you'll need to kill here, so keep moving through them until there is finally a break in the fighting. Finally, at the end of this mission we get to have some FUN. More Pinkertons are arriving, but Sadie has the brilliant idea of getting to the Gatling gun. Run over to it and jump in. From here on out, your finger should never leave the trigger. Rain death and destruction down upon everyone stupid enough to wander into your sights. Keep an eye on your mini-map to see where enemies are at because it can be hard to see in the dark. Swing the gun over to where ever the highest concentration of Pinkertons is at a given moment. Your gun will make short work of everyone, and shortly after they'll begin to flee. Phew. The good news is the next mission does not occur automatically, so you will finally have a chance to breathe and look around a bit if you want. That's Murfree Country Dutch sends Arthur and Charles to Beaver Hollow to find a new location for the gang's camp. Prerequisite: Fleeting Joy Gold Medal Requirements Deliver Meredith to her mother within 2 minutes. Get 15 headshots. Complete with at least 85% accuracy. Complete the mission without taking any health items. After having your fun exploring again (finally), you can go an talk to Dutch in camp. He is, uh, not doing great with all the events that are going on. He has no plan yet, and he's ignoring Arthur's advice. The best he can offer right now is he thinks there is land up north that the gang can hold for a time while he thinks of something. Him and Micah are going to stick around to do some "reconnaissance" (which he says as suspiciously as possible), but he wants you and Charles to lead the rest of the gang northward past Butcher Creek. Go talk to Charles and ask with him to ride with you north of Butcher Creek. He correctly identifies that as Murfree country. If you haven't met the Murfrees yet, just know you're going to be in for a bad time. Get on your horse and follow Charles. He'll suggest taking a canoe, but this will be easier if you just ride up on your horse as you'll have access to your saddle and your full inventory of weapons that way. You'll need to follow Charles for a little while as he fills you in on all the things you missed while you were away, but eventually the game will take over and you'll automatically finish your ride to Butcher Creek through a quick cutscene. Keep on following Charles while he fills you in on just how crazy this Murfree gang is. After a bit, Charles will spot some people up ahead. Slow down and get off your horse when he tells you to. Make sure you grab whatever weapons you want before leaving. Follow Charles as he flanks the Murfrees, and when he tells you to, take out one of them, silently. Use a throwing knife if you have it and go for a headshot. Charles will take out the other, and you can continue moving to the top of a nearby hill. After scoping the place out and finding some..."interesting" artwork, you are given a choice on how to proceed. You can either try to sneak in the cave or use dynamite to lure them all out. Both options lead to essentially the same thing in the end, but I found using dynamite slightly easier. It allows you to wait in a safer location while you're being attacked. Either choice is perfectly fine though, and most of the mission will play out the same way. If you choose to sneak in, go behind the guard at the entrance of the cave and stealth kill him from behind. There will be another man standing a bit further in and either you or Charles can go forward and stealth kill him as well. After, move towards the ledge on your right and drop down with Charles to stealth kill the two guards standing over here. No matter how sneaky-stealthy you are though, someone will automatically see you at this point, so find some cover and get ready for a fight. If you choose the dynamite option: GOOD. Sneak up with Charles and when he hides behind some crates, get in cover right next to him. Equip your dynamite and toss it right ahead in the cave. Don't stop just now though, because a whole swarm of Murfrees are about to come running out. It is a great time to get another stick of dynamite ready and toss it right towards the same spot you did last time. They're all running out at once, and by next two dynamite throws here killed four at once and then three at once. They are coming through a very small area in a huge group, and this is one of the few times in the entire game that dynamite is super effective at crowd control. If you have dynamite to spare, it makes this part a lot easier than if you don't. You can clear out almost their entire group just by throwing in another three or four sticks of dynamite if you aim them well. If any of the Murfrees manage to get past your dynamite barrage, quickly switch to a gun because they're going to be on you quickly. If you don't have dynamite or if you miss your throw, switch over to your gun. The shotgun is best for this part, because most of the Murfrees are melee based and will be sprinting right towards you. The shotgun is great for clearing them out once they get close and is a guaranteed single shot kill. Something like a repeater is great as well because of how many shots off you get in a single round, so you can go into Dead Eye and fire off three quick headshots no problem. The worst weapons are either your bow or your rifles because they are extremely slow and you'll need to reload all the time. The Murfrees are fast and absolutely brutal, and if you let them get close to you they can kill you in a single hit. Speed is key here, so make good use of your position behind the crates and kill them as quickly as you can. Immediately target any one you see running towards you with a melee weapon, because it will be an instant kill if they reach you. After the initial huge wave, things get much easier. There will be a few stragglers that won't come out of the cave, so when things get quiet and no one else is running out, head inside. Make good use of your mini-map here, because it will show you exactly where the Murfrees are hiding. You will only have to fight them one or two at a time now, and the good news is you can switch out to whatever gun you are most comfortable with because it won't really matter at this point. If you made good use of dynamite, you likely will have a lot of Dead Eye remaining, so use it now. Go for headshots, and the final six or so guys that are hiding down here won't be much of a threat. If Arthur hasn't asked Charles if he sees anymore yet, that means there are still more left, hiding. Check the danger indicator on your mini-map to see where the threat is coming from, and take him out. After the Murfrees are finally all dead, you will find a woman locked up in a cage, screaming for help. You can try to calm her down if you want, but all you need to do is move to the front of it and follow the button prompt to open it. She'll tell you she's from Annesburg, so you need to escort her back into town while Charles goes to get the others. Follow the trail on your mini-map to find your way back to Annesburg. Ride to the indicated area, and then get off your horse. Arthur will escort the woman back to her mother, who offers to pay you for your troubles. You can either accept or refuse, but there is no positive or negative effect on your honor either way. Ride back to camp to find an unwelcome guest, and you'll finish off the chapter after a cutscene. Optional Missions There are two missions that are classified as Chapter 6 missions by the game but can be completed in Chapter 5. These are A Fork in the Road and Icarus and Friends. If you choose to start either of these missions now, please refer to the Chapter 6 section of the guide for more info. They will need to be completed to finish the story, but they are technically optional to complete in Chapter 5. You can either go to Saint Denis to try and start Icarus and Friends right after Fleeting Joy, or you can go do That's Murfree Country instead, which will wrap up the chapter. Do so and you will need to complete these two missions in Chapter 6, instead. If you complete A Fork in the Road, however, then four additional optional missions will appear. These do not need to be completed, and you can go to the ending without completing any of them. However, they are time sensitive and can only be completed during Chapter 5 or Chapter 6, so do not wait too long to get around to them. These are also included in the Chapter 6 section, so if you're looking for either Of Men and Angels or Do Not Seek Absolution, please refer to that section as well. It is highly recommended you do not complete Do Not Seek Absolution until Chapter 6, because there is a pretty big continuity error in the game if you do complete this mission before finishing That's Murfree Country. More Fun Stuff To Do There really isn't too much else you can do here until you reach the very end of the chapter. Most of your time is spent in Guarma, and in Guarma you really don't have much reason to explore. There are a couple of animals or birds that are mostly exclusive to Guarma, so you can fill in some of the missing spots of your compendium if you want. There aren't too many animals though, and there are actually a couple of islands in Flat Iron Lake where you will also be able to find some of these animals. So poke around Guarma a bit if you want, but for the most part you will want to quickly get through Fleeting Joy as that will finally open things up a bit. In terms of genuine, new stuff, there is a single new stranger mission you can finish. You'll have to wait until Fleeting Joy is finished, but afterwards you can do The Wisdom of the Elders (found west of Van Horn). There are a couple of other stranger missions you could theoretically do, but it is better to wait until Chapter 6 because that is when we will be doing some serious exploration. Walkthrough Chapter 6: Beaver Hollow Chapter 6 is a bit more of a return to the open world experience after Chapter 5 which was very linear. It is entirely possible, depending on how you've been playing, that you haven't really explored this section of the map quite yet. There are two cities up here, Annesburg and Van Horn, that each have plenty of stuff to find in them. You can explore around a bit up here before continuing the story, if you want. This chapter also has a bunch of optional missions, far more than in previous chapters. These all time out at the end of Chapter 6 though, so make sure you do them before finishing things up. A Fork in the Road Arthur passes out in Saint Denis, and wakes up to find a stranger dragging him to the doctor's surgery. Prerequisite: Fleeting Joy Gold Medal Requirements Complete within 3 minutes 5 seconds. If you walk to start Icarus and Friends, you will first trigger this mission instead. As soon as you get close to the objective marker, Arthur will start coughing heavily and pass out. The rest of this mission is primarily cutscene based, although you will have to walk and sit at one point once you reach the doctor's office. The diagnosis isn't good, and Arthur has tuberculosis. Which, while bad enough in modern days, was really, REALLY bad back then. Shucks. Keep walking forward after leaving the doctor's office, and as soon as you get far enough away you will finish the mission. Going For Gold: This is an extremely simple one to get gold in, and basically you just need to finish it quickly. There isn't even that much you can do during this mission. Just keep holding up to make Arthur walk forward, and keep it held up so you keep walking as soon as you're prompted. Sit down immediately when the button prompt comes up. As long as you don't stand around at any point, you should get the gold fairly easily here. Icarus and Friends Sadie's contact, Mr. Bullard, agrees to take Arthur in his hot air balloon to scout out the Sisika Penitentiary. Prerequisite: A Fork In The Road Gold Medal Requirements Keep the balloon at the correct altitude for the entire journey. Get 5 headshots from the balloon. Complete with at least 70% accuracy. Complete the mission without taking any health items. With your medical emergency more or less tended to for the time being, you can finally head back to the saloon and meet up with Sadie. She'll catch you up on the events since you guys left for Guarma as she leads you outside. Follow her to your horse and then climb on. The two of you need to find out if John is still being held in prison, but it is unfortunately a decent way of the coast and heavily guarded. Luckily, Sadie has a plan and she leads you right to it - a hot air balloon! The balloon, uh, pilot happens to be a sexist old coot and won't let Sadie on because of her mystifying lady vapors. Which means you get to ride on this thing with just the crazy old man who admits he's only crashed twice right before taking off. Great. Your goal now will be to keep this thing aloft. Hold down the right trigger to light the flame and start your ascension. There is a little meter in the bottom right corner that will show you how full the balloon is. There will be a slightly lighter area on the left side of the meter, and a little yellow mark in the middle of that. You want to keep it as close to the yellow mark as possible. Hold down the right trigger until you reach it, and the man you're flying with will comment that you're at a good height when you hit it. You now want to release the trigger but keep an eye on that meter. You will want to take short pauses, then fill it up again when the meter starts dropping by holding down the trigger for a little while. Keep this up to keep at a good altitude during the flight. As you get closer to the penitentiary, the ideal meter will begin dropping as Arthur will want to get closer. Keep an eye on the yellow marker and just try to keep your altitude close to it and you will be fine. It drops very slowly, so you should have plenty of time to readjust as needed. When you get right over the fields, Arthur will hand controls over to Arturo and take out his binoculars. You'll need to locate John, and he will be the inmate standing up in the field right next to the large barn. Zoom in on him to identify him, then get ready to run as the guards don't like how close you've gotten. Hold down the right trigger all the way to elevate quickly, and the game will immediately take you back to shore once you hit a good enough altitude. You'll fly back over Annesburg, and it is a good thing you do because you will see Sadie being chased by some men on horseback. Arturo will take over controls once again while you pull out your rifle. This part is relatively difficult, because you will be moving fairly fast on your hot air balloon and you'll need to be taking out men that are fairly far away and also traveling fairly fast on horseback. Your best bet here is Dead Eye, so hopefully you have a lot of restorative items because you'll likely need them. Activate Dead Eye and then use it to lock on to a target. Go for headshots if you can, but if you're having trouble try firing off two quick shots to the body instead. Clear out the group chasing her, but keep vigilant as several more groups will come running out of the woods up ahead. Keep an eye on your mini-map, and reposition yourself to be aiming at any of the red dots that will be popping up. It is also a good idea to keep an eye on your mini-map to check for any foes you may have missed. This is a decently long chase, so if you need to refill your Dead Eye it is a good idea to take a brief break and do so. After a little while, you'll actually need to save Sadie by pulling her on to the hot air balloon. Keep an eye on your desired altitude. You'll need to move up to get over a bridge and them immediately let go so you can get low enough for her to grab the rope. The game will tell you if you're too high or too low, so keep an eye on the meter and any audio cues Sadie gives you. Once she has the rope, use the button prompts to pull her up. Unfortunately, this is a very short ride and you crash almost immediately after. Even more unfortunately, even more O'Driscolls show up immediately after. Stay behind cover initially and pick off the O'Driscolls as they cross the river. Take out anyone on horseback first as they'll get over fairly quickly. This first part is probably the easiest part of the mission, so if you need to conserve your Dead Eye now is a good time to do so. Pop out of cover quickly and try to get headshots if you can. There will be a couple that hide over on the other bank, but these are lower priority and you absolutely want to go for anyone trying to cross the river first. Once this first group is cleared out, you will be ambushed from behind. Move with Sadie during this part, and whenever she pushes ahead you should as well. Stay behind cover because there will be a bunch of enemies here and they can drain your health very quickly. Because of how many directions they come from, this is actually fairly challenging as well. Use up all of your remaining Dead Eye, refilling it whenever you get low. You will absolutely need to keep an eye on your mini-map during this part, because they will come from all angles and it is hard to see some of them in the trees. Do not stay out in the open for too long. Duck behind cover, pop out when you have a target, and quickly eliminate them using Dead Eye so you are only exposing yourself briefly before moving back into cover and finding a new target. This will be a long mission, so be patient, use your Dead Eye, and stay behind cover. Once you've killed enough, the final few stragglers will run off and things will finally be finished. Visiting Hours Arthur and Sadie row to Sisika Island to break John out of prison. Prerequisite: Icarus and Friends and That's Murfree Country Gold Medal Requirements Get headshots on both Prison Guards when sniping from the tower. Escape to the boat within 2 minutes 45 seconds. Complete within 9 minutes. Complete with at least 80% accuracy. Complete the mission without taking any health items. While Icarus and Friends can be completed in Chapter 5, you will need to wait until Chapter 6 to start this mission. Sadie will be waiting for you northeast of Saint Denis. When you get there, the two of you will dissuade Abigail from tagging along and then head off. Row the boat to the objective marker. Start rowing, but the game will eventually take over for you and you'll be transported to the prison island. For the first part of this mission, just follow Sadie as she'll provide a safe path. She'll lead you over to the watchtower, and there is a guard on top you'll have to deal with. Climb the ladder and then stealth kill the guard so you don't draw attention. There is a sniper rifle up on the guard tower nearby. Pick it up and then locate John. He'll be right in front of you, in the small group of prisoners over by the barn. There are two guards in the area, so you'll need to kill them before you can rescue John. Use the sniper rifle you just picked to kill the two guards. Use Dead Eye if you're having a hard time aiming, and go for headshots if possible. After you kill the first guard, the second will be alerted but strangely won't run for cover. Kill him quickly and then climb down the ladder. Run over to the group of prisoners. Turns out the guy you saw wasn't John. Oops. You'll capture another guard during a cutscene though, so start moving towards the prison with him as your captive/meat shield. Your walk speed will be annoyingly slow here, so just keep walking towards the front of the prison while Sadie pistol-whips every single person she runs into. There will be another scene at the prison where Arthur makes a man cry and the guards eventually bring John out to you. As soon as they do, you'll throw away your meat shield and the other guards will open fire. Quickly dive behind one of the nearby crates. Start off shooting the guards on top of the prison. They have decent cover up there, so use Dead Eye when needed. Wait until they pop up from behind the railing to take a shot, because while they're crouching there is a chance you will miss by hitting one of the bars. After you kill a couple up here, more guards will run through the front gate. Prioritize these guys because they have easy shots on you while you're aiming at other people. Keep on shooting the guards on top of the prison when the first wave of guys coming through the gate are dead. John and Sadie will run for the other side of the bridge at this point, so cover them by killing the next round of guys coming through the gate. They'll provide cover for you after, so once they tell you to run for the other side of the bridge. Hide behind some crates when you make it to the other side. This part is relatively easy, so you might want to save your Dead Eye. Guards will run across the bridge, but they'll be wide out in the open making them very easy targets. There will also be some stragglers up on top of the prison, but these guys are far enough away that they don't pose much of a threat. You can kill them while you're waiting for more guards to appear on the bridge though. Keep killing guards as they appear on the bridge until Sadie prompts you to run again. Follow Sadie and John through the field, and about halfway through five guards will appear in front of you on horseback. This is a better time to use Dead Eye as they'll ride by fairly quickly. Go for headshots if possible, and keep firing as they ride by. Once you kill them or they ride past, Sadie will tell you more guards are coming from behind you. Sprint after Sadie and John to find some cover at the end of the field. There will be more men on horseback riding through the field now, but as long as you stay behind cover this part isn't too dangerous. Kill a couple of guards, and feel free to use something to refill your Dead Eye first if you need to since the enemies can't really hit you from here. This will be a relatively brief segment, as after you kill a couple of guards John and Sadie will make a run for it. Provide cover for a couple of seconds and then run after them. This part is probably the most dangerous part of the mission, as you'll be out in the open while people are shooting at you. Turn around periodically to kill any of your close pursuers as you make your way to the boat. Follow Sadie and John, and try to stay close to them. You'll trigger a cutscene as soon as you reach the boat, so once you see it you might want to sprint over to it and ignore the rest of the guards. Once on the boat, Sadie will row and you will provide cover. This is another dangerous segment as you'll be right out in the open. Check your mini-map to find the guards, and use any Dead Eye you have left to simplify things slightly. Go for headshots, and once you kill out this final group you will automatically make it back to the mainland. Once you get back, you just need to ride your horse back to camp. You'll have to control things at first as you catch John up on all that he missed, but eventually the game will take over and the rest of the ride will occur automatically. There is a final, tense scene once you return to camp before things are wrapped up. From here on out, you will be wanted dead or alive along the east coast, so be careful. Check your map to see where this stretches to. Just a Social Call Arthur mets Dutch and Micah in Annesburg where they are planning to confront Cornwall. Prerequisite: Visiting Hours Gold Medal Requirements Headshot 3 mounted enemies. After killing Cornwall, reach the horses within 2 minutes 45 seconds. Complete the mission without taking any health items. With Visiting Hours completed, you can immediately go into Annesburg to find Micah and Dutch plotting their next move. Micah is convinced there is a rat amongst you (which would explain how the Pinkertons showed up so quickly last chapter), but Dutch isn't interested in that at the moment because he's in Annesburg on business. That business being doing something bad to Cornwall for all the trouble he's caused. He swears to Arthur that it is just for money, and not for revenge, and tells the two of you to follow him towards the river. Dutch and Micah will lead you to the dock and tell you to duck behind some crates. Follow their lead and hide behind one of the crates within the objective marker, making sure you are hiding from the same direction as Dutch. In the morning, a ship will arrive carrying Cornwall and some of the lead Pinkertons. Micah gives chase to one of the men carrying orders, while Dutch comes out to negotiate with Cornwall. The negotiations will be short. A shootout will start now, and fortunately you start it behind some crates. There are only a couple of men on the boat, so kill them as quickly as you can. Once they've been dealt with, more men appear behind you at the start of the pier, so quickly change your position to provide cover from that direction. Fortunately, Dutch is very helpful during this part and will likely kill about half of the enemies himself. Just keep an eye towards the end of the pier and clear out everyone in this direction. You can move out of cover to get a better shot if needed. Once this group has been cleared out, Dutch runs off to find Micah. Follow him, but be prepared as you'll run into more men while you're moving. This is a good time to use Dead Eye and you should be able to clear everyone out quickly even though you aren't in cover. There will be a man up on the water tower, so make sure you take him out or he can do some decent damage to you from up here. Keep following Dutch and he'll eventually make his way to the big administrative building for the Annesburg Mine. There will be enemies down by you and also some up at the top shooting down from the long hallway. Find some cover and start shooting. Dead Eye may come in handy here as well to make things a bit quicker, but there aren't too many of them and you should be able to fight your way through all of them fairly quickly. Follow Dutch and Micah up the stairs, and you'll run into another group of Cornwall's men at the top. This is another fairly easy area to clear out. There isn't much room for them to hide, so just kill anyone you see silly enough to be out of cover. Having Dutch and Micah nearby makes things even easier, but the cramped area actually should make things pretty simple for you. Just duck behind cover and keep an eye on where the shots are coming from. Keep moving up as Dutch and Micah move. This seems like an epic confrontation, but at each position you only have to fight a handful of guys and it makes things fairly easy in comparison to some of the previous missions. You'll know when an area is cleared out because Dutch and Micah will start to move again, so just follow their lead and thin the enemy numbers. The only real danger is the stairs that serve as a link between two of the buildings because you will be exposed to the men outside who will be firing at you. You don't need to kill the guys down here though, so just run past them all and get to the next building. There will be a bigger group of enemies at the very top once you reach the outside, so if you've been saving your Dead Eye now would be a good time to use it. Make short work out of everyone up here with your Dead Eye, and keep an eye on your mini-map if you're having trouble finding the last couple of stragglers. Once the top area is cleared out, Dutch will free the horse. You'll automatically climb on top of one, and it will now be time to ride out. Because nothing is ever easy, you probably already expected there to be some men giving chase. This part is fairly straightforward though, and for anyone appearing in front of you, Dutch and Micah do a good job clearing them out. There will be several times during the chase though that a couple of enemies will appear from the side. Quickly use your Dead Eye and score some easy headshot to clear them out. They don't appear more than a couple at a time, so it shouldn't be too hard to deal with them. Keep an eye on your mini-map if you lose any of them, and after a little while they'll quit the chase. You've escaped! For now. The Delights of Van Horn Bill and Arthur ambush an army convoy transporting dynamite through Van Horn. Prerequisite: Just a Social Call Gold Medal Requirements Headshot 5 soldiers with a long scoped rifle. Complete with at least 85% accuracy. After Just a Social Call, you will get a new mission marker down near Van Horn. Head over to it to talk to Micah (blergh). He'll yap at you for a while, but the important part is that he tells you and Bill that you need to rob a stagecoach coming out of Annesburg. It is full of explosives that Dutch needs for his no good, very bad plan. Get on your horse and follow Bill as he leads you into Van Horn. Bill hands over a nice new shiny sniper rifle, and the two of you decide that he'll go play dead and you will take out the people on the coach when they stop to see what's happening. Go into the marked building and head to the second floor to find a window to look out of. Bill will stumble out in front of the carriage, and one of the men on horseback will stop to try and pull him to the side. Find another target while this is happening, and as soon as Bill shoots the guy checking on him, take your shot. Use your Dead Eye here to help steady your aim, and shoot the guys spilling out of the coach. There aren't too many here, and Bill will help some, so just take your time and use Dead Eye to get some easy headshots. The final guy will make a run for it, and either you or Bill can take him out. Once everyone is dead, run for the coach. Bill will start riding it over to your direction, so just hop on board when you catch up to it. Once you leave town, more enemies show up to give chase (did you really think it would be that easy?). Keep using your Dead Eye as needed and shoot them before they can damage the stagecoach. The dynamite is vulnerable the more they shoot at it, so you'll want to be fast. Ideally, you should be able to clear out a group before the next group shows up. This shouldn't be too hard as they only come in groups of two or three, so as long as you don't miss too many shots you should have plenty of time. You do not want too many to bunch up at once, as they can absolutely blow you up if you're careless. Refill your Dead Eye with an item if you're having trouble, and keep eliminating enemies as they show up. Keep an eye on your mini-map to see where new groups are coming from. The final pair should try to ambush you near Butcher Creek. Once they're dead, the rest of the ride in is uneventful. Well, except having to deal with Micah being annoying, again. The Bridge To Nowhere John and Arthur plant dynamite on the Bacchus Bridge in order to create a distraction and disrupt the army's transportation. Prerequisite: The Delights of Van Horn Gold Medal Requirements Plant the dynamite within 1 minute 35 seconds. Escape the oncoming train within 19 seconds. You will need to wait at least one in game hour after completing The Delights of Van Horn for this mission to appear on your map. Once the hour has passed, you can find John at Bacchus Station. He is strongly reconsidering everything he thinks he knows about Dutch, and Arthur gives him a little push in the right direction. But that stuff is for just a bit later. For now, we have a bridge to blow up! Press down the indicated button to start moving the cart. Your objective here is to hold the button down while Arthur is pushing down the lever, and then immediately let go once it starts moving back up. If you get the timing right you'll move the cart more quickly, so try and learn the rhythm. It is a short ride though, and once John tells you that you're at the right spot, get off the cart and go to the side to grab the first crate of dynamite. Go over to the objective marker and press the indicated button to start lowering the dynamite. You now need to alternate between holding down either of the shoulder buttons to lower the crate down a bit further. Press down one, and then when the next one lights up hold that one down instead. Alternate until John has the crate of dynamite. Go back to the cart and grab the second case of dynamite and repeat this process with that one. Climb down the ladder and help John plant the charges. Grab some dynamite from the box and then run over to one of the three marked areas on your map. Plant the dynamite and run back to the box. There are three total places to plant the charges, so repeat this process until you have dynamite planted at all three locations. Once you do, you'll have company. A train is coming and John needs help moving the cart off of the tracks. Run over to the cart and climb on and repeat the process from the start of the mission to move it as fast as you can. As soon as you are off of the tracks, Arthur and John will jump for their lives and just barely make it. Move over next to John and interact with the plunger to detonate the charges. Arthur and John will have one more conversation about the future of the gang and then part ways for now. A Rage Unleashed Eagle Flies and the gang launch a raid on an army boat, to reclaim horses stolen from the Wapiti Reservation. Prerequisite: Just a Social Call Gold Medal Requirements Knock out 2 soldiers on the boat. Round up the horses and reach shore within 1 minute 30 seconds. Right after Just a Social Call is completed, you can find Reverend Swanson in camp, waiting with a new mission. You won't be able to talk to him for long though, because Dutch interrupts to tell you about his new plan. New York! And then a boat! And, and, dancing girls! Tropical islands! Those drinks where they pour alcohol into a pineapple and you drink them with a twisty straw! Before Arthur can even voice his concern, you'll be interrupted again. This time, Eagle Flies shows up to ask for help. The men at Fort Wallace have stolen their horses, and they can't hunt without them. Dutch is more than happy to do this as it is a perfect way to kick up some dust and get people's attention like he wants. Follow him so he doesn't get himself killed. Eagle Flies happens to know where the horses are at, so follow him over towards Van Horn. He'll lead you to a beach, and once night falls, all of you will row out towards the boat in question. Row towards the objective marker, and then when you get close to the boat paddle up along side it so everyone can climb aboard. There will be a guard right in front of you as soon as you get on the boat. Sneak up behind him to stealthily knock him out before he notices you're there. Now, walk along the side of the boat on the same side this guard was on. Another guard will walk old from the holding area in the center to smoke. While your pals deal with the guy inside, you can sneak up behind him and knock him out as well. Now, make your way to the back of the boat. There are three men here playing poker, and they are very rude about not splitting up and looking in the opposite direction. Take out your pistol, and with one usage of your Dead Eye, tag all three in the head. You'll be able to wipe out the entire group this way without much of a fight. Feel free to loot their bodies if you want. With the men on the boat subdued, Dutch wants you to deal with the anchor. Walk to the marked position on your map and press the indicated button prompt to plant the dynamite. Quickly move away so you aren't caught in the blast. With the anchor destroyed, Dutch dons his captains hat and steers the boat right into some rocks. Hey, we never said he was a good captain. The boat will begin sinking and the horses will run off into the water. Charles will gather some, but he'll need your help with the others. Run to one of the three objective markers and mount the first horse you get to. The other two will follow you now, so quickly follow the others to reach the shore. Once on shore, dismount your horse and hurry to the new objective marker. Dutch is now more than happy to whip Eagle Flies into a frenzy and send him right into the army for the distraction he needs. Charles will ask for your help at this point, and he wants you to talk to Rain Falls. You can refuse if you want, but you'll miss out on two optional missions entirely. If you do choose to help him, these missions will become compulsory and you will need to finish them before wrapping up the chapter. Check the Optional Missions section of this guide for information on Archaeology For Beginners, the first of these optional missions. If you choose to refuse though, you can ignore this entirely and move on to whatever other mission you want to tackle first. Going For Gold: There are only two requirements here, and they are both fairly easy. The first requires you to stealthily knock out two guards, which is very straight forward. When you climb on the boat, just walk behind the guy right in front of you and knock him out. Now, stay on this edge of the boat and start moving towards the front. Once you get near the open area in the center, wait for a guard to loudly announce he's going out for a smoke. He'll move out, and you can sneak behind him for your second stealth knock out. Once the boat crashes, you'll need to round up some horses. Immediately move to one of the objective markers to locate a horse. Go to the one closest to you and climb on it. The other two will follow. Gallop as fast as you can in the water to the shore by following the rest of the gang in front of you. 1 minute 30 seconds is more than enough time to get back, so just move as fast as you can and you should make the deadline. Once you get to the shore, get off your horse and quickly move tot he objective marker to wrap things up. Goodbye, Dear Friend With Colm O'Driscoll under arrest, Sadie, Arthur, and Dutch head to Saint Denis to watch him hang. Prerequisite: A Rage Unleashed Gold Medal Requirements Find Colm's backup within 45 seconds. Get 8 headshots with a long scoped rifle. Complete within 6 minutes 30 seconds. This mission is available immediately after A Rage Unleashed, but you'll have to travel way down to Saint Denis to start it. Dutch and Sadie will be waiting for you. Your old friend Colm O'Driscoll is set to hang, and it is just too good of a show to miss. So the three of you disguise yourselves to attend the hanging in person. Follow the two of them to the gallows while Dutch and Arthur have another little argument. Once there, you'll see some of Colm's men motioning to a nearby window, and one of them leaves to cross the street. Follow him as he crosses the street, and when he ducks into an alleyway go into it behind him. You'll overhear their plan, which involves a man on the roof shooting into the crowd as a distraction to free Colm. We don't want that, so we'll have to find a way onto the roof ourselves. Go over to the objective marker and you'll find a ladder leading up to the next story. There are two places to climb, but the easiest one is to climb up the ladder that leads to the southern building. Climb the ladder, and then enter into the building. There will be a stairway here, just to your right, and if you climb it you'll find your way to the top of the building. Exit through one of the open windows and jump over to the roof on your right. Go straight ahead and climb onto the roof in front of you, and then continue forward to the objective marker. Drop down on the roof where Arthur spots the gun case. Someone will come running through the nearby door with a knife. He'll tackle you, so mash the indicated button prompt to break free. Just keep mashing the attack button after that and you'll kill him fairly easily in the ensuing fight. You're just in time for the show, so enjoy Colm's walk up to the gallows. Unfortunately, due to some unforeseen circumstances, a gun fight will break out at the end of things and you'll need to cover Dutch and Sadie. You'll automatically be using the sniper rifle, so take aim at everyone you see. You won't have access to your mini-map, but essentially everyone you need to kill is in the courtyard and you can follow the shots to their source to help locate everyone you need to kill. Use Dead Eye as much as you can to help stabilize your shots and a single shot to the head or chest will be enough to kill anyone here. Dutch and Sadie will move up each time you kill a small group, so keep clearing out enemies as they arrive. With Dead Eye, this shouldn't be much of a challenge. Once you kill the last of Colm's men, Sadie and Dutch will get on a wagon and Arthur will be free to sneak out some time later. You'll automatically return to camp at the end of the mission. Mrs. Sadie Adler, Widow - I Sadie needs Arthur's help clearing out the last of the O'Driscolls. Prerequisite: Goodbye, Dear Friend Gold Medal Requirements N/A For this mission, you must first complete Goodbye, Dear Friend and then have only one other mission available to you. It doesn't matter which mission this is, but this one will not trigger if there are multiple other missions to be done. Sadie will be waiting at camp afterwards, and once you talk to her she'll ask for your help. She wants to go and kill the last of the O'Driscolls, and she knows where they are hiding out. You can either choose to help her or refuse, and after some additional dialogue, this mission will end either way. If you do choose to help, the second part of this mission can be found in the Optional Missions section of this Chapter. She'll offer to ride with you ride now if you want or to wait for you at the spot if you want to come later. It is best to just ride with her, as the spot she's going to is all the way on the other side of the map and this will save you the hassle of getting out there yourself. Favored Sons In order to draw attention away from the gang and onto the Natives, Dutch convinces Eagle Flies to ambush an army patrol. Prerequisite: Goodbye, Dear Friend Gold Medal Requirements Kill the soldier on the cannon within 45 seconds. Get 35 headshots. Complete the mission without taking any health items. After Goodbye, Dear Friend, you will find Eagle Flies waiting for you over by the Cumberland Forest. Dutch is there too, and he has a plan to capture some soldiers and tar and feather them as retaliation for taking the Wapiti horses. Follow Dutch down to the valley as he gives you a bit more detail into his thinking, and when the game directs you to pick up the spool of wire he left near the bottom. Dutch will plant dynamite, and all you need to do is walk behind him and attach the wire by following the shown button prompt. If you lose sight of Dutch, the game will mark each of the dynamite locations with an objective marker on your map. There are four in total that Dutch will plant, and after you attach the wire to the last one, Eagle Flies will call you back up. Run up the hill and get back to where the mission started. The soldiers will start arriving at this point. Wait until they pass the first charge and then detonate the explosives. A brief conversation will follow. It doesn't go well. Take aim at the soldiers below. This part is fairly easy, so you may not have to use Dead Eye unless you are having issues aiming. They won't be in a good position to fight back, and you can just systematically make your way through them from above. The bigger issue is a group of reinforcements that will make their way up the hill from the side. You won't be able to hit them from your current position until they are all the way up, so you may want to run over to the ledge right by the hill so you can shoot at them as they move towards you. Dead Eye is useful here, as you can clear out most of this group before they even have a chance to shoot at you if you're quick. This whole portion is fairly easy though because of how many allies you have with you and how few total enemies there are in comparison. Once they're all dead, run down to the men that you trapped during the explosion. Start looting corpses until you trigger a quick scene. More reinforcements arrive right after this, so take cover under the ledge that Arthur runs to. You aren't in a great position here, and depending where certain enemies are you may actually shoot into the ledge instead of hitting them. This is another good time to use Dead Eye because you will be outnumbered and a lot of the soldiers will be running right at you. Keep an eye on your mini-map to make sure no one is trying to flank you, and kill anyone that gets close to your position on the ridge. There will be a lot of enemies here, and most of them stay fairly mobile, so go for headshots on anyone that is out of cover. Eventually, Dutch will want you to take out the man using the cannon in the back. Run around from the side, shooting any remaining enemies, and come around from the side of the cannon. Shoot the gunner and you'll finish this part of the fight. Arthur and Dutch will flee now, so run over to your horse. Climb on and then ride after Dutch until he comes to a narrow path he doesn't think the horses can fit down. Climb down and cause your horse to flee. Follow Dutch down the trail until another fight is triggered. Dutch should take care of the first guy, but after that you'll want to run down to where he is to get some cover. There are only four enemies here, so quickly pop out of cover and take them out. Dead Eye probably isn't needed, and you can just pop in and out of cover to lock onto a target and make shooting fairly simple. Once these four are dead, follow Dutch a bit further and another group of four will attack. Get cover behind the fallen log and use the same sort of strategy here. It is a fairly easy fight, so try to save your Dead Eye if possible. You'll now make your way down a trail and this is where you want to make frequent use of your Dead Eye. Men will keep attacking from the top of the cliff and you can take a lot of damage if you don't clear them out quickly. There will be one man over and above you to your right that can hit you behind most cover here, so kill him first. Then, use Dead Eye to quickly kill anyone else you see at the top of the hill. It is usually best to pop out, use Dead Eye to quickly kill one target, and then drop back into cover. Repeat this process until Dutch tells you to fall back. Run all the way to the back of the trail to find a Dead End. You'll get surrounded at this point, and things don't look to good. Press the indicated button to hold up your arms, and then while Dutch stalls for time walk slowly backwards. Once you're close enough and the game prompts you to, jump down into the river below. Just keep swimming at this point, and make your way to Dutch when he reaches out his hand from shore. Well...that didn't go well. You're safe at least for now, and Dutch says he'll go tell Charles to help you save Eagle Flies, who was probably captured in the chaos that ensued. This mission will end for now, though, and you'll earn some much needed rest. The Fine Art of Conversation Arthur attends a truce meeting between Colonel Favours and Rains Fall, where Rains Fall hopes to negotiate peace. Prerequisite: A Rage Unleashed OR Honor, Amongst Thieves Gold Medal Requirements Kill a pursuers horse during the escape. Complete within 9 minutes 30 seconds. Complete with at least 75% accuracy. Complete the mission without taking any health items. The requirements for this one are a little muddled, depending on what you did during A Rage Unleashed. If you refused to help Charles, then wait six in game hours and the mission will appear in camp. If you said you would help, then you will be given a choice to help Captain Monroe during the new mission Archaeology For Beginners. Refuse, and again this mission will pop up after a six hour delay once that mission is finished. Agree to help, and instead the mission will be available as soon as you finish Honor, Amongst Thieves. Regardless of your choices, go and talk to Trelawney in camp once the mission becomes available. Trelawney won't be around long as he's just saying his goodbyes, and once he is done Rains Fall will visit camp. He needs someone to guard peace talks between himself and Colonel Favours, and Charles volunteers you for the job. Get on your horse and follow Rains Fall. After he talks about the situation a bit, the game will quick travel you the rest of the way to your destination. Follow Rains Fall just a bit further to reach the meeting. Arthur will have a coughing fit during it and be taken to a nearby tent, Follow the button prompt to move once Arthur hears talking, then follow it again to peak outside of the tent. Arthur will hear that Colonel Favours is planning to have Captain Monroe hung for treason, which is not a particularly nice thing to happen to our pal. Arthur will get brought back to the meeting (which has already fallen apart), and then takes a hostage when Colonel Favours tries to have Monroe arrested. Walk backwards to get to your horse, and then climb on when Arthur pushes the soldier away. Ride off as fast as you can behind Charles and Monroe. They'll give chase, and you'll have to fight a handful of men on horseback. Use Dead Eye as needed to clear them out, as there will only be three or so. Keep an eye on your mini-map to see where they're coming from, as they will ride alongside you and make life very difficult if you do not kill them quickly. Unfortunately, once you kill the first group a second ambush awaits and takes out Monroes horse. Kill the men here and then run with Charles and Monroe into the forest. Once they stop for cover, find a nearby rock to hide behind and prepare for a fight. Check your mini-map and you'll see men coming out of the forest in front of you. Go for headshots, and keep track of where new enemies are appearing via your mini-map. Try to be quick here, as more enemies will be arriving from behind you shortly. This is the easiest part of the fight, so if you want to conserve Dead Eye and minimize item usage, this is a good time to try to do it. Once the group in front of you is dead, change your position so you are instead taking cover in the opposite direction. More men will begin attacking from where you just ran from, so begin firing as soon as you have a good target. There are a handful of men that will be on foot, and once these are mostly cleared out a wagon of reinforcements will arrive. Once you see it, activate Dead Eye and try to kill everyone on the front of the wagon. You should be able to mostly remove this threat before they can even disembark. After the wagon has arrived, you should only have a couple more enemies to kill before Charles tells you it is time to move again. Run over to your horse, and Monroe will join you on the back. Ride after Charles, and on your way out you will have to deal with one more group of enemies on horseback. Use up your remaining Dead Eye here, and keep checking your mini-map if you lose one of them during the fight. A couple quick headshots will neutralize this final threat, and you can follow Charles the rest of the way in peace. Once you get to the train station, Arthur will immediately climb down and escort Monroe to the train. The King's Son Upon learning that Eagle Flies has been captured by the army, Arthur and Charles infiltrate Fort Wallace to rescue him. Prerequisite: Favored Sons AND The Fine Art of Conversation Gold Medal Requirements While infiltrating Fort Wallace, headshot every soldier blocking your way to Eagle Flies. Kill 15 enemies while escaping in the canoe. Complete with at least 80% accuracy. This missions starts the "almost at the end of chapter" string of missions, and you'll need to complete both Favored Sons and The Fine Art of Conversation to trigger this mission marker. So now is a good time to start wrapping up anything you haven't done yet that you want to, as a lot of time sensitive missions are about to end. Talk to Charles in the Wapiti Indian Reservation when you're ready. Walk with him until he directs you to Rains Fall's tent, and go to the objective marker to go inside. Arthur will have a brief conversation with him, and decides that he and Charles will go and try to save Eagle Flies. Go outside to meet back up with Charles and then climb on your horse. Follow Charles as he leads you to the fort. Once you reach your destination, the two of you will wait until nightfall to sneak in. Follow Charles as he sneaks around the side. He'll notice two guards out front. Take out your bow and shoot one in the head, and Charles will kill the other. Charles will move again, so follow him and stay close. Keep close to the wall so patrolling guards don't see you, and follow Charles' movements, stopping when he stops and moving when he moves. Around the back, you'll run into two more guards talking to each other. Take out your bow again and kill the target of your choice with a headshot while Charles takes out the other. Charles will now lead you to the back point of the fort, and he'll throw a rope the two of you use to climb in. There is one more guard at the top, and you can either send Charles to kill him or take the lead yourself. If you take the lead, pull out your bow and kill him with a single headshot. Move through the tower now, and Charles will spot another guard just on the walkway ahead. Walk up behind him and stealth him kill with your knife, or send Charles to do it if you're feeling lazy. Go forward a little bit more and you'll find two more guards. Use your bow to headshot the one of your choice and Charles will kill the other. Follow Charles again and let him check the tower before moving in. There is yet another guard just past this tower and you have the same options of going in for a stealth kill or letting Charles do it. None of these guards are very good about turning around, so just make sure you aren't jumping around like a crazy person and you'll be fine. Move down the stairway behind the crates with Charles. There are too many guards in front of the cells, so he needs you to cause a distraction. Go into the tower marked by the objective marker on your map and climb the ladder to reach the top. Move towards the objective marker once you reach the top level, and you'll find a guard on the walkway. Kill him with an arrow, then move to the center of the walkway. The lantern you need to shoot will be marked on your map. You will likely need to stand up to shoot it so you don't hit the railing, and a single arrow will be enough to cause a huge fire right where all the ammo is. Continue down he walkway and then climb down the ladder at the end right before the stairs to reunite with Charles. Follow him and he'll lead you to the cells. Search the body of the guard he kills and then open up the cell door to free Eagle Flies. Unfortunately, the rest of the fort is now on to you and as soon as you leave the building they'll start shooting. Once you're outside, Arthur will automatically get in cover. There are only three enemies here, so quickly kill them with headshots. They aren't in particularly good cover, so this beginning part shouldn't be too hard. Charles will move at this point, and you'll want to move with him. The cover in this area is less optimal unfortunately, so try to find a crate and take cover on the south side of it. There will be a lot more guards now, but not so many that it is unmanageable. Make good use of your Dead Eye, and keep moving with Charles as he advances through the fort. Watch out for guards on the towers or the walkways above as they typically have the clearest shot at you. Charles will do a decent job helping you here, and as long as you use your Dead Eye well you should be able to make it through the entire section with minimal damage. After clearing out the fort, Eagle Flies leads you to the back wall where he remembers there being a hole. Unfortunately, they covered it up. You'll need to break it open now, and you can either go to the cannon they point out to you and fire a shot at the wall or you can just take out a stick of dynamite and toss it to the weak spot to blow it up. Run outside to get on your horse and then ride after Charles as he'll lead you to the canoes. Ride as fast as you can, but keep an eye on your mini-map. If any enemies are getting close, quickly turn around and kill them before they can cause too much damage. Use Dead Eye here for sure, as it will make it a lot easier to deal with foes on horseback (and turning around and aiming for too long is a great way to accidentally run into a tree while you're not looking). Kill only the ones that are close by and focus on riding as fast as you can. Once you get to the canoes, Charles will ask you to provide some cover. Kill anyone nearby with headshot, using Dead Eye as needed. Jump in your canoe when Charles prompts you to. Once you are in your canoe, you'll have one final chase sequence. Enemies will pop up along the river banks and fire down at your canoe as you're rowing, and you have one of two options here. If you have full health going into the canoe segment, you can just power through and row as fast as you can. You will take damage, but as long as you constantly row and don't stop in any spot, they won't be able to do enough damage to actually kill you and then don't run along the side of the river bank to provide a constant threat. Alternatively, you can kill all or at least some of them to make the rowing a bit less treacherous. Enemies will appear as red dots on your radar, and you can take out your pistol and kill each one as they appear. Don't worry about getting headshots if you can't, and just fire off several rounds towards their torso to take them down. At the end of the river, Charles will see two more men on horseback. Kill these two from your canoe, and then ride to shore. Charles will take one of these horses and ride Eagle Flies back to his father. Consider setting up camp and taking a rest before continuing on to the next mission. You've earned it. My Last Boy Eagle Flies rides into Beaver Hollow to rally support for a final attack on Cornwall Kerosene and Tar. Against Rains Fall's wishes, Dutch and the gang accompany Eagle Flies into battle against the army. Prerequisite: The King's Son, The Bridge To Nowhere, AND Mrs. Sadie Adler, Widow - I Gold Medal Requirements Save Paytah. Get 30 headshots. Complete with at least 80% accuracy. Complete the mission without taking any health items. Now we are really heading into the end of Chapter 6, and you need to essentially have every other possible mission complete before this one becomes available. The money lending missions will close after you start this mission so if you have any left outstanding, do them now. You may want to explore a bit before this as well, because once we start this you may want to go on through to the end of the chapter. Once, you're ready, talk to Dutch in camp. If it wasn't clear we are now barreling towards our epic conclusion, it soon will be. Eagle Flies arrives in camp, asking for help as they go to war against the army. River Falls is unable to stop them, and begs Arthur for his help. Dutch, unaware that Arthur had been helping him, says he'll come along, but he doesn't seem too happy about it. Soon the whole camp is rallied. Ride off with everyone else to war. After several long, tense cutscenes, the battle finally arrives. You'll now need to ride in to save Eagle Flies. You'll start the fight galloping straight towards the chaos. There will be several soldiers out in front, usually scattered by themselves. Aim for headshot and take out as many as you can, although your little calvary will help you in doing this. Once you get close enough to the oil fields, everyone will automatically disembark from their horses. Run up to the nearest cover and start finding some targets on the battlefield. First, you'll want to kill the two snipers up on the tower directly in front of you. These guys are the most dangerous, so use Dead Eye to lock onto headshots and make sure you kill them. From there, you will need to start making your way forward with the rest of the group. You'll want to keep an eye on two things. First, your group, and once they start moving up you'll want to move up as well. They'll tend to only move when it is safe to do so and when all enemies in the immediate vicinity have been eliminated, so use their cues to find when it is safe to move. Secondly, keep a constant eye on your mini-map. There are a ton of enemies here, so stay vigilant and make note of those close to you. There are a couple of ways to get through this portion of the fight. The first requires a heavy use of Dead Eye, but is very easy. Just keep using Dead Eye, making sure you refill your Dead Eye core as needed. Your other option is to rely on standard shooting. Duck into cover, locate a target, and pop up with your camera roughly centered on their position and you should automatically lock on to them when you draw your gun. Move up slightly for a headshot, and repeat this process. There are a lot of enemies here, so you may want to use a mix between Dead Eye and non-Dead Eye assisted kills depending on the situation. Keep moving up when the rest of your group moves, and run to whatever cover is nearby. Move from cover to cover and you should be able to keep yourself relatively safe, particularly if you are following the rest of the group. You'll eventually need to run across a bridge that is surrounded in flames, and once you reach the end of it you'll find Eagle Flies wrestling with a soldier. Kill the soldier, and then when the cutscene ends run over to some of the nearby boxes. There will be enemies on the walkway above you and several on the group below, so take your choice on who you want to kill first. Keep things quick, and make sure you don't stay out of cover for too long. You'll next run over towards some small buildings in front of the railroad tracks. Again, keep close to the rest of the group and stay in cover to ensure you are receiving minimal damage. Keep using Dead Eye as needed and keep a close eye on your mini-map to see where enemy soldiers are hiding. There aren't a ton of enemies here, but soon after you arrive more reinforcements will arrive by train. Once the train arrives, make sure you are not out in the open because they will have a Gatling gun. You want to kill the man operating the Gatling gun as soon as you seen him, so either target him immediately or hide around the side of the one of the buildings so you are out of sight and kill all the other minor enemies that spill out from the train first. You just don't want to be out where the gun can hit you, and as soon as you see where it is firing from, immediately go into Dead Eye and kill him as quickly as you can. Help the rest of the group finish off the rest of the stragglers, and then move through the train when the rest of them do. There will be a handful of enemies on the other side of the train, and then after that you can make your way to the courtyard behind the main building. Dutch and the others are waiting for you there. This will be the final portion of the fight, and enemies will be coming from every direction. It isn't as dangerous as it sounds, however, because your whole crew is here and they do a great job taking out their fair share of foes as well. Again, your mini-map will be your best friend here and you want to make sure you don't let people get behind you. There will be several that ride down the hill almost as soon as you enter the area, so kill as many as you can with headshot (assisted by Dead Eye) before they even reach you. There will be others coming from this direction as well, but only a couple and the rest of your group is pretty good about keeping them out of your hair. More are coming through the eastern side of the area at the same time though, so find some cover and turn your attention that way. Keep using Dead Eye whenever you need to and aim for as many headshots as possible. If you're quick, you should be able to take out most of this group yourself, but if you find yourself in trouble you can always just hide in cover and let the rest of your crew do the work. This final push is actually one of the easiest parts of the mission because of how many allies you'll have with you. Keep your head down and plan out your shots and you should be fine. After the fighting finally ends, run over to Dutch. He'll take you inside the main building here, so follow him. He goes all the way upstairs, looking for the mythical money that will finally buy you guys your freedom and your safety. He seems to know where he's going, so go into the office with him. Search the cabinet in front when he tells you to, and he'll wind up finding the bonds he's looking for himself in one of the desk drawers. Follow him back downstairs. There will be an ambush waiting for you at the bottom of the stairs. From cover, you can probably kill three or four enemies without having to move from your starting position. When Dutch makes a run for it, follow him using the same path he uses. You'll be caught off guard by steam at the end, allowing one of the enemy soldiers to climb on top with his knife. Dutch just sort of leaves you there (thanks, pal!), but with some help you'll manage to get out. Dutch wants to get back to camp, but Arthur wants to take Eagle Flies back to his father first. Follow the trail to make your way back to the Wapiti Indian Reservation. Once you return, there will be several cutscenes you need to wait through, but eventually Arthur will find himself back in Annesburg. Time to go talk to Dutch. Going For Gold: There is really only one objective here that likely isn't completely obvious, and that is saving Paytah. There is a sequence in this mission where a train arrive with a Gatling gun. Right after you finish this fight, you'll cross over the train to the other side of the tracks. As soon as you cross over, check to your left. Paytah will be in the general direction of a wagon fighting with a soldier in hand to hand combat. Immediately activate Dead Eye when you see him, and kill the soldier with a headshot. Paytah will be considered saved after this, so you can focus on the rest of the objectives. Hitting 80% accuracy is a very reasonable target, and completing the mission without using health items shouldn't be that difficult so long as you make good use of cover, as described above. The hardest objective is probably securing 30 headshots, but that is easily obtainable if you are spamming your Dead Eye as frequently as you can. Lock onto your target's head to ensure you really are getting a headshot, and try to keep a running count. There will be more than enough targets here, and you should easily hit 40 if you are abusing your Dead Eye. Refill it as often as you need to, making sure to use stuff like chewing tobacco and moonshine as these won't count towards health items. If you're skilled enough without Dead Eye, you won't need to worry about this technique as you can definitely do it without it. It certainly makes hitting 30 headshots much more trivial, though, so don't be shy about using it if you're having troubles at any point. Aim to hit the following numbers: 3 on the horseback ride down, 4 in the small section after climbing down from your horse, 4 right after the bridge, 4 in the houses before the train arrives, 4 after the train arrives, 3 on the other side of the train, 7 in the back courtyard, and 3 in the ambush at the bottom of the stairs. That'll put you over the total number you need and none of the numbers are unreasonable considering the number of targets you'll be fighting. Try to keep a running total in your head so you know if you are running short by the end, as you can stay in cover during the final ambush and you should be able to get more headshots in before running off to end the sequence. Our Best Selves As their final job, the gang ride to Saint Denis to intercept and rob a train carrying army supplies and payroll, headed for the recently destroyed Bacchus Bridge. Prerequisite: My Last Boy Gold Medal Requirements Get a headshot in Dead Eye after jumping from Dutch's horse. Complete within 11 minutes. Fight through the train with at least 80% accuracy. Complete the mission without taking any health items. This is absolutely your last chance to finish off the optional honor missions in this chapter, so make sure you tackle them before going back to camp and talking to Dutch. The camp is a bit lighter since the last you left it, with multiple people deserting. Dutch wants to rob the train carrying the army payroll and supplies, a score he thinks will finally let all of you escape. Arthur insists that John and his family be let go as well as part of the agreement. Dutch gets really caught up on that word. "Insists". But he agrees and the rest of the remaining camp rides out for the train. Just follow Dutch at the beginning of this mission until he sends John out to get the dynamite. Arthur says he'll go with him, so follow John to get the dynamite. Climb down from your horse when you get to the wagon, and then climb up the back of it to get the dynamite from the crate. Move back over to your horse and follow John to your new destination. Once you're in Saint Denis, slowly follow the rest of the group to the train station. The plan is, one the train stops, for you and John to board on the back, and then Sadie and - whoops, there goes the train. Apparently it isn't making its regularly scheduled stop for some reason. Gallop after it as fast as you can once you're back in control of the horse. Once you're alongside the train, press the indicated button prompt to jump over to it. You'll immediately be in cover, and there will be two guards at the back of the train that start shooting. Kill them both with headshots, and then move up as soon as John starts moving up. There will be two more once you reach the edge of the next car. Use the edge of the doorway as cover and line up a quick shot once they move out of cover. Most of the train will play out in this way, with groups of two or three showing up at a time as you move forward. There is plenty of cover on the train, so find a good spot and use it to take out any guards you run across. Patience is important here, and as long as you don't just run out in the open you should be fine. The groups here are small, and you'll never be fighting more than three at a time. Use Dead Eye whenever you feel the need to. There are a couple of enemies that only peak out of cover briefly, and these are your best targets for Dead Eye. As soon as you seen them moving out, activate it and then lock in a headshot before they can duck back in. After moving forward a while, you will notice an enemy on top of the car in front of you. Quickly dispatch of him before moving on. At this point, you can climb on top of the train. Move forward until you can jump back down. There will be several guards down here in a slightly larger group. You can jump down and get into cover, or you can pick them off from the top of the train. You are much more open to getting shot up here, but you have a great vantage point so if you're quick you should be able to kill them all without taking too much damage. Jump down when you're ready, and continue moving forward as before. The cramped confines of the train will really work to your advantage here, as most of the enemies are largely stationary or just jump in and out of the same little bit of cover. Move car by car, eliminating everyone you come across, until one of the guys you shoot accidentally sets the whole train on fire. Oops. Move to the railing when this happens and follow the button prompt to get over to Dutch's horse. Jump back onto the train when prompted. There will be a couple of cutscenes here, and an automatic Dead Eye sequence. Move the cursor over to the guy's head for a clean headshot, or fire off a couple of rounds into his chest. After the cutscene wraps up, you'll be in control of the Maxim gun and a whole bunch of reinforcements will be riding alongside the train. Time to have some fun. You aren't in too much danger here, but follow the prompts from Sadie and keep an eye on your mini-map to see where the enemies are coming from. Hold down the trigger and mow them down whenever they get too close. There are a decent number of enemies that will be pursuing you here, and always focus on whoever is closest. Bursts of gunfire should be more than enough to mow down any target, and once they fall off their horse or slump over, you know you're good to move on to the next target. Keep on firing until the others tell you its time to move to the front car. Exit the Maxim gun and follow them. Move to the front of the train now, climbing over the car in front of you. Run to the door of the front car and equip the dynamite. Plant it (don't throw it) using the indicated button prompt. Then ignite it and run back. With a hole now blown open, you can enter and collect the sweet, sweet loot. When prompted, jump off the train before it goes careening off the tracks. Dutch arrives just in time to give you the bad news: John is dead. Seems a bit suspicious considering he was alive and well in the original Red Dead Redemption, but ok! The rest of the crew will ride back towards camp, and the final mission in this chapter will begin automatically. Red Dead Redemption With John assumed dead, and Abagail captured by Pinkertons, Dutch cuts them loose, and rides for Beaver Hollow. Arthur and Sadie head to Van Horn to rescue Abagail. Prerequisite: Our Best Selves Gold Medal Requirements Get 7 headshots while covering Sadie from the lighthouse. After Sadie is captured, reach Abagail and Sadie within 1 minute. Complete with at least 70% accuracy. Complete the mission without taking any health items. Tilly rides in to give everyone the bad news. Abagail has been captured by the Pinkertons, and they'll execute her if Dutch doesn't go to Van Horn. Dutch and Micah take the "nope" route and just leave. Saving her falls to Arthur and Sadie. Arthur gives Tilly all of the money he just earned and tells her to wait with Jack for you two to return. Follow Sadie into Van Horn. She'll want you to cover her from the lighthouse, because you're the better shot and not because you sound like you're dying and your coughing is going to alert every Pinkerton within a five mile radius. Definitely. No fibs. Run to the top of the lighthouse to get into position. Go in through the door at the front of the lighthouse, then take the stairs all the way up to the top. Initially, we'll just need to cover Sadie. Keep an eye on her through your scope as she runs. Once she stops, you'll see two Pinkertons just to the right of her. Shoot one, quickly enter Dead Eye, and then shoot the other. From here on out, you need to track Sadie as she moves through Van Horn. Always keep your scope close to her, and when she stops locate anyone nearby that is shooting at her. This is usually only groups of two at a time, and you can follow the bullet to see what general direction they're in. At first, do not use your Dead Eye. You cannot refill it during this segment, so you want to save it until Sadie is further away. The biggest challenge here is the fact that the visuals are not quite as crips through your scope and some of the enemies here can blend in with the background. Use Dead Eye as their glowing weak points can help locate them if you're having trouble. Another bit of advice is you do not have to go for headshots here, and shooting for the chest provides a bigger target and will also kill them in a single hit. Follow Sadie to the end of the dock, at which point she gets captured by Pinkertons herself. Looks like we're going to have to do this the hard way. Arthur will climb down and immediately get himself in cover. From this end of the town, you should be able to kill five or six Pinkerton agents without having to move. If you saved your Dead Eye during the previous segment, now might be a good time to use it as you move through town. Whenever you clear out a segment, run forward to the next bit of cover and wait to see if any more enemies pop out. Your mini-map is crucial here, as enemies will appear above you, in front of you, and to the side of you. Use Dead Eye whenever you get yourself in a bad position, and go for headshots if possible. You can equip your shotgun and let enemies come to you, but it will be easier to just use your pistol and Dead Eye in combination. Keep pushing forward through town whenever there is a lull, and refill your Dead Eye core whenever you start running low. Once you reach the building at the end of town, kick down the door. You'll enter an automatic Dead Eye sequence. Target both agents with headshots before the get a shot off at you. While freeing Abagail, unfortunately Milton will get the drop on you. He'll reveal that it was Micah, and not Molly, that had been feeding him information. Arthur will now get in a struggle, and you'll need to mash the indicated button prompt as long as you can to fight him off. Afterwards, Abagail and Sadie will both be freed and the three of you will need to hightail it out of town. Run over to your horse and climb on after Sadie mounts it. You'll be riding in the back this time, which is a good thing because it will make the ensuing chase sequence much easier. The Pinkertons will give chase as you flee, and you'll need to fight them off. Fortunately, this is a fairly simple chase. You'll be on the back so you only need to worry about aiming, and these guys always come at you in groups of two and no more. If you're having trouble hitting moving targets, use Dead Eye and it will make this sequence extremely easy. Activate Dead Eye, get a quick headshot, and then repeat it for the next target. Focus on your mini-map to see where enemies are coming from, and try to kill them as soon as you have a good shot. It shouldn't be too difficult, and after several groups of these you'll finally be free from the Pinkertons. Arthur will part ways with Sadie and Abagail now so he can go have a nice friendly chat. Just keep pressing the indicated button to make your horse go faster during the ensuing song and flashback sequence. Things get really tense back in camp, just in time for the remaining Pinkerton agents to show up and crash the party. Arthur will get behind cover automatically, and you should wait here for a moment. There aren't too many of them, and your initial position provides great cover for the gunfight. Use Dead Eye as needed, but this is a fairly straightforward fight so you might be fine without it. Most of the enemies will stand out in the open or slowly move towards you, making them very easy targets. Now is a good time to refill your Dead Eye as you'll need it coming up. Keep on killing Pinkertons as they arrive until John tells you to move into the caves. Follow him in and run with him to the back of the cave. You shouldn't need to fight anyone in here as long as you're quick. Climb the ladders at the back to get out, and your horse will be waiting for you on top. During this next chase sequence, you can ignore enemies entirely. Just ride as fast as you can and no one will catch you as you try to escape. John will be stopped by a barricade, so quickly kill these two and he should continue riding again. There isn't anyone else that can even slow you down, so focus on riding as your pursuers won't be fast enough to catch you. Eventually, you'll be knocked off your horse. There are only three Pinkertons at the top of the hill, so dispatch of them as quickly as you can. You'll now have a choice, and you can either go back for the money or held John get to safety. This has a fairly significant effect on the outcome of the story, so make sure you choose whichever feels best to you. If you choose to help John, follow him up the nearby hill. Enemies will be firing on you the entire way, but you can focus on just climbing to the top. Once you reach the very top, John will stop for a moment to try and fight them off. It doesn't matter how many you kill here, and in a couple of seconds John will try to continue. Unfortunately, Arthur appears to have had all he can take and can't push any further. He hands John his stuff and decides to stand his ground as long as he can. Kill the Pinkertons as they come over the hill. You can mostly ignore the ones further away until you run out of ones close to you to kill. You won't need to kill them all, as your gunfight will be interrupted with Micah tackling you before you can wrap it up. Going back for the cash is much more difficult. You will find yourself without your best weapons against a horde of Pinkertons. You'll want to move slowly to the objective marker, killing everyone in your path. Don't waste too much time trying to eliminate every single target, as that will only slow you down and make things harder. Use cover when you can, and refill your Dead Eye as much as you need to. This will be the last major fight of the mission, so feel free to exhaust whatever items you happen to have. Fight your way back into the cave and go to the highlighted area to find the chest. Now, get back outside the way you came. You'll have to fight Micah here as well, so be prepared. Micah is a much tougher opponent than you're probably used to. Just mashing the attack button won't do much. Block as often as you can and Micah won't be able to hit you. As soon as you successfully land a block, you can counter with two punches of your own. Any more than that and he'll be able to launch a counteroffensive of his own, so don't get greedy. This is going to be a long fight, so just keep blocking and countering his attacks. If he gets on top of you or pushes you against a wall or begins to choke you, begin mashing the indicated buttons to block. After you block a couple of his attacks, you can attempt to break free and get back into the fight. After a long battle, you'll finally trigger a scene. Mash the indicated button to make Arthur crawl, and after that all we have left to do is watch and resolve the story. Get some popcorn. Cue epic cowboy music. And move on to the epilogue. Optional Missions Of Men and Angels - I Sister Calderon is outside the church, looking for donations for the poor. Prerequisite: A Fork In The Road and Brothers and Sisters, One and All Gold Medal Requirements N/A This is a time sensitive mission that can be completed either in Chapter 5 or Chapter 6. You will need to complete A Fork in the Road first, and it will only be available if you completed Brothers and Sisters, One and All back in Chapter 4. If both of these were finished, you can find Sister Calderon in front of the church in Saint Denis asking for some food for the poor. Talk to her for a nice conversation about goodness and philosophy. The first part of this mission is only dialogue based, and once she's done talking you're free to leave. She does ask you to help donate some food to the