From the train into Armadillo to Bonnie MacFarlane's first missions, with the first Strangers and the first two safehouses.
The game starts on the train into Armadillo. This stretch covers the first four story missions, the map places they pass, and the first three Strangers around MacFarlane's Ranch and Armadillo. Your first save point is the shack at MacFarlane's Ranch; the room above the Armadillo saloon is the second.
Spurred to Victory: keep the horse Bonnie gives you
This trophy can be lost for good. It needs 20 story missions finished in a row without hitching a different horse at a hitching post, and the count starts with "New Friends, Old Problems", the second mission; the horse in "Exodus in America" is only temporary, so ride the one that mission gives you. In "New Friends, Old Problems" Bonnie hands John a horse (a War Horse on the current versions) and has him hitch it when told: ride that horse, and only that horse, from then until the trophy pops. Along the way never hitch any other horse at a hitching post and use no horse deed, the War Horse deed already in your inventory included. Keep the horse alive: get off well away from gunfights, shoot cougars the moment you hear one, mind steep drops, and keep a backup save between missions so you can reload if it dies. Don't let your honor sink to Desperado: the Dark Horse that rank brings also resets the count. A mission that puts you on another horse ("Wild Horses, Tamed Passions" does) is fine; get back on yours as soon as it allows. On this guide's order the trophy pops as "On Shaky's Ground" ends; if the streak breaks, a new one has to begin by "Captain De Santa's Downfall" at the latest.
Exodus in AmericaQuest step
Location
New Austin · Armadillo – You take control as the train pulls into Armadillo station. Walk across the street to the saloon marker to meet Jake, then mount the horse tied up outside and follow him out past Two Crows and Mercer Station, up the hill into Río Bravo to the gates of Fort Mercer.
Summary
The opening mission: John is put on a train to Armadillo and guided out to Fort Mercer to find an old acquaintance. It opens Bonnie MacFarlane's missions.
New Austin · Armadillo – You step off the train here at the start of "Exodus in America", so it registers at once. The saloon faces the station across the main street, with the gunsmith next door; the freight station (stagecoaches load behind it) and the general store stand across from the saloon.
Summary
New Austin's biggest town and one of the 94 map locations. Its station telegraph takes bounty payments, and its general store sells the Cholla Springs and Gaptooth Ridge maps.
New Austin · Cholla Springs – Armadillo lies in Cholla Springs, so the county name registers as soon as "Exodus in America" hands you control. The Cholla Springs map is sold at the Armadillo general store; buying it does nothing until you use it from the Consumables menu.
Summary
The county around Armadillo, one of the 94 map locations. Its map marks the county's other places for you.
New Austin · Río Bravo – On the ride with Jake in "Exodus in America" the trail climbs out of Cholla Springs into Río Bravo, and the county registers as you cross. Its map is sold at the Thieves' Landing general store, which the story reaches later.
Summary
The county whose central plateau holds Fort Mercer, one of the 94 map locations.
New Austin · Río Bravo – The end of the ride with Jake: the walled fort at the top of the hill on the Río Bravo plateau, due south of Mercer Station. It registers as you ride up to its gates during "Exodus in America".
Summary
An old army fort taken over by a gang, one of the 94 map locations. The story returns to it later.
New Austin · MacFarlane's Ranch – John wakes here after "Exodus in America", in the shack behind the general store, so the ranch registers at once. Bonnie's house faces the main street, the general store (open by day) is close by, and the train station sits at the ranch's western end.
Summary
Bonnie MacFarlane's family ranch, John's base for the New Austin story and one of the 94 map locations. It has a general store, a doctor, a telegraph and a station on both rail lines.
New Austin · Hennigan's Stead – MacFarlane's Ranch lies in Hennigan's Stead, so the county registers when John wakes there. The Hennigan's Stead map is sold at the ranch's general store, which opens only in the daytime; use it from the Consumables menu.
Summary
The county around MacFarlane's Ranch, one of the 94 map locations. Its map marks the county's other places for you.
Unnatural Selection: take a rabbit in the next mission
The "Unnatural Selection" trophy needs one kill of each of 26 wild species, and they must be shot (running an animal down does not count). The rabbit may only count if taken around "New Friends, Old Problems", so shoot at least one of the garden rabbits yourself during the night patrol (Bonnie kills them if you don't). If you miss the chance, shoot a wild rabbit straight after the mission. Progress shows under Stats > Misc.
New Friends, Old ProblemsQuest step
Location
New Austin · MacFarlane's Ranch – It starts as soon as John wakes in the shack. Join Bonnie on the porch of her house across the street, mount the horse she gives you and follow her tour. In the evening ride the patrol with her: shoot the rabbits in the garden behind her house, then the coyotes at the chicken coops, and hitch your horse at the shack when told. Keep riding this horse for "Spurred to Victory" (see the warning above).
Bonnie's first mission: a tour and a night patrol of the ranch. It gives the Repeater Carbine, Dead Eye, a horse and the ranch safehouse, and opens the Stranger "Flowers for a Lady".
New Austin · MacFarlane's Ranch – The shack behind the ranch's general store is yours once "New Friends, Old Problems" ends. Use the bed to save (each use moves the clock on six hours) or change outfits, and take ammo from the trunk in the room.
New Austin · MacFarlane's Ranch – Dead Eye unlocks in "New Friends, Old Problems". Open Options > Controls and set Targeting Mode to Expert, then in your next fight with hostile gunmen aim, trigger Dead Eye and put a bullet in an enemy's head; the trophy pops on that shot.
New Austin · Hennigan's Stead – From the ranch, ride east along the road toward Thieves' Landing. Billy West is picking flowers at the roadside a little way past the ranch, short of Stillwater Creek; talk to him at the "?" marker. Wild Feverfew grows all around him, so pick your three now.
New Austin · MacFarlane's Ranch – Ride back to the ranch and step into Bonnie's house at the mission marker. Mount up, follow her to the start line in front of the barn, then race through the smoke-plume checkpoints around the ranch to the finish by the general store. Winning is not required.
New Austin · Armadillo – Start it at Bonnie's house and take the driver's seat of her wagon. Drive west down the long hill past Mescalero, keep right where the road passes Coot's Chapel, and pull up at the marker outside the Armadillo general store; then cross to the doctor's office, take the free Medicine and walk back to Bonnie.
New Austin · Armadillo – Once "This is Armadillo, USA" ends, buy the room on the saloon's upper floor for $50 (the blue house icon turns green once it is yours). The saloon faces the station; the room's balcony door drops you straight to the street. Short of money? Hunt in the flat desert north of town and sell the skins and meat at the general store.
Fightin' Around the World: start in the Armadillo saloon
This trophy needs a fistfight knockout inside each of the seven saloons: Armadillo, Thieves' Landing, Rathskeller Fork, Chuparosa, Escalera, Casa Madrugada and Blackwater. Take each one as the story reaches it, starting here. Save first, pick Fist from the weapon menu and choose an armed man (unarmed people just run off). The knockout must happen inside the saloon; once he is down, leave before he comes round and draws his gun.
Let No Man Put Asunder: meet Alma HorlickQuest step
Location
New Austin · Cholla Springs – From Armadillo, ride back out along the road toward Coot's Chapel. Alma Horlick sits in some ruins beside that road, marked with a "?".
New Austin · Armadillo – Ride back into Armadillo and talk to the pianist, Nathan Harling, at the table in the middle of the saloon. Paying him $5 is the quick and honorable way. The alternative, forcing his wife Rose back from the freight station across the street, costs honor unless your bandana is on.
Let No Man Put Asunder: Odd Fellow's Rest graveHidden spoiler – activate to revealQuest stepMinor spoiler
Location
New Austin · Odd Fellow's Rest – Inside the Odd Fellow's Rest cemetery, go to the headstone the map marks with Peter Turner's name and read it to finish the strand.
New Austin · Cholla Springs – Head for Ridgewood Farm in Cholla Springs. Jenny lies beside a rock just east of the farm; her "?" shows on the radar as you get near. Talk to her.
New Austin · Cholla Springs – Talk to Jenny again with one Medicine in your satchel. The Medicine from "This is Armadillo, USA" works if you haven't used it; otherwise buy one in Armadillo (the doctor's office sells it) and ride back.
New Austin · Cholla Springs – Ride the short way west from Jenny's rock into the farm: a big farmhouse, a barn, a cattle pen and a horse corral. It registers as you arrive.
Summary
A working farm in Cholla Springs with a rentable shed, one of the 94 map locations. The story and a horsebreaking job bring you back here.
New Austin · Ridgewood Farm – The shed at the east end of Ridgewood Farm rents for $5 a night. Pick the flowers for the next item first, then rent it and sleep once: that moves the clock on six hours, which Billy may need before he takes the bouquet.
Summary
A shed rented by the night: a bed to save in and an outfit change, but no ammo chest. Rentals do not count toward 100%.
New Austin · Hennigan's Stead – All three flowers grow along the main road south of Ridgewood Farm; pick until you carry 3 Wild Feverfew, 3 Red Sage and 3 Desert Sage (watch for cougars). Then ride back to MacFarlane's Ranch and east along the Thieves' Landing road: Billy now waits at his cabin just beyond the spot where you met him.
New Austin · Hennigan's Stead – From Billy's cabin, carry on along the road toward Thieves' Landing; Stillwater Creek is just past the cabin and registers as you ride by.
Summary
A creek on the road between MacFarlane's Ranch and Thieves' Landing, one of the 94 map locations.
Bonnie's ranch work, Marshal Johnson's posse and Nigel's first job, with the Strangers, jobs and minigames they open around Armadillo and MacFarlane's Ranch.
This stretch runs from "Women and Cattle" to the marshal's ride to Tumbleweed. Bonnie's missions start at MacFarlane's Ranch and Marshal Johnson's at his office in Armadillo, so the MacFarlane's Ranch and Armadillo safehouses are the two anchors. Several Strangers need an in-game day or two between steps: sleep in a safehouse bed, or save and reload, to make the next step appear sooner.
Women and CattleQuest step
Location
New Austin · MacFarlane's Ranch – From the MacFarlane's Ranch safehouse, walk to Bonnie's mission marker at the ranch. Follow her to the pen at the ranch's south-west corner, then herd the cows over the railway to the old oak tree; press d-pad up to holler and speed them along.
New Austin · Gaptooth Ridge – From MacFarlane's Ranch, ride to the purple Stranger marker in the Gaptooth Ridge desert, south-east of Gaptooth Breach. Sam sits against a rock playing a harmonica; talk to him and warn him about the local gangs. The marker may instead sit a little north of The Scratching Post.
New Austin · Gaptooth Ridge – The county name registers on its own the first time you ride into Gaptooth Ridge, as you do to reach Sam. To mark the county's other places too, buy the Gaptooth Ridge map at the Armadillo general store and use it from the Consumables menu; buying it alone does nothing.
Summary
One of New Austin's four counties and one of the 94 map locations the completion stat counts. Its map, sold in Armadillo, reveals all ten places in the county.
New Austin · Cueva Seca – After a couple of in-game days (sleep, or save and reload, to hurry it), a purple search circle appears around Cueva Seca in Gaptooth Ridge. Sam waits just outside the village on its north-west side; search the circle until his question mark shows, then talk to him.
New Austin · Gaptooth Ridge – Sam's second meeting is right outside Cueva Seca, so the name registers as you ride into his search circle. If it does not, ride on into the village itself.
Summary
A Gaptooth Ridge village and one of the 94 counted map locations.
New Austin · Tumbleweed – After another in-game day or two, a new search circle covers the canyon country north of Tumbleweed (it may sit more to the north-east). Search it for Sam and talk to him; when he draws his gun, back off and let him go.
California: Sam's bodyHidden spoiler – activate to revealQuest stepMinor spoiler
Location
New Austin · Tumbleweed – After another wait, the circle moves to the road south of Tumbleweed; a vulture over the roadside marks the spot. Examine Sam's body straight away to take the letter and his money (waiting can cost you part of the cash).
New Austin · Gaptooth Ridge – The ghost town lies just north of the road where Sam's body was; ride up to its edge and the name registers. A gang may already hold it, so there is no need to ride in now: a later Marshal Johnson mission and the New Austin sweep bring you back.
Summary
A ghost town in Gaptooth Ridge and one of the 94 counted map locations. It is also a gang hideout that counts on its own later.
California: post the letter in ArmadilloQuest step
Location
New Austin · Armadillo – Ride back to Armadillo and hand the letter in at the telegraph office in the station building; if no prompt shows there, try the freight counter in the same station. The scrap may only register once the Treasure Hunter Outfit has been revealed; if it is missing from the outfit list later, that is why.
New Austin · MacFarlane's Ranch – Start at Bonnie's marker at MacFarlane's Ranch (the ranch house). Ride out south-west with the MacFarlanes, lasso and break two wild horses by keeping John centred with the left stick, then help drive a herd toward Armadillo and chase down the runaway stallion. On a Spurred to Victory streak, the horse the mission hands you does not break it; just don't hitch it or buy its deed.
Bonnie and her father teach John to lasso and break horses, and John keeps a Kentucky Saddler at the end. It opens the Horsebreaking job at Ridgewood Farm.
New Austin · Hennigan's Stead – Ride the roads around MacFarlane's Ranch until a blue dot marks a lone woman: one flags you down for a ride, another tries to lead you into an ambush by a wrecked stagecoach. Lasso and hogtie her, carry her on your horse to the railway by the MacFarlane's Ranch station, lay her on the rails and wait for a train.
New Austin · MacFarlane's Ranch – Start at Bonnie's marker at MacFarlane's Ranch. Follow her to the first herd south-east of the ranch, bring it to the old oak tree, then race to the front of the stampede to stop the cows before the cliffs. At least 14 of the 21 cows must make it back to the ranch pen.
I Know You: meet the Strange ManQuest stepMissablePoint of no return
Location
New Austin · Hennigan's Stead – From the MacFarlane's Ranch safehouse, ride south-west toward the canyon facing Mexico. The man in a suit and top hat stands looking out over it; talk to him. He may instead be found a little south of Mescalero, in the same county.
Why you can lose it
Lost for good once the story's final mission starts. The strand does not count toward 100%.
Point of no return
Starting the story's final mission, which opens at the ranch once "Old Friends, New Problems", "A Continual Feast" and "Spare the Love, Spoil the Child" are done. The "I Know You" steps still open are lost; every other 100% item stays open afterwards.
New Austin · Armadillo – From the Armadillo safehouse, walk to the marshal's office (the sheriff's office) and its mission marker. Whistle for your horse when Walton bolts, follow the marshal west to Pleasance House and fight up to the house from cover. Shoot Walton in the leg to take him alive: that gives the full honor reward and reveals the Walton's Gang Outfit.
Marshal Johnson's first mission: tail Walton Lowe to his gang's hideout at Pleasance House. It opens bounty hunting and the "American Appetites" and "Water and Honesty" Strangers.
New Austin · Cholla Springs – The last mission's shoot-out takes place at Pleasance House, so the name registers there. If it does not, ride back north-west from Armadillo to the house.
Summary
A lone house north-west of Armadillo and one of the 94 counted map locations. It returns in "Water and Honesty".
New Austin · Cholla Springs – Ride the Cholla Springs roads, especially just east of Armadillo and east of Pleasance House, until a blue dot marks a man pinned behind his wagon by two bandits. Kill the bandits and walk into his marker for the map; if he dies, take it from his body. The encounter only appears after "Political Realities in Armadillo".
The first treasure map, which starts the Treasure Hunter challenge and completes its rank 1. It comes only from a random roadside encounter in Cholla Springs.
American Appetites: first search at Hanging RockQuest step
Location
New Austin · The Hanging Rock – Ride north-east out of Armadillo to The Hanging Rock, a rock with a noose tree at the crossroads, and on to the purple search circle north-east of it. Find the bloody patch (a purple question mark) and search it.
New Austin · Cholla Springs – You ride past it on the way to the search circle; the name registers as you pass the rock and its noose tree at the crossroads.
Summary
A rock with a hanging tree north-east of Armadillo, one of the 94 counted map locations. Later it is also a bounty spot and the first treasure's hiding place.
New Austin · Hennigan's Stead – Take the road between Armadillo and MacFarlane's Ranch. McAllister's tent camp sits beside it on the western edge of Hennigan's Stead, looking out over Lake Don Julio; talk to him where he sits on a log in front of his tent.
Water and Honesty: the Pleasance House deedQuest step
Location
New Austin · Pleasance House – Ride to Pleasance House, north-west of Armadillo, where Clyde sweeps the porch. Pay him $200 for the deed: you earn it back with a profit at the next step, and taking it by force costs 100 honor unless you wear the bandana.
New Austin · Pleasance House – With the deed in your satchel, the house is yours straight away: save the game there before you ride back to McAllister.
Pleasance House: save there before you hand over the deed
The next step gives the deed to McAllister, and Pleasance House stops being a safehouse. It does not count toward 100%, so save there first if you want to use it. You can win it back later by killing McAllister and looting the deed, at a cost of 30 honor.
Water and Honesty: hand over the deedQuest step
Location
New Austin · Hennigan's Stead – Ride back to McAllister's camp above Lake Don Julio with the deed. He pays you $220 if you bought it, or only $15 if you took it by force.
New Austin · Pike's Basin – Start at the marshal's office in Armadillo and ride with the posse to the western entrance of the Pike's Basin canyons. Fight through to the hostages tied up by an old wagon in the last camp; the chests in the camps along the way hold ammo and money.
John rides with the marshal and his deputies to free hostages held by cattle rustlers in Pike's Basin. The dead rustlers reveal the Bollard Twins Outfit, and the mission opens Nigel West Dickens's first mission.
New Austin · Hennigan's Stead – The last mission is fought inside Pike's Basin, so its name registers there. The abandoned camp at Mescalero lies just south-east of it.
Summary
A canyon in Hennigan's Stead and one of the 94 counted map locations. It is also a gang hideout, cleared in the New Austin sweep.
New Austin · Armadillo – About a day after the first search, Jeremy waits on the porch of the Armadillo sheriff's office. Climb over the wooden railing at the office's side to reach him without starting the marshal's next mission.
New Austin · The Hanging Rock – Ride back past The Hanging Rock to the new search circle north-east of it, on flat ground just past a dry riverbed. Search the bloody patch at the purple question mark.
American Appetites: Randall ForresterHidden spoiler – activate to revealQuest stepMinor spoiler
Location
New Austin · The Hanging Rock – At the search circle north-east of The Hanging Rock, approach Randall Forrester with your gun holstered and the lasso ready. Lasso the man who runs off, hogtie him and carry him back. Afterwards, hogtie or kill Randall and cut the other man free for +100 honor and +50 fame.
New Austin · Cholla Springs – Nigel's marker is on a road south-east of Armadillo, where he lies wounded. Drive his wagon along the marked roads to the doctor in Armadillo: keep off the rough ground and shoot the bandits who ride up, or his health bar drains.
New Austin · Ridgewood Farm – Start outside the sheriff's office in Armadillo and ride with the posse past two camps of murdered settlers to Ridgewood Farm. Clear the shed, the outhouse, the barn and then the farmhouse, and finish with a stand at the ruins of Mercer Station.
New Austin · Cholla Springs – The last mission ends with a shoot-out in the ruined station, so the name registers there. It sits by the tracks just south of Critchley's Ranch.
Summary
A derelict railway halt south-west of Armadillo and one of the 94 counted map locations. Later it is also a bounty spot.
New Austin · Ridgewood Farm – From Mercer Station ride back to Ridgewood Farm and start the Horsebreaking job at the marker in front of the corral (open since "Wild Horses, Tamed Passions"). Get into the corral, lasso the horse and keep John centred on its back until it calms, then lead it to the stable nearby.
New Austin · MacFarlane's Ranch – Start at MacFarlane's Ranch, where Bonnie asks about her father, and ride out with her to find him. Back at the burning barn, climb the awning on its left side, cross the broken walkway into the loft, open the doors from inside and lead the horses out to the pen.
New Austin · MacFarlane's Ranch – You are already at the ranch: after dark, start the Nightwatch job at the marker outside the Foreman's Office (a moon icon on the map; open since "New Friends, Old Problems") and see one watch through to the end.
Minigame win: Horseshoes at MacFarlane's RanchOther
Location
New Austin · MacFarlane's Ranch – Find the horseshoe symbol on the map at MacFarlane's Ranch; a game here costs only $1. Win one game (first to 11 points, by a 2-point margin), and watch the opponent's throws rather than skipping them, since he throws better when skipped.
New Austin · MacFarlane's Ranch – Keep playing $1 games at the MacFarlane's Ranch pitch until a ringer lands. Aim with the stake centred in the horseshoe, swing the right stick back and forth to build momentum, and release so the shoe hits the stake about halfway up.
Hanging Bonnie MacFarlaneHidden spoiler – activate to revealQuest stepMinor spoiler
Location
New Austin · Tumbleweed – Start at the marshal's office in Armadillo and ride with the posse to Tumbleweed, over the old wooden bridge. Walk the prisoner to the exchange in the middle of town, then fight through the gang, including a gunman on the church roof, to reach Bonnie and cut her free.
A gang offers to trade Bonnie for a prisoner in the marshal's jail, and John rides with the marshal to Tumbleweed. One of the four missions that open the assault on Fort Mercer.
Nigel, Seth and Irish each help ready the attack on Fort Mercer; on the way come Thieves' Landing, Plainview and Rathskeller Fork, their safehouses, the Elegant Suit and four Strangers.
This stretch follows Nigel West Dickens, the grave robber Seth and the gun runner Irish until Marshal Johnson is ready to storm Fort Mercer. Armadillo and MacFarlane's Ranch stay your bases; the train between MacFarlane's Ranch, Armadillo and Benedict Point saves a lot of riding. Buy the Thieves' Landing and Rathskeller Fork safehouses on arrival: both count toward 100%. Keep the one-horse streak from section 1 going: "Spurred to Victory" can pop at "On Shaky's Ground".
You Shall Not Give False Testimony, Except for ProfitQuest step
Location
New Austin · Armadillo – Nigel's marker is at the doctor's office in Armadillo. Drive his wagon to Ridgewood Farm, then play along: shoot the lit skull on the porch, hit the thrown hat with Dead Eye, win the fistfight and shoot the gun out of the heckler's hand.
New Austin · Coot's Chapel – Ride south-east from Armadillo to the broken chapel and its graveyard; Seth's mission marker is here. It registers as you ride up, or already did if you used the Cholla Springs map.
Summary
A run-down chapel and graveyard in Cholla Springs where Seth digs up graves. One of the 94 map locations.
New Austin · Coot's Chapel – Inside the chapel itself, open the chest. It counts as theft, and the people who camp around the chapel will run for the law if they see you, so check nobody is watching first.
Summary
The first scrap of the Deadly Assassin Outfit, a bundled extra outfit that does not count toward 100%.
New Austin · Coot's Chapel – Talk to Seth among the graves at Coot's Chapel and ride with him to Benedict Point. Lead the deputies away until your wanted level clears, then lasso and hogtie the fleeing prisoner and carry him back to Seth. Pay the small bounty in cash at the station's telegraph office and keep the Pardon Letter: "Friends in High Places" later needs one for a bounty over $5,000.
New Austin · Benedict Point – You ride in with Seth during the mission above; it registers on arrival. The red-line train from Armadillo or MacFarlane's Ranch also stops here. It may be drawn on the Río Bravo map rather than the Gaptooth Ridge one.
Summary
A railway outpost in Gaptooth Ridge with a train station and telegraph. One of the 94 map locations.
New Austin · Benedict Point – Go inside the Benedict Point train station; Jimmy Saint sits on a bench (a white ? on the map once you are close). Talk to him to open the strand.
New Austin · Coot's Chapel – Seth's marker is back at Coot's Chapel, where he is loading the wagon. Follow the yellow route toward Gaptooth Breach, skirting Armadillo, and shoot the three groups of riders (each has a man with fire bottles) that chase the wagon; once Seth finds the map, drive on to Tumbleweed.
New Austin · Tumbleweed – Seth is digging by the Tumbleweed church. Clear the gunmen through the ghost town to the mansion on the west ridge; the front door is stuck, so go round its left side to the basement stairs and fight up through the house to the chest in a back room upstairs.
New Austin · Ridgewood Farm – Nigel's marker is at Ridgewood Farm, where he is loading his wagon. Ride with him to the race near Gaptooth Breach, jump onto your cart and win by staying on the road (barging is allowed, shooting is not). Nigel drops you at Benedict Point afterwards.
New Austin · Armadillo – Irish's marker is at a barn in Armadillo, where two men are dunking him in a water trough. Beat or shoot them, then follow Irish to the ridge above a cabin at Lake Don Julio and clear the six guards around it; a seventh steps out of the door with a shotgun as you reach the porch.
New Austin · Lake Don Julio – You reach it in the mission above: the cabin Irish sends you down to stands by the lake. It registers when you get close, or already did if you used the Cholla Springs map.
Summary
A lake in Cholla Springs with the cabin from Irish's first mission. One of the 94 map locations.
New Austin · Benedict Point – Irish lies passed out behind a building in Benedict Point. Follow him to the Gaptooth Breach mine, clear the camp and the tunnels, then push the gun cart back to the shaft and ride the second cart down to Irish, shooting the dynamite barrel on the tracks before you reach it.
New Austin · Gaptooth Breach – You fight through it in the mission above. Without the mission, ride west from Benedict Point to where the railway bends north; the camp entrance sits above the "G" of the map label.
