Lone McLonegan : A Western Adventure

Lone McLonegan : A Western Adventure

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Lone McLonegan: Full Text Walkthrough (ENG)
By TheDeluxeTux
This guide will help you if you get stuck!
   
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Introduction
I decided to write a guide for Lone McLonegan because I really enjoyed the game, and I thought that it was extremely tricky in places. Thanks for your support of small adventures like this one.

I wrote this guide to try to be as efficient as possible, because there is quite a bit of back and forth between locations. The game is largely structured in two sections: a relatively short introduction section that you will already be familiar with if you have played the demo, and a vastly larger second section full of large complex puzzles that can generally be completed in any order.

Lone McLonegan also has 32 optional hidden badges to find, just for fun, and 14 Steam achievements, 9 of which are unmissable with the story.

The only one I do not mention how to get in this guide is the Vulcano achievement, and only because I don't remember what exactly I did to earn it, so if you happen to know, drop a comment and I will update the guide with credit.

Prologue
We are Lone McLonegan, the baddest outlaw in all the west. However, we discover that we have been supplanted! In a frantic mission to get our title back, our carriage is ambushed.

When the dust settles, feel free to talk to the lady under the coach. Kick the coach and take the MAP. Examine this in your inventory to travel.

There's nothing to do in the cemetery for now, so go to Oldewell. The house to the left as you arrive has a very unfriendly person holed up inside (so I will refer to this location in the guide as the "shotgun house"). There's nothing here for now either, so continue right into the town proper.

Oldewell has two main streets with a few alleys jutting out. The first main street has the general store, sheriff's office, bathhouse, undertaker, and a house. The second street has the bank, the telegraph office, and a mechanic's shop. Many of these locations will be closed during this part of the game.

For now, speak to Larry Halfman until he tells you about his pending bank heist. Ask to be his partner and receive ROOM KEY.

Enter the bar/hotel. Speak to the barman and tell him there's a fight outside. While his back is turned, snag the WHISKEY from the shelf. Next, speak to him and order a whiskey. He realizes he is out. Then, sell him the bottle you just stole, and get a BLANK CHECK.

Go upstairs and unlock room 102 with the key. Inside, snag MATCHES, CROWBAR, a COAT HANGER, and THREE STICKS OF DYNAMITE from inside the wardrobe (open it and use the LOOK action to find them).

Leave the hotel and locate the bank. Cash your check for INFINITE COINS. Speak to the teller and learn that the bank safe can withstand up to five sticks of dynamite (So we must find six!)

The mechanic's door on the street outside the bank is permanently closed, but you can enter via the alley in the back to ask him to go fix Mary's wheel. He says he'll get right on it, but it's a dirty lie, he won't leave for the duration of the game.

Enter the general store. The gumball machine is out of order for now. Take the SHOVEL and pay for it with your coins. Go out back and dig up a metal box; open it with the crowbar and take THREE MORE STICKS OF DYNAMITE.

Visit the undertaker. Examine the photos on the wall, and then kick the door to talk to him. Ask about the large diamond ring to learn it was buried with the owner.

Off to the graveyard, pry open the grave on the left with the crowbar and snag the diamond ring.

Finally, go back to the hotel/room 102. Exit to the balcony and use the coat hanger on the wire to swing across. Use the diamond ring on the window to cut it open. Inside, place both dynamite bundles in front of the safe and light the fuse. When the safe is opened, take the NOTE.
Part 2: The New Oldewell
We have been jailed!

Kick the cell door to find your RING. Give the ring to the cell guard in exchange for soup and get a SPOON. Scrape the spoon on the wall to sharpen it, and then use it on the floor to dig out of jail. Answer YES to the dialogue for a visual gag; in the cathedral scene, badge 1/32 is on the wall in the back.

After exiting this scene, the training wheels come off and the game really opens up. For now, we will do all we can within Oldewell proper.

Undertaker: Enter the building and take the STUFFED VULTURE

In front of hotel: Badge 2/32 is on the hotel canopy.

