Free download. Book file PDF easily for everyone and every device. You can download and read online Dead Mans Hand (The Outlaws Series Book 3) file PDF Book only if you are registered here. And also you can download or read online all Book PDF file that related with Dead Mans Hand (The Outlaws Series Book 3) book. Happy reading Dead Mans Hand (The Outlaws Series Book 3) Bookeveryone. Download file Free Book PDF Dead Mans Hand (The Outlaws Series Book 3) at Complete PDF Library. This Book have some digital formats such us :paperbook, ebook, kindle, epub, fb2 and another formats. Here is The CompletePDF Book Library. It's free to register here to get Book file PDF Dead Mans Hand (The Outlaws Series Book 3) Pocket Guide.
No customer reviews

At the bottom of the ladder, turn around; that's right, you're going to back up the rungs, slowly. Becxaise a bloodthirsty goucho may wait C3t the top, ready to aerate your hide. Pitch your aim upward and back up the ladder one rung at a time, until you con see the outlaw's head if he's there ; then press to aouch. Now pop up and down, taking shots each time you rise up. Peek ciround the corner.

25 little-known facts about the outlaw Jesse James

Bad guys owcdt your next fool move. Pull out your Henry Rifle and turn sniper. Learn a lesson from these thievin' dirtboUs: Duck! Crawling around is entirely dignified in this situation. Stay low and aowl from corner to corner. And I repeat— stay low until the loft is clear, anyway. Note: He's mobile and aggressive, so he may have left this pxjst and sought you out already.

Use the bole of hoy for cover. He con take a few hits, but you'll get him eventually. When you do, grab that pair of Medical Bags in the corner. Now aoss the loft to the door near the ladder. One sits behind the open door. If you can blast your way to the bole of hoy in the left corner of the room, you'll find two soothing CTonteens— and, more importantly, the Steel Key.

It lets you into Ranch House number one. You've got the Steel Key now, so head to Ranch House number one. As in the Barn, the first Ranch House is very straight-forward— no big surprises, no tricky navigation or convoluted puzzles. Just bad guys with guns and ornery attitudes.

Keep your eyes peeled for the Iron Key you need for the locked door back in the Born. And when you approach the front door, watch out for sniper fire through the Ranch House porch window. Be careful, though Visibility can be poor. This house bristles with killers, so slip irrside and nestle up against the shelves just to the right of the doorway. Two boxes of ammo sit on the shelves. Qean out the bottom floor and head upstairs. C3 Before you try the door, however, remember that snipers like windows.

Sneak up to the porch window and give your hosts a lead greeting. Grab the Iron Key and the container of Lamp Oil on the shelves there. Remenrber that door back in the ton see 12 that needs on Iron Key? Well mosey back there in a minute. First, go to that dark door in the back corner of the room. Now go press up against the back wall. It's so seaet, my lawyer thinks it's illegal in several states.

In the attic, another murderous cowboy wants to offer you to a new line of work— pushing up daisies. Violently spurn his offer, then l X5t the room. Now you can return to the ton. Inside, youll find the seaet tunnel entrance— and a murderous hench- man. Shoot to kill. A much-needed xmister of Lamp Oil sits in the corner. Now hop down into the hole. Three tough honchos prowl this final room of the basement. You could skip this room and still complete the level.

GUITAR EFFECTS PEDALS

But if you survive, it's worth it. Each carries a usefirl item— on ammo belt, a Canteen, and yes! A valuable Sheriff's Badge twirls in the back corner. Now go climb the stairs to the first floor of the Ranch House. And be ready for a deadly Shotgun attack. Blueshirted Shotgun guys pack a vicious wallop. When you reach the tunnel's end, the passage ncanows. Press 0 to aouch and enter the basement. My advice: Stay crouched, and plaster yourself to the walls. Outlaws, apparently wearing night-vision goggles, lurk like vampires in this basement.

What are all these guys doing in a DARK basement? Here's a good test of your gunfighting skills. I highly recommend patience here— slide in and out of rooms, picking guys off one at a time. Remember to stay low, even when gathering the spoils of victory. Outlaws in other rooms may pop in for occasional potshots. Espresso, anyone?

The True Story of Robert the Bruce, Scotland’s ‘Outlaw King’

Be sure you grab the Dynamite, Ammo, and Elixir hidden in the hall cabinet. Move through the antercxom to the next door. Wc3tch for guys tamping just around corners. You dont suppose there's a reason for that, do you? He's all alone in the storeroom, but his rate of fire is faster than cmything you've seen so far. Slim won't move from the back corner where he lays down his murderous fire, and you con use the boxes scattered around the room for cover.

But my advice is this: Stay low and stay put! Any dash into the room will most likely result in damage— probably serious, possibly fatal. It's per- fectly possible to nail Slim with rifle shots from the doorway. It's also 'V IlMl A. Qowbor Bad Mode Only 1. Saloon Back Entrance 2. Steel Key, Rifle Scope 3. Brass Key 4. Seaet Bonk Entrance Use Shovel 5. Qowbor 9. Street strolling draws wicked aossfire. Instead, hug those buildings, use cover, and pick off as many street thugs and win- dow snipers as possible.

