Mission 1 - Once Upon A Time
Tutorial level, therefore does not contain badges.
Mission 2 - Running Late On Payday
Save all groups of civilians
There are 5 in total. As long as you remain undetected while taking out the gunmen guarding them, you should be fine.
Not that one is near Big Ann at the end, and if you take too long to kill her once you get close she will shoot him.
Basically, don't get into knife throw range of Big Ann until you are ready to kill her with a Showdown Mode knife toss.
Kill 3 bandits at the same time.
Easy to do with dynamite at the end. Also possible with pushing a rock off a ledge.
Kill 10 bandits using dynamite.
Near the end, kill as few enemies as possible, taking the ladders on the left up.
Distract 3 bandits at the same time using Cooper's coin.
Plenty of chances at the end, also a spot to get it halfways through the mission.
Don't save during the mission.
To do this with relative ease, first set the difficulty to Beginner. Then in the difficulty select screen, press "Show Details" and switch the "Amount Of Saves" over to "None". This way you don't accidentally save by misclick or reflex. Just remember not to press Quickload by reflex. You might also want to temporarily unbind the Quickload key.
Other than that, it's just practice until you know the mission well enough to do this. Also, if you accidentally get spotted, it's might be possible to come back, maybe heal up, and come back once the enemies have calmed down.
Don't use firearms.
Pretty simple, no Buntline, no dual revolvers. Knife toss is your friend. Feel free to go crazy with dynamite at the end.
Speedrun: Complete the mission in under 05:30 minutes.
A few general tips for this kind of badge that should carry forwards. Feel free to do this on Beginner. Skip as many unnecessary kills as possible, and do not hide corpses unless absolutely critical.
The timer does NOT reset after a quickload/normal load, it keeps ticking up, therefore you need to do it in a few saves as possible too.
That doesn't necessarily mean you can't use quicksaves.
Train by abusing quicksave constantly, until you figure out your route, and are confident in executing it. Then, when ready, go back to the main menu and start anew.
If you want to split it into segments, going back to the main menu and loading a save from there DOES reset the timer to the time of the save. So if you passed a really hard part of the speedrun, do a manual save, then if you mess up the part after that section you can always exit to main menu and load to get another try.
If you need time to think, press ESC to pause the game. Showdown Mode does not pause the timer.
Also, using the X hotkey (hold by default, can be changed to a toggle in options) speeds up the actions of the game, but not the timer, so useful for speedruns in situations where you don't need to react.
Sadly there is no "Speedrun Timer" on the UI while running, but you can press ESC for the pause menu to see a timer.
Complete the mission on Hard difficulty.
This can be done on Desperado as well, and applies to all future missions with this badge, although the only reason to do this would be completionism/challenge/bragging rights.
Some general tips for the higher difficulties;
1. Think of the enemies as a chain (of covering viewcones) that must be broken, and all new sets of enemies should be approached as a challenge to find the weak link, ie the guard that is most exposed, take them out, then repeat for the next link. Repeat until cleared enough for you to pass the remaining enemies, or if you want to be safe, until all are gone.
2. Spend time studying the enemy patrol pattern. Fast Forward (Default: X) is your friend here.
3. While you can still "viewcone surf" (ie, race past a sweeping viewcone, just barely touching it before you enter a safe spot, thus staying undetected), it is much harder due to the more perceptive enemies.
4. Remember, hogtied enemies work well as lures. Spotted corpses raise alarms, but tied enemies make the guard leave their post when spotted so they can go untie them. This works even on Longcoats. Also, you can make a trail of hogtied enemies to lure the enemy even further away!
4. Lure, lure, lure. Due to the higher enemy perception, this is even more important than normally. While on Normal or Beginner you might be able to get by with just the basic skills, like Lure, Whistle and The Doctor's Bag, on these higher difficulties you may need to combine/chain many lures.
A contrived, super advanced example; you start by placing down The Doctor's Bag, then further away a trail of 2 hogtied enemies. Then you Whistle to turn a guard's attention towards the bag. The guard will then spot the first unconscious guard, and approach, until spotting the second tied enemy, and going towards that one instead. Unfortunately, the enemy is still on the edge of a viewcone, so you throw a Perfume on the watching guard, then kill the guard that you have lured.
5. Sometimes on pacifist runs, you will have to do a kill within the shaded part of a viewcone, using Perfume to blind while you perform it. And sometimes, you will not have enough time to tie or move the enemy that you just knocked out. In that case, simply wait for Perfume to cool down, throw another, then do your business.
Suggested badge combinations.
Run #1 - Start out on Hard (1/8). Go through the mission without using your guns (2/8), and save all the civilians (3/8). Along the way, make sure to kill Developer #1, finish the first third of the "Chicken Dinner" achievement, and get the "The Picnic" achievement.
When nearing the end, make sure to distract a group of 3 enemies with the coin for a badge (4/8) , be on the lookout for Developer #2, and make sure to grab the "Kaboom!" achievement by killing 5 enemies at once with Dynamite, which will also put you on your way to two Dynamite-related badges (6/8). Now finish the mission.
Run #2 - For the next run through on Beginner, do a Speedrun in under 5 minutes 30 seconds (7/8) without saving (8/8).
Mission 3 - Troublemakers In Flagstone
Make the deaths of 4 targets look like accidents.
The "targets" are the 4 mission objective kills.
The methods of death involve: Throwing a coin at the bull when the target is near, dropping a house facade on a target, dropping a church bell on a target, and poisoning the whiskey of a target with laudanum.
Don't kill or knock out anyone in the train track area.
This is the area to the north-east. Plenty of obstacles that provide cover to sneak through the area. Then simply use the house facade accident to kill the target, get out of there, and finish the rest of the mission.
Originally posted by "Calistil":If you use Hector to throw a body at Cooper you can knock him out then pick him up and throw him directly behind the building facade from the north end, use the facade to kill the target and you Cooper can immediately hop back down into the safe area.
Originally posted by "Old Man Qfwfq":For the "Don't kill anyone in the train tracks area" of mission 3, the objective can be completed much more easily if you do it last, using your throwing knife to kill McBane from the cliff between the construction site and the church. It'll set off an alarm, but because they can't hear you, they won't leave their patrol area to find you. You can just run to the exit from there and wait out the alarm without retrieving the knife. It's a good way of handling the speed challenge as well.
Don't touch any bushes or haystacks.
Self explanatory. Friendly reminder that you can throw corpses with Hector, thus still use bushes to hide corpses, as this doesn't count as "touching" the bush/haystack.
Bury Josh
Josh is a special named NPC with a shovel by the open grave in the church area. Simply wait for him and his friends to separate, kill him, then toss him in the freshly dug grave.