poor when you have a chance, though. Of Men and Angels - II Return to Sister Calderon with any donations. Prerequisite: Of Men and Angels - I Gold Medal Requirements N/A Right after Of Men and Angels - I, you can either leave to gather some supplies or talk to her immediately after the first mission finishes. If you talk to her again, you can either give her some food or $10.00 in cash. Either way, after you make your donation she will thank you for your generosity and you will be free to leave. Doesn't donating feel good? Do Not Seek Absolution - I Edith Downes tells Arthur that her son, Archie, is working at the Annesburg Mine. Arthur heads to the mind to find Archie being goaded by the foreman, Mr. Dockey. Prerequisite: A Fork in the Road AND high honor level Gold Medal Requirements Complete within 1 minute 20 seconds. This mission is a bit different than a lot of the others in terms of prerequisites. A For in the Road must be finished first, and you need to complete this during Chapter 5 or Chapter 6. However, you also need to have a high honor level. Meaning, if you've been going around shooting everyone in the face, this will not appear. If you have been playing as a bandit but still want to do this side missions, you can boost your honor fairly quickly by going to Saint Denis and saying "hi" to everyone. Because a whole life of murder can be offset by some friendly waving. It will take a while, but it is undoubtedly the quickest way to do this as it is easy to boost and there are a lot of people in Saint Denis. Your honor level must be fairly high, so keep checking the map after you get a decent boost to see if you can see the mission marker in Annesburg. It will appear on your map no matter how far away you are as soon as it is available, so it is an easy way to check when your honor is high enough. When you can, go to Annesburg and head to the mission marker to start things. Go and talk to Edith Downes, who is even worse off than the last time you saw here. There is something terribly wrong with her skin now, and even her son is caught up in the mess. To make ends meet, he's working in the mine and she's afraid they're working him to death. Arthur offers to help and she tells him to just go away. Ignore her because you've already done worse anyway and go to the objective marker to find the mines. When you get there, you'll find him being taunted by his boss. Arthur steps in and tells them to stop, which for some reason they don't respond well to. The foreman and one of his burlier assistants decide to teach Arthur a lesson in his weakened state. You need to fight both of them here, and the bad news is Arthur is not nearly as healthy as he usually is due to his recent illness. They're also fairly decent figures, so don't just swing randomly. Instead, block, and only counter attack after a successful block. They won't attack you at the same time, so fortunately you'll only need to deal with one at a time during the fight. Keep blocking, and then swing back until they block one of your hits. Don't get too greedy or they'll launch into an attack of their own. It takes a bit longer this way, but it is safe and ensures you don't take too much damage. After hitting them enough times, Arthur will eventually knock them out. The rest of the men will flee, and Arthur will give Archie some cash and a horse to get away on. Do Not Seek Absolution - II Unwilling to accept Arthur's money, Edith Downes continues to sell her body. Worried for his mother's safety, Archie Downes asks Arthur to head to Willard's Rest to look for her. Prerequisite: Do Not Seek Absolution - I Gold Medal Requirements Find Edith Downes within 1 minute 10 seconds. After completing the first part of this mission, you must wait four in game hours and then a new mission marker will appear in Annesburg. You will be able to find Archie in the alley behind the newspaper salesman, but without his mother. Apparently, Edith says Arthur's money is dirty (she's not wrong) and refused to take it. She's still "working" and left with some man from the railroad tracks that Archie thought looked dangerous. Arthur says he'll look into it for him, so follow the objective marker to the spot north of Annesburg. This will lead you to a bridge, and you'll need to find the trail from there. Go underneath the bridge and you can find a trail from a horse that leads westward. You can follow the trail northwest of here (which mostly follows the road), and you'll eventually find Edith at a secluded spot in the woods just north of the road. Just walk over to her client and it'll be enough to scare him away. Arthur starts working on convincing her to return to her son, and eventually you can either ask or demand that she come with you. Asking is nicer, so select that response and then get back on your horse with Edith. Follow the marked trail to get back to Annesburg and Archie, and then walk over to Archie to get a final scene between the three of them. Sorry we ruined your lives! Money Lending and Other Sins - VI Strauss gives Arthur the names of two more debtors. Prerequisite: A Fork In The Road AND Money Lending and Other Sins - V Gold Medal Requirements N/A Assuming you've been keeping up with the money lending side missions and have already finished A For in the Road, Strauss will have another mission for you waiting in camp. He gives you two more names you need to go shake down, although he wants you to go get J. John Weathers first. He's over near the Three Sisters, which is just west of your camp. Ride up to the objective marker on map, and you'll fin Weathers just north of the center of the objective area. He'll be fixing his broken down wagon. Talk to him and he'll tell you that he'll pay, but he needs help because men are after him for deserting. Arthur doesn't really want to help, but he won't have any choice because men show up in the middle of the conversation and start shooting. You'll start off the mission hiding behind the cover of the wagon, and you can stay here for most of the shootout. Feel free to use as much Dead Eye as you need. There aren't too many enemies here, but they may be somewhat hard to locate because they are going to be shooting at you from a forested area with plenty of big rocks around as well. If you pop out quickly your aim will center on anyone nearby, which might help locating enemies. There are only six enemies in total, so it won't take too long to make your way through them. They will hit the wagon, setting it on fire (Weathers must've been carrying some extremely flammable ham sandwiches). You'll have to move out from cover then, but there should only be an enemy or two left. Kill the last of them, and you'll trigger a cutscene. Weathers will call out his extremely pregnant wife, and Arthur will suddenly have some doubts. You can either choose to collect the debt by taking the locket or absolving the debt and gaining some honor. The choice is yours. Next you'll need to Annesburg to talk to other Arthur. Other Arthur works at the mines, so go and talk to the guard out front. When you ask about him, he'll tell you to go in and talk to the foreman. Head on down now, and feel free to explore the mine a bit as this is one of the few times you can go in without the guards getting all angry at you. There are a couple cigarette cards down here, so this is a good time to grab them if you're going for 100% completion. Head down to the new objective marker to talk to the foreman, who has a major case of the giggles. He'll tell you Arthur is dead, but you can probably go and hit up his widow for cash if you're really that desperate. Travel south to find the new objective marker. Other Arthur's widow is trying to pack up the house to move, so you'll need to talk to her before she leaves town. When Arthur sees her son, he once again has a change of heart. You can choose to either absolve her of her debt or absolve her of her debt and give her some cash on top of it. The later option will give you an honor boost, but it'll cost you $55. Either choice is fine though in context of the story. After you finish talking to her, the mission will end. Money Lending and Other Sins - VII The debtors have been dealt with, and Strauss needs to be talked to. Prerequisite: Money Lending and Other Sins - VI Gold Medal Requirements N/A This is solely a cutscene based mission, but it is definitely worth doing. You'll want to see how this story thread wraps up, at least. The Course of True Love - IV Arthur receives a letter from Penelope Braithwaite, asking for help escaping the clutches of her morally depraved family. Prerequisite: Visiting Hours Gold Medal Requirements N/A It can be kind of annoying to get this to trigger. First, you'll need to complete Visiting Hours. Then, take a nap in your bed in camp. When you wake up the next morning, you will find a letter next to Arthur's bed. Read the letter to finish this part of the mission. A new mission will appear on your map at this point, next to where Braithwaite Manor once stood. The Course of True Love - V Arthur tries to help Penelope Braithwaite and Beau Gray escape their families. Prerequisite: The Course of True Love - IV Gold Medal Requirements Headshot 5 of the Braithwaites as they pursue the train. Complete within 7 minutes and 30 seconds. After reading Penelope's letter, you can ride all the way down to Braithwaite Manor to find her. Penelope is ecstatic to see you and begs you to help her get to the train station. She's moving on to Boston, but her cousins don't like the idea and will stop her if they see her leaving. Beau will be waiting for her there, but you'll need to get her there first. Get back on your horse and she'll climb on. Follow the trail on your mini-map to the train station. The ride is uneventful, so dismount from your horse when you get there and walk over to Beau. They want you to accompany them for the first part of the ride, so go to the ticket booth and buy three tickets. While you're doing this, two of one of their no good family members show up and grab Beau. Arthur will head outside to fight them. This won't be particularly tough. Start by blocking, and once you block a hit you can counter with three or four punches. There are two of them, but one of them will be preoccupied with Beau for most of the time. Just keep beating on one of them until he goes down, then focus on the other. When both of them are unconscious, you can board the train. The fun isn't over here though, because it turns out Penelope took a good chunk of the family jewels and her cousins (more cousins?) give chase to the train. Run back one car to the long flatbed car and find some cover. There will be a couple of guys riding alongside the train, so pop up and use your Dead Eye to lock onto headshots to take them out. Fortunately, the pursuit here isn't very intense and you can probably handle things without using too much Dead Eye. You don't even need to kill them all, as they'll quit giving chase right around the time the train slows to a stop. Still, killing more Braithwaites is always fun so take out as many as you can. Turns out you stopped not because you reached your destination, but because the conductor fled out of fear. Go to the front of the train, climbing over whatever you need to in order to reach the conductors seat. Arthur will have to drive the train from here on out. Choo-choo! Fortunately, this is very easy and all you need to do is hold down a single button. Feel free to ring the bell or sound the whistle as often as you want to, though. Once you reach Rigg's Station, Arthur will take Penelope and Beau out and find them a stagecoach for the rest of their trip. As a reward, Penelope will offer her priceless family heirloom to you. You can either take it or refuse it and gain an honor boost. Either way, wave goodbye to the lovers as they leave. Hopefully no weirdo family members follow them up north. Archeology For Beginners Arthur visits Rains Fall in Wapiti and they travel to a sacred Native American site in the East Grizzlies. Prerequisite: A Rage Unleashed Gold Medal Requirements Recover the relics without being detected. Recover the relics within 1 minute 30 seconds. At the end of A Rage Unleashed, Charles asks you to talk to Rains Fall. If you accept, this mission will become mandatory and appear on your map. If you don't you'll skip this entirely and move right into The Fine Art of Conversation. If accepted, you can find the mission marker up in the Wapiti Indian Reservation. Head over to the center in the center of the mission marker and enter it to find Rains Fall. He'll catch you up a bit on the goings on since the raid, and invites you to take a ride with him to help explain things to you a bit better. An friendly officer from the army comes in with news from Saint Denis, so he comes with for the ride as well. After starting the ride, Captain Monroe will regrettably tell Rains Fall that the oil company got the go ahead to start drilling on their land and he wasn't able to help. He wants to keep trying to help though, and to that end he recruits Arthur to maybe provide assistance whenever he can. Refuse and the conversation will end. Accept, and you will have a new optional mission to complete after this one called Honor, Amongst Thieves. You'll also get an honor boost for your trouble. Captain Monroe will ride off after that, giving you the chance to complete the mission with Rains Fall first. Rains Fall will point out several things along the way. When you see wolves feasting on a horse, you can ignore them and they'll run off. He'll compliment you for not shooting them if you go the non-violent route here. Next, he'll stop to pick an herb he needs. Follow him off the trail, and let him go down to pick the herb. He'll return to his horse when he's done. He'll repeat this another time during your ride, so just do the same thing and wait for him to return to his horse. After picking the second herb, he'll continue the rest of the way to the sacred spot without any further distractions. Follow him, and dismount your horse once he does. Unfortunately, the whole place is destroyed, and Rains Fall is very distraught once he sees it. The ceremonial pipe is also gone, and he asks for your help tracking it down and figuring out what happened here. Immediately go into Eagle Eye and you'll see a whole bunch of points of interest marked by bright yellow, sparkling pillars of light. Go and inspect these and Arthur will find a mixture of empty bottles of alcohol and empty flasks. Rains Fall himself will pick one of these up and once he does you can go over to him while he comments on it. He'll see a big pillar of smoke right afterwards. Run over next to him, and he'll ask you to check it out with your binoculars. You'll find an army camp, where the men look to be drunkenly celebrating something. Rains Fall knows they have the ceremonial pipe, and his people will go to war to get it back. Arthur promises to attempt to stop this by going down and retrieving the pipe for him. Rains Fall nicely asks you not to hurt anyone if you can avoid it. Sneak down to the camp. You can either try to do this by stealth or by just shooting your way through the place. There are only a handful of guards here, so the combat is fairly simple if that is the route you want to go. However, Rains Fall will actually give you a very good reward if you choose to use stealth and recover the sacred items without killing anyone. Your goal is to get to the center of camp, right next to the cooking pot and chest. The sacred items are here, so if you can sneak into camp to grab them. The easiest way to do this is to approach the camp from the east as there is only one guard that patrols around here and another one that sleeps nearby. Wait until the patrol moves past you (he sort of circles around in a counterclockwise fashion), and then move towards the middle of camp. Don't walk on the sleeping guard and you should be able to grab it without incident. You need to crouch walk during this entire segment, as they will hear you otherwise almost immediately. Grab the items, then sneak back out the way you came in. If you do get caught, you'll need to fight your way out. There are only six enemies here in total, so simply pull out your gun of choice and clear most of them out with a good use of your Dead Eye. There aren't any enemies after this, so there is no need to be stingy with your Dead Eye. Kill the six guards in the camp, and then grab the sacred items. However you do it, return to Rains Fall by following the objective marker on your map once you are finished. He'll thank you for your help, and give you an extremely useful item if you manage to complete the mission without killing any of the soldiers. Honor, Amongst Thieves Colonel Favours is redirecting smallpox vaccine away from the Wapiti Reservation to punish the Native Americans for the recent unrest. Monroe requests Arthur's help to steal the vaccine from the army. Prerequisite: Archaeology For Beginners Gold Medal Requirements Recover the vaccine without being detected. Complete within 5 minutes. Assuming you agreed to help Captain Monroe during Archaeology For Beginners, this mission will be available immediately after completing it at the Wapiti Reservation. He needs help recovering some vaccinations that were promised to the Wapiti by the federal government. Colonel Favours appears to have had other ideas, and sent them south instead. Arthur, seeing the effect this is having on the tribe, volunteers to help immediately. Get on your horse and follow Monroe as he leads you to a vantage point overlooking a road. Get off your horse when prompted and wait for the wagon to come around the corner. Once you see it, you need to get down to it a retrieve the vaccines. There are a couple of ways to do this, but either way you want to get this done quickly. The wagon will eventually reach Cornwall Kerosene and Tar, and once it does there will be a lot more enemies to deal with and the mission will become much more difficult. Instead, immediately ride down with your horse and get near the wagon. If you want to just shoot the drivers, you can. Go into Dead Eye and you can kill them both without any fight. This will lose you some honor, though, but the wagon will now come to a complete stop and you can easily board it that way. You can also just ride alongside the back of the wagon and jump over to it. For some reason neither driver will notice you climbing on the back. Either way, once you're on the back of the wagon inspect the small box to recover the vaccine. Once you have it in hand, jump off the back of the wagon and get back on your horse. Follow the yellow trail on your map to get back to Captain Monroe and deliver the vaccine. Mrs. Sadie Adler, Widow - II Arthur and Sadie travel to Hanging Dog Ranch to finish business with the O'Driscolls once and for all. Prerequisite: Mrs. Sadie Adler, Widow - I Gold Medal Requirements Headshot the sniper in the barn. Secure the barn without taking any damage. Complete within 5 minutes 30 seconds. You will start this mission right outside Hanging Dog Ranch if you chose to ride with Sadie, and she wastes no time launching into her assault. Follow her as she heads to the ranch, and once she gets close she will toss a fire bottle to announce her presence. So much for stealth. There is a large rock nearby where she first starts firing, and this makes a great starting spot for cover. There will be a lot of enemies here, so just pop out and start picking whichever looks the most shootable. Feel free to use all the Dead Eye you want, and keep restoring it during the course of the mission. It isn't absolutely necessary, but there are a lot of enemies here and it will make things very easy. Keep activating Dead Eye, picking off a target, and then getting back into cover to give yourself a brief break and you shouldn't have too much trouble. Sadie is very aggressive during this fight and keeps moving up. You do not need to follow her if you don't want to, and for example the very start of this mission will be much easier if you hang back behind the large rock in front of the ranch. There is cover inside, but you'll have to deal with a lot of incoming fire if you don't thin the group a little bit first. Try to kill five to ten enemies here before moving on, which should be fairly easy. No one will be able to hit you, so just make sure you are getting off clean shots and not hitting any of the debris that is laying around. Once you feel a it safer, you can move up to where Sadie is. As soon as you get close to the entrance, a sharpshooter will appear at the top of the barn. Prioritize killing him above all other, and use Dead Eye to make sure you get a quick guaranteed headshot. With him dead, just keep an eye on your mini-map to identify where the final enemies are at. Get behind some of the boxes for good cover, and refill Dead Eye as necessary. It feels overwhelming at first, but this really isn't all that difficult with a good use of cover and Dead Eye. Once Sadie directs you to clear out the barn, the rest of the mission is fairly straightforward. She tells you not to kill any fat guys with bears as she wants that target, but you don't have to worry about that as the person she's looking for will be in the building she goes into. Go into the barn and kill the three men in here. Just keep an eye on your mini-map to see where they're at and don't let yourself get shot too much. This is much easier than the first part of the mission because of how few enemies you have to deal with, but you can still use up any remaining Dead Eye you have if you want because you won't need it after the barn. Run over to the small house when you're done. Go in the door and head upstairs to find Sadie, and you'll trigger a final cutscene as she gets her vengeance. Watch the scene, and then ride back to camp after Sadie heads off. More Fun Stuff To Do By the end of this chapter, you should have most of the map explored and most of the collectables gathered if you're going for 100%. Of course, you can wait until the Epilogue to finish things off, but there will be new things to do in the Epilogue as well so you may want to wrap things up now for the most part. Finishing exploring New Hanover, Ambarino, and the northern part of West Elizabeth (leave the southern part of West Elizabeth and New Austin for the Epilogue). You can find almost all of the collectables from these sections alone, and if you refer to the Collectables section of the guide you can find everything divided up by region so you know what you should have remaining. Also, by this point you likely will have hit almost all of your goals for the compendium outside of the weapons and gangs. Both of these should be easy to hit by the Epilogue, but you want to make sure you are at least close on the others. You can't really miss any of these, but just by playing you should have already found all the plants and animals you need. If you are going for a complete compendium (*gulp*), you should have made significant progress by now and should have ticked off around 3/4 of the entire thing if not more. There are some things that are missable, so you may wind up with a nearly complete compendium unless you were checking things very carefully along the way. There are a lot of things (mostly some of the optional missions) that will be unavailable by the end of Chapter 6. This includes all bounty missions that have been available up until this point. There are a couple new ones coming in the Epilogue, but if you want to see and do everything make sure you finish off the bounty mission and optional honor missions, preferably as early as you can. There are also a couple of new stranger missions you can do in Chapter 6. This includes The Veteran which will be available at the start of the chapter by O'Creagh's Run in Ambarino and Charlotte Balfour, Widow which is found in the northeast corner of the map and will also be available at the start of the chapter. If you complete these (and have been keeping up with the others) you should only have one more stranger missions left waiting for you in the Epilogue. Chapter 6 should see you wrapping up a whole bunch of stuff as you prepare for the endgame. Anything you don't want to finish just yet can absolutely be finished in the Epilogue (well, outside of the things with time restrictions), but we are quickly reaching the end of the game. Walkthrough Epilogue - Part I: Pronghorn Ranch We're in for some fairly major changes in the Epilogue. Several years have passed since the events in Chapter 6 and Arthur is no longer our main character (for obvious reasons). However, we carry over everything that Arthur had, stats and all. The Epilogue also finally takes away your wanted dead or alive status in Blackwater, meaning you can finally explore southern West Elizabeth without being immediately murdered. The first mission here is an immediate continuation of Chapter 6, but once you finish that you'll be free to explore once again. There isn't as much side stuff to do here in comparison to Chapter 6, and those optional honor missions we ran in to won't be popping up any more. You can just go through the missions, or explore and hunt for more collectables at this point. The Wheel Several years after fleeing Dutch and the gang, John, Abigail, and Jack look for work in the town of Strawberry. Prerequisite: None Gold Medal Requirements Reach Pronghorn Ranch without dropping any supplies. Reclaim the wagon within 1 minute. This mission is pretty much a continuation from Red Dead Redemption, and you'll start it automatically. John, Abigail, and Jack will all be riding in a wagon, and after a brief cutscene you'll regain control. Follow the yellow trail on your map until you reach your destination in Strawberry. Go to the new objective marker in the general store when it appears and talk to the shopkeeper. He'll offer John a job (the non-murdery kind) delivering goods to a nearby ranch. Head to the new objective marker to talk to Abigail, and then return to your wagon. The goods are already loaded, so you'll just have to deliver them. Follow the yellow trail on your mini-map to reach the ranch. It is a little ways away, but the ride itself is uneventful. When you get there, John will ask if there is any work available. Some jerks show up right after to steal the wagon you just brought, and we'll need to chase them down. Jump on the nearby horse and ride after the wagon. Chase it down until you get close, and then target the stranger. Select the option the threaten him, and the two goons will immediately back down. Climb on top of the wagon and ride it back to the ranch by following the trail on your map. Once you drop it off, the mission will end. The good news is John will have a new job, too. Hooray! Going For Gold: This is a nice easy gold medal to start the chapter off with. The first part literally requires you to go slow. So, uh, go slow. Take your time. Or go moderately fast, it doesn't really matter. As long as you aren't going off road and crashing into stuff, you'll be fine. To reclaim the wagon, immediately run to the horse right in front of you as soon as you get control after the cutscene and jump on. Ride right after the wagon and pull in front of it. Ride a bit directly in front and stop, but don't cross immediately in front of its path or you can crash. They'll pause for a second after you stop them, and then climb down. Climb on the wagon, turn around right back the way you came, and ride to your destination. One minute is a little tight, but fairly reasonable. If you feel like you're taking too long, you can just restart the previous checkpoint and try again as there is no requirement to not fail any checkpoint. Simple Pleasures Using the pseudonym 'Jim Milton', John has secured a job as a hand at Pronghorn Ranch, and gets to work. Prerequisite: The Wheel Gold Medal Requirements When milking, fill a bucket within 10 seconds. Complete within 5 minutes 15 seconds. You are now technically free to wander around and do whatever you want. However, you don't have a weapon, most of your items are gone, and you have roughly ten dollars to your name. So, uh, maybe wait a bit before venturing back out. Instead, head over to the mission marker. They'll want you to get started on your ranch chores right away, so follow Abe on out. You'll stop in to chat with Abigail briefly, and then after that you can follow Abe again. He'll lead you to the cows. Milk them by alternating between pressing down on the two analog sticks, first the left then the right. Keep doing this until you have a full bucket of milk. Repeat this a second time when prompted to get a second bucket. Next, we'll have to clean the stables. Not quite as glamorous as last chapter, eh? Go to the objective marker to pick up the pitchfork, then walk to the nearest pile of horse crap. They'll be marked on your mini-map. Press the indicated button to pick it up, then move over to the wheelbarrow to drop it off. Do this again to the next closest pile, and after the second drop off the game will go on autopilot briefly. Pick up the last pile and drop it off in the wheelbarrow. Return the pitchfork by going to the new objective marker on your mini-map. Jack will finish the job from here, so run to the new objective marker to talk to Abigail and finish off the mission. Going For Gold: When milking, just alternate between the two analog sticks as fast as you can. As long as you make sure you alternate between the two analog sticks, you will have more than enough time to fill the bucket. As long as you see the animation start, you can move on to the next stick. Do not wait too long in between tugs as it doesn't help fill up your bucket any faster. For the general time limit, just don't waste any time at any location. When shoveling crap, go to the nearest objective marker and pick it up and drop it off immediately. At the end of the mission, make sure you sprint back to your home to talk to Abigail instead of walking. Most of this mission is very straightforward, and 5 minutes 15 seconds is a generous time limit. Focus on finishing off each objective as it pops up and you'll be fine. Farming, For Beginners John works a day at the ranch, helping Dickens build a fence, and looking after livestock. Prerequisite: Simple Pleasures Gold Medal Requirements Fix the first section of fence in 1 minute 30 seconds. Avoid being hit by the bull. Once Simple Pleasures is finished, you'll have your choice of two new missions at the ranch. Talk to Tom Dickens to start this one and get back to work on your chores. This time you'll be building a fence. Hey, at least it isn't shoveling crap. Follow the on screen prompts for this one. When nailing in the post, you just need to hit the indicated button. Next you'll need to put in the rails. Move the left analog stick up or down to get the rail aligned with one of the holes (it doesn't need to be exact, just close) and the press the indicated button to slide it into place. Now, move the other side of the rail to be aligned with the other hole and press the indicated button to finish installing that rail. Repeat this process every time you are putting in one of the rails. John will do a lot of the fence automatically after you get the first couple portions started. Eventually, someone else will call you over to help. Quickly finish the final rail you're working on and then run over to the new objective marker. Dickens and Geddes' sons need help moving a stubborn bull. After a quick smack, the stubborn bull turns into an angry bull and takes off. Chase him down and lasso him when he stops. He'll break free the first time, so get back up and chase him down again. This time when you lasso him, you can press a button to get him to calm down. Keep pressing this button until eventually he becomes docile. If at any point during this process he tries to charge you, quickly jump out of the way so you don't take damage. Once you have the bull calmed, you can lead him to the new objective marker to get him to the barn. Keep calming him as needed. Once you're in the barn, you'll drop off the bull and finish your work for the day. Going For Gold: This is another easy gold medal for those going for the trophy. Completing the fence within a minute and thirty seconds is very simple, and all you need to do is follow the button prompts fairly well. The only place you can really get tripped up on at all is aligning the rails. Move it up or down with the left analog stick to adjust its height and as soon as you are in a spot you can slide it in to the controller will vibrate and you can press the indicated button. It is very basic, and you should be able to finish the entire thing within a minute unless you mess up fairly significantly. Avoiding the bull is slightly more difficult, but it is also very easy. Occasionally, while the bull is rampaging around, it will turn around and run right at you. You'll need to avoid it when it does this, and the easiest way I found was to stand a little bit away, wait until it starts charging, and then immediately start running and jump either to your direct left or right. You can also run and hide behind any one of the various obstacles sticking out around the ranch, and sort of kite it around that until it gets tired and takes off running again. If you do get hit, you can immediately restart the last section as retries here are perfectly ok. Fatherhood, For Beginners With the other ranch hands busy, and Geddes heading in to town, John takes on more work on the ranch. Prerequisite: Simple Pleasures Gold Medal Requirements Tire out Jeremiah within 45 seconds. Feed Jeremiah a treat. Teach Jack to ride without his horse bucking him off. Win the race back to Pronghorn Ranch. This is the second mission you'll unlock after finishing Simple Pleasures, and the two can be completed in whatever order you prefer. You'll chat with Mr. Geddes briefly, who gives you a couple of chores, both involving horses. First, you'll need to help his youngest son Duncan with a particularly energetic horse. Follow Abe to find the horse, and then walk over to meet Duncan. You'll need to calm the horse before Duncan has any hope of riding it. Target it and keep pressing on the indicated button prompt to calm him, and eventually pat him. Once he is soothed enough, Duncan will ask for help in riding it. John will want to tire him out first, so climb on top of him and ride him around for a little while. Ride just north of the ranch and gallop as fast as you can in circles. Once his stamina is depleted, you'll get a new objective marker in camp. Ride to it to hand the horse off to Duncan. He'll want a brief lesson in riding the horse, so climb down and let him get on. You don't really have to do anything at this point, other than watch the little scene that follows. After a little while, Mrs. Geddes will show up and ask for help. Follow her to the barn to get your next task. You'll need to help birthing a foal. Uh...any chance we can just go back to shoveling poop? Follow the on screen prompts to get this done. First, you'll want to rotate the analog stick until it vibrates a lot. Then, when the prompts change, press up on the analog stick. Once that is full, immediately begin mashing the indicated button to pull it out. And that's it. Birth will always be this easy, I guarantee it. Mrs. Geddes makes a pass on you, but John loudly talks about his wife and kid and she runs off. Run back to your cabin to talk to Abigail. Abigail will ask you to take Jack out for a bit since he seems withdrawn, so the two of you will go out to ride horses. Ride a bit northward, and follow Jack when he says he wants to go out to the stream. If you target him at this point, you can have him go faster or slower. Make him go a bit faster, but not too much. Go too fast and he'll be thrown from his horse which probably isn't what you're going for. If you see the horse slow down to a trot, tell him to have the horse speed up again to get a better pace. Keep this up until you reach the stream. At this point, you'll tell Jack you want to race him back. You can either go easy on him and let him win, or crush him and leave him in your dust. For some reason, the gold medal objective here has you beating your son in the race, so go for that if you don't mind destroying your kid's confidence. Ride back as fast as you can to the objective marker. Once you have finished winning your race against a little boy and his pony, you'll move on to the next mission. Going For Gold: Like all the other missions so far, this is an easy gold medal and one you should keep in mind when going for 70. The hardest part is tiring out Jeremiah within 45 seconds, but this is a fairly generous time limit and you really don't need to worry too much about hitting it if you know what you're doing. The easiest way to tire him out is to get him to jump over and over until his stamina bar is completed depleted. You don't actually need him to jump over a fence or anything, and if you just keep pressing the jump button he'll tire out fairly quickly. Once you need to deplete his core, just sprint around a bit until he's in the red and then head back to where Duncan is waiting for you. You can probably finish this in half of the time requirement. Don't worry about feeding Jeremiah a treat just yet as he can be finicky about taking it while he has a rider on him. Wait until after Mrs. Geddes, and then go back to where you were riding around with Duncan. Jeremiah will be waiting there, and you can go up to him and feed him a treat from your item wheel before you go back to your house. The rest of the requirements involve riding a horse with Jack. Teaching Jack to ride without getting bucked off is extremely easy. Just match speed with Jack the entire time and stay fairly close. You'll be given an option to have Jack speed up or slow down a little way in, but you can ignore this. Just ride the standard speed and stay close and Jack will be fine. The race back is the easiest race in the game, because you can cheat. The "official" race is supposed to be back to the trail and then to the ranch. As soon as the race starts though, you can head directly toward the objective marker and cut off a big chunk of what you're supposed to be racing on. Jack will complain a bit, but it doesn't effect the mission at all. In fact, your horse is significantly faster than Jack's pony, so even if you don't cheat you'll have a huge advantage. Once you do get back on the trail, try to stay on it until you get to the edge of the property so you're not weaving through trees. You will beat Jack with plenty of time to spare. Old Habits A gang of hired-guns cause trouble on Pronghorn Ranch. Prerequisite: Fatherhood, For Beginners AND Farming, For Beginners. Gold Medal Requirements Defeat the Laramie without taking a hit. Defeat the Laramie within 25 seconds. As soon as you finish both Fatherhood, For Beginners and Farming, For Beginners, this mission will begin automatically. Whichever on you complete second, you'll immediately go into this mission after finishing that one. Run over to investigate the disturbance and you'll find Abe being picked on by the Laramies again. John will intervene and get into a fight with their boss. This fight is quite easy, and for the most part you can just keep mashing the attack button as our friend here seems averse to blocking. If you want, you can wait for him to throw a punch and then just keep wailing on him until he goes down. After you've beaten on him for a little while, you'll climb on top of him while he's down in the dirt. Keep pressing the attack button to keep punching him in the face. Abigail will run over to stop the fight. He promises you that you'll be seeing him again, and soon. I hope so, because that will at least be a mission where we aren't dealing with large amounts of horse poop. Going For Gold: This is one of the shortest missions in the game, but it can still be annoying as it is one of the few that relies entirely on random chance to get the gold. You strategy here is simple. Either block or avoid his first swing. Hold down the block button and when he swings at you, press back on the left analog stick and you should either block or avoid it entirely. After this, just mash on the attack button and do not stop. Even after you pin him to the ground, keep beating on him until Abigail comes to break it up. The annoying part is that you can do this several times and fail just due to random chance. Occasionally, he will randomly get a hit in after his first swing, but you can't account for this because of how tight the time limit is. And, on top of this, sometimes you still won't make it in time because he might push you away or the attack patterns you use might wind up taking too long. It is just random how that plays out though, and the good news is the mission is so short you can just keep repeating it until you get the RNG you need for the gold. Fatherhood, For Idiots John juggles fatherhood and his multiple identities as he heads to Strawberry with Jack to collect mail for Geddes, and a package for Abigail. Prerequisite: Old Habits Gold Medal Requirements Kill 3 enemies in Dead Eye. After the confrontation, return to Pronghorn Ranch within 1 minute 30 seconds. There are two mission options after Old Habits that can be completed in either order, but this one is much easier so you might want to tackle it first to get it out of the way. Go and talk to Abigail, and after a brief scene Dickens will come in and ask you to stop in to Strawberry to pick up some mail. Abigail asks you to pick up a couple of dresses while you're there, and John decides to take Jack with him. Once you're in the wagon, follow the yellow trail on the mini-map. After a little while, John will hand the reins over to Jack and the rest of the ride into town occurs via cutscene. Once you have the controls back, maneuver through town to the indicated spot in front of the post office. Dismount once you're here and go inside. Talk to the clerk and John will almost immediately let it slip that his name is actually John Marston. Oops. He'll hand over the packages and you'll get back inside the wagon. Jack will control the wagon for now. Target him, and you can either get him to speed up or slow down if you want. You'll notice a couple of men trailing you after a little while, and John will tell Jack to stop and hide him behind a tree. Go over and "talk" to the men. No matter what you say here, a shoot out ensues. Quickly take out your gun, activate Dead Eye, and go for as many head shots as quickly as you can. There are only three enemies here, but without cove you can still take a decent amount of damage if you aren't quick. Once they're all dead, get back in your wagon and follow the yellow trail to find your way back to the ranch. Once you park it, the mission will be completed (and your son will be scarred for life). Going For Gold: Getting the three kills in Dead Eye is extremely straightforward, and your Dead Eye core is more than long enough to handle all three even if you go slowly. Getting back within 90 seconds is a bit troublesome as the ride back is pretty tight. There are a couple of quick shortcuts you can take though, and then the rest of the ride is fairly straightforward. As soon as you can control, go to the left. Go past the rock on your left, and then turn hard left to cut across the hairpin turn and skip in entirely. Don't go on the road yet though, as you want to continue through the field heading northwest to skip a decent chunk of the track. You can get back on the trail in between two trees and then follow the trail most of the way back. At the very end, while turning into Pronghorn Ranch, you can turn a bit more sharply to shave off another second or so, but the important time saves come at the very beginning. Make sure you get both of them and then stick to the suggested path and you should be fine as long as you are going as fast as you possibly can. If you're having trouble the map below shows the general route you should take (start at the red, and then once the red merges with the yellow you can mostly follow that back safely). Underneath that is the hairpin you should cut across (first shortcut) and then the two trees you should maneuver in between to get back on the road. Jim Milton Rides, Again? John is thanked by Mr. Geddes for his help with the Laramie Gang, and he turns in for the night, only to be woken by a raid on the ranch. Prerequisite: Old Habits Gold Medal Requirements Get 10 kills while dual wielding sidearms. Get 15 headshots. Complete the mission without taking any health items. Once Old Habits is completed, you will have an option of two different missions. If you want to do this one first, go and talk to David Geddes. He thanks you for protecting his ranch, and you promise to keep him safe. The good news is you can make good on your promise in like two seconds because right after you fall asleep, a whole bunch of Laramies descend on the ranch. Run over to the objective marker to find a couple of Laramies beating up on Dickens. Luckily these guys won't try to kill you and just want to fight. Block the first guys punch, and then keep mashing the attack button until he goes down. If he blocks one of your punches, wait for him to throw a punch so you can block it and then return several more punches to his head. Repeat this for the second guy until you knock him out as well. Again, these two won't be too keen to block so it is entirely possible you can just keep mashing attack and knock them both out within 15 seconds or so. Geddes needs your help getting his cattle back, and tells you to go and get your guns. He doesn't care what you used to do and just wants your help fighting off the Laramies. WOO HOO. You'll automatically go back to your cabin and finally have your guns back again. Ride to the objective marker, and once there you'll tell Abe and Dickens your plan. Go out and talk to the Laramies standing outside the front gate. A shootout will break out no matter how nice you try to be, so be ready to shoot. There are four guards at the front of the gate. Kill them as quickly as possible as you won't be in cover. Use Dead Eye immediately here, and pick off each one as quickly as you can with a shot. Go immediately back into Dead Eye after, repeating this process until all four are dead. With the front gate cleared out, you can now run into cover. Run straight ahead and get cover behind the rock just past the gate. This is a great spot to begin your assault. In general, you will be in a bit of luck because you'll have two allies that will make things a bit easier. Throughout this fight, you'll want to keep a close eye on your mini-map. You may not always have a red dot, but you will at least have some red around the perimeter showing you where the danger is coming from. Use this to locate enemies, and keep glancing down to help you keep track of where you should go next. Once shooting stops or you run out of clear targets at whatever position you're at, you can move up to the next bit of cover. You'll want to try and keep moving towards the barn, so move towards that direction when you have an opening. Keep an eye out for enemies above you, as there will be one on top of the tower and one on top of the barn. These two can hit you from behind most of your cover options, so make sure to kill them as soon as you spot them. Keep moving up, killing enemies as you come across them. It seems like a lot of enemies here, but with your two allies it actually is not all that bad. The most difficult part about this is your Dead Eye restorative items will be extremely limited so conserve it as much as possible. Outside of the four guys outside of the gate, there really shouldn't be a portion where using Dead Eye is absolutely necessary. After killing the entire gang, someone will start taunting you from the barn. Abe and Dickens will take the cattle back while you go inside to confront the jerk making threats. Walk towards the center of the barn, and he'll run up from behind and tackle you. While you're pinned, mash the indicated button to break free. You'll now face him in a fist fight. He'll be significantly tougher than the last couple of opponents you faced off against. Be more cautious in this fight, and always wait to block one of his incoming punches. After a successful block, you can get off a couple of punches of your own before going back into defense. Keep blocking, and then countering, until he goes down. He'll keep taunting you then, so just pull the trigger when the prompt comes up. Before heading back, you may want to explore the ranch a bit. There are plenty of corpses to loot now, and the ranch itself has its fair share of loot as well. If you check the second story of the house on the east side of the ranch, you can find a lock box on the top floor with over $100 in it. There will be some jewelry and stuff you can sell in the same house in a cabinet right next to the stairs on the first floor. Since you won't have all that much money yet, it is probably a good idea to look around some. Get back on your horse and ride back to the objective marker to finish the mission once you are ready. Going For Gold: This is probably the easiest gold medal mission requiring combat in the entire game, as there is no time or accuracy requirement. You can't die or take any health items, but that isn't all that tough as this is one of the easier "large" gunfights in the game. As soon as you regain control of John when the fight starts, equip your dual wielding sidearms. Use these for the entire fight just to make sure you get the kills and go for all headshots. If you're playing this the first time it is extremely easy as you can keep using Dead Eye restoring items (so long as they don't also restore health). Even on a replay, you will get a single tin of chewing tobacco. Between this and what you start with, you can actually probably get all ten (or almost all ten) while in Dead Eye even on a replay. There really is no special strategy here other than equipping your dual wielding pistols right away and you will play this the same way if you're going for gold or not. Headshot the four guy out front of the ranch, then run up to the rock right in front of the open gate. There will be another two to three guys you can hit from here, and then you can move on. Keep an eye on your danger reticule on your mini-map as that will show you where more enemies are at. Get into cover when you can, but honestly the mission isn't so tough and if you use your Dead Eye well you can probably get away with standing out in the open so long as you are quick. There are roughly 20 enemies or so here total, so even if the other two guys with you get some, there is no real need to panic. Just be fairly quick and you should get the kills (and headshots) you need no problem. It is suggestible you use dual wielding pistols the entire fight and go for headshots the entire time. There is no accuracy requirement here so you can afford to miss, and it is sometimes tough to differentiate what is a head shot and what is a neck shot from a distance. Motherhood John receives a telegram from Sadie Adler Prerequisite: Fatherhood, For Idiots AND Jim Milton Rides, Again? Gold Medal Requirements Complete within 1 minute 30 seconds. After finishing both Fatherhood, For Idiots and Jim Milton Rides, Again?, this mission will begin automatically. A telegram will arrive for you, so go to the objective marker to find the carrier. It is Sadie Adler, who wants to meet you in Valentine, which is probably a good sign that your cover is pretty blown if people know who you are one state over. Run to the new objective marker to talk to Abigail. She's gone, but has left you a literal and figurative "Dear John" letter. Dawkins comes in asking all sorts of things that AREN'T HIS BUSINESS, and the two of you decide to just let things be. That means John getting back to work, though. There will be three new objective markers on your map at this point. Go to whichever one you want to repeat one of the chores you did earlier. Going from north to south you'll find cow milking, poop shoveling, and fence fixing. I know which one of those I wouldn't want to do, but the choice is yours. You'll only have to start one and then the rest will happen automatically. Follow the button prompts on screen, and once you've started the game will take over and time will flash forward a couple of months. Once the montage is over, run to the new objective marker to talk to Geddes about helping you get a loan. He promises to talk to the bank in town and put in a good word for you. The mission will end after that, and the best news is you'll finally have access to your guns in between missions again. If you've been wanting to explore, now is a good time to do it. Going For Gold: This mission is almost entirely cutscenes, and there really isn't much strategy here other than "run directly to the objective marker whenever you're in control of John". You'll come out of cutscenes three times and you should be moving as soon as they finish. The only other bit of advice is that, when given a choice of what chore to do, run over to milk the cows as it is the closest and the quickest. Right after the scene where John finds out Abigail left him, you'll want to run almost directly in front of you through the bull pen. Climb and jump over the fencing and the cow will be on the other side. Just follow the prompts at this point, and you should finish with several seconds to spare. Gainful Employment After receiving a telegram from Sadie, John meets her in Valentine and helps her with some bounty hunting work. Prerequisite: Motherhood Gold Medal Requirements After arriving Strawberry, locate the bounty within 30 seconds. After mounting your horse, catch and hogtie the bounty within 1 minute 15 seconds. After Motherhood is finished, you'll have your choice of two missions that you can do in either order you want. This mission actually does not need to be completed in this chapter, and can be done at the beginning of the next one instead if you want. It will, however, open up bounty hunter missions again so you may as well do this as quickly as you can. This mission takes you back to Valentine where you can meet with Sadie. Go into the saloon to talk to her. She wants your help chasing down a bounty, and since you're currently in need for some money you agree to help. Follow her on horseback, and after riding for a bit the game will fast forward through a quick cutscene and you'll be in Strawberry. Get off your horse and start looking for clues of Nathan Kirk, your target. You can ask around town a bit now, but the people on the street won't be much help. One of them will direct you to the post office, but if you go there the clerk will tell you to go ask someone at the welcome center. You can just go to the welcome center immediately, which is at the west end of the street you start on (it doubles as the hotel in town, so you've likely been here before). Ask the owner, who will be on your right as soon as you enter the building, and he will tell you that Kirk is upstairs in room three. Go up to the room and interact with it to knock. Kick down the door when prompted and you'll see Kirk fleeing over the railing. Run over to the railing and you'll see him riding off on horseback. Jump down over the railing yourself to save some time and climb up on your horse. From here you just need to follow Kirk as closely as you can. His horse is quite fast, so you'll be doing this chase for a while. Do not worry about catching him right away, and just ride as fast as you can while following his marker on your mini-map. If you lose track of him just check your map and it will at least give you a general indication of where he's at. After a while, he'll finally ride his horse out and you'll be able to ride up close enough to him. Target him and lasso him to knock him off your horse. Climb down from your horse at this point and tackle him to finish the job and hogtie him. Loot him if you want, and then place him on Sadie's horse. She says she'll have more jobs for you, if you're interested, and rides off with Kirk in tow. Going For Gold: Both of these requirements are very tight and require you to already be familiar with the mission to really cut down on time. Of course, if you're following this guide you can attempt it on your first try, but it may be better until you have a general idea of what is going to happen as the whole thing will play out the same way every time. To find your bounty within 30 seconds, you just need to ride directly towards the visitor center/hotel in town. He will always be in room three, so you do not need to waste any time talking to anyone else in town. Run into the building, go up the stairs, and walk over to door three to knock on the door. Kick it down as soon as you are given the option to. So long as you know where he's at, this requirement can be completed very easily every time. Getting him within the time limit during the chase is a bit trickier. The best way to do this is ride as fast as you can behind him until you and Sadie separate. Your target with go through what was the Appleseed Timber Co. operations (there will be a lot of tree stumps so you know you're in the right spot). He will start veering to the right, and when he does that you want to continue almost straight. Sadie will be coming from the other side, so he'll quickly turn around. If you are in the right spot, you can get him with your lasso almost as soon as he turns. The general area of this spot is shown below on the map, and you can put a marker down on it during your ride to Strawberry with Sadie if you want to make sure you have a good idea of when it is coming up. Once you have him in your sights, aim at him and it will lock right onto him and you can toss the lasso immediately after. If you catch him at the point shown above, you are guaranteed to finish within the time limit. Note that if you don't mind losing some honor, you can also shoot out his horse. There is a chance it will land on him and you'll fail the mission, but you can restart the checkpoint with no penalty if that does happen. The Landowning Classes John meets a banker in Blackwater to secure a loan in order to purchase some land at Beecher's Hope. Prerequisite: Motherhood Gold Medal Requirements N/A This is one of two missions that opens up after Motherhood, and it requires you to travel into Blackwater. Remember Blackwater? That mythical town that got mentioned over and over again throughout the game? Well, we can go there now! It is kind of boring. But, Mr. Atherton can be found in his office at the bank, and that is who we need to talk to. Despite John's horrendous pitch, Atherton still agrees to give you the loan, assuming you can clear out the squatters that are currently occupying the ranch. This mission is essentially just a cutscene, and you'll complete it once it is over. Home of the Gentry? Before he can purchase Beecher's Hope, John must inspect the land and move on any illegal tenants. Back in Blackwater he runs into an old friend. Prerequisite: The Landowning Classes Gold Medal Requirements Complete within 2 minutes 30 seconds. As soon as The Landowning Classes wraps up, a new objective marker will appear right over Beecher's Hope. There are squatters here we need to clear out, so ride over with your very best shoo-ing broom. When you reach Beecher's Hope, you can deal with the squatters in one of two ways. You can give them $10 to make them get off your land (and gain some honor). Or you can just shoot them and call it a day. The latter option will lose you some honor, but you can make really quick work of the squatters and save a bit of cash. Activate Dead Eye if you want, and you should be able to kill all three of them within a couple of seconds. If you do choose this route, you can actually shoot them all before you even walk up and talk to them, which would make things even easier. You'll ride back to town immediately afterwards and get treated to a brief scene where you become a homeowner. Hooray for debt! As you leave the bank, you'll bump into Uncle who does his typical Uncle thing and decides to bum off of you for a while. Ride with him back to Beecher's Hope. Uncle will call the new place a dump, and he's totally, 100% right. You'll now have a montage where you and Uncle try to make the place a bit less dump-y, and once that is finished you will move right in to the next chapter. Going For Gold: The time limit here is extremely reasonable and you shouldn't have too much trouble hitting the deadline. When facing the squatters at the start of the mission, you can choose either to give them money or just pull out your gun and start shooting. The shooting seems to be slightly quicker especially if you are quick on the trigger, but either option works and there isn't a huge time difference between the two. Most of the timed portion of the mission is just riding back to Beecher's Hope. For this part, ride directly to the objective marker and do not follow the yellow trail. You will have to jump over a fence and climb up a bit of a hill, but it is much faster to go this way and will help you hit the time limit easily. If you get to far from Uncle, the game will tell you to go back for him but he should catch up on his own soon enough. Just ride directly to the ranch and you'll be fine. More Fun Stuff To Do This is another chapter where extra stuff to do is somewhat limited. You start this chapter off without your weapons and most of your items, and it really is a bit like starting over again. In fact, until the end of this chapter you won't even be able to have your weapons in between missions. Until this point, you want to just focus on the story. You'll have plenty of time to explore coming up, but for now just focus on getting through this chapter. The final stranger mission will be available this chapter, and you can find The American Inferno, Burnt Out southwest of Strawberry (available after finishing The Landowning Classes). This will pretty much wrap up the extra stuff you want to do in this chapter though. You could theoretically explore all of West Elizabeth and New Austin if you want, but you will want to wait until after Motherhood is finished as you won't have access to your guns in between missions until that is completed. At that point though, you will almost be done with the chapter and it probably makes more sense to just clear off the remaining couple of missions before you start really exploring. In particular, New Austin will have a couple of new bounty missions to do but they won't be available until after you finish Gainful Employment. So explore a bit if you want, but it might make more sense to just wait until you start the Epilogue - Part 2 to wrap that up. Walkthrough Epilogue - Part 2: Beecher's Hope The first part of the Epilogue felt more confined, but Epilogue - Part 2 opens things back up again. You now have access to the entire map and all your weapons from the start, so you can tackle anything you haven't gotten around to yet. There are a ton of collectables to chase down and find, and some optional stranger missions that will still be available. This is also a good time to explore New Austin, the last region in the map that you possibly haven't had a chance to explore yet. And, of course, you can finish up the main missions and say goodbye to Read Dead Redemption 2. Bare Knuckle Friendships Uncle tells John that he has heard that Charles Smith is alive and in Saint Denis. John and Uncle go to Saint Denis to track him down. Prerequisite: Gainful Employment Gold Medal Requirements After arriving in Saint Denis, find Charles within 1 minute 50 seconds. Kill all of Guido Martelli's men within 10 seconds. While you didn't need to finish Gainful Employment to reach the Epilogue - Part 2, you will have to finish it to unlock this mission. You'll find the objective marker right at Beecher's Hope, so go and talk to Uncle. After forcing Uncle out of his dedication to doing absolutely nothing, he remembers to tell you he's heard about Charles being alive somewhere in Saint Denis. You'll automatically travel to Saint Denis via a train, and once the scene ends you can just follow Uncle down the street. The two of you decide to slip up while looking for Charles, with John taking the saloon and the fence. Both of these will be highlighted on your map so you know where to go. Go to the fence because it is slightly closer, and the guy behind the counter actually knows where Charles is. Go into the store and talk behind the counter, and he'll tell you that he is boxing at the moment, and even gives you directions on where to find him. Ride to the new objective marker and you will reunite with Charles. He's throwing fights for some cash, but after a brief conversation with you, he finds his confidence again and decides to make a substantial bet on himself. You can bet now too, either on Charles or his opponent, but the smart bet is to bet on Charles winning. Once the fight starts, focus in on Charles and use the indicated button prompt to cheer him on. He'll knock out his opponent fairly quickly, and then the two of you need to get out of town. Follow Charles through the streets of Saint Denis as he goes to grab his luggage and the two of you will catch up on everything that happened over the past couple years. When you reach the dock, you'll be stopped by some men that work for Guido Martelli, and old associate of Bronte. You've been in Saint Denis for ten minutes and already a big shootout break out. Ahhh...just like old times! You'll start out behind cover, so take advantage of this spot. There's only four enemies here, and you should be able to make quick work of them using Dead Eye. They'll be very close to you, so it won't be that hard to take them out. Wait until they peak out of cover and go for headshots. Once they're dead, run to the nearby wagon. Charles will ride it out of town, and you'll be on "shooting everyone you see" duty. Fortunately, there won't be anyone else to shoot. The ride out of town will be uneventful, and once you hit the bridge you will automatically be transported back to camp. Going For Gold: Both of these requirements can be a pain if you don't know what you're doing. Fortunately, with good routing it is very easy to meet up with Charles under the time limit. As soon as you arrive in Saint Denis, start calling your horse. This will bring it closer to you and save a couple of seconds on running over to it. Climb up, and then immediately start riding north. We want to go to the fence as this is definitely the quicker of the two options. Ride northward until you see the stairway leading to the fence. Keep an eye on your mini-map, as once you get close the area you need to go to will be highlighted in yellow. Once you enter the alleyway, you'll want to turn right just past the first clothing stall to find an open gate and then walk straight ahead until you reach the fence's door. Enter quickly and target the man behind the counter as soon as you enter the door. You'll be able to talk to him from this side. As soon as you start the conversation, immediately turn around and walk out the door to end the conversation. Turn right down the next alleyway just past the fence's door and then you can head straight to the new objective marker on foot. You will make it in plenty of time to spare. The path you should take is highlighted below in red and below that is a picture of the alleyway you want to take after leaving the fence. The harder part is killing the four enemies in ten seconds, as it is easy to miss a shot and then go over time. The good news is there is no accuracy requirement or requirement for finishing without taking healing items so you can restart this checkpoint as often as you need to. If you think you're taking too long or missed one of your shots, simply reload the checkpoint. If you haven't done this before, hold down the left button, then select the mission you're on and hold down the indicated button to abandon the mission. On the next screen, choose to restart checkpoint and you will start right during the gunfight again. Use Dead Eye as need, but be very quick. Go for headshots, and if you get all four headshots with only a miss or two, you should be able to complete the objective in time. It is very tight though, so if you miss a shot early you just may want to restart and try again. Pop out of cover and aim at a target, go into Dead Eye and immediately get a headshot, then drop down and repeat this process as soon as you can. It might take a couple of tries but it is doable with practice. Home Improvement For Beginners John, Uncle and Charles tear down the derelict shack at Beecher's Hope. Prerequisite: Bare Knuckle Friendships Gold Medal Requirements Complete within 18 seconds. After completing Bare Knuckle Friendships, you will unlock two new story missions. You should probably do this one first as it is right at camp and it will take all of twenty seconds. You may have noticed your house is a complete dump. We're about to try and change that this time on Property Brothers: Red Dead Redemption edition. Uncle will help you tie rope from your house to the horses to help pull it down. All you need to do is follow the indicated button prompts to tear it down. Push back on the left analog stick, and keep mashing the indicated button to motivate the horses to move. It won't take long, and the house will collapse within a couple of seconds. Hooray for completing the quickest mission in the game! Going For Gold: There isn't an easier gold medal in the entire game than this one. As soon as you have control over John, just hold back and mash the indicated button. As long as you start right away, you'll have plenty of time. An Honest Day's Labors John meets Sadie in Blackwater. Sadie asks John to help her recover a bounty named Shane Finley who was taken from her by a professional rival, James Langton. Prerequisite: Bare Knuckle Friendships Gold Medal Requirements Kill all of Langton's men during the horseback escape. After choosing your approach, escape with Shane Finley within 5 minutes. Complete with at least 70% accuracy. Complete the mission without taking any health items. This is the second of two missions available after completing Bare Knuckle Friendships, and it will be found in Blackwater. Sadie is waiting to talk to you in the saloon, and she has a job for you. Someone robbed her of one of the bounties she was trying to bring in, so we're going to do the honorable thing and rob them back. Mount your horse and follow Sadie. The two of you will chat about the events of the past couple of years for a little while, and then the rest of the ride will occur automatically. Follow her again once you regain control, and she'll lead you to a cliff above Armadillo. Take out your binoculars and scope out the town from afar. You'll see four horses riding out of town. That's your bounty and the target. Time to chase after them. Get back on your horse and follow Sadie. She'll lead you to the edge of a canyon where the men pass through. Pause when she pauses, and then follow her again once she starts moving. When she dismounts from her horse, follow her over to the edge of the canyon once again and she'll scope out the situation. You have three different options on how to proceed. You can either threaten them and hope they turn the bounty over, you can start shooting and kill them all at once, or you can sneak down the edge of the canyon and take them out one by one. Sadie recommends sneaking, but the choice is ultimately yours. If you choose to sneak down, follow Sadie around the side of the canyon. You'll come upon two guards after climbing down a bit. Take out a throwing knife (or any silent throwing weapon) and target one of the two guards with a headshot. Sadie will kill the other. Keep following her, and she'll use another throwing knife to kill a guard on patrol a little further down. After this, you'll come up on a bridge, and unfortunately this bridge is apparently made from potato chip backs and cat's tails, because it is the loudest bridge ever. A nearby guard will hear you as you try to cross it, and a gunfight will break out. You can hit him with a throwing knife if you toss it where Sadie stops, but even if you take him out the rest of the guards will still notice so a gunfight will break out here no matter what. The other two options lead to the same result. Threatening is the worst as they just start firing on you and you lose the drop you have on them by opening fire on your own terms. If you choose to start shooting from the canyon wall, you can kill a couple for free if you activate Dead Eye. The vantage point up here is also great, and you'll be able to kill a whole bunch more enemies without having to worry too much about them shooting you back. You're far enough away and up high, meaning their accuracy will be terrible and you can pretty easily pick everyone off without having to worry too much about damage yourself. Once you kill all the guys down there at the bottom, Sadie will start moving and you need to follow her. At this point, the rest of the mission plays out the same even if you chose to sneak around. Once you start making your way around the edge of the canyon. This part can be kind of a pain because there isn't too much good cover and there are a ton of enemies around the perimeter and bottom of the canyon. You want to keep a close eye on your mini-map during this entire segment as it will tell you exactly where all the enemies are at. Pay especially close attention to the guys around the perimeter that are on top of the canyon. There are multiple snipers up here and they do a ton of damage if they can hit you. Any time you see a danger icon coming from a direction that is not the center of the canyon, it will either be someone on the road in front of you or one of the snipers, so make sure you deal with these first. The enemies in front of you are a danger as well, but at least they won't be able to hit you as easily. You'll want to stay close to Sadie most of the time as she will be helpful in clearing out the enemies around you. After dealing with snipers and enemies on the outside perimeter, turn your focus on the bottom of the canyon. There are a lot of enemies down here, and they are far enough away that they can be hard to hit. Making things more difficult is the fact that any cover you find is usually too far away to have a good view on most of the enemies down there. You'll have to stand near the edge of the path, out in the open, and be quick about your target. It is easiest to locate an enemy on the mini-map, aim in that general direction, and your targeting reticule should lock on to them. Quickly activate your Dead Eye, move up to the head, and pull off a quick headshot. You'll want to use Dead Eye as much as you can during this part, and try to save your Dead Eye for this part, because it will make the mission much more manageable. With Dead Eye, you will be in a lot less danger, and as long as you are quick with your targeting you should be able to get through the entire mission only using one or two Dead Eye recovery items. The most difficult part here is the lack of cover, so make sure you're quick on the trigger and try not too leave yourself to open. After killing a good chunk of the enemies here, you can start making your way around the perimeter to the bottom of the canyon. Again, make sure you are aware of threats on your mini-map because you don't want to run up and get caught off guard by some guy hiding behind a rock. Try to stay a bit further away from the edge, as it will at least prevent the guys from the bottom to being able to hit you as well. When you get to the bottom, there will be a handful of final reinforcements, some of which will be on horseback and will stay on horseback. Run to the back of the canyon and you can actually find a fairly large rock that will serve as good cover for this final push. Kill the guys on horseback, and then finish off any final stragglers that you see on your mini-map. Once they're all dead (finally), you can go and pick up the target. Put him on the back of your horse (who Sadie will have called down) and climb on up. Ride out of the canyon and you'll be chased after by the last of Langton's men. There will be men on top of the canyon that you can mostly ignore and ride past unless you are feeling particularly bloodthirsty. But there are two groups of men on horseback that will ride down after you and these need to be dealt with. They get fairly close, so they should be easy enough to kill even though they will be in motion. If you have Dead Eye left, you can use it now as this is the end of the mission. You won't have to though if you don't want to, and as long as you're quick they won't be able to do much damage. Finish riding out of the canyon, and then follow Sadie to the Blackwater jail. Take the bounty off the back of your horse and drop him off in the indicated cell to finish the mission. The Tool Box John purchases a pre-cut house from the Blackwater lumberyard. Hearing the Skinner Brothers are in the area, John, Charles, and two hired guns bring the lumber home via the toolmaker at Manzanita Post. Prerequisite: An Honest Day's Labors AND Home Improvement For Beginners Gold Medal Requirements Headshot all Skinner Brothers hiding up trees. Find Mr. Wayne within 2 minutes 15 seconds. Complete using only sidearms. Complete the mission without taking any health items. At the end of Home Improvement For Beginners, Uncle will tell you about a guy that sells pre-cut houses in Blackwater. You'll also need to complete An Honest Day's Labors first, and then you can go into town and talk to the man at the new objective marker. He'll sell you a brand new pre-cut house. While you're loading stuff on some wagons, Charles shows up and tells you that Skinners have been hanging around the road and are likely to attack you for your new house. He's hired some guns to help escort you back. You'll now be on the wagon, so follow the wagon in front of you. Charles will lead you right to Manzanita Post, where you can collect the tools you need to build your house. Wait until they tell you to stop, and then you can climb off the wagon and run to the new objective marker. Nils (the guy with the tools) will be waiting there. He says ok a lot and then hands over the tools. Charles will begin moving again, so follow his wagon once more. The guy riding with you is absolutely certain that no attack is going to occur, so an attack immediately occurs (cue the It's Always Sunny In Philadelphia theme music). This part is a bit tricky for a couple of reasons. First, about halfway through the opening sequence, the action switches to directly behind you, so you need to be prepared for this as you can get quickly flanked. The easiest way to do this is to monitor your mini-map during the fight, because a couple of enemies will run around the side to join the action behind you and they can score easy shots on you. Secondly, there are multiple machete wielding enemies that will rush you and can kill you in a single hit. If you see anyone running at you, activate Dead Eye immediately and kill them as quick as you can. You can easily get caught off guard here and wind up getting killed in a single hit, so it is important to pay attention here, even more so than you do in normal battles. Monitor both the enemies in front of you and the mini-map and make sure you always know where the enemies are at. The fight starts off with you behind cover, and this is probably the easiest part of the mission. Skinners will run at you from the tree line and others will fire at you from behind cover. There will only be a couple of machete wielders here, and it is easy to see them coming. You may want to make good use of your Dead Eye here, and you can make it through fairly easily by keeping an eye on your mini-map to see where the enemies are hiding and using Dead Eye frequently to pick them off. You can pop in and out of cover quickly here when an enemy moves out of cover, and this first part is at least fairly straightforward. Halfway through this fight, however, enemies start coming from behind you. You will notice some of the enemies you are fighting will begin running around the side, and at the same time Charles will alert you to the fact that enemies are coming from behind. The big danger here is it can be hard to tell who is friendly and who is an enemy, particularly because you're fighting alongside a guy you just met this mission. Be extremely careful for any machete wielding enemies here as they will have a clear shot at you and can kill you if you hesitate. You'll want to adjust your cover position , and behind one of the wagons works pretty well. Keep kill Skinners until there is a break in the action. After you've killed enough, the Skinners will run and take the tools and one of the two hired guns with them. You'll need to give chase, and this sequence can be tricky as there will be multiple spots where they'll try to ambush you. Enemies will run out at you fairly consistently, so keep a close eye on your mini-map to find out when an attack is about to occur. The first big fight will be at a downed tree. Quickly get in cover behind the downed tree and start picking off enemies. There are actually two enemies that will be sitting up in the trees that will cause the most problems because they can hit you form behind cover. Prioritize these two, and then check your mini-map to find any other that still need killing. Charles will help some during the sequence, so you won't have to kill them all. Keep moving as each group of enemies gets cleared out and pursue the calls from help coming from the missing hired gun. More and more enemies will pop out as you run down, and this might actually be the most dangerous section as there will be multiple machete wielding foes mixed in with the normal guys and if you aren't paying close enough attention it is very easy to get stabbed. Don't run down too fast or you risk running right into one, and instead keep an eye on your mini-map while jogging down, stopping whenever you see new enemies appearing. Be careful of enemies hiding in trees, too, as there will be a couple more instances of foes hiding in foliage. This is the last fight during this mission, so use Dead Eye as much as you need to in order to get through it. After they're finally all dead, you will need to search a little area to find the missing hired gun and the tools. Go right to the middle of it to find the tools, and the hired gun (or what's left of him) will be right nearby. Charles will carry the man's body while you need