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Arthur Morgan and Bill Williamson in a shootout

Listed below are the storyline missions in Red Dead Redemption 2. The narrative of Red Dead Redemption 2 spans four or five different territories and 109 different missions (94 story missions, as well as 15 "honor missions") which are separated in 6 chapters and a 2-part epilogue. Completing each unique mission tallies in the Progress Menu in the game and the Missions Module of the Social Club interface and counts towards 100% Completion.

Chapter 1: Colter

After a failed robbery, the gang have fled from Blackwater into the Grizzly Mountains, but a late spring storm has left them half frozen and starving. They hole up in an abandoned mining town to lick their wounds and await a break in the weather.
Chapter overview
  1. "Outlaws from the West"
  2. "Enter, Pursued by a Memory"
  3. "The Aftermath of Genesis"
     or "Old Friends"
  4. "Who the Hell is Leviticus Cornwall?"
  5. "Eastward Bound"

Chapter 2: Horseshoe Overlook

After a break in the weather, the gang have headed down from the mountains, and are now hiding at Horseshoe Overlook.

They are outside Valentine, a muddy livestock town, and are figuring out their next moves while re-gathering their strength. Dutch is trying to figure out a new plan for the gang, Hosea is finding places to rob, while Karen and the girls are bored after being stuck in the mountains. Some old friends reappear.
Chapter overview
Who is Not Without Sin branch
  1. "Who is Not Without Sin"
  2. "A Strange Kindness"
Exit Pursued by a Bruised Ego branch
  1. "Exit Pursued by a Bruised Ego"
  2. "The Spines of America"
  3. "The Sheep and the Goats"
  4. "A Strange Kindness"
Polite Society, Valentine Style branch
  1. "Polite Society, Valentine Style"
  2. "Good, Honest, Snake Oil"
  3. "Pouring Forth Oil I"
  4. "Pouring Forth Oil II"
  5. "Pouring Forth Oil III"
  6. "Pouring Forth Oil IV"
     or "A Fisher of Men"
  7. "The Sheep and the Goats"
  8. "A Strange Kindness"
Americans at Rest branch
  1. "Americans at Rest"
  2. "The First Shall Be Last"
     or "Paying a Social Call"
     or "Money Lending and Other Sins I"

Chapter 3: Clemens Point

The gang got run of Valentine after an altercation with the railway magnate, Leviticus Cornwall, who has grown tired of having his trains robbed by gangs of outlaws. Afraid that the routes westwards were being watched by Pinkerton agents, the gang moved south and east and are now hiding at Clemens Cove, near the town of Rhodes.

Rhodes is a rundown town that has lost a lot of its Antebellum charm, and is in the grip of a feud between two old local families, the Grays and the Braithwaites. Dutch and Hosea hope to use this dispute to their advantage.
Chapter overview

If coming from Chapter 2 by completing "An American Pastoral Scene", players jump directly into "Advertising, The New American Art")

Further Questions of Female Suffrage branch (only after A Strange Kindness from Ch. 2)
  1. "Further Questions of Female Suffrage"
  2. "Friends in Very Low Places"
  3. "A Short Walk in a Pretty Town"
  4. "Blood Feuds, Ancient and Modern"
  5. "The Battle of Shady Belle"
The New South branch (only after "A Strange Kindness" from Ch. 2)
  1. "The New South"
  2. "The Course of True Love I"
     or "American Distillation" (goes to "Advertising, The New American Art" below)
     or "An Honest Mistake"

Chapter 4: Saint Denis

Things ended poorly in Rhodes. The Pinkertons showed up again, and little Jack Marston is kidnapped.

The gang headed to Saint Denis hunting for Jack and are now hiding outside town, deep in the swamps, in a rundown old manor house called Shady Belle. Dutch is desperately searching for an escape plan for them all. Hosea meanwhile is hunting a serious score for them.
Chapter overview
  1. "The Joys of Civilization"
  2. "No, No and Thrice, No"
     or "Angelo Bronte, A Man of Honor"
     or "Help a Brother Out"

Chapter 5: Guarma

The bank robbery in Saint Denis was a disaster. The gang has been almost destroyed, several members were killed and arrested. Everything seemed lost.

