Red Dead Redemption 2 Articles RSS Feed | Red Dead Redemption 2 RSS Feed on en Launch Media Network Every Red Dead Redemption 2 Mission, Graded -- Chapter 5: Guarma Wed, 14 Nov 2018 15:33:24 -0500 William R. Parks

Red Dead Redemption 2 has put us through savage gunfights and hilarious nights in the saloon, and, with the end of Chapter 4, it has left us on a cliffhanger unlike any of the preceding chapters.

Some of the kindest and most thoughtful of our gang were put to rest in a disastrous robbery, and our attempts to evade the law reached entirely new heights.

While I had been loving my time in New Hanover and Lemoyne, the prospect of continuing my adventure in an entirely new locale had me excited, and I could not wait to dive in.

Let us see what the game had in store as we look at each mission of Chapter 5: Guarma.

Grading Scale

One more piece of upkeep for those that may be skipping the preceding articles -- our grading scale is as follows:

A: These are the missions that are as impressive as Red Dead 2's immense and nuanced world. Transcendent moments that validate video games as art.

B: Exceptional sequences, these missions create moments that leave a lasting impression.

C: *The bread-and-butter of Red Dead 2. Filled with straightforward action and character development that keeps the game moving forward and the player engaged.

D: Forgettable missions that serve just to introduce a character or mechanic without many frills.

F: Painful. The game would be better without these missions.

It is important to note that the "C" grading is not meant to imply that a mission is average compared to other games. Rather, "C" should be considered a baseline for Red Dead 2 relative to its exceptional "A's" and "B's" and its lackluster "D's" and "F's."

The primary goal of this investigation is to create a hierarchy within Red Dead 2's missions, not to provide a definitive stance on how the game stacks up against others.

Note: Mission descriptions and heavy spoilers follow.

Red Dead 2 Chapter 5: The Missions

Welcome to the New World

Grade: B

Beginning Chapter 5 with all of the gear I had accumulated missing and all of my cores drained was exhilarating.

This first mission is loaded to the gills with new information, establishing an adversary for the chapter (Fussar) and connecting him to Cornwall as well as setting up the conflict that will pervade your time on Guarma.

If I was to get off this tropical island safely, I needed to both recover Javier (who is captured in the mission) and intervene in a conflict occurring between Fussar and the Natives. While I had become a seasoned veteran at rescuing gang members, my previous experience with involving myself in established conflicts suggested that this was not going to go well, and I felt a bit overwhelmed by the paths that were opening before me in this new setting.

I was transported back to my time at the beginning of Chapter 2, feeling as though I might drown in the options available to me. Ultimately, Guarma turned out to be very compact and manageable, but this feeling of discombobulation served to nicely immerse me in what Arthur was likely experiencing. It is impressive that Rockstar is willing to throw players so off-kilter this late in the game.

Savagery Unleashed

Grade: C

As I wandered through the jungle for the first time, I came across a man hanged, and, soon enough, I was taken captive and beaten in a cellar.

After breaking free of my captor, and cutting loose two Natives that I had been asked to rescue in the preceding mission, I found myself in the midst of a fairly stock stealth mission with some gunplay to close it out.

As I quietly crept past my enemies, I was struck by how often Red Dead 2's stealth segments ask me to follow directly behind an NPC. While this follow-the-leader certainly creates some nice cinematic moments, it ultimately brings the game's overall difficulty down significantly. As long as I stick close to my lead, I never really feel like I am in danger of being discovered.

Similarly, so many of the game's gunfights provide companions to assist you, often causing them to feel quite easy. When I am engaged in one of these missions, selecting a load-out feels almost entirely like a cosmetic choice, as victory seems guaranteed regardless of the weapons I have equipped.

In general, there is a sense in Red Dead Redemption 2 that Rockstar gives preference to creating cinematic moments rather than providing challenging gameplay. While it is nice to watch the story unfold with minimal death and interference, I would really like to see an increased difficulty setting come to the game in a future update.

A Kind and Benevolent Despot

Grade: C

After saving the Natives in the preceding mission, Dutch and Arthur can now focus on rescuing Javier.

At this point, it is made clear that all of the money stolen in the Saint Denis bank robbery was lost in the shipwreck, and Dutch continues to come apart at the seams, strangling the guide that brings them close to Javier's location.

From there, this is a wrote stealth/combat mission with a slight flourish as you sabotage a warehouse filled with sugar and set it ablaze. What can I say? I have been charmed every time Red Dead 2 has let me burn something to the ground, and it holds true here.

Hell Hath No Fury

Grade: B

With the resistance assisted and Javier recovered, it is time to attack Fussar directly and make a clean get away.

What follows is the most unique mission located on Guarma, as Fussar has some truly big guns (a Navy warship) at his disposal.

Before using a cannon (for the first time) to sink it, we get a standout gunfight on the island's beaches. After being stripped of all of my gear, it feels good to have a powerful shotgun back in my hands, and I painted that sand red.

Paradise Mercifully Departed

Grade: B

Even with the Navy ship dispatched, there are still some problems - namely, the captain of the ship that is to return us to Saint Denis has been captured by Fussar and an array of artillery is certain to sink any of our attempts to leave by boat.

There is a lot going on in this mission. Explosions, a cannon shoot-out, some corridor-style gunplay, and a tense four-man standoff that feels like it could have been plucked right out of The Good, the Bad and the Ugly.

Additionally, if Red Dead Redemption 2 has taught me anything it is that I am a sucker for gunfights in crop fields, as I loved blasting my way through Fussar's fields of sugarcane.

This mission showcases so many wonderful ideas and proves that, even after all of the preceding missions, the game's straightforward action sequences can still standout.

Dear Uncle Tacitus

Grade: A

Now back on the mainland, the Guarma crew splits up to locate the rest of the gang that was left behind.

While there is a short burst of action, this mission functions as a truly transcendent rejoinder, putting you on a long, lonesome horse ride set to a wonderfully surprising new song from D'Angelo.

It is hard to convey why this mission is so effective, as it relies so heavily on Red Dead 2's ability to create a breathtaking atmosphere, but to be alone with Arthur, quietly reflecting on where you have been and where you are headed, is powerful and marks one of the game's high points.

Fleeting Joy

Grade: C

As I wiped the tears from my eyes, I found myself back with my crew, and (surprise, surprise) Sadie has been the one to keep everyone together during our absence.

However, there is not much time for celebration, as another assault on camp cuts things short. This time around it is the Pinkertons, and they are not messing around, carting a gatling gun to make sure they leave no survivors.

Unfortunately for them, they did not plan for Sadie Adler, and again I found myself marveling at her ability to dish out death before I stepped behind the gatling and finished the lawmen off.

It is also revealed that Dutch is not planning to spring John from prison any time soon, but Arthur and Sadie seem to have other plans.

A Fork In the Road

Grade: D

While walking through the streets of Saint Denis, a coughing fit overcomes Arthur, and a trip to the doctor reveals that he has tuberculosis.

This mission feels like Red Dead 2's single greatest misstep.

This needs to be an extremely resonant moment, as it informs Arthur's character development for the rest of the game. Following "Dear Uncle Tacitus," it is clear that Rockstar is able to build powerful and impressionistic moments, however, this one simply does not land.

There is no foreshadowing that makes this mission the gut-punch it should be. Instead, we are blindsided by Arthur's illness, and it almost feels as though I missed a portion of the game that would build to this reveal.

Considering the methodical pacing used throughout the game, I am very surprised to see Rockstar not escalate this more gradually and effectively.

Icarus and Friends

Grade: A

Anyway, despite having TB, I am off to meet Sadie to solidify our plan for getting John out of prison.

As we saw in Chapter 4, Rockstar has begun to include different vehicles to keep the action missions feeling fresh, and we get a wonderful one in this mission: a hot air balloon. Additionally, Arturo, the balloon's owner, is a nicely rendered side character that gives this mission the Rockstar feel.

This airborne shoot-out is one of my favorite action sequences in the game, and while taking a tour is the cover used to get Arturo to take you up in the balloon, I really wish there was the opportunity to see more of Red Dead 2 from this vantage point.

That's Murfree Country

Grade: B

After the Pinkerton assault, it is clear that the gang cannot stay holed up where they are, and Arthur and Charles are sent up North to scout out an area that has an unfamiliar mystique to it.

On your ride, Charles mentions that no one would come to this part of the country to look for us, as people are known to go missing -- color me intrigued.

When you arrive, this bizarre and mysterious undertone remains. In the town of Butcher Creek, the citizens have bruised and sore-riddled faces, and, at the hideout of the Murfrees, you find ritual sacrifice and a woman locked in a cage.

Something so wonderful about exploring the world of Red Dead Redemption 2 is encountering its dark and odd underbelly, and the prospect of the next chapter bringing this in to the main story had me very excited.

Additionally, the mission closes by raising the stakes yet again, demonstrating that the gang is willing to execute its own if they have acted out of line.

Chapter 5 Summary

Guarma gave us a breather, offering a temporary new setting and some good to great action sequences.

However, the true standouts of Chapter 5 all occur back on the mainland. "Dear Uncle Tacitus" provides a beautiful and poetic interlude while "Icarus and Friends" showcases some of the game's most thrilling action.

Unfortunately, we find a major pitfall, as the mishandling of an important dramatic beat renders it ineffectual.

Hopefully, Chapter 6 can convey just how important Arthur's sickness actually is, and I am champing at the bit to learn more about the oddballs in Butcher Creek and the horrible Murfrees.


If you want to know what we think of the game as a whole, be sure to check out our Red Dead Redemption 2 review. If you're looking for tips and tricks for the Wild West epic, be sure head over to our Red Dead Redemption 2 guides page.

And if you would like to see more of our Red Dead 2 mission gradings, those that are currently available can be found at these links:

Chapter 1: Colter
Chapter 2: Horseshoe Overlook
Chapter 3: Clemens Point
Chapter 4: Saint Denis

Every Red Dead Redemption 2 Mission, Graded -- Chapter 4: Saint Denis Sun, 11 Nov 2018 11:50:58 -0500 William R. Parks

Over Red Dead Redemption 2's first three chapters, we have seen some notable trends begin to emerge.

One is that straightforward action sequences with minimal plot development have solidly established themselves as the game's subpar filler. This is not to suggest that these missions are purposeless or even bad, just that they do not offer the gameplay innovations or narrative intrigue we see in the rest of the game's missions.

Another is that Dutch and his boys are not your typical genius criminals that are thriving in a world created for them. The are flawed, often ignorant, men that fail more than they succeed, and their way of life is coming to an end quickly.

And finally, as we get further and further from the game's tutorials, the chapters become increasingly focused, functioning more as self-contained narrative arcs riffing on classic Western mythos than the free-form structure of the first chapters.

Do these trends continue in this next chapter? And how does Rockstar embellish and vary the gameplay they have established thus far?

Let us find out as we look at Chapter 4: Saint Denis.

Grading Scale

One more piece of upkeep for those that may be skipping the preceding articles -- our grading scale is as follows:

A: These are the missions that are as impressive as Red Dead 2's immense and nuanced world. Transcendent moments that validate video games as art.

B: Exceptional sequences, these missions create moments that leave a lasting impression.

C: *The bread-and-butter of Red Dead 2. Filled with straightforward action and character development that keeps the game moving forward and the player engaged.

