(WIP) ~Prototype~ Red Dead Revolver (PlayStation 2) - RetroAchievements/guides GitHub Wiki
This guide provides comprehensive details on how to unlock each achievement within the base set, offering clear steps and strategies to ensure your success. Additionally, it includes useful information on the leaderboards for those interested in tracking their progress and competing at higher levels.
This guide mirrors the one available on the achievement set developer's Github
- π Achievement Guide (divided by category)
- π Single Player Progression
- π Single Player Challenges
- π Single Player Bonus
- π Showdown Challenges
- π₯ Leaderboard Guide
- π Credits
- βοΈ Footnotes
Set consists of 35 achievements worth 177 points
Set released on DD MMMM YYYY
This set is primarily designed to showcase everything this build of Red Dead Revolver has to offer. As well as some secret/hidden features which did not make it to the full release. It should be a fairly quick and easy to "master" this achievement set.
If the explanation here doesn't suffice feel free to search up some guides, here are a few helpful resources:
As this is a prototype build. This game isn't well documented anywhere at all. The best resource would probably be this RAguide, the RA forum topic of this game or the comment sections on the game page.
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Due to the nature of this prototype build, the player character may easily get stuck on objects or go out of bounds when struck by enemy attacks, as these can push the character model into unintended areas. This might prevent progress on certain achievements. However, a simple level Reset via the Pause Menu can quickly give the player another chance. Since the levels arenβt very large, this shouldnβt be too much of a hassle.
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There are a few game bugs which may crash the game, alas this build doesn't use any save system. So no progress may be lost and the stages/levels are pretty short, so any crashes are minimal in achievement progress.
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Some characters in Multiplayer mode will bug out the game. eg. Character "Soldier". The game will display an error message and freeze when loading the Multiplayer match. Simply retry/reset/reboot the game to try again. You just have to be lucky the other CPU players don't pick any of the bugged out characters.
Click here β to toggle open this summary
Level/Stage | Achievements (achievement_link) |
---|---|
Training Stage (3) | - Westbound and Ready (a_CompleteTng) - Whack-a-Mole (a_ChallengeTng) - Lessons of the Trial (a_EyeTng) |
Prologue Stage (3) | - A Son's Duty (a_CompletePerf) - No Harm Comes Home (a_ChallengePerf) - Drop-In Lodging (a_PerfRoofFall) |
Title Stage (3) | - The Goodest Bounty Hunter (a_CompleteHng) - Lead with Precision (a_ChallengeHng) - Revolver's Rain (a_EyeShootHng) |
Sheriff Night Stage (3) | - Mad Sheriff, Grim Justice (a_CompleteShernite) - Reckoning at Midnight (a_ChallengeShernite) - Gunslinger's Stage (a_EyeShootShernite) |
Sheriff Day Stage (3) | - No Mercy for Swine (a_CompleteSher70) - Sheriff by Sunrise (a_ChallengeSher70) - Marksman's Perch (a_EyeShootSher70) |
Saloon Stage (1) | - Boots First, Questions Later (a_SaloonThrow) |
Tombstone Stage (2) | - The Tombstone Stampede (a_HorseTomb) - A Town of Stories (a_EyeTomb) |
Train Stage (1) | - Dramatic Heights (a_EyeTrain) |
Fort Stage (1) | - The King's Vantage (a_EyeFort) |
Mansion Stage (1) | - Estate of Grace (a_EyeMans) |
The achievements in this category require the player to visit all levels which feature combat encounters. While only half of the stages in this prototype build meet this criterion, donβt worryβmastering this set will still require the player to visit all stages. For more details, refer to the achievement categories: Single Player Challenges and Single Player Bonus Achievements
Note
"Beaten" Status: Since all stages in the LevelSelectionMenu are unlocked by default, no achievement is tied to a "Win Condition". Therefore, to achieve the "Beaten" status for the game on RetroAchievements, the player must unlock all achievements within this category. Thus all achievements marked as "Progression".
