Quick Links
- Mission: Get To Chester Morgan's Carriage
Returning from a successful trip into the mountains, our heroes in Evil West have quite the chaotic reception. Seems their secret about a certain someone not being dead has gotten out and it creates quite a bit of chaos that leads to some interesting minor character development.
RELATED: Evil West: Chapter Twelve: Lightning In A Bottle Walkthrough
But, things get worse from there as Jessie is sent to rescue Edgar once again after he goes missing, again. What follows is a descent down a rainswept mountainside that culminates in a showdown against the Undead in a haunted-looking cornfield. It's a short and linear level that you can breeze through pretty quickly. To make sure you don't miss anything, here's a helpful walkthrough to Chapter 13: Old Friends in Evil West.
THEGAMER VIDEO OF THE DAY
Mission: Get To Chester Morgan's Carriage

Mission:
Boss Fight:
Get To Chester Morgan's Carriage
None
As Jessie and Vergil return to Calico, walking through the doors of the Saloon doing the "We make a good team, you and I" talk after a bit of bonding in the last Chapter, they're confronted by Harrow. Seems he has figured out William Rentier isn't actually dead and buried like he was told, but is instead in the basement after being bitten by a Vampire. He reacts to it as you would think, not well. Confronting the pair in an angry tirade that's promptly shut down as our characters have reached that point in the story where there's a power shift. Harrow is sent sniveling away, tail between his legs as Jessie heads off to rescue Edgar after talking to his father.
It seems that whilst Jessie was unconscious and cut off from the Institute for one entire day, the group back home in Calico assumed he had died. So Edgar, the bold genius that he is, goes off on a homicidal quest for vengeance. Sources say he was spotted ambushing a caravan of Vampires looking for Chester, with the plan of getting information about Felicity's whereabouts. He's unfortunately gone radio silent since then, so it's up to Jessie to find out what mess Edgar got himself into this time.

The chapter starts things off in Calico, it's been a while. The first objective is to check on William Rentier as it seems he's now feeling fine. In fact, he's feeling much better than fine. You know how this goes. But before going to see him there are collectibles to grab.
Your first piece of collectible cash for example is located in the Kitchens in Calico, it’s at the back of the building on the same floor from your starting point in the Saloon if you’re having trouble finding it. From there, go to the hidden entrance and turn left immediately as you go through the big door. On a table is a lore note, William Rentiers Manual.
Next, go into Vergil’s Laboratory, next to the man himself is another collectible lore note, Thomas Edison Visiting Calico. Note grabbed, go to the Planning Room, on the second desk to the left of the large window and table is a bag of Bucks. There’s another bag of Bucks in the small office room just up the stairs in this same area. Once you grab that, you’ll have all the Calico collectibles for this chapter, so head to the Mission Marker for the next cutscene as it’s time to go after Edgar.
By this point William Rentier is seemingly back to normal. Looking younger, old wounds like his bad leg are completely healed and he’s full of energy. This surely bodes well.

After a short debrief, it turns out old Edgar has gone into the mountains looking for the Institutes Vampire Snitch, Chester. Seems the Undead Irishman has turned his hand to arms trading and is riding out the conflict in comfort, far away from his warmongering brethren. With a chance that he might have some clues on Felicity’s whereabouts, Jessie heads off to help.
The chapter starts in the fog-wreathed mountains, on your right are a bunch of destroyed wagons, no doubt Edgar's handiwork. Behind them is a glowing box of Bucks, so give them a good once-over before you move on. Run along this cliff-edge and before you go up the first ladder, look to the right of it to find the Chester Morgan Letter Fragment lore note. Climb the ladder and get ready for your first fight. It’s against a few Zealots, some Ghauls, and a Hive Crone, a pretty solid fight to jump into right from the beginning of the chapter.

