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Red Dead Redemption 2

Release date: October 26, 2018
Platforms: PlayStation 4, Xbox One

Red Dead Redemption 2 Walkthrough. Chapter 2: Horseshoe Overlook

Having left the snow-covered region of Grizzly Mountains, the gang of Dutch van der Linde settled near the town of Valentine to regroup and evaluate their next move


As soon as weather permitted, van der Linde gang moved from the frosty and snowy Grizzly Mountains to the east, near the herdsmen town called Valentine. Dutch is trying to develop a new plan, Hosea is looking for robbery opportunities while Karen and the girls do not know how to occupy their time. Perhaps, Morgan can help…

From the very beginning of this chapter, three storyline missions are available to you. In this walkthrough, we will move in order of their appearance on the map, storyline logic and convenience: we’ll start with the closest quest.

Polite Society, Valentine Style

You don’t have to go far to get the first task: Uncle is sleeping, waiting for you in one of the carts on the outskirts of the camp. After waking the old man, Arthur will offer him to take a trip to Valentine. The trio of girls (Karen Jones, Tilly Jackson and Mary-Beth Gaskill) also wants to go with the characters. The hero is not able to refuse them.

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Get on the cart and follow the yellow route on the mini-map which will take you to the city. On the way to the goal, the heroes will witness a minor accident – horses ran away from the carriage ahead. You do not have to help anyone, but in this case, you will have to help out the coachman in order to get the gold medal for the completion of this mission.

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Arthur’s actions impact his honor level and the attitude of other characters towards him
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Arthur’s actions impact his honor level and the attitude of other characters towards him
 

Approach the man, hold L2/LT and choose the ‘’Help’’ option. Next, find the white horse that escaped from the coachman – the animal must be in the nearby – and, holding L2/LT, slowly approach the horse. Before you come too close, calm the animal by pressing ‘’square’’/X and then take it back to the owner. The alternative option is to use your lasso.

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Having dealt with the horse problem, return to your cart and continue your trip to Valentine. Once you arrive at the place, the girls will go about their business, while Uncle will drag you to the store. While the old man evaluates the goods, you’ll be asked to buy a jar of coffee. You can do this by talking to the seller, through the catalog or by finding the right product on the shelf (see the screenshot above).

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Having bought the goods, the heroes will go out and sit down on a bench waiting for the women. Arthur will fall asleep. By the time he wakes up, Mary-Beth will be telling about a train full of rich men that will soon pass through Scarlett-Meadows. We will deal with this information later, but now we have more pressing tasks: Tilly and Karen got lost trying to make some money on Valentine simpletons.

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You won’t have to search long for Tilly – some man leads her around the corner of the building on the opposite side of the street. Take out your gun or resolve the situation in a peaceful manner (threaten the man), and then go to search for Karen. To get the gold medal at the end of this mission, you need to find the girl in 45 seconds, so don’t waste time.

Run to the hotel on the right side from Tilly and talk to the receptionist. Karen is in the room 2B together with a drunken man – go to the last door to the right on the second floor. To save time, don’t talk to the owner and immediately break into the specified room. You will have to beat the man inside the room – block the opponent’s attacks (‘’square’’/X) and counterattack (‘’circle’’/B).

At the end of the fight, follow Karen to her friends and Uncle. Mary-Beth will draw attention to a strange-looking man that is watching the characters closely. Arthur won’t have the time to ask the stranger what’s going on when he will accuse the protagonist in connection with the Blackwater accident that took place two weeks ago. He will run away after the accusation – you need to catch the provocateur.

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Morgan will ‘’borrow’’ a horse from the local citizen (you can return the horse at the end of the mission to increase your honor level) and rush after the fugitive. Don’t try to catch him as he is too fast. Instead, focus on staying on your horse and avoiding obstacles. The man from Blackwater will quickly get out of sight, so watch the red indicator on the mini-map.

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In the end, the slanderer will fall from his horse and will find himself hanging on the edge of a rather high cliff. You can kill him without waiting for explanations, but we advise to interrogate him – apparently, he just made a mistake. Throw him off the cliff or save him – this decision impacts the main character’s honor level.

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As a reward for your kindness, Jimmy Brooks (that’s the name of the slanderer) will give Arthur a steel pen. At this point, the mission will come to an end, and the game will explain the difference between the main horse and a random horse – the former holds the saddle with all your gear while the former does not. Return the horse stolen by Arthur to the owner (or do not do it) and go to the local saloon to start the next mission.

Good, Honest Snake Oil

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Right at the end of the mission ‘’Polite Society, Valentine Style’’, a mercenary icon will appear in the area of the local sheriff’s office (a skull with a dollar sign on the forehead). This is an optional task – in other words, you do not need it to advance in the storyline, but it will be displayed in the list of completed missions. You can complete this quest only before the beginning of the sixth chapter, after which it will disappear.

At the meeting, the sheriff and his assistant will give Arthur a mission – he must catch a dangerous criminal named Benedict Allbright alive (nobody needs him dead). He sells poison as a miracle cure. According to the latest data, the charlatan is hiding in a gorge on the bank of the Dakota River to the north of Valentine.

Get on the horse and ride towards the goal. When you reach the crossing, turn to the left (to the west) and climb the mountain trail. Allbright sits at the end of this trail. Talk to him: the scammer will finally show his true nature, while the hero will make his intentions clear. The crook will start backing towards the edge of the ledge and will eventually slip.

Morgan will catch the crook and will not let him fall. If you want to get the gold medal at the end of the mission, you need to pull up the charlatan: tilt the left stick away from you and quickly press on ‘’X’’/A. However, your heroic efforts won’t affect the outcome of the scene. Once Benedict understands that you are still trying to arrest him, he will jump into the water.

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Jump onto the nearby horse and ride along the river towards Allbright who is carried by the current. Do not lag behind because in order to obtain the gold medal, you need to catch the fraudster within a minute and fifteen seconds. As soon as the river gets calmer, take the lasso out of the bag and, holding L2/LT, throw it to the drowning man. Then, hold R2/RT to pull Benedict to you. Jump off the horse and tie the criminal.

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The last obstacle between you and the gold medal is to deliver Allbright to the prison in a minute and a half. Grab the criminal and put him on the horse, then get on the horse and rush to Valentine. When you get off the horse near the sheriff’s office, hold ‘’square’’/X to quickly move Benedict to your shoulder.