More outlaws lurk down alleys, and some will emerge to hunt you. The same is true of window snipers. In some buildings, previously hidden outlaws get an angle of fire through windows as you move up and down a sheet. Doorways ore always deadly in Outlaws. Whenever possible, use rear entrances or windows. Windows afford quick entry to many town buildings: Just shatter them with a bullet and run through. You don't hove to wait critical seconds for the door to swing open. Town planners laid it out like aoss hears trained on the Hotel in the center of town, with streets extending in all four compass directions.

You start just outside the Sanctuary town gate, which leads into the town's south wing. So it's quite possible, if not probable, that he'll come gunning for you before you complete the level. The Outlaws gome designers put it in a different position for each difficulty mode. This walkthrough covers the Ugly mode, but we've noted the Crowbar locations for other two modes, as well, see A and B on map 2. You draw immediate fire when you step through the town gate. Then go around behind the Saloon and enter its sec- ond floor via the back stairs.

But if you try to open the side door, you're informed you need the Steel Keyl Is that per- verse, or what? Worse, if you go around to the back of the Telegraph Office and peek through the opening, the Steel Key sits just out of reach. A big box obstructs the opening. Crouch and move up against the box; then push it away from the opening by pressing the Spacebar. But to open the Bank's door, you need the Brass Key.

Clearly, you must find another entrance into the bank. A secret entrance, for example. It's loose, and easily excavated. If you hove a shovel, start digging. To obtain a shovel, see Just acti- vate the shovel in your inventory, step onto the loose dirt, and press Enter repeatedly to dig.

Hard work has never been such fun. Inside, jump up to the ledge, turn left, and nudge open the wall; you'll find the aforemen- tioned Brass Key, plus a bonus bottle of Elixir. But if you climb to the loft in the Stable see 1 2 and take a running leap, you con jump onto the roof of the Dry Goods Store and scoop up lots of ammo, a refreshing bottle of health Elixir, and a coveted Sheriff's Badge.

Two bad guys— one on the stairs, one in the cellar— owcrit you, and your reward is a back room where you'll find four Medical Bags, boxes of ammo, and one lost Outlaw. You must pry open the door with the aow- bar see 8. It's small, os 1 hotels go— only four guest rooms upstairs, plus a washroom, all locked, You'll find a very important item stashed in the downstairs kitchen area.

Don't shoot him! It's the pan- icked hotel manager, posted os a human shield for the dastardly outlaws. Use the Crowbar on the door in the Dry Goods Store cellar see 6.

The Iron Key is tucked out of sight on a high shelf here in the Hotel kitchen. Hop onto the counter; then aouch and hop into the nanow space to retrieve the key. You need it to unlock all the upstairs rooms in the Hotel. But you won't get into any of these rooms without the Iron Key from downstairs in the Hotel kitchen area.

See 9. What better place to hide a brutal weapon than in a Church? Don't miss the three boxes of Shotgun Shells tucked between the pews. Sure enough, you'll find one upstairs in the loft. To see how to use the shovel, refer to 4. You can also make a running leap from the Stable loft to the roof of the Dry 3oods Store. For more on this, see 5. After you acquire the Steel Key from the Bonk see 2 and return to gun down the outlaw jailers, you can set the good people of Sanctuary free— and scoop up a host of healthful items, including on Elixir bottle.

There are a couple of free items, though— a Knife and a stick of Dynamite on the shelf. Here's a case in fxjint. Hrob that ink pen on the back table of the Courthouse. For its use, see Take a deep breath and dive in. At the bottom of the well, you'll see a fork in the underwater channel. If you go left, proceed to the next step. If you go right, jump ahead to Follow it all the way to the next wall, and then swim up to the surtace again. Continue down the cove corridor to the end to find Rifle Scope, four sticks of Dynamite, a Medical Bag— and a strange little man, running around in panic.

Apparently, he's keeping watch over the town's stash of important items. Unfortunately, a trio of deadly cove spiders waits on the ledge at the top. Blast them with a Shotgun, or use the Knife to hack them into quivering little bits. It's extremely satisfying, and a Sheriff's Badge is your reward. A few bad guys, a few health and ammo items, and one locked door in the back of the Doctor's Office.

To get it, hop onto nearby small boxes, and then leap from those onto the big box. Two Medical Bags sit in the closet, but you must obtain the Brass Key see 4 to unlock the closet door. Unfortunately, you can get to the three Bags in the locked back room only with a Brass Key. See 4. Don't miss the Super Ammo Belt hidden under the counter. The coffins hove dropped through the floor, revealing a aowl space.

Hop into a hole, aouch, and gather up the goodies— Rifle Scope, bottle of Elixir, and two Medical Bags. The Train: Cars A. Iron key Good Mode B. Iron key Bad Mode C. Brass Key 3ood Mode D. Steel Key Good Mode E. Steel Key Bad Mode 1. Shotgun 3. Iron Key Room: Ammo 4. Iron Key Room: Canteen 5. Iron Key Room: Outlaw! Iron Key Room: Medical Bags 7. AmbusW 9. Hide Under Platforms Iron Key Dropped by Outlaw 1 1. Iron Key Door Tough Fight!