Summary
The mine and camp in south-west Gaptooth Ridge, later a gang hideout. One of the 94 map locations.
New Austin · Gaptooth Breach – At least 6 in-game hours after meeting Jimmy (sleep or camp and save to pass the time), go back into the Gaptooth Breach mine; as a gang hideout it may hold gunmen again. Take the main shaft, keep left at every fork, and find him behind crates in the lift room, then get him out alive. You do not have to clear the hideout.
New Austin · Silent Stead – From Tumbleweed (reached in "Let the Dead Bury Their Dead"), follow the road and rail line north-west to the lone shack with a pen beside them. It registers as you arrive.
Summary
A lone shack with an animal pen in Gaptooth Ridge, also a bounty spot later. One of the 94 map locations.
New Austin · Silent Stead – Search the small house just north-west of the crossroads at Silent Stead and open the chest inside. The outfit is revealed by beating a member of the Treasure Hunters gang (they hold Gaptooth Breach), so check the Outfits menu lists it before you search.
Summary
A scrap of the Treasure Hunter Outfit, one of the nine outfits that count toward 100%.
New Austin · Thieves' Landing – From MacFarlane's Ranch, take the road east past Stillwater Creek to the port on the western shore of Flat Iron Lake. There are no lawmen here; the general store sells the Río Bravo map, and the saloon is one of the seven for "Fightin' Around the World".
Summary
A lawless river port in Hennigan's Stead with a safehouse, tailor, saloon and general store. Counts as one of the 94 map locations.
New Austin · Thieves' Landing – The room is upstairs across from the saloon, next to the bridge; walk round to the stairs on the dock side to reach its door and buy it. Unlike elsewhere, a high honor rank gets no discount in this town.
Summary
A $100 room you can buy here: save, change outfits and refill ammo. One of the 13 safehouses that count toward 100%.
New Austin · Thieves' Landing – Walk into the tailor's shop on the street floor of the building with the doctor upstairs; entering it puts the suit on sale. Buy it (listed at $70), then use it from your inventory to unlock it and pop the trophy.
Summary
A three-piece suit that lets John cheat at poker. One of the nine outfits that count toward 100%.
New Austin · Thieves' Landing – At the same tailor, buy the Bollard Twins scrap. It is on sale once the outfit has been revealed, which the gang's bodies in "Justice in Pike's Basin" did. Prices move with your honor.
New Austin · Thieves' Landing – At the same tailor, buy the Treasure Hunter scrap as well. Shop scraps sell only once their outfit shows in your Outfits menu.
Summary
The shop scrap of the Treasure Hunter Outfit, one of the nine outfits that count toward 100%.
I Know You: the friend at Thieves' LandingQuest stepMissablePoint of no return
Location
New Austin · Thieves' Landing – The friend is the man on the porch of the Thieves' Landing saloon. Talking him out of it gives +50 honor; handing him $15 to go ahead costs 20 honor unless you wear the bandana. Talking him out of it is the cheaper choice.
Why you can lose it
Lost for good once the story's final mission starts. The strand does not count toward 100%.
Point of no return
Starting the story's final mission, which opens at the ranch once "Old Friends, New Problems", "A Continual Feast" and "Spare the Love, Spoil the Child" are done. The "I Know You" steps still open are lost; every other 100% item stays open afterwards.
Second step of "I Know You": the Strange Man's friend is about to make a choice, and John is asked to advise him. The strand does not count toward 100%.
New Austin · Thieves' Landing – Take it during "On Shaky's Ground" (next): once the men holding Shaky are down, open the chest in that upstairs office of the warehouse by the pier. If you miss it, it stays there for a later visit.
New Austin · Thieves' Landing – Irish is in an alley in Thieves' Landing, waving a gun at two nuns. Follow him to the warehouse, climb over the roof and in through the window, clear the office, then fight across the yard to the ammunition. Ride shotgun on the wagon back to MacFarlane's Ranch, shooting the riders who chase it.
Irish's ammunition run: rescue his friend Shaky from the warehouse at Thieves' Landing and haul the crates back. One of the four missions Fort Mercer needs.
Spurred to VictoryAchievementMissablePoint of no return
Location
New Austin · MacFarlane's Ranch – It pops as "On Shaky's Ground" ends at MacFarlane's Ranch, the 20th story mission counting from "New Friends, Old Problems", if the one-horse streak held. If it did not pop, start a new streak now on the horse you are riding: hitch no other horse at a hitching post, use no horse deed, keep the horse alive and stay above the Desperado honor rank.
Why you can lose it
The streak needs 20 story missions in a row; once fewer than 20 remain without a running streak, the trophy needs a new game.
Point of no return
Starting "Captain De Santa's Downfall", the 38th of the 57 story missions, on a horse you won't keep: it and the 19 missions after it are exactly the last 20, so a streak that leaves it out can no longer reach 20 and "Spurred to Victory" is lost on this save.
The first Stranger across the border asks for 20 feathers, 5 Beaver Furs and 10 Red Sage. Red Sage grows in Río Bravo just north of Fort Mercer, and north of Plainview toward Benedict Point, where the next missions take you; beavers live along the river toward West Elizabeth. Pick up what you can now and carry it into Mexico.
Funny Man: Pike's BasinQuest step
Location
New Austin · Pike's Basin – At least 6 in-game hours after the mine, ride from MacFarlane's Ranch to Pike's Basin (the canyon from "Justice in Pike's Basin"). Jimmy is by the fire in the camp at the basin's south corner, just south of the map label; ride along the cliff tops and take the ramp on the east side straight down to him to skip most of the gang.
New Austin · Plainview – Ride back toward Fort Mercer (you passed it in the first mission) and on to the oil derricks south-west of it. Ride right into the camp: Plainview often fails to register from the Río Bravo map.
Summary
An oil-drilling camp of derricks and tents in Río Bravo, where Nigel's next mission starts. Counts as one of the 94 map locations.
New Austin · Plainview – Walk around Plainview until Nigel calls you over from the bushes. When the show is broken up, ride beside his wagon to Cueva Seca, shooting the riders and wagons that come after you; shoot the dynamite crates at the back of the wagon blockade to blow it open.
New Austin · Cueva Seca – Nigel is still hiding at Cueva Seca. You need not wait for him: ride straight to the marker at Rathskeller Fork, through the village to the starting line, and win the race (the route is long, with tight turns near Tumbleweed).
New Austin · Rathskeller Fork – The race above starts here. The saloon (one of the seven for "Fightin' Around the World") holds the blackjack table, and new Treasure Hunter bounties go up at the building next to it.
Summary
A walled roadside inn in Gaptooth Ridge with a saloon, safehouse, blackjack, horseshoes and a bounty board. Counts as one of the 94 map locations.
New Austin · Rathskeller Fork – Sit at the blackjack table in the Rathskeller Fork saloon. Any profit counts: win a hand, then leave the table with more chips than you sat down with. Save in your new safehouse first so you can reload a bad run.
Summary
One of the six minigame wins that count toward 100%, and a Treasure Hunter Outfit scrap when won at this table.
Who Are You to Judge?: Lucy at TumbleweedQuest step
Location
New Austin · Tumbleweed – Ride to Tumbleweed and find Ann Stephenson with Lucy in the small old stable on the north side of town by the road. Tumbleweed's gang hideout may be active, so come in from the north to stay clear of it.
New Austin · Armadillo – Ride back to Armadillo; D.S. MacKenna is in the room behind the cinema. He sends you after a land deed and a gunman, in either order.
Lights, Camera, Action: the Liar's Dice deedQuest step
Location
New Austin · Thieves' Landing – Take the train from Armadillo to MacFarlane's Ranch and ride east to Thieves' Landing. Sit at the Liar's Dice table in the saloon (the ante is $200 for this game, so bring it) and win; the step updates when you cash out.
New Austin · Benedict Point – Take the train from MacFarlane's Ranch to Benedict Point and meet Spatchcock at the station. In the duel, shoot only his gun, hand or gun arm: killing him fails this part, and it comes back about a day later.
New Austin · Fort Mercer – Once "Hanging Bonnie MacFarlane", "Let the Dead Bury Their Dead", "On Shaky's Ground" and "The Sport of Kings, and Liars" are done, ride from Armadillo to Fort Mercer in Río Bravo; the mission starts on the hill above it. Man the Gatling gun hidden in Nigel's wagon, clear the walkways with the marshals, then hold off the riders and gun wagons from the wagon outside.
With Marshal Johnson's men and the allies John has gathered, storm the fort behind a Gatling gun hidden in Nigel's wagon. It closes the New Austin story.
Across the river into Mexico: Captain de Santa's missions out of Escalera and Landon Ricketts's out of Chuparosa, with five Mexican safehouses, the Chuparosa jobs, two minigame wins and five Strangers.
Irish rafts John down the San Luis River into Nuevo Paraíso. From there two strands run side by side: Captain de Santa's missions, which all start at the mansion at the top of Escalera, and Landon Ricketts's, which start in Chuparosa. Irish's Shack at Puerto Cuchillo is your first free save; buy the Escalera, Casa Madrugada, Chuparosa and El Matadero safehouses as you reach them, since all of them count toward 100% and the first one also unlocks the Mexican Poncho. The red-line train runs Chuparosa, Las Hermanas, Casa Madrugada and on into New Austin, but only after "Mexican Caesar" has the bridge rebuilt.
Mexico opens, and New Austin stays open
Crossing into Nuevo Paraíso closes nothing behind you. New Austin stays reachable for the rest of the game (one mission in this section even ends back across the border), so anything left there can still be done later. Mexico brings new shop stock, wanted posters and the Arm Wrestling tables at Plainview, Agave Viejo and El Matadero.
Location: Brittlebrush TrawlArea
Location
New Austin · Hennigan's Stead – Once Fort Mercer has fallen, Irish waits here for the next mission. From the MacFarlane's Ranch safehouse, ride south through Hennigan's Stead to the river that marks the Mexican border; the shack and its pier stand at the water's edge, and the name registers as you ride up.
Summary
A fishing shack and jetty on the San Luis River where the crossing into Mexico starts. One of the 94 map locations, and later a bounty spot.
Nuevo Paraíso · San Luis River – Meet Irish and Nigel at the Brittlebrush Trawl pier and board the raft. Grab the ammo box first, then the Springfield Rifle on the crates; you can't fall off. Shoot the gunmen on each bank as the raft drifts, and hit the crate beside each dynamite thrower on the cliffs. Step off on the far shore and walk into the marker (not into the river).
Irish takes John down the San Luis River on a raft while bandits shoot from both banks, and leaves him in Mexico. It opens Nuevo Paraíso, Irish's Shack and the next two mission strands.
Nuevo Paraíso · Agave Viejo – The mission ends here, so it registers as you ride in on the horse left on the shore. Abraham Reyes's later missions start in this camp. A stagecoach can only drop you outside its walls.
Summary
A rebel camp around a walled, ranch-like house in Perdido, where the raft mission ends. Counts as one of the 94 map locations; it has an Arm Wrestling table and no shops.
Nuevo Paraíso · Perdido – Agave Viejo lies in Perdido, so the county name registers when the raft mission ends there. Buy the Perdido map at the Chuparosa general store when you reach it later, then use it from your Consumables to mark the county's other places.
Summary
The county around Agave Viejo, Chuparosa and Las Hermanas, one of the 94 map locations. Its map is sold at the Chuparosa general store.
Nuevo Paraíso – From Agave Viejo, head toward Casa Madrugada. Charles Kinnear works on his winged machine at the top of a cliff between the two, south-west of Casa Madrugada and south of the stone column of Roca de Madera. Wolves roam the area. Talk to him.
Deadalus and Son: hand over the materialsQuest step
Location
Nuevo Paraíso – If you carried the materials in from New Austin (see the tip in the previous section), talk to Kinnear again on the same cliff and hand them over. Short of Beaver Furs? Beavers live along the river between New Austin and West Elizabeth, more easily found on the West Elizabeth side once it opens; the step waits for you. Any feathers count, but he may take your rarer ones, so sell spares first.
Deadalus and Son: the flightHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Nuevo Paraíso – About two in-game days after the hand-over, Kinnear is ready. To skip the wait, pitch a camp near his cliff, save a few times and reload; then talk to him on the cliff and watch the flight.
Kinnear's test flight closes the strand. On the modern versions it also gives an Expert Hunter Outfit scrap (an outfit that does not count toward 100%).
Nuevo Paraíso · Puerto Cuchillo – Follow the safehouse icon on your map to Puerto Cuchillo, the river jetty on the San Luis in Punta Orgullo, just north of Crooked Toes. Wolves from Crooked Toes sometimes come close. Sleep in the shack to save and change outfits.
Summary
Irish's old shack at Puerto Cuchillo, given to John free by the raft mission. One of the 13 safehouses that count toward 100%; its chest holds money instead of ammo.
Nuevo Paraíso · Puerto Cuchillo – You are standing in it at the shack; check that the name appeared on screen. If not, walk out along the jetty until it does.
Summary
The jetty around Irish's Shack, one of the 94 map locations. It often fails to register from the county map, so visit it in person.
Nuevo Paraíso · Punta Orgullo – Puerto Cuchillo lies in Punta Orgullo, so the county registers at the shack. At Escalera (next) buy the Punta Orgullo map from the gunsmith and use it from your Consumables.
Summary
The county around Escalera, Puerto Cuchillo, Tesoro Azul and Nosalida, one of the 94 map locations. Its map is sold by the Escalera gunsmith, not the general store.
Nuevo Paraíso · Escalera – Irish named the governor in Escalera as a contact; ride there from Puerto Cuchillo. The general store sells the bandana and horse deeds, the gunsmith the Punta Orgullo map, and the saloon is one of the seven for "Fightin' Around the World". There are Liar's Dice and Five Finger Fillet tables too, and a wanted-poster board.
Summary
The provincial capital, built up a hill in tiers from the market to Colonel Allende's mansion, and one of the 94 map locations. Every one of Captain de Santa's missions starts here.
Nuevo Paraíso · Escalera – The small house with one broken corner stands at the southernmost tip of Escalera; buy it at its door. Honor discounts apply.
Summary
A $150 house you can buy: save, change outfits and refill ammo. One of the 13 safehouses that count toward 100%.
Nuevo Paraíso · Escalera – It unlocks by itself the moment you buy your first Mexican safehouse, so buying the Escalera house just above gives it. Check that it now shows in your Outfits menu.
Nuevo Paraíso · Escalera – The marker is at the gate of the mansion at the top of Escalera. Ride with de Santa to Chuparosa (go along with him and skip the trip), then guard the train past Las Hermanas and through the tunnel to Casa Madrugada; standing on the first car's roof gives a clear shot. Meet him in the square, then ride after the stolen train and jump onto the engine before the bridge.
New Austin · Butter Bridge – "Civilization, at Any Price" ends at the Mexican end of this bridge, so it registers there. Until it is rebuilt, trains from Mexico stop at Casa Madrugada.
The railway bridge over the San Luis River between Casa Madrugada and New Austin, one of the 94 map locations (counted in Hennigan's Stead). The mission above leaves it broken until "Mexican Caesar".
Nuevo Paraíso · Casa Madrugada – Ride back down the tracks from the bridge to the village square where you met de Santa. The saloon holds the Liar's Dice and poker tables and is one of the seven for "Fightin' Around the World".
Summary
A railway village in Diez Coronas with a saloon, a brothel and the last station before the US. Counts as one of the 94 map locations.
Nuevo Paraíso · Diez Coronas – Casa Madrugada lies in Diez Coronas, so the county has registered by now. Buy its map at the Chuparosa general store later in this section.
Summary
The county around Casa Madrugada, El Matadero, Torquemada and El Presidio, one of the 94 map locations. Its map is sold at the Chuparosa general store.
Nuevo Paraíso · Casa Madrugada – Sit at the Liar's Dice table in the Casa Madrugada saloon ($20 ante) and win a game by taking every other player's dice. One opponent is much easier than two or three, so wait for a smaller table if you can. Save in your new room first. The bandits on the raft should already have revealed the Bandito Outfit; check your Outfits menu.
Summary
One Liar's Dice win counts toward 100%, and a win at this table is also a Bandito Outfit scrap.
Nuevo Paraíso · Casa Madrugada – Keep playing at the same table until you win a game without losing a die; reload your save when you lose one. Against a single opponent, bid what you actually hold and call bluffs; once he is down to one die, his opening bid tells you its value.
Nuevo Paraíso · Escalera – Ride back to the mansion in Escalera. Race de Santa to Tesoro Azul (you need not win), go in through the gate and clear the rebels street by street, including the two in the church and the one on its roof. Then pick up the fire bottles and hit the three marked houses.
Nuevo Paraíso · Tesoro Azul – You are inside its walls at the end of "The Demon Drink", so the name has registered. Its church stands in the middle of the south side, with a ladder to the roof on the west side.
Summary
A walled ghost town in Punta Orgullo, near the Plata Grande mine on the southern ridge. One of the 94 map locations, and later a gang hideout.
Nuevo Paraíso · Escalera – Back at Escalera, ride with de Santa down to the convoy and sit on the middle wagon (skip the long trip). Fight off the ambush near Torquemada, then take the Rolling Block at the army camp: snipe the rebels on the cliffs, and push through the ruins, using the spare rifles there for ammo, up to the fort.
Rebels hold the old fort at Torquemada, on the far side of Nuevo Paraíso, and the army convoy takes John there to retake it. It gives the Rolling Block Rifle.
Nuevo Paraíso · Torquemada – "Empty Promises" ends in the fort, so the name registers there. A stagecoach can't reach the village itself; it stops on the loop road west of it.
Summary
An old fort and village on the cliffs of Diez Coronas, one of the 94 map locations. It has a Five Finger Fillet table and no shops.
Minigame win: Five Finger Fillet at TorquemadaOther
Location
Nuevo Paraíso · Torquemada – While you are here, sit at the Five Finger Fillet table and beat every opponent who sits down, until no new one takes a seat. Each bet size uses its own button pattern; from the last opponent on the minimum bet is $25, the hardest pattern. The Reyes' Rebels Outfit itself is revealed only later in the story, so check the scrap registers.
Nuevo Paraíso · Tesoro Azul – At least 6 in-game hours after Pike's Basin, and with "Empty Promises" done, ride back to Tesoro Azul, now a gang hideout. Skip the fight: climb the south wall left of the church, take the ladder on its west side to the roof and cut Jimmy free. Jump back down outside the wall, and make sure he gets clear.
Nuevo Paraíso · Escalera – From Tesoro Azul ride to the Escalera mansion. Ride the convoy to Chuparosa beside Espinoza (skip the trip), then man the Gatling gun on the train. Past Las Hermanas and the tunnel, riders try to board: shoot them before they jump on, and spare the soldiers. Clear the gunmen on the ledge after Casa Madrugada and stay aboard to the army camp.
De Santa sends John to guard an army supply train through rebel country with Captain Espinoza. Butter Bridge is rebuilt afterwards and dynamite goes on sale.
Nuevo Paraíso · Las Hermanas – Ride from the army camp back to Casa Madrugada station, take the train toward Chuparosa and get off at Las Hermanas, the convent the story trains have passed twice. Walk in through the front gate so the name registers.
Nuevo Paraíso · Chuparosa – Take the next train on from Las Hermanas to Chuparosa (you passed through it in both of de Santa's train missions). At the general store buy and use the Perdido and Diez Coronas maps; the saloon is one of the seven for "Fightin' Around the World".
Summary
Landon Ricketts's town in Perdido, with a saloon, general store, bank, station and a wanted-poster board. Counts as one of the 94 map locations.
Nuevo Paraíso · Chuparosa – Walk into Ricketts's marker in Chuparosa. Outside the walls, mark all three bottles in one Dead Eye, then hit two or more vultures in one Dead Eye. Ride with him to the bank wagon, shoot the three bandits, and escort it back, shooting the lanterns on the wagon blocking the road.
John meets the old gunfighter Landon Ricketts, who sharpens his Dead Eye and enlists him to save a bank wagon. It gives the Schofield Revolver and Dead Eye level 3.
Nuevo Paraíso · Chuparosa – The room is behind the saloon with its own door; buy it there. It makes waiting for the night job and the Strangers here easy.
Summary
A $200 room you can buy: save, change outfits and refill ammo. One of the 13 safehouses that count toward 100%.
Nuevo Paraíso · Chuparosa – Start the Horsebreaking job at the marker by the corral just outside town, lasso the horse and keep John centred on its back until it calms, as in "Wild Horses, Tamed Passions", then lead it to the stable. The Reyes' Rebels Outfit is revealed only later, so check the scrap registers.
Nuevo Paraíso · Chuparosa – After dark (sleep in your room to pass the time), start the Nightwatch job at the marker outside the bank and see one shift through to the end.
Bandito Outfit scrap: Chuparosa general storeArmor
Location
Nuevo Paraíso · Chuparosa – Buy the Bandito scrap at the Chuparosa general store. Shop scraps are sold only once the outfit shows in your Outfits menu, which beating any Bandito does.
Summary
The shop scrap of the Bandito Outfit, one of the nine outfits that count toward 100%.
Nuevo Paraíso · Chuparosa – Go into the mayor's office in Chuparosa (the ? on the map) and talk to Uriah Tollets. He sends you to the docks at Nosalida.
Nuevo Paraíso · Nosalida – Ride to Nosalida, the hideout marked on your map in Punta Orgullo. Come in along the north shore, kill the two men on the docks (and anyone beside the building), open the small chest at the end of the dock for the package and some cash, and leave the way you came.
A rebel-held village with docks in Punta Orgullo, one of the 94 map locations. Its first clear as a hideout comes in the free-roam sweep after the story.
Nuevo Paraíso · El Matadero – Ride to El Matadero, toward the east of Nuevo Paraíso in Diez Coronas, and find the foreman at the back of the slaughterhouse. Talk to him to hand it over.
Nuevo Paraíso · El Matadero – You are at the slaughterhouse. Coming in by the north road, the name only appears once you pass the tents into the town proper; watch for rattlesnakes between the houses.
Nuevo Paraíso · El Matadero – The barracks stands in the middle of town, with a mounted machine gun on its roof. Buy it at the door with a few hundred dollars on you; inside, only the bed in the back corner works.
Summary
A room you can buy in the barracks: save, change outfits and refill ammo. One of the 13 safehouses that count toward 100%.
I Know You: the Strange Man near El MataderoQuest stepMissablePoint of no return
Location
Nuevo Paraíso · El Matadero – From El Matadero, look for his camp on a rock formation just south of town; he may instead be on the road heading south from just west of El Matadero, at the top of a hooked rise. A white ? marks him once you are close.
Why you can lose it
Lost for good once the story's final mission starts. The strand does not count toward 100%.
Point of no return
Starting the story's final mission, which opens at the ranch once "Old Friends, New Problems", "A Continual Feast" and "Spare the Love, Spoil the Child" are done. The "I Know You" steps still open are lost; every other 100% item stays open afterwards.
Nuevo Paraíso · Chuparosa – Ride back to the mayor's office in Chuparosa. Give Tollets the money: keeping it means killing him, which costs 100 honor (unless you wear the bandana) and brings a wanted level, and walking off with it fails the step until it returns days later.
Nuevo Paraíso · El Matadero – With "Empty Promises" and "Poppycock" done, ride back to the El Matadero slaughterhouse and talk to Zhou inside. The foreman will free him in exchange for a white stallion.
Nuevo Paraíso · El Matadero – Wild Half-breds roam the open ground around El Matadero: search south-west of town, then north-east toward Torquemada. Pick a white one, not a grey; lasso it and stay centred until it is broken, then ride it to the slaughterhouse. If your "Spurred to Victory" streak is still running, don't hitch or deed-swap horses until it pops.
Love is the Opiate: Zhou at Chuparosa stationQuest step
Location
Nuevo Paraíso · Chuparosa – About two in-game days after freeing him (save a few times and reload to hurry it), take the train back to Chuparosa and talk to Zhou on the station platform. Keep a spare save: one old glitch could stop the scrap registering.
Nuevo Paraíso · Chuparosa – Ricketts is in the Chuparosa saloon. Take the train with him to Casa Madrugada and ride on to El Matadero, or ride all the way; meet Carlos in the back room of the slaughterhouse. Wait behind the rock while he draws off the guards, fight through the caves, hold the side room while Ricketts blows the door, then escort them out and ride clear of the soldiers on the cliffs.
Ricketts goes to free a young woman held by the army in the caves near El Matadero, with John covering him. With "Civilization, at Any Price" it opens Luisa Fortuna's missions.
Nuevo Paraíso · Chuparosa – Join Ricketts's poker table in Chuparosa. You win every hand as long as you don't fold, so raise hard: a single pot over 2,000 chips pops "High Roller" now (it has its own item later). Win both duels by killing (aim for the head; a disarm won't do), then shoot the four gunmen who appear by the fountain.
Nuevo Paraíso · Casa Madrugada – Take the train from Chuparosa to Casa Madrugada and find the fight behind a building in the village. Don't kill Mario here, or Eva runs off; pay him the $200 instead.
First part of the Stranger "Eva in Peril": a pimp is beating a young woman in Casa Madrugada, and $200 buys her freedom. The strand counts toward 100%.
Nuevo Paraíso · Las Hermanas – Two or three in-game days later (sleep at your Casa Madrugada room a few times), ride or take the train to Las Hermanas. Go through the front gate to the building at the back and speak to the nun praying at the front of the chapel.
