Skip to main content

Other Notable Locations

Other Notable Locations

Quick Reference Guide to Other Boomtowns & Settlements

"The Weird West is full of towns too strange to ignore
and too dangerous to linger."
— Advice from a seasoned troubleshooter

About This Section

While Dodge City serves as Colonel Brennan's primary base of operations, and towns like Tombstone and Deadwood represent major centers of activity, troubleshooters will find themselves visiting dozens of other settlements throughout the Weird West. This section provides quick-reference information on notable locations you're likely to encounter during your work for the Colonel.

Each entry includes essential information: location, population, what makes the town notable, key dangers, and relevant contacts or opportunities. Think of these as your field notes—the information you need to know before riding into town, not comprehensive guides to every saloon and shopkeeper.

How to Use This Section

These are working notes for troubleshooters on the move. When Colonel Brennan sends you to one of these locations, or when you pass through during travels, this section provides the essential facts you need to survive and succeed. For more detailed information, consult local newspapers, talk to residents, or—if the town warrants it—conduct your own investigation.

Tucson, Arizona Territory

"Spring at the Foot of a Black Mountain"

Territory: Confederate States of America (Arizona Territory)
Population: Approximately 1,200 (growing rapidly)
Fear Level: 3
Railroad: Bayou Vermilion (Baron Simone LaCroix)
Founded: Spanish mission established 1775, modern boomtown from 1868

What You Need to Know

Tucson was a sleepy Spanish mission town until the Great Quake of 1868 unearthed vast deposits of gold, silver, and ghost rock in the surrounding mountains. Now it's a booming Confederate outpost in the desert, drawing prospectors, merchants, and every variety of scoundrel known to the Weird West.

The Sonoran Desert Valley: Unlike most deserts, the valley around Tucson is relatively lush with agave, saguaro, and other desert plants. The Santa Cruz River winds through like a muddy snake, spawning seasonal tributaries that sometimes reveal silver and copper washed down from the mountains.

Ancient Canals: The valley floor is crisscrossed with canals dug by a long-dead people called the Hohokam. These ancient waterways still function and irrigate outlying farms. Local Indians believe disturbing Hohokam artifacts will bring supernatural vengeance—and construction in Tucson has unearthed plenty of artifacts.

The Bayou Vermilion Problem

Baron LaCroix's railroad has effectively linked Tucson to the East, but there's something deeply wrong with Bayou Vermilion's operations here. The work crews never come to town. They work exclusively at night. Equipment and supplies vanish into the desert, and nobody asks questions.

What Troubleshooters Should Know: LaCroix has infiltrated Tucson's government. The mayor is in his pocket, and Adame LeChetelier—supposedly a BV administrator who spends more time running his saloon (the Painted Lady) than railroad business—is actually one of LaCroix's most valued agents. If you're investigating Bayou Vermilion, assume your movements are being watched.

The Secret: LaCroix employs walking dead to lay track. These zombies are controlled with voodoo mojo bundles and stored in refrigerated train cars during the brutal desert heat. About 50 of these creatures work across roughly 10 different work sites. LaCroix is also building a hidden base about 20 miles outside Tucson—a hollowed-out butte that will serve as a fortress, zombie laboratory, and voodoo temple.

Other Dangers

Apache Raids: The Apache have been especially aggressive toward Bayou Vermilion work crews, killing workers and destroying track with dynamite
Hohokam Spirits: Local Indians believe the spirits of the ancient dead will seek revenge for disturbed burial sites
Ashtown: Recent segregation policies have created a separate district that's likely to cause trouble
Confederate Presence: A barracks houses irregular army malcontents unfit for frontline assignments

Quick Reference

Law: Town marshal (competent but limited jurisdiction)
Economy: Mining (gold, silver, ghost rock), goods and services for prospectors
Layout: Central plaza with unpaved streets (concrete-hard when dry, greasy morass when wet)
Notable: Native Pima and Papago Indians hold monthly festivals with drums and dancing

Troubleshooter Notes

Tucson is LaCroix's territory. If you're investigating Bayou Vermilion, be extremely careful. The mayor won't help you, and LaCroix's agents will be watching. The Painted Lady Saloon is LeChetelier's base—assume anything said there will reach LaCroix's ears.

On the other hand, if you need to travel via Bayou Vermilion or have business involving Confederate ghost rock operations, Tucson is a critical hub. Just don't ask too many questions about where the work crews are or why construction happens at night.