D: Forgettable missions that serve just to introduce a character or mechanic without many frills.

F: Painful. The game would be better without these missions.

It's important to note that the "C" grading is not meant to imply that a mission is average compared to other games. Rather, "C" should be considered a baseline for Red Dead 2 relative to its exceptional "A's" and "B's" and its lackluster "D's" and "F's."

The primary goal of this investigation is to create a hierarchy within Red Dead 2's missions, not to provide a definitive stance on how the game stacks up against others.

Note: Mission descriptions and heavy spoilers follow.

Red Dead 2 Chapter 4: The Missions

The Joys of Civilization (Bronte)

Grade: C

Chapter 3 closes with Red Dead 2's introduction of Saint Denis, and, with the first mission of Chapter 4, Rockstar writes a love letter to it.

The gang is on the trail of Angelo Bronte, Saint Denis' crime lord, believing that he is currently in possession of Jack. Tracking him down sets you on a foot chase through the city's streets and alleys.

Saint Denis really is quite exquisite, bustling with life and activity. As a result, a mission that guarantees players will visit its nooks and crannies feels worthwhile.

The conclusion also provides a nice bit of world building, as a gang of children (apparently working for Bronte) is a sufficiently dark underbelly to the modernized city. If the outlaw lifestyle truly ends with you and your crew, what future do these pint-sized desperadoes have?

Angelo Bronte, Man of Honor (Dutch)

Grade: C

With the location of Bronte's estate in hand, it is time to pay him a visit and get Jack back.

Here is a modern criminal, conducting business in a modern city. His criminality extends beyond anything your gang could dream of. While you are trying to con your way into leads for small scores, he sits back and collects his riches from other streams -- yet another indication of just how outmoded your lifestyle is becoming.

Fortunately for you, one of these revenue streams appears to be blocked, and Bronte is willing to return Jack if you correct that for him.

What follows is a serviceable action sequence in a unique setting (Saint Denis' graveyard), and Bronte is true to his word. Again, Jack's voice acting leaves something to be desired, though I did enjoy his espousal of the virtues of spaghetti to his father.

I was also pleased to see a tender moment between John and Arthur at the mission's conclusion. As I have mentioned previously, the hyper-masculine ribbing between the gang's members often obscures the heart of their relationship (that they truly are brothers-in-arms), and it is nice to see that shine through on occasion.

No, No and Thrice, No (Mary Beth)

Grade: D

This mission primarily serves to give Tilly, one of the gang's members, a backstory, sending you to rescue her from a past acquaintance that has taken her captive.

While I appreciate Red Dead Redemption 2's commitment to breathing life into everyone in the crew, it feels as though characters that are going to have main story missions centered around them should be sufficiently established at this point.

An elaborated side mission for each of the supporting players seems like a wonderful way to round out these secondary characters, and it feels like this mission would fit perfectly as this type of non-essential mission.

The mission does let you decide if you will execute Tilly's captor or let him live. However, this type of decision no longer feels particularly exciting, considering you have this choice with nearly every NPC in the game.

The Gilded Cage (Hosea)

Grade: B

With this mission, I was transported back to accompanying Triss Merigold to the masquerade ball in The Witcher 3: Wild Hunt, a wonderfully bizarre tonal shift amidst slaying werewolves and confronting witches.

While this mission is not as enjoyable as The Witcher 3's party, I appreciate Red Dead 2's willingness to continually shift its mood and style. Dressing up and attending a soiree at the mansion of the Saint Denis mayor definitely stands out amidst the grizzly violence that comprises a majority of the game's missions, and the estate itself offers yet another beautiful set piece to explore.

Additionally, the mission's ability to so tactfully introduce a number of characters and concepts, which will become relevant in later missions, is a testament to the quality of Red Dead 2's writing.

A Night of Debauchery (Trelawny)

Grade: B

As has been the case in the preceding chapters, Red Dead 2 loves to put you in the middle of established outlaw narratives, and here I was injected straight into the veins of Maverick.

Acting is a tactic we see characters use again and again as they navigate their ways in and out of the game's stickiest situations, and finally, it is Arthur's turn to perform, conning his way through a high-stakes riverboat poker game.

My primary gripe with this mission is the lack of play to the poker game itself. It took only two hands to bust Desmond Blythe, and the absence of any back-and-forth really deflates the intensity that this segment could build.

Also, why in the world is Strauss advising me to do anything but fold when Blythe is holding two Aces? While you get a nice little sweat, and ultimately win, with your pocket Kings, the only world where this is correct is the one where Strauss knows exactly what is coming off the top of the deck, and I do not believe that is supposed to be the case here.

Poker rant aside, the mission is excellent, including the shootout that lets you make your escape from the riverboat, though I was quite concerned that my fancy new pocket watch was going to be destroyed as I jumped into the water below.

American Father II (Eagle Flies)

Grade: D

Leviticus Cornwall has been relatively absent, aside from a brief mention of him at the mayor's party, but the tycoon has been making moves to further uproot the Natives.

Before he has a chance to do any more damage, Arthur is enlisted to infiltrate the Cornwall Oil Fields and steal a document that confirms there is oil under Native land.

While there is a bit of stealth and an explosion to provide some character, I have begun to grow weary of these straightforward action missions that offer little in advancing the plot. There is certainly a point to this mission, primarily solidifying both Cornwall and Arthur's relationship to the Natives, but I wish it gave just a bit more in the way of narrative progress or gameplay innovation.

Horseman, Apocalypse (Sadie)

Grade: B

This is the Sadie Adler show, and she continues to be remarkable.

For the first time, the gang's camp is under direct assault (by the O'Driscolls, who, like Cornwall, have been quiet of late). This adds an exciting dynamic that has not been tapped by the preceding missions, playing defense rather than offense.

Beyond this slight tweak, the mission shines because Sadie does. After seeing her knife several O'Driscolls, I followed, mouth agape, as she executed many more.

Additionally, this mission is the first time we see one of our own killed, and while I had not spent much time thinking about Kieran since Chapter 2's "Paying a Social Call," his death certainly indicates that the game's stakes have been raised.

On a note clearly unrelated to anything mentioned above, why does Red Dead 2 not feature a romance option? While the game's beginnings are nearly overwhelming in their unique approach to openness and realism, the minor chinks in the armor begin to show by this point.

There is so much care put into so many small aspects of the game that it is easy to become immersed. However, when this standard is not maintained, it feels even more present by way of contrast.

Fundamentally, I wish there was a Red Dead 2 experience that was both more demanding and provided more in the way of NPC interaction (beyond deciding if you will say "hello" or shoot them). Perhaps we will see a "survival" difficulty added to the game in the future to provide a more challenging, and more real, way to play this wonderful game.

Urban Pleasures (Dutch)

Grade: C

While we enter Red Dead 2 at a moment when the gang is facing a more than a minor change-of-plans, the series of misfortunes that has befallen them since has Dutch talking about a move to Tahiti. Sound like a desperate ploy to anyone else?

As always, the one thing standing in our way is money, and Dutch has decided to followup on robbing the Saint Denis railway station to rectify this, a tip that was passed along by Bronte himself.

Again we believe we are on the level of an outsider, and again we are made fools -- the station is empty and the law is hot on our heels. For a group of individuals that believe so strongly that they are above modernization, the gang sure does look like backwater yokels often.

Now that Red Dead 2 has more than sufficiently established gunplay on foot, wagon, and horse across a multitude of settings, I was very happy to see Rockstar begin to play with some new elements in this mission. Specifically, that is executing lawmen in the streets of Saint Denis while you ride aboard a hi-jacked trolley.

Here is hoping that these small vehicular flourishes begin to show up in more of these baseline action missions.

Country Pursuits (Dutch)

Grade: B

We have another major tonal shift with this mission, and one that is very different than we saw in "The Gilded Cage" -- this mission is a straight-up horror creature feature.

Despite the continual refrain that revenge is a fool's errand, Dutch continues to unravel and wants to punish Bronte for the railway station setup, planning to use a boat to enter his estate in shadow.

While I expected to board a boat and be on our merry way to the slaughter, this mission sends you on a delightful detour, helping a boatman check his animal traps and locate his son.

The foggy swamp is a wonderful setting for a bit of campy horror, and, soon enough, you are rescuing the boy from the jaws of a gigantic gator and applying pressure to stop his bleeding.

I love the often bizarre moments when Red Dead 2 decides to give you control of actions that many games would pre-script - pouring a drink at a bar, for example - and was happy to be administering the bandage to the injured child myself.

Revenge is a Dish Best Eaten (Dutch)

Grade: B

With the traps cleared and the child (presumably) recovering, the boatman is now free to help with the siege on Bronte's mansion.

As with Chapter 3's "Blood Feuds, Ancient and Modern," a giant estate acts as backdrop for a massive gun battle, and I continue to find this setup extremely fun and exciting.

Additionally, your exit features a nice little gameplay variation we have not yet seen where carrying Bronte on your shoulder relegates you to using just your pistol as you blast your way out. A small touch, but I appreciate Rockstar's attempt to keep each mission feeling distinct, especially considering the sheer volume of them.

The mission concludes with a critical turning point in the narrative where Dutch, fully unhinged, drowns Bronte. The doubt Arthur may have been feeling about Dutch's leadership appears to transform into disgust, and I continue to applaud the game's writing.

It is so common for games to position their central characters as unimpeachable saviors of the worlds they exist within, and it is, at times, hard not to roll one's eyes as every NPC you encounter pats you on the back for your accomplishments. Red Dead 2 offers the counter (men whose ignorance continually leads to failure and horrifying events), and it is a welcome relief.

Banking, the Old American Art (Dutch)

Grade: A

Chapter 4 closes with an absolutely monumental mission.

The preliminary setup (a bank robbery scaled-up to Saint Denis-size) is already exciting, but the degree to which the gang's attempt fails takes this mission further. The unceremonious murder of Hosea and Lenny, two of the game's most likable characters, is powerful and effective -- proof of just how well rendered they are.

Separately, as I shot Pinkertons from the bank's windows, I was struck by how much the gunfighting in this mission transported me to a carnival shooting gallery. My position remained fixed as my targets bobbed and weaved, and while I do not believe this is an intentional reference, rooting the gunplay in a tradition that emerged in the period that Red Dead 2 is set is a nice little detail.

From there, the mission took a new spin on the escape, sending me up (rather than out) and eventually on to a boat that promised to leave everything I had learned about the world of Red Dead 2 behind.

Of course, nothing ever goes as planned for the gang, and the complete uncertainty of what is to come next makes this the most striking and exciting chapter conclusion thus far.

Chapter 4 Summary

There are a couple of missteps in Chapter 4, missions that ultimately feel like they would be better served as supplemental content and not essential story missions. However, the chapter has a lot to be enamored with as well.

Saint Denis is the richest and most exciting civilization we have encountered, and some tonal variation keeps the game feeling dynamic.

While there are fewer A-grade missions than preceding chapters, "Banking, the Old American Art" rivals the best the game has to offer, and there are slight gameplay flourishes to enjoy throughout.

While I have been extremely satisfied with what Red Dead 2 has offered thus far, the knowledge that Chapter 5 is prepped to provide something completely different has me excited. I cannot wait to dive in.


