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Red Dead Redemption 2 Guide by gamepressure.com

Red Dead Redemption 2 Guide

Table of Contents

Red Dead Redemption 2: Stroryline quests - list, all chapters Red Dead Redemption 2 Guide and Walkthrough

This page of the Red Dead Redemption 2 guide contains a complete list of all main missions (storyline quests) available in the game. You can click on the supplied hotlinks to reach the walkthroughs for the individual missions.

Last update: Wednesday, October 5, 2022

This unofficial guide is devoted to the Red Dead Redemption 2 walkthrough, which describes all the main story missions together with information about the choices appearing therein and the requirements for winning gold medals. However, the guide does not skip the optional tasks, which can be dealt with between the advancements to the main plot of the game, such as robberies or fishing. We've described also side quests and bounty hunting missions.

Chapter 1. - Colter

  1. Outlaws from the West - this page describes the first quest available in RDR 2. During this mission, you'll be introduced to Arthur Morgan and attack Adler's ranch.
  2. Enter, Pursued by a Memory - the second mission available in the game. During it, you'll search for John and escape a pack of wolves safely.
  3. Old Friends - first meeting with the hostile gang. Our walkthrough helps with combat against O'Driscolls. Thanks to it, you'll emerge victorious.
  4. The Aftermath of Genesis - your task is to hunt two deer flawlessly. We show how to do it in order to score a gold medal.
  5. Who the Hell is Leviticus Cornwall? - this mission involves attacking, stopping, and looting the train. Unfortunately, it turns out that this is Leviticus Cornwall private train.
  6. Eastward Bound - the final mission of Chapter 1 of Red Dead Redemption 2. During it, you must safely reach the Horseshoe Overlook camp.

Chapter 2. - Horseshoe Overlook

  1. Polite Society, Valentine Style this page describes the beginning of Chapter 2 of the game. During it, you'll get acquainted with new options, such as stores and how to buy in them.
  2. Americans At Rest - during this mission you'll visit a saloon, which as always, ends in a scuffle. Thanks to information supplied, you'll learn the requirements for a gold medal.
  3. Exit Pursued By a Bruised Ego - the quest involves your first encounter with a legendary animal, a bear that you can hunt later between missions.
  4. Paying a Social Call - this mission involves fighting the O'Driscoll gang over a forest shack. Our guide will help you in getting the gold medal for the mission.
  5. Money Lending and Other Sins - this mission involves collecting debts from a few debtors, with further visits taking place across the story. Mr. Wrobel is the first debtor.
  6. A Quiet Time - during this mission you'll enjoy some rest and recuperation in form of drinking. They may be a scuffle if you don't look below you.
  7. We Loved Once and True - on this page, we have described the journey to Mary, who is Arthur's old love. The quest evolves into a rescue mission.
  8. The Spines of America - the next task involves stealing a stagecoach from Bob Crowford. The quest involves a theft, and you can proceed with the mission either at daytime or under cover of night.
  9. Who Is Not Without Sin - during this one, you'll have to rescue Reverend Swanson, who has gotten in with the wrong crowd. The task involves getting him out of trouble, and our guide will help you in getting a gold medal.
  10. The First Shall Be Last - this mission involves a search for Sean who was captured by bounty hunters, from whom you'll save him during the later phase of the task.
  11. Blessed Are the Meek - on this page you can view a walkthrough for Blessed Are The Meek, a task involving rescuing Micah, who is being held in Strawberry jail. Make sure to finish all actions before starting the break.
  12. Pouring Forth Oil - this mission consists of multiple phases. Our walkthrough will explain each of them in detail and show the way of doing the quest in order to obtain gold medals and additional cash.
  13. A Fisher of Men - time to learn the basics of fishing. This mission will activate a new mechanic, which is fishing, which can then be utilized to catch legendary fish.
  14. An American Pastoral Scene - the page describes a mission in which you'll have to capture a stagecoach with valuable cargo. The raid won't go your way, but we show how to deal with trouble caused by Micah Bell.
  15. The Sheep and the Goats - this mission involves escorting a herd of sheep to the city. Unfortunately, the situation escalates and you're going to need to fight to save your companions.
  16. A Strange Kindness - the page describes the final task of Chapter 2 of the game. We need to find a new place to camp.