Dutch, Micah, Javier, Bill and Arthur escaped on a boat. The boat sank in the Carribean and they were washed ashore on the island of Guarma, a sugar cane producing island off the coast of Cuba. The island is dominated by Colonel Fussar, a local tyrant, kept in power by the sugar companies. The local workers are despondent. The gang, or what remains of them are pressured into helping by a Haitian smuggler named Hercule. In exchange, he will try to find them passage back to America.
Chapter overview
  1. "Welcome to the New World"
  2. "A Kind and Benevolent Despot"
     or "Savagery Unleashed"
  3. "Hell Hath No Fury"
  4. "Paradise Mercifully Departed"
  5. "Dear Uncle Tacitus"
  6. "Fleeting Joy"
  7. "That's Murfree Country"
     or "A Fork in the Road" and "Icarus and Friends" (continues as seen below, in Chapter 6, after the completion of That's Murfree Country)

Note: While "Icarus and Friends" is playable in Chapter 5, it is considered a Chapter 6 mission, when replaying missions.

Chapter 6: Beaver Hollow

The gang, or what is left of it were reunited at Lakay, but was quickly assaulted by a squad of Pinkertons.

The gang fled into some dangerous county to the north and are now hiding in Beaver Hollow, awaiting their fate and riddled with internal disputes and anxieties. Arthur is not feeling very well and is unsure what to do.
Chapter overview

How players progress through this chapter depends on which mission they finished with from the previous chapter.

That's Murfree Country branch
  1. "That's Murfree Country"
  2. "The Course of True Love IV"
     or "Money Lending & Other Sins VI"
     or "Visiting Hours"
A Fork in the Road branch
  1. "A Fork in the Road"
  2. "Icarus and Friends" (see above)
     or "Do Not Seek Absolution I"
     or "Of Men and Angels I"

Epilogue, Part 1: Pronghorn Ranch

John takes a job at Pronghorn Ranch and tries to escape his past indiscretions, while learning the skills of ranching.

He and his family live under assumed names, or try to, as they return to some familiar country after several years of wandering in the north and west.
Chapter overview
  1. "The Wheel"
  2. "Simple Pleasures"
  3. "Farming, For Beginners"
     or "Fatherhood, For Beginners"
  4. "Old Habits"
  5. "Fatherhood, For Idiots"
     or "Jim Milton Rides, Again?"
  6. "Motherhood"
  7. "Gainful Employment"
     or "The Landowning Classes"

The chapter comprises 11 missions, which can be played in eight different sequences.

Epilogue, Part 2: Beecher's Hope

In an effort to give Abigail the life she has always wanted, John has bought a farm of his own. He is trying to become a family man and a rancher, with help and hindrance from some old friends.
Chapter overview
  1. "Bare Knuckle Friendships"
  2. "An Honest Day's Labors"
     or "Home Improvement for Beginners"
  3. "The Tool Box"
  4. "A New Jerusalem"
  5. "A Quick Favor for an Old Friend"
  6. "Uncle's Bad Day"
  7. "The Best of Women" (cutscene)
  8. "Trying Again"
     or "A Really Big Bastard"
  9. "A New Future Imagined"
  10. "American Venom"

The second epilogue consists of 12 missions, all of which are non-optional. The 12 missions can be completed in only four different sequences, making the second epilogue one of the chapters which allow the player least degree of choices in terms of in which order they progress through the string of missions that they are required to play to reach the end of the chapter.

Stranger Side-missions

Below are the 26 of the 31 stranger side-missions for Red Dead Redemption 2. "Brothers and Sisters, One and All", "Do Not Seek Absolution", "Help a Brother Out", "Money Lending and Other Sins" and "Of Men and Angels" are stranger missions as well, but they are also counted as "honor missions" and thus are included in the chapters above.