If you want to know what we think of Red Dead 2 as a whole, be sure to check out our Red Dead Redemption 2 review. If you're looking for tips and tricks for the Wild West epic, be sure head over to our Red Dead Redemption 2 guides page.

And if you would like to see more of our Red Dead 2 mission gradings, those that are currently available can be found at these links:

Chapter 1: Colter
Chapter 2: Horseshoe Overlook
Chapter 3: Clemens Point

Red Dead Redemption 2 Online to Launch by "End of Month" Thu, 08 Nov 2018 10:56:12 -0500 Jonathan Moore

As reported by multiple outlets, the online component of Red Dead Redemption 2 is slated to release into public beta by the end of November. It will be free to those who already own the base game. 

The news comes from a recent Take 2 Interactive investment call where the company's CEO, Strauss Zelnick, told investors he expected Rockstar to launch the mode in the coming weeks. 

As expected, Zelnick did not provide a specific launch date or elaborate on what Red Dead 2 Online would include. Although there aren't too many concrete details surrounding RDR 2 Online as of yet, we do know that Rockstar is using GTA Online, as well as its expansions, as a gameplay template. 

We also know from interviews with the developers, that the online multiplayer component will take place in the same world as the base game. However, we still don't know if that means the entire map found in the base game or only a portion of it. 

Stay tuned to GameSkinny for more news on Red Dead Redemption 2 Online. If you're looking for tips and tricks for RDR 2, be sure to check out our guides page for everything from gold bar glitches to weapons locations and more. 

To see what we thought of Rockstar's latest Wild West epic, head over to our Red Dead Redemption 2 review

Red Dead Redemption 2 Guide: All Legendary Revolvers Locations Thu, 08 Nov 2018 10:26:14 -0500 Sergey_3847

There is a fair number of really decent weapons of the Wild West era in Red Dead Redemption 2. But this wouldn't be a good game if it didn't offer a few unique legendary weapons that are very well hidden on the map.

Some of the legendary revolves that can be found in RDR2 not only look good, but also have stats that are generally much better than those of your ordinary in-game weapons.

If you want to find all the available legendary revolvers in the game, then follow our complete locations guide below.

Otis Miller’s Revolver

One of the most accurate and prettiest weapons in RDR2 made of ivory and gold is the Otis Miller’s Revolver, which can be obtained during the game's Epilogue only.

You will find it in the northern part of the New Austin region at the Cholla Springs. There go to Rattlesnake Hollow, which is located west of Twin Rocks.

Inside one of the caves you will find a chest with several items, one of which is the legendary Otis Miller’s Revolver. Since this is a unique weapon it cannot be customized.

Micah's Revolver

Before getting the Micah's Revolver you need to finish the game's main questline. After the game credits start rolling, you can continue playing.

Return to Mount Hagen, where Micah died at the end of American Venom mission. You should already know the location, but in any case here's the map below.

Mount Hagen is located in Grizzlies West in the southwest of the Ambarino territory. When you are back at the location, find Micah's body and you will be able to pick up his revolver.

Algernon's Revolver

This little fella can be obtained after completing the "Duchesses and Other Animals" side mission in Chapter 4.

Algernon Wasp is the owner of the shop that sells exotic plants and other items. The shop can be found to the north of Saint Denis in the Lemoyne region.

Talk to Algernon Wasp and he will ask you to bring him various eggs, plumes, flowers and other items, which can be found in the area around Saint Denis.

In the end, when you satisfy all his requests, he will give you his revolver and ask you to kill him because of his recent lost love who broke his heart. But instead of killing him you will just keep this unique weapon to yourself.

Flaco's Revolver

In order to get this revolver you will need to take on a quest "The Noblest of Men, and a Woman." Go to the Salloon in the town of Valentine located in the western part of New Hanover territory.

There speak to a man named Calloway, who will ask you to locate and kill five gunslingers. One of them is the name you're especially interested in -- Flaco Hernandez.

This time you will need to travel to the northern part of the Ambarino region. You need to locate the Cairn Lake, which is a frozen mountain lake, so be sure to take warm clothes.

At your arrival be prepared to fight Flaco's gang outside of the house, and then kill Flaco himself. When he's dead, you can pick up his personal revolver, which is engraved with two skulls on its back.

Granger's Revolver

This revolver is also a part of "The Noblest of Men, and a Woman" quest, in which you need to find and kill another gunslinger -- Emmet Granger.

If you've already talked to Calloway at the Valentine's Saloon, then you can go straight to Emmet Granger's hideout.

You can find him to the east of the Flatneck Station in the southwestern part of The Heartlands, New Hanover. When you meet him, he will give you a dirty job at his farm.

As a result, you will be able to fight him in a duel, in which you need to kill him. If you succeed, you will get his revolver engraved with a pig's head as a reward.

Calloway's Revolver

Finally, you can get the last legendary revolver of "The Noblest of Men, and a Woman" side mission, which belongs to Jim "Boy" Calloway himself.

Before duelling Calloway for his legendary revolver, you need to kill four of the five gunslingers given to you in the Valentine's Saloon. When you finish the job, you need to return to a saloon, but you will find out that Calloway isn't there anymore.

When you reach Chapter 5 of the main campaign you can return to the same saloon once again, and the bartender will give you the location of Calloway, who resides at the town of Saint Denis in the southeastern part of the Lemoyne region.

Find Calloway and speak to him. This time he will give you the task to kill the fifth gunslinger -- Slim Grant.

You will find Slim Grant by speaking to the sheriff of Annesburg, which is located in the east of New Hanover. Find him and bring him to Calloway at the north of Annesburg at Brandywine Drop.

At this point you will be able to duel Jim Calloway and take his finest possession -- the legendary Calloway's Revolver.


These are all legendary revolvers, which you can find in the game, and for other Red Dead Redemption 2 guides at GameSkinny, please see the list below:

Red Dead Redemption 2: How to Find Lost Horses and Guns Thu, 08 Nov 2018 10:10:30 -0500 Oscar Gonzalez

Players making their way through Red Dead Redemption 2 will comes across a wealth of horses and weapons. Of course, both are essential to completing the game and experiencing everything RDR 2 has to offer.

However, both can also be lost for various reasons. For those who have lost their favorite noble steed or six-shooter, there are ways to get them back.

I lost my horse in Red Dead 2; how do I get it back? 

Losing a horse in Red Dead Redemption 2 is usually due to it getting killed. Of course, this can happen in myriad ways, from getting shot in an ambush or rolling off the side of a cliff. If the horse in question is a pre-order bonus, such as the War Horse, players can find them again at a stable, like the one in Valentine.

However, since this is considered a new horse its bond with the players will be reset. For those who bought, found, or broke their own horse, a dead horse will not return to the stable so hopefully, you have some replacements.

What if I lost my horse randomly? 

Unfortunately for some players, they lost their horses randomly during the game, such as after a mission, loading up a saved game, or dying -- even though the horse was still alive when the player died. In these cases, there's a bug causing the horse to not load and sometimes replacing it with a default Tennessee Walker.

A way to try and get the horse back is to load a previous manual save

What if my pre-order horse gets replaced? 

Players have also noted that pre-order horses have been lost and replaced by Tennessee Walkers. If this happens:

  1. Take the default horse outside of the city
  2. Kill it (however you like)
  3. Return the saddle to the stables

This could respawn the pre-order horse in the stable again. 

If that doesn't work, then you're simply out of luck. Players affected by this bug have let Rockstar know about the problem, but the publisher has yet to comment about any fixes.

I lost my gun in Red Dead 2; how do I get it back? 

Like horses, weapons can also disappear randomly. Usually, this happens during a mission when a weapon is forced upon the player, such as when you're forced to pick up a revolver from a dead NPC, etc. 

When a player loses a weapon in Red Dead Redemption 2, check for the weapon on your horse's saddle. Call your main horse over after the mission is over and check the saddlebag. Scroll through your weapons, and the one dropped during a mission should be available.

As is the case with horses, if this does not work, then you're out of luck. Hopefully, Rockstar will address these glitches in a future update.


Although these methods aren't hard and fast ways to get your guns or horses back, with the chance you might not being able to do it at all, they're at least worth a shot until Rockstar officially patches the game. 

Looking for more tips on Red Dead Redemption 2 guides? Head over to our RDR 2 guides page for more. 

Every Red Dead Redemption 2 Mission, Graded -- Chapter 3: Clemens Point Wed, 07 Nov 2018 15:24:58 -0500 William R. Parks

From the Grizzlies to Horseshoe Overlook to Clemens Point, we are back to look at the third chapter of Red Dead Redemption 2.

In the preceding chapters, we have delighted in high-thrill gunfights, ran scared from the game's punishing wanted system, and joyfully scratched our heads at a night of debauchery.

In Chapter 3, the game continues to deliver, but now it settles into something more structured and specific.

Your gang has a plan and a target, and the chapter focuses on seeing that narrative arc through (with some delightful diversions along the way).

Additionally, Red Dead 2's insistence on bringing you into some of the most classic scenarios of outlaw fiction is further solidified in this chapter, and there are some wonderful moments.

Let us now dive into Chapter 3: Clemens Point.

Grading Scale

One more piece of upkeep for those that may be skipping the preceding articles -- our grading scale is as follows:

A: These are the missions that are as impressive as Red Dead Redeption 2's immense and nuanced world. Transcendent moments that validate video games as art.

B: Exceptional sequences, these missions create moments that leave a lasting impression.

C: *The bread-and-butter of Red Dead 2. Filled with straightforward action and character development that keeps the game moving forward and the player engaged.

D: Forgettable missions that serve just to introduce a character or mechanic without many frills.

F: Painful. The game would be better without these missions.

It's important to note that the "C" grading is not meant to imply that a mission is average compared to other games. Rather, "C" should be considered a baseline for Red Dead 2 relative to its exceptional "A's" and "B's" and its lackluster "D's" and "F's."

The primary goal of this investigation is to create a hierarchy within Red Dead 2's missions, not to provide a definitive stance on how the game stacks up against others.

Note: Mission descriptions and heavy spoilers follow.

Red Dead 2 Chapter 3: The Missions

The New South (Dutch)

Grade: B

With the gang moved into Clemens Point, it is time for a father(s)-and-son fishing trip with Dutch and Hosea. Unfortunately, your respite is interrupted before it has even begun due to a chance encounter with the local law enforcement.

While the subsequent gunfight is good enough, and serves to establish a very important relationship with the Rhodes sheriff, the eventual fishing is what elevates the mission.

The boys chatted and sang as I cast, and the game's beautiful writing shone through brightly.

Many games seem to find the most basic of story writing challenging, but Red Dead 2 revels in these moments of humdrum conversation, whether they take place on a long horse ride or in a fishing boat.

I love listening to these little naturalistic chats, and it felt like this one could have continued into infinity if I had not put my rod away.

Further Questions of Female Suffrage (Pearson)

Grade: C

Pearson, the gang's cook, needs some supplies and a letter mailed, and you and Sadie Adler are enlisted for the task.

This is the first formal moment you have spent with Sadie since you burned her house to the ground in the game's first mission, and she is wonderfully rendered.

A firecracker that is fully willing to rob a general store rather than pay for the bits and bobs Pearson has requested, she gets to show-off her trigger finger when a band of Lemoyne Raiders attempts to hijack your cart.

