Red Dead Redemption 2
Red Dead Redemption 2 Walkthrough. Epilogue Part 1: Pronghorn Ranch
Several years after the conclusion of main storyline events, John Marston and his family try to find a new life on Pronghorn Ranch
The story of van der Linde gang and some of its members has come to an end, but the story of Red Dead Redemption 2 continues. After several years of wandering around the northern and eastern regions of the country, John, Jack and Abigail head to Strawberry in search of new work, life and shelter.
Together with his family, Marston tries to escape from his past under fake names. In order to look like another person, the new protagonist will have to try an unfamiliar role of a farmer on a thriving ranch: milking cows, repairing the fence and protecting the farm from raiders are included in the challenge.
There is only one quest available at the beginning of the chapter, so you won’t have to choose. In this walkthrough, we will analyze missions in order of their appearance on the map, storyline logic and convenience: the nearest quest comes first.
This mission will begin automatically after the end of the previous one – ‘’Red Dead Redemption’’. The events of the previous chapter made it impossible to play for Arthur Morgan, so you will control John Marston starting from this quest. Together with his wife Abigail and son Jack, the hero goes to Strawberry in search of new work.
Having arrived at the town, Abigail and Jack will go to find a laundress job for the mother of the family, while John will go to the grocery store. The shop owner will give Jim Milton – that’s the name Marston has chosen after the escape from the gang of Dutch van der Linde – a job to transport goods to Pronghorn Ranch in the nearby. Fortunately, the protagonist has his own cart.
Having received instructions on how to get to the above-mentioned ranch, go outside and head to the local clinic – Abigail went there to look for work. Her efforts were a success – she got a cleaner’s job. John will tell his wife about his findings, leave her while she takes up her new responsibilities and return to the cart. While you were away, the store staff fully loaded the cart.
To get the gold medal at the end of the mission, you need to get to Pronghorn ranch without losing any goods along the way. Fortunately, there are no time limits in this mission, so do not hurry – follow the route marked by yellow on the map, brake on turns and try not to crash into various objects.
At the farm, John will be met by a supervisor – Tom Dickens. He is skeptical of hiring married workers, but Jim Milton will soon have a chance to change his mind. The characters’ conversation will be interrupted by local raiders who will first test the goods brought by the hero and then steal the cart.
At the end of the cutscene, run to the horse which is standing in the nearby, mount it and ride towards the robbers. To get the gold medal, you need to take the cart back in a minute, so you need to act quickly. There are two ways to stop the cart – block the road or jump onboard. Both options are equally effective, but the second one is faster.
Catch up with the cart, press on ‘’square’’/X to jump onboard and throw the bandits out. Turn the cart back to the ranch and hurry to Dickens. From the conversation with him you will learn that the bandits were members of Laramie Gang which annoys the owner of the ranch named David Geddes at the request of his main rival Mr. Abel.
Anyway, Jim Milton and his family will get their chance on Pronghorn Ranch. As a background story, John will use a tale that Abigail’s brother left them without a penny – Dickens will doubt the story, but this will not affect his decision to give housing to an employee who has proven his skills. The next morning, the hero and his family will start a new life.
To get the gold medal at the end of the mission, you need to complete it in five minutes and fifteen seconds, so we advise you to skip cutscenes to save time.
The first day at the job on Pronghorn Ranch starts with meeting the ranch owner, Mr. Geddes. Unaccustomed to his new name, John will introduce himself with his real name which will be immediately noticed by Dickens. He won’t pay much attention to this – at least, he won’t reveal his true thoughts – and order an employee named Abe to find a suitable work for John Jim.
Follow Abe to your new hut – a cart with Abigail and Jack has just arrived. Somehow, Marston’s wife learned how her husband was ‘’introduced’’ to farmer life (see previous mission) and is extremely dissatisfied – they have moved here to stay quiet and not to show up their gangster skills. Trying to justify himself but not achieving success, John will go to work.
Abe will take the former gangster into the barn – the cattle must be milked, and the protagonist will do it himself, a major surprise for his companion. On the way to the goal, the characters will discuss the recent Marston’s achievement. Even for a person who is not burdened with deductive thinking, like Abe, it is obvious that the hero is not just a simple farm worker.
John Jim has never milked a cow in his life, so he will ask Abe for advice. Abe will happily introduce the hero to an unpretentious mini-game: alternately turn left and right sticks towards yourself to fill the bucket with milk. To get the gold medal at the end of the mission, you need to do this in 10 seconds – you will have two attempts.
