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That's Murfree Country is a mission in Red Dead Redemption 2. It is the final mission of Chapter 5.

Mission Overview[]

Dutch sends Arthur and Charles to Beaver Hollow to find a new location for the gang's camp.

Story[]

After the gang are attacked by Pinkertons, Dutch realizes that they need to move, and because they can no longer travel any further east, they must go north instead. Arthur and Charles ride to Roanoke Ridge (or by canoe if the player wishes) and eventually arrive at Beaver Hollow. After stealthily dispatching members of the Murfree gang who are outside the cave, Arthur and Charles then deal with those in the cave. After finding a girl named Meredith Buckley, who had been captured and abused by the Murfrees, Arthur takes her back to her home in Annesburg while Charles goes back to the others to let them know where the new camp is.

As the gang are setting up the new camp, Uncle returns with a drunk Molly O'Shea. She claims that she ratted out the gang to the Pinkertons before the Saint Denis robbery and taunts Dutch. As Arthur and Dutch argue over what to do with Molly, Susan shoots her in the stomach with a shotgun, killing her, and asks Bill and Pearson to burn the body.

Gold Medal Objectives[]

  • Deliver Meredith to her mother within 2 minutes.
  • Get 15 headshots.
  • Complete with at least 85% accuracy.
  • Complete the mission without taking any health items.

Mission Failure[]

The mission will fail if the player:

  • Assaults, kills or abandons Charles;
  • Allows Charles to be killed;
  • Assaults, kills or abandons Meredith;
  • Destroys the canoe (if they decide to use it);
  • Assaults or kills any of the villagers;
  • Alerts the law in Annesburg;
  • Kills or abandons their village horse;
  • Kills or abandons their own horse;
  • Dies.

Deaths[]

Trivia[]

  • In the third trailer for Redemption 2, the scene featured in this mission where Dutch questions Arthur's loyalty is shown, but in it, Arthur does not look ill and instead has the same appearance as he does pre-illness, when he is healthy. This was likely done to avoid spoilers.
  • In the intro cutscene, as Dutch describes the gang's situation, he mentions the game isn't over until he makes his move. This foreshadows the final mission of the game, which ends with Dutch shooting Micah; a move that ends the game's storyline.
  • Before Arthur speaks to Dutch at the beginning of the mission Dutch is murmuring chess moves to himself, starting with White to d4 and Black to f5, an opening known as the Dutch Defence. He follows this up with its most popular continuation in modern times, but as there are no games recorded with this particular sequence of moves before 1931, this is arguably an anachronism. He is also describing the moves in algebraic notation ("White to d4"), which would not be popular in chess matches until the 1980s. He should be using descriptive notation instead ("White to Queen 4").
  • In the game files, Molly was originally going to be buried in an unmarked grave instead of her body being burned. The texture, location coordinates and model of the grave exist in the game files. It can be spawned with mods.[1]
  • Most players tend to choose Dynamite since it makes clearing the cave out easier and also because it doesn't actually force them to use it, meaning they can still sneak their way through the cave as a means of eliminating enemies and end up receiving free dynamite after the mission.
  • Arthur will have different reactions to Dutch stating that he hasn't played his last chess move yet, depending on his honor.
    • If the player has high honor, Arthur will say that he is more interested in saving lives than winning at chess; if the player has low honor, he will be interested in surviving instead.
  • After delivering Meredith to her mother in Annesburg, if Arthur has high honor, he will meet Edith Downes bringing a client to her home in the same cutscene.
  • If the player ignores the prompt to journey to Butcher Creek by canoe or horse, Charles will express his impatience. If neither option is selected in time, Charles will automatically choose to go by canoe.
    • If the player decides to go by canoe, Charles and Arthur will take two random Tennessee Walker horses from the village for the ride to Beaver Hollow.
    • If the player decides to go by horse and have their temporary horse along as well, it will be left behind at the travel cutscene.
  • The two unkempt horses at the village are seen only in this mission and can not be found after completion, though identical looking horses can be found during encounters with the Murfree Brood.

Video Walkthroughs[]

PS4 Version
PC Version

Trophies/Achievements[]

Completing this mission and chapter contributes toward the following Trophies/Achievements:

NoTraitors
20 gamerscoregamerscore
Bronze bronzebronze
Complete Chapter 5

GoldRushTrophy
50 gamerscoregamerscore
Silver silversilver
Earn 70 Gold Medals in Story missions.

BestintheWest
100 gamerscoregamerscore
Gold goldgold
Attain 100% Completion.


References[]

Navigation[]

Red Dead Redemption 2 mission walkthroughs
Chapter 5: Guarma
"Welcome to the New World""A Kind and Benevolent Despot""Savagery Unleashed""Hell Hath No Fury""Paradise Mercifully Departed""Dear Uncle Tacitus""Fleeting Joy""Icarus and Friends""A Fork in the Road""That's Murfree Country"
Chapter 1Chapter 2Chapter 3Chapter 4Chapter 6Epilogue, Part 1Epilogue, Part 2
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