Red Dead Redemption 2
Red Dead Redemption 2 Walkthrough. Chapter 6: Beaver Hollow
Following the clash with Pinkertons, the characters moved to the caves in the north of Saint Denis, not far from the mining town of Annesburg
The bandits from van der Linde gang did not have the time to settle in Lakay after returning from Guarma as they once again had to face Pinkertons. The heroes had to move to a troubled region to the north of Saint Denis – Beaver Hollow. Until now, Murfree savages were making trouble there, and currently the future of the region is uncertain.
Cornered, the bandits await their fate: Dutch is obsessed with ideas of loyalty and revenge (to Colm O’Driscoll and Leviticus Cornwall); Arthur is seriously ill and needs rest that he cannot afford; John is struggling in jail for bank robbery attempt in Saint Denis, while van der Linde is not in a hurry to save him.
From the beginning of this chapter, there’s only one main storyline quest available to you, so you won’t have a choice. In this walkthrough, we will take on missions in order of their appearance on the map, storyline logic and convenience: the nearest quest comes first.
Icarus and Friends
Before or after the relocation of van der Linde’s gang to Beaver Hollow, go to Saint Denis to meet Sadie. She waits for the hero in Doyle’s Tavern in the north-eastern part of the city. The characters will discuss the situation – what happened in Guarma, Dutch’s mental state, the funeral of dead comrades – and will go to find out whether John is still kept in Sisika Penitentiary.
The prison is located on an island, so you need to ‘’climb higher’’ to inspect the area. Fortunately, Sadie has prudently found a balloon flight instructor for Arthur. The instructor will take the hero to the penitentiary. However, Arturo Bullard (that’s the name of the instructor) does not know about this plan – and should not know about it ahead of time.
Mr. Bullard is sure that women cannot fly – this is harmful for their ‘’fluids’’, which, according to Arturo, is a well-known fact – so Morgan has to get into the basket. Use R2/RT to adjust the altitude of the balloon – to get the gold medal, you need to keep the slider in the yellow zone throughout the whole quest.
To facilitate this task, pay attention to the strip in the middle of the favorable area. Depending on the situation, this strip may move into different parts of the scale, so keep the slider near this strip. This will allow for a timely response to possible changes in altitude requirements for the aircraft.
As you approach Sisika, Mr. Bullard will complain about your actions, but he will ultimately calm down and even provide some help. Once you are close to the prison, be prepared to decrease altitude – having reached the fields, Arthur will hand the control of the balloon to the instructor and take binoculars. Point it towards a group of inmates in the east – John will be among them.
By the time Morgan sees his friend in shackles, the numerous guards will turn their attention to the balloon and open fire. All that you need to ‘’escape’’ is to hold R2/RT and hope for the best. After some time, the heroes will reach the sufficient altitude to stop worrying about bullets.
On the way back, Mr. Bullard will see through the telescope that Sadie is being chased by O’Driscolls in Annesburg. Arthur will once again hand the control of the balloon to Arturo and take a gun – Miss Adler needs to be saved. You can use a sniper rifle or a carbine – auto aiming does not work at such a distance.
To get the gold medal at the end of the mission, you need to make five headshots during your flight. Do not worry about your health – Morgan is too high for Sadie’s pursuers. In this regard, concentrate on each shot since another ‘’golden’’ condition is to have an accuracy rate above 70%.
Use the Dead Eye mode to comply with both requirements. If you do not have enough charge, do not hesitate to use tonics. Before you take them, make sure that you do not use any healing drugs that restore health and endurance – they are not allowed if you want to get the gold medal at the end of the mission. In the course of action, more enemies will join the chase, so you will have plenty of targets.
On the way to the bridge over the railway, the poor Mr. Bullard will be shot and fall out of the basket, leaving you alone with the balloon. Hold R2/RT to fly over the obstacle and then release the button to give Sadie an opportunity to grab the rope hanging from the balloon. You will have to drag the girl into the ‘’cabin’’ – deflect the left stick away from you and quickly press ‘’cross’’/A.
The heroes’ reunion joy won’t last long as their balloon will fall into the river in a matter of ten seconds, and they will be thrown out to the woody shore. O’Driscolls do not think of retreating so you will have to shoot back. Hide behind a boulder – do not forget that you cannot use medicines – and start shooting enemies. The first wave will come from the river side.
You should not worry about headshots, while you will have to take care of your accuracy level so do not hurry – the enemies will make themselves easy prey in the open space. To facilitate the task, use the Dead Eye mode – its charge should have recovered a little since the air battle. After some time from the beginning of the fight, enemies will start approaching from the forest side.
Make sure that all enemies from the side of the river are dead and move to another cover to continue your defense. This time, the enemies will hide in the trees, so it may be more difficult to hit a target. Use time slowdown to avoid a drop in the level of accuracy. Go to Sadie at the end of the fight – she has something to tell you.
Law enforcement officers have captured Colm who is the leader of O’Driscolls and Dutch’s arch enemy. He is supposed to be executed in Saint Denis, but Adler’s widow is afraid that he will escape and wants Arthur to make sure that everything goes well. However, the heroes first need to rescue Marston from jail – we will do this in the following mission.
If the previous quest with Sadie could have been completed before the gang’s move to Beaver Hollow, ‘’Visiting Hours’’ will become available only in the framework of the sixth chapter. The quest will appear on the map immediately after ‘’That’s Murfree Country’’ or after a few minutes after the completion of ‘’Icarus and Friends’’ – Mrs. Adler needs time to get to the venue.
Anyway, go to Copperhead Landing – a small peninsula north of Saint Denis. At the meeting site, Arthur will find Abigail and Sadie who are arguing with each other: the first one wants to go rescue her husband together with you, while the second one is against this move. Morgan will make his point, and Abigail will silently acknowledge her defeat.
The first condition for obtaining the gold medal at the end of the mission is to complete it in nine minutes. In this regard, we advise you to make a manual save before the quest as you will need to skip cutscenes to save time, while it will be hard to achieve the maximum result with standard characteristics and equipment.
Get in the boat and row towards Sisika. Once you are on the shore, bend down and follow Sadie to the observation tower. Climb the stairs and eliminate the guard. Next, take the binoculars out of the bag and look to the south, in the direction of a red barn, near which convicts work accompanied by two guards. Sadie will propose to kill them – fortunately, there’s a sniper rifle in the nearby.
To get the gold medal at the end of the mission, you need to eliminate both guards with headshots. The easiest way to do this is to use the Dead Eye mode, because the second guard will move haphazardly following your first shot, making your task more difficult. You should not miss since you need to keep your accuracy level above 80% to get the gold medal.
Do not waste time, descend from the tower and run to the wounded guard (the left one) – if you get to him too quickly, you will have to wait for Mrs. Adler. The interrogation of the wounded guard – you will learn that John does not work in the fields today – will be interrupted by another guard with a gun in his hands. Arthur will save the lady and get himself a human shield.
Since Marston is not in the fields, you need to head to the main gates with Milliken (that’s the name of your hostage) and call for him. On the way to the goal, Sadie will disarm all guards she meets, while Artur will ask Milliken about his role in the prison and about his boss, Heston Jameson.
The warden himself won’t be in prison since he left for Saint Denis, but his subordinates will reluctantly accept the request to exchange Marston for Milliken. At the end of the ‘’transaction’’, a shootout will begin – John and Sadie will hide behind the bags near the bridge, while the guards will try to capture the former prisoner.
Your goal is clear and simple: you need to get to the boat that is moored off the coast. To get the gold medal at the end of the mission, you need to do this in 2 minutes and 45 seconds, so do not waste time and keep the time limit in mind. However, you do not need to expose yourself to danger without necessity – you cannot use medicines in the pursuit of the gold medal.
Do not forget about the accuracy requirement and shoot the guards – first of all, we recommend to ‘’remove’’ the snipers on the prison wall – while John and Sadie run further. You are not obliged to stay near the bridge defending the fugitives. Rush to the fields – Arthur will call his friends and they will follow – and use the time slowdown to shoot the horsemen.
If you wish (or if you need) – for example, if there are too many pursuers – you can hide behind the boxes at the far border of the fields to eliminate your opponents and give John and Sadie time to keep up with you. When the situation allows, run to the boat – once your comrades are onboard, prepare to shoot the land ‘’rats’’. The boat will be unstable so use the Dead Eye mode to facilitate aiming.
Shoot four or five guards to protect the safety of your friends and ensure that the boat sails without problems. Get on the horse and follow Sadie (John is on her horse). On the way to the camp, the characters will discuss the situation – the ill-fated robbery and Dutch’s reluctance to rescue Marston. Only his wife will meet John with joy – van der Linde will be unhappy with Arthur’s insubordination.