I Know You: the nun at Las HermanasQuest stepMissablePoint of no return
Location
Nuevo Paraíso · Las Hermanas – She stands to the left of the convent entrance. Donating $10 is the honorable choice (+35 honor if you talked the friend out of it at Thieves' Landing); robbing her pays about $315 but costs 120 honor and brings the law. Killing her fails the step until later.
Why you can lose it
Lost for good once the story's final mission starts. The strand does not count toward 100%.
Point of no return
Starting the story's final mission, which opens at the ranch once "Old Friends, New Problems", "A Continual Feast" and "Spare the Love, Spoil the Child" are done. The "I Know You" steps still open are lost; every other 100% item stays open afterwards.
Nuevo Paraíso · Sepulcro – Ride east from Las Hermanas to Sepulcro, the overgrown graveyard, where Mario is digging. Win the duel by killing him; a disarm loses it. A head mark and one more fill your meter. Loot him to get your $200 back with a little extra.
Nuevo Paraíso · Sepulcro – You are in it for the duel, so the name has registered. The Reyes' Rebels chest in its south-east corner is left for the Nuevo Paraíso sweep, once that outfit is revealed.
Summary
Nuevo Paraíso's only graveyard, east of Las Hermanas. One of the 94 map locations, and later a bounty spot.
Nuevo Paraíso · Chuparosa – Ride back to Chuparosa and meet Ricketts for a drink in the saloon, then ride with him toward Escalera. Kill the guards and driver of each prison wagon, take the reins, follow the route to the border bridge, staying on the road. Shoot the two blockades (and the Gatling gun on the raft below), then drive up the hill on the US side.
Nuevo Paraíso · Ramita de la Baya – The wagons cross into the United States by the bridge near it, so it may register during the mission. If it didn't, ride back over to the Mexican end of that bridge and around it until the name appears.
Luisa Fortuna, Captain De Santa and Abraham Reyes carry the Mexico story to its end, with the Stranger "Aztec Gold", a Bandito scrap and the rare weapons and scrap Escalera sells afterwards.
This stretch picks up after "The Mexican Wagon Train": Luisa Fortuna's missions from her family's homestead at Campo Mirada, the last of Captain De Santa's, and Abraham Reyes's, ending with "An Appointed Time" in Escalera. Between the missions, the Stranger "Aztec Gold" sends you to four corners of the country. The safehouses bought in Escalera, Chuparosa, El Matadero and Casa Madrugada, and Irish's Shack, are your bases. Before "Captain De Santa's Downfall" sits the last safe moment for the one-horse trophy "Spurred to Victory".
Location: Campo MiradaArea
Location
Nuevo Paraíso · Campo Mirada – Once "Landon Ricketts Rides Again" and "Civilization, at Any Price" are done, Luisa's mission marker appears at a small house at the end of a U-shaped track in Perdido; ride to it. It registers on arrival, or already did if you used the Perdido map.
Summary
The Fortuna family's homestead in Perdido, where every Luisa Fortuna mission starts. One of the 94 map locations.
Nuevo Paraíso · Campo Mirada – At Campo Mirada, take the reins of the four-horse wagon and follow the marked road to the Puerto Cuchillo docks, by Irish's Shack. Start every turn early, since the team swings wide, and shoot through the checkpoints on the way past Ojo del Diablo and Chuparosa; don't let soldiers follow you to the docks.
Nuevo Paraíso · El Presidio – Ride back to Campo Mirada, where Luisa waits by the burned shell of her house, and go with her by wagon to El Presidio. Climb through the broken wall on the fort's north-west side, shoot the executioner from the sniper spot (not Reyes, who stands against the back wall), clear the yard, then bring Reyes a horse and follow the rebel guide downhill to Luisa at the river.
Nuevo Paraíso · El Presidio – You climb into it during the mission above, and it registers then (or already did from the Diez Coronas map). It has no shops or safehouse; its wanted-poster board matters later, for bounties.
The army's prison fort in Diez Coronas, beside the San Luis River facing New Austin. One of the 94 map locations, and one of the three places in Nuevo Paraíso that post bounties.
Nuevo Paraíso · Sidewinder Gulch – Ride to Sidewinder Gulch, the knot of narrow canyons west of Tesoro Azul in Punta Orgullo. Basilio's "?" shows on the map only once you are close, so ride into the gulch to find him. Each piece he sends you after is marked on the map with a large purple circle.
First part of the Stranger "Aztec Gold": Basilio holds part of a family treasure map and needs help finding the other pieces. The strand counts toward 100% and is one of the easiest to miss.
Nuevo Paraíso · Sidewinder Gulch – It registers as you ride in to meet Basilio, or already did from the Punta Orgullo map. Come on horseback: wagons barely fit through the passages.
Summary
A maze of twisting, high-walled canyons in Punta Orgullo where "Aztec Gold" starts. One of the 94 map locations.
Nuevo Paraíso · Sidewinder Gulch – From Basilio, go round the corner and up the slope onto a ledge on the cliff side, then follow the ledge to a small heap of stones. Search it for the piece and a little cash.
Nuevo Paraíso · Sidewinder Gulch – Before leaving the gulch, ride to its wider open part on the east side, toward Plata Grande, where an abandoned camp stands. The chest in the tent at the far east end of the camp holds the scrap and some cash.
Summary
A Bandito Outfit scrap in a chest at an abandoned camp in the gulch.
Nuevo Paraíso · Primera Quebrada – Ride to Primera Quebrada, a run-down one-storey house in a small flat ringed by hills, well south of Sepulcro. The stone heap is inside the ruined house; a chest with a little cash sits in the same room.
Nuevo Paraíso · Alta Cabeza – Ride to Alta Cabeza, the large rock formation just south-west of El Matadero in Diez Coronas. The last stone heap is among the bushes at the rock's north-east corner; search it for the piece and some cash, and the game sends you to Basilio at El Matadero.
Nuevo Paraíso · El Matadero – Ride north-east into El Matadero; Basilio waits behind the butcher's warehouse. Once he has the map he hurries off to the caves on the east side of town.
Nuevo Paraíso · El Matadero – Follow Basilio into the caves east of El Matadero and work your way through to where he is digging, then help him turn the rocks over. Several cash chests sit along the cave on the way out.
Cowards Die Many TimesHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Nuevo Paraíso · Escalera – Ride to Escalera for De Santa's marker and ride in his wagon to Chuparosa; on the way, a shooting game against the soldiers pays $25 a round, three rounds at most. In Chuparosa, walk into the church by the fountain. After the cutscene, run to Reyes on the inn's balcony, get your guns from the crate by the fountain and kill Captain Espinoza upstairs in the mayor's building.
Nuevo Paraíso · Frontera Bridge – Back at Campo Mirada, Luisa now keeps a small rebel camp near the ruined house. Ride with her to the rail bridge into the United States, have the rebels lay the five dynamite bundles along the road below, then join Luisa up the hill by Frontera Bridge and blow up both army wagons as they pass; a box there restocks your dynamite.
New Austin · Frontera Bridge – You stand above it at the end of the mission above. Ride onto the bridge itself before you leave, so it registers even if the map did not.
Summary
The bridge over the San Luis River between Mexico and New Austin's Río Bravo county, just south of Solomon's Folly. One of the 94 map locations, and one the Río Bravo map often fails to register.
Spurred to Victory: the last mission a streak can include
If "Spurred to Victory" has not popped yet, this is its deadline. "Captain De Santa's Downfall" is the 38th of the 57 story missions, so it and the 19 after it are exactly the last 20: a streak has to include it, and one that starts with it must then hold to the very last story mission (whether that last one counts is not confirmed, and replays from the Stats menu don't count). So be on the horse you will keep before you start it, and keep the rules from the start of the guide: never hitch a different horse at a hitching post, use no horse deed, keep the horse alive and keep honor above Desperado. If the trophy already popped at "On Shaky's Ground", nothing is lost here.
Captain De Santa's DownfallHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Nuevo Paraíso · Sepulcro – At the Campo Mirada camp, follow Luisa's men to the hilltop cemetery at Sepulcro. Kill the six soldiers among the graves, run De Santa down (whistle for your horse if he gets far), lasso and hogtie him, and bring him to the rebels at the cemetery's east entrance. Then ride to Casa Madrugada and clear the soldiers who come out on both floors inside its walls.
Luisa wants Captain De Santa stopped at Sepulcro, and he may know where Javier Escuella hides. One of the two missions that open "The Gates of El Presidio".
Nuevo Paraíso · Agave Viejo – Reyes's marker is at the rebel camp in Agave Viejo; ride with him to Chuparosa. Take the guards out quietly with throwing knives, go through the station building to the train, uncouple the army cars, clear the camp from the Gatling gun and release the engine's brake. Outside Casa Madrugada, blow the armored car's roof hatch and crack the safe. Keep the Pardon Letter for "Friends in High Places".
The Gates of El PresidioHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Nuevo Paraíso · El Presidio – Find Reyes in the house at Agave Viejo and ride with him to El Presidio. Steer the dynamite wagon at the gates and jump off before it hits. Inside, Escuella is in the building on the middle left; catch him alive or dead and take him to the cells by the back gate, then work the cannon on the small tower past the big one and stop the four waves of reinforcements.
An Appointed TimeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Nuevo Paraíso · Escalera – Ride to Escalera. Win the duel in the square, cut Reyes free and open the three cells in the jail up the stairs (shooting the soldiers executing rebels on the way gains honor), then fight up the hill to the mansion. When the armored wagon flees, chase it on horseback; shooting its horses, or its driver with a rifle from the mansion grounds, stops it fast.
The rebels' final push on Escalera and Colonel Allende's mansion closes the Mexico story. It earns "No More Fancy Words", opens West Elizabeth and puts new stock in Escalera's shops.
Nuevo Paraíso · Escalera – Still in Escalera, the gunsmith now sells it for $1,250, halved at high honor. If a shootout in town after the mission has emptied his shop, camp in the wild for about five in-game days and he comes back.
A rare weapon sold only by the Escalera gunsmith, after "An Appointed Time". All five rare weapons count toward 100%, and the first one bought earns "Exquisite Taste".
Nuevo Paraíso · Escalera – Same counter as the LeMat. No story mission is known to hold it back, so you may already have bought it on an earlier visit; if not, buy it now. The price is halved at high honor.
Summary
A rare weapon sold only by the Escalera gunsmith. It counts toward 100%.
Reyes' Rebels Outfit scrap: Escalera general storeArmor
Location
Nuevo Paraíso · Escalera – Before you leave Escalera, buy the scrap at the general store. The outfit's chest scrap at the Sepulcro cemetery comes in the Nuevo Paraíso sweep.
From the train north into Blackwater to the assault on Cochinay: the Bureau's hunt for Dutch, three new Strangers, Blackwater's rare weapons, tables and job, and the Manzanita Post safehouse.
"An Appointed Time" ends in Escalera and sends John north to Blackwater. The Blackwater saloon room is your free safehouse for this whole stretch, and the new blue train line (Blackwater, Manzanita Post, the Pacific Union Railroad Camp and MacFarlane's Ranch) saves most of the riding. Bring money: the gunsmith's three rare weapons and the Manzanita Post cabin are the most expensive purchases so far. Buy the cabin before "The Prohibitionist": the choice this guide takes there doubles property prices for good.
West Elizabeth is open; nothing behind you closes
From here the whole map is open, and leaving Mexico locks nothing: New Austin and Nuevo Paraíso stay open, and what is left there waits for the sweeps after the story.
Town: BlackwaterArea
Location
West Elizabeth · Blackwater – From Escalera, ride to a red-line station (Chuparosa, Las Hermanas or Casa Madrugada) and take the train north to MacFarlane's Ranch; there change to the blue line (it starts running only now) and ride it to Blackwater station. The plaza with the police station, the bank and a gazebo lies in the north of town; the saloon, with your room upstairs, is on Main Street.
West Elizabeth's capital, with a saloon, hotel, gunsmith, tailor, general store, bank and the Bureau's office in the police station. Counts as one of the 94 map locations.
West Elizabeth · Great Plains – Blackwater lies in the Great Plains, so the county name registers as you arrive. Buy the Great Plains map at the Blackwater general store and use it from the Consumables menu; it may register places this guide lists later, which is harmless.
West Elizabeth · Blackwater – The room is on the upper floor of the Blackwater saloon; take the stairs beside the blackjack table. It is yours since "An Appointed Time", with nothing to buy. If you die in West Elizabeth you wake here.
West Elizabeth · Blackwater – Visit the Blackwater gunsmith (marked on your map in town); it stocks the Mauser since "An Appointed Time". Full price is $800, halved once your honor reaches Peacemaker.
West Elizabeth · Blackwater – Same counter: buy the Evans Repeater ($1,000 at full price, half at Peacemaker honor or above). If you are short of money, the stock stays; come back after a few missions.
West Elizabeth · Blackwater – Still at the gunsmith, buy the Carcano Rifle ($1,100 at full price, half at Peacemaker honor or above). With the LeMat and the Semi-auto Shotgun from Escalera, that is all five rare weapons.
West Elizabeth · Blackwater – Downstairs from your room, sit at the saloon's poker table ($100 buy-in) and play until you have taken every other player's chips. Save upstairs first. Wearing the Elegant Suit lets you cheat.
West Elizabeth · Blackwater – Play at the same saloon table ($100 buys 1,000 chips) once four other players are seated: a single pot has to pass 2,000 chips. Raise a little at a time, never more than double the last raise, so the others keep calling, go all in if that tops the pot up, then win the hand (the Elegant Suit lets you cheat in a better card). If it won't come together, it can wait: after the story, replaying "Lucky in Love" from Stats > Missions deals you a winning hand at a four-player table.
West Elizabeth · Blackwater – In the Blackwater saloon, switch to fists and knock out an armed patron (unarmed people run off); the knockout must happen inside. Save first and leave quickly. If the trophy does not pop, one of the other six still needs a knockout: Armadillo, Thieves' Landing, Rathskeller Fork, Chuparosa, Escalera or Casa Madrugada.
West Elizabeth · Blackwater – After dark (sleep in your room to reach the evening), start the Nightwatch job at the marker by the post office at the south end of town and see one watch through to the end; expect a few lone troublemakers.
American Lobbyist: Worthington at the bankQuest step
Location
West Elizabeth · Blackwater – Walk to the bank beside the plaza, open from 7 a.m. to 6 p.m.; Worthington sits on a bench to the left inside. Approach him to show the photographs.
First part of the Stranger "The Wronged Woman": a pregnant woman asks John to get money from the man she says abandoned her. The strand counts toward 100%.
The Wronged Woman: the duel with Harold ThorntonQuest step
Location
West Elizabeth · Blackwater – Ride down to the Blackwater saloon, where Harold stands at the bar. Follow him out front to the duel and shoot to kill: aiming at his gun or hand fails here. Loot his body for the $200.
West Elizabeth · Blackwater – Ride back up to the chapel and talk to Clara. The next part opens about two in-game days later at the cemetery around the chapel.
Bear One Another's BurdensHidden spoiler – activate to revealQuest stepMinor spoiler
Location
West Elizabeth · Blackwater – The marker is at the police station on the plaza; the agents are upstairs. Ride in their car to the Wreck of the Serendipity (you may skip the trip), follow Fordham across the docks and up the boat past the paddlewheel to the top deck, then carry the bound man you find back to the car, shooting one-handed (Dead Eye helps). When the car stalls on the way back, hold off the riders until Fordham restarts it.
Edgar Ross and Archer Fordham tell John his work is not done: they want Dutch van der Linde, and the first lead is an old riverboat wreck. Ross gives John the High Power Pistol.
West Elizabeth · Wreck of the Serendipity – You walk down to it with Fordham in the mission above, and it registers there (or already did from the Great Plains map). The car stops on the cliff above the wreck.
The Wronged Woman: the widow at the graveQuest step
Location
West Elizabeth · Blackwater – At least two in-game days after you gave Clara the money (and before three have passed), go to the cemetery around the chapel and talk to the widow at Harold's grave. Saving in your room and reloading usually brings the part up at once. This is the 15th counted Stranger strand on this route, so "People are Still Strange" pops here at the latest.
Great Men are Not Always WiseHidden spoiler – activate to revealQuest stepMinor spoiler
Location
West Elizabeth · Blackwater – Ross's marker is at the police station again. Climb the ladder to the roof, pick up a rifle and shoot Dutch's men as they leave the bank across the plaza, then storm the bank with two deputies, free the hostage in the vault and clear the upper floor. Ride with the posse to Bearclaw Camp and clear the gang among the cabins.
West Elizabeth · Bearclaw Camp – The chase in the mission above ends here, among the cabins, and it registers then. It lies just south of Manzanita Post, which the story reaches soon.
West Elizabeth · Tall Trees – Bearclaw Camp lies in Tall Trees, so the county name registered on the chase above. Its map is sold at the Manzanita Post general store, which "The Prodigal Son Returns (To Yale)" reaches.
The Great Plains have 20 buffalo, and "Manifest Destiny" is for killing the last of them. Buffalo that die where they do not count (a fall, the river, a train) may never come back, so save at Blackwater before you hunt. The ride in the next mission passes the herd, and kills there count. Skin at least one: "Unnatural Selection" needs a buffalo too.
At Home with DutchHidden spoiler – activate to revealQuest stepMinor spoiler
Location
West Elizabeth · Blackwater – MacDougal's office is in the Blackwater Hotel. Ride north with him and Nastas (on the way he points out hunters chasing the buffalo herd); at the cliffs MacDougal turns back. Shimmy along the ledge to the left of the broken wooden wall, fight off the ambush at the mine, then climb on alone past a grizzly and a cougar. Kill the lookout silently (knife, throwing knife or lasso) and use his binoculars to find Dutch in the camp below.
West Elizabeth · Great Plains – Kills add up over visits, and Stats > Misc shows how many buffalo are left. Finish the herd on the Great Plains around Blackwater: dynamite into the herd or Dead Eye with a repeater works, and a scattered herd regroups after about an in-game day. Save before each hunt.
West Elizabeth · Blackwater – Back at MacDougal's office, follow him and Nastas out of town. Kill the bear MacDougal provokes near the railway, ride on to Bearclaw Camp and walk to the cabin; when the meeting turns into a gunfight, clear the seven gunmen, then escort MacDougal back to Blackwater, shooting two groups of riders on the way.
West Elizabeth · Blackwater – MacDougal is packing in his office. Climb to the roof, shoot the man holding him, then snipe the eight riflemen on the nearby roofs. Follow him across the rooftops to the horses and ride north to the Manzanita Post station, killing two groups of riders on the way.
West Elizabeth · Manzanita Post – The mission above ends at its station. Buy the Tall Trees map at the general store and use it from the Consumables menu; Cochinay, far to the north, may not register from it.
A trading post of tents and cabins in Tall Trees with a train station, general store, telegraph and a Five Finger Fillet table. Counts as one of the 94 map locations.
West Elizabeth · Manzanita Post – The cabin stands at the western tip of the post, next to the stagecoach and left of the general store. Buy it now: "The Prohibitionist" comes later in this section, and the choice this guide takes there doubles the price of property.
West Elizabeth · Pacific Union Railroad Camp – From Manzanita Post, take the blue train, or ride south past Bearclaw Camp to the camp beside the tracks. You can pay off bounties at its station.
Lights, Camera, Action: MacKenna at the railroad campQuest step
Location
West Elizabeth · Pacific Union Railroad Camp – MacKenna sits behind one of the buildings in the railroad camp; look for the "?" once you are close. He appears once West Elizabeth is open and at least two in-game days have passed since you brought him the deed in Armadillo.
Minigame win: Arm Wrestling at the Pacific Union Railroad CampOther
Location
West Elizabeth · Pacific Union Railroad Camp – Walk (don't run) up the stairs to the platform with the arm-wrestling table; rushing it scares the workers off. Beat the man at the table and keep going until nobody else sits down.
Summary
One of the six minigame wins that count toward 100%. Won at this camp it is also a US Army Uniform scrap.
This guide has you warn Abner Forsyth: it earns honor and fame, which help the "Man of Honor" trophy and the Duster Coat. But warning him doubles the price of property and alcohol for the rest of the game. All eight safehouses for sale (Armadillo, Thieves' Landing, Rathskeller Fork, Escalera, Casa Madrugada, Chuparosa, El Matadero and Manzanita Post) come before this point in the guide; buy any you skipped first.
The Prohibitionist: Abner ForsythQuest step
Location
West Elizabeth · Blackwater – Take the blue train back to Blackwater. Abner Forsyth preaches outside the Blackwater saloon (under your room); talk to him.
West Elizabeth · Blackwater – Go back to Abner outside the saloon, walk up to him and pick the warn prompt. He pays you a little and runs off; you gain honor and fame.
And You Will Know The TruthHidden spoiler – activate to revealQuest stepMinor spoiler
Location
West Elizabeth · Blackwater – Sell the pelts and meat you carry first: they are mostly gone after the next mission. Ross's marker is at the police station. Ride the truck's mounted gun to the army camp outside town, mow down the waves that attack it, then keep firing as the truck chases them into the hills; shoot the explosives wagon before it reaches you. You cannot leave the gun.
And The Truth Will Set You FreeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
West Elizabeth · Tall Trees – After the truck is wrecked, ride with Ross and the soldiers up to the gate of Cochinay. Fight through the first two areas (a mounted gun stands in the camp), cover the soldiers while they blow the last gate, then shoot the lanterns beside the machine gun to drive Dutch off it and chase him up the ladders through the mine.
West Elizabeth · Cochinay – You fight through its gates in the mission above, so it registers there at the latest. The way back later is the main trail north from Manzanita Post, up the switchbacks to the gate.
West Elizabeth · Cochinay – During the assault on Cochinay in the mission above, one of Dutch's men can carry it; pick it up from the bodies as you fight through. Which man has it is not recorded, so search the fallen. If you miss it, there is one more chance after the story.
Home to the Marston ranch: the family's and Uncle's missions, the Rancher Outfit, the American Standardbred for "Buckin' Awesome" and the last "I Know You" step, then the story's final mission.
With the hunt for Dutch over, John goes home to Beecher's Hope in the Great Plains. The ranch house is your base for the rest of John's story: every mission here starts at the ranch, and John and Abigail's room is a free safehouse. From "The Outlaw's Return" until the story's last mission John wears the Rancher Outfit and cannot change clothes. Before that last mission, keep a manual save in a slot of its own.
Location: Beecher's HopeArea
Location
West Elizabeth · Beecher's Hope – When "And The Truth Will Set You Free" ends, ride home from Cochinay to the ranch marker on your radar. It registers as you ride in, or already did if you used the Great Plains map in Blackwater.
West Elizabeth · Beecher's Hope – Ride into the ranch to Abigail's marker to begin. Next morning, meet John's son by the barn and lead him to MacFarlane's Ranch through Thieves' Landing; talk to Drew, then to Bonnie at the corral, and drive the herd out and across the river. Past the Pacific Union Railroad Camp three groups of rustlers attack by the railway; shoot them, push the cows on into the Beecher's Hope pen and hitch your horse when told.
John is back with his family and has to restock the empty ranch: he and his son buy cattle at MacFarlane's Ranch and drive them home. It opens the family's and Uncle's missions.
Safehouse: Beecher's Hope (John and Abigail's room)Area
Location
West Elizabeth · Beecher's Hope – Go into the ranch house and through to John and Abigail's bedroom: the bed saves the game and the chest beside it holds ammo. It works as a save point by the end of "The Outlaw's Return" (possibly from the moment you arrive).
The master bedroom of the ranch house, a free safehouse given by the story: save, sleep and refill ammo. One of the 13 safehouses that count toward 100%.
West Elizabeth · Beecher's Hope – Nothing to find: John is wearing it when "The Outlaw's Return" ends, and it is then in the Outfits list. The wardrobe stays locked to it until the story is over; afterwards it is kept with every other outfit.
The work clothes John is handed for life on the ranch, one of the nine outfits that count toward 100%. He wears it, and only it, until the story's last mission.
West Elizabeth · Great Plains – Ride the grassland around the ranch and check each wild herd for a glossy black horse (if a herd has none, ride until it is out of sight and come back), then lasso it, climb on and keep John centred until it stops bucking, about twice as long as a normal horse. If the trophy does not pop, the Saddler from "Wild Horses, Tamed Passions" may not have counted: break a wild one again near Warthington Ranch, south of MacFarlane's Ranch.
Trophy for breaking three rare breeds: the Kentucky Saddler, the Hungarian Half-bred and the American Standardbred. The last of them roams the plains around the ranch.
Nintendo Switch, Nintendo Switch 2
The Switch versions have no trophies or achievements, so this task earns nothing there; skip it.
I Know You: the Strange Man above Beecher's HopeQuest stepMissablePoint of no return
Location
West Elizabeth · Beecher's Hope – With the Las Hermanas step done, look for his Stranger marker on the cliff that overlooks the ranch and ride up to him. Talk to him rather than shooting him first (that fails the step until you reload); if no completion message shows afterwards, the Journal still records it.
Why you can lose it
Lost for good once the story's final mission starts. The strand does not count toward 100%.
Point of no return
Starting the story's final mission, which opens at the ranch once "Old Friends, New Problems", "A Continual Feast" and "Spare the Love, Spoil the Child" are done. The "I Know You" steps still open are lost; every other 100% item stays open afterwards.
