FAQ/Walkthrough by Suprak the Stud
Version: 0.75 | Updated: 01/17/19
Table of Contents
- Version History
- Chapter 1: Colter
- Chapter 2: Horseshoe Overlook
- Chapter 3: Clemens Point
- Chapter 4: Saint Denis
- Chapter 5: Guarma
- Chapter 6: Beaver Hollow
- Epilogue: Part I - Pronghorn Ranch
- Total Completion
- Additional Information and Secrets
- Acknowledgments/Closing Comments
Chapter 1: Colter
|Outlaws from the West|
Half frozen, close to death, and on the run, the gang find shelter in an old abandoned mining town. Dutch, Arthur, and Micah head out to look for supplies.
|Gold Medal Requirements|
The game wastes no time throwing you into "everything is terrible" territory. As soon as things start, someone in your caravan is dying, and everyone else is in danger of freezing to death. Your caravan will soon make their way into an abandoned mining town known as Colter. It should provide you a respite from the storm, and the man in charge assures you that the people trying to find you won't be able to find you in this sort of storm, which sounds very much like ominous foreshadowing so let's just hope he's right. He orders everyone to stay inside, stay warm, and to start turning this mining town into a livable camp.
You follow him outside to try and find two missing members of the caravan, and you finally get control over your character. For now, just follow him in the snow and listen to what he's saying. Follow the onscreen prompts to learn how to ride a horse, and you can engage in an optional conversation along the way. The two of you soon run into one of the missing men, Micah, who informs you he found a homestead with a lot of activity. Follow Micah through the snow, and you can chat with him a bit and find out he's not too happy about some of the freeloaders in your group. When you find the homestead, you'll put out your lanterns so as to not drawn attention, and then you can follow everyone else down a nearby hill. You'll come to a place to hitch your horses, and the game will tell you how health works. That's probably a bad sign.
Follow them on foot now, and you'll eventually be directed to hide behind a nearby barricade. Dutch tries to secure some place to stay, but the negotiations don't go well. Micah finds a corpse and the group of men recognize Dutch almost immediately. Pull out your gun and kill them before they kill you. You should be able to get an easy headshot in while they're still talking, and then duck back behind the barricade and fire when you have the chance. This won't be a very difficult fight, so just pop down into cover in between shots and go for headshots if you can. The last of them will run off, but Dutch tells you to let him go before having you go inside to help him search.
Take your time inside, because there's plenty of supplies to find. Go through the kitchen area to find a lot of food, and if you take the ladder up you can find some ammo. Be sure to check the chest at the foot of the bed to find some cash, and then the drawer next to the bed to find some jewelry and your first cigarette card. Once you're done exploring the house, head outside to meet up with Dutch.
He wants you to investigate the barn, so head over and open the doors. You'll be jumped by an O'Driscoll gang member, but he doesn't put up much of a fight. Keep pressing the on screen prompt to knock him down and then you can interrogate him when Dutch gets there. He'll give up where the rest of the gang is and what they're planning on doing pretty easily, and then after that you can either choose to kill him or spare him. This is an important choice if you're going for maximum or minimum morality, so deal with him as you please. Once that's done, you need to pick up your hat and gun (what kind of cowboy would you be without them?). Look over to the horse and calm him down by following the on screen prompts.
Once the horse is calmed down, you can lead him back to Dutch and Micah. Micah is inside and has discovered a woman hiding in the cellar, which he responds to by running around like a madman while Dutch and Arthur try to pull him off her. She explains what happens, and eventually comes with you when she realizes you and Dutch aren't crazy like Micah. Head back to camp and you'll complete the first mission in the game.
|Enter, Pursued by a Memory|
|Gold Medal Requirements|
Don't get too comfortable, though, because you'll soon need to head back out. One of the women in camp is worried about John who still hasn't returned from a scouting trip he was on, and while Arthur isn't too crazy about going out to look for him, he is one of the few able bodied men in the group and you and Javier soon get recruited for the job. Javier will find a recently abandoned campfire and tracks down to the river, so that seems like a good place to start.
Follow Javier around for a little while as he tries to keep up with the tracks. He'll tell you a bit more about what happened at the boat, and it sounds like it was a complete mess from start to finish. You'll eventually come upon a dead horse, at which point Javier will fire off his gun to try and see if John is around. He is and he calls out for help, so follow his voice (and Javier) along the snowy path. You'll have to go on foot because the horses can't travel through this, but if you inspect your horse before leaving you can swap out your revolver for a shotgun which may come in handy here shortly.