Sheriff: Take COPPER KEY

Alley behind sheriff: Grab badge 3/32, on the right hand side of the stage supports. Kick the barrel to speak to the sheriff who is hiding inside of it; he appoints you as his deputy. Speak to the large spectator and tell him you have no idea what he's talking about, he will give you INFINITE COINS.

In front of hotel: Put a coin into the soda machine, kick the machine when it gets stuck, and take CAN OF SODA.

General store:Buy WHISKEY-FLAVORED CHEWING GUM and FUSE using your coins.

Town entrance: Badge 4/32 is on the statue. Kick the statue here for a Steam achievement. Kick the cactus here for a MAP. Give the man in the cactus suit the can of soda for a BUTTON; this is the first step in a massive trading quest which leads to 3 more achievements and is required to complete the game. Talk to cactus-man again about baths until he gives you a BATHHOUSE PASS.

In front of hotel: Put a coin into the soda machine, kick the machine when it gets stuck, and take another CAN OF SODA, we will need it later.

In hotel: Bragg is here. He will throw you back in jail if you interact with him. Badge 5/32 is on the shelf. Talk to the barman and ask for a job; tell him you are a musician. Play the piano and a light in a secret room will come on. Ignore it for now and continue left to find an arcade machine; optionally, you can play this short reflex game a few times for a Steam achievement. Next, speak to Jimmy; eventually, you will tell him a corny joke that is so corny a TUMBLEWEED crosses the screen. Take it.

Continue upstairs, through 102 to the balcony. You can now get into the other room from the balcony. The wardrobe in here has some hidden SUSPENDERS and a broken POCKET WATCH. Compare the watch against the broken clock here, a bird pops out with a SILVER KEY in its beak. Grab this as well, and then go back downstairs to the secret room. Take the GLOVE, and then use your map to warp out of the closet back to the town entrance.

Undertaker: Walk back to the undertaker and compliment him on his hat. He adds a new map location for you, we will need this later.

Bathhouse: Take the RUBBER DUCK and read both books as they contain info needed to access later dialogue options.

Bank: There is a CLOSED SIGN on the door. This is misleading, as you can just take it with no problems and re-enter the bank. Take the INK STAMP.

Repair shop: Badge 6/32 is on a wheel to the right. Open the window to the back and leave the shop. Then, enter the shop via the window in the front of the building and steal the WRENCH from the toolbox. Use the wrench on the penny-farthing for a PEDAL.

WC alley: Unlock the outhouse with the heart-shaped key. Take , ahem, CORK and MYSTERIOUS RECIPE.

Telegraph Office: Talk to Susan about everything. Badge 7/32 is on the map to the back.

Water tower: This location is behind the telegraph office. Badge 8/32 is on the tower supports. Kick the cactus and take the FRUIT that falls.

That's about everything we can do in Oldewell for now. It's time to start exploring.
Part 3: First Explorations
Cemetery: Take the "vase" on the tomb, and snag badge 9/32 hiding on a headstone.

Train Station: We can start a puzzle here and finish it later. Enter the train cabin and try to take the RED LOG. A man stops you from the darkness. Tell him you are an engineer, answer his question correctly using the info from the bathroom reader, and then doubt his qualifications. Eventually you will be free to take the red log, which you should immediately throw into the boiler to evacuate the train and delay its departure. The empty train comes in handy much later.

Crashed cart: Badge 10/32 is on the cart. Speak to the occupants of the cart through the door. You receive a GIFT; unwrap it in your inventory for DYNAMITE. Optionally, you can also give the can of soda to the woman under the cart for a Steam achievement. If you do this, then make sure to make a pit stop in Oldewell for a third can to carry around.