Chapter 3. - Clemens Point

  1. The New South - this mission opens up Chapter 3 of the game. The mission involves multiple activities, including conversations with Dutch, Hosea or Anders Anderson.
  2. Further Questions of Female Suffrage - during this mission you'll be introduced to Sadie, with whom you'll raid a enemy camp. This is a simple task that only requires profess in combat.
  3. American Distillation - the page explains the task that involves a large shootout and a horse race against Dutch. Here we'll show you how to complete the task and how to win the race even with a slow horse.
  4. An Honest Mistake - this mission involves a stagecoach robbery that escalates into a large shootout. You will also need to save Uncle.
  5. The Course of True Love I-III - a task that branches out into multiple events that will appear on the map as te game progresses. Your task will be to deliver correspondence between Penelope and Beau Gray.
  6. Advertising, the New American Art I-II - the quest begins leisurely, with a conversation with Abigail. Your first task is to reach Brainthwaite estate. There wouldn't be a mission without a shootout - you need to emerge victorious.
  7. Preaching Forgiveness as He went - this page offers a walkthrough for a mission in which you visit Shady Belle mansion. The mission has a few major decisions that influence the course of the task, and as always, there is a shootout.
  8. The Fine Joys of Tobacco - in this quest you'll visit a tobacco plantation. The mission requires stealth and there is also a shootout.
  9. Sodom? Back to Gomorrah - during this mission, you pair up with Bill, to take part in the first real bank robbery just like in the westerns.
  10. Magicians for Sport - during this mission you'll act as a trapper who searches for Trelawny. Our walkthrough will show you the fastest and safest way to the sought man.
  11. Horse Flesh for Dinner - this page contains a walkthrough for a mission involving capturing a white horse to be sold to the highest bidder.
  12. Blessed are the Peacemakers - during this mission, Arthur will take part in peace talks between the gang and O'Driscolls. You are left to deal with the aftermath.
  13. Friends in Very Low Places - you and Trelawny will pair up to steal valuable cargo.
  14. A Short Walk in a Pretty Town - during this mission, the gang will cut ties with Grays and Braithwaites. A huge shootout will ensue.
  15. Blood Feuds, Ancient and Modern - this mission involves searching for Jack. Jack got kidnapped - the whole gang goes to the rescue.
  16. The Battle of Shady Belle - time to search for a new home. This mission ends Chapter 3 of the game.

Chapter 4. - Shady Belle

  1. The Joys of Civilization - search for Jack continues. The mission will take you to Saint Denis.
  2. Angelo Bronte, a Man of Honor - the rescue mission takes longer than expected. Together with Dutch and John, you travel to Angelo's mansion to negotiate the boy's release with him.
  3. Gilded Cage - you've been invited to party - time to mingle and obtain information. Our walkthrough shows how to proceed in order to get a gold medal.
  4. No, no and Thrice, No - this mission is a request from Mrs. Grimshaw. You have to chase Foreman's boys and get rid of them forever.
  5. A Fine Night of Debauchery - during this task, you'll visit a barge casino. You will play poker, meet new people and, as always, end the quest with gun in your hand.
  6. American Fathers I-II - these tasks involve helping Eagle Flies in Cornwall Kerosene & Tar factory. We described the objectives of the mission and how to get the gold medal.
  7. Horsemen, Apocalypse - you need to repel O'Driscoll invaders. To get the gold medal, good accuracy will be needed.
  8. Urban Pleasures - on this page we described a heist that the gang will perform. Dutch, Arthur and Lenny are going to rob a train station.
  9. Country Pursuits - in this mission, Dutch convinces Arthur that they must kill Angelo Bronte. Your task is to capture a barge. Along the way to the objective, you'll meet with Thomas.
  10. Revenge is a Dish Best Eaten - we described the task that involves an assault on Bronte's mansion which is retaliation for the ambush that took place during Urban Pleasures.
  11. Banking, the Old American Art - on this page you can view the walkthrough for a task in which the gang conducts a bank heist in order to be able to finally retire. Our walkthrough will tell you what to do in order to get the best ending.

