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RED DEAD REDEMPTION 2 - "Chronological" Mission Order


Spydr Webz

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!!! SPOILER WARNING !!!

 

This thread contains spoilers pertaining to the story missions of Red Dead Redemption 2. Details on missions will be hidden, so only mission names will be visible unless you wish to view details and notes. Each chapter is labeled, so you can safely view up to the chapter you are in without any spoilers unless indicated in advance.

 

 

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In this thread I will be attempting to put the story missions of Red Dead Redemption 2 in a “chronological” order. Of course, RDR2 is an open, non-linear game at times, so any player is free to play how they choose and at their own pace. But man players such as I enjoy playing in a way that allows you to experience the story in the most logical and cinematic fashion possible. And that is what this proposed mission orders aims to accomplish.

 

I compiled this order as I played through the game for the first time, noting areas where the narrative didn’t make sense or had less of a cinematic impact, and then reconfigured the order to better achieve the goal. I’m now playing a second time through using this order, and so far it seems that for the most part, it accomplishes exactly what I had hoped and I encourage others to give it a try.

 

In the below list, I organized each mission into the official chapters and included notes with each chapter on my methods and reasons for the placement of certain missions. A space between missions indicates the passing of a day (or several, depending on the mission), meaning in my view they take place on different days. Some days will only have one story mission, and on those days I spend the extra time hunting, fishing, doing side missions (bounty hunting, strangers, companion activities, etc.) or exploring. But all of that is up to you of course.

 

I’m sure there are probably things that I missed, so any input is welcome and encouraged! Let me know if you think I got something wrong here.

 

 

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CHAPTER I -- COLTER

 

[X] - Outlaws from the West

 

[X] - Enter, Pursued By A Memory

 

[P] - The Aftermath of Genesis

[X] - Old Friends

 

[X] - Who the Hell is Leviticus Cornwall?

 

[X] - Eastward Bound

 

Spoiler

 

Chapter I - NOTES

 

-Chapter I was easy. It's the shortest chapter, and it's almost completely linear, save for one instance where you can go hunting with Charles [P], or raid the O'Driscoll camp . In this instance, I chose to do "The Aftermath of Genesis" first. The reason for this is because the other mission is more intense and story-driven; doing the hunting mission after the camp raid awkwardly breaks the action and story momentum that was established in "Old Friends."

 

-Additionally, I feel that Arthur's first priority in Colter is keeping his fellow gang members fed, rather than going after O'Driscoll's, so hunting first makes more sense.

 

 

 

 

CHAPTER II -- HORSESHOE OVERLOOK

 

[R] - Who is Not Without Sin?

 

[U] - Polite Society, Valentine Style

 

[H] - Exit, Pursued by a Bruised Ego

 

[?] -  Good, Honest Snake Oil

[JE] - Americans at Rest

 

[JE] - The First Shall Be Last

 

[LS] - Money Lending and Other Sins [I]

[$] - Money Lending and Other Sins [II] - (Chic Matthews)

 

[H] - The Spines of America

[$] - Money Lending and Other Sins [II] - (Lily Millet)

 

[$] - Money Lending and Other Sins [II] - (Wrobel)

 

[$] - Money Lending and Other Sins [III]

 

[K] - Paying a Social Call

 

[ML] - We Loved Once and True [I-III]

[D] - A Quiet Time

 

[M] - Blessed are the Meek?

 

[J] - Pouring Forth Oil

 

[J] - Pouring Forth Oil [II-III]

[A] - A Fisher of Men

 

[J] - Pouring Forth Oil [IV]

 

[M] - An American Pastoral Scene

 

[J] - The Sheep and the Goats

[D] - A Strange Kindness

 

Spoiler

 

Chapter II - NOTES

 

-Chapter Two is the second biggest chapter, and because of that it starts to get a bit convoluted here. This order may still be a work in progress as the placement of certain missions can be endlessly debated and a satisfying answer is not always clear. 

 

-At the very beginning of this chapter, Hosea will tell Arthur about two potential leads: one involves the boys who have gone into town, and the other involves the Reverend, who has "found something at the train station." Because Hosea is not specific about who went into town and what they are doing, we can justify leaving "Americans at Rest" for another time. Hosea is more specific about Reverend Swanson at the train station, however, and there is no reason to leave him sitting around there for several days waiting for you to arrive. You'll find that I use this as a general rule for mission priority: if a character tells you to meet a specific person somewhere and maybe even notes a specific time, its best to follow up on that as soon as possible. If they are more vague about it, you can leave it up to interpretation.

 

-Originally I had "Exit, Pursued by a Bruised Ego" after "The First Shall be Last," because after the latter mission, there is a break in the narrative where Arthur has no other obligations to anyone or anything. However, after several playthroughs doing it this way, I found that it always felt a bit off... "Exit, Pursued" does not really add anything or have any impact to the story and almost feels like a tutorial mission, while "The First Shall be Last" kind of gets the ball rolling narratively. It just feels awkward to leave it sitting for so long. It's also worth mentioning that this mission unlocks "Spines of America," but it can sometimes take several days for this mission to open up. So playing it too late may risk messing up the order entirely while waiting for "Spines of America." Plus, walking around camp getting shouted at by Hosea for days on end can get quite annoying. "Hey Arthur!" "Hey Arthur!" "HeY aRtHuR!"

 

-"Good, Honest Snake Oil" is not a required mission to progress the story. However, it is necessary to complete in this chapter if one wants a good introduction into bounty hunting side missions. The best time to do it is early, preferably before "Americans at Rest," because at this point the gang has not caused any trouble in the area and thus, are not sought after by the law.

 

-"The Spines of America" and the Lily Millet's Money lending mission are done on the same day because both are in Emerald Ranch. This will limit the amount of backtracking you have to do. Note that the order of these two depends on whether you prefer to take the daytime option or nighttime option in "Spines." If you prefer the night option, do the money lending mission first as by the time the mission is over it is already very late at night.

 

-Interesting note: I originally had "Money Lending and Other Sins [III]" occur after "We Loved Once and True," but it turns out that the game will not allow this to happen. If you try to do it in the opposite order, Strauss will confront you after reading Mary's letter and the money lending mission will trigger automatically. Therefore this needs to be done the day following the other Chapter Two money lending missions.

 

-I like to play "A Quiet Time" after "We Loved Once and True" because of one line: while drunk in Valentine, Lenny asks Arthur why he never married, to which Arthur sadly replies, "no one would have me." Having played Mary Linton's mission previously, it creates a poignant moment that contrasts well with this otherwise hilarious mission.

 

-"Blessed are the Meek?" comes the very next day after "A Quiet Time." As much as Arthur dislikes Micah, at this point saving him before he swings is pretty much a priority. 

 

-"The Sheep and the Goats" and "A Strange Kindness" occur on the same day, because after Cornwall and the Pinkertons corner the gang in Valentine, the pressure is on to leave the area immediately.

 

 

 

 

CHAPTER III -- CLEMENS POINT

 

[D] - The New South

 

[P] - Further Questions of Female Suffrage

 

[D] - American Distillation

 

[GR] - The Course of True Love [I-II]

[MO] - An Honest Mistake

 

[BG] - The Course of True Love [III]

[A] - Advertising, the New American Art [I-II]

 

[H] - The Fine Joys of Tobacco

 

[D] - Magicians for Sport

 

[$] - Money Lending and Other Sins [IV] - (Gwyn Hughes)

[J] - Horse Flesh for Dinner

 

[T] - Friends in Very Low Places

[L] - Preaching Forgiveness as He Went

 

[B] - Sodom? Back to Gomorrah

 

[M] - Blessed are the Peacemakers

 

[$] - Money Lending and Other Sins [IV] - (Winton Holmes)

 

[B] - A Short Walk in a Pretty Town

[D] - Blood Feuds, Ancient and Modern

 

Spoiler

 

Chapter III - NOTES

 

-Chapter III is shorter than the previous chapter, but it putting it in a logical and cinematic order was MUCH trickier. I think what makes it so difficult is the fact that Dutch and other gang members are constantly telling you to go meet someone, making you feel obligated to do certain missions in a certain order, even if it is to the detriment of the narrative. Other times, the game seems to prompt you towards doing certain missions before others when said missions might be confusing if others have not been completed beforehand. I think the order above is probably the best solution to all of this, though it is not perfect. Let's dig deeper into the specifics.