Laramie, Wyoming Territory

"Hell on Wheels"

Territory: United States of America (Wyoming Territory)
Population: 150-200 (including "The Line" tent city and Chinese workers)
Fear Level: 4 (maybe 5 if you believe Wallace Cassandrell)
Railroad: Denver Pacific (owned by Smith & Robards)
Founded: 1867 by General Grenville Dodge

What You Need to Know

Laramie exists solely because of the Denver Pacific Railroad. What makes it notable—and dangerous—is what General Dodge unwittingly unleashed when he chose this location. According to local Indians, Dodge made camp under a tree marked by the Arapaho as a stopping place. When he destroyed that tree with blasting powder, he removed the "plug" to a ghost-filled cavern beneath the town, releasing spirits the Indians call "vedauwoo" (earth-born spirits).

The Motto: They call Laramie "Hell on Wheels" officially because a flatbed railcar with a saloon rolled in first and the surveying crew immediately got drunk. But locals know the real reason—the nether regions literally lie below the town.

Wyoming's Pride: The territory was first to declare women's suffrage and equal pay legislation in 1869, drawing strong, adventurous women to the area.

The Supernatural Problem

Wallace Cassandrell of the Laramie Hue & Cry isn't exaggerating when he claims "a horrifying fact is I have reason to believe that no few number of our citizens are walking this earth for the second time." Laramie has a serious Harrowed problem, and it extends into respectable society.

Underground Horrors: The Arapaho warnings about releasing trapped spirits weren't superstition. Something terrible exists in the caverns beneath Laramie, and it occasionally manifests. The connection to the Hunting Grounds makes this town extremely dangerous for those who understand what that means.

Law & Power

Sheriff Pearl DeGranville: Known as the "woman with the iron jaw," she's a former Pinkerton agent who became sheriff in 1870 under mysterious circumstances. The previous sheriff, Samuel Meyers, suddenly "retired" that year but was then retained as her deputy. Cassandrell wants to know why, and so should you.

Wyoming Stock Growers Association: The real power in Laramie. This secretive organization of wealthy cattle barons meets in the Cattlemen's Club—the largest building in town. They refuse admission to anyone outside their membership, including reporters. WSGA president Thelonius Nunn holds closed-door meetings that may involve recent mysterious deaths (like farmer William Browne, found riddled with bullet holes but with no bullets in the wounds).

Tom Horn: A disreputable-looking gunslinger who has free access to the supposedly exclusive Cattlemen's Club. His presence suggests the WSGA employs muscle for purposes they don't discuss publicly.

The Denver Pacific

Owned by the famous Smith & Robards Company, the DP has been experiencing an unusual run of bad luck. Equipment malfunctions regularly, luggage is damaged or lost, tools go missing. Some whisper sabotage. Cassandrell is convinced there's a human hand behind it—but the supernatural can't be ruled out given what lies beneath the town.

Smith & Robards Secrets: Cassandrell desperately wants to know about "the nature of the aliens that were destroyed by Mr. Smith after their mysterious craft crashed at Roswell several years back, thus providing a model upon which the ornithopter was based." If you need cutting-edge mad science devices, S&R is your source—but they guard their secrets zealously.

Quick Reference

Population Breakdown: 150 in town proper, 50+ in "The Line" (tent city of miners, saloons, soiled doves), plus Chinese railroad workers' separate encampment
Economy: Railroad operations, cattle ranching, serving travelers
Notable Buildings: Cattlemen's Club (brick, largest in town), Baptist Church (on District Lot 13, next to cemetery), Hue & Cry newspaper office
Cemetery: Built on Lot 13; digging unearths both settler and ancient Arapaho remains

Troubleshooter Notes

Laramie is haunted on multiple levels. The supernatural activity beneath the town is real and dangerous. The Wyoming Stock Growers Association is up to something that involves mysterious deaths and hired guns. Sheriff DeGranville's background is questionable.

If you're investigating Smith & Robards operations or need their equipment, Laramie is a necessary stop—but watch your back. If you're looking into supernatural phenomena, this town is a goldmine of horrors. Wallace Cassandrell at the Hue & Cry is a valuable (if conspiracy-minded) contact.

Whatever you do, don't discuss sensitive plans inside buildings. Some of the supernatural entities in this town can spy through walls in ways you wouldn't expect.