This is a stock mission made better by Ms. Adler's rowdy presence.

American Distillation (Dutch)

Grade: B

After your assistance in the chapter's first mission, a very drunk Sheriff Gray is ready to deputize you for a raid on a moonshine still operated by the Braithwaites, one of the area's most powerful families.

At this point, missions that are little more than gunfights are solidly established as Red Dead 2's filler, and this mission is a great example of Rockstar's ability to embellish on this baseline to create something greater.

Here, we have the first mission that really has a stealth component, and the unique conceit combined with slinking through the atmospheric swamp is a delightful way to precede the shootout that occurs at the mission's conclusion.

An Honest Mistake (Molly)

Grade: B

This is another mission that embellishes just enough on Red Dead 2's action formula for it to rise above.

After robbing a Cornwall payroll wagon, you end up tucked away in a shed, and, by the time you are found, the sun has gone down and the light is simply stunning.

The battle that follows in the shack and the surrounding woods comes close to the cinema present in Chapter 2's "The First Shall Be Last," pushing this mission beyond the simple action at its center.

Preaching Forgiveness as He Went (Lenny)

Grade: C

Lenny has finally recovered from his hangover, and he has a lead on a reclusive group of weapons dealers that are ripe for the robbing.

Another average gunfight with the welcome addition of explosives.

As foreshadowed by Chapter 2's "A Quiet Time," the best part of this mission is Arthur's relationship with Lenny. Here we get to see Arthur assume the role of outlaw mentor, which gives him so depth beyond the gruff interactions he has with his peers and the devotion he shows to Dutch and Hosea.

Sodom? Back to Gomorrah (Bill)

Grade: A

After a long ride back to Valentine, you get to experience some serious outlaw business: a bank robbery.

Again, I love these action-focused missions with more elaborate premises, and this is among the chapter's best -- who is beyond being rapt by the ultimate in wild west criminal activity?

I was additionally happy to have the opportunity to choose my approach to the mission -- there is a sufficient amount of gun blazing in Red Dead 2, and I always appreciate chances to take a quieter approach.

Of course, the calm does not last long, but the mission delivers something more than a standard gunfight, culminating with a classic "out-run a train to evade your pursuers" moment.

The Course of True Love II (Beau)

Grade: B

After a short build, we are now in the middle of this chapter's main plot line: an ancient feud between the Grays and the Braithwaites.

In a tale as old as time, Beau Gray is in love with Penelope Braithwaite, and he asks you to make a delivery to her.

While I let out an impetuous groan when I realized I was entering a stealth delivery mission, I could not have been more pleased by its ultimate execution.

As is often the case in Red Dead 2, the game's extraordinary set pieces and atmosphere take tasks that would feel wrote in a lesser game to another level.

After making a getaway by boat through a foggy moonlit night, I was ready for any other stealth mission that might come my way.

I now eagerly await Red Dead Redemption 2's take on the classic "clear my cellar of rats" mission.

The Course of True Love III (Beau)

Grade: D

Penelope's letter back to Beau informs him of her participation in an upcoming women's suffrage rally, and you get to play escort.

There is a nice bit of world building here, and I was struck by how impactful I found the conflict between the women and the oppressive men, but there is little else happening in this mission.

At one point, you and Beau flee the rally after Beau's irate cousin shows up, but I am still waiting for his threats to payoff in some later mission, though I sort of expect that they will not.

Advertising, the New American Art II (Hosea)

Grade: B

Hosea has a hilariously bad plan for the moonshine you previously acquired from the raid on the Braithwaite still: sell it back to them.

This is your first glimpse at a dynamic pervading Chapter 3, your gang's belief that they are duping idiots when really they are the ones behaving like buffoons.

The manors of the two warring families really are beautiful set pieces, and riding up to the Braithwaite's with such a seemingly hair-brained scheme has a nice tinge of anxiety in it.

Further, Rockstar seems to have an affinity for delightfully odd saloon-based gameplay, as you are given control of Author as he pours drinks for the bar's customers.

And finally, we have a great little mobile gun battle here, as Hosea takes the reins of the wagon and Arthur is allowed to lay waste to an onslaught of attacking Lemoyne Raiders.

Magicians for Sport (Dutch)

Grade: C

After Dutch sends you to collect information from Trelawny, you ultimately find yourself executing several men in the cornfields of Braithwaite manor.

Again the exceptional grounds of the estate sing, however, this mission marked the first time I ever felt truly agitated by Red Dead 2's gameplay.

At times, the game's camera is slightly uncooperative, continually repositioning itself in an attempt to accommodate for your movement. While this is often a helpful feature, I found it a nuisance as I was attempting to meticulously comb through the crops.

Horse Flesh For Dinner (John)

Grade: D

Following your first encounter with the matriarch of the Braithwaite family, the gang has a plan to play both sides of the feud and make out with their riches in the chaos.

This begins with a visit to Tavish Gray who instructs you to steal some prized horses from the Braithwaite's stables and offload them for a hefty profit.

What follows is a lackluster mission that primarily serves to introduce Horse Fences.

While the scope of NPCs available in Red Dead 2 is impressive in its ability to make all criminal activity feel purposeful, I was quite disappointed that Rockstar chose to relegate a mission with so much potential to more tutorialing.

The biggest takeaway here is the further emphasis on just how gullible and misguided your gang actually is, a nice deflation of the super savvy criminal caricatures you might expect from Dutch and his followers.

Friends in Very Low Places (Trelawny)

Grade: C

Here is yet another mission with the purpose of introducing you to a crime-facilitating NPC -- this time around, it is a contact that can provide information on high-value stagecoaches to rob.

Fortunately, the target in this mission is unique (an opera singer carrying riches on her coach), and the theft goes down against the backdrop of an operatic serenade.

The best part of the mission is Josiah's relationship with the informant, who seems to have fully drunk the con-man's Kool-Aid. I appreciate Red Dead 2's continual focus on making more subtle manipulations viable instead of invoking violence at every turn.

The Fine Joys of Tobacco (Hosea)

Grade: A

After a disappointing mission for the Grays, Rockstar pulls out all the stops with this Chapter 3 highlight, which sends you to burn down the Grays' tobacco fields at the request of the Braithwaites.

This mission is, structurally, very similar to the raid on the Braithwaite still, but expanded.

Creeping through the crops, dousing them under the moonlight. It feels wonderful, and it continues to be a treat to explore the immaculate grounds of these families' estates.

The subsequent shootout, amidst a blazing field of tobacco, is just the icing on the cake.

The exceptionality of this mission further cements "Horse Flesh for Dinner" as an opportunity missed.

Blessed are the Peacemakers (Micah)

Grade: C

This mission is a bit of a curveball following the chapter's focus on the Grays and the Braithwaites, but it keeps the O'Driscolls top-of-mind and does a nice job further instilling a point I keep referencing in this chapter: your gang is a bunch of dolts.

Despite everyone's conviction that they are being setup, Dutch, Micah, and Arthur decide to meet with Colm O'Driscoll in an attempt to reconcile the two gangs.

Shocker, it was a setup, and Arthur is beat to hell, shot, and taken prisoner to an O'Driscoll camp.

From there, you find yourself in a main-stay "I have lost all my gear" mission -- something I was actively excited about. Despite its cliche, this mission type seems extremely exhilarating under the hyper-realistic framework Red Dead 2 provides, and I was fully expecting something on the level of The Legend of Zelda: Breath of the Wild's beautiful incantation of the formula.

Unfortunately, I found all of my gear immediately after walking out of my cell and went along on my merry way.

While the mission is certainly suitable, the setup feels squandered, and I cannot help but think of how much better it would be with some further elaboration.

A Short Walk in a Pretty Town (Bill)

Grade: B

Having tried to meddle in business better left untouched, your attempt to play both sides of the Gray/Braithwaite feud comes to a head with a shootout in Rhodes.

These in-town gunfights always feel more intense due to Red Dead 2's looming wanted system, and I really enjoy them.

This mission even gives you a special moment of gunslinging when it introduces a new way to use the Dead Eye mechanic, and I felt like Clint Eastwood after I put four men down in the blink of an eye.

We also get a little peek at Arthur's softer side when he mourns Sean's death in the battle. With Arthur always seeming so endlessly combative with compatriots, it is easy to forget that his agitation is coming from the place that a brother's might, and these moments do a nice job humanizing him.

Blood Feuds, Ancient and Modern (Dutch)

Grade: B

Now it is the Braithwaite's turn to deliver some retribution for your gang's interference, and they opt to kidnap John and Abigail's son, Jack.

This mission finally gave me what I had been wanting since I first laid eyes on the Braithwaite mansion: to annihilate everyone inside and burn it to the ground.

Again, there is some wonderful invocation of the new Dead Eye feature, and the closing conversation with Catherine Braithwaite really drives home just how severe your response has been. You have murdered her entire family.

The Battle of Shady Belle

Grade: C

If Sean's death, Jack's kidnapping, and the crumbling of the plan you have been working on for the entire chapter are not enough, the Pinkertons have located your camp and it is again time to move.

Arthur recalls the house you visited with Lenny in "Preaching Forgiveness as He Went," and, after clearing out some squatters, your gang moves in.

Thereafter, you visit the nearby Saint Denis, a real city, and your first encounter with it is impressive. As a player, its magnitude is quite stunning, however, Red Dead 2 immediately pulls the rug out from under this admiration.

For Arthur and Dutch, Saint Denis is not a technical marvel to fawn over. It is the death of the only lifestyle they know.

Chapter 3 Summary

With Chapter 3, it feels that Red Dead 2 has officially exited its prologue.

While the missions continue to introduce new aspects of gameplay, there is now a narrative focus that was not present in the preceding chapters.

Chapter 3 features a concise narrative arc that is not simply defined by making a camp and moving it to a new location as was done before.

This climaxes with the stunning "The Fine Joys of Tobacco," a mission that showcases Rockstar's ability to provide an array of compelling gameplay options and an exquisitely rendered atmosphere to accompany them.

That said, Red Dead 2 does not allow the ancillary missions to suffer as a result of this new found focus on a compacted storyline.

"Sodom? Back to Gomorrah" is the creme de la creme of outlaw fantasy, and this type of doubling back on areas we have already explored keeps us engaged with the game's world overall, rather than getting stuck in the locales most pertinent to the chapter at hand.

Hopefully, as we continue to go deeper into Red Dead 2, this balance of contraction and expansion will be maintained and executed as well as it has been in Chapter 3.


If you want to know what we think of Red Dead 2 as a whole, be sure to check out our Red Dead Redemption 2 review. If you're looking for tips and tricks for the Wild West epic, be sure head over to our Red Dead Redemption 2 guides page.

And if you would like to see more of our Red Dead 2 mission gradings, those that are currently available can be found at these links:

Chapter 1: Colter
Chapter 2: Horseshoe Overlook

Every Red Dead Redemption 2 Mission, Graded -- Chapter 2: Horseshoe Overlook Mon, 05 Nov 2018 10:37:59 -0500 William R. Parks

Welcome back to our multi-part look at Red Dead Redemption 2's missions.

As we saw in our previous article, the game's first chapter gave us an introduction to an array of mechanics tucked within brief and exciting missions.

In Chapter 2, the game's training wheels come off.