Companion Activities

Chapter 2: Horseshoe Overlook

Chapter 3: Clemens Point

Chapter 4: Saint Denis

*Note: "Rob a Bank" for Charles Smith is an exclusive companion activity for Special / Ultimate Edition.

Video Walkthrough


Red Dead Redemption 2 - All Companion Activities Friends With Benefits Trophy

Companion Item Requests

Companion Chapter Time of Day Request Reward
Javier Chapter 2 8AM - 8PM Oleander Sage Poison Throwing Knives
Mary-Beth Chapter 2 8AM - 8PM Fountain Pen Ring
Pearson Chapter 2 (While playing poker with him) 8AM - 2PM Naval Compass Guarma Rum
Jack Chapter 2 (during the mission "A Fisher of Men") 8AM - 8PM Comic Book Chocolate Bar
Jack Chapter 2 (after the mission "A Fisher of Men") 8AM - 8PM Thimble Jack's DrawingUI
Abigail Chapter 2 (after the mission "A Fisher of Men") 8AM - 8PM $5 Honor
Tilly Chapter 3 (While playing dominoes with her) 8AM - 8PM Necklace 2 Health Cures
Sadie Chapter 3 (during the mission "Further Questions of Female Suffrage") 8AM - 8PM Harmonica Gun Oil
Hosea Chapter 3 8AM - 8PM 2 American Ginseng Potent Health Cure
Molly Chapter 3 8AM - 8PM Pocket Mirror Cigar
Kieran Chapter 3 12PM - 6PM 2 Burdock Roots Horse Care Items:
  • Horse Stimulant
  • Horse Meal Pamphlet
Sean Chapters 2-3 8AM - 6PM Kentucky Bourbon Fire Bottles
Bill Chapters 2-4 8AM - 8PM Hair Pomade Repeater Cartridges - High Velocity
Charles Chapters 2-4 8AM - 8PM 1st Request: Moonshine
2nd Request: Oleander Sage
1st Request: Fire Arrows
2nd Request: Poison Arrows
Dutch Chapters 2-4 8AM - 8PM Pipe SpursUI
Hosea Chapters 2-4 8AM - 8PM The Case of the Shrew in the Fog Book Predator Bait
Susan Chapters 2-4 8AM - 8PM Any 2 Seasoning Herbs:
  • Wild Mint
  • Oregano
  • Creeping Thyme
Potent Miracle Tonic
Pearson Chapters 2-4 8AM - 2PM Rabbit Carcass Scout JacketUI
Lenny Chapters 2-4 8PM - 3AM Pocket Watch Dynamite
Charles Epilogue Part II 8AM - 8PM Eagle Feathers Horse Reviver
Uncle Post-Game 8AM - 8PM Home Remedy Ingredients:
  • Milkweed
  • Kentucky Bourbon
  • Peppermint
  • Hair Pomade
  • Skunk Carcass
  • Tornado BootsUI
  • Classic Frock CoatUI
  • Drifter HatUI
  • Frontier VestUI
  • The best time to trigger an item request (besides during missions and companion activities) is from noon to approximately the evening. This makes it easier as the gang members are not asleep or eating dinner despite some of them not being available after 12pm or after 3pm.
  • Due to Lenny's request being at night, it is best triggered at around 10pm as the gang members tend to stay up for a long time at night.
  • There are possibilities that some companions won't ask for the items they are looking for, in Chapters 3-4, such as Pearson asking for a Rabbit, or Sean asking for a bottle of Kentucky Bourbon. To avoid this, players should aim to complete the above item requests as early/soon as possible.
  • UI denotes a Unique Item.

Video Walkthrough


Red Dead Redemption 2 - All Item Requests & Locations (Errand Boy Trophy)


  • During part 2 of the epilogue, John becomes indebted to the bank. Even if the player acquires the indebted sum of $465 or more outside of the main missions, the money can't be used to pay off the debt and the player must instead complete the storyline missions that result in John making the payments.

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