Chapter 5. - Guarma

  1. Welcome to the New World - unexpectedly, Arthur wakes up at the tropical isle of Guarma. This chapter takes place in a separate area that isn't a part of the world map. There are no collectibles, secrets or side missions here.
  2. A Kind and Benevolent Despot - this is the continuation of the Guarma adventure. With the help from a local woman, Gloria, Dutch and Arthur infiltrate a guarded outpost to save Javier.
  3. Savagery Unleashed - the gang needs to escape the island as soon as possible. For this to happen, you need to save two workers, Hercul and Leon. Hercul and Leon are waiting for your help.
  4. Hell Hath No Fury - saving workers was just the beginning. The gang meets with Hercule at the Cinco Torres fortress and defends against an enemy assault to clear an escape path. We have described this task in detail on this page of the guide.
  5. Paradise Mercifully Departed - during this task, Arthur and his friends have to free a captain that will guide their ship back to America. We have described how to proceed with the quest in order to score a gold medal.
  6. Dear Uncle Tacitus - this is the first quest after returning to America. The group travels to Shady Belle to find the rest of the gang.
  7. Fleeting Joy - another day, another shootout. Pinkertons along with Milton have come - you need to stop them.
  8. A Fork in The Road - this page describes a very important mission where the main hero learns that he is seriously ill. Unfortunately, in these times, this is a death sentence.
  9. That's Murfree Country - despite the sad news, Arthur wants to continue to take an active part in the life of the gang. Together with Charles, he travels to Beaver Hollow to find a new camp site.

Chapter 6. - Beaver Hollow

  1. Icarus and Friends - another adventure with Sadie, during which you'll meet Mr. Bullard. This is an opportunity to fly a balloon and do a reconnaissance of Sisika prison.
  2. Visiting Hours - here you can find a walkthrough for a mission that involves rescuing John from Sisika prison. Our walkthrough will show you what to do in order to get the gold medal.
  3. Just a Social Call - this is a next mission from Chapter 6. Arthur meets with Dutch and Micah in Annesburg, where they plan to confront Cornwall.
  4. A Rage Unleashed - during this mission, Eagle Flies, with the help of the gang, attacks a military ship to retrieve the horses stolen from the reservation.
  5. The Delights of Van Horn - this mission involves an ambush on a military train carrying dynamite. The walkthrough offer a detailed solution for the mission.
  6. Archeology for Beginners - this page describes a quest in which you have to collect relics from various places in the same location. The walkthrough supplies marked locations and screenshots.
  7. Honor, Amongst Thieves - this mission involves smallpox vaccines that are enroute to Wapiti reservation. Monroe asks Arthur to help him steal vaccines for the army.
  8. The Bridge to Nowhere - during this mission you'll plant charges on a bridge and destroy it so the convoy cannot get to the other side of the river.
  9. The Fine Art of Conversation - this quest involves Colonel Favors and the Rain Falls. Our walkthrough shows what to do in order to complete the task and how to handle hindrances that may appear during the mission.
  10. Goodbye, Dear Friend - Colm O'Driscoll got arrested - Sadie, Arthur and Dutch travel to Saint Denis to witness his execution.
  11. Mrs. Sadie Adler, Widow I-II - as Colm is out of the picture, time to finish what remains of his gang. Arthur and Sadie go to the Hanging Dog ranch to get rid of all the remaining members of the O'Driscoll gang.
  12. Favored Sons - during this mission, you'll take part in a large shootout. This mission features a large combat section - score headshots to win the gold medal.
  13. The King's Son - in this mission, Arthur and Charles learn that the Eagle Flies has been captured by the military. Saving him will require a trip to Fort Wallace.
  14. My Last Boy - this is one of the final missions in the game in which you control Arthur. Eagle Flies heads to Beaver Hollow to launch a final attack on Cornwall Kerosene & Tar. Dutch's entire gang joins in to help with the attack.
  15. Our Best Selves - another "last" heist. The gang heads to Saint Denis to raid a wage and military supply train heading towards the destroyed Bacchus Bridge.
  16. Red Dead Redemption - this is the final task where you control Arthur. Abigail has been captured by the Pinkertons and John is presumed dead. The Dutch's gang goes to Beaver Hollow. Arthur and Sadie travel to Van Horn to free Abigail. The walkthrough along with possible endings to the quest can be find on this page.