Title (dev_id) | Guidance & Insights |
---|---|
a_CompleteTng |
In the "Training Stage", complete the Movement Training, the Weapon Training and the Shooting Challenge. Failing the shooting challenge will also count as completing it. - The player quits to Title Screen. If any fail condition is met, the player can easily retry the achievement by replaying the level. - A Measured Indicator tracks how many training sections are completed up to three. |
a_CompletePerf |
In the "Prologue Stage", kill all six hostile NPCs, including "Billy The Kid", which spawns somewhere around 40 seconds in the stage. Make sure Jinnie and Mother survive the ordeal. Because the player is required to talk/interact with both Jinnie and Mother to receive a "Thank You" message, which can only be activated once all hostiles have been eliminated. Mother is supposed to run to the player, once all enemies are killed, to start the interaction. If the NPC doesn't move to the player, she may be stuck. Jinnie won't do this. The player will have to stand next to her, facing her and then interact with her by pressing X or O to start the interacton. - Jinnie or Mother die before receiving their "Thank You" message. If any fail condition is met, the player can easily retry the achievement by resetting the level via the Pause Menu. - A Measured Indicator tracks how many unique allied NPCs have thanked the player up to two. Warning β "Billy The Kid" may be spawned in as a friendly NPC when the player manages te kill "Ugly Chris" too fast, before "Billy" can spawn. This would prevent this achievement from unlocking. Misc note β Jinnie and Mother are both friendly/allied NPCs as they can be shot directly. |
a_CompleteHng |
In the "Title Stage", kill all six hostile NPCs, including the shopkeeper. Make sure the dog, "Rusty", survives the fight, because the player is required to talk/interact with him after everything is clear. The friendly/allied NPC is supposed to run to the player, once all enemies are killed, to start the interaction himself. If the NPC doesn't move to the player, he may be stuck. - The dog dies before receiving the "Thank You" message. If any fail condition is met, the player can easily retry the achievement by resetting the level via the Pause Menu Misc note 1 β The shopkeeper starts without a weapon, although he can still be shot. He may pick up a dropped weapon from enemies. Misc note 2 β The dog is a friendly/allied NPC which can't be directly shot. Misc note 3 β There may not be any text displayed during the interaction with the dog, only black bars during the cutscene. |
a_CompleteShernite |
In the "Sheriff Night Stage", eliminate all seven hostile NPCs. Make sure the captive stays alive, so the player can talk/interact with him after the town is safe. The friendly/allied NPC is supposed to run to the player, once all enemies are killed, to start the interaction himself. If the NPC doesn't move to the player, he may be stuck. - The captive dies before receiving the "Thank You" message. If any fail condition is met, the player can easily retry the achievement by resetting the level via the Pause Menu Misc note 1 β The captive shown in the intro cutscene is friendly, he can't be directly shot at. Misc note 2 β There may not be any text displayed during the interaction with the captive, only black bars during the cutscene. |
a_CompleteSher70 |
In the "Sheriff Day Stage", kill at least seven hostile NPCs. An old man spawns somewhere inside the bar from the intro cutscene, he will run outside all over the stage once the stage starts. Make sure he survives the fight, as he may easily get hit by dynamite from Pig Josh. Once the town is safe, talk/interact with the old man, "Jiji" to receive a "Thank You" message. The friendly/allied NPC is supposed to run to the player, once all enemies are killed, to start the interaction himself. If the NPC doesn't move to the player, he may be stuck. - The old man dies before receiving the "Thank You" message. If any fail condition is met, the player can easily retry the achievement by resetting the level via the Pause Menu Misc note β There may not be any text displayed during the interaction with the old man, only black bars during the cutscene. |
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This category encompasses a set of custom-made challenge achievements. There's at least one for each stage, which has combat encounters.
I wanted to design at least one challenge achievement which incorporated some sort of accuracy stat. eg. "Complete xx Stage with xx% accuracy". But because of limitations with the current development tools this idea was canned.
Title (dev_id) | Guidance & Insights |
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a_ChallengeTng |
Within the "Training Stage", eliminate 11 moles during the Shooting Challenge, in under one minute and whilst only going for headshots. Try to aim high on their heads for the headshot to count. For some reason, if the player hits a mole close too low on the head, it won't be counted as a "headshot", but they'll still die in one shot, just like a normal "headshot". It seems like the hitbox for it to count towards a "headshot" is different than the hitbox for a one shot kill. - Hitting a bodyshot - Failing to kill 11 moles within the time limit of 60 seconds. (The Shooting Challenge fails in this case) If any fail condition is met, the player can easily retry the achievement by pressing Reset in the Pause Menu. - A Trigger Indicator is displayed when the Shooting Challenge starts. It is removed when the player hits a bodyshot - A Measured Indicator tracks the number of mole kills up to 11 WARNING β Each mole kill adds $2.00 to the player's cash. When this cash value reaches above $49.09 the game goes into a "Win State", resulting the level to reset. Thus this will fail the player's current progress for this achievement. (Also refer to achievement a_WinGameAny). |
