Weird West Walkthrough
By DetectivBananas
TURN BACK NOW OR FOREVER HOLD YOUR PEACE
Be warned, 53% of the game’s achievements can be missed.
​
Table of Contents
-
Stuff to do during first playthrough
-
Bounty Hunter Journey
-
Pigman Journey
-
Protector Journey
-
Werewolf Journey
-
Oneirist Journey
Piece of advice: make 1 save at the start of each journey and one at the end. Don’t erase or overwrite them with new characters.
​
Stuff to do during first playthrough
As you’re playing through the story, make sure you’re also doing some of the following for natural progression:
​
​
​
Keep a bottle of booze in your inventory for Revenant. Once you’re fighting a bear, lower its health, open up your inventory, drink the booze, and then kill the bear.
Bounty Hunter Journey
When you first start your playthrough, you will be assigned the Bounty Hunter, hereby named BH for the rest of the guide. The very first achievement you will earn in the game is Unforgiven, which you will get through standard game progression. As you explore and get accustomed to the Weird West, keep an eye out for Golden Ace of Spades cards and purple Nimp Relics laying around. They’re the game’s version of upgrade points. Save one of the Ace of Spades cards for later use.
​
​
​
Sometime during the story, you will encounter your first monstrous enemy, with it most likely being a siren/banshee. Once you kill it, you will unlock Welcome to the Weird West.
WARNING: Sometime during your playthrough you will have a random encounter with a witch, make sure you talk with her, her name is Heathen. She will give you a box and ask you to keep it with you and not open it. MAKE SURE YOU DON’T OPEN IT. You will return it to her at the end of the game.
​
​
​
​
Near the end of the story for the BH, you will have to rescue your spouse from Shelby Cross. Make sure you have a manual save after you clear out the location, prior to rescuing your husband. If you choose to avoid Shelby Cross right now, you will earn The Great Escape achievement.
​
​
Reload your save and this time you will be killing Shelby Cross. If you saved at least one Golden Ace of Spades card as I mentioned earlier, you will now use it for upgrading. Upgrade your jumping skill either once or twice, depending on your preference (you will eventually need to upgrade it a second time anyway, so might as well do it sooner than later). This will also unlock you the Perky achievement.
​
​
You will also have found some Nimp Relics laying around. I recommend using them on the revolver and rifle early on, because the shotgun is useless unless you’re fighting zombies or weak humans. This will get you the Self-Improved achievement.
​
​
​
Now regarding Shelby Cross; you’re going to have to pull 3 levers in the mine in order to open the hidden door for where he resides. Lordacris has a good video guide for it: https://www.youtube.com/watch?v=OVCDOhda3BU. First level can be found at 1:00, second at 1:58, and the final one is at 2:40. The screenshots below are from his video, all credit for that section goes to him. Now that you’ve pulled all 3 levers, go back to the room with a large dining table, pictured below. According to his video, you can also shoot the switches if you can't reach them.
​
​
​
​
​
​
​
​
​
Once you walk through there, sneak around to his room. Wait until the woman isn’t looking and knock her out first. Afterwards, sneak behind Cross and knock him out as well. Once you do, pull out your melee weapon and just shank him to death.
​
​
​
​
​
​
​
​
​
That will unlock you the Out on the Ebb Tide achievement.
​
​
​
After you complete this, you should also have earned the achievement Justice Served for finishing up the BH Journey.
​
​
​
​
Now load up your save again that you made prior to escaping with your husband. Use the Ace of Spades cards to upgrade your jump once again, since this iteration of the save didn’t have the jump improved. We’re going to continue with that being the primary storyline.
Pigman Journey
Now that you’re on your second journey, you’ll be playing as the Pigman, hereby named PG for the rest of the guide. Once you are able to, travel to BH’s farm near Grackle and recruit her into your posse. This should unlock the Through Their Eyes achievement.
​
​
Go to her barn and you will find chickens and oil lamps. Pick up one of the lamps and yeet it at a chicken. When it explodes and the chicken burns to death, you will earn Lord Inut Sends His Regards.
​
​
Afterwards, go to Grackle or any town nearby once you have some gold, and recruit a bounty hunter or gunslinger. This should earn you both Let’s Ride and Full House achievements.