Focus on the Crone first as her shield buff will just negate any damage you do to her Undead friends and make the fight much harder than it has to be. The X-Bow is a good option on the Crone as its faster firing speed bursts them much quicker than the Rentier Rifle will. It’s a rough time, but keep moving whilst prioritizing your targets and you should be fine. Once the Crone pops you can take the others out with melee or just back up and range them out, the choice is yours since they’re slow and clumsy. Once they’re dead, time to move on.
Shimmy along the ledge to get to the next area and as you go along you should see a bag of Bucks on some boxes once the ground opens out again. Slide through the gap to the left of those and next to the tree around the very short trail is another bag of Bucks on a rock just before you burn some brambles. Slip through the next gap and follow the path down the mountain. There’s a Hive Crone at the bottom of this path and you’ll see it as you come down. It’s in the next little fight area with a Growrow to make things more difficult for Jessie.

A Stalker will also jump in after you wear the other two down, so get ready to deal with it when it appears as it will become a nuisance for your mobility skills pretty quickly. After they’re dispatched, Jessie will complain about the bridge being out, so it’s time to find an alternate route. Luckily you can just drop down opposite from where you came in, once you do, look at the right of the first corner on the trail, there’s Bucks next to the tree line. A bit further down is a hanging corpse, it’s next to the river and if you shoot it down Jessie will get some more Bucks for the growing cache of cash in your inventory.
Walk opposite the corpse and follow the trail to a gap that will take you briefly under the mountain. As the path winds around you’ll pass some Bucks on a barrel and at the end of it will be a section of wall to destroy with an Explosive Bundle. Blasting through to get to this new area, take a moment as there are some interesting things to pick up here that can otherwise be missed.

As an example, on the short path to the right is a bag of Bucks. There’s also a Hidden Chest way off to the left of this area, but to get to it you will have to build a path over the Toxic Water. To do that, look up at the ceiling, there’s two planks that can be shot down but you will have to find vantage points in this small room to do it, there’s plenty of space to get a good angle, it’s just up to your personal preference at that point. There’s also a bag of Bucks down the left sinking bridge, but once you repair it you can claim the Life Support perk.
Life Support is a highly recommended hidden perk to have. The upgrade causes the Gauntlet to slowly regenerate Jessie’s health bar to full. Max capacity is reached within 90 seconds.
Retrace your steps and go down the sinking path on the right and climb up the chains to the Blueprint Table, you’ll receive a new upgrade for the X-Bow, the Amped Bolts. These allow the projectiles from the bow to create an electrical arc between targets they’re fired into. It does damage over time and if you saturate a crowd of Undead it can wear them down substantially, all in all a solid upgrade for the X-Bow. You can’t drop back down after coming up here, so make sure it’s left until last. Go right from the table and under the gap, follow the path and drop down, there’ll be a bag of Bucks to your right and some rope in front of you that will be needed to make a Zipline in a few moments.

Continue along the path to cross through the Waterfall and as you emerge there are Bucks on some barrels next to the rockface. Set up the Zipline and slide down, but go right instead of walking back underground. There’ll be a swing point to interact with that will let Jessie get over to an outcrop in the river that has Bucks on it worth grabbing. Retrace your steps and go into the mine by blowing up the TNT at the entrance whilst making sure to pick up the Bucks next to the door at the same time. Hop over the barricade as you enter, then get behind something quickly.
There’s Servant Brutes in front of you to deal with before you can go any further, but way off in the back of the room is a Servant Gunslinger on a Gatling Gun. It can be interrupted just before it fires, but it sprays a lot of bullets that will stagger Jessie and do a lot of damage to your health bar. The Gatling Gunner can also not be killed from your current position, it’s a set-piece you see, so you’ll need to run around to him whilst using the rock walls as cover. Although his shots do also damage his friends so if you’re having a hard time, try backing up near the entrance to the area, this will make him mulch his allies with friendly fire.

Once the Servant Brutes are down you can get around to the Gunner. A short cutscene will play whereby Jessie will rip the Gatling off its mount and just decide to keep it. Congratulations you’ve got a new weapon.
The Rentier Gatling is one of the most useful weapons in the game. It does a lot of damage to every enemy in the game and with the Cocoon upgrade you can become an invincible walking turret. Its final Deathray upgrade turns it into a beam weapon that chains damage between multiple targets.