Listen in on 10 private conversations.
Some are marked with a speech bubble, others are just from standing near other NPCs or the targets.
Kill 3 mission targets at the same time.
This is a bit tricky. You want to clear out the areas of all but the target first, then get ready to poison the target at the brothel, and run to the train track and church area with a character each. Then, when the whiskey has been given by the servant, start the other accidents.
If you have not alerted the targets, the timing should line up. If not, you can try to bring them back in sync with a distraction ala Cooper's coin.
Speedrun: Complete the mission in under 07:00 minutes.
See general tips on Mission 2.
Complete the mission on Hard difficulty.
See general tips on Mission 2.
Suggested badge combinations.
(TODO)
Additional info
On the speedrun and "Kill three targets at the same time:
Originally posted by "cehrrycykwok":"For "Kill 3 mission targets at the same time" of Mission 3, I did it by (easy mode)
1) get Hector to stun and tie up the target at brothel (and get rid of the girl)
2) set Cooper onto the cliff next to the church
3) get Cooper to shoot the 2 targets at church and tracks while Hector kills the target at the brothel simultaneously *badge pops*
4)Kill the last target and finish the mission
As the cliff is only accessible by vines, enemies can't get Cooper. Very useful for playthrough at Desperados difficulty and speedrun challenge as well."
Mission 4 - Until Death Do Us Part
Don't use a disguise.
Self-explanatory.
Take a photo of the dead groom.
After uniting Cooper and Kate, you want to go back inside and grab the groom, throw him down the balcony (be careful not to hit the bush), and keep him around while you clear the area around the camera, where you started with Kate. Then simply place him in front of the camera (doesn't matter if he's carried or dragged), and activate (ctrl-click) the camera with either character.
With Cooper, enter the building through the main balcony door.
This is before the showdown where Kate shoots the groom. This is the wide balcony facing southeast nearest where Cooper enters, and in order to get this, Kate must unlock the door before getting trapped in the room with Mayor Higgins.
Don't use the Gatling gun.
Near the end, you have the clear the escape area with the Gatling. The trickiest part is getting Kate past the 2 Longcoats. For this, you want to use Kate's perfume to allow her to run past undetected.
Kill 15 guards with the Gatling gun.
For this, you either need to lure some of the enemies from the house, or not fully clear the areas before the exit, to give you enough enemies to reach the 15.
Kill everyone except for civilians.
Make sure to kill, not knock out. Also, there might be a bug with it if you trigger a cutscene with Cooper while holding a corpse. Also, to make things simpler, kill everything apart from the enemies near the exit, while still playing as only Cooper.
And yes, I'm sorry but you have to kill the dog :(
Speedrun: Complete the mission in under 15:00 minutes.
See general tips on Mission 2.
Complete the mission on Hard difficulty.
See general tips on Mission 2.
Suggested badge combinations.
(TODO)
Mission 5 - The Magnificent Five
Kill all Long Coats.
The includes the 7 in the second part of the mission, and one besieging the house near the end.
Finish the mission without using a torch.
This makes the end pretty tough. You want to clear out as much as possibly with the bear trap and snipes from doc before clearing the enemies in front of the house. Then get a good line on the enemies and blast them with the shotgun. You do not need to kill all enemies, all but 3-4 should be enough.
Originally posted by "Old Man Qfwfq":I stumbled onto a much more efficient way of clearing the final objective for the "no torch" challenge of mission 5 on my first playthrough -- faster than the default way suggested even! -- but I had to think about why it worked. Once you figure out a few principles, you can clear the last objective in a couple seconds.
1) ANY fire touching an oil puddle sets it on fire, that includes lanterns
2) enemy lanterns ONLY go out if a PC interacts with them
3) One of the few things that will lure a poncho off their set path is a dead body.
The trick is to have McCoy snipe an enemy standing in the middle of the oil puddle when one of the lantern-carrying ponchos patrolling the area can see them. The Poncho should join all the other enemies in inspecting the body. Once the Poncho is standing on the puddle, have either character shoot at him and kill him. He'll drop his lantern on the ground, setting the oil puddle on fire and triggering the cutscene, all without using a torch
Don't save during the mission.
To do this with relative ease, first set the difficulty to Beginner. Then in the difficulty select screen, press "Show Details" and switch the "Amount Of Saves" over to "None". This way you don't accidentally save by misclick or reflex. Just remember not to press Quickload by reflex. You might also want to temporarily unbind the Quickload key.
Other than that, it's just practice until you know the mission well enough to do this. Also, if you accidentally get spotted, it's might be possible to come back, maybe heal up, and come back once the enemies have calmed down.
Win the bet with Hector.
This is after they reunite, your characters start counting kills/knock-outs in dialogue. For this, you want Hector to have the majority when you finish the mission.
And easy way to get this and the next at once, is to keep the numbers balanced until the end, then at the final segment let the respective character throw a torch in the oil-pool to rocket past the other on kills.
Win the bet with McCoy.
See above, only with McCoy instead of Hector.
Burn 15 guards in oil puddles.
There is a neat way to do this and get both this and the torchless badge in a single run.
Near the beginning, do not kill, but knock out and tie up enemies. Gather them out in the open, somewhere safe, DO NOT PUT THEM IN BUSHES.
Then when you get Hector, and get introduced to torches, clear the way to an oil puddle. Once done, stack all the unconscious enemies on top of the oil, do a backup save, and LIGHT 'EM UP.
This should give the badge, and you can then simply reload and continue torchless.
Speedrun: Complete the mission in under 17:00 minutes.
See general tips on Mission 2.
Complete the mission on Hard difficulty.
See general tips on Mission 2.
Suggested badge combinations.
(TODO)
Mission 6 - The Bridge At Eagle Falls
Get the dynamite from the quarry.
Clear both areas, do this badge, then reload and get the next badge.
Get the dynamite from the shooting range.
See above.
Don't use firearms.
Self-explanatory, but DIFFICULT, I recommend not doing this on Hard, although it is still doable. Oh, and obviously the shot to ignite the dynamite doesn't count.
A tough spot is on the bridge in the beginning, since you will not be able to take the Long Coat (LC) out, so you will need to take down the other enemies on the bridge while avoiding his view. At first, you can hide behind the crate with the tutorial scroll. Later, when passing by him, you can just follow him on his patrol when he goes back east, as he doesn't look west immediately afterwards.
The next LC near the entrance to the southern portion can be ignored. The one near the quarry with dynamite can be blown up with the plunger, and the one in the sawmill can be made to investigate the saw if you turn it off, then get shredded to bits when you turn it back on. The LC near the southern shack/dynamite you can also just ignore.