Forest area - Kick the tree as you arrive and take the COW SKULL. Continue right. Grab the CHAMELEON and continue right again. A SAW is lodged tightly into a tree. Kick this saw multiple times and it will gradually come loose so you can take it. Continue right again, and take the TWIG and badge 11/32 right next to where the twig was. Examine the TELESCOPE on the hot air balloon and use the mouth command on the balloon to speak to the person inside. Ask them for it. After they decline, attempt to cut down the tree to the far right with the saw. Take the TELESCOPE.

Barn area: Enter the barn. Badge 12/32 is on the fence. Take the BRANDING IRON. Speak to the nearly-blind farmer and ask for some milk. He will give you some once he finds his missing cow. We will need to dress up the hay next to him to resemble a cow. Place the cow skull on the pitchfork in the hay. It's a start, but we will have to finish this puzzle later.

Indian Village: Make a quick pit stop here and pick up the BLUE PAINT lying out in the open. Badge 13/32 is at the base of one of the tepees. Ring the intercom to discover we need to make an appointment with the shaman via smoke signal. Finally, enter the tent to the back and speak with Bald Eagle for some lore and more objectives. You can mess around with the totem pole lever here, but it won't get you anywhere for the time being.

We will visit the mine and the hat shop later, but for now, it is off to the other major town of the game, Taquitoville.
Part 4: Taquitoville, First Visit
Taquitoville Entrance: Grab the HORSESHOE. Use your cactus fruit here on the juicer for a REFRESHING DRINK. Go to the church in the distance.

Taquitoville Church: Speak to the man in the confessional. Then, go upstairs and use the telescope in the window to reveal a new map location that we will visit later.

Taquitoville dentist: Enter the dentist office from the main square. Badge 14/32 is at the base of his chair. Speak to the dentist for a while to hear what he has to say.

Upstairs area off of Main Square: Open the closet and take the MUSIC BOX, which falls and breaks when you try to grab it. We will deal with that little problem later.

Blacksmith area: Badge 15/32 is above the forge. Put the branding iron in the fire to heat it up. Then, snap the rubber glove to the end of the bellows. Use the bellows, and the glove inflates. Take the INFLATED GLOVE. Then leave, and go left. The branding iron may cool off by the time we need it, which is fine, we can always heat it up again.

Wrestler Alley: Badge 16/32 is on the crossbeam of one of the windows. Speak to the wrestler until you lose a riddle contest with him. Then, speak to the horse (?) and learn that the horse has an appointment with the shaman because of bad luck issues. Then, leave the alley and head to the street in the back of town (it should be a flower-covered building).

Back street: Badge 17/32 is just above the third archway. Go upstairs and take the SICKLE. Try to enter the door to the right; we need a password and don't have it. Notice that the wanted poster here kind of resembles the dentist; add a mustache with the blue paint to sell the resemblance.

Taquitoville dentist: He has been run out of town, so we can now snag the BANDAGE, the GOLD TOOTH, and the BLOODY SCALPEL. Then, go back outside and head to the other street, the one leading to the middle of town.

Middle street: take the RAG hanging from a clothesline. Important: Close the little wooden door here and examine the dried earth to help with later puzzles. Enter the house in back.

Taquitoville house: Talk to the man, who will ask if the agency sent you. Say "no" and he leaves. While he is gone, take the COWHIDE and the BLANKET from his chair. Leave, and reenter. This time, say "yes, the cleaning agency sent me". He takes you upstairs. Notice his pants situation, give him the button you have in exchange for a SERBIAN SALAD RECIPE. Read the three books here and snag Badge 18/32 on the wall.

Back outside of the house, this screen leads to another large area. Go left.
Part 5: Carnival, First Visit
Carnival Entrance: Badge 19/32 is on the bell.

Interact with the camera for a PHOTO OF LONE AS A SHERIFF.

Next, chew the whiskey gumball you have in your inventory by using the talk/eat icon on it, and immediately afterwards, give coins to the man working the bell game. Your boozebreath will win the game, and as your prize, you get a BROKEN IDOL. Next, speak to the taco vendor, offer to help him, and then grab a FISTFUL OF SPICY CHILIES from his stall. Continue left.