Liberty, Montana Territory

"Cattle Kingdom"

Territory: United States of America (Montana Territory)
Population: Small (exact numbers unavailable)
Fear Level: 3
Railroad: In negotiations with Iron Dragon
Founded: Recent (within last 5 years)

What You Need to Know

Don't believe Truman Cash's glowing article about Liberty being the "next Denver or Kansas City." The cattlemen paid him well to paint a rosy picture. The truth is darker: Liberty is little more than a fiefdom controlled by powerful cattle barons who masquerade as civic-minded businessmen while ruthlessly destroying anyone who threatens their interests.

The Pitch: Eastern Montana Territory is a cattleman's dream. Vast open ranges, good water, excellent grazing. Some spreads are so large it takes a good cowhand two days to ride across them. The Cattleman's Association wants skilled professionals to turn Liberty into a thriving trade center—but they definitely do NOT want new ranchers competing with them.

The Cattleman's Association

This "society of successful cattlemen and cattle companies" presents itself as competitors who've put aside differences for mutual benefit. That's partially true—they do cooperate. But their real goal is controlling eastern Montana Territory, and they'll destroy anyone who gets in their way.

Leadership: Headed by Stapleton Lowell, the only member who maintains residence in town. All members attend periodic meetings at the luxurious Cowtown Saloon.

Major Operations:
• Lowell Cattle Company: Largest concern, employs 30+ personnel
• Froze-to-Death Ranch: Located on creek of same name, 20+ employees
• Lazy 8 Cattle Company: 20+ employees
• Circle L Ranch: 20+ employees
• Numerous smaller ranches

Their Methods: The Association enforces "law and order" through regulators (hired muscle) in Sheriff Dale's absence. They fund civic improvements like the Liberty Theater (only establishment of its kind for 150 miles) to maintain their veneer of respectability. But cross them, and you'll receive a nighttime visit from regulators—or worse.

What They Don't Want You to Know

Starting a small ranch around Liberty is theoretically possible but practically suicidal. The Association has years of experience running new ranchers out through:

• Strong-arm tactics by regulators
• Financial leveraging
• False accusations of rustling
• Outright range wars

A rancher can claim a homestead of 200 acres for $25 with commitment to work it for 10 years. But the cattle barons don't recognize such purchases, claiming "free range rights," "eminent domain," or other legal nonsense. They also occasionally hold organized "fox hunts" for cultured members (using coyotes as substitutes) that sound disturbingly like practice for hunting humans.

Law in Liberty

Sheriff Amanda Dale: Responsible for thousands of square miles of Montana Territory. She's relentless in pursuing outlaws, but she can't be everywhere at once. The Association's regulators fill the gaps—and serve the Association's interests first.

Employment: Dale is always looking for skilled deputies. Veterans with combat experience are especially welcome. But understand that working for Dale means navigating the political reality that the Association controls the territory.

Other Hazards

Rustlers: Actual problem, though the Association sometimes uses accusations of rustling to eliminate competition
Indian Raids: Sioux Nations border is close; raids from the north occur
Mavericks: Never "maverick" (claim unbranded strays)—locals consider it half a step above rustling and will hang you for it
Natural Dangers: Harsh winters, predators, terrain

Quick Reference

Economy: Cattle ranching dominates everything. Some mining, limited trade.
Employment: Cowpunching ($5/month based on wranglin'/ridin' skill, plus meals, bunk, ammunition). Other skilled work available (especially carpenters).
Church: Brand-new church with parsonage waiting for a preacher (position includes parsonage and $25/month stipend)
Notable: Liberty Theater funded by Association, Cowtown Saloon (Association meetings)

Troubleshooter Notes

Liberty is controlled territory. The Cattleman's Association runs things despite what the law says on paper. If Colonel Brennan sends you here, understand that the Association will view you as either a tool or a threat—there's no neutral ground.

Sheriff Dale is honest but outmatched. The regulators are the real enforcers, and they answer to Association members, not the law. If you're investigating cattle rustling, range wars, or suspicious deaths, expect the Association to obstruct you unless your investigation serves their interests.

Iron Dragon is negotiating for a rail line here. That's Kang's operation, which means future complications. The Association likely doesn't understand what they're inviting in.

Bonasco, New Mexico

"Where Walls Have Eyes—Literally"

Territory: United States of America (New Mexico Territory)
Population: Unknown (transient gambling crowd)
Fear Level: 4 (potentially 5)
Railroad: None (remote location)
Founded: 1875 (sort of)

What You Need to Know

Stay away from Bonasco.