While Marston will be busy with milking, Jack (or, more precisely, Lancelot) will look into the barn and join his father when he will go to clean the stables at Abe’s request. This is a simple but monotonous and not pleasant job: just use the pitchfork to grab the dung – all heaps will be marked on the mini-map – (‘’square’’/X) and drop it into the wheelbarrow.
Having collected all the ‘’fertilizer’’ in one place, put the pitchfork to the wall, leave Jack to finish the cleaning and return to your temporary home to your wife. Both John and Abigail are tired of running from the past and are happy to live a relatively quiet life for a while. For all your labors of milking a cow and cleaning after the cattle, you will receive exactly three dollars.
Farming, for Beginners
The next morning, John Jim will have access to two missions. They have equal priority so let’s start with the nearest one. Tom Dickens is repairing a fence on the outskirts of the ranch. Marston’s carpentry skills are equal to his dung cleaning and milking skills, and the supervisor does not believe his fake story, but he will teach the hero the basics of fence repair.
First of all, you need to hammer a pole into the ground – you will later attach bars to it – and press ‘’cross’’/A several times in a row to drive the pole deep into the ground. Next, pick up the bar and, having raised it to the level of grooves, insert both ends into the holes – adjust the height with the left stick. Repeat the procedure with the two remaining bars.
To get the gold medal at the end of the mission, you need to build the first part of the fence in two minutes. You will have no second chance because a cutscene will begin after you have finished hammering the next pole. By the time the cutscene ends, you will need to put the last bar in the groove before Dickens calls John to enclosure. Together with the eldest son of the farm owner, Angus Geddes, he is trying to calm down the bull.
Ultimately, the animal will get out of the enclosure, and you will need to deal with it – without being hit by the horns if you want to get the gold medal at the end of the mission. Pull a lasso (L1/LB) and throw it on the bull – you will not be able to calm the animal from the first attempt: it will either drag you or try to knock you down. In the second case, press ‘’square’’/X and deflect the left stick to the side to jump back and avoid the hit.
Having broken a few sections of the fence that you have just built, the bull will become quieter – put the lasso on the animal and calm it down by periodically pressing ‘’square’’/X. Do not come close to the bull because you can get hit. As soon as the animal calms down, a cutscene will begin. At the end of it, you will receive your well-deserved three dollars.
Fatherhood, for Beginners
Accompanied by Abe, unhappy David Geddes will come out of the back door of the main house: the farm lost three horses, another one prepares to give birth, and there is no one to help with all this stuff. Also, the younger son named Duncan wants to curb an extremely capricious horse named Jerimiah and needs help.
Follow Abe to the boy – on the way, the characters will discuss David’s less-than-professional activities in the town. Go to the stallion, hold L2/LT and use ‘’square’’/X to calm the horse. After a few presses, the animal will calm down and you will be able to pet it. You also need to help Mrs. Geddes to take birth of a new horse, but Duncan will convince the hero to give him one riding lesson.
Jeremiah is too strong for the boy in his current state, so first you need to exhaust him. To get the gold medal at the end of the mission, you need to do it in 45 seconds. Mount the horse, gallop around the farm and jump through the fences – sooner or later, the horse’s stamina will be depleted, and you will be able to bring Jerimiah to Duncan.
Before giving Jerimiah to Geddes’ son, feed the stallion – that’s another condition for obtaining the gold medal at the end of the mission. To do this, hold L1/LB and then press R1/RB to go to the ‘’horse’’ tab and use the right stick to choose an apple that will be in your inventory in any case. Next, ride the horse to Duncan and allow him to climb into the saddle.
While the boy will ride around the enclosure, John will manage to insert several phrases in between his instructive comments and negotiate a pony for Jack. After some time, the riding ‘’lesson’’ will be interrupted by Mrs. Geddes who is struggling with a horse that is giving birth. The lady will scold her son for distracting workers and lead Marston into the stables.
Rotate the left stick clockwise until the hero finds what to grab, and then deflect it away from you and quickly press ‘’cross’’/A to pull out the foal. Mrs. Geddes will congratulate John on his efforts and invite him to the house for a ‘’cup of tea’’. The hero will refuse, referring to Abigail, and the offended lady will quickly disappear. Now, it is evident why only single men are welcomed on the ranch.
Go home to Abigail. Spouses will discuss the situation – the hide and seek behind fake (and not always convincing) names, Jack’s closeness. The wife will propose to walk with the boy – a great opportunity to teach him horse riding since Duncan was so generous that he shared his old pony. Take your son outside and get on your horse.
