Red Dead Redemption 2
Red Dead Redemption 2 Walkthrough. Chapter 3: Clemens Point
- The New South
- Further Questions of Female Suffrage
- American Distillation
- An Honest Mistake
- The Course of True Love – II
- The Course of True Love – III
- Advertising, the New American Art
- Horse Flesh for Dinner
- Magicians for Sport
- Friends in Very Low Places
- Blessed Are The Peacemakers
- A Short Walk in a Pretty Town
- Blood Feuds, Ancient and Modern
- The Battle of Shady Belle
The gang of Dutch van der Linde decided to leave Valentine after the incident with men of Leviticus Cornwall who was tired of the fact that his trains and stagecoaches were constantly robbed. Fearing that the way to the west was blocked by Pinkertons, Dutch decided to hide in the south-east, not far from a provincial town of Rhodes.
Rhodes has long lost its pre-war charm and is currently famous only due to the major confrontation between two local families – Grays and Braithwaites. Their conflict would have continued as usual if Dutch and Hosea had not decided to take advantage of their quarrel.
From the very beginning of the chapter, two main tasks are available to you. In this walkthrough, we will move along them in order of their appearance on the map, storyline logic and convenience, starting with the nearest quest.
The New South
Having settled in the new camp, talk to Dutch – he stands on the shore of the nearby lake. Having spoken about the past and having discussed the current situation with Arthur, van der Linde will offer the protagonist to go fishing – the time is right, and there’s nothing more heroes can do now. You only need to find Hosea who knows a good place for this activity.
Get on your horse and follow your fishing guide. On the way to your goal, Dutch will ask Morgan (and, automatically, the other gang members) to behave responsibly in Rhodes and its neighborhoods. For you, this means a total ban on firearms and other weapons in this region. In other words, you cannot enter a fight or a shootout on the territory of the town.
Close to the railway passage, the heroes will catch up a cart designed for the transportation of convicts. One of the prisoners is Trelawny, who is familiar to you from the previous chapter. From the conversation with the guards – sheriff Lee Gray and his assistant Archibald McGregor – you will know that Josiah got behind bars on fraud charges.
While Dutch will distract the guards’ attention by talking, Anderson Boys will have the time to open the lock, run away and jump on the steps of the departing train. Van der Linde will offer his (and, more precisely, Arthur’s) assistance in catching criminals in exchange for Trelawny’s release. The hero will pick up Archibald and start chasing the train.
To get a gold medal at the end of the mission, you need to catch bandits in five and a half minutes. There are four thugs, and you have to deal with them without using weapons at McGregor’s request. The first thug will eliminate himself – he will be hit by a beam on the water tower while standing on the roof of the train.
When approaching the station, the train will slow down, and you’ll be able to come close to it. Jump (‘’square’’/X) on the platform car and be prepared to defend yourself (quickly press on ‘’circle’’/B) – the second Anderson will jump on Arthur. Having removed the bandit from your body – he will fly to the ground from your push – run after the remaining criminals.
Move along the train, jumping (‘’square’’/X) over obstacles, until you see the third Anderson on the roof of one of the cars. Hold ‘’square’’/X to defend yourself and dodge enemy attacks, and press on ‘’circle’’/B to make your own hits. Ultimately, Arthur will throw the opponent off the train – this is considered a ‘’catch’’ – and rush towards the remaining prisoner.
Morgan will find the last bandit in the fridge car. If you want to earn the maximum reward at the end of the mission, you need to have a flawless battle with Anders Anderson (that’s the name of your opponent), which means that you cannot allow him to hit Arthur even once. There’s not much place for maneuver so you will have to work hard.
Hold ‘’square’’/X to take a defensive stance and, as soon as Anders tries to hit you with a knife, deflect the left stick to the site to get a guaranteed opportunity for a short (one-two blows) counterattack. As even one missed hit means that you failed to satisfy the conditions for getting the gold medal, we advice to concentrate on defense.
Having defeated the criminal, put him on your shoulders and hurry to your horse to put him on the animal (do not forget about the time limit). Archibald will set the pace of the trip to Rhodes’ prison, and you won’t be able to do anything with this. So, just listen to his stories about the two leading antagonist families in the town – the Grays and the Braithwaites.
Once you are at the local prison, throw Anders on the ground in front of the porch. Your help in catching criminals will secure early release for Trelawny and sheriff’s good attitude towards Dutch and his company. On the way out of the sheriff’s office, Josiah will provide a quick take on the reasons of the quarrel between the two families – allegedly, they have not been able to share the rebels’ gold.
Dutch will quickly pick up the idea and will order Arthur and Hosea to learn more about both clans. Eventually, Trelawny will leave, and the remaining guys will propose Morgan to go fishing. You can skip the invitation, but in this case, you will not be able to get the gold medal at the end of the mission, so we choose fishing.
Ride along Hosea and Dutch before you find a suitable boat. Put it into the water, get inside and start rowing: the left stick controls the movement of the vessel, the button ‘’cross’’/A is responsible for its speed. Don’t push too hard as you are not limited on time, while the hero’s stamina is not infinite.
When you get to the area marked by yellow color on the mini-map, stop the boat and pull off the fishing rod. If you need fishing advise, we recommend refreshing your memory with the mission ‘’A Fisher of Men’’ from the previous chapter. All that you need to get the gold medal at this stage is to catch one (any) fish. So, relax and listen to the beautifully written conversations of the characters.
As soon as you get bored, press L1/LB to hide the fishing rod – your companions will do the same – and row to the new camp. On the way to the base, Hosea will start singing, while Arthur and Dutch will join him. Once at the shore, the heroes will go about their business, and the mission will come to an end.
Further Questions of Female Suffrage
While you were fishing with Dutch and Hosea, there was a conflict in the camp: Mrs. Sadie Adler – the mistress of the house that was seized by O’Driscolls in the mission ‘’Outlaws from the West’’ – does not want to serve Mr. Pearson on the kitchen, performing woman’s duties. Talk to any of the debaters to prevent an upcoming fight.
In order to defuse the situation, Arthur will offer Sadie to take a trip to the city – Pearson needs to send a letter and get some supplies. There’s nothing to do on the road to Rhodes, so Mrs. Adler decides to open the letter addressed to the cook’s aunt. According to the text of the letter, Pearson travelled a lot, became famous and is popular with women, although he did not get married.
