West of Loathing
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Reckonin' At Gun Manor Achievement Guide
От Pebble
In this guide, I will run you through all 5 of the new achievements introduced in the new "Reckonin' at Gun Manor" DLC.
WARNING! SPOILERS FOLLOW! USE THE GUIDE AS A LAST RESORT!
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Introduction
Welcome!

Before I move onto the guide itself, I'd like to point out if you are reading this to get a sense for the DLC, having bought West of Loathing, I couldn't recommend it enough. The jokes are stellar, the puzzles really clever, and story, surprisingly comprehensible. With that said, some of these can give you a headache on the first playthrough, which is why you're here. Also...

SPOILERS AHEAD!
Number One With a Bullet
Perhaps the easiest achievement in the DLC, all it requires you to do is complete the expansion. Just in case you haven't actually gotten to that point, I won't spoil the ending here, but you will know once it's over, seeing how the game will straight up tell you.
Spirit Guide
Moving onto the significantly harder achievement, Spirit Guide requires you to find and deal with all 13 ghosts of the mansion peacefully. They are as follows:

  • The Poached Egg Ghost- The first ghost you will encounter in the Kitchen is the ghost of poached eggs, who insists that the correct way to accomplish such a feat is shooting the egg. In order to remove him, you will have to go up to the second floor library, in which a dictionary can be found. Using it to search the word "poaching" will produce a definition, which prompts your character to rip it out. Bringing the page to the ghost will get rid of him for good.

  • The Chili Sin Pistoles Ghost- In the dining room, a ghost stuffing his face in with seemingly nothing can be found. To dispel him, you will need to produce a bowl of ghost gunless chili. To do this, you will first need to visit the same dictionary and search for the word "chili". After doing so, go to the hedge maze, in which a little tree growing kidney and pinto beans can be found. Collect said beans, and travel to the kitchen. Near the entrance, a spice rack can be found from which you can plunder chili spices. Afterwards, go to the stove in that same room, and prepare the chili, remembering to not add the gun.

    You may then bring the chili to the ghost who will request for it to be a ghost. Depending on your choice in the prologue, you may either stomp it to death on the spot with the ruthless perk, or smother it in the parlor room. Bringing the ghost his requested chili, will cause him to leave the mansion.

  • The L'ardest Ghost- Arguably the easiest ghost to release, L'ardest requests you to find a photograph of him so he may leave the frame. In the cellar of the house, a little box of photos can be found at the very right end. Delivering him the photo will remove the ghost peacefully.

  • Guest Room Receptionist- In the last room to the right of level 2, a guest room receptionist can be found. After requesting a new eye, finding it is easier than you might expect. To do this, you will first need the missing elevator button, which can be found in the room #2 of the same area. Inside, you will eventually be able to get through the painting safe, in which a sewing kit with the aforementioned button is located. Going to the elevator with said button gets you to level three, in which Mr. Gun's room can be found. In it, the middle door will lead to a trophy rack, one of which is a moose head with 2 glass eyes. You may take one, and move onto step two.

    Outside of the mansion, a carriage house can be found. Inside, one of the coaches contains a hammer: an item you are going to need. With the glass eye and hammer, go to the receptionist ghost and present her with the items. After some dialogue, she will leave the mansion.

  • The Pantry Ghost- Going back to floor 1, the ghost inside of the kitchen pantry can be found, and requests "legless pants". To find them, you have to go all the way up to the Kids' room on level 3. Inside, 3 doors will be presented. The last door on the right contains a wardrobe, in which a skirt can be found. Giving the ghost this article of clothing will convince him to leave the mansion.

  • The Prankster Ghost- In the guest room #4, a failed prankster can be found, complaining about the failure of his inventions. He requests to see what a real "exploding cigar gag" could look like. To do this, you will need a tiny stick of dynamite and a cigar, both of which can be found on floor 3. Once there, a cigar may be found on a rack in Mr. Gun's room, while the tiny dynamite can be found in the Kids' room. Combining them (in your inventory by pressing the small stick of dynamite), will produce an exploding cigar, which when presented to the prankster ghost, will cause him to leave for good.

  • The Librarian Ghost- After asking her about how she died, the librarian will indirectly ask for a way to have silent gunfights. To do this, you will have to build a "silenter" in Ms. Gun's cellar laboratory. To do this, you will need a specific can, which you can find by entering the first door in the kitchen and searching the shelves. The stuffing can be found in the kids' room, in the first door on the left, where a teddy bear's innards are exposed for the taking. With these two components, you may build a "silenter" in the lab in the cellar, which will require you to read the instructions prior. Delivering the silenter to the librarian will cause her to leave the mansion.