a_ChallengePerf |
In the "Prologue Stage", defeat a total of six hostile NPCs, without taking damage. Interact with Mother or Jinnie after the deed is done to receive a "Thank You" message. - Taking damage - Both Jinnie and Mother have died before being able to a receive "Thank You" message. If any fail condition is met, the player can easily retry the achievement by pressing Reset in the Pause Menu. - A Trigger Indicator is displayed when the level starts, this indicator is removed when the player takes damage. - A Measured Indicator tracks the number of enemies killed, up to six. Warning β "Billy The Kid" may be spawned in as a friendly NPC when the player manages te kill "Ugly Chris" too fast, before "Billy" can spawn. This would prevent this achievement from unlocking. |
a_ChallengeHng |
In the "Title Stage", defeat a total of six hostile NPCs, without missing a single shot. Once all enemies are eliminated, talk/interact with the dog, "Rusty", to receive a "Thank You" message. - Missing a shot - The dog dies before being able to receive the message. If any fail condition is met, the player can easily retry the achievement by pressing Reset in the Pause Menu. - A Trigger Indicator is displayed when at 100% shot accuracy. This trigger may also dissapear for a few frames/milliseconds while the game is still tracking flying bullets/shots. If they all land, the indicator should re-appear. - A Measured Indicator tracks the current player's kill count up to six. |
a_ChallengeShernite |
In the "Sheriff Night Stage", complete the following within 2 minutes: defeat a total of seven enemies, then talk/interact with the captive to receive a "Thank You" message. - Timer passes 2 minutes. - The captive dies before being able to receive his "Thank You" message. If any fail condition is met, the player can easily retry the achievement by pressing Reset in the Pause Menu. - A Trigger Indicator is displayed when the level starts. It is removed when 2 minutes have passed. - A Measured Indicator tracks the current player's kill count up to seven. |
a_ChallengeSher70 |
Eliminate at least 11 hostiles during the "Sheriff Day Stage" without picking up any healing items AND ensuring that the neutral NPC, Old Man "Jiji", survives so the player can receive a "Thank You" message from him. Once Pig Josh is defeated and Jiji survives, he will run up to the player, triggering a brief interaction or cutscene. However, since this is a prototype build, there may not be any text displayed. The achievement will unlock once this interaction activates and as long as Trigger Indicator is still active. If "Jiji" doesnβt approach the player, he may be stuck somewhere. Try walking around to get close to him and trigger the interaction. If he remains unresponsive, he may have gone out of bounds due to enemy attacksβmost likely from Pig Joshβs dynamite explosions. To reach 15 kills, the player must eliminate at least one Piggy twice. Piggies are the small flying enemies that spawn alongside Pig Josh and will continue respawning until he is defeated (these are the only enemies which keep respawning in this level). However, once Pig Josh dies, all remaining Piggies will despawn. To meet the kill requirement, the player should reach at least 14/15 kills before taking down Pig Josh, as his defeat will count as the final required kill. - Old Man "Jiji" dies before being able to receive his "Thank You" message. - The player picks up a healing item. If any fail condition is met, the player can easily retry the achievement by pressing Reset in the Pause Menu. - A Trigger Indicator is displayed when the level starts. It is removed when the player receives healing. - A Measured Indicator tracks the current player's kill count up to 11. |
a_WinGameChallenge |
In the "Sheriff Day Stage" collect over $49.09 in cash in under four minutes AND without picking up any healing items. Each kill is worth $2 and the player starts at $10. To reach over $49.09, the player has to eliminate about 20 enemies in total. The stage comes with 11 non-respawning enemies and 3 Piggy enemies which keep respawning infinitely once Pig Josh appears. These are the small flying enemies that throw knifes at the player. They keep repsawning as long as Pig Josh is alive. - The player picks up a healing item. - The timer reaches 4 minutes. If any fail condition is met, the player can easily retry the achievement by pressing Reset in the Pause Menu. - A Trigger Indicator is displayed when the level starts. It is removed when the player receives healing OR when the timer runs out. |
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This category of achievements showcases a few secret character animations, forces the player to visit all stages for some sightseeing and has a few fun creative challenges. Hope you enjoy!
Note
Most of these achievements need to be completed in Singleplayer. A few of the animation specific ones, may be unlocked in Multiplayer as well.