​
​
​
​
​
​
Do a little bit of exploration to ensure you have a decent loadout, and then go to Grackle and accept the bounty for Shelby Cross (remember we let him live in the previous journey). In this case, a decent loadout is plenty of ammo and either green or blue rating rifle and revolver. Everyone at the compound will be shooting at you if you get spotted, including Shelby. Make sure you haven’t gone to Quigley’s Lantern Rooms yet, that’s for later. When I played through this, I decided to use stealth. Sneak around each enemy and knock them out, making sure to not be spotted and to move the body out of sight. My recommendation is to save after each enemy you incapacitate, that way you don’t need to redo a lot. Once you reach Shelby, do what we did in the last save when we killed him: knock him out and shank him to death. Collect everything he has on him and return to Grackle to turn in the bounty on his head. This should earn you both Elusive Prey and Dead or Alive achievements.
​
​
​
​
​
​
​
Now for Quigley’s Lantern Rooms. Once there, you will talk with this old woman who will tell you that you can’t enter because of reasons. After she leaves, a lady of the night will call you from the upstairs window and ask you to meet her out back. Go to the back of the building and talk with her, accepting the side quest she provides.
Now remember when I said earlier to make sure you upgraded your jump at least once? It will be handy here. Climb on top of the fence to your right and jump onto the second floor balcony as such:
​
​
​
​
​
​
​
​
​
You’re going to have to sneak around and find the new manager alone while no one is looking. Once you do, knock him out and sneak him out of his room and onto the balcony. Throw him over the balcony and he will fall to his death, thus unlocking the Worker’s Rights achievement for you in the process. Lordacris has a nice guide in case you need a video. I’ll attack the link here: https://www.youtube.com/watch?v=c2cmiQo36E0&t=101s.
​
​
​
​
Progress through the story until you are at the final section of the journey for PG: Returning to Dread Slough. Make sure you make a save here, because this is the point of no return for the journey. MAKE SURE you did a side quest for Pigman Joe during your playthrough, where he asks you to find a wraith and kill it. DO NOT recruit him. This will free him of his rhyming curse, which you will need for an achievement later on in the game.
Now that you’re at the end of the story for PG, you’re given some options, with the first being regarding Ruth. Make sure you select the option to turn her into a pigman. Afterwards, when the tree asks you what you want it to do about the other pigmen, tell it to spare their lives/souls, ensuring that all of them live. This will unlock Turning the Tables and That’s All, Folks achievements.
​
​
The Protector Journey
MAKE SURE YOU HAVE A SAVE FILE FOR THE BEGINNING OF THIS SECTION!
Once you start this journey, do the very first section and once you’re able to travel, go to Pigman Joe’s cabin to see if he’s there. If he is, hire him as a recruit and then release him, ensuring he is an NPC for the rest of the game. You will also find a snowglobe in his hut on the table. MAKE SURE you don’t sell it and keep it on you at all times, it is needed for a future achievement. Once you have confirmed that Joe is no longer recruitable and is an NPC, travel to Grackle and check the saloon. He will eventually spawn there at the poker table. If he isn’t there, travel to the small location to the left of Grackle and make a manual save. Now travel back to Grackle and see if someone is sitting at the poker table. If there is anyone sitting there, reload your save and go back to Grackle, repeating that process until you see Joe spawn there. Sell enough goods (you will need to steal without being caught) to have 50 gold and play a couple of hands with him. Once you beat him, it will unlock Hog Wild.
​
​
Progress through the story until you reach Boulder Creek. Once you rescue the town from the monsters, talk with the cleric. She will ask you to get her husband’s (the sheriff) star from the Boulder Creek Mine. Once you reach the mine, knock out or kill (recommend knock out) all the enemies and enter the house that has HELP written on it in blood. There you will find the bodies of two sheriffs, including her dead husband. Once you collect the badge and return it to her, you will get the Fallen Star achievement.
​
​
​
After you find the Olvidado bracelet at the Boulder Creek Mine, the next location you have to go to is Galen’s Crossing. There are a bunch of people outside the compound. Talk with them and they will ask you to get the land deeds for them. Accept this side quest and continue on with the main mission for now.
I STRONGLY recommend doing what I mentioned in the Bounty Hunter Journey: knock each enemy out quietly and hide their bodies, following it up with a save that you can overwrite multiple times. Once you take out Mayor Weeks, go to his bedroom and pick up the rifle that is mounted on the wall. Now go to his office and either use the safe code if you have it or lockpick/blow it open to get the land deeds. Go back to the entrance of the compound and give the people the deed to the land without trying to make them give you money. Now return to Fort Glenn and give Maryann the rifle. This will unlock Healing Old Wounds.
​
​
​
​
Progress through the story until you reach the very end of the Protector Journey. When you’re about to fight the final boss of the section, make sure you have plenty of ammo and medkits, he can deal heavy damage depending on the difficulty you’re playing on. I recommend using a decent or good rifle and revolver here, along with the ability to slow down time (press B once you’ve unlocked the ability with an Ace of Spades card). Dynamite seems to do a lot of damage to him, as well as molotovs. You will be given the option to decide whether or not to ally with the trappers. Choose to ally with the trappers, to ensure you get the good ending for the Protector. This will get you the For Balance achievement.
