Hard West 2

Hard West 2

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Beginner's Guide to Hard West 2
By HannaS
A beginners guide if you struggle to survive in Hard West 2. Gameplay strategy, combat tactics and general tips and tricks!
   
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Welcome to another guide for Hard West 2!
If you like this guide, maybe you'll find some of my other guides helpful! :)

Last update: Oct 15, 2022
High Risk - High Reward
Hard West 2 is a challenging game*, which you probably have already noticed. A unique aspect (at least new to me) of this game is that it promotes an aggressive approach to combat, as you will get your action points back whenever you kill an enemy (Bravado!).

This means high risk will give a high reward. But it will also be _very_ punishing when you fail. Use your save and load files often.

There is no "overwatch" trigger, similar to that in XCOM, where you can passively wait for enemies to enter sight and then trigger a shot. Again, the game promotes a more aggressive play style.

If you fail a mission, you can use Retry to start it over. Use this to your advantage if you feel you could have performed better by the end of combat. Being persistent and succeeding with side objectives will reward you with better gear and loot, which will be helpful for future missions. Take advantage!

And also, note that there is no shame in learning the game on the Easy level, as you will get better with practice and if you stop playing because it's not fun anymore, the only one losing out on entertainment is you. :)

*The August patch made the game a lot less hard. I would still not recommend you start on a more challenging level because it will still take time for you to learn how to combat different enemies and gather Bravado.
Gameplay Strategy
You don't get your life restored after combat. There are no healer characters, which means that you will start the next encounter in a really bad spot unless you restore your life. Doing so without consumables will cost you money.

Do side-missions! They will give you rewards such as better equipment and consumables. You'll need these for the challenges coming up.

Consider which characters to befriend first. A higher level of relationship will open up new conversation options, and eventually new combat skills on the higher levels (Ally and Friend).

Look for quest items in the stores. They will help you access spots on the map, which will give you access to items or improve your relationship level with your possy.
Combat Tactics
The main challenge with combat is to use your unique character skills to lower the HP of enough enemies to be able to chain up Bravado triggers. Get in position, use your special skill or an explosive to do area damage, and you will quickly kill many enemies in one single turn. This means you focus on the low HP enemies first and use a combination of movement and Bravado! to kill as many enemies in one turn as possible.

General Considerations

As you can only have four people in any combat, choose them wisely. Consider how you can use their skills to benefit each other. Save before you enter a combat zone, so you can switch the possy if the chosen characters didn't end up being a good fit.

Some characters need certain playing cards to access their special combat skills, i.e. a pair for Old Man Bill. Consider which character needs the cards the most before you go into combat. Characters not participating in the mission don't need any cards wasted on them.

Ensure every character has two weapons, and don't forget to use them. The rifle will consume 3AP, but if you make a kill, you get them back from the Bravado!-trigger.

Consumables that restore HP are things such as whiskey, bandages and different kind of food. You don't get a lot of HP from them, though, so preferably avoid taking damage in the first place. Use the automatic loads to recover from poor decisions.

Dynamite is useful in combat as it does area damage, but it will also give access to hidden locations and special options in conversation, so don't use them all up!

Splitter bombs will cause bleeding, but some characters are resistant (e.g. Revenants).

Have a look at the Enemies section of this guide for tips on how to combat individual enemies.
Characters (Spoilers!)
Note: If you've just started playing, there are some spoilers about upcoming characters!

Gin Carter
Gin is the leader of the gang.
Weapons: He is a rifleman, and I recommend using a revolver as a backup weapon.
Shadow Barrage: Shoots through any protection. Base Damage -6HP. Range 12.
Level 2: Base Damage -7HP.
Level 3: Base Damage -8HP and adds Burning.

Kestrel Colt
Kestrel is the brother of Gin and will only be available in the tutorial and optionally in the very last part of the game. He has the same skills as Gin.

Flynn
Flynn grew up in an orphanage, and she has knowledge of the dark arts. She is weaker than other characters and will do well with a shotgun for close encounters.
Weapons: I recommend a revolver and rifle as she will mostly keep a distance from her enemies.
Shadow Swap: Swaps position with another character, friendly or enemy, at the cost of -1HP.
Level 2: No cooldown
Level 3: Makes enemies bleed.

Old Man Bill
Bill is a revenant, woken up from the dead. Unfortunately, he does not regain HP on each turn as the revenant enemies.
Weapons: He is good with revolvers. Give him a rifle as a backup.
Deadman's Revenge: He drains life from all enemies within sight. Base Damage -2HP. The lower HP he has, the more damage he does. Use this to soften enemies for the rest of the possy to kill.
Level 2: Longer range and Base Damage -3HP.
Level 3: Base Damage -4HP.