to carry the tools. Use the bottom prompt to pick them up and then run back to the wagon by heading to the new objective marker. Run to the back of the wagon and use the bottom prompt to drop off the tools. Go to the front of the wagon and climb up, but don't ride off yet. You need to wait for Charles to finish dropping off the corpse, and once he's done he'll run over and climb up as well. As soon as he's in his seat, you can ride off. Follow the trail on your mini-map and you'll finally make your way back to your homestead with your material, the tools, and a corpse. A New Jerusalem John puts together his pre-cut ranch house with the help of Charles and the encouragement of Uncle. Prerequisite: The Tool Box Gold Medal Requirements Hammer the nails in with 80% accuracy. Complete within 3 minutes 35 seconds. After The Tool Box, Uncle will be waiting for you at Beecher's Hope. It is now time to actually build your house with the help of Charles and kind of, sort of Uncle too. This mission is very straightforward, and essentially all you need to do is follow the button prompts. There are three main things you'll be doing while building your house. You will nail (or sometimes place something) by mashing one indicated button as quickly as you can. You will be moving pieces of wood from one place to another by holding down the indicated direction on the analog stick. And you'll be lifting up walls by holding down the indicated direction and mashing the shown button. That's it! If only building a house was really that easy. Afterwards, John will write a letter to Abigail and ask her to come see the house he built for her. Fortunately, there are no button prompts associated with this. A Quick Favor For An Old Friend With his debts mounting and a barn to buy, John accompanies Sadie to hunt down the wanted criminal, Ramon Cortez, and bring him to justice. Prerequisite: A New Jerusalem Gold Medal Requirements Force Cortez's men to flee from Rhodes within 30 seconds. Get 5 headshots while covering Sadie with a long scope rifle. Get 4 hip fire kills. Complete the mission without taking any health items. With your house finally built at the end of A New Jerusalem, John still finds some things that need to be done around the ranch. Go and find Uncle, who is sleeping under a tree. It is almost impressive how lazy Uncle is. John yells at him that they need to figure out what they're going to do to make a living, and they decide that keeping sheep is probably the best bet. John needs a barn for this, and Uncle volunteers to go into town with you to help buy one that is pre-cut. Ride to the objective marker in Blackwater and go through the marked door to talk to the guy running the lumberyard. Afterwards, you'll run into a bit of trouble paying for the thing, but fortunately you run into Sadie after leaving the bank. She'll have work for you, though she doesn't seem to think it'll be easy. After you get on your horse, she says she'll follow you to the destination. Follow the yellow trail marked on your mini-map to make your way up to Painted Sky. There's some good banter along the way, but otherwise the ride up is uneventful. Dismount from your horse when you reach the marked area and search the barn. Either break the lock or kick the door down, and once you get inside Ramon Cortez will tackle you and try to kill you. Mash the indicated button to break free and then beat him in a fight to knock him down. Simply block one of his punches and then throw several punches of your own to knock him down. Sadie will arrive to knock him out with the butt of her gun, and you'll load him on to the back of her horse. Now you'll need to ride in to Rhodes. Start riding behind Sadie for just a bit and then the rest of the ride will occur automatically. When you reach Rhodes, follow Sadie until she hitches her horse. Hitch yours and then pick up Ramon from the back of her horse. Walk him to the sheriff's station to drop him off. The sheriff asks for your help waiting until his men arrive, just in case the Del Lobos show up and start causing trouble. And, sure enough, the Del Lobos show up. John will kick the door open and a fight will begin. This fight is fairly straightforward so consider saving your Dead Eye if you don't want to use recovery items. Shoot a couple of guys from the doorway, and the rest of the gang will flee. Run out into the town and go for headshots on anyone you can see. Utilize your mini-map to see exactly where the enemies are at, and chase them down while you can. The mini-map should show exactly where they're hiding, so if you don't see any just follow the danger indicators on your map until a red dot appears. Most of the enemies will be running out of town, so just make your way to the end of the street and kill anyone you see. The Del Lobos will blow the jail at this point, and when Sadie tries to collect the bounty the sheriff says he won't pay up unless you can go and catch Ramon again. Get on your horse and follow Sadie to reach Dewberry Creek. She'll see a fire while crossing a bridge indicating that you're close. Don't climb down from your horse just yet though, and instead follow her around until she reaches the old saw mill. Now you can climb down, and go up the ladder. Sadie will sneak down to confront the gang, and she wants you to provide cover. She isn't too good on the whole "sneaking up" on them thing and shoots the first guy she sees. Now you will need to use your sniper rifle to kill all the men that are down there while protecting Sadie. You have no mini-map here, so it can be hard to see where the shots are coming from, but for the most part the enemies will be on the road in front of Sadie. If not, check the ridge to the right of the road as there will be a couple there that pop up as well. And, if there aren't any in those two locations, check the ridge to the left of the road. There will be one enemy that shows up here at the end of the fight, so kill him as well. Use your Dead Eye as much as you can, as it will steady your shot and make sniping a lot easier. Go for headshots, and if you ever completely lose track of the enemies, quickly go back to Sadie and check what direction she's firing in. This segment shouldn't last too long, and Sadie will call for you to come down once the final enemy is killed. Run over to Sadie who will be under one of the bridges on the path down to the lake. This is a more standard gunfight, so equip your gun of choice. Preferably anything other than the sniper rifle, as it isn't very useful for the quick shots you'll need to be taking. Enemies will run out in front of you and also shoot at you from the ridges and bridges above you. Check your mini-map to see where the threat is coming from if you can't find them, and quickly go into Dead Eye if you have an enemy that is too close to you. Follow Sadie's lead as she will move up each time all nearby enemies are dead, and go for as many headshots as you can. There isn't a lot of great cover here, but fortunately you will not be fighting too many enemies at a time. They always seem to come in groups of no more than three, and frequently will be even fewer than that. Refill your Dead Eye as needed and methodically make your way down to the lake. Once you kill the final guys at the bottom of the creek here, start shooting at Ramon's boat. You don't want to actually kill him, but if you fire a couple of shots at his boat he will become convinced that he should row back to shore. After you persuade Ramon to come back to shore, there will be one final little shooting segment. This one will be fairly easy as there are only four or so enemies that try to kill you this time. Stay behind the cover you start in, and pop out to pick off each one as soon as you have a good line of sight on them. It won't be that hard, but since this is your final fight, you can use whatever Dead Eye you have left in the tank. Once they're dead, pick Ramon up and stow him on Sadie's horse. Ride back into town with him and drop him off at the sheriff's station. Again. Hopefully he doesn't lose him this time. Uncle's Bad Day Uncle, John and Charles spend the night celebrating after finishing work on the barn. John wakes to find Uncle has been taken by the Skinner Brothers. Prerequisite: A Quick Favor For An Old Friend Gold Medal Requirements Get 5 headshots using the bow. After freeing Uncle, return to Beecher's Hope within 3 minutes 10 seconds. Complete with at least 80% accuracy. Complete the mission without taking any health items. You will be automatically back at your homestead after A Quick Favor For An Old Friend, and you can go over and talk to Uncle who will be there as well. The barn will be fully constructed, so you know what that means: PARTY. Charles, Uncle, and John all get drunk and thinks are fine and fun for a whole ten seconds before it gets bad again. When you wake up, Uncle will have been taken by Skinners and you and Charles will need to get him back. Follow Charles out and he'll lead you over to Tall Trees. Once you get close, he'll tell you it is better to go on foot so ride over to the marked area to drop your horse off. Follow Charles again, this time on foot as he goes into the forest. You'll first find two Skinners standing guard a little ways into the trees. Take out your bow and headshot one of them while Charles kills the other. Follow him a little further in and you'll come across a patrol. You can either kill them or let them pass, but it is easier to just let them walk by. They'll say something about Uncle still being alive, and then walk on. Move again when Charles gives you the indication. The next thing you'll run into is a wagon dragging someone behind it. Follow the wagon, and it will stop after a little while to pick up the body. Take out your bow and kill the Skinner with a headshot once Charles tells you to, and do it without being seen. The Skinner camp will be just ahead. When Charles tells you to, climb up on the marked rock to get a better view of the camp. Take out your binoculars and look towards the fire in the middle of camp to find Uncle. You'll be attacked by a Skinner and Charles will save you, and Charles will be attacked by a different Skinner immediately afterwards. An automatic Dead Eye sequence will start. You have no control over the cursor for this one, so once it aligns with the Skinner's head take the shot to save Charles. The rest of the Skinner gang will attack at this point. Hurry down after Charles and grab some cover behind the cart on the edge of camp. Fight your way through the camp to get to Uncle. There aren't all that many enemies here, so this shouldn't be as hard as you might anticipate. Your mini-map will show you where enemies are coming from, so choose one and pop out of cover to kill them. With Charles helping you, you shouldn't need to kill more than five or six, and almost all the enemies here will be located in camp around you. The only trouble might come from the fact that there is so much cover it might be hard to get off a clear shot. Still, you should be able to kill everyone you need to from the cover of your choice around the edge of camp, and once they're all dead you can go over and cut Uncle free. They way out of camp is a little more dangerous because you won't have Charles helping you. He'll be carrying Uncle, and in the meantime more Skinners will be showing up on the rocks and fallen trees just above you. You'll need to fight your way back to your horses, killing Skinners as they show up. The good news is they tend to come in groups of one or two, and you can easily see where they're coming from if you check your mini-map. The danger indicator will be lit up pretty much your entire way out of camp, so it should be easy to predict where the next attack is coming from. They'll be both above you and on the ground in front of you, and as long as you are quick on the trigger it shouldn't be too difficult. There will be a couple of enemies with machetes, and you want to kill these guys instantly. They are the biggest threat, so make sure you kill anyone running at you before they reach you or Charles. There will be some cover throughout this area, but you probably won't even need it. Use Dead Eye instead, and as soon as you see an enemy lock on to him and take him out with a headshot. Since they're are few enemies grouped together here, you should be able to kill them all without taking too much damage. Once you reach your horse, a handful more will appear behind you. Climb up on your horse and follow Charles out of camp, firing back at anyone that catches your eye. A little ways after being on the road, a couple of final enemies will run out at you. Between you and Charles, they shouldn't pose much of a threat. Finish your ride back to your ranch and dismount once you reached the marked area. Uncle is in bad shape, but he'll live. The Best of Women John is reunited with Abigail and Jack. Prerequisite: Uncle's Bad Day Gold Medal Requirements N/A This mission will start right after Uncle's Bad Day and is entirely cutscene based. Sit back and watch the sweet reunion. AWWWWW. Trying Again John takes Jack fishing with the family dog, Rufus. They catch more than they bargained for. Prerequisite: The Best of Women Gold Medal Requirements Catch a fish. Finish within 5 minutes 20 seconds. After Jack and Abigail settle back in, you will have a mission to do with either of them. They can be done in any order you want, so go and talk to who you want to first. Jack's mission is very easy, and if you talk to him the two of you will go out fishing with only minor protests from Jack. Head to the highlighted area to find a good fishing spot, and then start fishing once you reach the bank. It is not different than any of the other fishing you've done in the game, and use whatever your best bait is to start catching some fish. Jack will catch one at the same time, but he will do this automatically. Just focus on catching a couple of your own, and you can probably catch three or so before the mission moves on to the next part. Jack will eventually stop fishing when he realizes Rufus is gone. He'll go to search for him, and once you're prompted to you should join him. After following him a bit, he'll ask you to search on the other side of the road. Run over to the marked area, which will unfortunately turn up nothing. You'll get a new objective marker after that, and run over to it to find Jack and Rufus. Rufus has been bitten by a snake, and you'll need to save him by sucking out the venom. Follow the on screen prompts to get the venom out, and after spitting it out three times the dog will be well enough to carry home. After a brief cutscene the mission will end, with only a little more complaining from Jack. A Really Big Bastard Sadie visits John at Beecher's Hope. They leave to hunt down a bounty, Marshall Thurwell, in Tall Trees and discuss other men who have evaded their capture. Prerequisite: The Best of Women Gold Medal Requirements Shoot the bear 4 times as it charges. Headshot both the rival bounty hunters in Dead Eye. Complete within 7 minutes 15 seconds. This is the other mission available after The Best of Women. Talk to Abigail at camp, and things go well for about all of ten seconds before Sadie shows up with more work for John (and news of Micah). Fortunately, Abigail eventually comes around without too much of an argument, and Sadie and John head off to find her newest target. Follow Sadie until she reaches a camp, and then climb down from your horse and explore a bit. After looking at a couple of things, Sadie picks up the trail. Get back on your horse and follow Sadie again. She'll soon lose the trail, so you'll need to take over. Use your Eagle Eye and find the tracks that are labeled "bounty target". There should only be one trail in the area, so lock on to it and follow it around the forest. You'll eventually reach Bear Claw, and the trail will lead you right to a body. Climb off your horse and wait for Sadie to join you. After inspecting the corpse, a man will call from inside the cabin. It happens to be the guy you're looking for, and he starts going on about some monster out there. It sounds like crazy talk, but soon enough you see what he's talking about. An enormous grizzly bear will attack you, and it will first trigger and automatically Dead Eye sequence. Shoot the bear in the head as often as you can, but it still won't be enough. He'll tackle you and being to maul you, so mash the indicated button to fight him off. It will take a couple of tries, but once you force him off you will get a second Dead Eye sequence. Again, shoot as many shots into his head as you can, and you'll eventually chase him off. With the bear gone, you can now deal with your far less aggressive target. Marshall will surrender himself and Sadie will knock him out. Climb back on your horse and follow her. Most of the ride back the two of you will just talk, but you will be stopped by two competing bounty hunters along the way. Let them have their say, and when they try to pull guns on you quickly activate your Dead Eye an kill them with two quick head shots. The rest of the ride will be uneventful, and once you drop your target off in Blackwater you will complete the mission. Going For Gold: Two of these objectives are very straightforward, and you should easily be able to shoot the bear at least six times in Dead Eye. And, since the two bounty hunters are the only foes you have to fight in the entire mission, headshotting both of them in Dead Eye will be extremely simple. The only somewhat difficult part of this mission is finishing within 7 minutes 15 seconds. Most of the mission you just need to wait or ride with Sadie and there isn't a ton here in your control. A handful of tips to cut down some time are listed below. As soon as the first cutscene starts, pull up the map and put an objective marker on the Bear Claw camp as it will help orient yourself later. Put a second marker directly west of that close to the S on the map. When Sadie investigates the camp, just stay on your horse. It won't speed things up to help her look around and as soon as she is back on her horse you can activate your Eagle Eye and find the trail. You want this trail highlighted immediately otherwise Sadie will locate it and you will be told to follow her. Follow the trail somewhat closely because if you go too far, Sadie will stop moving. With the markers set on your map though, you will have a decent direction of where to go. Go directly south to the first marker, and once you reach it turn and go to the second. If you're good at tracking, you don't need to use this method, but if you are having trouble this will save a good amount of time. It is close enough to the actual path that Sadie will keep following you. Skip the conversation with the bounty hunters entirely by pulling out your pistol as soon as they show up. You can just headshot them as soon as you see them and you don't need to waste time waiting for them to finish talking. The last one is the most important to save time. The time limit is somewhat tight and there isn't a lot you can do to save time, so you need to take advantage of every trick you can. A New Future Imagined John and Abigail go in to Blackwater to spend some quality time together. John has a question to ask her. Prerequisite: A Really Big Bastard AND Trying Again Gold Medal Requirements Complete within 7 minutes 30 seconds. After you finish both Jack's and Abigail's missions, you'll unlock a new one, which happens to be the penultimate mission in the entire game. Go back to your homestead and talk to Abigail again. She'll be arguing with Uncle on account of him being useless, but her spirits soon improve because the Geddes boys stop by with a whole bunch of old furniture for the house. John still thinks they need a couple more things, so he and Abigail head into town. Walk over to the wagon and climb up. Follow the yellow trail on your mini-map and it will lead you to the portrait studio in town. Wait for Abigail to finish a brief errand and then head inside the studio. You can pick both the background and the pose of the photo by cycling through the options. There is no right or wrong option, so just select whichever you like best. After you have your picture taken, Abigail will want to see a film so walk across the street to the theater. Target the ticket seller to buy a ticket, and you will head into the theater after that. Halfway through the show, you can put your arm around Abigail if you want. Once it is over, you will leave automatically and John will suggest walking down to the lake. You'll automatically enter the rowboat, and a new objective marker will appear on your map. Row towards it. Once you reach a good spot, John will stop rowing and you can target Abigail. Propose to her, you silly man. SHE SAYS YES. Awwww. American Venom Sadie has a clue that might lead them to Micah - Cleet has been sighted in Strawberry. Despite Abigail's protests, John, Sadie, and Charles ride there to interrogate him and track down their old enemy. Prerequisite: A New Future Imagined Gold Medal Requirements Help Sadie catch Cleet within 35 seconds. Headshot the sniper who shoots Charles. Complete with at least 85% accuracy. Complete the mission without taking any health items. After A New Future Imagined, you'll automatically make your way back to camp. The final mission will be waiting for you inside. Go in to see a nice family scene. Again, these sorts of things don't tend to last long in this game, and this time is no exception. Charles calls for you, and when you go outside you find Sadie. She has news on a lead on Micah, but you have to ride now. Abigail begs you to stay, but John views this as something he needs to do and rides off as she cries in their bedroom. Once you're outside, you'll have control of your horse so just follow Sadie as she leads you to Strawberry. Ride until Sadie drops her horse off in front of the bridge, and then dismount as well. She says she'll search one side of the town while you and Charles search the other. Cross the bridge and search the marked area on your map. John will spot Cleet almost immediately, and once he sees you he'll take off running through the town. Follow him and chase him through whatever buildings he runs through. Sadie will eventually tackle him and start grilling him on Micah's whereabouts. He won't talk at first, so beat him when prompted. Unfortunately, the beating doesn't work all that well so Sadie decides to hang him instead. Drag him over to the gallows and then force him up the stairs by pressing the attack button. Follow the prompt to put the noose around him neck. He still won't talk, so when prompted slowly move the analog stick to start to move the lever. He'll finally talk at this point, but Sadie wants him dead anyways. You can either follow her orders or spare the man depending on what you want to do. After, you can finally pursue Micah. Cleet told you his gang was up in the mountains, so climb on your horse and follow the path marked on your map. Most of the ride will occur automatically, and you won't have control again until you reach Grizzlies West. Go up the mountain, but a sniper will start shooting at you soon after you start. Run to the marked area to make it to cover. From here, you'll need to sneak up close enough so you can shoot him. This means moving up a bit at a time. Wait until Sadie gives you the okay each time, and then run up to the next bit of cover. A lot of these times Sadie will provide surpassing fire, so wait until she tells you to move or you risk getting shot. Move up one rock at a time, and when you're finally in range the game will tell you. The easiest way to do it from here is to go out from cover, immediately activate Dead Eye, and kill the sniper with a single head shot. Once he's dead, run back to check on Charles. He's fine for now, but can't go up the mountain. It'll be just you and Sadie from here on out. Begin making your way up the path by following Sadie. Some of Micah's men will pop out fairly consistently along the way up. It is never more than two or three at a time, but you won't want to just run up as you'll get shot up pretty badly. Stay by Sadie, and check your mini-map for incoming danger. Stay behind cover when you can, and once you find a target pop out to use your Dead Eye. Once the close targets are dead and Sadie starts moving, you can move as well. Try to get cover whenever she stops as that is a good sign that enemies will be coming. There are a decent number in total you need to kill, but fortunately it will happen in a bunch of small groups so the fight won't be too bad. There is a slightly larger group at a small camp about halfway up, but you and Sadie should still be more than enough of a match for them. The next little bit after the first camp isn't too bad. A couple more enemies will come out at you, but they will do so one at a time giving you plenty of time to get the jump on them. After going up a little further, a cutscene will occur where you and Abigail get ambushed. Abigail will get wounded, leaving you to finish the rest of the mission by yourself. This is where things really become difficult, so make sure you refill your cores as needed. This is your last mission of the game, so no need to hold anything back and you will absolutely be needing every bit of help you can get. Right after Sadie gets wounded you will face off against three men at once. Draw your weapon, activate Dead Eye, and kill all three of them with headshots before they can react. This, unfortunately, is the easy part. Everything past here is going to be a real fight. You will be bombarded by enemies on the way up, and there is very little cover to use along the way. The best way to do this is to just abuse Dead Eye as much as you can. Rather than running into cover each time you see an enemy, just activate Dead Eye immediately and go for a quick head shot. The walk up is significantly harder if you try it without Dead Eye. Use it on every single enemy and the mission because much more manageable. You can keep checking your mini-map to see where threats are coming from, and this will be a very intense fight to the top of the mountain. You will burn through a lot of Dead Eye this way, but as long as you have Dead Eye restoring items this won't be an issue. Refill health as needed, although be aware that doing so will prevent you from getting a gold medal. Near the top you will be attacked by three enemies at once again. Use Dead Eye and you can kill all three, the same as last time. Once you reach the top, you will find multiple points of interest you need to investigate. At each one, a couple of enemies will attack, so be prepared and be quick on the trigger. Your ability to quickly pull your gun and activate Dead Eye is essentially all you need to make your way through this mission, and the hardest part is not getting caught off guard by a surprise enemy. Each camp is guaranteed to have a couple of enemies, so start with your gun drawn if you're having a hard time with enemies getting the jump on you. After making your way through the rest of the camps you can run to the tower in the back. An old friend will be waiting when you get there. After a quick scene, Micah will immediately be ready for battle. He's the best gunfighter you've encountered the entire game, so whatever you do, don't just stand in the open. He will kill you and you won't even have a chance to fight back. Essentially, all you need to do is wait for him to move over to the outhouse as a cutscene will trigger at that point. You can essentially just wait for Micah to eventually move there on his on, occasionally firing off some shots at where his cover position is. He can immediately shoot you back if you are out in the open when he pops out for shots though, so be careful not to leave yourself vulnerable. Fire at his cover, duck back down, and let him fire off some useless shots at your cover. You can make things a bit quicker by looking above his initial position to find a lantern up on the ledge of the tower. Shoot this and it will ignite the area he's at, causing him to move to his next position much quicker than he normally would. Other than this, keep shooting at his cover. Again, even Dead Eye won't be enough to catch him off guard and he'll just shoot you through it, so don't try to get into a normal gunfight with him. Sadie will show up just in time to save you, but unfortunately Micah will have another friend with him that pops out at this time to cause some trouble. During this next sequence, move back and forth between your two targets when prompted, and John will have something to say each time you move on to a new target. Occasionally, a button prompt will show up to give you an additional line of dialogue, and you should always press this. After a good, long conversation, some fun stuff will happen via cutscene. From here, you can just sit back an enjoy. Eventually, the credits will roll and we will be forced to say goodbye to Red Dead Redemption 2 for now. There will still be plenty of stuff to see and do, but in terms of the main story, this is finally it. Thanks for following along, ladies and gentlemen. Say goodbye to John and Arthur (for now). More Fun Stuff To Do This is it! You're all done with the story at this point, but that doesn't mean you're all done with the game. I'm sure there is plenty more you need to do to get to 100% Completion or to fill your Compendium (if you are truly a crazy person). Check the 100% Completion section of the guide and the Secrets and Other Fun Stuff sections of the guide to find things you may have missed. There are a lot of fun secrets the game is hiding if you know where to look for them, and if you haven't quite had your Red Dead fix just yet, you can find much more stuff to do if you know where to look for it. First and foremost, finish exploring West Elizabeth and New Austin if you haven't already. New Austin actually has two towns in it, both with a bit of story. The final two gang hideouts will be in New Austin, and a couple of bounty missions are available if you haven't done these already. There are some animals and plants that are only native New Austin, so you may want to take your time exploring a bit. Finally, there is one new collectable thread available after you finish the Epilogue entirely. You will now be able to keep track of all the gravestones of your fallen friends (or people mentioned in the story that may not really have been your friends). There are nine in total, and all of these will be listed in the Collectables section of the guide under the "spoiler collectable" header. You'll be going all over the map for these, so it will add a bit more playtime. Beyond that, just take your time and explore to your heart's content. Compendium COMING SOON Compendium Animals Below is a list of all animals in the game, details on where they can be found, and information about the kind of loot each one drops. Animals are listed not alphabetically, but by where they appear in the compendium. If you are missing a specific animal, it will be easier to find out which one it is this way. American Alligator Loot Dropped (Sell Price): Big Game Meat (0.75), Alligator Tooth (0.40), Poor Alligator Skin (1.40), Good Alligator Skin (2.10), Perfect Alligator Skin (3.50), Poor Alligator Carcass (2.60), Good Alligator Carcass (3.90), Perfect Alligator Carcass (6.50) Notes: Alligators are entirely localized to the swampy regions in Lemoyne. They can be found in the Bluewater Marsh region and around Bayou Nwa. They are all over this region, so as long as you go anywhere in the area you should find several. To make sure you get the perfect skin and carcass, you want to use something like a sniper rifle. Aim for the head to kill in a single hit and collect your reward. The markers on the map below indicate where some alligators are at, but they really are all over the place. If you're around the coastline anywhere in Bluewater Marsh, you'll find one. The markers below are by no means exhaustive, but you will frequently find alligators at or near the following markers. American Alligator (Small) Loot Dropped (Sell Price): Big Game Meat (0.75), Alligator Tooth (0.40), Poor Alligator Skin (1.40), Good Alligator Skin (2.10), Perfect Alligator Skin (3.50), Poor Alligator Carcass (2.60), Good Alligator Carcass (3.90), Perfect Alligator Carcass (6.50) Notes: These guys are just like the standard American Alligator in every way. Except they're a bit smaller. You'll be able to tell them apart in the wild just by their size difference. You'll find them in Lemoyne, around the Bluewater Marsh and Bayou Nwa regions. The map below shows where alligators can be found, and both normal size and small alligators share the same habitats. The issue is small alligators are much rarer than the standard sized ones. Below are some alligator spawn points, but you may need to keep exploring the Bayou Nwa and Bluewater Marsh coastlines until you come across one. They are pretty common though, so it shouldn't be that hard to hunt some. Nine-Banded Armadillo Loot Dropped (Sell Price): Stringy Meat (0.25), Poor Armadillo Skin (0.44), Good Armadillo Skin (0.66), Perfect Armadillo Skin (1.10), Poor Armadillo Carcass (1.00), Good Armadillo Carcass (1.50), Perfect Armadillo Carcass (2.50) Notes: Armadillos can only be found in New Austin, and they are in decent abundance in the Gaptooth Ridge, Cholla Springs, and Rio Bravo regions. They seem to be in the highest abundance in Cholla Springs although they can be found in most areas of New Austin., you will want to use a Varmint Rifle if you are going for perfect quality loot. The map below shows some possible armadillo locations in Cholla Springs. The bad news is they are much less common than the black tail jackrabbits, iguanas, and Gila monsters that occupy the area. Keep searching around the indicated areas below and you should find the armadillo rather quickly. Note that in your game it is unlikely you will find an armadillo in any of these locations, as there is an element of randomness to these exact positions. They will be close though, so search places close by. American Badger Loot Dropped (Sell Price): Stringy Meat (0.25), Badger Claw (0.25), Poor Badger Pelt (0.50), Good Badger Pelt (0.75), Perfect Badger Pelt (1.25), Poor Badger Carcass (1.20), Good Badger Carcass (1.80), Perfect Badger Carcass (3.00) Notes: Badgers can be found in almost every region in the game, but are very common in the southwest areas of Lemoyne (basically anywhere that isn't the swamp or Saint Denis). They're also abundant in eastern areas of Ambarino. The Varmint Rifle will get you a clean kill if you're looking for perfect pelts. If you're specifically hunting for badgers, a good spot is in southwestern Lemoyne. There are a decent number near Catfish Jackson's, slightly north of the road that runs through here. You should be able to find one or two during each hunting trip. This area is heavily forested, so you will need to stop and look around frequently. I never found too many that deep in the forest, but close to the road they are somewhat common. Little Brown Bat Loot Dropped (Sell Price): Stringy Meat (0.25), Bat Wing (0.15), Poor Bat Carcass (0.30), Good Bat Carcass (0.45), Perfect Bat Carcass (0.75) Notes: The in-game description for these guys is that they're found in most of America. This game lies. They appear only in three very specific spots in the map and can be very hard to find. There is a secret entrance behind the waterfall at Elysian Pool that eventually leads to a bigger open room where bats can be found sometimes. They can be found at the abandoned church at Bolger Glade in southern Lemoyne. And they can be found at the small cabin at the Aurora Basin in western West Elizabeth. And, finally, there is a small cabin at Moonstone Pond in Ambarino that is crushed by a fallen tree. There are bats in the tree occasionally. However, that's pretty much it. They don't really appear outside of these areas, so you'll need to travel to one of them if you're hunting them. Small game arrows are best during hunting if you want a high quality carcass. The most consistent place for me was at the hidden cave behind Elysian Pool. Enter through the waterfall, then go to the main central area. It is large and there is light pouring through here. Now, turn back around and go back to the entrance. Over the entrance, almost every time, will be three bats. Take your time when you get close, because as soon as they take off flying they usually crash into something and die. You can't find them when you first enter, and you need to go to the central area to get them to spawn again. American Black Bear Loot Dropped (Sell Price): Big Game Meat (0.75), Black Bear Claw (0.60), Animal Fat (0.25), Poor Black Bear Fur (1.40), Good Black Bear Fur (2.10), Perfect Black Bear Fur (3.50) Notes: You typically have to get pretty remote in the wilderness to find black bears, although sometimes they can be found right outside a northern city like Annesburg. They are found pretty exclusively in the woodlands of Roanoke, Big Valley, and Tall Trees. While not as big as some other bears, they can still maul you to death if you let them. The good news is if you are your horse, they will almost always run away afraid so they are one of the easier predators to hunt. A rifle works best here, and something like a sniper rifle can actually kill a bear in a single heat shot. A good spot to find a black bear is just north of Watson's Cabin. There tends to be a fairly stationary bear just north of the "W" from Watson's Cabin. He can move a little east or west, but there isn't a ton of variability to this spot. This makes him a good target as some of the other black bears seem to have a bit more variability. It is also good because there is a grizzly bear really close by so you can hunt both within a couple of minutes. Grizzly Bear Loot Dropped (Sell Price): Big Game Meat (0.75), Bear Claw (1.50), Animal Fat (0.25), Poor Bear Fur (3.00), Good Bear Fur (4.50), Perfect Bear Fur (7.50) Notes: Grizzlies are some of the biggest, most dangerous animals in the game. They are most common in Grizzlies East in Ambarino, but can also be found in the very north and very south of West Elizabeth. This is one of the toughest animals in the entire game to take down, but you can do it with a combination of a heat shot and a rifle using either high velocity or express bullets. Alternatively, just keep shooting until it goes down, but this will mean you won't get the perfect fur. One specific grizzly bear location is shown on the map below. It its northwest of Wallace Station and can be found most frequently anywhere in the red oval (although it can be a little outside as well). North American Beaver Loot Dropped (Sell Price): String Meat (0.25), Scent Glands (0.25), Animal Fat (0.25), Poor Beaver Fur (1.00), Good Beaver Fur (1.50), Perfect Beaver Fur (2.50), Poor Beaver Carcass (2.10), Good Beaver Carcass (3.15), Perfect Beaver Carcass (5.25) Notes: There really aren't that many good places for beaver hunting in the game. They are must abundant near the Kamassa River. If you look south of the "E" and the "R" and west of the top of Van Horn you will find the Legendary Beaver habitat. A lot of normal beavers will be nearby here as well. They can be found both on the eastern and western shores around here, and there are usually a couple each time you visit (some specific spots are shown on the map below). You can also find a bunch of beavers along the south shore of Lake Owanjila in West Elizabeth from time to time. Outside of that, they can be fairly hard to find, so check these two areas first if you're going hunting. Use the Varmint Rifle when hiring to make sure you get high quality pelts and carcasses. Blue Jay Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Blue Jay Feather (0.30), Poor Blue Jay Carcass (0.40), Good Blue Jay Carcass (0.60), Perfect Blue Jay Carcass (1.00) Notes: Blue Jays are one of many small birds you'll find in this game. There are a decent amount in the Heartlands region, and you can find some right around Horseshoe Overlook and Caliban's seat. The best way to get a perfect carcass is a bow with small game arrows. They don't drop anything all that remarkable, and are hard to find, making them really not worth hunting unless you are trying to find and study all the animals. The most consistent spot to hunt these is right along the Dakota River. If you go to the text for the Dakota River that is to the southeast of Wallace Station, you will notice a lot of fairly large rocks either in the river or along the river side. These rocks go from the top of the text to the southern point of the river bend. There are a lot of birds all over these rocks, and one of the kinds you can find are blue jays. However, they are not guaranteed to be here and you can also find cardinals or other birds. Search all along the coastline (particularly the spots highlighted below as I can guaranteed blue jays can be found there from time to time), and if you don't see any, rest and return as the position of the birds will be changed. Wild Boar Loot Dropped (Sell Price): Tender Pork Loin (0.60), Boar Tusks (0.45), Animal Fat (0.25), Poor Boar Skin (0.84), Good Boar Skin (1.26), Perfect Boar Skin (2.10) Notes: Boars are located throughout New Hanover, Lemoyne, and West Elizabeth, but they are far and away most heavily concentrated in Lemoyne. While poison arrows can be used to secure high quality skin, a rifle works just as well and requires far less crafting. A really high concentration of boars can be found in northeastern Lemoyne. Just north of the "A" the "T" and the "E" of the Bluewater Marsh text is a lot of open ground with some sparse trees. There are a good number of boars just wandering around here and you can find them in groups of two or three or just by themselves. Some specific spots they may be found at are shown below, but these animals wander a bit and their exact positing seems a bit random. But anywhere in this general vicinity is good for hunting. Whitetail Buck Loot Dropped (Sell Price): Mature Venison (0.60), Buck Antlers (1.05), Poor Buck Fur (1.30), Good Buck Fur (1.95), Perfect Buck Fur (3.25), Mature Venison (0.60), Poor Buck Carcass (4.00), Good Buck Carcass (6.00), Perfect Buck Carcass (10.00) Notes: This and the female version are very common animals you'll run into all the time. They tend to be near forested areas, and you'll find them all the time starting in Chapter 2. These are also some of the best animals to kill simply due to the huge price you get for their bodies. Whitetail bucks are essentially found in all the same places as whitetail deer, but in far lower abundance. For every one buck you find, you'll usually find five deer so hunting one down can be a bit more of a pain. One good spot is in northwestern Lemyone, and there are a lot of plains and forests in the area with a huge number of deer. There are fewer bucks, of course, but there are still a decent number here and you should be able to find some if you hunt for a while. Some possible spawn spots are shown below. Whitetail Deer Loot Dropped (Sell Price): Poor Deer Hide (0.90), Good Deer Hide (1.35), Perfect Deer Hide (2.25), Mature Venison (0.60), Poor Deer Carcass (2.80), Good Deer Carcass (4.20), Perfect Deer Carcass (7.00) Notes: This is one of the most common animals in the entire game, and you'll first run into it on The Aftermath of Genesis quest during Chapter 1. They are also abundant throughout most of the game, and can be found early on in the game in the forests around Colter or Horseshoe Overlook. Whitetail deer are over the place, so it is unlikely you'll need help finding some. However, if for some reason you're having trouble, you can check northwestern Lemoyne because they're pretty much all over the place up here. I've outlined some of the places where deer can be found, but their range is rather large and they are very mobile. Pretty much anywhere by any of these markers below are good spots to search for Whitetail Deer. American Bison Loot Dropped (Sell Price): Prime Beef (0.60), Bison Horns (0.75), Poor Bison Fur (2.00), Good Bison Fur (3.00), Perfect Bison Fur (5.00) Notes: These are huge (ABSOLUTE UNITS) and can be found, usually in groups, in the plains of New Hanover and West Elizabeth. To get the best fur, you want to use either a high powered rifle (Carcano Rifle) or a bow with special arrows. Most other kills will net you poor fur because of how many shots it will take. A great spot to find some is in central New Hanover, just to the west of the Heartland Overflow. In fact, in between the "H" and the "A" of the New Hanover text, you can usually find an entire herd of around 10 bison all grouped together. So, if you need to hunt bison, this is a great place to find some. Angus Bull Loot Dropped (Sell Price): Prime Beef (0.60), Bull Horns (0.45), Poor Bull Hide (1.40), Good Bull Hide (2.10), Perfect Bull Hide (3.50) Notes: Angus bulls can be found on various ranches throughout the game. You will find them in the same area as cows. However, any ranch or farm you find cows on, you will usually find ten or so cows and then only one bull. This makes these guys harder to find, particularly when there are two other species of bulls running around out there. Use one of your sniper rifles while hunting to ensure you get perfect quality loot. A nice consistent area to find an Angus bull is at the Hanging Dog Ranch in northwestern New Hanover. On the west side of the ranch will be a handful of cows and a single Angus bull. The bad news is that this is a gang hideout, so if you kill the bull you will almost certainly alert the guards and need to fight through them. So be careful, and if you're just studying the bull consider staying outside the perimeter of the ranch and using your binoculars to help. Devon Bull Loot Dropped (Sell Price): Prime Beef (0.60), Bull Horns (0.45), Poor Bull Hide (1.40), Good Bull Hide (2.10), Perfect Bull Hide (3.50) Notes: Devon bulls are found on various ranches throughout the game. There isn't really one specific region that has more Devon bulls than others, and you should always check when you stop by a ranch as some have one while others don't. They'll be located either in or nearby a larger pen with cows. Typically, most ranches will have a bunch of cows and only one bull, so go into the pen and look for the one that's different. Either a bow with improved arrows or one of your powerful rifles can be used to secure a perfect quality hide. One specific spot that a Devon bull is likely to spawn at is Carmody Dell in central New Hanover (just to the northeast of the Heartland Oil Fields). There is a large pen with a bunch of cows. Look around and find the largest one to locate the bull. The bull in this pen is extremely likely to be a Devon bull, so study and/or kill it depending on what you're trying to do. Hereford Bull Loot Dropped (Sell Price): Prime Beef (0.60), Bull Horns (0.45), Poor Bull Hide (1.40), Good Bull Hide (2.10), Perfect Bull Hide (3.50) Notes: Like the other kinds of bulls, the Hereford Bulls can be found on ranches throughout the game. The bad news is these guys are a lot rarer than cows. So typically a ranch will have a bunch of cows and only one bull. And, of all the bulls, the Hereford Bull seems like the rarest so it may take some time to actually find a ranch that has one. If you're going for a perfect hide, use one of your high powered rifles to get a clean kill. Almost everything else will only wound the bull and result with a less than perfect quality hide. A good, semi-consistent spot I found was at the Hill Haven Ranch near central Lemoyne. This ranch is just a little north of Rhodes, and slightly to the northeast of Mattock Pond. There is a single bull here, and most of the time it will be a Hereford Bull. I have also seen other people find other bull types here, but the Hereford Bull seems like the most common one to find. There is only one bull here and it will be in a separate, small pen attached to the larger pen for cows. American Bullfrog Loot Dropped (Sell Price): Herptile Meat (0.25), Poor Bullfrog Carcass (0.20), Good Bullfrog Carcass (0.30), Perfect Bullfrog Carcass (0.50) Notes: Found near shallow waters and along shorelines in swampy areas, particularly near Bayou Nwa and Bluewater Marsh. Riding along the shoreline (particularly along the eastern edge of Lemoyne) is your best bet. Small game arrows help ensure high quality carcasses. One really good spot to find bullfrogs is in the far northeastern corner of Lemoyne. There is a small shack in this area call Copperhead Landing, and there will be several bullfrogs in this general area. Check all along the coastline nearby and you should find a handful in this area alone. Northern Cardinal Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Cardinal Feather (0.30), Poor Cardinal Carcass (0.40), Good Cardinal Carcass (0.60), Perfect Cardinal Carcass (1.00) Notes: While they can technically be found in every region, they are typically quite rare with only a handful of spawn spots in entire states. They are easiest to find and most abundant in forested areas of West Elizabeth and New Hanover. They are particularly abundant in southwestern New Hanover, nearby the New Hanover/West Elizabeth border. While hunting, make sure you use a bow with small game arrows if you want perfect quality loot. One particularly lucky spot I found was in the middle of the Dakota River between the New Hanover and West Elizabeth border. Just west of the "D" and "A" of the Dakota River text are some rocks (they appear as small islands on your map), and you can usually find two to three there each time you come. If you're unlucky, you may find some other birds instead, so leave, sleep, and come back to try your luck again. American Domestic Cat Loot Dropped (Sell Price): N/A Notes: Kitties! Don't you dare hurt the cats, because they don't drop loot and even if they did, you'd be kind of a jerk killing a cat to sell its fur for a nickel. Cats are found in ranches and towns, and you'll bump into these all the time while you're exploring. There are cats all over the game, but a good spot to study some is at Emerald Ranch. That ranch in particular has a ton of different domesticated animals, so it is convenient to get them all done at once. There will typically be two cats here, one on the northern end and one on the southern end over by the houses. Cedar Waxwing Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Cedar Waxwing Feather (0.30), Poor Waxwing Carcass (0.40), Good Waxwing Carcass (0.60), Perfect Waxwing Carcass (1.00) Notes: Waxwings are extremely rare birds and very difficult to find. The description for them in game is they inhabit open and forested areas across the states, which simply isn't true. To the best of my knowledge, they only have a handful of spawn spots and can't even be found in several states. One of the best places to find them is in northeastern West Elizabeth, right near the border of West Elizabeth/Ambarino/New Hanover. This is northeast of Wallace Station. If you are going for a perfect quality carcass, use a bow with small game arrows. Dominique Chicken Loot Dropped (Sell Price): Plump Bird Meat (0.40), Chicken Feather (0.30), Poor Chicken Carcass (0.70), Good Chicken Carcass (1.05), Perfect Chicken Carcass (1.75) Notes: These are more domesticated chickens and you're more likely to find them on ranches or farms than you are in the wild. As such, it probably isn't worth it to kill them, particularly because to complete your progress on this animal you only need to study them. The can be found at pretty much all ranches in the game with a few exceptions. A good spot to find the Dominique Chicken is at Emerald Ranch. There is a chicken coop in the southwestern corner of the ranch, and it is filled with a variety of chicken. You can actually find all three chicken types in this coop most of the time, so if you're filling out your Compendium, this is a really good place to go looking for them. Dominique Rooster Loot Dropped (Sell Price): Plump Bird Meat (0.40), Rooster Feather (0.30), Poor Rooster Carcass (0.80), Good Rooster Carcass (1.20), Perfect Rooster Carcass (2.00) Notes: Like its chicken equivalent, these guys are typically found on ranches. They are often in the very same spot as the chicken, so if you find some chickens make sure you look for a rooster too as it tends to be a lot more rare and there will usually only be one on each ranch. You can kill and pluck this for its feathers if you want, but be careful ranch hands don't see you or they'll alert local lawmen. Java Chicken Loot Dropped (Sell Price): Plump Bird Meat (0.40), Chicken Feather (0.30), Poor Chicken Carcass (0.70), Good Chicken Carcass (1.05), Perfect Chicken Carcass (1.75) Notes: The Java Chicken can be found out in the wild, but it is mostly located on ranches or in towns. The first of these can actually be found right in your camp at the start of Chapter 2, so investigate it then before moving on. A good spot to find multiple Java Chicken is at Emerald Ranch. There is a chicken coop in the southwestern corner of the ranch, and it is filled with a variety of chicken. You can actually find all three chicken types in this coop most of the time, so if you're filling out your Compendium, this is a really good place to go looking for them. Java Rooster Loot Dropped (Sell Price): Plump Bird Meat (0.40), Rooster Feather (0.30), Poor Rooster Carcass (0.80), Good Rooster Carcass (1.20), Perfect Rooster Carcass (2.00) Notes: Java Roosters can typically be found in the same spots as Java Chickens. The only issue is that while there tend to be multiple types of chicken at a given spot, there is only one rooster. Chicken and rooster breeds are somewhat randomized in that you know where they will be but you don't always know which ones will be there. Search ranches throughout the game to find roosters and keep on searching until your find the breed of rooster you're looking for. Try hunting these at night so people on the ranch don't see you, and use a bow with small game arrows for high quality carcasses. A good potential hunting spot is at Emerald Ranch in New Hanover. There is a good sized chicken coop in the southwestern corner of the ranch. There will always be one chicken here, and you can find the Java Rooster here occasionally. Note that there is randomness as to which type it will be, so if it is the wrong type try reloading a previous save or killing the rooster, saving, and then reloading the save file. Sometimes killing it seems to help change which variant it is upon a return visit, so keep that in mind if you're having a hard time finding the Java Rooster. Leghorn Chicken Loot Dropped (Sell Price): Plump Bird Meat (0.40), Chicken Feather (0.30), Poor Chicken Carcass (0.70), Good Chicken Carcass (1.05), Perfect Chicken Carcass (1.75) Notes: Unlike some of the other chickens, this variant isn't that likely to be found in towns. Instead, you'll want to check ranches and they can even be found occasionally out in the wild. The first place you will find these is in your starting camp at the beginning of Chapter 2. Emerald Ranch is an ideal spot to go hunting for Leghorn Chicken. There is a chicken coop in the southwestern corner of the ranch, and it is filled with a variety of chicken. You can actually find all three chicken types in this coop most of the time, so if you're filling out your Compendium, this is a really good place for hunting purposes. Leghorn Rooster Loot Dropped (Sell Price): Plump Bird Meat (0.40), Rooster Feather (0.30), Poor Rooster Carcass (0.80), Good Rooster Carcass (1.20), Perfect Rooster Carcass (2.00) Notes: The final rooster types, these guys are found wherever Leghorn Chickens are found at. Check every ranch you come across as they'll tend to have at least one breed of chickens/roosters. Like the others, you only need to study this to fulfill the requirement of the Compendium. If you want a perfect carcass, you will need to use a bow with small game arrows. A common spot to find a Leghorn Rooster is at Emerald Ranch. If you check the southwestern corner of the ranch, there will be a decent sized chicken coop that holds roughly ten different chicken. There is a single rooster found here as well. The problem is that while all three chicken variants are at this location, only one rooster will be and there is some randomness as to which one it is. If you do not find the one you're looking for, try reloading your file. I've had decent luck killing the rooster, repeating a previously completed mission, and then returning and finding a different rooster type. Keep trying this or reloading saves until you get the rooster you're looking for. Alternatively, check other ranches as there is usually at least one rooster per ranch. Greater Prairie Chicken Loot Dropped (Sell Price): Plump Bird Meat (0.40), Chicken Feather (0.30), Poor Chicken Carcass (0.70), Good Chicken Carcass (1.05), Perfect Chicken Carcass (1.75) Notes: This chicken breed is fairly unique in that it is the only chicken type that is commonly found in the wild and not on ranches. It will only be found in the Great Plains region of West Elizabeth, and cannot be found in other states. The bow with small game arrows is your best bet for scoring perfect quality loot. Western Chipmunk Loot Dropped (Sell Price): Stringy Meat (0.25), Poor Chipmunk Carcass (0.20), Good Chipmunk Carcass (0.30), Perfect Chipmunk Carcass (0.50) Notes: Unlike squirrels which can be found just about everywhere, chipmunks are just a bit harder to come by. They still appear in every state (except New Austin) but they are typically localized to heavily forested areas and won't be found running through grasslands. Northeastern New Hanover might be the best spot for this, and you can usually find some in any bit of forest up there. Since these guys are so small, your only hope for a perfect carcass is hunting with a bow and small game arrows. Californian Condor Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Condor Feather (1.50), Poor Condor Carcass (1.30), Good Condor Carcass (1.95), Perfect Condor Carcass (3.25) Notes: Condors are essentially only found in New Austin. You can sometimes find one flying about just around everywhere in New Austin, so keep an eye out for any huge birds flying around (or perched on signs or trees). I tended to have my best luck all the way to the west of the state, just past Tumbleweed. You can get a perfect carcass by using a Varmint Rifle, but if you're just going for condor feathers you can kill them with any gun you have and get the loot. Cougar Loot Dropped (Sell Price): Big Game Meat (0.75), Cougar Fang (0.50), Poor Cougar Fur (2.00), Good Cougar Fur (3.00), Perfect Cougar Fur (5.00), Poor Cougar Carcass (5.40), Good Cougar Carcass (8.10), Perfect Cougar Carcass (13.50) Notes: There are only a handful of spots that cougars spawn. There is one up in northeastern New Hanover (a little southwest of Brandywine Drop), one in the far west of West Elizabeth (a little northwest of Lake Owanjila), and a couple of spots in New Austin (Cholla Springs and Rio Bravo). These guys can be a pain, and they close in on you quickly and can kill you in two bites. Still, the loot they drop is definitely worth it. You'll want to use one of your rifles and aim for a head shot to kill these guys quickly and score the highest quality loot. Double-Crested Cormorant Loot Dropped (Sell Price): Gamey Bird Meat (0.75), Flight Feather (0.15), Cormorant Feather (1.20), Poor Cormorant Carcass (1.10), Good Cougar Cormorant (1.65), Perfect Cormorant Carcass (2.75) Notes: The cormorant can be a bit of a pain to find, as they don't really appear in many places. They are found almost exclusively in or near water in southern Lemoyne, or parts of New Hanover and West Elizabeth. They are almost never found actually flying around, so you will have to travel to waterfronts and search the coastline. These look like slightly larger birds, but they are still small enough that you'll need to use a bow with small game arrows to get perfect carcasses. One good hunting spot is in the Dakota River between New Hanover and West Elizabeth. Southwest of Valentine and southwest of Caliban's Seat is a small ranch called Painted Sky. Follow the Dakota River westward from here. It eventually heads north, and near the bottom point right before it turns north will be some small pieces of land in the river. You can find some cormorants resting on one of these small pieces of land. Florida Cracker Cow Loot Dropped (Sell Price): Prime Beef (0.60), Poor Cow Hide (1.00), Good Cow Hide (1.50), Perfect Cow Hide (2.50) Notes: These cows can be found on homesteads or ranches in any region in the game. Bows with improved arrows or rifles are good for killing cows, but be warned that if you kill someone's cow you will lose morality and people will put a bounty on your head. The good thing about these cows is they are on just about every ranch you visit. If you want a specific example, check out the Hill Haven Ranch in central Lemoyne. This ranch is just a little north of Rhodes, just to the northeast of Mattock Pond. There are a whole bunch of Florida Cracker Cows here. Wait until nightfall and you can hunt them without much trouble. California Valley Coyote Loot Dropped (Sell Price): Stringy Meat (0.25), Poor Coyote Fur (0.60), Good Coyote Fur (0.90), Perfect Coyote Fur (1.50), Poor Coyote Carcass (1.40), Good Coyote Carcass (2.10), Perfect Coyote Carcass (3.50) Notes: These guys usually hunt in packs, although they won't be too keen on attacking you. They are found all over the game, and are particularly abundant in New Austin, West Elizabeth, Lemoyne and New Hanover. Since they're in New Hanover, you will be able to start finding and hunting them right at the start of the game as they're nearby your camp in Chapter 2. Red Swamp Crayfish Loot Dropped (Sell Price): Crayfish Carcass (N/A) Notes: Crayfish are found in the swampland of Bayou Nwa, and you will find them in decent numbers in the small swamps to the southwest of Saint Denis. The easiest way to find them is to do Pearson's camp activity in Chapter 4, because he'll lead you right to some and they'll automatically be added to your Compendium. Their carcasses can be used for bait in fishing. Whooping Crane Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Crane Feather (1.20), Poor Crane Carcass (1.10), Good Crane Carcass (1.65), Perfect Crane Carcass (2.75) Notes: Whooping Cranes can be found in the wetlands of both New Hanover and Lemoyne, although they seem to be more common in Lemoyne, particularly nearby the swampy areas of the region. The Varmint Rifle is the best weapon to ensure perfect carcass quality. Sandhill Crane Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Crane Feather (1.20), Poor Crane Carcass (1.10), Good Crane Carcass (1.65), Perfect Crane Carcass (2.75) Notes: The Sandhill Crane is very much like the Whooping Crane and will often be found in groups together. Like the Whooping Crane, these can be found in the wetlands of both New Hanover and Lemoyne with the swampy areas of Lemoyne your best bet if you're going hunting for them. The Varmint Rifle is the weapon of choice. American Crow Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Crow Feather (0.30), Poor Crow Carcass ( 0.40), Good Crow Carcass (0.60), Perfect Crow Carcass (1.00) Notes: Crows can be found just about everywhere, although they seem much rarer in New Austin compared to any of the other territories. A lot of times they'll stop by to pick at any carcasses you might have left behind. To get a perfect carcass, you'll want to use a bow with Small Game Arrows. American Fox Hound Loot Dropped (Sell Price): N/A Notes: The bad news is there are a lot of dog breeds in the game, and it is just sort of random chance which ones you run into when. This one can be found all over the game in various towns, although I had my best luck looking around Rhodes. The good news is - DOGGIES. Pet them. Pet them all. Australian Shepard Loot Dropped (Sell Price): N/A Notes: There are doggies in the game! And you can pet them! What more could you possibly want? These dogs can be found in most towns and on certain ranches or farms. Always pet them (they're good boys). A good spot to find one if you're having trouble is Emerald Ranch in central New Hanover. There are actually two here. Both are on the eastern end of the ranch. One tends to sit outside of the fence, and the other one tends to be outside one of the two houses in the northeastern corner of the ranch. These guys can wander a bit, but they'll always be found somewhere on the ranch. Bloodhound Loot Dropped (Sell Price): N/A Notes: This is another in a fairly long line of dog variants in the game. They'll pop up in most of the towns across the game. They are extra good for petting. One spot where you are guaranteed to find one is at Emerald Ranch. During the daytime, there will always be a bloodhound laying down right outside the front of the house. The house is on the east end of the ranch, and if you check right outside the front door in the grassy area in front of the house you can find the bloodhound usually. He may occasionally wander a bit, but he appears to be a fairly lazy doggie that doesn't go far from this area. Bluetick Coonhound Loot Dropped (Sell Price): N/A Notes: These adorable little doggos can be found primarily in towns. The only requirement to complete their progress is to study them, so do that whenever you get close. And the pet them, of course. Lots of pets. The first time you will see one of these will be in Valentine, but they're in most towns in the game. The dog in Valentine can typically be in front of the house across from the saloon on the east side of town. He will occasionally be found on the main street on the north end of town, but you should check the house first as he doesn't move from there that often. Border Collie Loot Dropped (Sell Price): N/A Notes: Yet another adorable dog that is in desperate need of head scratches. They are most commonly found on ranches and towns in Lemoyne and New Hanover. Pet them twice when you see them. They're that good of a dog. Catahoula Cur Loot Dropped (Sell Price): N/A Notes: One of the rarer doggies. Clearly, this means they deserve extra pets. I found one wandering around the fence shop in Van Horn, but there will be others scattered around in random towns throughout the game. Chesapeake Bay Retriever Loot Dropped (Sell Price): N/A Notes: Another dog. It is very important to pet this one as soon as you see it. Not because it does anything in game, but all dogs need to be pet, even virtual ones. These dogs are in homesteads and towns around New Hanover, and you can even find them in certain train stations. Siberian Husky Loot Dropped (Sell Price): N/A Notes: A very rare puppy. For some reason, I had the hardest time tracking one of these down. They are supposed to appear in towns and ranches throughout the game, but all the other dogs seem more common. I finally found a couple at the Manzanita Post in West Elizabeth. Labrador Retriever Loot Dropped (Sell Price): N/A Notes: I'm not saying labs are the best dogs. Science will tell us that. Labrador retrievers are actually somewhat tough to find in this game, and they usually aren't found in towns. You will come across them at farms and at ranches, but usually only in New Hanover or New Austin. You just have to get kind of lucky when searching for these, so make sure you check out every dog you come across if you're having trouble. Standard Donkey Loot Dropped (Sell Price): N/A Notes: Donkeys are found on ranches in pretty much every state in the game. You can usually find at least one at Carmody Dell or Emerald Ranch in New Hanover. Most decent sized ranches will at least have one though, so you probably don't need to go to these two specific locations. If you do want a specific spot to find a donkey, travel to Carmody Dell in central New Hanover. It is just to the northeast of the Heartland Oil Fields. There will be a standard donkey in the pen with all the cows. Mallard Duck Loot Dropped (Sell Price): Game Meat (0.60), Animal Fat (0.25), Flight Feather (0.15), Duck Feather (0.30), Poor Duck Carcass (1.10), Good Duck Carcass (1.65), Perfect Duck Carcass (2.75) Notes: These ducks are found in watery areas (rivers, ponds) in the West Elizabeth, New Hanover, and Lemoyne. A bow with small game arrows is your only chance to secure a perfect carcass, so keep that in mind if you're going hunting. One good hunting spot is right at the Heartland Overflow. The pond on the east side of the overflow (right where the second "N" of the New Hanover text is) is filled with ducks and there is a good mixture of both mallard ducks and pekin ducks here. The flock is roughly ten birds in total, so you will find plenty of both. Pekin Duck Loot Dropped (Sell Price): Game Meat (0.60), Animal Fat (0.25), Flight Feather (0.15), Duck Feather (0.30), Poor Duck Carcass (1.10), Good Duck Carcass (1.65), Perfect Duck Carcass (2.75) Notes: These ducks are found in watery areas (rivers, ponds) in the West Elizabeth, New Hanover, and Lemoyne. To get a perfect carcass, you'll want to use small game arrows, otherwise you're going to damage the body. Be careful when approaching them, because if you get close they will fly away and it'll be impossible to track them down at this point. As I said above, one of the best duck hunting spots is in the Heartland Overflow in central New Hanover. You'll find a bunch of pekin and mallard ducks at the same time and you will be able to study/kill both at the same time. Shooting one will cause the whole flock to fly off, so be ready with your Dead Eye if you're trying to kill more than one. Bald Eagle Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Eagle Talon (0.25), Flight Feather (0.15), Eagle Feather (1.50), Poor Eagle Carcass (1.40), Good Eagle Carcass (2.10), Perfect Eagle Carcass (3.50) Notes: As an American, I feel kind of bad about this. But we need that 100% compendium completion! The Bald Eagle is pretty much localized to mountainous regions of Ambarino and West Elizabeth, and you can frequently find them on peaks or on a cliffside. The Varmint Rifle will help you get the perfect quality carcass. One consistent spot to find some eagles, without requiring you to travel up a mountainside, is along the Dakota River. Right along the actual text of the Dakota River just to the southeast of Wallace Station are some rocks in the middle of the river. There will be some large rocks either in the middle of the river or along the riverside. There are a lot of birds that can appear here, on top of the rocks, and amongst them can be eagles. These are a lot rarer than some of the other birds, but if you check along the river here you will usually find one. Sleep or reload your game to try to find a different variety of birds if you can't find the ones you're looking for. One common spot for bald eagles to appear is shown below. Golden Eagle Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Eagle Talon (0.25), Flight Feather (0.15), Eagle Feather (1.50), Poor Eagle Carcass (1.40), Good Eagle Carcass (2.10), Perfect Eagle Carcass (3.50) Notes: Golden eagles are found in pretty much the same habitats as bald eagles. They are primarily found in the mountains of West Elizabeth or Ambarino and will almost always be located along the edge of some cliffside. Using the Varmint Rifle can ensure you get a perfect kill quality. One very common spawn location is just along the Dakota River by Cumberland Falls. There is a series of cliffs near the western shore of the river that goes from Cumberland Falls down towards where the Little Creek River feeds into the Dakota River. There is very frequently a golden eagle almost directly east of Wallace Station right nearby the river. If you cannot find it there, try exploring up and down the river a little bit from Cumberland Falls to the Little Creek River. There is almost always a golden eagle somewhere in this vicinity. Save and reload as need if you are having a hard time finding it as it may have flown away. Alternatively, you can usually find eagles (and hawks) on top of either of the cliffs at the Twin Stack Pass in central New Hanover. Reddish Egret Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Reddish Egret Plume (2.00), Poor Egret Carcass (1.40), Good Egret Carcass (2.10), Perfect Egret Carcass (3.50) Notes: There are three different egrets that all occupy the same territories in the swamplands of Bayou Nwa. Those are the Reddish Egret, the Little Egret, and the Snowy Egret. What is slightly annoying is that they all share the same spawn spots and which ones appear at a given time is completely random. A good spot I found for all three is in the west end of Bayou Nwa, west of the "Bayou Nwa" text and right before the railroad track. There are a ton of egrets in this area usually, and you can farm as many as you need by saving and reloading or sleeping until the birds return. Varmint rifles are best when hunting to ensure you get a high quality carcass. Little Egret Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Little Egret Plume (2.00), Poor Egret Carcass (1.40), Good Egret Carcass (2.10), Perfect Egret Carcass (3.50) Notes: Rare birds that only occupy the swamplands of Bayou Nwa. They can be found dotting the islands in the middle of the large swamp nearby Lagras. This is where they are most common, but they can also appear elsewhere throughout the region. A varmint rifle is best for hunting. These birds are important as part of a special collectables side mission, which is fully detailed in the Collectables section of the guide. Snowy Egret Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Snowy Egret Plume (2.50), Poor Egret Carcass (1.40), Good Egret Carcass (2.10), Perfect Egret Carcass (3.50) Notes: Somewhat rare birds, these egrets can be found around the swamps and marshlands of Lemoyne. A good spot to find some is around the islands to the southwest of Saint Denis and east of Shady Belle. The varmint rifle is best for hunting, but the important thing to grab from them is their feathers. These are required as part of a special collectables side mission. Refer to the Collectables section of the guide for more information on this quest. Rocky Mountain Bull Elk Loot Dropped (Sell Price): Mature Venison (0.60), Elk Antlers (1.35), Poor Elk Pelt (2.60), Good Elk Pelt (3.90), Perfect Elk Pelt (6.50) Notes: You'll find this guy wandering around the northern portions of the map, primarily in northern New Hanover and Ambarino. His pelts sell for quite a bit, but unfortunately he is a hard guy to bring down without damaging his pelt. You'll want to use a bow with improved arrows or a powerful rifle and aim exclusively for the head. Rocky Mountain Cow Elk Loot Dropped (Sell Price): Mature Venison (0.60), Elk Antlers (1.35), Poor Elk Pelt (2.60), Good Elk Pelt (3.90), Perfect Elk Pelt (6.50) Notes: These are the female version of the bull elk, and essentially all the same information applies here as well. They can be found in northern New Hanover and Ambarino and are best killed using a powerful rifle and a headshot. American Red Fox Loot Dropped (Sell Price): Stringy Meat (0.25), Poor Fox Fur (0.90), Good Fox Fur (1.35), Perfect Fox Fur (2.25), Poor Fox Carcass (1.80), Good Fox Carcass (2.70), Perfect Fox Carcass (4.50) Notes: The American Red Fox is very common to see in forests and grasslands of West Elizabeth, New Hanover, and Lemoyne. A bow with standard arrows is the best way to ensure consistent quality pelts and carcasses. American Gray Fox Loot Dropped (Sell Price): Stringy Meat (0.25), Poor Fox Fur (0.90), Good Fox Fur (1.35), Perfect Fox Fur (2.25), Poor Fox Carcass (1.80), Good Fox Carcass (2.70), Perfect Fox Carcass (4.50) Notes: Like the American Red Fox, the American Gray Fox is found in forests of West Elizabeth, New Hanover, and Lemoyne. The seem slightly more common in West Elizabeth, particularly in the area around Strawberry. A bow or repeater can be used when hunting for better quality drops. Silver Fox Loot Dropped (Sell Price): Stringy Meat (0.25), Poor Fox Fur (0.90), Good Fox Fur (1.35), Perfect Fox Fur (2.25), Poor Fox Carcass (1.80), Good Fox Carcass (2.70), Perfect Fox Carcass (4.50) Notes: Like most of the other foxes, the silver fox can be found just about everywhere. They are fairly common along the New Hanover/Ambarino border, but can be found in most grassy or forested areas. A bow or repeater gives the strongest quality loot while hunting. Banded Gila Monster Loot Dropped (Sell Price): Herptile Meat (0.25), Poor Gila Skin (0.50), Good Gila Skin (0.75), Perfect Gila Skin (1.25), Poor Gila Carcass (1.10), Good Gila Carcass (1.60), Perfect Gila Carcass (2.75) Notes: These guys are located exclusively in the middle of New Austin. They're only in the desert area of the region, and that is pretty much localized to the middle of New Austin. They're fairly fast for small creatures, but you can easily chase them down on horseback. Varmint Rifle is the best option for hunting here. Alpine Goat Loot Dropped (Sell Price): Grisly Mutton (0.40), Poor Goat Hair (0.80), Good Goat Hair (1.20), Perfect Goat Hair (2.00), Poor Goat Carcass (1.90), Good Goat Carcass (2.85), Perfect Goat Carcass (4.75) Notes: This is one of many domesticated animals in the game, and you'll find them on ranches or farms throughout the entire game. Don't let people catch you killing their goats though. They won't like that. Alpine Goats are found on a variety of ranches, and one guaranteed spot will be at Emerald Ranch. In the southwestern portion of the ranch will be a small pen that has a bunch of chickens. There will also be two goats here as well. Again, killing them loses some honor and will get the ranches to start shooting at you during the day, so wait until night if you're hunting goats. Canada Goose Loot Dropped (Sell Price): Plump Bird Meat (0.40), Animal Fat (0.25), Flight Feather (0.15), Goose Feather (0.45), Poor Goose Carcass (1.00), Good Goose Carcass (1.50), Perfect Goose Carcass (2.50) Notes: Geese can be found near certain sources of water in New Hanover primarily, but also in West Elizabeth and Lemoyne. They are almost always near a water source, though, so search by bodies of water if you're hunting geese. The Varmint Rifle is your best bet to get a perfect carcass and most other weapons damage the body. A great hunting spot is nearby the Heartland Overflow in central New Hanover. You can usually find an entire flock of geese just south of the Heartland Overflow text, resting in the grass. There will also be some airborne in this general area as well, but there can be up to ten right in the middle of the area and you can find several perfect specimen here each time usually. Red-Tailed Hawk Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Hawk Feather (1.50), Poor Hawk Carcass (1.30), Good Hawk Carcass (1.95), Perfect Hawk Carcass (3.25) Notes: These hawks can be found in New Austin, West Elizabeth, or New Hanover, and then to be in open fields of those three regions. They seem most prevalent in New Austin near the middle of the area, and they frequently perch on top of cactuses in the desert area. Like most birds, the Varmint Rifle is your best bet to getting a high quality carcass. One possible spot to find some is at the Twin Stack Pass in central New Hanover (in the northern Heartlands region). There are two large cliffs on either side of the road here, and you can find a red-tailed hawk on the top of either cliff. You will be able to see them from roadside and can study them with binoculars or shoot them with your rifle from down there. It isn't just hawks that appear in the area, and you can find other large birds like eagles as well. Save and reload as needed until you find one. Great Blue Heron Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Heron Feather (1.50), Poor Heron Carcass (1.30), Good Heron Carcass (1.95), Perfect Heron Carcass (3.25) Notes: They can be found throughout Lemoyne and are especially abundant near water or swampy areas. The Varmint Rifle will help you get perfect carcasses from them. Tricolored Heron Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Heron Feather (1.50), Poor Heron Carcass (1.30), Good Heron Carcass (1.95), Perfect Heron Carcass (3.25) Notes: Essentially the same as the Great Blue Heron, but with more colors! They're also found in Lemoyne and should be hunted with a Varmint Rifle, and are frequently right next to some Great Blue Herons. Green Iguana Loot Dropped (Sell Price): Herptile Meat (0.25), Poor Iguana Skin (0.46), Good Iguana Skin (0.69), Perfect Iguana Skin (1.15), Poor Iguana Carcass (1.00), Good Iguana Carcass (1.50), Perfect Iguana Carcass (2.50) Notes: Iguanas have a couple of different habitats, but are not found much throughout the game. They can be located on the large island in Flat Iron Lake where the pirate ship is crashed. They are also found in Guarma or New Austin. Varmint Rifle should be used to ensure perfect quality loot. Western Bull Moose Loot Dropped (Sell Price): Mature Venison (0.60), Moose Antler (1.75), Poor Moose Fur (3.00), Good Moose Fur (4.50), Perfect Moose Fur (7.50) Notes: For as big as these guys are, they can be hard to find. Your best bet is in southwestern West Elizabeth and this seems to have the highest concentration of moose. However, you can also find some around Ambarino and the far northeast corner of the map also has a couple. To get perfect fur, you will want to use either a bow with improved arrows or a long scope rifle. Western Moose Loot Dropped (Sell Price): Mature Venison (0.60), Poor Moose Fur (3.00), Good Moose Fur (4.50), Perfect Moose Fur (7.50) Notes: Same as the Western Bull mMoose, but without the antlers. You can find them in all the same locations, and their most prominent spot will be in southwestern West Elizabeth. Mule Loot Dropped (Sell Price): N/A Notes: These are another of the game's domesticated animal species, so you will only find mules on farms or riches in New Hanover. You cannot skin them, but you can ride them away and steal them if you want. American Muskrat Loot Dropped (Sell Price): Stringy Meat (0.25), Scent Glands (0.25), Poor Muskrat Fur (0.78), Good Muskrat Fur (1.17), Perfect Muskrat Fur (1.95), Poor Muskrat Carcass (1.50), Good Muskrat Carcass (2.40), Perfect Muskrat Carcass (4.00) Notes: American Muskrats are found very commonly near the shoreline of rivers and lakes throughout the New Austin, West Elizabeth, Lemoyne, and New Hanover regions. These are very slow and fairly easy to kill, but if you want a perfect carcass you will want to