Red Dead Redemption 2 Missions That Are Practically Impossible

Red Dead Redemption 2 Missions That Are Practically Impossible


There’s nothing quite as frustrating as starting
a mission after a few hours of outlawin’, do-goodin’, and roaming the wacky Wild West…
only to be blocked by some jacked-up difficulty that comes seemingly out of nowhere. Here are some of the toughest missions in
Red Dead Redemption 2. A-head of the game While traveling between camp and Valentine
in the early parts of the game, you might run across a gruesome scene under a small
train bridge. In the world of Red Dead Redemption 2, a deranged
and merciless killer lurks in the shadows, taking innocent lives and leaving mangled
bodies behind, and based on the nearby messages, he obviously wants somebody to find them. Examining the victim’s severed head yields
one-third of a map, implying there are two other parts to find at two other bloody locations. Collecting all three creates a map leading
to the serial killer’s hideout and a morbidly delightful encounter. This mission, called “American Dreams,” has
one flaw that makes it harder than, say, just stumbling onto this psycho’s den of death
like a Wild West Inspector Clouseau, and that’s finding the pieces of his map. None of the crime scenes leave hints pointing
to the other ones. Arthur has to stumble upon three bloody aftermaths
by pure dumb luck, and considering how large the world is, it’s easy to miss the mission
entirely. While the other missions in this list might
be hard to finish, this one dares to be the one that’s hard to even start. Shell shocked Throughout Red Dead Redemption 2, Arthur encounters
his former lover, Mary Linton. Their relationship has pretty much fizzled
out, and his gunslinging outlaw lifestyle is partly to blame. Watching your boyfriend reduce O’Driscolls
to a pulpy human stew isn’t exactly an aphrodisiac, after all. That said, she’s not above using his particular
skill-set to her advantage when need be, but that’s a bitter rant for another day. Anyway, Mary serves to flesh out Arthur’s
character arc later in the game, beginning with “We Loved Once and True.” You can turn down the quest, but where’s the
fun or romance in that? Mary’s brother, Jamie, has been taken by the
Chelonians, a cult of religious fanatics obsessed with… turtles. “I like turtles.” “Alright!” It’s up to Arthur to liberate the impressionable
youngster from these kooky zealots, forcibly if necessary. No matter how you convince the cult leader
to step aside, Jamie always flees on horseback. Not only does he move quickly, he takes you
down a path full of oh-so-convenient obstacles. Think Han Solo speeding through the asteroid
field, but you’re one of the sad saps in the TIE Fighters. The final leg of the mission proves tricky
if you’re not careful. After catching up to Jamie, Arthur pleads
with the boy, asking him to go back to Mary. Jamie instead threatens to shoot himself in
the head with a revolver. Now, Arthur has to use the draw mechanic to
shoot the gun out of the boy’s hand. “Kid, just calm down.” “Leave me alone!” Yeah… this moment leaves little room for
error, making it one of the more delicate segments early in the game. If only Jamie had a shell of safety now! It’s almost as if Micah Bell does everything
in his power to make the player hate every fiber of his being, and, dang, does he succeed
with flying colors! His debaucherous odyssey begins in “Blessed
Are the Meek” which infamously leads to the slaughter of Strawberry, a sizeable bounty
on your head, and… uhh… a second holster? Hey, grab hold of that silver lining and squeeze! Eventually, and against the better judgement
of those on our second playthroughs, Arthur goes on a solo mission to break Micah out
of jail. After Arthur rips the wall off the prison,
Micah shoots his cellmate. He runs into town and guns officers down,
all while Arthur tries to leave quickly. Instead, he reluctantly joins Micah’s bloody
crusade… all for a couple of freakin’ guns. “They had something of mine… my guns. I showed him… and I’ll show the rest of
this town!” Micah himself is the biggest threat to the
mission. To succeed, Micah needs to stay alive. That’s not easy when he consistently rushes
ahead of Arthur, or because the only good Micah is a dead Micah. It really is classic Rockstar game design:
The mustachioed imbecile flails about in the face of your enemies like a wacky waving inflatable
arm-flailing tube-man with a bullseye stapled to his face. And you guessed it! When he bites it, so does the mission. Oh well, least you get to watch Micah shuffle
off this mortal coil again and again. That never gets old. A bone to pick For a cowboy with a lot of blood on his hands,
and a freakin’ death sentence to deal with, Arthur does some pretty absurd and time-consuming
odd jobs. One of the weirder missions comes from Deborah
McGuiness, the self-proclaimed “leading amateur paleontologist” in the nation. She starts the mission “A Test of Faith.” She wants to find all the dinosaur bones in
the area, so she does what any sensible person would: she hires a cowboy with literally zero
applicable skills. The buck passes onto Arthur, who now has to
scour the land for 30 well-hidden dinosaur bones. The tuberculosis can wait! If you played Red Dead Redemption 2, you know
most missions hold your hand at every juncture. At the very least, a search radius pops up
on the mini map, giving you an idea of where to mosey. But the game gives neither a quest marker
nor a verbal hint as to the fossils’ whereabouts, so you’re relying on your own observations
of the landscape around you, or, y’know, a walkthrough. Don’t worry. We won’t tell. In troubled waters So we can all agree: Arthur Morgan leads a
pretty eclectic life. He hunts vampires… he dabbles with the latest
technology… and he meets some pretty strange people during his travels. He mingles with a French artist, a possible
time-traveler, and an amputated Civil War veteran, sometimes all within a single day. One of these friends is the appropriately
named Jeremy Gill, a famous fisherman. Jeremy wants to make wall-mounted trophies