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Show Allbright to the sheriff, drop your ‘’loot’’ into the middle cell and take the reward – 50 dollars. Now you can take on assignments that imply capture and/or elimination of criminals by finding advertisements regarding the search for a certain gangster in the cities.

Americans at Rest

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Javier Escuella and Charles spend their time in the Valentine’s saloon with women. For the hero, communication with ‘’ladies’’ will end up soon – he is too rude for them, but Arthur is not here for compliments. Bandits are waiting for Bill who will soon come. As soon as he gets inside the saloon, Williamson will start a fight with one of the customers which would immediately turn into a mass brawl.

Simple fist fight does not bring much benefit in Red Dead Redemption 2 – instead of beating the opponent, Arthur risks his own health. Block opponents’ blows (hold ‘’square’’/X) before you attack. You can grab a weakened enemy (‘’triangle’’/Y) and even throw him away (deflect the stick to the side and press ‘’square’’/X).

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After some time, local thug Tommy will join the battle and start beating Javier. While Escuella’s face meets the bar, Arthur will be grabbed by another fighter. Quickly press on ‘’circle’’/B to break free and help your friend – you have 15 seconds for this if you want to get a gold medal for the completion of this mission. After you have freed your ally from the thug, the fight will ‘’smoothly’’ go into the street.

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To get the maximum rating for the completion of the mission, you need to beat Tommy in one and a half minutes. Stay close to your opponent and do not release ‘’square’’/X, attack only after a successful block – in the other case, your blows won’t hit the target. Once the thug is on the ground, Arthur will rhythmically press his face into the dirt, but will be stopped by an anxious passerby.

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At the end of the fight, Morgan will stumble upon Dutch and Josiah Trelawny – a magician, charlatan and just a pleasant gentleman. He will share information about the gang member, Sean MacGuire, who disappeared after the incident in Blackwater – he is held hostage by some mercenaries. Van der Linde gang does not abandon its members, so the Irish will have to be rescued sooner or later.

Dutch will send Charles, Javier and Josiah to find out where Sean is being kept and will advise Arthur to go wash himself – the fight with Tommy made him dirty. If you do not want passers-by to shy away from the look and smell of the protagonist, visit the nearest hotel at the end of the mission and order a bath for 25 cents – this is cheap and will allow you to replenish your stamina.

Who is Not Without Sin

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The last of the three starting missions in this region begins south-west of Horseshoe Overlook, at Flatneck Station. Reverend Swanson, a former priest who once saved Dutch’s life, spends his free time in company with avid poker players. From the conversation, you will learn that the pastor is drunk and cannot continue the game.

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You can refuse to play but you need to win two rounds to get the gold medal at the end of the mission. If you do not know the rules or if you are not confident in your skills, read the corresponding section in the menu. Regardless of whether you play or not, Swanson will disappear in an unknown direction and Arthur will have to search for him.

Move in the direction that is indicated on the mini-map (for greater confidence, you can ask two cowboys near the station where the pastor ran). Sooner or later, you will stumble upon Swanson who is strangled by some thug. You will have to beat the villain – defend yourself from enemy blows before counterattacking, and you’ll have no problems in the fight.

A casual passerby will pay attention to what you did with Swanson’s abuser and will promise to tell the authorities about this. If you do nothing, the ‘’police’’ will initiate a hunt for the main character, and the mission will be failed. Kill or stop the witness – holding L2/LT, select the option ‘’Stop’’. If the hero is too far to interact with the character, you can just shoot in the air – the up arrow + R2/RT.

Having dealt with the witness, Arthur will notice that Swanson is on the railway tracks – it’s dangerous to walk there when you are sober and especially when you are drunk, so rush to help. By the time you get to him, pastor’s foot will get stuck between sleepers. To avoid getting under the wheels of the approaching train, help the reverend to free himself as soon as possible.

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Red Dead Redemption 2 Walkthrough. Chapter 2: Horseshoe Overlook
 

Swanson won’t have the time to celebrate his rescue and the prospect of drinking tea with some Margaret as he will fall asleep due to alcohol intoxication. Take Swanson, put him on the horse and ride back to the camp – to get the gold medal, you need to deliver the reverend to the ‘’base’’ in 2 minutes and 5 seconds. Having arrived at the site, take Swanson to his tent, and the mission will end.

Exit Pursued By a Bruised Ego

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Hosea Matthews is sitting on the outskirts of the camp, preparing for a hunt. Arthur decides to go with him. Before moving to the Dakota River where a legendary bear was seen, Hosea decides to go to Valentine. There, they can sell Matthews’ Shire horse and buy a new horse for Morgan, who is still travelling on the horse first seen in the first chapter.

Remove the saddle from your horse and put it on the Shire horse – this is your new means of transportation (but not for long). Along the way to the stables, you will learn how to calm the horse if something scares it (for example, a predator) – for this, you need to just press the left stick. Near the town, Hosea will announce that he will go to the store for a bear bait, while Arthur will go to sell his former horse.

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However, the price of this horse on the market is cheap (a measly five bucks), so leave it in the stables (just in case you need it) and buy any stallion or mare you like. To get the gold medal, you need to complete the mission in 12 minutes, so don’t spend much time on choosing and customizing your new horse. Together with the horse, you’ll get a brush to clean the animal.

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On the way out of the stables, Hosea will wait for Arthur. Together, they will move to O’Creah’s Run lake in the mountains. The road is long, so be patient. During the trip, Morgan will finally reveal why he does not like Marston – in one unpleasant moment, John left the gang (and his young child) for a whole year.

Once at the lake, the characters decide to take a break. In order to not wait for the morning with an empty stomach, Matthews will offer Arthur to hunt for hares – there are plenty of them in the area. Take the bow from the horse and use the Dead Eye if necessary to track the hares down. Take the prey to Hosea and set the camp with the help of the selector.

Next, open the crafting menu and choose the only available recipe Plain Game to fry the hare’s meat on the fire. Holding X/A, you will speed up the cooking process. To complete this section, you need to cook all pieces of the animal you killed. Eat the hare or put it in the bag and go to sleep – the next day, the heroes will follow the trail of the legendary bear.

In the morning, Hosea will ask Arthur to mix the bait for the beast – it will consist of fish and berries. Without going away from the fire, open the crafting menu and select Potent Predator Bait to create the desired item. Then, go back to the horse and follow Matthews to the lake – the bear has been previously seen close to the water.