use the small game arrows. California Horned Owl Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.25), Owl Feather (1.50), Poor Owl Carcass (1.30), Good Owl Carcass (1.95), Perfect Owl Carcass (3.25) Notes: One of the harder animals to find in the game, the California Horned Owl is localized in New Austin and along the New Austin border in West Elizabeth. These things are huge, so if you see a giant bird flying around there's a good chance it is one of these. The Varmint Rifle will get you the perfect owl carcass if you aim for the head. Coastal Horned Owl Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.25), Owl Feather (1.50), Poor Owl Carcass (1.30), Good Owl Carcass (1.95), Perfect Owl Carcass (3.25) Notes: These owls are a bit rarer than some of the other birds, but can theoretically be found in most environments in the game. They seem most common in Lemoyne (outside of the swamp area), New Hanover, and especially in the southern portion of West Elizabeth. They will be airborne a lot, so keep your binoculars handy and search the sky if you see a larger bird flying overhead. A headshot with a Varmint Rifle is the best way to ensure high quality carcasses. One potential hunting spot is along the Little Creek River in northern West Elizabeth. You can actually find a couple on the ground right by the river, or some will occasionally be flying by the edge of the forest just north of here. Go back and forth along the river until you find one. One particularly common spot is to the right of the word "river" on your map. There is a portion where the river loops around and almost forms a circle. There tends to be an owl on the ground right here where there is a little strip of land that stops it from fully connecting to a circle. Angus Ox Loot Dropped (Sell Price): Prime Beef (0.60), Oxen Horn (0.45), Poor Oxen Hide (1.40), Good Oxen Hide (2.10), Perfect Oxen Hide (3.50) Notes: The Angus Oxen are found only on farms and ranches in the West Elizabeth, New Hanover, and Lemoyne regions. You can kill them most easily with headshots from a bow or a rifle, although most of the time that will result with people being very mad at you on account of them being domesticated animals and all. One spot an Angus Ox can be found is at Emerald Ranch. There is a large pen full of Florida Cracker Cows near the middle of the ranch. Amongst all of these cows will be a single ox. It is a different color than all the cows in the pen, so while he looks similar to the cows he sticks out enough you should be able to find him. It is best to show up at night if you are planning to hunt it, because if you hunt him with a bow and arrow you can kill and skin him without alerting the ranchers. Scarlet Macaw Loot Dropped (Sell Price): Exotic Bird Meat (0.60), Flight Feather (0.15), Parot Feather (1.20), Poor Parot Carcass (1.50), Good Part Carcass (2.25), Perfect Parot Carcass (3.75) Notes: These birds are found exclusively in Guarma, so do not even bother searching for them until Chapter 5 at the earliest. They are extremely common along the Arroyo De La Vibora and can often be found sitting on rocks along the river. They are best hunted with small game arrows. American White Pelican Loot Dropped (Sell Price): Exotic Bird Meat (0.60), Flight Feather (0.15), Pelican Feather (1.20), Poor Pelican Carcass (1.50), Good Pelican Carcass (2.25), Perfect Pelican Carcass (3.75) Notes: They are found through coastal regions of most of the game, specifically in West Elizabeth, New Hanover, or Lemoyne. They can be along the water front and flying nearby, so check both if you looking for them. Brown Pelican Loot Dropped (Sell Price): Exotic Bird Meat (0.60), Flight Feather (0.15), Pelican Feather (1.20),Poor Pelican Carcass (1.50), Good Pelican Carcass (2.25), Perfect Pelican Carcass (3.75) Notes: Another coastal bird, they can be found in the coastal regions of West Elizabeth, New Hanover, or Lemoyne. They're frequently found right along the water front in the areas, so check along the shoreline. Ring-Necked Pheasant Loot Dropped (Sell Price): Game Meat (0.60), Animal Fat (0.25), Flight Feather (0.15), Pheasant Feather (0.45), Poor Pheasant Carcass (1.20), Good Pheasant Carcass (1.80), Perfect Pheasant Carcass (3.00) Notes: Pheasants can be kind of hard to find, but the good news is that both variants tend to be found together in the same location so you can frequently nab them both at once. Their habitat is most commonly in grassy areas, somewhat close to rivers, in both New Hanover and West Elizabeth and are not really found outside those states. You will need a bow with small game arrows in order to get perfect carcasses. A good hunting spot is right along the Little Creek River in northern West Elizabeth. You can actually find a good number here (in addition to a lot of other birds you may be missing) so explore up and down the coastline. A good spawn spot is right above the word "River" on your map and you can frequently find a group of three here, right near the river and down on the ground. Chinese Ring-Necked Pheasant Loot Dropped (Sell Price): Game Meat (0.60), Animal Fat (0.25), Flight Feather (0.15), Pheasant Feather (0.45), Poor Pheasant Carcass (1.20), Good Pheasant Carcass (1.80), Perfect Pheasant Carcass (3.00) Notes: Pretty much everything I said above about the Ring-Necked Pheasant is true here too, and it is often best to try and just hunt them at the same time. Their habitat is grassy areas of New Hanover and West Elizabeth, primarily near rivers. You can only get perfect carcasses with a bow and small game arrows. The same good hunting spot mentioned above applies here as well. Go to the Little Creek River in northern West Elizabeth. There are a couple of different spots near the river that they will appear, but one of the best ones is just north of the word "River" on your map. Check the northern shoreline and you can frequently find a group of three. If you get unlucky and all three are the same type, you can always save and reload and try again. Berkshire Pig Loot Dropped (Sell Price): Tender Pork Loin (0.60), Poor Pig Skin (0.70), Good Pig Skin (1.05), Perfect Pig Skin (1.75), Poor Pig Carcass (2.30), Good Pig Carcass (3.45), Perfect Pig Carcass (5.75) Notes: Berkshire Pigs are found exclusively on ranches or towns, and are primarily located in the New Hanover region. They drop a lot of good material either for eating, crafting, or selling, but there aren't too many you can kill without angering someone since they tend to be domesticated. The earliest you'll find these pigs is on the ranch of Emmet Granger, which is directly east of Flatneck Station. The best spot to find one of these pigs is in Valentine, because there is a spot that actually lets you study all three pigs all at once. If you go to the south side of town, you will see some livestock. If you are walking in from the south entrance, look to your left. Don't go to the first building on your left, but the one slightly north of that. If you check outside of the building you will actually say it says "pigs" on the outside. Check the pen in the southern corner of the building and you will find a spot that is holding a Berkshire pig, a Big China pig, and an old spot pig. Study all three before moving on. Big China Pig Loot Dropped (Sell Price): Tender Pork Loin (0.60), Poor Pig Skin (0.70), Good Pig Skin (1.05), Perfect Pig Skin (1.75), Poor Pig Carcass (2.30), Good Pig Carcass (3.45), Perfect Pig Carcass (5.75) Notes: Like the Berkshire Pig, this breed of pig is found exclusively on ranches or towns, and are primarily located in the New Hanover region. You'll find these pigs in the ranches just around the outskirts of Valentine, although most ranches in the regions will have these pigs if you visit them. They drop some good material, but you lose morale for killing them and someone will alert the police if they see you doing it since they are domesticated animals. As I mentioned in the previous entry, a good spot to find one of these pigs is in Valentine. If you go to the south side of town, you will see some livestock. If you are walking in from the south entrance, look to your left. Don't go to the first building on your left, but the one slightly north of that. If you check outside of the building you will actually say it says "pigs" on the outside. Check the pen in the southern corner of the building and you will find a spot that is holding a Berkshire pig, a Big China pig, and an old spot pig. Study all three before moving on. Old Spot Pig Loot Dropped (Sell Price): Tender Pork Loin (0.60), Poor Pig Skin (0.70), Good Pig Skin (1.05), Perfect Pig Skin (1.75), Poor Pig Carcass (2.30), Good Pig Carcass (3.45), Perfect Pig Carcass (5.75) Notes: These pigs are also found in ranches and towns, and once again are most abundant in New Hanover. However, you can find them elsewhere as well and there tends to be a couple in northern Saint Denis. These are another domesticated species, so be warned that killing them comes with penalties. Repeaters and bows are the best way to get perfect loot. As mentioned in the previous two entires, the best spot to find one of these pigs is in Valentine as he'll be alongside the other two pig variants. This is still in the same building described above. If you go to the south side of town, you will see some livestock. If you are walking in from the south entrance, look to your left. Don't go to the first building on your left, but the one slightly north of that. If you check outside of the building you will actually say it says "pigs" on the outside. Check the pen in the southern corner of the building and you will find a spot that is holding a Berkshire pig, a Big China pig, and an old spot pig. Study all three before moving on. American Pronghorn Doe Loot Dropped (Sell Price): Poor Pronghorn Fur (0.80), Good Pronghorn Fur (1.20), Perfect Pronghorn Fur (2.00), Mature Venison (0.60), Poor Pronghorn Carcass (2.60), Good Pronghorn Carcass (3.90), Perfect Pronghorn Carcass (6.50) Notes: These can be found in the grasslands of New Hanover and West Elizabeth, and can first be encountered very early in Chapter 2 just outside of Horseshoe Overlook. The meat is good for cooking and the skin is a great material for crafting, so this is always a good target when you're out scavenging for food. Baja California Pronghorn Doe Loot Dropped (Sell Price): Poor Pronghorn Fur (0.80), Good Pronghorn Fur (1.20), Perfect Pronghorn Fur (2.00), Mature Venison (0.60), Poor Pronghorn Carcass (2.60), Good Pronghorn Carcass (3.90), Perfect Pronghorn Carcass (6.50) Notes: Located entirely in New Austin, they tend to be most common in Gaptooth Ridge or Rio Bravo. They also are found in the Cholla Springs region with high regularity. The best weapons for hunting are rifles or bows. Desert Bighorn Ram Loot Dropped (Sell Price): Gristly Mutton (0.40), Bighorn Horn (0.60), Poor Ram Hide (1.10), Good Ram Hide (1.65), Perfect Ram Hide (2.75), Poor Ram Carcass (3.00), Good Ram Carcass (4.50), Perfect Ram Carcass (7.50) Notes: Found in New Austin. They can be found sparsely in most of the region, but they are most common in the south or the west of the region. A rifle or poison arrows will ensure perfect quality loot while hunting. Rocky Mountain Bighorn Ram Loot Dropped (Sell Price): Gristly Mutton (0.40), Bighorn Horn (0.60), Poor Ram Hide (1.10), Good Ram Hide (1.65), Perfect Ram Hide (2.75), Poor Ram Carcass (3.00), Good Ram Carcass (4.50), Perfect Ram Carcass (7.50) Notes: Primarily localized in the Grizzlies East region of Ambarino. They can be found elsewhere occasionally, but they are most abundant here. A headshot with a strong rifle is the best way to ensure perfect quality when hunting. Rocky Mountain Bighorn Sheep Loot Dropped (Sell Price): Gristly Mutton (0.40), Poor Sheep Wool (0.80), Good Sheep Wool (1.20), Perfect Sheep Wool (2.00), Poor Sheep Carcass (1.90), Good Sheep Carcass (2.85), Perfect Sheep Carcass (4.75) Notes: Primarily localized in the Grizzlies East region of Ambarino, but can also be found along the Cumberland Forest and at the New Hanover/Ambarino border around these areas. Rifles and bows are most useful when hunting. Black-Tailed Jackrabbit Loot Dropped (Sell Price): Game Meat (0.60), Poor Rabbit Pelt (0.46), Good Rabbit Pelt (0.69), Perfect Rabbit Pelt (1.15), Poor Rabbit Carcass (1.40), Good Rabbit Carcass (2.10), Perfect Rabbit Carcass (3.50) Notes: Raccoon are must abundant through the regions of Lemoyne, New Hanover, and West Elizabeth. They are very frequently in wooded regions, but you will find them outside of those as well. Using the Varmint Rifle is the best way of ensuring a high quality carcass. North American Raccoon Loot Dropped (Sell Price): Stringy Meat (0.25), Poor Raccoon Fur (0.48), Good Raccoon Fur (0.72), Perfect Raccoon Fur (1.20), Poor Raccoon Carcass (1.00), Good Raccoon Carcass (1.50), Perfect Raccoon Carcass (2.50) Notes: Raccoon are must abundant through the regions of Lemoyne, New Hanover, and West Elizabeth. They are very frequently in wooded regions, but you will find them outside of those as well. Using the Varmint Rifle is the best way of ensuring a high quality carcass. Black Rat Loot Dropped (Sell Price): Stringy Meat (0.25), Poor Rat Pelt (0.10), Good Rat Pelt (0.15), Perfect Rat Pelt (0.25), Poor Rat Carcass (0.30), Good Rat Carcass (0.45), Perfect Rat Carcass (0.75) Notes: Very common through most of the game, particularly in or near cities. You can find them around rivers or grassy areas a lot of time, but they get increasingly more rare the further you get from any high population area. Hunt them with a small game arrow and you might get a perfect rat carcass, which will net you a whole 75 cents. Don't spend it all in one place. Brown Rat Loot Dropped (Sell Price): Stringy Meat (0.25), Poor Rat Pelt (0.10), Good Rat Pelt (0.15), Perfect Rat Pelt (0.25), Poor Rat Carcass (0.30), Good Rat Carcass (0.45), Perfect Rat Carcass (0.75) Notes: These rats are just about everywhere, and they tend to be most abundant in areas near people. They can be found in Armadillo, and there will be a lot in the Saint Denis area (one job in the city actually has you killing handfuls of these in a saloon for cash). There isn't much money to be made in hunting rats, sadly. Your bow with small game arrows equipped is the best way to get high quality pelts from these things. Western Raven Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Raven Feather (0.45), Poor Raven Carcass (0.70), Good Raven Carcass (1.05), Perfect Raven Carcass (1.75) Notes: While Western Ravens have habitats in Lemoyne, West Elizabeth, and Ambarino, they are probably most common in the southern area of West Elizabeth. They really are just about everywhere though, and if you kill an animal or enemy, there is a good chance you can come back and find ravens scavenging on their body. Small Game Arrows are best for hunting, and since a lot of these are overhead you may want to keep your binoculars handy to study them from afar. A good, consistent spot for a lot of ravens is in norther West Elizabeth, right near the Little Creek River. There is a open, grassy area on either side of the river and you can walk up and down it and usually find some airborne ravens nearby. If you are having trouble, try killing an animal and waiting for ravens to come and scavenge on it. Roseate Spoonbill Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Spoonbill Feather (1.95), Poor Spoonbill Carcass (1.60), Good Spoonbill Carcass (2.40), Perfect Spoonbill Carcass (4.00) Notes: There are not too many areas the Roseate Spoonbill frequent, making them hard to find if you aren't looking for them. They are almost entirely localized to the Bayou Nwa area in Lemoyne, so travel there if you are looking to fill your Compendium. The Varmint Rifle is the preferred weapon when hunting these birds. Herring Gull Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Seagull Feather (0.30), Poor Seagull Carcass (0.60), Good Seagull Carcass (0.90), Perfect Seagull Carcass (1.50) Notes: This is another localized species of bird, and your best bet is to look around the Bluewater Marsh region in Lemoyne. They are particularly abundant along the side of the river near the edge of the map. A bow with small game arrows can help secure better quality carcasses. Merino Sheep Loot Dropped (Sell Price): Grisly Mutton (0.40), Poor Sheep Wool (0.80), Good Sheep Wool (1.20), Perfect Sheep Wool (2.00), Poor Sheep Carcass (1.90), Good Sheep Carcass (2.85), Perfect Sheep Carcass (4.75) Notes: Another domesticated animal, you will find this sheep in towns or ranches. They won't really flee from you, but you'll need to make sure no one else is around you when you kill them because otherwise you'll get an animal cruelty bounty placed on your head. They first appear in Valentine at a large ranch area just north of the post office. There are plenty of ranches in the game that have sheep on them, but a really good spot to find some is at Emerald Ranch in central New Hanover. The southwestern pen on the ranch has roughly ten sheep in it. Wait until night and you can hunt as many as you want without ranch hands trying to kill you. Striped Skunk Loot Dropped (Sell Price): Stringy Meat (0.25), Scent Gland (0.25), Poor Skunk Fur (0.38), Good Skunk Fur (0.57), Perfect Skunk Fur (0.95), Poor Skunk Carcass (1.00), Good Skunk Carcass (1.50), Perfect Skunk Carcass (2.50) Notes: The striped skunk can be found basically anywhere in the game, with the exception of the really snowy regions or cold areas in Ambarino. It is really abundant all over New Hanover or in the non-swampy areas in Lemoyne. The Varmint Rifle is best for good kills, although the skunk really doesn't have much to scavenge and typically isn't worth hunting other than to help fill your Compendium. Timber Rattlesnake Loot Dropped (Sell Price): Stringy Meat (0.25), Poor Snake Skin (0.46), Good Snake Skin (0.69), Perfect Snake Skin (1.15), Poor Snake Carcass (1.00), Good Snake Carcass (1.50), Perfect Snake Carcass (2.50) Notes: One of many snake species you can find in this game, the Timber Rattlesnake is located throughout Lemoyne, New Hanover, and parts of West Elizabeth. It seems most common nearby the swampland of Lemoyne, but can be found throughout any of the aforementioned regions. Small game arrows are the best way to get perfect quality loot. Northern Copperhead Snake Loot Dropped (Sell Price): Stringy Meat (0.25), Poor Snake Skin (0.46), Good Snake Skin (0.69), Perfect Snake Skin (1.15), Poor Snake Carcass (1.00), Good Snake Carcass (1.50), Perfect Snake Carcass (2.50) Notes: Found in New Hanover and Lemoyne. It is very abundant around the swamplands of Lemoyne, particularly east of the large lake in the center of the swamp. Like all snakes, small game arrows work best for hunting. Southern Copperhead Snake Loot Dropped (Sell Price): Stringy Meat (0.25), Poor Snake Skin (0.46), Good Snake Skin (0.69), Perfect Snake Skin (1.15), Poor Snake Carcass (1.00), Good Snake Carcass (1.50), Perfect Snake Carcass (2.50) Notes: While they are called "southern" copperhead snakes, they can be found fairly far north as well. They are found all over New Hanover (even the northernmost part), Lemoyne, and West Elizabeth (although they are concentrated in the southern region of West Elizabeth). These snakes are poisonous and will bit you if you get close. Small game arrows will get you high quality loot, and everything else is likely to damage it. Midland Water Snake Loot Dropped (Sell Price): Stringy Meat (0.25), Poor Snake Skin (0.46), Good Snake Skin (0.69), Perfect Snake Skin (1.15), Poor Snake Carcass (1.00), Good Snake Carcass (1.50), Perfect Snake Carcass (2.50) Notes: While they can also appear on the shores of Roanoke Ridge, they are most highly abundant in the swamps of Lemoyne. You'll typically find them swimming on the water, and the difficulty is wading out to collect their carcass after you kill them while not being eaten by alligators. You will want to use Small Game Arrows on this snake to ensure a high quality skin and carcass. Northern Water Snake Loot Dropped (Sell Price): Stringy Meat (0.25), Poor Snake Skin (0.46), Good Snake Skin (0.69), Perfect Snake Skin (1.15), Poor Snake Carcass (1.00), Good Snake Carcass (1.50), Perfect Snake Carcass (2.50) Notes: The northern water snake and the midland water snake appear in roughly the same region. So much for "northern", huh? Roanoke Ridge and the swamplands of Lemoyne are their primary habitat, and you'll find a lot of these guys along the edge of the eastern coast of Lemoyne. Small game arrows are the best way to get perfect carcasses. Scarlet Tanager Songbird Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Songbird Feather (0.30), Poor Songbird Carcass (0.40), Good Songbird Carcass (0.60), Perfect Songbird Carcass (1.00) Notes: These songbirds can be found in Lemoyne, New Hanover, and West Elizabeth. You can usually find a big group along the creek in northwestern Lemoyne near the border. Small game arrows can get you high quality carcasses, but these things are so cheap it probably isn't even worth the arrows. A really good hunting spot is in and near the Dakota River. The best spot is right around the Dakota River text just southeast of Wallace Station. There are a bunch of rocks in the water here in the middle of the river, and these birds can be found on these rocks or on other rocks that pop up around the river side. There are a lot of different birds here, including this one and the Western Tanager Songbird variant. They will sometimes be on the same rock, and there are a handful of other birds that can be found here too making this a great bird hunting spot. The best, most consistent spot is southeast of the text, right at the bend of the river. There are usually a handful here together, making it a good spot to get a handful at once. Be aware that it seems random if you will get the Scarlet Tanager or the Western Tanager Songbird variant, so you may need to reload your game and come back if you get unlucky. Western Tanager Songbird Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Songbird Feather (0.30), Poor Songbird Carcass (0.40), Good Songbird Carcass (0.60), Perfect Songbird Carcass (1.00) Notes: This variant is found essentially all of the same places as the Scarlet Tanager Songbird and they'll actually typically be found right next to each other at the same time. Their habitat is scattered around New Austin, West Elizabeth, and New Hanover. They're frequently found near bodies or water. A bow with small game arrows is necessary for the prefect quality carcass. A really good hunting spot is along the Dakota River, particularly right around the Dakota River text just southeast of Wallace Station. There are a bunch of rocks in the water here, both by the text and south of it at the bend of the river. There are a variety of birds here, including songbirds both in the rocks in the middle and on some of those by the riverbank. There is a lot of variety as to which birds appear, so if you don't see some you can sleep and return, or reload your save. American Tree Sparrow Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Sparrow Feather (0.30), Poor Sparrow Carcass (0.40), Good Sparrow Carcass (0.60), Perfect Sparrow Carcass (1.00) Notes: Sparrows are one of this game's many species of small birds that can be quite hard to find. They are primarily found in the grasslands of West Elizabeth and New Hanover, but smaller quantities can also be found in southwestern Lemoyne and certain woody areas of Ambarino as well. The only way to get a perfect carcass is by using a bow with small game arrows. A good spot for sparrow hunting is just west of the Heartland Overflow in New Hanover. You can find small flocks airborne in the area just west of the "A" from the New Hanover Text on your map. You can also find them near the water of the Heartland Overflow, either resting on the ground or in the air. If you see any small birds flying or taking flight when you get close, immediately study them or take out your bow as it is possibly one of the sparrows. There are other small birds here though, as well, so be prepared to rest and/or save and reload to help replenish the birds after they fly away. Eurasian Tree Sparrow Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Sparrow Feather (0.30), Poor Sparrow Carcass (0.40), Good Sparrow Carcass (0.60), Perfect Sparrow Carcass (1.00) Notes: Another small bird in the sparrow group, these birds are found in essentially the same place as the other two sparrow types. They will frequently be found together, in the same small group, and are most common in the grasslands of West Elizabeth and New Hanover. If you're hunting for a perfect carcass, you need a bow with small game arrows. A good, consistent hunting spot is at the Heartland Overflow in central New Hanover. They can be found along the coastline of the western creek of the overflow, and can also be found flying in the area between the "H" and the "A" of the New Hanover text. They will be on the ground by the creek and flying in the grassland area, so look for any small birds you see overhead. Golden Crown Sparrow Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Sparrow Feather (0.30), Poor Sparrow Carcass (0.40), Good Sparrow Carcass (0.60), Perfect Sparrow Carcass (1.00) Notes: This species of sparrow can be foundpretty much in the same spots as the other sparrows and are primarily located in the grasslands of West Elizabeth and New Hanover. They seem to be the rarest of the sparrow species, and although you will find them often with the other two they frequently are in far fewer numbers. The only way to get a perfect carcass is by using a bow with small game arrows. Like the other sparrows, a good hunting spot is at the Heartland Overflow in central New Hanover. They can be found flying in groups of other sparrows just to the west of the Heartland Overflow. A good, consistent spot appears to be just south of the "E" of the text from Overflow. There is a small pond here, and a golden crown sparrow specifically seems to spawn at this spot, in addition to one other spot just north of the "H" from Heartland. Be careful when getting close, though, as these birds are very easy to spook. American Red Squirrel Loot Dropped (Sell Price): Stringy Meat (0.25), Squirrel Tail (0.10), Poor Squirrel Pelt (0.30), Good Squirrel Pelt (0.45), Perfect Squirrel Pelt (0.75), Poor Squirrel Carcass (0.70), Good Squirrel Carcass (1.05), Perfect Squirrel Carcass (1.75) Notes: This variant of squirrel is found most commonly in the forested areas of West Elizabeth and New Hanover, although they can be found just outside of forest areas as well. You need either small game arrows or a Varmint Rifle to ensure high carcass quality upon kill. Western Grey Squirrel Loot Dropped (Sell Price): Stringy Meat (0.25), Squirrel Tail (0.10), Poor Squirrel Pelt (0.30), Good Squirrel Pelt (0.45), Perfect Squirrel Pelt (0.75), Poor Squirrel Carcass (0.70), Good Squirrel Carcass (1.05), Perfect Squirrel Carcass (1.75) Notes: You're going to run across squirrels all the time during your adventures, and this species can be found in the forested regions of West Elizabeth and New Hanover. You'll find them just outside of your camp in Horseshoe Overlook first, and the hard part will actually be hunting them since they're small and quite fast. The rewards typically aren't worth it, so unless you're going for a complete compendium you likely won't need to be hunting these too often. Western Toad Loot Dropped (Sell Price): Herptile Meat (0.25), Poor Toad Carcass (0.20), Good Toad Carcass (0.30), Perfect Toad Carcass (0.50) Notes: Western Toads are most abundant in the Lemoyne wetlands, although they can also be found around other bodies of water in the game. The first place you're likely to run into them is just east of your camp in Horseshoe Overlook nearby the river. They are quite slow and easy to hunt, but you will want small game arrows if you want to get a perfect toad carcass. Eastern Wild Turkey Loot Dropped (Sell Price): Plump Bird Meat (0.40), Turkey Feather (0.45), Poor Turkey Carcass (0.80), Good Turkey Carcass (1.20), Perfect Turkey Carcass (2.00) Notes: This species of turkey can be found in lightly wooded areas of West Elizabeth, New Hanover, and Lemoyne. Compared to some other birds in the game, these are fairly easy to hunt and won't run away unless you get really close to them. The first time in the game you find them will be just north of Horseshoe Overlook, although they are very highly abundant in most areas throughout the game. One good hunting spot is just west of Rhodes. There are usually a lot in between the "H" of the Rhodes text and the Flat Iron Lake shoreline directly west. There really isn't a bad hunting spot for turkey as you'll bump into them all the time, but this is one particular spot that seems to have a very high spawn rate. Alligator Snapping Turtle Loot Dropped (Sell Price): Herptile Meat (0.25), Poor Turtle Carcass (0.90), Good Turtle Carcass (1.35), Perfect Turtle Carcass (2.25) Notes: These very slow moving targets are found exclusively in the swamplands of Lemoyne. They'll typically be near actual alligators, so be careful when hunting them. Fortunately, they are very slow and make very easy targets if you're in the mood to hunt some turtles. The get the perfect carcass, you'll want to use a bow with small game arrows. Eastern Turkey Vulture Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Vulture Feather (1.20), Poor Vulture Carcass (0.40), Good Vulture Carcass (0.60), Perfect Vulture Carcass (1.00) Notes: The eastern turkey vultures are found in, well, the east. You can find them in central and eastern New Hanover and also in Lemoyne. They're very large birds, and you will frequently find them flying or perched on top of some cliff or ledge. Since they're so large, if you're going for perfect carcasses you'll want to use the Varmint Rifle. One potential location to find these vultures is at the Twin Stack Pass in central New Hanover (just south of the "W" of New on your map). If you ride through the road, there will be two large cliffs to your north and south. You can find turkey vultures there, at the very top, along with some other large birds. A lot of the time they'll be a little on the eastern face of the cliff, but there is some variability. And since several types of large birds spawn here, you might not find one on your first trip. Save and reload and try again if you're having difficulty. Western Turkey Vulture Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Vulture Feather (1.20), Poor Vulture Carcass (0.40), Good Vulture Carcass (0.60), Perfect Vulture Carcass (1.00) Notes: In what will be a total surprise to you , you can find western turkey vultures in western areas. Since they're so large, if you're going for perfect carcasses you'll want to use the Varmint Rifle. There are a ton in New Austin, and a handful more you can find in West Elizabeth. The area around Armadillo is particularly good for finding these vultures. Like the other turkey vulture, using a Varmint Rifle will help you get the highest quality kills. One good spot outside of Armadillo that I found for hunting these guys is in northern West Elizabeth near the Little Creek River. A good hunting trick is to look for other birds, kill them, and then leave for a bit. Turkey vultures will show up to pick at the carcasses, so keep an eye towards the sky as you'll see them circling from far away before they land. This works best in the middle or eastern portions of the river. Gray Wolf Loot Dropped (Sell Price): Big Game Meat (0.60), Wolf Heart (0.45), Poor Wolf Fur (0.60), Good Wolf Fur (0.90), Perfect Wolf Fur (1.50), Poor Wolf Carcass (2.10), Good Wolf Carcass (3.15), Perfect Wolf Carcass (5.35) Notes: They are most commonly found in the Big Valley region and Tall Trees North. You can occasionally run into them elsewhere, particularly in Ambarino, and they can be dangerous because they hunt in packs. Rifles or your bow are preferable for scoring high quality loot. Red-Bellied Woodpecker Loot Dropped (Sell Price): Gamey Bird Meat (0.25), Flight Feather (0.15), Woodpecker Feather (0.30), Poor Woodpecker Carcass (0.40), Good Woodpecker Carcass (0.60), Perfect Woodpecker Carcass (1.00) Notes: These guys can be found nearby most bodies of water, and are very abundant in West Elizabeth and the Roanoke Ridge area of New Hanover. They are very small and very fast, so you will want to try to study from afar using binoculars. If you're hunting, you will need a bow with small game arrows to get perfect quality carcasses. One specific spot that frequently spawns red-bellied woodpeckers is in the Dakota River, right near Cumberland Falls. There can actually be a couple here either in the rocks in the middle of the river or somewhere along the cliffsides on either side of the river just south of Cumberland Falls. A lot of small birds spawn here, and it seems like you will either find woodpeckers, orioles, or blue jays in this specific spot. You may have to save and reload several times to find one. Legendary Bull Gator Loot Dropped (Sell Price): Big Game Meat (0.75), Legendary Alligator Tooth (N/A), Legendary Alligator Skin (50.00) Notes: While you will run into this legendary animal during the course of your normal playthrough, you actually won't be able to hunt and kill him until you start Chapter 6. Before that, he will be quite stubborn and refuses to spawn. Afterwards, you will find his lair just south of Lagras. His first clue location tends to be slightly northeast of the "O" from the Bayou Nwa text on the map, just to the east of the road. Be careful while hunting him, because he is a fearsome foe that can kill you in a single hit. And, unlike a lot of other animals, he will charge you the first time you shoot him. Use one of your rifles, go into Dead Eye, and target its head as many times as possible. Be prepared, because the creature will likely not die from your first garage and will charge you. Go into Dead Eye with a second volley of headshots and you should be able to kill him before he gets to you. Legendary Bharati Grizzly Bear Loot Dropped (Sell Price): Big Game Meat (0.75), Legendary Bear Claw (N/A), Legendary Bear Pelt (60.00) Notes: Here's the big boy. This is the largest and probably most dangerous of all the animals you can face off against in the game. You will actually hunt it during the Exit Pursed By A Bruised Ego mission in Chapter 2, and its clues will always be along the same path you hunted it during the main story mission. You'll want to bring with one of your most powerful rifles, and once you find it just put like eight bullets into it all during the same Dead Eye target. He takes a lot of shots to take down, so when you get off your horse make sure you bring something more powerful than just your revolvers. Legendary Beaver Loot Dropped (Sell Price): Stringy Meat (0.25), Legendary Beaver Tooth (N/A), Legendary Beaver Pelt (18.00), Legendary Beaver Carcass (19.00) Notes: This legendary creature makes its home near the Elysian Pool in New Hanover. It can be found almost directly west of Van Horn, right along the river that is south of Elysian Pool. You will need to find three different spots of interest to track it before you find the beaver itself, and most of these will be located right around the huge dam in the area that this beaver presumably built. Legendary White Bison Loot Dropped (Sell Price): Prime Beef (0.60), Legendary Bison Horn (N/A), Legendary White Bison Pelt (32.50) Notes: To track down the Legendary White Bison, you're going to have to travel back to Ambarino. It can be found just north of Lake Isabella, right towards where the center of the lake is. Its first clue is likely to be somewhere around the shoreline and due to the changes in elevation nearby this isn't one you really need to travel too far to find. The bison, however, can take some damage. This thing takes more shots to take down than basically any other legendary animal, so try to get in as many headshots as you can during a Dead Eye activation. Even then, it still might not be enough to bring it down. Chase after it if it flees, and keep repeating using Dead Eye until it falls. Legendary Tatanka Bison Loot Dropped (Sell Price): Prime Beef (0.60), Legendary Tatanka Bison Horn (N/A), Legendary Tatanka Bison Pelt (32.50) Notes: The Tatanka Bison is a bit hard to get to, and you likely won't find it until at least the first part of the Epilogue. The bison is found in the furthest east portion of New Austin. On your map, the bison will appear directly south of the Stillwater Creek text on your map, just south of the southern railroad track in the area. The first clue tends to be further west of where the drawing of the buffalo is on your map, close by where the road is. Like the Legendary White Bison you likely fought earlier, the Tatanka Bison can take a whole bunch of damage. Try to go for multiple headshots, and fire from the back of your horse. That way, if it takes off you'll easily be able to chase after it. Legendary Boar Loot Dropped (Sell Price): Tender Pork Loin (0.60), Legendary Boar Tusk (N/A), Legendary Boar Pelt (22.00) Notes: The Legendary Boar can be found in the Bluewater Marsh region of Lemoyne. It will be just above the "A" in the word Bluewater on your map. His clues are group fairly close together, and once you find the third on you should actually be able to see the boar nearby. He is neither fast nor aggressive, making him a fairly easy target. Go for a headshot with a rifle, and if you are being particularly safe you can use Dead Eye to fire off five rounds at once. Legendary Buck Loot Dropped (Sell Price): Mature Venison (0.60), Legendary Buck Antler (N/A), Legendary Buck Pelt (29.00), Legendary Buck Carcass (31.50) Notes: You'll need to go to the Big Valley region of West Elizabeth to find the Legendary Buck. It's area is just south of the "B" of the Big Valley text on your map. His clues tend to be a little north of where the drawing is on your map, in the Black Bone Forest. He is one of the quicker legendary animals to flee, so once you find him put in as many bullets as you can. A single headshot with a rifle should kill him, but it is better to err on the side of safety. Legendary Cougar Loot Dropped (Sell Price): Big Game Meat (0.75), Legendary Cougar Fang (N/A), Legendary Cougar Pelt (47.00), Legendary Cougar Carcass (50.00) Notes: Found in the far west of New Austin, the the Gaptooth Ridge region. The first clue is usually just to the east of the bottom of the first "T" from the Gaptooth Ridge text. She is extremely aggressive, and the first time you shoot her she will charge at you. Rifles are good here if you have good aim or you can just fire off a salvo of bullets from the repeater to take her down. Legendary Coyote Loot Dropped (Sell Price): Stringy Meat (0.25), Legendary Coyote Fang (N/A), Legendary Coyote Pelt (22.00), Legendary Coyote Carcass (22.75) Notes: This one doesn't match up to well to its position on your map. On your map, its picture will show up in northwest Lemoyne, just to the west of the "A" in Scarlett Meadows. However, to actually start hunting him you will need to travel where the southern railroad crosses the New Hanover/Lemoyne border. Go slightly north of this on the New Hanover side, and then check a little east near Old Greenbank Mill. It will be somewhere in this area you can start finding clues. After you find him, he doesn't put up much of a fight and he'll likely be eating a sheep when you get close. Kill him before he can even look up. Legendary Fox Loot Dropped (Sell Price): Stringy Meat (0.25), Legendary Fox Claw (N/A), Legendary Fox Pelt (22.00), Legendary Fox Carcass (22.75) Notes: If you travel directly north of Rhodes, you can find the Legendary Fox habitat. It will be located in the Mattock Pond region, which is a short walk north from the Rhodes' fence. He can be quick, so make sure you shoot him as soon as you have him tracked. A single headshot should do the trick, and he is one of the easier legendaries to take down. Legendary Elk Loot Dropped (Sell Price): Mature Venison (0.60), Legendary Elk Antler (N/A), Legendary Elk Pelt (33.00) Notes: The Legendary Elk can be found in northern New Hanover. It will show up on your map to the east of Fort Wallace, in the northeastern portion of the Cumberland Forest. However, I could not seem to find a clue near there, and instead I had to travel up to east of Bacchus Station. He seems to have a pretty big area he can spawn in, so if you can't find any clues where he shows up on your map, try checking further north instead. He will flee if he sees you, so get a powerful rifle out and empty out five or so shots right into his head with Dead Eye to make sure he doesn't try to escape. Legendary Moose Loot Dropped (Sell Price): Mature Venison (0.60), Legendary Moose Antler (N/A), Legendary Moose Pelt (35.00) Notes: Our bright white, Legendary Moose pal is found in the far northeastern corner of the map. It is in the New Hanover region just west of the start of the large river that is in the northeast corner. You will likely find the first clue slightly north of the railroad tracks, but there is some variability here so keep on going into Eagle Eye if you're having trouble until you locate your first question mark. Legendary Pronghorn Loot Dropped (Sell Price): Mature Venison (0.60), Legendary Pronghorn Claw (N/A), Legendary Pronghorn Hide (24.00), Legendary Pronghorn Carcass (26.50) Notes: This one is likely one of the last legendary creatures you'll find as it is located in southern New Austin. It is towards the middle of the southern border of New Austin, to the west of the Rio Del Lobo Rock region. Once you find its habitat, check your map. The first clue tends to be right around where its head is drawn on your map. It is fairly easy to kill, so just make sure you fire off as many shots as you can at once because otherwise it will flee and you'll need to chase it down. Legendary Big Horn Ram Loot Dropped (Sell Price): Gristly Mutton (0.45), Legendary Ram Horn (N/A), Legendary Ram Hide (27.00), Legendary Ram Carcass (28.50) Notes: This legendary creature is in the southeast corner of Ambarino, almost directly west of Valentine and across the Dakota River. He has a fairly large area where he can spawn, going as far as Cattail Pond to the west. He isn't a threat to attack you, but he is very fast and will take off the moment he spots you. Keep after him, or immediately fire off an entire clip before he can run away. Legendary Wolf Loot Dropped (Sell Price): Big Game Meat (0.75), Legendary Wolf Heart (N/A), Legendary Wolf Pelt (43.00), Legendary Wolf Carcass (46.00) Notes: They will put up a pretty serious fight, so come prepared. The Legendary Wolf is found in Cotorra Springs, which is just west of Bacchus Bridge in Ambarino. If you haven't explored the area fully yet, it is south of the space between the "A" and the "R" in Ambarino. His clues are usually found slightly north of where his image appears on your map, and after you find the third clue and start walking towards him, he'll jump you before you have a chance to attack. Have your rifle out and as soon as you hear him or see him coming towards you, go into Dead Eye and get off as many shots as you can. The wolf will sink their teeth into you if you hesitate, so be careful while hunting this one. Compendium Equipment This section will detail all of Arthur's tools and toys that make exploring the Wild West a bit easier. Some of these you will come across automatically as part of the story, while others will need to be purchased from shops. Upgrades are included in this list, which will provide permanent boosts to Arthur's abilities or weapons but can come at a very high cost. Lasso With a lasso equipped, you can tie up animals or enemies as a way to restrain them without killing them. Holding down the attack button will cause you to begin swinging it over your head, and releasing it will throw it where your targeting reticule is at. The lasso will be obtained automatically as part of the Old Friends mission in Chapter 1. Binoculars Binoculars will allow you to see things further away. Just like real binoculars! You start the game with these, so you won't need to go and track them down. They can be kind of hard to use, but once you're familiar with them they are the easiest way to study animals from afar. Fishing Rod Fishing rods will allow you to fish. Total shock, I know. You will automatically obtain the fishing rod as part of the A Fisher of Men mission which will also provide a brief tutorial on how to use it. Electric Lantern A slightly better version of your standard lantern. To obtain it, you will first need to finish the stranger mission A Bright Bouncing Boy - II. Details for this mission are included in the Missions and Events section of the guide. Return to Doverhill at least 2 in game days later and you can find the electric lantern on the floor. Pick it up to add it to your inventory. Camera You can take pictures with this. That is how cameras work, after all. This will be automatically added to your inventory at the start of the game, so feel free to take it out and take pictures whenever something catches your eye. Upgraded Bandolier Found at all gunsmiths and can be purchased for $69.50. This will permanently increase the capacity for repeater, rifle, and shotgun weapons by 50%. The extra ammo can come in handy, and since this is a permanent upgrade you will want to look into investing in this when you have the money. This will be available the first time you visit a gunsmith and you do not need to do anything special to unlock it. Upgraded Gun Belt Found at all gunsmiths and can be purchased for $58.00. This will permanently increase the capacity for revolver and pistol weapons by 50%. This is another pretty good upgrade as it permanently improves all revolvers and pistols in the game. It will be available the first time you enter a gunsmith without any special requirements. Upgraded Holster Found at all gunsmiths and can be purchased for $45.50. This will slow the degradation of all your weapons by 20% and is a great permanent upgrade as you'll need to spend less on gun oil in the long run to keep your weapons in top shape. No special prerequisite is required to unlock this, and it will be available the first time you visit a gunsmith. Off-Hand Holster You will automatically acquire this after completing the Blessed are the Meek? main storyline mission. This will allow you to dual wield two sidearms at once, which makes it one of the better pieces of equipment in the game. This will make you even quicker in a gun fight and dual wielding will come in handy in many of the more difficult fights in the game. Ingredients Satchel Can be crafted by Mr. Pearson in any of your camps or purchased from any fence starting in Epilogue: Part 1 for $26.50. This increases your carrying capacity for all crafting materials. To craft it, Pearson will require 1x Perfect Deer Pelt, 1x Perfect Badger Pelt, and 1x Perfect Squirrel Pelt. The badger might take a while to find, but the other two animals are extremely common and can be found early on. Ingredients are probably one of the less useful carrying upgrades, but it is still worth it to craft this if you can. Materials Satchel Can be crafted by Mr. Pearson in any of your camps or purchased from any fence starting in Epilogue: Part 1 for $29.00. This upgrade allows you to carry more materials scavenged from animals - things like animal fat or flight feathers. Essentially this is everything you take when you skin an animal, except for the large skins or furs you pick up and put on the back of the horse. To craft it, Pearson will require 1x Perfect Deer Pelt, 1x Perfect Boar Pelt, and 1x Perfect Iguana Pelt. The hardest of these to find is the Iguana, who likely won't be found until Chapter 5 at the earliest. An upgrade to how many materials you can carry is nice, although people who don't hunt a lot probably won't need it. It is nice to keep you hunting longer, without having to go in to trade in your stuff as early. Valuables Satchel Can be crafted by Mr. Pearson in any of your camps or purchased from any fence starting in Epilogue: Part 1 for $22.00. This is a nice upgrade that allows you to carry more of those valuable items you can pick up from enemies. These are pocket watches, hair clips, that sort of stuff. To craft it, Pearson will require 1x Perfect Deer Pelt, 1x Perfect Beaver Pelt, and 1x Perfect Rabbit Pelt. None of these are that hard to find, but you want to make sure you're using the right weapon to hunt for the smaller animals if you want the perfect pelts. There will be times you loot so many enemies you can't even pick up any more valuables, so this is a great upgrade to have. Tonics Satchel Can be crafted by Mr. Pearson in any of your camps or purchased from any fence starting in Epilogue: Part 1 for $20.00. This increases the amount of all tonics you can carry at one time. To craft it, Pearson will require 1x Perfect Deer Pelt, 1x Perfect Buck Pelt, and 1x Perfect Elk Pelt. It should be one of the first satchels you craft because tonics are some of the best items in the game and all the animals required here are very common. Legend of the East Satchel Can be crafted by Mr. Pearson in any of your camps or purchased from any fence starting in Epilogue: Part 1 for $150.00. You need to craft or buy all the other satchels in the game before you can get this one, but trust me, this is worth it. This increases the amount of all items you can carry by a lot. A whole lot. You'll be able to carry 99 of basically everything in the game. To craft it, Pearson will require 1x Perfect Deer Pelt, 1x Perfect Cougar Pelt, and 1x Perfect Wolf Pelt. Check the Compendium section of the guide if you're having trouble finding these animals. This is a must craft, so start working for this as early as possible. Kit Satchel Can be crafted by Mr. Pearson in any of your camps or purchased from any fence starting in Epilogue: Part 1 for $15.00. This increases the amount of items in your kit you can carry. "Kit" items are kind of vague, but include things that you use to hunt or fish like bait or lures. To craft it, Pearson will require 1x Perfect Deer Pelt, 1x Perfect Elk Pelt, and 1x Perfect Panther Pelt. Deer and elk are easy enough to find, but it might be a while until you find a panther. This is far and away the least useful satchel upgrade, but you will still need it to eventually unlock the best satchel in the game. Provisions Satchel Can be crafted by Mr. Pearson in any of your camps or purchased from any fence starting in Epilogue: Part 1 for $25.00. This increases your overall carrying capacity for provisions, which are all the foodstuffs you can find and eat or drink to refill your cores. To craft it, Pearson will require 1x Perfect Deer Pelt, 1x Perfect Bison Pelt, and 1x Perfect Racoon Pelt. All of these should be fairly easy to find, although raccoons are small enough that it can be hard to find. An increase to your provisions is a great boost since you will find those all over the place and will run out of room pretty quickly. Alligator Tooth Talisman The talisman will provide a permanent decrease to the speed your Dead Eye core drains by 10%. This is a fantastic boost, and you should notice the effects almost immediately. It will require some work to get, unfortunately. It can be purchased at any fence for $40 once you bring the required items. To craft, you'll need vintage Civil War handcuffs, a gold jointed bracelet, and a Legendary Alligator Tooth. The Legendary Alligator Tooth can be obtained after killing the Legendary Bull Gator. He can be found just south of Lagras, although he won't appear until the start of Chapter 6. To get the vintage Civil War handcuffs, you will need to complete any set of cigarette cards. Send in the set, and you will receive your reward through the mail 24 in game hours later. Please refer to the Cigarette Cards sections of the Compendium for information on all locations of cigarette cards. The gold jointed bracelet is the most annoying because it is largely random. The easiest way to get one is to do a train robbery. There are lots of female passengers on board, and you can usually get one or two this way if you are lucky. Just make sure you rob everyone and check any safes on board, because they can be in there too. You can also occasionally get one from randomly robbing a woman on the street, but the odds seem much lower and the train station robbery is your best bet. Finally, during the optional mission Mrs. Sadie Adler, Widow - II in Chapter 6, there is an extremely high chance that one of the enemies will be carrying this. Loot everyone after Sadie leaves, and you will likely find this on the body of the man upstairs in the house that Sadie kills during a cutscene. Bear Claw Talisman This talisman permanently decreases the speed that your health core drains by 10%. This is a solid enough boost, but the talisman itself can be kind of a pain to craft. You can purchase it at a fence for $34.75, but it requires a silver chain bracelet, quartz chunk and Legendary Bear Claw. The Bear Claw can be obtained from killing the Legendary Bear, who appears in Grizzlies East. The quartz chunk can be found by mailing in one dinosaur bone. Wait 24 hours and you will receive this in the mail as a reward. Dinosaur bone locations are detailed in the Collectables section of the guide. Finally, the silver chain bracelet can be looted from enemies, but it is hard to find. Only female characters carry this, and it isn't a common drop. The best way to get this is by doing a homestead robbery as it seems to drop fairly commonly during those. The best is the Aberdeen Pig Farm robbery, and if you loot the female character afterwards you are almost guaranteed to get one. Please refer to the Miscellaneous section of the guide for more information on this robbery. Tatanka Bison Horn Trinket Crafting this will permanently decrease all melee damage by 10%. This isn't a huge boost, but can still be useful during certain fights. You will need to get the Legendary Tatanka Bison Horn, which can only be obtained after hunting the Legendary Tatanka Bison. The bison is found in eastern New Austin, south of the Stillwater Creek text. After you have the horn you can craft this at any fence in the game for $16.75. Please refer to the Animals section of the guide if you're having trouble locating the animal. Beaver Tooth Trinket This trinket permanently slows down the degradation of all weapons by 10%, giving you longer periods without needing to use gun oil. It can be crafted at any fence in the game for $18.25. You will first need to collect a Legendary Beaver Tooth, which can be obtained by hunting the Legendary Beaver near Elysian Pool. Please refer to the Animals section of the guide for more information about its location. Buck Antler Trinket This is one of the most useful trinkets in the entire game, so your job is going to be making sure you grab it as quickly as possible. Purchasing this will give you higher quality animal parts for the rest of the game while scavenging, meaning you won't be restricted to one or two weapons while doing your hunting. This trinket will make it easier for you to get perfect quality loot. You can purchase it from any fence for $22 after you kill the Legendary Buck and bring his antlers over for a closer look. The buck itself can be found in western West Elizabeth, just south of the "B" from the "Big Valley" text. Cougar Fang Trinket This trinket provides a permanent 10% boost to all stamina experience. That sounds good and all, but it is very likely your stamina will be almost fully maxed out by the time you get around to crafting this so it might be entirely useless. This requires you to collect the Legendary Cougar Fang from the Legendary Cougar first. After you can craft this at any fence for $20.50. The Legendary Cougar is in the Gaptooth Ridge region of New Austin, near the first "T" of the Gaptooth Ridge text. Please refer to the Animals section of the guide for more information about its location. Coyote Fang Trinket This trinket provides a permanent 10% boost to all Dead Eye experience. Of course, by the time you get around to crafting it you will likely have come close to maxing out your Dead Eye experience already so its utility is questionable. You will need to obtain the Legendary Coyote Fang first, and then this will be available to craft at any fence for $21.25. The Legendary Coyote itself is found nearby where the train track intersects at the New Hanover/Lemoyne border. Please refer to the Animals section of the guide for more information about its location. Elk Antler Trinket Crating this will permanently boost the value of the money you loot by 10%, giving you an extra little bit of bonus cash each and every person you steal from. After obtaining Legendary Elk Antlers from hunting a Legendary Elk, you will be able to craft this at any fence for $22.75. The Legendary Elk can be found east of Fort Wallace in New Hanover. Please refer to the Animals section of the guide for more information about its location. Fox Claw Trinket This is a great trinket, as it permanently increases the amount of time you can have Eagle Eye active by five seconds. It'll make searching for special hidden collectables and other hidden goodies even easier. To craft this you need to find the Legendary Fox Claw, which is obtained from hunting the Legendary Fox. After you will be able to craft it at any fence for $23.50. The Legendary Fox is located in the Mattock Pond region north of Rhodes. Please refer to the Animals section of the guide for more information about its location. Moose Antler Trinket After crafting this trinket, Arthur will receive a permanent 10% bonus to all health experience. This essentially will make your health level up slightly faster for the rest of the game. It can be crafted at any fence in the game for $16.00 after you collect the Legendary Wolf Heart. To obtain it, go and kill the Legendary Wolf at Cotorra Springs in central Ambarino. Please refer to the Animals section of the guide for more information about its location. Pronghorn Horn Trinket This is a great trinket that will prevent all animals put on the back of your horse from spoiling. You will no longer have to rush back to town to sell stuff now, making this one of the better trinkets in the entire game. Kill the Legendary Pronghorn to get the Legendary Pronghorn Horn, and then you can go to any fence in the game and craft this for $24.50. The Legendary Pronghorn is in the middle of southern New Austin, west of the Rio Del Lobo Rock. Please refer to the Animals section of the guide for more information about its location. Ram Horn Trinket Crafting this will result in twice as many herbs being picked up whenever you pick creeping thyme, oregano, or wild mint. All other plants still yield only one per picking, so this winds up being one of the less useful trinkets in the game. After killing the Legendary Big Horn Ram and obtaining the Legendary Ram Horn, you can craft this from any fence for $17.50. The Legendary Big Horn Ram can be found in the southeastern portion of Grizzlies West. Please refer to the Animals section of the guide for more information about its location. Raven Claw Talisman Another trinket that will save you on the cost of gun oil, crafting this talisman will permanently slow degradation of all weapons by 20%. This stacks on top of previous boosts and is pretty good for keeping your weapons in good shape longer. It can be crafted at any fence for $29.00 and requires the old brass compass. In order to get the old brass compass, you will need to send in the location of all ten rock carvings. You will get a letter 24 hours later, telling you to come back and visit the man who sent you on the quest in the first place. After a brief scene, go back in his house and you will find the old brass compass on the table. Please refer to the Collectables section of the guide for information on rock carving locations. Wolf Heart Trinket This is the ultimate party trinket, because after purchasing it you can drink twice as much alcohol before you start feeling the effects of being drunk. Time to binge! It can be crafted at any fence in the game for $19.00. You will first need to collect a Legendary Moose Antler, meaning you will have to hunt and kill the Legendary Moose in the northeast corner of the map. Please refer to the Animals section of the guide for more information about its location. Lion's Paw Trinket This trinket permanently increases your stamina experience bonus by 10%, and like any permanent upgrade it is worth purchasing as soon as you can. You can buy this from a fence if you already have the lion's paw on hand. If you do not have it yet, you must first complete the He's British, Of Course - V stranger mission and collect the lion's paw when prompted. For more information, please consult the Missions and Events section of the guide. Panther's Eye Trinket After you obtain this trinket, your Dead Eye will begin draining more slowly during usage. During the first three seconds of activation, it will drain 10% slower. After that, it returns to its normal drain speed. Still, this is a good trinket that will wind up saving you a good amount of Dead Eye over time. You can buy this from any fence in the game for $25.00 after you bring him the Legendary Panther Eye. This is obtained for killing the Legendary Panther, which can be hunted as part of the Master Hunter 10 Challenge. Please refer to the Challenges section of the guide for more information on how to complete this challenge. Bandit Bandolier This can be purchased from the Trapper for $21.75 after you complete Rank 1 of the Bandit Challenge path. Buying this increases ammo for all repeaters, rifles, and shotguns, so it is worth a purchase. Bandit Gun Belt This can be purchased from the Trapper for $19.50. However, you must first complete Rank 10 of the Bandit Challenge path for this to be unlocked. Buying it will increase ammo capacity for revolvers and pistols, allowing you to carry more total ammo. Bandit Holster This can be purchased from the Trapper for $16.00, but it will only be available after you complete Rank 3 of the Bandit Challenge path. Purchasing this will reduce the amount of maintenance weapons require, meaning you can go longer without using gun oil. Bandit Off-Hand Holster This can be purchased from the Trapper for $16.00, but it will only be available after you complete Rank 7 of the Bandit Challenge path. Like upgraded holsters, purchasing an upgraded off-hand holster will also reduce the amount of maintenance weapons require, making both upgrades a great investment. Explorer Bandolier This can be purchased from the Trapper for $34.75 after you complete Rank 3 of the Explorer Challenge path. Buying this increases ammo for all repeaters, rifles, and shotguns, so it is worth a purchase. Explorer Gun Belt This can be purchased from the Trapper for $31.25. However, you must first complete Rank 7 of the Explorer Challenge path for this to be unlocked. Buying it will increase ammo capacity for revolvers and pistols, allowing you to carry more total ammo. Explorer Holster This can be purchased from the Trapper for $25.25, but it will only be available after you complete Rank 1 of the Explorer Challenge path. Purchasing this will reduce the amount of maintenance weapons require, meaning you can go longer without using gun oil. Explorer Off-Hand Holster This can be purchased from the Trapper for $25.25, but it will only be available after you complete Rank 10 of the Explorer Challenge path. Like upgraded holsters, purchasing an upgraded off-hand holster will also reduce the amount of maintenance weapons require, making both upgrades a great investment. Gambler Bandolier This can be purchased from the Trapper for $21.00 after you complete Rank 3 of the Gambler Challenge. Buying this increases ammo for all repeaters, rifles, and shotguns, so it is worth a purchase once you complete Rank 3. Gambler Gun Belt This can be purchased from the Trapper for $18.75. However, you must first complete Rank 7 of the Gambler Challenge path for this to be unlocked. Buying it will increase ammo capacity for revolvers and pistols, allowing you to carry more total ammo. Gambler Holster This can be purchased from the Trapper for $15.25, but it will only be available after you complete Rank 1 of the Gambler Challenge path. Purchasing this will reduce the amount of maintenance weapons require, meaning you can go longer without using gun oil. Gambler Off-Hand Holster This can be purchased from the Trapper for $15.25, but it will only be available after you complete Rank 10 of the Gambler Challenge path. Like upgraded holsters, purchasing an upgraded off-hand holster will also reduce the amount of maintenance weapons require, making both upgrades a great investment. Herbalist Bandolier This can be purchased from the Trapper for $30.25 after you complete Rank 10 of the Herbalist Challenge path. Buying this increases ammo for all repeaters, rifles, and shotguns, so it is worth a purchase. Herbalist Gun Belt This can be purchased from the Trapper for $27.25. However, you must first complete Rank 3 of the Herbalist Challenge path for this to be unlocked. Buying it will increase ammo capacity for revolvers and pistols, allowing you to carry more total ammo. Herbalist Holster This can be purchased from the Trapper for $22.00, but it will only be available after you complete Rank 7 of the Herbalist Challenge path. Purchasing this will reduce the amount of maintenance weapons require, meaning you can go longer without using gun oil. Herbalist Off-Hand Holster This can be purchased from the Trapper for $22.00, but it will only be available after you complete Rank 1 of the Herbalist Challenge path. Like upgraded holsters, purchasing an upgraded off-hand holster will also reduce the amount of maintenance weapons require, making both upgrades a great investment. Horseman Bandolier This can be purchased from the Trapper for $17.75 after you complete Rank 7 of the Horseman Challenge. Buying this increases ammo for all repeaters, rifles, and shotguns, so it is worth a purchase once you complete Rank 7. Horseman Gun Belt This can be purchased from the Trapper for $16.00. However, you must first complete Rank 1 of the Horseman Challenge path for this to be unlocked. Buying it will increase ammo capacity for revolvers and pistols, allowing you to carry more total ammo. Horseman Holster This can be purchased from the Trapper for $13.00, but it will only be available after you complete Rank 3 of the Horseman Challenge path. Purchasing this will reduce the amount of maintenance weapons require, meaning you can go longer without using gun oil. Horseman Off-Hand Holster This can be purchased from the Trapper for $13.00, but it will only be available after you complete Rank 10 of the Horseman Challenge path. Like upgraded holsters, purchasing an upgraded off-hand holster will also reduce the amount of maintenance weapons require, making both upgrades a great investment. Master Hunter Bandolier This can be purchased from the Trapper for $24.50 after you complete Rank 3 of the Master Hunter Challenge. Buying this increases ammo for all repeaters, rifles, and shotguns, so it is worth a purchase once you complete Rank 3. Master Hunter Gun Belt This can be purchased from the Trapper for $22.00. However, you must first complete Rank 7 of the Master Hunter Challenge path for this to be unlocked. Buying it will increase ammo capacity for revolvers and pistols, allowing you to carry more total ammo. Master Hunter Holster This can be purchased from the Trapper for $18.00, but it will only be available after you complete Rank 10 of the Master Hunter Challenge path. Purchasing this will reduce the amount of maintenance weapons require, meaning you can go longer without using gun oil. Master Hunter Off-Hand Holster This can be purchased from the Trapper for $18.00, but it will only be available after you complete Rank 1 of the Master Hunter Challenge path. Like upgraded holsters, purchasing an upgraded off-hand holster will also reduce the amount of maintenance weapons require, making both upgrades a great investment. Sharpshooter Bandolier This can be purchased from the Trapper for $20.00 after you complete Rank 1 of the Sharpshooter Challenge. Buying this increases ammo for all repeaters, rifles, and shotguns, so it is worth a purchase once you complete Rank 1. Sharpshooter Gun Belt This can be purchased from the Trapper for $18.00. However, you must first complete Rank 10 of the Sharpshooter Challenge path for this to be unlocked. Buying it will increase ammo capacity for revolvers and pistols, allowing you to carry more total ammo. Sharpshooter Holster This can be purchased from the Trapper for $14.75, but it will only be available after you complete Rank 3 of the Sharpshooter Challenge path. Purchasing this will reduce the amount of maintenance weapons require, meaning you can go longer without using gun oil. Sharpshooter Off-Hand Holster This can be purchased from the Trapper for $14.75, but it will only be available after you complete Rank 7 of the Sharpshooter Challenge path. Like upgraded holsters, purchasing an upgraded off-hand holster will also reduce the amount of maintenance weapons require, making both upgrades a great investment. Survivalist Bandolier This can be purchased from the Trapper for $27.25 after you complete Rank 7 of the Survivalist Challenge. Buying this increases ammo for all repeaters, rifles, and shotguns, so it is worth a purchase once you complete Rank 7. Survivalist Gun Belt This can be purchased from the Trapper for $24.50. However, you must first complete Rank 1 of the Survivalist Challenge path for this to be unlocked. Buying it will increase ammo capacity for revolvers and pistols, allowing you to carry more total ammo. Survivalist Holster This can be purchased from the Trapper for $19.75, but it will only be available after you complete Rank 10 of the Survivalist Challenge path. Purchasing this will reduce the amount of maintenance weapons require, meaning you can go longer without using gun oil. Survivalist Off-Hand Holster This can be purchased from the Trapper for $19.75, but it will only be available after you complete Rank 3 of the Survivalist Challenge path. Like upgraded holsters, purchasing an upgraded off-hand holster will also reduce the amount of maintenance weapons require, making both upgrades a great investment. Weapons Expert Bandolier This can be purchased from the Trapper for $17.00 after you complete Rank 10 of the Weapons Expert Challenge. Buying this increases ammo for all repeaters, rifles, and shotguns, so it is worth a purchase once you complete Rank 10. Weapons Expert Gun Belt This can be purchased from the Trapper for $15.25. However, you must first complete Rank 3 of the Weapons Expert Challenge path for this to be unlocked. Buying it will increase ammo capacity for revolvers and pistols, allowing you to carry more total ammo. Weapons Expert Holster This can be purchased from the Trapper for $12.25, but it will only be available after you complete Rank 1 of the Weapons Expert Challenge path. Purchasing this will reduce the amount of maintenance weapons require, meaning you can go longer without using gun oil. Weapons Expert Off-Hand Holster This can be purchased from the Trapper for $12.25, but it will only be available after you complete Rank 7 of the Weapons Expert Challenge path. Like upgraded holsters, purchasing an upgraded off-hand holster will also reduce the amount of maintenance weapons require, making both upgrades a great investment. Compendium Fish After completing the A Fisher of Men mission in Chapter 2, you will unlock the fishing pole and be able to fish anywhere there is a body of water. Catching fish is simple enough, but finding all of them can be a bit more challenging since a lot of these fish only pop up in specific areas or during specific types of weather. Below is a list of all the fish in the game and information on preferred locations, weather, and lures. There will also be some information on where to catch lures and some general tips on fishing. How to Fish Fishing, for the most part, is quite easy. With the exception of some of the legendary fish who actually put up a bit of the fight, most of the fish can be reeled in within a couple of seconds. To fish, you first need to equip your rod from your menu. Equip lure or bait of your choice by holding down L1/LB to bring up the lure menu and then picking the one you want. Now that you're ready, hold down the left trigger to assume the fishing stance, and then hold down the right trigger to cast. Release when you're ready to toss out your lure. The longer you hold down the right trigger, the further you will cast the line. Make sure you hold down the left trigger the entire time to stay in your fishing stance. Your line will vibrate when you have a bite, and at that time you need to press the right trigger (or R2) to hook the fish. Once you have a fish, you wall to pull the line in the opposite direction the fish is pulling. When it stops, quickly rotate your right analog stick to real it in. Stop if it starts to fight again or you risk breaking your line and losing whatever lure you tossed out. For the majority of fish, this will be enough. For large legendary fish, there are a couple of additional tricks that may help. Instead of just reeling them in normally, press down on the left analog stick and then quickly reel in as fast as you can. Let the line fall back to its normal position, then repeat this process again. It will actually pull the fish in for greater chunks, and you'll gain ground on the first quicker this way than you would otherwise. Another suggestion that I found useful for the largest of legendary fish is to "cheat" slightly and pause the game when needed. These can be absolute battles of attrition, and your hand is going to get tired out from how long it will take. There is no penalty for pausing, so you can use this whenever your arm starts to tire and build your strength back up. One final note about the largest fish is they can pull your line completely out. They tend to pull for quite some time, and the game will tell you when you are running low on line. If your line does run out or break, you'll lose the fish and your bait and have to start all over again. There are a couple of ways around this. First, don't cast your line out all the way unless you need to. Most legendary fish have a fairly big area to fish from, and you don't win any bonus points by going extra deep into it. There are very few you can catch at the coastline, but there are a whole bunch you can catch without casting as far as you can. Secondly, if you move the right analog stick you can temporarily stop the line from being pulled out. Be warned though that doing this too frequently will cause it to break entirely, so only use if if you are in danger of the line being pulled out. Good luck, and happy fishing! List of Lures and Bait There are a variety of bait in this game, each of which is good for catching specific types of fish. The list below will include information on where to find the lures and what kind of fish can be caught with the lure. Most fish can be caught with multiple types of lure, so the table below will only include information on what is the best lure for that specific fish. Note that legendary fish can only be caught with the special lures. The special lures (and all other baits) can be bought from the bait shop in Lagras, which is located near the middle of Lemoyne right in the middle of the swamps. You must first complete A Fisher of Men in Chapter 2 for the lure and bait in the bait shop to unlock, although certain bait and lure have additional requirements involved. Name Cost Location Fish Caught Cheese Bait N/A Automatically obtained during story Rock bass and blue gill Bread Bait N/A Automatically obtained during story Redfin pickerel and perch Corn Bait N/A Automatically obtained during story Bullhead catfish and chain pickerel Worms 0.50 Lagras bait shop Steelhead trout Crickets 0.50 Lagras bait shop (starting in Chapter 4 or after you complete Javier companion ability in Chapter 2) Smallmouth bass Crayfish 0.25 Lagras bait shop or found in crayfish holes Largemouth bass Lake Lure 2.50 Lagras bait shop Muskie and lake sturgeon River Lure 2.50 Lagras bait shop Northern pike and sockeye salmon Swamp Lure 2.50 Lagras bait shop Longnose gar and channel catfish Special Lake Lure 20 Lagras bait shop (only available after A Fisher of Fish starts) Legendary lake fish, muskie, and lake sturgeon Special River Lure 20 Lagras bait shop (only available after A Fisher of Fish starts) Legendary river fish, northern pike, and sockeye salmon Special Swamp Lure 20 Lagras bait shop (only available after A Fisher of Fish starts) Legendary swap fish, longnose gar, and channel catfish Special Spinner N/A Reward for completing the A Fisher of Fish stranger mission All legendary fish, muskie, lake sturgeon, northern pike, sockeye salmon, longnose gar, channel catfish List of All Fish In Compendium (In Order) Bluegill Location Basically everywhere. These fish can be found in both rivers and lakes all over the map, and will also appear in the swampy areas of Lemoyne. You really can't go wrong if you're looking for Bluegills. Weather Any, but slightly more abundant in the rain Lure Cheese Chain Pickerel Location Another fish that can be found almost everywhere. They're found in both rivers and lakes throughout the map (although they are somewhat more abundant in rivers in the south and lakes in the north - they can still be located in both) and swamps as well. Weather Any, but slightly more abundant in the sun Lure Corn Redfin Pickerel Location These fish are localized primarily in the south. They prefer rivers, but if you fish with bread you can also find some in some of the southern lakes as well. Weather Any, but slightly more abundant in the sun Lure Bread Rock Bass Location Rock Bass tend to be found mostly in lakes or ponds, and are much rarer in rivers. They also are unlikely to appear in swamps, so check lakes in the north or south when looking for Rock Bass. Weather Any, but slightly more abundant during sunny days Lure Cheese Smallmouth Bass Location Rivers. The smallmouth bass is found almost exclusively in rivers, either in the north or the south. It is more common in northern rivers, but can be found in southern ones as well. It is unlikely to appear in swamps. Weather Rain Lure Cricket Bullhead Catfish Location Swamps. They will not be found in rivers or lakes in the north or south at all. If you're looking for Bullhead Catfish, you will need to check out the swamps around Lemoyne. Weather Rain Lure Corn Perch Location Northern bodies of water. Perch can be found either in rivers or in lakes, but they are exclusive to northern areas. So long as you use their lure of choice, you shouldn't have too much trouble finding some because these guys are everywhere. Weather Sunny Lure Bread Lake Sturgeon Location Deep waters of some southern lakes and swamps. Best fishing spots include both the northeastern and southwestern shore of Flat Iron Lake along with a decent portion right in the middle. You can also find them in the swamps of Lemoyne, including the eastern shore right along the big river that serves the the eastern edge of the map. Weather Overcast Lure Lake Lure Largemouth Bass Location Rivers and lakes throughout the south. They can also be found in swamps as well, but deep lake water in the south tends to be where they are mostly highly abundant. They are unlikely to appear anywhere in the north. Weather Rain Lure Crayfish Steelhead Trout Location They seem to be a bit everywhere, other than swamps. Your best best, however, is in southern lakes as they tend to be fairly rare everywhere else. Flat Iron Lake, in particular, is a great fishing spout when looking for steelhead trout. Weather Rain Lure Worms Channel Catfish Location Swamps. These fish can be found throughout the swamps of the Lemoyne region, particularly in some of the deeper waters. These are very big, so expect a long battle and you'll have to store them on your horse if you intend to keep them. Weather Overcast Lure Swamp Lure Longnose Gar Location Certain swamp areas. Unlike the Channel Catfish, that can be found in most of the larger swampy areas, the longnose gar is a bit more particular about its habitat. You can find it in the long winding river area immediately south of Lagras (just south of where the Legendary Longnose Gar shows up) and in the northeast of the large swamp Lagras sits on. Weather Overcast Lure Swamp Lure Muskie Location Lakes in the north. This an exclusively northern fish, and you won't find any in the south. Your best fishing spots will be any of the lakes in Ambarino, and they seem in particular high abundance in Lake Isabella. Weather Overcast Lure Lake Lure Northern Pike Location Northern rivers. They can be found in the Dakota River just north of Valentine or Spider Gorge around Coulter, amongst other places. Weather Overcast Lure River Lure Sockeye Salmon Location Rivers in the north. The northern part of the Dakota River, through New Hanover and Ambarino, seems to have a high concentration, but they can be found in almost any northern river. Weather Overcast Lure River Lure Legendary Bluegill Location Flat Iron Lake. The exact location is just south of your camp in Chapter 3, and to the Southwest of Rhodes. However, it will not be added to your map at all until after you complete Kieran's fishing Camp Activity in Chapter 3. He will lead you right to it, and if you have the Special Lake Lure you can just catch it then. Weather Rainy Lure Special Lake Lure Legendary Chain Pickerel Location Dakota River. It can be found in the river just to the southwest of the Horseshoe Overlook camp. Like other legendary fish, it will not appear outside of this region. Weather Sunny Lure Special River Lure Legendary Bullhead Catfish Location Sisika Penetentiary. This island is a restricted area off the northwest coast of Saint Denis. This fish itself can be found in a river that runs through the middle of the western side of the island. Fish from the south bank of the river for best results. Weather Rainy Lure Special River Lure Legendary Redfin Pickerel Location Stillwater Creek. It is in the far east of New Austin, right near the West Elizabeth border. When you first enter New Austin, it will be one of the first things you come across. It is actually a series of small rivers that leads into the Lower Montana River, and