On the way to the grocery store in Rhodes, Sadie will imagine that she is taking part in the robbery. Arthur will quickly bring her back to her senses and order to buy supplies for the gang. Meanwhile, he will go to the railway station which also serves as a post office. Talk to the clerk at the ticket office to send a letter – it won’t cost you a penny.
Return to Sadie who has already dressed up after visiting the local ‘’supermarket’’ – she will drive the cart on the way back. As soon as the heroes leave the city, Lemoyne Raiders will attack them and demand payment for the right of passage. Paying these gangsters is not in Mrs. Adler’s and Morgan’s plans, so you will have to shoot.
All the conditions of getting the gold medal at the end of the mission are concentrated in the framework of this shootout. After you shoot the heads of the first two opponents – you need five headshots in total – the characters will park at the nearest intersection, and the shootout will turn from dynamic into a positional one. To facilitate aiming, use the Dead Eye regime.
Take cover behind the cart – you are not allowed to use medicines (you can still slow down the time) if you want the gold medal. There won’t be many enemies here, so aim exclusively at the head (see the requirement above) and solely with the help of Dead Eye to avoid misses – your accuracy level should be above 85% at the end of the mission.
As if those conditions are not challenging enough, you need to deal with the raiders’ attack and make them flee in just a minute. Therefore, you need to shoot quickly and accurately. Fortunately, Sadie will help you and kill at least a few gangsters. If retreating opponents will be within your sight, don’t hesitate to shoot them in their backs to increase your accuracy level.
At the end of the shootout, get on the cart and take the reins in your hands – Sadie should take some rest. Return to the camp on the Clemens Point – on the way, Arthur will advise his companion to keep quiet about the fact they opened the letter – and hand the purchased products and his ‘’assistant’’ to Pearson. At this point, the mission will come to an end. The next two missions will take place in Rhodes and its whereabouts.
After fishing with Hosea and the main character, Dutch will move to the office of Rhodes’ sheriff, where he will establish business relations through drinking. By the time Arthur arrives, Lee Gray will be barely able to stand. At the same time, van der Linde will be able to keep his mind clear and will voice his plan to the protagonist – the gang leader wants to temporarily assume the role of Gray’s official assistants.
The sheriff will return to heroes and will tell them that somebody illegally brews moonshine in the nearby forests and that they should deal with this problem. The assistants (albeit temporary) of the sheriff cannot skip such a case, so go out and get on the cart with Archibald – Dutch and Bill Williamson will travel on another one.
On the way to the goal, McGregor will explain that Braithwaites have an illegal enterprise in the forests: this family of cotton planters had a fortune until slavery was abolished in America and their business became less profitable. Due to this, Grays’ arch enemies switched to the production of illegal alcohol: as soon as one distillery is destroyed by the local police forces, another one immediately appears somewhere.
Ultimately, Archibald will stop the conversation as he will notice a looted stagecoach on the side of the road and will stop the cart to check what’s going on. Having examined the cart and one of the bodies, the sheriff’s assistant will come to conclusion that this is the work of Lemoyne Raiders whom the hero had already encountered during his trip to Rhodes with Sadie (see the previous mission).
For Arthur, this stop means that the control of the cart will be transferred to him – Archibald needs to inspect the documents from the victims’ pockets. On the way to the swamp, McGregor will continue to curse Braithwaites: among other things, they also cooperate with Lemoyne Raiders by selling them moonshine.
Having reached the place of destination, take a pair of rifles from your horse’s saddlebag (this will be a useful move), squat and follow your companions. The characters will decide to split into two groups – Arthur with Bill and Dutch with Archibald – and the hero will be allowed to choose whether your team will go to the left or to the right. There is no difference so don’t spend your time thinking of this problem, just choose what you want.
You need to act stealthily during this section or you will have to restart from the nearest control point. Sneak behind Bill and allow him to knock out one of the bootleggers – deal with the second one by yourself. Having knocked out (‘’circle’’/B) the enemy – you can’t kill anyone – tie him up and take him to others. By this time, Dutch and Archibald will complete their own task.
Now that all bootleggers are tied, you can proceed to destroying their supplies. Take one dynamite – you can find it in the selector cell with a lasso – and set the charge. Stand back so that you are safe from the explosion – to get the gold medal, you must complete the mission without getting injured – and shoot the dynamite/throw another one.
The ensuing explosion will attract the attention of Lemoyne Raiders who will arrive from the south-west side of the distillery. Rush to the sound of shots and immediately hide behind a tree, a log, a box or a cart (depending on what is closer to you). Don’t get out of the shelter too often (remember that you need to avoid getting hurt if you want to get the gold medal at the end of the mission). If you took a rifle with you as we advised, you will be able to shoot from afar.
You need to shoot at the enemies’ heads – to get the maximum rating, you need to have 10 headshots by the end of the mission – and without misses, if you want to have an accuracy level of at least 70% (another condition for getting the gold medal at the end of the mission). Use the Dead Eye regime to facilitate aiming.
At the end of the shootout, inspect the bodies of the defeated enemies for valuable items – the time is unlimited – and return to your companions. Not all moonshine was destroyed during the raid, so Dutch will offer to ‘’deal’’ with the remaining alcohol using the forces of his gang, while Archibald will get only one bottle for his efforts.
On the way back, van der Linde will offer a horse duel: the one who gets first back to the camp wins. The race is not obligatory, but you need to participate if you dream to get the gold medal at the end of the mission. It won’t be difficult to win if you have a good horse – don’t push your animal too hard and avoid obstacles.
If you were not lucky enough to replay this mission, we have to warn you that only the standard (not the fastest) horse will be available for the race. In this case, you will have to use some tricks. Mark the finish line on the map and rush straight to it, cutting turns – Dutch always follows a civilized route. Don’t run into trees or your efforts will be in vain.
Your result in the race will have no impact on further events other than Dutch will mark Arthur’s extraordinary retreat abilities. More importantly, the gang took control of a whole cart of moonshine bottles that could be sold to their original owners. However, we will deal with this in upcoming missions, and now we need to find out what worries Molly.
An Honest Mistake
At the end of the mission ‘’American Distillation’’ Dutch’s mistress named Molly O’Shea will thoughtfully crouch against a tree on the outskirts of the camp. Come to the lady to enter the conversation. Before she tells you something valuable/personal, Uncle will interrupt Arthur’s talk with Molly. While Arthur will be arguing with him, Molly will go away.