Now camped at Horseshoe Overlook, the state of New Hanover opens up before us, and we see this expansion translated into the missions as well.

The straightforward objectives of Chapter 1 give way to multi-part missions and an increased agency for the player, allowing you to decide how a mission should be tackled.

This structured openness is used to great effect. The results are almost always pleasant, and, with Chapter 2, they begin to become sublime.

Now, let us now have a look at the missions of Chapter 2: Horseshoe Overlook.

Grading Scale

One more piece of upkeep for those that may be skipping the preceding articles -- our grading scale is as follows:

A: These are the missions that are as impressive as Red Dead 2's immense and nuanced world. Transcendent moments that validate video games as art.

B: Exceptional sequences, these missions create moments that leave a lasting impression.

C: *The bread-and-butter of Red Dead 2. Filled with straightforward action and character development that keeps the game moving forward and the player engaged.

D: Forgettable missions that serve just to introduce a character or mechanic without many frills.

F: Painful. The game would be better without these missions.

It's important to note that the "C" grading is not meant to imply that a mission is average compared to other games. Rather, "C" should be considered a baseline for Red Dead 2 relative to its exceptional "A's" and "B's" and its lackluster "D's" and "F's."

The primary goal of this investigation is to create a hierarchy within Red Dead 2's missions, not to provide a definitive stance on how the game stacks up against others.

Note: Mission descriptions and heavy spoilers follow.

Red Dead 2 Chapter 2: The Missions

Polite Society, Valentine Style (Uncle)

Grade: B

You and Uncle are headed off to Valentine, and a few of the gang's ladies want to join. It does not take long for things to go sour in town, and, soon enough, you are shanking a man in a hotel and chasing another to a cliff's edge.

The moments in this mission feel pleasantly intimate. There is a sense that these small encounters are just a tiny fraction of the activity taking place in bustling Valentine -- a feeling that is reinforced by the information the ladies seem to be gathering while they are out of your purview.

It seems as though the events transpiring around you would take place even if you were not there to witness them, and this is the heart of what is so compelling about Red Dead 2's world -- it is filled with life.

It is a treat to see this sensation translated into something discrete and compact like this first mission.

Americans at Rest (Javier)

Grade: A

While you are in town, why not stop by the saloon to have a drink, offend some prostitutes, and get in a barroom brawl?

This mission climaxes with Red Dead Redemption 2's first transcendent moment: an absolutely stunning fist fight in the rain.

The brutality of pummeling a man into the mud is visceral on a level beyond the ultra-violence of the preceding gunfights, and this mission shows off just how much style the game has.

Exit Pursued by a Bruised Ego (Hosea)

Grade: B

I would have been much happier if this mission served as the game's hunting tutorial (rather than Chapter 1's "The Aftermath of Genesis").

Beyond the mechanics of hunting (stealth, tracking, and skinning), this mission teaches you about legendary animals, baiting, and stables, and it is a welcome opportunity to learn more about Hosea.

To note, the grizzly execution of the bear takes place immediately following the conclusion of the mission, but I am including its dispatch in my grading.

Money Lending and Other Sins I-III (Leopold)

Grade: B

There are some outstanding debts to the gang, and Herr Strauss wants you to collect.

While the debtors' stories are adequately compelling, the most exciting aspect of this mission is its showcase of Red Dead 2's responsive and limitless world.

With one pour soul, I decided his fate was to be hogtied and left on a train track. With another, a bystander caught me giving him the rundown, and I had to apprehend the witness before he reported my crimes.

The way your actions snowball is one of my favorite aspects of Red Dead 2, and this mission gave me my first taste.

Paying a Social Call (Kieran)

Grade: D

In an earlier mission, your posse takes an O'Driscoll named Kieran prisoner, and now it is time for him to spill the beans (or lose his own) on where the rest of his gang is camped out.

The following gunfight is standard fare, and this mission primarily serves to validate that Kieran is indeed trustworthy prior to accepting him into the gang.

A Quiet Time (Dutch)

Grade: A

Lenny, one of the gang's youngest, is rattled after seeing Micah get arrested, and Dutch sends you to Valentine to get him drunk and steel his unquieted nerves.

What follows is a very special mission that includes controlling a urinating Arthur, having a slap fight with Lenny, and nearly drowning a man.

The absolute highlight of this bizarre mission is when you wake up after the night of debauchery. In a moment that smacks of Dude, Where's My Car?, you realize just how far you are from Valentine and your trusty steed.

Time to perform some grand theft carriage and get her back, I suppose?

Who Is Not Without Sin? (Reverend Swanson)

Grade: C

Reverend Swanson is a man haunted by alcoholism, and you find him drunkenly falling out of his chair at a poker game.

Arthur did not seem overly alarmed by Swanson's state, as he found this to be a suitable time to sit down for a few hands of hold'em, so I was not in any rush myself.

It is easy to get lost in Red Dead 2's mini-games (poker, dominoes, fishing, etc.). They have a slow and deliberate pacing perfectly aligned with the cadence of trotting through the game's immense prairies, and I spent a good hour trading chips before I thought it necessary to go after my inebriated compatriot.

Maybe I should have never left the comfort of that poker table, because, soon enough, I had to kill a man assailing Swanson and jump from the path of an oncoming train.

Some men just cannot stay out of trouble.

Blessed Are the Meek (Micah)

Grade: B

Arthur does not seem to do much unless he does it begrudgingly, and it is no different now that he needs to bust Micah out of Strawberry's prison.

The severity of Red Dead 2's wanted system makes committing any criminal act in densely populated areas a scary proposition, and this mission's complete disregard for discretion is exhilarating.

After demolishing a prison wall and shooting up a town full of lawmen, the game forces you, for the first time, to deal with having a high bounty on your head.

How you want to handle this debt is your choice alone, but more theft and murder seemed like the most reasonable approach to me.

The Spines of America (Hosea)

Grade: D

In an attempt to prove to a fence named Sheamus that your gang is worth its salt, you and Hosea are off to his cousin's farmstead to liberate a stolen stagecoach and some items from his home.

Plainly, this mission serves to introduce fences, and its execution is uninspired and unexciting.

In the end, there is a brief mention of the talismans and trinkets that fences can provide, and I wish that these items had been the focal point of this introduction.

The mystical nature of these good luck charms would have been an excellent chance to showcase some of the more bizarre happenings bubbling under the game's surface, and an emphasis on this aspect would have elevated the fence beyond being a cash machine for stolen goods.

The First Shall Be Last (Javier)

Grade: A

Since the gang's failed heist in Blackwater, which immediately precedes the opening of Red Dead Redemption 2, one of the members (Sean) has been under arrest.

Unsurprisingly, Arthur does not seem too fond of Sean, but he is still willing to help Javier and Charles perform a rescue before he is transferred to government officials and lost for good.

What follows is the game's first phenomenal gunfight, and I tasted the most classic of Leone's Westerns as I charged up that canyon, executing bounty hunters as a stellar score swelled behind me.

This is pure and effective cinema.

We Loved Once And True II - III (Mary)

Grade: C

It seems that there is someone Arthur cares for, or, at least, there was.

After receiving a letter from Mary, a former lover, you are set on a journey to retrieve her brother Jamie from a religious order he has fallen in with.

Following a horseback chase and invoking some fancy gunslinging to save Jamie's life, we get a peak at Arthur's softer side -- a welcome relief after so many missions headlined by his testosterone-driven callousness.

Also, bonus points to the mission for the weird turtle patches on the robes of the Chelonians.

Pouring Forth Oil I - IV (John)

Grade: B

John finally has an idea Arthur is impressed by: use a wagon loaded with explosives to stop a train, and then rob it.

The first part of this mission sends you out for the oil wagon. Perhaps there are more subtle ways to approach this section, but, as I walked up to say a friendly "hello" to the men of the Heartland Oil Fields, I found myself in a frenetic gunfight.

My complete lack of preparation made this quite an intense battle, but my crossed fingers served their purpose, and I absconded with a wagon that the enemy gunfire did not detonate.

The finale sees Arthur, John, Charles, and Sean performing the train robbery and having a shootout with lawmen.

This is most notable for its formal introduction of a player's ability to rob any of Red Dead 2's trains whenever they choose, an inclusion so perfect for an open-world Western that I suppose Rockstar had no other choice then to implement it.

A Fisher of Men (Abigail)

Grade: C

While John may have good ideas about train robbery, his parental skills are lacking, and his wife (Abigail) wants you to take out their boy (Jack) for some male bonding and fishing.

Red Dead 2's fishing finds a nice balance between relaxation and active participation, but, unfortunately, your little trip goes south when Pinkertons show up on the banks to let you know that they are on to you and Dutch.

A small aside to mention that, while I am continually impressed by the performances captured in the game, Jack's voice acting here is a disappointing exception.

The Sheep and the Goats (John)

Grade: B

This mission has me torn.

It begins with animal herding, a mechanic I could have left back in 2006's The Legend of Zelda: The Twilight Princess.

However, the close of the mission, a heated showdown in the heart of Valentine, is stellar.

As my gang and I pushed a wagon through the city streets, and laid waste to Cornwall's men, I had flashbacks to one of my favorite sequences from the exceptional The Last of Us.

There is no harm in riffing on old ideas when executed as well as Rockstar has done here, and it is what saves this mission from mediocrity.

An American Pastoral Scene (Micah)

Grade: D

Now it is Micah's turn for big ideas: steal a banking coach headed in to Strawberry.

While the robbery goes off without a hitch, you find yourself in yet another shootout with the O'Driscolls.

At this point, these sort of middling action sequences with light character development are beginning to feel like Red Dead 2's filler.

If the primary goal of this mission is to give you a bit of disposable income, why not relegate it to the level of the optional home robberies you can activate from camp rather than making it a mandatory story mission?

A Strange Kindess (Dutch)

Grade: C

And, once again, it is time for the gang to move.

This time, you are in on the scouting, which ultimately leads to a brief combat encounter as you rescue a captive German.

This mission does a nice, subtle job of expanding the game world. The West is not just the born-and-bred American cowboy and the displaced Native American, and the game often reminds you of the diversity present in the late-19th century United States.

The result is something that feels more real.

Chapter 2 Summary

As you roam the world, there is often the sense that everything you do matters. Bump into a pedestrian, get charged with assault. Save someone with a snake-bite, get a free item at the general store.

If the missions are going to match this impressive feat, it is important that your actions within them feel similarly consequential (in ways that are subtler than just advancing the story).

With Chapter 2, the game sets an outstanding precedent (with a few slight missteps) for giving players meaningful choices within the parameters that are necessary to keep the narrative moving.

Be a noble criminal or a mean son-of-a-bitch. A master of stealth or a gunslinger. The choice is yours.

With missions like "Americans at Rest" and "The First Shall Be Last" we find transcendent violence that rivals the greatest moments of Western cinema. And "A Quiet Time" offers an experience that only video games, and no other format, can provide.

Let us hope that Red Dead 2 will stay on this path as we look at Chapter 3: Clemens Point soon.


If you want to know what we think of Red Dead 2 as a whole, be sure to check out our Red Dead Redemption 2 review. If you're looking for tips and tricks for the Wild West epic, be sure head over to our Red Dead Redemption 2 guides page.