the fish is in the southwest pond connected to these rivers. The best place to fish is the small pier on the north side of this pond. Weather Sunny Lure Special River Lure Legendary Rock Bass Location Aurora Basin, a small lake west of Blackwater. You will not have easy access to the lake until your "wanted dead or alive" status expires in Blackwater, so consider waiting until later in the came to fish for this one. The lake is right along the western border of the map. The best place to fish for it is on the small pier that is near the middle of the northern shore of the lake. Weather Sunny Lure Special Lake Lure Legendary Smallmouth Bass Location Owanjila Lake, west of Strawberry. The best spot to fish for him is just north of Owanjila Dam, on the eastern shore of the lake. There are some rocks in this area you stand on and face westward into the lake. Weather Rainy Lure Special Lake Lure Legendary Perch Location Elysian Pool. It is in the northeastern portion of the map, to the southwest of Annesburg and just over the second "E" in the New Hanover text on the map. I had the most luck fishing from the northwest corner of the pool towards the center. Weather Sunny Lure Special Lake Lure Legendary Lake Sturgeon Location Just outside Saint Denis. If you go to the southwest corner of Saint Denis, you will find a railroad crossing going over a river. Stand almost in the middle of it and aim your rod southward to have a really good chance of catching the fish. While it is a "lake" sturgeon, if you equip your rod at the fishing spot it will still classify the body of water as a river. Either the Special Lake Lure or the Special River Lure will work here, but I was able to catch him using the Special River Lure my first try. Note that since you are fishing on the railroad tracks, you are further up and have a bit less line to work with so it is more common for this fish to get away than the others. You can either keep trying or, if you're having a lot of trouble, steal a boat and sail it out over to where the fish is at. Weather Overcast Lure Special River Lure Legendary Largemouth Bass Location Located around the middle of southern New Austin on the San Luis River. Travel directly west of the first "S" of the San Luis River until you reach the western shore of the river. The bass can be found here, and the best fishing spot is directly west of the picture of the fish on your map. Weather Rainy Lure Special River Lure Legendary Steelhead Trout Location Willard's Rest. It is as far northeast as you can possible go in this map. There is a waterfall here at the edge, and a good spot to cast is slightly to the southwest of the waterfall, facing towards the southeast. Weather Rainy Lure Special River Lure Legendary Channel Catfish Location Sadly, you cannot actually catch this catfish. Or, at least, no one knows how to catch it at the moment and Rockstar isn't giving any hints. You can, however, get this added to your compendium even without catching it. Complete the A Fisher of Fish stranger mission (see the Missions and Events section for more info). This involves catching 13 of the Legendary Fish and mailing them back to Jeremy Gill. Once that is finished, he'll take you on a fishing trip to find this legendary fish. You won't actually catch him during the mission, but afterwards the fish will be added to the compendium. Weather Overcast Lure N/A Legendary Longnose Gar Location Bayou Nwa. It is just north of the abandoned Lakay town, which is to the northwest of Saint Denis. A good spot is right along the coast on the northwest corner of Lakay, looking directly north into the swamp. Weather Overcast Lure Special Swamp Lure Legendary Muskie Location Van Horn. You'll want to go to the base of the lighthouse facing out eastward into the river. You'll need to be careful walking back, because there isn't a good path over that direction and you're likely to drop your fish a couple of times. Weather Overcast Lure Special River Lure Legendary Northern Pike Location O'Creagh's Run, in northeastern New Hanover. This fish can only be caught as part of The Veteran - II stranger mission during Chapter 6, so do not try fishing for it before that. Weather Overcast Lure Special Lake Lure Legendary Sockeye Salmon Location Lake Isabella, in the west of Ambarino. The actual spot it shows for the fish on your map is frozen over, so walk on the ice just north of that and you'll find a small portion of the lake that is still liquid. You best chance to catch it is there. Weather Overcast Lure Special Lake Lure Compendium Gangs There are a total of six gangs that will harass you throughout the course of the game. To get them to count towards your Compendium total, you only need to discover the gang, but if you want to get their description 100% filled, there are a handful of things you need to do for each gang including surviving ambushes, finding unique encounters, and discovering their hideouts. Some brief tips for each are show below including major locations for each group. Lemoyne Raiders Shady Belle Location The Lemoyne Raiders headquarters is in Lemoyne. Shocking, I know. Specifically, it can be found southeast of Rhodes and almost directly south of Caliga Hall. It is in the southeast corner of Lemoyne, on part of the land mass that is west of Saint Denis. Tips The Lemoyne Raiders aren't going to give up their hideout without a fight, so come prepared. Provisions that refill Dead Eye are what is needed the most, because you'll want to use that as frequently as possible here. The raiders aren't really a threat by themselves in terms of weaponry or strategy, but there are a ton of them and you can get overwhelmed if you just run in blindly. Take your time and make frequent use of your Dead Eye. The best bit of cover is probably the small building in the southeast of Shady Belle. It'll give you a great view of almost everyone here. If you go towards the east end of the building, you can pop up and have a great view of the entire courtyard. There are going to be around five guys that are just standing there at the start, and you can use your Dead Eye to kill most of the immediately. There are some unfortunate wooden bars that are also in front of you that your shots can hit, but otherwise this is going to be like shooting fish in a barrel. When they start firing back, don't run up to engage. Stay where you're at and fire at anyone that is dumb enough to come out of cover. You'll be able to kill almost two thirds of the entire camp without ever having to leave this spot, and the raiders themselves won't try to flank you or anything fancy like that. You can also go to the west end of the building to get shots at people waiting along the other side. With these guys all dead, you really will only have a handful of raiders left to deal with. Check your mini-map and your map to see there positioning, then run over and find some good cover nearby. Finish them all off with your Dead Eye and make sure there aren't any stragglers before you start looting. The first thing to loot are the raiders themselves. There are so many of them that if you hit them all, your pockets will be filled. There are also some provisions and ammo laying around outside, but depending on when you do this that might be all you're able to get. This hideout is actually part of a story mission in Chapter 3, so you may want to wait until that point to raid it as you'll be able to do more at that time. O'Driscoll Boys Hanging Dog Ranch Location Hanging Dog Ranch is in the northwest corner of West Elizabeth, near the border with Ambarino. Tips There are a lot of O'Driscolls here. Fortunately, there is even more cover. It is probably best to approach from the east side of the ranch, near the southern tip of the fence. You can probably kill a guard or two without them seeing you, as there are usually a couple of guards over on this side looking off in the wrong direction. Once the gunfire starts though, you're going to want to make sure you are behind some sort of cover. There is a decent sized building in the southeast corner of the ranch that you can hide behind either on the eastern end or the southern end, both of which will give you a great view of the rest of the ranch. Keep using Dead Eye and refilling as needed, and you can use it to take out one O'Driscoll at a time and start thinning their ranks. You can kill about three quarters of them from this position alone, and a lot of them will run somewhere towards cover towards you, and you can kill them with headshots as they run your direction. You do not want to run out in the open here, because there is a maxim gun on the second floor of the barn on the north end of the ranch that will quickly cut you down. However, if you stay on the south end of the ranch, the gun won't be able to reach you and is wildly inaccurate if they try to shoot you. Use a rifle from back here and you can take out the gunner without much risk. Once you have done that, you're more free to run around and find cover around the ranch. There are usually a handful of enemies that are refusing to move, including one guy who stands on top of a tower and the northwest of camp. Again, use your Dead Eye liberally and check your mini-map to find and guys you're missing. It will take a while, but as long as you don't rush and use the cover to your advantage, you should be able to clear out the entire camp without too much trouble. There is a ton to loot here. First, loot every single O'Driscoll you just killed. There are like twenty of them, and each of them will be holding a couple of bucks and a trinket you can sell. After that, there are four places of interest to check. The first is the tower in the northwest corner of the ranch. There is a cigarette card at the very top, but not much else. Next are the tents in the northeast corner. There will be some assorted goodies here, including a pack of premium cigarettes. Then look at the big barn on the north end of the ranch. There isn't much on the ground floor but the second floor will have some goodies and a cigarette card on a barrel in the northwest corner. The most important place to check, however, is the house on the east end of the ranch. This is the living areas, and it is where most of the loot is kept. The doors will be locked but you can run and break through one of the windows by climbing through it. There is a lot on the ground floor, including a cigarette card just above the fireplace. Make sure you check all the cabinets, including the cabinet next to the stairs because there is a lot of money in there. Head upstairs once you're done and open the lockbox to find $100. There is another cigarette card under one of the beds, and a couple other goodies to grab on your way out. Take all that sweet O'Driscoll cash and ride on out once you're finished. The Murfree Brood Beaver Hollow Location Directly west of Annesburg, right before the Kamassa River in the northeaster portion of the New Hanover region Tips Oh boy. What a carnival of horrors this is. It is also worth noting you'll have to tackle this hideout as part of a story mission at some point, so it probably isn't worth doing it early. In fact it isn't worth doing at all, because there is not good loot to find here prior to the mission so you'll just be murdered weird back country mutants. Which, I suppose is the reward in and of itself, now that I think about it. When you approach it, you'll see two Murfrees outside. Along with...stuff. There are dismembered corpses, someone who has been disemboweled and stuck in a cage, and heads just hanging from poles. It doesn't look like a nice place. The two men will talk and one will go inside the cave while the other will sit with his back to you. Now, you could go and stealth kill him but things will be so much easier if you can lure all of the Murfrees to the mouth of the cave. Go forward until you are somewhat close to the cave entrance and have a good look at it, then pull out your gun of choice and shoot the guy sitting here in the back of the head. After this, the Murfrees will come running. All of them. Usually by twos or so, they'll come pouring out of the mouth of the cave. They have absolutely no cover here, while you will be positioned behind something, giving you a tremendous advantage. As soon as you see one, pop out and use your Dead Eye to pull of a headshot. Just keep repeating this as the run out of the cave, and you can kill 80% of the enemies here without even getting shot. They'll come running out with their guns, but so long as you are quick there won't be a single one that can make their way to cover. By the time you're done, you'll likely have fifteen or so corpses just littering the mouth of the cave. Make sure you loot them all before you go inside. The Murfrees are far and away the poorest of the gangs, so they won't have much but they might have some useful provisions. Go inside once you're ready and deal with whoever is left. There will usually be five or so in the main chamber that refuse to come out. Keep an eye on your mini-map to get a general idea of where they are hiding, and once you get close pull your gun out. Make your way through these final stragglers as they run out to engage you, and just be careful not to get too close as some of them like to use knives and they can do a lot of damage if they get near one. Kill the last of the Murfrees, and then start exploring the cave. And for your troubles you'll get...nothing. There is nothing good here. You were warned! Compendium Plants Below is a list of all the plants you can find in the game. Most of these can be found frequently in wooded or grassy areas in the game, so you will just need to get out and explore a bit. There are some exceptions of some rarer plants that only appear in specific locations, but that will be detailed below. Alaskan Ginseng This is a relatively high abundance plant, particularly found in forests or near moisture. It is typically found in Ambarino or northern West Elizabeth. It is also in the New Hanover region, and can be found nearby the rivers running through the area. It can both be crafted into medicine or eaten directly to replenish the Health Core. One good spot is east of the middle section of O'Creagh's Run lake in Ambarino. Go east from the lake until you find a four way intersection. There is only one, and all the others are only three-way intersections. After you hit the intersection, go about a quarter of the way down the road from the intersection to the border to New Hanover. Go north at this point and you can find the plant growing right along a rock wall. American Ginseng American Ginseng is a very common planet, and can be found around the edges of forests or in grasslands from West Elizabeth through New Hanover. They'll first appear just outside of the Horseshoe Overlook camp. Can be consumed raw to replenish Health Core and it can also be crafted into medicine. One specific spot will be in southern Lemoyne, north of Shady Belle. This will be directly north of the left edge of the "S" from the Shady Belle text. It will be very close to the railroad track, so look north until you get the the track and then check just a little south of that. Bay Bolete These are pretty uncommon mushrooms, and you'll only find them in a couple of specific regions. They grow at Caliban's Seat in New Hanover and Tall Trees in West Elizabeth. Outside of these two areas though, you won't encounter them much at all. Consuming this will improve your Health Core and it can also be used to craft into Herbivore Bait. One specific spawn spot is west of Caliban's Seat. There is a spot west of the top of the "Seat" text on the map. Cross the road, and the mushroom will be just a little bit past. They'll be in the shade of the trees, close to where the tree line starts. Blackberry Blackberries are supposed to be common, but I always had a hard time finding one. They are most common in West Elizabeth or western New Hanover, near the Dakota River. You can usually find some in the fields west of Valentine. These grow in bushes, so keep an eye out for bushes while searching for some. Consuming these replenishes your heath core and they can also be used in crafting. A good spot to find a bush is just to the northwest of the "B" from the Big Valley text on your map in western West Elizabeth. It is the only larger bush in the area so it stands out a bit and can be found at the star position on the following map. Blackcurrant You likely won't find any of these until very late in the game because they are exclusive to New Austin. They also don't just grow anywhere in New Austin, and they will only be found in very dry soil that is a good distance from a source of water. Because of this, they are almost exclusive to Cholla Springs and Gaptooth Ridge. These are very important ingredients for horse tonics, so you may want to horde them whenever you can find them. A specific spot you can find these is north of the middle of the "G" from the Cholla Springs text on your map. Go north from the "G" and you will cross two roads that are very close to each other. On the northern side of the second road (the one on top) will be three of these plants. They are very close to the roadside. Burdock Root This plant can be a bit harder to find, as it primarily grows along rivers or railroad tracks. It is also fairly exclusive to the western side of the Great Plains region, and is always really close (or in) one of the rivers going through this area. One guaranteed spot is west of Rhodes in Lemoyne. Travel directly west of the "Rhodes" text on your map until you hit the edge of Flat Iron Lake. There will be a group of these growing right along the riverfront. Chanterelles Another mushroom, these are fairly easy to see because of how big and chunky the yellow mushrooms are. They are most typically found in grassy areas, outside of actual forests, and are localized mostly in the Lemoyne or easter New Hanover regions. Consuming one will partially refill your health core, and they can also be crafted into Herbivore bait. An easy batch to find is just to the west of the bottom of the first "E" from the Eris Field text on your map (which is just south of the "M" from the Lemoyne text if you don't know where that's at). Common Bulrush The Common Bulrush is located all throughout the game, and will be along most rivers or lakes you come across. It tends to be very close to the body of water, so you should not have to travel far to find some. This is poisonous by itself, so do not consume. It does have utility in crafting for Horse Ointments. A specific spawn point is in southern Lemoyne nearby Shady Belle. Northeast of Shady Belle is a somewhat large island that has three roads on it. Go to the middle of the island and head to the westernmost point. There is a small part of this island sticking out that has several common bullrush growing on it. Creeping Thyme This is a rather hearty plant, so you're going to find it pretty much anywhere in the game except in locations covered by snow. It commonly appears near rocks or river banks, but you will also find it in some grassy areas as well. Consuming it by itself replenishes your Dead Eye Core, and it also can be used in a lot of recipes for seasoning. For one guaranteed spot, travel to southern Lemoyne. Find the southernmost railroad track and look just slightly south of the southernmost point of this railroad track. They will be out in the open, right before you reach the tree line. Desert Sage These are extremely localized, so they can be kind of hard to find unless you know where you're looking. The best place to find them is west of Gaptooth Ridge in New Austin. This is in the far west of the region, and almost all of these will be found either west of Gaptooth Ridge or right on top of where the lettering for it is on your map. These can be consumed for a quick stamina core boost, or they can be crafted into bitters. You can find a guaranteed spot in the far west of New Austin. Go directly north from the left edge of the "H" in the Gaptooth Ridge text on your map. It will be slightly north of the midpoint between the "H" and the northernmost railroad track. There will be a coyote drawn on your map if you've explored the region well, and the Desert Sage will be growing just to the south of its front paws. English Mace This is another plant that is found primarily in New Austin. It is most abundant in the Rio Bravo area, nearby any rivers in the region. However, it can also be found outside of New Austin although these spots are a lot more rare. These can be fed to your horse to help restore its Stamina Core and it can also be used in crafting. One earlier spot to find some English Mace (that won't require you going all the way to New Austin) is in eastern Ambarino. If you go directly east from around the middle of O'Creagh's Run, you will see a single four-way intersection (all the others will be three-way). There are a couple of spots you can pick English Mace just to the southeast of this intersection. It will be past the trees in a little open field. Evergreen Huckleberry These are common along the Kamassa River in Lemoyne and New Hanover, but not really anywhere else. They can be found a decent bit from the rive to the west, but are more abundant the closer to the river you get. Consuming these replenishes your Health Core, and they can be crafted into predator bait if so desired. One specific spot is in southern Lemoyne. Go to Shady Belle, then follow the shoreline north until you reach a road. Just south of the road, near the adjacent river, are two bushes of evergreen huckleberries. Golden Current These can be somewhat hard to find as they only grow in a couple specific areas. You'll need to check either along streams in West Elizabeth or in the northeast portion of New Hanover. The don't grow around Horseshoe Overlook, for example, and you'll need to go quite a bit away from camp in Chapter 2 to start finding these in the New Hanover region. Consuming these by themselves will refill your Dead Eye core, but they can also be used to make Snake Oil. One specific location is in northeast New Hanover, north of the "S" from the Annesburg text on your map. There are several batches just before the next road north of the "S". There is a squirrel drawn on your map if you've fully explored the area, and you can find several right near where its leg would be. Hummingbird Sage Hummingbird Sage can be kind of tricky to find, even though the plant itself is really easily visible. It is a bright purple flowering plant that grows quite large. This can be found usually in heavily forested areas in shady regions. In terms of locations, they are most common in Lemoyne, the west side of West Elizabeth, and along both banks of the Kamassa River in New Hanover. One guaranteed spot to find some will be in southern Lemoyne. Located the Scarlett Meadows text on your map, and then head west of the bottom of the final "E" in Meadows. Past the road nearest to the "E" will be a small forest. The sage can be found under the trees just beyond the road. Indian Tobacco Tobacco can be found all over the map, but is most highly abundant in woodlands or savants in West Elizabeth, Ambarino, and Lemoyne. You can find some near New Hanover, however, and you'll first come across this in woodlands outside of Valentine early on in the game. Consuming this alone will increase your Dead Eye Core, and it can also be used to craft some really useful tonics. One specific spot is shown below. It is in southern Lemoyne, north of the space between the two "N"'s from the Lannahechee River text. Go north of the southernmost road and continue north until you almost reach the next road north of it. It will be by some trees but slightly south at the edge of the field. Milkweed Milkweed is not as abundant as some other plants in the game, but you can find it fairly frequently around river banks, particularly nearby Bayou Nwa and Dewberry Creek in Lemoyne. It can also be found elsewhere, including the Heartland Overflow in New Hanover or other areas nearby a water source. Eating it directly will fill your Health Core. If you need a specific spot, check southern Lemoyne. The island just northeast of Shady Belle has three separate roads on it. Go just northwest of this island, to the opposite side of the river that runs around it. A group of milkweed will be growing just off the bank here. Oleander Sage This plant is fairly localized, and can only be found near river banks of Bayou Nwa. It is one of the easier plants to spot, because it has five bright pink flowers on it. Do not consume this yourself as it is poisonous. Its main use is in crafting, and it is a key ingredient in poison arrows. For a specific spot to find it, check southern Lemoyne. North of Shady Belle is a little river that runs through some small islands off the coast. There is a bit of the mainland that sticks out eastward just south of the railroad track by this river. Right in the center of this peninsula is a group of three of these. Oregano Oregano is a fairly common herb, and can be found all throughout the game. The first place you can encounter it is just outside of Horseshoe Overlook, including a good amount just north of the camp. It will also increase your stamina core. There is also a good spot to find some in southern Lemoyne. If you located the Scarlett Meadows text on the map, this can be found to the west of the space between the "E" and the "A" from Meadows. There are two triangular shaped intersections west of the "A" and a group of three oregano can be found growing north of the western of these two intersection. Parasol Mushroom This plant can be found throughout the game, and will grow nearby essentially any wooded area. Do not consume these raw as they are poisonous. They will begin appearing as early as Chapter 2, and can be found all around Horseshoe Overlook. They can be found all throughout the game though (although they are fairly uncommon). One example is in the Cholla Springs region. If you look north of the "G" in the Cholla Springs text, you will see some roads that intersect in a way to form a triangle. Travel to the westernmost point of this triangle, and then go slightly northward. Three parasol mushrooms can be found here. Prairie Poppy The bad news is that this is very localized, and you aren't likely to find it anywhere other than a couple of specific areas throughout the map. The good news is that it is very abundant in the areas where it grows, so it shouldn't be too hard to find if you're in the right area. This plant grows in the Great Plains region of West Elizabeth and is rare to non-existant everywhere else. Consuming it by itself increases your Dead Eye core, making it one of the few plants to give that benefit. It is also used in Snake Oil recipes. One really easy spot to pick some up is just to the west of Blackwater. There is a group growing just to the southwest of the "T" from the Blackwater text on your map. It is almost touching the letter itself, so don't go too far from it while searching for it. Ram's Head These mushrooms aren't as high abundant as some of the others in the game, and you'll only find them growing in forests of West Elizabeth and Ambarino (although there are some also located in the northernmost area of New Hanover). Consuming by themselves will refill your Health Core, and they can be cooked into Herbivore Bait. One good spot to find some is in northeastern New Hanover. This is close to the top right corner of the map. Go directly north from the "Y" from the Brandywine Drop text on the map. It is a little bit south of the halfway point between the "Y" and the northern railroad track nearby. Red Raspberry This is another early game plant, and if you go looking around the bushes nearby Horseshoe Overlook or Valentine you should find a good amount of bushes with Red Raspberry. Consuming these replenishes your health core, but it can also be crafted into bait for certain animals. A good spot to collect it is in southern Lemoyne. This will be directly north of the left edge of the "R" from the Bolger Glade text. Go north past the road, and travel until you are just a little ways south of the railroad track. There are only a couple of bushes out in the open here, and these bushes will have the raspberries. Red Sage This is another plant that isn't technically "rare" but is very hard to find out in the wild. There are a few exceptions and it can grow elsewhere, but for the most part this will exclusively be found in the Rio Brave region of New Austin. It isn't even that abundant there though, so you'll want to use Eagle Eye a lot while looking for it and then keep an eye out for its bright red color when you're not. It functions identically to the other more common forms of sage, so there really isn't much of a reason to track it down unless you are going for 100%. An easy spot to find some is right around Fort Mercer in New Austin. Go just to the east of the very top of the "T" from the Fort Mercer text. It is very close to the letter, and should be very easy to see because of its bright red color. Vanilla Flower The Vanilla Flower is highly localized, and can only be found growing on trees in western Bayou Nwa. They tend to be of highest abundance nearer to the Kamassa River, although they can be found growing a bit further out from the river as well. Consuming this replenishes your health core, and it can also be used for crafting. One easy spot to find one at is at Prinz and Co., an abandoned factory just west of Saint Denis and east of Caliga Hall. On the west end of the factory, right before the fence, will be some trees. It will be growing on the second most northern tree close to the fence. It can be found at the star symbol on the following map. Violet Snowdrop This is definitely a regional plant, and you won't find too many growing outside of Ambarino. There may be some in the northern regions of New Hanover, but your best best is looking around Ambarino if you're desperate for some of these. Consuming this by itself will increase your Stamina Core, and it can also be crafted into herbivore bait if wanted. You can find a group of Violet Snowdrops growing in northwestern West Elizabeth. It is by the Hanging Dog Ranch, and is actually right on top of the "C" from the Ranch text on your map. There are a couple growing here, and their bright purple hue makes them stand out. Wild Carrot Carrots will be all over the map, and you can find them by their long white clustered flowers sticking above the ground. You can find these almost immediately after leaving your camp in Horseshoe Overlook, but do not worry about missing them because you'll run in to these very frequently. Consuming this alone will increase your Health Core, but they are also very useful for crafting into meals for your horse. One specific spot for the wild carrot is in southern Lemoyne. It is directly north of the second "N" from the Lannahechee River text. Go north of the southernmost road a bit and you will find a little field that has three wild carrots growing in it all in close proximity to each other. Wild Feverfew While this technically isn't a "rare" plant like the orchid is, there are probably fewer than twenty spawn spots in the entire game which puts it in pretty rare territory. It grows almost exclusively in the Cholla Springs region of New Austin, and I was unable to find any spawn spots outside of New Austin at all. Consuming this will replenish your Stamina Core, and it can be used to craft bitters at campfires. An easy spot to find some is just to the west of Armadillo. Leave town to the west, crossing the railroad track. Check your map, and you will see a big black circle on the railroad track at the Armadillo stop. Go west from the bottom of this a little bit (like twenty steps or so) and you can find a couple of these growing. Wild Mint Mint is another plant that shows up all over the map, and it is particularly abundant near marshes or streams. You tend to find it just a little ways a way from any body of water, so start looking there if you're having a hard time finding some. Consuming it by itself will increase your Health Core, and it can also be used in a variety of cooking. One spawn spot is in southern Lemoyne. Northeast of Shady Belle is a fairly large island with several roads going through it. Go to the middle of the island, and then head west of the westernmost road. There are a couple wild mint plants growing not that far from the road. Wintergreen Berry This berry is located in northern New Hanover and Ambarino. It grows fairly commonly in forests and woodlands in these two regions, but it is not found commonly in Ambarino where there is no vegetation. Eating one will replenish your Health Core. A good spot to pick some up is east of the middle portion of O'Creagh's Run in Ambarino. There is a single four-way intersection here (the other intersection will all be three-way). Just to the southeast of the intersection is a single Wintergreen Berry bush. It will be past the trees and in a little open field. It grows very close to a couple English Mace plants. Yarrow Yarrow is another common herb and is in the fields all around Horseshoe Overlook in the early game. It is throughout most grassy regions as well, and it is useful because consuming it replenishes health core. For a specific spot, you can check southern Lemoyne. There is a patch of three growing directly north of the left edge of the second "N" from the Lannahechee River text. Go north of the southernmost road and this is about halfway between the southernmost road and the next road north of it. Acuna's Star Orchid The rest of the plants are rare, exotic flowers that only grow in limited areas. This one specifically has only ten spots in the entire game it will appear, and these spots never change from playthrough to playthrough. All of these are found in the eastern Bluewater Marsh region, and the vast majority are east of the lake in the middle of the swamp. An easy one to find is just south of the "H" in Bluewater Marsh on your map, around the edge of the small swamp that surrounds Canebreak Manor. Another spot to find one is on the chain of small islands northeast of Saint Denis (and directly west of the Sisika Penitentiary. There are two islands that are a little further east than the others, a larger one and a t-shaped one just south of that. This orchid can be found on the t-shaped island, growing on a sickly tree on the east end of it. Cigar Orchid This is another rare plant. It is found entirely in the eastern portions of Bluewater Marsh and Bayou Nwa. It is another of the rare plants that grow on trees, so you'll need to look for it on tree trunks in the area. One such flower can be found to the southeast of the "T" in Bluewater Marsh. It is just to the north of a nearby road, and just to the west of another. A second fairly easy one to find is west of the bottom edge of the "N" from the Bayou Nwa text and south of the right edge of the "A" from the Lakay text on your map. There is a shack to the southeast, and this at the edge of the treelike to the northwest of it. Clamshell Orchid A rare orchid localized in the islands to the southwest of Saint Denis. They'll be found to the east of Shady Belle, primarily. An easy one to find is to the southeast of Shady Belle. There is a road that runs through these islands on your map, and you will want to travel to the island that the road runs through that is the furthest to the south. This orchid can be found on a tree along the southern shore of the island, near the middle of the shoreline. Dragon's Mouth Orchid This is another rare plant that only grows in predetermined specific locations throughout Grizzlies East. You can also find them around O'Creagh's Run. This is an extremely small plant, so even if you know where they are at you may want to use your Eagle Eye to help pinpoint exactly where they are at. You can find one just southwest of Martha's Swain cabin in southeastern Ambarino. It will be right along the road. The easiest place to find one, though, is along the shore of O'Creagh's Run. If you go to the east coast and about halfway up there is a small peninsula that sort of sticks into the middle of the lake. The flower will be right near the tip. There are several others throughout the region though so you may find some elsewhere. The Collectables section of the guide will have a full list of all locations. Ghost Orchid A rare plant that can only be found in Bayou Nwa, Lemoyne. It grows only in shaded areas, and can actually be found growing along the trunk of a tree or on the ground. These are localized all around Shady Belle, and you find almost all of them just east or just north of it. One Ghost Orchid can be found just east of the main house of Shady Belle. There is a small run down shack that is also east of the main house, and the flower can be found just north of that shack on the nearby tree. Lady of the Night Orchid Another rare plant, with only twenty possible spawn locations. These flowers can all be found either on the northeast of the Caliga Hall property or in the west/southwest of Bayou Nwa. One possible location is near the very north point of the Caliga Hall property. It will be slightly north of the northernmost road in the region, nearby the riverfront. Another easy one is at the Prinz & Co. factory. This is just to the west of Saint Denis and just to the east of Caliga Hall. There is a fence on the west end of the factory and there are some trees near the fence line.There is one of these orchids growing on the tree furthest south, which is directly adjacent to the ampersand on the map. Lady Slipper Orchid A rare plant that is primarily found in the West Elizabeth region. They kind of grow all over the region, so you'll be traveling a bit to round up the number you need. One location is on the Hanging Dog Ranch in northwestern West Elizabeth. If you go to the northwesternmost point of the fencing surrounding the ranch, you can find one of these orchids growing right next to the fence. Another easy one to find is at Monto's Rest. Monto's Rest is just to the northeast of Strawberry. A Lady Slipper can be found directly east of the "Rest" of Monto's Rest text on your map and it is almost directly south of the "C" from the Appleseed Timber Co. text above it. It is out in the middle of a mud patch and should be easy to find. Moccasin Orchid One of the few rare flowers you actually find outside of the Lemoyne region. A lot of these are located right around the Butcher Creek town in eastern New Hanover, but you will also find a couple north of town and five or so that are south of town. Around half of them can be found right around the perimeter of town though, so search there first. One easy one to find is right on the south side of town, just to the west of the cemetery that is down there. Another specific orchid can be found almost directly east of the easternmost point of the Kamassa River (which is west of Van Horn). Go east from this point on the river, and then go over the road and climb up the following hill. It is right around where the hill starts leveling out. The star below shows this specific spot, with the other markers showing alternate Moccasin Flower Orchid locations Night Scent Orchid There are only a handful of these you can find in the entire game, and they're all located around the Bayou Nwa region in Lemoyne. They will actually be growing on the trunks of trees, so if you're going through a forested area in the region you may want to turn on Eagle Eye quickly and see if you see anything highlighted. You can find one south of Old Harry Fen, and to the east of where the drawn rabbit is on your map. A second one can be found slightly to the northeast of Catfish Jacksons, and just to the southeast of the final "S" of Catfish Jacksons when written on your map. If you find the southernmost road in the area, it will be slightly north of the southernmost point of that road. Queen's Orchid These exotic flowers are located in the Bayou Nwa region of Lemoye. They are almost exclusively found at the waterfront of the largest lake in the swampland area, which is the body of water to the northeast of Lagras. One can be found on the northeast tip of the peninsula that runs from the northeast of Lagras. Please refer to the Collectables section of the guide for a complete list of Queen's Orchid locations. Rat Tail Orchid Another rare exotic flower, these can only be found in the Bluewater Marsh or Bayou Nwa regions of Lemoyne. Most of these grow on tree trunks, so when in Eagle Eye inspect any tree trunks you find that are lighting up. A good one to find is just to the west of the bottom of the first "E" from the Bluewater Marsh text on your map. It will be fairly close to the nearby coastline. Sparrow's Egg Orchid These are very rare out in the wild, and if you find one save it as it is part of a stranger quest later in the game. It is only found in Roanoke Ridge, in New Hanover. This region is in the northeastern portion of the map if you haven't discovered it yet. It is usually found close to streams or rivers, although it can also be found a little bit away in more wooded areas. One of these can be found right along the east of the Kamassa River. Check your map and you should see a road that leads right to the "K" of the Kamassa River text. Go just north of the eastern end of this road and you can find one of these flowers. A second easy one to find is west of the middle of the space between the "O" and "A" of the Roanoke Ridge text on your map. Go west from the midpoint until you hit the first road. Just west of this road, only a couple of steps off the path, will be one of these orchids. Spider Orchid The final of the rare orchids, these are entirely concentrated in western Bayou Nwa. They are all located between the "B" of Bayou Nwa on your map and the Kamassa River. There are only ten spawn locations in the game, one of which is directly north of the Bayall Edge shack. It will be right along the waterfront of the small lake in western Bayou Nwa. A second is in the southwest of Bayou Nwa. It is south of the small pond in the area (where Bayall Edge is located) but north of the southernmost road. There is an intersection down here, and the tree you're looking for is slightly to the east of it and a little ways north. It's about halfway in between the road and the pond. Compendium Horses Breaking Wild Horses You will find a lot of horses out in the wild, and no matter which one you find you will need to break them the same way. if you just run up to them they'll flee and you won't get credit for breaking them. Instead, when you find one start walking slowly towards it. Target it as soon as you can, and then study it. Once it has been studied, you need to keep on targeting it all the way as you walk towards it. Walk very slowly or you risk spooking the horse. Calm it as often as you are allowed. As soon as the option becomes highlighted and is no longer blacked out, you will want to immediately calm and keep walking slowly. Once you get close enough, you can pat it a couple of times to help calm it a bit further. After, climb on top of it. As soon as you have it mounted, you will need to officially break it. It will start bucking you, and you want to hold the left analog stick in the opposite direction it is trying to walk. Most of the time this will be holding back or back and slightly to the left or the right, but it can move around quite a bit so be prepared and keep an eye on what its movement is. Keep holding the left analog stick back until the game tells you that you have broken the horse. You will get credit for breaking the horse if you are attempting to complete the associated challenge, but it might still have some will tendencies. Ride around with it for a little bit and keep patting it by pressing the left analog stick to try and calm it. Once you hit horse bonding level 1 it will finally control as a normal horse. List of Horses in Compendium American Paint Common Coats Overo and Tobiano Uncommon Coats Splashed White and Grey Overo Wild Horse Location Near the middle of Ambarino. The best spot is east of Donner Falls and south of the "I" from the Ambarino text on the map. Around here is a handful of roads that all intersect to make a triangle, and there is a hill to the southeast of this intersection. There is a clearing up here, and you will very frequently find horses on this clearing. Unlike a lot of the other horses, there does not appear to be as much variation as to their location because the clearing itself is so small. Notes The Overo, Tobiano, and Splashed White are all found in the wild and you can find those first two in towns as well. The Splashed White is a rarer variant, but it is not that much better than the common coats. The best coat is the Grey Overo, which can only be purchased at the Tumbleweed Stable starting in the Epilogue: Part 1. It isn't the fastest horse you can find, but it has solid overall stats and is definitely preferable over any of the wild version of this horse you can find. American Standardbred Common Coats Black and Buckskin Uncommon Coats Palomino Dapple and Silver Tail Buckskin Wild Horse Location The highest concentration of these in the wild tends to be in the northeastern Cumberland Forest region in New Hanover. They usually are east of Fort Wallace and south of Bacchus Station, and there will usually be two or three grouped together. Notes The common coats here are unremarkable, and you'll run into them in the wild or in town fairly often. Both of the uncommon variants are more impressive. The Palomino Dapple can be bought from the Valentine stables starting in Chapter 2 while the Silver Tail Buckskin can be bought from the Tumbleweed stables starting in the Epilogue: Part 1. The Silver Tail Buckskin is a great all around horse, so if you are looking for a new horse very late in the game, he is a good route to go. Andalusian Common Coats Dark Bay Uncommon Coats Rose Gray Wild Horse Location These horses are not found in the wild. Notes You will not be able to find these horses anywhere, and they can only be purchased from a couple of different stables. The Dark Bay coat can be bought in Strawberry starting in Chapter 2 for $140 while the Rose Gray can be bought from the Van Horn Stable starting in Chapter 6 for $440. Neither of these horses are worth buying as their top speed is quite slow. You'll be able to find horses that are just as good pretty much everywhere. Appaloosa Common Coats Blanket and Leopard Blanket Uncommon Coats Leopard and Brown Leopard Wild Horse Location South of the Wapiti Indian Reservation. There is a area east of Cotorra Springs (and south of the "R" from the Ambarino text on your map) where there is a little bit of open land that isn't quite so forested. This is where they most often appear, although like all other horses they do have a small range they can inhabit in this general area. Notes The common coats are slightly better in terms of overall stats compared to some of the other generic horses, but are still fairly unremarkable. You can find the common coats either in the wild or occasionally in towns, while both the uncommon coats can be purchased in stables. The Brown Leopard can be bought from the Tumbleweed stable starting in the Epilogue: Part 1 while the Leopard can be bought from the Van Horn stable starting in Chapter 6. Both uncommon coats are great options and have really good overall stats. Arabian Common Coats None Uncommon Coats Black, Rose Grey Bay, and White Wild Horse Location There is only one Arabian horse you can find anywhere in the wild, and that is the rare white coat. There is only one spawn spot in the entire game and this is one of three very rare horses you can discover in the wild. The horse is found in the far west of Ambarino, to the west of Lake Isabella. If you check the middle of the lake, there is a small island. The horse is typically found to the west of the road that runs west of Lake Isabella, and its range typically is from the top of the island to the bottom of the "Lake Isabella" text. It can even be slightly north of this, but usually won't be found much north of that. You may need to explore a bit as its range is fairly large, so make sure you come equipped with warm clothes when you start your search. It's most common habitat is highlighted below, but if you cannot find it there check slightly north or south of this as well. Notes The Arabian is perhaps the best horse breed in the entire game. Strangely, the rare one you can find in the wild is probably the worst of the three even though its stats are still very good. The other two coats can be purchased from a couple of different stables. The black coat can be purchased from the Saint Denis Stable starting in Chapter 4, while the rose grey bay can be bought from the Blackwater Stable starting in the Epilogue: Part 1. These are two of the best horses you can get in the entire game (the rose grey bay is slightly better but the game will be almost over when you can purchase him) so these two are definitely worth the investment. Ardennes Common Coats Bay Roan Uncommon Coats Strawberry Roan Wild Horse Location These horses are not found in the wild. Notes This is another horse that can only be purchased. There are no wild forms of this horse, and you won't find them wandering around in towns. The Bay Roan can be purchased from the Scarlett Meadows Stable starting in Chapter 2 for $140 and the Strawberry Roan can be bought from the Van Horn Stable starting in Chapter 6 for $450. The common coat is completely unremarkable, but the uncommon features extremely high health and good stamina. It's top speed is not great, though, and you will have better options for your primary horse. Belgian Draft Common Coats Mealy Chestnut and Blond Chestnut Uncommon Coats None Wild Horse Location These horses are not found in the wild. Notes You will only find these horses pulling coaches or carts in the game. You can also find them in towns, hitched to parked wagons or carts. Cut them free by targeting them and you will be able to steal one and ride it away. It is a perfectly average horse, but at the same time it doesn't have good stats in any one category. Dutch Warmblood Common Coats Seal Brown and Sooty Buckskin Uncommon Coats Cremello and Chocolate Roan Wild Horse Location These horses are not found in the wild. Notes The Dutch Warmblood is not found in the wild or in towns around the map. The of the four horses can be purchased from various stables. The chocolate roan can be bought in the Valentine Stables in Chapter 2, the seal brown can be bought in the Strawberry Stable in Chapter 3, and the sooty buckskin can be bought at the Scarlett Meadows Stable in Chapter 2. The cremello coat is given as a reward for completing The Veteran - IV stranger mission. Please refer to the Missions and Events subsection for more details on how to finish this mission. Both uncommon coats here are very good, and even the common coats are not too bad. Their speed could be better, so it likely won't be your main horse, but they are solid horses to have. Hungarian Halfbred Common Coats Flaxen Chestnut and Piebald Tobiano Uncommon Coats Dapple Dark Gray Wild Horse Location West of Blackwater in West Elizabeth. Directly west of the "A" and the "B" in the West Elizabeth text on your map is a road. You want to explore the large patch of land west of this road that is bordered by other roads on the south and east and by the Upper Montana River to the north. The wild Hungarian Halfbred is somewhere on this patch usually, although they can also occasionally be found just slightly south. Notes The flaxen chestnut and piebald tobiano are found pretty much exclusively in the wild, although you can very rarely find someone else riding them in the game. The dapple dark gray can only be purchased from the Valentine Stable stating in Chapter 2. These horses are all perfectly "fine" but tend to have lower than desired speed to serve as your primary horse. Kentucky Saddler Common Coats Gray, Black, Chestnut Pinto, and Silver Bay Uncommon Coats None Wild Horse Location Found in the central and eastern regions of The Heartlands in New Hanover. There is a fairly large range in which they can be found, so you may need to ride around. It is all open land out here though, so at least it shouldn't be too hard to find them. These guys also are just about everywhere wild horses are, so check other areas like the eastern Cumberland Forest in New Hanover. Notes Very common horse to be found in towns. Only the Gray coat can be purchased from a stable, but all coats can be found in the wild. None of these horses are all that exceptional, and they're one of the worst breeds in terms of overall stats. Missouri Fox Trotter Common Coats N/A Uncommon Coats Amber Champagne and Silver Dapple Pinto Wild Horse Location These horse are not found in the wild. Notes This breed is located neither in the wild, nor in towns. The only way to find one is to purchase one from a stable. The Silver Dapple Pinto can be purchased from the Blackwater Stable starting in the Epilogue: Part I while Amber Champagne can be purchased from the Scarlett Meadows Stable in Chapter 4. This breed is one of the best horse breeds in the entire game, combining top end speed and high stamina. Morgan Common Coats Bay, Palomino, Flaxen Chestnut, and Bay Roan Uncommon Coats None Wild Horse Location In the middle of the Heartlands region. They tend to be slightly more abundant a little bit south here, somewhat below the text of the Heartlands, but they can be found near or above the text as well. Also found in the southeastern portion of the Cumberland Forest. Notes Both the Bay Roan and the Palomino can be purchased from stables, and all four coats can be found in the wild or in towns. This is another common horse, and another breed that is fairly unremarkable in terms of stats. Mustang Common Coats Grullo Dun and Wild Bay Uncommon Coats Tiger Striped Bay Wild Horse Location You can usually find a couple of these together in the central and eastern regions of The Heartlands in New Hanover. Their area usually includes the land just slightly north and slightly south of the text of The Heartlands. This is where the two common coats can be found, and the tiger striped bay is a one of the three rare horse types in the entire game that have only one spawn location. It is found in southern New Austin, to the east of the Rio Bravo text on your map. This coat has a fairly large spawn location so expand your search location a bit if you're having a hard time finding him. Notes All three of the coat varieties can be found in the wild and occasionally in towns as well. None of these are all that fast, but the Tiger Striped Bay has good health and stamina so if you're looking for a mustang you will likely want this variety. Nokota Common Coats Blue Roan and White Roan Uncommon Coats Reverse Dapple Roan Wild Horse Location Typically found in the southeastern Cumberland Forest region in New Hanover. The tend to be right around the "T" of the Cumberland Forest text on your map, and can appear anywhere from slightly north (almost directly in between where the "Cumberland" and "Forest" words are written on the map) to slightly south (a little ways south of the dotted line representing the barrier of the region. The bad news is there are a lot of wild horses in the region and these guys are fairly rare in comparison, so you may be looking for a little while. Do sweeps up and down until you find one. Notes The two common coats can be found in the wild and, while their overall stats aren't great, their speed is high enough to make them a good early game horse. The uncommon coat, however, is one of the fastest horses in the entire game which more than makes up for some of its other more mediocre stats. It can be purchased from the Saint Denis Stable starting in Chapter 4. Shire Common Coats Dark Bay and Light Grey Uncommon Coats Raven Black Wild Horse Location Not found in the wild Notes The two common coats can be found pulling wagons and coaches all over the map. They'll also be in towns, where they are also pulling coaches (or can occasionally be found parked somewhere). The uncommon coat will be automatically obtained during the Exit Pursued By A Bruised Ego mission in Chapter 2. This makes for a decent enough early game horse, although the two common coats are fairly standard in terms of their stats. Suffolk Punch Common Coats Sorrel and Red Chestnut Uncommon Coats None Wild Horse Location Not found in the wild Notes These horses are only found in towns or along roads. They're pretty much all over the map, and will always be pulling a cart or hitched to some sort of wagon. You'll essentially need to steel one of these if you want one, as you won't be able to find them in the wild or in stables. Their stats are fairly mediocre, but they're fine to use if you're desperate for a horse. Tennessee Walker Common Coats Red Roan, Black Rabicano, Chestnut, and Dapple Bay Uncommon Coats Flaxen Roan and Mahogany Bay Wild Horse Location Located in the eastern Cumberland Forest region of New Hanover. They are more abundant in the southern end of Cumberland Forest, almost directly east of the "Forest" text on your map. However, they can be found somewhat commonly throughout all of the Cumberland Forest. Notes All four common coats can be found in the wild and are also very common horses that appear in towns, although the Red Road can also be purchased from some stables. The Mahogany Bay will be automatically given to you as part of the story in Chapter 1. And, finally, the Flaxen Roan can be purchased from the Tumbleweed Stable after reaching the Epilogue. Most of these coats have very poor stats, but the Flaxen Roan has good health and acceleration and makes for a solid horse even late in the game. Thoroughbred Common Coats Blood Bay and Dapple Gray Uncommon Coats Seal Brown and Brindle Wild Horse Location Found in western area of The Heartlands region in New Hanover. It is usually on the right edge of the text of The Heartlands, but there is a fairly large area they can be found in and have a decent amount of space from the north to the south of The Heartlands that they explore. Notes Even the common coats are not that common to be found in towns, but they do exist. The two common coats can both be found in the wild. The Seal Brown coat is obtained automatically at the start of the Epilogue: Part 1 while the Brindle coat can only be purchased from the Strawberry stable starting in chapter 3. The Brindle coat is actually one of the fastest horses in the game, so it is absolutely worth a purchase. Turkoman Common Coats None Uncommon Coats Dark Bay, Gold, and Silver Wild Horse Location This horse breed cannot be found in the wild. Notes This breed can only be bought and won't be found in the wild or in towns. The Dark Bay can be found in the Blackwater Stable in the Epilogue: Part I, the Gold coat can be found in the Saint Denis Stable in Chapter 4, and the Silver coat can be found in the Tumbleweed Stable in the Epilogue: Part I. The Turkoman horses are all great, and while their speed is a sliver below the best horses in the game, it has the highest health out of all horses which can be good if you have a bad habit of crashing your horse into stuff. Compendium Weapons Below is a list of all the weapons in the game. The stats are a rough estimate based on the values shown on each weapon's information screen and are out of a possible 4 (where 0 is the lowest and 4 is the highest). Details about where the weapons can be found are included in the notes section of each weapon. Cattleman Revolver Damage 1.75 Range 2 Fire Rate 3 Reload 2.75 Accuracy 2.75 Notes The Cattleman Revolver is in your inventory at the very start of the game, so you will not need to do anything special to unlock it in the Compendium. It is a standard all-purpose gun that you will use a lot. Granger's Revolver Damage 1.75 Range 2 Fire Rate 3 Reload 2.75 Accuracy 2.75 Notes This is a unique weapon and it can only be obtained during the optional Stranger Quest The Noblest of Men, and a Woman. Refer to the Stranger Quest section of the guide for more information on where to find it, but you want to make sure you pick it up after defeating Emmet Granger in a duel since it is not available once you leave. Flaco's Revolver Damage 1.75 Range 2 Fire Rate 3 Reload 2.75 Accuracy 2.75 Notes This is a unique weapon and it can only be obtained during the optional Stranger Quest The Noblest of Men, and a Woman. Refer to the Stranger Quest section of the guide for more information on where to find it, but you want to make sure you pick it up after defeating Flaco Hernandez in a duel since it is not available once you leave. Double-Action Revolver Damage 1.50 Range 2 Fire Rate 3.25 Reload 3 Accuracy 2 Notes Can be looted from the Lonnie's Shack home robbery. This robbery is available during Chapter 3 as a camp activity with Sean. Please refer to either the Camp or Miscellaneous sections of the guide for more information on the robbery. This is a very useful revolver variant, as its fast firing speed will make up for its slightly reduced damage. The biggest issue is the big drop in accuracy, and whether or not the extra firing speed is worth it is up to you. Algernon's Revolver Damage 1.50 Range 2 Fire Rate 3.25 Reload 2.75 Accuracy 2 Notes This revolver is an extreme pain to track down, and it requires you to finish the entire Exotics Collectables chain. You will need to finish the Duchesses and Other Animals mission series, which is fully detailed in the Missions and Events section of the guide. Suffice to say, you'll need to track down a whole lot of flowers to get this gun. It is one of the prettier ones in the game, so it is up to you if it is worth it or not. It is essentially the same as every other revolver, so don't expect it to perform any better. Schofield Revolver Damage 2 Range 2 Fire Rate 2.75 Reload 2.5 Accuracy 2.75 Notes Obtained automatically during the A Fine Night of Debauchery mission in Chapter 4. It can also be purchased from a gunsmith at any point after Blessed Are the Meek? in Chapter 2 for $84.00. The slightly higher damage and accuracy is good, but the slower fire rate and reload speed make this a bit more of a liability that more standard revolvers in an actual firefight. Calloway's Revolver Damage 2 Range 2 Fire Rate 2.75 Reload 2.5 Accuracy 3 Notes Can be obtained after completing The Noblest of Men, And a Woman - IV sometime after the A Fine Night of Debauchery mission in Chapter 4. This is a unique revolver, so you have to make sure you pick it up after the duel or you won't be able to get it again. It is a slightly better version of the Schofield Revolver, but it looks pretty. Otis Miller's Revolver Damage 2 Range 2 Fire Rate 2.75 Reload 2.5 Accuracy 3 Notes This can only be collected once you reach the Epilogue Part 1. You'll need to go down to New Austin, and you'll find this near the middle of the region along the northern border. Travel to the Cholla Springs region, and head directly north of the first "S" of the Cholla Springs text. Right near the edge of the map, you will find some caves. One of these caves has a chest, and inside the chest will be this revolver. It acts just like all the other revolvers, but it is gold and ivory and just looks really nice. Volcanic Pistol Damage 2.25 Range 2 Fire Rate 2 Reload 2.50 Accuracy 2.75 Notes The Volcanic Pistol can be purchased from any gunsmith in the game for $150 after reaching Chapter 2. It has a very slow fire rate and reload speed, which does make its use a bit more limited compared to more standard pistols. However, amongst pistols its stopping power is top notch and as long as you hit your target you can do a lot of damage. Mauser Pistol Damage 1.50 Range 2 Fire Rate 3.25 Reload 3 Accuracy 2.50 Notes This pistol can be purchased from the gunsmiths in either Valentine or Saint Denis for $250 after the start of Chapter 6. It can also be picked up from enemies on the Bronte estate during the mission Revenge Is A Dish Best Eaten. Despite its low damage, this is a great weapon due to its superb firing rate and reload speed. It'll come in handy during larger gun fights, particularly if you are good at getting in head shots. Midnight's Pistol Damage 1.50 Range 2 Fire Rate 3.25 Reload 3 Accuracy 2.75 Notes This is a unique weapon and it can only be obtained during the optional Stranger Quest The Noblest of Men, and a Woman. Refer to the Stranger Quest section of the guide for more information on where to find it, but you want to make sure you pick it up after defeating Billy Midnight in a duel as it will be unavailable after you leave. The weapon itself is really useful, with a really high rate of fire and quick reload times. Carbine Repeater Damage 2.50 Range 2.75 Fire Rate 2.25 Reload 3 Accuracy 3 Notes The Carbine Repeater is obtained automatically as part of the Old Friends storyline mission. It can also be purchased from any gunsmith for $90. It is great for distance combat, as both the range and accuracy are quite high. Lancaster Repeater Damage 2.25 Range 2.75 Fire Rate 2.50 Reload 2.75 Accuracy 3.25 Notes The Lancaster Repeater is obtained automatically as part of the An American Pastoral Scene storyline mission. It can also be purchased from any gunsmith for $135. It is another solid rifle and quite good for longer range combat. It is not quite as powerful as the Carbine Repeater, so that gun may have the edge between the two. Varmint Rifle Damage 1.75 Range 2.75 Fire Rate 2.50 Reload 2.75 Accuracy 3.25 Notes This isn't a great weapon for actual combat due to its reduced damage, but it is perfect for hunting. Either this or a bow with a small game arrow are your only hopes for getting perfect carcass quality for a lot of the smaller animals in the game. It can be purchased from all gunsmiths after the Eastward Bound mission in Chapter 1 for $72. Springfield Rifle Damage 3.25 Range 3 Fire Rate 1.25 Reload 1.75 Accuracy 3.25 Notes Automatically obtained as part of the Sodom? Back to Gomorrah mission in Chapter 3. Can also be purchased from any gunsmith after the end of Chapter 1 for $120. It is a great medium range weapon, but the slow fire rate and reload speed make it a burden if you are fighting out of cover. Bolt Action Rifle Damage 3 Range 3 Fire Rate 1.50 Reload 2.25 Accuracy 3.25 Notes The Bolt Action Rifle is one of the best rifles in the game, if you can ignore its fairly slow fire rate. You'll get this weapon for free after completing the Preaching Forgiveness As He Went mission in Chapter 3. Afterwards, it will also be available for purchase from a gunsmith for $180. Rolling Block Rifle Damage 3.50 Range 3.25 Fire Rate 1.25 Reload 1.50 Accuracy 3.50 Notes This weapon is obtained automatically during the mission The Sheep and the Goats in Chapter 2. It is a fantastic sniper rifle, doing a ton of damage with high accuracy. It is not meant for close range fights, as the slow fire rate and reload speed make it a liability. Rare Rolling Block Rifle Damage 3.50 Range 3.25 Fire Rate 1.25 Reload 1.50 Accuracy 3.50 Notes Another rare variant, this sniper rifle can only be found during the Magicians for Sport mission in Chapter 3. One of the men at the very end of the mission in the barn will drop it, and this is your only chance to pick it up so make sure you nab it then. It is exactly the same in every way to the standard Rolling Block Rifle, so don't stress too much if you can't find it. Carcano Rifle Damage 3 Range 3.25 Fire Rate 1.75 Reload 2.75 Accuracy 3.50 Notes A slight variant on the sniper rifle, this weapon will be obtained automatically during The Delights of Van Horn in Chapter 6. It can also be purchased from all gunsmiths after completing Goodbye, Dear Friend (Chapter 6) for $190. This is probably the superior sniper rifle in the game. The damage is slightly worse, but the super fire rate and reload speed more than make up for it. Sawed-Off Shotgun Damage 2.75 Range 1.25 Fire Rate 2.50 Reload 2 Accuracy 1 Notes This version of the shotgun is acquired during the Enter, Pursed by a Memory storyline mission. It can also be purchased for $85 from any gunsmith in the game. Great gun for close combat as it does a lot of damage and has a decent reload speed. Double-Barreled Shotgun Damage 2.75 Range 1.25 Fire Rate 2.25 Reload 1.75 Accuracy 1.25 Notes You can find a Double-Barreled Shotgun along the back wall of the O'Driscoll cabin in Paying a Social Call. It can also be purchased for $95 from any gunsmith in the game. This is another very solid shotgun and is great for close ranged combat. Rare Shotgun Damage 2.75 Range 1.50 Fire Rate 2.50 Reload 1.75 Accuracy 1.25 Notes As the name implies, this shotgun is pretty hard to find. "Rare" fits it, because there is only one spot in the entire game you can get it. You'll need to go to the far northeastern corner of the map and find a small cabin Manito Glade. Here you will find the Hermit, a special character detailed in the Ranters, Ravers, and Campaigners portion of the Miscellaneous section. Please refer there if you are having trouble finding him. You'll need to kill him, and once you do you can pick up his shotgun. It is the Rare Shotgun, and if you don't pick it up here you won't be able to again later. Pump-Action Shotgun Damage 2.50 Range 1.50 Fire Rate 2 Reload 2.50 Accuracy 1.50 Notes There are a couple of places in Chapter 2 that this can be found. For the first, if you complete the Chez Porter home robbery, you can find this in a weapons case on the second floor of the cabin on your right. Please refer to the Miscellaneous section of the guide for more details on this robbery. It can also be purchased for $148 from any gunsmith after completing the Pouring Forth Oil - IV mission in Chapter 4. This is another good shotgun that benefits from a quicker reload time at the expense of slightly lower damage compared to the best shotguns. Semi-Auto Shotgun Damage 2.25 Range 1.50 Fire Rate 2.25 Reload 2.25 Accuracy 1.75 Notes The earliest you can find this gun is part of the Watson's Cabin home robbery as it will be in the basement for the taking. Please refer to the Miscellaneous section of the guide for more details on where the cabin can be found. It can also be purchased for $255 from any gunsmith after completing the A Fine Night of Debauchery mission in Chapter 4. The gun itself is fantastic, and is one of the better shotguns in the entire game due to its solid reload speed and great power. Bow Damage 2.50 Range 1.75 Fire Rate 1.25 Reload 1.75 Accuracy 3.25 Notes The bow is automatically added to your inventory during the course of The Aftermath of Genesis mission. Arrows can be purchased at nearly every store in the game, and special arrows can be crafted at campfires. The bow is great for hunting as it is silent and won't scare away all the animals with a single miss. Unarmed Damage 1.25 Range 0.5 Fire Rate N/A Reload N/A Accuracy N/A Notes Sometimes the best weapon are Mr. Punchy and Sir Slaps-A-Lot a.k.a your two empty hands. You typically won't want to fight with your first unless you have to, although they will come in handy for any one of the numerous brawls you're going to get into. Fire Bottle Damage 2.75 Range 1 Fire Rate N/A Reload N/A Accuracy 1 Notes The Fire Bottle will automatically be added to your inventory during the mission The Fine Joys of Tobacco in Chapter 3 and available for purchase from fences for $0.75 after that. It is pretty good for setting stagecoaches on fire, but other than that you're probably better suited to just shooting things. Volatile Fire Bottle Damage 3.25 Range 1 Fire Rate N/A Reload N/A Accuracy 1 Notes This weapon can not be found or bought anywhere, and can only be crafted. You will first need to find the pamphlet for it, which can be purchased from any fence for $76.00 after completing Pouring Forth Oil in Chapter 2. Read the pamphlet once you purchase it, and then it can be crafted at any campfire using moonshine (purchased from fences or found all over the map) and animal fat (scavenged from a variety of animals, including bears and ducks). It is slightly better than the standard fire bottle, but you're unlikely to notice the difference. Dynamite Damage 3.75 Range 1 Fire Rate N/A Reload N/A Accuracy 1 Notes Dynamite will automatically be added to the compendium after the Who the Hell is Leviticus Cornwall mission. After, you will be able to purchase a stick of dynamite from any fence shop for $1.00. Volatile Dynamite Damage 4 Range 1 Fire Rate N/A Reload N/A Accuracy 1 Notes This dynamite is stronger and more blow-y up-y than your standard dynamite. You'll have to craft this, and you can do so after purchasing the Volatile Dynamite Pamphlet from any fence. It will be available for purchase for $78 after you complete the American Distillation mission in Chapter 3. It can be crafted from normal dynamite (bought from fences), animal fat (scavenged from a variety of animals), and any high velocity ammo (bought from gunsmiths). It isn't that much more useful than standard dynamite, so it may not be worth the time it takes to craft. Throwing Knife Damage 2 Range 1 Fire Rate N/A Reload N/A Accuracy 1.75 Notes These are automatically added to the compendium as part of the Paying a Social Call mission. You can buy additional Throwing Knives after that from fence shops and trappers for $2.50. Poison Throwing Knife Damage 2.5 Range 1 Fire Rate N/A Reload N/A Accuracy 1.75 Notes Unlike the standard throwing knife, you can only find this weapon by crafting it. You will need to purchase the informational pamphlet for this from the fence first, which can be bought for $58.00 from any fence after completing Pouring Forth Oil in Chapter 2. Afterwards, you can craft it at any campfire using only a standard throwing knife (purchasable from fences) and oleander sage (these are found very frequently through the swampland of Lemoyne). The extra damage here is great, and as long as you have oleander sage on hand, which is very common, you should upgrade all your throwing knives to these. Tomahawk Damage 2.25 Range 1 Fire Rate N/A Reload N/A Accuracy 1 Notes These are automatically added to the compendium as part of The First Shall Be Last mission. You can buy additional Tomahawks after that from fence shops and trappers for $4.00. They are probably a bit less useful than throwing knives due to their slower throwing animation and their slightly higher price tag, but they are a very strong throwing weapon and you don't need to get headshots to do serious damage with these. Improved Tomahawk Damage 2.75 Range 1.25 Fire Rate N/A Reload N/A Accuracy 1 Notes Improved tomahawks can only be crafted and cannot be purchased or found in the wild. To craft this, you will first need the pamphlet. It is given automatically at the start of Chapter 2, and after you read it you will be able to craft these at any campfire. They require a tomahawk and either a hawk feather or an eagle feather. Tomahawks are even stronger than standard tomahawks, and the slightly better range is a nice boost as well. Homing Tomahawk Damage 2.50 Range 1.25 Fire Rate N/A Reload N/A Accuracy 1.25 Notes This is another tomahawk upgrade that is only available through crafting. You'll need to learn the recipe first, and you can purchase the pamphlet for $60 from any fence starting at the beginning of Chapter 2. Make sure you read the pamphlet first to learn the recipe. You will need a tomahawk and an owl feather to craft this, but it is definitely worth it. It will improve the accuracy when thrown, and also allows the tomahawk to curve towards its intended target. Ancient Tomahawk Damage 2.25 Range 1 Fire Rate N/A Reload N/A Accuracy 1 Notes I don't know effective "ancient weapon degrading for who knows how long right out in the open" would be, but you can find one in this game if you really want it. You can find it lodged in a broken wooden target near the northeastern tip of the Dakota River. It is in Ambarino, directly above where the "I" in the word Ambarino is in your map and is north of the tip of the river and south of the path that winds through the area. There will be a little display here, and everything else in the area is grass or trees or rocks, so it sort of sticks out. Cleaver Damage 2.25 Range 1 Fire Rate N/A Reload N/A Accuracy 1 Notes These can only be purchased from any fence after the Chapter 5 mission Dear Uncle Tacitus for $8.00. It can be thrown or used to slash an enemy at close range. As far as murder weapons go, it is pretty fine. Machete Damage 2.25 Range 0.5 Fire Rate N/A Reload N/A Accuracy N/A Notes These can only be purchased from any fence after the Chapter 5 mission Dear Uncle Tacitus for $10.00. In terms of melee weapons, these are fairly strong and have a slightly better range than a knife. Still, there likely won't be too much of a use for these since your guns and your silent throwing weapons are more than enough usually. Still, if you feel like hacking your enemy to pieces, this is the way to go! Broken Pirate Sword Damage 2.25 Range 1 Fire Rate N/A Reload N/A Accuracy N/A Notes "Broken" swords are the sort of things that don't make very good weapons. But, hey, if you're rummaging around for everything in the game, you're going to pick up some garbage along the way. To find it, check out southwest of Saint Denis in Lemoyne. There are a series of islands here. The railroad will cross the water just above some of them, and directly south of the midpoint of this bridge (right where a legendary fish appears) will be a group of three islands. On the south end of the northernmost of these three islands will be an abandoned ship. Check inside of it to find the broken sword. Hunting Knife Damage 2 Range 0.5 Fire Rate N/A Reload N/A Accuracy N/A Notes The Hunting Knife is a weapon you start out the game with. It will be in your inventory at the very start and you can equip it whenever you want. This is a good weapon for killing animals after they've been hogtied and for stealth kills of enemy targets. Antler Knife Damage 2 Range 0.5 Fire Rate N/A Reload N/A Accuracy N/A Notes To find the Antler Knife, you'll have to travel to the northwest portion of West Elizabeth. If you go northwest of the Hanging Dog Ranch, you'll find a little clearing with the dead carcass of a very large bear. Inspect it closer and you'll find a man underneath, and if you inspect him you'll find the Antler Knife. It doesn't seem any more powerful than a regular knife, but, hey, it killed a bear! Probably worth keeping. Civil War Knife Damage 2 Range 0.5 Fire Rate N/A Reload N/A Accuracy N/A Notes This is another rare weapon that is only found in one spot in the game. To get it, you'll need to travel to Fort Brennand in southeastern New Hanover. The fort is found to the southwest of Van Horn and is located almost directly north of the second "R" in the Kamassa River text. You'll need to enter through the north end of the fort, and if you look to the right you'll find a small ruined building. Go into the building and check behind the crates to find a hidden ladder. Climb down the ladder to reach the basement, and you'll find the knife on some crates in the middle of the room. Jawbone Knife Damage 2 Range 0.5 Fire Rate N/A Reload N/A Accuracy N/A Notes The Jawbone Knife can only be obtained by completing the optional stranger mission A Test of Faith - II. This involves collecting all of the dinosaur bone collectables and then meeting up with Deborah MacGuiness one more time. Please refer to the Missions and Events section for information on the mission, and the Collectables section for information on all dinosaur bone locations. The knife itself is fairly unremarkable, and while she says it is made with a dinosaur bone the actual description of the item says it was from a coyote jawbone. SCAM. WE'VE BEEN SCAMMED! Wide-Blade Knife Damage 2 Range 0.5 Fire Rate N/A Reload N/A Accuracy N/A Notes Like most special knives, this can only be found in one location. You'll need to go to central West Elizabeth, in the Big Valley region. If you check your map and look south of the "G" of the Big Valley text, you should see a dotted line representing a path going almost directly east to west. Just south of the aforementioned "G", this path will dead end. Follow this path to where it dead ends and you'll find an entrance to a mine. Go into the mine, and start looking to your left as you walk down the path. There will be a plunger you can interact with a little ways in, and doing so will blow up some rocks blocking your path. Continue down the path now, and when you see an opening turn to your right. Go into the little alcove, and you will see a dead man with a knife sticking out of his back. Collect the knife. Hey, he isn't using it. Hatchet Damage 2.5 Range 1 Fire Rate N/A Reload N/A Accuracy 1 Notes This is the boring normal hatchet. There are a lot of special hatchets in the game, so this one isn't as fun as the others. It can be purchased from any fence in the game for $4.25 after completing the Chapter 5 mission Dear Uncle Tacitus. It is a solid enough throwing weapon, but there are more fun ones in the game. Hewing Hatchet Damage 2.5 Range 1 Fire Rate N/A Reload N/A Accuracy 1 Notes The Hewing Hatchet is a rare weapon with only one pick-up location in the game. You'll need to travel to southeast Ambarino, to the Grizzlies East region. There is a small pond south of Grizzlies East called Moonstone Pond, and there is a cain on the south bank of this pond called Falttened Cabin. The Hewing Hatchet is stuck in a stump right out from of the cabin, to the right of the fire pit directly outside of the house. Viking Hatchet Damage 2.5 Range 1 Fire Rate N/A Reload N/A Accuracy 1 Notes This is a very rare weapon that can only be found in one location. Travel to the Old Tomb area of New Hanover, which is in the far northeast corner of the map. It'll be northwest of Annesburg and across the Kamassa River. Right in the center of the Old Tomb is an altar, and the hatchet will be sticking out of that. The weapon itself is fairly decent if a bit boring, but it is worth hunting it down just to feel a bit more like a viking. Hunter Hatchet Damage 2.5 Range 1 Fire Rate N/A Reload N/A Accuracy 1 Notes Only found at Dodd's Bluff shack. It is in Ambarino, but to get the shack it is easier to go through New Hanover. Go west from Fort Wallace until you cross the Dakota River. Dodd's Bluff will be just on the other side of the river, south of Granite Pass and Whimyard Straight. Once you get to Dodd's Bluff, you will want to check just to the northeast of the cabin. There is a tree stump here on some rocky ground, and the Hunter Hatchet can be found lodged into it. Rusted Hunter Hatchet Damage 2.5 Range 1 Fire Rate