Title (dev_id) | Guidance & Insights |
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a_TipHat |
Tip your hat while in-game, by pressing X or R1 whilst standing still. This character animation needs to completely finish in order for the achievement to unlock. It can be executed in Singleplayer and also by any character in Multiplayer. - A Trigger Indicator is displayed when the character animation is active. Finish the whole animation to unlock the achievement. Developer note β This is a neat secret character animation which the player can activate. |
a_EyeTng |
In the "Training Stage", tip your hat when standing next to the following two locations: - In front of a white chest. This can be found in a cave when the player follows the trial in the woods. - Near a broken cart. Follow the trial in the woods till the end. The player should find the cart to his right when the player sees a large river. To tip your hat, please refer to achievement a_TipHat - Exiting the stage. If any fail condition is met, the player can easily retry the achievement by reloading the correct stage. - A Trigger Indicator is displayed when the player is near a point-of-interest (POI) location. Tip your hat near this location and let the character animation run until the Measured Indicator updates. Once the player has tipped his hat near a POI the trigger indicator will be removed for that location. - A Measured Indicator tracks how many POI's the player has visited up to 3 Developer note β This is part of a group of "sightseeing" achievements, in which the player has to visit certain locations within a specific stage, which do not offer any combat enocunters. |
a_EyeTomb |
In the "Tombstone Stage", tip your hat when standing next to the following three locations: - Near the native "Indian" camps. Can't miss this when hugging the stage boundaries. - In front of the flower stall. It's in the middle of town. - In front of a pottery kiln. It's to the right when of the player's spawn. To tip your hat, please refer to achievement a_TipHat - Exiting the stage. If any fail condition is met, the player can easily retry the achievement by reloading the correct stage. - A Trigger Indicator is displayed when the player is near a point-of-interest (POI) location. Tip your hat near this location and let the character animation run until the Measured Indicator updates. Once the player has tipped his hat near a POI the trigger indicator will be removed for that location. - A Measured Indicator tracks how many POI's the player has visited up to 3 Developer note β This is part of a group of "sightseeing" achievements, in which the player has to visit certain locations within a specific stage, which do not offer any combat enocunters. |
a_EyeFlash |
In the "Flashback Stage", tip your hat when standing next to the following two locations: - On top of the outhouse. It's advised to jump on the burning house first and then jump on the outhouse from there. - On top of the river log bridge, stand in the middle. To tip your hat, please refer to achievement a_TipHat - Exiting the stage. If any fail condition is met, the player can easily retry the achievement by reloading the correct stage. - A Trigger Indicator is displayed when the player is near a point-of-interest (POI) location. Tip your hat near this location and let the character animation run until the Measured Indicator updates. Once the player has tipped his hat near a POI the trigger indicator will be removed for that location. - A Measured Indicator tracks how many POI's the player has visited up to 2 Developer note β This is part of a group of "sightseeing" achievements, in which the player has to visit certain locations within a specific stage, which do not offer any combat enocunters. |
a_EyeTrain |
In the "Train Stage", tip your hat when standing next to the following one location: To tip your hat, please refer to achievement a_TipHat - On top of the cliff ridge to the left of the traintracks. The player can get up there by jumping/climbing on top of the train and then jump across to the cliff. It's advised to spam the jump button when doing the crossing from the train to the cliff. To tip your hat, please refer to achievement a_TipHat - Exiting the stage. If any fail condition is met, the player can easily retry the achievement by reloading the correct stage. - A Trigger Indicator is displayed when the player is near a point-of-interest (POI) location. Tip your hat near this location and let the character animation run until the Measured Indicator updates. Once the player has tipped his hat near a POI the trigger indicator will be removed for that location. - A Measured Indicator tracks how many POI's the player has visited up to 2 Developer note β This is part of a group of "sightseeing" achievements, in which the player has to visit certain locations within a specific stage, which do not offer any combat enocunters. |
a_EyeFort |
In the "Fort Stage", tip your hat when standing next to the following two locations: - Near the throne. Can't miss this. - Inside a castle tower. When the player is inside the fort and looking at the gate, it's the tower to the left of the gate which can be accessed via a bunch of crates next to a shack, which is hugging the wall. Jump on these crates to access to wall, then use the shack roof to get on top of the wall. To tip your hat, please refer to achievement a_TipHat - Exiting the stage. If any fail condition is met, the player can easily retry the achievement by reloading the correct stage. - A Trigger Indicator is displayed when the player is near a point-of-interest (POI) location. Tip your hat near this location and let the character animation run until the Measured Indicator updates. Once the player has tipped his hat near a POI the trigger indicator will be removed for that location. - A Measured Indicator tracks how many POI's the player has visited up to 2 Developer note β This is part of a group of "sightseeing" achievements, in which the player has to visit certain locations within a specific stage, which do not offer any combat enocunters. |