The last meeting with the well-dressed stranger who seems to know John's past; it ends the strand. "I Know You" does not count toward 100%, and it can be lost.
West Elizabeth · Beecher's Hope – Abigail's marker is in the ranch-house kitchen. Walk out to the silo, fire a shot to stir the crows, then pick off the ones diving for the opening at the top before the corn meter runs out; a rifle with a big magazine such as the Evans Repeater helps. Breaking a lantern or using explosives on the silo destroys the corn and fails the mission.
West Elizabeth · Beecher's Hope – Abigail's marker is at the ranch house; get on the loaded wagon and she joins you. Drive the main road through Thieves' Landing to the general store at MacFarlane's Ranch inside the time limit (about four minutes, so stay on the road and don't crash), then drive Abigail home the same way.
Bonnie has wired for corn, and John and Abigail drive a wagonload of it to MacFarlane's Ranch. One of the three missions the story's last mission needs.
West Elizabeth · Beecher's Hope – Uncle's marker is at the ranch, where he dozes by an old wagon. Herd the cows out of the pen through the north-east gate and over the hill; when a blast at the road scares them, ride round in front to stop the stampede. Choosing to stop the robbers (four by the train, three more toward Blackwater) and losing no cows gives the full fame and honor; then follow Uncle south to the pasture.
West Elizabeth · Beecher's Hope – Uncle is watching the mustangs through a telescope on the hill above the cattle pen. Follow him out onto the plains, then lasso and break three horses from the herd one at a time while Uncle leads each one off. Ride back to the marker in the pen, going round the cliff on the ranch's south side rather than over it.
West Elizabeth · Beecher's Hope – John's son is reading under a tree at the ranch. Follow Rufus the dog into the snowy woods of Tall Trees, shoot and skin the first elk, then let the boy shoot the second (or help him) and watch him skin it. Ride to the store at Manzanita Post and sell all the Elk Meat you carry, any you already had included, then ride home.
West Elizabeth · Beecher's Hope – John's son is practising his shooting at the ranch. Follow Rufus back into Tall Trees: a pack of five wolves waits near a road in the snowy woods, and a second pack of six lies beyond a hill near the Tanner's Reach cabin. Kill every wolf (a rifle in Dead Eye works well) and ride home.
West Elizabeth · Tanner's Reach – You ride past the cabin chasing the second wolf pack in the mission above; it stands east of the river that flows south out of Aurora Basin. It is already on your map if you used the Tall Trees map at Manzanita Post; otherwise it registers as you pass.
West Elizabeth · Beecher's Hope – Uncle runs up to John by the boy's reading tree. Follow Rufus to the river, through Tall Trees into the snowy mountains and up the narrow path to the top of Nekoti Rock, taking the cliff-edge bends slowly. Kill the charging grizzly with Dead Eye head shots (a Buffalo Rifle needs one or two), then ride home with the boy behind you.
West Elizabeth · Nekoti Rock – You climb its winding path to the cave on top in the mission above. It is already on your map if you used the Tall Trees map at Manzanita Post; otherwise it registers on the way up.
Before the next story mission: finish every "I Know You" step
The next story mission is the last one, and starting it locks the five "I Know You" steps (the Strange Man in Hennigan's Stead, his friend at Thieves' Landing, the meeting near El Matadero, the nun at Las Hermanas and the cliff above Beecher's Hope): any step still open is lost for good, though the strand does not count toward 100%. The ranch-house bedroom also stops being a save point; its 100% credit stays and its ammo chest keeps working. Every other 100% item stays open afterwards, in free roam.
The Last Enemy That Shall Be DestroyedHidden spoiler – activate to revealQuest stepMajor spoiler
Location
West Elizabeth · Beecher's Hope – Jack's marker is in the barn. Fight the first wave from the boulders in front of the farmhouse rather than the cart, then from behind the porch railing; use the lull after Uncle falls to take rifle ammo from the dead soldiers, and stay on foot to guard Abigail and Jack all the way to the barn. When control passes to Jack, ride straight back to the barn.
The final story mission: government soldiers come for John at the ranch, and his story ends there. The game then moves to 1914 with Jack, who gets the Lusitano, his own room at the ranch and the Stranger "Remember My Family".
The epilogue: a new safehouse at the ranch, then a four-step Stranger mission from Blackwater to the San Luis River, with the last US Army scrap, a replay for "Gold Medal" and the Duster Coat.
From here on you play as Jack, starting at the family graves on the hill above Beecher's Hope. His bedroom in the ranch house is your new save point. This section follows the Stranger "Remember My Family" across all three territories: Blackwater, then Lake Don Julio in New Austin, then the San Luis River in Nuevo Paraíso. It ends on the Mexican bank, one river away from New Austin, where the sweeps for everything still open begin.
Jack keeps everything John earned
Jack inherits John's weapons, safehouses, outfits, honor, fame, any bounty and his progress in the Strangers, and he rides a Lusitano of his own. Every 100% item still open can be finished as Jack, and a few open only for him: his room at the ranch, the last US Army scrap, the US Marshal Uniform and "Remember My Family". The only change is that John and Abigail's room no longer works as a save point.
Safehouse: Beecher's Hope (Jack's room)Area
Location
West Elizabeth · Beecher's Hope – When you take control at the graves, walk down the hill into the ranch house and go to Jack's bedroom; its bed saves the game. Nothing needs buying: it is a safehouse from the end of "The Last Enemy That Shall Be Destroyed".
Remember My Family: the agent at Blackwater stationHidden spoiler – activate to revealQuest stepMajor spoiler
Location
West Elizabeth · Blackwater – Ride from the ranch to Blackwater and follow the Stranger marker to the train station, where the agent, Howard Sawicki, waits. A short talk sends you to a cabin on Lake Don Julio.
The first step of Jack's Stranger "Remember My Family": a government agent at the station tells Jack where Edgar Ross went to retire. The strand counts toward 100% and only Jack can do it.
US Army Uniform scrap: Blackwater tailor (Jack only)Armor
Location
West Elizabeth · Blackwater – Before you leave town, walk to the Blackwater tailor (marked on your map) and buy the US Army scrap, which is in stock only from now on. The outfit's last scrap, a chest at Aurora Basin, comes in the West Elizabeth sweep.
Remember My Family: Emily Ross at Lake Don JulioHidden spoiler – activate to revealQuest stepMajor spoiler
Location
New Austin · Lake Don Julio – From Blackwater station take the blue-line train to MacFarlane's Ranch and change to the red line for Armadillo, then ride to Lake Don Julio. Emily is at the cabin from Irish's first mission. Don't raise a scope at her: even aiming one at Ross's family fails the mission, and harming her costs honor.
Nuevo Paraíso · Río del Toro – Ride back to Armadillo station and take the red line south to Chuparosa, then ride north out of town to the river. Río del Toro is the riverbank there, and it registers as you reach the Stranger marker (or already did if you used the Perdido map).
Remember My Family: Phillip Ross by the riverHidden spoiler – activate to revealQuest stepMajor spoiler
Location
Nuevo Paraíso · Río del Toro – Phillip sits alone at the camp on the bank at the Stranger marker. Talk to him and leave him be; as with Emily, a scope on him fails the mission. You will be back at this camp for a buried treasure in the Nuevo Paraíso sweep.
Remember My Family: duel Edgar RossHidden spoiler – activate to revealQuest stepMajor spoiler
Location
Nuevo Paraíso · Río del Toro – Follow the bank downstream to Ross; the talk leads straight into a duel. Let him draw first, then mark his head: marks on his gun or hand don't fill your meter and he kills you. Too many marks with a strong pistol such as the Mauser throw him into the river (walk slowly into the water to push him ashore). After the credits, loot his body for about $400 and his shotgun. Still missing the Pump-action Shotgun? If he carries another kind, retry (a lost duel or a reload) until he has it.
The last step and the true end of the story: Jack finds Edgar Ross shooting ducks downriver and kills him in a duel to avenge his father. Credits roll, then free roam continues.
New Austin · Armadillo – From the pause menu open Stats > Missions and replay "Political Realities in Armadillo". Gold needs a time under 2:30, every shot hitting and at least five head shots, but your best of each counts across replays: do one run for speed (skip every cutscene and run ahead of the marshal) and another for accuracy and head shots in Dead Eye. "Lucky in Love" is another short option.
The San Luis River is the border: New Austin lies on the far bank. Cross back north to start the New Austin sweep, the first of three regional sweeps for everything still open.
Free roam: New Austin
Free roam in New Austin after the story: the first challenge ranks, three treasures, the eight bounty places, the five hideouts in one day for the US Marshal Uniform, the last New Austin map locations and outfits.
With the story over, everything left in New Austin is done here, in an order the challenges allow. Jack keeps the MacFarlane's Ranch, Armadillo, Thieves' Landing and Rathskeller Fork safehouses, so any of them is a base. From the river at the end of "Remember My Family", ride back to Chuparosa station and take the red-line train to Armadillo, where this sweep starts. The section ends back in Armadillo, with the train south to Chuparosa for the Nuevo Paraíso sweep.
Challenge ranks count only while active and in order; save after every rank
Sharpshooter, Survivalist, Master Hunter and Treasure Hunter each run on their own, so you can work on all four at once. Inside one challenge, though, only the active rank counts: birds, pelts or herbs from before that rank was active do not carry over, and every rank counts from zero. Reaching a rank does not save the game, so camp or sleep after each one; dying before you save loses the rank's progress. Open Journal > Challenges before you start: if the story already cleared an early rank, tick it here and carry on from the active one.
Sharpshooter rank 1: 5 birds in flightOther
Location
New Austin · Cholla Springs – Ride out of Armadillo into the open scrub, fire a shot near birds perched on a fence, tree or rock to put them up, then lead them or use Dead Eye. Five kills in the air finish the rank.
New Austin · Cholla Springs – Keep riding the country around Armadillo: rabbits break from the brush all over Cholla Springs. A revolver or repeater leaves the body whole if you want to skin it.
Sharpshooter rank 3: 5 coyotes before any hurts youOther
Location
New Austin · Cholla Springs – Coyotes roam all of Cholla Springs and come out in numbers at night. Stay on your horse, ride away until the pack bunches up behind you, then turn and mark them all in one Dead Eye. Skin them afterwards: the pelts count for Master Hunter below.
New Austin · Cholla Springs – Skin the coyotes from the Sharpshooter rank above; if the pelts came short, keep hunting the packs around Armadillo until five are skinned.
New Austin · Cholla Springs – Wild Feverfew is common and easy to spot in the grass of Cholla Springs and Hennigan's Stead. A Survivalist Map from any general store marks every herb within radar range for a while if you want help; it is used up once read.
New Austin · Cholla Springs – Leave Armadillo on the road that runs south-west past Mercer Station toward Fort Mercer; Two Crows is just outside town, and the opening ride of the story passed it. It may already show from the Cholla Springs map.
Summary
A roadside spot just outside Armadillo. One of the 94 map locations.
New Austin · Cholla Springs – It is on the Cholla Springs map from the Armadillo general store, so it may already be ticked. If not, open the map, find its label in Cholla Springs and ride up to the barn until it registers.
Summary
A farmstead with a barn in Cholla Springs. One of the 94 map locations.
Treasure Hunter rank 2: Rhodes' Gold at The Hanging RockCollectible
Location
New Austin · The Hanging Rock – Ride north-east from Armadillo to The Hanging Rock at the crossroads. Go round to the back of the rock, the side facing the mountains: a gap opens between the big rock and two smaller boulders, and the stacked pale stones sit in the corner against The Hanging Rock, by some bushes. Search the pile to uncover the chest. The two drawings on the map are the rock's front and back, not a route.
New Austin bounties: the place is random, tick each as it comes
Wanted posters go up at Armadillo (the board on the station's south wall), Rathskeller Fork and MacFarlane's Ranch, at about 7 or 8 in the morning and 5 in the evening: wait in town and a lawman pins one up. Each poster sends you to one of the eight places below at random, and all eight should come up before one repeats; a poster for a place already done still has to be finished or left for the next. Kill or catch the target inside the marked area, and don't hurt a lawman while a bounty is open. Hand them in at the Armadillo jail or the MacFarlane's Ranch foreman's office. Bring them in alive where you can: it pays double, the first one earns "Clemency Pays", and a live gang member is an outfit scrap (Bollard Twins from MacFarlane's Ranch posters, Walton's gang from Armadillo's, Treasure Hunters from Rathskeller Fork's). One Armadillo target, Mo van Barr, is a Deadly Assassin scrap whichever way he comes in.
Clemency PaysAchievement
Location
New Austin · Armadillo – Take a poster in Armadillo. At the target's spot, lasso him (you have had the lasso since "Wild Horses, Tamed Passions"), hogtie him, lift him onto your horse and ride him back to the Armadillo jail or the MacFarlane's Ranch foreman's office. The trophy pops on the hand-in.
New Austin · Cholla Springs – North-east of Armadillo, the rock with a noose hanging from the tree beside it, where Rhodes' Gold was. Tick this place whenever a poster sends you here, in whatever order they come.
New Austin · Cholla Springs – A row of small caves in the south face of the mountains just west of Twin Rocks, with an abandoned tent to their left; the target hides among the cave mouths. Tick this place whenever a poster sends you here, in whatever order they come.
New Austin · Cholla Springs – The wrecked rail halt beside the tracks south-west of Armadillo, just south of Critchley's Ranch. Tick this place whenever a poster sends you here, in whatever order they come.
New Austin · Cholla Springs – The canyon that runs down from Cholla Springs to the San Luis River, the riders' short cut from Armadillo toward Chuparosa; a house stands in it. Tick this place whenever a poster sends you here, in whatever order they come.
New Austin · Gaptooth Ridge – A lone wooden house with an animal pen, a little north-west of Tumbleweed, with the railway and the road running past its front. Tick this place whenever a poster sends you here, in whatever order they come.
New Austin · Río Bravo – The steep cluster of rocks west-north-west of Fort Mercer; the target's small camp is on its north face. Tick this place whenever a poster sends you here, in whatever order they come.
New Austin · Hennigan's Stead – The shack and fishing jetty on the San Luis River at the southern edge of Hennigan's Stead, where "We Shall Be Together in Paradise" began. Tick this place whenever a poster sends you here, in whatever order they come.
New Austin · Hennigan's Stead – The abandoned camp of tepees and a stone circle south-east of Pike's Basin, in Hennigan's Stead; MacFarlane's Ranch posters often send you here. Tick this place whenever a poster sends you here, in whatever order they come.
New Austin · Cholla Springs – Already ticked if a bounty took you there. Otherwise ride to the cave mouths in the south face of the mountains west of the Twin Rocks spires; the tent to their left marks the spot.
Summary
Caves in the mountains west of Twin Rocks. One of the 94 map locations.
New Austin · Cholla Springs – Ride south-west from Armadillo along the railway to Mercer Station; the ranch is just north of the wrecked station. It may already show from the Cholla Springs map.
Summary
A ranch with a barn south-west of Armadillo. One of the 94 map locations.
New Austin · Cholla Springs – It lies west of Armadillo and is on the Cholla Springs map, so it may already be ticked; if not, find its label on the map and ride over until it registers.
Summary
A place west of Armadillo. One of the 94 map locations.
New Austin · Cholla Springs – On the way from Ridgewood Farm toward Rathskeller Fork, keep to the east side of the railway and the road and ride through the marked spot. Visit it even if the map shows it: using the map alone often misses it.
Summary
A spot between Ridgewood Farm and Rathskeller Fork. One of the 94 map locations, and one that often fails to register from the map.
Master Hunter rank 3: 5 wolves by knife, 5 wolf peltsOther
Location
New Austin · Rathskeller Fork – Wolf packs roam around Rathskeller Fork, the Río del Lobo canyon and the railway north of MacFarlane's Ranch; at night they also gather at Repentance Rock. Wound a wolf with a gun, then finish it with the knife. Save at the Rathskeller Fork safehouse once the rank pops.
New Austin · Cholla Springs – Already ticked if a bounty or the wolf hunt took you there. Otherwise take the riders' short cut from Armadillo toward Chuparosa: it runs down this canyon to the river.
Summary
The canyon that leads from Cholla Springs down to the San Luis River. One of the 94 map locations.
New Austin · Cholla Springs – Take the road that runs south-east toward Del Lobo Rock: it passes through Riley's Charge and the place registers as you ride by.
Summary
A wrecked building on the road to Del Lobo Rock. One of the 94 map locations.
Treasure Hunter rank 3: Jackson's Gold at Del Lobo RockCollectible
Location
New Austin · Del Lobo Rock – Take the road south-east out of Riley's Charge until it runs out at a camp on the hilltop. From the cookfire, look toward the river: the opening sketched on the map lies dead ahead, due south. Head through it and down the trail, staying to the left; two or three drops later a dirt ledge holds the stone pile, and if you hit the beach you have overshot. The climb back is hard, so make camp on the ledge to get out. Ride here rather than taking a stagecoach, which sets you down on the Perdido side of the river.
New Austin · Río Bravo – From the campsite at the end of the road, face south and climb up onto the rock; it registers on top, if the treasure path below has not already done it.
Summary
The rock above the San Luis River at the end of the Riley's Charge road. One of the 94 map locations, and one that often fails to register from the map.
New Austin · Río Bravo – Already ticked if a bounty or the wolf hunt took you there. Otherwise ride west-north-west from Fort Mercer to the rocks and round to the small camp on their north face.
Summary
A steep rock cluster west-north-west of Fort Mercer. One of the 94 map locations, and one that often fails to register from the map.
New Austin · Gaptooth Ridge – Its label is on the Gaptooth Ridge map (it may be drawn on the Río Bravo one instead), so it may already be ticked. If not, find the label on the map and ride through it.
Summary
A place in Gaptooth Ridge. One of the 94 map locations.
New Austin · Gaptooth Ridge – It lies south of the rock where Sam Odessa sat playing the harmonica at the start of "California", in the desert south-east of Gaptooth Breach. Ride there even if the map shows it: using the map often misses it.
Summary
A spot in the Gaptooth Ridge desert. One of the 94 map locations, and the one most often missing when New Austin stops one short of its total.
New Austin · Gaptooth Ridge – Ride to Benedict Point, then south to the ruined farm; Frontera Bridge into Mexico is just beyond it. It registers as you ride in.
Summary
An abandoned farm south of Benedict Point. One of the 94 map locations.
New Austin · Solomon's Folly – Sheriff Hugh Leathers crouches behind a rock at the farm. Fight off the gang's waves; once the farm is quiet, take the Walton's Gang scrap from the basement (next item) before you climb onto the wagon, then drive the safe to the Armadillo bank to finish. If your version shows no hideout here, skip this and the scrap.
Walton's Gang Outfit scrap: Solomon's Folly basementArmor
Location
New Austin · Solomon's Folly – With the farm cleared, go down into the basement of the ruined house and open the chest there; then drive the wagon to Armadillo.
New Austin · Armadillo – Three scraps remain. At the Armadillo saloon, knock every other player out of a poker game (in the Elegant Suit, getting caught cheating by all but one is quickest, and the duels count for the Deadly Assassin Outfit). Bring a Walton's gang target from the Armadillo posters in alive. Then track the "defend Cholla Springs" scrap and ride the county until the gang attacks some residents.
New Austin · Río Bravo – From Armadillo ride south into Río Bravo: Red Sage grows just north of Fort Mercer, and between Repentance Rock and Benedict Point north of Plainview. It is low and dull red, barely above the grass, so read a Survivalist Map first.
New Austin · Hennigan's Stead – Ride north past Armadillo through the desert, where armadillos scuttle about; use a light gun. Then go east to the swampy ground around Stillwater Creek, east of MacFarlane's Ranch, for the boars.
New Austin · Gaptooth Ridge – Cougars roam Río Bravo around Fort Mercer and the northern edges of Cholla Springs and Gaptooth Ridge; Silent Stead has a cougar spawn by the boulders to the right as you face the road. Carry medicine, wound one with a pistol, and knife it as it turns to charge again. They often come in pairs: watch for the second before you skin, and save straight after.
Expert Hunter Outfit: three tasks while you are here
The optional Expert Hunter Outfit is finished in the West Elizabeth sweep, but three of its tasks are easiest here. At Silent Stead, climb onto the house by the low back-porch roof and kill a circling cougar with dynamite. Kill and skin eight rattlesnakes, and shoot the Jackalope, which appears where rabbits do (around Repentance Rock or Pleasance House).
New Austin · Cholla Springs – Hunt at dusk and at night: raccoons and skunks are common around The Hanging Rock and over Hennigan's Stead toward Warthington Ranch; foxes run south of Armadillo and in the Río del Lobo canyon.
New Austin · Hennigan's Stead – It is on the Hennigan's Stead map from the MacFarlane's Ranch store, so it may already be ticked. If not, find its label on that map and ride to it.
Summary
A place in Hennigan's Stead. One of the 94 map locations.
New Austin · Hennigan's Stead – Already ticked if a bounty took you there. Otherwise ride to the tepees and the stone circle south-east of the Pike's Basin canyon and walk into the camp.
Summary
An abandoned camp of tepees south-east of Pike's Basin. One of the 94 map locations, and one that often fails to register from the map.
New Austin · Hennigan's Stead – From Thieves' Landing follow the shore of the river south; the place is on this, the New Austin, bank. Ride to it: the map will not register it, and if it is missing it can show up as a missing Nuevo Paraíso place instead.
Summary
A spot on the New Austin bank of the San Luis River, though the paper map draws it on the Mexican side. One of the 94 map locations.
New Austin · Hennigan's Stead – It completes with its last two scraps. A Bollard Twins target from the MacFarlane's Ranch posters brought in alive is one. For the other, track the outfit's "defend Hennigan's Stead" scrap in the Outfits menu and ride Hennigan's Stead until the gang attacks some residents, then drive it off.
Sharpshooter rank 4: 5 birds from a moving trainOther
Location
New Austin · MacFarlane's Ranch – Board a train at the MacFarlane's Ranch station, climb a cargo car's ladder to the roof and shoot birds as the train rolls; get off at the next stop once the rank pops.
Sharpshooter rank 5: 2 kinds of animal in one Dead EyeOther
Location
New Austin · Hennigan's Stead – Find animals on the ground with birds about, mark one of each in Dead Eye and let the meter run out by itself: cancelling it early does not count.
The US Marshal run: five hideouts inside 24 in-game hours
The US Marshal Uniform, a counted outfit only Jack can earn, needs Pike's Basin, Twin Rocks, Fort Mercer, Tumbleweed and Gaptooth Breach all cleared within one 24-hour in-game window (Solomon's Folly does not count). None has been cleared yet, so each clear also counts toward 100% the first time. Save at the MacFarlane's Ranch safehouse, stock medicine and horse pills, then ride them in the order below without doubling back. Don't take a stagecoach or camp fast travel (both use more in-game time than riding), don't save or sleep (each costs six hours), and skip optional objectives. Dying does not reset the clock. If you run over, the hideouts fill up again after about a day: clear all five again in one go.
Gang Hideout: Pike's BasinQuest step
Location
New Austin · Pike's Basin – From MacFarlane's Ranch ride to the canyon north-west of Mescalero's tepees. Enter from the north-east and shoot the whole gang from the saddle before you meet the rancher, Errol Hewitt: he then thanks you and you skip the cattle drive. Otherwise meet him at the canyon fork, clear the main and ridge camps, and win his cattle back.
New Austin · Cholla Springs – From Pike's Basin cut straight across past The Hanging Rock rather than round by Armadillo; the spires stand just east of Rattlesnake Hollow, and the place registers as you ride in.
Summary
A ranch house between two tall rock spires in Cholla Springs. One of the 94 map locations.
Sharpshooter rank 6: shoot the hats off 2 peopleOther
Location
New Austin · Twin Rocks – Do it during the Twin Rocks fight below: Walton's gang wear top hats. Aim at the brim, not the head. If you miss your chance, any hatted enemy in the later hideouts will do.
Gang Hideout: Twin Rocks (+ Deadly Assassin scrap)Quest step
Location
New Austin · Twin Rocks – The rancher, Thurlow Reese, hides behind a rock outside. A lookout on the cliff raises the alarm and riflemen stand on the rocks, so pick them off first. The girl is in the main house; the last gunman holds her at gunpoint in a small room left of the entrance, so Dead Eye him. Losing her costs 200 honor but still clears the hideout.
Walton's gang holds a rancher's daughter in the ranch house between the spires. Counts toward 100% and toward "Austin Overpowered", and is a Deadly Assassin scrap.
New Austin · Fort Mercer – Ride back past Armadillo and out on the road south-west by Mercer Station, up into Río Bravo to the fort. The gunslinger Leon Galindo waits outside the wall and boosts you over it. Clear the walls, kill the gang inside, then the three leaders who burst out of the treasure room. Open both chests in the treasure room, or the clear may not count, then open the front gate for Leon.
New Austin · Tumbleweed – Ride on into Gaptooth Ridge to the ghost town. Free Sheriff Claude Banfield, tied up in the ruined jail on the west side, and keep him alive (the Winchester Repeater reward may depend on it). Clear the street, then the mansion on the west ridge down to its basement.
Treasure Hunter rank 4: Calhoun's Gold at TumbleweedCollectible
Location
New Austin · Tumbleweed – Before you ride on, go back into the ruined mansion's basement (the cellar doors are on its south side, at the back). The stone pile is against the west wall, under a steer skull on the wooden frame. It takes a minute of the run's clock.