The lazy old man is suddenly full of enthusiasm: very soon, a poorly guarded cart that carries workers’ wages will pass the intersection in the nearby. Uncle wants to limit his participation to information services, but Morgan will force him to go along with the rest of the present gang members - Bill and Charles.
Get on your horse and follow Uncle together with your companions. Soon, the characters will stop at an ambush site, and you will be offered to put on your bandana – just press L1/LB. Next, the cart will appear on the horizon, and it will be stopped without violence and participation of the protagonist.
The complications will begin when it will turn out that it’s the cart of the notorious Leviticus Cornwall and his kerosene factory. Charles will start inspecting the contents of the cart and will ask you to join him. Open the chest at the back of the cart – Arthur will take about a thousand dollars. The hero’s joy won’t last long as new guards are on the way – it’s high time to flee.
Get on your horse and follow your companions, shooting at your pursuers. If you want to get the gold medal at the end of the mission, you need to score 20 headshots and have an accuracy level of more than 80%. Due to this, we insist on using the Dead Eye regime which will ensure that you hit the enemies.
Once they manage to get away from the pursuit, the characters will decide to wait for the night in order not to bring the enemies to their camp. They will settle in a barn near a house. The waiting won’t be easy: the guards who are on the gang’s trail will want to check the suspicious building. You will be able to see the enemies’ movements through the gap in the wall.
No matter how quietly you behave in this situation, Arthur’s colleagues will ultimately drag him into the shootout with superior enemy forces. Take cover behind one of the barn’s walls and methodically shoot your enemies - do not forget about the conditions of getting the gold medal and about the necessity to periodically change a position to avoid extra damage – you cannot replenish your health scale if you want to achieve maximum result in this mission.
After some time, the fire from the kerosene lamp that belongs to one of the guards who came to check your barn will spread to the hay bunches scattered around the room. Thus, heroes will have to find a new shelter. Having got out through the hole in the wall, the characters will rush into the woods where they will decide to split into two groups – Arthur with Uncle and Charles with Bill – to confuse their pursuers.
Follow the old man and hide behind the big stones. Two guards will come – sneak up to one of them and finish him off quietly (or just throw a knife at the enemy). Unfortunately, Uncle won’t be able to deal with his opponent in the same style. Help him defeat the enemy to fulfill the last condition for obtaining the gold medal.
Then, return to Bill and Charles to support them against the remaining opponents. The visibility in the forest (especially at night) is awful so do not hesitate to use (and to replenish if necessary) the Dead Eye regime to facilitate aiming as you need to achieve the 80% accuracy.
When the shootout ends, the mission will end as well. The characters will share the loot between themselves (you will get about $112) and disperse. The bad news is that Leviticus Cornwall will continue to track down the van der Linde’s gang.
The Course of True Love – II
After taking a rest following a challenging robbery of the stagecoach, go to the Gray plantation in Caliga Hall – this is a huge area on the outskirts of Rhodes. Talk to the guards: Arthur will introduce himself as an assistant of the sheriff (that’s true for the moment), which will be sufficient enough to get access.
Talk to the worker who is sweeping the porch of the mansion – he will direct you to Beau Gray who is hanging around the timber warehouse. From the conversation with the young man, you will find out that he is in love with Penelope Braithwaite – a member of the enemy clan. Thus, the couple can’t be together.
Arthur would not have been involved in this love affair if Beau did not offer money in exchange for a service. Arthur needs to take a letter and a gift to Penelope. Mercantile Morgan cannot refuse such a proposition, so he gets down to business. Get on your horse and move fast – you need to complete the task in three minutes to get the gold medal at the end of the mission – to Braithwaite’s estate that is located to the south-west from Gray plantation.
Get off your horse once you approach the mansion as you need to act stealthily: to get the maximum reward for the mission, you must get to Penelope unnoticed by the guards. They are located mainly around the estate, so if you get to the pavilion, where the girl sits, from the lakeside, you will not face any resistance.
Give the letter and the bracelet to Penelope. At first, she will decide that it’s a gift from Arthur, but then she will understand everything, confess about her feelings towards Beau, and discuss the situation with the hero. Finally, the girl will ask Morgan to give a letter to her loved one; but first you need to get out of the enemy territory.
You can use the boat parked in the nearby or just run away from the Braithwaite estate, avoiding the guards – the protagonist does not need excessive attention. Once you are at a sufficient distance from the ‘’hot spot’’, you will complete this storyline mission. By the way, the reward for the delivery of the letter is just 12 dollars.
The Course of True Love – III
Once the previous task is completed, you can find Beau on the same Gray plantation but this time near the stables. Give the letter from Penelope to the young man – in this letter, the girl expresses a desire to go to the next meeting to fight for women’s right to vote in the elections. In the region where the word ‘’progress’’ almost equals to cursing and the incest is in the order of things, the young man worries about the safety of his beloved woman.
As usual, Arthur is in it for money. There is only one condition for obtaining the gold medal at the end of the mission: you need to complete it in four minutes and fifteen seconds, so do not waste time. Get on your horse and follow Beau to the outskirts of Rhodes where disgruntled women have gathered. The young man won’t be able to talk Penelope out of participation in the march, but at least he will send Morgan to help.
Get inside the cart which is full of numerous posters and banners and, holding ‘’cross’’/A (you won’t be allowed to move faster anyway, so don’t even try), follow the main road of Rhodes to the bank – this is a big grey building in front of the railway station. Once the ladies leave the cart, Morgan will join the crowd of protesters and will watch the performance of their main speaker.
Soon after the beginning of the meeting clouded by scandals, Beau’s stupid cousin Scott will start annoying him. To avoid a fight or something worse, Penelope will ask Arthur to help her loved one. The hero will lead the young man behind the building where their horses stand. If you wish, you can fight with Gray’s relative; but time is running out, so get on your horse and ride away together with Beau.
On the way to the old battlefield, the characters will discuss the situation and the fact that everybody knows about the ‘’secret’’ relationship between Beau and Penelope. Once you reach the place of destination, Gray will thank Morgan and give him a reward (this time you will get as much as 30 dollars). After this, he will go back while you will go about your own business. Get back to the camp to take on the next mission.