a_EyeMans |
In the "Mansion Stage", tip your hat when standing next to the following four locations: - On the podium, stand close to the pedestal. Can't be missed. - Near a fountain with a lion's head. This is inside the mansion estate, close to one of the corners of the estate walls. - Inside an alcove on the roof. There's a small roofed tower/alcove on the roof of the mansion where the player spawns. - Inside the trainstation. Access this by going outside the mansion estate and go around into the town. The trainstation doors are open on the side of the town. Go inside the trainstation. To tip your hat, please refer to achievement a_TipHat - Exiting the stage. If any fail condition is met, the player can easily retry the achievement by reloading the correct stage. - A Trigger Indicator is displayed when the player is near a point-of-interest (POI) location. Tip your hat near this location and let the character animation run until the Measured Indicator updates. Once the player has tipped his hat near a POI the trigger indicator will be removed for that location. - A Measured Indicator tracks how many POI's the player has visited up to 4 Developer note β This is part of a group of "sightseeing" achievements, in which the player has to visit certain locations within a specific stage, which do not offer any combat enocunters. |
a_PerfRoofFall |
In the "Prologue Stage" fall through the roof of the house. The player can jump and climb onto the roof. The roof has a breakable hole to the side of the outhouse. Simply walk over it and fall down to unlock this achievement. - The roof hole is not opened by walking over it. - The player takes too long to fall down the hole once it opens. If any fail condition is met, the player can easily retry the achievement by pressing Reset in the Pause Menu. Developer note β This is a small map secret, I thought would make a neat little achievement, showcasing some destructible environment. |
a_Dodge |
Perform a dodge while in-game, by pressing X or R1 whilst walking forward. This character animation needs to completely finish in order for the achievement to unlock. It can be executed in Singleplayer and also by any character in Multiplayer. - A Trigger Indicator is displayed when the character animation is active. Finish the whole animation to unlock the achievement. Developer note β This is a neat secret character animation which the player can activate. |
a_SpinFire |
When in-game, land at least three shots while performing a Spinfire special move. This move can only be activated when the player has the single revolver or the dual revolvers equipped. To perform a Spinfire, the player needs to have any of the two mentioned weapons equipped AND still have leftover special gauge meter left. This special meter bar seems to be used by special moves as well as Rapid Fire Mode (refer to achievement a_DeadEyeMaster for more on Rapid Fire). Then when the player presses both X and O simultaneously, the player character will perform the special move. - The player fails to land 3 shots within a single Spinfire. If any fail condition is met, the player can easily retry the achievement by doing another Spinfire move. - A Trigger Indicator is displayed when the special move starts. This indicator is removed when the fail condition is met. - A Measured Indicator tracks the number of landed shots within a single Spinfire up to three Developer note β This is a neat secret move which the player can activate, not used within the full release. It's not explained anywhere in-game on how to execute a special move. I found this completely by chance. Some other special moves are found in Multiplayer Mode. |
a_HorseCover |
When in-game, use a horse as cover. To perform this, the player has to be on horseback. One can be found in the "Train Stage", "Sheriff Night Stage" and in the "Tombstone Stage". Once on horseback simply press and hold X and move the camera to the left or right of the horse. Hold this cover stance for 2-4 seconds. - A Trigger Indicator is displayed when the horse cover animation is active. Hold this animation for 2-4 seconds in order to unlock the achievement. Developer note β This achievement showcases a "secret" prototyped horse cover system, which never made it to the full release. |
a_SaloonThrow |
In the "Saloon Stage", throw all two NPCs outside the front door of the saloon. The player can kick enemies by pressing X or R1 whilst standing close to an enemy when in aim mode. The player can also grab and throw enemies. The best method to achieve this is to grab and hold an enemy towards the door and then throw and/or kick him towards the door. If the players aims the throw/kick well, the enemy will fly through the front doors. - The player managed to throw one of the NPCs out-of-bounds, which is not outside the front side of the saloon. If any fail condition is met, the player can easily retry the achievement by pressing Reset in the Pause Menu. - A Measured Indicator tracks how many enemy NPCs the player has thrown outside the front door up to two. Developer Note 1 β The player has to throw both NPCs outside the front wall of the saloon, not specifically the front door. The achievement checks the y-coordinate of each NPC. Developer note 2 β This achievement was primarily designed with the goal to showcase kicking, throwing and grabbing enemies. |
a_HorseTomb |
In the "Tombstone Stage", ram into all eight NPCs roaming around town, whilst on horseback. A horse can be found in the center of the town. The player can mount the horse by standing next to it and pressing the jump button O. - Using/firing a weapon. - An NPC dies whilst the player is not on horseback. If any fail condition is met, the player can easily retry the achievement by pressing Reset in the Pause Menu. - A Trigger Indicator is displayed when the player is on horseback. - A Measured Indicator tracks the number of unique NPCs rammed with the horse, up to eight. Developer note β Whilst playing around with this prototype, I saw the player was able to damage NPCs when ramming into them while on horseback. Thus this achievement was born. |