N/A Reload N/A Accuracy 1 Notes Like the Hunter Hatcher, but rusty. You may just be a hoarder, at this point, if you are picking this up. Another of the weapons that can only be found in one spot, this one will require you to go to Martha's Swain Cabin in southeastern Ambarino. The cabin itself is almost directly east of the Three Sisters region south of O'Creagh's Run. The hatchet can be kind of hard to see because it is mostly buried in a stump right in front of the house. The stump is almost right in front of the window to the right of the door into the cabin. Double Bit Hatchet Damage 2.5 Range 1 Fire Rate N/A Reload N/A Accuracy 1 Notes So many hatchets...which one to choose? The double bit hatchet is found in northeastern West Elizabeth. If you check to the northwest of Wallace Station, there is a very small dot on your map that represents a structure. Travel to it, and you'll find a fireplace in the middle of some fences. If you go north of the fireplace, you can find this hatchet stuck in a tree stump just beyond the fence. Watch out as a very hungry grizzly bear makes his home nearby. Rusted Double Bit Hatchet Damage 2.5 Range 1 Fire Rate N/A Reload N/A Accuracy 1 Notes And now our rusted collection of hatchets is complete! This is found in the north end of Annesburg. There is a red building just north of the large red coal mining facility in town. It will be easy to spot because it has four smokestacks coming out of it, billowing all sorts of smoke. This hatchet is found lodged in a tree stump just north of that building. It is pretty much the same as all the other hatchets, although this one looks slightly cooler. Compendium Cigarette Cards Cigarette Cards are probably the thing that will take you the longest to complete in the Compendium. There are 144 in total (!) and each unique card can be found in one specific location throughout the map. Fortunately, there is another way to get a Cigarette Card, and each time you pick up a pack of premium cigarettes, you'll get one at random. Premium cigarettes can be found all over the game, and make sure you loot every camp or shack or enemy stronghold you come across because there is a good chance you'll find some premium cigarettes in there. Gathering as many of these will make your final "collect them all" round up of the ones you're missing a bit easier. Below are all 12 sets of Cigarette Cards, with information on where to find each card. Duplicates can be sold to fences if needed, and whole sets can be traded in as part of the optional Smoking and Other Hobbies mission that is detailed in the Missions and Events section of the guide. Famous Gunslingers #1: Frank Heck If you go to the northeast corner of Valentine, you'll find a church. To the left of the front of the church is a small cemetery. Go into the cemetery, an look for the tombstone that is a tall pillar. Check the tombstone in front of that one, and you'll find this card sitting on its ledge. #2: Otis Miller Boys Located at the Six Point Cabin in New Hanover. This cabin is actually visited during the main campaign, during the Chapter 2 story mission Paying A Social Call. It is recommended you get this card during this mission, otherwise you will have to fight off a whole bunch of enemies when you return to get the card later. The card is located on a blue wagon on the east side of this camp. It'll be on the back of the wagon, along with some other provisions. #3: Jack Hill Gang Found at Chez Porter, a homestead you can find in Ambarino south of the "B" of the word Ambarino on your map. You can go to this house as part of an optional home robbery during a companion activity in Chapter 2. If you didn't do this, there may still be some hostiles here depending on when you visit. Assuming no one is shooting at you, you want to go to the small cabin that is the westernmost of the three. Go inside and turn around. You'll find this card on one of the windowsills. #4: Butcher Brothers In eastern New Hanover, in the small town of Butcher Creek. If you haven't been to Butcher Creek yet, it is right where the "R" of New Hanover is on your map. If you go to the building in the southeast of town, you'll find a house that is covered in all sorts of antlers (must be Gaston's place). If you go to the porch, you can find this card on top of a barrel sitting here. #5: Flaco Hernandez On top of the bank in Rhodes. The bank is the westernmost building in the city that isn't the post office. The roof of the bank can be accessed from the ladder in the back. Climb up to reach the roof and then check the front left corner to find the cigarette card. #6: Slim Grant Slim Grant can be found at Fairvale Shanty, a small shack in northeastern Ambarino. The shack is almost directly north of the "O" in the word Ambarino on your map, so go north past the railroad and path until you get fairly close to the northern edge of the map. It will be the only building in this area and should show up on your map once you get in the general area. There is a barrel to the right of the door going into the shack, and the card can be found on top of that. #7: Landon Ricketts Located in Armadillo, a small town in the middle of New Austin. Check your map and go to the building that is two buildings to the east of the general store. Check the south side of the building and you will find a bunch of trash piled up. This card will be on a barrel amidst the trash. #8: Black Belle Found in the city of Blackwater. In the northeast corner of the city is a small pier that leads out into Flat Iron Lake. Before walking on to the pier itself is a small wooden dock. Just south of the entrance to the pier will be a bench, and south of that will be some barrels and crates. This card is found on top of one of the barrels in this area. #9: Billy Midnight Found just to the east of Tumbleweed. There is a windmill slightly to the northwest of the "L" of the Tumbleweed text on your map. Climb up the ladder to reach the top of the windmill, and you'll find the card up there. To get to the windmill, you will need to take the small road that comes off of the main road north of the aforementioned "L". #10: Emmet Granger In Lemyone, at Canebreak Manor. It is a small shack right where the "H" is on Bluewater Marsh. It can be found on the porch outside of the shack on one of the barrels. #11: Jim 'Boy' Calloway In the cemetery at the northeastern end of Saint Denis. If you enter through the western gate and walk forward, you will come to a mausoleum on your left side about a third of the way into the cemetery. You can enter the mausoleum through the door on the west side, and the cigarette card will be under the window on the back wall. #12: Bart Love Found at the Hanging Dog Ranch in northwestern West Elizabeth. If you haven't been to the ranch yet, it is to the north of the Little Creek River, almost directly north of the word "little" on your map. This serves as an enemy hideout, so if you haven't cleared it out as part of the story yet, be prepared for a fight. There is a decent sized house on the east side of the ranch. Go inside and look to your right to see a couch. There is a part of the wall that doubles as a shelf right next to the couch, and this card will be on these shelves. Artists #1: Edith Corinne On the Braithwaite Manor in Lemoyne. If you look where the words "Braithwaite Manor" are on your map, you can find a small building just to the northwest of where the "B" is. There is a small gray shack here, and to the west of it will be some clotheslines. There is a table just before the clotheslines, and the card is located on the bottom shelf of that table. #2: Elsie Rose Go to the hotel in Strawberry (it is the building on the west side of town, just north of the river). Go inside and go up to the second floor, where the cigarette can be found on top of table in the middle of the room. #3: W.G. Hoyt Located in New Hanover, inside the Hani's Bethel shack. If you haven't located this shack yet, it is to the northeast of the second "N" of New Hanover on the map. There is a small pond up here, and the shack is just north of that. Check inside (ignore the spooky skeletons) and you'll find the card on a table. #4: Aldous Bramley At the very south of Blackwater. This is located in essentially the southernmost building in Blackwater, which is a large blue house on top of the hill. Go onto the front porch and this card can be found on a small table in between two chairs. #5: Preston T. Stephenson In Annesburg, at the big Jameson Mining and Coal Company building that dominates the town. This building is guarded for most of the game, so be warned that if you're going in for the card, it is likely you'll need to kill someone. There is an office on the south side of the building, near the middle portion of the building. If you go into the office, you can find this card sitting on the desk in the middle of the room. You may have better luck sneaking in if you take the stairs on the northeastern side of the building, but that isn't guaranteed. Kill any guards firing at you, get the card, and run off. Jeez, the things you do for cigarette cards. #6: Evelyn Miller Found in Blackwater. Immediately north of the "E" in the Blackwater text on your map is a large house. There is some laundry hanging on the south side of this house, and there will be a table with this cigarette card on it right next to the laundry. #7: Slick Hutton Travel southward out of Van Horn, and the next building you come across will be the Van Horn Mansion. If you check the south end of the building, you will find stairs leading up to the balcony. Explore the northern corner of the balcony, and this card will be sitting on top of a crate. #8: Laurence Carson Just south of the trapper in Saint Denis is a small alley leading into some buildings. Go through the alley, and then turn left once you pass the moss covered wall. There is a small wooden doorway here that you can enter prior to continuing down the alley. Go through it and walk to the end of this area to find the cigarette card on top of a table. #9: Miss Maud Delancey In Lemoyne, in the Bluewater Marsh region. If you travel to where the "W" in Bluewater is on your map, you'll find an abandoned boat. Climb on board, and go to the top level. The card will be on one of the railings up here. #10: Charles Chatenay In the outskirts of Valentine. If you go directly north from the stable in town, you will find a building labeled Chadwick Farm on your map. Go onto the main house and step on the front porch. The card is located on a small table right next to the only chair on the porch. #11: George Dixie Near the middle of New Hanover, just south of the "A" of the New Hanover text, is Guthrie Farm. Go into the house, which is the larger building on the north end of the farm. Go through the front door, then turn right out of the kitchen and enter the bedroom on the right side of the hallway. The card is on top of the bed. #12: Richard McCullough Just north of Saint Denis. There will be two roads out of town going northward. Travel north on the westernmost of these two roads, and a little bit out of town you will find a large blue building that is a restaurant. Turn left right before the building itself and you will see some tables in the back. Go towards the gazebo, and there will be a table slightly in front of it that has a chess board on it. The cigarette card will be found on that table. Vistas of America #1: New York On the Caliga Hall property, in Lemoyne. Along the south side of the property will be four small buildings all in a row. Check out the second of these buildings (going from the left). There is a table to the left of the door on the porch, and the card can be found on top of it. #2: Saint Denis In Saint Denis, just outside the Saint Denis post office. If you check the southeast corner outside the post office, you can find this cigarette card on top of a cart that is holding some crates and cases. #3: Blackwater Found on the roof of the saloon in Blackwater. This isn't really the saloon itself, but if you check your map you will see a large structure where the saloon is located (with some other assorted stores). It is located east of the Blackwater text on your map. You can climb up on the roof by using the ladder in the northwest corner of the saloon building. Climb up two ladders, and in front of you (after climbing the second ladder) will be a small structure where the card is sitting on top of. #4: Armadillo Located in Armadillo itself. Go to the west side of town, right next to the train tracks. There is a building next to the tracks, and just north of it is a pig pen. Right over the fence, into the pig pen, is a barrel with the card on top of it. #5: Rio Grande In southwest New Hanover, at Flatneck Station. If you look slightly to the northeast of the station itself, you will see a large tower. You'll find this card on the very top level of the tower, so keep climbing ladders until you reach it. #6: The Grizzlies Near the middle of New Austin. Southeast of the "S" of the New Austin text are two small buildings that are known as Venter's Place. It is about halfway between the aforementioned "S" and Lake Don Julio and is the only building in this area. Go into the northern building and check the table in the middle of the room to find the card. Be careful as enemies hang out here. #7: San Francisco In southeastern New Hanover is the dilapidated Fort Brennand. It is to the southwest of Van Horn and north of the second "R" from the Kamassa River text. You'll need to enter through the northern end of the fort and then climb the rubble to reach the southeastern tower. Climb to the top of the southeastern tower by using the ladder, and check the windowsill to find this card. #8: Tall Trees Like #5 in this set, this is also located at Flatneck Station in southwest New Hanover. Check the south side of the actual main station building and you'll find some crates and various other junk. Near the middle of the back porch are a couple of barrels, and this card is sitting on top of one of them. #9: Valentine Located in the Post Office in Valentine. Go into the building, and check the round table near the middle of the northwestern wall. #10: Chicago Found at Emerald Ranch, in central New Hanover. Check the southeastern corner of the ranch and you will see a large windmill tower. Climb to the top of the tower and you'll find this card just sitting at the top. #11: Rhodes Located in the cemetery in Rhodes. If you enter the churchyard through the front gate, there will be part of the cemetery on the left and part of it on the right of the main building. Go to the right. Check out the grave furthest to the right in the front row. It should say William Bowles. The card will be right in front of the tombstone. #12: Annesburg Found in Annesburg. Good place for it, I suppose. There are three evenly sized houses near the western edge of town. There is a mining cart track that runs just behind the houses. Get on these tracks (you can simply walk on slightly north of where these three houses are at) and go to the spot right behind the middle of the three houses. There are a couple of barrels here, and this card is sitting on top of them. Gems of Beauty #1: Leila Stetson Located in New Hanover, at the Carmody Dell homestead. You will actually visit this spot during a Chapter 2 mission called The Spines of America. When robbing the house, make sure you check the windowsill next to the fireplace downstairs. The card will be sitting on it. If you don't get it then, you can come back later but the homeowner will try to shoot you so you'll have to deal with him first. #2: Isabelle Barlow Found in northeastern New Hanover, at the Abandoned Trading Post point of interest. It is just south of the railroad track in the area, and almost directly west of Brandywine Drop. Go inside the trading post and the card can be found on one of the shelves in the back of the room. #3: Hattie Langtry Almost directly south of where #2 of this set is found. It is at the Meteor House Point of interest, which is also in northeastern New Hanover and also almost directly west of Brandywine Drop. Go inside the house and grab the card which is sitting on the end table near the door. #4: Isabelle Standish You will need to travel into the mine at Annesburg to find this card. There are two entrances to the mine. There is the main one, which is large and guarded at the southwest corner of the town. And then there is a sneaky, secret one, which is the incredibly small building just south of the right edge of the "R" of Annesburg on your map. There is a ladder sticking out here that you can climb, down, and if you climb down a couple of ladders you will find yourself in the mine proper. There are less guards this way, so if you don't want to start off a gunfight this is the way to go. To get the card, you want to go to the largest room and the southern end of the mine. If you come in through the main entrance, just turn left to get to it. The card will be on a table that is sitting near the middle of the room. #5: Maud Engel At Cornwall Kerosene and Tar in the middle of New Hanover. If you haven't been here yet, it is just to the north of the space between the "W" and "H" of the New Hanover text on your map. If you check out the complex on your map, you'll see there are some shacks just to the south of the railroad and directly south of the large main building on the north side of the tracks. Go to the top right shack, and on the northern porch you'll find a table with two cards, one of which is this one. #6: Sadie Russell Located in Blackwater. There is a large building on the south end of town that houses both the photo studio and the barber shop. West of the north end of the building is a grocery store, and in between the two is a small chicken coop. Climb into where the chickens are being kept, and this card will be sitting on a barrel against the back of the grocery store. #7: Geraldine Emerson At Hanging Dog Ranch, in northwestern West Elizabeth. The ranch itself is just north of the Little Creek River (directly north of the word "Little" on your map). You'll want to go into the barn, which is the large building on the north end of the ranch. Climb the ladder inside to reach the second floor. The card is located on some crates in the northwest corner of the second floor. #8: Agnes Guyon Found at Millesani Claim, an abandoned mine in Grizzlies West. The easiest way to get there is a path leading northwest from Wallace Station that eventually turns into a trail (dotted line path) going north into Ambarino. When it splits, take the path to the right. Millesani Claim will be at the end of this trail. The cabin itself you need to get to is just above the "E" in Grizzlies (of Grizzlies West). You don't need to go into the mine, but there is a cabin to the east of it. The cigarette card will be sitting on a box right by the entrance. #9: Jennie Willetts In northern Van Horn. At the north end of town is a bigger building that is the post office and hotel. If you go to the building just to the west of this, across the road, you'll find an abandoned blacksmith. Go to the north end of the building and you'll find a big ol' pile of garbage. The card is here, on top of a barrel. #10: Ilga Ulmer There is a doctor's office in Saint Denis right at the bottom of there the "E" of Saint Denis is on your map. Go to the alley right behind where the doctor's office is. On the east side of the alley will be a desk, and the cigarette card will be on top of that. #11: Fay Delaro Located in Valentine, on the south end of town. There is an auction yard down here, and you'll need to go to the building in the southwest corner of it. Climb up the ladder to reach the top floor, and the card will be sitting on the windowsill looking out into the auction yard. #12: Pauline Henderson In the far north of central New Hanover, at the Bacchus Station train stop. This is to the northeast of Valentine and Fort Wallace, right near the border to Ambarino. On the west end of the station will be some crates outside, and the card is on top of these crates. Flora of America #1: Golden Currant In the middle of Lakay, the small abandoned town in Lemoyne that serves as your base of operations during Chapter 5. There is a small shack near the middle of camp, directly to the west of the "L" in Lakay on your map. Go inside of the shack and you can find the card on one of the shelves inside. #2: Hummingbird Sage Travel to Butcher Creek, in eastern New Hanover. Take the southern road out of town, and head east. Just past the next intersection will be one small house that looks like it is in pretty poor condition. If you check the side of the house, you'll find this card on a small table. #3: Oleander Sage Right above the "E" in Saint Denis will be the backside of several buildings. The one touching the "E" will be some sort of restaurant, and if you look northward you should see a moss covered staircase. Go over and climb up the staircase, and if you go behind where the moss is you will find this card on the railing. #4: Yarrow In Lemoyne, there is a run down house just south of the "N" on your map of Bayou Nwa. Go inside the house, and this card can be found on the windowsill in the southeast corner of the house. #5: Indian Tobacco Just outside the same house the #4 Flora card is located. Go to the west of the house to find the cigarette card outside on a crate. #6: Black Mangrove Located at Emerald Station in central New Hanover. Go to the train station, and check under one of the benches on the west side of the station. This card will be on the ground right under a bench. #7: Longleaf Pine This card can be found in the mine in Annesburg. However, you don't want to go to the main entrance as it will likely cause a fight. Instead, we're going to take the unguarded side entrance. If you check your map, you will see a very small building a little to the south of the right edge of the "R" in Annesburg. There is a ladder here that leads down into the mine. Climb down the ladder, and then climb down another. You want to get to the level just above the ground floor, which will take several ladders. On the second floor, this card will be sitting on a crate. If you go in through the main entrance in the southwest corner of Annesburg, go to the long corridor in the southwest corner of the mine. Climb up the ladder and grab the card from here. Be warned angry people with guns will be chasing you if you go this way. #8: Desert Fan Palm Located in Tumbleweed, a town in the far west of New Austin. Travel to the house furthest to the west in the town, which is just north of the left edge of the "T" from the Tumbleweed text. The card is on the front porch of this house. There are a couple of chairs and a table on the right side of the porch, and you can find the card on the table. #9: Coastal Redwood Go to Strawberry in West Elizabeth. On the east side of town, just south of the river, is a small house. Check the rear of this house and you'll find this card on a table on the back porch. #10: Horse Crippler Cactus Found in Lemoyne, at the Caliga Hall property. Along the river on the northern edge of the property, you will see a pier on your map that leads into the river. Go to the building directly south of this. On the southwestern side of the building, you can find a work bench right next to the door. The cigarette card in on the workbench. #11: Blazing Star Found in Vetter's Echo Cabin, slightly northeast of the "W" in West Elizabeth on your map. There is a bear inside the first time you visit, so be prepared for that. Go to the front porch, and on the railing in front of the door will be this cigarette card. #12: Carolina Lupine In Tumbleweed, the town in the far west of New Austin. Just to the west of the butcher is the sheriff's station. Climb up on the roof by climbing up on the boxes along the side of the building. There card is right behind the sign to the station, on the left end of the little platform behind it. Stars of the Stage #1: Laurence Dunn North of Rhodes in Lemoyne is an area on your map labeled Southfield Flats. There is an abandoned house located here. Go inside and you'll find the card over the fireplace. #2: Louis Durand Located in eastern New Hanover. Go directly west from Van Horn. Cross the railroad track and you will find an abandoned house. It has several porches, but if you check the porch on the east side of the house, you can find this card sitting on a crate. #3: Jesse Raymond Located in Tumbleweed in the far west of New Austin. Just north of the saloon is a small broken down building. Go into the building and check the windowsill to the left of the fireplace in the back of the building to find the card. #4: Augusta Tremlow Located in northwestern West Elizabeth, at the Hanging Dog Ranch. The ranch is just north of the word "Little" of the Little Creek River. In the northwestern corner of the ranch will be a large windmill. Climb to the top of the windmill, and you will find this card sitting on its top level. Be careful when coming here, because this ranch serves as a base for a couple different gangs in the game and you'll always have to fight your way through. #5: Mabel Potter Located in Saint Denis, in the theater near the center of town (the northernmost of the two theaters in town). Walk past the ticket booth and turn right once you enter the corridor. There will be a table right in front of you, next to a fireplace. The card will be on top of it. #6: Robin Koninsky This one takes a bit of work if you aren't lucky and pick it up in a premium cigarette pack. You need to go to the theater in the center of Saint Denis (just south of the "T" of Saint Denis on your map). It is the theater that has the long shows you can buy a ticket to and watch. You cannot get this card normally, and you first need to watch all of the possible shows in the theater. There are five in total, including one you can only see during the optional Fatherhood and Other Dreams mission during Chapter 4. After the final of these shows (and you will absolutely know which one is the final show), you will actually be able to climb up on the stage because the curtain will open up afterwards. Climb on stage, go to the back wall, and turn left. There is a desk against the back corner and the cigarette card will be sitting on top of it. #7: Isadore Reid Located on the western edge of Valentine. If you go to the area just to the northwest of the show in town you will find a small camp. Check the middle of the three wagons on the western edge and you'll find this card sitting on its back ledge. #8: Irene Grubb In eastern New Austin, near the Macfarlane's Ranch. There is what looks like an abandoned train platform to the southwest of Macfarlane's Ranch. It is just to the south of a fairly tall windmill tower. Go towards the south end of the platform and check the benches out that are facing the train track. The card is on one of these benches. #9: Nettie Palmer The the small theater building in Valentine. You'll need to purchase a ticket to get in, and then go inside the tent. Check underneath the platform where the projectionist is, and you'll find a couple of crates. This card will be on top of those crates. #10: Jim Cobb Found in Lemoyne, at Compson's Stead. This is an abandoned house in between the "E" and the "M" of Lemoyne on your map. The card can be found on bench on the porch on the north side of the house. The card will be to the right of the door, near the window. #11: Mittie Comstock Near the middle of New Hanover is a small building labeled Larned Sod on your map. If you haven't seen it, go south of the "H" of the New Hanover text until you find the first road. Travel eastward on the road until you can turn southward. At the end of this road is the house in question, which is build into the side of the hill. The card is on a barrel outside of the front door. #12: Robert Elliot Patchen Located on the northern edge of Rhodes in Lemoyne. Directly to the west of the fence near Rhodes is a yellow building. To the right of the door you will find some crates. The card is located on one of these crates, underneath a window. Fauna of America #1: Black Widow Spider Found in Vetter's Echo Cabin, slightly northeast of the "W" in West Elizabeth on your map. It is a small cabin. Cozy for about one person. Unfortunately there is a grizzly bear inside when you arrive, so you'll have to kill it. Once you are able to go inside you'll find a corpse (RIP) and a desk in the front right corner. The card is on the desk. #2: Bloodhound In Lemoyne, in an area called Bolger Glade. It is south of Rhodes and east of Braithwaite Manor. It is in the ruins of a building, and fortunately the building itself is actually marked on your map. It is the small square structure on your map that is just above the "B" in Bolger Glade on your map. Inspect the fireplace and you will find the card. #3: Blue Jay In New Hanover, just south of the "V" of the New Hanover text on your map. There is a large Fire Lookout Tower here first, but keep going south past that. You will eventually run into a special character holed up in a small building that will want to know if you fight for the north or the south. Just to the south of him will be a small lookout tower in one of the trees. Climb up the ladder to get to the small platform at the top, and this card will on a crate up there. #4: Catfish On the west end of Saint Denis, about halfway down the city, will be a small dock. If you go to the dock and walk to the end of it you can find this card on top of a barrel. #5: Coral Snake In Lakay, the abandoned village that serves as your base during Chapter 5. Go to the southernmost building in Lakay, and once you enter turn to your right. There is a table halfway through the room, and the card is sitting on the table. #6: Grouper Found in Lagras, in Lemoyne. If you enter the town from the south, one of the first things you see on your left will be a decent sized boat that is docked in the Kamassa River. Climb on the boat and over so you reach its front. Turn back around and you can find the cigarette card on some barrels next to the door. #7: Large Mouth Bass In southern New Hanover, just on the edge of the Flat Iron Lake, will be the Gill Landing cabin. Go inside the cabin, and check out the sofa in the middle of the room. This card is on the floor, underneath the north end of the sofa. #8: Panther In southeastern New Hanover is a ruined fort called Fort Brennand. It is to the southwest of Van Horn, and directly to the north of the final "R" of the Kamassa River text on the map. Enter through the entrance on the north end of the fort, and look to your right. There is a small ruined building here. The card can be found on top of some crates inside this building. #9: Parrot Located in Lemoyne. Right next to the "Y" of the word Lemoyne is an area called Macomb's End. It is made up of several small buildings on the northern bank of the Kamassa River. The southernmost building is a small pier, and if you travel to the south of it you can find this card sitting on top of some crates right on the waterfront. 10: Pheasant In the same spot as the #3 card in this set. It will be sitting right next to it on the crate. #11: Snapping Turtle This card can be found in the New Hanover region, at a small cabin called Firwood Rise. This is to the northeast of Valentine, just south of the space between the "O" and "R" in Cumberland Forest. Go inside the main cabin and head into the bedroom. The card is located on a small crate that is sitting under a cabinet by the bed. #12: Turkey In Van Horn, on the south end of town. If you look at the road that goes through town, check out the buildings on the east side of the road and then go to the one at the very south end of the street. If you check the south face of this building, you'll notice a huge hole in the side you can walk through. Go inside, and then head up the stairs. If you look on top of the fireplace on the second floor, you'll find this card. Marvels of Travel #1: Packet Ship In Annesburg, on one of the piers. On the eastern end of Annesburg, near the center of the town, is a fairly large pier. There is a small building on the north end of this pier, and this card is found in the northeast corner of that building on top of one of the crates. #2: Schooner In southeastern Van Horn. One of the very last structures in town is a house boat right off a pier. Go onto the houseboat, and head to the top level. Check underneath the hammock bed in the back to find this card. #3: Camel Caravan In Rhodes, next to the gunsmith. The building to the east of the gunsmith is a large blue structure. Go around behind it and you can find the cigarette card on a table covered by some dirty laundry. #4: Elephant Carriage In Strawberry, behind the building just to the west of the post office. Go behind the building, and then climb up the staircase leading to the backdoor. The card will be sitting on top of the railing at the top of the stairs. #5: Goat Carriage At the Emerald Ranch in central New Hanover. There are stables on the northwestern edge of the ranch. Go inside and turn left and go to the end of the stables. Turn right and in the northwestern corner of stables is a table, where you can find this card. #6: Hot Air Balloon Go to the saloon in northeastern Saint Denis. The first time you pass through town, it is unlikely to be open as the proprietor will be outside begging someone to help with rats. Offer to help if he is, or just walk inside if he is not. Go to the back room and you can find a shelf to your left where the cigarette card is. #7: U.S. Frigate At the Braithwaite Manor in Lemoyne. Go to the boathouse, which is the structure on the water in the northwest corner of the area. Inside the little building, you will see a boat in the middle of the room. The card is on a table behind the boat. #8: The Showboat In southern Saint Denis, on one of the southern docks. The dock you want to go to is almost directly south of the "D" in Saint Denis on your map. This will be the pier the harbormaster is on. Walk to the east side of the building in the center of the pier, and about halfway down the pier you can find this cigarette card on a table. #9: Balener Whaling Vessel In southeastern Saint Denis, on one of the docks along the riverfront. The dock you're looking for will be southeast of the post office, almost directly west of the "I" on your map from the Lannahechee River. This dock will have a lot of small flags suspended in the air, and a large American flag on top of a small blue booth at the back of the pier. Go to the blue booth and the cigarette card will be on one of its windowsills. #10: Stagecoach Found at Riggs Station, in eastern West Elizabeth (east of Strawberry). Go to the front platform of the train station, close to the track and you'll find two benches. The card will be sitting on one of these benches. #11: Steam Locomotive This card is nearby your camp in Chapter 3. If you go northeast of Clemens Point, you will find the ruins of an old house. It is the little building located closest to the north of Clemens Point on the map. Check out what remains of the windowsill next to the chimney and you'll find the card. #12: Velocipede Found in Saint Denis. On the northwestern end of town will be some larger houses. This card can be found at the house third from the left. Walk towards the front door and turn left before you reach it. There will be a second door a bit further to the left. There will be a little porch in front of this secondary door, and the cigarette card can be found on a small table on this porch. World Champions #1: Greco Roman Wrestler - Percy Wood The small town of Butcher Creek is just south of the "R" from the New Hanover text on your map. Slightly south of the town is a run down shack known as Huron Glen. Just north of the shack is a well and the card is sitting on the edge of the well. #2: Billiards - Edwin A. Rowe Found in the Clawson's Rest cabin in Ambarino. It is nearby the railroad in the southeast of the Grizzlies West territory, and is to the northeast of the Cattail Pond. If you go in the cabin and look to your right, you can find this card and card 11 of this set on one of the windowsills. #3: Pugilist - Theobaud Getzin Found at Emerald Ranch in central New Hanover. The furthest building in the northeast (that isn't Emerald Station) is an abandoned saloon. Go up to the front door of the saloon, and you'll see a small shelf just to the left of the door where the card will be located. #4: Oarsman - H.T. Slocum Found in Lemoyne, at the Canebreak Manor. It is a shack near the "H" of Bluewater Marsh. If you go under the structure, you'll find some assorted debris. The card is sitting on a crate under the shack. #5: Cyclist - R.S. Harradon In southeaster New Hanover is a ranch labeled as Maclean's House on your map. This will be directly above the first "E" of the Bluewater Marsh text on your map. There are several buildings here, but go to the actual house. Just south of the house will be a small table outside, and the card will be on top of that table. #6: Walker - E.D. Ewing Found in Lemoyne, at the Old Trail Rise shack. It is in the northwest of Lemoyne, directly north of the first "E" in the word Lemoyne on your map and along the New Hanover border. The shack looks like absolutely nothing, just a shell of a building with no walls and some random wood strewn around. There is a ladder leading to a basement area, though, and if you go down there you can find the cigarette card on some shelves along the back of the room. #7: Lawn Tennis - Patsey Hill In the northeast corner of Saint Denis. There is a road in northeastern Saint Denis that travels northward out of town. There is a house immediately to the left of where the road starts. Go to the backyard and walk on the back porch. The card is on the railing in the corner of this porch. #8: Weightlifter - William Sleicher At Cornwall Kerosene and Tar in the middle of New Hanover. If you haven't been here yet, it is just to the north of the space between the "W" and "H" of the New Hanover text on your map. If you check out the complex on your map, you'll see there are some shacks just to the south of the railroad and directly south of the large main building on the north side of the tracks. Go to the top right shack, and on the northern porch you'll find a table with two cards, one of which is this one. #9: Pigeon Shooting - Edwin Singerly In Annesburg, the big large building near the center of town is part of the coal mining company that operates here. Just south of the western end of this building will be a huge tower that is also part of the coal mining facility. Climb to the very top, and the card is found on the northeast corner of the tower. Be warned that this is a guarded area most of the game, so climbing it means guards will start yelling at you, then start shooting at you. Be prepared to run after you grab the card. #10: Skater - Felix Hawley Found in Ambarino, at Planters Baun. This is a small cabin just north of Barrow Lagoon, which itself can be found just south of the "M" in Ambarino on your map. If you go inside the cabin, you can find the card on a table to your right. #11: Hammer Thrower - Capt. Jack Page Found in the Clawson's Rest cabin in Ambarino. It is nearby the railroad in the southeast of the Grizzlies West territory, and is to the northeast of the Cattail Pond. If you go in the cabin and look to your right, you can find this card and card 2 of this set on one of the windowsills. #12: Club Swinger - Axel McCormack Found in Saint Denis. If you go behind the saloon in the center of the city, you will find a small patio type area. Walk south down the alley just to the east of the saloon, and keep walking straight until you go down a small staircase. At the bottom of the staircase, on your left, will be a crate and the cigarette card will be on top of that. It is almost touching the bottom left corner of the "D" from the Saint Denis text on your map. Amazing Inventions #1: Steam Locomotive - 1814 - George Stephenson East of the Braithwaite Manor in Lemoyne is an area called Bolger Glade, and on the east side of that is a decrepit church that is another point of interest (conveniently called Abandoned Church). Go inside and take the collapsing stairs and rubble up to the top floor. At the top, you will see another little portion of wood flooring still standing. Jump over to it, then investigate the corner of the wall to find a bird's nest. The card will be inside the nest. #2: Camera - 1814 - Joseph Nicephore Niepce Go to the alley immediately south of the photo studio in northeastern Saint Denis. There are some stairs back here, and if you go up them you will find yourself on a balcony. The cigarette card is on a table on the balcony. #3: Electrical Execution Apparatus - 1888 - H.P. Brown, A. Kennelly You'll need to travel to Hanging Dog Ranch in northwestern West Elizabeth for this. The ranch itself is north of Little Creek River (and just north of the word "little" on the map). On the east side of the ranch is a small house that serves as the living area. Go upstairs, and it the northeast corner will be some bunkbeds. The card is underneath one of these bunkbeds. #4: Typewriter - 1829 - W.A. Burt Found in the town of Blackwater. If you check your map, you will see there is a building located right in between the "E" and the "R" of the Blackwater text on your map. Check outside the building near the northwestern corner and you will find three barrels next to a door. The card can be found on these barrels. #5: Revolver - 1836 - Daniel Buck Behind the gunsmith in Annesburg is a small patio area right along the small, discolored pond. The card will be on a table in the patio. #6: Telegraph - 1837 - Samuel Morse Travel just to the northwest of Van Horn and you'll find an abandoned train station on the edge of town. Check the front of the station and right next to the boarded up ticket booth will be a bench and a barrel. The card is on top of the bench. #7: Manned Glider - 1885 - Charles Kinnear At Caliga Hall, in Lemoyne. If you travel west from where "Caliga Hall" is actually written on your map, the first building you run into will be a large red barn. Go inside, and in the middle of the room on one of the work tables is the card. #8: Dynamite - 1866 - Alfred Nobel At Shady Belle, in Lemoyne. It is easiest to wait until Chapter 4 to collect this, otherwise you're going to have to fight off an entire horde of enemies to get to the house. The card itself is on the porch on the far eastern point of the main house. #9: Cylinder Phonograph - 1877 - Thomas Edison Enter the saloon in northern Valentine. As soon as you go in, turn to your left and you should see a piano. Check out the windowsill right next to the piano for this card. #10: Player Piano - 1881 - Edward Leveaux In Saint Denis, there is a saloon right near the center of town. If you enter the saloon and turn to your right, you will see a piano up a small staircase. Go up to the piano, and the card will be found on top of it on the side closer to the wall. #11: Electric Light Bulb - 1878 - Thomas Edison In the far northeast of New Hanover, at pretty much the most northeastern point of the map. It is at Doverhill, which is slightly to the west of the northernmost point of the Kamassa River. If you go around to the back of the building, there will be some crates right next to the back door. The card is on top of these crates. #12: Fountain Pen - 1884 - Lewis Waterman Located in Pleasance, a point of interest in Lemoyne just to the west of Bluewater Marsh. Pleasance is an abandoned town that can be found just north of the "O" in the word Lemoyne on your map. You will want to go to the abandoned schoolhouse, which is the building in the southeast of Pleasance. Go inside the building and you'll find this card on one of the desks. Horses #1: American Paint In Rhodes, in the Gray-Woolen Mill. This building is found in the northeast corner of town, and you're looking for a run down gray building with the actual words "Gray-Woolen Mill" written on the side. There is an open area on the ground floor where a large wheel is turning and making a good amount of noise. The card is on a box right in front of the wheel. #2: Appaloosa In southern Saint Denis, along the docks. You want to go to the dock that is almost directly south of the "T" of Saint Denis on your map. Take the walkway on the east side of the docks down all the way to the waterfront. The card will be on a barrel at the end of the dock. #3: Andalusian In the easternmost point of West Elizabeth is a small ranch called Painted Sky. It is sort of near the southern point of the Dakota River, and the landmass it is on sticks out towards New Hanover fairly significantly. Painted Sky is the only building anywhere close to this. Check out the barn on the south edge of the ranch, and go to the southern wall to find some shelves. The card will be sitting on these shelves. #4: American Standardbred Found at Catfish Jacksons, which is a home at the very southern tip of Lemoyne. It will be to the southeast of the Braithwaite Manor. The home itself is part of a home robbery, and if you go inside and go to the room in the northwest corner (where the son is hiding) you can find two cigarette cards on the table. #5: Nokota In Rhodes. There is a stable just south of the location of the gunsmith. You can climb through the window to get inside, or go through the door which is in the middle of some stalls and kind of hard to see. The card is on a table in the back corner of the room. #6: Ardennes In northeastern West Elizabeth is Wallace Station. Travel to Wallace Station, and outside on the north end of the station you will see some shelves. The card is on the middle of the three shelves. #7: Dutch Warmblood Found in the far west of New Hanover. The westernmost building you can find in this region is Downes Ranch. It is to the southwest of Valentine, near the middle of the region and to the southeast of Cumberland Falls. Go into the house part of the ranch, and walk over to the large fireplace. The card is on the mantle above the fireplace. #8: Turkoman Travel to eastern Ambarino and you'll find a region labeled Grizzlies East on your map. Near the middle of this region is the lake O'Creagh's Run. Check the east side of this lake and you'll find a small cabin. Go around behind the cabin, and along its back wall you can find this card sitting on a small table. #9: Hungarian Halfbred Found in Armadillo, the small town in the middle of New Austin. Go to the building on the north end of town, which is just west of the first "A" of the Armadillo text. Go to the door on the south side of the building. It is locked, but underneath it you will find this card just laying on the floor. #10: Mustang Found at Downes Ranch, the same place where #7 of this set is found. Instead of going to the house, though, you want to go to the barn. Climb the ladder inside the barn and you can find the card sitting on top of a bale of hay on the second floor. #11: Thoroughbred In Rhodes, nearby the post office. If you go just to the northwest of the post office, you will find a small cart that is carrying some hay. The cigarette card will be on the edge of the cart. #12: Missouri Fox Trotter Found in the exact same location as Horses card number 4. It will be at the Catfish Jacksons location, right next to the other card. Americans #1: President Fisher Northwest of Rhodes in Lemoyne. If you take the railroad into town, you'll notice a large red building right alongside the railroad tracks. If you take the ramp inside the building, you can find the cigarette card on one of the barrels next to the large doors. #2: President Hardin In Lagras, the small town in Lemoyne by the swamp. There is a building to the southwest of the bait shop. Climb up on the porch and then turn left. The card will be on the railing in the northeast corner of the building. #3: Lillian Powell Located in Lemoyne, at the Pleasance point of interest. Pleasance is an abandoned town just north of the "O" in Lemoyne on the map. Go to the building in the northwest of Pleasance. It is a small barn with the words "STAY OUT PLAGUE" written on the door. If you go to the right of the door and check along the side of the building, The card will be on top of some crates. #4: Leviticus Cornwall On the outskirts of Valentine. If you check the text for the word Valentine on your map, you will see there is a building that is directly covered up by the "I". Check the porch on the north end of this building, and you can find this card sitting on a small barrel just outside the front door. #5: J.D. McKnight Travel to Rhodes, and then go to the southeastern corner of town. There is a gazebo down here past where most of the buildings are. The card is located on the table in the middle of the gazebo. #6: Luther Covington Found in Saint Denis, in Lemoyne. It is the very southwest spot in the city. The building as far southwest as you can go is a blue warehouse. Walk through it to come out on a pier. Turn right and walk to the end of the walkway and you can find the card on a crate. #7: Harvey Griggs Found in southwestern Saint Denis. If you follow the southernmost railroad out of town, it will split into three different paths right before it exits the city. If you take the middle path, it will eventually lead into a building. Once you enter the building, turn to your left and follow the wall. The cigarette card is found on a table about midway through the building. #8: Henrietta Beatrice Woods Found in the northern outskirts of Saint Denis. North of the city are some scattered houses and ranches that are found before you start getting to actual swampland. If you follow the road north out of town (not the road adjacent to the railroad tracks, but the one more towards the center of town) you will eventually come to three small houses all next to each other on the right side of the road. This card can be found in the middle of the three houses which will be red in color. Walk up on the porch and the card is on a small table in front of you. #9: General Quincy Harris In central New Hanover, at the Heartland Oil Fields. If you haven't been there yet, it is located just north of the space between the "W" and the "H" of the New Hanover text on your map. If you check your map, you will notice a very small building in the northeast corner of the area. If you go to it, you'll find a half finished oil well. Check the south side of the building and you will find the card on top of the base of the structure. #10: General Cornelius Palmer Found in Lemoyne, north of Rhodes. North of Rhodes is a body of water called Mattock pond, and to the northeast of that is a small ranch made up of four buildings on your map. The northeastern building is an open shed. The card is on a table in the right of the shed. #11: Senator Thaddeus Waxman Found in Lemoyne, at Lonnie's Shack. You will visit this shack during an optional home robbery mission in Chapter 3, but you can go there before that. It is just west of the abandoned town of Pleasance, and is a little northwest of the "O" of the word Lemoyne on the map. Go inside the shack and go to the bedroom in the back. The card will be right above the fireplace. #12: President Alfred Macalister This card is located at Crawdad Willies, a shack southeast of Rhodes. It is on one of those small island chains in the southeast of Lemoyne that are directly south of Caliga Hall. There is only one shack here in the corner, and the card is in the windowsill. There may be people here, but fortunately you can grab the card from outside without having to enter. Challenges There are 90 challenges in total, broken down into nine general categories with 10 challenges in each group. These will often be unlocked until a certain point in the game, and you need to complete the challenges within a single group sequentially. So completing the first challenge in a group will unlock the second, completing the second will unlock the third, and so on. Many of these are fairly straight forward, though some tips will be provided for each challenge. Bandit The bandit challenges are all the bad things you've wanted to do anyway. Stealing, killing, drawing mustaches on pictures that didn't have mustaches before, drinking all the milk and putting the carton back in the fridge. Truly only the most evil of men will take on these challenges. Of course, you can make yourself moral again by saying hello to enough people afterwards. It balances out that way. Bandit 1: Hold up 5 townsfolk Walk up to any one in a town and aim a gun at them and you'll be given the option to rob them. Some people need more convincing, either by threatening or beating them a bit, while others will just hand their money over right away. It won't count as a hold up unless they hand over their money, so keep that in mind. You can do this in any town in the game, but the easiest to do it in is in Van Horn. There aren't any lawmen there, and the worst that will happen will some townsfolk will see you and try to shoot you. It won't hurt your moral standing to kill them, and you won't have to worry about bounties, so this is the town to do all your bad deeds in. Bandit 2: Rob any 2 coaches or return any 2 stolen coaches to the fence There are a bunch of coach robbery missions you can unlock after the Friends In Very Low Places mission in Chapter 3. If you want to wait, you can just perform any one of these missions as all of them involve robbing coaches. Another easy way to accomplish this is to steal a coach anywhere near Emerald Ranch after the mission The Spines of America in Chapter 2. This will unlock the Emerald Ranch fence shop, which happens to be the place you can sell stolen coaches. There will be a lot of coaches you can't rob directly, but all of them you can sell to the fence. Almost any big wagon or cart drawn by to horses will count as a coach, so kill the driver and the ride it back to Emerald Ranch. Note that only the Emerald Ranch fence will buy coaches, so it is easiest to steal a coach close to the area. You'll run into coaches coming into and out of town quite a bit, and there is decent traffic through Emerald Ranch itself. Bandit 3: Rob the cash register in any 4 shops in one day This is fairly straightforward, and you can pick any four cash registers to rob as long as you do them all within 24 in game hours. I chose the general store and gunsmith in Rhodes and then took a train to Valentine, where I did the general store and doctor, but any four will work. I chose Valentine and Rhodes because both towns are fairly small and easy to ride out of. You will almost be guaranteed to draw the attention of the law while doing this, so if you don't want to rack up a huge bounty by shooting sheriffs and deputies, it is important to select a place that is easy to escape from. Keep your horse just outside one of the exits and run outside as soon as you are done taking the cash from the register. Ride out of town until they stop searching for you, then quickly return to the post office and pay your bounty. Repeat this process until you get four robberies complete, taking a train if you need to if you want to get to another town quickly. To rob the register, go behind the counter and target the cashier. Use the right trigger to pull a gun and then follow the button prompt to rob. You can just shoot the cashier and take the cash if you want, but you'll lose even more honor that way. Be warned that gunsmiths will always fight back, so if you are robbing a gunsmith you will have to shoot them. Bandit 4: Rob any 3 coaches or return any 3 stolen coaches to the fence in a day The suggestions for this challenge are essentially the same as Bandit 2, just slightly more. Once you reach Chapter 2, you will find a mission called The Spines of America. Once you complete it, you will be able to sell coaches back to the Emerald Ranch after you steal them. You will want to wait until after completing that mission to tackle this challenge, and once you can do you can just sort of wait around Emerald Ranch. Explore the roads to the south or north and you will find a decent number of coaches. Kill the guy driving it and then look for loot in the back. If they have something you can shoot the lock (or pick it if you have the tools) and take the stuff inside. Not all coaches will have this though, and if this is the case you can just ride the coach back to the fence and sell it to get credit for it. You only need three done in one day, which is much easier than it sounds. Start early in the day and you should be done in plenty of time. If you can't find any coaches, just ride out a bit further or loop around and check the other direction. Bandit 5: Amass $250 bounty in one state Time for some fun! You likely won't need too much help for this one, as the suggestions are pretty much "keep shooting people and then shoot more people and then shoot some more". There are plenty of good places for this, but I'd recommend Valentine just because it is extremely easy to get out of town and into an adjacent area. The only minor challenge here is that once you hit a bounty this high, bounty hunters will start coming for you quite frequently if you stay in the state. So you want to get the $250 bounty on your head and then ride away. If you have a fast horse, all the better. Go into a shop in whatever town you choose. Go behind the register, draw your weapon on the cashier, and then shoot them. Steal from the register. This should get the laws attention. Now you want to shoot as many people as possible. Murder will provide a huge jump in your bounty and is far and away the fastest way to hit the $250 quickly. Everyone you kill you get a $15 boost in your bounty after you've drawn the attention for the law, and killing a lawman actually will provide a $20 jump. So go to town, rob a place, shoot all the lawmen that come, and the kill any reinforcements or random townspeople you see. Reinforcements will eventually arrive, and once you hit a high enough bounty they will become tougher. Keep an eye on your mini-map to see where enemies with guns are, and prioritize killing them. Use up as much Dead Eye as you need to, as it is a great way for dealing with larger groups quickly. You likely won't really need to get into cover if you make good use of your Dead Eye, although you can if you want to play more conservatively. Once you hit the target value, get on your horse and ride out of town as fast as you can. Get to the nearest border, killing any reinforcements that are too close behind you. Once you reach the other side of the border, make your way to the nearest post office and pay off the bounty. You don't want a $250+ bounty on your head upon return trips because it makes everything much harder. Bandit 6: Steal 5 horses and sell them to the Horse Fence at Clemens Cove You'll unlock the horse fence after completing the mission Horse Flesh For Dinner in Chapter 3. After doing so, you can steal horses and sell them at the horse fence in northwestern Lemoyne. It is conveniently marked on your map to make it easy to find. This is an extremely easy challenge, and just wait on the road slightly to the east of the fence. Wagons, coaches, and men on horseback ride by here all the time. Kill the rider and steal the horse. If a coach comes by, you can cut both horses free and sell them both. You don't get very much for selling a stolen horse, but this challenge itself is very easy to complete and won't require you to even move from the roadside by the fence. Once you have a horse, ride it over to the fence and target the guy there. You can follow the button prompt to sell the horse. Bandit 7: Rob $50 worth of cash and valuables from townsfolk and travelers Note that you actually have to "rob" people for this challenge, and looting bodies won't count. You actually need to use the prompt to rob people for this to count towards your total. There are a couple of ways to do this. The first is the slow way, and that is to just play normally and rob people you come across in towns or on the countryside. You'll likely want to do this to people that are far away from others or you risk someone seeing you and alerting the law. Some people won't give you cash even with a gun pulled on them and will instead try to shoot you. A good, consistent way to make sure they hand over their cash is to run up on them and tackle them. Punch them once while you're on top of them and they'll be almost guaranteed to hand over money if you choose the rob option afterwards. This method will certainly get you to the total, but it will take a while since most people you run into will only hand over a dollar or less. The much easier way to do this is to do a train robbery. Find a train that is in the station (Valentine tends to have a train waiting approximately half of the time you ride into your town) and climb on in. You can also just purchase a ticket to a train and not leave after you pull into the station. It'll take off again and you'll still be in it. Make your way up to the front of the train after it has been moving for a little while until you get to the car right before all the guards. Kill the guards and then rob the people in the train. These people tend to carry upwards of $10 on their person and almost none of them will refuse or fight back. You'll only need to rob five people this way and can wrap this whole challenge up within a minute or so. Once you're done, be ready to ride away as fast as you can as you'll likely have drawn the attention of the law while you're doing this. Ride off as quickly as you can and pay off whatever bounty you accrued after the law is done looking for you. Bandit 8: Steal 7 wagons and sell them to the Fence at Emerald Ranch You will first need to complete the mission The Spines of America in Chapter 2. This will unlock the wagon fence at the Emerald Ranch where you can bring stolen wagons to. You will likely have done this already for a couple of previous challenges on this branch, and this time you will need to bring seven of them to Emerald Ranch. There is no time limit here, so you're free to do it at your convenience. The easiest way to do this is to just hang around Emerald Ranch. There is a lot of wagon traffic through here and it'll make it easier to return the wagons afterwards if you are close by. You're looking for basically anything that is being pulled by two horses. There are some one horse carts that will likely be pulled through here, but the fence would never take these for me. Once you find a wagon, kill the driver (or drivers) and climb up on the wagon. Ride it back to the fence and you'll get a small amount of cash and credit for selling one wagon. Do this over and over and you'll eventually hit seven. You should be able to get it done within 12 in game hours or so, even if you are really unlucky. Keep riding around in the immediate area until you find a wagon, and repeat this process as quickly as you can. Don't kill the guy driving the wagon too close to Emerald Ranch or you are going to have witnesses that will run to alert the law. You can carry the people off the road after you kill them so no riders will notice them as they go by, but as long as you flee quickly enough and don't dawdle by the bodies, it shouldn't be a major concern. Bandit 9: Hogtie someone and leave them on the railroad 3 times This one is extremely easy, and you don't need to actually have your target run over by a train. You just need to hogtie them and leave them on the tracks. As soon as they're dropped on the tracks, you'll get credit for it and you can leave to do whatever else you want. Go to some town close to a railroad track (which happens to be just about all of them). Rhodes, Van Horn, or Emerald Ranch are great for this, as there is a track nearby and the population density is low enough you don't really need to worry as much about witnesses. Find someone by themselves and hogtie them by following the bottom prompt. Drop them on the track and then stab them afterwards. You don't want to leave them alive unless a train is coming, because if you try to hogtie a second target this first will get up and try to escape. Once you drop your third guy on the track, you'll complete the challenge. Bandit 10: Complete 5 train robberies without dying or being caught While this may sound fairly daunting, it is actually easier than you may think. They key here is it doesn't say exactly how much you need to steal from a train, so you can just rob a single person, jump off the train before the law arrives, and ride off on your horse. Of course, you can take your time, rob everyone, blow the safe, and have some fun if you prefer. But if you really want to play it safe, all you need to do is trigger the "train robbery" alert and then flee. As long as you only rob a single person and get on your horse quickly, you don't really need to worry about dying or being caught. Buy a train ticket, wait for the train to leave, and then rob a single person. Flee, and return to a train station once any search from the law has ended and repeat the process. You won't earn a lot of money this way, but it is a very safe to complete this challenge. Explorer Starting in Chapter 2, you will begin finding treasure maps and following these maps will allow you to find some really good loot if you are so interested. All the challenges here are for either finding maps or finding treasure both of which are fairly easy (if you know the answers to the maps). Explorer 1: Find a treasure map This one is fairly straightforward and you'll likely stumble upon a treasure map at some point without even really trying. One you can get quite early in the game is at the hideout of Flaco Hernandez. Follow the instructions in The Noblest of Men, and a Woman stranger mission in the Missions and Events section of the guide. After you kill Flaco, you can enter inside the building he just burst out of. Search the lockbox underneath the bed closest to the door. You'll find a treasure map inside. Alternatively, another early treasure map can be found as part of the Jack Hill Gang treasure hunt. Please refer to the Collectables section of the guide under Total Completion and you will find a list of all treasure hunts in the game. The Jack Hill Gang Map 1 location will be detailed there, and it is just west of Flatneck Station. Explorer 2: Find a treasure This requires you to find any treasure in the game. This does not mean completing an entire treasure hunt chain, but rather a single step that usually results in another treasure map. You'll complete this challenge as soon as you grab your next map. A full list of the treasure hunts is included in the Collectables section of the guide under Total Completion, so just do whichever of those sounds easiest. There are three different treasure map quests in the game, each of which contains three maps for nine in total. These maps are The Jack Hill Gang Treasure, The High Stakes Treasure, and The Poisonous Trail Treasure. The Jack Hall Gang Map 1 is the easiest to decode and the treasure is located near your starting area in Chapter 2, so that is the recommended choice. You are free to do whichever you want first, however. Explorer 3: Find a treasure This, and all subsequent challenges on this branch, are the same as the level 2 challenge. From here on out you'll just be solving more treasure maps and each time you solve one, you'll complete a new level of the challenge. A full list of the treasure hunts is included in the Collectables section of the guide under Total Completion. The Jack Hall Gang Map 2 is probably the best way to go as it is relatively close and not too challenging, but any of the options under treasure maps will do. Explorer 4: Find a treasure This, and all subsequent challenges on this branch, are the same as the level 2 challenge. A full list of the treasure hunts is included in the Collectables section of the guide under Total Completion. The High Stakes Treasure Map 1 was the next I completed in this branch, but you can solve any available map to get credit for this challenge. Explorer 5: Find a treasure This, and all subsequent challenges on this branch, are the same as the level 2 challenge. A full list of the treasure hunts is included in the Collectables section of the guide under Total Completion. The High Stakes Treasure Map 2 was the next I completed in this branch, but you can solve any available map to get credit for this challenge. Explorer 6: Find a treasure This, and all subsequent challenges on this branch, are the same as the level 2 challenge. A full list of the treasure hunts is included in the Collectables section of the guide under Total Completion. The High Stakes Treasure Map 3 was the next I completed in this branch, but you can solve any available map to get credit for this challenge. Explorer 7: Find a treasure This, and all subsequent challenges on this branch, are the same as the level 2 challenge. A full list of the treasure hunts is included in the Collectables section of the guide under Total Completion. The Jack Hall Gang Treasure Map 3 was the next I completed in this branch, but you can solve any available map to get credit for this challenge. Explorer 8: Find a treasure This, and all subsequent challenges on this branch, are the same as the level 2 challenge. A full list of the treasure hunts is included in the Collectables section of the guide under Total Completion. The Poisonous Trail Map 1 was the next I completed in this branch, but you can solve any available map to get credit for this challenge. Explorer 9: Find a treasure This, and all subsequent challenges on this branch, are the same as the level 2 challenge. A full list of the treasure hunts is included in the Collectables section of the guide under Total Completion. The Poisonous Trail Map 2 was the next I completed in this branch, but you can solve any available map to get credit for this challenge. Explorer 10: Find a treasure This final challenge is the same as all the levels before it since the level 2 challenge. A full list of the treasure hunts is included in the Collectables section of the guide under Total Completion. The Poisonous Trail Map 3 was the final map I completed in this branch, but your final map might be different depending on what you've done so far. Gambler The gambler challengers all involve performing well at one of the four table games available in towns and saloons. Most of these involve a little bit of luck, although there is some skill involved as well. If you're having trouble with any of the table games, please refer to the Miscellaneous subsection of the guide under Total Completion. Gambler 1: Win 5 hands of Poker It should not be all that difficult to win five hands of poker, as the AI in the game isn't particularly great at the game. The earliest you can play poker is during the Who Is Not Without Sin story mission, as you can sit down and play poker with a couple of guys at the train station. You're playing with free money here, so this is a perfect time to play a bit conservatively and win five hands if you want. Gambler 2: In Blackjack, double down and win the hand 5 times Blackjack is likely to be the last table game you play, but you can find a table over in Rhodes if you're desperate to start playing early. Blackjack itself is fairly simple, although you can find a full description of the game over in the Miscellaneous section of Total Completion if you need help. For this challenge, you need to double down and win five times. Doubling down is something you can do right after you get your cards. It means that you double the amount of money you bet, and you will receive one and only one more card. It is risky because there are a limited number of scenarios you would want to do this in, and you aren't able to draw a second card if the first card is extremely small. If you're going for this challenge, just bet the minimum every hand (two cents) because that amount is so insignificant that you can afford to be reckless. Take the double down every single hand (unless you already have something super high like 19 or 20 or maybe even then because two cents is like nothing). You just need to win five, so there is no point in being cagey about this and you should just go for it no matter how bad the odds are. Once you win five you can go back and play the normal way. Gambler 3: Win 3 games of Five Finger Fillet Five Finger Fillet is probably the easiest of all the table games, and you simply need to push the buttons in the indicated order as quickly as you can. More details on this can be found in the Miscellaneous section of the guide, but so long as you push the right buttons there isn't too much strategy. For this challenge, you need to win 3 games of Five Finger Fillet, meaning you cannot play the version where you play by yourself and just go for speed. The earliest competitive Five Finger Fillet location is found in camp, and a table will be available at nights where you can play against one other person for some small amounts of money. Your opponent will always go first, and this is gives you the opportunity for the only strategy you need in the game. All you need to do is push down on the right trigger to watch your opponent as they take their turn. It will show you what buttons you need to press for each finger, and the buttons will be exactly the same as the ones you are about to us. There will be no change, so you can memorize the pattern you need to do which will make your turn significantly easier. Just memorize the buttons and press them as quickly as you can. If you feel like you are going to slow, feel free to intentionally miss because your time is only counted for a single complete run, and any missed you have aren't factored into that. You need to win three games here, and you can sit down and play one game right after another three times to accomplish this. Be warned that each subsequent time you play in one sitting, though, the more difficult it will be. The third time is still not that hard, but if you are having trouble feel free to walk away and start again at the easiest difficulty the next time you sit down to play. Gambler 4: Bust one Poker opponent out in each location There are three target locations for this challenge: Flatneck Station, Saint Denis, and Valentine. The poker game in Flatneck Station is in the back of the train station, the poker game in Saint Denis is in the saloon in the middle of town, and the poker game in Valentine is in the saloon at the north of town. Busting an opponent out refers to knocking them out of the game by taking all of their available money. Typically, this means forcing them to go all in and winning the hand. There is definite luck involved here, but it is a good idea to save your game before attempting this challenge. You can go all in against an opponent more frequently this way, because you can always reload your previous checkpoint. The AI is unpredictable here, and I've seen them go all in with absolutely nothing before. Wait until you have a halfway decent hand (maybe top pair after the flop) and if you get an opponent to bet you, you can frequently re-raise them all in and they might bite. Sometimes they'll just fold, but other times they'll call so you need to just get lucky here. Play until you bust one opponent out, and then move on to the next destination. Gambler 5: Win 3 rounds of Dominos without drawing any tiles against 2 or fewer opponents The good news is you don't have to win the entire game, and as long as you finish a round without drawing a tile, it will count towards this challenge. One of the best places to do this is in camp, as there will always be a Domino table open during the day and it is almost a guarantee you will only play against one other person. There are other Domino tables in the game, like Saint Denis for example, but these games tend to have three other opponents and finding a game with only one or two is pure luck. Speaking of luck, this is a very luck based challenge. Whether or not you do not need to draw tiles is almost entirely luck based, and there are only a couple of things you can do to swing things in your favor. First, if you can play a tile in multiple locations, play a tile that doesn't remove a spot on your next turn. Say, for example, you can play a tile on the right or left end, but the tile you need to play on the left end does not have a tile you can play off of it on your next turn (if it will show a six and you don't have any other sixes). In that situation, you'd want to play on the right end so you have two moves open. Your opponent could play a tile that would theoretically block you from playing on one end, but you would have a guaranteed move on the other. Also, if you have a lot of one number, try to play those more often (as long as you aren't hampering future moves) so you aren't so dependent on that one number coming up in the future. Even if you play as well as you can, though, there is no accounting for luck and sometimes you will just need to draw tiles. Just keep playing Dominos, and eventually you will hit three rounds without drawing. Gambler 6: Beat the Blackjack dealer in every location This is a shockingly easy challenge considering how far along in the challenge pathway it is. You only need to beat the Blackjack dealers in Rhodes and Van Horn a single time each. Simply win one hand in each location and you'll finish this challenge. The dealer in Van Horn is in the back of the saloon, while the one in Rhodes is in the saloon on the second floor. Just keep playing until you win a hand. Gambler 7: Beat the Five Finger Fillet player in every location This is another really easy challenge, and you only need to beat one player at each Five Finger Fillet locations outside of your camp. This will include Strawberry, Valentine, and Van Horn. You'll wind up playing all three variants here - classic in Valentine, Guts in Strawberry, and Burnout in Van Horn. Since you are going only against the easiest player in each location, this will not be a problem. Check on their hand when it is your opponent's turn and you will see the buttons you need to press. For the first round, it is always alternating between two buttons so just keep mashing these in opposite order. You should probably be going twice as fast as your opponent so it won't be much of a challenge. In case you're having trouble finding any of these locations, Valentine is just north of your camp in Chapter 2, Strawberry is near the center of West Elizabeth, and Van Horn is along the eastern border of New Hanover. right along the middle. Gambler 8: Win 3 hands of Blackjack with 3 hits or more This is one of the harder challenges to complete, because it is entirely random and there is no real way to speed things up. Ride to Rhodes and keep playing 2 cent blackjack over and over. You need to hit three or more times (for a total of 5 cards at least), and you need to beat the dealer. This has to be done only three times, but it is going to take forever. Your best bet is to draw an ace in one of your first two cards, but this again is pure luck. Just keep hitting if there is some theoretic way you can be below 21 in five cards. If you have 20 at four cards, hit. It doesn't matter if you're unlikely to get an ace, if there is a chance do it. If you're betting only two cents at a time, you can do this all day even playing dangerously like this. Just keep playing until you hit your third win. Gambler 9: Win 3 games of Dominoes in a row This will take some time and some luck, so hopefully you enjoy Dominoes because you'll likely be playing it for a little while. This is not "rounds" but full games, so this can be fairly time consuming. You can be playing well, win two games in a row, and then just get unlucky and have to start over from the beginning. Some tips for Dominoes are given in the Miscellaneous section of the guide, so if you're having trouble with the basics of the game you may want to read that first. The best place to do this is in camp during Chapter 3, because there will be a Domino table there from noon until night or so where only one other person will play you, making things a bit easier. There are other table options, but a lot of times this will be against multiple players. Chapter 3 camp is also good because it will be the All Fives variant of the game, where you get points every time the edges add up to a multiple of fives. This makes things go a bit quicker, which is good for this challenge. It also adds a bit more strategy to the game, and always look at your moves. If you every have a chance to place a domino and have the sum of the ends add up to a multiple of five, do it, even if it may seem disadvantageous for future moves. You can get a lot of points doing it this way, and can frequently get a bigger chunk of points doing this than actually winning rounds. If you get to place a tile first, always put down something that adds to a multiple of five because this will be free points. Beyond this, you just need some good luck, so keep playing and eventually you should get in a lucky streak. Gambler 10: Win 3 hands of Poker in a row Closing out the Gambler challenge path is another heavily luck based challenge, but fortunately this one is significantly easier than the challenge before it. You only need to win three hands here instead of three entire games, and it is much easier to win with an unlucky hand in poker than it is with an unlucky set of dominos. There are some tips in the Miscellaneous section of the guide if you need help, but your best bet here is bluffing often and repeatedly. The AI in this game is inconsistent at best - sometimes all the other players will fold immediately and other times they'll call you with a 3 4 offsuit. It is easiest to do this with only a player or two at the table, so it might be best to try this out at the Flatneck Station game as that frequently has fewer players than the other tables. You can play normally until you win a hand, and after that you want to play the other hands very aggressively. Raise no matter what you have before the flop, after the flop, and throughout the hand. There is a good chance everyone else will fold, even if you have garbage for cards. It is somewhat unlikely you'll actually have the best hand three hands in a row, but you can very frequently bluff your way to victory so take advantage of this. You may wind up busting out a time or two, but if it happens too much you can just reload your last save and recoup your losses. Unless you're very unlucky, you should be able to win three in a row without too much trouble. Herbalist Almost all of these challenges are related to foraging for food or crafting