 

-Immediately as the chapter opens up, you will hear Pearson and Sadie in the midst of a heated argument in camp. Naturally, you might want to go investigate. However, getting too close to the pair will trigger "Further Questions of Female Suffrage," which isn't a terrible opening mission, but Dutch's "The New South" works vastly better as an opening mission. You meet the Gray family who provide some exposition revealing their feud with the Braithwaite family, which ends up being the focal point of the chapter. They show you around area, pointing out key locations such as Rhodes and Caliga Hall, and even warn the player about the Lemoyne raiders. The mission concludes with a relaxing fishing trip alongside Dutch and Hosea. This mission has everything going for it in regards to being the perfect "opening" mission for the chapter. It's just odd that the game will naturally draw you toward Pearson and Sadie instead. My best advice would be to ignore the original bickering... chalk it up as background noise, and go straight to Dutch. After the mission, you will end up back in camp. Rather than going straight to Sadie an Pearson, take off to the left, call your horse, maybe do some hunting, then camp overnight in the woods and return the next day to begin "Further Questions of Female Suffrage."

 

-American Distillation needs to take place in the morning. No matter what time you start this mission, the game will automatically revert the clock to the morning after the mission.

 

-I originally had "An Honest Mistake" placed way later in the chapter. My reasoning was that, during the course of the mission, the law becomes aware of crime in the area, and may connect it to Dutch's gang, especially since it's another robbery on Cornwall's assets. But doing it early solves two problems: one, it prevents Molly O'Shea from sitting around under a tree calling Arthur for a week, and two, it clears some space up in the last half of the chapter to allow more focus on the Gray vs. Braithwaite Feud.

 

-After "The Course of True Love [III]," Abigail will more than likely approach Arthur as soon as he heads into camp to inform him that John and Hosea are currently waiting for him by the moonshine stash. At this point you're pretty much obligated to immediately start "Advertising, the New American Art." And that's okay, because it fits well here. Just make sure its sometime in the late afternoon/evening, as this mission will always end later in the night.

 

-After "Advertising," Dutch will instruct Arthur to meet Hosea at the Braithwaite's, and will also say that he has sent Sean McGuire as well. Therefore, "The Fine Joys of Tobacco" mission should be done next day. Feel free to spend the earlier parts of the day hunting/fishing/doing side missions, because like "Advertising," this mission will always end at night. It's worth mentioning that Dutch will also instruct Arthur to meet John and Javier at the Gray's, but that mission, "Horse Flesh for Dinner," isn't even available until after "The Fine Joys of Tobacco" is completed. I consider Dutch's instructions on this to be more of a "do it when you can," thing rather than an immediate obligation.

 

-Originally I had "Magicians for Sport" before "Fine Joys," but I discovered that after "Magicians," the game will automatically skip to the next morning and Arthur will be in Rhodes. I wonder why Arthur would go to Rhodes, and I figure a good reason would be to collect the debt from Gwyn Hughes. Make sure to speak with Strauss at a point prior so this money lending mission is available. Then, straight to "Horse Flesh for Dinner."

 

-The rest is pretty straight forward, but I would like to point out that immediately after "Blessed are the Peacemakers," is probably the best time (and last chance narratively) to explore/do tasks in Strawberry, Big Valley and the Grizzlies West. If you're trying to complete as much of the game as possible as Arthur, this is your chance. Typically, I do the money lending mission for Winton Holmes and the Joshua Brown bounty hunting mission and well as the general store side business. You also have the Legendary Buck and a nearby trapper to sell the pelt too. Then, I head up into Grizzlies West (make sure you pack some warm clothes!), complete some treasure hunts and tame the White Arabian Horse. Taming this horse is necessary if you want to get both the Legendary White Bison and the Legendary Sockeye Salmon. Load one onto your main horse and the other onto the White Arabian. Then I do the Flaco Hernandez gunslinger mission, and head back down the mountain and make my way back to camp. Hit up the trapper near Riggs Station, sell the bison pelt, then ship off the Sockeye Salmon. Take the White Arabian to the stable near Strawberry, keep it or sell it, then head back to camp and pick up the Legendary Chain Pickerel on your way back. For me, this all takes about a week in-game time. You may wonder why Arthur would return to Strawberry after shooting up the place with Micah, or even why he would go back into the mountains. I figure long enough time has passed since "Blessed are the Meek?" that its safe to return, and Arthur's appearance should be different anyway. Now that he's back on his feet after nearly dying at the hands of the O'Driscoll's, maybe Arthur wants to take a relaxing hunting/fishing trip in the mountains before returning to work. The guy deserves a vacation, right?

 

 

 

 

CHAPTER IV -- SAINT DENIS

 

[X] - The Battle of Shady Belle

[BR] - The Joys of  Civilization

 

[D] - Angelo Bronte, Man of Honor

 

[?] - Help a Brother Out

[ML] - Fatherhood and Other Dreams

 

[MB] - No, No and Thrice, No

[H] - The Gilded Cage

 

[?] - American Fathers

[BD] - Brothers and Sisters, One and All

[T] - A Fine Night of Debauchery

 

[EF] - American Fathers [II]

 

[SA] - Horseman, Apocalypses

 

[D] - Urban Pleasures

[D] - Country Pursuits

 

[LS] - Money Lending and Other Sins [V]

[D] - Revenge is a Dish Best Eaten

 

[D] - Banking, the Old American Art

 

Spoiler

 

Chapter IV - NOTES

 

-"The Battle of Shady Belle" is technically the last mission of Chapter III, but since it occurs on the same day as the first Chapter IV mission, I included it in this section of the list instead. This mission and the two following it are basically all about finding and rescuing Jack, which occurs over the course of two days (not a single day as I had erroneously stated in the previous version of this list). With the urgency of the situation, it wouldn't make sense to do anything else until this story arc is complete.

 

-After "The Joys of Civilization," the in-game time will skip to the next day, with Arthur hanging around Saint Denis. I spend some time in the city until evening rolls around before starting the next mission, as "Angelo Bronte, Man of Honor" takes place at night.

 

-The next day after the party celebrating Jack's return, Arthur will receive a letter from Mary Linton stating that she is staying in town, asking for him to come visit. It makes sense to this this mission the same day, as realistically Arthur has no way of knowing how long Mary will be in town. Before this mission, I do "Help a Brother Out," which is technically a stranger side mission and therefore optional. However, it is the beginning of a longer mission strand that extends into Chapter VI and ends up being a deeply impactful part of Arthur's story, so I personally consider it canon and highly recommend playing it. Edith Downes also appears here, which relates to another strand of stranger side missions in Chapter VI, which I also consider canon. More on that later down the list. 

 

-The next three missions all take place in Saint Denis. Arthur should head there right after "The Gilded Cage" ends, as Dutch tells him to meet Trelawny at the tailor. He doesn't specify an exact time, but from the sounds of it Trelawny is already in Saint Denis. However, "A Fine Night of Debauchery" takes place at night, so an ideal time to start it would be late afternoon/early evening. First, I do "American Fathers," which is really just a cutscene where Eagle Flies will ask Arthur to meet him in the Heartlands. He specifically says "in a couple days," so after completing "A Fine Night," I do side activities the next day, then head up for "American Fathers [II]" the next. Make sure to start this mission in the afternoon/evening as well.