Laughing Deer
With a brutal and mostly unknown background, Laughing Deer clearly has no problem beating people to death when they have it coming. And as he says, "a lot of people have it coming".
Weapons: Melee, obviously. I recommend a shotgun as his alternative weapon, as he will be mostly close to enemies and in good position and range.
Wild Run: He does more damage the longer he runs before he hits.
Level 2: Daze on enemies for one turn.
Level 3: Duelist on self.

Cla'lish
Once you befriend her enough, she will hunt provisions for you (once).
Weapons: Her primary weapon is a rifle. Don't forget to give her a revolver, so she has a weapon to use when she's on the move.
Deceptive Spirit: Summons a spirit that deceives enemies for one turn. Requires Two Pairs.
Level 2: Lasts two turns and can move and attack.
Level 3: Cripples targets.

Lazarus
Lazarus is a priest. Instead of Heads Down, he has a Purification skill, which removes any of his debuffs (but it also ends the turn).
Weapons: Lazarus can use any weapon, I find that I mostly use him with a revolver and a rifle, as for most characters.
Transfusion: Swaps HP and buffs/debuffs with any ally. Range 12.
Level 2: Can also be used on enemies.
Level 3: Range 25.
Loyalty Points (Spoilers!)
All characters can be befriended. It takes two points to reach the next level of your relationship, and certain levels will open up new interactions and skills:
1. Accomplice (0p)
2. Companion (2p)
3. Ally (4p)
4. Partner (6p)
5. Friend (8p) - Unlocks a second skill



Encounters with loyalty points - Chapter 1

After Boomtown Combat
+1 Flynn or +1 Laughing Deer

Second Red Cross
+1 Flynn or +1 Laughing Deer or + Old Man Bill

FourthRed Cross
A dead woman needs to be ended.
+1 Flynn or +1 Laughing Deer or + Old Man Bill

Bandits' Camp
Approach the enemy.
+1 Flynn or +1 Laughing Deer

Camping, Flynn
A conversation about Kestrel. Use one Whiskey to gain +1.

Lost Supplies
If you leave the supplies for the townsfolk, you get +1 loyalty with Bill.

After Whistle Pass
Express hope for Kestrel to gain +1 loyalty with Glenn, or pessimism to gain +1 with Bill.

Zeke's Trading Post
In conversation about the refugees from Calla Calla, you can side with Laughing Deer or Old Man Bill for +1.
In conversation with Cla'lish you can side with her or Laughing Deer for +1.

Sacred Site
Side with Old Man Bill or Cla'lish for +1 loyalty.

Sacred Site, After Combat
Forgive Cla'lish for +1 loyalty.

Small Camp
Side with Laughing Deer, Old man Bill or Cla'lish for +1 loyalty and a tobacco pouch.

Lone Stranger
Don't steal his shotgun, and Lazarus will give you +1 loyalty.

Pine Falls
Speak to the expedition and side with Lazarus or Flynn for +1 loyalty.

Spirit Totem
Speak to the bear and side with Cla'lish or Flynn for +1 loyalty.

Hidden Cave
Side with Laughing Deer or Cla'lish for +1 loyalty.

Native Village
Side with Laughing Deer or Lazarus for +1 loyalty.
Or, side with Cla'lish for +1 loyalty with both Laughing Deer and Lazarus.
Side with Laughing Deer or Cla'lish for +1 loyalty.

Pitch Black Cavern
Leave the valuables to gain +1 loyalty with Cla'lish.

Old Silver Mine
Side with Lazarus, Flynn or Old Man Bill for +1 loyalty with either of them.

Chapter 2

Hanging Tree
Side with Old Man Bill or Lazarus for +1 loyalty with either of them.

Widow's Home
Her husband has come back from the dead and needs taking care of. Bill can do it if he's an Ally, but he requires a whiskey, and you only get $20. Lazarus can do it if he is an Ally, and he will gain you $40.

Missing Cows - North
Bill can help you rein in the cows, but he needs to be an Ally, and he requires a rope.

Ransacked Coach
Dead people with arrows in them. Side with Laughing Deer or Lazarus for +1 loyalty with either of them.

Small Camp
Dead people in a camp. Ransack the camp for $40, or if Cla'lish is your Partner, she can get you $80.

Mc'Carthy's Hideout
Somebody needs to take out this criminal.
Laughing Deer (Ally 4p), will take -6HP to do it.
Flynn (Ally 4p), will take -1HP.
Lazarus (Ally 4p), will require a Whiskey.
Old Man Bill (Ally 4p), will take -6HP.
Cla'lish (Partner 6p), can do it without any damage or further requirements.