a_DeadEyeMaster |
When in-game, land at least five shots in one single Rapid Fire Burst. To perform a Rapid Fire Burst, the player has to activate Rapid Fire Mode. To activate Rapid Fire Mode, the player has to be in aim mode. While in aim mode perform a half circle motion with the left analog joystick to enter Rapid Fire Mode. Once the aiming reticle changes and Red starts painting targets, the player has activate Rapid Fire Mode. Once it is active, simply paint enough targets and press the Fire button. Now be wary that Rapid Fire Burst is not 100% accurate. It's advised that the player uses the dual revolvers as this has a max of 12 bullets, thus 12 targets which can be painted whilst in Rapid Fire Mode. Simply paint as much targets as possible and shoot. I would also advise doing this during the Shooting Challenge of the "Training Stage", as there are a lot of easy enemy targets to paint. - Failure to land 5 shots within a single Rapid Fire Burst. If any fail condition is met, the player can easily retry the achievement by performing another Rapid Fire Burst. - A Trigger Indicator is displayed when the Rapid Fire Mode is active. - A Measured Indicator tracks how many shots have hit an enemy up to 5. Developer note β This achievement showcases a somwhat different Deadeye ability from the full release, although in an albeit harder to use version. In the prototype this is dubbed "Rapid Fire", in the full release game this is called "Deadeye". |
a_WinGameAny |
Within a Singleplayer level earn more than $49.09 in cash. This should only be achievable in the "Training Stage" or in the "Sheriff Day Stage", as these levels have respawning enemies. The other levels do not have enough enemies to kill to get earn more than $49.09. Developer note β This achievement showcases some sort of "Win State" the developers put inside this build of the game. Once the player reaches above $49.09 in cash, the player receives an insane amount of cash and the game goes into a "Win State". After a few seconds the game resets the level. |
a_EyeShootHng |
In the "Title Stage", eliminate five enemies with the single revolver whilst standing on top of a building. This can be any of the two buildings or the tent. - The player drops from the building. If any fail condition is met, the player can easily retry the achievement by pressing Reset in the Pause Menu or climb back up if the stage still has enough enemies left to kill. - A Trigger Indicator is displayed when the player is inside a viable area to eliminate enemies. Kill the hostiles while within this area to unlock the achievement. - A Measured Indicator tracks the player's kill count up to 5. Developer note 1 β A little bonus challenge achievement. Developer note 2 β For this achievement, the player just has to be above certain height/Z-coordinate. |
a_EyeShootShernite |
In the "Sheriff Night Stage", eliminate four enemies with the dual revolvers whilst standing on top of the big barrel. The big barrel can't be missed, it's in the center of the stage, simply jump/climb on it. - The player drops down from the barrel. If any fail condition is met, the player can easily retry the achievement by pressing Reset in the Pause Menu or climb back up if the stage still has enough enemies left to kill. - A Trigger Indicator is displayed when the player is on top of the barrel. Kill the hostiles while within this area to unlock the achievement. - A Measured Indicator tracks the player's kill count up to 4. Developer note β A little bonus challenge achievement. |
a_EyeShootSher70 |
In the "Sheriff Day Stage", eliminate seven enemies with the rifle whilst standing on the roof of the highest building in the stage. The building in question is the one of next to the broken down wind mill, the one with the stairs leading up to a 2nd floor. Simply follow the stairs, jump/climb on the stairs railing and then jump/climb on the roof. - The player drops from the roof. If any fail condition is met, the player can easily retry the achievement by pressing Reset in the Pause Menu or climb back up if the stage still has enough enemies left to kill. - A Trigger Indicator is displayed when the player is on top of the roof. Kill the hostiles while within this area to unlock the achievement. - A Measured Indicator tracks the player's kill count up to 7. Developer note β A little bonus challenge achievement. |
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This prototype build of Red Dead Revolver includes a basic version of the Multiplayer Mode, referred to as "Showdown", which is also featured in the full release version. All achievements in this category are centered around this mode.
Note
Multiplayer is disallowed for this set! In other words: playing with more than 1 human player is not allowed. All achievements in this category need to be earned by playing versus CPU.
All multiplayer achievements require to win a few rounds "consecutively". This means the player must acquire a number of round-wins, one after another without losing any rounds in between.
Pressing Reset in the Pause Menu will reset the progress of the multiplayer achievements. It will reset the current number of consecutive round-wins.
These achievements are rather simplistic, but alas, it's what this prototype offer. I wanted to design at least one achievement which incorporated some sort of accuracy stat. eg. "Win xx multiplayer rounds consecutively with xx% accuracy". But because the game never saved a stat for shotsHit in Multiplayer, this was canned. It only saves shotsFired in Multiplayer.