Go along the path and you'll eventually find John. Along the way you'll learn how to crouch and climb and drink liquor (the most important of cowboy skills) in addition to being introduced to the stamina meter. Meeting John will trigger a short cutscene, and then you'll pick him up and carry him for the next part of the mission.
You will soon be attacked by a pack of wolves, and you need to distract them so Javier can get John up on a horse. Walk a bit away from them and the use the prompt shown by the screen to call the wolves over. They'll follow you, so now is a good time to have your gun drawn. Kill the wolf in the front of the pack and then be ready because the others will charge. Kill the second one as he's running towards you and the third will flee. The shotgun is a great weapon for this as it will kill the wolves in a single hit, which will make things very easy here. Once the final wolf flees, go over to your horse and climb up to start riding.
After you ride for a bit, you'll be attacked by more wolves. You'll now need to shoot at them from horseback, which can be a bit more difficult. Kill the one that is running after you first so you don't get attacked, and then move over towards the one following Javier and kill him too. Take a second to aim so you aren't just wasting ammo and kill the wolves once you get close enough. A couple more will show up as you're fighting these, but the wolves will flee once you get down far enough if you haven't already killed them. With the wolves dead, the way back to camp is finally safe. They'll help John off the horse, and it looks like he'll survive. That's probably the first good news you've had since coming to camp.
Arthur will get some rest, and now you'll have a chance to walk around a bit. You can replay old missions now if you want, so feel free to jump back into one of the ones you've already done if you're going for gold medals. You can also walk around camp and talk to everyone. Nearly everyone in Red Dead Redemption 2 can be talked to, so go around and chat everyone up if you want. Once you're ready, check your map and you will see two different mission markers on it. You can do either one at this point, so pick whichever sounds better and talk to the person there to start the next mission.
|Gold Medal Requirements|
If you head over to the Old Friends mission marker, you'll find Micah chatting to a couple other people in your group. He'll wind up punching one of them, on account of Micah being terrible and all. Dutch will break things up, and tell everyone it is time to go out and find Colm O'Driscoll. Arthur questions him on it, but Dutch's mind is made up. You'll automatically get on your horse, so just follow Dutch and the others along the snowy path. Along the way you'll learn a bit more about the bad blood between Dutch and Colm, and you'll soon find your way to their camp.
Get off your horse and follow Dutch up to the ridge on foot. You'll take out your binoculars and see a bit of what is going on in his camp, which eventually leads to him and some others leaving. This gives you a great opportunity to get a jump on the few that are left, something Dutch is more than happy to suggest. Head over to your horse to pick up a rifle, and then follow Dutch down to the O'Driscoll camp. He still wants his revenge on Colm, but right now the group is in need of some supplies pretty badly so Colm will have to wait.
Make your way down with Dutch, although at any point along the path down you can stop and start taking shots at the O'Driscoll men waiting at the bottom. Your rifle is extremely accurate and very powerful, so you will basically want to stay as far away as possible and pick off enemies with your rifle from afar. There is some good cover down below, but the vantage point you get from on top is great and enemies will have a hard time hitting you from up there anyway, you there really is no bad way to proceed here as long as you aren't just running out in the middle like a crazy person. Keep making your way through the enemies from wherever your vantage point is, going for headshots when you can. The rifle is extremely powerful in this scenario here and the enemies are far enough away that they won't post much of a threat.
Once the camp has been cleared out, Dutch wants you to start looting bodies to find supplies. Unfortunately, as soon as you start doing the reinforcements come down through the trees. Quickly make your way over to where everyone else is and find some cover. Look towards the trees and you'll see a whole bunch of enemies start pouring down. You'll want to be a bit careful with your aim here, particularly if you're going for a gold medal, because they move quickly and will dart from tree to tree without standing in one spot long. Fortunately, this is the time when you'll also activate your dead eye skill for the first time. This lets you slow down combat, so trigger it when you can and then take out a couple enemies if you can with your skill. It automatically targets nearby enemies, pretty much guaranteeing kills when you use it. Take advantage of it here and use it copiously, because otherwise the enemies can be a bit harder to hit. Alternate between normal shots and your newfound special skill, and after you've killed enough foes here the rest will turn around and run away.