 

-Originally I had "Horseman, Apocalypses" and "Urban Pursuits" on the same day, with "Country Pursuits" the day after. I switched this around as I realized this gets a bit messy. "Horseman, Apocalypses" resets the game clock making me believe the game skips to the next day. Regarding "Urban Pleasures" and "Country Pursuits," after completing the former, Dutch will relentlessly shout at Arthur every time he enters camp until he triggers "Country Pursuits" by speaking to him. In order to avoid this, both missions need to be done pretty much back-to-back.

 

-I place "Money Lending and Other Sins [V]" after "Urban Pleasures" because when speaking to Strauss, Arthur will sarcastically ask, "Will you be joining us in Tahiti?" The first time Dutch ever mentions Tahiti to Arthur directly is in "Urban Pleasures." Prior to that, he will mention it during Jack's party earlier in the chapter, but it is easy to miss if you're not paying attention. Plus, this fills up the first half of the day before triggering "Revenge is a Dish Best Eaten," which occurs at night and should be triggered in the evening.

 

-Note that after "Revenge," the in-game clock will skip to the next morning with Arthur at camp. You can trigger "Banking, the Old American Art," at this time, but there is a bit of dialogue from Dutch that is confusing. He will say, "We ride out in the morning," despite it already being early morning, and the camera will show a wide shot of Shady Belle implying some time has passed. The whole thing feels a bit odd. If this doesn't bother you, great. But if you're a stickler for this kind of thing, spend the entire day doing something else, then trigger the mission that night.

 

 

 

 

 

CHAPTER V -- GUARMA

 

[X] - Welcome to the New World

 

[?] - Savagery Unleashed

 

[D] - A Kind and Benevolent Despot

[X] - Hell Hath No Fury

[X] - Paradise Mercifully Departed

 

[X] - Dear Uncle Tacitus

[X] - Fleeting Joy

 

[D] - That's Murfree Country

 

Spoiler

Chapter V - NOTES

 

-Like the first chapter, Chapter V is very linear, with only one instance where you can choose between two missions. I prefer to do "Savagery Unleashed" before "A Kind and Benevolent Despot," because the latter mission has more impact on the overall story. Furthermore, it makes sense to do "A Kind and Benevolent Despot" and the following missions all on the same day, as the first always takes place in the morning, "Hell Hath No fury" takes place in the afternoon/evening, and "Paradise Mercifully Departed" always occurs at night, no matter which order "Savagery" and "despot" are played. If "Despot" is done first, the in-game clock will skip to the following day. Then after playing "Savagery," "Hell Hath No Fury," will start automatically in evening the next day. What would Arthur have been doing all day? Instead of trying to justify it, just play "Savagery" first.

 

-Both "A Fork in the Road" and "Icarus and Friends" can be completed in either Chapter V or VI. On my original list I had both of these set before "That's Murfree Country," but upon several playthroughs I have decided they just work better as an opening to Chapter VI. I understand this is a controversial topic, but I've come to terms with my own justifications. At the end of "Fleeting Joy," Sadie will tell Arthur that she's heading out to figure out how to rescue John. "Now?" he asks. "Yes, now!" she responds. She then tells him to meet her in Saint Denis. Some may look at this and think Sadie was also requesting Arthur to join her now. However, she only says that she is going now, and just asks Arthur to meet her. I take that as a "meet me when you can" kind of request. This is further evidenced by the fact that Arthur does not indeed follow her now, as the in-game clock will automatically skip the next day, and Arthur is still in camp. I figure Sadie is scoping the place, understands Arthur may need to assist in moving the camp, and just expects him in the next day or two. With the recent Pinkerton attack, moving the entire camp to safety is a bigger priority than saving John. If Arthur talks to people in camp, he even says "I'll speak with Dutch." Another thing... in "Icarus and Friends," Sadie can be seen riding south from Annesburg, but why would she be up in that area if the gang hadn't moved yet? A lot to think about here and I could end up changing my mind int eh future, but for now, I think this is the way to go.

 

 

 

 

 

CHAPTER VI -- BEAVER HOLLOW

 

[X] - A Fork in the Road

[SA] - Icarus and Friends

 

[SA] - Visiting Hours

[D] - Just a Social Call

[?] - The Veteran

 

[?] - The Widow of Willard's Rest

[RS] - A Rage Unleashed

 

[?] - Of Men and Angels

[D] - Goodbye Dear Friend

 

[HS] - The Veteran [II]

 

[M] - The Delights of Van Horn

 

[CB] - The Widow of Willard's Rest [II]

[HS] - The Veteran [III]

 

[RF] - Archaeology for Beginners

 

[LS] - Money Lending and Other Sins [VI]

[EF] - Favored Sons

 

[J] - The Bridge to Nowhere

[CM] - Honor Amongst Thieves

 

[HS] - The Veteran [IV]

[$] - Money Lending and Other Sins [VII]

 

[T] - The Fine Art of Conversation

 

[CB] - The Widow of Willard's Rest [III]

[?] - Do Not Seek Absolution [I]

[C] - The King's Son

 

[SA] - Mrs. Sadie Adler, Widow [I-II]

 

[ED] - Do Not Seek Absolution [II]

[D] - My Last Boy

 

[D] - Our Best Selves

[D] - Red Dead Redemption

 

Spoiler

 

Chapter VI - NOTES

 

-Oh boy, here we go...

Chapter VI is longest and easily the most convoluted section of the game. There a couple glaring issues making the placement of missions in this chapter quite difficult. First of all, as many have noted, story missions' starting points in this chapter are often extremely far from camp and each other, and as a result, it suffers from the somewhat tedious and annoying problem of travelling the same long distance multiple times (usually along the same path, too). Second, You have multiple characters constantly requesting that you meet them or someone else for another strand of missions. When you have two or three of these obligations going at once, it's hard to figure out who is a priority and who can wait for another time. Unfortunately, it isn't perfect... you're going to have to leave some missions sitting awhile. I've worked it so many ways, and there's no way around it. But we can use headcanon to justify it. After many hours on this, I think I've cracked the code to this chaos. See below.

 

 

Just a Social Call / The Delights of Van Horn / The Bridge to Nowhere - WHY these need to be spread out and NOT one after the other:

 

-The mission strand containing "Just a Social Call," "The Delights of Van Horn," and "The Bridge to Nowhere" are a bit tricky, because this is one of those instances where at the end of mission, people will tell you to meet someone somewhere, making you feel obligated to continue. The game seems to want you to do them back-to-back-to-back. Do not fall into this mindset.

 

The only case where this is true is just after "Visiting Hours," Mary-Beth will tell Arthur that Dutch and Micah are currently in Annesburg, apparently waiting for him. In this case, you want to go immediately. As for "The Delights of Van Horn," at the end of "Just a Social Call" Micah will tell Arthur about an old house near Van Horn and say "Meet me there when you can." It seems he's using the old house as a safehouse away from camp where he scouts Van Horn for the next step in the plan, so the meeting is not urgent. I'll discuss "The Bridge to Nowhere" further down the notes.

 

 

Stranger Side Missions that are ESSENTIAL to the Arthur's character:

 

-As you can see on the list, there are several stranger side mission strands included in blue. Normally, I have not been adding stranger side missions due to their optional nature and the fact that most have little to do with the story, but in this chapter, there are several that I find to be important and actually have some relevance to Arthur's character, and therefore consider canon.

