Train derailed and hostage acquired, the next step in Jessie Rentiers' adventure in Evil West is just as action-packed as the first one. The second chapter introduces more enemy types as well as the Rentier Rifle, your next ranged weapon that’s incredibly useful.
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The level itself is fairly short and not too tricky, but the boss fight at the end can be quite the difficulty spike if you haven’t managed to get the combat down quite yet. There are also some chests with good rewards in them that can be easily missed. For those that might get stuck or are trying to get all those collectibles, here’s a walkthrough to Chapter Two: The Raid in Evil West.
Mission: Enter The Mines
Mission
Boss Battle
Enter The Mines
Vampire Noble
After taking Chester hostage and interrogating him with exposure to sunlight, Jessie and Edgar learn that the Vampire Nobles and their target D’abano, are meeting in the Belmonville Mines. So the two set off to raid this encampment in a spectacularly violent fashion. The town is crawling with Familiars, so keep your guard up.
There’s an underground entrance to the mines that need to be found so it’s time to get exploring. Head off from the horses at the start and break the wooden box on the right across the bridge in front of you to get some Bucks. Head to the chain and jump the gap to start your first combat encounter with Servant Gunslingers. Bash apart the barricaded door behind them and head inside the rundown house to find some Bucks at the back and in the room on the left there’s a hidden chest with the Ghost skin for Jessie's scarf. Head back out and into the barn on the left.
At the back of the barn are some stairs and the Familiar Tattoo Project collectible. Go up the stairs, drop down and continue on. Keep left and hop over the ledge to find some Bucks within a wooden box and then double back to shoot the TNT boxes. This will unblock the path that leads to the first big arena fight of this chapter.
Here you’ll be ambushed by more Servant Gunslingers and Servant Sharpshooters. Use your new Rentier Rifle to deal with the marksmen and the Gauntlet on the others as it’s more efficient. After the fight hop into the shack at the back before going into the big ruined house as there are some Bucks you can easily miss. Break through the destructible door to get into the main building and turn left immediately to grab some more Bucks before heading down into the mines below.
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When you start out in these web-covered tunnels it’s worth taking some time to run around this little circuit. There are no enemy threats to fight and there are some Bucks hidden within boxes and behind minecarts that are worth picking up. After grabbing those, head to the chains over the crack in the wall to get to the next step where a cutscene will play showing the powerful illusionary effects of Vampire Glamour magic.
Barrier dispelled, it’s time to go deeper. Head down and swing across the gap to enter another arena with some Infected Vessels and Infected Wasters. Follow the path out of the arena and continue further down the dank and blood-covered tunnel toward the inverted pyramid. After the path opens out, cut left to find the first of Peter D’abano’s Notes collectibles before shooting the TNT box to find a small chest with cash inside.
Retrace your steps back and drop down into the wide-open area that’s going to be your next arena fight. Here there is a large group of Infected Wasters. After taking them down another wave will appear and after battering them head to the edge of the arena and keep to the left. There’s a ledge you can shimmy across to get a chest with Bucks inside. You don’t need to go back as there’s two entrances to the next big arena since they are right next to each other.
You’ll be attacked by the new enemy type, Screeching Devils. Flying Ghouls that can hit you from range but are easy to dispatch with the Rentier Rifle or Zapper later on. Climb up the nearby chains and follow the path around. Before interacting with the switch, go left and double back on yourself to find a new trail leading down, follow this around and up to another switch and shoot the chain that’s preventing you from lifting up the gate to the next progress point.
After the gates lifted, grab the collectible that is the next part of Peter D’abano’s Notes and follow the path to your next arena fight with some Infected Vessels and Screeching Devils. Murderize them, and follow the short path that loops around into the next arena section where there are some Jengu Giants and Screeching Devils waiting for you.
Monsters dispatched, fire off your Rentier Rifle at the metal slates with target indicators on them around the room. There are four and they’re in each corner up near the ceiling and after doing this the exit gate will open up allowing you to continue onwards towards the Pyramid. It’s a straight path but before you jump over the chains, head left to get the last of the Peter D’abano’s Notes collectibles. Hop over the barricade and watch out for the Screeching Devils that will ambush you on the bridge.
Head towards the entrance and a cutscene will play explaining that D’abano and his daughter are being sentenced to death by the other Vampire Nobles for conspiring against them. But before that can happen Jessie enters the room ending their meeting and causing Peter D’abano to transform into the next new monster in Evil West and the boss at the end of this level, the Vampire Noble.
Boss Battle: Vampire Noble
The fight with the Vampire Noble at the end of this chapter is quite the trial by fire. It’s a noticeable difficulty spike if you haven’t got a good combo set, but if you keep your distance and dodge it shouldn’t be too hard. The nobles become mini-bosses later on and are much easier to deal with because you’ll have more gadgets, guns, and abilities to deal with them. But for now, you’ll need to rely on your Rentier Revolver, Rentier Rifle, and Gauntlet to do some damage.
The Rentier Rifle is great for wearing this boss down as they flash their weak point often.
Their main form of doing damage is with a big flashing unblockable grab that will chunk most of your health bar and toss you across the room. You can interrupt this with a kick, but it’s very risky if you don’t have the timing down. It’ll also do a leapingdive punch, but you can dodge roll, or run out of the way as it's got a lot of airtime before it lands. If the Noble gets close it’ll resort to large melee swings, and if there’s distance it will flap its wings and send out a big, very damaging energy wave. But you can roll out of the way of it. The flap is the telegraph, so watch out for that.
Its other big threat move is its health regeneration. During this, it will spiral into the air and begin regenerating its health bar quickly. But its weak point will flash a lot during this so you can hit it with your Rentier Rifle. As the fight wears on, Infected Vessels and Infected Wasters will also start to gather, but you can mostly ignore them as they’re just a distraction and leaves you vulnerable to being smacked in the back by the Vampire Noble. Big bat mutant taken down, the mission ends as Jessie and Edgar cut off Peter D’abanos’s head and take it back to the Rentier Institute as their prize and to inform the agency of what they’ve learned.
NEXT: Evil West: Weapon Upgrade Guide