Go talk to Dutch and then it becomes the best part of every fight - THE LOOTING. Loot until your hands can't loot any longer. Check all the bodies of the men you just killed, as most of them will be carrying cash, ammo, or tonics. Dutch wants you to look in a specific building, but explore a bit first and in particular make sure no corpse goes unlooted. No point in wasting all that sweet cash. When you're ready, head to the building marked by yellow on the map and check out the big chest in the corner of the room. Explosives will be in here, and Micah will find a document detailing their plans at the same time. Dutch is quite happy with everything that has been found, and after you check the chest the rest of the party will ride out. Follow them.
After a little ways out, you'll find one of the men Colm was talking to in camp just sauntering along on his horse. Apparently he wasn't spooked off by the hundreds of bullets that were just being fired a couple minutes ago. Dutch wants you to go and get him, but asks that you bring him back alive. Select your lasso on the weapon wheel and then ride off after him. Your horse is faster than his, and even better he will just fall off his horse at a certain point. Follow the onscreen prompt to lasso him, then get off your horse and go and hogtie him. Pick him up (loot him first!) and put him on your horse. Just follow the trial back to camp now, and once you get there Dutch will make sure he feels welcome. You'll complete the mission after a brief scene.
|The Aftermath of Genesis|
|Gold Medal Requirements|
You can go around the camp a bit more and talk to everyone again if you want. They're mostly cold and miserable, so conversations aren't very fun here. When you're ready, go and talk to Mr. Pearson who will inform you how bleak the food situation is. Charles volunteers to help you go out and hunt, so just follow him through the snow until you reach a good hunting spot.
Charles will eventually find tracks, prompting you to get off your horse. Hopefully you remember these lessons here coming up, because you'll be hunting a lot in this game. Follow the prompts on screen to follow the tracks, and crouch and move slowly when you get close to the deer so you don't scare them. Aiming with the bow is a bit more difficult than standard guns, because if you aim for too long you'll lose your stamina and drop your aim. You can call the deer to get their attention, and they'll raise their head towards you and give you a chance for a quick headshot. Take advantage of this window, because shortly after this they'll run away and you'll need to track them again if you miss. Go for the head for a one hit kill, but take your time to make sure you don't miss or that might scare the deer away. After you kill the first deer, go and grab the arrow sticking out of their head and repeat this whole process to find and kill a second deer.
Once they're both dead, you need to go and pick up one of the two and Charles will grab the other. At this point, the compendium in your menu will become unlocked and you can check on the progress you've made so far. For example, you can check out the Whitetail Deer you just killed and see your progress on that. To fully unlock all the animals, you'll need to track, kill, skin, and study them. Feel free to look around the rest of the Compendium right now as well to see what sort of other stuff you'll be looking for along the way.
Call your horse over and then load the deer on to his back. Ride back with Charles, but your ride back to camp is soon interrupted by a hungry bear. Apparently Charles isn't to big on the whole "getting mauled to death" thing, so he advises you to just stay clear of the bear. Wait a moment for it to wander off, and then you can follow Charles again as he skirts along the side. It's best to avoid the bear entirely for now so just keep close to Charles and calm your horse when he gets spooked. The rest of the ride is uneventful, although you will learn a bit more about Charles and Arthur during the ride.
Once you get back to camp, hitch your horse to a post and grab the deer carcass off the back. Bring it over to Pearson, who then asks for help skinning it. Just walk towards the carcass and follow the prompts shown on screen. The mission will be completed as soon as you're done skinning the deer.
|Who the Hell is Leviticus Cornwall?|
|Gold Medal Requirements|
Once you complete both of the previous missions, this one will start automatically. Dutch is ready to rob the train, even though Hosea has his objections. He wants to lay low and continue west, and not anger a powerful oil baron by robbing his train. Dutch wants to YEE HAW I'M A COWBOY PEW PEW and points out they are in some desperate need of some money. Dutch overrules Hosea and all the able bodied men ride out for the train.
Follow Dutch on your horse for now, and Dutch will brief everyone of the plan along the way. When you reach your destination, he'll send you down to check on Bill while he's setting up the explosives. He needs some help, so get off your horse and pick up the spool of wire. Head over to the nearby rocks where the detonator is at and when you get close you will be able to connect it with a simple button push. Get back on your horse and meet up with the rest of the group.
