|And the Truth Will Set You Free
☸ GOLD MEDAL ☸
Fastest Time: 8:30
Shot Accuracy: 50%
Number of Headshots: 15
After wrecking the army's new toy, it's time to go back to horses in order to put a bullet in Dutch... if he allows it.
+550 Fame, +250 Honor
Uncle Sam is gonna be mad
After climbing out of the wreckage of the US Army's armored truck, Edgar Ross, Archer Fordham, Marston, and an army captain regroup to plan the next step. The captain wants to keep going and get Dutch before sundown. With John's wife as the last person who knows Dutch, Marston also agrees due to Ross threatening his life.
Get on your horse and ride out with the group to Cochinay. Ross comments on Dutch's mountain fortress as John says that he's definitely crazy. Ross then mentions how Governor Nate Johns is the one pushing for the region to be cleaned up of crime - political agenda likely. The army captain then strikes up a conversation with John. He's also a simpler man and dislikes the government "city boys" too. He says entering the fort is suicide. John explains how his wife and son were kidnapped with their lives - and John's - being threatened.
Archer now speaks up, questioning how Marston could be with a crazy man like Dutch but John replies with similar questions regarding Ross. Both agents continue on about how John could have ended this sooner and the old gang that's hard to leave behind. Eventually the group reaches the front gates of Cochinay.
Pizza delivery for V.D. Linde
The captain orders one of his men to blow the gate open. After the bang they all move in with guns blazing. You are met with ten enemies strung out along a narrow area. Make your way through as you kill each one. There are plenty of rocks for you and them to hide behind. When they are dead keep moving forward. Up ahead eight more run in from the left. There is a hill you can go up on the right to get around them if needed. Kill them all and move around to the village.
Right after you run in there are enemies off towards the right behind cover. You are instructed to get on the Gatling Gun to the left as more appear behind the nearby tents. Get on the gun or find some cover. There are plenty of enemies running around between cover. When a couple are left of the first wave another wave runs in from the far side. Take them all out however you wish. There are a couple TNT crates scattered around the tents and rocks to hide behind on the right (north side of area).
With the village cleared out head to the gate at the far end to meet up with the captain. In a short cutscene he tells Marston that they need to cover two of his men as they plant charges to blow the gate open. Back in control, run up the hill and wait. Ten enemies in small waves will run out along the top of the wooden structures on both sides. Kill them before they kill both soldiers.
The soldiers will finish planting the charges and clear the area. After it blows John tells the captain to stay back with his soldiers. John needs to face Dutch alone. Inside the gate Dutch takes up position on a machine gun overlooking the area. John takes cover behind some crates. Kill the two guards ahead who are also hiding behind crates while dodging Dutch's bullets - and taunting words. After they are dead the game will show a close-up of lanterns next to Dutch which will now have a bright shine to make them easy to see. Note:
You can shoot them prior to this.
Shoot the lanterns which cause a fire that forces Dutch off the gun. He runs along the wooden structure with John giving chase. Continue moving up the stairs, to the left, and go up the ladder. Another short cutscene shows John evading a bullet before Dutch goes up some stairs into a mine. Go across the structure into the next doorway. Follow Dutch's path up the stairs and into the mine.
In the big area Dutch is shown at the top of some ladders. He continues to taunt John before running off. Go up the ladders to continue following him. Up another ladder and around the corner Dutch is shown again - still shouting at John. Go up one last ladder and go around to the end of the tunnel.
Our time is passed
Without anywhere to go except down a large cliff, Dutch decides to talk. After greeting each other Dutch rants about how you can't fight a lot of things in life but that's all Dutch knows how to do. He can't even fight his own nature. That's the paradox.
Even if he's dead the law will find some other monster to justify their wages. "Our time is passed, John" as Dutch falls backwards and smacks the rocks below.
Down with the body, Ross comments that John still didn't have the guts to shoot Dutch. He takes John's gun and puts a bullet into the corpse to make the report look better. After joking with John once more, Ross tells Marston that his family is safe at Beecher's Hope. Archer thanks John and says he did his country proud. The agents walk away as John is finally free from their control. You can now ride home to see your family (the "A" on your radar) while "Compass" by Jamie Lidell plays.
- Quickly mount your horse and sprint to Cochinay following the red dotted path on the map above.
- Sprint into the fort and use Dead-Eye bursts to headshot the enemies as you run along.
- Best way to do this next part is to run up the right hill and get behind the next wave of enemies that come around the corner. Dead-Eye/headshot them all.
- Sprint to the village. Don't bother with the Gatling Gun just stay behind the right rocks and take out all the enemies. Some well placed dynamite throws can do plenty of damage.
- Sprint over to the next gate.
- Go up the hill and stay in the middle between the wooden structures. Dead-Eye/headshot the enemies running out on each side. Stay back from the explosion.
- Don't bother shooting the two guards. Use Dead-Eye to locate the lanterns next to Dutch. Shoot one and wait for the cutscene to trigger.
- Sprint up and around as described above to follow Dutch. You won't be able to kill him. Get all the way up inside the mine until the cutscene.
And You Will Know the Truth < And the Truth Will Set You Free | Edgar Ross