Dutch will explain his reluctance to save John by his wish to save the gang from law enforcement officers, but neither Morgan nor Marston will be satisfied with this explanation. Ultimately, it is important that the prodigal son returned to the family unharmed, while the heroes are used to fights with Pinkertons. Mary-Beth will interrupt the hero’s thoughts and announce that Dutch and Micah are ready to deal with Cornwall.
The Course of True Love – V
Following the completion of any mission in the sixth chapter, a letter from Penelope Braithwaite (Beau Gray’s lover from the third chapter) will arrive at Arthur’s personal camp mail. The girl’s parents put her under house arrest for non-traditional views (equality ideas, for example). You can find the ‘’convict’’ near huts close to family plantations – as you recall, the mansion does not exist anymore.
The mission from Penelope is not required for the main storyline, so you must complete it until the end of the chapter or it will disappear. Head to Braithwaite estate that is located to the south-west of Rhodes (you can use fast travel if you have unlocked this function) and find Penelope – she will be sitting on the porch of an ivy-covered hut on the lake.
The girl wants to run to Boston with Beau. The young man cannot rescue his loved one because if they are seen together, he may be quartered, and she could be sent to the monastery. Here, Arthur Morgan comes to the scene – you need to take Penelope to Rhodes railroad station where Beau will be waiting for her. The lovers have not agreed about the date of the meeting, so the guy has to spend his time there every day.
One of the two conditions for getting the gold medal at the end of the mission is to complete it in seven and a half minutes. Thus, once you get on your horse and help Penelope join you, go straight towards your goal – this will significantly shorten your journey to the station. Be careful and do not stumble upon some tree.
Having arrived at the site, tie your horse to the hitching post (this is not required for the mission, but this move can save your horse a little later) and buy tickets for the young couple while they are preparing for the journey. Meanwhile, Beau’s conservative cousins will arrive at the scene, and you will have to save the young man from them. Do not forget to block (‘’square’’/X) enemy attacks before counterattacking and you will win the fight.
At the end of the fight, jump onto the bandwagon of the departing train and go to Beau and Penelope. The heroes won’t have the time to relax as an armed horseman (a relative of the girl) will be seen at the window. Run outside and start shooting the stubborn relatives – to get the gold medal at the end of the mission, you need to make at least five headshots, which is not difficult to do if you use the Dead Eye mode.
As soon as the noise of the shots subsides, the hero will notice that the train is slowing down – the driver decided not to risk his life and ran away. Go to the head car and take control of the train. Fortunately, it’s an easy task – hold ‘’cross’’/A and do not release it until you reach the place of destination, Fort Riggs station.
Upon arrival, Penelope will offer a family bracelet to Arthur as a reward – Hosea and Dutch pursued something similar a few chapters back. If you refuse to take the reward, you’ll get a bonus to reputation. If you take it, you’ll take possession of a rather expensive thing. Morgan will take the lovers to a stagecoach, give a revolver to Penelope and wish them a pleasant road to Boston.
Do Not Seek Absolution – I
Before you, Dutch and Micah go to deal with Cornwall, we recommend visiting Edith Downes – the icon of her mission will we right near the Bell icon if Arthur has a sufficiently high level of honor. In the sixth chapter, the accumulation of reputation points goes one and a half times faster than in other chapters, so it will be easier to achieve the required parameter.
This time, Morgan will find Mrs. Downes trying to seduce the workers of Jameson Mining and Coal Company. She is located under the company’s building. She won’t be happy to see the protagonist, but she will answer the question about her son – Archie is forced to work at the mine, where he is abused by his foreman.
Arthur wants to make up for the damage he brought to Downes family, so he will go to help the young man. To get the gold medal at the end of the mission, you need to complete it in a minute and twenty seconds. Do not waste time, get on your horse and rush to Annesburg mine. A small crowd has already gathered at the entrance. The foreman Mr. Dockery and Archie are at the center of this crowd.
The young man will introduce the protagonist as the murderer of his father, so Arthur won’t get Dockery’s sympathy – you will have to fight for the boy. Morgan will have to face two opponents at once – a random miner and a foreman – but to win the fight, you need to beat only the foreman, so do not turn your back under the attack of the second enemy.
We remind you that you need to complete the mission quickly, so do not waste time – Dockery will block direct attacks, so dodge his attacks (‘’square’’/X) and then counterattack (‘’circle’’/B). After two or three successful combinations, the enemy will be defeated, and Archie will be saved from his abuse.
As a compensation for the loss of job, Arthur will give the boy thirty-five dollars from his own savings and advise him to talk to Edith about moving to some more pleasant place. Archie will listen to you, but we have certain doubts about his mother. The second part of this quest will appear on the map after some time, so visit Micah and Dutch.
Just a Social Call
Having released John from the prison, Arthur will find Micah (or, more precisely, vice versa) in the alley between the miners’ houses in Annesburg. Bell will notice that the hero does not look healthy. When Dutch joins the conversation, the characters will discuss the potential traitor in the gang. However, the heroes have gathered for another business – van der Linde wants to visit Mr. Cornwall.
The protagonist is not sure whether this is an adequate idea, but he will still follow his allies. On the way to the docks where Cornwall’s ship will soon arrive, Dutch will explain that he wants to make a deal with the magnate: he will help bandits to flee from America while they will stop robbing his enterprises and trains. Hide behind the boxes to pass the time before the arrival of the rich man.
Cornwall will bring agents Milton and Ross to Annesburg – he is extremely dissatisfied with their work since the van der Linde’s gang and its charismatic leader are still free. When Pinkertons leave the scene, Micah will follow Cornwall’s employee that carries some suitcase, while Dutch and Arthur will leave their ambush to meet the magnate.
In exchange for Cornwall’s life, the bandits will demand many things – a ship, ten thousand dollars and the right of safe passage – not surprisingly, Cornwall will refuse to comply with their demands. As it turns out, that’s exactly what van der Linde was counting on: in a second, he will kill the rich man and enter a mass shootout with the employees and Pinkertons who came to the noise.
In order to obtain the gold medal at the end of the mission, you need to get to the horses in two minutes and forty-five seconds without using health-restoring items. As you are short of time, you should act fast – shoot three enemies on the ship and run along the pier towards the building of the coal mining company. The road will be blocked by four law enforcement officers – kill them (Dutch will help) and rush forward.
Since the accuracy level is not important for the gold medal in this mission, shoot the enemies on the run without stopping – they will not be able to shoot back under suppressing fire. You should only stop at shelters in extreme cases when characters cannot move forward. On the road to the above-mentioned buildings, you will face two Pinkertons: one on the bridge and another one on the water tower.
Once you get to the mining factory, hide behind the barrels – the heroes need to wait for Micah who is chasing some papers – and continue to shoot Pinkertons. Three of them are hiding behind the boxes in front of you. Two more Pinkertons will come out of the building at a higher level, while the last duo will run from the side of the tracks. Next, Dutch will warn about the danger from the left, and a few more opponents will descend the stairs of the building.
Some of them will be eliminated by Micah who has returned with papers in his hands. You can deal with the remaining enemies on the way up – your way to freedom lies through the building of the mining company. Once inside, climb a floor up to get to the coal shop. Two passages lead out of the shop – Dutch and Micah will move along the south one, while Arthur will take the north passage.
There will be four enemies inside the room – the one at the side of your allies, the second one on the platform in the middle and two enemies on Morgan’s way. Shoot ‘’your’’ Pinkertons and finish off the neighboring ones if necessary. On the road to the far side of the shop, the heroes will face another quartet of enemies – friends will help you to get rid of them, so you can hide behind numerous wooden partitions.
The way to the next floor is blocked by one Pinkerton – shoot him and run up the stairs, ignoring the ‘’snipers’’ outside the building on the left side. Inside the next shop, you will face two opponents, one of which will be most likely killed by your allies. Having dealt with the second enemy, hide to the right of the conveyor belt in the far side of the room.
It does not make sense to shoot off the numerous Pinkertons on the street, as the explosion of an oil-filled tank (see the screenshot above) will kill most enemies at once. Finish off the survivors if any and run towards the stagecoach in the north-west – Dutch decided to unharness horses from the carriage to escape. A cutscene will begin, and Arthur will get a temporary horse.
Follow your comrades, shooting horsemen along the way. In total, a whole dozen pursuers will try to stop you during the chase – you need to make three headshots to get the gold medal at the end of the mission. It is hard to aim in real time when you are riding a horse, so use the Dead Eye mode to facilitate the process.