something out of various plant material. This challenge will be unlocked the first time you pick a Yarrow. Herbalist 1: Pick 6 Yarrow Unlocks the Herbalist Off-Hand Holster at the Trapper. Yarrow can be found all over the game, and are very common throughout grassy areas starting in Chapter 2. Look for any taller red flowery plant amidst grass. Herbalist 2: Pick and eat 4 species of berry There are only four berry types in this game, so for this challenge you essentially need to find all of them. When you come across one, select the "eat" option instead of the "pick" option. This will actually take a fair bit of time, because the berries grow in different areas of the map. All four berry types, and their locations, are listed below. Blackberry: This is probably the biggest pain to find of the four berries, and I would always find another raspberry when I was searching for one of these. They grow most commonly in West Elizabeth and western New Hanover, near the Dakota River. The first place I found one was in the fields west of Valentine, but West Elizabeth (near the river) seems to have the highest abundance. Evergreen Huckleberry: These are highly regionalized, and you can find them along the Kamassa River in mid/south New Hanover and Lemoyne. You can find them occasionally a bit further out from the river, but they definitely seem to be in higher abundance the closer to the river you get. Red Raspberry: The easiest of the four barrier to find, and you should start encountering them as early as Chapter 2. They are all around the Chapter 2 camp and Valentine, and they can be in bushes either near small forests or some of the grasslands. These are almost over the entire map though, so they should be easy to find. Wintergreen Berry: Forests and woodlands of northern New Hanover and Ambarino. It only grow in areas where vegetation is common, so there is no need to explore the snow covered areas of Ambarino. Stick to the forests and look for bushes. Herbalist 3: Craft 7 items using Sage as an ingredient The important thing to note about this challenge is you only need to craft seven total items, and not seven different items. So just find what is easiest for you to craft with the materials you have on hand and craft that seven times. The easiest to craft is probably the potent bitters tonic, which only requires sage and burdock root. These are two of the most common plants in the entire game, and you'll be tripping all over these no matter where in the map you visit. There are a couple different kinds of sage in this game, and the only kind that doesn't work is oleander sage (on account of it being poisonous). The best place to find sage is along the Kamassa River as it is all over the place over there, but you can find sage in forests across New Hanover, West Elizabeth, and even some places in New Austin. Burdock root is even more common and are scattered about pretty much everywhere. They're most common in the Great Plains region near railroad tracks or river banks, but you'll likely have a full stock when you reach this challenge so you won't even need to search for more. You'll need seven of each to craft seven of these tonics. Herbalist 4: Pick 5 mushrooms and feed them to your horse Finding mushrooms can be a bit of a pain, but as long as you know where you're looking it shouldn't take too long. Any mushrooms here that you find will work, and you can feed your horse five of the same mushroom or a mixture of different types. The easiest way to do this is to find some chanterelles as there are a bunch in close proximity. If you check your map, there is a region referred to as Eris Field just south of the "M" from the Lemoyne text on your map. There is a group of four mushrooms here just adjacent to the southern edge of the first "E" from Eris Field. There are two more west of the first "N" from Ringneck Creek on the west side of the creek. The locations of these mushrooms are shown below for clarity: Chanterelle (group of 4): Chanterelle (group of 2): Once you have a mushroom, just get on top of your horse or open your satchel when you are right next to it. Go to the horse tab and go through the food options until you reach a mushroom. Feed them all the mushrooms you picked, and once you hit five you will complete the challenge. Herbalist 5: Craft 9 items using Indian Tobacco as an ingredient You will need to find nine pieces of Indian Tobacco before starting this challenge, so if you don't have enough on hand you will need to go hunting for some. The good news is Indian Tobacco is one of the most common plants in the game, and you will find some pretty much everywhere. You can find a bunch right near Horseshoe Overlook along the river, and then more north of the first "A" from the Caliban's Seat text on your map. There's even more in the western area of New Hanover, and throughout Lemoyne and West Elizabeth as well. You'll find some in Lemoyne west of Shady Belle, and some in West Elizabeth south of the final "I" from the Little Creek River text. It's everywhere, and there's a good chance you will already have nine on hand. Once you're ready, set up a camp. The easiest thing to craft with Indian Tobacco is Potent Snake Oil. It only requires 1x Indian Tobacco and nothing else, so you can do it as soon as you have a total of 9x Indian Tobacco. Craft and store nine in a row, disposing them as needed if your inventory fills up. After you've stored the ninth you will complete the challenge. Herbalist 6: Pick 15 different species of herb There are a total of 30 types of herb in this game, so this challenge requires you to go out and pick half of them. You can refer to the Plants section of the Compendium in this guide for information on all the plants, but I've listed fifteen of them below for easy reference. American Ginseng: A bit less common than some of the most abundant plants. You can still find this in most states, though, with higher concentrations in West Elizabeth and New Hanover. One specific spot will be in southern Lemoyne, north of Shady Belle. This will be directly north of the left edge of the "S" from the Shady Belle text. It will be very close to the railroad track, so look north until you get the the track and then check just a little south of that. Burdock Root: These are found most commonly in the Great Plains region of New Hanover and are in highest abundance near railroad tracks and river. Still, you can find these in lower quantities in other regions as well. One guaranteed spot is west of Rhodes in Lemoyne. Travel directly west of the "Rhodes" text on your map until you hit the edge of Flat Iron Lake. There will be a group of these growing right along the riverfront. Chanterelle: Often found in grassy areas of Lemoyne and New Hanover. One good spot for these is actually close to where the American Gingseng shown above is growing. This is directly north of the "S" from the Shady Belle text and will be found just south of the railroad. There is also a road that runs through this area, and the chanterelle can be found about halfway in between the road and the railroad. Common Bullrush: Found all over the map growing near streams or lakes. One guaranteed spot is in southern Lemoyne. Northeast of Shady Belle is a somewhat large island that has three roads on it. Go to the middle of the island and head to the westernmost point. There is a small part of this island sticking out that has several common bullrush growing on it. Creeping Thyme: Extremely common and found in essentially every state. Most common near river banks or sandy soil. A good spot to find a group of four of these is in southern Lemoyne. Find the southernmost railroad track and look just slightly south of the southernmost point of this railroad track. They will be out in the open, right before you reach the tree line. Evergreen Huckleberry: Found in New Hanover or Lemoyne, close to the Kamassa River. To find one, go to southern Lemoyne. Go to Shady Belle, then follow the shoreline north until you reach a road. Just south of the road, near the adjacent river, are two bushes of evergreen huckleberries. Hummingbird Sage: This plant is found primarily in forested areas in Lemoyne, western West Elizabeth, and nearby the Kamassa River in New Hanover. One guaranteed spot to find some will be in southern Lemoyne. Located the Scarlett Meadows text on your map, and then head west of the bottom of the final "E" in Meadows. Past the road nearest to the "E" will be a small forest. The sage can be found under the trees just beyond the road. Indian Tobacco: Extremely common and found just about everywhere. One particularly good spot (because of the number of other herbs nearby) is in southern Lemoyne. A group of three will be growing directly north of the space between the two "N"'s from the Lannahechee River text. Go north of the southernmost road and continue north until you almost reach the next road north of it. It will be by some trees but slightly south at the edge of the field. Milkweed: Primarily localized in Lemoyne, especially near the Bayou Nwa region. Check southern Lemoyne, southwest of Saint Denis where the small island chain is (the islands east and northeast of Shady Belle). The island just northeast of Shady Belle has three separate roads on it. Go just northwest of this island, to the opposite side of the river that runs around it. A group of milkweed will be growing just off the bank here. Oleander Sage: This plant is another one that is very localized, and you will only find it in Lemoyne in the Bayou Nwa region near river banks. For a specific spot to find it, check southern Lemoyne. North of Shady Belle is a little river that runs through some small islands off the coast. There is a bit of the mainland that sticks out eastward just south of the railroad track by this river. Right in the center of this peninsula is a group of three of these. Oregano: Pretty common and found in grassy areas in all of the states. There is a good spot to find some in southern Lemoyne. If you located the Scarlett Meadows text on the map, this can be found to the west of the space between the "E" and the "A" from Meadows. There are two triangular shaped intersections west of the "A" and a group of three oregano can be found growing north of the western of these two intersection. Red Raspberry: Common plant that grows pretty much everywhere. A good spot to collect it is in southern Lemoyne. This will be directly north of the left edge of the "R" from the Bolger Glade text. Go north past the road, and travel until you are just a little ways south of the railroad track. There are only a couple of bushes out in the open here, and these bushes will have the raspberries. Wild Carrot: Plant in many places in almost all regions. A good spot is in southern Lemoyne, directly north of the second "N" from the Lannahechee River text. Go north of the southernmost road a bit and you will find a little field that has three wild carrots growing in it. This is a good spot because there are two other herb types nearby here as well. Wild Mint: This is fairly common to find around streams, marshes, or other areas with moisture. Another plant with a guaranteed spot in southern Lemoyne. Northeast of Shady Belle is a fairly large island with several roads going through it. Go to the middle of the island, and then head west of the westernmost road. There are a couple wild mint plants growing not that far from the road. Yarrow: Another extremely common herb. You'll find this near the wild carrot listed above, so it is good to get them together. This is also directly north of the left edge of the second "N" from the Lannahechee River text. Again, go north of the road and this is about halfway between the southernmost road and the next road north of it. It will also be in the same field as the carrot. The good news is all of these are in Lemoyne, so you shouldn't take too long in gathering them all. Fourteen of these fifteen are actually in very close proximity to each other, and it is only the Burdock Root that provided some trouble. Even that isn't too far, but the others are all in southeastern Lemoyne and the Burdock Root is more in western Lemoyne. Still, it shouldn't take too long to gather all of these. Herbalist 7: Craft and use 5 Special Miracle Tonics There are really two parts of this. First, you need to discover how to craft Special Miracle Tonics. Second, you'll need to gather all the ingredients. Gathering all the ingredients is a huge pain in the butt as crafting 1 Special Miracle Tonic requires 6 burdock root, 6 golden currant, and 6 yarrow. Meaning, to craft 5 tonics you will need 30 of each of these. First, we need to get the pamphlet teaching you how to craft the Special Miracle Tonic. After completing A Short Walk In A Pretty Town in Chapter 3, you will be able to buy it from any fence for $68.50. You can also find it in the wild, but it is easy enough to just wait until Chapter 3 and buy it. After that you will need to find the 90 total ingredients for the 5 Special Miracle Tonics. Below I have shown a map that details where to find multiple burdock root, golden currant, and yarrow all in close proximity to each other. Gathering every single point will allow you to collect 17 burdock root, 16 golden currant, and 16 yarrow. Look for the red markers on the maps to find where the plants spawn. Burdock Root - 7 total spots (in southeastern New Hanover/northwestern Lemoyne right along the boarder): Golden Currant - 6 total spots (in northeastern New Hanover, west of Annesburg): Yarrow - 6 total spots (near central New Hanover, in the western The Heartlands region): Ideally, you will wait until you have the best satchel upgrade before trying this. You will then be able to carry 99 of each ingredient and will be able to gather these all at once without have to stop halfway through when you reach your carry limit. If you have none of the plants, you will need to do two rounds of gathering at each spot. The bad news is plants take a long time to respawn after they've been picked. I was trying to wait it out, but it looks like by the Epilogue it will take 7-10 days for this to occur. So, I would recommend doing one round of gathering to get half of the ingredients you need, and then stopping. Go and do some other stuff (and rest frequently). Once you're sure you're over the 10 day waiting period, return to whichever spot you harvested from first and see if the plants are back. Of course, there are other spots each of these grow in the wild, but it will probably take less time overall if you just wait for these to respawn since most of the time plants aren't this close in proximity to each other. Once you have all the ingredients, start a campfire and craft 5 of these. Consume each one right after you are done crafting and you will complete the challenge right after you exit out of the crafting screen. Herbalist 8: Use Oleander to craft 6 poison weapons After how much of a pain the last couple challenges were, this one is actually fairly easy. You can craft any 6 poison weapons you want (so anything under the actual "weapons" tab while crafting), but I would recommend the poison throwing knives. This is very easy to complete, and you will only need the poison throwing knife pamphlet (the learn how to make them), 6x oleander sage, and 6x throwing knives. The poison throwing knife pamphlet can be bought from any fence for $58.00 after completing the Chapter 2 mission Pouring Forth Oil. After purchasing it, read to to make sure Arthur actually learns how to craft it. Throwing knives can also be bought from any fence for $2.50 each after completing the Chapter 2 mission Paying a Social Call. Oleander sage can be found all over Bayou Nwa near swampy areas and you may already have six in your inventory before this challenge even starts. If not, please refer to the map below which shows three separate spawn points for oleander sage that will net you a total of seven, more that you would need for this challenge. The plants will be at the three small red markers on the map, and can all be reached within a couple of minutes. Once you have all the ingredients, start a campfire and go to the weapons tab to find the poison throwing knife. You'll complete this challenge after crafting six of these. Herbalist 9: Pick one of each species of herb This is the worst challenge in the entire game as it essentially requires you to go out and track down each and every plant in the entire game. There are 43 in total, so you're going to have your work cut out. There are plenty of places to find these, but I have outlined one of each below. If you follow my list or do it yourself, my major recommendation is you write down each one you get. You don't want to be at 42 out of 43 and have no idea which one you're missing. Acuna's Star Orchid: One of the rare exotic flowers that only has a few spawn points. This one in particular only has ten, and they're all in the eastern region of Bayou Nwa. An easy one to find is on the chain of small islands northeast of Saint Denis (and directly west of the Sisika Penitentiary. There are two islands that are a little further east than the others, a larger one and a t-shaped one just south of that. This orchid can be found on the t-shaped island, growing on a sickly tree on the east end of it. Alaskan Ginseng: Somewhat common, but only in northern regions, It is most abundant in Ambarino, but you can find it in northern West Elizabeth and New Hanover as well. One good spot is east of the middle section of O'Creagh's Run lake in Ambarino. Go east from the lake until you find a four way intersection. There is only one, and all the others are only three-way intersections. After you hit the intersection, go about a quarter of the way down the road from the intersection to the border to New Hanover. Go north at this point and you can find the plant growing right along a rock wall. American Ginseng: A bit less common than some of the most abundant plants. You can still find this in most states, though, with higher concentrations in West Elizabeth and New Hanover. One specific spot will be in southern Lemoyne, north of Shady Belle. This will be directly north of the left edge of the "S" from the Shady Belle text. It will be very close to the railroad track, so look north until you get the the track and then check just a little south of that. Bay Bolete: These are fairly uncommon plants and are only localized to a couple of specific regions. They can be found in Tall Trees, West Elizabeth and Caliban's Seat, New Hanover, but not really anywhere else outside with some rare exceptions. One specific spawn spot is west of Caliban's Seat. There is a spot west of the top of the "Seat" text on the map. Cross the road, and the mushroom will be just a little bit past. They'll be in the shade of the trees, close to where the tree line starts. Blackberry: Blackberries can be a bit of a pain to track down, and are found most frequently near forested areas of West Elizabeth and along the Dakota River. A good spot to find a bush is just to the northwest of the "B" from the Big Valley text on your map in western West Elizabeth. It is the only larger bush in the area so it stands out a bit and can be found at the star position on the following map. Blackcurrant: These are essentially exclusive to New Austin, and only grow in very dry areas away from water. You'll find them in the Gaptooth Ridge or Cholla Springs regions. A specific spot is north of the middle of the "G" from the Cholla Springs text on your map. Go north from the "G" and you will cross two roads that are very close to each other. On the northern side of the second road (the one on top) will be three of these plants. They are very close to the roadside. Burdock Root: These are found most commonly in the Great Plains region of New Hanover and are in highest abundance near railroad tracks and river. Still, you can find these in lower quantities in other regions as well. One guaranteed spot is west of Rhodes in Lemoyne. Travel directly west of the "Rhodes" text on your map until you hit the edge of Flat Iron Lake. There will be a group of these growing right along the riverfront. Chanterelle: Often found in grassy areas of Lemoyne and New Hanover. One good spot for these is actually close to where the American Gingseng shown above is growing. This is directly north of the "S" from the Shady Belle text and will be found just south of the railroad. There is also a road that runs through this area, and the chanterelle can be found about halfway in between the road and the railroad. Cigar Orchid: One of the rare exotic flowers that grow in very limited locations. This has only ten spawn spots in the entire game, and they're all in the eastern Bayou Nwa region. A fairly easy one to find is west of the bottom edge of the "N" from the Bayou Nwa text and south of the right edge of the "A" from the Lakay text on your map. Clamshell Orchid: Part of the final exotics request and one of the rare exotic flowers. These are all found near Shady Belle and all grow on trees. An easy one to grab is just southeast of Shady Belle. There is a road that runs through an island southeast of Shady Belle, and this orchid can be found on a tree growing near the middle of the the southern shore of this island. Common Bullrush: Found all over the map growing near streams or lakes. One guaranteed spot is in southern Lemoyne. Northeast of Shady Belle is a somewhat large island that has three roads on it. Go to the middle of the island and head to the westernmost point. There is a small part of this island sticking out that has several common bullrush growing on it. Creeping Thyme: Extremely common and found in essentially every state. Most common near river banks or sandy soil. A good spot to find a group of four of these is in southern Lemoyne. Find the southernmost railroad track and look just slightly south of the southernmost point of this railroad track. They will be out in the open, right before you reach the tree line. Desert Sage: This is one of the rarest non-rare flowers in the game, and you will only find them in high quantities in western Gaptooth Ridge in New Austin. You can find a guaranteed spot in the far west of New Austin. Go directly north from the left edge of the "H" in the Gaptooth Ridge text on your map. It will be slightly north of the midpoint between the "H" and the northernmost railroad track. There will be a coyote drawn on your map if you've explored the region well, and the Desert Sage will be growing just to the south of its front paws. Dragon's Mouth Orchid: A rare orchid. Unlike most rare orchids, this one grows exclusively in Ambarino. They are kind of spread out so it is a little bit of a pain to collect all of them. If you're trying for just one though, there are a couple of easy spots. One good spot is on the east shore of O'Creagh's Run in eastern Ambarino. Right near the middle of its east shore is a fairly big chunk of land that juts inward towards the middle of the lake. The orchid is found right around the tip of this area. English Mace: These are found most commonly in New Austin, near river banks in the Rio Bravo area. However, you can rarely find them outside of New Austin as well. One good spot (so you don't need to wait until the end of the game) is in eastern Ambarino. East of the middle of O'Creagh's Run will be a single four way intersection (all others are three way). This flower can be found to the southeast of that intersection, past the trees and in a little bit of an open field. Evergreen Huckleberry: Found in New Hanover or Lemoyne, close to the Kamassa River. To find one, go to southern Lemoyne. Go to Shady Belle, then follow the shoreline north until you reach a road. Just south of the road, near the adjacent river, are two bushes of evergreen huckleberries. Ghost Orchid: One of the many rare orchids. There are only ten spots where this grows, and they're all around Shady Belle. Be careful as there will be Lemoyne Raiders around here in most chapters, so you'll likely need to clear them out first. One Ghost Orchid can be found just east of the main house of Shady Belle. There is a small run down shack that is also east of the main house, and the flower can be found just north of that shack on the nearby tree. Golden Currant: Localized primary near rivers in West Elizabeth and northeast New Hanover. There are a decent number in both spots. One specific location is in northeast New Hanover, north of the "S" from the Annesburg text on your map. There are several batches just before the next road north of the "S". There is a squirrel drawn on your map if you've fully explored the area, and you can find several right near where its leg would be. Hummingbird Sage: This plant is found primarily in forested areas in Lemoyne, western West Elizabeth, and nearby the Kamassa River in New Hanover. One guaranteed spot to find some will be in southern Lemoyne. Located the Scarlett Meadows text on your map, and then head west of the bottom of the final "E" in Meadows. Past the road nearest to the "E" will be a small forest. The sage can be found under the trees just beyond the road. Indian Tobacco: Extremely common and found just about everywhere. One particularly good spot (because of the number of other herbs nearby) is in southern Lemoyne. A group of three will be growing directly north of the space between the two "N"'s from the Lannahechee River text. Go north of the southernmost road and continue north until you almost reach the next road north of it. It will be by some trees but slightly south at the edge of the field. Lady of the Night Orchid: This is one of the rare exotic flowers that only grow in one spot. You can check the Collectables section of the guide for a full list, but one easy one is at the Prinz & Co. factory. This is just to the west of Saint Denis and just to the east of Caliga Hall. There is a fence on the west end of the factory and there are some trees near the fence line.There is one of these orchids growing on the tree furthest south, which is directly adjacent to the ampersand on the map. Lady Slipper: A rare plant with only 14 very specific spawn locations. It is found in the West Elizabeth region, and an easy one to find is at Monto's Rest. Monto's Rest is just to the northeast of Strawberry. A Lady Slipper can be found directly east of the "Rest" of the Monto's Rest text on your map and it is almost directly south of the "C" from the Appleseed Timber Co. text above it. It is out in the middle of a mud patch and should be easy to find. Milkweed: Primarily localized in Lemoyne, especially near the Bayou Nwa region. Check southern Lemoyne, southwest of Saint Denis where the small island chain is (the islands east and northeast of Shady Belle). The island just northeast of Shady Belle has three separate roads on it. Go just northwest of this island, to the opposite side of the river that runs around it. A group of milkweed will be growing just off the bank here. Moccasin Flower Orchid: This is one of the rare exotic orchids, and there are only twenty spawn spots in the entire game. They're mostly in northeastern New Hanover, and you will find a bunch near Butcher Creek. One specific orchid can be found almost directly east of the easternmost point of the Kamassa River (which is west of Van Horn). Go east from this point on the river, and then go over the road and climb up the following hill. It is right around where the hill starts leveling out. The star below shows this specific spot, with the other markers showing alternate Moccasin Flower Orchid locations Night Scented Orchid: Rare, exotic flower only found in very southern Lemoyne. It has only ten specific spawn locations, all growing in trees near the bottom of the Lemoyne region. One of the easier ones to find is slightly to the northeast of Catfish Jacksons, and just to the southeast of the final "S" of Catfish Jacksons when written on your map. If you find the southernmost road in the area, it will be slightly north of the southernmost point of that road. Oleander Sage: This plant is another one that is very localized, and you will only find it in Lemoyne in the Bayou Nwa region near river banks. For a specific spot to find it, check southern Lemoyne. North of Shady Belle is a little river that runs through some small islands off the coast. There is a bit of the mainland that sticks out eastward just south of the railroad track by this river. Right in the center of this peninsula is a group of three of these. Oregano: Pretty common and found in grassy areas in all of the states. There is a good spot to find some in southern Lemoyne. If you located the Scarlett Meadows text on the map, this can be found to the west of the space between the "E" and the "A" from Meadows. There are two triangular shaped intersections west of the "A" and a group of three oregano can be found growing north of the western of these two intersection. Parasol Mushroom: While these aren't that abundant in comparison to a lot of the non-localized plants, these can theoretically grow just about anywhere. They prefer dry soil or woodlands, and there are a handful of these in all of the states. One example is in the Cholla Springs region in New Austin. If you look north of the "G" in the Cholla Springs text, you will see some roads that intersect in a way to form a triangle. Travel to the westernmost point of this triangle, and then go slightly northward. Three parasol mushrooms can be found here. Prairie Poppy: Very localized plant, and can be found almost exclusively in the Great Plains region of West Elizabeth. One really easy spot to pick some up is just to the west of Blackwater. There is a group growing just to the southwest of the "T" from the Blackwater text on your map. It is almost touching the letter itself, so don't go too far from it while searching for it. Queen's Orchid: Yet another in the long string of rare exotic orchids that only appear in Lemoyne. These are primarily found along the coastline of the big swamp right around Lagras. One of the easier ones to get is in the peninsula that runs northeast from Lagras. At the very northeastern tip of this peninsula, past all the trees, will be a Queen's Orchid. Ram's Head: Grows in forest areas of West Elizabeth, Ambarino, and northeastern New Hanover. They tend to grow in large groups and can also be found outside of forest areas themselves, as long as they are in grassy patches nearby. One good spot to find some is in northeastern New Hanover. This is close to the top right corner of the map. Go directly north from the "Y" from the Brandywine Drop text on the map. It is a little bit south of the halfway point between the "Y" and the northern railroad track nearby. Rat Tail Orchid: Another of the rare orchids. Like most of these, this can be found in the swamplands of Lemoyne, and most of these are in the Bluewater Marsh region. A good one to find is just to the west of the bottom of the first "E" from the Bluewater Marsh text on your map. It will be fairly close to the nearby coastline. Red Raspberry: Common plant that grows pretty much everywhere. A good spot to collect it is in southern Lemoyne. This will be directly north of the left edge of the "R" from the Bolger Glade text. Go north past the road, and travel until you are just a little ways south of the railroad track. There are only a couple of bushes out in the open here, and these bushes will have the raspberries. Red Sage: This is another very localized plant, and it grows in the Rio Brave region of New Austin and not really anywhere else. An easy spot to find some is right around Fort Mercer in New Austin. Go just to the east of the very top of the "T" from the Fort Mercer text. It is very close to the letter, and should be very easy to see because of its bright red color. Sparrow's Egg Orchid: One of the rare orchids in this game. These are all localized in northeastern New Hanover in the Roanoke Ridge region. You can find one west of the middle of the space between the "O" and "A" of the Roanoke Ridge text on your map. Go west from the midpoint until you hit the first road. Just west of this road, only a couple of steps off the path, will be one of these orchids. Spider's Orchid: One of the many rare orchids. This only has ten specific spots it grows in the entire game, and they are all on trees in the western Bayou Nwa region. One specific spot is fairly far in the southwest of Bayou Nwa. It is south of the small pond in the area (where Bayall Edge is located) but north of the southernmost road. There is an intersection down here, and the tree you're looking for is slightly to the east of it and a little ways north. It's about halfway in between the road and the pond. Vanilla Flower: These grow on trees near the Bayou Nwa region in Lemoyne. They tend to be on trees close to water. One easy spot to find one at is at Prinz and Co., an abandoned factory just west of Saint Denis and east of Caliga Hall. On the west end of the factory, right before the fence, will be some trees. It will be growing on the second most northern tree close to the fence. It can be found at the star symbol on the following map. Violet Snowdrop: This is more of a regional plant, and you will find it mostly in Ambarino (although there are also some spots in northern New Hanover and northern West Elizabeth). You can find a group of Violet Snowdrops growing in northwestern West Elizabeth. It is by the Hanging Dog Ranch, and is actually right on top of the "C" from the Ranch text on your map. There are a couple growing here, and their bright purple hue makes them stand out. Wild Carrot: Plant in many places in almost all regions. A good spot is in southern Lemoyne, directly north of the second "N" from the Lannahechee River text. Go north of the southernmost road a bit and you will find a little field that has three wild carrots growing in it. This is a good spot because there are two other herb types nearby here as well. Wild Feverfew: This plant almost exclusively grows in the Cholla Springs region in New Austin, and to my knowledge it doesn't grow outside of New Austin at all. An easy spot to find some is just to the west of Armadillo. Leave town to the west, crossing the railroad track. Check your map, and you will see a big black circle on the railroad track at the Armadillo stop. Go west from the bottom of this a little bit (like twenty steps or so) and you can find a couple of these growing. Wild Mint: This is fairly common to find around streams, marshes, or other areas with moisture. Another plant with a guaranteed spot in southern Lemoyne. Northeast of Shady Belle is a fairly large island with several roads going through it. Go to the middle of the island, and then head west of the westernmost road. There are a couple wild mint plants growing not that far from the road. Wintergreen Berry: As you may guess from the name, this will only grow in colder climates. Thus, you can find it in northern New Hanover, northern West Elizabeth, and anywhere in Ambarino that isn't completely covered in snow. One specific spot you can find it in is to the east of the middle of the O'Creagh's Run lake in eastern Ambarino. Go east from here and you will see a single four-way intersection (all the others are three-way intersections). Just to the southeast of this intersection is a little field, and the Wintergreen Berry will be growing there (close to a couple of English Maces). Yarrow: Another extremely common herb. You'll find this near the wild carrot listed above, so it is good to get them together. This is also directly north of the left edge of the second "N" from the Lannahechee River text. Again, go north of the road and this is about halfway between the southernmost road and the next road north of it. It will also be in the same field as the carrot. That is all 43. This one will take a long time, so good luck. And, again, keep a list of some sort. You don't want to be at 42/43 and not know which one you are missing. Herbalist 10: Season and cook all 11 types of meat After Part 9 of this challenge, this one seems simple in comparison. You should hopefully have a lot of the different types of meat available already, and the game is nice enough to list what they all are. Below is a list of the types of meat you must have for this challenge, and a few examples of animals you can find them from. Exotic Bird Meat: Parakeets, Parrots, Pelicans Pork: Boars, Peccaries, Pigs Plump Bird Meat: Chicken, Geese, Roosters, Turkey Big Game Meat: Alligators, Bears, Cougars, Panthers, Wolves Prime Beef: Bison, Bulls, Cows, Oxen Succulent Fish Meat: Salmon, Trout Game Meat: Ducks, Pheasants, Rabbits Flakey Fish Meat: Bass, Muskie, Perch, Pickerel, Pike, Sturgeon Crustacean Meat: Crabs Mutton: Goat, Sheep, Rams Venison: Bucks, Deer, Elk, Moose, Pronghorns Note that some types of meat you can get in the game, like stringy meat, aren't actually on this list and won't count towards the 11 you need. Most of these animals are very easy to find, but you may have trouble finding some things like crustacean meat (crabs can only be found on the island just to the northeast of the "N" in the Flat Iron Lake text) or exotic bird meat (pelicans are your best choice here and can be found along the coastline west of Rhodes down to the bottom of the Braithwaite Manor). If you are having trouble finding any of these animals, please refer to the Animals section of the guide for more information and tips on locations. You will also need some cooking herbs for this, which include either wild mint, creeping thyme, or oregano. The good news is these are incredibly common and you'll likely have way more than that. If you do not have these yet, please refer to the Herbalist 9 challenge as it will give locations for all three of these and just going to these three spots will net you more than 11 of these. It does not matter which seasoning you use, and you can use the same one 11 times. You just want 11 in total between those three, as you will be cooking 11 total dishes. Once you have all 11 in hand, you're ready to cook. Start a campfire, and make sure you use the left or right button on the controller to cycle through your cooking options on these meat choices. Remember to season each. Cooking the meat plain will not count so remember to season each and every one. The game will keep track of which ones you've cooked on the challenge tab so you can see what you have left to do. Once you cook the final one, you will complete this challenge. Horseman These challenges will require you to master horse riding in this game. You'll need to hunt from horseback, race between various markers, and tame pretty much every breed of horse. You'll be ready to open up your own ranch after this. Horseman 1: Kill 5 Rabbits from horseback The hardest part about this is finding five rabbits while you're on horseback. This is something you'll likely come upon randomly while riding between destinations. Whenever you're riding on your horse and flush a rabbit out somewhere, immediately pull out your revolver and activate your Dead Eye. Move your cursor over the rabbit and shoot him. This is tricky to do normally, so make sure you use Dead Eye here to simplify things a lot. Completing this challenge unlocks the Horseman Gun Belt at the Trapper. Horseman 2: Jump over 3 obstacles in 15 seconds This is another fairly easy challenge, and all you need to do is find three obstacles to jump over in quick succession. A really easy place to do this is at the auction yard at the south end of Valentine. There are a bunch of animal pens here, and you can ride your horse in and just keep jumping fences in a straight line until you hit three. Of course, you can do this elsewhere as well and anywhere with a bunch of fencing is typically fairly easy. Valentine just presents an early game area that has a really good setup for this challenge. Horseman 3: Ride from Valentine to Rhodes in less than five minutes Valentine should hopefully be easy enough for you to find since it is the very first town you'll be visiting this game. Rhodes you won't go to until much later, but you can travel there as soon as you get control of your character in Chapter 2. It is a decent distance to the southeast of Valentine, and if you follow the train track from Valentine south you will eventually come to the city. This challenge gives you five minutes to go from Valentine to Rhodes (note that the other way doesn't work) which should be plenty of time as long as you have a decent horse. Ride directly southeast out of Valentine and pay attention to changes in elevation. There are a lot of sudden cliffs if you get too close towards the middle of The Heartlands, so always try to run along the perimeter of any hilly area if at all possible. Once in Lemoyne, you can follow the train tracks as they provide a really safe way to Rhodes without having to deal with weird hills or rocks. If you are having trouble, you can upgrade your horse to make it faster. Go to any stable and select "tack and services" to go deeper into the menu. Select tack and then when you finally get to the options screen, go to stirrups. There are a lot of options here, but something like the Hooded Stirrup is fantastic because it provides both a boost to speed and acceleration. This isn't absolutely necessary for the challenge, and you should be able to get between the two towns fairly easily without even worrying about upgrades. However, it does provide a noticeable speed boost so if you feel like you're really close but aren't quite making it in time, this is a good way to make you just a bit faster. The challenge should pop up as completed as soon as you enter the perimeter of Rhodes. Completing this challenge unlocks the Horseman Holster at the Trapper. Horseman 4: While mounted, drag a victim for 3300 feet using your Lasso This one is fairly straightforward, although you'll want to try this on someone who is isolated. If someone catches you dragging someone, they'll go and alert the sheriff for assault or try and pull you off your horse. The easiest way to do this is to find someone by themselves somewhere out in the country and then aim your lasso at them while you're on horseback. After this you just need to move for a while. Find a nice isolated spot in the map and just go in circles until you complete the challenge. Horseman 5: Trample 5 animals while on horseback Trampling an animal can actually be harder than it sounds. You need to run them over with your horse, which can be kind of a pain because a lot of animals can turn tighter than you can. If you're running full speed, you can kill a small animal with a single trample but at lower speeds it usually takes two. If you see a small animal dart out, you can chase them down and start zigzagging if you get in front of them to maximize your chance of hitting them. There is a good chance they turn though, so this can be hard. The easiest way to pull this off is to find a chicken coop near a ranch or a farm. Emerald Ranch has one, as do a lot of other ranches in the game. This will give you a lot of chickens in a closed off area, and it makes this challenge significantly easier. Just slowly trot in circles and you should kill enough animals in no time. You can try to do this the normal way, but it'll take a lot longer and can be a pain to find a small critter you can trample in the first place. Horseman 6: Ride from Strawberry to Saint Denis in under 9 minutes without touching any water This is another race from one city to another, and this one actually takes you across a decent chunk of the map. Strawberry is in the West Elizabeth region while Saint Denis is in the southeast corner, in the Lemoyne region. You need to start in Strawberry and make your way to Saint Denis without taking your horse through any rivers, streams, or lakes. There is actually a fairly easy path that can accomplish this. Starting in the north end of Strawberry, take the road out of town to the east. Follow this road around until you reach Riggs Station. From here, you can just run along the train tracks all the way to Saint Denis. This path allows you to avoid running in the water entirely, and it also provides a safe, level path that doesn't require you dealing with changes in elevation or trees. Just follow the train tracks around until you cross the bridge into Saint Denis. The game will give you credit for this challenge at this point. Since this is a longer trek, there is some things you will want to do in preparation first. First off, you want to make sure you and your horse are bonded all the way to level 4. This will help increase your horse's stamina meter, which is great because the longer that is the fewer healing items you'll need to give them. Make sure you are fully stocked up on horse stimulants, because you will need to take at least three to refill their stamina all the way during this trip. Finally, in the previous race (Horseman Challenge 3) I recommended going to a stable and picking up improved stirrups to boost your top speed. This is an absolute necessity for this race, so if you haven't done this already make sure you purchase one of the speed boosting stirrups. If you follow the path and have at least this level of preparation, you should make it to Saint Denis well within the time limit. Horseman 7: Kill 7 enemies from horseback without dismounting This one is exactly what it says on the description, and you need to kill seven enemies without getting off your horse in between. The easiest way to do this is to find a gang camp as there tends to be at least four or so enemies there. Just do not get off your horse, and ride around finding people to kill. It is best if you get the jump on them. Pull out your gun, wait for them to become confrontational, and then quickly enter Dead Eye and get a headshot. An easy time to pull this off is during the Lindsey Wofford bounty mission, as there are eight enemies in this camp and you can hide outside the outer wall and wait for them to come to you one at a time. If you're having trouble getting this normally, wait until this bounty mission and collect it then. Horseman 8: Kill 9 predators from horseback This can be somewhat difficult, because as soon as your horse senses a predator nearby it gets ready to buck you and run. SOME FRIEND. There are a variety of different predators in this game, but the easiest to do for this challenge are probably the alligators. They populate Bluewater Marsh and Bayou Nwa, and they're good for a couple of reasons. First, they're really slow so as long as you don't run into one you can stand a little bit away and use a sniper rifle to kill them with a single headshot. They also are all over the place, and while other predators can be kind of rare, you'll find two or three alligators right next to each other sometimes. Use your sniper rifle to kill them while on horseback, and then keep moving around the region to find some more. You don't have to do this one all at once, but it is easy enough to so you might as well. Horseman 9: Ride from Van Horn to Blackwater in under 17 minutes without touching any water The ride itself is long, taking you from almost one end of the map to the other. The good news is 17 minutes is way more than enough time, and the only real difficult part about this is avoiding water. Before you start, make sure you max out the amount of horse stimulant you have. Refill your horse's stamina as soon as its core starts running low, and it will likely take three or four horse stimulants to get you across the full map at full speed. You absolutely want to make sure your horse has full bonding when you try this, because you want the stamina core to be as full as possible when you start this. Just keep mashing the sprint button to keep your horse at full speed, and avoid trees and ledges that will make your horse tumble. I fell from my horse once and was stopped by an enemy ambush another time (that I rode through, but it slowed me down while they were talking to me), and I still made it with plenty of time to spare. You can fall multiple times here, but just make sure you get back on as quickly as you can. Other than this, the important thing is the path you take. First, you want to take the train track southwest of Van Horn to cross the Kamassa river. Go west after you get through the couple of bridges after this crossing. Go through Emerald Ranch. Be careful here, as there are a couple of small creeks alongside the Emerald Ranch. East of the fence station and Emerald Ranch is a small gap though, and you can easily ride right through it. After, ride southwest again through the Heartlands (staying south of the largest cliffs and hills) until you hit the train track by Flatneck Station. Stay on the track along through Flatneck Station down though around Riggs Station. From here you can ride into Strawberry and take one of the bridges in town to get to the south side of Hawk Eye Creek. Go along the road to get to Owanjila Dam and cross there to get past the Upper Montana River. Now, ride southeast (you can go through the trees to avoid taking some of the long winding roads). Once you get near Beecher's Hope you can just ride directly east into Blackwater. Good luck! Make a save point in Van Horn right before starting so if things go bad or you accidentally go into water at some point that you can easily restart. Horseman 10: Break every wild horse breed. This is actually one of the biggest pains in the games in terms of challenges. There are a total of eleven different wild horse breeds in the game, and you'll need to break nine of them for this challenge (the rare Arabian is not included in the list, and neither is the much more common thoroughbred for some reason). The nine different breeds you will need to break are listed below. American Paint American Standardbred Appaloosa Hungarian Halfbred Kentucky Saddler Morgan Mustang Nokota Tennessee Walker The reason this is such a pain is because you'll be traveling all over the map to find these horses. If you check the Horses subsection in the Compendium section of the guide, you will find a list of all horses in the game. In the list will be a description of where the wild horses can be found. Please refer to this subsection of the guide while you're trying to hunt down all these horses. The issue is that each specific breed has one or several specific parts on the map in which they spawn. I've listed these for each of the horses, but almost all of them have a fairly large area in which they can be found. So if the guide refers to "southeastern Cumberland Forest" it means they can be pretty much anywhere in the southeastern Cumberland Forest. Unlike exotic flowers or points of interest, there is not one guaranteed spot for these horses and you'll be doing a lot of legwork tracking them all down. If you are having a hard time finding a horse, considering camping until morning as it will change the horse's position in most cases. Once you've actually found the horse, breaking them is very simple. Target them and very slowly walk towards them. Hit the button prompt to calm them as frequently as you can until you get close enough to mount them. There will be times it might be advantageous to stop moving entirely to help the horse relax. Once you're close enough to mount them, do so immediately and then hold back on the left analog stick. You essentially want to hold back in the opposite direction the horse is trying to move, so this will involve holding it back and then sometimes back and to the left or back and to the right. After five to ten seconds, the horse will relax and you will get credit for breaking them. You do not need to ride them any longer than this or actually increase your horse bonding level. As soon as the message appears on the screen telling you that you got credit for it, you can climb down and get back on your horse of choice. Master Hunter As the name implies, these skills are related to hunting certain animals or obtaining certain items while you're hunting. This challenge is unlocked as part of the main quest The Aftermath of Genesis as that will require you to kill and skin your first deer. Master Hunter 1: Skin 3 Deer Unlocks the Master Hunter Off-Hand Holster at the Trapper. Deer are one of the most common animals in the game so you should have no trouble finding them. Use your bow and arrow if you can to get a higher quality pelt, although that isn't necessary for this challenge. You only need to skin them, and it doesn't matter what quality the pelt is. Master Hunter 2: Collect 3 perfect quality Rabbit pelts This can be kind of a pain, because perfect rabbit pelts are some of the hardest perfect pelts to get in the game. First, you'll need to purchase a Varmint Rifle. This is the only gun you can use to get perfect pelts from rabbits, and you can buy it from any gunsmith. Then, go hunting. It was easiest for me to ride around on my horse through open, grassy areas. Keep an eye out for rabbits that are darting around while you're doing this. Rabbit can be found almost anywhere (other than swamps or snowy areas), but grasslands are the best because it is easier to steer your horse and aim if you don't also have to dodge trees. Aim at a rabbit when you find one to check its quality. You only want to kill three star rabbits while going for this, because if they are only one or two stars, you cannot get perfect pelts out of them. When you find one with three stars, immediately enter Dead Eye. You need to kill the rabbit in one shot to get the perfect pelt, which can be kind of a pain because of how fast rabbits are and how small their critical areas are. Once in Dead Eye, you need to aim for one of the red areas, which will either be its head or its upper body. Mark where you want to shoot using Dead Eye, and then fire. You need to be careful where you're aiming, because if you are going for the head it is very easy to aim at an ear and only wound the animal, damaging its pelt along the way. Score a clean kill and you can skin the rabbit for a perfect pelt. Do this three times to complete the challenge. Master Hunter 3: Track 10 different animal species using your Binoculars After the last Master Hunter challenge, this one is significantly easier. You don't need to track these animals and kill them, you only need to track them. Equip your binoculars in a forested area and just start looking around until you find one. Binoculars actually make tracking easier, as it'll allow you to track from further away. Do this to ten different animal species and you'll complete the challenge. You cannot do the same species multiple times, so try to find areas with higher variety while you're doing this. Ride your horse for a little while, take out your binoculars and quickly scan the area to see if anything is nearby, and then ride forward a bit and repeat. Master Hunter 4: Call an animal and get a clean kill 5 times The description here is a bit misleading because you don't really need a "clean" kill in the sense that you get a perfect pelt out of the deal. You just need to kill your target in a single hit, so you can use a rifle to demolish a squirrel if you really want. Deer are probably the best animals to do this on, just because they are so big and so abundant. And also they stick their head straight up when you call them, giving you a great shot. I was able to get this quickly by walking around a forested area nearby Rhodes where there are a lot of deer and squirrels and rabbits, but feel free to use whatever your favorite hunting spot is. Walk slowly with your gun out, scanning the ground ahead. When you find a target, get close enough to call to them (again, with your gun drawn) and shortly after you do, use Dead Eye and take a shot at a critical region to kill them. If you are targeting a squirrel or something small where position of the shot doesn't really matter, you can call and then just shoot a second or so later. If you are targeting a deer or a larger animal, go for a headshot with a powerful enough weapon to take them out. You can check your counter to make sure you got a clean kill, but this challenge isn't all that difficult so just keep calling and shooting and you'll have it eventually. Master Hunter 5: Skin 3 Black of Grizzly Bears Finding black or grizzly bears isn't that difficult. Of the two, I'd recommend going for black bears because they are smaller and easier to kill. Most of the time they'll actually just run from you if you're on horseback, so ride around until you find one and shoot it. There are a couple good spots to find each of these bears, and black bears are most abundant in the wooded areas of Roanoke, Big Valley, or Tall Trees. It is somewhat luck based, but I always find the most in the western/northwestern portion of Big Valley in West Elizabeth. Grizzly Bears are most abundant in the Grizzly East region in Ambarino. Make sure you have a powerful rifle with plenty of ammo while hunting for these guys, as grizzlies in particular can be nasty if you don't kill them quickly. Master Hunter 6: Kill 5 Cougars with your Bow, then skin them This was one of the more annoying challenges for me because of how hard it can be to get a cougar to spawn. From my experience, they spawn most frequently in early morning. This doesn't mean they don't show up at other times as I also found them occasionally in the afternoon or at night, but they would show up fairly consistently between the hours of 6 am to 10 am. So I would recommend primarily hunting in the morning, although this isn't a guarantee as well. There are only a handful of spots on the entire map that cougars spawn, and these locations are pretty far from each other, and they seem to not spawn every time, AND AND I hate them. Sorry, cougars. There were two spots I was consistently able to get them to spawn, so I would travel between the two spots while farming them. The first is western West Elizabeth. North of Lake Owanjila is a trapper you can sell to. East of him are three dotted lines representing trails. The top to lead into each other, while the third heads east towards Beryl's Dream. Go to the bottom line, crossing the road from the west side, and once you reach the east side of the road you should get a red dot nearby indicating the cougars position. There are actually a couple of spots here that seemed to give consistent cougar spawns (although only one at a time) which are indicated on the map below by red stars. The second is in northeastern New Hanover. In the northeastern corner of the map is a bit of train tracks that go over a small river (Brandywine Drop is nearby). After finding the aforementioned cougar, take a train to Annesburg and ride the track north out of town.Follow it over Brandywine Drop and continue on closer to where Doverhill is. Turn around now and ride over Brandywine Drop again. A cougar should start following you at some point, so keep checking behind you occasionally and you should find him. Take the train back and forth between these two positions. This requires a bit of travel, but I was able to get a cougar to spawn almost every time that way. They can also spawn slightly south of this, around where the actual image of a cougar will be drawn on the map. These are all shown below. These tend to be a bit more flexible than the ones above, so I've shown some general areas instead of specific locations. If you don't want to ride back and forth so much, there are a couple of other ways to try and make this easier. Start with the first cougar mentioned above as he tends to spawn a bit more easy. Kill him once, and then ride around a bit and sleep until morning. While it won't happen every day, there were a couple of times I would sleep, get back to morning, and another cougar would spawn when I returned to my hunting ground. You can also save the game, quit out, and then load up your save file. This tended to do a decent job of getting the cougar to spawn. Still, the easiest way is to find two spots that have cougars and take a train or stagecoach back and forth. The train or stagecoach do a great job of reseting everything, so it would almost always make the cougar respawn in between visits. Master Hunter 7: Use bait to lure and kill a predator and herbivore consecutively The wording here is slightly vague, but essentially you need to lure and kill either a predator or herbivore first using the appropriate bait, and then not kill any other animals until you use bait to lure and kill the other animal type. There is no real time limit here, but you will want to keep your gun holstered in between and not shoot anything else in between tries. Also make sure you kill the animal on the first shot so it doesn't flee after being hit. You can buy both types of bait from general stores, and it is for the best if you fully stock up on both in case you have any misses in between. You can do any predator and any herbivore you want, so find a location that works for you. A good spot if you can't find one is western West Elizabeth. North of Lake Owanjila (near the trapper) are a good number of black bears. These are one of the preferred predators to hunt, because they will flee when they see you instead of instantly charge and try to murder you. Hunt the predator first, and herbivore hunting is quite easy. Drop your predator bait nearby the road east of the trapper and hide a distance away until a black bear shows up. You want to wait until it starts munching on the food before shooting it. Aim for a head shot using Dead Eye using a rifle to kill it in a single hit. Next track down a deer, as there should be plenty nearby. When you see some, get off your horse and approach using a crouch. Once you are fairly close, drop herbivore bait and crouch run away. You should see the deer come to the bait almost immediately. Again, use a rifle and Dead Eye to secure a headshot. If you're having trouble with animals fleeing from you, consider using cover scent lotion as you will be able to get a lot closer without getting noticed. West Elizabeth is good for the animal variety, but really any spot that has both predators and herbivores nearby should work well. Master Hunter 8: Catch 3 small fish without using a Fishing Rod This is actually one of the easier Master Hunter challenges, and it can be done at most rivers or along the shores of most lakes. You just need to pull out a pistol and shoot the fish. It will be slightly luck based as you will need fish to be active at the place you're at when you're trying to do this. I found this a bit easier to do at rivers, and you can find a decent number in the Dakota River north of Valentine. I did this along the souther shore of Lake Owanjila, at the bit of shore right by the bridge. Once you find a good bit of shore, activate Dead Eye. Fish should be slightly highlighted like this, making them a bit easier to hit. Keep Dead Eye activated and shoot as many fish as you can see. You need to actually catch them, so after they've been shot you will need to walk over and pick them up. This also only counts for small fish, so if you manage to kill any large fish this way it won't count. If you're having trouble finding fish, just keep exploring alongside your river or lake of choice until you find some. Master Hunter 9: Kill an Opossum playing possum Another fairly easy challenge, the only difficulty here is actually tracking an opossum down. You can find them in a couple different locations and in most regions of the map. However, their habitat is fairly localized in each of the regions, so it can be hard to track them down. I had the best success in western West Elizabeth. It is best to hunt at night as they tend to be most active at night and are much harder to find during the day. The best hunting spot is directly west of the "Big Valley" text on the map (somewhat close to the trapper in the area). It is usually on the west side of the road, and can also be found slightly south of where the text is. Keep using Eagle Eye to help locate the rodent, and beware as there can be cougars in the region as well. When you find an opossum, run after it. You can try shooting next to it as well. You just need to spook it, which should occur after running after it for a couple of seconds. Once it tips over and starts playing dead, take out your gun and shoot it in the head. Sorry opossum, you're not tricking us today. Master Hunter 10: Find and kill the Legendary Panther 'Giaguaro' The final Master Hunter challenge isn't actually all that bad and it isn't any more complex than any of the other legendary animals you've probably hunted by this point. You will be unable to hunt the Legendary Panther before unlocking this challenge, so it won't be marked on your map just yet. You will need to travel to southern Lemoyne to find the panther, and its habitat is almost directly west of Shady Belle (your camp in Chapter 4) and southeast of Bolger Glade. You'll be alerted when you enter its area the first time, and they'll drawn the Legendary Panther on your map. Make sure you have your rifle equipped as you'll want a gun that can do some heavy damage quickly. To find its first clue, go directly west of the bottom of the panther drawing. It will be north of the little hump in the road along the shoreline amidst some trees. Once you've located it, inspect it and then follow the bright yellow trail to the next clue. Inspect it and then follow it to the final clue. After you inspect that, the trail will be directed inward towards where the panther drawing is. You'll enter a field, and at this point you want to have your gun drawn. The panther will charge you very quickly, and you want to be ready. Immediately activate Dead Eye as soon as you seen him, and tag him with as many shots as quickly as you can. You want to hit him before he reaches you, because you will only be able to take two charges before it kills you. Lock on as many times as your gun will allow, and then fire off all the shots at once. Enter Dead Eye again immediately if that doesn't kill him and repeat the process until he's dead. Sharpshooter This challenge is all about showing off your shooting skills by pulling off impressive feats. A lot of these will either require you to use Dead Eye or will be made much easier if you do so. Keep some tonics on hand while you're out exploring in case you need to fill your Dead Eye up quickly - there's not telling when an opportunity to work on this challenge will present itself. Sharpshooter 1: Kill 3 flying birds While you're riding your horse, it is very easy to frighten some birds into taking flight. As soon as you get close, they will take off. Once you see them start flying, activate your Dead Eye and target whichever one is easiest to get. You can do this without Dead Eye, but it is significantly harder. There are birds all over the place, so you should have no trouble finding three to kill relatively quickly. Sharpshooter 2: Kill 2 different species of animal in the same Dead Eye use The only real challenge here is finding two different species to shoot at in the same area. You can't really move too much while using the Dead Eye, so it'll be easier if you can get both of your targets in front of you. The easiest way to do this is to "herd" one until it happens to run into an area with a different animal. Something like a turkey is great for this because of how slow it is, so you can just find one and chase it around for a while until it wanders into a second target. As long as the animals are two different species, it doesn't matter which two you kill. Sharpshooter 3: Kill 5 flying birds while on a moving train This challenge itself isn't necessarily hard, but it is more complicated than you may think. You only need to shoot five flying birds while on a train that is currently moving, and the best way to do this is with Dead Eye. Fortunately, you usually find birds in groups of at least two or three when they're flying, so keep an eye on the sky for a group of birds. Use Dead Eye to lock on and the shoot for a sure kill. That's the easy part. The hard part is that doing this will immediately get you wanted by every guard on the car (and soon every law officer in the state). That's why you actually want to wear your mask while you're doing this, because even firing a gun on the train will instantly get you wanted no matter what you're aiming at. Sneaking on to the train can be a bit of a pain too. Either wait for the train to leave, ride up to the caboose, and kill the guard on the back. Now just ride alongside and hop over when you're close. You have a good view of the entire area behind the train from here, which is good for picking out birds. Alternatively, you can sneak on to one of the cargo cars when the train is stationary and just crouch and hide. There usually aren't any guards on these flatbeds, so you're good until you start shooting. As soon as you've been heard (and run out of birds), jump of the car over towards your horse, who will likely be running right alongside. Book it out of there because the law is coming almost immediately. If you get caught, try to lose them so you aren't compounding your bounty. Alternatively, just shoot your way through until you're safe if you don't care about morality or bounties. You likely will have to repeat this process a couple of times because it is somewhat rare to get five birds all at once before people show up and try to kill you. Sharpshooter 4: Kill an enemy at least 80 feet away with a thrown tomahawk This one sounds more difficult than it actually is. The best place to pull this off is when you come across an enemy camp. Select the tomahawks and then slowly walk towards camp while aiming with the tomahawk. As soon as the reticule turns red, you'll know you are within throwing distance and maximum throwing distance is longer than 80 feet. Activate your Dead Eye and target the head. Throw it at this point, and as soon as it connects you will get credit for this challenge. You don't have to do it in an enemy camp, but it is much easier if they are unaware and not moving. Sharpshooter 5: Kill 6 animals without switching or reloading your weapon As the name suggest, you just need to kill 6 animals with a single clip. The best weapon to do this with is the repeater as they have 14 shots before you have to reload which gives you a big margin for error. Be careful when you're doing this that you aren't picking up or skinning your kills, because this will holster your weapon and it'll be reloaded when you draw it out. Just go around an area with a lot of animals, and pretty much any forest will have plenty of hunting. The game doesn't keep count for you, so just keep count in your head. Sharpshooter 6: Kill someone at least 660 feat away with a long scoped rifle This is one of the tougher challenges in the game, because it is very luck based to come across someone that you have a clear shot at 660 feet away. You need a sniper rifle for this, which you'll unlock during Chapter 2 if you do not have it already. The best place I found for good distance without obstacles was on the north side of the Dakota River. Occasionally, an enemy group will camp on the south side of the Dakota River and if you are up on the mountains on the north side, you will have a great, unobstructed view of where they're at. Move as far away as you can while still being able to see them, and then fire. The river itself provides a ton of distance and it is completely clear which is why this is an ideal spot. You can do this anywhere so long as you can find an enemy camp. Once you locate one, go as far away as you can with a clear shot and then shoot. If you want to know how close you were, check this challenge on the challenge tab and it will tell you what your furthest shot is up to that point. Finding a good distance is tough, so keep looking (and hope you get lucky with someone camping on the southside of the Dakota River). Sharpshooter 7: Get 7 headshots in a row The challenge itself is easy enough. Simply use Dead Eye to score headshots easily. Make sure you have some tonics or other Dead Eye restoring items on hand, as taking one will not reset the counter. The only hard part is finding a time where you have more than seven enemies to kill at once. A lot of things will reset the counter here, like using a lasso or punching or basically anything that isn't shooting someone in the head. This is easiest to pull off during any one of the big combat missions during the main storyline. Once you know it is going to be a big fight, prioritize getting seven headshots right away and you should be fine. Sharpshooter 8: Disarm 3 enemies without reloading or switching your weapon This challenge seems like it should be fairly simple, but it is complicated by the fact you cannot use Dead Eye like you think you could. You may not have noticed yet, but after every Dead Eye usage, you automatically reload your gun. So you aren't able to disarm one person at a time or your gun will reload after every shot. If you want to use Dead Eye, you'll have to find at least a group of three people. Activate Dead Eye, target the gun hands of all three enemies, and release to disarm all three at once. Before you start, make sure your Dead Eye core is completely full and then take your time to disarm everyone as carefully as you can. You can refill your Dead Eye after this, so take as long as you need. The other option to do this is to attempt it without Dead Eye. The easiest way to do this is to find a big group of people that won't pursue you too far so you can try to disarm one and then flee when everyone else shows up. The easiest place to do this is Fort Wallace in New Hanover. It is a restricted area and there will be a bunch of guards up on the walkway. Ride your horse over close enough to get their attention, and pull out one of your repeaters (which has 14 bullets per rounds). Shoot at their hands, and then check the progress on this challenge by going to the menu. If you now sit at 1 out of 3, you can just flee slightly out of their range and wait ten seconds or so for the danger icon to go away. If you are at 0 out of 3, do the same thing but reload. Once you have your first target disarmed, you no longer want to reload. You will now have 13 more chance to shoot their hands. The good news is the guys at the top of the walkway don't really run around much so you will have a fairly easy shot. The bad news is there are like fifteen enemies in there, and once the first starts shooting you have roughly five seconds before the entire battalion is shooting at you. Keep shooting at a guys hands, fleeing to reset their position, and returning to try again. Sharpshooter 9: Shoot 3 people's hats off with the same Dead Eye First, you'll need to wait until you reach level 3 in Dead Eye. At this point, you will no longer lock on to enemies and can actually move the reticule around and shoot where you want. While it might be tempting to try this in a normal gunfight, it is honestly a lot easier to go to a town and find three people with hats in close proximity with each other. I would recommend Valentine if possible, because there are a lot of men with hats in town and it is extremely easy to ride out of. Saint Denis is probably the most populated area and is also extremely easy to pull it off there, but it is slightly harder to get out of town afterwards. Wander around down until you find three people with hats and then get in a good position to target them all. Activate Dead Eye and then move your reticule so you are either immediately to the left, right, or above the hat. It was easiest for me to hit the brims on the side, but if you shoot just above the head you'll achieve the same results. Do not lock on here, as it will almost always hit their head. Targets move very slowly with Dead Eye active, so take aim at your first target (ideally on the hat's brim) and fire. You'll see the hat fly off if you're successful. Move to the second target and repeat this process. You'll want a full Dead Eye core before starting this as it will allow you to take your time. I'd recommend using something like the Varmint Rifle as there is a small possibility you won't kill your target if you don't accidentally miss. To make things easier, save right before doing this. There is no reason to be chased out of town if you don't pull it off, so if you fail just restart your last save and try again. Once you pull it off, ride out of town because the law will be pursuing you now. Sorry, hats. We had a challenge to fulfill. Sharpshooter 10: Kill 3 flying birds with 3 consecutive long scoped rifle shots You can kill any three flying birds for this challenge, and you can ride around a bit looking for them as long as you don't fire off other shots in between. This is somewhat similar to Sharpshooter 1, but you will have to use a long scoped rifle like the Carcano Rifle. This presents a bit more challenge, because while you can activate Dead Eye you cannot actually lock on to targets with it. The birds will have to be flying, too, making things more challenging. I'd recommend searching the coastline just to the North of Saint Denis. There are a lot of larger birds that are sitting near the coastline here, meaning you will have more than enough targets to choose from. Get on your horse and slowly ride towards the birds. Once you get somewhat close, pull out your rifle and aim at them. Keep moving forward slowly until the birds notice you and take flight. As soon as they start flying, go into Dead Eye immediately. If you let them fly too far away they'll be hard to find and present a smaller target. Now, move your targeting reticule to where the flying bird is. You want to lead the bird ever so slightly as they are slowly moving while you're in Dead Eye. This isn't terribly challenging, but it is easy to miss if you aren't very careful. Once you hit a bird, you can either move over to targeting another (if there was more than one in the group you were targeting) or just stop aiming and being searching for another. Feel free to use any Dead Eye refilling tonic or item in between birds because you want to make sure you have a lot of time to pull off a clean shot. Survivalist The Survivalist challenges are all about doing the sort of things that are going to keep you alive out in the wilderness. This includes crafting, hunting, fishing, and using some twine and a couple of loose buttons to make a weapon capable of destroying a tank. Ok, that last one was probably MacGyver. The other ones you're going to have to do though. Survivalist 1: Catch 3 Bluegill fish Bluegills are pretty much the easiest and most common fish to find in the game. Go to any body of water, and you'll be able to catch a bluegill. Use cheese for your lure as that happens to be their favorite, and just keep fishing until you catch three. In most places, with a cheese lure you're going to catch more bluegill than you will all other fish combined, so it shouldn't take long. Survivalist 2: Hand 5 animals into Camp or Trapper This should be another easy one, and you can actually do this while you're working on the first Survivalist challenge. Fish count towards this, so while you're fishing for bluegills, just keep every fish you catch. You'll likely have five in no time that you can hand over. Any animal works for this, so if you prefer to go bag some deer or birds, feel free. Just go to camp once you have an animal you want to turn in, and go to Mr. Pearson's wagon to donate an animal for provisions. Survivalist 3: Kill 5 animals using a Varmint Rifle You will need to purchase the Varmint Rifle for this challenge, and it can be found in any gunsmith. After that, you can kill any animals you want for this to count, and whenever you come across a small mammal you can pull this out for a quick kill. If you run across a chicken coop, you can get all five kills within seconds. Survivalist 4: Craft a Dynamite, Fire, Improved, Poison, and Small Game Arrow Crafting these is easy enough, and you just need to go to any campfire with the right ingredients. Most of the ingredients are easy enough to gather, as well. The hard part is finding some of the pamphlets that unlock each of these arrow variants. You cannot craft these arrows from the start of the game, and each arrow has a pamphlet you need to find or purchase. Open up the pamphlet after you have it in your inventory, and you'll now be able to craft it at any campfire. Three of these pamphlets are obtained automatically, but the other two either need to be found in specific locations or bought from fences. The location for each of these pamphlets, and the ingredients you need for each arrow, are detailed in the table below Arrow Type Ingredients Pamphlet Location Dynamite Flight Feather (x1), Arrow (x1), Dynamite (x1) Can be bought at any fence for $85.00 after the A Short Walk in a Pretty Town mission in Chapter 2. Fire Flight Feather (x1), Arrow (x1), Animal Fat (x1) Obtained automatically at the start of Chapter 2. Improved Flight Feather (x1), Arrow (x1) Obtained automatically at the start of Chapter 2. Poison Flight Feather (x1), Arrow (x1), Oleander Sage (x1) Can be bought at any fence for $58.00 starting at the beginning of Chapter 2. Small Game Flight Feather (x1), Arrow (x1), Shotgun Shells - Regular (x1) Obtained automatically at the start of Chapter 2. Most of these materials are extremely common and you shouldn't have trouble finding them. Flight feathers can be plucked from any bird you kill. Dynamite can either be found occasionally while rummaging or bought from fences. The hardest ingredient to find on that list is oleander sage. These will have to be found, and they are almost entirely localized near river banks around Bayou Nwa. Scavenger around that area for a while if you're having trouble finding some. Survivalist 5: Catch a fish while boating in the Bayou and while standing on railroad tracks You only need to catch one fish at each location, and your exact positioning doesn't matter as long as it meets the qualifications. For the railroad tracks, there is a good spot on either of the two railroad tracks leading out from Saint Denis on the southwest end of the city, as it is very rare for trains to pass by. For the boat in the swamp, the easiest way to do this is to steal a boat from the Hagen Orchards, which is located just tot he southwest of Lagras (right above the "Y" in Bayou Nwa on your map). Lagras doesn't have any boats on the water typically, so this is the best place to find one that doesn't require a lot of sailing. Just ride it slightly north , hugging the bank closer to the swamps and cast the line towards the middle of the river. Again, there are plenty of other places that qualify for either of these requirements, but these are just some of the easier locations you can pull this off at. Survivalist 6: Kill an animal scavenging