Once you are close to the shore, get off your horse and inspect the paw prints in the sand. Use Eagle Eye to find the bear trail and move to the north-west from one clue to another. If you hope to get the gold medal at the end of the mission, you need to find the animal within a minute and a half, so don’t waste time. If you wish, you can just look at where the tracks lead (see the map screenshot above).

When the bear prints end, Hosea will offer two options for further action: to split up or to use the bait. As both scenarios lead to the same result, we advise you to choose the second one as you have already spent your time preparing the bait. Put the bundle with the mixture near the stones at the foot of the hill and hide behind nearby boulders.

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Soon, Hosea will decide to check the bait. While the heroes will do this, the bear will appear. The Dead Eye regime will be activated automatically – to get the ‘’golden’’ rating at the end of the mission, you need to hit the beast at least 6 times. The revolver is ideal for this task as it has six rounds in the barrel and an excellent firing rate.

Having discharged your revolver at the bear, return to Hosea. If you wish, you can stay and hunt for the legendary animal alone, but at this stage, we advise you to join your ally and go back to the camp to preserve your health. Upon arrival, Matthews will tell about his plans to visit Emerald Ranch, but this is a topic for another storyline mission.

Paying a Social Call

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Kieran Duffy, a member of O’Driscoll’s gang who was caught by you in the mission Old Friends, was also transferred to Horseshoe Overlook. Despite the fact that about two and a half weeks passed since that memorable night, the captured gangster has said nothing about his comrades. Arthur Morgan, Dutch and Bill Williamson decided to make him talk.

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Kieran will assure that he does not know anything, but soon Dutch will throw out the idea to get anything worthwhile from O’Driscoll and will tell Williamson to chop off his balls – for fun. Fortunately for Duffy, castration won’t happen, because he will remember the place where members of his former gang led by Colm spent their free time and will promise to take Bill and Arthur there.

John Marston will join the search party, and they will head to the alleged shelter of O’Driscolls. Having arrived at the site, take throwing knives from the bag on the horse’s saddle that were put there by Bill – you will have to face many enemies, so it is advisable to act (at least initially) quietly. When the patrol passes you, move forward.

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To get the gold medal at the end of the mission, you need to eliminate four enemies in the stealth mode. The first enemy stands near the tree and relieves himself. Sneak to him from the back to silently neutralize him or make a headshot from the bow. Then, you need to join Bill and kill the next pair of O’Driscolls – a long-range attack (throwing knife or bow) or ordinary knife will do the job.

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The third enemy sits on a fallen tree with his back to the heroes. Eliminate him from afar (you can send John) and kill another one or two O’Driscolls on the outskirts of the camp to the west (see the screenshot above). To avoid risk and in order not to enter the enemy territory ahead of time, use the bow to stealthily neutralize the remaining enemies.

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If you have acted quietly until now, you’ll be able to dictate the moment the open confrontation begins. Hide behind the log and turn on the Dead Eye. Make several headshots – you will need 12 for the ‘’golden’’ rating. Try to shoot when you are sure that you will hit the target (in these moments, the sight turns red) – the maximum result requires 80% accuracy.

Do not get out of the shelter without necessity unless you want to catch an enemy bullet – you can’t use medicines if you want the gold medal. This time, the mission is not limited in time, so search all enemy bodies at the end of the shootout to replenish ammunition, get valuable and non-valuable items and some money.

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Allegedly, O’Driscolls’ leader is hiding in a hut on the outskirts of the camp. As soon as Arthur tries to open the door, he will face O’Driscoll who wants to kill the main character. Fortunately for the protagonist, the villain falls victim of a fatal gunshot wound – Kieran came to the rescue in time. For this act, Duffy will be promoted to become a van der Linde gang member.

Kieran will also tell that money was often hidden in the chimney of the hut. Arthur will volunteer to check the tip given by the new ally. Search the room and go to the fireplace. A double-barreled shotgun hangs over it – take the gun from the wall and clean it (‘’square’’/X) to improve characteristics. In total, there was $600 in the cache. Out of this money, $100 are yours – you need to share money with the gang.

Money Lending and Other Sins

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Leopold Strauss, a full-time accountant and usurer of van der Linde gang, will wait for Arthur Morgan on the outskirts of the camp as soon as you complete a couple of other storyline quests in this chapter. Several people owe money to Dutch’s bandits, and the hero must beat out (literally) money from debtors.

In total, Strauss will name three defaulters: a small proprietor Mr. Wrobel, a farmer Chick Matthews and a maid Lilly Millet. To advance along the storyline, you need to visit only one of these debtors. However, we will discuss the whole trio in this article. We’ll start with Mr. Wrobel as he lives in the nearby.

Having arrived at the Painted Sky Ranch which is located to the north of the camp on the other bank of Dakota River, enter the house. The above-mentioned Wrobel does not speak English so Arthur will have to use his fists to make a point. The language of violence is universal, so after a few hits the debtor will allow you to take the most valuable things you can find.

Morgan needs to take a number of items in Wrobel’s house so that they collectively are worth a certain amount of money, so search every corner, closet and drawer. Here’s the list of the most expensive objects: a silver earring (living room), antique clock (entrance hall), a bottle of good brandy (kitchen). As soon as you see the inscription ‘’Debt successfully recovered’’ at the bottom of the screen, you can stop robbery and return to the camp – or go searching for another debtor.

Chick Matthews works as assistant on Guthrie Farm to the north from Emerald Ranch (we’ll return to it later). Having arrived at the site, don’t get off the horse. Instead, ask the local man where to look for the debtor – you’ll see a young man who hurries to his horse. Chase him and be prepared to use your lasso – you will have to tie the fugitive to interrogate him.

Get close enough to Chick so that your sight is red when you hold L2/LT and then throw the rope. Without releasing the button, get off your horse and wrap the debtor. Allegedly, he has the money, but it is hidden in a safe place. In proof of his words, Matthews will hand a map to the hero. You will have to determine the location of the cache using this map.

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As soon as Arthur wraps the paper, the search zone indicator will appear on the mini-map, so you won’t have to search the cache by yourself. Go to the quest indicator to find a big tree on a rocky slope. Put your hand in the hollow and pull the money out of it. As for the debtor, you can release him at the moment you get the map. Strauss does not recommend killing debtors.

