Quick Links
- Mission: Reach The Reservoir
- Boss Fight: Monster Horde
Button up your winter coat, because things are about to get very cold in Evil West. Jessie Rentier is headed to the mountains, with the plan of contacting a lost Rentier Institute Cell for help upgrading his Gauntlet.
RELATED: Evil West: Chapter Eleven: A Man Of The People Walkthrough
Things are back to normal in this chapter as the game leads you along one hallway and arena fight after another. There’s a couple of puzzles and a fun Minecart section thrown in to mix things up and it ends with a suitably big brawl. There’s also plenty of collectibles scattered around the way, so to make sure you don’t miss any, here’s a handy walkthrough to Chapter Twelve: Lightning In A Bottle in Evil West.
THEGAMER VIDEO OF THE DAY
Mission: Reach The Reservoir

Mission
Boss Fight
Reach The Reservoir
Monster Horde
No Calico this time, it’s right into the action as Jessie is in a mountaintop hideaway in the middle of absolute nowhere. But, he’s not alone. Seems Vergil has come along to help with the technical side of the Gauntlet upgrade whilst also providing some helpful exposition about the location to make things more interesting. Turns out, this place is where William Rentier created the Institute's first Gauntlet, quite the important place. The seemingly abandoned labs on the site hold the key, but first Jessie will need to power up some towers first.
There’s three of them in total and they all have switches that will need to be flipped using the Electricity Transfer ability introduced in Chapter Ten. It’s a very linear stage, but there’s plenty to pick up along the way and things start off pretty exciting as you get to enjoy another Minecart ride. This ones the same as before, just keep watching the track in front and shoot any levers or TNT boxes in the way. Once Jessie gets to the end of the track, look to the left of where you arrived before jumping down into the arena. There’s a glowing box on the ground with Bucks, the first piece of collectible cash this chapter. Cash grabbed, get ready for a fight.

First up, it’s a small group of Nagals, they’re not so tough, but it’s the Stalker that appears with them that will give you some problems. It’s an absolute momentum killer and for a while it will just stand on a collapsed tower and harass you with web attacks. Mulch through the Nagals quickly to get it to join the fight. Once the Stalker joins the brawl, it will get backed up by a Gaster. Both of these creatures focus on limiting your movement in such a tiny space, but focus on the Gaster first as it’s beam attack is the larger threat. After the Gaster dies, a few more Nagals will drop in, but once those are dealt with the fight will end.
Head into the shack at the left side of the arena before you go any further as there’s a collectible lore note called Agent’s Letter To The Rentier Institute to collect. Run back outside and hop over the collapsed tower then pause for a moment. There’s a glowing box directly ahead with Bucks, but if you look up from where you’re standing there’s another bag hidden on the tower. To get it down just shoot at it or toss an Explosive Bundle. Head down the slope to the right and detonate the TNT at the bottom, there’s a chest with 465 Bucks inside.

Retrace your steps back up the slope and talk to Vergil, seems he needs some help getting the first tower to work. That’s easily fixed, all you have to do is retrace your steps back to the shack with the collectible lore note and use the Generator inside to carry a charge to the nearby Power Switch. Once it’s activated, run up the slope to the right and blow up the rocks with an Explosive Bundle. Head across the gap and climb up the chains, when you do, turn left as there’s some Bucks on a box. Continue up the path to trigger a short cutscene before going right through the web-covered gap in the rocks.
There’s a lot of sliding through gaps in Evil West. Normally this would be to hide loading, but according to the developers the majority of these are there so you can slow down and appreciate the level. Bit of an odd choice.
Climb up the ladders on the other side of the gap and get ready for an ambush by some Nagals. Big dogs dispatched, slide through the gap to the next area and another Power Switch Puzzle. There’s two in this area and the first is on your right as you enter this new spot, so activate that one first. Before dropping back down, go behind the crates to the right of the first switch, there’s a glowing box with Bucks to grab. To get to the next Power Switch, run up the slope and push the Railcar all the way to the left, there will also be another glowing box with Bucks to the left after you push this new make-shift bridge to the end of the track. There’s also a bag of Bucks on a barrel about halfway up the hill on the right, so keep an eye out for it.

Once the Railcar is in place, you’ll need to run to the Generator, charge up, then go to the second Power Switch. There’s also a glowing box with Bucks next to the second switch, and behind it between some boxes is the President Chester Arthur’s Letter lore note and a bag of Bucks hidden by some TNT next to a large oil tank. Turn around from this spot and walk towards the Railcar, you should be able to see some TNT, detonate it to clear the path for the Railcar to be pushed further along the track.
Climb on top of the cart and take the rope to make a Zipline with your X-Bow. However, before doing that look up from where the Railcar originally was and you’ll see a chain to shoot down. Climbing up it will let you access another bag of Bucks inside a glowing box on the ground. Ride the Zipline over the gap and run along the cliff edge and rickety platforms to get to the next area where you’ll be ambushed by Vampires again.