After claiming the new boomstick, you’ll see a glowing box on the ground directly in front of you, break it for more Bucks. To the right of this is another lore note, the full Letter From Chester Morgan. Keep going right from this spot and you’ll find a short path that will lead over to a chest with 522 Bucks. Drop into the big open area to progress and you’ll have a huge crowd of Vampires dumped on you to test out the new Rentier Gatling, enjoy.
The group is just Infected Vessels, so they’re easy to dispatch. Once they’re done, instead of leaving the cave, go all the way to the left side of this big open area, there’s a Minecart track to follow that will lead to a glowing box with Bucks inside. Now you can leave the cave.

Hop the barricade and go down the hill. There’s an Energy Recharge on the right and at the bottom of the slope is a bag of Bucks amongst all of the ruined wagons that Edgar blew up earlier. The man himself is nearby, just follow the path over the barricade into the next area. Although, you’ll have a fight with some Servant Brutes and Gunslingers first, but by this point your gear and Jessie’s power level are significantly high enough to melt through them.
The challenging part is when the two Growrows and their Nagal friends decide to show up. But once they’re killed you’ll be able to wander around this big open area and meet up with Edgar. Just hop the barricade and run forwards, he’ll be standing by a huge Glamour Wall that needs to be dealt with. He’s also not particularly happy about Jessie not telling him he was alive, but the two make-up pretty quickly and Edgar asks for help destroying the Glamour. To do this you’ll need to destroy the Seals, they’re a little tricky to get to, so here’s some help.

Before you go chasing after the tendrils, go to the left of the Glamour and up the ledge. There’s a short path to follow that will lead to a chest with 477 Bucks. Drop down and run straight, there’s another bag of Bucks up a short incline at the back. Now you can go all the way to the left of the huge rockpile by following the tendrils. As you walk around this tall structure, look for a chain post, when you find it, tilt the camera up, there’s a chain to shoot down and climb that will let you destroy the first Seal.
To get to the second one, go to where the chest from earlier was and look at the middle of the rock tower with the Rentier Rifle or the X-Bow. It should highlight a target that can be shot. Doing so opens a gate on the right side of this structure that will let you get a clear shot at the second Seal. Both Glamour Seals destroyed, return to Edgar to smash it open and get inside to where Chester has been hiding all this time. Turns out it’s in a creepy farm that looks like it’s taken straight out of a horror movie.

These rows of corn are far from fancy set-dressing however the second you hop in here, Vampires will appear. During this fight, try to stay as far away from the main house as possible, there are collectibles in the field that can be missed since the entire chapter ends if you trigger the cutscene at the end of this brawl. There’s a bag of Bucks on the right side on top of a box, a chest with 477 Bucks by a Scarecrow on the right side of the field, and way off to the left by another Scarecrow is another bag of Bucks. So try to scoop these up as you’re darting around.
The fight itself is pretty solid. It triggers foes in waves based on the distance Jessie has covered into the field. At the entrance, it starts out with Nagals that will be hard to spot darting amongst the cornrows, but if you run right to the house a Carrion Husk, some Infected Vessels, and a Hive Crone will join in.

It’s recommended that you stagger this encounter. Stay at the entrance, then activate the next pod of enemies when you’re ready. The Hive Crone in the second group can make the fight a nightmare if it’s all triggered at once.
Once they’re dealt with, hop the barricade and walk up to the house. A cutscene will play out as Edgar and Jessie get the information they need from a surprisingly cooperative Chester. Turns out the Vampire Community at large absolutely hates Felicity and her little war as it’s bringing far too much attention to them. She’s also planning on using a privately bought train manufacturer to build trains and transport her biological terror army all across the United States.

This is also where Jessie finds out that the cure he gave to his Father not only doesn’t work, it causes the Vampire Infection to return with a vengeance. William Rentier is now a ticking time bomb in the middle of the Rentier Institutes' most valuable base. So it’s back to Calico before all hell breaks loose.