  1. Dead Man's Hand DMH004 Outlaws (Gang Starter Set) Old West Gunslinger Bandits!
  2. Full text of "Outlaws Official Strategy Guide".
  3. Fools Gold (The Diamond Series).
  4. Dead Man's Hand.
  5. The True Story of "Outlaw King" | History | Smithsonian.

Sawed-Off Shotgun Brass Key Room: Elixir, Satchel Steel Key Room: Ammo Steel Key Room: Canteens Dynamite Steel Key Jump to Sheriff's Badge Medical Bag On Roof Brass Key On Roof Three Dutlows Three Outlaws Two Outlaws Stuck Door Need Crowbar Boilerplate Civilians Don't ShootD When you open the platform door leading either to or from a flatcar for the first time, a small horde of out- laws woitsjcn the other side with their guns trained on the doorway. This helps when you get atop the three middle cars of the train.

But most of your Level 3 encounters take place in claustrophobic train cor interiors. For this kind of combat, LucasArts testers offer the following advice. Lots of outlaws lurk in train compartments on this level, just the other side of the doors. There ore no alternative entrances to these compartments— it's a train, after all— so you face a lot of deadly entry situations. The best technique is to approach a door near either edge, aouch, and then open the door and slide sideways immediately. Don't be afraid to back away when things get hairy.

If you ploy smart, you shouldn't find yourself without cover. But if you get trapped in a train corridor with nowhere to hide, aouch and chose your assailant. Stick to him like glue and fire when you can. When you get in an outlaw's face, he has a difficult time targeting you— as long as you remain in a aouch. Shotguns are excellent weapons in the confined space of a train, as long as you're adept at reloading.

Otherwise, you might want to stick to your Colt. If you don't hove a Shotgun yet, don't worry; you'll find one in the very first train cor. The doors soon slide shut. To complete the level, you also must hop atop the train and explore the roofs of cars 4, 5, and 6. Key Locations The Outlaws game designers put some of the keys in different positions for each difficulty mode.

This walkthrough covers the Ugly mode, but we note the key locations for the other two modes, as well. See A through E on the maps. CARl You might find this first car frustrating. After gunning down the two outlaws roving the corridor, you'll discover that of the car's 10 compart- ments, four are locked and three ore empty. Three Canteens, three Medical Bags. Perfect for what oils you. Go get that key, man. Two of the rooms 3 and 4 hold useful items, but one 5 houses a bad guy.

No more free posses; when you open this car's platform door, well-alerted outlaws wait on the other side. You also find three more locked doors in this car. Obviously, you need some keys. Once you find them, you can gather several health items and one critical tool. Inside, youH find a lovely pair of Medical Bags.

But you wont get into this compartment without the Brass Key see 23 , and you've got quite a way to go yet to find it. This compartment stocks some tasty health items, os well, including on Elixir of Full Health. CAR 3 This flatcar offers nothing but combat. No items, other than some ammo and a Knife dropped by stricken outlaws. Be careful on flatcars and the small platforms between cars! Remember, if you sit in the doorway, you're dead meat.

Running around the flatcar isn't much of a tactic, either, unless you're very, very good. Instead, open the doors and backpedal while firing. With five guys CTammed in the car, chances are good they'll hit each other a few times. Crouch and run under baggage platforms. When outuws run past, shoot! When you gun him down, he cirops it on the spot. Once you acquire the Iron Key, you might want to go down- train and open the five locked compartments back in cxtrs 1 and 2. Only one holds on outlaw; the others contain helpful health and ammo items.

Sure would be nice to find the Brass and Steel keys. This cor holds a weapon that should help expedite your search. Four outlaws room the corridor just beyond the platform doorway. Don't forget to aouch before you open the door. Slowly aeep around one side of the doorway, pick- ing off enemies one at a time. A nice satchel of ammo adds to your supply of munitions, as well. You need the Steel Key to enter these rooms. After you dispense with the.

Under this one, youH find a nice, juicy stick of Dynamite. For good use, see Now's a good time to go back downtroin and open the three locked Steel Key doors. Outlaws man the two locked rooms in Car 5 and don't offer much reward, but the one in Cor 1 see 1 is well worth it. Remember, you need the Steel Key to open it. Light your stick of Dynamite; you hove about four seconds until it explodes.

Open the door and toss the lit Dynamite onto the next flatcar, Tor 7. Then backpedal quickly. Another flatcar. Another gang of bloodthirsty thugs. No place to hide. Who designed this game, anyway? If you didn't toss Dynamite from Cor 6 see 19 you face six angry gunmen on this flatcar. If you con eliminate them, you face another seri- ous challenge. You hove to earn it with some nifty jumping, Leap onto the lower box, and then hop very care- fully onto the top box.

If you over-jump, youH end up just another set of bleached bones in the desert. Car 6! Crouch immediately! Then pop up and f fjr down, picking off the outlaws on the train roof. When they're eliminated, leap from the top box onto the roof of Ckjr 6. If you fall off. Proceed aaoss the roof of Car 5 where you find nothing onto Car 4. Now you can open two previously locked rooms— one in Cca 2 containing the Crowbar see 7 , another in C3ar 5 see Seems like holt the outlaws west of Woxahachie ore holed up in this one passenger cor.