Carnival 2nd screen: Speak to Bagman to see what his deal is, and then move to the duck game.

Use the LOOK action on the poster behind the seller, and he will tell you about another new map location. Show him your map, and he will add it.

Pay a coin to the vendor and play the game; you will lose. In your inventory, use the stamp from the bank on the rubber duck from the bathhouse, and hand this to the man running the booth to cheat the game and win an INDIAN PANFLUTE. Enter the Voodoo booth.

Voodoo tent: Badge 20/32 is on the candles. Ring the bell, and a voodoo priestess appears. Hand her the CHEMICAL RECIPE from the outhouse. To make this recipe, she wants milk, bone powder, exploding seeds, manure, and a sphere of life - we have none of these things yet. Leave the tent and continue exploring the fair.

Carnival 3rd screen: Badge 21/32 is in the target range. Jenny Twoguns will teach you to shoot if you have a mystical totem. Next, speak to the can opener vendor. He will give you a BROCHURE outright if you ask for one. Speak to him a second time and get a peek at his MISSISSIPPI CONTRACT. Keep him talking as long as possible and he will forget you have it, letting you keep it.

Carnival 2nd screen: Give the contract to Bagman, who runs off. Follow him to his cabin. Inside, take the ANSWERING MACHINE and badge 22/32 on the back wall.
Part 6: More Map Explorations
Barn area: Enter the barn. We can now complete our cow. Along with the skull, drape the cow skin over the hay bales, and add the inflated glove, which resembles an udder. The farmer agrees to let us access his milk, but we will need a bucket.

River: Badge 23/32 is here at the edge of the dock. Speak to the prospector. Hand him the gold tooth, and then take the PICKAXE.

Bonfire Remains area: Use the telescope on the vista here to locate a new map area. Immediately visit this new area, which is listed on the map as "house".

"House": Take the FOUR-LEAF CLOVER. Badge 24/32 is on the mailbox here. Try to enter, but the owner will not let you in until you find her cat. The cat is obviously in the tree, but she's not having any of it, you will have to convince her somehow.

Indian Village/Bald Eagle's tent: Give Bald Eagle the refreshing cactus drink and he will give you a SOAP BUBBLE WAND in exchange.
Part 7: Back to Oldewell
Oldewell Town entrance: Rub the horseshoe on the statue, magnetizing it. Get MAGNETIC HORSESHOE.

Oldewell general store: Show Granny your photo that "proves" you are a deputy. She will let you into the back room. Take some more DYNAMITE from the still-open box. There's also some wheat here, which serves no gameplay purpose at all that I could discern, but if you want, you can pick it up and carry a stalk of wheat in your teeth for the remainder of the game as a little cosmetic Easter egg.

Oldewell Sheriff's Office: Enter, and walk all the way through to reach the gallows. Cut down the NOOSE with your sickle.

Oldewell hotel/saloon: Hand the foreign recipe to the barman in exchange for a PICKLE. Use the soap bubble wand on the small housefly here, trapping it. Use the chameleon on the trapped fly. After this ridiculous puzzle, you wind up with a TEQUILA WORM. Next, use the scalpel on the barstool to the left, and a SPRING pops out; take it.

Oldewell repair shop: Give the broken music box to Manny. Give the spring you just got to Manny as well, in exchange for REPAIRED(?) MUSIC BOX. Put this music box inside the stuffed vulture.

Water tower: Use the bandages from the dentist's office to plug the leak; this will help with a puzzle shortly.

Oldewell residence: This building is between the undertaker and the bathhouse. Use the magnetized horseshoe on the door to remove the latch and enter. Badge 25/32 is here near the floor. Place the demonic vulture in the cage next to granny and she will give you her EAR TRUMPET.