Another tough bit is near the end, when planting the dynamite, at the walkways under the bridge. You need to run past the LC with Cooper, who is hopefully carrying the dynamite, kill the first enemy, throw your knife at the next, meanwhile distracting the LC with Kate (perfume) and Doc (the bag and his swamp gas), buying Cooper time to get to safety. Alternatively, throw a knife at one of the guys from atop the bridge, raising the alarm, and giving you more time to do the same gauntlet I mentioned above. I managed to do it with raising the alarm near the end, luckily they didn't search the place the dynamite was planted, then later I could run back behind the Long Coat.
Anything after that is a breeze thanks to Hector.
Kill 3 guards with rolling logs.
South in the main area of the mission, near three crates of ammo.
Kill 3 guards at the same time in a quarry explosion.
In the northeast part of the level is a plunger, use it to cause an explosion and kill 3 guards.
Kill 5 guards when destroying the bridge.
At the very end of the level. Simply save some knocked out, hogtied, enemies atop the middle section of the bridge before blowing it up.
Speedrun: Complete the mission in under 13:20 minutes.
See general tips on Mission 2.
Complete the mission on Hard difficulty.
See general tips on Mission 2.
Suggested badge combinations.
(TODO)
Mission 7 - One Good Shot
Another badge-less level.
Mission 8 - One Hell Of A Night
Return the money to the bank.
The money is found by punching Rosie at the start of the mission.
To return it, simply toss it on the ground of the room in the bank where you find Doc. (Credit to Zylth)
Free Doc before waking up the others.
Do not wake up Cooper and Kate near the beginning of the mission. Instead, solo the mission until the point where you find Doc inside the Bank. Not an easy feat, but personally managed to take out all enemies in the mission apart from the ones up north near the docks. For the tricky parts, remember that throwing enemies is another weapon in your arsenal, especially useful for the two Ponchos near the disguise.
Also remember that you can lure Long Coats with footprints, which Ponchos ignore. Very useful for taking out the Long Coat guarding the back door.
With a combination of the two above tips, it even managed to take out every single enemy, using only Hector, on Hard (see screenshot. Only dot left on the map is an enemy I threw on a roof in a moment of insanity).
Don't use a disguise.
Self-explanatory. More or less a freebie if you go for the "Free Doc before waking up the others." badge. Beware that even picking up the disguise might fail this badge, so just leave it alone.
Kill 6 guards.
Might be a bit tricky, since you don't start with any weapons. To kill enemies, use the environment. House facade, cannon, throw them in the harbor, throw coins at animals.
Don't use the bank's backdoor
Use the front door, 4Head.
It's the large complex near the western edge of the map, and the front door is guarded by a Poncho and located on a large open street, meaning you need to take out a lot of enemies to even get a shot at the guy guarding the door. To make it easier, there is a building facade around the back that you can drop to kill 2-3 enemies (2 from natural patrol patterns, a 3rd if you make good use of Hector's money). You can also get onto the walkway with a lone Poncho by walking across the roofs north of the disguise location.
Make a guard follow your footprints for 50 meters.
Get your best Winnie the Pooh on! A good location to do this would be near the ox north of where you find Cooper and Kate. A gunman patrols between this and the cannon. Simply have him follow you footsteps from his patrol and down towards the location of Rosie, the start of the mission.
Also grants the achievement "Yakety Sax".
Speedrun: Complete the mission in under 22:00 minutes.
See general tips on Mission 2.
Originally posted by "Mates":If you climb up the front of "Cem's saloon", you can jump down behind the fence, skipping a chunk of the level (you still have to save Doc though). On normal, you can just stun the poncho and run inside the boat (while avoiding the two longcoats). On Hard and Desperados it's probably more difficult.
Complete the mission on Hard difficulty.
See general tips on Mission 2.
Suggested badge combinations.
(TODO)
Mission 9 - Louisiana Voodoo
Don't touch water.
Self-explanatory. There's sadly no way to secure yourself against accidentally going in the water, so keep saves handy, and if you've already beaten the mission so you can see unearned badges, you can always check the objective window to see if this badge has been failed, and if it has load an earlier save.
Free Kate or Hector first.
Kate is in the northwest corner after the cutscene. I would suggest going for her by swimming across the river and taking out the two gunmen on the small islands facing each other using Connect, to get started. Then use connect with the Long Coat and another target 3 times to get rid of him. The rest should be a breeze.
Don't use Isabelle's connect ability.
The biggest challenge to this will be the crowded sections, but once you free Cooper this should not be much of an issue. Just make sure to use your mind controls well in the beginning.
Don't save during the mission.
To do this with relative ease, first set the difficulty to Beginner. Then in the difficulty select screen, press "Show Details" and switch the "Amount Of Saves" over to "None". This way you don't accidentally save by misclick or reflex. Just remember not to press Quickload by reflex. You might also want to temporarily unbind the Quickload key.
Other than that, it's just practice until you know the mission well enough to do this. Also, if you accidentally get spotted, it's might be possible to come back, maybe heal up, and come back once the enemies have calmed down.
Kill 5 guards at the same time.
Surprisingly easy. Knock out and tie up 5 enemies, gathering them in an area for later "use". Then, once you have Cooper and Doc, simply connect 2, and in showdown mode, set Isabelle to attack one of the connected, Doc to shoot one of the others, and Cooper to shoot the remaining two. Et voila!
Kill 3 guards with an environmental kill.
You can get 2 right near the beginning by dropping crates on two guards. The 3rd kill can be gotten from a big rock right after the cutscene showing the locations of your party members.
Speedrun: Complete the mission in under 17:00 minutes.
See general tips on Mission 2.
Complete the mission on Hard difficulty.
See general tips on Mission 2.
Suggested badge combinations.
(TODO)
Mission 10 - Back Alley Jazz
Don't kill any suspects.
Pickpocket the correct letter to advance the mission. The desired target is randomly generated at the start of the mission, so you will need to eavesdrop first. See "Gather the codenames and locations for all possible suspects." for a guide on this. Will only trigger at the end of the mission.
Kill all suspects.
Just go to all 3 locations, Red Lantern, Chez Manu and Pier 9 and kill the people with an envelope above their head.
Don't jump, and don't use any ladders, ropes or ivies.
Basically, stick to the ground and trodden paths. You are free to use doors to get on the roofs in situations where that matter, such as for getting the disguise. At one point I came upon a Long Coat only accessible by stairs. To conserve ammo, or if you (like me) combined it with "don't kill anyone", simply lure him down the stairs with a tied-up guard, then shoot to stun and punch to knockout.