Epilogue Part 1. - Pronghorn Ranch

  1. The Wheel - this mission starts the Epilogue. You have a new playable character - John. The story takes place a few years after the events of Chapter 6. Abigail and John are looking for a job in Strawberry Town.
  2. Simple Pleasures - John manages to land a legit job. Under the false name "Jim Milton", John finds work as a ranch hand.
  3. Farming, for Beginners - its almost idyllic - John leads a safe, normal life, helping at the ranch during the day, and helps Dickens build a fence and take care of the cattle.
  4. Fatherhood, for Beginners - this page describes the mission where John takes the horses and goes for a ride with his son. Duncan learns the basics and is happy to spend time with his father.
  5. Old Habits - John gets into a fight because of a gang of mercenaries cause trouble at the Pronghorn Ranch.
  6. Jim Milton Rides, Again - much to the disapproval of Abigail, John once again uses force and fists. Our walkthrough will show you how to handle the raid.
  7. Fatherhood, for Idiots - this mission shows how John copes with his now normal life. He takes Jack to Strawberry to pick up a package for Abigail.
  8. Motherhood - John meets a familiar face, Sadie Adler, who has a special task for him.
  9. Home of the Gentry - this page contains a description of the quest in which John goes to Beecher's Hope to clear the area of unwanted inhabitants before he buys the land.
  10. Gainful Employment - John receives a telegram from Sadie and travels to Valentine in order to help her with a bounty.

Epilogue Part 2. - Beecher's Hope

  1. Bar Knuckle Friendships - the second part of the Epilogue starts now. In this mission, John and Uncle travel to Saint Denis to find Charles Smith.
  2. Home Improvement for Beginners - this is the second task of the Epilogue. John, Uncle and Charles demolish an old hut in Beecher's Hope. To get the gold medal, you need to complete this mission in less than 18 seconds.
  3. An Honest Day's Labors - this page contains a description of the quest in which John meets Sadie in Blackwater, who asks him for help in retrieving the wanted bandit, Shane Finley, taken from her by his rival, James Langton.
  4. The Tool Box - this page of our guide describes a mission in which John buys a ready-made house. Before you can start erecting, however, unwanted guests have to be gotten rid of.
  5. A New Jerusalem - during this mission you'll hit nails to build a home. To get the gold medal, hit the nails with at least 80% accuracy.
  6. A Quick Favor for an Old Friend - John's desire to own land gets him into debt. Money is desperately needed, so he and Sadie embark to catch a wanted bandit, Ramon Cortez.
  7. Uncle's Bad Day - in this mission, Uncle, John and Charles spend the night celebrating. In the morning, John discovers that Uncle has been kidnapped by the Skinner Brotherhood. Your task is to save him from the hands of the brotherhood.
  8. A Really Big Bastard - another mission where you help Sadie, this time you travel to Tall Trees in search of a bandit.
  9. Trying Again - this mission is rest and recuperation - John goes fishing. John encounters a snake-bitten dog that needs his help. The animal will be brought to Beecher's Hope, ending the mission.
  10. A New Future Imagined - in this mission, John proposes to Abigail. There isn't much to do in this mission, but completing it fast enough is rewarded with a gold medal.
  11. American Venom - you are almost at the end of the RDR2 story. Sadie has a clue that could lead to Micah - Cleet was seen in Strawberry. John, Sadie and Charles go there, despite Abigail's protests, to interrogate him and track down the enemy from years ago.
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