Red Dead Redemption 2 is not just a grand-scale feat of storytelling in the Western genre with meticulous period detail and an elaborate game-play system that asks the player to role play life in the turn of the twentieth century to a granular level. It’s also a gang simulator of the Wild-West variety. Arthur Morgan spends at least as much time as he does robbing with his posse as he does just chilling with them, playing cards, or chatting away into the night.

But his isn’t the only gang in town. There are plenty of rival gangs around (who are, of course, all much more unscrupulous than the Van der Linde Gang). Arthur will come across many of these gangs and get a chance to wipe out their outposts throughout the course of the main story, but there are a few that are less easy to find. Either way, the player will have to take out all six main gang outposts in order to achieve 100% completion of the game (unless Rockstar has more in the works), and they are great sources for supplies to boot. This guide will show where those six mandatory outposts are and some general tactics to win the gang wars with ease.

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All Six Gang Outposts in Red Dead Redemption 2

By and large, Arthur can make it through most gun fights so long as he has enough ammo, a few healing items, and always ducks under cover. These basic tactics will get the player through the majority of the gang outposts with ease, although some have a few tricks up their sleeves. Each outpost is completed simply by exterminating all the gang members there. While enemies will sometimes re-spawn in the outpost, each only needs to be done once, and progress can be tracked in the menu under Missions And Events.

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O’Driscolls at Six Point Cabin

The player will come across this outpost in Chapter 2 of the main story. Mopping up the O’Driscolls here is pretty simple fare with the only real surprises being the few gang members hiding out in the cabin. Taking out a few enemies stealthily before the real shooting starts will make the encounter easier, but once a gunfight inevitably ensues, just take cover and keep shooting.

Lemoyne Raiders at Shady Belle

Arthur will have to clear out these racists in their outpost in Chapter 3, and it’s a pretty simple endeavor altogether. Just loop around the plantation house while methodically taking cover and taking out the Raiders.

Murfree Brood at Beaver Hollow

This outpost is completed in the course of Chapter 5, but if the player wants to take it on earlier, they just need to head on over Annesburg and find the Brood holed up in their cavern. Getting a good position at the cave mouth is key here as it makes picking off enemies easy as they come running up. Just make sure none of them get too close as the Brood are pretty fond of their big machetes. Eventually the player will have to trek into the cave to finish these yokels off, so go in prepared with a shotgun and get the job done.

O’Driscolls at Hanging Dog Ranch

The player will come across this outpost in the course of Chapter 6. The only thing to keep in mind for this outpost is that there is a pretty hefty Maxim Gun in the barn’s loft with a good view of the rest of the ranch. If the player can get to the barn quick and take control of the Maxim Gun, Hanging Dog Ranch can be cleared out with ease.

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Del Lobos at Thieves Landing

This outpost can only be accessed in the epilogue of the main story, and can get dicey if the player walks in unprepared. It’s not a small area and the Del Lobos can quickly overwhelm the player. The best strategy is to take it slow and get to the docks, if possible, so the player doesn’t have to worry about anyone circling around them

Del Lobos at Fort Mercer

Like Thieves Landing, the furthest outpost the player can clear is only available in the epilogue, and is also a great throwback to the original Red Dead Redemption. As one might expect from a fort, the place is rather well fortified. There are some areas to take cover outside the main gate, though, where the player should take cover first. After taking care of all the Del Lobos possible from outside the fort, carefully head inside. In the center or Fort Mercer is a Gattling Gun that will make quick work of the player, so make sure not to get caught out of cover. When possible, head up to the fort walls and pick off any gang members remaining.

Bonus Gang Outpost at Twin Rocks

If the player has the Ultimate or Special Edition of Red Dead Redemption 2, they will be able to find one other outpost. While this isn’t necessary in order to 100% the game, the player can find this outpost just a bit west of Twin Rocks, which is, in turn, north of Armadillo. Now set off and take care of these gangs because this country ain’t big enough for more than one!

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Red Dead Redemption 2 is available on the PlayStation 4, Xbox One, and PC.

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