Missing Cows - South
If Laughing Deer is an Ally, he can distinguish the hurt cows from the healthy.

Missing Cows - West
The cows are taken on by natives. You can take them and side with Lazarus or let them keep them and side with Cla'lish for +1 loyalty.

Fort Prudence
Old Man Bill discovers something hidden. You can access it with Blue Dynamite, or if Flynn is Partner, she can find it for you.

Beast's Territory
Kill the cub and side with Lazarus or leave the cub alive and side with Cla'lish and Flynn for +1 loyalty with either of them.

Trampletown, after Bank Robbery
Assure Lazarus or Joke with Cla'lish for +1 loyalty.

Scorndale, after Mission
Part ways peacefully for +1 loyalty with Old Man Bill.

St. Jude's Parish, after Mission
Side with Cla'lish or Laughing Deer for +1 loyalty.
Let the sheriff keep his money for an additional +1 loyalty with Laughing Deer.

Abandoned Strip Mine, after Mission
Side with Flynn or Lazarus for +1 loyalty.

Chapter 3

White Buffalo
Let the buffalo live and gain +1 loyalty with Cla'lish.

Burial Cave
Leave the grave alone and gain +1 loyalty with Cla'lish.

Ambush Site
Side with Lazarus or Cla'lish for +1 loyalty with either of them.
Enemies (Spoilers!)
Bandits

Rifleman
5HP
Long Range, High Damage (-8HP on Hard)
Tactics: Due to the high damage and low HP, taking this enemy out should be a priority. Stay outside their view and range, or take them out to gain Bravado!

Gunman
10HP
Medium Range, Medium Damage (-5HP on Hard)
Tactics: Not a high priority, as they can't ricochet bullets they need to be fairly close to hit you.

Shotgunner
15HP
Short Range, Low Damage
Tactics: High HP means you need to beware so they don't get too close before you've ground their health down enough to kill them.

Demolisher
8HP
Short Range, Low Damage (-3HP on Hard), Bleed
Tactics: The bleeding is the annoying part because it means every action makes you lose HP, so you either need to bandage, or you can't do anything for 3 turns. That is why I make this enemy a high priority.

Sharpshooter
8HP
Long Range, High Damage, Duelist
Tactics: Due to the high damage and relatively HP, taking this enemy out should be a priority. Stay
outside their view and range, or take them out to gain Bravado!

Gunslinger
15HP
Medium Range, Medium Damage -4HP, Duelist, Can ricochet bullets
Tactics: Duelists will return fire, but not if you use ricochet to bounce the bullet towards them.

Brawler
20HP
Short Range, medium damage (-4HP)
Tactics: Mainly bothersome due to the high HP, but the damage output isn't great and he can be avoided by keeping a distance.

Mad Dog
10HP
Short Range Melee (burning), Medium Range Demolition (-6HP) that causes bleeding.
Tactics: This enemy should be a priority. He will damage multiple characters and cause them bleeding, which reduces your health by -2HP with every action you take. Use bandages or other healing appliances to remove bleeding.

Shadow Dancers

Shadow Warrior
12HP
Melee, medium damage, cripple
Tactics: These annoying crazies will run up close, and attack you with their club which cripples you for one turn (no movement). You can take them out with two rifle shots (6) or improved revolver (Desert Ranger) shots (6). Since they can only attack close up, they might not be your highest priority considering that they often come along with Blackhearts.

Blackheart
16HP
Long Range, High Damage, Hex and Steal Life
Tactics: These should be a high priority to take out, but only damage them if you are sure you can kill them in one turn. Once they have reduced health they will steal your life and that makes a lot of damage. They can hex you to reduce the luck of anyone in a certain area (and do minor -1 damage). They also have a rifle so if you are exposed, they will shoot you, doing high damage.

Wendigo
30HP
Short Range, Melee (-4HP) and Bleed, Will Counter When in Melee Range, Bloodlust
Tactics: Although they have a lot of HP, you can avoid them by keeping your distance, so this might not be your top priority target.

Revenants

All revenants have the annoying habit of restoring 5HP every turn, so you need to kill them or the damage done is (partly) wasted.

Revenant
10HP
Melee, low damage, restore HP on every turn

Gunman Revenant
9HP
Medium range, low damage (-3HP), restore HP on every turn
Tactics: These guys have revolvers and will not do great damage or have great range, so they shouldn't be your top priority.

Rifleman Revenant
5HP
Long range, high damage, restore HP on every turn
Tactics: Same as for ordinary Rifleman.