Oldewell hotel/saloon: On the second screen, there is a broken phonograph. Repair this with the ear trumpet and the bike pedal. This puts Jimmy out of a job, and he gets fired. Try to take his SHEET MUSIC. If you show interest, he wants to charge a hundred bucks, but if you tell him you are not interested in buying it, he will give it to you for free. Poor Jimmy.
Part 8: Of Cats, Cans, Milk and Shamans
Wrestler Alley, Taquitoville: Give the four-leaf clover to the horse. Since he now has good luck, he cancels his appointment with the Shaman. This will be handy shortly.

Carnival Entrance: Give the pickle to the taco vendor, and he gives you a PINATA KEYCHAIN.

Carnival 2nd screen: Chat with the man in the duck stall and he closes up shop. Take the FISHING ROD. Go back to your map.

Crashed cart area: Give the pinata keychain to Mary and she gives you a SPUR KEYCHAIN.

River: Bait the worm onto the fishing rod, and fish in the area of the pond marked "whirlpool". Take the FRESH FISH.

House area: Give the fish to the cat in the tree and grab the CAT once it is done eating.

Oldwell General store: Give the spur keychain to Granny and she gives you a CANDY CANE.

Bonfire Remains Area: Place the tumbleweed inside the ring of stones, and set it on fire using the heated poker. If the poker has cooled down since you have heated it up, you can pop back over to the blacksmith, use the bellows a few times, and heat the poker in the coals again. Once the fire has been started, use the blanket on the flames to schedule your appointment with the Shaman via smoke-signal.

Next, hook the suspenders to the cactus to make a giant slingshot, or, dare I say it, cat-apault. I'm not even going to tell you the next step to this puzzle, because you already see where this is going, you monster.

House area: You can now enter the house. Badge 26/32 is on the oven door. Take some COFFEE and a CAN OF BEANS. Examine the beans in your inventory, Lone will discard the beans but retain the label resembling a playing card. Talk to Granny about everything; she gives you a BUSINESS CARD. When you step outside, also take the EMPANADA from the windowsill.

Oldewell Telegraph Office:: If you have not done so already, speak to Susan about everything. She does orders for Bragg's men; we can trick her. Hand her the can-opener brochure so that she thinks can openers are a good gift idea, and then Granny's business card, so she accidentally sends one to Granny.

House area: Take the package from Granny's mailbox and open it in your inventory; receive CAN OPENER.

Train Station: Speak to the man here about everything you can and then offer him your CANDY CANE, he will give you CHEWING TOBACCO in return. Next, use the cloth from your inventory to wipe the chalkboard clean. Report the vandalism to him, and then when his back is turned, open the HATCH on the train with the can opener.

Inside the train, there are six compartments to check out, mostly with Easter eggs and such, but what you are after is the BANJO in the second compartment.

Oldewell shotgun residence: Speak with the resident and offer to trade your new banjo for the crappy one on the porch. For your troubles, you get a BUCKET WITH A HOLE.

Barn area: Enter the barn. Trade your chewing tobacco to the farmer for an OLD COIN. Then, plug the leak in your bucket with the cork from your inventory and get some MILK.

Indian Village: Enter Bald Eagle's tent. Give him the noose from the gallows, which is part of a puzzle, and then trade him the old coin, which is part of another puzzle. He gives you a TOTEM in exchange.

Next, visit the Shaman's tent. Tell him you are there to set up an answering machine, and Lone will. Then, ask him for a rain dance, and he will do one for you.
Part 9: Completing the Formula
Taquitoville Middle street: Take some of your freshly-grown CORN. Go back one screen and put the corn in the chicken coop. Return, and an EGG will have popped out of the other side and will be laying in the yard; grab it, and then grab a second cob of CORN.

Carnival Entrance: Place the chilies in the empanada and give the spicy empanada to the taco vendor. He gives you a TACO. If you examine the taco, you will see that the paper wrapping contains mysterious instructions.

Voodoo Tent: Give the priestess the first two ingredients we have so far for the concoction: the egg and the bucket of milk. We will get the rest of what we need soon; we just need the bucket to be empty again for an upcoming puzzle. While you're here, give her the totem as well, and she will trade you a FEATHER in exchange. Then access your map and go to the hat shop.