Title (dev_id) | Guidance & Insights |
---|---|
a_WinRed |
In a Multiplayer Showdown match, win 5 consecutive 1v1 rounds with character "Red". - Any enemy player wins a round, before the human player manages to reach 5 consecutive round-wins. If any fail condition is met, the player can easily retry the achievement by pressing Reset in the Pause Menu, or continue the current match till the next round starts. - A Trigger Indicator is displayed when the match starts AND the human player is playing the correct character. - A Measured Indicator tracks the number of consecutive round-wins up to 5. |
a_WinPigDynamite |
In a Multiplayer Showdown match, win 2 consecutive free-for-all rounds with character "Pig Josh", using only dynamite. - Any enemy player wins a round, before the human player manages to reach 2 consecutive round-wins. - When the human player uses/shoots any other weapon than the one which is required. If any fail condition is met, the player can easily retry the achievement by pressing Reset in the Pause Menu, or continue the current match till the next round starts. - A Trigger Indicator is displayed when the match starts AND the human player is playing the correct character AND has the correct weapon equipped. - A Measured Indicator tracks the number of consecutive round-wins up to 2. |
a_WinDcgRifle |
In a Multiplayer Showdown match, win 4 consecutive free-for-all rounds with character "Dancing Grl", using only the rifle. - Any enemy player wins a round, before the human player manages to reach 4 consecutive round-wins. - When the human player uses/shoots any other weapon than the one which is required. If any fail condition is met, the player can easily retry the achievement by pressing Reset in the Pause Menu, or continue the current match till the next round starts. - A Trigger Indicator is displayed when the match starts AND the human player is playing the correct character AND has the correct weapon equipped. - A Measured Indicator tracks the number of consecutive round-wins up to 4. |
a_WinBbyShotgun |
In a Multiplayer Showdown match, win 4 consecutive free-for-all rounds with character "Baby", using only the shotgun. - Any enemy player wins a round, before the human player manages to reach 4 consecutive round-wins. - When the human player uses/shoots any other weapon than the one which is required. If any fail condition is met, the player can easily retry the achievement by pressing Reset in the Pause Menu, or continue the current match till the next round starts. - A Trigger Indicator is displayed when the match starts AND the human player is playing the correct character AND has the correct weapon equipped. - A Measured Indicator tracks the number of consecutive round-wins up to 4. |
a_WinNrdDeathless |
In a Multiplayer Showdown match, win 5 consecutive free-for-all rounds with character "New Red", without dying - Any enemy player wins a round, before the human player manages to reach 5 consecutive round-wins. - When the human player dies. If any fail condition is met, the player can easily retry the achievement by pressing Reset in the Pause Menu, or continue the current match till the next round starts. - A Trigger Indicator is displayed when the match starts AND the human player is playing the correct character. - A Measured Indicator tracks the number of consecutive round-wins up to 5. |
a_WinMskHitless |
In a Multiplayer Showdown match, win 3 consecutive free-for-all rounds with character "M. Indian", without taking a single hit. - Any enemy player wins a round, before the human player manages to reach 3 consecutive round-wins. - When the human player takes damage (whilst a win-state has not yet been achieved). If any fail condition is met, the player can easily retry the achievement by pressing Reset in the Pause Menu, or continue the current match till the next round starts. - A Trigger Indicator is displayed when the match starts AND the human player is playing the correct character. - A Measured Indicator tracks the number of consecutive round-wins up to 3. |
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This section provides a detailed breakdown of the various leaderboards featured in the game, helping players understand how to compete, measure progress, and achieve high scores. Each leaderboard is thoroughly explained, covering its purpose, requirements, and how scores are calculated.
Inside, youβll find:
- Leaderboard Overviews: A description of what each leaderboard represents, such as chapter completion challenges or special gameplay modes.
- Start Requirements: Information on how to activate the leaderboard, including prerequisites like starting conditions and restrictions on cheats.
- Cancel Conditions: Clear explanations of what actions or circumstances will deactivate or invalidate the player's leaderboard attempt.
- Submit Conditions: The steps necessary to successfully submit your score to the leaderboard.
- Score Calculation Details: A breakdown of how the player's score is determined, with formulas and factors like accuracy, damage taken, time spent, and other gameplay metrics.
With this guide, the player will not only understand the mechanics behind each leaderboard but also gain insights into how to optimize performance and climb the ranks. Whether aiming to perfect a story chapter on higher difficulties or striving for the top spot in specific challenges, this section equips you with everything you need to know.