 

  1. At this point in the game, most of Arthur's close friends are either gone crazy, turned against him, or dead. The Veteran is a character that Arthur admires, as evidenced by his journal, and represents his longing for friendship and something normal amidst the chaos. Its a nice distraction and keeps him sane while he is dying and his family is falling apart.
  2. The Widow of Willard's Rest represents Arthur's newfound desire to try to do some good and help people before he dies. He does his best to help his gang, but Dutch and Micah continue to tear it apart, despite his best efforts. Helping the widow survive is one thing Arthur can do to fulfill his need to help innocent people rather than hurt them like he once did. 
  3. Arthur meets Edith Downes in Annesburg, and upon seeing her and her son's current situation, he is stricken with guilt. The missions in which you help Edith and Archie represent Arthur's desire for redemption for himself. He isn't just helping an innocent person, he's helping someone that he hurt personally. Even more poignant is that it's the wife and son of the man who gave him the disease that is slowly killing him. It's like poetry, and I think it's an important part of Arthur's story.

 

-"Of Men and Angels" comes right before "Goodbye Dear Friend" because these are the only two missions in the chapter to take place in Saint Denis. It will save you a trip to do both on the same day. Just make sure you do "Of Men and Angels" first. I should note that this mission is optional, but it has a purpose. At the end of "The Fine Art of Conversation," Arthur will meet someone at the train station. If you have not completed this mission or have low honor, it will be Reverend Swanson. If this mission is complete and you have high honor, it will be Sister Calderon. The scene where Sister Calderon comforts Arthur is one of my favorite scenes... so poignant yet hopeful. I consider Sister Calderon canon rather than the Reverend.

 

 

The BEST mission order to minimize backtracking:

 

-At the end of "A Rage Unleashed," Charles will ask Arthur to speak with Rains Fall ("Archaeology for Beginners"). Technically, this is optional, but I consider it to be canon. Arthur agrees, but this is not an urgent mission, and likely low priority on Arthur's own to-do list. 

 

-"Archaeology for Beginners," "Favored Sons," "A Bridge to Nowhere," and "Honor Amongst Thieves"... all of these missions take place a significant distance from camp, and it can be a slog to ride back and forth from camp to these locations. I've placed them in a way that minimizes the backtracking, and fortunately it works perfectly with the narrative. You're going to be away from camp for a few days, so before heading to "Archaeology for Beginners," make sure you have everything you need and pack a somewhat warm set of clothes.

 

  1. "Archaeology for Beginners" comes before "Favored Sons" for a couple reasons. In "Favored Sons," Arthur disagrees with Dutch's plan to stir up conflict between the Wapiti Tribe and the Army, stating that the Wapiti are good people and are already in a complex situation. This makes more sense if "Archaeology for Beginners" comes first, as Arthur speaks with Rains Fall during this mission and learns more about the tribe and their situation. He also shows great concern for Eagle Flies during "Favored Sons"... concern he hasn't previously shown. I believe that spending time with Rains Fall in "Archaeology" causes this, as he sees and feels the chief's own concern for Eagle Flies. Additionally, after "Archaeology," Arthur states that he wishes to try and stop Dutch from doing any further harm to the tribe, which is why he pleads so much for Dutch to stop in "Favored Sons." 
  2. After "Archaeology," the game clock will skip to the next morning and Arthur will be at O'Creagh's Run. This is a good time to head over to the nearby "Money Lending and Other Sins [VI]," which also deals with issues relating to the Army's treatment of the natives... convenient to the current story. Then, head over to start "Favored Sons."
  3. "Favored Sons" will end near Window Rock the next day, as Arthur makes camp overnight and the game skips to the next day. Conveniently, this is not too far from the starting location of "The Bridge to Nowhere." Complete that mission, and then you're not too far from the reservation where you can start "Honor Amongst Thieves." As you can see, putting these missions together in this order not only aids the narrative, but SIGNIFICANTLY reduces the amount of backtracking you would have to do otherwise.

 

 

WHY the Bridge to Nowhere takes place near the END of the Chapter:

 

-Alright, now here's the deal with "The Bridge to Nowhere." It's an important mission and reveals a lot about Arthur and John's thoughts on Dutch and the whole gang's situation. It can be done relatively early in the chapter, before several other major events. However, if done too early, Arthur's sudden flip on Dutch can be a bit jarring. In his conversation with John, Arthur openly explains his distrust of Dutch, and even implies his plans to betray him. It's a bit sudden of a transformation, even considering the news regarding his health.

 

Therefore, I find it best to complete "Favored Sons" before a "Bridge to Nowhere." At the end of "Favored," Arthur makes camp and the camera focuses on him as he makes some unusual facial expressions, clearly showing disgust and resentment. I find it significant that rockstar chose to emphasize this right after this mission, like its an important moment, a turning point. I believe this is the moment Arthur becomes completely disillusioned with Dutch, and his concern now lies in the safety of the gang members he considers friends. Thus, he embarks toward Bacchus Bridge to meet John, and opens up about his revelations and his desire for John to run.

 

 

Arthur's very bad day:

 

-I put "The Veteran [IV]" on the same day as "Money Lending and Other Sins [VII]" because I think it sets up an interesting arc in Arthur's story. In this chapter so far, Arthur finds out he is going to die, watches men he once considered brothers turn against him, and sees his best friend and mentor turn insane. One of the few things keeping him sane is Hamish Sinclair. My belief is that Arthur values this brief friendship because it is the only aspect of his life where he doesn't feel a responsibility for other people' lives. He can visit the veteran and decompress with some fishing or hunting or deep conversation. In "The Veteran [IV]", this comes to an end, as Hamish is killed by a giant wild boar. Obviously, Arthur is heartbroken over this.

 

-With Hamish gone, Arthur is has no other choice but to snap back to reality and try to help his gang any way he can. He heads to collect on Arthur Londonderry's debt in "Money Lending and Other sins [VII]," only to find out the debtor is dead, and his wife has become widowed with a young child. You can see in Arthur's eyes that he is deeply ashamed and guilty. The loss of a friend makes this more impactful. After absolving the debt Arthur angrily throws Strauss out of camp. I think the emotional impact of his anger is heightened when complemented by the veteran's death that same day. I feel this is Arthur's lowest point emotionally in the entire game.

 

-The following day, during the "Fine Art of Conversation," Arthur has another angry outburst where he takes Captain Monroe and holds Colonel Favours at gunpoint before escaping. Upon escaping, he will meet sister Calderon at Emerald Station, who comforts him while Arthur reveals his fear. She says to him, "Take a gamble that love exists, and do a loving act." You can see on Arthur's face that he is really thinking about what the Sister is saying, and takes these words to heart. Afterwards, Arthur writes in his journal that he feels a lot better after talking to Sister Calderon. He's out of his slump and has a renewed determination to do good by his friends and family and those he has hurt. This inspires him to help Edith and Archie Downes in "Do Not Seek Absolution" next.

 

 

WHY Sadie's mission should take place AFTER The Bridge to Nowhere:

 

-The placement of this mission might be controversial as it is unlocked much earlier (after "Goodbye Dear Friend"), but I feel it is right. In return for helping Sadie kill the O'Driscoll's, Arthur asks that she help John, Abigail and Jack when he is no longer around. Therefore, her mission must take place at some point after "The Bridge to Nowhere." Always choose to ride with Sadie.

 

 

-Everything else is pretty straightforward I think, as from this point on the missions are linear.

 

 

 

!!! SPOILER !!! DO NOT REVEAL BELOW IF YOU HAVE NOT COMPLETED CHAPTER VI !!!

 

Spoiler

 

I did not include the Epilogue in this list because it's too straightforward and simple to have any specific order. I might add it to the list at a later date just for the sake of completion.

