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Appearing in "Two-Gun Kid"Edit

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Synopsis for "Two-Gun Kid"Edit

Arriving in the town of Jericho, the Two-Gun Kid is approached by three men who demand to know what side of the law he is on. Telling them that he is on the opposite side of their brand of law, one of the men -- Julio -- attempts to draw against the Kid, but Two-Gun is able to shoot the mans guns right out of his holsters before he can even draw sending the man fleeing. Impressed by the Two-Gun Kid's shooting skills the men welcome him into town. Entering the town he comes across a mob of outlaws who have gathered to watch one of their own tar and feather the local sheriff. The Two-Gun Kid comes to the sheriff's rescue, pushing his tormentor into the barrel of tar intended for the lawman, he then helps the sheriff escape holding back the mob with his guns.

Later, the Two-Gun Kid is approached by a man named Dakota who tells him that the town is run by a crooked gambler named Domino, so named due to his love of the game. Dakota tells the Kid that he is a freelancer who is considering taking up a job with Domino, and having taken a liking to Two-Gun suggests that he leave town before he is ordered to have to do something to him. Instead, the Kid goes into the saloon where Domino is playing the latest round of his favorite name. One of Domino's men comes to tell his boss the trouble Two-Gun has been causing in town. He sicks some of his men on the Kid, who easily guns them down. When Domino tries to shoot the Kid in the back, he is instead shot by Dakota who has decided not to let the Kid get bushwacked by Domino or his men.

Rushing outside into a growing storm, Two-Gun and Dakota work together to wipe out the rest of Dominio's minions. As the town begins to flood, Domino comes after the two men to eliminate them, but he keels over from his gunshot wound as Two-Gun and Dakota flee. Soon flood waters destroy the town, washing it away. Dakota tells the Two-Gun Kid that he will stay behind and help the law abiding citizens of Jericho rebuild their town.

Appearing in "Two-Gun Kid"Edit

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Synopsis for "Two-Gun Kid"Edit

Hearing maniacal laughter coming out of a cabin the Two-Gun Kid rushes to investigate but the place suddenly bursts into flames as he approaches. A lone occupant, completely engulfed in flames rushes out and the Kid puts him out. The dying man tells the Kid to warn a man named Tilson about "the Green Tattoo" before he dies. The Kid rides into the town of Lava and asks around about a man named Tilson. A local tells the Kid he is looking for Jake Tilson and points him toward the Royal Flush saloon. The Kid arrives just in time to see Tilson fall down dead with fright. Entering the bar he learns from the bartender that he was confronted by what he believed to be the ghost Dade Pike a convicted murderer and that Tilson and Bratton -- the man the Kid failed to save from the burning house -- were part of the jury that saw him hanged. However, the night before his execution Pike was somehow murdered in his cell.

Told to inquire with Judge Cromwell, the Kid rides out to see him at his home. There the Kid is told that a list of jury members names are all listed in the court house records. The Kid goes there and gets the names of the other jurors but is attacked by Pike himself. Pike however manages to get away and so the Two-Gun Kid gets the local sheriff to round up the rest of the surviving jurors and bring them to the town jail for protection. There the Kid examines Dade's old cell and finds a mouse hole that strikes him as suspicious. Later that night, Pike tries to murder the rest of the jury by breaking into the jail, the Kid guns Pike down proving that he was not a ghost and was alive and well. He then reveals to the sheriff that Pike cheated death by digging his way into his neighbors cell, killing the man and mutilating his face so it was unrecognizable and then planting it in his own cell to make it look like he himself was murdered.

Appearing in "Peace and Quiet"Edit


  • Appearances not yet listed

Synopsis for "Peace and Quiet"Edit

Western tale.

Appearing in "Two-Gun Kid"Edit

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  • Murdock

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Synopsis for "Two-Gun Kid"Edit

The Two-Gun Kid comes across a stagecoach that is being attacked by a gang of outlaws and comes to its rescue. He forces the outlaws to flee but he is too late to save the lives of the crew, all save one. Taking the man away from the wreck the Kid learns that he is Gordon Wheeler a government agent and messenger who was carrying official papers to open up the territory for settlers. Dying he explains that the outlaws attacked them trying to take the papers and prevent the lands from being opened, but failed to find the documents. Gordon's last words were asking the Two-Gun Kid to bring a shotgun that is aboard the coach to town and give it to government officials there, telling the Kid that they'll know what it means.

Two-Gun Kid promises to carry out the dying man's wishes and heads off to the town of New Hope. Meanwhile, in a mountain hideaway, the outlaws leader Murdock learns about their failure and Two-Gun Kid's interference. After killing those men for their failure he sends two of his other men to New Hope to eliminate the Two-Gun Kid, whom Murdock correctly deduced that the Kid must have the papers he is seeking to stop from coming into law. The next day, the Two-Gun Kid arrives in New Hope and finds it busy with people eager to move out into the new territory and settle their lands and have grown impatient with the military further delaying them. The two assassins attempt to eliminate the Two-Gun Kid, but he stops them dead. When he tries to see the territorial governor, he is refused at the door by the soldier on guard there.

Undaunted by this obstruction, the Kid goes back outside and gets his audience with the governor by climbing into the window. He turns over the shotgun which has the papers hidden inside them. Before they can be signed, Murdock suddenly bursts in and tries to kill the governor, but Two-Gun mows him down. After the papers are signed into law, the Two-Gun Kid is given the honor of firing the shotgun into the air, the signal that the travelers can move on and settle into the territory.

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