And if you would like to see more of our Red Dead 2 mission gradings, those that are currently available can be found at these links:

Chapter 1: Colter

Red Dead Redemption 2 - Gang Hideout Locations Mon, 05 Nov 2018 10:56:06 -0500 galacticfreds

Red Dead Redemption 2 has rival gang hideouts scattered throughout the map for you to find. I'm going to go over both the unmissable and hidden gang hideouts for you to discover.

There are a total of seven hideouts, with four being unmissable by playing through the story, two are hidden in the state of New Austin, and one is only accessible by owning the special edition of the game.

The unmissable gang hideouts:

  1. Six Point Cabin: Automatically in Chapter 2
  2. Shady Belle: Automatically in Chapter 3
  3. Beaver Hollow: Automatically in Chapter 5
  4. Hanging Dog Ranch: Automatically in Chapter 6

The secret gang hideouts:

Keep in mind these are only accessible after finishing the game.

Thieves Landing 

Fort Mercer

The special edition hideout:

If you go here the standard edition random NPCs will spawn and won't count as a gang.

Twin Rocks

There you have six Gang Hideouts total (seven with special edition). If done correctly, it will check off the “Gang Hideouts” in your 100% Completion Checklist.

If you found this guide useful, check out our other Red Dead Redemption 2 guides here on GameSkinny.

Red Dead Redemption 2 Jack Hall Gang Treasure Map Guide Fri, 02 Nov 2018 15:43:57 -0400 Oscar Gonzalez

When you're not hunting animals, catching bad guys, or investigating your horse's "reproduction organs" in cold weather, you might be on the lookout for Red Dead Redemption 2's many treasures. 

One of those treasures is, in fact, three different treasures hidden by the Jack Hall Gang. You'll need to get two treasure maps to get to the booty. Here's how to find them. 

How to Find the Jack Hall Gang Treasure

When Chapter 2 starts and you can freely explore New Hanover, go west from Flatrock Station and look for a hill north of the railroad.

When close, a stranger named Maximo will begin to talk loudly.

Speak with him and buy the treasure map for $10. Of course, you can rob him of it or kill him and steal it, the method is up to you. However, with the map in hand, it's time to find the hidden treasure of the Jack Hall Gang.

Jack Hall Gang Treasure Map 1

Treasure Map 1: Climbing the Seat 

The first stop on the map is Caliban's Seat, which is south of Valentine. Head to the "A" in "Caliban and look to the east. There is a path that goes up the cliff. Climb up the cliff and halfway up you'll see a path on your right that will lead to the side of the cliff.

The walkway here is incredibly narrow, so move carefully. Down the path will be a gap you'll need to jump in order to continue.

Once you reach the end of the walkway, there will be a crack in the cliff that can be searched. Inside you'll find the second Jack Hall Gang treasure map and a pearl necklace.

Jack Hall Gang Treasure Map 2

Treasure Map 2: Spring Into Action

The second map will lead players to Cotorra Springs, which is northwest of Fort Wallace. Between the "O" and the "R" on the map are several rock formations. One of the larger stacks of rocks will contain the final treasure map.

Jack Hall Gang Treasure Map 3

Treasure Map 3: A One-Tree Island

For the final stop, head east from Fort Wallace and go to O' Creagh's Run.

The treasure will be on the island in the middle of the lake. Swim or paddle to the island and look for a rock near the water on the south side.

Search there and you'll find the Jack Hall Gang treasure, which consists of two gold bars worth $500 each.


That's all you need to know about getting the Jack Hill Gang treasure in Red Dead Redemption 2. If you're looking for more RDR 2 tips and tricks, head over to our Red Dead Redemption 2 guides page. 

How to Get & Use the Lock Breaker in Red Dead Redemption 2 Fri, 02 Nov 2018 21:20:13 -0400 Jonathan Moore

One of the better ways to get money in Red Dead Redemption 2 is to steal things. From money clips and gold bars to pocket watches and pearl necklaces, lootable items can be found in pockets, desks, cabinets, and whatever else -- you have to steal to eat.

But just like in real life, not everything is left out in the open. Some items are locked away behind doors or in chests. To get into these silently and without alerting your victims to your thievery, you'll need the lock breaker

Yes, you could just shoot the locks off of doors and chests, but since that's not always an option, the lock breaker is your second best bet. 

Where to Get the Lock Breaker in Red Dead 2

You can find the lock breaker at any fence in Red Dead Redemption 2. I picked mine up from Seamus, the first fence in the game for $22.50. You can find Seamus after completing the "Spines of America" mission, which you get from Hosea

If you've already completed the quest but don't remember where Seamus is, you can find him at the barn at Emerald Ranch.

Here is a complete list of fences in the game. 

The prices for the lock breaker vary from fence to fence as well. However, it costs $25 from each of them. If you get the lock breaker from Seamus, not only will you get it first, you'll save $2.50

How to Use the Lock Breaker in Red Dead 2

This might seem simple, but it's been stumping quite a few people, even myself. 

To use the lock breaker, approach a locked chest or door and interact with it by pressing "Square" on PS4 and "X" on Xbox One. It's that simple. If you are having trouble with it, it's because the door or chest you want to open can't actually be opened. In my 15 hours with the game, I've only found 3-4 locked chests, and I haven't found any locked doors, so they're few and far between it seems. 


That's all you need to know about how to get and how to use the lock breaker in Red Dead Redemption 2. If you have other lock breaker tips -- or want us to cover other guide topics on RDR 2 -- let us know in the comments below. 

For other tips and tricks for the Wild West epic, head over to our Red Dead Redemption 2 guides page

11 Best Easter Eggs in Red Dead Redemption 2 Thu, 01 Nov 2018 12:31:06 -0400 Sergey_3847


Undead Nightmare Easter Egg


Last but definitely not least, this Red Dead Redemption 2 Easter egg references one of Red Dead Redemption's most popular DLCs: Undead Nightmare.


To find the mask, go to the southeastern part of Lemoyne, near Saint Denis. There, you'll find a souvenir shop with some really cool items.


On the shelf behind the seller you will see a green mask, which looks exactly like the mask from the end of Undead Nightmare expansion.




These were the 11 best Easter eggs in RDR2, and for other Red Dead Redemption 2 guides at GameSkinny, check out the links below:


Meteorite Easter Egg


Well, this Red Dead Redemption 2 Easter egg is rather ... gross. 


If you manage to get to Roanoke Valley in northeast New Hanover, then you will find a house full of burned bodies.


It turns out the house was struck by a meteorite that killed every person inside. You can even see the hole in the roof and the floor.


The piece of meteorite can be picked up as an item. Later, you will be able to sell it, for it's worth. 


Crashed Airship Easter Egg


This historical Red Dead Redemption 2 Easter egg can be seen in the northern part of West Elizabeth, west of Little Creek river.


When you get there, look up on the hill and you'll find a crashed glider -- one of the very first flying machines created by Jean Marie Le Bris. Unfortunately, most of these experimental flights were completely disastrous, and many men died trying to fly them.


This Easter egg shows exactly why these machines were unreliable with their fragile wings and unsafe cabins.


Bonnie MacFarlane Easter Egg


Here's an Easter egg for those who've played and love the first Red Dead Redemption. Bonnie MacFarlane was one of the main characters back then, and she's referenced in RDR 2 in this short scene.


You can find this Easter egg by traveling to the western border of New Hanover. Locate Flatneck Station in The Heartlands and go south from there until you reach the river.


There, you will see a dying, love-sick man who asks you to give a letter to Bonnie MacFarlane. 


Hobbit Easter Egg


Now that we've got the creepier Easter eggs out of the way, here's a fun one that's a real precious (ahem) find.


Referencing The Lord of the Rings, this Red Dead Redemption Hobbit-hole can be found in Ambarino, northeast of Fort Wallace.


Basically, a hole dug in the hillside with a front door and maybe a window or two, this structure would make even Bilbo proud. 


unfortunately, you can't enter the house through the door or any other opening. Clearly, Rockstar just dropped this Easter egg in RDR 2 for fun.


Manbearpig Easter Egg


If you're a fan of South Park, then you'll know what the mutant creature monster found in Red Dead Redemption 2 refers to.


To find it, you first need to travel to the eastern border of New Hanover.


Once there, stop at the house across from the Van Horn trading post. Inside the house, you will see a mutant creature chained to the wall. It has the body of a human, the head of the pig, and arms of the bear.


This is a slightly darker reference to Manbearpig from South Park's episode 6 of season 10, in which Al Gore tries to warn children about this monster, which is an allegory for a global warming.


Ghost Lady Easter Egg


In the same area as the last Easter egg (Hill Haven Ranch), you can find another creepy event unfolding. This time, however, you'll find a ghost lady haunting the swamps. 


She appears and disappears randomly, but she can be found mostly at night. So if you want to meet her and hear her story (yep, she speaks), then come to the marsh after sunset.


You will hear her talking to either her lover or husband. She just keeps repeating the same phrase: "I always loved you. She never loved you... she never did."


That's something right out of a gothic horror novel. 


Ku Klux Klan Easter Egg


Rockstar is also (in)famous for putting rather scandalous references in their games. One such Easter eggs in Red Dead Redemption 2 comes in the form of the understatedly nefarious Ku Klux Klan.


You can witness the meeting by traveling to Hill Haven Ranch at night. The ranch is located east of Scarlett Meadows at Lemoyne region. The best part about this Easter egg is that you can interact with the Klan, killing them all.


Giant Snake Easter Egg


Snakes can give you a lot of trouble in Red Dead Redemption 2. But encountering a giant snake would be a completely nightmarish scenario, one your horse might soon like to forget.


Fortunately, you will find out that this Easter egg is all show since the snake's already dead. Based on what we know about Rockstar's quirky sense of humor, it's safe to say this Easter egg was put in for scares, and not much else. But in any case, a giant snake is a sight to behold.


You can find it by traveling to Lemoyne region in the forest south of Pleasance. It will be hanging from a tree at the edge of the forest


UFO Easter Egg


Rockstar loves putting UFO references into their games, and Red Dead Redemption 2 is no exception. To find this Easter egg, you first need to find Hani Methel's house, which is located north of Heartland Overflow in New Hanover.


When you arrive at the house, you should find a message on the table, which says that you need to come back at 2 a.m. for "some event" to happen. If you have enough patience and can wait until 2 that time, you will see an alien ship hovering over Hani's house.


It's a short scene but something you will definitely want to show to all your friends -- and a tale to tell around the Van der Linde campfire. 


Bigfoot Easter Egg


The Red Dead Redemption 2 map is loaded with unique vistas, sprawling forests, and towering mountain ranges. Some are stunning, while others are a tad bit creepy (Stillwater Creek, anyone?). If you travel to Big Valley located in West Elizabeth, you'll find one of the game's more unsettling Easter eggs.


Located on Mount Shann, which is one of the most mysterious locations in RDR2, you'll find a creature that cryptozoologists have been chasing for years: Bigfoot. 


Known for strange signs on the rocks and other unusual stories surrounding it, it's no wonder that a giant Bigfoot skeleton can be found on Mount Shann.


When you approach the skeleton, you will find a short message saying that it might not even be the Bigfoot, but a man with unusually large proportions.


Yeah ... sure. 


Red Dead Redemption 2 has quickly proven to be one of the finest games Rockstar has ever released. It has a complex story, amazingly realistic gameplay mechanics, excellent writing, and of course, a ton of exciting Easter eggs.