Having broken away from the chase, the characters will stop to discuss the situation and their plans. Soon, the dynamite will be transported by Cornwall’s company, while high-value bonds are stored at his factory. You will need to deal with both issues in the following storyline missions, and now return to the camp where Reverend Swanson is waiting for Arthur.
A Rage Unleashed
Despite the fact that this mission starts with a conversation with Swanson, further events have nothing to do with the pastor. The heroes won’t have the time to have a proper conversation when Dutch will call for Arthur. He needs to discuss the route of their future journey: New York, Tahiti, Fiji Islands and even New Guinea. Before you go anywhere, the gang, according to van der Linde, needs to make some serious noise.
The conversation will be interrupted by Charles, who has brought Eagle Flies – the son of Rains Fall. The Fort Wallace infantry division led by Colonel Henry Favours – this is not the last time you hear this name – has taken Indian horses that must be returned. Smith does not want to fight for horses, but Dutch will agree.
Arthur and Charles will agree that the Indian and the bandit together will not be able to deal with the task, so they will follow them – the horses are kept on the ship near Van Horn. On the way to the goal, van der Linde will tell Morgan why he decided to help Eagle Flies – Dutch wants to divert the attention of authorities from the gang by a conflict between Indians and army.
Having arrived at the site, the heroes will agree to wait – it is easier to steal in the night. When the night comes, get into canoes that are ‘’parked’’ in the nearby and row to the ship of horse thieves. Get on board and act quietly – to get the gold medal at the end of the mission, you need to stealthily eliminate two sailors. This is an easy task, just do not hurry.
You do not have to go far to find the first victim – a soldier will stand with his back to you on the opposite side of the ship. Next, move to the upper deck – use haystacks or stairs – and sneak up to the enemy near the pilot house. Knock him out (and complete the first of the two ‘’golden’’ conditions), descend back to the ‘’first floor’’ and finish off the remaining crew members.
To move the ship, you need to raise the anchor – neither bandits nor Indian can do this, so Dutch will suggest to simply blow up the mechanism. Place the dynamite charge – Arthur will light up the fuse – and get away. Van der Linde is a poor sailor, so he will manage to take the ship to the rocks at the first opportunity.
The ship will be damaged and start sinking – you need to lead the horses to the shore. As soon as you have control over the hero – you need to take the horses to the shore in one and a half minutes to get the gold medal at the end of the mission – swim towards any of the animals marked on the mini-map. Get on it, quickly press on ‘’cross’’/A to speed up the process – do not worry about the animal’s stamina, you won’t have to ride it for long.
Once on the shore, Dutch will decide to examine the above-mentioned Fort Wallace together with Eagle Flies. The gang leader will tell Arthur that he wants to be present at the upcoming execution of Colm O’Driscoll. When the bandit and Indian leave, Charles will ask the hero to talk to Rains Fall – his son is completely out of control. If you agree, you will get access to a new storyline mission and a bonus to reputation.
The Delights of Van Horn
At the end of the mission ‘’A Rage Unleashed’’, you will find yourself in close proximity to Van Horn. An old house is situated nearby this settlement – Micah and Bill await Arthur there. Cornwall’s company plans to transport a bunch of potentially useful dynamite through the trading post. Having discussed the situation among themselves, the characters (except for Bill who needs to think something over) will go on a mission.
Get on your horse and follow Williamson. On the way to Van Horn, the heroes will see a Pinkerton patrol squad – a bad sign. Having arrived at the site, Bill will lay out his plan: he wants to stop the stagecoach full of dynamite by a good actor play – he will pretend to be drunk and lie down across the road. Arthur will cover the comrade from a nearby building.
Make sure that you have enough Dead Eye charge or tonics that replenish it. You will have to actively use time slowdown as both conditions for getting the gold medal at the end of the mission – you need to kill five enemies with headshots from a sniper rifle and show an accuracy level above 85% - require thoughtful shooting from the player.
The crew carrying the dynamite consists of two drivers and four horsemen – one of them will be killed by Bill, so you won’t have space for error (more on this later). Theoretically, you can eliminate all five enemies in one activation of the Dead Eye mode, but you will need a firm hand for this. Feeling the danger, the opponents will disperse and find shelters, making it easier for you to make headshots.
Having dealt with the guards of the stagecoach, descend to Bill and sit near him. Your ally will drive, while Arthur will need to shoot the pursuers. If you have not made enough headshots with the help of your sniper rifle in Van Horn, now is the time to fill the gap – use the Dead Eye mode.
Do not forget about the accuracy requirement and get rid of the horsemen as soon as possible. If your stagecoach gets too much damage, it will explode (there’s dynamite inside). Use time slowdown as the road will be bumpy. Having broken away from the chase, take the reigns in your hands or allow Bill to take you to the meeting with Micah.
Together with Bell, John will wait for you – he will deal with the stagecoach full of dynamite as the bandits want to blow up the Bacchus Bridge. Micah will order you to help in this endeavor while he heads to discuss the upcoming robbery of a train with Dutch, leaving the hero near the camp. The mission with Marston will not be immediately available, so we advise you to visit Annesburg where Arthur has unfinished business.
Do Not Seek Absolution – II
After some time – it’s a good idea to complete other missions in this period or spend a night in the camp – following the completion of the first part of this quest, an icon of the second part will appear on the map, in the region of the railway station of Annesburg. As previously, you need a certain level of honor for the quest to appear – the slider on the reputation scale should be closer to the right edge than to the middle.
This time, the quest is provided by Edith’s son Archie. According to him, his mother does not want to take Arthur’s money as she considers it dirty – a reasonable position given the protagonist’s involvement in the affairs of the Downes family. The widow herself went along the railway tracks with some man. To get the gold medal at the end of the mission, you need to find the woman in one minute and ten seconds, so the time is running out.
Get on your horse and hurry along the tracks until you get to the bridge. Activate the Eagle Eye mode (you need to press both sticks simultaneously) and follow Edith’s trail along the road, and then through the forest to the clearing. Here, you will find a former convict assaulting the unfortunate widow. Having chased him away, persuade Mrs. Downes to go with you.
Return to Archie with your new companion and say goodbye to them. It is too late to say sorry, but Arthur can pay off his sins (at least in his own eyes) by giving as much as $90.
Goodbye, Dear Friend
At the end of the quest ‘’A Rage Unleashed’’, Sadie’s mission in Saint Denis will become available. Mrs. Adler together with Dutch will wait for the hero in Doyle’s Tavern in the north-east of the city to go to the public execution of Colm O’Driscoll and ensure that it goes smoothly. To keep their incognito, the characters will change their clothes: men will dress as law enforcement officers while the woman will get herself a typical woman’s dress.
To get the gold medal at the end of the mission, you need to complete the quest in six and a half minutes. However, you will not be able to get to the square ahead of others, so just follow your allies. Having arrived at the site, the characters will find Colm’s men in the crowd and will decide to follow them. Arthur and Dutch will go after a suspiciously dressed man.
Follow O’Driscoll until he turns into the courtyard of an inconspicuous building. There, the heroes will overhear a conversation from which they will learn that there’s a sniper on the roof of the building. To get the gold medal at the end of the mission, you need to find him in 45 seconds. It is not hard to accomplish this task – you know where to find this O’Driscoll – but you need to act fast.
As soon as you have control over the hero, climb the vertical ladder at the far side of the courtyard and get into the second floor. Once inside the building, go up one level and find an unlocked balcony door that leads to the roof. Run forward until you see a case and a sniper rifle. As soon as you come to the instruments, O’Driscoll, who you’ve been searching for, will attack you.
The villain has a knife in his hand so be careful and block or dodge enemy attacks (‘’square’’/X) before launching a counterattack. Having eliminated the opponent, take the rifle and watch the ceremony of Colm’s hanging. To the horror of the convict, it will go smoothly, but Sadie, who suddenly broke loose, would not leave this quest without a mass shootout.
The area near the scaffold will be full of O’Driscolls. You need to kill eight of them with headshots from the sniper rifle to get the gold medal at the end of the mission. You need to act fast as van der Linde and Mrs. Adler will actively help Arthur. If you have trouble with headshots, use the Dead Eye mode.
Cover the retreat of your allies – they will escape using O’Driscolls’ stagecoach – and change into everyday clothes, throwing your camouflage in the nearest trash can. At the end of the cutscene, the protagonist will find himself in the camp where Tilly will give him a farewell letter from Mary. There will be no monetary reward for the completion of this mission.