Advertising, the New American Art
Abigail will find Arthur who returned to the camp after the mission ‘’American Distillation’’ and will tell him that Hosea and John want to see the hero. Having arrived at the meeting place, the hero will learn that the gray-haired fraudster is about to sell the cart with the moonshine to their original owners from the Braithwaite family. Marston has other business, so you will get to this task together with Matthews.
Take the cart to Braithwaite estate. Near the estate, the heroes will be stopped by the guards. From the conversation with them, you will learn that the owner of the plantation is a woman – Catherine Braithwaite. You’ll be granted access to the mansion after the guards check the contents of the boxes that you transport.
Ride your cart to the mansion - Catherine will walk out of it surrounded by her sons. Hosea won’t be able to deceive the elderly lady – she will immediately sense that something is wrong and will declare her rights to her own production. As a result, the characters will agree that Matthews and Arthur will get fifty cents for a bottle instead of the original price of one dollar. Shipping cost, so to speak.
Having parted with her money, Braithwaite will offer a new advertising campaign to the heroes. She does not need the moonshine that was stolen at sheriff Gray’s watch, so she will ask you to hand the bottles for free to customers of the saloon in Rhodes (the town that belongs to the Gray family) in exchange for extra ten dollars. Moonshine distribution appears an easy task – time to make some money.
Go to Rhodes on the cart and park near the tavern that is marked by the quest indicator. While Arthur will take the box with the bottles from the cart, Hosea will bribe the guards at the back entrance so that you can get inside. As soon as Morgan stands at the bar, Matthews will announce the beginning of free alcohol evening.
In this section, which is a Wild West bartender simulator, you will need to serve drinks to customers – the faster the better. Having raised the glass by using the left stick, tilt the bottle with alcohol with the help of the right stick and, as soon as you pour enough drink, a button ‘’Serve Drink’’ will appear in the corner of the screen.
The promotion will last until evening – by this time, the majority of your clients will be hopelessly drunk. The party will be interrupted by the arrival of Lemoyne Raiders, who will accuse the heroes of stealing the moonshine. You will have to fight against the uninvited guests. Take cover behind the bar and turn on the Dead Eye mode – to get the gold medal at the end of the mission, you need to score five headshots and keep your accuracy level at 90%.
There is nowhere to hurry so do not lean out of the bar unless it is necessary – to get the maximum result in the mission, you should not use medicines. Having cleared the first floor, get up to the second floor and help (see screenshot above) Hosea to deal with one of the bandits. Eliminate the remaining criminals – with headshots, if you still need them – and jump to your companion’s cart.
In an attempt to break away from your pursuers, you will need to shoot, so do not forget to use the Dead Eye to keep your accuracy level high enough. Having defeated the raiders’ attack, the heroes will ‘’park’’ on the outskirts of the camp, while Hosea will tell about his plans to visit Mrs. Braithwaite to report about the full-scale success of the drinking operation.
Having returned to the base, Arthur will talk to Dutch and Micah, who are discussing the current situation: two confronting families of plantation owners together with an incestuous production of ‘’Romeo and Juliette’’ in the middle. Van der Linde plans to rob both ‘’clans’’, but first you need to get the trust of both families. That’s what you will do in the following missions.
Horse Flesh for Dinner
Having completed Mrs. Braithwaite’s assignment, go to Caliga Hall to meet with John Marston and Javier Escuella. Arthur will be stopped by the guards once again. When they hear about business partners and horses, the guards will let him inside and Arthur will head to the stables. Once you arrive at the site, Morgan’s colleagues will be already talking to Tavish Gray, the patriarch of the family and the father of the local sheriff.
Tavish is disturbed by Braithwaites’ horses. Gray himself cannot take part in this adventure as family honor and reputation will be at risk, but the heroes can – for a huge reward of five thousand dollars. The characters will need to steal the above-mentioned horses and deliver them to Clemens Cove near your camp in order to sell the animals.
Get on your horse and head to the Braithwaite estate together with your companions. Along the way, Arthur will voice an opinion that the gang should not complicate matters further, so you will have to be quiet in the enemy territory. In a conversation with the guard, John will introduce himself as a buyer of horses: the tactic will work, and the heroes will be able to go inside. Head to the stables and tie your horse to the hitching post near the building.
Get off your horse and talk to the stableman. At first, he will not want to talk to the characters, but the hero will convince him of the sincerity of his intentions to buy good horses. In the end, the employee will agree to show the ‘’goods’’ – while he is doing this, sneak from behind and kill him to fulfill the first condition for obtaining the gold medal at the end of the mission.
Cover your face with bandana using the selector and having calmed down (‘’square’’/X) the white horse, take it outside – John and Javier will take the other two. Marston will ride first, while Escuella will lead the stolen horses. As soon as the heroes are ready to leave with the loot, one of Braithwaite’s workers will notice them – you will have to fight your way out.
This section is not long, so the time for completing the second condition for obtaining the gold medal at the end of the mission – kill five enemies with headshots – is limited. Due to this and to the fact that you will have to aim during a horse ride, use the Dead Eye mode which will help with accuracy.
Once you are far from your pursuers, take a lasso – soon, you will need it. The black stallion will suddenly break away from the rest – you need to catch him in ten seconds if you want to get the maximum rating at the end of the mission. Once you are at a sufficient distance from the animal, hold L2/LT and throw the lasso. Without releasing the button, take the ‘’fugitive’’ to the other horses.
Go to Clemens Cove to meet with horse buyers – Clay Davis and his brother Clive. Contrary to Tavish’s promise, you won’t get five thousand dollars for the horses – only seven hundred dollars. The half of this money will go to the camp’s budget, while the third of the remaining sum (about 116 dollars) will go to Arthur.
The good point is that now you can sell horses to Clay and Clive in Clemens Cove. There, you’ll be able to get more for stolen animals than in the stables. The price tag for legitimately purchased horses will be less than in the stables. Having done damage to Braithwaites, the hero can go to their estate with a return visit, but this is a topic for the following storyline mission.
The Fine Joys of Tobacco
Soon after you complete the mission ‘’Advertising, the New American Art – II’’, an icon of Hosea will appear on the map in the area of the Braithwaite mansion. Going inside, you will find Matthews in a company of Catherine, her son and Sean MacGuire. Catherine wants somebody (Arthur and his assistant) to sneak on the territory of Caliga Hall and burn Gray’s tobacco fields with the help of the flammable moonshine.