 

 

---

 

 

And there you have it! I'm sure this is far from accurate, especially Chapter VI, and I realize that I may have missed a lot of things. For example, I did not include most of the Money Lending Missions simply because I did not play them my first time around. I did not include "The Course of True Love [IV-V]" because I could not find any good spot to place it. If you have any suggestions about stranger missions or side activities that would fit neatly in here, let me know!

 

If you like this list, give it a try during your next play through and let me know how it goes. Additionally, if you have your own take on the "chronological" order, I encourage you to share in this thread. I'm still not 100% sure on this so I'd like to hear other people takes on it!

 

Edited by Spydr Webz
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Good work!

 

Re: chapter 6, it should be possible to do "Mrs. Sadie Adler Widow" earlier, thus cutting down on the traveling by doing other missions on the way back. It apparently becomes available after "Goodbye Dear Friend" but only if one other mission is available, which it makes a bit tricky. I suspect you'd have to do A Bridge to Nowhere earlier than you have it.

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I really screwed up in chapter 5 when you get back to America you can choose to go to a mission for Dutch or Sadie to help John (the balloon mission). I went to Sadie then did all the Edith Downes missions in Annesburg where you get her and her son to leave, then I did the Dutch mission when you set up the beavers hollow camp and at the end of that mission you see Edith walk into a shack with a man. It was like she came back after fleeing the country... it was al wrong.

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Actually reading your mission order for chapter 5 I do think you’re suppose to see Dutch to do “That’s Murfree Country” before doing the balloon mission and finding out Arthur has TB. When you’re at camp and talk to people he says he’ll ralk to Dutch making that seem to be the priority. Also when you’re on the balloon on your way back from the prison island we see Sadie being chased down Van Horn, why is she even in that area? It would make more sense if the beavers hollow camp is already set up.

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Thanks for the feedback so far! Also, I'm sorry about the formatting in this post. For some reason it italicized and underlined everything which I'm sure is a turn off for a lot of people. For some reason I'm still a "New Member" and can't edit the post. 😯 Once I can do that I'll get it fixed.

 

On 11/17/2018 at 7:08 AM, Harmonica said:

 

Re: chapter 6, it should be possible to do "Mrs. Sadie Adler Widow" earlier, thus cutting down on the traveling by doing other missions on the way back. It apparently becomes available after "Goodbye Dear Friend" but only if one other mission is available, which it makes a bit tricky. I suspect you'd have to do A Bridge to Nowhere earlier than you have it.

 

Yeah, that was one of the issues I was having with Chapter 6. When I get to this point in my current playthrough i'll definitely pay more attention to this particular area.

 

I wanted to do Sadie Adler's mission after "A Bridge to Nowhere," because in John's mission, Arthur has a final chance to bond one-on-one with John, which is where I believe he gets the idea to help John and his family escape. In Sadie's mission, he asks Sadie to help the Marstons as well, which I find makes more sense if he already talks to John about escaping. Maybe the dialogue changes though if you do the missions in a certain order? Not sure yet.

 

On 11/18/2018 at 4:11 AM, NikosUncle said:

Actually reading your mission order for chapter 5 I do think you’re suppose to see Dutch to do “That’s Murfree Country” before doing the balloon mission and finding out Arthur has TB. When you’re at camp and talk to people he says he’ll ralk to Dutch making that seem to be the priority. Also when you’re on the balloon on your way back from the prison island we see Sadie being chased down Van Horn, why is she even in that area? It would make more sense if the beavers hollow camp is already set up.

 

Good point! I hadn't thought about that. I'll definitely be trying this out instead during my second playthrough.

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Undying4n42k1

"Old Friends" should be labeled for Bill.
"Polite Society, Valentine Style" should be labeled for Uncle (and you forgot the word "Style").
"Sodom? Back to Gamorrah" should be labeled for Bill.
"A Short Walk in a Pretty Town" should be labeled for Bill.

I'm not trying to insult, just trying to help. I appreciate the list.

Clearly, my post got messed up too. I think you know what I was trying to say, though. Missing letter icons.

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Started my 2nd playthrough this morning, following this guide.

 

Just finished "Exit, Pursued by a Bruised Ego" and feels like there should be a bit of gap between now and starting "Spines of America". Hosea would need time to return to camp, then head to Emerald Ranch and discover Seamus's little side business, as well as time to pass along a message to Miss Grimshaw about sending Arthur to meet him.

 

I haven't returned to camp yet, went to the trapper near Van Horn to sell the bear pelt first, then to the stables near Dewberry Creek to upgrade my horse tack. I'm conscious that Miss Grimshaw will accost me with Hosea's message when I go back, and there are no strangers or anything major to distract Arthur between Dewberry Creek and Horseshoe Overlook.

 

My only suggestion at the minute is to head to camp, but skirt around the edge and trigger "Paying a Social Call" before Miss Grimshaw can grab me.

 

Perhaps now would be a good time for Arthur to do a little wandering to familiarise himself more with the Heartlands? As we know, spirits are high after Sean's safe return and there's no pressing need for Arthur to rush back to camp.

 

EDIT: The forum merges double posts, how clever 😂

 

An idea has just struck me.

 

Perhaps a day of facing down with a giant bear, Arthur would be partial to a drop of whisky? So he heads tp Valentine, but doesn't want to show his face in saloon on the main street so soon after nearing killing Tommy, so he goes to the smaller one and thereby triggers "The Noblest of Men, and a Woman" which could help pass by a few days in-game if he decided to go after all the gunslingers at once, which would give Hosea plenty of time to scout out Emerald Ranch.

 

EDIT 2: "A Fisher of Men" must be done before "Pouring Forth Oil IV", as the Arthur mentions in the closing cutscene of PFO IV that the law have already found him once near Horseshoe (which is referring to his run-in with Milton and Ross whilst fishing with Jack).

 

AFoM unlocked for me right after PFO III, so it can be done in this order. Also worth mentioning - if you do another mission after PFO II (in which you're supposed to steal the oil wagon), the game will skip straight to PFO III and John will accuse Arthur of forgetting about the oil wagon, but not to worry because he's taken care of it.

 

After triggering the PFO II cutscene with John, I read Mary Linton's letter and then went to see her, which fitted well when Arthur is apologetic to John for forgetting about the wagon. It makes sense that seeing Mary Linton again after such a long time would be playing on his mind.

 

EDIT 3: Sorry for all the edits, I'm really enjoying myself 😂

 

So next up in the order for me is "An American Pastoral Scene", but I realised something... I don't like Micah, Arthur doesn't like Micah, and I don't see that he would be in a hurry to meet up with him again. In fact, knowing that Micah is moseying around the hills near Strawberry, and thereby well away from Horseshoe Overlook, I think Arthur would be pretty happy to just leave him out there for now.

 

During my first playthrough, I know that I was into Chapter 3 before I did AAPS, because I hadn't even realised before then that Micah had another mission on the map.

 

So my plan is skip AAPS for now, head back to camp for some rest after the train robbery in PFO IV, and hesd to Valentine to see John in the morning (I believe he says he's heading that way at the end of PFO IV).

 

f*ck Micah. I hope he catches pneumonia and dies in those hills.

Edited by GreatScott04
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Thanks so much for posting something like this! I've restarted chapter 2 multiple times to try and get the best RP experience out of the game. Your order looks good but I have a question regarding dialogue... So in your walkthrough you do Americans at Rest before getting Lenny back at camp - do you worry that you missed dialogue from Lenny at Sean's homecoming party because of this?

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Oooooh I'm in.  I enjoyed helping out when we tried doing this for GTA V and the Holy Trinity.

 

Like GTA V, small bits of dialogue change depending on what missions you've done before.

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@Spydr Webz

This was great. So helpful to get a sense of the right order and help the pacing.