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To the north-east from the camp or to the south from Guthrie Farm, you’ll find Emerald Ranch where Lilly Millet works as a maid. A red-haired lady in a green dress sits on the bench next to a formidable man near a hut that is ‘’decorated’’ with deer skulls. Instead of simply taking the debt and returning to camp, you will have to first beat Millet’s boyfriend.

We advise you to put a bandanna on your face before the beginning of the fight. Otherwise, local onlookers may complain about you to the authorities. Cooper – that’s the name of your opponent – is a big man, so, before beating him, block his attack (‘’square’’/X). The enemy will find himself on the ground after a couple of such combinations. Cooper has Lilly’s savings – having found the money on his body, return to the camp.

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Near the Dutch’s tent (it is located next to yours) – at the opposite side from the ‘’entrance’’ – you’ll find a box for donations to the gang. Having put the money that you have taken from debtors in the box, you will unlock an account book (Ledger) which will help you to improve and expand the camp. For now, you are required to buy any upgrade – choose the cheapest one.

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After the upgrade, Strauss will come to Arthur and will tell about the last debtor for today – a farmer and preacher Thomas Downes. You can postpone this assignment and take on another quest, but we advise to complete this quest straight away.

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From morning to evening, Downes could be found at his property to the south-east of Valentine. Don’t waste time as soon as you get there – you have only 2 minutes and 10 seconds (from your arrival to the farm to the end of the quest) to complete this part of the mission in order to get a ‘’golden’’ rating at the end of the quest – and immediately proceed to the interrogation of the debtor. No matter how peaceful Arthur is, you will still have to hit Thomas a couple of times.

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Ultimately, Downes’ wife and son will rush out of the house and stand up for the relative – allegedly, he suffers not only from the injuries dealt by the hero but also from an illness. The protagonist does not care as he was told to return the gang money, and he delivered the message to debtors. The hero will return to the camp automatically. Do not forget to talk to Strauss to complete the mission.

We Loved Once and True

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This mission will be available when a letter arrives at the camp (or, more precisely, to Arthur’s tent) – it will be marked on the map by a corresponding yellow icon. Mary Linton, Arthur’s former lover, writes to the hero and asks for a meeting at Chadwick Farm that is located to the north of Valentine, where the woman temporarily rents a room.

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Having arrived at the site, Morgan will knock on the door and will be met by a woman who is armed with a pistol. Soon, Mary will come to the protagonist: her husband – the one who replaced Arthur – had died of pneumonia, and her stupid brother entered the Chelonians sect and needs to be saved from it. You can refuse Mary – in this case, the quest will end right here, but you won’t get the gold medal.

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The numbers in the title of the quest mean that it is divided into several parts between which you can go about other business

Jamie (that’s the girl’s brother) is hanging out with his new friends in the Cumberland Forest. Go the quest indicator which will lead the hero to a small tent camp on the top of the hill. As soon as you come close, several people in white robes will be standing near the edge of the cliff.

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To get the gold medal at the end of the mission, you need to persuade the Chelonians’ leader to release Jamie peacefully. For this, choose calm and serious options in the dialogue and do not try to make fun of the sectarians. The shortest way to a friendly settlement – ‘’Undecided’’ and then ‘’Purpose’’. If you fail to negotiate with the Chelonians, you will have to use force.

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Once the leader of the sect allows you to talk to Jamie, he will jump onto the horse and rush away. Ride after him and prepare a lasso – theoretically, you can catch Jamie before he reaches the end of the path, but this is not worth the effort: once on the ground, he will decide to stick a gun to his temple.

To save Jamie from himself, slowly press R2/RT – this will give you more time for aiming – and then shoot his hand. Once he comes back to his senses, he will hug Arthur and agree to meet with Mary. To get the gold medal at the end of the mission, you need to take the boy to his sister in two minutes – shorten the path by going off road but be careful with stones and other obstacles.

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Once you get close to the doors of Valentine’s train station, a cutscene will automatically start – the relatives are together again and are preparing to go away from the town. Having said goodbye to his past, Arthur will be once again alone with his thoughts.

The Spines of America

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Some time after the hunt for the legendary bear, Hosea Matthews will go the Emerald Ranch that is located to the east from Horseshoe Overlook. Having arrived at the site, you will find an elderly gangster talking to a new potential partner named Seamus. He does not want to cooperate with strangers, so he offers a check – to rob his cousin (by marriage) and steal his stagecoach without killing anyone.

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Together with Hosea, go the Carmody Dell farm that is located to the north-west from Emerald Ranch – on the road to your target, you can ask your companion what he thinks about the situation. Having arrived at the site, get off the horse and follow your ally to the observation point. Having examined the situation, Matthews will propose two possible approaches – a daily operation and a night operation.

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The difference between these approaches is not significant, but in the second case Hosea will steal the stagecoach instead of Arthur, while the player will need to rob the house. During this robbery, you should avoid waking people that are sleeping inside, so move slowly and silently. If the operation will be conducted in daytime, your companion will occupy the owners with his chatter while you inspect their belongings. To get the gold medal, you should act in a stealth mode.

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So, Hosea went to distract residents (day) or stealing the stagecoach (night). Sneak inside the building through the back door – it leads to the bedroom on the first floor. Another condition for getting the gold medal for the completion of this mission is to steal everything in the house. In the chest near the bed, you will find a watch. Another watch is in the top drawer of the bedside table next to the window. Do not forget about the medical locker opposite the door to the living room.

Search the kitchen – you can find a cigarette card on the window – and the hallway. Near the entrance, you will find a chest with a pearl necklace and money inside. At this stage, you must have collected a reasonable amount, but if you want to show a ‘’golden’’ result in the mission, you should not stop. Another 150 dollars are hidden in the chimney. On the second floor, items are hidden in the chest and in the closet.

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If you act during the day, do not forget to cover your tracks – close all chests and closets that you have opened – so that owners do not notice anything unusual when they return. Having left the house through the back door, run to the barn where the stagecoach is situated. You may not bother with this at night, while in the sunlight it is better to enter it through the back entrance (to the left of the main one).

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Get inside and rush back to Emerald Ranch. If you want to get a gold medal at the end of the mission, return to Seamus in a minute and 10 seconds. Do not worry about the horses’ stamina – for whatever reason, they do not get tired when they are pulling the stagecoach.

Drive the stagecoach into the barn. From now on, you can sell loot (including jewels) and stolen carts to Seamus. At the end of the conversation with your new merchant, Hosea will offer to return to the camp together. Agree if you plan to go on the quest ‘’A Quiet Time’’ or refuse if you have something to sell to Seamus.