Hat shop: Badge 27/32 is on the flowerpot. Speak with Prim and give her the feather, she will give you an ARROWHEAD in exchange.

Carnival Third Screen: Trade the arrowhead to Jenny for a NOVEL.

Oldewell Repair Shop: Trade the novel to Manny for an ODD SCREW.

Oldewell gallows: Place the fresh corn into the popcorn machine and insert a coin for TUB OF POPCORN.

Oldewell, by the bathhouse: Dump the strong coffee onto the water pump, which will dissolve some of the rust. Use the pump, and then take some FRESH WATER in your now-empty bucket.

House area: Reenter the house and dump the water into Granny's stew to get MEAT ON THE BONE.

Forest area: Take another trip through the forest area. When you get to the anthill, give the ants your MEAT to get a DRY BONE. Proceed onward and dip your twig into the puddle for some MANURE. If Lone doesn't want to do this step, talk to the person in the balloon for a bit first.

Wrestler Alley: Give the dry bone to bonecrusher, who grinds it into powder.

Carnival: Visit the Voodoo tent to give the priestess the remaining three ingredients: Bone powder, popcorn, and manure. Show her the recipe one more time to complete the spell, and she will give you HERBICIDE, which will not be fully done until it has been shaken and distilled. Before you leave, make a pit stop at the can opener dude's stall and trade him the odd screw for ORCHID SEEDS.

Oldwell shotgun residence: Speak with the resident and offer your orchid seeds; you will get PERFUME in return.

Oldwell Hotel: Visit the bedroom. Place the herbicide on the bed and put a coin into the vibration mechanism to get HERBICIDE, SHAKEN.

Carnival: Visit the carnival. As you enter, trade your perfume to the bell game worker in exchange for a HARMONICA. Continue to the cart on the second screen, enter, and distill your shaken concoction for COMPLETED HERBICIDE.
Part 10: Mine, All Mine
It is finally time to visit the mine location.

Mine location: Place both bundles of dynamite on the rocks and link them with the fuse.
Next, combine the pickaxe with the "vase" in your inventory for a plunger, and use the plunger on the explosives to blow away the wreckage. Examine the sign outside the mine for badge 28/32.


Finally, dump your can of soda into the generator to fuel it up. Turn the power on, and enter the mine. Badge 29/32 is on the wall as you enter.

Wander the mine randomly, and you will soon stumble across a screen with a ghost and some bones. Use the sharp spoon which is still in your inventory from the prison escape on the bones, and you will pick up some ectoplasm. Leave the room and you will automatically exit the mine.


Reenter the mine, and this time, follow your taco combination. Exit WEST, NORTHEAST, DUE NORTH, NORTHWEST, and then EAST; you will reach an elevator. Use the silver key on the elevator to open it. Badge 30/32 is on the ceiling as you enter.

Ride the elevator down and go through the door. Badge 31/32 is here. Light the lantern using the ectoplasm, and then use the herbicide on the vines and continue through. Badge 32/32 is near the floor.

Grab a sack of cash, and then combine the panpipes with the sheet music in your inventory, and the secret door will slide open. Continue through one more time, to find a box guarded by a strange mechanism. Take the broken idol piece from the floor, and teleport out of this location to the Indian Village.

Combine the two bits of broken idol you now have in your inventory; Lone automatically uses the chewing gum to hold the pieces together. With the idol complete, when you interact with the large totem pole, it will awaken the god. Ask the god to open the secret compartment.

Return to the mine and once again descend all the way to the end using the same combo: WEST, NORTHEAST, DUE NORTH, NORTHWEST, and then EAST. When you return to the cavern, you will get a MYSTIC TOMAHAWK following a short scene.
Part 11: Wrapping up the Trading Quest
We still have a few trades to make even though we've been chipping away at this quest.

Oldewell entrance: Give the harmonica to Larry Halfman in exchange for a CHOCOLATE BAR.