out of the 13 legendary fish in the area, and who better to catch them than a gruff,
amateur fisherman? This kicks off the mission “A Fisher of Fish.” For the most part, catching the fish is pretty
easy, but one of them can give you a lot of trouble, especially with the law. The legendary bullheaded catfish lives in
a river delta in the western part of Sisika Penitentiary. To reach the island, you need to get lucky
and find a nice boat off the west coast of the mainland. Then you position yourself and cast a line,
but keep in mind that you’re in illegal waters at this point. If a guard so much as sees you, you’re a wanted
man. Believe it or not, fishing gets hard when
you’re being hunted by the po-po. Toward the last chapter of the game, the gang
needs to move camp one last time before the ending tears everyone apart. In “That’s Murfree Country,” Arthur and Charles
Smith scout out a place called Beaver Hollow to see if it’s suitable for their needs. Everything checks out except for one teensy
little snag: An inbred family of crazies called the Murfree Brood call the cave home. Arthur and Charles do what any sensible outlaw
would do. Diplomacy? Nah, not with these folk. The Murfree Brood only understands one language:
murder. You can choose to go in stealthily with arrows
and knives, but helping the Murfrees go out with a dynamite bang is also an option. Regardless of your choice, the fight ends
loudly, and you’ll rely on your guns. The savage hillbillies go with a more Braveheart-inspired
solution, charging at Arthur and Charles with machetes in hand. Unfortunately, when a Murfree catches you,
he’ll stab you with a machete, potentially killing you in one hit. The same goes for Charles, whose death also
leads to a game over. So sling some lead accurately and quickly
before one of these loonies introduces you to the Grim Reaper via a well-placed machete. The beaten path Red Dead Redemption 2 wouldn’t be a modern
Rockstar game without a little bit of torture, and Arthur goes through his fair share of
it. In “Blessed are the Peacemakers,” our favorite
cowboy takes one of the worst beatings he, or any other Rockstar anti-hero, has ever
received. Well, maybe not the “worst.” The mission starts as Micah, Dutch, and Arthur
ride to a neutral location to meet Colm O’Driscoll, the leader of a rival outlaw gang. On the surface, both parties seem interested
in peace. In truth, however, Arthur and his sniper rifle
acted as Dutch’s insurance, in case the meeting went south. After posting up on a cliff overlooking the
meeting, you wait around for a bit while watching the tense negotiations. Then you get captured and taken hostage, becoming
bait for Dutch and the gang. Arthur’s new scars paint a ruthless picture
of Colm, who clearly isn’t afraid to bring his captive close to death. When the game puts control in your hands,
you’re tasked with guiding a broken, beaten Arthur to freedom. It’s a harrowing, humbling reminder that even
the most rough-n-tumble cowboy isn’t quite bulletproof. But fear not: Colm gets his just desserts. Karma, as they say, is a b-word. Arthur Morgan likes his nicotine. The unhealthy addiction becomes more apparent
when he finds a man named Phineas T. Ramsbottom and triggers the “Smoking and Other Hobbies”
mission. Ramsbottom’s name sounds like it belongs in
a Harry Potter adult parody… and his mission is just as much a pain in the butt. He starts one of the worst missions in Red
Dead Redemption 2. You see, he collects cigarette trading cards,
and he’s willing to pay a pretty penny for complete sets. There are 12 sets with 12 cards apiece. In other words, 144 cards await you in the
vast wilderness. The cards like to hide inside buildings, so
you might find them along the myriad quests throughout the game. However, you likely won’t finish even one
set unless you go out of your way to do so. The only alternative way to complete this
undertaking is to open a bunch of premium cigarettes, which cost $2.50 per pack at a
general store. If you luck out and get all 144 without any
duplicates, it costs you $360. But anyone with an addiction to collectable
card games knows no one is that lucky. Even then, this process requires patience,
perseverance, and a whole lot of sucking down ash. Plus, Arthur can only hold a handful of packs
in his satchel at a time. Turning in all 12 sets nets you $1,000 and
an assortment of small rewards, but it’s hard to justify the time and effort. “I’m dying for a cigarette.” “Good news! Cigarette juice!” Let’s jump forward, into Red Dead Redemption
2’s epilogue, where you play as our old friend John Marston. The mission “A Quick Favor for an Old Friend”
wins the award for most misleading mission title, considering how many hoops you have
to jump through. It all starts with Uncle, who recommends building
a barn for John’s newly acquired ranch. However, John’s short on cash, and the bank
shows little interest in extending his line of credit. With serendipitous timing, everybody’s scary
crush Sadie Adler approaches with another bounty mission and asks John to help. The duo chases down Ramone Cortez, and long
story short, the culprit almost escapes twice before being brought to justice. The real frustrating part of the hunt starts
after his first escape. Our bounty hunters track him down to a small
ravine, where Sadie asks John to cover her from afar with a sniper rifle. Almost immediately after the gunfire begins,
she insists that her sniper join the front lines. You now have to sprint to Sadie, who’s at
risk of dying and ending the mission. She’s under fire at the bottom of a ravine
while Del Lobos gang members rain lead down on her, and you’re about to join her in that
crappy situation. Despite pushing through a downhill ravine,
this mission is an uphill battle, forcing you to run through a small army with a large
tactical advantage. Hey, if it means spending time with the real
love of our life Sadie, count us in… Abigail? Who’s Abigail? Check out one of our newest videos right here! Plus, even more SVG videos about your favorite
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