Follow Jack while he learns how to control the horse. If you wish, you can force your son to go faster or slower. To do this, you need to hold L2/LT and press on ‘’square’’/X or ‘’circle’’/B respectively. To get the gold medal at the end of the mission, you should not allow your son to fall off the pony, so do not speed up the horses too much – two accelerations would be sufficient enough.
Having arrived at the creek, John will propose to return to the farm and arrange a small competition: the one who gets first to the house wins. To get the gold medal, you will need to win over son – rush at full speed along the road and, once you get out of the forest, go directly to the finish line through the field. The result of the race will not affect the outcome of the mission – you will earn three dollars.
This mission will start automatically after the end of the two previous ones – ‘’Farming, for Beginners’’ and ‘’Fatherhood, for Beginners’’. Leaving the barn or the house (depending on which quest you completed last), John will hear pistol shots in the distance and rush to find out who is the troublemaker.
Laramie Gang led by its leader came to haunt the ranch in general and Abe in particular. The peaceful resolution of the conflict is impossible, so you will have to fight. To get the gold medal at the end of the mission, you need to knock out the villain in 25 seconds without missing any blow. It sounds simpler than it is, but, fortunately, the mission is short enough so that replay is not a big problem.
The safest way to beat Laramie’s face without harming your own is to dodge or block his attacks (‘’square’’/X + stick deflection). Having blocked the attack, deal three blows of your own – a couple of such combinations, and you will win. A riskier but faster strategy is to go all-in and attack the opponent without pausing.
Having received enough damage, Laramie will fall to the ground, and you will only have to beat him in the face until Marston’s wife drags the hero from the enemy. The opponent will get up, shake off, throw a few greasy jokes towards Abigail and John and advise Abe to tell Mr. Geddes that Laramie boys visited the ranch.
Apparently, Mr. Abel uses his mercenaries to force David to sell the Pronghorn Ranch. Anyway, Abe will thank John for the rescue, while Abigail will be not happy at all because Marston once again dropped his image of an ordinary worker for a fight when other options of resolving the conflict were available. However, the woman will not specify which options she had in her mind.
Jim Milton Rides, Again?
At the end of ‘’Old Habits’’, you will find yourself in close proximity to the starting point of the next storyline mission. Go around the barn counterclockwise to meet David Geddes who is quarreling with his wife. David is concerned about the frequent incidents with the Laramie Gang. Marston will tell the boss that he will do everything possible to ensure the safety of the ranch.
The hero will return to Abigail and Jack and go to sleep after a family dinner. At night, the characters will be awakened by the sounds of shots at the farm. Marston will jump out of bed and rush to the noise. Once outside, the protagonist will see buildings on fire and hear Abe scream that Laramie’s gangsters have grabbed Tom Dickens – the supervisor must be saved.
Run to the stables and get to the first enemy from the side of the cart as shown in the screenshot above. In this case, the second enemy will not be able to get you while you deal with the first one. The battle against two opponents at the same time can adversely affect John’s health – you cannot use medicines if you plan to get the gold medal at the end of the mission, so take care of the protagonist.
Block the first blow (‘’square’’/X) and then counterattack. The bandit will be knocked out after a pair of such combinations. After the second thug meets his fate, Mr. Geddes will come and tell that Laramie have taken all his cattle – you will have to fight for the return of the property. Marston will try to refuse but will ultimately agree to take his revolvers out since everyone on the farm knows who he was before.
John will return to Abigail and, listening to her discontented comments, will take rifles and pistols from the chest under the bed. Mount the horse accompanied by Geddes’ workers and equip them with the necessary weapons. Be sure to take two revolvers on the mission – you will need them to fulfill one of the conditions for obtaining the gold medal at the end of the quest.
Having reached Mr. Abel’s estate (we remind that he is giving orders to Laramie gang), John will examine the situation, give orders and move to the enemies. Do not come too close or the shootout will begin ahead of time. To get the gold medal, you will need to make 15 headshots and kill 10 opponents with double pistols.
There are about 20 guards at the Abel ranch, so you will have to combine the tasks and shoot the heads when possible. As soon as four bandits gather in front of the hero, turn on the time slowdown and kill the whole quartet with headshots. To save the Dead Eye mode charge, you can use one activation per person.
In general, the battle is fairly standard – hide behind covers to avoid getting hit and deal with the shooter on a wooden windmill as soon as possible. Fight your way to the barn – as soon as you come close to it, a gangster crowd will come to help their comrades that are located inside. Do not lose time so that enemies do not run in different directions, activate the time slowdown and shoot the villains’ heads.