This fight seems easy at first since it’s just Screeching Devils. But very quickly a Stalker and then a Vampire Highborn will appear, and it’s a small area again so keep moving. It’s recommended that you take the Stalker out first since it’ll hamper your movement and it can’t regenerate health, whilst the Vampire Highborn can. Don’t get too distracted though, because some Nagals will drop in after a short while and side-swipe you if you’re not careful. Once they’re taken care of, look for a log on the right side of the arena, you can duck under it to find a Hidden Chest with a free Perk Point inside and some cash. A nice reward for your efforts.
Go to the left side of the arena to cross over a gap and continue the rest of the chapter. As Jessie shimmies along this ledge and arrives at a barricaded door to break, look right, there’s some Bucks at the end of the path to grab before you go any further. Smash the door and head inside to find a Perk Reset Machine and the William Rentier’s Letter collectible lore note. Climb up the ladder at the back and immediately turn left at the top. There’s a hidden trail that will loop you down past some TNT to a chest with 465 Bucks. Retrace your steps back up to the main path and continue along until you see a gap to squeeze through.

To the left of this is some more Bucks and an arena to the right. Ignore the wide open space for now and go into the crevice. It will lead you into a Mine and as you make your first drop down, look left, there’s Bucks next to a Minecart. Blow up the TNT to exit and also open up a route to the Generator. There’s an Energy Recharge worth grabbing directly ahead of you and the Power Switch to charge up and activate is just up the short slope to the left, so go get energized first.
After hitting the first Power Switch, the second will be across the Zipline. If you’re fast you can hit the two of them at the same time to be more efficient. Plus, after you ride across the gap, look to the right. There’s a glowing box at the back of this raised area with Bucks to collect. There’s another bag of Bucks to the right of the first Power Switch on some boxes, so double back and get those if you didn’t see them before.

Once the power is turned on, the last Tower will activate and the gate to the final area will open. As you go through the doors, look to the left, there’s a bag of Bucks just before the Zipline on some boxes. Ride the wire across the chasm and follow the trail around the edge of the mountain.
You’ll be ambushed by Screeching Devils at the start of this trail. Zap Pull them to harvest their Energy. You’ll need it for the fight ahead.
As you follow the path around you’ll meet back up with Vergil again and take part in a big brawl. Things will start off small with some Nagals, but then it gets a bit spicy as a Growrow and a Vampire Highborn will jump in. Focus on the Highborn, then take down the Growrow as the big Mole will spend half the fight hiding anyway. Another small pack of Nagals will spawn in during this brawl, but just Zapp Pull then E-Combo them for quick kills and easy Energy or Health pickups.

After the fight finishes, look under the platform Vergil is standing on to get the last chest of the chapter with 447 Bucks inside. Cash collected, talk to everyone's favorite Engineer. From there, Jessie and Vergil will ride the elevator up, then you’ll have to run along a short set of walkways to get into the large dome where Vergil will upgrade the Gauntlet whilst Jessie fights off a massive wave of Vampires.
RELATED: Evil West: Weapon Upgrade Guide
Boss Fight: Monster Horde

This fight is where things get fun. This entire fight is where you get to blow off some steam using a new ability for the Gauntlet called Up The Sleeve. This releases damaging blasts of electricity during combos that connect to more than one creature, but they happen completely at random. There is a noticeable little zap animation that appears when it triggers, but it’s very small and easy to miss if you’re not watching for it.
Thankfully during this pseudo-boss fight against a huge horde of Undead, you’ll have plenty of targets and opportunities to test your new toy. Also, for this area only, Jessie’s Energy levels will keep regenerating, so you can pop off his ultimate move or other electrical attacks as often as you like. It’s a very cathartic fight and probably one of the most enjoyable in the entire game.

To get back to the brawl at hand, the first group of goons thrown at you are Nagals. Then a Vampire Highborn will appear, but by this point you shouldn’t have too much trouble melting through their health bars. Once the first Highborn is down or at least halfway dead, another one will appear alongside a big pack of Nagals again. Keep moving around, don’t let them box you into a corner and you should be fine. Once they’re killed, hop over the barrier and talk to Vergil to end the Chapter as the two head back to Calico together.