  • Little Girl Ghost- Inside of the Kids' room on the 3rd level, a little girl can be found complaining about her lame tea party, requesting some real tea. To do this, you will first need to acquire a tea set on the table in the parlor room (floor 1). Next, you will need some tea leaves growing inside of the hedge maze, which you can find by entering the 3rd entrance from the left. After acquiring the tea leaves, you will only need boiling water, which can be found in the boiler room far left of the cellar. After doing this, deliver the tea to free the little girl ghost.

  • The Maestro Ghost- On level 3 in the music room, you'll find a ghost of a dead maestro, who, when asked, requests to hear a song he cannot recall. To do this, you will need to take the blank music sheet from the piano, and take it the the Kids' room. In the nursery room, a lullaby plays from the little crib. By walking up to it, you may transcribe the music onto the blank music sheet, and take it back to the music room. Playing the piece on the piano will send the maestro out of the mansion.

  • Billard Ghost- On the furthest door to the right in Mr. Gun's room you can find a ghost playing billard. In order to get rid of him, you'll have to beat him in pool. To do so, you will need a straight cue, chalk and a geometry textbook. The cue can be found in the biillard room, but has to be straightened on the workbench in carriage house before granting a victory. Chalk can be obtained from the chalkboard found in the Kids' room, and the geometry textbook in the room furthest to the right, inside of the same area. With these three items, challenge the billard ghost to remove him from the mansion.

  • Safari Hunter Ghost- Coming close second to the easiest ghost to get rid of peacefully, the hunter will want to play "knife checkers" with the player. To beat him, you will need an 'x' amount of muscle, mysticality and moxie. The number varies depedning how far you have gotten in the game. After some text, the ghost will disappear.

  • Ms.Gun- The final ghost you will have to get rid of, Ms.Gun is also one of the easiest to remove. After some dialogue, take the attic stick next to the ghost and take it to the billard room. Overhead, you can use said stick and pull down a ladder, meeting Chet Bullet. After some exposition, you will not only be able to get the "Number One With a Bullet" achievement, but also have enough info to go to Ms.Gun. Telling her that the 3 missing daughters are alive will be enough for her to leave the mansion herself. Before you can do any of this however, there is one ghost left to force out...
The Attorney Ghost
Before you can even start this mini quest, you're going to need to read two books: the gun law and duel law textbooks. To find them you will have to go to the library shelves and search for them using other books on similar topics. To find "Gun Law", you will need to bring the Game Law book to the library shelves found in the last room in the Kids' room. The "Duel Law" book can be found by doing the same thing with the Dueling Banjos book, found in the Music Room. After doing this, you may begin the process of freeing the attorney.

1. After some dialogue, ask to hear about the case.

2. During questioning that follows, ask for cause of death and if the time was noon

3. After that, a testimony will follow. during which you have to firstly ask for details on the poker accusation, and ask what day of the week it was.

4. During the next bartender related line, ask if they had set up a specific time for the duel.

5. In the final line of the testimony regarding the duel itself, ask if Macready shot exactly at high noon. Then, ask if he fired when the chruch bells struck noon. After this, select OBJECTION!

6. After some dialogue you are given an Almanac, with the option of searching dates. More conversation with the attorney will reveal the duel took place in July, and the execution scheduled for for 29th. Searching for that specific date in the Almanac shows that there was a solar eclipse that day. After doing this, talk to the attorney.

7. After more conversation, the attorney will refuse to believe Macready escaped, and therefore you have to find proof. Go back to the library room and investigate the bookshelves for old newspapers. After this, go back to the attorney.

8. More conversation follows, and the attorney still isn't convinced. To finish off this side mission, you will need to head back to Dirtwater's Jewel Saloon and question the bartender Lloyd. He will direct you to the Dirtwater Post office, in which you may question the mailman for where Macready could be. He will direct you to the Desert House.

9. When arriving at the location, either kill the desert in the house gang or follow the honorable path of locking them in. Whichever one you choose, you will be able to get to the gravestone of Macready to the far right of the house. Digging him up will give more exposition and gift you with his silver pocket watch.