Mrs. Sadie Adler, Widow — II
After Sadie says her final goodbye to Colm (see the mission ‘’Goodbye, Dear Friend’’) – the man whose bandits are responsible for the destruction of her home and family – she will want to finish off the remaining O’Driscolls. According to the widow, the last members of this gang settled on Hanging Dog Ranch far on the west, to the north of the town of Strawberry.
Arthur will try to refuse to be involved in this mission – he doesn’t care, and Colm is dead – but Sadie will present several convincing arguments. If you refuse, the mission will end. If you agree, Mrs. Adler’s will promise Morgan that she will take care of Marston family when it all ends soon.
If you wish, you can get to Hanging Dog Ranch on your own (for example, if you have unfinished business) – the easiest way to do this is by using the fast travel system built in the camp (if you have upgraded it, of course) – but going along with Sadie is the fastest and most convenient way to get to the site. In this case, you will find yourself at the designated place right after the end of the cutscene.
Several O’Driscolls gathered at the ranch, but Sadie promises to deal with one of them – the ‘’fat feller with a beard’’. To get the gold medal at the end of the mission, you need to complete it in five and a half minutes, so follow your companion and hide behind a boulder or a fence when you approach the estate – shooting will begin. There are no accuracy requirements in this mission, but it’s still better to deal with the enemies quickly.
The easiest way to deal with a large number of opponents in an open space is to use the Dead Eye mode. Do not use all the charge as you will need it soon. When the barn doors at the second floor are opened, get ready to turn on the time slowdown – you need to kill the sniper in the doorway with a headshot to get the gold medal at the end of the mission.
Having dealt with the enemies in the yard, Sadie will go to check the main house while you will be sent to inspect the barn. To get the gold medal, you need to clear the building without receiving damage, so you need to act carefully but quickly (do not forget about the time limit). In total, there will be four enemies in the building: two on the first floor and two on the second floor.
Try to kill at least a couple of opponents without entering the barn – visibility is extremely limited inside the barn, and nobody should hit Arthur if you plan to get the gold medal at the end of the mission. The first floor could be shot from the windows so be careful: hearing the noise, O’Driscolls may run out and take you by surprise. To maximize your chances of finishing the fight without damage, use time slowdown.
As soon as you finish your business in the barn, run to Sadie to the second floor of the farmhouse. Sadie has successfully found her ‘’fat feller with a beard’’ and brutally stabbed him. Covered with O’Driscolls’ blood, the poor woman will tell about how much she misses her husband and what she thinks about Arthur – ‘’Aside from my Jake, you’re the best man I’ve known’’.
Before returning to the camp, Sadie will need to spend some time alone (and wash herself). You will not get any monetary reward for this mission, but you will get some reputation points. Do not forget to search the numerous O’Driscolls’ bodies scattered across the farm to find valuable items and ammunition.
Bridge to Nowhere
Some time – Marston needs to take the cart with dynamite to the designated place – after the completion of the mission ‘’The Delights of Van Horn’’ near the Bacchus Bridge that is located to the north-east from Fort Wallace, John’s mission icon will appear on the map. At the meeting, the characters will discuss Dutch’s mental state and young father’s need to run away with his whole family.
Before this, however, the heroes should help van der Linde to deal damage to the army. Get on the handcar together with John and start pushing the lever – when Arthur lowers it, hold down ‘’cross’’/A. Having reached the low point, release the button and wait for the lever to return to the original position. Repeat the procedure until you reach the destination in the middle of the bridge.
We advise you to learn the mechanics of the handcar control because you will need this skill very soon. In the meantime, get off the handcar and take the box with dynamite to the stairs. Get to the fence, press ‘’square’’/X – Arthur will tie the load with a rope. Hold L2/LT and R2/RT alternatively to safely deliver explosives to Marston.
Repeat the procedure with the second box, descend to your ally and get ready to place the charges. To get the gold medal at the end of the mission, you need to place the charges on all three pillars in one minute and thirty-five seconds. Morgan runs slowly and turns sluggishly, so you need to act very carefully and accurately. Take the dynamite charge, run to the pillar, set explosives and immediately return – repeat three times.
Having installed all three charges, run to the handcar – John will shout that the train is coming. Get to Marston by pressing ‘’triangle’’/Y, hold and release ‘’cross’’/A to speed up the handcar and escape the coming train. To get the gold medal at the end of the mission, you need to do it in nineteen seconds so act rhythmically to avoid losing speed.
Jump from the handcar and follow John to the detonator. Press ‘’square’’/X to grab the handle and hold R2/RT to activate the device. After the explosion of the bridge, the characters will discuss their plans, and Marston will confess that his wife Abigail knows where Dutch stores the gang’s cash reserves. You will need this information later, while the current mission will be completed at this point.
Archeology for Beginners
Following some rest after blowing up the bridge – Arthur’s health does not get better – move to the north to Wapiti Indian Reservation, where the local leader Rains Fall awaits the protagonist. This mission will appear on the map only if you have accepted Charles’ request at the end of the mission ‘’A Rage Unleashed’’.
Having arrived at the site – note that you cannot use weapons on the Indian territory – look for the wigwam of Rains Fall and go inside. The characters will discuss the challenging situation of the indigenous people of America, the naivety of Eagle Flies and Dutch’s talkativeness. Ultimately, the leader will invite Arthur to a horse ride – the Indian wants to show you something.
On the way to the horses, Captain Lyndon Monroe will tell the heroes the bad news from the mayor of Saint Denis – the oil company has already received permission to work on the territory of the reservation. Your new companion will ask Morgan to help in some delicate deal. If you agree, the hero will earn some reputation points, and then will get access to another mission.
After this, Monroe will go about his own business, while the heroes will continue moving towards the place that is sacred for the leader. The Indian wants to help the protagonist with his cough. To do this, he will pick up two herbs along the way and put them in your saddlebag. Between stops – you do not need to get off your horse – you can discuss various topics with Rains Fall, including Arthur’s dead son named Isaac.
Follow the leader to the sacred place – it will be robbed. In addition to burned tents, Chanunpa – the pipe of peace – is missing. Do not waste time on collecting the evidence and run to the edge of the ledge in the west – you’ll see an army camp at the foot of the mountain. According to Rains Fall, this is Colonel Favours’ men who must have committed the robbery.
Arthur needs to return the relic. If you want to get the gold medal at the end of the mission, you need to accomplish the task in one and a half minute without being detected. The pipe is lying on the ground in the center of the camp together with other sacred objects. It is located in front of the gray tent right behind the pot that is hanging over the fire. Two soldiers sit in the nearby.
As soon as you get the task to return the pipe to the leader, descend from the mountain and run straight to the camp. It is better to enter the camp from the north-west as shown on the screenshot above. A patrolman will move along the same route – theoretically, you can knock him out, but this requires time that you do not have – so you need to act quickly.
Squat when you approach the camp so that you do not make too much noise when running. Once you reach the blue tent, you can switch to a slow walk – enemies are everywhere. As soon as Arthur picks up the artifacts, the countdown will end, and you will need to get out of the place without being detected. Run to the north-west and return to the leader once you are far away from the patrolman.
Rains Fall will thank Morgan for his help and, in case you did not kill anyone, give him Owl Feather Trinket which reduces the consumption of the main hero’s characteristics by 15%. At the end of the cutscene, the protagonist will find himself in the area of O’Creagh’s Run Lake, so the nearest storyline missions will be equally far away from your location.
Honor, Amongst Thieves
If you have accepted the request of captain Monroe in the mission ‘’Archeology for Beginners’’, the soldier will await Arthur in Wapiti Indian Reservation. Colonel Favours did not provide the necessary medicines to the indigenous people, and now the whole settlement is suffering from illnesses. Morgan’s task is to return medication to Indians.
To get the gold medal at the end of the mission, you need to complete it in five minutes. However, you cannot speed up the ride with captain Monroe which will take you to the place where you intercept the stagecoach with the vaccine. Thus, you will have to catch up on time in other segments of the mission. The soldier will ask you to act gently with the convoy – total stealth is required for the gold medal.
Having arrived at the site, Monroe will explain to Morgan from where the stagecoach will appear. He will also provide the necessary instructions and disappear, leaving the hero alone with his task. Once you have control over the character, get on your horse and ride towards the stagecoach. Once you are close, jump aboard (‘’square’’/X), get the vaccine from the gray box and jump to the ground.
Get back on your horse – in theory, the animal should follow the medical stagecoach all the way – and hurry back to the reservation. The terrain here is rocky, so we do not recommend experimenting with the route – you can stumble upon an impassable gorge. Find captain Monroe in the settlement and give him the medicines to complete the mission.
