On Shaky’s Ground
With nothing left to do but track down Irish once again,
it’s time to head to Thieves’ Landing to see what kind of trouble he’s gotten
into, and why the gatling gun Marston stole isn’t working. When you find Irish,
he’s in the process of trying to rob two nuns. Marston shows up just in time,
and Irish suddenly remembers that he owes you a favor or two. Irish says he has
a bead on another gun, and leads Marston to the shipping yard on the edge of
Of course, the front gate is locked, so Marston and Irish
have to sneak around back to find another way in to the yard. Just keep
following Irish until you get to the steps at the back of the main building.
Inside you can hear Irish’s inside man, Shaky, being interrogated by local
thugs. Before something happens to Shaky, you’ll have to rescue him, and escape
with the gun.
Climb the ladders to reach the roof. Remain crouched so you
don’t make as much noise. If you’re too loud sneaking into the building, the
thugs will hear you and off Shaky before you can reach him. Slide down the
roof, and enter the open window. Slowly creep across the loft area, and shoot
the guard before you drop down. Enter the door to the room Shaky’s being held
in, quickly activate Dead Eye, and shoot all three of the bandits before they
know what hit them.
Once you cut Shaky loose, reinforcements appear in the room
below. Two of the shooters are all the way across the building, but there’s a
big crate of dynamite you can shoot to take care of them rather easily. The
rest of the bandits will keep popping in and out of cover, so just time your
shots accordingly. After clearing the room, drop down to the first floor, and
follow Shaky out of the building.
More reinforcements lie in wait outside, so immediately get
behind cover once you exit the building. You aren’t vastly outnumbered, so take
your time, and line up your shots. Once you kill the first wave, you’ve got to
move through the crates stored on the far side of the clearing. More bandits
will try to attack in the narrow corridors, but you should have Dead Eye saved
up from that last batch of kills to eliminate these guys easily.
After all is said and done, Shaky gives you the equipment
you need for the gun. Irish loads it on the back of a wagon. Just outside of
Thieves’ Landing, more bandits give chase. Since Irish is driving, this segment
should prove to be much easier than other wagon escapes. Three waves of riders
will come after you, and there will be a sniper on a bridge above you not long
after the second wave is taken out.
When it’s all clear, you and Irish wind up back at
MacFarlane Ranch. It’s time to save up and prepare for the assault on Fort
The Assault on Fort Mercer
Marshal Johnson is waiting for your out by Fort Mercer. Meet
up with him, and Dickens, Seth, and Irish will soon join you. The plan is to
sneak into the fort by way of Trojan Horse. With the gatling gun mounted inside
Dickens’ carriage, Seth will open the gate to let the traveling salesman into
Fort Mercer. With the bandits caught unaware, John will spring out, and mow
every single last gang member down.
Once the trap is sprung, it’s just a matter of hitting all
the bandits with the high-powered machine gun. There’s no limit to the amount
of ammo you have, so keep your finger on the trigger until every single last
one of Williamson’s men is gunned down. Several waves of bandits will come at you,
but they are supremely outmatched compared to the gatling gun.
After you’ve managed to take out a large percentage of the
bandits, the Marshal and his men arrive. You and the deputies will have to
clear the fort of any remaining bandits while searching for Williamson. Follow
the Marshal up the steps, and engage the last remnants of bandit forces from
the rooftops. Continue towards the front gate, and follow the Marshal back down
to the ground.
More bandits will come out of hiding once you hit the
ground. Keep yourself to cover, as the bandits fire at you from all angles.
You’ve still got the sure-handed Marshal and his deputies to help, but most of
the dirty work will have to be completed by you at this point. After the dust
settles inside, it’s clear Williamson escaped before you could catch him.
The battle isn’t quite over yet though. Dickens returns to
warn of more bandit forces approaching the fort. Luckily, you can hop right
back into the carriage to use the gatling gun. Four waves of bandits, including
one wave with their own high-powered gun wagons will attack. With unlimited
ammo though, not many foes stand a chance against Marston behind that gatling
Almost every last one of Williamson’s men has perished, but
the Marshal finds one last survivor to interrogate. It seems the man John’s
been hunting has fled to Mexico. It’s a good thing Irish can get you there.