Political Realities in Armadillo

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Political Realities in Armadillo

☸ GOLD MEDAL ☸
Fastest Time: 2:35
Shot Accuracy: 100%
Headshots: 5
John Marston seeks help from the marshal in Armadillo. The two strike a deal to help each other out. First up is to chase a gang member to his hideout and take care of the leader.

Rewards: $20, +125 Fame, +200 Honor

Marston meets Marshal

John enters the jailhouse and speaks with an awaken marshal. The young, scrawny idiot questions what Marston wants. After finding out Marston is a Williamson boy, the two draw and a standoff begins with a prisoner provoking them. The actual marshal, Leigh Johnson, enters and tells his deputy, Jonah, to put his gun down and step outside as Marston remarks that there are some school children down the way for him to frighten.

Marshal Johnson asks what John is doing here. John tells the marshal he needs help getting Williamson. The marshal says it's outside of his jurisdiction and that he has his own problems with the train company burning settlements (and paying his salary to turn a blind eye), cattle rustlers, murderous gangs, and drunk hoods over at the saloon. John offers to help deal with the hoods now and they can discuss Williamson later. The marshal agrees.

Follow the leader

Go with the marshal down the road to the saloon. He'll tell Marston you are looking for some Walton Gang members who rob stagecoaches constantly. When you reach the marker a short cutscene will show the marshal spotting Walton Lowe, the gang leader, mounting his horse in front of the train station. The marshal wants to follow him back to his hideout. He whistles for his horse.

When the cutscene ends, whistle for your horse (hit "up" if you didn't know) and mount it. The marshal will exclaim that Walton has spotted you both and he'll sprint off. Follow him with the marshal through some small roads out West until you near the Pleasance House hideout. You'll learn a little bit about the gang on the way over. On the last stretch, the marshal will tell you to hold up and find a place for your horses.

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Take cover!

A cutscene will show you and the marshal sneaking up but a gang member will alert his comrades to your arrival. The marshal's plan is to work your way towards the pleasance house, taking cover along the way as you pick off gang members.

Once you're back in control, move from your current hiding place to an old wagon ahead. Marshal Johnson will cover you. The controls for taking cover will be displayed if needed. Shoot the enemy behind the crate in the head when he pops up using Dead-Eye. Then move up behind that crate and get the next enemy behind a rock. Move up again to the rock and the third enemy is behind the outhouse. Take cover behind the outhouse and get the enemies protecting the main house. One is on each side, left and right.

When all the gang members are dead, the leader will be in the main house. He'll run out the front door and try to kill you. Shoot him in the leg to take him alive (or kill him if you so choose). Stand over him and wait for Johnson who will advise Walton of his future. The marshal will compliment your shooting and says to stop in sometime. John doesn't want to be no policeman but neither did the marshal. He'll promise you that and then ride off.

Gold Tips

  • Sprint to the saloon, you don't need to wait for the marshal.
  • Whistle for your horse as soon as possible and start running towards Walton until your horse gets to you. The marshal will catch up.
  • Stay with Marshal Johnson until after the sharp right turn in a tiny canyon-thing. Sprint over the hill ahead of him until you're forced to slow down.
  • After the cutscene, just run up to each enemy and headshot all 5 with bursts of Dead-Eye.
  • Note 1: Take Walton Alive. You'll get a Walton's Gang Outfit entry (can be done later with bounties) as well as a full honor reward.
  • Note 2: There's a crate in the house (left of the doorway) with some cash.

Leigh Johnson | Political Realities in Armadillo > Justice in Pike's Basin