Taquitoville Church: Give the chocolate to the person in the confessional in exchange for a GINGERBREAD MAN.

Oldewell gallows: Give the gingerbread to the Sheriff in the barrel in exchange for a PEANUT.

Oldewell residence: (Use the magnetized horseshoe to get in again) Give the peanut to the old lady in exchange for a Letter Opener.

Oldewell Telegraph Office: Give the letter opener to Susan in exchange for a PENCIL.

Granny's House: Give the pencil to Granny in exchange for UNDERWEAR.

Wrestler Alley: Give the underwear to Bonecrusher for a Steam achievement.

Taquitoville back street: Knock on the door and give the "Mmmphhhhmm" response. Then, answer "37", a number you will not know unless you have done the ENTIRE trading quest. Inside, show the two men your card from the can of beans. Then, flick off the lights. When the smoke clears, take the PISTOL.
Ending
Go to the carnival and show the pistol and tomahawk to Jenny Twoguns, who teaches you to shoot.

Return to Oldewell saloon, and speak to Bragg. Tell him that the Sheriff let you out of jail, and then insult him: "Your revolver is soft as..." .

Speak to him one more time to trigger the duel, and witness the anticlimactic end of the game!
Appendix: Guide to Badges
The game has 32 badges, which are visible at any time by mousing down to the lower left corner of the screen.

Keep in mind that none of these badges can be found until after you have completed the first main objective of the game and cracked the bank safe.

This page fills in a defined order, so if you have gaps, this index can help you quickly locate which badge(s) you are missing. I have numbered the badges from left to right and top to bottom.

  • Star 1: in the hallway after breaking out of jail
  • Star 2: Canopy in front of hotel/pub
  • Star 3: Just after descending in the mine elevator near the end of the game
  • Star 4: Cemetery, perched on tombstone to the left
  • Star 5: Indian village, at the base of tepee on far right
  • Star 6: Taquitoville, dentist, at base of chair
  • Star 7: Taquitoville fair, voodoo tent, on candles
  • Star 8: Taquitoville fair, inside the hair dude's cart
  • Star 9: Oldewell, Granny's Cabin
  • Star 10: Hat shop, on the pot to the right
  • Star 11: Gallows behind prison, next to the barrel
  • Star 12: Taquitoville, screen with wresteler, on the crossbeam of right window
  • Star 13: On the stagecoach at crash site from beginning of the game
  • Star 14: Taquitoville, in the back street with the flower-covered building, blending into the building facade.
  • Star 15: Wheel of the bike in the repair shop
  • Star 16: In mine entrance
  • Star 17: On mailbox, house in the middle of nowhere
  • Star 18: Taquitoville fair, gun booth
  • Star 19: In Badass' Hideout
  • Star 20: By the bottles of booze near the barman
  • Star 21: On the map in telegraph office
  • Star 22: Taquitoville, blacksmith, above the forge
  • Star 23: Taquitoville, old man's house, 2nd floor
  • Star 24: Inside mine elevator
  • Star 25: Outside the mine, near the sign
  • Star 26: Inside the house after solving the cat puzzle
  • Star 27: Barn, interior, on the fence to the right
  • Star 28: Woods, base of a small tree a few screens in by the FORT BLANCHARD sign.
  • Star 29: River, on the end of the pier
  • Star 30: On the scaffolding of the water tower
  • Star 31: On the statue at the Oldewell town entrance
  • Star 32: Taquitoville, fair, on the bell game
3 Comments
fixedzzz May 31, 2024 @ 8:27am 
Thank you so much for this! I absolutely couldn't have completed the game without it.
cepita82 Jan 14, 2024 @ 11:42am 
Thanks for the guide! For the Vulcano achievements you need to use the Tumbleweed in the Blacksmith fire.
madned Jan 8, 2022 @ 5:50am 
Thanks for the guide, super useful!! One tiny mistake, Star 29 in in the mine, but in the Appendix it says that it's in the river. The error is only in the Appendix, in the guide it says the right number.