a corpse 5 times This is a fairly easy challenge, although it can be a bit boring. The corpse here can be human or animal, and you basically just need to kill something and wait around nearby while the corpse starts to rot. Do this somewhere animals tend to be nearby. Stay a little bit away and just wait for an animal to come down and start scavenging. This most frequently happens with birds of prey, and you can usually get two or three at a time as long as you don't wait too close. If you do have multiple targets feasting on the same corpse, go into Dead Eye and mark all of them at once to score multiple kills towards this challenge. Survivalist 7: Kill 8 small game with consecutive shots, using Small Game Arrows Small game arrows can be crafted at any campfire. To craft a small game arrow, you need a flight feather (dropped from any flying bird), an arrow (purchased from any general store or gunsmith), and shotgun shells - regular (purchased from any gunsmith). Craft at least 8, although you can pretty easily pull this off with only one or two small game arrows. You'll want to hunt small game for this. The following animals are considered small game: Bat, blue jay, booby, bullfrog, cardinal, Carolina parakeet, chicken, chipmunk, crow, duck, gull, loon, oriole, parrot, pheasant, pigeon, quail, rat, raven, robin, rooster, snake, songbird, sparrow, squirrel, toad, waxwing, woodpecker You can also get one hit kills on certain animals like rabbits and skunks that are one size up. However, don't waste your time on this. These guys are fast and it is extremely easy to miss one shot out of eight. In fact, I wouldn't recommend hunting any of these animals out in the wild as that is very time consuming. The best way to do this is to go to the Emerald Ranch at night. In the southwest corner of the ranch is a small pen that is full of chickens and a couple of goats. Sneak into the pen and murder all of these chickens with your small game arrows. Use Dead Eye to make sure you're getting headshots each and every time. There should be around ten here, and they all move fairly slow and won't run off because they're penned in. You can actually pick up your small game arrows after you shoot them, so kill a chicken and then pick up your arrow so you aren't wasting them. Don't miss any shots or you'll have to start over. Survivalist 8: Craft a Homing Tomahawk, Improved Tomahawk, Volatile Dynamite, and Volatile Fire Bottle Like Survivalist 4, you just need to craft a handful of different things during this challenge. None of these items require anything too difficult to find. To craft each of these, you'll need to first purchase their corresponding pamphlet which can be found at fences after certain missions. Make sure you read the pamphlet, and then you will get a message telling you that your character can craft these at campfires. Pamphlet locations and required ingredients for each of these is listed below. Weapon Type Ingredients Pamphlet Location Homing Tomahawk Tomahawk (x1), Owl Feather (x1) Can be bought at any fence for $60.00 after the start of Chapter 2 Improved Tomahawk Tomahawk (x1), Eagle Feather OR Hawk Feather (x1) Obtained automatically at the start of Chapter 2. Volatile Dynamite Dynamite (x1), Animal Fat (x1), Any High Velocity Ammo (x1) Can be bought at any fence for $78.00 after completing American Distillation in Chapter 3. Volatile Fire Bottle Moonshine (x1), Animal Fat (x1) Can be bought at any fence for $76.00 after completing Pouring Forth Oil in Chapter 2. Most of these materials are very easy to come by. Tomahawks, moonshine, and dynamite can be purchased from fences, while high velocity cartridges can be bought at gunsmiths. Animal fat can be scavenged from a lot of animals, including bears, boars and ducks (among other animals). The only slightly difficult things to find are hawk feathers (scavenged from hawks) and owl feathers (scavenged from owls). The best place to hunt owls is in the Tall Trees region in West Elizabeth, while the best spot to hunt hawks is in northeastern New Hanover or most of New Austin. Hunting down these animals is the longest part of this mission, and it will take some wandering around in the aforementioned areas with your guns pointed at the sky. Survivalist 9: Catch a fish that weighs at least 19 lbs. If you haven't finished catching all the legendary fish yet, this challenge is fairly easy and you can just hunt one of the larger legendary fish. If you have already caught all of these, it will take a little longer and will require just a bit of luck. There are five different fish in the wild that grown anywhere between 12 lbs and 20 lbs. The size you wind up catching is largely random, so even if you catch one of these fish you may have to just toss it and try again. The five fishes you can theoretically catch are list below. Longnose gar - Long winding river directly south of Lagras (near where the "U" is in Bayou Nwa on your map. Channel catfish - Most of the swamps near Lagras. Northern pike - Dakota river just north of Valentine. Lake sturgeon - Northeastern and southwestern shores of Flat Iron Lake. Muskie - Lake Isabella I was able to get some luck fishing near Lagras. In the southern part of Lagras (just west of the "L" of the Lagras text on your map is a house with a large pier that leads into the swamp. I went to the southern part of this dock and faced eastward with a Special Swamp Lure. I actually caught the Lake sturgeon here, but at different points near Lagras you can also catch the channel catfish or the longnose gar. All three of these can get you the size you need, so try to fish around Lagras if you're having bad luck elsewhere. Survivalist 10: Catch one of each type of fish throughout the world There are a total of 15 non legendary fish in the game, and for this final Survivalist challenge you will need to catch one of each. If you check the fish subsection of the guide, you will find information on where to find each of the different types of fish. This will require some travel, and a lot of the fish only appear in specific locations and some are on opposite ends of the map. I've included a brief outline of where I found these fish below to help eliminate some travel time, but a lot of these fish are all over the map so you have plenty of discretion on where to fish from. Smallmouth bass, largemouth bass, and steelhead trout can all be found on the east coast of Flat Iron Lake. Steelhead trout can be found along the northern edge of the east coast, smallmouth bass can be found near middle of Flat Iron Lake (in that small cove just west of Rhodes, particularly along the southern shore), and largemouth bass can be found slightly south of that (just past the cove and pretty much directly east of the "Lake" text from Flat Iron Lake. Longnose gar, channel catfish, and lake sturgeon can all be found in the swamps around Lagras. Channel catfish can be found in the Kamassa River just west of Lagras, lake sturgeon can be found in the swamp that Lagras sits on (go to the south end of town and their is a pier that leads southward into the swamp that you can fish eastward into), and longnose gar can be found in the little winding river just south of Lagras (near the "U" and the Bayou Nwa text on your map). Sockeye salmon and northern pike can both be found in the Dakota River near Valentine. Sockeye salmon can be found in the portion of the river north of the Cumberland Forest while northern pike can be found a little downriver of that, more west of where the "Cumberland Forest" text is on your map. Muskie are sadly sort of off by themselves. The closest spot I found was in the O'Creagh's Run lake in Grizzlies East. The other six fish (redfin pickerel, perch, bullhead catfish, chain pickerel, rock bass, and bluegill) have much more generalized areas. I didn't really need to fish anywhere special for these, and I was able to catch them in the fishing spot mentioned above. Whenever you are at one of these locations and after you catch the rarer fish you're looking for, fish one time each with the cheese, corn, and bread bait. These six fish all prefer these simple baits (although you will occasionally catch one if you're using the special spinner lure as well). Redfin pickerel are found mostly in the south, bullhead catfish are found primarily in any swamp area, and the other four fish really are found just about everywhere. I'd recommend keeping a list for yourself so you know which you have caught and which you haven't. This is one of the few challenges that doesn't provide a checklist for you, and while you get a notification for each time you catch a new fish, there is no list telling you which fish you still need. Also note that even if you caught all these fish before, you will need to catch them again once this challenge starts. Weapons Expert The final group of challenges is about all the ways you can hurt people in this game. From knives to arrows to guns to dynamite, you have a lot of toys at your disposal in Red Dead Redemption 2. And this set of challenges makes sure you use all of them. Weapons Expert 1: Kill 3 enemies with a knife Unlocks the Weapons Expert Holster at the Trapper. This one is fairly straight forward, and you just need to kill three enemies with a knife any way you can. Throwing knife kills are excluded. This is easiest to do when you're only facing off against one enemy, and running knife first into a group of enemies is a good way to get yourself killed. Wait until you have someone one-on-one, then rush and start swinging with your knife. This is not a particularly difficult challenge, but it will take some setting up since a knife isn't always useful in some combat situations you find yourself in. Weapons Expert 2: Kill 3 enemies in 10 seconds using only throwing knives This is not tremendously difficult, but you will need to find a fairly decent sized group to pull this off on. There are plenty of gang camps throughout the game that have four or so enemies in them, and this is a good place to try to complete this challenge. You can only target one enemy at a time using Dead Eye if you have throwing knives equipped, so you'll need to be quick. Select your first target, quickly use Dead Eye to target their head, release, and then enter Dead Eye again as soon as you can. Repeat this same process two more times, and you should get credit for the challenge as soon as the third one goes down. It helps if all of your enemies are grouped together, as you can spend less time aiming this way and can quickly move from one target to the next. Weapons Expert 3: Kill 3 birds of prey using only a tomahawk An easy way to do this is to kill an enemy or an animal in an open field and then move back a bit and wait. Eventually, crows will land and they could as birds of prey. Select your tomahawk and enter Dead Eye to lock in a shot. Throw one and as long as it isn't flying away you will be guaranteed to hit it. The rest will fly away, but that is fine. Go back to the bird and pick up both your tomahawk and its carcass and move back a little bit again. The crows will shortly come back and you can repeat this process to farm all three kills within a couple of minutes. If you run low on tomahawks, you can buy more from fences. Weapons Expert 4: Kill 10 enemies with a shotgun using crafted ammo The "killing" part here is easy because as long as you're close to your target, a shotgun blast will kill everyone in this game in a single hint. But you actually have to craft some special shotgun ammo first and that can be a bit of a pain. There are two types of shotgun ammunition you can craft in this game, but you will need to find the corresponding pamphlet first and read it in order to unlock it. You can find them in the table below, with information about the necessary materials and where to find the pamphlet. Ammo Type Ingredients Pamphlet Location Incendiary Buckshot Shotgun Shell - Regular (x1), Moonshine (x1) Can be bought at any fence for $80.00 after Pouring Forth Oil - IV in Chapter 2. Explosive Slug Shotgun Shell - Slug (x1), Animal Fat (x1) Can be bought at any fence for $90.00 after A Short Walk in a Pretty Town in Chapter 3. The incendiary buckshot can be purchased a bit earlier, so if you are eager to finish this off you can use this ammo. The moonshine you need to craft it can be found at any fence for a low price, or you can just keep rummaging for it as needed. Weapons Expert 5: Kill 5 mounted enemies, using one throwing knife per kill Throwing knives can be bought at fences for $2.50 each after completing the Paying a Social Call mission in Chapter 2. Always keep a full supply on hand because you won't know when you come across a mounted enemy. They are fairly frequent in story missions involving combat, but less so just randomly out in the world. So kill every mounted enemy you come across with a throwing knife because it might take a little while to find five. Kill them in a single hit is very easy. Just use Dead Eye and lock in on a head shot. As long as they are within your throwing distance, a single throw will kill them this way. Weapons Expert 6: Kill 4 enemies at the same time with a single stick of dynamite This particular challenge is a tremendous pain, and one of the harder ones to pull off in the entire game. It is hard to get four enemies grouped together for long enough for this to be successful. You want to make sure you always have a fully supply of dynamite on you at any time, because it will be hard to tell when an opportunity may fall into your lap. A stick of dynamite can be purchased from any fence in the game after Chapter 1 for $1. Whenever you see a group of enemies, take a chance and toss a stick of dynamite right in the center of them. It'll be hard to tell if they will move correctly after the toss, so be prepared for a lot of failure. There are several missions where you may pull this off, but the easiest for me was in Chapter 5 during That's Murfree Country. There is a point in that mission where you can either sneak in a cave or use dynamite to lure them out. Select the dynamite option, and then use your first stick to blow out the sentry at the entryway. The rest of the cave will come sprinting out now, and this will be a huge group. Instead of swapping to guns, keep your dynamite out and toss another into the mouth of the cave, and maybe just a bit further than where you threw the first one. If you time this right, you can hit four at once, easily. If you fail, toss again. If your first two attempts don't hit, restart the checkpoint and try again (blow yourself up if you must). There are other missions, or you may get lucky in a random encounter. But this was the easiest spot for me, so if you're having trouble, try it out here. Weapons Expert 7: Kill 4 consecutive enemies by throwing and retrieving the same tomahawk Tomahawks can be purchased from any fence in the game for $4.00 each after completing the Chapter 2 mission Americans At Rest. They can be thrown and can kill an enemy in a single hit with a headshot. You'll be able to use Dead Eye with them, so if you want to be extra safe activate Dead Eye, lock on to the head, and toss the tomahawk. It says to kill them with the same tomahawk, but after you toss a tomahawk if you have more than one, you will equip a different one. All you need to do is kill an enemy with a tomahawk, retrieve the tomahawk before killing another, and then toss a tomahawk again for another kill. Do this to four straight enemies and you'll complete the challenge. Make sure you keep the tomahawk equipped and don't equip a different weapon or put the away. You'll want to find a group of at least four enemies at one time so you're not searching all over the map for more. There are multiple missions where you sneak up on enemies for a certain amount of time, and you can use the tomahawk to score stealth kill in this way. You won't need to do that though, and you can always kill an enemy and run and get the tomahawk while ignoring the other enemies shooting at you. Dead Eye would help a lot here, so you can get kills with your Tomahawk without worrying about too much return fire, and you can always run back into cover when getting fired at for safety. This is easiest to do if you encounter an enemy group of four, because large groups will likely do too much damage while you're trying to find four enemies to kill. Of course, if you can use stealth you will be able to score at least a couple of kills without worrying about return fire at all. Weapons Expert 8: Kill 15 enemies using a long-barreled sidearm Every now and then the game just sort of gives you a "gimme" challenge and this is one of them. There are multiple sidearms (not rifles or repeaters, but the small sidearm weapons like pistols and revolvers) that already come with a long barrel. If you do not have one, go to a gunsmith and select the customize option. Your gun will need to be fully cleaned first, and the other options will be darkened out if it isn't. Pick a pistol or revolver, and then (assuming the gun is fully cleaned) select the "components" option. Then, pick "barrel" and finally choose "length". Now select the long barrel and your gun will be ready. Just kill 15 enemies at this point, and you'll finish the challenge. Weapons Expert 9: Kill 9 unaware enemies from behind, using the Bow This is a challenge you can probably get playing normally, although it may take a while. It is exactly as the description says, and you just need to sneak up behind an enemy and fire an arrow into their head before they see you. There are plenty of missions that require some sort of stealth at some point where you can use this, and there are plenty of small enemy camps around the map where you can sneak up on one of the enemies before everyone else gets mad. Do this nine times to finish the challenge. The quickest way to complete this will require you to wait to the Epilogue: Part 1 as you'll need to travel to New Austin. The easternmost point of New Austin is called thieves landing and there is a road that goes to an island just north of it. Thieves Landing is actually a hideout for Del Lobos, and there are two guards on the north end of Thieves Landing that will have their backs to the bridge connecting Thieves Landing to the nearby island. Go to the southeast corner of the island north of Thieves Landing and target one of the two guards here with a headshot using your bow. You can use Dead Eye if you want to make sure you don't miss. After killing the one guard, the rest of the hideout will be alerted. Quickly climb on your horse and ride to the bridge on the north end of the island. By the time you reach this bridge, the danger warning on your map will have disappeared. Ride back to the exact same position you came from, and you will see things entered a weird time warp. The same two guards will be back, and you can again repeat this process of killing, riding away, and reseting the hideout. Do this nine times to get all the kills you need within a couple of minutes. It is probably better to not ride your horse all the way to the edge as it will alert the guards, but if you can hit him from far enough way without alerting any of the enemies, you can pull this off even quicker. Weapons Expert 10: Kill a Grizzly Bear without taking damage, using only throwing knives The description here sounds more daunting than it actually is, and with a little bit of planning you should be able to clear this out and only wind up minimally mauled. First, you want to make sure you have Poison Throwing Knives as you can kill a grizzly bear using only two of these. You will need to purchase the pamphlet for throwing knives first, which can be bought for $58.00 from any fence after completing Pouring Forth Oil in Chapter 2. Afterwards, you can craft it at any campfire using only a standard throwing knife (purchasable from fences) and oleander sage (these are found very frequently through the swampland of Lemoyne). With your Poison Throwing Knives in hand (at least 2), it is time to go grizzly bear hunting. A good one to find is the one northwest of Wallace Station in northeastern West Elizabeth. If you check the map, you will see a very small speck that is vaguely square shaped. Go to it and you will find a broken down fence and a fireplace in the middle of nowhere. The grizzly bear can spawn just north or just south of this, and if it happens to be really close by that is even better. The fence will actually provide extra protection as it will force the grizzly bear to run around it to get to you. Draw your throwing knife and make sure you have the poison one selected. Get close enough so the targeting reticule turns red, indicating you can hit it. It might start charging at you, which is fine. Immediately enter Dead Eye once it does. Keep trying to lock onto its head and once you can, toss a throwing knife. This should stun it temporarily if you hit, so enter Dead Eye again and hit it with one more headshot. It will fall after this, and you'll complete this final challenge. Congrats! If you are having trouble locating the grizzly bear from the description above, the below map shows its general location near Wallace Station. It can be found anywhere inside the red oval (and sometimes even a bit outside just due to RNG). Total Completion COMING SOON Total Completion Missions and Events Stranger quests will not be triggered until you get close enough to hear one of them talking during your travels. There are a bunch of these, and each one of them is listed below including their location, when they are available, and some tips to help you through some of the more difficult portions. American Dreams Arthur finds horrific crime scenes, with mysterious notes left behind by the killer. Prerequisite: Must complete three murder mystery scenes spread throughout the game, starting in Chapter 2. This is one of the longer, more involved missions in the entire game. You can start it almost immediately, but it will take some time to piece everything together. Before you start the mission in earnest, you must investigate three different murder scenes and find the clue the murderer left behind. These grisly scenes will all lead you to part of a map, and once you have the whole thing pieced together you can try to find the killer. The first scene is just south of Valentine. If you follow the train tracks, you can go investigate underneath the first time you find a bridge. You'll find a body (or what's left of it) tied up underneath here with pieces just strewn all over the place. Activate your Dead Eye and you can actually follow the killers tracks. If you go underneath the bridge and turn right (away from where the killer wrote on the wall) you can find a little ridge. Follow the ridge up and at the top you will find a human head impaled onto one of the posts with a note sticking out. Inspect it to grab the note, which is the first piece of the puzzle. It looks very much like a treasure map, or at least a piece of it. Stick it into your pocket for now. The second scene is in northeastern West Elizabeth, slightly south of Wallace Station. If you travel south on the railroad track from Wallace Station, you will come to the Little Creek River. Cross the river, and then head east once you are on the other side. The murder scene will be close by. Check your map for the "x" denoting a dead body if you are having trouble finding it, because as soon as you are relatively close the game will add it to your map. There is a corpse tied to a rock with a message painted to it, and if you look to the left of this rock you will find the head sitting on another nearby rock. The second treasure map piece is stuck inside its mouth, again. The final murder scene is in southern Lemoyne. Look for the Scarlett Meadows text, which goes through Rhodes and ends slightly east of Braithwaite Manor. You want to go to the final "S" of the Scarlett Meadows text, as the body will be right on top of it. You can actually see the boy from the road just east of the "S", and it will be tied up to the tree. .You can go check the body, and then walk around to the other side of the tree. The head will be here, with the third and final map pieces sticking out of its mouth. After you have found the three murder scenes, you can now go to the house shown in the map. You need to travel to Lucky's Cabin, which is just southwest of Valentine (directly south of the "A" and "L" from the Valentine text on your map). Once you get close, you will get the American Dreams mission marker where the cabin is at. Go to the doors leading to the cellar and open them up. Go down the stairs to find the killers chamber of horrors. There are a couple of letters on the desk you can read for some more information. Go to the very back of the basement and inspect the knife to trigger a scene where you're attacked. When you come to, throw the nearby head (yes, head) and then fight off the killer. It is a fairly easy fight, and just block his first attack and then throw a couple of punches of your own to knock him out. Hogtie him and carry him to the back of your horse. Ride into town to drop him off at the sheriff's. He will end up attacking the sheriff after the cutscene (on account of being a crazy person), so shoot him while he's on top of the sheriff. Collect a reward on your way out. As a final note, you will likely notice there is a combination to what looks like a safe on the map. This might lead you to believe there is some sort of hidden treasure in the serial killer's lair. Unfortunately, this is the combination to open the lock to get into the basement. You may not realize because Arthur will open it up automatically. The American Inferno, Burnt Out - I You meet Evelyn Miller, a writer hero of Dutch's, and finds him disillusioned and lost. Prerequisite: Motherhood (Epilogue - Part 1). After completing Motherhood in the Epilogue - Part 1, you can find this stranger south of Strawberry, just on the other side of the Upper Montana River. He's in the northeast of the Tall Trees region of West Elizabeth, and is only available from 6 am to 6 pm. You'll meet Evelyn Miller (THE Evelyn Miller). He likes the brief conversation he has with you, and invites you to his house sometime later on. The mission will complete as soon as you are done chatting. The American Inferno, Burnt Out - II Evelyn Miller takes John to confront some trappers who have been over-hunting Tall Trees forest. Prerequisite: The American Inferno, Burnt Out - I After finishing Part I and waiting 24 hours, you will find Evelyn Miller at Tanner's Reach, which is in southwest West Elizabeth and just to the southeast of the Aurora Basin. He is as distraught as ever, and wants to show John some evidence that civilization is killing the beauty of the wilderness. He wants you to follow him so he can show so, so get on your horse and ride after him. You'll come across an animal caught in a bear trap. Get off your horse and follow the button prompt to free him, and then get back on your horse and continue following Evelyn. He'll eventually lead you to a camp of some trappers, and he does the rational thing and runs up to them and starts shouting crazy things at them. They punch him in the face, and John has to get involved. You can fight them if you choose, or you can take out a gun and shoot one of them and the others will likely flee. Evelyn seems to have his fighting spirit reinvigorated, but John just wants to get out of there. Evelyn will ride off and the mission will end. The American Inferno, Burnt Out - III Evelyn Miller has locked himself inside his cabin in order to finish his writing. Prerequisite: The American Inferno, Burnt Out - II You'll need to wait around 48 in game hours after Part II for this mission to become active. I had a hard time triggering it for some reason, but was able to fix things by saving and loading my game and then resting at a camp site for the longest amount of time possible. The mission itself is very easy. Travel to Tanner's Reach again to find Evelyn obsessed with his writing. He won't come out for John, so John decides to leave him some food instead. Go to his front door and follow the button prompt to leave some food. It can be absolutely anything you have on you. If you don't have any food, go out to a general store or go hunting and return once you have some. Evelyn promises to get it in a bit, and shoos you off for now. The American Inferno, Burnt Out - IV Evelyn Miller has (still) locked himself inside his cabin in order to finish his writing. Prerequisite: The American Inferno, Burnt Out - III This is exactly the same thing as Part III. Wait at least 48 in game hours and the game will tell you Evelyn can receive more food again. Good thing we're apparently running a catering service now. Go back to his cabin with food in hand, and drop it off at his door. You can leave after dropping it off. The American Inferno, Burnt Out - V John pays Evelyn Miller one last visit, and he has a final request for him to carry out. Prerequisite: The American Inferno, Burnt Out - IV After another 48 in game hours, you'll get another message from the game that Evelyn is hungry again. Great. Travel to his cabin, only this time you won't hear him calling out to you when you get close. Force the door open and you'll find Eveyln in less than great shape. You'll automatically pick up his book, where he says he wants to be burned and not buried. Snag the platinum pocket watch next to him on the desk first, and then walk over to the curtains. Follow the prompt to burn them, and then hurry out of the cabin. Arcadia For Amateurs - I Albert Mason, a wildlife photographer, has his bag stolen by a coyote while setting up his camera. Prerequisite: None, available any time in Chapter 2 This mission is available at any point in Chapter 2, and to find it you just need to go southwest of Riggs Station, over by where Blackwater is. The stranger mission indicator will show up on your map when you get close enough, so just walk towards the center of it to find a man fiddling with his camera. He tells you he's trying to attract animals with his bag full of meat, and as he tells you about this it gets stolen by a coyote because it is full of meat. He has left some important equipment in there with all the raw meat (this is why people died in their 30s back then) so go and chase it down. Just follow the coyote and when you get close enough use your Dead Eye to hit him with an arrow. If you can't get to him, he will run off. Fortunately, as long as you are close he will drop the bag himself after a while. Either way, go and pick up the bag and return it to the photographer to finish off the first stage of the Stranger Mission. Arcadia For Amateurs - II Mason survives a scare while trying to take a picture of some wolves. Prerequisite: Arcadia For Amateurs - I After completing Arcadia For Amateurs - I, wait for two in game days to pass. At that point, Mason's indicator will appear on the map again, this time to the northwest of Wallace Station. Travel to the marker on the map and find Mason, who at this point has decided to up his death wish and wants to photograph wolves. He puts out some raw meat for them and at least four of them will show up looking for it. His photographs wind up just frightening and enraging the wolves, so of course he tries to take one more. After his second attempt, the wolves will attack. Using your Dead Eye here is a great idea, because they will be in real close proximity and can leap forward to tear you to pieces at a moments notice. Use Dead Eye, target a wolf's head, and then repeat. There are only a handful here, but things can get rough since they start so close to you. After you kill the last of them, Mason will thank you and start planning ant even more dangerous animal to infuriate next time. Arcadia For Amateurs - III Eager to get a shot of a Silver Dapple Pinto, Mason sets up hs camera in the plains of the Heartland Overflow. Prerequisite: Arcadia For Amateurs - II You'll need to wait two in game days after Arcadia For Amateurs - II, but then Mason will appear again nearby Emerald Ranch. You'll find him along the edge of a pond trying to photograph horses, but he's having no look. I'm beginning to think this guy is just a terrible photographer. You volunteer to scare and chase the horses over towards him, so mount your horse and head to the marker on your map. You'll find five wild horses there an you'll need to herd them over to where Mason is at. Ride behind them and shout at them occasionally to get them to move. If one breaks off, loop back around to get it and drive it towards the rest of the herd. Keep riding behind them until you reach Mason's position, at which point he'll take the photo and thank you for your help. He'll even give you a photo he took of the wolves last time to thank you. Time for scrapbooking! Arcadia For Amateurs - IV Mason sets his sights on more dangerous animals and needs help to take some pictures of alligators. Prerequisite: Arcadia For Amateurs - III After waiting two in game days from the last part of this mission, Mason's mission marker will pop up again. This time he'll be in the Lemoyne region, nearby Bluewater Marsh. His target this time? Alligators. He truly has a death wish. Go and talk to him, and you'll convince him that it is safer to shoot the alligators from a boat. You'll have to ferry him around so he can take pictures of the alligator, and the three locations you need to travel to are all marked on your map. The first two, to the northeast and to the south, are very easy, and you just need to row to the marker and Mason will take the picture. The one to the northwest will take a bit more work, unfortunately. Mason can't get a shot from the shore, so he needs you to go into the reeds and coax the alligator out. It sounds a lot like "getting eaten" but such is the nature of wildlife photography, I suppose. Get out of the boat and walk over towards it. You need to draw its attention somehow, and I recommend shooting nearby it. This will allow you to do it from a distance, and as soon as he turns you can run back to the boat. The flash of the photograph will scare him away, so as long as you're near the boat, you'll be fine. Climb back on and row Mason back to shore. Hopefully his next subject will be less bite-y. Arcadia For Amateurs - V Albert Mason almost pays the ultimate price for his work, after tumbling off a cliff edge while trying to take photographs of flying eagles. Prerequisite: Arcadia For Amateurs - IV This last leg of Arcadia For Amateurs really isn't much of a mission at all. Wait 24 in game hours after completing part IV and Albert Mason will once again appear, this time slightly south of Valentine. Go visit him, and Mason will kick off the interaction by almost falling to death over the edge of a cliff. He decides to retire back home at this point, which sounds like the best possible idea, actually. Simply watch the scene and you'll finish up this mission path. The Artist's Way - I Make a friend in the bar by buying him a drink. Prerequisite: The Joys of Civilization (Chapter 4) After The Joys of Civilization is completed, this stranger mission will become available near the saloon in the northeast portion of Saint Denis. Head into the saloon to meet a very French individual named Charles. Buy him a drink and he'll tell you a bit about his personal philosophy. He is a struggling artist, and he repays you for the drinks by handing over a lewd picture he drew. Eh, we've had worse payments. That's all you can do for now, so head out of the bar. The Artist's Way - II An angry husband threatens Chatenay, claiming he slept with his wife. Prerequisite: The Artist's Way - I After part I, you will have to wait at least one in game day for the next part of this mission to pop up. You can find Chatenay in northeastern Saint Denis, just between the letters "E" and "N" of Denis on your map. You'll hear commotion when you get close, and find a man with a gun yelling at Chatenay for sleeping with his wife. He pulls Chatenay out with a gun in hand, claiming he's going to kill him. You'll need to save him somehow, so pull out a weapon of your own. Fire off a shot to scare his assailant, who will run away rather than fight you himself. Chatenay thanks you for saving him, and invites you to go see his art at a gallery he's presenting at. Uh, not exactly the reward we were hoping for there, Chatenay, but thanks. The Artist's Way - III An angry husband threatens Chatenay, claiming he slept with his wife. Prerequisite: The Artist's Way - II After part II, you need to wait 24 in game hours before attempting to visit Chatenay again. He will be near the center of the city this time, just north of the "E" in the word Saint Denis on your map. Go up the stairs to find his art show. To find Chatenay himself, go straight ahead to the in front of you, then turn right and go to the back of the room with all the paintings. Chatenay will be there, bemoaning how no one appreciates his work. To be fair, it does look like no one appreciates it because a riot breaks out because of all the butts he painted. Chatenay will flee, and you'll need to fight a proper gentleman in a tuxedo. Something tells me it won't be a tough fight. Just punch him until he goes down, then fight anyone else still standing until the game tells you to purse Chatenay. There isn't much strategy needed to any of the fighting here, and you don't even need to worry about blocking or countering. Just keep punching and you'll be fine. Walk back towards the entrance and you'll find Chatenay hiding. Escort him back to where he plans on hiding out for a few days. The mission will end once you drop him off. The Artist's Way - IV Disguised as a prostitute, Chatenay makes his way to the docks to escape Saint Denis, and the angry locals, on a boat. Prerequisite: The Artist's Way - III You will need to wait at least two days in game after part III is over. Sometime after that, you can find Chatenay again in Saint Denis. His new objective marker will be just north of the Saint Denis post office. You will see a woman peeking out of an alley. And by "woman" I mean Chatenay in a terrible disguise. He doesn't even bother to shave his beard. He plans on escaping to some island, but he needs your help getting to the boat because he is a wanted man. Escort him to the boat by following him wherever he walks. He'll notice some men that he knows on account of the fact he pooped on their bar. They probably didn't like that, so we have to hide. A trolley will pass by and you will want to run behind it, keeping pace with Chatenay. Once you're far enough away, he'll start walking normally again and you can follow. You'll need to dodge a couple more close encounters, but all you really need to do is walk behind him and you'll eventually make it to the boat. Once you get there, Chatenay gets jumped by three men. Jeez, this guy has a way of making friends. You'll need to fight them off for him. Keep punching until you see one of them get ready to throw a punch of their own and then block it. After a block, just keep on punching them until they go down. There are three of them here, so it might be a bit difficult but none of them are that tough. You can shoot them if you're desperate. Once they're all down, Chatenay will board the boat and bid his final adieu. Goodbye. America just wasn't ready for you quite yet. A Bright Bouncing Boy - I Inventor Marko Dragic has a new and exciting technology, and requires Arthur's help to demonstrate it. Prerequisite: The Joys of Civilization (Chapter 4) This is another stranger mission that unlocks after finishing The Joys of Civilization in Chapter 4. You can find this stranger in the southwest of town, near the small lake in town. There is a very angry man here by the name of Marko Dragic that is muttering how the world doesn't understand the genius of his, uh, mechanical toy boat. Arthur is learning about it when potential investors show up. Unfortunately, some jerk in the background walks over and tells the investors that Dragic is a fraud and Arthur is his stoolie, based on the fact he just saw the two of you talking. Not exactly strong evidence, but one of the investors wants to see you control the boat to prove there isn't anything strange going on. Dragic hands the controls over to you at this point, and you can now pilot the boat around. Your objective here is to destroy the stationary battleships marked by a red "x" on your mini-map. Be careful of the mines, because they will float to you if you get too close. The controls will be shown on the screen, and accelerate will make you go forward while reverse will make you, well, reverse. The trigger will fire missiles out directly in front of you while the analog stick controls direction. Move towards one of the battleships without getting too close to one of the mines. If a mine starts tracking you, either speed up to get away or reverse until you're far enough away it stops following you. It make take a second to get a hang of the controls, but it is not too hard to avoid the mines as they are fairly slow. Sail close enough to the various targets that you won't miss while firing, and then launch a single attack to sink them. Go around the perimeter of the lake, being careful not to attract any mines, and hit each of the four targets before maneuvering back to the dock when prompted. The next phase will require you to hit moving targets. His assistants will launch four sailboats from the side of the lake, and you will need to destroy them before they hit the opposite shore. Ride right over to where the first sailboat is moving and get close enough to it to make it an easy shot. You want to fire slightly ahead of the boat. They move, but they move fairly slowly so as long as you lead your shots by only a bit, you'll be fine. Stay close to the rowboat and you should be able to hit most sailboats very shortly after they hit the water. It is much easier to do it this way because there are far fewer mines on this end than towards the middle. Just be quick and fire slightly in front of each target, and you should be able to destroy all four sailboats before they even get close to the mines. It is somewhat more difficult once they hit the mines as you'll need to dodge those as well, but it is still doable. Once the fourth and final one is destroyed, you will be able to return the little ship back to dock one more time. Dragic will try to woo the investors while you excuse yourself. Dragic is very thankful for your help though, and invites you up to his lab if you're ever in the area. I'm sure he has something crazy to show you up there. A Bright Bouncing Boy - II Dragic needs help placing conductors in the electrical fields around his laboratory so he can power his greatest invention to date. Prerequisite: A Bright Bouncing Boy - I This one is sort of a pain to get started. You must first complete the first part of this mission, and then travel to Doverhill. Doverhill is a small lab in the extreme northeast corner of the map. You should know it when you get close because there is a large tower out back. Dragic will be here, but he isn't open for visitors just any time. You need to come at night, between the hours of 10 pm and 5 am. And there must be an active thunderstorm in the area at the time. I noticed that there were a lot more thunderstorms in the area after this mission became available, so if you are in the region you can camp until night and see how your luck looks when you wake up. If these criteria are met, you can go the back of his lab and open the door. Once again, he needs your help with his experiment. And, once again, you have no idea what he's talking about. He gives you some equipment and throws you outside. You'll have two different things - a detector and three conductors. You want to use the detector to determine where the conductors go. Aim your detector around and it will flash with different intensities. When you are pointing in the right direction, it will flash very frequently. Go in that direction. You'll know you're doing it right because a yellow objective marker will appear on your map. If you check your actual map, you will notice a small circle within the larger yellow area, right in the center. This is where you want to place the conductors. You can do it the way the game wants you to and use the detector to lead you there, or you can just run to the circle and pull out your detector then to get the confirmation. You will need to find the general area first by rotating around with the detector out, but once you do the exact position for the conductors will be marked by those small circles, making things a bit easier for you. Go to each one of these areas and place the conductor once your detector lights up solid. You'll need to do this process three times. Run back to the lab and you'll find out what Dragic is trying to do. I don't see any way this won't go poorly, but ok. His experiment will fail, and he thinks it is because of the switches on top of the tower. Climb the tower and you'll find three switches at the top. There will be lights on the ones to the left and the right, but the one in the center is dark. You want to light up all three by flipping the switches, but turning on one will also flip any switches adjacent to it. To solve the puzzle, flip the one on the left, then the one on the right, and then finally the one in the center. Run back to the lab now to see Dragic's machine in action, and just hope it doesn't kill anybody. Charlotte Balfour, Widow - I Arthur runs into a widowed woman mourning her husband in the wilderness. Prerequisite: That's Murfree Country (Chapter 5) This mission won't be available until the start of Chapter 6, at which point you can find this stranger in the very northeastern tip of the map. The strangest thing about this mission is that it isn't actually named. The stranger icon appears on your map, and it counts as a stranger mission, but it will not pop up as a named mission either after completing it or if you try and save the game afterwards. I just threw the character's name in the mission title in case someone was searching the guide for it, but that isn't the official name of this mission. Several blank spaces and a question mark didn't have the same ring to it though. Approach the mourning woman, who is next to her husband's grave. Apparently they recently moved out there and he just got mauled to death by a bear. She is from Chicago and doesn't have any expertise when it comes to survival. She can't hunt, she's out of food, and she refuses to move away and abandon her dead husband's dream. Arthur decides to help her out, first by showing her the basics of hunting. Walk to the marked area on your map while you hear more about her backstory. When you arrive, stop moving and wait for an animal to come into view. Aim at the animal to point it out to her and then shoot it. Walk over to it and she'll skin it herself. Escort her back to her house. Along the way, you'll be attacked by two wolves. Hopefully you have a rifle on you, and if you do immediately go into Dead Eye and target them with headshots. If you get a clean headshot, you can kill them in a single hit. Finish escorting Charlotte back to her house. She'll invite you back another time, but for now you'll get a nice honor boost. Charlotte Balfour, Widow - II Charlotte works on her aim with a little help from Arthur. Prerequisite: Charlotte Balfour, Widow - I You'll need to wait 3 in game days after the first part, but then you can return to the northeastern corner of the map and find Charlotte practicing her shooting skills outside. She is...not great. Show her how to do it by shooting any bottle you see. She'll fail again, but be less terrible at it on her second try. Help her again by shooting three more bottles. Immediately after this, a rat will appear. Quickly enter Dead Eye and shoot it before it scampers away. Charlotte will now try again and actually hit something this time. Hooray! She celebrates by making you dinner, which you promptly ruin by almost dying. When you come to, she's left you a letter telling you she went hunting and tells you to take some cash for your troubles. Charlotte Balfour, Widow - III Arthur makes his way back to Charlotte's homestead for one last check-in. Prerequisite: Charlotte Balfour, Widow - II You can return to Charlotte's house one last time after part II. You'll need to wait 3 in game days before the mission will pop up, but after that you will see another stranger mission marker right on her house. This mission is entirely cutscene based, but afterwards she invites you into her house for anything you want. Well, not "anything" anything. But you can steal her stuff, if you choose. Duchesses and Other Animals - I Algernon Wasp, a fashion designer and collector of exotic flora and fauna, asks for assistance in tracking down some rare items for several commissions. Prerequisite: The Gilded Cage (Chapter 4) Once The Gilded Cage has been completed, you can find a stranger just to the north of Saint Denis. His mission marker will pop up when you are anywhere nearby so he should be easy enough to find. He is an...interesting man who collects...interesting things. It doesn't seem like the two of you will be able to do much business at all, until he brings up the fact that he is currently searching for some exceeding rare items to help fulfill one of his orders and he'll pay exceedingly well for it. Your order will require you to locate 5 Little Egret Plumes, 5 Reddish Egret Plumes, 5 Snowy Egret Plumes, and 15 Lady of the Night Orchids. A list of where to find all of these items in outlined in the Collectables section of the guide. Once you collect all the required items, you will open up the second part of this mission on the map. Duchesses and Other Animals - II Algernon has another request for you at his shop. Prerequisite: Duchesses and Other Animals - I Return to Algernon's shop and you'll find him as weird as ever. He'll pay $100 for turning over the last batch of goodies, and immediately has another list for you to complete. This time you need 20 Heron Plumes, 7 Lady Slipper Orchids, and 20 Moccasin Flower Orchids. Back to work, guys. Refer to the Collectables section of the guide for information on the best way to find all these items. Again, once you have all of these items in hand, it will consider Part II of this mission completed and the third mission will now be available at Algernon's shop just north of Saint Denis. Duchesses and Other Animals - III Algernon Wasp asks you to collect some more Orchids and return them to him. Prerequisite: Duchesses and Other Animals - II Your reward this time is a cool $125, which is absolutely not worth the time it took us to track down all those flowers. CURSE YOU ALGERNON. He has another request for you, immediately though. Some awful woman wants alligator eggs. A lot of alligator eggs. You know, maybe it was better when we were just killing rare birds and not things looking to eat us. He'll hand over another request list, and this one includes 25 Gator Eggs, 3 Acuna's Star Orchids, 7 Cigar Orchids, and 5 Ghost Orchids. Again, the Collectables section of the guide will have a full list for each of these detailing the easiest and best ways to find them all. The next objective marker will pop up once you have collected the last of these. Duchesses and Other Animals - IV Wasp needs more orchids for a display cabinet that he is making for a girl in New York. Prerequisite: Duchesses and Other Animals - III You get a whole whopping extra $25 from last time, bringing the total to $150. And, of course, you aren't done just yet. Algernon needs you to go out and find more rare bird plumes and more rare orchids. So you can either go back to cowboy-ing and shooting and having fun. OR you can pick more flowers in a swampland. Decisions, decisions... There are even more things you need to gather this time, and the list he gives includes 30 Spoonbill Plumes, 5 Night Scented Orchids, 10 Rat Tail Orchids, and 5 Spider's Orchids. The Collectables section of the guide will provide full information on where to find all of these, or you an try and find them yourself if you have a week to kill. It'll take a lot of time gathering these all up, even knowing where you're going. Once you have them all in hand, you will trigger Part V of this mission and can return back to Algernon's shop. Duchesses and Other Animals - V Having fallen for the Contessa, Algernon needs more orchids to woo her. Prerequisite: Duchesses and Other Animals - IV Once you return to Wasp, you find he's in a bad state. He's in LOVE. Oh, how he's in love. He pays you a cool $175 for you previous work, but hands over the most important list of all. With these rare orchids, he can impress the Contessa and declare his love for her. What's this mean for you? Well, a whole lot more digging around for flowers. Sorry, your end is less glamorous. This is the final exotic request, and it is composed of all orchids. This includes 5 Clamshell Orchids, 5 Dragon's Mouth Orchids, 5 Queen's Orchids, and 10 Sparrow's Egg Orchids. If you check the Collectables section of the guide, you will once again find information on how to find each and every one of these flowers. It is going to be a bit of a chore, because you'll need to go from southern Lemoyne to northern Ambarino to track them all down. The good news is there is no randomness to the flowers, and they always appear in one set location. Grab all of the ones you need, and you will get a final mission marker back on Algernon's shop. Duchesses and Other Animals - VI Arthur return's Algernon's final request and collects his reward. Prerequisite: Duchesses and Other Animals - V Alas, true love was not meant to be, apparently. The duchesses has left Algernon for a postman. A POSTMAN! Did she not see what kind of hats Algernon could make? This final part of the mission is entirely cutscene based, so watch Algernon have a little meltdown and then collect your reward. Your prize for tracking down all of these hard to find flowers and plumes? A cool hat, a cool gun, and some cool cash. Cool. Thanks, Algernon! The best part about all of this, of course, is we no longer need to track down flowers. Hooray! A Fine Night For It In Bluewater Marsh, a Cajun needs help defending his property from the Night Folk. Prerequisite: One of the Night Folk chance encounters in the bayou. This mission cannot be unlocked until you run into one of the Night Folk chance encounters. Running into one is entirely random, but you will increase your chances of doing so by just wandering around the bayou at night. The description of some of the possible encounters are listed below. Note that there is another chance encounter where you run across a man hung by the Night Folk that doesn't seem to unlock this mission on its own. Spooked Horse - You will run into the body of a dead horse, presumably left behind by Night Folk. While the horse is scared, there isn't much else to do in this encounter so ride away. Stalking Shadows - While riding along one of the roads, a man will dart across it and scare your horse. Follow him, and a little ways in your horse will buck you off and run away. You'll have to fight a Night Folk ambush at this point, so try to use one of your close range weapons (like a shotgun) because they will be on you very quickly. Torch Possession - You will see two men on the edge of a swamp, dumping a body. You can either choose to kill them or ride away without them seeing you. Voice - You will hear a woman crying out somewhere in the swamp. Move around until you find the source of the voice. Walk up to her and try to help, but she will attack and you will be ambushed by Night Folk. Quickly take out your weapon of choice and kill them while they try to descend upon you. After you do one of these, you can run into a man camping just north of Lagras along the road out of town. He will only appear between the hours of 10 pm and 5 am, and if you go up and talk to him he'll warn you that you're entering Night Folk country. Something he knows because his house is currently occupied by these Night Folk. He asks you to help reclaim his home, and if you say yes he'll lead you to the location. Nothing light fighting off a murderous group of lunatics for a complete stranger. Follow the old cajun as he slowly moves through the swamp. And I do mean SLOWWWWLY. This guy is going to take his time walking through here, showing you every victim of the Night Folk he comes across. Once you finally get to his house, he'll point them out to you and the go and hide. Brave man. Get some cover behind the tree just ahead of you so you have a good view of the cabin. Use your weapon to get a headshot on the guy closest to you, and then the rest will rush at you. There are only five in here in total, and they are far enough away that you can just enter Dead Eye and pick them all off before they get close to you. Most of them use melee weapons, which can kill you in a single hit but are completely ineffective until they are right next to you. Just kill them all while they're running towards you and you'll be fine. Move to the cabin now, and reinforcements will arrive immediately. Four more Night Folk will now rush the cabin. The easiest way to deal with them is to have a shotgun handy, and stand a bit inside the door without being out in the open. Keep an eye out on your mini-map to see where the enemies are at, and as soon as they enter the cabin blast them with your shotgun. This will be a single hit kill, and then come in one at a time with enough space between them to give you plenty of time to reload. Just don't miss as they can kill you in one hit. Once the fourth one is dispatched, you'll get your reward: a gold tooth and a muskrat pelt. Uh...thanks? A Fisher of Fish - I Jeremy Gill has asked if you can catch and post 13 Legendary Fish to him. They are spread around in various fishing spots. Once caught, the Legendary Fish can be mailed from any Post Office. Prerequisite: None Jeremy Gill can be found in the very southern part of New Hanover, right nearby the border to Lemoyne. You'll find him fishing outside, and if you go talk to him he'll tell you how VERY FAMOUS he is and how he knows MANY IMPORTANT PEOPLE and how his apartment smells of RICH MAHOGANY. He needs help though. Apparently his business is selling people stuffed fish, and he can't catch them fast enough. He'll cut you in on the profits if you help out, and he wants you to go out and catch all 13 Legendary Fish out in the wild. This starts another collectible mission, and at the very least he's nice enough to give you a map showing you where all the fish are at. Special bait to catch these extra large fish will now be available in the bait shop in Largas. More details on this quest, including where to find all the fish, can be found in the Collectibles section of the guide. After catching a Legendary Fish, you can take it to any post office and send it off to Jeremy. You will earn rewards for certain numbers. After one, he will send you a lake lure. After 10, he sends $45 and five succulent fish meat. And after you send all 13, he will send you a special invitation to his cottage. Make sure you read the invitation, as reading it (and not merely receiving it) will actually trigger the next part of the mission. A Fisher of Fish - II Jeremy Gill rides out to Rio Bravo to catch a large catfish and prove he is not a fraud. Prerequisite: A Fisher of Fish - I After reading his invitation, you will see a new mission marker on his cabin. Ride out to it and knock on his side door (the front door doesn't work for some reason) to start the mission. Jeremy claims to have knowledge of an ENORMOUS MONSTER catfish in the Rio Bravo that he desperately needs to catch. He asks you to ride out with him, promising you'll be handsomely rewarded. You will do so automatically through a cutscene. Once you're in New Austin, ride alongside Jeremy until he leads you to the waterfront. He wants you to take a picture of him, and most of the mission involves you just listening to his boring stories. After a while though, he catches the fish. Get your camera ready, because if you're lucky you can catch the very moment that Jeremy loses the battle. Pick up the special spinner he drops on the ground, which increases your likelihood of catching every and all fish when it is cast. This will complete the mission, and you don't actually have to catch the legendary fish here. In fact, currently there is no known way to catch this fish. It'll be added to your Compendium right afterwards without catching it though, and you'll also get the checkmark towards Total Completion as well. Fundraiser A woman is collecting donations for homeless veterans. Will your better angels prevail? Prerequisite: None In Saint Denis, you will find a woman collecting donations for veterans, and if you get near to her she will ask you to donate as well. She is located just west of the tailor in the northern part of Saint Denis if you are having trouble finding her. From here, you are free to either ignore her, rob her, or donate. The donation is not all that much and it will net you some honor for being a good guy. If you are going for the other route, you can rob her YOU MONSTER. Be warned that cops will most likely chase after you for this, so I hope it was worth the couple of bucks you got. Either way, that is essentially the extent of this mission, and either robbing or donating will count as completing a stranger mission. Since this is one of the easiest ones to do, it is definitely worth checking it off your list whenever you reach Saint Denis. Geology For Beginners - I Francis needs you to find some mysterious rock carvings, but he won't reveal why. Prerequisite: None You can unlock this collectibles quest by first talking to Francis Sinclair near Strawberry. Sinclair's cabin is to the northwest of Strawberry, not too far from the town. The only difficult part is that the cabin itself is not marked on your map. Talk to him and he will ask you to find ten rock carvings for him that are scattered across the map. The total list of all the rock carvings is in the Collectibles section of the guide, so please refer to that if you are having trouble finding any of the spots. Each time you find a spot, you can go to a post office and send it over to him. Once all ten are collected, wait 24 hours and then return to any post office to find an invitation from Francis Sinclair to meet him by Lake Owanjila. Your rewards for sending in rock carving locations are listed below, and they will be available for pick up at any post office 24 hours after sending in the required amount of locations. 1 rock carving: Kentucky Bourbon, $10 5 rock carvings: Rock Statue 10 rock carvings: Francis Sinclair's Invitation Letter Geology For Beginners - II Upon returning to the Sinclair house in Big Valley, Francis Sinclair's mother answers the door. Prerequisite: Geology For Beginners - I Once you've found all ten rock carving and received the invitation, you can find Francis on your map a little to the northeast of Lake Owanjila. Go inside the cabin to meet up with Francis Sinclair. You might notice he looks a bit different. The mission will be completed as soon as the scene ends. Go back into the cabin immediately to pick up the Old Brass Compass on the table. It is a required ingredient for one of the better items in the game, so make sure you don't leave without it. He's British, Of Course - I Margaret's animals have all escaped, putting a cramp in his animal taming routine. Prerequisite: The New South (Chapter 3) You will find this mission in the northern portion of Lemoyne. The person you're looking for will be a little ways south of the Emerald Ranch, and a little bit north of the Lemoyne text on your map. It is just above the space between the "M" and the "O". Once you get close, you'll see a man sitting on top of an overturned animal cart that currently doesn't have any animals in it. He is a performer who disguises himself as a woman to maximize profit and entertain audiences. Apparently "driving a wagon" was not one of his strengths, because he has somehow crashed it and lost his zebra, his lion, and his tiger. At least they didn't eat him! He is desperate though, and enlists you to help track his animals back down. Time to add "animal control" to your ever growing resume. He's British, Of Course - II Margaret's 'zebra' is found on the plains. Prerequisite: He's British, Of Course - I The first animal of Margaret's you'll need to find is the zebra. Fortunately, an objective marker will show up on your map pointing out exactly where he's at. His exact location is somewhat vague, and the game gives you a decent sized area to explore. If you go to the center of it, you'll find your zebra next to some trees. Well "zebra". If you study it, you'll find that what Margaret has actually done is paint some stripes on a mule. Calm the mule down repeatedly and then try to pat it once you get close. Once he has been calmed enough, he will follow you. Get back on your horse and trot back to the Margaret's camp by following the indicated trail. The mule will follow right along, and once you drop him off at the indicated point you will complete this leg of the mission. He's British, Of Course - III Sally, the animal handler traveling with Margaret, needs help finding the pair's missing tiger. Their first trained lion, actually a pet dog, helps in an unexpected way. Prerequisite: He's British, Of Course - II Next on your list will be the tiger. Right after you finish the last part of this mission, the next objective marker will pop up near Rhodes. It is a short ride, and your target will be fairly easy to find once you're there. There is a big wagon sitting along side the road, so go and talk to the woman on top of it and she'll let you know that the "lion" (which is a dog) that they brought to found the tiger also got lost when she released it. Not a great plan, it turns out, to just let an animal go. Head over to the new marker to try and find the dog's tracks. Use your Dead Eye and you'll pick up on it. Keep following it and Arthur will notice a pretty decent trail of blood. The trail will eventually lead you to the dog's corpse. R.I.P. lion dog, we hardly knew ye. The assistant guesses it was the world of the "tiger", which is an actual cougar. Yikes. Pick up the dog's corpse and head back to the wagon. Go to the back to drop it off, and then go hide next to the assistant behind the log. The cougar will soon wander on over and jump in to finish off its snack. Move to the rear of the wagon once more, and use the button prompt to lock the doors behind it. Climb up on top of the wagon and drive it back to camp by following the trail. Ride back, finding out a bit more about Sally along the way. Once you drop the "tiger" off, you'll get pointed towards the final missing animal. He's British, Of Course - IV Margaret's second Lion is eventually found on Emerald Ranch. Prerequisite: He's British, Of Course - III You are now tasked with finding the last of Margaret's animals over on the Emerald Ranch. I wonder what kind of crazy thing this "lion" will be this time! Head over to the objective marker at Emerald Ranch, and you'll want to check out the barn need the south side of the ranch. Two men will be pushing a door closed and talking about some sort of cursed beast inside. Laugh at them for being so afraid of a dog, and then head inside. Walk around to the back of the barn and you'll hear a disturbance outside while you're investigating. Burst through the front doors again and you'll find one of the two men mauled to death. Jeez, this is a pretty mean dog. The entire ranch is in chaos now, and you'll need to find the "lion". Run towards the stables at the north end of the ranch to find the missing lion and you'll see it is... SWEET MOTHER OF PEARL - IT'S A REAL LION! Don't know where they found this guy at, but you have no choice but to put him down. The game will automatically put you into Dead Eye as the lion charges you, and you just need to keep on shooting it over and over until you kill it. You'll complete the mission at this point, but if you inspect the body you can collect your trophy - a lion's paw. He's British, Of Course - V Having recaptured the majority of their animals, Margaret and Sally take their show on the road. Prerequisite: He's British, Of Course - IV With all the animals accounted for, now you just need to return to Margaret. Head to the objective marker on your map, and he'll still be positioned where you left him last time. While he isn't too happy to learn about the passing of his lion, he still hands over a reward. He gives you an emerald. At this point, we can only hope it isn't an "emerald". Say your farewells as Margaret and Sally ride off with at least some of their missing animals thanks to you. Idealism and Pragmatism For Beginners - I The Mayor of Saint Denis, Mr. Lemieux, needs help persuading an art critic that the paintings in his museum are genuine. Prerequisite: The Gilded Cage Wait approximately 24 in-game hours after completing The Gilded Cage and you will be alerted that you have a letter waiting for you at any post office. Go and pick it up to find a letter from Henri Lemieux. He thinks you are the one who stole his ledger, but is rather polite about it and even invites you to go to his mansion. You can now visit there between the hours of 9 pm and 5 am. The objective marker will be marked on your map, so go and pay Henri a visit. Knock on the back door and his assistant will let you in and lead you upstairs. The mayor knows both who you are and what you did, but doesn't seem all that bothered by it. In fact, he promises not to tell anyone as long as you can help him out with one teeny little thing. Some art connoisseur is threatening to expose the fact that Henri has been buying fakes for a museum he's planning to open. Henri doesn't particularly like that, and wants your help convincing him that the paintings are real. He doesn't want him murdered...but anything else is pretty much fair game. After the scene, you'll be on a wagon with Jean Marc. Follow the trail on your mini-map to find the professor. When you arrive, get out of the wagon and follow him on foot. The game will let you know when he is safe to approach. To convince him of the error of his ways, merely threatening won't be enough. However, if you beat him twice, he promises to relent and you can release him. He runs away crying, and at that point you can return to Jean Marc by heading to the objective marker. You'll get paid for your services, and Jean Marc will ride away. Idealism and Pragmatism For Beginners - II Mayor Lemieux wants to convince newspaper tycoon Hector Fellowes that a donation to his new public library will be worthwhile. Prerequisite: Idealism and Pragmatism For Beginners - I After completing the first part of this stranger mission, you will need to wait roughly 24 hours. At that point, you will be alerted to the fact that you have another letter waiting for you. Check it out and find Mr. Lemieux is requesting your help once again. Wait until night as the mission will only be available from 10 pm to 5 am, then go to the mission marker at the mayor's mansion. Jean Marc will reluctantly let you in, and the mayor will ask for your help "convincing" a reluctant donor to hand over the cash he promised to help fund a library. Jean Marc loudly voices his opposition to your punchy method of convincing, but the mayor insists and you are sent on your way. There will be a new objective marker on your map now that shows where the donor will be. Get on your horse and head to it. On the road there, you'll find the carriage. Ride alongside it at a similar speed and you'll be given the option to jump on. Move forward to get to the door and Arthur will head in. Our target here is for some reason not convinced just yet, so we'll need to work a bet harder to convince him. Hold the two shoulder buttons to dangle him out of the coach, and when he still refuses hold them again to dangle him a bit further. He comes to his senses after that. You'll leave the carriage and need to head back to the mayor's house at night to finish things up. Idealism and Pragmatism For Beginners - III Suspecting that his assistant, Jean-Marc, is going to report him to the newspapers, Mayor Lemieux seeks to silence him. Prerequisite: Idealism and Pragmatism For Beginners - II There is no need to wait for a letter this time, and you can go back to the mayor's mansion any night between 10 pm and 5 am after completing part II. Knock on the door and the mayor himself will answer. Apparently Jean Marc isn't happy with the mayor's recent actions and is out in protest. The mayor is worried he might and go talk to the paper about what he has done. That doesn't really bother Arthur. But Jean Marc also knows who Arthur is and has heard all about what he's done. That does bother Arthur. Looks like we'll need to pay Jean Marc a visit next. Go to the objective marker to find Jean Marc. He doesn't put up much of a fight, and Arthur can now carry him back to the mayor's house. Unfortunately, you must do so without being seen. Check your map to find where all the lawmen are, and you'll want to avoid being in their line of sight. Immediately run straight ahead through the gates of the house in front of you. There will be a lawmen walking down this way so you want to get in there quickly. There is an opening in the gate to your left, but there will be another lawman there so you can't go that way. Continue instead straight ahead and there will be a second opening in the gate opposite the side you came in from. There is another lawman here, too, but he will be mobile and will walk past the gate. Wait for him to move by a bit and then run out and turn left. Turn right at the next street which will lead right to the mayor's house. Wait when you hit the road right in front of it, because a police coach will come speeding by. Once it is out of the way, run straight ahead to the front door. The mayor will want Jean Marc brought around out back. Follow him then drop him off when he stops walking. They talk, but they seem to have irreconcilable differences. The main difference being that Lemieux wants Jean Marc dead and Jean Marc does not want that at all. You now have a choice. You can kill him like Lemieux said, and there will be a permanent 10% discount in all shops in Saint Denis for the rest of the game. Or, you can let him go, and you'll get an honor gain. Do whatever you feel is best, but if you kill Jean Marc you will need to drop his body off in the water before the mission will be complete. The Iniquities of History - I Jeremiah Compson laments the life he should've lived, and what's become of his family home. Prerequisite: An Honest Mistake (Chapter 3) After completing An Honest Mistake, a new stranger mission will pop up in Rhodes. Head over to it and you'll find a drunk old man laying on a bench. Talk to him and he'll bemoan how poorly his life has turned out. He's little more than a drunk now, and the bank repossessed his home and all of his belongings. He used to live at Compson's Stead, and he just wishes he could get some of his old things back to help him get started anew. The mission will end after this, and you're free to either go to his old home and help him out or just leave him in his misery. But...c'mon. You can't just leave him like this. The Iniquities of History - II While looking for Jeremiah Compson's possessions inside his family home, the truth of his situation becomes clear. Prerequisite: The Iniquities of History - I With the first part finished, you can now ride to Compson's Stead which isn't that far from Rhodes. The house had been locked before if you tried to enter it, but now you can go in freely if you go in through the back entrance. You need to find the watch, ledger, and pistol somewhere inside. There is a lot more stuff you can look at here, though, and doing so will give you a lot more backstory into Jeremiah Compson and his family. You will first enter through the kitchen, and there will be an empty bottle on one of the countertops to your right. More interesting than that are the pictures you can inspect along the opposite wall. There is a photo of a family that has an inscription on the back and a child's drawing little bit closer to the doorway. You'll start getting narration with these, and this is where you'll start learning more about Jeremiah's life. Now go into the main room and immediately turn to your left. There is a note here that you can pick up and read as well. There is another letter just right of the fireplace on a chair. The first item you really need to get is the antique watch, which is right on top of the fireplace. Move over to the final room which is just past the collapsed stairway. Turn to your left and you'll find another note on a stool next to a stuffed animal. There will be one more letter on the shelves to the right of the fireplace. After you've inspected everything else, go over and check out the fireplace. Inspect the photograph on top of it, you'll notice a trap door in the floor that isn't open just yet. Unfortunately, you won't be able to open it just yet, because two angry squatters will come in and grumble at you for looting the stuff they were already looting. One of them is holding an old antique pistol, and when he tries to shoot you it turns out that it is so old and so antique that it doesn't work. He pulls a knife instead, and you'll need to fight both of them now. Luckily, they aren't very talented at fighting, and both will go down with a single stab. Dodge their incoming swipes if needed, but otherwise just stab them as quickly as you can. When they're both down, pick up the antique pistol. Finally, open up the trap door in this room and head downstairs. There are two items of note, and both are right in front of you. There is a diary, which is optional, and a ledger, which is not. Pick up the ledger at least to find out what Jeremiah's dealings were in and realize he probably deserved all the bad stuff that was coming to him. Get back on your horse and ride back to Jeremiah to confront him. After you deliver his things to him, the mission will be completed and you'll be free to leave. The Mercies of Knowledge - I An eccentric man is looking for some moonshine. A whoooooole lot of moonshine. Prerequisite: The Joys of Civilization (Chapter 4) This stranger is waiting for you in northeastern Saint Denis, right as you would be leaving town. He'll call you over when he sees you and has a favor to ask. He needs some moonshine. 100 gallons worth of moonshine. He won't tell us what he is using it for, other than the most incredible party Saint Denis has ever seen. He promises to pay, so Arthur agrees. He doesn't know where that much moonshine is himself, but he bets the clerk at Rhodes station might have some insight. This branch of the mission is over, so just ride in over to Rhodes when you want to continue with part II. The Mercies of Knowledge - II Arthur asks his contact about help locating all the moonshine he needs. Prerequisite: The Mercies of Knowledge - I This is available immediately after the completion of part I, so just head to the objective marker in Rhodes when you're ready. Go and talk to the clerk at the post office, and wait until after he introduces himself to target him. You'll have an option to ask about moonshine, and he'll hand over coordinates for a wagon he knows of that will be traveling through carrying a lot of it. Inspect the note to get the location marked on your map. The Mercies of Knowledge - III Alden said a wagon delivering moonshine will be coming through here. Prerequisite: The Mercies of Knowledge - II After checking out the note, a new location marker will appear in the east of the Bluewater Marsh region. Head over when you're ready to rob the stagecoach. When you arrive, the game will tell you to wait for the stagecoach. Fortunately, it doesn't take long until the coach arrives, and you can either ride over and deal with them directly or wait for them to get closer and launch an ambush. There will be four guards in here in total. Two driving and two others riding on horsebacks as guards. If you approach them without being armed, you can get them to stop by calling out to them. Unfortunately, your attempt to mislead doesn't go so well and they'll just continue on their way. Your best bet is to just shoot them all before they can start shooting back. Go into Dead Eye using a repeater or revolver, and you should be able to hit all four with headshots during the same Dead Eye usage. You can also do them one at a time, but try to prioritize the driver then because you don't want him riding off too fast. Once they're all dead, climb up on the wagon and drive it back to the destination. It'll be just in the northeast corner of Saint Denis where you fist ran into the professor, so just follow the yellow trail on your mini-map. The professor is very thankful and finally reveals what he is working on: an electric chair. Uh, cool, I guess. He isn't quite done asking for help just yet though, as he wants you to recruit the police chief to help him get someone that the elector chair can be demonstrated on. The Mercies of Knowledge - IV Arthur visits the Saint Denis police chief to get a permit for Professor Bell's experiment Prerequisite: The Mercies of Knowledge - III After part III, a new objective marker will pop up on your map showing you where the Police Chief is. Ride to it and go into the police station. While you can target the chief from the reception area, you'll actually need to enter the back where the holding cells are to ask him for permission. He grants it, already being familiar with the electric chair, but won't give you a permit for demonstration unless you pay him $100. If you negotiate here, he'll lower the price to $50. You can just leave if you want, but you won't be able to complete the mission that way. Pay the $50 and you'll get your permit, ending this part of the mission. The Mercies of Knowledge - V Professor Bell has an idea for a suitable test subject for his invention. Prerequisite: The Mercies of Knowledge - IV Follow the objective marker to find Professor Bell. You let him know the police chief has agreed as long as a good subject is found, and it just so happens the professor already has someone in mind. A man by the name of Wilson J. McDaniels is wanted for murder, bigamy, and...immoral animal husbandry. I don't quite know what that means, but I doubt I want to. Make sure you check the poster so his location will be marked on your map, and then you're free to head over at a later time. The Mercies of K