Kill 3 guards using dogs.
It might say "dogs", but to my experience there is only a single dog, in the first area after finding the letter. So you want to mind control it 3 times to kill 3 guards. This means, at least on higher difficulties, you gotta save every mind control for the dog. Also the dog needs to survive each kill.
Luckily, as always with "kill" badges, you can simply kill tied up guards. So stash some unconscious enemies near the dog, mind control it, bring over to the stash and kill, rinse and repeat x2.
Don't kill anyone.
Knockout, rope and then hide throughout, or simply skip what can be skipped. Remember you can always lure, even lure Long Coats, with tied-up enemies, so don't dispose of everyone in bushes or houses. Don't dispose of people in the harbor, please.
Gather the codenames and locations for all possible suspects.
There are 3 locations out in the open, and 3 inside restricted areas (show by a red line at the entrance when you use (H)ighlight mode.
The 3 freely accessible are two in the market east of where you start, and one south of the market.
For the 3 restricted, there is one to the northwest, and two near the market. In the northwest, you can eavesdrop from behind the crates. One of the market locations is very small, and you can simply hide in the bush. For the large location near the market, this is a tough one, at least playing on Desperado. Might want to do it without expecting to finish the mission. Connect the lampholder and Poncho, then snipe either with Doc while the lamp is near the eavesdrop, let the alarm die down while hiding out in the nearby building, then suddenly things will become a lot easier.
Alternatively, still connecting the lamp and the poncho, get Stella ready to distract the lamp via showdown, then sneak near the well with Isabelle (she moves the fastest) while the lamp is standing next to the eavesdrop. Get the conversation, activate Stella after the second sentence, wait till the eavesdrop is credited, then get out of there.
Both methods are pretty doable, but the former is less timing critical albeit a bit more luck dependent.
Speedrun: Complete the mission in under 15:00 minutes.
See general tips on Mission 2. Also, specific to this mission, you can save a lot of time by making a save at the start, do the eavesdropping to find the correct target, then quit to Main Menu and load the save from the start of the mission. The target should still be the same, so now you can head straight to the target.
Complete the mission on Hard difficulty.
See general tips on Mission 2.
Suggested badge combinations.
(TODO)
Mission 11 - Burn The Queen
Don't step on loud surfaces.
This includes all shallow water, so be careful. Can be spotted on the minimap by the different color, and if you ever see a blue noise wave coming from your feet when walking, you will likely have failed this and need to reload. Be careful when carrying corpses, as it also generates soundwaves, so you might have accidentally stepped in a noisy surface and not even noticed.
Kill everyone except for civilians.
Basically just "kill everyone". Be careful not to tie up enemies (for bait), then have them disappear into a bush, making you lose the chance to ever kill them.
No knockouts or melee kills except for Isabelle's.
You can still use guns on other characters, and you can still use Cooper's knife toss and Hector's Bianca to kill people. For Long Coats, you will have to do the old gun stun+stab with Isabelle, or throw a corpse with Hector in order to stun.
Don't snipe anyone with McCoy.
Not that hard. Sure, it makes some situations simpler, but overall very doable.
Open all cages.
Not all that out of the way, is hard not to accomplish, since all 3 cages are located in the same general area.
Hide all bodies in bushes, wells, houses, etc.
Self-explanatory. Be careful with enemies crushed beneath a rock, easy to overlook. Shallow water counts as a hiding spot as well. Don't forget to hide the reinforcements that come after you set fire to the Queen!
Speedrun: Complete the mission in under 15:00 minutes.
See general tips on Mission 2.
Complete the mission on Hard difficulty.
See general tips on Mission 2.
Suggested badge combinations.
(TODO)
Mission 12 - Dirt And Blood
Choose the path on the left.
The left path goes through Chez Manu, The Market and The Red Lantern from the first half of Mission 10. The badge pops when you get near the gathering spot by Pier 9, approaching from the left path.
Mutually exclusive with "Choose the path on the right.". If you want both in the same playthrough, make a backup save right before triggering the other badge, grab it, load the backup, then go back and do this one.
Choose the path on the right.
The right path goes through the same areas as the last half of Mission 10. The badge pops when you get near the gathering spot by Pier 9, approaching from the right path.
Mutually exclusive with "Choose the path on the left.". If you want both in the same playthrough, make a backup save right before triggering the other badge, grab it, load the backup, then go back and do this one.
Don't use a disguise.
Self-explanatory. I would suggest simply not picking up the disguise, so you don't use it in a brainfart moment. I would recommend the right path for this.
Don't use any of Cooper's skills.
Self-explanatory, but gets tricky near the end.
Just keep Cooper back at the beginning because he has been a naughty, naughty boy! Okay, actually he does have one use, tying up enemies for Kate if Hector is otherwise occupied. I recommend taking the right path for this badge.
At the end, you are put into an area with Cooper alone. It still counts here, so you gotta sneak through all the viewcones without any use of skills. Yes, it is possible, even on Desperado. Yes, it is also quite tricky. Make sure to make seperate manual saves at the start of the section, as well as in any perceived safe-spots.
The first place you want to go, is the little shed that a Gunwoman normally occupies. When she goes to talk to the Gunman, take your chance to sneak here when the Gunman's viewcone allows. Then, just as she's turning around to walk back, the poncho on the tower turns north, and her partner's viewcone starts sweeping again, allowing you to run onto the ship. The goal is a small strip of the deck that is not covered by her conversation partner. However, you can't stay here for long, as she will cover this area when she returns to her shed. Walk as far up along the safe belt as you can, standing just underneath the coil of rope, awaiting your next move.
The next move, thankfully, places you at a location that's safe, THROUGHOUT THE ENTIRE PATROL CYCLE. This position, is crouched by the left leg of the ladder.
To get there from the previous position (before Gunwoman enters her shed, remember), you walk between the stagecoach and some crates. To aid with timing, you can place a observation marker in the middle of the coil of rope (as shown in the screenshot). When the lines going to it disappear, the path will be safe, and it's time to run past, then as soon as you are in front of the stagecoach, start crouching again while sneaking to the safe spot. This is a good place to make a new manual save, because the next bit coming up is equally tricky.
For this next section, you only need to concern yourself with 3 enemies. The thug working the stagecoach that's hanging over the edge, the poncho on the tower, and the poncho guarding the plank leading to the next barge of the ship.
For this, I got in position to head "north" around the guard on the plank, while she was talking to the Thug. The only way I could do this on Desperado involved getting spotted, then trying to drop aggro (remember, croching while in the shaded part of a red cone drops their targeting, making it yellow, and giving you time to get behind obstacles). In the end, I found myself behind some crates, went behind their back while they searched (before the Poncho from the watchtower joined the party and spotted me), then made it to the final barge with Frank.