 

I had a question. At the end of John's train robbery (Pouring Forth Oil IV), he asks if they think they were followed and Arthur mentions that it's possible because he'd already been found near Horseshoe Overlook - however, I had NOT yet been confronted by the Pinkertons while fishing with Jack. Do you think this an error in the order of missions, or was Arthur referring to Jimmy Brooks outside of Valentine? Was this a blind spot by Rockstar in writing the mission as if the fishing mission had already been done?

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3 minutes ago, morrisaywhat said:

@Spydr Webz

This was great. So helpful to get a sense of the right order and help the pacing.

 

I had a question. At the end of John's train robbery (Pouring Forth Oil IV), he asks if they think they were followed and Arthur mentions that it's possible because he'd already been found near Horseshoe Overlook - however, I had NOT yet been confronted by the Pinkertons while fishing with Jack. Do you think this an error in the order of missions, or was Arthur referring to Jimmy Brooks outside of Valentine? Was this a blind spot by Rockstar in writing the mission as if the fishing mission had already been done?

A Fisher of Men unlocks right after Pouring Forth Oil Part III, so I think that mission was in turn supposed to unlock Pouring Forth Oil Part IV but they obviously slipped up.

 

I think Jimmy Brooks was just a civilian who saw him in Blackwater? In Arthur's journal he mentions that he would often stay in Blackwater looking for opportunities when they were camped near there.

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My absolute favourite part: figuring out an order.


Some thoughts about Chapter 3, which I played roughly in the order given by @Spydr Webz, except for "Magicians For Sport" and "Friends in Very Low Places" I did after "Horse Flesh for Dinner"

Spoiler

 


During "An Honest Mistake", I did the mission fairly late but the line where the gang was surprised that Uncle had found a tipoff for a wagon because they hadn't been in the area long was intact, and Uncle makes a joke about the other members doing nothing but 'fishing or playing lawmen', which I think might refer to the events of "The New South" specifically; given the notable absence of mention of the events of "American Distillation" during the following mission, leading to...

During "Preaching Forgiveness as He Went", Lenny's dialogue seems to serve as an intro to the Lemoyne Raiders gang, and Arthur only mentions encountering them with Sadie during "Further Questions of Female Suffrage" and not the numerous other encounters he's had ("American Distillation" being the biggest). 

 

While I absolutely agree about the three threads happening in that chapter, it seems more like those two at least should happen along with "The Course of True Love" as a lead-in to the Clemens Point chapter. One order that sort-of makes some logical sense to me but I have no idea if it's feasible due to unlock conditions:
"An Honest Mistake" (Cornwall's agents play a major role) -> "Magicians For Sport" (Hey, Trelawney mentioned bounty hunters, Dutch is antsy about that because Cornwall is being more persistent about crossing state lines than anyone else before) -> The Braithwaite/Gray feud missions, since the bounty hunters were taken care of

 

Probably needs to be interspersed with other missions, since Dutch would be unavailable at camp for "Magicians..." until "American Distillation" gets triggered in Rhodes.

 

 

These thoughts are really disorganized, apologies for that, I'll consolidate them more once I've finished up the chapter and can note dialogue oddities in the remaining missions.

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Upd: "Sodom? Back to Gomorrah" and "Blessed are the Peacemakers"

 

Since "A Short Walk in a Pretty Town" is pretty much unambiguously the start of the chapter climax and denouement, those missions' place in the timeline is cut-and-dry.

 

 

Spoiler

"Sodom?": Some odd dialogue in this one. I figure there's two places that it would fit as a lead-in with regards to Bill: shortly before "Short Walk", or immediately before "American Distillation". Arthur expresses surprise that Bill has been drinking with the Grays, and Bill's mention of 'extra security' could be a lead-in to "Short Walk" - bit given Bill's presence with Dutch and Sheriff Gray at the beginning of "Distillation" and the pretext of drinking in the intro to that mission, Arthur shouldn't be all that surprised? I don't know if that line is context-dependent; "extra security" is vague and seems to relate more to "Short Walk", but also could be the lead-in to becoming deputies. Also, this is subjective, but there's no line even hinting that robbing the Valentine bank could screw up the ongoing plans with the Grays (only mention I saw was Arthur reminding Bill that they've 'got irons in' the Gray/Braithwaite plot already), it sort of feels to me like this comes before the meat of the Grays/Braithwaites gets started and as a capstone of 'unfinished business from Valentine' before the gang sinks their teeth into the Rhodes plot.

 

"Blessed are the Peacemakers": Ugh. This mission sits poorly with me because it reads a lot like a big chapter capstone of some sort, especially the 'a few weeks later' timeskip during Arthur's recovery. It can't really be a mid-chapter plot device, because it seems like it's dependent upon "Magicians for Sport" (if I'm interpreting the Red Dead wikia correctly), so the Gray/Braithwaite plot is already really going. I'm not sure if it's just because I did it near the end of the chapter, but Micah talked a lot about the number of plots intertwining and how clearing things up with O'Driscoll would mean one less thing that could go wrong, which makes sense to me (and, it seems, Dutch) so honestly I suppose it fits best just before "Short Walk" - on one hand, it makes sense. Arthur's recovery time, and the lack of Big Things the gang does means that there's time for the Grays and the Braithwaites to piece together what these helpful strangers might have in common, especially if Arthur's absence meant people from multiple groups (if I recall correctly, Hosea and Sean are working the Braithwaites, while Dutch/Bill/John/Javier are all working the Grays) were spotted together and tipping Dutch's hand. It just seems so weird to have this big dramatic moment with O'Driscoll, Arthur getting shot, taking weeks off to recover, having that lull time and then another big dramatic climax as the Gray/Braithwaite plot comes to a head. (Bear in mind that I haven't actually finished the chapter yet, so if there's, say, no timeskip between this chapter and the next that makes a bit more narrative sense.) Maybe having a calmer mission in between "Peacemakers" and "Short Walk" would fit?

 

Some random asides:

  • Sadie's mission title being "Further Questions of Female Suffrage" seems like it would fit best just after "The Course of True Love" and the Womens' Suffrage content in that chain.
  • Strauss' butting into "Sodom" to get Arthur to revisit the Downes' seems like a good lead-in to the Ch. 3 "Money Lending and Other Sins" sidemissions, since Strauss will have had time to shark and pay attention to his connections, as he learned that Downes died.
  • Thinking on what @GreatScott04 said about Micah's mission "An American Pastoral Scene" being saved for after Clemens Point is established dovetails nicely with Strauss sending Arthur up to a hunter in Strawberry for one of his debt collector missions. I'm not sure how nicely that would play with some of the other mission unlocks (the Red Dead wikia, again, sort of makes it seem that Chapter 3 won't officially start until "Pastoral Scene" is done).

 

 

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Maybe 'Friends in Very Low Places' could go after 'Blessed are the Peacemakers' then as it's one of the quieter missions in Chapter 3 and would kind of suit Arthur's "coming back" mission?

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Upd 2: "Short Walk in a Pretty Town" through "The Battle of Shady Belle"

 

Spoiler

There's some weird dialogue in this section. At the start of "Short Walk" Bill & co. seemed to already be waiting for me, meaning either there was a scene lead in that might have played if the last mission I did wasn't "Peacemakers"; nevertheless I feel this is a poor fit for a mission immediately after "Peacemakers", so yeah - either "Friends in Very Low Places" as a breather mission, or...