Title (dev_id) | Guidance & Insights |
---|---|
lb_ShootingChallenge |
In Singleplayer: Within the "Training Stage", eliminate 11 moles during the Shooting Challenge as fast as possible. - Start the Shooting Challenge by speaking to the Indian Master, the leaderboard will start once the player is able to draw his weapons. - Failing to complete the Shooting Challenge within 60 seconds. - On resetting the level. - The leaderboard will submit once the player has killed 11 moles. - The leaderboard hooks onto an in-game timer, which is tied to the Shooting Challenge. |
lb_TimeTrialPerf75 |
In Singleplayer: Complete the "Prologue Stage" as fast as possible. - The leaderboard will start and submit when the player receives the "Thank You" message from Jinnie or Mother. - Leaderboard submits at the same time as it starts. (to reduce RAoverlay spam/clutter + the same timer is already present on the HUD, although without milliseconds) - The leaderboard hooks onto the timer which is displayed on the HUD in the top-left. Developer note β This is a simple time trial leaderboard for completing this stage. |
lb_TimeTrialHng |
In Singleplayer: Complete the "Title Stage" as fast as possible. - The leaderboard will start and submit when the player receives the "Thank You" message from the dog, "Rusty". - Leaderboard submits at the same time as it starts. (to reduce RAoverlay spam/clutter + the same timer is already present on the HUD, although without milliseconds) - The leaderboard hooks onto the timer which is displayed on the HUD in the top-left. Developer note β There may not be any text displayed during the interaction with the dog, only black bars during the cutscene. |
lb_TimeTrialShernite |
In Singleplayer: Complete the "Sheriff Night Stage" as fast as possible. - The leaderboard will start and submit when the player receives the "Thank You" message from the captive. - Leaderboard submits at the same time as it starts. (to reduce RAoverlay spam/clutter + the same timer is already present on the HUD, although without milliseconds) - The leaderboard hooks onto the timer which is displayed on the HUD in the top-left. Developer note β There may not be any text displayed during the interaction with the captive, only black bars during the cutscene. |
lb_TimeTrialSher70 |
In Singleplayer: Complete the "Sheriff Day Stage" as fast as possible. - The leaderboard will start and submit when the player receives the "Thank You" message from old man, "Jiji". - Leaderboard submits at the same time as it starts. (to reduce RAoverlay spam/clutter + the same timer is already present on the HUD, although without milliseconds) - The leaderboard hooks onto the timer which is displayed on the HUD in the top-left. Developer note β There may not be any text displayed during the interaction with the old man, only black bars during the cutscene. |
lb_WinGameChallenge |
In the "Sheriff Day Stage", earn over $49.09 in cash without healing to win the game! The player starts at $10, each kill is worth $2. So in order to achieve the cash requirement, the player has to eliminate about 20 enemies. This stage only has about 14 enemies, but 3 of them, the Piggy's which spawn in together with Pig Josh, keep respawning as long as Pig Josh is alive. - The leaderboard will start and submit when the player has earned over $49.09 AND the player has not picked up a healing item during the stage. - Leaderboard submits at the same time as it starts. (to reduce RAoverlay spam/clutter + the same timer is already present on the HUD, although without milliseconds) - The leaderboard hooks onto the timer which is displayed on the HUD in the top-left. |
lb_MPTimeTrial |
In Multiplayer: Win seven consecutive 4-player free-for-all rounds as fast as possible. Consecutive, means the player has to achieve each round one after the other, without any other players winning a round. - Player 1 is human controlled, whilst other 3 players are CPU. - The leaderboard will start when a Multiplayer round starts. (not a new match, but a new round) - Any other player wins a round. - The player presses Reset in the Pause Menu. - The player quits to Title Screen. - The player achieves 7 consecutive round-wins. - The leaderboard hooks onto the game's FPS and measures this as MM:SS. Developer note β A simple time trial leaderboard for Multiplayer Mode. |
lb_MPChallenge |
In Multiplayer: Win as many consecutive 4-player free-for-all rounds as possible without taking a hit. - Player 1 is human controlled, whilst other 3 players are CPU. - The leaderboard will start when a Multiplayer round is won by Player 1 without taking any health damage. - The player takes damage. - The player presses Reset in the Pause Menu. - The player quits to Title Screen. - An enemy player wins a round. - The leaderboard measures how many consecutive round-wins the player has achieved. Developer note β A leaderboard which challenges players to survive as long as possible without getting hit in Multiplayer Mode. |
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RA-User | Role |
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π Achievement Set Developer π Badge Design π RA-Guide Author |
An indicator displayed by the Retro Achievements overlay, often used to track specific progress within an achievement.
Examples:
- Headshots - 7/12
- Enemies left - 11/100
- Accuracy - 47%
- Coins collected - 88%
An indicator displayed by the Retro Achievements overlay, typically used to show when a challenge achievement is available for unlocking or when it is currently active. If this indicator disappears before the achievement unlocks, it often signals a failure, indicating that a retry is necessary.
Examples:
- Enough headshots acquired, finish the mission
- All enemies killed, kill the boss
- Player has not yet taken a hit - for a hitless achievement
- All requirements are met, continue the game to unlock...