A Quiet Time

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To start this mission, talk to Dutch in the camp. The characters will start discussing the current situation and their plans, but Lenny will quickly intervene in the conversation – Micah has been arrested on suspicion of murder in a town called Strawberry. We will deal with this later, but for now van der Linde proposes to take the boy to have a rest in the Valentine’s saloon.

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Having arrived at the site, head to the bar to have a drink. The visitor who is standing nearby will start making fun of heroes – you can beat the rude man and throw him out of the saloon, threaten him or talk to him. All three options will lead to the same result – Arthur and Lenny will get drunk.

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After a few glasses of strong alcohol, Lenny will disappear. After gaining control over the hero, go to the table opposite to the bar where Tommy sits (Morgan fought with him in the mission ‘’Americans At Rest’’) and try – in his current state, the protagonist can barely connect two words – to talk to him. This is an optional action, but it is necessary to get the gold medal.

If you ask the bartender, you will learn that Lenny went to the second floor. You will find your friend leaning on the rail from the opposite side of the hall. After another round of drinking, your companion will climb onto the bar and start a fight with customers. Descend to the first floor to begin ... dancing with the staff and customers.

Once you come back to your senses, go back up to the second floor and look into the room 1A (on the stairs to the left, then to the right, then again to the right) to complete another condition for obtaining the gold medal at the end of the mission. After about a minute of drunken wanderings inside the saloon, Lenny will find you, and the heroes will start a slap competition.

After another drink, the heroes will go outside where they will be eventually caught by the police. To get the maximum result in the quest, you need to escape the authorities. After gaining control over the hero, run forward (avoid obstacles or you will be caught) until the road is blocked by the deputy sheriff. Turn right after this and jump over the fence (‘’square’’/X) – freedom!

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Depending on your success during the escape from law enforcement officers, Arthur will wake up either in the nearby forest on in the cell. In the last case, Lenny, who will also be caught, will place a $10 bail to free Morgan and himself. If the protagonist finds himself in the forest, he will have to get out by foot since the horse is in Valentine.

Blessed are the Meek?

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While you were having fun in the Valentine’s saloon with Lenny, Micah was in the prison on the territory of a small town of Strawberry which is located to the north-west of Horseshoe Overlook. Having arrived at the settlement, go to the sheriff – he is waiting for the hero in the building with a big inscription ‘’Jail’’. Go inside to start the mission.

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Arthur will call himself a bounty hunter who is investigating O’Driscolls’ case on behalf of Blackwater – Micah got in jail because of the shootout with them. However, this small masquerade won’t help the protagonist to rescue his comrade – he will be allowed to look at the convict only after he is hanged. Obviously, this option does not suit Morgan, so you will have to look for other options outside the prison building.

Once in the street, you’ll hear Micah’s angry lamentations. Go around the building counterclockwise to find the prisoner – he will be holding the bars with his hands. The new convict will convince Arthur to help, despite the latter’s apparent reluctance to do anything. You can rescue the bandit in two ways: by attaching a dynamite to the wall (if you have it) or by using a steam winch that is located in front of the cell.

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Before taking any action, we strongly advise to run to your horse and take something besides revolvers. Also, it’s a good idea to but a bandana on your face – don’t show how you look like as a major mess is about to start in Strawberry. Place the hook of the winch to the cell bars/ set the dynamite, and then activate the mechanism/ shoot at the dynamite to release your friend.

From now on and until Micah finishes his business in Strawberry, Arthur needs to protect his colleague – if he dies (this can happen), you will have to start from the nearest control point. Thus, keep up with Micah. This can be somewhat difficult because there are many enemies around and you cannot heal yourself if you want to earn the gold medal.

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Here’s what you should not do f you want to earn a gold medal at the end of the mission

There are two more conditions to achieve the maximum result – 15 headshots and an accuracy of at least 70%. In this regard, do not put your head out of the shelter when it is not necessary and shoot only when you are sure of your accuracy. Do not forget to use the time slowdown to facilitate aiming. In contrast to the health scale, no one forbids you to replenish the Dead Eye scale.

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Having gone through two Strawberry streets with you, Micah will visit his former friend and partner Norman nicknamed Skinny. While you wait, search the bodies of fallen law enforcement officers in the nearby. After spending about a minute in the house, your ally will go out with two pistols in his hands that were kept by Norman just in case.

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Fight your way to the horses, jump on your horse and rush out of the deserted town with Micah. Eight enemies on horses will try to prevent your escape. If you want to get a gold medal at the end of the mission, you need to eliminate them in 55 seconds. Use Dead Eye if you do not have enough headshots for the maximum result, but otherwise act quickly.

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Once you break out from the chase, Micah will thank Arthur and will give him an extra holster as a reward – now you can take a revolver in each hand. Besides, Micah will share his plans to stay away from Dutch for some time until he finds a way to make up for his mistakes. Thus, you will need to search for this character not far from Strawberry when you are ready to go on the next mission.

The First Shall Be The Last

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Soon after the completion of the mission ‘’Americans At Rest’’, the icon of Javier Escuella will appear on the map north of Blackwater. As a reminder, the Mexican was sent to search for Sean together with Charles and Trelawny. Once you reach the Great Plains, where Arthur and other gang members are on the wanted list, move straight to the indicator to avoid an encounter with local authorities’ representatives.

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By the time you get to them, Javier and Charles will already be monitoring the situation in Blackwater with the help of their binoculars. Soon, Trelawny will join the heroes and will report that Sean will be transferred to the federal prison. Before this, a short stop in the camp of bounty hunters that is located upriver awaits the bandit, so Morgan and company still have a chance to rescue their comrade.

At the end of the cutscene, get on your horse and ride together with Trelawny and Escuella – Charles went scouting – along the river. Presumably, a boat that sails along the river has Sean onboard. When the vessel moors the shore, take your binoculars and look closely at the prisoner – that’s Sean. He is led up the canyon while the boat is guarded by two bounty hunters.

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Do not forget to take a more serious weapon than a revolver when you get off your horse – there’s a big mess ahead

Josiah will propose to distract the mercenaries while Arthur and Javier sneak up to them to finish them off stealthily. Wait for Trelawny to complete his part of the plan and then sneak up to one of the enemies – Escuella will take care of the second one – and kill him with your knife. To get the gold medal at the end of the mission, you need to stealthily eliminate these bounty hunters.