Here, you are forced to shoot at Frank, but don't worry, it doesn't invalidate the badge. Would've been grand if it did, right?
Kill all Long Coats.
If my count is correct, there should be 12.
This only triggers at the end of the mission, so don't fret if you've killed the last Long Coat on the map and it doesn't appear. Simply make a backup before entering the final solo section, see if you get it, if not go back to the save and comb over the map once again.
Kill 3 guards using the steamer wheel.
In the northwestern corner of the map. Rolls down the jetty, where there is already standing 2 guards, so simply wait to activate it until the lone patrol starts walking down the jetty. Be careful, he only stands in for path of the wheel for a very brief moment, near the start of the jetty. Make sure not to kill this guard any other way. If you did kill him by accident, you can always use tied up guards to count for the kills.
Speedrun: Complete the mission in under 22:00 minutes.
See general tips on Mission 2.
Complete the mission on Hard difficulty.
See general tips on Mission 2.
Suggested badge combinations.
(TODO)
Mission 13 - A Cart Full Of Gunpowder
Traverse the mine on the left side.
Technically mutually exclusive with the next, but can be done together by triggering one, loading a save, then triggering the other.
The trigger points are by the small area with a lot of friendly NPCs with pickaxes (See screenshot).
The trigger for the left path is just past the boulder that you can activate to crush enemies, and the trigger for the right path is around the fence with the interactable gate.
Traverse the mine on the left side.
See the above badge for instructions. Can be done together.
Don't pick up dynamite.
Self-explanatory. Can be done together with the next badge if you do a manual save beforehand, do the kills until the badge registers, then load the save.
Kill 20 people with dynamite.
Near the very end, there is a barrel of dynamite. As long as you haven't cleared too much of the final section, there should be plenty of guards to kill after triggering the alarm. To be on the safe side, make sure to knock out and hogtie a few enemies, as you can always bunch them up at the end and blast with dynamite to get the final few kills.
Can be done with the above badge, as long as you save before touching the dynamite, let this badge pop, then reload the save.
Don't use Isabelle's connect ability.
Self-explanatory. Comes automatically with the next badge, I wouldn't even worry about this.
Only pick up McCoy's gear.
At the start of the level, simply clear until you get access to the shed with the 3 sets of gear, but only pick up for McCoy. This gives access to the lockpick to open the rest of the level.
For the majority of the level then, you are crippled by not having access to Bianca, Mind Control or Connect. The rest is not too big of a loss. You can still knock out Long Coats with Hector, you can still whistle to lure enemies or distract with Stella the Cat. At the end, when you get access to Cooper and Kate, luckily Kate will have her Perfume, since her and Cooper's gear was in McCoy's bag this whole time. The end should be decently easy as soon as you get to the dynamite barrel.
Speedrun: Complete the mission in under 15:00 minutes.
See general tips on Mission 2.
Complete the mission on Hard difficulty.
See general tips on Mission 2.
Suggested badge combinations.
(TODO)
Mission 14 - The Wages Of Pain
Use the wagon to block the train tracks.
One of two primary objectives. Located on the west side of the tracks, towards the north. The wagon must be pushed by Hector.
You will be getting this while doing the "Finish the mission without crossing the train tracks." badge.
Kill 5 guards with the train.
Can be done at any time, simply toss 5 hogtied enemies onto the tracks and wait for the train to arrive. Possible to combine with the "Don't kill anyone" badge by saving before and reloading after getting the badge.
Needs to be done relatively early, as the train stops doing passes once you get near the first set of objectives.
Use the cattle to block the train tracks.
One of two primary objectives. Located on the east side of the tracks, towards the north. As the opening states, this is accomplished by setting fire to the straw roof near the cattle. First, you must get a torch from the bonfire in the same courtyard. Their stampede should kill off the guards at the gate, so avoid taking them on yourself if you can. After doing this, the end of the mission will be the same as it would be if you used the Wagon instead.
Seemingly the less practical options of the two for normal play, as you want the west side of the map to be relatively clear for the final part of the mission. On the plus side though, this side of the map has fewer Longcoats.
Don't kill anyone (except for mission targets).
Self-explanatory. Note that only Hector is able to hogtie knocked out enemies, so a usual pattern will involve using Kate to knock out, dragging them somewhere safe, for Hector to tie them up.
Remember not to kill via the environment, such as the crate on a zipline, tossing off a tall building, or leaving the enemies hogtied on the train tracks.
Also beware that blocking the train with the wagon will kill the two guards standing downhill if you have not safely gotten them out of the way beforehand.
Finish the mission without dropping Isabelle.
This refers to the second half of the mission, after blocking the train. You will need to carry Isabelle with Cooper from then on. She will only leave Cooper's grasp once he tosses her in the train wagon.
MAKE SURE NOT TO ACCIDENTALLY CROUCH, thus dropping her.
It might be a good idea to clear the area west of the train before it is stopped, as new enemies step out of the train, further complicating the last bit of stealth.
Finish the mission without crossing the train tracks.
Simply do not cross to the east side of the train tracks. Requires you to use the wagon option at the start, as you cannot reach the cattle.
Also, be aware that you can always use hogtied enemies to lure the enemies from the other side across the tracks, if you believe eliminating their viewcones will be necessary to progress.
After the train stops, you are still not allowed to cross, but you can climb on the train if you need to. Be aware that walking too close to the far edge of the roof can count as crossing the tracks, so be careful!
While it seems impossible to get Kate's disguise on this run, it can be done since Hector's Whistle can actually just about reach the NPC without Hector stepping far enough onto the tracks to fail the objective. However, I would only do this if you are on your 2nd time through, so you can check the objective list to see if the objective is failed or not.
Speedrun: Complete the mission in under 17:00 minutes.
See general tips on Mission 2.
Complete the mission on Hard difficulty.
See general tips on Mission 2.
One thing to be aware of is, in the 2nd part the newly arrived guards will ignore the old corpses/hogties, meaning they can no longer be used to lure. You will need to get rid of one of the new guards, and use that one as your new lure. A prime candidate is the Gunman leaning against the wall to the east of where Cooper spawns. With a combination of Lure and Whistle, you should be able to get him near the bush next to the hole that was being dug, take him out, and start breaking apart their guard pattern.
Suggested badge combinations.