The Fine Art of Conversation
After the completion of the quest ‘’Honor, Amongst Thieves’’, Trelawny’s quest will appear in the camp. Although the ride to this quest is much longer than to Eagle Flies, we want to finish the story of Captain Monroe before we take on the new storyline – the son of Rains Fall against the army. To get the gold medal at the end of the mission, you need to complete it in nine and a half minutes, so make a manual save and skip all cutscenes.
Following the conversation with Josiah – anticipating an imminent end, he decides to leave the gang – Charles will call the hero (he brought Rains Fall with him). Colonel Favours agreed to meet with Rains Fall to resolve the conflict. The Indian asks Arthur to attend the meeting. The protagonist will try to refuse but will ultimately succumb to persuasion and agree to help.
Get on your horse and follow your companions. On the way to the venue, the characters will discuss the army’s actions against the Indians (stealing horses and sacred objects, failure to provide medicines) and their consequences: in particular, it is impossible to persuade Eagle Flies to abandon offensive methods of struggle against aggressors (several upcoming missions will be devoted to this issue).
Get off your horse when you arrive at the site, go to the negotiating table where Favours and Captain Monroe are already waiting for you. Before the discussion begins, Arthur will have such a strong tuberculous cough that colonel will have to remove the protagonist from the meeting. This will turn out to be a favorable development – having stayed in a tent to which he was taken by a soldier, Morgan will be able to overhear an extremely important conversation.
Deflect the left stick away from you two times to get up and look out. Two soldiers will discuss Monroe’s fate. Favours believes that the captain is guilty of stealing medicines and assisting the Indians so he plans to prosecute him for treason to prevent Monroe from interfering during the ‘’settlement’’ of conflicts with the indigenous people.
By the time Arthur returns to the negotiating table, the discussion will come to an impasse, and Rains Fall will be about to leave. Lyndon will try to explain the validity of chief’s claims but will get accused of failure to comply with military rules and treason. Following the order to arrest Monroe, the main character will take one of the soldiers as hostage and demand to release the captain.
Retreat to the horse with your new ‘’human shield’’. Once you are close enough, Arthur will automatically put the hostage on the horse and get on the horse himself. Follow your companions – to get the gold medal at the end of the mission, you need to kill a horse of one of the pursuers, abstain from using medicines and keep the accuracy level above 75%.
Monroe will not shoot his fellow soldiers, so Charles and Arthur will have to do captain’s work. As soon as you see a horseman who got out on the road, turn on the Dead Eye mode to shoot the horse in the head. Use time slowdown to mitigate the negative effects of shaking while riding. After some time, the horse under Monroe will be shot, so you will have to dismount.
Hide behind a tree or a boulder and start resisting your opponents. There are no requirements regarding the number of headshots this time, so just don’t miss to keep the accuracy level high enough. Don’t get out of your shelter unless necessary as you can’t use medicines and stamina-restoring items if you want to get the gold medal at the end of the mission.
At the end of the shootout, jump on your horse and wait until Monroe joins you. Follow Charles to the railway station shooting pursuers along the way – this time, their number will be lower than in the previous case. Use the Dead Eye mode to facilitate aiming – you can use the appropriate tonic if necessary.
Take Monroe to the train and give him 40 dollars. There, you will meet either Reverend Swanson or Sister Calderon from the fourth chapter – both have decided to flee. The Reverend will be waiting for Arthur under any circumstances, while the Sister will be present only if the hero helped her to return the pocket crucifix and reached a fairly high level of honor. The characters will talk about life and part as friends.
Having saved Captain Monroe from the attacks of Colonel Favours, go the icon of Eagle Flies at the cliff in Cumberland Forest. Apparently, Dutch persuaded the son of Rains Fall to take decisive actions against the army, and now Arthur must help van der Linde to place dynamite charges on the trees to arrange an ambush.
On the descent from the cliff, Dutch will once again remind you that he uses poor Indians in his own interests – the hype around the confrontation between Favours’ men and indigenous people should help the gang to avoid excessive attention from authorities. The conversation will end with Arthur being told to pick up the coil and lead the wire from it to four dynamite charges that will be placed on the tree trunks by Dutch.
Having finished the organization of an ambush, return to Eagle Flies and get ready to press on the detonator lever. You should not calculate the moment for the explosion by yourself – just wait for van der Linde’s command. Having not received any meaningful answer to the demand to leave the poor Indians alone, Dutch will open fire at soldiers who are ‘’locked’’ between the trees, initiating another mass shootout.
The battle will begin at the edge of the cliff – the fog makes it more difficult, but you should try to make a few headshots (you will need 25 headshots to get the gold medal at the end of the mission) before the enemies get up closer to you. Having defeated the attack, you will turn opponents to flight. Descend to the empty convoy and check the bodies in search of valuables.
The heroes won’t have much time to search for valuables as another squad of enemy soldiers will get to the ambush site. This time, the soldiers will have a cannon. To get the gold medal at the end of the mission, you need to kill the cannoneer in 45 seconds. With skill, this can be done with an accurate shot from a distance, but since you still need headshots, we advise you to clear the hill from some of your enemies.
You should not be especially heroic – you cannot use health and stamina – restoring items in pursuit of the gold medal. Don’t rush as you have at minimum 20 seconds to clear the area. As soon as the cannoneer is eliminated, warlike music will be heard from the fort – a new squad was sent to deal with the heroes.
Dutch does not want to wait for the next portion of the soldiers, so, forgetting about Eagle Flies, he will propose Arthur to flee. There is no sense to refuse, so rush towards horses and ride along van der Linde. After some time, he will propose to dismount and continue the escape on foot. To let your horse go, and in order to protect the animal from possible pursuers, go to it, hold down L2/LT and then ‘’circle’’/B.
The heroes were not able to break away from soldiers – soon, the shots will be heard. Take cover behind a boulder and start shooting enemies. As soon as you kill a sufficient number of your opponents – do not forget about the headshot requirement – Dutch will propose to run further. The next pack of enemies is waiting for characters near a fallen tree – hide behind it and finish off the soldiers to move along the serpentine.
If you have not yet made the required number of headshots, it’s high time to deal with this problem as the soldiers on the narrow path just don’t end. Stand away from the turn to have room for maneuver and hide behind some stone to reduce damage. Now you are ready to hunt for headshots.
As soon as you have enough headshots, or you can no longer hold back the enemy, run to the edge. Dutch led Arthur into a stalemate: enemies are in front, an abyss is on the sides, and a mountain river is behind. Press on ‘’triangle’’/Y to surrender, and then slowly retreat to the edge of the cliff with the help of the left stick until you see the message ‘’Jump’’ on the screen.
Having miraculously survived after the fall from the cliff, the heroes will find themselves in cold water. Follow Dutch – you may not see him, so look at the mini-map. Swim to the shore so that van der Linde can pull Morgan out of the water. Dutch won’t explain why he pursued this idea while refusing to save John out of prison and ride away, leaving Arthur alone with his thoughts.
The King’s Son
Following the completion of two previous missions – ‘’The Fine Art of Conversation’’ and ‘’Favored Sons’’, Charles’ icon will appear on Wapiti Indian Reservation territory. According to him, Rains Fall is worried about something – it will turn out that Eagle Flies has been captured by law enforcement officers who are going to hang him for treason.
The young man is kept in Fort Wallace, and Charles knows how to get there. On the way to the fortress, the characters will discuss their plan: wait for darkness, get to the fortress along the river, sneak in through the weakly protected part of the wall, act stealthily (only knives and arrows, no firearms) – otherwise, the young Indian won’t be alive by the time his saviors come.
On the way to the river, Arthur will tell Charles – the first of the whole gang – about his health condition. Unlike the hero, the hunter believes that knowing about the imminent end is a gift – Morgan still has a chance to correct something. Having crossed the river, the characters will approach the fort – this will happen when the night comes – and Charles will propose to dismount.
To get the gold medal at the end of the mission, you need to kill soldiers that stand on the way to Eagle Flies with headshots. This means that you will have to make headshots not only to enemies that you choose, but to all enemies that face Arthur and Charles. In other words, in the situations with two guards, in which your companion typically deals with the second enemy, you need to turn on the Dead Eye mode to be in time to shoot both opponents.
The first pair of guards awaits you in front of the main gates. Kill them with headshots by using time slowdown and follow Charles. Cuddle up to the wall to avoid being detected by the soldier with a lamp who is located above. The next pair of enemies is not exactly a pair: one will look out of the window on the tower, while the second one will be standing near the fence from the outside. Turn on the Dead Eye mode and aim at the heads of your opponents.