Time for some grim room-to-room combat. Three compartments in Cor 8 unlock with the Steel Key, but you should hove that by now. You couldn't hove gotten this far without it. This is the per- fect area to use your Sawed-Off Shotgun. Annoying message, isn't it? But if you obtained the Crowbar from Cor 2 see 7 , activate it now in your inventory. Move up against the platform door; then press I Enter] to pry it op en. He ain't scared of you, not one bit, no sir. Was 'scumsucking' really used os on insult in the Old West? If you get post him, help yourself to some reward items in the other rooms of Cor 9.

And it's just him and you. A favorite method of eliminat- ing Tim is to aouch and lunge with the Sawed-Off Shotgun. Of course, if you miss, you're in big trouble. You might wont to ploy it safe or safer, any- way and aouch by the side of the doorway. In this room you'll find a Heavy Boiler Plate, which works quite nicely as body armor in your next few encounters. Whoa, pardner. Ease up on that trigger finger. Don't shoot the nice couple in this compartment unless you wont to lose a few health hearts.

Map The Canyon; West Area 1. South Km: Ammo ay 3. Hop Down Here 4. Seaet Area Entrance 5. Elixir, Medical Bags, Oil, Shotgun 6. Swim Up Falls 7.


  1. IMMIGRANTS FROM BITETTO, ITALY (The Bitetto Trilogy Book 2)?
  2. Dead Man's Hand DMH004 Outlaws (Gang Starter Set) Old West Gunslinger Bandits;
  3. Witchcraft and Quakerism: A Study in Social History.

Cabin: Elixir, Scope, Ammo 8. Ammo, Medical Bag Bottom ol Canyon 9. Elixir Bottom of Pool Rock Bridge 1 1. Sheriff's Badge Platform Opening to Passage The Canyon: East Area 16A. Two-Layer Cavern Path to Wind Tunnel Wind Tunnel No CrossingO Underwater Cave Passage Dry Ledge: Elixir, Ammo Underwater Ckive Passage Walk the Wind! Crosswind LucosArts testers felt the some way. In particular, the wind tunnel encoun- tered late in the level bedeviled some— until they learned its seaet. Here ore a few general tips to keep in mind as you proceed through the canyon.

This level was made for sniper tactics— lots of vast, open spaces, with plenty of vistas overlooking outlaw-infested areas. A simple but effective tactic. Hug canyon walls os much os possible, of course; but sometimes you just can't avoid moving through open space that's port of an out- law fire zone. Weave side to side in a serpentine fashion, and don't for- get to hold down that shift] key to run! You can drown in this game. And the canyon requires some pretty extensive underwater exploration.

This is just common sense, but I'll say it: Duck undenvoter to search for seaet openings, come back up for a lungful of crir, and then dive back down and go for it. A ledge rims this open area, and that rim is a good place to start your search, 1. Add those three sticks of Dynamite to your arsenal. After a few good leaps, you reach the south canyon rim. Toggle on your Rifle Scope if you have one and pick off bad guys posted ahead. Follow the rim past the trees, grabbing the boxes of ammo about three-quarters of the way around the rim and the satchel dropped by the outlaw at the end of the rim.

Use your Rifle Scope to pick off any outlaws wandering the canyon floor below. A hidden entrance to the secret cavern area lies right behind the pile of Canteens here. Just walk right up to the wall and nudge it open. Watch out for the last sentry, posted ahead on the nanow walkway. Once he's gone, gorge your- self on the rewards— Elixir, several Medical Bags, a shotgun, and extra Oil. Don't fall off the granite catwalk; even if you survive the fall, there's no escape from the depths of the cavern. See that stream to the left, dropping down a series of falls? Time for some upstream swimming.

You will soon. First, pick off the sentry aaoss the water and swim to the rock ledge. Then, from the back corner of the ledge, hop up the first set of falls and swim up to the rock platform at the top. Be pre- pared for a hornet's nest of activity when you get there, though. Deal with it; a fierce squad of out- laws is bivouacked at the top, and you don't hove much cover. This is a tough fight. A gang rooms outside the cabin, a sharpshooter snipes at you from the roof, and two more killers lurk inside.

Victory is sweet, however. The cabin holds plenty of good items— Elixir, Rifle Scope, a satchel, and plenty of ammo. Don't forget to hop atop the cabin using the box on the right side to nab boxes of Rifle Cartridges. Now you con ride the west river down over the falls back to the canyon bottom. It's fun, and puts you in position for your next foray up the canyon. Kill him and drink the Elixir he drops, if you need it.

For fun, you can blast chickens into squawking puffs of feathers. It's a waste of good ammo, but extremely satisfying.

What’s next?

Head for the small door on the back wall of the Cbop. Then work through the Born, stall to stall, rounding each cor- ner in a state of high alert and adrenaline rush, until you've scoured the stalls clean. One out- law comps in this room. Ventilate the scum and grab the Canteen in the corner. Then proceed to the door in the left wall. Beyond it lies a pair of deli- cious Canteens, but look out for the two-gun killer lurking just left of the door. Dispose of him. Forget the door next to it for now: You need the Iron Key to unlock it.