Unfortunately, Bill appears to have gotten his explosives at the Discount Explosive Emporium, because they don't go off when the train passes by. Follow the rest of the guys who are running over the ridge and you can jump off on top of the train. Javier misses the jump, leaving you and Lenny to try and slow things down. Help him off the side of the train by mashing the indicated button, and then follow him to drop down into the next car. He'll take care of the guy in here automatically, so keep on heading forward through the train.
When you reach the edge of the car, you will have the option of either taking the lead or letting Lenny take out the next guard. It is probably a bit easier to handle it yourself, so switch to your knife and sneak up behind the guard. Tap the attack button when close to perform a sneak kill, but it doesn't matter all that much as the guards in the next car will see you no matter what you do. Quickly get behind some of the boxes to your left and select your revolver. Kill the guy just beyond the door of the next car, and then with your gun out start walking out towards the next car. There are two more enemies in here, but with your gun drawn you should be able to shoot them if they ever peak out to shoot at you. Their cover also isn't great, so you have a good chance of just getting in a head shot while they're trying to hide from you. Search their bodies for some goodies and then move on to the next car.
As soon as you climb on top of the next car, a guard will climb over the other side. Have your revolver drawn and shoot him before he has a chance to pull his weapon out. Keep your gun drawn because there will be another guard down on the next train that you can shoot from up here. Don't let Lenny climb up this train before you because there is a good chance he will get himself killed if he's the first one up. Continue forward and you'll find the train conductor has Lenny and is trying to throw him over the side. Drawn your gun and wait for a chance to shoot the conductor in the head. When he gets about ready to push Lenny over the side, he'll change the way he's holding him and make himself much more vulnerable for a head shot. Wait for this and then pull the trigger as soon as there is an opening.
Lenny will stop the train at this point, and all remaining guards will crawl out of their hiding spot. Keep hidden along the rocks on the side, and use your rifle here to take out guards from afar. This is a great time to use your Dead Eye because you will be able to take out a couple guards at a time from fairly far away without much aiming. Go for headshots if you can, and duck down in cover to reload when needed. There will be a lot of guards here, but you start off in a really good position with good cover. Move up when Lenny moves up, and don't let him get too far ahead of you because he can die and you'll need to restart the checkpoint if he does. Eventually, Dutch and the rest of the gang will show up and will help you take care of the few remaining stragglers. Dutch calls you over, but quickly check some of the bodies nearby for some pretty decent loot.
There will be a couple more guys holed up in the final car, but they're refusing to open the door. Luckily, you guys have some special door opening formal a.k.a. a whole bunch of dynamite. Follow the onscreen prompts to take it and attach it to the side of the car. Once it is blown, the men inside will come out without any more of a fight. Go inside the car and start to search it. The rest of the crew will deal with the safe in the back, so you're free to search the rest of the car. Make sure you check the drawers in the center desk because there is a good deal of money in there, and stock up on some of the premium liquor sitting around the car. What you need to search is the cabinet along the wall in the front right of the car, because that is where the bonds are. Grab those, and then when you're done searching head outside to meet up with Dutch.
Dutch is ready to move on, but he needs you to take care of the train first. The rest ride off, and he lets you deal with the three surviving guards however you want. You can kill them, force them on the train, or leave them behind. Kill them if you're looking to go for the lowest possible morality, or go with one of the other options if you're playing as a bandit with a heart of gold. Once they've been dealt with, go to the front of the train to get it running again. Climb into the front car, start the train, and then ride off on your horse. Congrats on a successful train robbery!
|Gold Medal Requirements|
After the train robbery, the next mission starts at a much more relaxing pace. Your crew is heading on out to somewhere safe to lie low now that all the snow has melted. Hosea offers up somewhere fairly nearby and Dutch agrees, so the caravan packs up and hits the trail. Unfortunately, your wagon breaks a wheel almost immediately and you need to fix it. Follow the prompts to reattach the wheel, and once you've done that Hosea will notice some Native Americans watching from a nearby cliff. Apparently they are not interested in attacking you and just let you ride off, which is a nice change of pace from everything trying to murder you, so you climb back on the wagon and continue on.
The rest of the chapter is easy from here on out. You'll mostly just be riding and listening to Hosea and Arthur talk. You can pick Javier up on the way back, but just focus on following the trial and you will reach Horseshoe Overlook fairly quickly. Hosea and Dutch have a bit of an argument when you get there, but for the most part things are rather uneventful. This is probably the easiest mission in the game, so sit back and enjoy the scenery. This is also the last mission in the game, and once it is over you will be at your second camp. Things are about to get a whole lot more interesting.