By the way, you should not miss your shots not only because of the possible alarm that will be raised by enemies who survive your attack, but also because of the second condition of obtaining the gold medal at the end of the mission – you need to finish the quest with accuracy level above 80%. You can replenish the Dead Eye charge (as well as you can restore your health and stamina), so your situation is not that challenging.
Use Charles’ help and the climbing iron to get on the wall and inform your ally that you will personally deal with the guards in the front. Wait until the patrolman stops and then shoot or you risk missing your shot. From here, you can shoot another enemy – he stands to the right of the tower – but we advise you to get closer to him for greater confidence. Charles will propose to use a knife – ignore his advice.
Further along the fortress wall, another pair of guards awaits the heroes. Use time slowdown in order to prevent your companion from making headshots instead of you and move to the tower ahead. There’ll be a patrolman at the exit – tell Charles that you will kill him. Hide behind the doorway and aim properly – the enemy will move in a straight line from the hero.
Having neutralized the enemy, descend to the fort from the fortress wall – the entrance to the prison where Eagle Flies is kept is blocked by several more guards, so Arthur needs to make a distracting maneuver. Climb the stairs to the tower on the left and eliminate the guard on the wall with an accurate headshot. From there, you can aim at a lamp that is hanging above the piles of firewood – the fire will keep the soldiers busy for some time.
Jump to Charles and sneak into the local jail with him – your companion will kill the jailer while Arthur will have to search the corpse to find the key from Eagle Flies’ cell. By the time the heroes free the young Indian, the soldiers will learn about the intruders who have entered the fort and will raise alarm. Fortunately, the section with stealth headshots is over, so get out your gun.
Morgan will automatically hide behind the barrels – a good idea since there will be many enemies around. First, eliminate the sniper on the tower that is located on the east, and then proceed to other opponents. You do not need to aim at heads – it is better to spend two-three shots per enemy to keep your accuracy at an adequate level.
We advise you to save the Dead Eye charge at this stage – you will need it later, and the enemies are located relatively close. Follow Charles, eliminate enemies that are running out into the open space. As soon as everything that’s left from the fort personal is a mountain of corpses, Eagle Flies will point to a gap in the wall which has already been repaired since the time he was captured.
If you have dynamite charges, you can use them to blow the obstacle, but in most cases a shot from a nearby cannon will be sufficient enough to do the job. Run into the gap and jump onto your horse. Kill two soldiers who will try to prevent Eagle Flies from getting on Charles’ horse and follow your comrades to boats moored in the nearby.
The heroes will not be able to get to canoe without problems as several horsemen will rush after them. Do not hurry to shoot – wait until the enemy comes close to avoid a miss (do not forget about the requirement regarding the accuracy level). When you reach the boats, hide behind a tree and deal with the attack of soldiers while Charles prepares the boats.
If you want to get the gold medal at the end of the mission, you must kill at least 15 enemies during your canoe trip. There will be plenty of targets, but your task is complicated by the flow, the roll and the fact that the hero holds the paddle in one hand, which means that only a pistol/revolver is available to you. The Dead Eye mitigates those difficulties – you were wise to save its charge.
Do not forget about the accuracy requirement and do not use time slowdown on single opponents or those opponents who are located close to you. Do not aim for headshots – first, they are not required for the gold medal; second, enemies die from a shot into the upper body. Charles can use the horses of the last two horsemen to transport Eagle Flies, so try not to accidentally kill the animals.
Having broken away from the pursuers and disembarked, the characters will sit down on the boulder and discuss the situation: Colonel Favours won’t leave the heroes without attention, so they will have to fight whether they want it or not. Charles will put Eagle Flies on the horse and take him to his father, leaving Arthur alone in the pouring rain.
My Last Boy
Following the completion of quests ‘’The Bridge to Nowhere’’ and ‘’The King’s Son’’, Dutch’s icon will appear on the map. Micah took two friends-mercenaries to the camp – Cleet and Joe – to provide fire support, but Arthur does not want to see strangers. The characters won’t have the time to quarrel as their conversation will be interrupted by Eagle Flies who came with a mini-army of Indians.
The young man wants to fight – not with the gang of van der Linde but with the army that wants to take the indigenous people lands because of oil. Eagle Flies calls everyone to the battle at the Cornwall factory. At this moment, Rains Fall will arrive at the camp. The chief wants to dissuade his last son from the deadly madness that he has on his mind.
The old Indian did everything he could to make Eagle Flies change his mind, but father’s words mean nothing to son. Without waiting for bandits’ response, he and his warriors go to the battle. Rains Fall will ask Arthur for help – at this point, it will become clear that the protagonist helped Indians without Dutch’s permission.
As we know, Morgan just tried to clean the mess that van der Linde created with his actions against the army, but the gang leader is obsessed with the idea of loyalty and he will not be impressed by such arguments. The protagonist decides to help Eagle Flies and takes Charles with him. The remaining gang members also go to help.
On the way to oil fields, Dutch will confess that the idea of attacking the factory (partially) belonged to him. Arthur, John and Sadie will express discontent, while others will either support van der Linde or stay silent – for quite some time, the shadow of split hangs over the gang. Having met a wounded Indian from Eagle Flies’ squad, the heroes will understand that an immediate help is required and that they need to hurry up.
By the time the heroes get to the factory, the oil fields will be on fire. Arthur is sure that Indians will not win, so he wants to help Eagle Flies who was seen on the road to the factory. Dutch and other gang members must arrange a diversion to lure out the military.
This is a long quest, and there are three conditions of obtaining the gold medal at the end of the mission – make 30 headshots, keep accuracy level above 80% and complete the quest without using health/stamina – restoring items. You will face many enemies, but you will still have to show remarkable accuracy and self-preservation skills.
On the way to the factory, kill several soldiers with headshots (use the Dead Eye mode). Approaching the railway, jump off your horse and take cover behind a boulder or a box. Start shooting enemies from the ground – they will conveniently stand in a row for making headshots – and then proceed to three snipers on the tower.
Before moving on, we advise killing four fighters who are located on the bridge or you risk getting bullets in your back. When all enemies in the tower area are eliminated, follow Sadie and Charles – Eagle Flies and an aggressive soldier on him will fall out of the building on the right. Save the Indian with an accurate shot in the enemy head.
In the heat of the battle, the son of Rains Fall lost his comrades, and now the characters need to find them. Once you have control over Arthur, turn on time slowdown and kill three soldiers on the bridge ahead. Two more will arrive from different sides, as well as from below. Your allies can take a few frags from you so act quickly.
Having cleared the area from enemies, run after your companions – enemy reinforcements have arrived by train. However, you should not worry about the soldiers that are located near the workers’ houses – take cover behind a stack of barrels or boxes and start systematically shooting your enemies. Start with the fighter that hides behind the building on the west (he may take you by surprise if you decide to leave your ‘’shelter’’).
When the area in front of the houses is more or less cleared of enemies, your comrades will propose to move on. Follow them, rushing from one cover to another and making headshots along the way. As soon as you make enough headshots, the doors of the train will open, and you will face a dozen enemy soldiers and a Gatling gun.
Turn on the Dead Eye mode – it’s high time to deal with the machine gunner before he turns into a real problem. Find a shelter and finish off the remaining enemies in front of the train – pay special attention to the sniper who is located on the roof of unfinished building at the north-west. When there are no enemies on this side of the railway track, run to the opposite side.
Get through the train, hide behind the piles of boards and look to the left – Eagle Flies’ friend Paytah is fighting for his life with a soldier. To get the gold medal at the end of the mission, you need to save the Indian, so eliminate the enemy. Having finished with this business, clear the platform from your opponents and move to the factory yard together with other members of your team.
Here, you will meet Dutch’s squad and two packs of enemies – the first one will descend on horses from the hills in the north-west, while the second one will arrive by foot from the east. In order to not miss the precious headshots, we advise to first deal with the horsemen (you can use the sniper rifle for this task) and then go around the corner of the building to meet your fellow gang members.
As soon as all enemies in the factory yard are eliminated, talk to Dutch – apparently, he is not pleased with Arthur’s decision to save Eagle Flies. Follow van der Linde once the conversation is over to learn the real reason for his desire to attack the factory – state bonds. The money that the gangsters will be able to get for them will be a great help when escaping from the country, so Morgan wants to participate.
Unlike the time when the hero sneaked to the factory to help Eagle Flies, no one is inside this time. When you get to the office, search a couple of cabinets for some extra money – Dutch will find everything that is necessary by himself. On the way to the first floor, the heroes will hear noise – soldiers led by Colonel Favours broke into the workshop, so you will have to fight your way out of the building.