If you must go there, understand that the entire town is a trap. Not metaphorically—literally. The town itself is a living, carnivorous entity that lures people in and devours them. Mayor Webbekiah J. Trapp and his assistant Ramon Enrique McWhirter are either willing servants or unwitting pawns of something that calls itself Kangee.

The Official Story: Three years ago, Bonasco didn't exist. Then the bandito Juan "El Nastico" Bonasco made a miraculous stand against Timmer Lane soldiers and the town was born. It grew explosively into a gambling destination where easy money flows freely.

The Real Story: Everything in Bonasco's history is a lie crafted by an abomination.

Kangee - The Entity

The entity calls itself "Kangee," which is Sioux for "Raven" (though it's not the Raven). It's a creature from forgotten Indian legends—a spirit so foul that every hut it once inhabited echoed with the screams of souls it feasted on. No one entered that cursed village and ever left alive.

What It Is: Kangee is a shapeshifting, carnivorous entity that can fashion crude dwellings from its spiritual form. It lay dormant for hundreds of years until the Reckoners' influence in 1863 reawakened it. Eventually, after "a few experiences with overly suspicious folks," it hit on the idea of actually letting a few people live in the place, providing food and water for "residents" just like a farmer does for his cattle—until it gets hungry.

How It Hunts: Kangee spies around casinos and saloons, choosing prey it thinks won't be missed (small-time thieves, wanderers with no ties, etc.). It stalks victims and strikes quickly when they're alone. With no witnesses and often no bodies, these killings are swept under the rug as "mysterious disappearances."

The Buildings: Many buildings in Bonasco ARE Kangee. The walls literally have eyes. Blood-red eyes might peek from over a mounted moosehead. Fleshy feelers might nudge roulette balls. Slimy stalks slip under floorboards. The entity eavesdrops on conversations, watches for threats, and selects its next meal.

What Happened to El Nastico

The bandito Juan Bonasco fled to what he thought was a nameless desert hamlet in June 1876. The buildings sprouted eyes, tentacles, and tried to eat him. Timmer Lane agents chasing him arrived at the wrong moment and were devoured instead. Kangee let Bonasco live and even let him name the town after himself—but wouldn't let him leave.

By November, Bonasco was bored and figured Kangee would eventually eat him anyway. He tried sneaking away at night. The entity doesn't sleep like humans. Kangee ate Mexican that night.

Mayor Trapp & The Gambling Empire

Webbekiah J. Trapp convinced Kangee to transform from a desolate hamlet into a destination of debauchery. The entity's tactics remain the same—lure people in, select the ones that won't be missed, devour them. Only the bait changed from shelter to easy money.

The Cover Story: When wall crawlers began attacking the area last year, Kangee defended its "property" by crushing any creature that came near—it didn't want to share its meals. This made Bonasco look like the safest place around during the attacks, reinforcing its reputation as a town of mysterious good luck.

Recent Casualties

Ulysses B. Shea: Chief editor of the Bonasco Golden View had a "fatal accident in the press room two weeks ago." Ramon McWhirter mentions dedicating his Tombstone Epitaph article to Shea's memory. The truth? Shea was getting too close to discovering Bonasco's secrets. Kangee is paranoid about blowing its cover, especially after Texas Rangers were nosing around during the wall crawler attacks.

The Pattern: Anyone coming even halfway close to finding out about Kangee becomes an instant target. The newspaper office may still have Shea's research—if anyone's brave (or stupid) enough to look for it.

The Buildings' Strange Behavior

Buildings in Bonasco that are part of Kangee have unsettling properties:

• Nails and scrapes tend to vanish overnight ("self-healing")
• Windows sometimes get scratched when a saw is broken in a wild donnybrook ("unbroken")
• The buildings have an eerie "sameness" about them
• Not every building is Kangee—but you can't tell which are which
• Some structures are normal buildings owned by people who don't know the truth

Quick Reference

Don't Trust: Buildings, mayor, town history, lucky gambling streaks
Never Do: Discuss sensitive plans indoors, investigate too openly, wander alone at night
Warning Signs: Feeling watched (you are), blood-red eyes glimpsed briefly, fleshy feelers, slimy stalks
Fact: Bonasco is a boomtown without a church—even stranger than it sounds

Troubleshooter Notes

Seriously, stay away from Bonasco if you can.