Instead, let's climb, shall we? Going up? At the bottom of the ladder, turn around; that's right, you're going to back up the rungs, slowly. Becxaise a bloodthirsty goucho may wait C3t the top, ready to aerate your hide. Pitch your aim upward and back up the ladder one rung at a time, until you con see the outlaw's head if he's there ; then press to aouch.

Now pop up and down, taking shots each time you rise up. Peek ciround the corner. Bad guys owcdt your next fool move. Pull out your Henry Rifle and turn sniper. Learn a lesson from these thievin' dirtboUs: Duck! Crawling around is entirely dignified in this situation. Stay low and aowl from corner to corner. And I repeat— stay low until the loft is clear, anyway. Note: He's mobile and aggressive, so he may have left this pxjst and sought you out already. Use the bole of hoy for cover. He con take a few hits, but you'll get him eventually. When you do, grab that pair of Medical Bags in the corner.

Now aoss the loft to the door near the ladder. One sits behind the open door. If you can blast your way to the bole of hoy in the left corner of the room, you'll find two soothing CTonteens— and, more importantly, the Steel Key. It lets you into Ranch House number one. You've got the Steel Key now, so head to Ranch House number one.

As in the Barn, the first Ranch House is very straight-forward— no big surprises, no tricky navigation or convoluted puzzles. Just bad guys with guns and ornery attitudes. Keep your eyes peeled for the Iron Key you need for the locked door back in the Born. And when you approach the front door, watch out for sniper fire through the Ranch House porch window. Be careful, though Visibility can be poor. This house bristles with killers, so slip irrside and nestle up against the shelves just to the right of the doorway. Two boxes of ammo sit on the shelves. Qean out the bottom floor and head upstairs.

C3 Before you try the door, however, remember that snipers like windows. Sneak up to the porch window and give your hosts a lead greeting. Grab the Iron Key and the container of Lamp Oil on the shelves there. Remenrber that door back in the ton see 12 that needs on Iron Key? Well mosey back there in a minute. First, go to that dark door in the back corner of the room.

Now go press up against the back wall. It's so seaet, my lawyer thinks it's illegal in several states. In the attic, another murderous cowboy wants to offer you to a new line of work— pushing up daisies. Violently spurn his offer, then l X5t the room. Now you can return to the ton. Inside, youll find the seaet tunnel entrance— and a murderous hench- man. Shoot to kill. A much-needed xmister of Lamp Oil sits in the corner. Now hop down into the hole. Three tough honchos prowl this final room of the basement.

You could skip this room and still complete the level. But if you survive, it's worth it. Each carries a usefirl item— on ammo belt, a Canteen, and yes! A valuable Sheriff's Badge twirls in the back corner. Now go climb the stairs to the first floor of the Ranch House. And be ready for a deadly Shotgun attack. Blueshirted Shotgun guys pack a vicious wallop. When you reach the tunnel's end, the passage ncanows. Press 0 to aouch and enter the basement. My advice: Stay crouched, and plaster yourself to the walls. Outlaws, apparently wearing night-vision goggles, lurk like vampires in this basement.

What are all these guys doing in a DARK basement? Here's a good test of your gunfighting skills. I highly recommend patience here— slide in and out of rooms, picking guys off one at a time. Remember to stay low, even when gathering the spoils of victory. Outlaws in other rooms may pop in for occasional potshots. Espresso, anyone? Be sure you grab the Dynamite, Ammo, and Elixir hidden in the hall cabinet. Move through the antercxom to the next door. Wc3tch for guys tamping just around corners.

You dont suppose there's a reason for that, do you? He's all alone in the storeroom, but his rate of fire is faster than cmything you've seen so far. Slim won't move from the back corner where he lays down his murderous fire, and you con use the boxes scattered around the room for cover. But my advice is this: Stay low and stay put! Any dash into the room will most likely result in damage— probably serious, possibly fatal. It's per- fectly possible to nail Slim with rifle shots from the doorway. It's also 'V IlMl A.

Qowbor Bad Mode Only 1. Saloon Back Entrance 2. Steel Key, Rifle Scope 3. Brass Key 4. Seaet Bonk Entrance Use Shovel 5. Qowbor 9. Street strolling draws wicked aossfire. Instead, hug those buildings, use cover, and pick off as many street thugs and win- dow snipers as possible.

More outlaws lurk down alleys, and some will emerge to hunt you. The same is true of window snipers. In some buildings, previously hidden outlaws get an angle of fire through windows as you move up and down a sheet. Doorways ore always deadly in Outlaws. Whenever possible, use rear entrances or windows. Windows afford quick entry to many town buildings: Just shatter them with a bullet and run through.

You don't hove to wait critical seconds for the door to swing open. Town planners laid it out like aoss hears trained on the Hotel in the center of town, with streets extending in all four compass directions. You start just outside the Sanctuary town gate, which leads into the town's south wing. So it's quite possible, if not probable, that he'll come gunning for you before you complete the level.