In this guide to RDR 2 Easter eggs, you will not only find references to some of your favorite characters from the first Red Dead Redemption and other popular media, but also a few completely surprising facts from history and beyond.


It's going to be a real ride, so unhitch your trusty steed and let's ride into the sunset. 

Every Red Dead Redemption 2 Mission, Graded -- Chapter 1: Colter Thu, 01 Nov 2018 10:41:00 -0400 William R. Parks

The world of Red Dead Redemption 2 is filled with life. Hunting down its legendary beasts and searching for buried treasure is engrossing, while small tasks like getting your hair cut turn out to be more fun than fruitless.

But what about the game's more structured aspect, its missions? Are they as compelling as the meticulously crafted world in which they exist?

In this multi-part series, we take a look at each of the game's missions, separating those that sink from those that soar. In the end, we will have a detailed outline of Red Dead 2's highest highs and lowest lows.

We hope that you will come along with us for the ride.

Grading Scale

Before we begin, let's have a look at the grading scale we will be using from here on out:

A: These are the missions that are as impressive as Red Dead 2's immense and nuanced world. Transcendent moments that validate video games as art.

B: Exceptional sequences, these missions create moments that leave a lasting impression.

C: *The bread-and-butter of Red Dead 2. Filled with straightforward action and character development that keeps the game moving forward and the player engaged.

D: Forgettable missions that serve just to introduce a character or mechanic without many frills.

F: Painful. The game would be better without these missions.

It's important to note that the "C" grading is not meant to imply that a mission is average compared to other games. Rather, "C" should be considered a baseline for Red Dead 2 relative to its exceptional "A's" and "B's" and its lackluster "D's" and "F's."

The primary goal of this investigation is to create a hierarchy within Red Dead 2's missions, not to provide a definitive stance on how the game stacks up against others.

And, without further adieu, let us begin by looking at the missions in Chapter 1: Colter.

Note: Mission descriptions and heavy spoilers follow.


A wide angle night shot of Arthur Morgan riding through a snowy forest

Red Dead 2 Chapter 1: The Missions

Outlaws from the West 

Grade: B

Red Dead 2 starts off as you might expect: a gunfight with a rival gang (the O'Driscolls) and burning a house to the ground.

While Rockstar is not winning any awards for originality here, the game's technical magnitude is immediately apparent in this mission -- tromping through the Grizzlies' snow is something I won't be forgetting any time soon.

Enter, Pursued by a Memory 

Grade: C

John Marston is missing, and his wife has asked you to track him down.

This mission primarily functions to establish Arthur and John's relationship, but it's notable for its introduction of the game's beautiful "cinematic camera," a wonderful addition that enriches the game's more dialogue-centric passages.

Also, executing some in-pursuit wolves gives players a bloody first-taste of Red Dead's rich fauna.

Old Friends 

Grade: C

The O'Driscolls are planning a train robbery, but Dutch (your gang's leader) feels like the spoils would be better in your hands. Time to invade their camp and steal the intelligence they've gathered.

A standard shootout ensues, but, as I went to loot the bloody corpses of all of my foes, I was struck for the first time by just how committed Red Dead 2 is to realism.

Emptying the pockets of a pile of bodies is a pleasant slog, and I felt as tired as Arthur must have felt after liberating the belongings of the recently departed.

The Aftermath of Genesis

Grade: D

It is time to bow hunt with Charles.

A tutorial mission that teaches you about tracking and stealth, I would love to have seen a bit more from this one. Although you get the bow for later hunting missions, nothing particularly stands out in this slow, plodding mission. 

A more exciting target or something to throw a wrench in the works could elevate this hunt, but, without it, this standard mission falls flat.

Who the Hell is Leviticus Cornwall?

Grade: B

In the climax of Chapter 1, the gang is off to perform the heist the O'Driscolls had planned.

However, due to some faulty dynamite, the train robbery devolves into a shootout, which culminates with your first real role-playing decision: do you want to execute innocent men or set them free?

While the mission is a bit deflated by the defective explosives, it feels good to be making decisions that are consequential -- and doing outlaw business that is not just killing O'Driscolls.

Eastward Bound 

Grade: C

Your gang is ready to pack up and move camp, and you will be riding with one of the head honchos, Hosea.

Some breathtaking vistas reveal themselves in this mission, and a mishap with your wagon makes it more than just a ride-along.

I was also impressed by the in-transit dialogue showcased in this mission -- a sentiment I have often while playing Red Dead 2.

Outlaws riding horses in the snow

Chapter 1 Summary

As is typical, Red Dead 2's beginnings are focused around teaching game mechanics. However, Rockstar finds ways to couch these lessons in missions that feel like more than just tutorials.


With "Outlaws from the West" and "Who the Hell is Leviticus Cornwall?" in the lead, Chapter 1's more action-packed missions stand out as highlights.

However, that will not be exclusively the case as the vastness of New Hanover begins to open in "Chapter 2: Horseshoe Overlook".

We hope that you will join us for a look at that next chapter in the upcoming days.


If you want to know what we think of Red Dead 2 as a whole, be sure to check out our Red Dead Redemption 2 review. If you're looking for tips and tricks for the Wild West epic, be sure head over to our Red Dead Redemption 2 guides page

How to Get the Leather Working Tools in Red Dead Redemption 2 Wed, 31 Oct 2018 15:09:01 -0400 Jonathan Moore

Theoretically, you could play the entirety of Red Dead Redemption 2 using your original satchel. However, that doesn't mean you should. 

As with any game in the past, oh, forever, it's a good idea to upgrade your base satchel (read: gear) as soon as you possibly can. In RDR 2, that means getting the leather working tools as soon as you possibly can. 

Aside from opening up gear upgrades, the leather working tools also let you upgrade the Van der Linde camp at Horseshoe Overlook. Once you get the tools, you'll be able to add new seat covers, grounds covers, and more to the community camp fire area, camp tables, and other areas. 

Sure it's only an aesthetic upgrade, but if you're into that type of thing ... 

How to Get the Leather Working Tools

In short, you need to get the ledger to get the leather working tools. You can find out how to do that in this guide

However, if you just don't feel like clicking, here's the gist: 

  1. Find Leopold Strauss at Horseshoe Overlook
  2. Accept the Money Lending and Other Sins side quest
  3. Collect the debt from Wrobel
  4. Return to Strauss
  5. Find the ledger at Dutch's tent next to the contribution box

Once you get the ledger, flip to the last page. You can buy the leather working tools for $225. The cost will come out of the camp's savings first, your pocket second. 

This will allow let Pearson at the food carriage to upgrade your equipment. Here are the satchel and camp upgrades you can now get, plus the extra steps required after getting the leather working tools: 

Satchel/Camp Upgrade Benefit Recipe How to Get Recipe
Tonics Satchel Increase tonics carrying capacity x1 perfect deer pelt
x1 perfect buck pelt
x1 perfect elk pelt
Upgrade medicine wagon 2 times
Ingredients Satchel  Increase edible ingredients capacity x1 perfect deer pelt
x1 perfect badger pelt
x1 perfect squirrel pelt
Donate 5 animal carcasses to
Kit Satchel Increase kit
equipment capacity
x1 perfect deer pelt
x1 perfect elk pelt
x1 perfect panther pelt
Donate 3 valuables
to the contribution box
Provisions Satchel Increase provisions carrying
x1 perfect deer pelt,
x1 perfect bison pelt
x1 perfect raccoon pelt
provisions wagon
2 times
Materials Satchel Increase materials
carrying capacity
x1 perfect deer pelt
x1 perfect boar pelt
x1 perfect iguana skin
Craft 3 recipes
at scout fire
(Van der Linde camp)
Valuables Satchel  Increase valuables
carrying capacity
x1 perfect deer pelt
x1 perfect beaver pelt
x1 perfect rabbit pelt
Donate $50 to
contribution box
Legend of the East Satchel  Increase
capacity of all types
x1 perfect deer pelt
x1 perfect cougar pelt
x1 perfect wolf pelt
Craft all other satchels
Cougar Pelt Covered Chest N/A x2 perfect cougar pelts N/A
Bear Skin Table Cover N/A x1 perfect board pelt N/A
Ox Hide Rug N/A x2 perfect ox hides N/A
Boar Skin Rug N/A x4 perfect board pelts N/A
Pronghorn Leather Table Tops N/A x2 perfect pronghorn hides N/A
Campfire Seat Cover N/A x1 perfect beaver pelt,
x1 perfect muskrat pelt,
x1 perfect fox pelt
Campfire Log Seat Cover N/A x2 perfect wolf pelts N/A
Lean-to Cow Hide Ground Cover N/A x1 perfect cow hide N/A
Scout Fire Ground Cover N/A x2 perfect goat hides N/A

That's all you need to know about Red Dead Redemption 2's leather working tools and the upgrades they bring with them. 

If you're looking for more tips and tricks, be sure to head over to our RDR 2 guides page

How to Get the Ledger in Red Dead Redemption 2 Wed, 31 Oct 2018 12:57:06 -0400 Jonathan Moore

As you play through Red Dead Redemption 2, you'll quickly find that upgrading your camp is a necessary task. Not only will upgrading your camp give you access to fast travel, it will also give you access to other necessities, such as better provisions, more potent medicines, and better gear

However, you can't simply upgrade your camp at will -- at least not at the beginning of the game. Instead, you first have to gain access to the ledger. Much like everything else in the game, RDR 2 doesn't tell you how to get the ledger, even though it's rather simple. 

How to Get the Ledger

To get the ledger, you'll first have to start the Money Lending and Other Sins side quest, which you can get from Leopold Strauss (Herr Strauss). 

You will find Herr Strauss at the Horseshoe Overlook camp. From Arthur's tent, go past the community camp fire and toward the bluff overlooking the valley below. Strauss will be sitting on a rock

You will automatically start the quest when approaching him. 

Completing the Money Lending and Other Sins Side Quest

Strauss will task you to collect three debts. However, you only need to collect one of them to gain access to the ledger. 

The easiest and quickest debt to collect is from Wrobel, who is a few miles west of the camp. Once you get to his house, question him about the debt. When he tells you to "take anything" from the house as payment, simply loot the two armoires in the corners and the desk by the door.

Going into the bedrooms is pointless because there's nothing of value in them. 

Return to Strauss at Horseshoe Overlook

Once you return to Strauss and speak with him. After, you can find the ledger to the right of the contribution box at Dutch's tent

Now, you can buy upgrades for the camp, including those for fast travel and upgrading Arthur's equipment. 

If you're looking for other tips and tricks for Rockstar's Wild West epic, be sure to head over to our Red Dead Redemption 2 guides page

Red Dead Redemption 2 Guide: Fence Locations Wed, 31 Oct 2018 12:22:33 -0400 Synzer

Living the life of an outlaw in Red Dead Redemption 2 can be a profitable one. Besides the money you rake in from train and bank robberies, you will come across plenty of valuables. These stolen goods can give you a small fortune -- if you know where to unload them.

There are five Fence locations you can sell these good at in Red Dead Redemption 2. I'm going to go over the details and locations of each so you can turn better profits on your thievery. 