Gang Hideout: Gaptooth Breach (+ Treasure Hunter scrap)Quest step
Location
New Austin · Gaptooth Breach – Ride to Benedict Point, then west along the railway to where it bends north; Clay Pettiford waits by the crates south of the mine. Ride straight in, fight to the treasure room in the north-east corner and back out: the exit clears it, and the miners outside vanish. Freeing Floyd Brogles from the railroad house south-west of the mine is optional.
The Treasure Hunters' mine camp in Gaptooth Ridge, the last of the run. Counts toward 100%, earns "Austin Overpowered" with Pike's Basin and Twin Rocks, and is a Treasure Hunter Outfit scrap.
New Austin · Gaptooth Breach – Nothing to collect: if the five hideouts fell inside one 24-hour window, the uniform is in the Outfits list when Gaptooth Breach is done. If it is not, wait about a day for the hideouts to fill up and run all five again.
New Austin · Rathskeller Fork – It completes with its last scrap once Gaptooth Breach is done: a Treasure Hunters target brought in alive. If no such target came up in the bounty block, ride to Rathskeller Fork, where their posters go up, and take posters until one does.
New Austin · Armadillo – Its last two scraps are in Armadillo. Mo van Barr, a Walton's gang member, is wanted only on the poster on the south side of the Armadillo station: take it whenever it is up and bring him in dead or alive. The other is a duel won in Armadillo; if you did not force one at the poker table for the Walton's outfit, wear the Elegant Suit, cheat at the saloon's poker until you are caught, and win the duel.
New Austin · Armadillo – Buy the Hungarian Half-bred deed at the Armadillo general store and use it (if it is not on sale, break a wild one near El Matadero next sweep and do this in Blackwater later). Swap the US Marshal Uniform for anything else, since Marshals leave it alone, and wear the bandana to spare your honor. Save, fight Armadillo's lawmen (about 20) until Marshals join, push the bounty past $5,000 for the next trophy, then ride clear on the white horse until you are no longer wanted.
New Austin · Armadillo – With the bounty from the Armadillo fight still on you, go to a station telegraph office (Armadillo or MacFarlane's Ranch) and pay with a Pardon Letter, not cash: Seth's from "Exhuming and Other Fine Hobbies", or one from a hideout clear on Normal. Short of $5,000? At top fame each kill adds half as much, and dying wipes the bounty, so save before a new fight.
The free-roam pass through Mexico: four treasures, three Survivalist ranks, the Nosalida and Tesoro Azul hideouts, the eight Mexican bounty locations, the Bandito and Reyes' Rebels outfits and the last Mexican map locations.
With New Austin's challenge ranks done, Jack crosses the San Luis River. The Mexican safehouses bought as John are still his (Irish's Shack at Puerto Cuchillo, Escalera, Chuparosa, Casa Madrugada and El Matadero), and the red-line train links Chuparosa, Las Hermanas and Casa Madrugada with Armadillo and MacFarlane's Ranch. The three county maps were used in the story, so most places here are already on your map. The walk runs through Punta Orgullo (two treasures, the prickly pears and two hideouts), then Perdido around Chuparosa (the herbs, the bounties and two outfits), and ends in Diez Coronas at Roca de Madera, near Casa Madrugada. Save after every rank, as in New Austin.
Treasure Hunter rank 5: Tubman's Gold at Río del ToroCollectible
Location
Nuevo Paraíso · Río del Toro – Open the map from Calhoun's chest in your satchel's Kit menu. Take the red-line train to Chuparosa, then ride north-west to Río del Toro, the San Luis riverbank where "Remember My Family" ended. Find the tree hung with cattle skulls a little way in from the water, cross the road toward the river, and search the pile of light stones behind the low rock wall nearest the bank.
Treasure Hunter rank 6: Brown's Gold at Crooked ToesCollectible
Location
Nuevo Paraíso · Crooked Toes – Ride along the river to Irish's Shack at Puerto Cuchillo, your safehouse, then a short way south to Crooked Toes, a half-ring of five rock pillars; wolf packs roam here. Climb the tallest pillar, the one with an ordinary cash chest at its foot, from its back side: the stones sit on top, between the "toes".
Nuevo Paraíso · Crooked Toes – You are standing on it for the treasure above. It is on your map already if the Punta Orgullo map you used at Escalera marked it; otherwise it registers now.
Nuevo Paraíso · Punta Orgullo – Prickly Pear is a mid-height cactus topped with red-orange flowers, all over Punta Orgullo. From Crooked Toes ride to Escalera and take the road north-west toward Nosalida: at least seven grow along it, and more a little off it. A Survivalist Map from a general store marks herbs nearby for a while.
Nuevo Paraíso · Nosalida – Follow that road to Nosalida, the village with docks just north-west of Escalera. Talk to the general, take his fire bottles and set the marked buildings and the two boats alight (shooting a building's lantern also works; the boats need bottles), killing only red-marked rebels: hitting a soldier turns the army on you. Then report back to the general for the Henry Repeater. Watch your footing on the docks.
Help the Mexican Army burn out the rebels' fishing village. Each first clear of a hideout counts toward 100%, and this one with Fort Mercer earns "Instinto Asesino".
Nuevo Paraíso · Tesoro Azul – Ride back to Escalera and on to Tesoro Azul, the walled town of "The Demon Drink". Meet the lawman by the broken wagon on the east side, then work through the town from cover, shooting the red-marked gang members, and kill the leader holding the deputy in the house by the east gate. Losing the deputy costs honor, not the hideout; the reward is the Double-action Revolver.
Retake the walled ghost town from a gang holding a deputy. Each first clear of a hideout counts toward 100%, and this one with Tumbleweed earns "Evil Spirits".
Nuevo Paraíso · Plata Grande – From Tesoro Azul ride to the mine in the southern border ridge close by. Its tunnel runs through the rock with an opening at each end; ride up to it until the name appears.
Summary
An old silver mine in the ridge on the southern edge of the map, also a bounty spot. One of the 94 map locations, and one that often fails to register from the county map.
Nuevo Paraíso · Chuparosa – Ride to Chuparosa. Woolly Blue Curl is a green bush with tall purple sprigs (not blue), common across Perdido and just north of Chuparosa near the railway. If the rank hasn't ticked at 7, keep picking until it does.
Nuevo Paraíso bounties: tick each place as it comes
Wanted posters go up at Escalera, Chuparosa and El Presidio, a white skull on the map. Sleep in your Chuparosa room and wait in town until a lawman pins one up, morning or late afternoon. Taking it puts a red skull on the place the outlaw hides. The place is random, so the eight below are in no set order: tick each one you finish. A poster for a place already ticked adds nothing (finish it or reload and wait for another). Bring every outlaw in alive if you can: it pays double, and one living Bandito is a Bandito Outfit scrap (the poster names his gang). Starting a mission, attacking a lawman or carrying a wanted level of your own loses or blocks the bounty, and the kill or capture has to happen inside the marked area.
Bounty: Plata GrandeQuest step
Location
Nuevo Paraíso · Plata Grande – The mine in the southern border ridge near Tesoro Azul, which you rode past after the hideout; the outlaw can hide in its tunnel. Only a poster can send you here: take it, kill or hogtie the outlaw inside the marked area, then loot the body if you killed him, or carry him alive to the Chuparosa jail.
Summary
One of the eight Nuevo Paraíso bounty locations. The completion stat counts the place, not the outlaw, so one bounty finished at Plata Grande ticks it.
Nuevo Paraíso · Sepulcro – The overgrown graveyard east of Las Hermanas, where "Eva in Peril" ended. Only a poster can send you here: take it, kill or hogtie the outlaw inside the marked area, then loot the body if you killed him, or carry him alive to the Chuparosa jail.
Summary
One of the eight Nuevo Paraíso bounty locations. The completion stat counts the place, not the outlaw, so one bounty finished at Sepulcro ticks it.
Nuevo Paraíso · Barranca – A broken-down shack on a rock outcrop south-east of Chuparosa and south-west of Las Hermanas. Only a poster can send you here: take it, kill or hogtie the outlaw inside the marked area, then loot the body if you killed him, or carry him alive to the Chuparosa jail.
Summary
One of the eight Nuevo Paraíso bounty locations. The completion stat counts the place, not the outlaw, so one bounty finished at Barranca ticks it.
Nuevo Paraíso · Ojo del Diablo – The great rock arch south of Chuparosa. Only a poster can send you here: take it, kill or hogtie the outlaw inside the marked area, then loot the body if you killed him, or carry him alive to the Chuparosa jail.
Summary
One of the eight Nuevo Paraíso bounty locations. The completion stat counts the place, not the outlaw, so one bounty finished at Ojo del Diablo ticks it.
Nuevo Paraíso · Rancho Polvo – A run-down house on a rock outcrop south of Sepulcro, near Primera Quebrada. Only a poster can send you here: take it, kill or hogtie the outlaw inside the marked area, then loot the body if you killed him, or carry him alive to the Chuparosa jail.
Summary
One of the eight Nuevo Paraíso bounty locations. The completion stat counts the place, not the outlaw, so one bounty finished at Rancho Polvo ticks it.
Nuevo Paraíso · Primera Quebrada – The shack in a small flat among the hills far south of Sepulcro, which "Aztec Gold" sent you to. Only a poster can send you here: take it, kill or hogtie the outlaw inside the marked area, then loot the body if you killed him, or carry him alive to the Chuparosa jail.
Summary
One of the eight Nuevo Paraíso bounty locations. The completion stat counts the place, not the outlaw, so one bounty finished at Primera Quebrada ticks it.
Nuevo Paraíso · Laguna Borrego – A deserted camp with a big tent, south of Las Hermanas and Sepulcro. Only a poster can send you here: take it, kill or hogtie the outlaw inside the marked area, then loot the body if you killed him, or carry him alive to the Chuparosa jail.
Summary
One of the eight Nuevo Paraíso bounty locations. The completion stat counts the place, not the outlaw, so one bounty finished at Laguna Borrego ticks it.
Nuevo Paraíso · Hendidura Grande – The great crevasse west of Laguna Borrego; outlaws hide on the ridge above it, and a trail on its west side climbs to an abandoned camp. Only a poster can send you here: take it, kill or hogtie the outlaw inside the marked area, then loot the body if you killed him, or carry him alive to the Chuparosa jail.
Summary
One of the eight Nuevo Paraíso bounty locations. The completion stat counts the place, not the outlaw, so one bounty finished at Hendidura Grande ticks it.
Nuevo Paraíso · Nuevo Paraíso – It completes with the last two scraps: one Bandito bounty brought in alive (above), and defending Mexican locals from Banditos, a random event: when you come upon Banditos attacking locals while riding Nuevo Paraíso, step in and kill them. Check your Outfits menu; save before the Bandito bounty in case its scrap fails to register.
Treasure Hunter rank 7: Douglass' Gold at Ojo del DiabloCollectible
Location
Nuevo Paraíso · Ojo del Diablo – Ride south from Chuparosa to Ojo del Diablo, the giant rock arch. The stones lie at the end of the path on the arch's south-west side (on your left as you look west through it), on a lower ledge; go round to the left to get down onto it.
Nuevo Paraíso · Ojo del Diablo – You are under it for the treasure above, and the Perdido map used at Chuparosa marked it already; check the name is on your map.
Nuevo Paraíso · Barranca – Marked by the Perdido map, or reached on a bounty. If it is missing, ride south-east from Chuparosa to the shack on the outcrop; Las Hermanas lies beyond it to the north-east.
Summary
A ruined shack on a rock outcrop in Perdido, also a bounty spot. One of the 94 map locations.
Nuevo Paraíso · Rancho Polvo – Marked by the Perdido map, or reached on a bounty. If it is missing, ride from Sepulcro south to the run-down house on the outcrop near Primera Quebrada.
Summary
An abandoned ranch house on an outcrop in Perdido, also a bounty spot. One of the 94 map locations.
Nuevo Paraíso · Laguna Borrego – Marked by the Perdido map, or reached on a bounty. If it is missing, ride south from Las Hermanas and Sepulcro to the empty camp with the big tent.
Summary
A deserted camp among the rocks of southern Perdido, also a bounty spot. One of the 94 map locations.
Nuevo Paraíso · Sepulcro – Ride back to Sepulcro, the graveyard east of Las Hermanas. The chest stands inside the cemetery against the south wall, just west of its eastern corner.
Nuevo Paraíso · Sepulcro – With the Sepulcro chest it should be complete: the other scraps are "Poppycock", "Love is the Opiate", the Chuparosa horsebreaking job, the Torquemada Five Finger Fillet win and the Escalera store. Check your Outfits menu. If it is still short, the Strangers can't be redone, but the others can: break a horse at Chuparosa again, or beat the Torquemada table again.
Nuevo Paraíso · Diez Coronas – Butterfly Weed is a tall, thin green plant with bright orange flowers, found around Diez Coronas. From Sepulcro ride to Las Hermanas and follow the railway toward El Presidio, picking the plants beside it; more grow at the foot of the red cliffs of Mesa del Sol. If you run short, sleep a full day (four sleeps) and they grow back.
Nuevo Paraíso · Mesa del Sol – You may reach its red cliffs for the Butterfly Weed above, and the Diez Coronas map used at Chuparosa should have marked it already. If it is missing, use another Diez Coronas map from the Chuparosa general store, which marks every place left in the county.
Summary
A mesa with red cliffs in Diez Coronas. One of the 94 map locations.
Nuevo Paraíso · Mesa de la Luna – The Diez Coronas map used at Chuparosa should have marked it. If it is missing, use another Diez Coronas map from the Chuparosa general store.
Summary
A mesa in Diez Coronas. One of the 94 map locations.
Nuevo Paraíso · Manteca Falls – The Diez Coronas map used at Chuparosa should have marked it. If it is missing, use another Diez Coronas map from the Chuparosa general store.
Summary
A waterfall in Diez Coronas. One of the 94 map locations.
Treasure Hunter rank 8: Garrison's Gold at Roca de MaderaCollectible
Location
Nuevo Paraíso · Roca de Madera – Roca de Madera is the boulder perched on a stone column on the hilltop between Casa Madrugada, to its east, and Agave Viejo, to its south-west; climb the hill from the Agave Viejo side. Beside the rock, turn south-west and look for a thin trail just under the lip of the cliff: the stones wait where it ends. Dismount well short of that trail, since a horse that follows you onto it can fall.
Nuevo Paraíso · Roca de Madera – You stood beside it for the treasure; check the name is on your map. Casa Madrugada, your safehouse and a red-line station, lies east of it for the trip north.
Back north for the last regional sweep: the herbs, treasures, bears, elk and bighorn of West Elizabeth, its four bounties, the tomahawk and Explosive Rifle, the US Army Uniform and the last map locations.
The last of the three regional sweeps. You come north from Mexico by train, pick the West Elizabeth herbs and the Broken Tree treasure on the Great Plains, then work through Tall Trees: bears, elk and bighorn, the four bounty locations, the tomahawk ranks, and finally Aurora Basin and the treasure on top of Nekoti Rock. Your saves are the Blackwater saloon room, the Manzanita Post cabin and your room at Beecher's Hope, and the blue train links Blackwater, Manzanita Post and the railroad camp. As before, a rank only counts once it is active and nothing saves by itself: camp or sleep after every rank.
Location: Tanner's SpanArea
Location
West Elizabeth · Tanner's Span – From the end of the Mexico sweep, take the red-line train from Casa Madrugada north to MacFarlane's Ranch. Ride north-east from the ranch to the railway bridge south-west of the Pacific Union Railroad Camp and ride all the way across it; crossing is what registers it.
The railway bridge that carries the line from Hennigan's Stead into Tall Trees. One of the 94 map locations, and one that often fails to register from the county map.
West Elizabeth · Mason's Bridge – Ride on past the railroad camp to the next railway bridge, south-east of the camp and close to Thieves' Landing, and cross it end to end.
West Elizabeth · Montana Ford – The herd in "The Outlaw's Return" forded the river here on its way from MacFarlane's Ranch to the railroad camp, and the Tall Trees map you used at Manzanita Post marks it too, so it is probably on your map already. If its name is missing, ride that cattle route again across the river toward the camp.
West Elizabeth · Tall Trees – Hummingbird Sage, a short plant topped with white blooms, grows across Tall Trees. From the railroad camp ride north to Bearclaw Camp, set a waypoint on Tanner's Reach and pick the plants along the route line, then search around the Tanner's Reach cabin for the rest. A Survivalist Map from a general store shows them; going at night means fewer grizzlies.
West Elizabeth · Great Plains – From Tanner's Reach, pitch a camp and travel to Blackwater (or take the blue train from Manzanita Post). Prairie Poppy is a little yellow-petalled flower at grass level: the thickest patches are south of Broken Tree toward Blackwater and beside the railway south of Beecher's Hope, so pick your way east from Blackwater.
Treasure Hunter rank 9: Pickett's Gold at Broken TreeCollectible
Location
West Elizabeth · Great Plains – Garrison's chest in Mexico gave you this map. Broken Tree is a lone tree beside a low, broken stone wall in the grassland just east of Beecher's Hope, next to the road. The pile of pale stones sits in a gap of the wall at the foot of the tree; search it to uncover the chest.
West Elizabeth · Great Plains – Look for Golden Currant's tall green bushes, visible from far off across the plains. The plains around Broken Tree have plenty, the northern part of the Great Plains most of all, and more grow around Beecher's Hope. When the rank is done, save in your room at the ranch.
West Elizabeth · Dixon Crossing – Ride to the Great Plains shore across the water from Thieves' Landing: the road there runs out onto Dixon Crossing, a bridge still being built that stops short of the far bank. Riding onto it registers the name if the Great Plains map has not. Stop before the end: the gap drops into the water.
Tomahawk Mastery rank 1: buy a tomahawk (Manzanita Post)Other
Location
West Elizabeth · Manzanita Post – Ride back to Blackwater and take the blue train north to Manzanita Post. The general store sells tomahawks one at a time: the first purchase completes rank 1 and adds the challenge to Journal > Challenges. Buy a good stack for the ranks ahead; you get a tomahawk back by looting the body it killed.
The tomahawk is a throwing and melee axe sold only at Manzanita Post; buying one starts the five Tomahawk Mastery ranks, which lead to the "Axe Master" trophy.
Nintendo Switch, Nintendo Switch 2
This rank only leads to a trophy and does not count toward the in-game completion stat. The Switch versions have no trophies, so you can skip it there.
West Elizabeth · Tall Trees – Bears roam Tall Trees, especially around Bearclaw Camp just south of Manzanita Post and in the woods north of the post. Kill each with one head shot from the Buffalo Rifle (a Bolt Action, Rolling Block or other scoped rifle also works), using Dead Eye if needed; shotguns and the Explosive Rifle don't count. A bear chasing your horse is lined up straight behind you. Carry medicine.
West Elizabeth · Tall Trees – Elk live only in Tall Trees, mostly deep in the woods past Manzanita Post, near the river and up in the snow. Bighorn sheep gather where the railway meets the trees, south-west of the post. Skin five of each, and watch for wolves, cougars and bears while you search.
Master Hunter rank 8: a bear by knife, a bear peltOther
Location
West Elizabeth · Tall Trees – Save first: dying loses the knife kill. Around Bearclaw Camp, weaken a bear with three or four body shots (a bear never heals), then finish it with the knife; only the killing blow has to be the knife. Lassoing a wounded bear and letting go makes it run, so you can catch it from behind, or slash at it from the saddle. The pelt can come from any bear.
West Elizabeth · Tall Trees – Keep hunting grizzlies north of Manzanita Post until 18 are skinned. They come in twos and threes, so check for the next one before you kneel to skin. Two safe spots: the Tanner's Reach cabin, where bears can't reach you while you shoot through the window (don't crouch under it, cougars still can), and the shallow lake at Aurora Basin, which bears rarely wade into.
West Elizabeth · Tall Trees – Its five tasks: the dynamite cougar, eight rattlesnakes and the Jackalope (the New Austin tip), "Deadalus and Son" (done in Mexico), and 5,000 lb of meat from skinning, which the grizzly hunting above usually completes. If the outfit hasn't unlocked yet, keep skinning here, then change into it at the Manzanita Post safehouse.
West Elizabeth bounties: posters at Blackwater and Manzanita Post
West Elizabeth has four bounty locations, all in Tall Trees: Bearclaw Camp, Tanner's Reach, Aurora Basin and Nekoti Rock. Wait in Blackwater or Manzanita Post for a lawman to put up a poster (a white skull on the map, usually in the morning or late afternoon); taking it puts a red skull on the target, whose location is random, so tick each location as it comes. Dead or alive both count for 100%; alive pays double, and a captured target goes on your horse to the Blackwater jail. The game tends to use all four before it repeats one. A wanted status stops the payout, so keep clear of the law. Bring tomahawks and a revolver: the gangs at these camps are where to finish Tomahawk ranks 2 to 4 and Sharpshooter rank 8, listed after the bounties.
Bounty: Bearclaw CampQuest step
Location
West Elizabeth · Bearclaw Camp – When a poster's target is at Bearclaw Camp, ride to the rotting logging cabins just south of Manzanita Post, where the chase in "Great Men are Not Always Wise" ended. Clear his gang among the cabins and kill him, or hogtie him and carry him to the Blackwater jail.
West Elizabeth · Tanner's Reach – When the target is at Tanner's Reach, ride to the hunters' cabin east of the river that runs south out of Aurora Basin. The low hill just north-east of the cabin looks down on it: pick the gang off from there, then deal with the target.
West Elizabeth · Aurora Basin – When the target is at Aurora Basin, follow the river north past Tanner's Reach to the broad lake at its head, and go to the red skull. The derelict cabin by the L-shaped dock is a landmark on the shore.
West Elizabeth · Aurora Basin – It registers at the lake on the bounty ride above. If a poster has not sent you here yet, take the blue train to Manzanita Post, ride to Tanner's Reach and follow the river north until the forest opens round the lake. If the trophy does not pop once you are here, some place is still missing: the ones county maps often fail to mark are Repentance Rock, Del Lobo Rock, Plainview, Frontera Bridge, The Old Bacchus Place, Warthington Ranch, Hamlin's Passing, Mescalero, The Scratching Post, Plata Grande, Puerto Cuchillo, Cochinay and the two rail bridges at the start of this section.
The broad, shallow lake at the head of the Tall Trees river, with a derelict fishing cabin. One of the 94 map locations; when the last of them is found, "On the Trail of de Vaca" unlocks.
US Army Uniform scrap: Aurora Basin cabin chestArmor
Location
West Elizabeth · Aurora Basin – While you are at the lake, walk to the derelict cabin where the L-shaped dock meets the shore and go in: the scrap waits in a little chest indoors.
West Elizabeth · Aurora Basin – With the cabin chest, all six scraps should be in: Arm Wrestling at the railroad camp, poker and the Nightwatch in Blackwater, "Lights, Camera, Action", and the Blackwater tailor's scrap are earlier in the guide. Check the Outfits menu, go back for any that is missing, then change into the uniform at a safehouse: the last Explosive Rifle rank needs a kill while wearing it.
West Elizabeth · Nekoti Rock – When the target is at Nekoti Rock, ride to the tall mountain north of Manzanita Post that you climbed in "Spare the Love, Spoil the Child" and follow the red skull up its winding path. It is one of the harder bounty spots, and bears roam the slopes.
Tomahawk Mastery rank 2: a thrown, a melee and a mounted killOther
Location
West Elizabeth · Tall Trees – Do it in a bounty fight above: throw a tomahawk to kill one gang member, ride in and kill another with a throw from horseback, then stand right beside a third and strike (if you are too far away it throws instead). Only enemies count, not animals. If the four bounties are done, take another poster: repeats still bring a gang.
Kill three enemies with the tomahawk: one with a throw, one up close and one from the saddle.
Nintendo Switch, Nintendo Switch 2
This rank only leads to a trophy and does not count toward the in-game completion stat. The Switch versions have no trophies, so you can skip it there.
Tomahawk Mastery rank 3: a bird in flight, no Dead EyeOther
Location
West Elizabeth · Tall Trees – Vultures circle low over a camp once its gang is dead, so after a bounty fight wait for one to swing close and throw. Birds that flush from the Great Plains grass, and owls that flit between posts at night, also work; a bird on the ground that takes off as the tomahawk hits counts too.
Bring down a flying bird with a tomahawk without Dead Eye.
Nintendo Switch, Nintendo Switch 2
This rank only leads to a trophy and does not count toward the in-game completion stat. The Switch versions have no trophies, so you can skip it there.
West Elizabeth · Tall Trees – Don't throw: walk up to each gang member at a bounty camp and strike in melee, five times running. Switching to another weapon between kills does not reset the streak; a missed tomahawk does. Rank 5, a whole gang hideout with tomahawks only, waits for the last loop.
Kill five enemies in a row with the tomahawk without a single miss.
Nintendo Switch, Nintendo Switch 2
This rank only leads to a trophy and does not count toward the in-game completion stat. The Switch versions have no trophies, so you can skip it there.
West Elizabeth · Tall Trees – In a bounty fight, use Dead Eye to mark the brim of two hats and the guns (not the hands: drawing blood doesn't count) of two gang members; rifles and shotguns make bigger targets, and a man who loses one gun may draw another. Disarms in a duel count; lawmen don't.