The Outlaws gome designers put it in a different position for each difficulty mode. This walkthrough covers the Ugly mode, but we've noted the Crowbar locations for other two modes, as well, see A and B on map 2. You draw immediate fire when you step through the town gate. Then go around behind the Saloon and enter its sec- ond floor via the back stairs. But if you try to open the side door, you're informed you need the Steel Keyl Is that per- verse, or what? Worse, if you go around to the back of the Telegraph Office and peek through the opening, the Steel Key sits just out of reach.

A big box obstructs the opening. Crouch and move up against the box; then push it away from the opening by pressing the Spacebar. But to open the Bank's door, you need the Brass Key. Clearly, you must find another entrance into the bank. A secret entrance, for example. It's loose, and easily excavated.

If you hove a shovel, start digging. To obtain a shovel, see Just acti- vate the shovel in your inventory, step onto the loose dirt, and press Enter repeatedly to dig.

Episode 2: Dead Man's Hand

Hard work has never been such fun. Inside, jump up to the ledge, turn left, and nudge open the wall; you'll find the aforemen- tioned Brass Key, plus a bonus bottle of Elixir. But if you climb to the loft in the Stable see 1 2 and take a running leap, you con jump onto the roof of the Dry Goods Store and scoop up lots of ammo, a refreshing bottle of health Elixir, and a coveted Sheriff's Badge.

Two bad guys— one on the stairs, one in the cellar— owcrit you, and your reward is a back room where you'll find four Medical Bags, boxes of ammo, and one lost Outlaw. You must pry open the door with the aow- bar see 8. It's small, os 1 hotels go— only four guest rooms upstairs, plus a washroom, all locked, You'll find a very important item stashed in the downstairs kitchen area.

Don't shoot him! It's the pan- icked hotel manager, posted os a human shield for the dastardly outlaws. Use the Crowbar on the door in the Dry Goods Store cellar see 6. The Iron Key is tucked out of sight on a high shelf here in the Hotel kitchen. Hop onto the counter; then aouch and hop into the nanow space to retrieve the key.

You need it to unlock all the upstairs rooms in the Hotel. But you won't get into any of these rooms without the Iron Key from downstairs in the Hotel kitchen area. See 9. What better place to hide a brutal weapon than in a Church? Don't miss the three boxes of Shotgun Shells tucked between the pews. Sure enough, you'll find one upstairs in the loft. To see how to use the shovel, refer to 4. You can also make a running leap from the Stable loft to the roof of the Dry 3oods Store. For more on this, see 5. After you acquire the Steel Key from the Bonk see 2 and return to gun down the outlaw jailers, you can set the good people of Sanctuary free— and scoop up a host of healthful items, including on Elixir bottle.

There are a couple of free items, though— a Knife and a stick of Dynamite on the shelf. Here's a case in fxjint. Hrob that ink pen on the back table of the Courthouse. For its use, see Take a deep breath and dive in. At the bottom of the well, you'll see a fork in the underwater channel. If you go left, proceed to the next step. If you go right, jump ahead to Follow it all the way to the next wall, and then swim up to the surtace again.

Continue down the cove corridor to the end to find Rifle Scope, four sticks of Dynamite, a Medical Bag— and a strange little man, running around in panic. Apparently, he's keeping watch over the town's stash of important items. Unfortunately, a trio of deadly cove spiders waits on the ledge at the top. Blast them with a Shotgun, or use the Knife to hack them into quivering little bits.

It's extremely satisfying, and a Sheriff's Badge is your reward. A few bad guys, a few health and ammo items, and one locked door in the back of the Doctor's Office. To get it, hop onto nearby small boxes, and then leap from those onto the big box. Two Medical Bags sit in the closet, but you must obtain the Brass Key see 4 to unlock the closet door. Unfortunately, you can get to the three Bags in the locked back room only with a Brass Key. See 4. Don't miss the Super Ammo Belt hidden under the counter. The coffins hove dropped through the floor, revealing a aowl space. Hop into a hole, aouch, and gather up the goodies— Rifle Scope, bottle of Elixir, and two Medical Bags.

The Train: Cars A. Iron key Good Mode B. Iron key Bad Mode C. Brass Key 3ood Mode D. Steel Key Good Mode E. Steel Key Bad Mode 1. Shotgun 3. Iron Key Room: Ammo 4. Iron Key Room: Canteen 5. Iron Key Room: Outlaw! Iron Key Room: Medical Bags 7. AmbusW 9. Hide Under Platforms Iron Key Dropped by Outlaw 1 1. Iron Key Door Tough Fight! Sawed-Off Shotgun Brass Key Room: Elixir, Satchel Steel Key Room: Ammo Steel Key Room: Canteens Dynamite Steel Key Jump to Sheriff's Badge Medical Bag On Roof Brass Key On Roof Three Dutlows Three Outlaws Two Outlaws Stuck Door Need Crowbar Boilerplate Civilians Don't ShootD When you open the platform door leading either to or from a flatcar for the first time, a small horde of out- laws woitsjcn the other side with their guns trained on the doorway.

This helps when you get atop the three middle cars of the train. But most of your Level 3 encounters take place in claustrophobic train cor interiors. For this kind of combat, LucasArts testers offer the following advice. Lots of outlaws lurk in train compartments on this level, just the other side of the doors. There ore no alternative entrances to these compartments— it's a train, after all— so you face a lot of deadly entry situations.