Shotgunner Revenant
15HP
Medium range, low damage (-2HP), restore HP on every turn
Tactics: Similar to ordinary Shotgunner.

Demolisher Revenant
10HP
Medium range, medium damage (-6HP) explosives, causes bleeding, restore HP on every turn
Tactics: Similar to ordinary Mad Dog.

Witch
20HP
Spawns two new revenants every turn. Will not restore her own HP though.

Demons

Hellspawn
8HP
Medium range, Low Damage (-4HP on Hard)
Tactics: Not a high-priority target, as they are fairly weak and cause relatively small damage. Use them for Bravado! when needed.

Bloodspawn
16HP
Long Range, Daze
Tactics: Not much to it.
Weapons
Melee

Skullcrusher
Melee
AP Cost: 1
Range: 1
Damage: 3

Jawbone Club
Melee
AP Cost: 1
Range: 1
Damage: 3
Crippled: The enemy cannot move for one turn

Gunstock Club
Melee
AP Cost: 1
Range: 1
Damage: 3
Dazed: The enemy cannot use weapons for one turn

Machete
Melee
AP Cost: 1
Range: 1
Damage: 3
Bleeding: -2HP per action, 3 Turns

Reinforced Skullcrusher
Melee
AP Cost: 1
Range: 1
Damage: 4

Tomahawk
Melee
AP Cost: 1
Range: 1
Damage: 4
Bleeding: -2HP per action, 3 Turns

Cross of Thorns
Melee
AP Cost: 1
Range: 1
Damage: 4
Burning: -3HP per action, 3 Turns.

Handguns

Dirty Copper
Handgun
AP Cost: 2
Range: 1-12
Damage: 5
Trick Shot

Widowmaker
Handgun
AP Cost: 2
Range: 1-12
Damage: 7
Dazed: Cannot use weapons for one turn.

Hand Cannon
Handgun
AP Cost: 2
Range: 1-12
Damage: 5
Bullseye Chance Buff: +15%
Trick Shot

Desert Ranger
Handgun
AP Cost: 2
Range: 1-18
Damage: 6
Trick Shot

Bullet Bouncer
Handgun
AP Cost: 2
Range: 1-12
Damage: 6
Ricochet Bonus: +25% CtH for every ricochet.
Duelist: Will perform counter when attacked by a single attack.
Trick Shot

Derringer
Handgun
AP Cost: 1
Range: 1-12
Damage: 2
Trick Shot

Duckfoot
Handgun
AP Cost: 2
Range: 1-10
Damage: 4
Crippled: The target cannot move for one turn.

Deadman's Gun
Handgun
AP Cost: 2
Range: 1-12
Damage: 6
Bullseye Chance Buff: +15%

Shotguns

Coach Gun
Shotgun
AP Cost: 2
Range: 1-10
Damage: 4
Buckshot (cone area damage)
Bullseye Chance Buff +15%

Sawed Off Shotgun
Shotgun
AP Cost: 1
Range: 1-10
Damage: 2
Buckshot (cone area damage)
Bullseye Chance Buff +15%

Gutshaker
Shotgun
AP Cost: 2
Range: 1-14
Damage: 5
Buckshot (cone area damage)
Bleeding: -2HP per action
Bullseye Chance Buff: +15%

Scorcher
Shotgun
AP Cost: 2
Range: 1-14
Damage: 6
Buckshot (cone area damage)
Burning: -3HP per turn for three turns
Bullseye Chance Buff: +15%

Rifles

Wild Buffalo's Rifle
Rifle
AP Cost: 3
Range: 1-18
Damage: 8

Hawkeye Rifle
Rifle
AP Cost: 3
Range: 1-18
Damage: 8
Trick Shot

Chain Gun
Rifle
AP Cost: 2
Range: 1-18
Damage: 8
CtH Debuff: -25%

Beecher's Carbine
Rifle
AP Cost: 3
Range: 1-18
Damage: 8
Bullseye Chance Buff +15%
Elevation Bonus: CtH 50% instead of 25%

Elephant Rifle
Rifle
AP Cost: 3
Range: 1-18
Damage: 12
Cooldown: One turn

Throwables

Nail Bomb
Throwable
AP Cost: 1
Range: 12
Area of Effect Damage: 3
Damage: 3
Bleeding: -2HP per action

Dynamite
Throwable
AP Cost: 1
Range: 12
Area of Effect Damage: 3
Damage: 6

Blue Dynamite
Throwable
AP Cost: 1
Range: 12
Area of Effect Damage: 3
Damage: 8
Burning: -3HP per turn