There are not so many enemies at this scene, but this is your last chance to score the required number of headshots – do not hesitate to use time slowdown. Having cleared the workshop, follow Dutch – Arthur will be held back by the pipe that has leaked in the worst moment, and a trio of enemy soldiers will take the hero by surprise. Instead of helping his friend and named son, van der Linde will simply leave the scene.
Having arrived out of nowhere, Eagle Flies will eliminate the enemies but will be wounded by Favours who sneaked up to him from the back. The Dead Eye mode will be automatically activated, and you will have a few seconds to kill the colonel with an accurate shot in his chest. At the end of the battle, Arthur will pick up the wounded Indian and take him outside, where Dutch and the remaining gang members are waiting for the heroes.
Van der Linde will simply dismiss accusations of flight and will continue to explain his ingenious plan as if nothing has happened. Shocked, Morgan will announce his intention to take the wounded Eagle Flies to his father. Charles and Paytah (if he survived the battle) will accompany Arthur to Wapiti Indian Reservation.
On the way to the goal, the protagonist will try to apologize for the misfortunes that Dutch brought to the indigenous people, but his speech won’t help Eagle Flies. The young Indian will live long enough to see his father for the last time. Having left the grieving Rains Fall over the lifeless body of his only son, the heroes will disperse: Charles will stay in the reservation, while Arthur will head to the camp.
Before he is able to reach his place of destination, Arthur will fall on the ground due to an acute attack of tuberculosis. The German family which was saved by the protagonist at the end of the second chapter will find Arthur and help him. The hero will come back to his senses on the streets of Annesburg at the end of the mission.
Our Best Selves
Important: before you take on this mission, we strongly recommend making a manual save – the last one before the ending of Red Dead Redemption 2. The additional control point will help you with one of the conditions of obtaining the gold medal at the end of the mission: you need to complete ‘’Our Best Selves’’ in 11 minutes. As the game can sometimes fail to stop the timer during cutscenes, it’s better to skip them.
By the time you return to the camp after the previous mission and find Dutch – he will sit in his tent – the following gang members would have left the gang in addition to Trelawny: Mr. Pearson, Uncle and Mary-Beth. Van der Linde will call them cowards, but Arthur is sure that they just don’t want to die ahead of time. According to Dutch, only one train robbery separates the heroes from freedom.
Despite the fact that he heard such speeches many times, Morgan will agree to Dutch’s proposal. However, he has a condition: after the end of the whole mess, Dutch must let John go together with his family so that they are not killed by Pinkertons. Van der Linde is infuriated with the hero’s perseverance but, being a great manipulator, will play up to his doomed comrade and call him on a mission.
The whole gang – Arthur, Dutch, John, Sadie, Bill, Javier, Micah, Cleet and Joe – will go to the last robbery in the game. The bandits want to rob the train that carries money for the repair of the bridge that was blown up in a recent mission, so stakes are higher than ever. Here is the plan: get on the train while it is in Saint Denis and then stop it before the meeting with the patrol to which the cash should be transferred.
You will need dynamite to open an armored wagon with money, so Dutch will ask Marston to take the explosives while Morgan will follow. Walk along your companion to the cart parked between the trees, get the charges and return to your horse. On the road to Saint Denis, the characters will discuss the escape plan of John’s family and the location of gang’s cash reserves.
The remaining gang members headed by Dutch will await the heroes on the outskirts of the city. Dutch has allegedly obtained a river ship for the bandits. However, before you go to warm countries, the heroes need to deal with the train that will soon arrive at the station. Having arrived at the site, van der Linde will quickly lay out his plan which will immediately go down the drain since the train will not stop at the station.
Dutch will order everyone to get back on the horses and chase the train. Having reached the last cart, press on ‘’square’’/X to jump ‘’onboard’’. To get the gold medal at the end of the mission, you need to get to the locomotive without using medicines (they restore health and/or stamina) while maintaining an accuracy level of at least 80%.
This means that you need to go through the cars fast – do not forget about the 11-minute time limit – but you should also be careful at the same time. The enemies will immediately learn about the arrival of the bandits, so you won’t have to wait for real action. Move to the locomotive by rushing from one shelter to another, using the Dead Eye mode to facilitate aiming if necessary.
If you are inside the car with several opponents, do not hesitate to run up close to the enemies. In this situation, press R2/RT and activate a unique animation of an instant kill. In the case of platform cars (they have no roof), we recommend using time slowdown as most opponents will be visible.
Before moving on, kill the soldier who will appear on the roof of the next car and only then get to him. Another enemy will climb up to the next car together with you – shoot him down (you need to act fast or you will be shot) and run forward, jumping over the gaps between the cars. Do not stay on the roof for too long – you will be shot – so use the Dead Eye mode in a timely manner or jump down.
The next two cars are full of enemies, but you can shoot through them. Take cover behind any stack of boxes and eliminate enemy soldiers (do not forget about the accuracy requirement). If you wish/if possible, you can rush straight ahead, killing everyone, but you will likely lose many health points in this scenario.
Ultimately, you will reach another open car that is full of boxes and sand bags. After you have killed all the enemies (by the way, your ally actively helps you in this fight), a soldier with two revolvers will rush out of the salon in front. Having shot him, the hero will provoke fire on the train.
To protect themselves from fire, Morgan and Marston need to jump on friends’ horses that ride along the railroad. Go to the fence, press on ‘’square’’/X to get on Dutch’s horse. Once you are ahead of the car that is on fire, get back on the train. Here, two important developments will occur: the above-mentioned patrol will see the train, while John will fall to the ground (at least, not under the wheels) as a result of a sniper shot.
The Dead Eye mode will be automatically activated, and you will need to deliver a headshot to the man who shot Marston to get the gold medal at the end of the mission. Dutch and Micah will promise to get back to John, while Arthur will have to fight against a new wave of opponents. Fortunately, you’ll be able to use a machine gun, while the section where your accuracy was important has already come to an end.
When shooting, focus not only on what you see before your eyes, but also on allies’ words and the mini-map. It is hard to aim at specific enemies during the train ride, so, holding the trigger, just drive the sight from side to side to kill all horsemen who were unfortunate to get into your machine gun’s working area.
When the pursuers are defeated, Cleet will tell you to get away from the machine gun and head to the money. The funds for the bridge repair are stored in an armored car directly behind the locomotive. Remove one (L1/LB) of the dynamite charges that you have taken from John’s cart and place it on the door. Light the fuse by pressing ‘’triangle’’/Y or shoot the charge. In any case, you should stay away from the explosion.
Enter the passage formed by detonation and get to numerous bags of money. The train goes to the bridge which was previously destroyed by the heroes, so, having distributed the loot to his comrades and having put a bag on his shoulder, Morgan will get ready to jump. At the end of the cutscene, press ‘’square’’/X to jump off the train before the crash.
After watching the train’s fall, Arthur, Bill, Sadie and Cleet – all with bags of money in their hands – will move to meet Dutch, Micah and Javier, who returned from the search for John. Allegedly, they were not able to save Marston as the patrol finished him off – but you can read it in the protagonist’s eyes that he is not sure whether his ‘’comrades’’ are telling the truth. The next storyline mission will begin automatically at the end of this one.
Red Dead Redemption
The return to the camp cannot be called triumphant – while the gang managed to rob the military train, the heroes lost John (perhaps, forever) in process. Tilly and little Jack are riding towards the characters – Pinkertons took Abigail to Van Horn and plan to take her to execution from there. Micah will dissuade Dutch from participating in the rescue of Marston’s wife (or widow), so Arthur can count solely on Sadie.
Having given the money obtained in the train to Tilly and having promised the little boy to return his mother, the hero will get ready for the trip. On the way to Van Horn, you can discuss the problem of Dutch with Mrs. Adler. Having arrived at the site, the characters will release the horses and start planning their future actions. Sadie will persuade Morgan to cover her with sniper fire from some distant place.
At the end of the cutscene, run towards the nearby lighthouse and climb three ladders to the very top. Using his sight, Arthur will see how agent Milton drags Abigail into the building of Van Horn Trading Post and how Sadie sneaks up to law enforcement officers. To get the gold medal at the end of the mission, you need to kill seven enemies with headshots in this section. In addition, you need to keep the accuracy level above 70% by the end of the mission.
To facilitate the headshots requirement, we strongly recommend using the Dead Eye mode. You can replenish its charge if you need, but you cannot restore health or stamina if you want to get the gold medal – so be careful with the items you use. Also, try to be proactive or Sadie will take frags right under your nose.