The best technique is to approach a door near either edge, aouch, and then open the door and slide sideways immediately. Don't be afraid to back away when things get hairy. If you ploy smart, you shouldn't find yourself without cover. But if you get trapped in a train corridor with nowhere to hide, aouch and chose your assailant. Stick to him like glue and fire when you can. When you get in an outlaw's face, he has a difficult time targeting you— as long as you remain in a aouch.

Shotguns are excellent weapons in the confined space of a train, as long as you're adept at reloading. Otherwise, you might want to stick to your Colt. If you don't hove a Shotgun yet, don't worry; you'll find one in the very first train cor. The doors soon slide shut. To complete the level, you also must hop atop the train and explore the roofs of cars 4, 5, and 6. Key Locations The Outlaws game designers put some of the keys in different positions for each difficulty mode. This walkthrough covers the Ugly mode, but we note the key locations for the other two modes, as well.

See A through E on the maps. CARl You might find this first car frustrating. After gunning down the two outlaws roving the corridor, you'll discover that of the car's 10 compart- ments, four are locked and three ore empty. Three Canteens, three Medical Bags. Perfect for what oils you. Go get that key, man. Two of the rooms 3 and 4 hold useful items, but one 5 houses a bad guy.

No more free posses; when you open this car's platform door, well-alerted outlaws wait on the other side. You also find three more locked doors in this car. Obviously, you need some keys. Once you find them, you can gather several health items and one critical tool. Inside, youH find a lovely pair of Medical Bags. But you wont get into this compartment without the Brass Key see 23 , and you've got quite a way to go yet to find it. This compartment stocks some tasty health items, os well, including on Elixir of Full Health. CAR 3 This flatcar offers nothing but combat.

No items, other than some ammo and a Knife dropped by stricken outlaws. Be careful on flatcars and the small platforms between cars! Remember, if you sit in the doorway, you're dead meat. Running around the flatcar isn't much of a tactic, either, unless you're very, very good. Instead, open the doors and backpedal while firing. With five guys CTammed in the car, chances are good they'll hit each other a few times. Crouch and run under baggage platforms. When outuws run past, shoot!

When you gun him down, he cirops it on the spot. Once you acquire the Iron Key, you might want to go down- train and open the five locked compartments back in cxtrs 1 and 2. Only one holds on outlaw; the others contain helpful health and ammo items. Sure would be nice to find the Brass and Steel keys. This cor holds a weapon that should help expedite your search.

Four outlaws room the corridor just beyond the platform doorway. Don't forget to aouch before you open the door. Slowly aeep around one side of the doorway, pick- ing off enemies one at a time. A nice satchel of ammo adds to your supply of munitions, as well. You need the Steel Key to enter these rooms. After you dispense with the. Under this one, youH find a nice, juicy stick of Dynamite. For good use, see Now's a good time to go back downtroin and open the three locked Steel Key doors. Outlaws man the two locked rooms in Car 5 and don't offer much reward, but the one in Cor 1 see 1 is well worth it.

Remember, you need the Steel Key to open it. Light your stick of Dynamite; you hove about four seconds until it explodes. Open the door and toss the lit Dynamite onto the next flatcar, Tor 7. Then backpedal quickly. Another flatcar. Another gang of bloodthirsty thugs. No place to hide. Who designed this game, anyway? If you didn't toss Dynamite from Cor 6 see 19 you face six angry gunmen on this flatcar.

If you con eliminate them, you face another seri- ous challenge. You hove to earn it with some nifty jumping, Leap onto the lower box, and then hop very care- fully onto the top box. If you over-jump, youH end up just another set of bleached bones in the desert. Car 6! Crouch immediately! Then pop up and f fjr down, picking off the outlaws on the train roof. When they're eliminated, leap from the top box onto the roof of Ckjr 6. If you fall off. Proceed aaoss the roof of Car 5 where you find nothing onto Car 4.

Now you can open two previously locked rooms— one in Cca 2 containing the Crowbar see 7 , another in C3ar 5 see Seems like holt the outlaws west of Woxahachie ore holed up in this one passenger cor. Time for some grim room-to-room combat. Three compartments in Cor 8 unlock with the Steel Key, but you should hove that by now.

You couldn't hove gotten this far without it. This is the per- fect area to use your Sawed-Off Shotgun. Annoying message, isn't it? But if you obtained the Crowbar from Cor 2 see 7 , activate it now in your inventory. Move up against the platform door; then press I Enter] to pry it op en. He ain't scared of you, not one bit, no sir. Was 'scumsucking' really used os on insult in the Old West?

If you get post him, help yourself to some reward items in the other rooms of Cor 9. And it's just him and you. A favorite method of eliminat- ing Tim is to aouch and lunge with the Sawed-Off Shotgun. Of course, if you miss, you're in big trouble. You might wont to ploy it safe or safer, any- way and aouch by the side of the doorway.