West Elizabeth · Blackwater – In Blackwater, where captured bounties are handed in, open the Outfits menu to see which of its five scraps are left ("The Prohibitionist" gave one). The others: net $1,000 from gambling (Stats > Money tracks it, losses included; cleaning out the four players at the high-stakes poker table upstairs in the Blackwater Hotel, Gentleman's Attire on, does it in one sitting); a purchase or sale at each gunsmith in Armadillo, Thieves' Landing, Escalera and Blackwater; $200 worth of herbs gathered, which the Survivalist ranks have usually covered; and 20 executions (walk up to an enemy with a gun drawn and press fire).
A pea coat and cap that halve gunsmith prices, on top of the honor discount. It does not count toward 100%; it is here to make the Explosive Rifle cheaper.
West Elizabeth · Blackwater – It is by far the dearest thing the Blackwater gunsmith sells. Honor at Peacemaker or above halves the price and the Savvy Merchant Outfit halves it again, so wear the outfit when you buy. The purchase completes rank 1. Stock up on explosive rounds, which only gunsmiths sell; the other four ranks come in the last loop.
The Explosive Rifle fires single exploding rounds; buying it starts the five Explosive Rifle Mastery ranks, which lead to the "Master Exploder" trophy.
Nintendo Switch, Nintendo Switch 2
This rank only leads to a trophy and does not count toward the in-game completion stat. The Switch versions have no trophies, so you can skip it there.
Sharpshooter rank 9: 6 animals without reloadingOther
Location
West Elizabeth · Great Plains – Ride out of Blackwater onto the Great Plains with a big-magazine rifle such as the Evans Repeater and shoot six birds or small animals. Going into Dead Eye tops the gun up without breaking the streak, but don't empty the magazine, reload by hand or let the gun holster itself (aim every few seconds).
Treasure Hunter rank 10: Stonewall's Gold at Nekoti RockCollectible
Location
West Elizabeth · Nekoti Rock – From Blackwater take the blue train to Manzanita Post and climb Nekoti Rock, the tall mountain north of the post, by the winding path to the bear cave at the top. The pale stones lie against the cave's far wall, across from an ordinary cash chest. The reward is the Treasure Hunter's satchel, which holds twice the consumables. Save at once.
One loop across all three territories for the ranks that cross regions: Survivalist 10, Khan, a run of hideouts for the weapon ranks and Sharpshooter 10, then Lobo, Brumas and Gordo, the last trophy checks and the 100% that gives "Redeemed" and the Bureau Uniform.
You start in the cave on top of Nekoti Rock, where the West Elizabeth sweep ended. The loop runs south through the Great Plains and New Austin picking herbs, into Nuevo Paraíso for Khan and two hideouts, back over the river to two hideouts in Gaptooth Ridge, north again to Tall Trees for Lobo and Brumas, and ends at Stillwater Creek beside Thieves' Landing for Gordo. Every rank here counts only while it is the active one, so keep to the order.
Before you set off: stock up, and save after every rank
Rank-ups never autosave: camp or sleep after each one, or a death loses it. Before leaving Tall Trees, fill up on tomahawks at the Manzanita Post general store (a full load is 20), and buy explosive rounds at a gunsmith (Escalera's is on the way). Bring the Buffalo Rifle for the legendary animals and a Survivalist Map from a general store for the herbs. Do Lobo before Gordo: Gordo may not appear until Lobo is skinned.
Survivalist 10: where to pick each herb on the loop
Herb
How many
Where on the loop
Violet Snowdrop
10
Small purple flowers poking out of the snow across northern Tall Trees and near Cochinay; some grow by the mouth of the Nekoti Rock cave.
Hummingbird Sage
2
On the path between Bearclaw Camp and Tanner's Reach in southern Tall Trees, or near Manzanita Post.
Golden Currant
2
The tall green shrubs of the Great Plains, near Beecher's Hope.
Prairie Poppy
2
On the grass from Broken Tree down toward Blackwater, or beside the railway south of Beecher's Hope.
Wild Feverfew
2
Near Thieves' Landing and Warthington Ranch, in Hennigan's Stead.
Red Sage
2
In Río Bravo a little north of Fort Mercer, or between Repentance Rock and Benedict Point north of Plainview. It blends in, so read a Survivalist Map.
Desert Sage
2
Across Gaptooth Ridge.
Prickly Pear
2
Beside the Escalera–Nosalida road in Punta Orgullo.
Butterfly Weed
2
Next to the tracks between Las Hermanas and El Presidio, or below the red cliffs of Mesa del Sol.
Woolly Blue Curl
2
In Perdido, by the railway north of Chuparosa.
Survivalist rank 10: 10 Violet Snowdrop, then 2 of every other herbOther
Location
West Elizabeth · Tall Trees – Start at Nekoti Rock: snowdrops grow outside the cave and across the snowy north of Tall Trees up to Cochinay. The other herbs count in any order once the rank is open, so pick two of each as you ride south, following the table above, and finish in Perdido near Chuparosa. The challenge's journal page (Journal > Challenges) shows what you still need.
The last Survivalist rank: ten Violet Snowdrop plus two more of each of the other nine herbs, picked after the rank opens. It finishes Survivalist's second half for 100%, and herbs then brew Tonic.
Master Hunter rank 9: Khan the Jaguar at Ojo del DiabloOther
Location
Nuevo Paraíso · Ojo del Diablo – From Chuparosa ride south to Ojo del Diablo, the big rock arch, and circle it, by day if you can; a message and a blip appear when he shows, often in a hollow south-west of the arch. If he doesn't come, shoot a few animals nearby, ride off and come back. He is a fast, tough cougar: Dead Eye head shots with the Buffalo or Bolt Action Rifle drop him; skin him, then save.
Tomahawk Mastery rank 5: clear a hideout with tomahawks onlyOther
Location
Nuevo Paraíso · Tesoro Azul – First, at the Chuparosa safehouse, change into the US Army Uniform and keep it on for all the hideouts ahead (Explosive Rifle rank 5 needs it). Then ride west to Tesoro Azul, the walled ghost town in Punta Orgullo, and start it with the lawman on the east side, carrying 20 tomahawks: drop the man at the gate and the two who rush out, then pick off the rest from cover inside. The hostage dying in the last room doesn't spoil it; throwing at explosive crates is allowed.
Clear a whole gang hideout using nothing but tomahawks. It finishes the Tomahawk challenge and gives "Axe Master"; tomahawks then turn up in your safehouse chests.
Nintendo Switch, Nintendo Switch 2
Weapon mastery ranks don't count toward 100% and only lead to a trophy, which the Switch versions don't have; skip them there if you like.
Explosive Rifle Mastery rank 2: 5 enemies in coverOther
Location
Nuevo Paraíso · Nosalida – From Tesoro Azul ride on to Nosalida, the dock village in Punta Orgullo, and start the hideout with the army general. Shoot only the rebels marked red (hurting the soldiers turns the army on you); when a rebel ducks behind cover, put an explosive round into the ground or wall beside him so the blast reaches him. Five such kills rank up.
Explosive Rifle Mastery rank 3: 3 enemies with one shotOther
Location
New Austin · Solomon's Folly – Cross the river north into Gaptooth Ridge to Solomon's Folly, the abandoned farm south of Benedict Point, and start it with the sheriff crouched behind a rock. Rather than hoping three gunmen bunch up, kill the others, lasso and hogtie three, carry them into one heap and fire a round into the middle. The first camp at Pike's Basin works the same way.
Explosive Rifle Mastery rank 4: 2 animals with one shotOther
Location
New Austin · Gaptooth Ridge – On the ride from Solomon's Folly towards Gaptooth Breach, wait for a coyote pack (common across New Austin, more of them at night) or a wild horse herd, and fire between two animals as they bunch up. Your own horse doesn't count; a wolf pack or a flock of birds works too.
Explosive Rifle Mastery rank 5: a kill in the US Army UniformOther
Location
New Austin · Gaptooth Breach – From Benedict Point ride west to where the railway bends north and up to the Gaptooth Breach mine camp; Clay Pettiford by the crates south of the mine starts the hideout. Still in the US Army Uniform, kill one gang member with the Explosive Rifle on the way in, then switch weapons for Sharpshooter 10 in the mine.
Sharpshooter rank 10: 6 disarms without reloadingOther
Location
New Austin · Gaptooth Breach – Switch to the Mauser Pistol or Evans Repeater before your first disarm and carry no spare ammo for it beyond the loaded magazine, so nothing can reload it; stay off dropped guns of the same kind. Inside the mine entrance the gang comes at you one or two at a time: mark only the gun hand in Dead Eye. Misses don't break the count, and the same man can be disarmed twice.
Shoot the guns out of six enemies' hands without reloading or changing weapon. It finishes Sharpshooter's second half for 100%, and Dead Eye then fills faster.
Master Hunter rank 10: Lobo the Wolf, Brumas the Bear, Gordo the BoarOther
Location
West Elizabeth · Aurora Basin – Camp and fast-travel to Manzanita Post (or take the train from Benedict Point, changing at MacFarlane's Ranch). Lobo first: ride around Aurora Basin at the north-west end of Tall Trees until you're told he's near; he runs with a pack and won't follow you into the lake. Then climb Nekoti Rock for Brumas (two Buffalo Rifle head shots; duck into the cave, he can't get in; picking the snowdrops outside can draw him out). Last, Gordo roams the road out of Thieves' Landing past Stillwater Creek: kill him on land, as a body in the water may not be skinnable.
Hunt and skin the three remaining legendary animals: Lobo, Brumas and Gordo. It finishes Master Hunter's second half for 100%, and skinning then gives Vittles.
New Austin · Thieves' Landing – Nothing extra to do: the message appears as the last rank 10 lands, here with Gordo skinned at Stillwater Creek. Change into it at any safehouse, such as Thieves' Landing's upstairs room across from the saloon.
Unlocked with all four ambient challenges (Sharpshooter, Survivalist, Master Hunter, Treasure Hunter) at rank 10. Unlocking it doubles the Dead Eye meter whether or not you wear it; it doesn't count toward 100%.
New Austin · Thieves' Landing – At the Thieves' Landing safehouse open Stats > Misc: species you've killed are listed, missing ones simply aren't. The usual gaps: seagull by the Blackwater docks, duck on Lake Don Julio or the San Luis River, beaver along the water north of Beecher's Hope, bobcat in Nuevo Paraíso or Tall Trees, owl at night, and a snake (listen for the rattle). Shoot them; running one over doesn't count, and you needn't skin it.
New Austin · Thieves' Landing – It often pops on its own along the way, for example in a long fight with the law; if so, tick it. Take the bandana off, since it freezes honor and fame. If both ranks are already maxed and nothing popped, step down one honor rank and back: from Hero, lose honor (killing civilians costs it) to Peacemaker, then win it back with hideouts and live bounties; from Desperado, climb to Road Agent and drop again.
Summary
Trophy-only task: reach the top Fame rank while your Honor sits at either extreme, Hero at the top or Desperado at the bottom.
Nintendo Switch, Nintendo Switch 2
The Switch versions have no trophies or achievements, so this task earns nothing there; skip it.
Trophies
Achievement · SteamMan of Honor / Chivalry's Dead
Achievement · XboxMan of Honor / Chivalry's Dead
Bronze · PlayStationMan of Honor / Chivalry's Dead
New Austin · Thieves' Landing – Nothing to find or buy: it joins your Outfits list once your honor reaches the Peacemaker rank, which the bounties brought in alive and the cleared hideouts of the sweeps usually reach. If it is not there yet, keep helping people at blue radar blips with the bandana off. Change into it at the safehouse.
Summary
A long trail coat that comes with a high honor rank. It does not count toward 100%.
New Austin · Thieves' Landing – By now it has usually popped. If not, sell what you carry: the nine treasure gold bars (most stores buy them), pelts, legendary parts and herbs. Thieves' Landing pays less to an honorable player, so sell in another town; legendary parts fetch the most in Nuevo Paraíso.
Summary
Trophy-only task: earn $10,000 in total over the game. It counts money earned, not money held.
Nintendo Switch, Nintendo Switch 2
The Switch versions have no trophies or achievements, so this task earns nothing there; skip it.
New Austin · Gang hideouts – Most players pass 500 during the story. If you're short, clear gang hideouts again with a pistol or revolver (each one refills about a day after you clear it), going for head shots to help "Bullseye". Kills from Undead Nightmare count toward this trophy too, so if it hasn't popped yet you can leave it unticked and let the Undead Nightmare sections finish it.
Summary
Trophy-only task: 500 kills with pistols and revolvers, counted across both game modes.
Nintendo Switch, Nintendo Switch 2
The Switch versions have no trophies or achievements, so this task earns nothing there; skip it.
New Austin · Gang hideouts – Usually earned through normal play. If not, repeat gang hideouts with a rifle, repeater or shotgun (they refill about a day after a clear), aiming for heads. Kills from Undead Nightmare count toward this trophy too, so if it hasn't popped yet you can leave it unticked and let the Undead Nightmare sections finish it.
Summary
Trophy-only task: 500 kills with rifles, repeaters and shotguns, counted across both game modes.
Nintendo Switch, Nintendo Switch 2
The Switch versions have no trophies or achievements, so this task earns nothing there; skip it.
New Austin · Gang hideouts – Regular Dead Eye use gets most players there. If you're short, run a gang hideout or two with the Rolling Block and mark heads in Dead Eye. Kills from Undead Nightmare count toward this trophy too, so if it hasn't popped yet you can leave it unticked and let the Undead Nightmare sections finish it.
Summary
Trophy-only task: 250 head shots with any weapon, counted across both game modes.
Nintendo Switch, Nintendo Switch 2
The Switch versions have no trophies or achievements, so this task earns nothing there; skip it.
New Austin · Thieves' Landing – Open the pause menu, then Stats > General, and read Game Completion. If it's short, the appendix "What the completion percentage counts" lists the eleven categories and where each counter sits (the challenges are under Journal > Challenges). The usual misses are map locations a county map didn't register, such as Repentance Rock, Del Lobo Rock, Tanner's Span and Mason's Bridge: ride to them.
New Austin · Thieves' Landing – It unlocks the moment Game Completion reaches 100%. Change into it at any safehouse wardrobe, such as the Thieves' Landing room.
The reward for 100%: a federal agent's suit that keeps the law off your back while you wear it (anyone you shoot at still fires back). Only Jack can wear it; it doesn't count toward 100%.
The start of Undead Nightmare, a separate campaign: the plague reaches Beecher's Hope, then Blackwater, the three Tall Trees towns, the Sasquatch hunt, Pestilence and the first treasure map.
Undead Nightmare is a campaign of its own. Choose it from the single-player menu instead of the main story: it starts a brand-new save at Beecher's Hope, and nothing from your Red Dead Redemption save comes with it (no weapons, safehouses, horses or outfits). This first stretch covers the opening at the ranch, Blackwater, and the three Tall Trees towns: Manzanita Post, Cochinay and the Pacific Union Railroad Camp. Your save points are the barn at Beecher's Hope and the safehouse of each town once you save it. The section ends at the railroad camp; the next one heads south into Hennigan's Stead.
Undead Nightmare is its own save
Progress here is kept apart from the main game: you start again with a handful of guns, and nothing earned in the main story carries over. There are no shops, gunsmiths or general stores. Ammo comes from the chests of saved towns, survivors, burned coffins, challenge rewards and what the undead drop. Missions can't be replayed, so take each one as the guide reaches it.
Love in the Time of PlagueQuest stepDLC: Undead Nightmare
Location
West Elizabeth · Beecher's Hope – Starts by itself when Undead Nightmare begins, at the ranch. Kill Uncle with a shot to the head (body shots won't stop him), then lasso and hogtie Abigail and Jack, and follow the marker to ride for Blackwater. Don't leave the ranch before they are tied up: that fails the mission.
Summary
The opening mission: the plague reaches the Marston ranch and John has to put the family somewhere safe. It gives the Cattleman Revolver, Double-barreled Shotgun and Lasso, and the Cowboy, Mexican Poncho, Duster Coat, Rancher and Union Suit outfits.
West Elizabeth · Beecher's Hope – Climb to the upper level of the barn at the ranch; it opens when the mission above ends. Its bed saves (and moves the clock on six hours), changes outfits and fast-travels to any town you have saved, and there is a hitching post outside.
A town you haven't reached shows a "?" (status unknown) on the map from the moment you enter its county. Inside, fill each circle of the town's meter by killing undead or handing ammo to the survivors (blue dots), then kill the last wave. Once it is safe, the town's safehouse opens and green dots mark its ammo chests. Saved towns come under attack again later; the first save is what counts toward 100%, so you need not rush back (the trophy "Spinning Plates", near the end of Undead Nightmare, needs every town safe at once). If all of a town's survivors die it is Lost: you can still clear it, but its chests are gone and it falls more often.
Curious Tales from Blackwater: MacDougal and the TorchQuest stepDLC: Undead Nightmare
Location
West Elizabeth · Blackwater – Ride from Beecher's Hope into Blackwater and speak with MacDougal in the middle of town. After the cutscene, fight off or slip past the undead and go to the back-alley door of the tailor's shop, where Mordecai Robbard's niece is hiding.
Blackwater is overrun when John arrives looking for a doctor. This part ends with the Torch, the tool that burns coffins in every cemetery of the campaign.
Curious Tales from Blackwater: cleanse Blackwater cemeteryQuest stepDLC: Undead Nightmare
Location
West Elizabeth · Blackwater – Follow the marker out of town and across the railway tracks to the church cemetery. Burn each coffin marked with a yellow dot on the radar with the Torch (each is also an ammo cache), kill the undead that rise after each one, then Mordecai Robbard and the rest of the horde.
The first cemetery: burn its coffins and put down what rises. Gives the Repeater Carbine; cleansing the five cemeteries is part of the story and of 100%.
West Elizabeth · Blackwater – The mission takes you back into Blackwater after the cemetery. Fill the circles by killing undead or arming the survivors; fighting from the empty south end keeps the undead off them. The safehouse is on the top floor of the Blackwater Hotel.
Curious Tales from Blackwater: the survivors' leadsQuest stepDLC: Undead Nightmare
Location
West Elizabeth · Blackwater – With the town safe, climb to the family on the roof of the Auto Livery (the "U" on the radar marks them), then find the second group in the lot at the south-west end of town.
The last part: two groups of survivors point John toward people who may know about the plague. It finishes the mission, opens the next missions and side missions, and puts the Tall Trees towns on the map.
West Elizabeth · Blackwater – It usually comes on its own while you save Blackwater. If not, head toward the Blackwater docks, where plenty of undead wander, and drop five quickly with headshots.
Town saved: Manzanita PostAreaDLC: Undead Nightmare
Location
West Elizabeth · Manzanita Post – Ride north from Blackwater into Tall Trees; the post appears with a "?" once you enter the county. Clear it as at Blackwater. Its safehouse is the room on the west side of the general store.
West Elizabeth · Manzanita Post – Work on it during the Manzanita Post fight, or keep going right after rank 1 in Blackwater. Any kill that isn't a headshot breaks the run, and so does using Dead Eye; casual targeting aims for the head for you.
West Elizabeth · Manzanita Post – Rank 1 is saving Manzanita Post, so it lands with the town above, along with the tomahawk itself. A close-up chop kills an undead in one hit and costs no ammo.
Birth of the Conservation MovementQuest stepDLC: Undead Nightmare
Location
West Elizabeth · Tanner's Reach – The green "?" is at Tanner's Reach, the hunters' cabin east of the river that runs south out of Aurora Basin. After the cutscene, search each light-green circle on the map for a Sasquatch (six in all; some roam near Cochinay), then talk to the last one; killing or sparing him is your choice. A horde of undead may be waiting near him, so keep your horse close.
The only survivor side mission in West Elizabeth: a frantic hunter wants the Sasquatches of Tall Trees dead. It counts toward 100%, must be done before the story can reach Mexico, and gives the first Undead Hunter outfit scrap.
Four Horses rank 1: PestilenceOtherDLC: Undead Nightmare
Location
West Elizabeth · Tall Trees / Great Plains – It has no fixed spot: watch for "A mythical creature has appeared in the area" and a large blue circle on the radar, which stays put while the horse moves. Reported haunts include around Bearclaw Camp, between Manzanita Post and Aurora Basin, near the railroad camp and between Blackwater and Beecher's Hope (it can also stray into Hennigan's Stead, the next stop). Lasso it from your saddle, break it, and hitch it at a safehouse post to keep it.
Break one of the Horses of the Apocalypse; any of the four counts for this rank, and Pestilence is the one that roams West Elizabeth. A diseased white horse with unlimited stamina that stuns the undead it touches.
West Elizabeth · Tall Trees – Use the undead you meet in the Tall Trees woods during the Sasquatch hunt: chop one up close, aim and throw at another on foot, and throw at a third from the saddle. Cochinay, next, has plenty more if any part is missing.
West Elizabeth · Cochinay – Fast-travel or ride back to Manzanita Post and follow the main trail north: it turns east at the cliffs, drops to a river and climbs the switchbacks to the fortress gate. A lone survivor fires from the wooden catwalks; join him up there and the undead bunch up below you. The safehouse is a tent in the walled yard near the machine gun.
Violet Snowdrops grow in the north of Tall Trees, around Cochinay. A survivor mission in New Austin later asks for five of them, so gather them now and you won't have to come back.
Undead Treasure Hunter: the first treasure map (Tanner's Reach cabin or a camp chest)Key itemDLC: Undead Nightmare
Location
West Elizabeth · Tanner's Reach – It comes from a random event, so take the first one you meet. After Cochinay, ride back to the Tanner's Reach cabin: if a survivor outside warns you off, clear the undead inside and open the chest on the far wall (the other chest stays locked). Otherwise look in the chest at a lone man's campfire, at a doctor's Gatling-gun stand (bring him a hogtied undead first), or in an undead-filled house at Warthington Ranch or Silent Stead; read it under Kit.
The first map of the Undead Treasure Hunter challenge, one of the four that count toward 100%; without it the challenge can't start. Its first dig is in New Austin, in the next section.
West Elizabeth · Tall Trees / Great Plains – Fire a gunshot near trees in the wilds to flush out bats, switch to the tomahawk and throw a little ahead of a low one; bats also take off when a Sasquatch dies. A high perch beside a tree helps, for example at Beecher's Hope, whose barn bed fast-travels you back north.
Town saved: Pacific Union Railroad CampAreaDLC: Undead Nightmare
Location
West Elizabeth · Pacific Union Railroad Camp – Fast-travel from a safehouse bed to Manzanita Post, then ride south past the Bearclaw Camp cabins to the camp beside the railway. Clear it as before, minding the TNT crates. Its safehouse is a tent behind the main buildings.
The railway works camp in Tall Trees, one of the 20 towns for 100%. Saving it gives the Rolling Block Rifle, a scoped rifle that Undead Sharpshooter rank 5 needs later.
West Elizabeth · Pacific Union Railroad Camp – Do it during the railroad camp fight: a throw that misses resets the count, but close-up chops always land, so wait for each undead to come to you. Rank 5 (saving a town with tomahawks only) is left for New Austin.
Undead Nightmare south of the river: the eight New Austin towns, Seth's three cemeteries, Nigel's cure, the Fort Mercer missing persons and the challenge ranks that New Austin is best for.
Still on the Undead Nightmare save, John crosses into New Austin. This stretch saves its eight towns (each opens a safehouse bed that saves, changes outfits and fast-travels to any saved town), burns out the three cemeteries Seth names, runs Nigel's errands, and brings home everyone on the Fort Mercer missing posters. Fort Mercer and The Old Bacchus Place are safe zones whose beds open with their missions. Keep an eye out the whole time for a "mythical creature" notice: War only roams New Austin. The section ends back with Seth at The Old Bacchus Place, ready for the ride into Mexico.
Town saved: Thieves' LandingAreaDLC: Undead Nightmare
Location
New Austin · Thieves' Landing – From the Pacific Union Railroad Camp ride south-east past Mason's Bridge to Thieves' Landing; its "?" appears as you enter Hennigan's Stead. It takes four circles, and its survivors ask for revolver ammo. The safehouse is the top floor of the wooden building beside the bridge in the middle of town.
Summary
A river town in Hennigan's Stead, one of the 20 towns for 100%. Saving it gives Fire Bottles.
Get Back in That Hole, Partner: meet SethQuest stepDLC: Undead Nightmare
Location
New Austin · The Old Bacchus Place – From Thieves' Landing follow the river shore south to The Old Bacchus Place, on the New Austin bank, and walk up to Seth's marker; he is at a card table with an undead friend. Don't shoot Seth or his guests: that fails the mission. The talk is all there is to this part; the cemeteries come below, as the route passes them.
Safehouse: The Old Bacchus Place (Undead Nightmare)AreaDLC: Undead Nightmare
Location
New Austin · The Old Bacchus Place – It is the cabin by the water at Seth's place, usable as soon as you have talked to him. Its bed saves and fast-travels to any saved town.
New Austin · Hennigan's Stead – War appears at random: watch for the "mythical creature" notice and the big blue circle on the radar (it doesn't follow the horse) as you ride west from The Old Bacchus Place toward MacFarlane's Ranch, and all through New Austin until it shows. It turns up most around Gaptooth Ridge and near MacFarlane's Ranch, Warthington Ranch, Armadillo and Fort Mercer. Find the dark red horse with a burning mane, lasso it from the saddle if it runs, then mount it and keep your balance until broken.