10. Finally, you may take the silver pocket watch to the attorney ghost, and after some dialogue, be gifted an attorney badge (amazing lapel imo) and allowing for the spirit to leave the mansion.
These Violent Ghosts Have Violent Ends
The polar opposite of the Spirit Guide achievement, to get "These Violent Ghosts Have Violent Ends", you will need to kill all 13 ghosts in Gun Manor. This, all things considered is actually pretty easy, aside from one ghost.

The little girl found in the Kids' room has insane spooky damage, to the point where without specifically spooky resistance, you will be one shot. To avoid this, you will need at least +50% spooky resistance, which you can get from eating spider egg omelettes and the spider pie, both of which can be found in the cellar of gun manor. Other than that, there aren't many tips to be given.
Unrequited
Not 100% sure about this one, but from my understanding, you will have to try to interact with the spittoon in the billard room on the third floor. However, you will not be allowed to do so until you have gotten to the last spittoon of the base game, located in Frisco. If that criterion is met, interacting will give a heartwrenchingly depressing dialogue, and the secret achievement "Unrequited".
Quakin' In Your Boots
The last hidden achievement of this DLC, "Quakin' In Your Boots" requires you to find 10 instances of a "jumpscare" in the manor. They are as follows:

  • One "boo" is found in the carriage house, and needs to be built from the 3 planks laying down next to the lathe. You will need a hammer and 3 handful of nails, but these are provided in the same room, inside one of the coaches.

  • One can be found in the cellar after interacting with the can of paint near the staircase to the manor.

  • Another 'boo' is found in the dining room after interacting with the shelves of plates.

  • There are 2 'boo's in the library on the second floor. One appears when the poster is interacted with, revealing the word book to transform into boo. The second, more hidden, appears if the word "boo" is searched for in the dictionary.

  • One boo is found in the gallery after removing the 3 sheets off of the paintings in front of you.

  • A boo is also found in the music room when the bassoon is interacted with.

  • 3 more boo's are located in the kids' room. The first appears after interacting with the chalkboard seen immediately after entering the room, the second when the letter blocks in the middle room are rearranged to spell "boo", and the third and final shows when the poster in the last room is torn to reveal one final boo.

After doing all of these, the "Quakin' In Your Boots" achievement will be granted.
Thanks For Reading!
The new DLC for West of Loathing is fantastic, and to see that people are still discussing the game on the forums actually makes me happy. If you still have some questions about the achievements, comment them down below. Alternatively, if you didn't understand a direction in this guide comment it down as well so I can change it ASAP.

Thanks for reading and good luck!
30 коментара
aart 15 юни 2024 в 14:52 
i dealt with them peacefully but i didn't get spirit guide or number one with a bullet, why?
I_am_smart'n 8 март 2023 в 12:33 
Thank you soooooo much. Very usefull guide
muffinCat007 5 февр. 2023 в 12:11 
Is there a secret in the maze part? Like by doing a certain set of directions?
Mj1343 18 дек. 2021 в 9:02 
This is a great guide, thanks. A note, the pinto beans can be summoned if you're playing a beanslinger. The lady in the ice can also be freed by being one.
Loving-Dove 6 дек. 2021 в 5:13 
How do I go about killing Chet? I cant do direct damage and I don't know what to do :0
Nanako 20 ноем. 2021 в 19:34 
is there any way to find the place the daughters were sent to?

Do all the toggleable lamps in the manor have any purpose?
4Donuts 30 март 2021 в 21:01 
seriously cant put a spoiler tag for the last ghost on spirit guide? spoiled it for me while I was looking for the attorney ghost, but no, that had to be a different tab after the final ghost
VinTJ 27 февр. 2021 в 19:12 
nevermind I'm dumb I counted the Hedge Wizard's Area. but if you really explore all the possible entrances once entering Hedge Maze, the wishing well really is technically located on the 3rd entrance from left, while the tea leaves for ghost girl is one more to the right, which is the 4th. Maybe you should update the guide saying the tea leaves is where all the other forage-able plants are and it's actually the rightmost entrance before the arrow that leads to the manor backside?
VinTJ 27 февр. 2021 в 19:09 
i hope they didn't patch or change anything but I really can't find the tea leaves. Boiler Room boiler activated with Tea Set in hand, i activated boiler room spigot, but still no tea leaves. help?
VinTJ 27 февр. 2021 в 19:08 
i know it's old but can you tell me where the Tea Leaves are again? I tried going to the Hedge Maze, 3rd entrance.. the area, one with the wishing well right? no tea leaves in sight. I'm stuck for hours ;-;