Run #1 - You should be able to get most of these done in 1½ runs. Start on Hard (1/8), doing a No Kill run (2/8), without crossing to the east side of the tracks (3/8). Hogtie the first 5 enemies, save, toss them in front of the train, and reload for another badge (4/8). This is also your chance to grab the "Power Nap" achievement. Reach the Wagon, doing a save+reload to get the kill on Developer #26
NOW DO A MANUAL BACKUP SAVE!!!
Now push the Wagon (5/8). Continue through to the end with Hector and Kate, but make sure to never let Cooper drop Isabelle (6/8).
After completing the mission and getting your badges, reload the backup from before. Now continue towards the east side of the map in order to use the Cattle on the tracks (7/8) and kill Developer #27.
Run #2 - This will be your Speedrun, netting you the final Badge (8/8).
Mission 15 - A Captain Of Industry
Don't touch any bushes or haystacks.
Self-explanatory. It should be noted that the hedges count as well, making the Contraption distraction troublesome to go for. I therefore recommend the fireworks for this badge. Also, you are allowed to hide bodies in bushes and haystacks, either by tossing them from a ledge or using Hector's Throw Body.
Don't use both distractions.
The distractions are Fireworks and the Contraption. While there are two barrels of fireworks, only one can be used at a time. From what I have observed, they will both draw the same crowd of Civilians, only difference being what way they face after leaving the courtyard.
So pick one (or neither) to use for your attempt. You are likely to do this when going for the next badge "Don't use any of Kate's or Cooper's skills.", as getting to the Fireworks in this situation is difficult. You might even do it without any distractions at all, thanks to a technique involving Mind Control that I describe under the "Don't use any of Kate's or Cooper's skills." badge.
Don't use any of Kate's or Cooper's skills.
Self-explanatory. Limits you to mostly using Hector and Isabella, since even a basic attack from Kate or Cooper will fail this. They can still be used to move bodies or interact with things in the environment (firework etc), but that's about it. Make sure to save 1-2 uses of Isabelle's Mind Control for your own sanity (I will explain why in a moment).
Note that there is a cave along the beach that allows you to cross to the other side of the map, under the Contraption area, giving you an opportunity to clear out the stables early and go for the Fireworks objective.
Prepare to get frustrated if you are trying to clear much of the map, as it can get very hard after the initial section. Firstly, be aware that there are quite a few drops that can be difficulty to backtrack with Hector, due to the immediate return involves climbing ivies. So just make sure the path is clear for Hector to get to safety afterwards, should you take one.
I suggest clearing the stable first, then the area around the Contraption, perhaps followed by the North and East facing walls of the mansion.
Now, you could just continue with the walls, then the courtyard, perhaps with the aid of the Contraption, to finally kidnap DeVitt. But there's a much easier way, related to another badge. Simply clear the doorway leading to the Courtyard from the Contraption, then wait for DeVitt to make his rounds towards it. Mind Control him with Isabelle, and walk him towards the Stables, then bring your crew to the coach wagon, and you are done! You don't even need to use the Contraption if you are careful. For a visual, see the "Use mind control on DeVitt." badge.
Should you choose not to, or look this up after you are already out of Mind Control charges for some reason, it is technically possible to also clear the front garden of the mansion. Remember the thing I said avoid drops without immediate returns for Hector? Jumping down to the front of the mansion leave Hector with only one way to return to the north side and the stables; through the front door, leading into the courtyard.
It might seem like an impossible situation, but at least if the walls are relatively clear, it's actually possible to get him back in this challenge after luring NPCs with either barrel of fireworks. By shortly distracting a Poncho on the NE balcony overlooking the courtyard using Stella, dodging another Poncho viewcone, and going up the stairs towards the, hopefully clear, SW walls.
I heavily recommend against putting yourself in this situation, but I did it just to make sure that it would not be an unwinnable situation. Just do the mindcontrol thing, for your own sanity.
Don't be seen by anyone.
You can still walk in front of enemies in the shaded parts of the viewcone, and make the cone partial yellow, only counts if it turns fully yellow from being seen or touch the solid part of the cone. If the alarm is raised, you've failed this for sure. But beware that for the beach sections, the Guard House is in the southern beach. So you may, if the process of doing a dodgy kill, be spotted in the north half and not immediately realize it.
If in doubt, you can always check the badge screen if it's not your first run of the mission.
Use mind control on DeVitt.
Just make sure to save a charge on Isabelle for him. Even on Desperado, you start with 3 charges, so shouldn't be much of an issue. The badge should pop as soon as you finish casting Mind Control on DeVitt.
If you've yet to use both distractions, you can do it from outside the mansion while he patrols by the NW gap in the wall (see screenshot).
Once they are both activated, he will be stationary in the Courtyard, in front of three guards, making Mind Control a great too to simplify having to take out 4 targets at once.
Kill 2 guards with a statue.
In the northwest of the map, to the east of the Contraption, is a statue with a Poncho and a patrolling Longcoat. Wait for them to stop and talk, then activate it for the kills and the badge. Alternatively, save 2 hogtied enemies, place them below the statue, then activate it.
Speedrun: Complete the mission in under 22:00 minutes.
See general tips on Mission 2.
Can be done in much less time, thanks to the Mind Control trick mentioned in the "Don't use any of Kate's or Cooper's skills." and "Use mind control on DeVitt." Isabelle and Hector will be your focus for most of the run, getting them in position to kidnap DeVitt via Mind Control, with Cooper and Kate possibly helping out in clearing the back gardens and the stables.
Complete the mission on Hard difficulty.
See general tips on Mission 2.
Suggested badge combinations.
Run #1 - Start on Hard (1/8), making sure to not be seen (2/8), not touching any bushes, hedges or haystacks (3/8) and not using any abilities on Kate or Cooper (4/8). This may seem like a lot in one go, but thanks to a strategy mentioned in "Use mind control on DeVitt.", this will be quite simple.
Clear your way with Hector and Isabelle towards the other side of the beach area, up towards the back garden with the Contraption. Clear your way towards the NW gap in the wall leading into the courtyard, making sure to kill two guards with the statue on the way (5/8). Now Mind Control DeVitt through the gap (see "Use mind control on DeVitt." badge) and lead him towards the stables for anothor badge (6/8). Do a quick save, kill DeVitt, and reload for the "Vendetta" achievement.
Now simply clear your way through the stables to the wagon and finish the mission.
Run #2 - Basically the same route as Run #1, except on Beginner, you are allowed to use Kate and Cooper if needed, and you don't have to worry about touching bushes. Otherwise one of the simpler speedruns, despite the mission looking large and intimidating.
Mission 16 - The Old And The New
Don't switch sides with any character.
As the game starts, Doc+Isabelle on the east side of the map, Cooper+Hector+Kate on the west.