Town saved: MacFarlane's RanchAreaDLC: Undead Nightmare
Location
New Austin · MacFarlane's Ranch – Ride west across Hennigan's Stead to the ranch's "?"; it shows as soon as you enter the county. Five circles, and the survivors want repeater ammo. Its safehouse is a cell in the foreman's office in the middle of the ranch.
Summary
The MacFarlane family ranch, one of the 20 towns for 100%. No weapon reward, but saving it opens Bonnie's survivor mission.
New Austin · A saved town under attack – Saved towns start falling again from about now. When a notice says one is under attack, re-save it with tomahawks only: Blackwater, with the fewest undead, is the easiest (Cochinay is another small one). Use the beds to fast-travel, fight with close-up chops and pick spent tomahawks back up from the bodies; killing only one with a tomahawk and the rest by trampling them on an Apocalypse horse also counts.
New Austin · MacFarlane's Ranch – Talk to Bonnie at the green "?" on the ranch. The barn's main doors won't open: left of them, climb the ladder at the foot of the windmill, jump to the bar, shimmy left onto the walkway and go round to the opening high in the barn (or climb a side roof at the front and go in at the window). Shoot the undead below, then put down undead Drew, a Bruiser who bursts out of the hay, with the Winchester Repeater you find there; Bonnie waits on her porch.
Bonnie MacFarlane's survivor mission: her father went into the barn to keep the undead locked up and hasn't come out. One of the six survivor missions for 100%, it gives the Winchester Repeater.
New Austin · Hennigan's Stead – From MacFarlane's Ranch head north, then west, into the snowy dead-end canyon above the long railway tunnel north of Pike's Basin (or follow the tracks west to the tunnel and ride up over it). The small pile of stones is to the left of the big heap of rocks at the end. Undead gather on the hill north of Pike's Basin, so stay mounted on the climb. No map yet? The undead-filled house at Warthington Ranch, south of MacFarlane's Ranch, can hold it.
New Austin · Armadillo – Ride on into Cholla Springs; Armadillo's "?" appears as you cross into the county. Six circles, and the survivors ask for revolver and repeater ammo. The safehouse is the upstairs bedroom of the saloon.
Summary
The biggest New Austin town, one of the 20 for 100%. No weapon reward, but saving it opens the marshal's survivor mission.
Dinner for TwoHidden spoiler – activate to revealQuest stepDLC: Undead NightmareMinor spoiler
Location
New Austin · Armadillo – Go to the green "?" at the marshal's office. Then speak to Herbert Moon in the general store (he won't last long outside; shoot him once he turns), and find the deputies in the pen at the stables behind the saloon. Both have turned: kill them and report back to the marshal. Clear stray Bolters in town first so the survivors live.
New Austin · Jorge's Gap – The count runs from the start of Undead Nightmare, so it may already be close: check Journal > Challenges. Bolters are rare up north but common here; if you are short, ride to Jorge's Gap, the narrow gully just west of Armadillo, where undead of every kind keep spawning, and shoot from the rim.
Summary
Kill 100 fresh undead and 25 Bolters (the fast ones that run on all fours). It pays ammo.
Get Back in That Hole, Partner: cleanse Coot's ChapelQuest stepDLC: Undead Nightmare
Location
New Austin · Coot's Chapel – Ride south-east from Armadillo to the broken chapel and its graveyard. Walk to each coffin the radar marks and set it alight with the Torch; undead climb out after every one, and the last brings a big wave led by a tougher undead. The "Cleansed" message ends it, and each coffin was also an ammo cache.
New Austin · Cholla Springs – From Coot's Chapel go south-east toward the cliffs north-east of Lake Don Julio. Come at them from the west and ride east along the foot until two trees stand on the clifftop beside you; the stones are about straight below them, up high near the western corner of the cliffs. Undead roam the rock just west of it, harder to see at night.
A Cure for Most of What Ails You: Nigel's elixirQuest stepDLC: Undead Nightmare
Location
New Austin · Fort Mercer – Ride on from Coot's Chapel into Río Bravo to Fort Mercer, a safe zone, and walk up to Nigel's marker in the fort. He wants five Desert Sage, which grows in Gaptooth Ridge, and five Violet Snowdrop, which grows only in the snowy north of Tall Trees: if you didn't pick five up there, fast-travel to Cochinay, at the top of Tall Trees, from a bed and pick them there before the second part.
Nigel West Dickens is selling a miracle tonic at Fort Mercer. The demonstration goes badly, and he sends John for herbs. One of the eight story missions for 100%.
Safehouse: Fort Mercer (Undead Nightmare)AreaDLC: Undead Nightmare
Location
New Austin · Fort Mercer – Climb to the bedroom on the top floor of the fort; it is yours from the moment the mission above starts. Its bed fast-travels to any saved town.
Town saved: Gaptooth BreachAreaDLC: Undead Nightmare
Location
New Austin · Gaptooth Breach – From Fort Mercer ride west past Benedict Point and on to where the railway bends north; the mine camp sits above it. It is a hard one: six circles, and the survivors want rifle ammo. Mind the TNT crates. The safehouse is a bed on the ground floor of the main building by the mine entrance.
Summary
The mining camp in south-west Gaptooth Ridge, one of the 20 towns for 100%. Saving it gives Dynamite.
New Austin · The Scratching Post – From Gaptooth Breach ride into the desert south-east to The Scratching Post. Circle to the mesa north-west of it, climb it from the north-west side and dig between the two rock formations on top. Undead come up the lower slope after you; if the way down is crowded, slide down the cliff just below the treasure to the front of The Scratching Post and whistle for your horse.
A Cure for Most of What Ails You: plants for NigelQuest stepDLC: Undead Nightmare
Location
New Austin · Fort Mercer / Repentance Rock – Pick five Desert Sage on the way back east; it grows south of Gaptooth Breach. With the snowdrops too, follow Nigel's marker: it is just outside Fort Mercer, or at Repentance Rock, the rock cluster west-north-west of the fort.
A Cure for Most of What Ails You: the parts from Riley's ChargeQuest stepDLC: Undead Nightmare
Location
New Austin · Riley's Charge / Benedict Point – Follow the marker to Riley's Charge, the wrecked settlement on the road toward Del Lobo Rock, grab the parts and get out fast: undead pour in. Then take them to Nigel at Benedict Point station. Undead killed with the Blunderbuss leave no parts for crafting ammo, so mix it with your revolver.
Missing persons: one poster at a time, from Fort Mercer
After "Missing Souls", a poster for a missing person hangs in Fort Mercer. Take it and the place is marked on your map. Clear the undead there until the person feels safe, let them climb onto your horse, then ride back and kill the crowd at the fort gate (a few defenders help; mind your aim). The next poster goes up as soon as you hand one in, so they come in a fixed order and the guide lists them that way; step away from the board for a moment if no prompt shows. If the person dies, go back to the fort and wait for the poster to return. A person inside a town that is Overrun or Lost can only be reached once the town is cleared. Each rescue counts toward 100% and pays some ammo.
New Austin · Pleasance House – Back at Fort Mercer, talk to the captain at the green "?" as he pins up a poster and take it. Ride to Pleasance House, in the desert between Twin Rocks and Rathskeller Fork, where undead surround the house: let the scene with Millicent start before you open fire. Clear them, then ride her back to Fort Mercer.
Captain Cody Hixon's survivor mission, which opens the missing-persons posters. One of the six survivor missions for 100%; it gives the Semi-automatic Pistol and a scrap of the Undead Hunter Outfit.
New Austin · Riley's Charge – Take the poster at Fort Mercer and ride back to Riley's Charge, where you fetched Nigel's parts; Mintie is hiding inside the wrecked building. Bring her to the fort.
New Austin · Lake Don Julio – Take the next poster at the fort and follow the marker north to Lake Don Julio, near the cliffs of the second treasure; Winona is in the cabin by the lake. It is a long ride back, so keep to the roads.
New Austin · Twin Rocks – With Winona home, follow Twin Rocks' "?" in Cholla Springs to the ranch house between the two spires (the caves of Rattlesnake Hollow are just west). Three circles, and the survivors ask for pistol ammo. The safehouse is a bedroom in the main building. Keep your Phosphorus Coating for the next item.
Summary
A ranch between two tall rock spires in Cholla Springs, one of the 20 towns for 100%. Saving it gives the Volcanic Pistol.
New Austin · Twin Rocks – Do it at Twin Rocks while undead are still coming, or at any later group of five or more (Jorge's Gap always has them). With a full Dead Eye meter, apply Phosphorus Coating from the Kit, enter Dead Eye and paint five heads: flaming rounds count the kills as burning undead. A Fire Bottle thrown into a baited group before Dead Eye also works.
New Austin · Venter's Place – Fast-travel from the Twin Rocks bed to Fort Mercer, take the poster and follow the marker to Venter's Place, a farmstead in Cholla Springs; Grover is inside the barn.
New Austin · Critchley's Ranch – Take the next poster and ride to Critchley's Ranch, south-west of Armadillo just north of the wrecked Mercer Station on the railway; Silas is inside the barn.
Get Back in That Hole, Partner: cleanse Odd Fellow's RestQuest stepDLC: Undead Nightmare
Location
New Austin · Odd Fellow's Rest – From Fort Mercer ride north to the Odd Fellow's Rest cemetery, west of Armadillo. Burn each marked coffin with the Torch and fight off the undead that rise, then the final wave and its leader.
Town saved: Ridgewood FarmAreaDLC: Undead Nightmare
Location
New Austin · Ridgewood Farm – Follow its "?" from Odd Fellow's Rest to the farm in Cholla Springs. Only two circles. The safehouse is the large bedroom on the top floor of the main house.
Summary
A farm in Cholla Springs, one of the 20 towns for 100%. Saving it gives the Springfield Rifle.
Get Back in That Hole, Partner: cleanse TumbleweedQuest stepDLC: Undead Nightmare
Location
New Austin · Tumbleweed – Ride west into Gaptooth Ridge to the ghost town of Tumbleweed and its graveyard, and burn the marked coffins with the Torch as before. Retchers (the glowing green ones that spit) are common around here: shoot them from a distance, as they burst when hit in the head.
Town saved: Rathskeller ForkAreaDLC: Undead Nightmare
Location
New Austin · Rathskeller Fork – From Tumbleweed follow the "?" north through Gaptooth Ridge. Four circles, and the survivors want rifle ammo; the machine gun on a roof helps. The safehouse is a bedroom at the front of the main building.
Summary
The town in north-west New Austin, one of the 20 towns for 100%. Saving it gives the Explosive Rifle.
Explosive Rifle Mastery rank 1 (Undead Nightmare)OtherMissablePoint of no returnDLC: Undead Nightmare
Location
New Austin · Rathskeller Fork – It ticks itself when Rathskeller Fork is saved and the Explosive Rifle is handed over. Ranks 2 to 4 come below; the last one needs the US Army Uniform from the next section.
Why you can lose it
The Explosive Rifle ranks only count in order, and the last one (in the next section) needs the US Army Uniform, which can't be worn any more once "A Civilized Man" starts. Reach this rank before then, or the chain can never be finished.
Point of no return
Starting "A Civilized Man" at Escalera's mansion, the last mission of Undead Nightmare; the catacombs close for good when it ends.
New Austin · Benedict Point – Fast-travel from Rathskeller Fork to Fort Mercer, take the poster and ride to Benedict Point; Willis is inside the train station.
New Austin · Gaptooth Breach – Take the next poster and ride on west past Benedict Point to Gaptooth Breach, saved earlier; Chu is inside the building. If the camp has fallen again, clear it first.
New Austin · Ridgewood Farm – Take the next poster at the fort and ride to Ridgewood Farm; Orison is inside the building. Clear the farm first if it is under attack again.
New Austin · Plainview – Back at Fort Mercer, take the next poster too (Willie Oats, who waits at this camp), then ride south-west to Plainview's "?". Three circles, and the survivors want sniper ammo. The safehouse is a tent at the south end of the camp.
Summary
The oil camp of tents in Río Bravo, one of the 20 towns for 100%. No weapon reward, but saving it opens MacKenna's survivor mission.
Filth and Other Entertainment: MacKenna's requestQuest stepDLC: Undead Nightmare
Location
New Austin · Plainview – Go to the green "?" at the Plainview tents: MacKenna is there with his camera and an undead already tied up. This part is only a talk; catching the Retcher comes further down, once Undead Hunter rank 2 is done.
New Austin · Plainview – The poster you took at Fort Mercer marks him by the tents here at Plainview. With the camp saved, let him climb on and ride him the short way back north-east to Fort Mercer.
New Austin · Armadillo – With Willie handed in, take the last poster at Fort Mercer and ride to Armadillo; Adrienne is inside the bank. If the marker points somewhere else (she may be in Blackwater's bank instead), follow the marker. Clear the town first if it is under attack again.
Explosive Rifle Mastery rank 2 (Undead Nightmare)OtherMissablePoint of no returnDLC: Undead Nightmare
Location
New Austin · Gaptooth Ridge – With Adrienne home at Fort Mercer, ride west into Gaptooth Ridge, the best part of New Austin for finding all four kinds; Retchers are the hard part, and Tumbleweed has the most. Use only the Explosive Rifle until you have one of each.
Why you can lose it
The Explosive Rifle ranks only count in order, and the last one (in the next section) needs the US Army Uniform, which can't be worn any more once "A Civilized Man" starts. Reach this rank before then, or the chain can never be finished.
Point of no return
Starting "A Civilized Man" at Escalera's mansion, the last mission of Undead Nightmare; the catacombs close for good when it ends.
Explosive Rifle Mastery rank 3 (Undead Nightmare)OtherMissablePoint of no returnDLC: Undead Nightmare
Location
New Austin · Gaptooth Ridge – Still in Gaptooth Ridge, throw Undead Bait to pull a group together and fire one round into the middle of it.
Why you can lose it
The Explosive Rifle ranks only count in order, and the last one (in the next section) needs the US Army Uniform, which can't be worn any more once "A Civilized Man" starts. Reach this rank before then, or the chain can never be finished.
Point of no return
Starting "A Civilized Man" at Escalera's mansion, the last mission of Undead Nightmare; the catacombs close for good when it ends.
Explosive Rifle Mastery rank 4 (Undead Nightmare)OtherMissablePoint of no returnDLC: Undead Nightmare
Location
New Austin · Gaptooth Ridge – Undead wolves and coyotes hunt in packs: keep riding the open ground until a pack runs at you, then put a round at your horse's heels as two of them close in.
Why you can lose it
The Explosive Rifle ranks only count in order, and the last one (in the next section) needs the US Army Uniform, which can't be worn any more once "A Civilized Man" starts. Reach this rank before then, or the chain can never be finished.
Point of no return
Starting "A Civilized Man" at Escalera's mansion, the last mission of Undead Nightmare; the catacombs close for good when it ends.
New Austin · Gaptooth Ridge – Stay in Gaptooth Ridge after the Explosive Rifle ranks: Retchers mostly keep to this part of New Austin, above all around Tumbleweed, and Bruisers turn up in every fight. Only kills made while this rank is active count; check the count under Journal > Challenges.
Filth and Other Entertainment: deliver the RetcherHidden spoiler – activate to revealQuest stepDLC: Undead NightmareMinor spoiler
Location
New Austin · Plainview – In Gaptooth Ridge, lasso a Retcher a little away from the crowds (by Tumbleweed they respawn too fast to pick one up), hogtie it, load it on your horse and ride straight to Plainview without stopping or unloading. MacKenna sets his two undead loose and becomes one himself: hogtie all three rather than shooting them, for the next item.
New Austin · Plainview – With the Retcher, the other undead and MacKenna hogtied at Plainview, lay them side by side and shoot the Retcher in the head. If it doesn't register, try again with Undead Bait near a Retcher in Gaptooth Ridge, ideally at Gaptooth Breach when it is under attack.
New Austin · Río Bravo / Tall Trees – Ride an Apocalypse horse if you have one and swing the Torch from the saddle as the animals jump at you, keeping it out until each one dies. Wolves are everywhere and cougars are common along the main road west of Plainview. Bears live only in Tall Trees: fast-travel from a bed to Manzanita Post and do them last. Save after each kill, since dying resets what isn't saved.
Kill two undead bears, five undead wolves and three undead cougars with the Torch. Doing it before Mexico lets the Chupacabra (rank 5) appear from the moment you cross.
Get Back in That Hole, Partner: report to SethQuest stepDLC: Undead Nightmare
Location
New Austin · The Old Bacchus Place – From a Tall Trees bed fast-travel to Thieves' Landing and follow the shore south to The Old Bacchus Place again. Seth is dancing with his undead guests: leave them be and let the scene end.
Across the border on the army train: the eight Mexican towns, the Mother Superior and Landon Ricketts, the El Presidio missing persons, the last challenge ranks, the Unicorn and both unlockable outfits, then the end of the plague and the 100% check.
Mexico is shut until "American Imperialism" takes John across on an army train; after it, Casa Madrugada and El Presidio are safe zones with beds, and every Mexican town you save adds another. Save each town as you reach it: "Spinning Plates" needs all of them safe at once, and fast travel from a safehouse bed only reaches saved towns. Watch for the "mythical creature" notice and its big blue circle on the radar while you ride: Famine, Death and the Chupacabra all turn up that way. Keep John in his own clothes when you like, but hold on to the US Army Uniform until the Explosive Rifle rank below is done.
American Imperialism: the uniform at The Scratching PostQuest stepDLC: Undead Nightmare
Location
New Austin · Solomon's Folly – Nigel's marker is at Solomon's Folly, the wrecked farm south of Benedict Point; it can take a few in-game days after his own mission to appear, so sleep at a safehouse bed if it is missing. Then ride to The Scratching Post, below the mesa of the third treasure, and help the deserters kill the undead; they then let John take the uniform (stealing it from the chests by the tent also works).
Nigel West Dickens has heard of an army train bound for Mexico and sends John to borrow a soldier's uniform from deserters. The story's way across the border.
US Army Uniform (Undead Nightmare)ArmorDLC: Undead Nightmare
Location
New Austin · The Scratching Post – Picked up in the step above, and the mission tells you to put it on before you go on. It stays in the outfit list at every safehouse bed until the story ends; after that it can no longer be worn.
The khaki army outfit John needs to board the train, and the only way to finish Explosive Rifle Mastery rank 5. Listed as needed for 100% to be safe; it may not count.
Explosive Rifle Mastery rank 5 (Undead Nightmare)OtherMissablePoint of no returnDLC: Undead Nightmare
Location
New Austin · The Scratching Post – With the uniform on, switch to the Explosive Rifle and shoot any undead: on the ride to Benedict Point, at the train, or on the flatbed in the next step. Ranks 1 to 4 must already be done, as ranks only count in order.
Why you can lose it
Needs the US Army Uniform on, and the uniform can't be worn once "A Civilized Man" has been played; finish it (and the four ranks before it) before that mission.
Point of no return
Starting "A Civilized Man" at Escalera's mansion, the last mission of Undead Nightmare; the catacombs close for good when it ends.
American Imperialism: the train into MexicoQuest stepDLC: Undead Nightmare
Location
New Austin · Benedict Point – In the uniform, ride to Benedict Point and help the soldiers hold the train, then defend it from the flatbed (Retchers swarm the line, good for Undead Hunter kills). At Frontera Bridge, clear the blockage, fight off the next wave, climb back on and release the brakes to roll into Mexico. Hurting a soldier or leaving the train fails the mission.
Safehouse: Casa Madrugada (Undead Nightmare)AreaDLC: Undead Nightmare
Location
Nuevo Paraíso · Casa Madrugada – Nothing to do: it opens by itself once the train reaches Mexico. You first go there for "Biographies and Lies" below; the bed is on the ground floor of the main brothel building.
Safehouse: El Presidio (Undead Nightmare)AreaDLC: Undead Nightmare
Location
Nuevo Paraíso · El Presidio – It opens by itself with Casa Madrugada. The bed is in the barracks inside the main building above the entrance gate; you come here later for the missing persons and the fort's guns.
Nuevo Paraíso · Escalera – Once the train is in Mexico, ride into Punta Orgullo (the town's "?" appears as you enter) and up to the terraced town; fill every circle with kills or revolver ammo for the survivors, then finish the last wave. Save it now: after "Mother Superior Blues" the town fills with undead and can't be saved until the story is over. The safehouse is a small room on the lower east side.
Nuevo Paraíso · Nosalida – From Escalera ride to Nosalida, the village with docks just north-west of it and the westernmost settlement on the map. Its two survivors stand at the ends of the docks and fall easily, so kill the undead heading their way first. The safehouse is the small building in the centre.
Nuevo Paraíso · Tesoro Azul – Ride on to Tesoro Azul, the gated town of Punta Orgullo, and clear it like the others. The safehouse is the small room on the east side, the house to the right of the church.
Nuevo Paraíso · Chuparosa – Its "?" appears once you cross into Perdido. Ride to Chuparosa and work through the circles; the survivors gather around the saloon and its patio. The safehouse is the big bedroom behind the saloon.
Mother Superior Blues: save Las HermanasQuest stepDLC: Undead Nightmare
Location
Nuevo Paraíso · Las Hermanas – Follow the railway from Chuparosa to the Las Hermanas station, where her marker starts a cutscene. Then save the town: 9 circles, the most of any town, and eight survivors who want rifle ammo. Take care on the roofs by the front gate: knocking a survivor off turns them hostile.
Nuevo Paraíso · Las Hermanas – Nothing more to do: the last wave of the step above saves it. A bed opens somewhere in the town; look around the convent buildings for the bed prompt.
Mother Superior Blues: a fresh undead, Holy Water and SepulcroQuest stepDLC: Undead Nightmare
Location
Nuevo Paraíso · Sepulcro – Lasso and hogtie a plain (fresh) undead, not a Bolter, Bruiser or Retcher; they often roam east of the station toward Sepulcro. Carry it to her, then ride to Sepulcro, the overgrown graveyard east of Las Hermanas: burn each coffin marked with a yellow dot and head-shot the boss who rises at the end. Standing on the abandoned wagon with a coffin just north-east of the graveyard keeps most undead off you; then report back to her.
She wants a live undead to test her Holy Water on, then sends John to cleanse the Sepulcro graveyard. It gives the Holy Water and the last of the five cemeteries.
Four Horses rank 3: FamineOtherDLC: Undead Nightmare
Location
Nuevo Paraíso · Perdido – Famine spawns at random; ride the open country between Sepulcro and Agave Viejo and toward the arch of Ojo del Diablo south of Chuparosa, watching for the mythical creature notice. The blue circle doesn't follow the horse, so scan from high ground, then lasso it from the saddle and break it. Don't let it fall into a river: it is lost if it does.
Nuevo Paraíso · Agave Viejo – Ride to Agave Viejo and clear it. Watch the survivors' leader on the chicken coop: if he is knocked down and dies, you can no longer save the town by supplying the survivors. The safehouse is the small tent in the back corner between the cliffs.
Biographies and Lies: Landon's requestQuest stepDLC: Undead Nightmare
Location
Nuevo Paraíso · Casa Madrugada – From Agave Viejo ride past Roca de Madera, the rock balanced on a column on the hilltop, to Casa Madrugada and talk to Landon at the "?" marker. He asks for 2 sticks of Dynamite and 2 Undead Bait; Nigel gave you bait, more can be crafted from plants, and dynamite comes from saving Gaptooth Breach, Agave Viejo and El Matadero.
Nuevo Paraíso · El Matadero – Ride on to El Matadero. Coming in from the north, push past the workers' tents toward the main buildings: the town's name and safety meter only show there, and kills by the tents don't count. The roof gun clears a lot, but mind survivors on the roof opposite. The safehouse is a corner bed in a small central building.
Nuevo Paraíso · Torquemada – Ride to Torquemada's map marker, an empty shelter north of the village, then go up the ridge past the ruins to the south-east where the houses are. Shoot Retchers away from the survivors: their blast hurts them in the tight lanes. The safehouse is a small bedroom in the main building.
Nuevo Paraíso · Torquemada – With Torquemada saved, open the map and look for any town marked as under attack, overrun or lost; sleep at a safehouse bed, fast travel there and clear it again (a town with no survivors left still counts once cleared). The trophy pops the moment the last one is safe; the three safe zones never fall and need no visit.
Trophy-only task: have all 23 territories (20 towns and the three safe zones) safe at the same time. Saved towns get attacked again, so this means sweeping back over the map.
Nintendo Switch, Nintendo Switch 2
The Switch versions have no trophies or achievements, so this task earns nothing there; skip it.
Biographies and Lies: Boom BaitQuest stepDLC: Undead Nightmare
Location
Nuevo Paraíso · Casa Madrugada – With 2 Dynamite and 2 Undead Bait in your satchel, go back to Landon at Casa Madrugada and talk to him (don't attack him first). Watch his demonstration; John leaves with Boom Bait.
Nuevo Paraíso · El Presidio – Ride to El Presidio, climb to one of the cannons by the front gate (or the fort's Gatling gun) and fire into the endless crowd of undead outside; they come back as fast as you kill them. Save at the barracks bed first: firing the fort's guns can occasionally turn the soldiers on you.
Trophy-only task: 500 kills with mounted guns (cannons, Gatling and Maxim guns), counted across both game modes. If the main game already earned it, it is done.
Nintendo Switch, Nintendo Switch 2
The Switch versions have no trophies or achievements, so this task earns nothing there; skip it.
