Gun.Smoke/Rounds 6 - 10

Round 6
Round 6 is a curiously long stage. It's almost as if this stage was intended to be the final stage, but then four more were added to the game later on. This stage is approximately the equivalent of three stages, complete with three opportunities to find a horse, and two breaks in between before the boss shows up at the end of the third part.

Part 1
You begin walking along the bank of a lake to your left. You won't be attacked by regular Gunmen, but rather by Native American Gunmen, along with the occasional Archer every now and then. They appear to be slightly faster than regular Gunmen, but they are otherwise identical to their non-native counterparts. By the time the lake ends and you walk between the fort walls, you will discover a new item in the right most barrel: a cattle skull. Do not touch these; they drain your power-up collection by one for each category every time you pick one up. Beyond the wall is a giant boulder with two barrels beneath it. The right one contains a skull, but the left one contains a 10,000 bonus point dragonfly. Continue advancing and eventually spear throwers will arrive just as you reach another lake. Behind them will be a pack of Bombers to watch out for. The first barrel along the bank of the second lake contains a horse. The rest contain power-ups and skulls. Native Snipers will appear from the caves on the right. After you clear the lake and walk beyond another wall, you will begin to walk through a set of tee-pees. There are four barrels below the second tee-pee, and while the left most barrel contains a skull, the right most barrel hides a 20,000 bonus point cow. Be sure to clear away the sniper inside the tee-pee before you attempt to collect it. Bombers will greet you as you move through the next set of enclosures until finally the scrolling stops, and the boss appears on horseback. However, as much as you try to shoot him, he will not react and he will eventually depart, leaving you to deal with the enemies appearing from every direction until the scrolling resumes.

Part 2
You will go through another section of tee-pees until you reach a river that crosses the screen. The middle barrel against the lower left bank of the river contains a 10,000 bonus point dragonfly. Carefully remove the enemies on the bridge as you cross the river. The barrel on the far left contains boots and the barrel on the far right contains bullets. Next you must navigate around a series of hills, with natives that jump from the tops to the ground below and attack you. Meanwhile, Bombers litter the path with dynamite. In front of the last hill will be a barrel containing a second horse. Beyond that hill, are three barrels just before a bridge. The middle barrel contains the rare Yashichi which grants you an extra life. After you cross the bridge, you will see a lone barrel to the left. This barrel contains a 10,000 bonus point star. Just before a series of caves with ladders leading up and Snipers inside are three barrels, the right-most of which contains the enemy defeating POW symbol. As you pass through this area, you'll have to be mindful of Sniper fire coming from caves on both sides of you. The two barrels below the first wall on the right contain power-ups and the one barrel below the second wall on the left contains a 10,000 bonus point dragonfly. After that, you will wind your way through a couple more hills before the scrolling stops and the boss appears on horseback. Once again, you can't do anything to him besides watch as he runs away. The four barrels on the right all contain 1000 bonus point bottles and flasks. A steady stream of Gunmen and Riflemen will appear for a short duration until the screen begins scrolling again.

Part 3
Once the screen moves again, you will walk around a hill on the right. Behind the hill, to the right of the next bridge, are three barrels. The far right one contains a skull, but the middle one contains yet another Yashichi. As you cross the bridge, Hatchet Throwers will appear on the other side. Be very careful around them since you may not be familiar with the pattern of their attack right away. On the left side of the bank are four barrels, three of which contain a different power-up each. A variety of enemy types will attack you as you walk along the lake. The third-to-last barrel on the left contains a 10,000 bonus point star. Prepare to deal with Snipers on the right. The four barrels on the right contain 1000 bonus point bags except for the third, which contains a skull. Likewise, a skull is found in the right barrel against the left wall, but the left barrel contains the enemy-killing POW symbol. Archers try to stop you through the next section before the tee-pees. There are two barrels on below tee-pees on each side. Ignore the right and shoot the left, which will contain a 10,000 bonus point dragonfly and a third horse to ride on. More Hatcher Throwers and Bombers will attack you as you move through the tee-pees, most of which contain Snipers. Two barrels will appear near the middle, and the left one contains a skull (the right contains 1000 bonus points). Three barrels line up below the next wall, two of which contain skulls. After the wall, you will see four barrels. Three contain a different power-up each, but the second barrel contains a skull, so if you collect them all, it's a wash. Snipers appear on both sides, while the barrel to the right of the tee-pee contains a POW symbol. The screen will stop scrolling just short of two hills.

Boss: Wolf Chief
Health: 4 bars. After taunting you twice, Wolf Chief jumps right into action, practically firing his Shot Gun the moment he lands on the screen. His shot gun fires three bullets that fan out as they travel, making them relatively easy to squeeze between if you remain low enough. He is no different from other bosses; he is only vulnerable when his feet are on the ground. In general, the best strategy is to stay low and try to attack him from the side. Remain on the opposite side of the screen from him as much as possible, crossing over only when he does, or if you are in immediate danger from regular enemies on the same side. You have a slightly better chance of hitting him from the side than you do straight on. Knock him down four times and you will finally advance to the next round, $80,000 richer.

Round 7
This round greets you with a row of three Riflemen and two Gunmen and from there it only gets worse. Back-stabbers will continuously jump down the cliffs in an attempt to intercept you. Three different power-ups await you in the first four barrels. The next three only have two bonus point bags. You will then enter a long open stretch. It's tempting to run up and intercept the enemies that appear near the top, but be on the lookout for more enemies that appear from the sides and try to ambush you. In the four diagonal line of barrels, the outside two contain 1000 bonus point bottles, the second contains a skull, and the third contains a horse. The next three barrels contain boots, bullets, and a skull in the top right barrel. Watch out for more Back-stabbers jumping down as you move through the area. Many of the barrels throughout this section contain 1000 bonus point items or skulls. However, when cliffs appear on either side, you will see two barrels in a row. The first contains a skull, but the second contains a 10,000 bonus point dragonfly. Beyond that is a lone barrel to the left which contains a POW symbol. Power-ups and skulls are found in the remaining barrels leading up to the boss as you encounter more Bombers and Riflemen before the screen stops scrolling.

Boss: Goldsmith
Health: 4 bars. Goldsmith is one of the more annoying bosses to fight, due to his tendency to constantly roll on the floor in order to avoid getting shot. He attacks with two rifles that he shoots at a slight angle to one another so that the bullets spread out as they travel. Because of his insistence on rolling around so much, you'll have to spend more time dealing with the regular enemies that are also attacking until you see him stand up and start firing at you. Then focus your attack on him while avoiding getting shot, until you knock him back down and he continues rolling.