Instead of Mrs. Braithwaite, it will be Sean who tells about this on the way to the goal. Morgan is well-known on the territory of Caliga Hall because he has been there a number of times, so you will be offered to hide in the cart to keep your incognito: press ‘’square’’/X to hide and press on the touchpad/view button to change the perspective to first-person view.
At the entrance to the estate, you will find a guard named Hamish who will be bribed by MacGuire with a bottle of free alcohol. Out of gratitude, the guard will get on the cart and show the road to the supplies warehouse to which the heroes are allegedly transporting a cargo. Having arrived at the place of destination, Sean will continue to talk to Hamish. If you want to get the gold medal at the end of the mission, you need to stealthily eliminate the worker.
Sean will close the doors to prepare several bottles with the ‘’cocktail’’ that you will use to set the fields on fire at night. Once you are out of the building, follow your companion with a huge moonshine bottle in your hands. Ultimately, the heroes will decide to split: MacGuire will go to set the barn on fire, while Arthur will be busy with tobacco plantations.
To get the gold medal at the end of the mission, you need to pour the moonshine on the fields in two minutes and twenty seconds – the countdown starts from the moment of separation with Sean – so you need to move fast (the running button will come in handy) but stealthily. If Arthur is in tobacco bush, he is practically invisible for the patrolmen who are walking around the plantation.
Once you get to the fields, hold R2/RT to tilt the bottle with moonshine – you need to work on seven sections that are marked by yellow areas on the mini-map. As soon as you have poured enough alcohol to the ground, the indicator on the radar will vanish and you will be able to proceed to another section. You do not have to spend the entire supply of alcohol – the main thing is to deal with the areas marked by the quest indicator.
It is better to move counterclockwise around the plantation. In this case, Arthur will be in close proximity to his next goal, the barn (Sean was supposed to set it on fire but something went wrong), after he has dealt with the plantation. Avoid guards (just stay away from them) and get to your goal – by this time, your companion will have finished with his own section.
Take the bottle from the bag (L1/LB) and throw it into the barn, then set the fields on fire in the same manner. Next, hide not far from Sean (if he is killed, you will have to restart the segment) behind some fence or box and start methodically shooting at Grays. Don’t get out of your shelter unless it is necessary as you cannot use medicines if you plan to get the gold medal at the end of the mission.
Having shot a sufficient number of enemies, Sean will ask Arthur to follow him – when the heroes prepared to burn the fields, they have overheard a conversation between one of the guards and a coachman regarding a cart that brought workers’ wages to the plantation. Now that the main task is completed, Sean wants to rob this cart and escape on the cart’s horses.
When you get to the horses, hold L2/LT and then press ‘’triangle’’/Y to unharness them. Once you are on the horse, wait for Sean and rush to the exit with him. If you want to get the gold medal at the end of the mission, you need to shoot five guards on the way out of the plantation. It is not so easy to do during a horse ride, so use the Dead Eye mode.
As soon as heroes break away from the pursuers, Sean will offer to go to the camp together. There, a number of storyline missions have most likely accumulated, so there is no point in refusing his offer. Once you return to the camp, Arthur will get his share of workers’ wage, about 212 dollars, and twice the amount will go to the gang’s budget.
Preaching Forgiveness as He Went
Some time after the completion of the mission ‘’American Distillation’’, Lenny will appear in the camp – the young thief will wait for the hero near the lake shore. He has a potentially lucrative enterprise on his mind: in the swamps to the east, according to locals, there is a gang who are selling weapons and periodically operate large amounts of money.
Get on your horse and follow your companion – on the way to the goal, you will discuss the treatment of blacks in the South and in the West. Ultimately, the characters will reach the place of destination – an old destroyed church, which was used by the gang (they believe that the Civil War has not yet ended) as an observation point on the outskirts of the battlefield.
The inspection of the building will lead to nothing, but Lenny will hear a passing cart full of dynamite. Follow this cart at a safe distance until your companion offers to hide the horses: the explosive cart brought the heroes to an old plantation mansion Shady Belle which is occupied by Lemoyne Raiders.
Hide behind the main gates to the enemy territory and use the sniper rifle to examine the courtyard. There are two options: you can send Lenny so that he can gather all raiders in one place or you can immediately open fire, starting with the red and, apparently, explosive containers. Both options will work, but it’s high time to think about the conditions that you need to fulfill in order to get the gold medal at the end of the mission.
First, you need to complete the mission in eleven and a half minutes, so you should choose a frontal attack because it is faster. Second, you need to kill at least ten opponents from the sniper rifle by the end of the quest and you should not use medicines. Thus, you should not go out of your shelter and should stick to the sniper rifle as your weapon of choice. Third, you should avoid misses, as you must keep your accuracy level above 70%.
There are plenty of enemies around the mansion so that you can easily fulfill the second condition. However, beware of staring at the sight without looking around because some opponents can come close to the hero, and in this case, you’ll be caught off guard. At some point, a machine gunner will appear on the balcony of the mansion – one precise shot from the sniper rifle will deal with this problem.
Having dealt with all enemies, inspect the courtyard – in the cart that is located to the right from the mansion (the cart with the horses), the heroes will find a stock of dynamite and a pack of brand-new rifles. Sit on the coachbox and take the cart to the camp – do not forget about the time limit. On the way, the heroes will face a trio of raiders who can be eliminated by using the Dead Eye mode (this is the fastest option).
At the end of the shootout, head to the gang base without slowing down. Having arrived at the site, Arthur will get the Bolt Action Rifle from the weapon box as a reward – you won’t get any money for the completion of this mission. However, Morgan will stay without money only until the next storyline mission.
Sodom? Back to Gomorrah
At the end of the quest ‘’Preaching Forgiveness as He Went’’, an icon of Bill will appear in the camp – he and Karen are busy in the cart. Arthur will be offered to rob the bank of Valentine, which was on Williamson’s mind (and on Jones’ and Summers’ minds as well) before the slaughter in the town (for some reason, the hero will be blamed for it). Morgan will try to refuse but the others will put pressure on him so that he has no choice – dress into your thief uniform.
On the way to the horse, Leopold Strauss will tell the hero about the sudden death of his debtor Thomas Downes (you have met him in the mission ‘’Money Lending and Other Sins’’ in the second chapter). He has left a wife with a child from which you can demand money, but you will need to go to them after the robbery, so for now focus on the task at hand.