If Colonel Brennan sends you there, understand you're entering a deathtrap. The entire town exists to feed a carnivorous entity that can watch through walls, listen to conversations, and strike when you're alone. There is no safe place to plan, no trustworthy authority, no sanctuary.

If you must go:
• Never travel alone
• Assume you're being watched at all times
• Don't discuss plans indoors
• Get in, accomplish your objective, get out
• Don't gamble (the house always wins—and might eat you)
• If you notice blood-red eyes or fleshy appendages, leave immediately

The Golden View newspaper office might contain Ulysses Shea's research on Bonasco's secrets—but accessing it will make you Kangee's next target. Weigh whether the information is worth your life.

Final warning: Kangee is paranoid about exposure. The more you investigate, the more likely you'll end up as another "mysterious disappearance."

Additional Quick References

The locations covered in detail represent some of the most notable and dangerous towns troubleshooters are likely to encounter. However, the Weird West is full of other settlements, each with its own character and hazards. Below are brief notes on other locations you might encounter during your work for Colonel Brennan.

Major Cities (Brief Notes)

Denver, Colorado (Disputed Lands): "Queen City of the Plains." Major Union stronghold in the Disputed Lands. Town Marshal Arthur LeGrande (political appointment, inexperienced). Real power is Chief Deputy Treyburne Hayes. Denver Pacific Railroad (Smith & Robards) headquarters. Fear of the Revenant.

Salt Lake City, Deseret: Controlled by Mormon leadership and the Danites (secret enforcers). Dr. Darius Hellstromme's Wasatch Railroad headquarters. Automaton manufacturing. Complex political situation involving Mormons, US interests, and mad science.

Lost Angels, California (Great Maze): See separate briefings if assigned. Reverend Ezekiah Grimme's "sovereign state." Guardian Angels enforce "spiritual law." Marshal Job "Hogleg" Dunston (Union agent) vs. Grimme's Church Court. Extremely dangerous. Do not enter without authorization.

Railroad Hubs

Cheyenne, Wyoming: Major cattle market. Denver Pacific Railroad connection. Good place to sell cattle ($30/head in season). Union territory wedged between Sioux Nations and Disputed Lands.

Miles City, Montana: Another cattle market. Remote but profitable. Watch for rustlers and Sioux raiders.

Roswell, New Mexico: Confederate ghost rock shipping hub. Bayou Vermilion terminus. Site of famous "alien craft crash" that Smith & Robards allegedly used as ornithopter model (unconfirmed).

Confederate Strongholds

Fort Huachuca, Arizona: See Tombstone section for details. Confederate fort protecting Ghost Trail from Great Maze.

Santa Fe, New Mexico: Confederate territorial capital. Administrative center, garrison, supply depot.

El Paso, Texas: Border town. Confederate control. Mexican tensions. Dixie Rails and Bayou Vermilion operations.

Union Outposts

Fort 51, Nevada: Rumored to be more than a simple fort. Agency involvement suspected. Flying Buffaloes (rocket pack cavalry under Captain Kyle) stationed here. Sergeant Benjamin Amos famous for making Confederates look foolish.

Billings, Montana: Northern Union outpost. Great Northwestern Railroad. Watch for Sioux activity.

Sioux Nations Territory

Fargo, Dakota Territory: Edge of Sioux Nations. Tread carefully. Iron Dragon Railroad access.

Minneapolis, Minnesota: Union city near Sioux Nations border. Relatively safe, major trade center.

Disputed Lands Settlements

Kansas City, Missouri: Major city split between Union and Confederate control. Kansas City & Little Rock Railroad. Political powder keg.

Abilene, Kansas: Cattle town. Town Marshal Dan Smith (competent lawman, sometimes called on by federal authorities). Relatively civilized for a cow town.

Salina, Kansas: Smaller settlement. Good stopping point between Dodge and Denver.

Intelligence Gathering

This section provides basic information on notable locations. For current intelligence on specific towns, consult:

• Local newspapers (especially the Tombstone Epitaph for supernatural events)
• Telegraph offices for recent news
• Saloon gossip (unreliable but sometimes useful)
• Law enforcement (if trustworthy in that jurisdiction)
• Local merchants and hotel keepers
• Other troubleshooters (via Colonel Brennan's network)

Remember: Information in the Weird West goes stale quickly. A town's situation can change overnight due to raids, supernatural events, railroad developments, or political shifts. Always verify current conditions before committing to a course of action.

