Red Dead Redemption 2 5 SideQuests Every Player Should Complete

Red Dead Redemption 2: 5 Side-Quests Every Player Should Complete

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Red Dead Redemption II has a big world with many fun distractions, with these being among the most fulfilling and notable among players.

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Red Dead Redemption 2 5 SideQuests Every Player Should Complete

Rockstar’s wild west epic Red Dead Redemption II is a very large game and one of the most complete open-world experiences a gamer could ask for. With many, many hours of playtime in either harrowing single-player or the robust online multi-player, Red Dead Redemption II builds upon and expands many conventions brought about from the first game.

One of the most beloved features of the first game is the Stranger mission, side-quests that involve the player helping random strangers that they come across in their journeys. These missions can sometimes have neat in-game rewards such as money, Honor or new weapons, but their main appeal comes from the very off-kilter stories befitting of the Wild West and beyond. Red Dead Redemption II not only has Stranger missions make a return but they’re accompanied by other random encounters that make the game feel more alive.

A Bright Bouncing Boy

Red Dead Redemption 2 5 SideQuests Every Player Should Complete

Available during Chapter 4, Arthur can encounter Professor Marko Dragic, who drags the player through an escapade showcasing Dragic’s electric motorboat to investors–through an active minefield through the swamp, of course. Completing this event will impress the inventors, giving Dragic enough funding for a future encounter.

In one of the farthest corners of the map, the second stage of this mission begins when the player finds Dragic in his workshop on another experiment, requesting assistance to plant lightning rods across the area. Success leads to Dragic’s masterpiece: a robot, which springs to life before collapsing. After a while, Arthur can visit Dragic’s workshop again, only to find him dead, with his robotic son not far away quietly mumbling “Papa” to itself indefinitely.

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The American Inferno, Burnt Out

Red Dead Redemption 2 5 SideQuests Every Player Should Complete

This quest is only available during the epilogue when Arthur has left it all up for John to pick up from where he left off. In the Tall Trees region, John can meet writer Evelyn Miller, one of Dutch’s greatest inspirations who is currently struggling to put out a new book. Much of the quest’s story is very philosophical, with Miller having an existential crisis during his writer’s block as he contemplates about nature.

John’s earnest and honest encounters with Miller over time (alongside a fight against some prize hunters) end up inspiring the writer, who resolves to not leave his cabin to even eat or drink until his draft is completed. Indeed, the story has a sad ending, as John finds Miller’s emaciated and decaying body slump in his cabin, with Miller’s written last request: to be burned alongside his cabin to be “with the Eagles.”

He’s British, Of Course

Red Dead Redemption 2 5 SideQuests Every Player Should Complete

One of the strangest of the Stranger side missions in the entire game is available during Chapter 3 by visiting a destroyed caravan in Lemoyne. Next to the caravan is a British circus performer named Margaret whose act involves fighting various different animals, requesting Arthur (or John) to find three of the lost escapees: a zebra, a lion and a tiger.

Very quickly the player will realize something’s off about these circus animals: the zebra is very clearly a painted mule. Margaret will then direct Arthur to his assistant Sally Nash, who says she sent a “lion” (actually a dog) to find the “tiger.” The player finds the dog has died to the so-called “tiger,” which is actually a cougar painted with stripes. Finally, Arthur is tasked to actually find the “lion,” only to discover it actually is a very wild and very dangerous lion.

Wolf Man

Red Dead Redemption 2 5 SideQuests Every Player Should Complete

In a very rare but memorable random encounter, the player may hear a disturbing wolf howl at the height of a full moon, evoking many werewolf cliches. In fact, following this odd howling will bring the player to a buck-naked Feral Man, who sends a wolf to viciously attack Arthur as he flees. Following this werewolf wannabe will lead the player to a cave in Roanoke Valley, where he demands the player to leave else the player gets gored by his barking wolf companions.

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Ignoring the Feral Man’s warnings and killing his canine family will lead to him whimpering and pitifully mourning their loss, but it won’t be long before he goes ballistic and begins to attack the player himself. Inside the Feral Man’s cave is a journal detailing his origins, where it is revealed he was a young man who hated hunting and formed an attachment to wolves as he decides to become one of them.

Aberdeen Pig Farm

When traveling along the Scarlett Meadows region, the player will be called upon by Bray and Tammy Aberdeen, who cordially (and very suspiciously) invite the player for dinner inside their house. It’s immediately clear that they have a disturbingly incestuous relationship and they possess many odd mannerisms that simply add to their creepiness. Upon having a third drink, Arthur will find that he’s starting to blackout and the player will wake up in a mass grave with all of their money missing.

Practically punishing the player for their overt curiosity, Arthur can still get back at the Aberdeens since they rather stupidly left him alive. Killing them or hog-tying them makes little difference, as the important thing is to get the money back, which is found in a safe underneath the portrait of an old woman, presumably the Aberdeens’ mother. If that’s not enough karma for these sick robbers, the player can also ransack the entire house for some loot.

Link Source : https://www.cbr.com/red-dead-redemption-2-side-quests/

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