On the way to the bank, the characters will discuss the plan – Karen will distract the guards by playing a lost girl or a drunken whore. You need to choose the approach, but both options will work equally well so there is no practical difference between them. Having heard the signal, rush into the building and threaten everyone with the gun. Don’t shoot – no one needs extra victims.
When the door to the cashier is open, force the bank employee to open the vault – the process of opening takes an incredible amount of time, so if you wish, you can hit the clerk more than once. It is not known whether it will affect his speed, but it will remove the tension. Once inside, you will face a new problem – the manager has the keys from safes, and he is not here. There are two options: you can break into the safe or blow up the locks.
The first option is time consuming – you will need to manually open each of the five safes, turning the left stick clockwise or counterclockwise – but it is a quiet method. After each correct number, you need to change the rotation direction. The second option implies the installation of five dynamite charges and their simultaneous detonation – you will only need to take the money.
In total, the five safes contain twenty thousand dollars – if you want to get the gold medal at the end of the mission, you will need to take the entire loot. Law enforcement officers will await the heroes on the way out of the bank – this will happen if you use explosives to open the locks. Hide behind the cart and start shooting enemies – you cannot use health-restoring items in pursuit of the gold medal.
Once you get to your horse (with or without a fight), jump into the saddle and rush away from Valentine together with your companions while fighting off the pursuers. To get the gold medal at the end of the mission, you need to make five headshots during this section. In order to keep your accuracy level above 70% (another condition of getting the maximum rating), use the Dead Eye mode.
Ultimately, the heroes will get to the railroad tracks, and the train will block the road for pursuers. Arthur will distribute the money among the participants and will head to deal with the debts of the Downes family – to get the gold medal at the end of the mission, you need to reach the ranch in one minute and fifty-five seconds. Do not slow down, cut corners, and you will have no problems getting to the ranch in time.
Having arrived at the farm, Arthur will demand money from Edith and her son Archie. The meeting won’t bring pleasure to anyone – apparently, Mrs. Downes ran out of money after the death of her husband, and she has to move somewhere with her son. The hero does not care about this – Thomas knew what he was doing – so he will return to the camp without any remorse. There, he will get the reward of two and a half thousand dollars.
Magicians for Sport
You won’t have to go far for the next mission – Dutch stands in his tent with a thoughtful look. During the last meeting, Trelawny told about the reward that was assigned for the heads of van der Linde gang members. However, this information is not confirmed, so Dutch suggests that the gang should not panic – it would be much better to talk to Josiah and ask him about everything.
On the way to the horse, take Charles with you – according to Dutch, even a statue will start talking when it sees you two. Get on the horse, and ride to Josiah’s temporary hut on the outskirts of Rhodes. After a short inspection of the caravan, you will understand that it (and, potentially, its owner) has been attacked by unknown assaulters.
To get the gold medal at the end of the mission, inspect all the evidence in Trelawny’s ‘’house’’ – a breakfast on a table near the window, a bed and blood traces on the kitchen floor that lead to the street. Charles, who left the caravan earlier than you, will find traces on the ground. Potentially, they were left by Josiah’s captors. Get on your horse and get ready for the second round of detective work.
Turn on the Eagle Eye to see the route with your own eyes – you cannot move away from it for more than nine meters (this is another condition of getting the gold medal at the end of the mission). Do not forget to periodically restart the ‘’detective mode’’ to avoid losing the trail. The kidnappers’ trajectory runs straight through the camp of two suspicious strangers on the edge of the forest.
The man will claim that he has not seen anyone resembling Trelawny, but Josiah’s cane under his feet will speak against this theory. A fight will begin – Arthur will take on the liar, while you companion will deal with his silent friend. Hold ‘’square’’/X to defend against enemy attacks and press on the ‘’circle’’/B to make your own ones. After a few successful combinations, the opponent will be knocked out.
By the time Morgan deals with his opponent, Charles will nail the second enemy down to the ground for interrogation. Hit the villain once at the head to make an argument and then ask where you can find Trelawny. You won’t have to wait much for the answer – the bounty hunters (apparently, the ones about whom Trelawny warned Dutch) dragged Josiah into a hut near the corn fields on the territory of the Braithwaite estate.
Kill or release the man and ride in the specified direction. Having arrived at the site, the heroes will find Trelawny who is pulled out of the above-mentioned hut by the bounty hunters. As soon as they see Arthur and Charles, they will rush away into the corn fields. Your task is to find and kill two of the three (we will later explain why) bounty hunters within one minute to get the gold medal at the end of the mission.
It is not difficult to meet the specified time limit: for starters, just follow one of the ‘’fugitives’’ and shoot him down when you are close enough. The second thing that you must keep in mind when tracking down your opponents is Charles’ commentary and birds’ behavior. The partner will periodically attract Arthur’s attention to a certain area on the field, while the scared birds almost always indicate the current location of the enemy.
Mercenaries also have a habit of running from one corn row to another, exposing themselves. Thus, watch the plants that can easily give away the position of the bounty hunter. If nothing helps, just run from side to side among the rows of the corn – sooner or later, you will see the enemy.
When two enemies are dead, the third one will drop his things in one of the areas of the field and escape. Charles will notice this and will call the hero – without equipment, the villain could not have gone far, so he is hiding somewhere in the nearby. Walk around the area marked by the yellow color on the mini-map until the mercenary himself finds the protagonist. Fortunately, your companion is good at throwing knives, so Morgan will safely get out of the grip.
Soon, Arthur will hear shots coming from the barn in the south-west. Rush there and kill two bounty hunters – one will be standing on the porch, while the other one will hide inside. Do not risk too much – you cannot use health-restoring items if you plan to get the gold medal at the end of the mission.
Having dealt with all the enemies in the area, get back to Trelawny. While you were running after mercenaries, he came back to his senses and can now tell you how he was kidnapped. For obvious reasons, Josiah can no longer live in his caravan, so he will decide to move to the camp for a while. There, he could be found immediately after this mission.
Friends in Very Low Places
After being rescued from the bounty hunters, Trelawny will be on the outskirts of your camp. To prove that he is beneficial to the commune, Josiah decides to involve Arthur in one potentially profitable business – a robbery of the stagecoach. According to him, the problem is that in such enterprises you never know whether the game is worth the candles.
Trelawny has a solution – a cashier named Alden works on the railway station of Rhodes. He has the information about all carriages in the region. Travel to the city with your companion and bribe Alden so that he provides a tip on a rich stagecoach that is moving south along the river through Siltwater Strand.