Keep the characters separated by never crossing the canyon bridges, or to the other side by going down the canyon at the beginning.
Well, I say that, but only 2 characters can pass through the canyon due to the ivies on the eastern wall; Isabelle and Cooper. And while the objective fails if Isabelle ascends the western wall, there seems to be a bug where it does not fail if Cooper climbs the eastern wall. Personally, I would not attempt to rely on this bug, but feel free to do so at your own risk. It will certainly make it easier to reach the end for the eastern team.
At the end, each team has free reign of the final "island" of the map, but backtracking across the bridges into the other team's section will count as a failure.
Reach the chapel via the left entrance.
At the end, must clear and cross the left-most bridge, before crossing the right-most bridge. As with Mission 13, and badges in general, you are free to get this badge, reload a save, then get the other related badge.
Reach the chapel via the right entrance.
At the end, must clear and cross the right-most bridge, before crossing the left-most bridge. As with Mission 13, and badges in general, you are free to get this badge, reload a save, then get the other related badge.
Don't kill anyone (except mission targets).
Knock-outs are fine. Be careful not to dispose of bodies by dropping them down the canyon. Not too much different from a regular run, but you will of course miss out on Bianca, Throw Knife and the option to use guns for the odd tricky spot, which does make things a bit more complicated.
At the end, you are allowed to kill all the blue-clad enemies with unique names in the circle surrounding Frank.
Kill 6 guards with falling rocks.
There are two rocks; One near the southeast where Doc and Isabelle starts, one on the southern-most bridge, overlooking the small canyon area with the disguise. Normally, only 2 enemies gather at each spot, so you will definitely need to gather up some hogtied enemies under the rocks to accomplish this.
Don't use a disguise.
Self-explanatory. The disguise, for the record, is located down in the canyon. Note that you are allowed to pick it up, as long as you don't use skill #5 on Kate to put it on. Although to avoid accidental failure, it would probably be best to not pick it up.
Speedrun: Complete the mission in under 15:00 minutes.
See general tips on Mission 2.
Complete the mission on Hard difficulty.
See general tips on Mission 2. Save doc's Swamp Gas for the final encounter, for the love of god.
The final encounter can be a bit tricky, I personally used the follow setup to finish it.
Suggested badge combinations.
The toughest challenge will probably be "Don't switch sides with any character.", followed by "Don't kill anyone (except mission targets).", but combining them will not increase the difficulty majorly. Therefore;
Run #1 - Start on Hard (1/8), make sure to not kill anyone (2/8), and keeping the characters on the side of the canyon that they started (3/8). Also, DON'T go down into the canyon to collect the disguise for Kate (4/8).
At the beginning, gather 6 hogtied enemies under the rock on the east side, save, get the "Kill 6 guards with falling rocks." badge, reload (5/8). Halfways through on Cooper's side, go down a small isolated passage to kill the sleeping Developer enemy, then reload. Near the end of Isabelle's side, kill the Longcoat Developer enemy by the rope bridge and reload. Also kill the golden chicken before the final set of bridges with Doc's Buntline.
When crossing over the bridges, make sure to cross one, reload, then cross the other for 2 more badges (7/8). In the final encounter, you are allowed to kill the blue-clad enemies with unique names surrounding Frank.
Run #2 - Speedrun in under 15 minutes. (8/8)
Hidden Developer NPCs+Achievements, Chapter I
Here I will list the hidden Mimimi developer NPCs as I come upon them. These are distinguished by having a unique name, unlike Thug/Gunman/Poncho/Long Coat, while not being mission NPCs, like Big Ann or the targets in mission 3, and are the goal of the Seasoned Bounty Hunter (kill 15) and Veteran Bounty Hunter (kill 31) achievements.
Verification for Mission 1-7 is appreciated in comments, as I was into Mission 8 before I started noting it down, and hard to tell which are false positives without the achievement toasts.
Mission 1 - Once Upon A Time
Sorry Dad! - Achievement. When you must use your coin to get the horse to knock out a guard, wait for your dad to go and tie up the guard, then throw another coin at the horse.
Lindberg and Hutch - Achievement. The hint for this is the first group of 3 you encounter. Talks about Lindberg drinking Old Hutch's last bottle. The two guards mentioned are found just north of these 3. Distract them to get on a nearby roof, then watch Lindberg and Hutch exchange words. As soon as they are done talking, throw a coin to distract either to decide the outcome of the duel, and get this achievement.
Mission 2 - Running Late On Payday
John "Bastard Operator" McRoth - Developer #1. Near the start, operating a ropelift.
Billy "Beer Hatin' Rugface" Ben - Developer #2. In the final section, guarding 3 civilians and some Buntline ammo.
Chicken Dinner - Achievement, 1/3. Kill the Golden Chicken up on the cliff above where you save Doc McCoy. I suggest using McCoy (contineu a bit to unlock his gun), and standing across the middle of the train, between the 3rd and 4th window of the wagon.
The Picnic - Achievement. After getting Doc, there is a ladder leading down to a picnic. Throw the bag onto the picnic blanket for a fun little cutscene and the achievement.
Kaboom! - Achievement. Easy to get at the end, simply keep as many enemies alive as possible in the final section, get to the dynamite, trigger the alarm, and throw a stick that kills 5+ enemies at once.
Mission 3 - Troublemakers In Flagstone
Buffalo Jesse Holiday - Developer #3. Located under a convenient Flagstone Station sign, at the entrance to the northeast, that you can drop to cause an accident.
Ol' Horseshoe Phil - Developer #4. Civilian located at the south-east corner, behind a worktable.
Mission 4 - Until Death Do Us Part
Danny The Eye - Developer #5. The photographer at the start of the mission, only there before you play as Cooper. Throw him off the tallest part of the cliff to kill him. It is a bit tricky, but this method works for Beginner.
Start by continuing the mission until you get the perfume, then return to Danny and blind the two guards talking so you can knock out the nearby poncho, then the guy at the railing, then Danny, without being killed. Then, drag Danny to the ledge beneath the camera, and stop right before the guy at the railing's viewcone, hugging the wall. When it is about to turn away from you, start dragging a bit toward the right, then press Space to drop the body, throw a perfume, then start dragging again, racing for a safezone. Stop there, wait for perfume, go to the bush. Throw one last perfume, then you should be able to make it to the cliff and throw JUST IN TIME.
"Ocelot Eyes" Estela - Developer #6. Two locations. One is near the benches in the north, before Kate joins Cooper, as a civilian maid. The second location, after reuniting, is on a ledge to the northeast, chatting with a friend and with an eavesdrop icon.
