The Van der Linde gang (also referred to as Dutch's Boys) is an outlaw gang featured in Red Dead Redemption 2 as the main protagonist faction. It is also mentioned in Red Dead Redemption, alongside the appearances of several of its former members. The gang's roots lie in a fateful meeting between two petty hustlers, Dutch van der Linde and Hosea Matthews, around the mid-1870s. Van der Linde and Matthews met each other at a campfire on the road to Chicago. Hosea attempted to con and rob Dutch, but realized that Dutch had done the same and stolen from him in the meantime. They both saw the skill that the other had and laughed, deciding to team up and face the future together. The Van der Linde gang was thus founded. Around this same time, Hosea met a woman named Bessie, who would eventually become his wife. Dutch convinced Hosea, who described himself as a "degenerate", that they could find redemption from their sinful lives by robbing from the rich and giving to the poor, similar to the medieval tale of Robin Hood. Dutch had an anarchistic vision of a world without government or corporate interference, a "savage utopia" free from the pressures and intolerance of civilization. He saw himself as a revolutionary and thought that the gang could be an example to others who would follow their lead. They began pulling tricks and ripping off people they believed deserved it the most. The pair found themselves in the town of Kettering, Ohio, where they began conning several people. They posed as international merchants, conning twelve locals into buying $300 worth of shares into a fictional Portuguese shipping company. They were eventually discovered and arrested by Sheriff Carmichael. On March 9th, 1877, the pair escaped from their cell by unknown means, tying up and robbing the sheriff in the process. Later that year, the pair stumbled across a fourteen-year-old orphan named Arthur Morgan. He was an unruly child, and they decided to take him under their wing, teaching him to read, write, shoot and other useful skills. Around this same time, Dutch became romantically involved with a woman named Susan Grimshaw, who also became a member of the gang. The gang acted as a family, caring for each other. At some point, the gang acquired a pet dog named Copper, who Arthur grew close to and took care of. During the early years of the gang, Hosea and his wife tried to leave the gang and go straight. But, Hosea slowly drifted back to the gang, unable to fight against his own criminal nature. Bessie understood his struggle and stuck by him. Dutch ended his relationship with Susan, but she still remained in the gang. Dutch, at some point later, became romantically involved with a woman named Annabelle. In 1885, Dutch came across a group of Illinois homesteaders preparing to hang a twelve year-old boy for stealing from them. He saved the child, named John Marston, and brought him into the gang, teaching him to read and shoot just as he had done with Arthur. Arthur and John became like brothers, and Dutch often read to them from books by Evelyn Miller and Waldo Emerson, even though most of the concepts went over the young boys' heads. Dutch filled the minds of the boys with his anarchistic worldviews, instilling them with distrust and hatred for the government. He told them that America was designed to produce apathy in people. He would preach that revenge was a fool's game and that they should never kill in cold blood. Over the years, many members of the gang came to believe that John and Arthur were Dutch's favorites as he considers them as his sons, much to the envy of others. In 1887, the gang committed its first major bank robbery. At 2 o'clock, Hosea, Dutch and the now young-adult Arthur burst into the banking house of Lee and Hoyt. The gang made off with $5000 in gold. After the robbery, they lingered in town, going to hovels, shanties, and orphanages handing out money, still going with the 'Robin Hood' ideals of Dutch. It was around this time (likely because of this bank robbery) that Dutch became a wanted man with a price on his head. Between 1887 and 1899, the gang carried out roughly 37 different bank robberies in various locations around the country. At one point in the past, Dutch and Colm O'Driscoll, the leader of the rival gang the O'Driscoll Boys, had an uneasy truce between them. Dutch disliked how Colm treated the members of his gang as disposable while Colm mocked Dutch for his philosophies about trying to make a "better world". Though the exact reason is unknown, Dutch broke the truce when he killed Colm's brother. In retaliation, Colm killed Dutch's lover, Annabelle - an event which greatly angered and devastated him. These events led to a blood feud between the two gangs which would last for years. During the early beginnings of the gang, they truly did help people in need and tried to make a difference. Dutch even once scolded Arthur for stealing from a poor man's house, saying that it made them no better than the people they were fighting against. As the years went on, Dutch gradually became disillusioned with society as the world around him grew more and more organized and "civilized", with increasing government centralization continuing to encroach on his idea of freedom. The acts of charity, giving money to the poor and helping others, slowly faded away, and the gang became fully dedicated to enforcing Dutch's anarchistic ideals and securing their own survival. Dutch even allowed the gang to become involved in loansharking through Leopold Strauss, which often targeted the type of lower class people the gang previously used to fight for. Instead of just thieving, the gang also began killing their opponents, much to Hosea's dismay. Despite his objections, Hosea stuck around out of loyalty to Dutch, though his faith in their "mission" gradually declined and eventually vanished over the years. For just over a decade, following the gang's first bank robbery in 1887 and the gang's arrival in Montana during 1898, the travelled all across the frontier and recruited almost a dozen and a half new members, usually people who wished/were forced to escape and live away from the encroaching borders of modern society. It