Once you have this information, ride to the ambush site. The plan is the following: Trelawny will arrange a small presentation for the passengers and, while everybody will be watching him, Arthur will sneak to the cash box, open it, take the loot and escape. Morgan will ask how he will deal with the lock. Answering this question, Josiah will hand him the master key.
If something goes wrong, you can always turn to violence, but one of the two conditions (we will speak about the second one in the very end of the article) of getting the gold medal at the end of the mission is to stay unnoticed during the robbery. Follow Trelawny at a proper distance – if you want, you can turn on a cinematic camera to see how Josiah is going to distract passengers.
Do not run to the stagecoach until Mrs. Damsen leaves it – in other case, you’ll be noticed. Next, squat and move swiftly to the box. Press on the ‘’square’’/X to open the lock – you won’t need any manipulations as in the case with safes – and then press on the button to collect the money. Retreat quietly to your horse and wait for Trelawny’s return.
The heroes will share the loot - $187 per person (twice the amount will go into the camp’s budget) – and will go about their own business. From this moment, you can visit corrupt cashiers in the whole world of Red Dead Redemption 2 to receive tips on carriages and carts that transport valuable goods.
Now let’s talk about the second condition for obtaining the gold medal at the end of the mission. You need to complete the task in eight minutes and ten seconds. The gameplay in the quest is limited – you need to get to Rhodes, then to the ambush site, and then you should perform the robbery – but the cutscenes may seriously lengthen the walkthrough. So, if you will replay the mission to get the gold medal, we advise to skip them.
Blessed Are The Peacemakers
After the end of the mission ‘’The Fine Joys Of Tobacco’’, Micah will sit down next to Dutch’s tent – he has an interesting proposition. It looks like Mr. Pearson managed to find a way to peacefully resolve the dispute with Colm O’Driscoll. On the road to Rhodes, the cook has met a couple of O’Driscoll’s boys who want to organize a peacekeeping meeting between their boss and Dutch in order to finally settle all the differences between the gangs.
Van der Linde will be skeptical about the idea which is understandable: he once killed Colm’s brother, who in turn killed van der Linde’s woman. In addition, it is highly likely that O’Driscolls have prepared a trap, of which Hosea and (to an extent) Micah are sure. Nevertheless, Dutch will agree to the meeting and will take Morgan with him as a bodyguard and Bill as a negotiation assistant.
On the way, the characters will discuss the situation – according to Micah, the gang cannot simultaneously fight against Pinkertons, Leviticus Cornwall and O’Driscolls. Arthur will find Micah’s words logical, but it won’t help to dispel his own doubts regarding the upcoming meeting. Having arrived at the site, the heroes will split: the protagonist will go to the top of the hill to cover his comrades, while Dutch and Micah will head to the meeting with Colm.
Arch enemies will exchange aggressive looks and mordant phrases, and then Arthur will be hit by the butt of an enemy rifle – the hero is captured by O’Driscolls. The bandits will kick the protagonist a little more and then return to their usual business – sitting and talking. Having collected the last forces, Morgan will make a timid attempt to escape, but the enemy bullet will crash his efforts.
The next time, the hero will wake up underground – in the basement of O’Driscoll’s shelter – and will be visited by Colm who has arranged this fake meeting to grab Arthur. He plans to use the protagonist as a bait – enraged Dutch will rush to rescue his foster son. O’Driscoll plans to catch Dutch and hand him out to authorities in exchange for immunity.
When Colm leaves, you’ll have to get out of this mess. First, you need to release Arthur and to patch the gunshot wound on his shoulder – to get the gold medal at the end of the mission, you need to do this in just one minute. Use the left stick to swing from side to side until you see the ability to grab a file in the lower right corner.
Sit beside the table, heat the iron tool over the candle (just tilt the left stick to the left) and then insert (‘’cross’’/A) it into the wound to pick out the bullet – you will do this by alternately rotating both sticks. Having got rid of the bullet in your body, put some gunpowder on the wound (press ‘’cross’’/A several times) and burn it with the candle (the same button).
One of the bandits will be attracted by the noise in the basement – Arthur will automatically lean to the wall, and the hero will have the opportunity to stealthily eliminate the villain. If you are late with your reaction, a fight will begin. Nobody will hear it from the outside, but one of the conditions for obtaining the gold medal at the end of the mission (remaining undetected during the entire escape) will not be fulfilled. Pick up three throwing knives from the enemy corpse and go outside.
Two O’Driscolls will go in different directions in front of you – follow the left one and kill him when he stops (from afar on in close combat). Go around the building counterclockwise – the enemy will be standing next to a small wooden hut. Throw a knife at him to complete another condition for obtaining the gold medal – to finish off the gangster who shot Arthur and beat him.
Don’t worry about other enemies – if you act fast enough, they will not notice you. Squat down, go to the hut and take all the equipment out of the box (it is marked by a weapon icon on the mini-map) – this is another condition for getting the gold medal at the end of the mission. Next, get on the nearby horse and descend to the shore to avoid O’Driscolls’ patrols.
Ride in the direction of the quest indicator until a cutscene will start. After he gets into the camp, the exhausted Arthur will be met by gang members who will put him to bed where he will spend several weeks before he can get up again. When this happens, an icon of a new storyline mission will appear in the Rhodes area.
A Short Walk in a Pretty Town
At the end of the last mission, Bill, Micah and Sean will sit on the steps of the Rhodes bank. They are waiting for Arthur in order to go to the meeting with Gray together. The meeting will take place in the local saloon, and the characters will talk about working as security guards. The heroes are not destined to walk to the tavern as their potential bosses – Grays – will attack them. The enemy bullet will hit MacGuire, and the battle will be continued without him.
In essence, this mission is a one big and long shootout so that all conditions for obtaining the gold medal are tied to combat. First, you need to complete the mission in four and a half minutes – act quickly and surely. Second, you must use pistols and revolvers and (third) make at least 20 headshots.
Now, let’s look at some tips. Take a good rest before the beginning of the mission so that Arthur has a maximum supply of the Dead Eye and a sufficient number of tonics that replenish it. In this mode, you will kill the majority of enemies because it is hard to hit heads otherwise. Don’t spend the time slow down in big portions – one murder per one use.