When the enemies on the street and in the main house are eliminated, go to the barn to find Laramie. The thug will attack John from the back, so you will first have to break out of the grip. Quickly press on ‘’circle’’/B until Marston gets rid of the opponent’s grip. This time, you do not need to hurry in the battle with the gang leader, so concentrate on counterattacks.
Defeated, Laramie will insult Arthur a couple of times before death, after which – even if you do not press anything – he will get a shot in his face. Get out of the barn and ride back to Pronghorn Ranch to receive gratitude from Abe, Mr. Dickens and Geddes himself. At home, clearly dissatisfied but stubbornly silent wife and son await the hero.
Fatherhood, for Idiots
The next morning after the previous mission, go to Abigail. She will tell John about Beecher’s Hope Ranch that could be bought with savings and a bank loan. Marston is not enthusiastic about the idea – there is still a reward for his head. Abigail will accuse the protagonist that his gangster nature always shows itself but will eventually soften and try to cheer up her husband.
The characters’ conversation will be interrupted by Tom Dickens: Mr. Geddes needs some correspondence from Strawberry. John will take his son for a trip – according to his father, Lancelot has softened too much. Abigail will ask Marston to pick up the package with her dress. There’ll be some confusion about the addressee’s name, but the heroes will not discuss the problem in presence of the supervisor.
Having said goodbye to his wife, get on the cart and drive towards Strawberry, following the route marked by yellow on the mini-map. After some time, John will decide to teach the basics of cart driving to his son and will give him the reigns. The rest of the road to the destination will be held automatically. When you get back the control over the hero, park at the freight office in the east of the settlement.
Go to the clerk inside and tell him about your desire to pick up the package. No order was made in the name of Jim Milton, so the protagonist will have to introduce himself with a real name – it will turn out that the package was addressed to Abigail. However, Marston’s surname will not be overlooked: a suspicious-looking man will hear it and immediately leave the building.
Having loaded the parcel and Mr. Geddes’ correspondence with the help of the postal clerk, go back to Pronghorn Ranch together with Jack. John will give the reigns to his son and start looking around. As in the case of pony, you can advise the boy to go faster or slower. Along the way, the heroes will be followed by one horseman, two more will join him later.
No matter how fast you drive the cart, you can’t escape from the pursuit – Marston will decide to stop and figure out what’s going on. It will turn out that six months ago John has killed the brother of the stranger from the freight office (he tried to rob the hero). Peaceful resolution of the conflict is impossible, so you will have to kill three enemies. To get the gold medal at the end of the mission, you need to do this in the Dead Eye mode – the charge is sufficient even in the replay mode.
Having dealt with the aggressors, go back to your son immediately – you need to get to Pronghorn Ranch in one and a half minutes to get the gold medal at the end of the mission. You will not be able to arrive in time if you follow public roads, so you will have to improvise. Cut the route on the first turn and ride straight through the field to the quest indicator until you are back on the route again.
Jack will be clearly shocked by what he has seen, and even the talk about a potential move to Beecher’s Hope will not be able to distract the boy from the horror of what has just happened. Abigail won’t be happy to hear the news either – crying ‘’My son! Our son!’’, she will slam the door and disappear into the house. By the way, John went to Strawberry not to pick up a dress for his wife but a gift for himself which the wife has prepared for the hero.
This quest will begin automatically after the previous one. To get the gold medal at the end of the mission, you need to complete it in one and a half minutes – considering its transience, we do not recommend skipping the cutscenes in this case. If you wish, you will be able to replay the quest through the replay menu – since your character does not need shooting skills or stamina in this mission, there’ll be no difference.
During another working day, Abe will find John and tell him that a postman with a telegram has arrived at the farm. At the end of the cutscene – do not forget about the time limit – run to the courier and take the message from Sadie Adler. She proposes to meet at the Valentine saloon and discuss a potentially profitable business. Rush home to tell everything to your wife.
In his hut, Marston will only find a letter addressed to him. Abigail could no longer watch how John ruins himself and his son with his stubborn behavior so, taking Jack, she left in an unknown direction. The hero will pick up a new shirt that was bought by his wife under the bed. The protagonist will be distracted from sad thoughts by Mr. Dickens who will officially announce the news of Abigail’s departure.
John does not want to chase his wife – he will try to earn enough money to buy Beecher’s Hope even if the idea seems funny to Dickens. By the end of the cutscene, run to any of the quest indicators to start working – milking a cow, cleaning dung or repairing a fence. The next few months will go under the sign of non-stop labor.
When you get control over John again, rush to the main house. The hero wants to ask Mr. Geddes to help him with the bank loan – the protagonist still does not have the money to buy his own estate. David will propose to talk to his distant relative named Ansel Atherton. Nothing more is necessary – having dressed in a decent suit, Marston will go towards new achievements.