​
​
​
Now we’re going to reload the save file I told you to make at the beginning of the Protector Journey. You’re going to have to replay the entirety of the journey, but there will be some key differences. In this case, you will sell the sheriff star to any general store that will accept it, sell the land deeds to a bank instead of handing them over to the people outside the gate, and at the end choose to remain separate and not ally with the trappers. This will get you the Dirt and Blame achievement.
​
​
​
​
Prior to finishing up the story for the Protector for a second time, we’re going to get some more achievements out of the way. Now that you have encountered pigmen in the previous playthrough, you’re able to hunt them down in bounties. Go to any town with a bounty board and accept a bounty for a pigman. Once you complete it and turn it in, you will earn Monster Hunter.
​
​
​
​
Since the protector comes equipped with a bow and arrow by default, this achievement should be fairly easy to do. Go over to any brazier that is lit, aim over it and fire an arrow. It should light the arrow and make it a flaming arrow, thus unlocking Rain of Death.
​
​
​
​
Lastly, we’re going to get the elemental tornado achievement to pop. Make sure you use a Nimp Relic to unlock the Protector’s West Wind Tornado ability. Once you have it, use any elemental attack you have (unlock one if necessary with more relics) and shoot at the tornado, this earning you Winds of War.
​
​
​
​
​
While you are at the Galen’s Crossing, if you sneak behind one of the sentries that’s walking on top of the bungalows, you can kick him off to earn This Is Sparta.
Werewolf Journey
Make sure this playthrough is following up the ending where the Protector lived and didn’t turn into a Wendigo. At the very beginning of your playthrough as the Werewolf, go to the southeast corner of the map. There you will discover a location named Somnolence. Sneak through the temple, knocking out all of the enemies, and find the Amulet of the Open Palm at the end of the temple. You will need this for a random encounter that will occur during this playthrough. Make sure you have it equipped throughout the entire werewolf playthrough to make sure you don’t miss out. Once you encounter Heathen during your journey, she will challenge you to a slap fight. Since you have the amulet equipped, you will be given an option to use the amulet to slap her as hard as you can. Once you do, you will earn the achievement, Knuckle Sandwich.
​
​
​
Now go meet the Protector at his home, recruit him, and take the snowglobe out of his inventory and place it into yours. You can also take his guns if you want, he doesn’t need them anyway. Once you have the snowglobe, travel to Joe’s hut and collect another snowglobe from his desk yet again.
Go to Grackle, and make a save file. We’re going to be getting a bunch of achievements there now. First of all, knock out three townsfolk and hide them somewhere no one can see. Make sure you have a Lightning in a Bottle equipped. Throw them at the 3 unsuspecting fools while they’re asleep, this will zap them and earn you Chain Reaction.
​
​
​
Now that their health has been lowered a little, turn into your werewolf form and quickly kill them in the span of 5 seconds to earn Moondrunk.
​
​
​
Make sure you have rope in your inventory, and go to a house that has a chimney. Once you climb down you will earn Here Comes Santa Claus.
​
​
​
Now drop onto someone’s head as they walk by you while you’re standing on a roof and you’ll earn Dishonored.
​
​
​
​
Knock everyone out one by one and kill them, ensuring everyone in town is dead. Travel away from the town and instantly back and it should become abandoned, earning you Ghost Town.
​
​
​
Load up the save you did at first in Grackle, prior to the entire massacre of the town. Go break into a house and make sure someone sees you doing it. Once everyone starts shooting at you, get on a horse and travel out of town and back to Grackle. The sheriff will come and arrest you. When in jail, choose to serve time instead of paying your fine and you will earn Do Not Pass Go…
​
​
​
This will be the last miscellaneous achievement we do for now: loiter until it’s night and break into someone’s house in Grackle. Go to one of the shelves and transfer all of your inventory to the shelf. Now transfer it back into your inventory. Keep doing this back and forth until the achievement pops, earning you ‘Ma Barker.
​
​
​
Now let’s continue with the actual story for the werewolf. Proceed through the story until you return to the Absolutionist Hall and find Essex there. Have a conversation with him and he will ask you to find the Philosopher’s stone for him. Accept the side quest and make a save. Now go into the room where Cleric Franciscus is and talk with him. Afterwards, go to the blinds in the room and you will find a button behind it. Press it and go downstairs, only to meet Sybil, who tells you not to read her diary. Use a Lightning in a Bottle to open the door and read the diary, thus earning you Power Behind the Pulpit.