Red Dead Redemption 2 Fence Locations

Although you can sell these goods at your camp, yo won't get nearly as much as you would at one of the Fence locations. If you're looking to make good money, sell all of those unsavory finds at a Fence location.

All of the Fence locations also have a store to buy from and a crafting option.

The store sells throwing weapons, provisions, masks, crafting recipes and more. All of them sell the same things, so no need to go to a specific location.

red dead redemption 2 fence vendor

You can craft trinkets and talismans at Fence locations as well. These give permanent boosts when you make them, such as increased stamina experience, or receiving higher quality skinned animal parts.

Most require at least one kind of legendary animal part. The good thing is that you don't have to bring them to the location, you just need to have skinned it before.

You can also buy the Lock Breaker at a fence location, which allows you to silently break locks.

Emerald Ranch - Wagons and Stage Coaches

red dead redemption 2 emerald ranch fence location

This is the first location you will likely come across. Emerald Ranch is slightly northeast of Horseshoe Overlook in New Hanover. It is unlocked after doing the Chapter 2 mission, "The Spines of America", for Hosea. This mission is available after you do his first mission where you hunt a legendary bear.

In addition to the normal goods, you can also sell stolen stage coaches and wagons at Emerald Ranch.

Van Horn Trading Post

red dead redemption 2 van horn trading post fence location

This location is to the far east of Emerald Ranch, in New Hanover.


red dead redemption 2 rhodes fence location

This location is just north of the town of Rhodes, which is southeast of Horseshoe Overlook in Lemoyne.

Clemens Point - Horses

You must complete the Chapter 3 mission, "Horse Flesh for Dinner". to unlock this location. It is to the northwest of Rhodes, near the Clemens Point camp. You will be able to sell stolen horses here.

Saint Denis

red dead redemption 2 saint denis fence location

This big city in Lemoyne has a great fence location as well. Saint Denis is just east of Rhodes. You can find the Fence location on the east side of town, near the trapper's location.

Those are all the Fence locations in RDR2. Let me know if you have any questions! For more help and info on the game, please check out our other Red Dead Redemption 2 guides.

Red Dead Redemption 2: Gold Bar Locations Guide Tue, 30 Oct 2018 16:23:17 -0400 Ty Arthur

Money is hard to come by in the early stages of Red Dead Redemption 2 as your ragtag gang of outlaw misfits ekes out a sorry existence.

If you want to earn some quick cash to upgrade your camp or buy a better horse, gold bars are the most cost-efficient way to do so. Besides offering up an unbelievable $500 each, they can be used to exploit the RDR2 gold bar infinite money glitch.

Below we cover all the different gold bar locations discovered across the game world so far.

Red Dead Redemption 2 Gold Bar Locations

Keep in mind that if you want to sell the bars directly for cash (rather than donating them to the camp for upgrades), you have to first finish The Spines Of America quest to unlock the Fence.

To start this quest, you have to complete the first Hosea mission where you go hunting for the legendary bear. Later, Hosea will move over to Emerald Ranch and pop up on your map as a yellow icon.

Talk to him at that location to start The Spines Of America. With that out of the way, now its time to start earning some easy money!

Limpany Gold Bar

Limpany gold bar location

This one is super quick to pick up and is available as soon as you leave the mountain and enter the open world area of the game.

Travel southwest from the Horseshoe Overlook camp until you find Limpany, a tiny little burg that burned down.

Head into the burnt out Sheriff's Office at the northwest end of Limpany and look for a desk in the corner. The gold bar is inside a lock box under the desk (along with a horse pamphlet).

Strange Statues Quest Gold Bars

Strange statues gold bar

To kick off this odd puzzle, first head to Window Rock, which is northwest of Fort Wallace and immediately south of Granite Pass. At the top of the area Arthur will note a cave painting about strange statues.

After that is done, head northeast of Fort Wallace to a map location just to the southeast of the giant letter "I" on the map. Enter the cave in the rock wall to find the room filled with strange statues.

Press the buttons on these statues to complete the puzzle:

  • 2
  • 3
  • 5
  • 7

Now you can access the middle statue to find three gold bars ready for the taking!

Braithwaite Manor Gold Bar

Braithwaite Manor gold bar

You can pick up this gold bar starting in Chapter 4 of the main story by heading to Lemoyne's Braithwaite Manor found south of Rhodes.

Head into the main burnt down building and go into the room just beyond the dead body. In that room, turn around and look in the corner to find a lockbox with a gold bar.

Treasure Map Gold Bars

Finally, you can pick up gold bars by following the treasure map bought from (or looted off the body of) the treasure hunter Maximo, who is available in Chapter 2 northwest of Flatneck Station.

The first two treasure stashes each contain a new map leading to another stash with yet more gold bars! After picking up the first map, you can follow the clues to the stashes at these locations:

  • Caliban's Seat (south of Valentine)
  • Cotorra Springs (southeast of the second giant letter "A" in Ambarino on the world map)
  • The O'Creagh's Run lake (south of the giant letter "O" in Ambarino on the world map)

Those are all the gold bars we've found so far! Have you come across any others? Let us know and we'll add them to the list.

Need help with the rest of the open world wild west adventure? Check out our other Red Dead Redemption 2 guides here:

Red Dead Redemption 2 Biggest "Opening Weekend" Launch Ever Tue, 30 Oct 2018 23:43:16 -0400 Zack Palm

That headline might seem hyperbolic, but it's not.

Red Dead Redemption 2 earned $725 million Friday through Sunday, making it what Rockstar is calling "the single-biggest opening weekend in the history of entertainment".

The company is making the distinction because of A.) marketing and B.) RDR 2's launch numbers are only eclipsed by another Rockstar IP, Grand Theft Auto 5, which launched on a Tuesday and earned $1 billion in its first three days. 

Red Dead Redemption 2 also achieved the following milestones: 

  • Second biggest launch in retail sell-through across all entertainment releases 
  • Biggest entertainment launch of 2018
  • Most pre-ordered full game ever on PlayStation Network
  • Biggest day one full game sales ever on PlayStation Network
  • Biggest first three-day full game sales ever on PlayStation Network

To put things in better perspective let's unpack that just a bit. These sales figures reflect what customers purchased, not was shipped to retailers.

It's also important to point out Red Dead 2 made $475 million more than Avengers: Infinity War in its first three days. And it beat out sales figures for games such as God of War, Marvel's Spider-Man, The Last of Us, Mass Effect, Fallout, and the Elder Scrolls.

It's an undeniable fact, lots of gamers picked this up. 

Stay tuned for our review coming soon, and if you've already picked up the Wild West epic, be sure to check out our guides page for a growing list of tips and tricks. 

Red Dead Redemption 2: Infinite Money Glitch With Gold Bars Mon, 29 Oct 2018 19:05:09 -0400 Ty Arthur

Players are consistently surprised at how many new elements and areas there are to discover while exploring the Red Dead Redemption 2 map, but one of those most surprising is an unexpected glitch that lets you earn infinite money.

By taking advantage of a save/load bug, you can sell a huge number of gold bars and then easily fully upgrade your camp.

Exploiting this glitch very much goes against the spirit of the game, since it is intended that your gang struggles to survive in the early portions of the story.

If you get tired of being poor all the time though, we explain how to get an unlimited amount of funds below. Note that this will very much be a limited time option, as there's no question it is going to get patched out at some point down the line!

If you've already nabbed the gold bar shown below, check our gold bar locations guide to find more. 

Exploiting The RDR2 Infinite Gold Bar Bug

The quickest and easiest way to exploit the Red Dead Redemption 2 infinite money bug is to head to the burned down village of Limpany, which is found just to the southwest of the main Horseshoe Overlook camp.

Before heading there though, note that this glitch only works if you turn autosave off. You can do that by heading into Settings, then General, and turning off the autosave feature.

Be sure you also aren't currently wanted by law enforcement or being chased by enemies, as these will both screw up the whole process and prevent the glitch from working.

With that out of the way, head into the burned down sheriff's office and look for the desk in the corner. Inspect the lockbox found beneath the desk but don't open it or take anything out of it yet.

When the "Take" option appears for the box to grab a pamphlet or a gold bar, head to the game's main menu and select Story and then Save Game. Save in any slot and select Yes when the Alert appears on the screen.

While still in the Story menu, back out one screen and head over to Load Game and then load the save slot you just created. You will spawn randomly at a location near Limpany (usually on the bluffs just above or by the river just to the west).

Note that if you didn't turn off auto save, you will get a new Alert asking you to overwrite your data. If this happens, choose No and then Yes to prevent the autosave feature from ruining the glitch.

This part is critical -- do not open the map or menu in any way, and walk or ride back to the sheriff's office in Limpany. Walk up to the lockbox so the menu appears in the lower-right corner. Choose the Take option repeatedly to pick up an endless supply of gold bars.

The number of bars you can carry at one time via this glitch is dependent on your satchel, so this is more efficient later on when you've crafted some upgrades.

Now go sell the gold bars at the Fence (or contribute them directly to the camp) for $500 a pop.

You can then repeat the process again by returning to the box. Close the box (rather than taking anything) and then re-open it. You should now see an option to take a pamphlet instead of a gold bar. Simply save, reload, and do it all over again.

Although this Red Dead Redemption 2 cheat is easiest to perform at Limpany due to its close proximity to Horseshoe Overlook, you can take advantage of this glitch with any gold bar found in the game (or nearly any item found in a lock box in a similar fashion).


Need help with the rest of the open world wild west adventure? Check out our other Red Dead Redemption 2 guides here:

Files in Red Dead Redemption 2 Mobile App Suggest PC Release Mon, 29 Oct 2018 10:06:47 -0400 Zack Palm

Red Dead Redemption 2 released just a few days ago and everyone cannot stop talking about the fantastic experiences they're encountering. Though, those who do not own an Xbox One or PlayStation 4 may feel a little left out.

It looks like the PC community may not feel this way forever as a report coming out from Rockstarintel shines a light on files in Red Dead Redemption 2's companion application. The game could be making its way to PC.

Check out the link to Rockstarintel's page where they list the files they believe give this future release away. From the large list, here are the most important ones:

  • PARAM_Oculus
  • PARAM_companionAutoConnectIpDurango  
  • PARAM_companionAutoConnectIpOrbis
  • PARAM_companionAutoConnectIpPC

Despite the evidence pointing the way for a PC release, Rockstar has yet to comment on Red Dead Redemption 2 making its way on there. Even if they are planning this release, it could take a great length of time. Back when GTA V first came out, it took 19 months for the game to make its way off consoles to PCs. 

Regardless, there's still hope! Stay tuned to GameSkinny as we learn more, and check out the other articles we have on Red Dead Redemption 2.

Red Dead Redemption 2 is Gorgeous - Screenshot Gallery Mon, 29 Oct 2018 10:26:11 -0400 William R. Parks

Red Dead Redemption 2 is filled to the brim with beautiful vistas, bustling towns, and brutal kill shots.

As fans begin to discover the majesty and savagery of Rockstar's newest world, they are sharing some breathtaking images along the way.

Let us have a look at some of our favorite captures from release weekend.


Note: In-game images with potential spoilers follow.













Have a screen capture you are particularly proud of? Share it with us in the comments below. If you've got the time and the inclination, you may also want to take the opportunity to check out some of the Red Dead Redemption 2 guides we have here on GameSkinny.