Before you go to borrow money in the bank to buy Beecher’s Hope, we will visit Sadie for the sake of her lucrative business proposal. Go to Valentine and find a local saloon – it is located on the main street. Inside, annoying acquaintances bother Mrs. Adler who significantly matured in comparison with the previous years. The lady will push them away brutally and rush to hug John.
The characters will tell each other what they have been doing recently – Marston is preparing to become a farmer while Sadie is a full-fledged bounty hunter. One of her goals is Nathan Kirk, a bank accountant who robbed the bank, is hiding somewhere in Strawberry, and Sadie needs help to catch him. John will try to refuse but, having learned that the work is legitimate, will agree to the task.
On the way to your destination, your companion will tell that she has recently heard about Micah – or a man who looks like him. Apparently, the characters have previously agreed to deal with the traitor but have gone in different directions and lost contact with each other. Now the situation started to get better, but Marston needs to think about how to get his wife back.
Having arrived at Strawberry, get off your horse and head to search for Kirk. To get the gold medal at the end of the mission, you need to find the villain in just half a minute. In this case, you will not have the time to interrogate potential witnesses so immediately run to the guest center – the building to the left of the prison up the street – go to the second floor and knock on the door of room number 3.
Just like any innocent man whom he considers himself to be, Nathan will jump off the second floor and rush away on his horse. Get out on the street through the window and jump on your horse (you can do this straight out of the roof). A countdown begins from this moment – to earn the gold medal at the end of the mission, you need to catch the accountant (meaning that you need to tie him up) in one minute and fifteen seconds.
There are two options – you can chase Kirk until you manage to get close to him and throw a lasso or shoot the horse under the villain (any method is good for the gold medal). In the latter case, the animal may kill your target when falling, so act carefully if you choose this tactic or you will have to replay the section from the beginning.
If you decide to act honestly, just follow Kirk (do not fall behind) until Sadie appears at the scene – the moment a few seconds before this development is shown on the screenshot above. Nathan will move to the right where Adler’s widow will be in a few moments, while you should rush straightforward so that the accountant is within the reach of your lasso.
Tie Kirk – he will complain that he committed the crime because of his wife – and put him on Sadie’s horse. If you have completed the task after you have gone to the bank, John will advise Mrs. Adler to transfer her share of the reward for capturing Nathan to the savings institution. In the other case, he will advise to hold back the amount until better times. In the future, you’ll be able to find Sadie in Blackwater saloon. Now, head to meet Ansel Atherton.
Home of the Gentry?
Having reached Blackwater, head to the bank – it is located on the main street. You can ask an employee where to find Ansel Atherton or you can just go to the office opposite the entrance – Mr. Geddes’ cousin will receive you anyway. Interestingly, this mission is divided into two parts, but, unlike all other similar tasks (for example, ‘’Pouring Forth Oil’’), each of them has its own name.
The first part of the quest is called ‘’The Landowning Classes’’ and takes place exclusively in Atherton’s office as part of the cutscene. John will ask the bank for a loan to buy Beecher’s Hope, but Ansel is clearly not willing to fulfill the request of a not very solvent customer. However, as soon as the creditor hears the name of his distant relative, he will become more accommodative.
Atherton will warn the hero that the bank will expect regular payments on the loan or John will lose the purchased land. The protagonist agrees to such conditions and, when Ansel proposes to check the site for squatters (people who are illegally occupying properties – author’s note), does not see any reason to refuse. At this stage, the first part of the mission comes to an end.
To start the second one (see the name of the quest), go to the indicated place on the map. As soon as you arrive there, a countdown will begin – you need to complete the task in two and a half minutes to get the gold medal at the end of the mission. Squatters do not want to leave the inhabited piece of land: you can bribe them (10 dollars), intimidate and/or shoot them. The first option is the fastest one.
Marston will return to the bank automatically – the papers will be already signed, and Atherton will hand over the required documents. At the exit from the building, you will come across Uncle – the old man suffers from back pain, but he will still want to go to Beecher’s Hope with John. Happy with his new purchase, the hero will agree – having left Blackwater, ride straight towards the quest indicator to reduce the trip time.
Upon arrival at Beecher’s Hope, the gameplay part of the mission will end – John will show his unimpressive possessions to Uncle. Despite the poor condition of the estate, the old man will express a very strong desire to stay (in other words, Marston can’t get rid of him now). On this optimistic note, the first part of the epilogue of Red Dead Redemption 2 will be completed.