There will be many enemies in Rhodes, so there’ll be plenty of opportunities for headshots – just keep the snake oil at hand. If possible, hide behind various covers – if you want to get the gold medal at the end of the mission, you cannot use medicines. However, if you keep Dead Eye switched on, nobody will have the time to shoot Arthur.
Some time after the beginning of the shootout, Micah will shout that Grays are in the gun shop. Knock out the back door (this is faster than dealing with the lock), hide behind the corner and kill all enemies inside – preferably, with headshots. Next, take cover behind a window or doorway and continue shooting your opponents – move the mini-map if necessary.
Ultimately, Arthur and Micah will notice that Bill is absent but, when Grays start retreating (this will happen when you kill a sufficient number of enemies), they will go to search for a sheriff rather than their comrade. Lee Gray will leave his office with Williamson as a hostage and three bodyguards. You cannot negotiate peacefully, so you need to shoot them all.
At the end of the conversation, you will automatically switch to the Dead Eye mode – mark the heads of at least three enemies by using R1/RB to fulfill the last requirement for getting the gold medal. Be careful: if you hesitate, Micah might kill one or two enemies, blocking the highest reward.
Once you are done with the aggressive Grays, Arthur will say goodbye to Sean and order Bill to bury him in a quiet place. Micah will be aggressive towards the hero for no apparent reason, while Morgan, upset by the sudden death of the charismatic Irishman, will ride away. It is a good idea not to approach Rhodes some time after the completion of this mission.
Blood Feuds, Ancient and Modern
Go to the camp after the end of the previous mission. The van der Linde gang has a new problem: Jack, the son of John Marston and Abigail Roberts, has disappeared. The mother is in tears, the father is angry, and no one knows where the boy is. Kieran (the former O’Driscoll) saw guys who looked like Braithwaites in the nearby. First of all, Dutch (together with all combat-ready men) decides to visit the old Catherine.
On the way to Braithwaites’ mansion, the heroes will discuss the situation – it looks like the second plantation family has figured out van der Linde’s plans and launched a preventive strike. Once you are at the gates, get off the horse and take the long-range gun from the saddlebag – you will need it soon. Dutch will ask John to keep his head cool, and the heroes will move to the mansion.
Negotiations with Braithwaites’ representative will lead to nothing, so you will have to shoot the guards of the mansion. Take cover behind the cart or the boxes to avoid getting hit – you cannot use medicines if you want to get the gold medal at the end of the mission. Use Dead Eye actively – to get the gold medal, you need to make twenty headshots and keep your accuracy level above 20%.
Having eliminated the guards, rush inside and inspect two rooms to the left of the central corridor. There is no one in the first room, but in the second room (which is locked) a sly Braithwaite will hide behind the couch. Turn on the time slowdown mode and shoot his head off. When it becomes clear that neither the boy, nor Catherine and her two sons are on the first floor, the heroes will go upstairs.
On the second floor, two bad news await the heroes: first, the three main Braithwaites have barricaded in the bedroom and it’s hard to get to them. Second, reinforcements are coming up to the mansion from all sides, and you will soon need to fight against them. However, not everything is a problem – now you have plenty of targets for your headshots.
Take cover behind the column in front of the estate gate and do not forget to use the Dead Eye to facilitate aiming. Often, the enemies will be located far from each other, so mark just one goal for one activation of the time slowdown to save your adrenaline supply. If necessary, use tonics like snake oil or chewing tobacco.
After some time, the enemies will launch an offensive from the east. Having dealt with another attack, you will make Braithwaites flee, which will allow you to pay attention to the old woman and her children. Help John to break the bedroom door, rush in – the time slowdown will start automatically – and kill sons (Gareth and Gerald) with headshots to fulfill the last condition for obtaining the gold medal.
At the end of the fight, Dutch will start the interrogation of the mistress of the house. She does not want to answer Dutch’s questions about the boy’s location in the luxurious surroundings, so van der Linde will drag her into the street, ordering to burn the mansion along the way. Watching her 120-year-old house burn, Braithwaite will confess that she has given Jack to some Angelo Bronte.
This mysterious kidnapper lives in Saint Denis, which is located to the east of Shady Belle. Thus, the heroes have more important tasks than killing an old homeless and childless woman. At this point, this mission will end, but don’t wait for some rest – at the end of the cutscene, you will see a new one, which will serve as the beginning of the following storyline mission.
The Battle of Shady Belle
The next morning after the destruction of the Braithwaite estate, the members of the van der Linde gang will discuss the situation and their plans. The discussion will be interrupted by two uninvited guests, agents Milton and Ross. The Pinkertons want the bandits to hand over their leader, but they receive a silent refusal and promise to return with reinforcements.
The heroes can no longer stay at Clemens Point – Rhodes, Braithwaites, Grays, agents – so they start looking for a new refuge. Arthur proposes Shady Belle – an old mansion in the swamps near Saint Denis. Currently, Lemoyne Raiders are there. Dutch sends the protagonist together with John to inspect this option and orders the camp to get ready to move.
The first condition for getting the gold medal at the end of the mission is to finish it in eleven minutes. If you do not want to skip cutscenes in order to save time, you will have to act fast. First, ride straight towards your goal through fields and forests. Do not ride too fast or you can stumble upon a big rock or a tree.
Having arrived at the site, get off the horse and rush towards the front door of the mansion. Two raiders will await you there. This time, accuracy does not matter for the gold medal – you need to kill all raiders in the house. Having dealt with the first duo, get inside and kill the enemy who is hiding behind the table (to the right from the exit, then to the left). After this, get up to the second floor.
Once you are there, turn to the left and shoot another enemy through the hole in the wall – this is faster than entering the room. The leader of the raiders is in the locked bedroom opposite the stairs. Knock out the door – if you wish, you can wait for the old man to commit suicide, but you run out of time so kill him while he sits on the bed.
At this point, you will complete the second condition for obtaining the gold medal, so descend to John and take the corpse near the entrance. Run out – to get the gold medal, you need to get rid of two bodies in a minute and forty seconds – from the house and dump the dead into the swamp from the pier in the north-east. Return to the building and repeat the procedure with the raider who hided behind the table.
At the end of the ‘’cleaning’’, the rest of the camp will enter the territory of Shady Belle. Dutch will give orders and will ask Arthur to accompany him on a horse ride. Molly – van der Linde’s lover – will try to talk to her partner but she will get a rude refusal. Follow Dutch who will bring you to Saint Denis. At this point, the third act of Red Dead Redemption 2 will end.