Travel & Distance

Understanding distances and travel times is crucial for troubleshooters operating across the Weird West. Here are some general guidelines:

Travel Times (Approximate)

By Horse:
• Good conditions: 30-40 miles per day
• Rough terrain: 20-25 miles per day
• Forced march (hard on horses): 50+ miles but risks mount health
• Through hostile territory: Slower, more cautious

By Stagecoach:
• With fresh teams at stations: 50-60 miles per day
• Less comfortable but faster than riding
• Vulnerable to ambush, weather

By Railroad:
• 20-30 miles per hour average (including stops)
• Subject to route availability
• Safest option for long distances (usually)
• Expensive for passengers, more for cargo

Key Distances (Straight Line - Add 25-50% for Actual Routes)

• Dodge City to Tombstone: ~900 miles
• Dodge City to Deadwood: ~600 miles
• Tombstone to Tucson: ~70 miles
• Laramie to Denver: ~130 miles
• Liberty to Deadwood: ~400 miles
• Bonasco to Santa Fe: ~150 miles

Planning Note: Always add extra time for delays caused by weather, mechanical problems, Indian activity, supernatural events, or other complications. What should be a 10-day journey can easily become 15-20 days in the Weird West.

Telegraph Communication

Most major towns have telegraph service, though it's not always reliable:

Cost: Typically 10-25¢ per word
Speed: Usually same-day delivery to major cities
Reliability: Lines cut by Indians, weather, sabotage
Security: Assume telegraphs can be intercepted
Availability: Not all small towns have telegraph service


General Survival Advice

Every town in the Weird West presents unique challenges, but some advice applies universally:

1. Know the Territory: Union, Confederate, Disputed Lands, or Indian Nations—each has different laws, dangers, and political realities.

2. Identify Local Power: Official law enforcement often isn't the real authority. Cattle barons in Liberty, the Cowboys in Tombstone, the Cattlemen's Club in Laramie, LaCroix's agents in Tucson—know who really runs things.

3. Railroad Baron Territories: Each rail baron (LaCroix, Kang, Hellstromme, Chamberlain, Mina Devlin, etc.) controls territory along their routes. Understand whose land you're in.

4. Supernatural Awareness: Some towns (Bonasco, Laramie) are supernaturally compromised in ways locals don't understand. Others (Deadwood, Tombstone) have supernatural elements that can be navigated if you know what you're dealing with.

5. Agency & Ranger Presence: Both the Union's Agency and the Confederacy's Texas Rangers operate throughout their respective territories. They're watching for supernatural activity and don't appreciate independent operators interfering.

6. Local Newspapers: The Tombstone Epitaph publishes supernatural news the government wants hidden. Local papers in places like Laramie (Hue & Cry) may have valuable information—or dangerous secrets that got previous editors killed.

7. Trust Your Instincts: If a town feels wrong, it probably is. In Bonasco, that feeling of being watched is real. In Laramie, those glimpses of movement beneath the street might not be imagination.

8. Money & Supplies: Prices vary wildly. Frontier towns charge premium rates. Towns controlled by specific interests (Liberty's Cattleman's Association, Deadwood's Iron Dragon) may inflate prices or restrict sales to outsiders.

9. Make Local Contacts: Saloon keepers, hotel clerks, merchants, and lawmen (if honest) provide valuable intelligence. Build relationships where possible.

10. Colonel Brennan's Network: You're not alone. Other troubleshooters may have preceded you or be operating nearby. Check for messages at designated contacts.

Final Words

The locations described in this section represent just a fraction of the settlements you'll encounter during your service to Colonel Brennan. Each town has its own character, dangers, and opportunities. Some, like Dodge City, become familiar territory. Others, like Bonasco, should be visited once and never again.

Your job as a troubleshooter is to navigate these complexities, accomplish the Colonel's objectives, and survive to collect your pay. Use this section as a starting point, but always gather current intelligence before committing to action. The Weird West changes fast, and yesterday's information can get you killed today.

Good luck out there, and remember: the most dangerous towns are often the ones that appear safest. Stay alert, trust your instincts, and never forget that in the Weird West, the impossible happens every damn day.

"I've been to every corner of the Weird West,
and I'll tell you true:
The safest place is the one you just left,
and the most dangerous is wherever you're headed next."

— Veteran troubleshooter's advice to greenhorns