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There is no invisible clock for this task so fight your way along the canyon, do not lean out of the shelters except when necessary and use the Dead Eye for headshots. If you want to achieve the maximum result in the quest, you need to get 10 headshots and you should not use health-restoring items during the whole shootout.

Charles will join Arthur and Javier who climbed up the canyon, and the trio will head to rescue Sean. Use stacked logs as cover and keep aiming at enemies’ heads. Be careful: opponents will try to take advantage of altitude so quickly eliminate mercenaries on the water tower and in the rocks that are located to the north.

Sean is hanging upside down from one of the trees. Before you release your companion, eliminate all the enemies in the area. After this, shoot the rope on which Sean is hanging – this is another condition for obtaining the gold medal at the end of the mission – and release the poor man. Talk to friends to complete the mission.

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Do not forget to visit the camp after completing the quest to take part in a party dedicated to Sean’s release

If you were hoping to collect useful (and not-so-useful) items from the enemies’ bodies at the end of the mission, we have to upset you: law enforcement officers will appear at the scene of the recent shootout to begin the investigation. If you stay at the crime scene, you will have to flee from them.

Pouring Forth Oil II

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Shortly after the completion of the quest ‘’Paying a Social Call’’, an icon of a quest from John Marston will appear on the campsite. Uncle told him about a train with rich passengers which was discussed by Mary-Beth in the mission ‘’Polite Society, Valentine Style’’. Now the battered bandit has a plan, and Arthur should help with its implementation.

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Marston wants to stop the train by scaring the driver with a kerosene tank that will be put across the railroad tracks – no one wants to burn alive. John is responsible for supplies – ammunition, weapons, dynamite, while Morgan must find a cart. Fortunately, the protagonist knows where a suitable cart can be found – the Cornwall factory to the east of Valentine.

Important note: if you postpone the execution of this mission for a couple of in-game days, John will do all the work for Arthur and will get the tank by himself. You won’t have to risk your life in this case, but you will not get the gold medal for this mission as it will be completed by Marston.

Having arrived at the site, you will find two suitable vehicles. Most of the time, both carts are located right here, but it may happen that one of the tanks will be transported to a farm near Valentine and stay there for some time. In this case, it will be easier to steal the cart (as it will not be guarded), but it will be much more difficult to take it to the place agreed with John in time allotted for the gold medal.

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If you have chosen the tank from the factory, we advise you to steal the one that stands on the east side of the fenced territory. You can stealthily sneak up to it – just jump over the fence and hide behind the cart. As soon as Arthur sits on the place of the coachman, shooting will begin, so you will have to act quickly. Otherwise, the tank may be damaged and explode.

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Avoid large stones when traveling off road or the cart may turn over

Having jumped onto the cart, rush straight to the quest indicator through fields and hills – to get the gold medal, you need to take the cart to the pre-determined place in one minute and forty-five seconds. You will not be able to do this by traveling exclusively on public roads, so you will have to drive off road.

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When you get to the hut of which John was talking about (it is located to the north of Dewberry Creek), get off the cart. The road back to the camp (you need to notify Marston about the completion of the task) is not a short one, while your horse most probably stayed at the Cornwall factory. Fortunately, there is a stable nearby, so you can ‘’call’’ your faithful horse in order to avoid going all the way to Horseshoe Overlook by foot.

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Once you get to the ‘’base’’, tell John about your success. The characters will decide that they need Charles to rob the train, and Marston will offer to meet near the hut where you left the tank. Be prepared to wait for a day or two – it will take some time before the bandits finally appear on the pre-determined place. Do not waste your time and complete the mission ‘’A Fisher of Men’’.

A Fisher of Men

While you wait for John and Charles to get to the hut where Arthur left the kerosene tank, talk to Abigail in the camp. She needs someone (for example, Morgan) to play with her son Jack – his father (Marston) does not play with him. The hero reluctantly agrees and calls the boy – he plays in the grass next to the nearby horse station – to go fishing.

Get on your horse and wait until jack brings his fishing rod, and then take the child with you. On the way to the bank of the Dakota River, the boy will complain that he left his fairy tales book in Blackwater because he was in a hurry – a corresponding task will appear in your journal. Sometimes, gang members can ask Arthur to bring them something. Complete this task to get a small reward.

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Having arrived at the site, pull out the fishing rod from your bottomless bag and put the bait on – this is done using the selector (L1/LB). To get the gold medal at the end of the mission, you need to catch the first fish in one and a half minutes. Holding L2/LT, quickly press on R2/RT to throw the fishing line near the coast and, accordingly, reduce the time for pulling your catch out of the water.

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Once you feel the vibration, press R2/RT once again to hook the fish and start pulling it out of the water. Move the left stick from side to side while the prey is twitching (this removes tension from the fishing line) and quickly turn the right stick clockwise to pull out the catch. The closer to the shore the protagonist threw the float, the less time you will need to complete the process.

Having inspected the fish, Arthur will surely make a remark that it is too small, but do not rush to throw it back to into the water or you will have to catch another one in order to advance in this mission. You can stop fishing after the first catch – Jack will want to collect red flowers that are growing in the nearby and to make something out of them. After some time, the boy will show you a self-made necklace.

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Two employees of the Pinkerton Detective Agency, Andrew Milton and Edgar Ross, will sneak up to the heroes (van der Linde gang tried to escape from them). The first one will offer to share the location of Dutch in exchange for Arthur’s safety. He will also confess of the murder of Mac Callander, another comrade who was lost during the Blackwater incident.

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After the agents leave with nothing, get back on your horse and ride to Abigail to give John back to her. Next, Morgan decides to tell Dutch about the meeting with Pinkerton agents. Dutch will tell to stay calm and do nothing – agents just try to intimidate the gang. The mission will come to an end after you watch the cutscene.

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If you have trouble completing the mission in seven minutes and twenty seconds that is required to obtain the gold medal, start the quest again and just skip all the videos – this will significantly reduce time costs. By now, John must have reached the hut at Dewberry Creek. If the icon has not yet appeared on the map, spend the night in the camp: the mission will become available the next morning.

Pouring Forth Oil IV

Having arrived at the place of meeting with John and Charles, you will find Sean who is shooting the bottles waiting for the hero. MacGuire will ask to participate in train robbery, and Arthur will reluctantly agree. The remaining gang members won’t be happy with this decision, but there is nothing to be done – since Morgan said this (and he didn’t really say anything), they must tolerate the Irish.