Mission 5 -The Magnificent Five
Gina Lebrush - Developer #7. Standing in the first oil puddle, before you find Hector.
Guitar Slingin' Peccoz Phil - Developer #8. Atop a tower southeast of the central bonfire.
Inferno - Achievement. Ignite the oil in the first part of the mission, killing 5 or more enemies. Can be done with tied-up unconscious enemies.
M-M-M-M-MONSTER KILL - Achievement. At the last part, instead of blowing up the oil use Hector's shotgun to kill 6 enemies at once.
Mission 6 - The Bridge At Eagle Falls
Terence "Timebomb" McSpencer - Developer #9. The Long Coat playing with Dynamite in the northeast.
Ramón Almodóvar - Developer #10. A Long Coat inside the sawmill. Easiest way to kill is probably to use the environmental kill with the sawblade.
Hidden Developer NPCs+Achievements, Chapter II
Mission 7 - One Good Shot
Restless Ann - Developer #11. Northwesternmost NPC, overlooking the canyon. Just gotta throw the knife, run away, and wait a little bit for the achievement credit to register.
Mission 8 - One Hell Of A Night
Ann' McGull - Developer #12. One of two NPCs standing west of the cannon.
Doc Hook - Developer #13. The dentist near the south edge of the map. Also needed for the "Need a Dentist?" achievement, so complete that before killing the good doctor. Simply tie him up.
Sheriff Dorian O'Really - Developer #14. Just north of the cannon, across a barrier,in an eavesdrop conversation. Must be approached from the docks. Either kill by throwing in the dock, or simply tie up.
Yakety Sax - Achievement. This level is the first, and a perfect, opportunity to get this achievement. Simply clear up until you reunite with Kate and Cooper, clear two stationary guards outside the gate, and then get ready for the chase. The guards you want chasing you are two Gunmen patrolling between a cannon and an ox. Stand behind the ox, then a few seconds before they are about to turn facing east, start running along the muddy path all the way back to the beginning of the mission.
Need a Dentist? - Achievement. Northwest of where you find a cannon is a small fenced backyard with a civilian writhing in pain on the ground, saying his tooth hurts. You must knock him out, tie him up, and drag him to Doc Hook's dentist wagon, which is located on the southern edge. Then simply throw him inside the door located at the back of the wagon, and the achievement should pop after a short cutscene.
Also, fun little easter egg here, the dentist is named Dr King Schultz, the same as the name of the dentist played by Christoph Waltz in Django Unchained.
Lost and Found - Achievement. Get the money for Hector by knocking out Rosie at the start, then throw them on the ground in the room in the bank where you find Doc. Also a badge.
Mission 9 - Louisiana Voodoo
Leo "See No Evil" Longley - Developer #15. Atop a tower overlooking the cage with Hector.
Toby "Leisurly" Dalton - Developer #16. Atop a tower overlooking the cage with Kate.
Chicken Dinner - Achivement, 2/3. Shoot the Golden Chicken north of the boat where you find Cooper.
Mission 10 - Back Alley Jazz
Florence Smolker - Developer #17. Civilian standing atop a gallow next to the market.
Unfortunate Lucy - Developer #18. Civilian standing on a balcony inside the Red Lantern, overlooking the courtyard.
Nishi the Kid - Developer #19. After you get the letter and regroup, it's a Gunwoman walking around the new area nearest to your party.
Exterminator - Achievement. Run around and squish 10 rats, located in the alleys around town. The further from the center and lit areas, the more likely you are to find them.
You can also find one or two crabs around the waterside.
Don't expect to be able to get all 10 until after stealing the letter, since you get access to a much larger area after then.
Mission 11 - Burn The Queen
Bugtrapper Frilke - Developer #20. Near the end of the section that Cooper and Doc McCoy starts in.
Ray Farewell - Developer #21. A sniper atop a tower on the River Queen.
Mission 12 - Dirt And Blood
Calamity Cem - Developer #22. Right up the street from where you start, on a corner surrounded by two civilians.
Detective Mo Von Presswald - Developer #23. In the eastern part of the map, near the docks, kneeling over a dead civilian with onlookers.
Hidden Developer NPCs+Achievements, Chapter III
Mission 13 - A Cart Full Of Gunpowder
Mountain Phil - Developer #24. On the left path, near the west bank of the stream.
Dom Lyn The Bass - Developer #25. At the end of the right path, sitting on a balcony with his guitar.
Mission 14 - The Wages Of Pain
Ramona the Dirty - Developer #26. Atop a building in the northwest corner of the map.
Jones "The Lame" McCodings - Developer #27. Asleep on a building in the north part of the map.
Power Nap - Achievement. At the very start of the mission, kill/hogtie an enemy, then have Hector carry it west up a small hill, to where Isabelle is healing Cooper. To get the achievement, you must simply throw the body at Isabelle, which will result in a non-standard Game Over and the achievement popping. It might also work if you aim the throw at Cooper, but I am unable to verify due to already getting the achievement by throwing at Isabelle.
Gunslinger's Creed - Achievement. Find a tall tower with a haystack underneath near the cattle for the first set of objectives. Then simple jump off the top of the tower and land in the hay, Assassin's Creed style. An eagle will cry out to signal your success.
Mission 15 - A Captain Of Industry
Matthew "Sleepy" McElderly - Developer #28. Asleep just north of the starting location.
Maze Trapped Simon - Developer #29. Inside the maze at the south edge of the compound, dead end to the east.
Vendetta - Achievement. Simply fail the mission by killing DeVitt. Can be done at any point in the mission, even by stabbing him after he's been tied up.
Personally, I was able to get it straight out the gate by walking up to him with Cooper at the very start and tossing his knife. Despite getting a game over from getting killed while DeVitt was still in his death animation, the achievement popped.
Mission 16 - The Old And The New
Felicity, "Right Hand Of The Devil" - Developer #30. Sleeping in a small cubby on the west side of the map, away from everyone else.
Hambino, "Left Hand Of The Devil" - Developer #31. Long Coat on the east side of the northernmost bridge.
Chicken Dinner - Achievement, 3/3. Located near the end of the level, on a small ledge below the church area. The best way I found to hit it was from a small wooden platform on the western side of the canyon.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2133857369
More Desperados III guilds
- All Guilds
- Character guides and tricks.
- Desperados III
- DLCSTEAM
- Veteran Bounty Hunter
- Desperados III Achievement Guide
- Isabellas suicide pact
- Desperados III - Character Guides and Tricks
- Desperados III - Veteran Bounty Hunter Guide (All Developers Location)
- Desperados III - Complete Achievement Guide