Before the shootout begins, you can eliminate the first law enforcement officer (two of them stand before Mrs. Adler) without any problems. As soon as you make the shot, turn on the time slowdown in order not to miss the second shot. A couple of opponents will run out on the street – kill them using the Dead Eye mode. Then, move the sight to the pier – Sadie will head there.
Another Pinkerton ‘’duet’’ will try to hide behind the piles and boxes. Shoot them down before Mrs. Adler gets to them, and ‘’return’’ to the street. There’s a sniper on the balcony of the building that is located opposite the docks – when he takes his final position, he can be killed without time slowdown. A simpler task is to deal with two law enforcement officers along the street ahead.
By this time, you should have scored seven headshots, so you can switch to shooting at the torso – it’s an easier target in comparison with the head. This will allow you to save the Dead Eye mode charge and to keep the sufficient accuracy level. Before the end of the sniper section, you need to deal with one enemy on the first floor of the wooden building on the quay, one enemy on the second floor of this building, and two enemies near the trading post.
Unfortunately for everyone except agents Milton and Ross, Sadie will be captured during the attempt to get into the building where Abigail is kept. Of course, Arthur will rush to the rescue – to get the gold medal at the end of the mission, you need to get to Mrs. Adler in just one minute. This may become a problem since the road to the trading post is full of enemies once again while Morgan does not run fast.
To solve this problem, do not waste your time on dealing with enemies. This tactic will allow you to save time and preserve your accuracy level. Once you have control over the protagonist, leave your shelter and rush to the west, behind the buildings where enemies will not reach you. Having run to the place shown on the screenshot above, turn to the right after the cart to get back to the central street and avoid meeting one of the law enforcement officers.
Next, cut the way to the pier to avoid a battle with several more opponents. Once you are in immediate vicinity of the trading post, move in zigzags in order to avoid enemy bullets. Having arrived at the necessary building, press ‘’circle’’/B to knock out the door and get rid of all opponents who were pursuing the hero. The time slowdown will be activated – kill both kidnappers.
While Arthur is untying Abigail, agent Milton will come out of the shadows and point a gun at the hero. Just like any villain, Pinkerton will start to talk – and he will name the real traitor along the way (spoiler: that’s not Molly O’Shea). Morgan will use his chance and grab the opponent’s pistol – quickly press ‘’circle’’/B to resist.
Arthur cannot defeat Milton alone due to his illness, but Abigail will be just in time to help him. Once back on the street, run towards the horses, shooting Pinkertons along the way (do not forget about the accuracy requirement). Get on Sadie’s horse – yours will be occupied by Marston’s wife – and prepare to defend your group.
In this case, the rate of fire is not as important as accuracy, so focus on not missing a shot. If you have the Dead Eye mode after all the previous endeavors, it’s high time to use it – otherwise, put tonics to work. The main thing is to avoid restoring health or stamina – otherwise, you will have to say goodbye to your dreams of gold medal.
Having broken away from the pursues, the characters will say goodbye to each other – the news of a potential death of her husband will be difficult for the mother of Marston family, but she will still give the hero a key from the chest with Dutch’s money. Abigail will sit on Sadie’s horse to ride towards her son and Tilly, while Arthur needs to tell everyone what he managed to learn from Agent Milton.
Once the women ride away, hold ‘’cross’’/A to get to the base of your gang listening to the melancholic song ‘’That’s the Way it is’’ by Daniel Lanois and thematic comments from Morgan’s friends about what kind of person he was during the game. Depending on the protagonist’s level of honor, the voices in his head may vary greatly.
By the time Arthur gets to Beaver Hollow, he will see only numerous bags and people ready for departure. Having the information from Agent Milton, the main hero will reveal the real traitor – Micah. The bandits will be divided into two unequal camps: Arthur and Miss Grimshaw on one side, and Micah with friends, Javier and Bill on the other side.
Dutch won’t have the time to react to new information as the situation will be complicated by John, who has suddenly returned – van der Linde and others left him to die! When both sides determine their participants, someone in the distance will shout that Pinkertons are approaching. Micah will take advantage of the confusion and shoot at Susan.
Left alone against the whole gang, Arthur and John will be ready to kill their former comrades, but the bloody shootout will be prevented by Agent Ross and law enforcement officers. The protagonist will hide behind a box, and you will have to shoot – do not forget about the accuracy requirement – the enemy forces that advance from the south.
When it becomes clear that they cannot deal with the enemies, Marston will propose Morgan to flee – fortunately, the caves behind the heroes’ backs have a second exit. Follow your ally – on the way to the ladder, the hero will hint at Dutch’s money that is hidden under the cart, but the fugitives have no time to deal with this now as their primary task is to stay alive.
Having reached the surface, the heroes will shake hands and say good things to each other. Then, they will get on horses and rush to escape from their pursuers – the Pinkertons and Micah, Dutch and their allies. There is no sense to shoot back during the chase – you will just ruin the accuracy level and spend the Dead Eye charge, so just follow John closely.
Ultimately, your horse will be shot, and you will have to fight against three Pinkertons while standing on the ground. Having eliminated the trio – use time slowdown to facilitate your task – Arthur will say goodbye to his horse and return to John. You need to make a decision: go back to the cave for Dutch’s cash reserves (option 1) or help Marston to get to a safe place (option 2).
Both scenarios imply performing a similar set of actions and lead to more or less equal results, so we will analyze everything simultaneously. Choosing the option with the money will decrease the level of protagonist’s honor, while choosing to help John will increase Arthur’s level of honor. We want to add that money won’t bring happiness to a mortally ill man.
Having made his choice, Arthur will:
- Option 1 – say goodbye to John and give him his bag and hat;
- Option 2 – decide to pay off his sins no matter what.
At the end of the cutscene:
- Option 1 – run through the forest to the quest indicator;
- Option 2 – ignore the shots from behind and follow John to the mountain.
In both cases, Pinkertons will complicate the hero’s life. Use trees and/or boulders as shelters – you still cannot use medicines – and use time slowdown if possible, to keep the accuracy level high enough. There is nowhere to rush, so aim accurately to avoid misses.
Having killed a sufficient number of opponents:
- Option 1 – run towards your goal, shooting those law enforcement officers that stand on your way. You can ignore other enemies as nobody will chase the hero anyway.
- Option 2 – Arthur will understand that this can’t go on for any material period of time. He will give his bag and hat to John and continue fighting alone to cover the retreat of his comrade.
Having found the entrance to the gang’s lair/having said goodbye to Marston:
- Option 1 – run to the far end of the cave and pull the chest with Dutch’s money that is located under the broken cart. There will be a bit more than forty thousand dollars in the bag. Go to the main exit with your loot.
- Option 2 – find a shelter and start shooting enemies. Do not get out of your ‘’shelter’’ (there are too many enemies) and use time slowdown only in critical situations when one of the enemies will suddenly decide to come close to the hero.
Next, Micah will attack the hero, and the former comrades will fight:
- Option 1 – a knife battle;
- Option 2 – a fist battle.
Despite the difference in weapon choice, both confrontations will follow the same pattern: block or dodge enemy attacks (‘’square’’/X) before counterattacking. If Micah grabs Arthur, quickly press on ‘’circle’’/B to break free; if he knocks him to the ground – press ‘’square’’/X to block.
In the heat of the fight:
- Option 1 – Micah will knock Arthur to the ground and try to put a knife in his eye. Quickly press ‘’circle’’/B to prevent this from happening.
- Option 2 – Morgan will reach out for his pistol, but Micah will promptly knock the weapon out of the opponent’s hand. You will have to crawl towards your faithful gun by quickly pressing ‘’cross’’/A.
In any case, the battle will be interrupted by Dutch. Both fighters will try to persuade him to take their position, accusing each other of all deadly sins. Van der Linde does not want to pick sides, so he just leaves the scene, leaving arch enemies alone. At this stage, Arthur’s fate is determined – he won’t live past the nearest dawn – but how the hero will die depends on the player’s past actions.
If you cared about your level of honor, did not rob or beat anyone without reason, helped strangers, monks and ordinary people (meaning that you have earned a high level of honor) – Arthur will meet his last dawn alone in the forest/ on top of the mountain. The animal symbolizing the hero in this case will be a deer.
If you haven’t helped anyone during the game, robbed and killed indiscriminately and generally led a typical gangster lifestyle (meaning that you have earned a low level of honor) – Arthur Morgan will meet his last dawn with a knife in the back or a bullet in the head. The animal symbolizing the hero in this case will be a wolf.
This ends the story of Arthur Morgan and the sixth chapter of Red Dead Redemption 2. However, a two-part epilogue with an old new hero in the lead role awaits us, so there are many interesting things to come in our guide.