​
​
​
Reload the save file you just made, talk with Franciscus again, and now head to Grackle. There you will find a corpse in the middle of the town. Talk with the two people there and one will ask you to follow him to his house outside of town. Go there, talk with him and he will lead you to his basement. Once you speak with him again, tell him to “get flooded” and kill him, thus earning Loyalty to the Pack.
​
​
​
Progress through the story until you are at the Oleander temple. Once inside, knock out everyone and go back to the entrance. There is a big incense burner there. Walk behind it and you will see a hidden room you can’t access. Interact with the wall and it will open, allowing you to enter and get the Philosopher's Stone. After you finish your main task at the temple, exit and Essex will be there. Hand him the stone and you will earn the achievement The Philosopher’s Stone.
​
​
Progress through the story until you have Wolfsbane in your inventory. Make sure you get one more than necessary, and give it to a bounty hunter or gunslinger that you have hired in your posse. To be safe, make sure it’s not the BH, but some random person instead. Equip your silver knife (machete) and travel to the forest, where you will make camp. Loiter until night when the wolves spawn and kill one with the silver knife, unlocking Moon Hunter.
​
​
​
Once you finish up the story for the werewolf, you will unlock Dog Days.
​
Oneirist Playthrough
MAKE SURE NOT TO GO TO CEDAR FLATS OR FORT GLENN UNTIL MENTIONED IN THE GUIDE!
The very first thing you will do once you’re able to travel is go to Absolutionist Hall and speak with the Werewolf. Recruit him, take the two snowglobes from his inventory, and then release him as a follower. Travel to Pigman Joe’s hut one final time, pick up the snowglobe at his desk, and you will earn Winter Has Come.
​
​
​
Progress through the story until you need to get the dagger and book. Eventually you’ll have a random encounter named Far From Home. Accept the side quest and meet the kids at the town with the quest marker (different name for each playthrough). Once you talk with the kids again, go to the abandoned house to the side of the saloon and sneak in through the window to save lockpicks. Go into the basement, kill the wraith, destroy the urn, and go back to the kids. Once you talk with them, you’ll earn Mystery Machine.
​
​
​
We’re not done with this location yet, however. Loiter until a ghost spawns in the graveyard. Speak with the ghost and complete their quest to find the murder weapon of their lover, and you will earn Who You Gonna Call?
​
​
​
Proceed through the story until you need to bring back all 4 journey characters. First one will be the Pigman. Go to Cedar Flats and you will need to rescue him. Once he’s free, don’t fight any of the enemies. Run and hop on a horse and travel out of the town and then back to it. This will ensure that he lives and the enemies don’t kill you. Go speak with him and tell him to go to the temple.
Now you’re going to do the final miscellaneous achievement in the game. You’re going to travel to three locations and find pillars to read there:
Cedar Flats - just sitting on the main street across from the jewelry store
Horsetail Grotto - behind the cave, in some old temple ruins
Blood Moon Temple - behind the temple entrance in some further ruins
Once you’ve read the pillars at all three locations you’ll unlock Explorer.
​
​
Now proceed with bringing the other 3 characters back to the temple. The only tricky one will be the Protector. Sneak into the compound and go to the graveyard, you will hear muffled screaming. Use your shovel to dig him out of the ground or he will die. Once he’s rescued, tell him to go to the temple. MAKE SURE TO SAVE BEFORE STANDING ON THE PEDESTAL AT THE TEMPLE. Once all four of them are at the temple, step on the pedestal belonging to the Oneirist and you will unlock Getting the Gang Back Together.
​
​
​
Once you reach Foxglove, the game should hopefully autosave. Just to be safe, make sure you made a save at the temple before standing on the pedestal. Once you’re at the house, Heathen will meet you and speak with you. Since you never opened her box, you will unlock What’s In the Box? and Something Wicked This Way Comes…
​
​
​
​
​
​
There will be two possible endings, as well as one more optional achievement. Follow the screenshot below for the 3 achievements.
Screenshot gotten from IGN Guide for Weird West
In order to spare Essex and get the good ending, pick the emotional responses. In order to get the bad ending, pick the neutral responses. This will unlock Eternity Can Waits, There Is Hope, and It All Dies.
​
​
​
​
​
​
​
​
​
​
​
Congratulations on completing Weird West! Please feel free to let me know what you thought of the guide, since this is my first time writing one for a game. You can find me on Twitter at @DetectivBananas or @BanananKiwi.





















