In this room you'll find a Heavy Boiler Plate, which works quite nicely as body armor in your next few encounters. Whoa, pardner. Ease up on that trigger finger. Don't shoot the nice couple in this compartment unless you wont to lose a few health hearts. Map The Canyon; West Area 1. South Km: Ammo ay 3. Hop Down Here 4. Seaet Area Entrance 5. Elixir, Medical Bags, Oil, Shotgun 6.

Swim Up Falls 7. Cabin: Elixir, Scope, Ammo 8. Ammo, Medical Bag Bottom ol Canyon 9. Elixir Bottom of Pool Rock Bridge 1 1. Sheriff's Badge Platform Opening to Passage The Canyon: East Area 16A. Two-Layer Cavern Path to Wind Tunnel Wind Tunnel No CrossingO Underwater Cave Passage Dry Ledge: Elixir, Ammo Underwater Ckive Passage Walk the Wind!

Crosswind LucosArts testers felt the some way. In particular, the wind tunnel encoun- tered late in the level bedeviled some— until they learned its seaet. Here ore a few general tips to keep in mind as you proceed through the canyon. This level was made for sniper tactics— lots of vast, open spaces, with plenty of vistas overlooking outlaw-infested areas.

A simple but effective tactic. Hug canyon walls os much os possible, of course; but sometimes you just can't avoid moving through open space that's port of an out- law fire zone. Weave side to side in a serpentine fashion, and don't for- get to hold down that shift] key to run!

You can drown in this game. And the canyon requires some pretty extensive underwater exploration. This is just common sense, but I'll say it: Duck undenvoter to search for seaet openings, come back up for a lungful of crir, and then dive back down and go for it. A ledge rims this open area, and that rim is a good place to start your search, 1. Add those three sticks of Dynamite to your arsenal. After a few good leaps, you reach the south canyon rim.

Toggle on your Rifle Scope if you have one and pick off bad guys posted ahead. Follow the rim past the trees, grabbing the boxes of ammo about three-quarters of the way around the rim and the satchel dropped by the outlaw at the end of the rim. Use your Rifle Scope to pick off any outlaws wandering the canyon floor below. A hidden entrance to the secret cavern area lies right behind the pile of Canteens here. Just walk right up to the wall and nudge it open. Watch out for the last sentry, posted ahead on the nanow walkway.

Once he's gone, gorge your- self on the rewards— Elixir, several Medical Bags, a shotgun, and extra Oil. Don't fall off the granite catwalk; even if you survive the fall, there's no escape from the depths of the cavern. See that stream to the left, dropping down a series of falls? Forever cemented erroneously in popular imagination as a blue paint-covered kilt-wearer, Wallace is often portrayed as a more straightforward figure than his successor in the bid for Scottish independence.

He achieves more, but in some ways his hands are dirtier. Braveheart famously depicts Bruce played by Angus MacFayden betraying Wallace during the Battle of Falkirk in , then having a change of heart and rescuing the downed Scots leader from the wrath of the English. This is where Outlaw King picks up. Around this time, Bruce returned to Scotland, likely with an eye toward the crown vacated by the still-exiled Balliol. This tangled web of alliances culminated in that deadly February 10, , meeting between Bruce and Comyn, the two main contenders for the Scottish throne.

Watson says she is convinced Bruce arrived in Dumfries with the intention of striking down Comyn, whom he worried was on the verge of claiming the Scottish crown. The circumstances of the murder also led Pope Clement V to excommunicate Bruce, complicating his already uncertain path forward. In the weeks between killing Comyn and ascending to the throne, Bruce rallied support in southwest Scotland. Declared a fugitive for both his sacrilege and breach of fealty, Bruce had little to lose by going one step further and seizing the crown.

On March 25, , he was invested with the Scottish kingship in a surprisingly elaborate ceremony held at Scone Abbey. Despite lacking the traditional coronation stone, diadem and scepter, all of which had transferred to England in , Robert officially became King of Scots. So those crimes are ones that Bruce has to expunge from his soul by his … struggles and his suffering.

Andrews and Glasgow, and secured the aid of Scots loyal to Comyn. During the summer of , Bruce suffered two defeats in quick succession: At the June 19 Battle of Methven , de Valence took the Scottish forces completely by surprise with an early morning sneak attack. Just under two months later, Bruce faced off with members of the MacDougall clan, an ally of the Comyns, at Dalrigh.

Bruce barely evaded capture, and over the next several months, he experienced a string of personal tragedies. Three of his four brothers fell into English hands and were hung, drawn and quartered. He spent the winter in hiding, perhaps on an island off the western coast, and, according to a popular but likely apocryphal tale, passed the hours by observing a spider in a cave. When the spider finally succeeded, it inspired Bruce to launch a second wave of rebellion. In doing so, he created a model of Scottish warfare that lasted long beyond his fight.

The following month, the Scots faced off with de Valence once again, this time at Loudoun Hill. As Fiona Watson writes in Robert the Bruce , the newly confident commander ordered three trenches dug at right angles to the road, ensuring that only a limited number of cavalry would be able to reach the Scots ensconced within.

In reality, the fight for independence trundled on for another 21 years, concluding only with the Treaty of Edinburgh-Northampton in March Bruce died on June 7, , just one month shy of his 55th birthday.