Get inside the cart, take the reins in your hands, and ride to the necessary section of the railway tracks together with your companions. Having blocked the passage, wait for the train to appear and, as soon as you have control over Morgan, do not bow down to the reflex that tells you to shoot the driver – he will be silently eliminated by Charles. Then, jump off the tank and climb onto the footboard of the passenger car.

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John will rob rich travelers while Arthur will beat those who refuse to part with their hard-earned jewels: having approached the ‘’non-payer’’, hold L2/LT and then press ‘’circle’’/B to blow the uncompromising citizen. Having cleared two cars, go to help Sean – he hasn’t yet opened the luggage compartment.

Once you approach your companion, a guard will jump out of the car door and will grab the talkative Irishman. Kill the enemy by using a new option in the Dead Eye regime – a manual marking of targets. Shoot the opponent on the roof of the car ahead and deal with two enemies inside the car. If you do it quickly enough, you will fullfill one of the conditions for obtaining the gold medal at the end of the mission – to kill all the guards before Sean shoots.

Next, you will have a couple dozens of seconds to rob the baggage car. To complete the task with the maximal rating, you need to inspect and rob all four places for storing valuable items and jewelry: there is a locker to the left of the entrance; two more lockers are located in the center of the car on both sides; a chest stands on the floor in the far end of the car. As soon as time is out, a cutscene will begin. By the time it ends, you will be out of the car.

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Several dozens law enforcement officers paid a visit to the train. Use Dead Eye in the shootout – to get the gold medal at the end of the mission, you need at least 10 kills. If you do not have enough charge, use tonics except for those who impact health and stamina: you cannot heal Arthur if you want to achieve the maximal result in this mission.

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If you try to escape in any other direction, you will have to stay away from the cops for some time after you get out of the red zone before they give up

As soon as you clear the area around the train, John will suggest fleeing away from the train and law enforcement officers. To satisfy the last condition for getting the gold medal at the end of the mission – escape in one and a half minutes – just rush along the railway tracks to the north-west until the cutscene begins.

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The heroes will discuss the situation and will share the loot between themselves: just like other participants, you will get about 200 dollars (the exact amount depends on what you managed to steal in the train). John will tell about his plan to visit Valentine to do some business, but this is a topic for the following storyline missions.

An American Pastoral Scene

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After you have freed Micah out of the prison and shot half of the small town in the quest ‘’Blessed are the Meek?’’, the guilty bandit (because he was caught by cops) will move to a modest camp that is located to the east of Strawberry. To regain van der Linde’s favor, Bell wants to rob a bank stagecoach together with Arthur.

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In order to meet the six-minute limit for the ‘’golden’’ walkthrough of this mission, you will have to skip cutscenes

Get on your horse and follow Micah to the ambush site – there is still a couple of hours before the guarded stagecoach arrives, so heroes will have to wait. We would like to note that this is one of the most difficult missions in terms of getting the gold medal because of a very tight time limit – just six minutes. The road to the stagecoach takes about a third of the available time. You are warned.

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When the time comes, rush to the stagecoach and, having activated the Dead Eye regime, kill all four guards with headshots to fulfill one of the conditions for getting a maximal rating. You will have to shoot the coachman as well but do not rush to do this – the stagecoach travels faster with the coachman than with Micah at the reins, and you have to be very quick if you want to get the gold medal at the end of this mission.

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Once on the passenger seat (Bell will drive the stagecoach), Arthur will get a Lancaster Repeater from his ally – if you have forgotten to take a serious weapon with you, this gift will come in handy. The heroes will decide not to touch the box with the money which was the main goal of the robbery – for now.

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On the way to the ambush site, Micah admitted that he learned about the diligence from one of O’Driscolls when he was in prison – the O’Driscolls gang frequently robbed it and will try to do it again, but now with you as security guards. One broken tree that was thrown across the road is all that O’Driscolls needed to bring the stagecoach upside down.

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Having returned back to your senses, immediately hide behind one of the boulders and start to methodically shoot your enemies using the Dead Eye regime – you need to kill 10 enemies (the original guards of the stagecoach are also counted towards this goal) to get the gold medal at the end of the mission. Do not use the time slowdown too often as the timer won’t stop until the end of the six minutes time limit.

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Do not lean out of your shelter without need – you cannot use medicines if you want to get the gold medal at the end of the mission. As soon as you shoot a sufficient number of O’Driscolls, they will flee, and you will finally be able to open the box with money. You can inspect the corpses of the defeated enemies later (the clock is still ticking), and for now shoot off the lock on the ‘’trunk’’ of the stagecoach and take 300 dollars.

The Sheep and the Goats

After the quite successful robbery of the train, John Marston will move to the south of Valentine where he will prepare his new plan. The bandit who has become wiser after the incident with the wolves will not explain anything (his idea has something to do with sheep) and will simply ask to follow him. On the way to the gunsmith who will provide you with a sniper rifle, the characters will discuss the upcoming era of the new man.

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Tie your horse to the hitching post in front of the store and go inside. Go to the counter, open the catalog (long press of the ‘’triangle’’/Y) and select the ‘’Rifles’’ tab. You are interested in the Rolling Block Rifle – unlike all others, this one will come for free. Having completed the transaction, go outside, get on your horse and follow John.

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When asked why he could not take the weapon by himself and save time, Marston will answer that he quarreled with the seller and did not want to face him once again. Also, you will learn why Arthur was invited to this place – a flock of sheep is taken from Emerald Ranch to an auction, and your comrade decided to scare the owners and take the animals for a future sale.

Once you climb a suitable hill together with John, get off the horse and walk to the edge of the ledge. Hold L2/LT to aim with your brand-new sniper rifle and make a few shots at the ground close to the sheep drivers to scare them away. You do not need to kill anyone so try not to hurt people and especially sheep – you will need to sell them later.

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Lone sheep are marked by yellow icons on the mini-map, while the grey icon represents the herd sheep

Go back to your horse, descend to the herd and collect the scattered sheep in one heap – for this, just ride close enough to the animal, and it will move in the right direction by itself. Try not to hit anyone or some heads will be missing at the end of the mission – there should be 15 of them. Marston will let you know when you are ready to move to the town.