 

In Arthur's journal entry for "Peacemakers" he makes mention of 'not spending much time with the landed gentry', in reference to the Grays and the Braithwaites. Coupled with a few other references, I'm not sure that "Peacemakers" should be positioned after "Tobacco" and "Horse Flesh" - the meat of the gang's involvement in the Gray/Braithwaite feud. John's line in "The Battle of Shady Belle" commenting on the futility of the deaths the gang's caused in pursuit of this feud-meddling, but specifically naming the timeframe as "the last few weeks", the same rough period as Arthur's recovery (were it to happen immediately previous) but Arthur doesn't defer, which has me going back to my initial feeling of "Peacemakers" being more of a mid-chapter break mission, then the gang has lied low enough (and Dutch and Bill have charmed their way into Sheriff Gray's continued good graces) for things to die down until they make too much trouble, but specifically too close to Rhodes - and that leads the Pinkertons to them, as shown in "Battle for Shady Belle". All of the missions up 'til then have either been reasonably far away from Rhodes ("Honest Mistake" through "Sodom?"), relatively nonviolent ("Course of True Love", "Advertising, the New American Art") or officially-sanctioned police work ("American Distillation").

 

Then Arthur recovers after "Peacemakers", he's too valuable an agent to not go do work for the Grays/Braithwaites, him being a common agent might be a tipoff, things go pear-shaped in "Short Walk" - I don't know.

 

However, I've been forgetting about a method I used in Redemption 1 to hash out a rough mission timeline - newspapers. This page gives which missions unlock which newspapers, so - assuming newspaper content is fixed and not contextual like some dialogue lines - that might be a good indicator of which missions take place between the missions that trigger papers, based on which articles track with missions Arthur does.

 

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On 11/25/2018 at 3:29 PM, roe said:

Oooooh I'm in.  I enjoyed helping out when we tried doing this for GTA V and the Holy Trinity.

 

Like GTA V, small bits of dialogue change depending on what missions you've done before.

Yeah, I noticed the dialogue referring to other missions a lot more in RDR. Seems like Rockstar tried hard to avoid player’s from “going in the wrong order.”

 

What does help though with projects like this is that cutscenes will sort of “push” you in a certain direction when you have multiple missions to chase after.

 

@Spydr Webz Really liking your order after reading through it! I can’t speak for most Chapters but from what I remember looking back on my first play through and the guide, and having similar reasons for the order that you have arranged here. Definitely going to help a lot when I do my second playthrough, and see if I can provide or suggest any changes. Good work! Love that things like these have become the norm since GTA IV’s Possible Trinity.

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"Old Friends" should be before "The Aftermath of Genesis" because of additional dialogues between Charles and Arthur during the mission, and another additional dialogue with Kieran in the camp after his capture.

Dutch also needs time to adjust his plan so it could be a welcome break.

 

"Pouring Forth Oil" should also be after "A Fisher of Men" because of dialogue hinting at Arthur meeting lawmen near Horseshoe.

 

"American Fathers" works better before "A Fine Night of Debauchery" because of dialogue hinting at Arthur visiting Cornwall's factory in the Heartlands during his encounter with Desmond Blythe.

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Here's my revise versions of chapters 2-3

Chapter one is perfect so no need to change

 

Chapter 2

[R] – Who is Not without Sin? 

– Polite Society, Valentine

[?] – Good, Honest Snake Oil 

[JE] – Americans at Rest 

[JE] – The First Shall Be Last 

[H] – Exit, Pursued by a Bruised Ego 

[H] – The Spines of America 

[LS] – Money Lending and Other Sins [I-II]

[LS] – Money Lending and Other Sins [III]

[K] – Paying a Social Call 

[ML] – We Loved Once and True [I-III]

[D] – A Quiet Time 

[M] – Blessed are the Meek?

[J] – Pouring Forth Oil 

[J] – Pouring Forth Oil [II-IV] 

[M] – An American Pastoral Scene

[A] – A Fisher of Men 

[J] – The Sheep and the Goats

[D] – A Strange Kindness

As you can see nothing is changed except for "Money lending and other sins" since you can do all of them back to back

 

Chapter 3 Is Divided into 4 parts

Part 1: Is a stand alone mission for Sadie since you only work with her once 

[P] – Further Questions of Female Suffrage 

 

Part 2: It's all about the gray / braithwaites feud

[D] – The New South

[GR] – The Course of True Love [I-III] 

[D] – American Distillation

[A] – Advertising the New American Art [I-II] 

[H] – The Fine Joys of Tobacco 

[J] – Horse Flesh for Dinner 

 

Part 3: All Trelawny missions

[D] – Magicians for Sport

[T] – Friends in Very Low Places

 

Part 4: Individual gang missions

[MO] – An Honest Mistake 

[L] – Preaching Forgiveness as He Went 

– Sodom? Back to Gomorrah 

[M] – Blessed are the Peacemakers 

 

Part 5: The fallout of the gray / braithwaites feud

– A Short Walk in a Pretty Town

[D] – Blood Feuds, Ancient and Modern

[X] – The Battle of Shady Belle

 

 

i Have yet to play chapter 4

Here's my revise versions of chapters 2-3

Chapter one is perfect so no need to change

 

Chapter 2

[R] – Who is Not without Sin? 

– Polite Society, Valentine

[?] – Good, Honest Snake Oil 

[JE] – Americans at Rest 

[JE] – The First Shall Be Last 

[H] – Exit, Pursued by a Bruised Ego 

[H] – The Spines of America 

[LS] – Money Lending and Other Sins [I-II]

[LS] – Money Lending and Other Sins [III]

[K] – Paying a Social Call 

[ML] – We Loved Once and True [I-III]

[D] – A Quiet Time 

[M] – Blessed are the Meek?

[J] – Pouring Forth Oil 

[J] – Pouring Forth Oil [II-IV] 

[M] – An American Pastoral Scene

[A] – A Fisher of Men 

[J] – The Sheep and the Goats

[D] – A Strange Kindness

As you can see nothing is changed except for "Money lending and other sins" since you can do all of them back to back

 

Chapter 3 Is Divided into 4 parts

Part 1: Is a stand alone mission for Sadie since you only work with her once 

[P] – Further Questions of Female Suffrage 

 

Part 2: It's all about the gray / braithwaites feud

[D] – The New South

[GR] – The Course of True Love [I-III] 

[D] – American Distillation

[A] – Advertising the New American Art [I-II] 

[H] – The Fine Joys of Tobacco 

[J] – Horse Flesh for Dinner 

 

Part 3: All Trelawny missions

[D] – Magicians for Sport

[T] – Friends in Very Low Places

 

Part 4: Individual gang missions

[MO] – An Honest Mistake 

[L] – Preaching Forgiveness as He Went 

– Sodom? Back to Gomorrah 

[M] – Blessed are the Peacemakers 

 

Part 5: The fallout of the gray / braithwaites feud

– A Short Walk in a Pretty Town

[D] – Blood Feuds, Ancient and Modern

[X] – The Battle of Shady Belle

 

 

i Have yet to play chapter 4

 
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Has anybody tried maximizing dialogue options by doing quests in a specific order? For example, as someone pointed out already, in Chapter 1 doing Old Friends before Aftermath of Genesis gives you a whole bunch of extra dialogue, not only with Charles during the latter quest, but also in camp with Kieran himself and all your gang members.  Similarly, in Chapter 2 you can get Lenny back at Horseshoe Overlook before rescuing Sean, and thus maybe get more dialogue/character development during Sean's party. Just curious if anyone has tested different orders of main missions to maximize dialogue 

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2 minutes ago, Brgrabs said:

Has anybody tried maximizing dialogue options by doing quests in a specific order? For example, as someone pointed out already, in Chapter 1 doing Old Friends before Aftermath of Genesis gives you a whole bunch of extra dialogue, not only with Charles during the latter quest, but also in camp with Kieran himself and all your gang members.  Similarly, in Chapter 2 you can get Lenny back at Horseshoe Overlook before rescuing Sean, and thus maybe get more dialogue/character development during Sean's party. Just curious if anyone has tested different orders of main missions to maximize dialogue 

« Favored Sons » has additional dialogue when you complete « The Delights of Van Horn » beforehand.