Nuevo Paraíso · El Presidio – All four types keep spawning outside El Presidio's gates. Throw Undead Bait to bunch them, fill your Dead Eye, then mark one head of each type and fire. Marking targets is needed even with the Explosive Rifle.
Nuevo Paraíso · Roca de Madera – Take the poster at El Presidio. Porfirio is beside the big rock of Roca de Madera, on the hilltop west of Casa Madrugada: kill the undead around him until he will ride with you, then carry him back and clear the horde at the fort's gate with the guards. The next poster appears once you step away from the board.
Nuevo Paraíso · El Presidio – Back at El Presidio, stand well off from the crowd at the gate with the Rolling Block Rifle (from saving the Pacific Union Railroad Camp) and pick heads at middle range; the timer starts at your first kill. Close-range executions with the sniper rifle in hand also count.
Missing person: Ramon AlvaresQuest stepDLC: Undead Nightmare
Location
Nuevo Paraíso · Torquemada – Take the next poster at El Presidio and fast travel to Torquemada if you like: Ramon is in one of the bedrooms. If the town is under attack or lost, clear it first; then ride him back to the fort.
Nuevo Paraíso · Las Hermanas – Take the next poster and go to Las Hermanas: Lydia is inside a building on the town's west side. Clear the town first if it has fallen again, then bring her to El Presidio. If she dies, go back to the fort and wait for the poster to return.
Nuevo Paraíso · Sepulcro – From El Presidio, where Lydia was handed in, ride back to the Sepulcro graveyard you cleansed for the Mother Superior, then go south of it to the spot where three palm trees stand together; the pile of rocks with the treasure is in the middle of them.
Nuevo Paraíso · Casa Madrugada – Ride to the cliffs south-west of Casa Madrugada. The ledge is too steep to climb straight up: go west along the foot of the ridge to a gentler slope, charge up it on horseback and follow the upper edge to the end of the path, where the treasure is. It may instead be reached by following the tracks south-east from the Casa Madrugada arch.
Missing person: Rafael CarilloQuest stepDLC: Undead Nightmare
Location
Nuevo Paraíso · Agave Viejo – Take the next poster at El Presidio and ride to Agave Viejo: Rafael is near the main building. Clear the camp first if it has fallen, then take him back.
Undead Hunter rank 5: the ChupacabraOtherDLC: Undead Nightmare
Location
Nuevo Paraíso · Diez Coronas – It spawns at random in Nuevo Paraíso, announced as a mythical creature with a blue circle. The likeliest grounds are the fields north-west of Torquemada (under the three-horses drawing on the map), south-east of Perdido, south of Casa Madrugada and north of Chuparosa by the river. Don't ride an Apocalypse horse while you search, as it may stop it spawning; it is fast, so head-shot it as it closes in.
Missing person: Santiago ValenzuelaQuest stepDLC: Undead Nightmare
Location
Nuevo Paraíso · El Matadero – Take the next poster and ride to El Matadero: Santiago is inside the butcher's building at the back of town. Bring him to El Presidio.
Nuevo Paraíso · Casa Madrugada – Take the last poster and ride to Casa Madrugada: Merche is in a room on the top floor. Get her back to El Presidio through the undead at the gate; the posters stop once she is home.
Mother Superior Blues: the trail to ReyesHidden spoiler – activate to revealQuest stepDLC: Undead NightmareMinor spoiler
Location
Nuevo Paraíso · Las Hermanas – It appears at Las Hermanas once "Filth and Other Entertainment" and "Biographies and Lies" are done (it can take a while to show). Talk to her in the church; she sends John to find Abraham Reyes in Escalera's mansion, and Escalera fills with undead from now on.
Four Horses rank 4: DeathOtherDLC: Undead Nightmare
Location
Nuevo Paraíso · Las Hermanas – Death turns up at random anywhere on the map, with the usual notice and blue circle. Reported spots include south of Las Hermanas, west of Butter Bridge and around El Presidio, Plainview and Torquemada. If he never appears, the end of the story hands him over, and this rank then counts.
Nuevo Paraíso · El Presidio – Ride Death to El Presidio, where all four types keep spawning outside the gates, and trample them until a fresh undead, a Bolter, a Bruiser and a Retcher have each gone down; there is no time limit. The Blood Pacts work like horse deeds.
Kill one of each undead type by riding Death into it. It gives Blood Pacts for all four horses, and with the other three rank 5s done, "Mad Marston: The Trail Warrior".
Trophies
Achievement · SteamMad Marston: The Trail Warrior
Achievement · XboxMad Marston: The Trail Warrior
Bronze · PlayStationMad Marston: The Trail Warrior
Nuevo Paraíso · Torquemada – With the Chupacabra dead and the Four Horses finished, ride to the fields north-west of Torquemada under the three-horses drawing on the map. There is no notice or circle for it, so look for the butterflies and rainbow trail, then lasso and break it. Hitch it at a post to keep it, since it has no Blood Pact.
The mythical white horse with a horn and a rainbow trail, the fastest mount in the game. Breaking it gives "Fan Service" and the last Undead Hunter Outfit scrap.
Nuevo Paraíso · Torquemada – It unlocks when the fifth scrap lands, here with the Unicorn; the other four came from "Birth of the Conservation Movement", "Filth and Other Entertainment", "Missing Souls" and the first person returned to El Presidio. Put it on at any safehouse bed.
Legend of the Apocalypse OutfitArmorMissablePoint of no returnDLC: Undead Nightmare
Location
Nuevo Paraíso · El Presidio – It unlocks with rank 5 in all four Undead Challenges (Undead Hunter, Undead Sharpshooter, Undead Treasure Hunter, Four Horses), so it is already yours after the steps above. Check the outfit list at a safehouse bed before you go on.
Why you can lose it
Earn it before "A Civilized Man": on the old consoles the outfit was reported to vanish from the menu if it was earned after the story, and the guide takes the strictest reading.
Point of no return
Starting "A Civilized Man" at Escalera's mansion, the last mission of Undead Nightmare; the catacombs close for good when it ends.
Semi-auto Shotgun (Escalera catacombs)WeaponMissablePoint of no returnDLC: Undead Nightmare
Location
Nuevo Paraíso · Escalera Catacombs – Taken during the mission after the warning below. Early in the catacombs, before the tunnels lead deeper, a short dead-end passage branches off with the shotgun at its end. John may pick it up on his own as he passes; walk to the end and grab it anyway to be safe.
Why you can lose it
The catacombs are open only during "A Civilized Man" and are boarded up once it ends; after that the shotgun turns up only by chance, in random encounters.
Point of no return
Starting "A Civilized Man" at Escalera's mansion, the last mission of Undead Nightmare; the catacombs close for good when it ends.
"A Civilized Man" ends the story: finish these first
The next mission ends the plague, and afterwards John can no longer wear the US Army Uniform or any of the starting outfits, and the Escalera catacombs close. Before you start it: finish Explosive Rifle Mastery ranks 1 to 5, since rank 5 needs the uniform on (optional, not for 100%), and make sure the Legend of the Apocalypse Outfit is in your outfit list (strictest reading: it was reported to vanish if earned after the story; finishing a rank 5 afterwards was said to bring it back). The guide also has the Unicorn and the Undead Hunter Outfit done by now. It also locks the Semi-auto Shotgun in the catacombs (optional): take it during the mission, before you go deeper. Keep a manual save from before the mission in a slot of its own. Towns, missing persons, challenges and creatures all stay open after the story.
A Civilized Man: undead Reyes and the catacombsHidden spoiler – activate to revealQuest stepDLC: Undead NightmareMajor spoiler
Location
Nuevo Paraíso · Escalera – Ride into Escalera (expect a crowd of undead) to the marker at the mansion. Reyes charges like a Bruiser: a clean head shot ends him. Follow the woman to the catacomb entrance in the stands of the bullring behind the mansion and fight down through the undead and the fast mummies, taking the Semi-auto Shotgun from the short dead-end passage early on (the item above); leaving the mansion or hurting her fails the mission.
A Civilized Man: return the MaskHidden spoiler – activate to revealQuest stepDLC: Undead NightmareMajor spoiler
Location
Nuevo Paraíso · Escalera Catacombs – Keep going as the tunnels narrow until you reach the chamber with four pillars and the altar, and place the Mask on it.
On a Pale HorseHidden spoiler – activate to revealQuest stepDLC: Undead NightmareMajor spoiler
Location
West Elizabeth · Beecher's Hope – After the catacombs, ride home to Beecher's Hope and go into the ranch house to play the ending. Free roam then continues as undead John: the ending gives Death if you never broke him, and the Undead Cowboy Outfit. It counts 0% itself.
John goes home to his cured family; months later the Mask is taken again and John himself rises from his grave, still himself, to roam the land. The epilogue of Undead Nightmare.
West Elizabeth · Beecher's Hope – Nothing to find: it is in the outfit list once the ending plays. From now on it, the Undead Hunter and the Legend of the Apocalypse outfits (both renamed) are the only clothes John can wear.
West Elizabeth · Beecher's Hope – Open the pause menu, then Stats > General, and read the completion figure. If it is short, check the seven categories: story missions, survivor side missions, the five cemeteries, the missing persons, the Undead Hunter Outfit, the four Undead Challenges (Journal > Challenges) and the 20 towns; the Tomahawk and Explosive Rifle ranks don't count. Anything left can still be done in free roam.
Every trophy and achievement with the item that earns it on this route, how the lists differ between platforms, and the PlayStation platinum.
PlayStation has 52 trophies; Steam and Xbox Series X|S have the same list without the platinum, 51 achievements. Undead Nightmare's 10 are part of that one list. Only one can be lost for good: "Spurred to Victory", whose one-horse streak must include "Captain De Santa's Downfall" at the latest (section 5). The four kill-count trophies ("Mowing Them Down", "In a Hail of Bullets", "Long Arm of Marston" and "Bullseye") take kills from the main game and Undead Nightmare alike. Cheats switch trophies off, so leave them alone on the save you use for this guide.
All 52 PlayStation trophies in list order (Steam and Xbox Series have the same 51 without the platinum), and the item that earns each on this route
Trophy
PlayStation grade
Hidden on Steam
Section
Item
Legend of the West
Platinum
Not on Steam
16. Trophies and achievements
Legend of the West
That Government Boy
Bronze
Yes
1. New Austin: arrival and MacFarlane's Ranch
Exodus in America
Land of Opportunity
Bronze
Yes
3. New Austin: Seth, Irish and Fort Mercer
The Assault on Fort Mercer
Sons of Mexico
Bronze
Yes
5. Nuevo Paraíso: the revolution
The Gates of El Presidio
No More Fancy Words
Bronze
Yes
5. Nuevo Paraíso: the revolution
An Appointed Time
A Savage Soul
Bronze
Yes
6. West Elizabeth: Blackwater and Dutch
At Home with Dutch
The Benefits of Civilization
Bronze
Yes
6. West Elizabeth: Blackwater and Dutch
And The Truth Will Set You Free
Into the Sunset
Bronze
Yes
7. Beecher's Hope: the ending
The Last Enemy That Shall Be Destroyed
Nurture or Nature?
Gold
Yes
8. Epilogue: Remember My Family
Remember My Family: duel Edgar Ross
High Roller
Bronze
No
6. West Elizabeth: Blackwater and Dutch
High Roller
No Dice
Bronze
No
4. Nuevo Paraíso: Escalera and Chuparosa
No Dice
What About Hand Grenades?
Bronze
No
2. New Austin: Armadillo's marshal and Bonnie
What About Hand Grenades?
Austin Overpowered
Bronze
No
9. Free roam: New Austin
Gang Hideout: Gaptooth Breach (+ Treasure Hunter scrap)
Evil Spirits
Bronze
No
10. Free roam: Nuevo Paraíso
Gang Hideout: Tesoro Azul
Instinto Asesino
Bronze
No
10. Free roam: Nuevo Paraíso
Gang Hideout: Nosalida
Fightin' Around the World
Bronze
No
6. West Elizabeth: Blackwater and Dutch
Fightin' Around the World
Strange Things are Afoot
Bronze
No
1. New Austin: arrival and MacFarlane's Ranch
Let No Man Put Asunder: Odd Fellow's Rest grave
People are Still Strange
Silver
No
6. West Elizabeth: Blackwater and Dutch
The Wronged Woman: the widow at the grave
Buckin' Awesome
Bronze
No
7. Beecher's Hope: the ending
Buckin' Awesome
Clemency Pays
Bronze
No
9. Free roam: New Austin
Clemency Pays
Dastardly
Bronze
Yes
2. New Austin: Armadillo's marshal and Bonnie
Dastardly
Exquisite Taste
Bronze
No
5. Nuevo Paraíso: the revolution
LeMat Revolver
Bearly Legal
Bronze
No
11. Free roam: West Elizabeth
Bearly Legal
He Cleans Up Well!
Bronze
No
3. New Austin: Seth, Irish and Fort Mercer
Elegant Suit
More than a Fistful
Bronze
No
12. Free roam: last loop and 100%
More than a Fistful
Frontiersman
Silver
No
11. Free roam: West Elizabeth
Treasure Hunter rank 10: Stonewall's Gold at Nekoti Rock
The Gunslinger
Bronze
No
1. New Austin: arrival and MacFarlane's Ranch
The Gunslinger
Man of Honor / Chivalry's Dead
Bronze
No
12. Free roam: last loop and 100%
Man of Honor / Chivalry's Dead
Gold Medal
Bronze
No
8. Epilogue: Remember My Family
Gold Medal
Manifest Destiny
Bronze
Yes
6. West Elizabeth: Blackwater and Dutch
Manifest Destiny
On the Trail of de Vaca
Bronze
No
11. Free roam: West Elizabeth
Location: Aurora Basin
Friends in High Places
Bronze
No
9. Free roam: New Austin
Friends in High Places
Redeemed
Gold
No
12. Free roam: last loop and 100%
Completion check: 100% in Stats > General
Spurred to Victory
Bronze
Yes
3. New Austin: Seth, Irish and Fort Mercer
Spurred to Victory
Heading South on a White Bronco
Bronze
Yes
9. Free roam: New Austin
Heading South on a White Bronco
Mowing Them Down
Bronze
No
15. Undead Nightmare: Nuevo Paraíso and the cure
Mowing Them Down
In a Hail of Bullets
Bronze
No
12. Free roam: last loop and 100%
In a Hail of Bullets
Long Arm of Marston
Bronze
No
12. Free roam: last loop and 100%
Long Arm of Marston
Bullseye
Bronze
No
12. Free roam: last loop and 100%
Bullseye
Unnatural Selection
Bronze
No
12. Free roam: last loop and 100%
Unnatural Selection
Axe Master
Bronze
No
12. Free roam: last loop and 100%
Tomahawk Mastery rank 5: clear a hideout with tomahawks only
Master Exploder
Bronze
No
12. Free roam: last loop and 100%
Explosive Rifle Mastery rank 5: a kill in the US Army Uniform
The Downward Spiral
Bronze
Yes
13. Undead Nightmare: West Elizabeth
Curious Tales from Blackwater: the survivors' leads
Judge A Man By The...
Bronze
Yes
14. Undead Nightmare: New Austin
Get Back in That Hole, Partner: report to Seth
The Superior Dance
Bronze
Yes
15. Undead Nightmare: Nuevo Paraíso and the cure
Mother Superior Blues: the trail to Reyes
All's Right With the World
Silver
Yes
15. Undead Nightmare: Nuevo Paraíso and the cure
On a Pale Horse
Spinning Plates
Silver
Yes
15. Undead Nightmare: Nuevo Paraíso and the cure
Spinning Plates
Zed's Dead, Baby
Gold
No
15. Undead Nightmare: Nuevo Paraíso and the cure
Completion check: Undead Nightmare 100%
Mad Marston: The Trail Warrior
Bronze
No
15. Undead Nightmare: Nuevo Paraíso and the cure
Four Horses rank 5
Fan Service
Bronze
Yes
15. Undead Nightmare: Nuevo Paraíso and the cure
Unicorn: break it
Chupathingy
Bronze
Yes
15. Undead Nightmare: Nuevo Paraíso and the cure
Undead Hunter rank 5: the Chupacabra
Six Years In The Making
Bronze
Yes
13. Undead Nightmare: West Elizabeth
Birth of the Conservation Movement
How the trophy and achievement lists differ by platform
One list for the main game and Undead Nightmare (10 of the 52 are Undead Nightmare's); there is no separate add-on group.
PlayStation 5
52 trophies, the same as PlayStation 4
The native PS5 version has a list of its own. Carrying a PS4 save over does not unlock what you earned on PS4: each trophy has to be earned again on PS5.
Steam (PC)
51 achievements
The PlayStation list without the platinum, Undead Nightmare included. 20 stay hidden until unlocked.
Xbox Series X|S
51 achievements, 1,000 Gamerscore
The same 51 names as Steam. 19 are secret: Spinning Plates is visible on Xbox but hidden on Steam.
Xbox One
The 2010 Xbox 360 list
Xbox One runs the original Xbox 360 game through backward compatibility, with that game's older list (multiplayer and add-on packs included). This guide follows the Xbox Series X|S list.
Switch and Switch 2
None
Nintendo consoles have no trophy or achievement system. The game can still show its own messages (one appears at 100%), but there is no list to fill.
Legend of the WestAchievement
Location
Anywhere – There is nowhere to go: it pops the moment the last other trophy does. On this route that is usually "Zed's Dead, Baby" at the end of the Undead Nightmare sections, or a kill-count trophy if one is still short. If it doesn't appear, open the trophy list, find the one still locked and look it up in the table above.
The categories behind the main game's 100% and Undead Nightmare's, what people expect to count but doesn't, and every point of no return.
The main game and Undead Nightmare each keep their own Game Completion figure under Pause > Stats > General, shown to one decimal place. The tables give every category, what it is worth, where its counter sits and where the guide does it, so a figure stuck below 100% can be traced to the category that is short.
Main game: the eleven categories that make 100%
Category
How many
Worth
Counter in game
Where in this guide
Story missions
57
1% each (57%)
Stats > General
Sections 1 to 7, in story order from "Exodus in America" to "The Last Enemy That Shall Be Destroyed".
Stranger strands
18
0.5% each (9%)
Stats > General
Each strand where it opens, sections 1 to 6; "Remember My Family" is section 8. A strand counts once its last step is done. "I Know You" is the 19th and does not count.
Rare weapons
5
0.5% each (2.5%)
Stats > General
Bought from a gunsmith: LeMat Revolver and Semi-auto Shotgun at Escalera (section 5); Carcano Rifle, Evans Repeater and Mauser Pistol at Blackwater (section 6).
Outfits
9
0.5% each (4.5%)
Stats > Misc
Elegant Suit (section 3), Mexican Poncho (4), Rancher (7), Bollard Twins, Treasure Hunter and US Marshal Uniform (9), Bandito and Reyes' Rebels (10), US Army Uniform (11). Their scraps start earlier, from section 3.
Jobs
5
0.5% each (2.5%)
Stats > General
One finished shift at each place: Ridgewood Farm horsebreaking and MacFarlane's Ranch nightwatch (section 2), Chuparosa horsebreaking and nightwatch (4), Blackwater nightwatch (6).
Safehouses
13
2% for all thirteen
Stats > General
Five the story gives (MacFarlane's Ranch, Irish's shack at Puerto Cuchillo, Blackwater and the two Beecher's Hope rooms) and eight you buy (Armadillo, Thieves' Landing, Rathskeller Fork, Escalera, Casa Madrugada, Chuparosa, El Matadero, Manzanita Post), in sections 1, 3, 4, 6, 7 and 8.
Gang hideouts
7
0.5% each (3.5%)
Stats > General
The first clear of each: Pike's Basin, Twin Rocks, Fort Mercer, Tumbleweed and Gaptooth Breach (section 9), Nosalida and Tesoro Azul (10).
Ambient challenges
4 challenges of 10 ranks
1% for ranks 1-5 and 1% for ranks 6-10 of each (8%)
Journal > Challenges
Sharpshooter, Survivalist and Master Hunter in the Jack sweeps (sections 9 to 11) and the last loop (12); Treasure Hunter from the first treasure map (section 2) through the sweeps to Stonewall's Gold (11).
Bounty locations
20
0.1% each (2%)
Stats > Score
One bounty brought in per place: 8 in New Austin (section 9), 8 in Nuevo Paraíso (10), 4 in West Elizabeth (11).
Minigames
6
0.5% each (3%)
Stats > Money
One win of each: Horseshoes (section 2), Blackjack (3), Liar's Dice and Five Finger Fillet (4), Poker and Arm Wrestling (6).
Map locations
94
6% for all of them
Stats > General
Each where the route first stops at it in the story (sections 1 to 8), the rest in the Jack sweeps (9 to 11). The last one on the route is Aurora Basin (section 11), which gives "On the Trail of de Vaca".
Total
100%
Stats > General
Reaching it gives "Redeemed" and the Bureau Uniform (section 12).
Undead Nightmare: the seven categories of its own 100%
Category
How many
Worth
Where in this guide
Story missions
8
23% ("On a Pale Horse" adds nothing)
"Love in the Time of Plague" and "Curious Tales from Blackwater" (section 13); "Get Back in That Hole, Partner" and "A Cure for Most of What Ails You" (14); "American Imperialism", "Mother Superior Blues", "A Civilized Man" and "On a Pale Horse" (15).
Survivor side missions
6
2% each (12%)
"Birth of the Conservation Movement" (section 13); "Paternal Pride", "Dinner for Two", "Missing Souls" and "Filth and Other Entertainment" (14); "Biographies and Lies" (15).
Missing persons
15 posters (16 people)
1% each (15%)
The Fort Mercer posters (section 14) and the El Presidio posters (15), each in poster order. Millicent Waterbury, the 16th, comes with "Missing Souls"; the guide rescues all 16.
Cemeteries cleansed
5
2% each (10%)
Inside the mission steps that send you there: Blackwater (section 13); Coot's Chapel, Odd Fellow's Rest and Tumbleweed (14); Sepulcro (15).
Undead challenges
4 challenges of 5 ranks
4% per challenge (16%)
Undead Hunter, Undead Sharpshooter, Undead Treasure Hunter and Four Horses of the Apocalypse, rank by rank through sections 13 to 15.
Outfits
Disputed
4%
The Undead Hunter Outfit counts on every reading (section 15). Some lists count other outfits too, so the guide takes every Undead Nightmare outfit before the end.
Settlements saved
20
1% each (20%)
4 in West Elizabeth (section 13), 8 in New Austin (14), 8 in Nuevo Paraíso (15). Saving one once is enough, even if it falls again later. Fort Mercer, El Presidio and Casa Madrugada are safe zones that never fall and are not in the 20.
Total
100%
Reaching it gives "Zed's Dead, Baby" (section 15).
Not counted toward either 100%
Game
What
In this guide
Main game
"I Know You", the 19th Stranger
Optional, sections 2, 3, 4 and 7; lost if unfinished when the last story mission starts.
Main game
Solomon's Folly, the eighth hideout
Optional, section 9.
Main game
The rented rooms (Ridgewood Farm, Plainview) and Pleasance House
Optional: Ridgewood Farm in section 1, Pleasance House in 2, Plainview in 3.
Main game
Every outfit outside the nine: Duster Coat, Walton's Gang, Gentleman's Attire, Deadly Assassin, Expert Hunter, Savvy Merchant, Legend of the West and the Bureau Uniform
Optional where they are listed (sections 9, 11 and 12); the Bureau Uniform is the reward for 100%. The Gentleman's Attire is not listed: it is unlocked from the start.
Main game
Tomahawk Mastery and Explosive Rifle Mastery
Listed (sections 11 and 12) for the trophies "Axe Master" and "Master Exploder" only.
Main game
Random encounters, gold medals on missions, every buffalo, buying everything, the trophies
Not counted. The guide uses some for trophies ("Gold Medal" in section 8, "Manifest Destiny" in 6).
Main game
Anything outside the eleven categories: horses broken, animal species, honor and fame, money earned, repeat hideout clears and bounties
Only trophies need them; each is on its trophy's item.
Undead Nightmare
Tomahawk Mastery and Explosive Rifle Mastery
Optional, sections 13 to 15.
Undead Nightmare
Weapons
None of them counts; each mission step names the ones it hands you.
Undead Nightmare
The unicorn, random encounters, the trophies
The unicorn adds nothing by itself, but breaking it gives an Undead Hunter Outfit scrap (section 15).
The three points of no return and what each locks
Point of no return
Section
What it locks
Starting "Captain De Santa's Downfall" (the 38th of 57 story missions) on a horse you won't keep
5. Nuevo Paraíso: the revolution
"Spurred to Victory": it and the 19 missions after it are the last 20, so a streak must include it. Nothing is lost if it already popped at "On Shaky's Ground" (section 3).
Starting "The Last Enemy That Shall Be Destroyed", the last story mission
7. Beecher's Hope: the ending
All five "I Know You" steps (optional, not counted). John and Abigail's room also stops being a save point, though its 100% credit stays. Every 100% item stays open afterwards.
Starting "A Civilized Man" in Undead Nightmare
15. Undead Nightmare: Nuevo Paraíso and the cure
Undead Nightmare Explosive Rifle Mastery ranks 1 to 5 (optional; rank 5 needs the US Army Uniform, which can't be worn afterwards), the Legend of the Apocalypse Outfit on the strictest reading, and the Semi-auto Shotgun in the catacombs (optional).