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Herd management in Red Dead Redemption 2 is not much different from what you have seen in the first part of the series – get behind the animals to push them in the right direction. If you want, you can yell at the sheep (L2/LT + ‘’circle’’/B) or make a warning shot into the air (L2/LT + up arrow, then R2/RT). Both actions should speed up the sheep.

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Timely drive the sheep back into the herd and you’ll arrive at Valentine in full force – this is one of the conditions of getting the gold medal at the end of the mission. Interestingly, if the hero kills an animal on the way to the town, the task will be completed if all survivors get to the paddock marked by the quest indicator.

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The auctioneer will quickly understand that Arthur and John are not the real owners of the sheep and will demand 25% of the sale proceeds for keeping his mouth shut (stealing sheep is punished by hanging in the Wild West). Morgan will be outraged by the proposal, while Marston will not be confused and will trade the auctioneer’s takedown to 18%.

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Having made the deal with the auctioneer, go back to your horse and meet Dutch and Strauss in the nearby saloon. Arthur will eventually stay in the saloon to talk with van der Linde, while Leopold and John will leave to oversee the payments for the sheep. The characters won’t have the time to communicate as a screaming stranger will call Dutch from the street.

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The stranger is Leviticus Cornwall – the railway magnate who was many times robbed by van der Linde gang. Magnate’s men took Marston and Strauss as hostages and threaten to kill them if van der Linde does not get out of the saloon. By the time the heroes go into the street, Cornwall will leave the site – he will give orders to his wards and get away.

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Gradually press on R2/RT to fill the scale and get more time for aiming in the Dead Eye mode that will be activated as soon as you release the button. Make headshots – you need to have 25 headshots before the end of the mission if you dream of a gold medal. There will be plenty of targets so don’t worry.

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Avoid enemy bullets – you cannot use medicines if you want to achieve the maximal result – and shoot only when you are sure that you can hit the target – you need to keep your accuracy above 70% if you plan to get the gold medal at the end of the mission. As soon as you deal with the first pack of enemies, carts bringing more opponents will arrive from the north and the south. Strauss will get hit, and you will have to protect him for the remainder of the mission.

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Do not get far away from the cart or the game will decide that you have abandoned your gang and the mission will be failed

Move along the cart that carries the gang’s accountant and methodically eliminate emerging enemies. Actively use the Dead Eye regime to assure the required number of headshots. If you do not have enough charge to slow the time down, use tonics like chewing tobacco or snake oil that do not affect your health or stamina.

As soon as the cart with Strauss gets to Valentine’s stables, you will need to take the wounded man on your shoulders and carry him to John’s horse. Shoot the nearby enemies so that no one bothers you – you can only use the revolver when you carry a man – and then run to help Leopold. Having brought him to the right horse, Arthur will be left alone against superior enemy forces.

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At this stage, you can hide behind some box or cart and make the necessary number of headshots. When you are out of ammunition and/or health points, jump on your horse and ride in any direction until the enemies leave you alone. The mission will end at this point, and you will only have to return to the camp.

A Strange Kindness

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Having arrived at the base after the skirmish with Cornwall and his people, you will witness the end of the dispute between Hosea and Dutch. Hosea believes that the gang has turned into a bunch of notorious murderers (especially in the light of the recent massacre in Valentine), while Dutch insists on the need to survive by any available means. Arthur will interrupt the hot discussion.

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It is not safe to stay at Horseshoe Overlook (the heroes have been tracked down by both the Pinkertons and Leviticus Cornwall with his ‘’dogs’’), so the primary issue on the agenda is to find a place for the new camp. Micah told Dutch about a cozy place near Dewberry Creek. Morgan and Charles will have to inspect the place and, if necessary, clean it from potential enemies.

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Prepare for the road and ride to the quest indicator. Along the way, the characters will discuss the situation and their chances to escape from their problems by fleeing. Having arrived at the site, you will find a place that is not favorable for hiding – a dried-up stream that can be viewed from all sides. In addition, it won’t be a great place after the rain.

The problems do not end on this – there’s a body of an unknown man in the middle of the stream. A quick inspection leads the heroes to a small and deserted (at first glance) camp in the nearby. There are no people there (and you are not limited on time), so collect the supplies and activate Eagle Eye to find a trail leading to one of the abandoned carts.

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It turns out that a frightened German family is hiding under the cart – a mother with her son and daughter. They cannot speak English, and the language barrier won’t allow Arthur to convey his thought ‘’Get out of here’’ to the refugees. However, the girl will be able to tell the heroes that her father was kidnapped and will tell in what direction he was taken.

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Morgan does not want to deal with this problem, so first of all our brave protagonist will try to refuse helping the defenseless family. However, Charles will persuade him (or rather won’t leave other options). Being the main hunter of the gang, your companion will quickly spot tracks that lead in an unknown direction, so just follow your mate to end up in a small camp.

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You won’t have to spend much time searching for the kidnapped father – he is bound and lies on the ground with a gag in his mouth. As soon as you pull out the gag, the German will warn Arthur of the trap – enemies will suddenly come from all directions. This shootout will be rather short, but it is necessary to observe several conditions at once if you want to get the gold medal at the end of the mission, so there will be no time to relax.

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Hide behind the barrels and get out only when you need to make a shot – you cannot heal your character if you want to achieve the maximum result. At the same time, you are allowed to replenish the Dead Eye scale, so use time slowdown to kill at least five opponents with a headshot and avoid misses – by the end of the mission, your accuracy level should be above 80%.

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Be careful and avoid stumbling upon a tree if you decide to go straight through the forest: one hit, and you will have to restart the section

Untie the settler at the end of the shootout – you will deliver him to his family, while Charles will tell Dutch about a change in plans: the place of the settler’s captivity is much better for the new camp than the dried-up stream. Allow the former hostage to get on your horse and ride straight to the quest indicator – you need to get him there in a minute and forty seconds if you want to get the gold medal.

Red Dead Redemption 2 Walkthrough. Chapter 2: Horseshoe Overlook-206

From the conversation on the way to the German’s family, you will learn that he has been kidnapped because of money – he’s a gold miner. Reunited with his family, the settler will be so grateful to you that he will give Arthur a big gold bar that could later be sold to the merchant, for example, not far from Rhodes.

Red Dead Redemption 2 Walkthrough. Chapter 2: Horseshoe Overlook-207

At this stage, your mission is accomplished – the gang led by Dutch is happy with the new place on the lake and is full of optimism. Upon arrival at Clemens Point, the second act of Red Dead Redemption 2 will come to an end.


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