 

I’ll have to do « No, No, and Thrice, No » after « Angelo Bronte, A Man of Honor », because repeating the mission from the menu assumes that Jack is still missing at the time, and someone here says that Kieran is mentioned during that mission, which I have not verified.

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I think the Edith Downes missions should be done before "Just a social call" I don't think it makes sense to hang around Annesburg after that big shootout.

Edited by Shinola Gamer
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On 11/16/2018 at 6:35 PM, Spydr Webz said:

!!! SPOILER WARNING !!!

 

This thread contains spoilers pertaining to the story missions of Red Dead Redemption 2. Details on missions will be hidden, so only mission names will be visible unless you wish to view details and notes. Each chapter is labeled, so you can safely view up to the chapter you are in without any spoilers unless indicated in advance.

 

 

 

[

 

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Does anybody know if camp dialogue repeats itself or if there are multiple opportunities to have the same interaction between two gang members if you miss it the first time? For example, in Chapter 2 Hosea is not available for gang conversation from after you complete the first mission until after you complete Spines of America, when he returns to camp. There's a ton of Hosea and Dutch / Hosea and Abigail (and Jack) / Hosea and John conversations that can take place in camp, most of which I've seen before doing any missions in Chapter 2. Does anyone know if these are time sensitive in Chapter 2 (aka can only be heard before first mission) or can they happen after Spines of America?

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3 hours ago, Brgrabs said:

Does anybody know if camp dialogue repeats itself or if there are multiple opportunities to have the same interaction between two gang members if you miss it the first time? For example, in Chapter 2 Hosea is not available for gang conversation from after you complete the first mission until after you complete Spines of America, when he returns to camp. There's a ton of Hosea and Dutch / Hosea and Abigail (and Jack) / Hosea and John conversations that can take place in camp, most of which I've seen before doing any missions in Chapter 2. Does anyone know if these are time sensitive in Chapter 2 (aka can only be heard before first mission) or can they happen after Spines of America?

 

From my experience, there's a few bits of dialogue that repeat for each character per chapter and there's also a few bits for each one that are time sensitive.  These are usually bits that relate to recent missions and other happenings, but not always.  I don't think it's possible to hear all the camp interactions because a lot will change depending on which order you do certain missions, but perhaps we can sort out a best case scenario here.  I've found that as long as you make an effort to spend time at camps and talk to the gang when you can, it helps flesh out the story/world even if it's just a little.

 

 

Obviously it's the easiest to do by far, but I'm happy with my Chapter I Chronological Order now:

 

1. Outlaws from the West


2. Enter, Pursued by a Memory


- Camp Time (1) -

3. (B) Old Friends


- Camp Time (2) -

4. (P) The Aftermath of Genesis
 

5. Who the Hell is Leviticus Cornwall?

6. Eastward Bound

 

Camp time is used to speak to whichever members of the gang are around at camp at the time.  Chapter I takes place in early May, and each line gap indicates that a day has passed between activities.

 

I'll try to get working on Chapter II soon and see what kind of order I think suits best, including camp conversations, parties, free time & stranger missions.

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56 minutes ago, roe said:

 

From my experience, there's a few bits of dialogue that repeat for each character per chapter and there's also a few bits for each one that are time sensitive.  These are usually bits that relate to recent missions and other happenings, but not always.  I don't think it's possible to hear all the camp interactions because a lot will change depending on which order you do certain missions, but perhaps we can sort out a best case scenario here.  I've found that as long as you make an effort to spend time at camps and talk to the gang when you can, it helps flesh out the story/world even if it's just a little.

 

 

Obviously it's the easiest to do by far, but I'm happy with my Chapter I Chronological Order now:

 

1. Outlaws from the West


2. Enter, Pursued by a Memory


- Camp Time (1) -

3. (B) Old Friends


- Camp Time (2) -

4. (P) The Aftermath of Genesis
 

5. Who the Hell is Leviticus Cornwall?

6. Eastward Bound

 

Camp time is used to speak to whichever members of the gang are around at camp at the time.  Chapter I takes place in early May, and each line gap indicates that a day has passed between activities.

 

I'll try to get working on Chapter II soon and see what kind of order I think suits best, including camp conversations, parties, free time & stranger missions.

Love this! Exactly how I play Chapter 1. Chapter 2 so far for me is:

 

-Camp Time/Chores/Eat Stew

-Hunt perfect cougar pelt/brush fire/Coulter ridge/First Thomas Downes/O'Driscolls at intersection/Herb picking for cooking

-Back to camp by 4 pm for dialogue (Dutch will typically ask you to go to town to check in the boys)/Cook then eat another meal/Hosea interactions

-Polite Society by 6 45 pm to finish by 7 15pm and then Americans at Rest directly after since you have no horse, followed by sleeping, eating and bathing at the hotel

 

Trying to work out if I should do Who is not Without Sin before the other 2 missions and let a day go by so I can get Kieran's additional dialogue while he's tied to the tree in day 2; the issue is it doesn't feel as pressing as doing Uncle's mission since he's just lounging in camp and Dutch directly asks you to check on the boys in town.

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Joined these boards because of this thread, because this topic is something I am intrigued with.

 

The most confusing one for me is when 'Who Is Without Sin' should be done in Chapter 2. What I mean is this:-

 

- 'Polite Society Valentine Style' seems to me like the most obvious one to do first because dialogue in this one suggests that this is Arthur's first trip into Valentine and it just feels like this is the intro mission to this chapter

 

- After you finish this mission you can return the horse you borrowed to it's owner which puts you back in Valentine with 'Americans At Rest' just around the corner so it makes sense to do that next. It makes sense story and realism wise too because that morning Hosea told you that "some of the boys are already in Valentine" which likely means that they have just visited there today. It's unlikely that the guys would be staying at the hotel so it makes no sense for Arthur to do other stuff and leave them there standing in the Saloon

 

- Once this mission is complete Dutch tells you to get cleaned up and then go and meet Javier, Charles and Trelawny "when you're ready" i.e. 'The First Shall Be The Last'

 

- By this time it will likely be late in the day or early night so Arthur would likely rest first plus when you get to the guys they have a tent set up with the beds looking used so this makes sense as it looks like they have slept there overnight. Plus if you meet them and it's night time then time will automatically fast forward to morning as this is meant to be a day mission. I actually tried this - I met them at 11pm and after the cutscene it was about 6am

 

- The problem here is should you get Swanson now or get Sean? While it does seem strange to leave Swanson at the station for a day or 2, one thing I've noticed is that when you return him if you speak with Grimshaw afterwards she says "It looks like he's been up for days!" and Arthur replies "probably" which in my mind justified leaving him there for now while you get Sean as it's realistic that a poker game could go on for days

 

- Now here is the stupid part - If you rescue Sean first and return to camp, during Sean's party Swanson is there in camp at the party walking about as if you had rescued him. I'm pretty sure this is a bug/glitch because he should still be at Flatneck station at this point

 

- Another thing I tried is doing the Swanson mission on the way back after rescuing Sean, thinking that I could carry him in during the party and there may be some extra dialogue or something but this however will completely cancel Sean's party instead an the party won't happen. I tried and tested this too a couple of times

 

- So IN CONCLUSION it seems like 'Who Is Without Sin' was meant to be done before 'The First Shall be Last'. My issue with that is Arthur would likely play Poker as it acts as an intro to the poker game so this means that Arthur is sitting around playing Poker while Sean needs rescuing but I suppose realistically the guys could be scouting Blackwater for a day or 2

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