is unclear in exactly when, and in what order, these people joined, but they included: Mac Callander and Davey Callander, two brothers described as “a vicious pair of bastards” who served as gunmen for the gang. Karen Jones, a scam artist and trigger woman with a large love of alcohol. Mary-Beth Gaskill, a street urchin turned petty criminal who was taken in by the gang to protect her from a man pursing her, after she was caught pick-pocketing him. Tilly Jackson, a member of the Foreman Brothers gang, who had recently fled them due to killing a cousin of Anthony Foreman, the gang's leader. She was alone and sleeping rough until she met Dutch, who took her in and taught her to read, just as he had done for Morgan and Marston. Simon Pearson, a former Navy Chief who was rescued by Dutch from other loan-sharks, who's cooking abilities earned him a similar role within the gang's camp. Orville Swanson, a reverend with both severe alcoholism and morphine addiction who saved Dutch's life in an unknown incident, and as thanks was offered a permanent place with the gang. Uncle, a petty thief and drunk, known only by his nickname, Uncle. His laid-back nature and repeated excuse making earned him reputation as a freeloader, similar to what Swanson would turn out to be, but he was allowed to stay due to his entertaining personality and the fact he could do what was needed when push came to shove. Sean MacGuire, a young Irishman who attempted to rob Dutch and Hosea after following them out of a bar in North Elizabeth, believing them to be easy marks. He was stunned when the pair revealed they had been on to him since the beginning, emptying his revolver without his knowledge before they had even left the bar; and rather than killing him, the two men suggested Sean should join them instead. Molly O'Shea, a Irishwoman who abandoned her rich family in search of adventure and romance; it's unclear how she joined the gang, but she later became Dutch's lover. Josiah Trelawny, a Englishman and an eccentric con artist who formed an association with the gang, acting as an informant for Dutch on both large and small scale heist opportunities. Due to his line of work he was allowed to come and go from the gang as he pleased, never becoming directly involved with most of the other members besides Dutch himself. At some point, prior to Tilly joining, there was an another unnamed member who betrayed the gang, but he was later caught and killed in the gang's camp for it. In 1893, a US Army veteran named Bill Williamson, who had recently received a dishonorable discharge on the grounds of "Deviancy," drunkenly attempted to rob Dutch. However, Dutch simply laughed at him, which infuriated Williamson at first. Sensing the struggles of his would-be robber, Dutch decided to help Williamson by bringing him into the gang, giving him a newfound purpose and reason to live. Though Bill lacked conventional intelligence, he made up for it with his unwavering loyalty to the gang, more so to Dutch himself, whom he felt greatly indebted to. In 1894, Uncle introduced the gang to a prostitute named Abigail Roberts, who joined the gang and had sexual relations with several of the gang's male members. Abigail eventually formed a more romantic relationship with John, and soon after, showed signs of being pregnant. John refused to accept responsibility for the child, insisting that it may not even be his. Due to his father's lack of commitment, the baby, Jack, was collectively raised by rest of the gang during his first year of upbringing. As he grew older, Jack came to view many of the gang's members as his "aunts" and "uncles" due to the family-like environment. In 1895, while stealing chickens, Dutch ran into a young Mexican exile named Javier Escuella, who also happened to be in the process of stealing said chickens. Escuella was starving and alone, so Dutch took him into the gang, feeding and clothing him. Javier, a former revolutionary wanted for the murder of a powerful military official, found a strong affinity towards the gang's philosophy and began to idolize Dutch himself; like Bill, his loyalty to Dutch himself became near unbreakable. Javier would go on to prove himself as one of the gang's most skilled gunmen. By 1896, when the young Jack Marston had reached just over a year old, John left the gang, abandoning his son in the process. His actions provoked notable animosity from Arthur, who saw it as both an act of betrayal towards the gang and cowardice in John's responsibility as a father. The following year, 1897, John returned to the gang and accepted his share of responsibility for the baby boy. Arthur never truly forgave him for his actions, and their relationship was further worsened by Arthur believing John was forgiven far too quickly by the rest of the gang, especially Dutch, which Arthur viewed as an act of pure favoritism. As a result, the rift between the two men continued to steadily grow over the next few years. By 1898, the gang found itself in Montana. Hosea caught several large salmon, planning a feast for the whole camp until Copper, Arthur's dog, found and ate the fish. Sometime after this, Copper passed away. After a fire and some trouble up in the north, the gang travelled south and east, taking a slow and tortuous trail down through the Northern Grizzlies to throw off anyone tracking them. They then spent several months in the wilderness. During the winter, they stuck mostly to the western foothills of the mountain. Food was plentiful, and for a time, the gang lived in peace. Dutch eventually got a lead on some land for the gang to buy for their "savage utopia", but it either did not match up to Dutch's criteria or he grew suspicious that law enforcement was watching them and the gang began wandering again. While traversing the Grizzlies, the gang picked up four new members, the first of which were Lenny Summers and Charles Smith. Lenny was only in his mid-teens at the time, on the run for the murder of his father's own killers. Hosea was cautious about letting Lenny join to begin with, but the two grew to mutually respect each other and became good friends. Lenny was literate and reasonably well-educated, even before joining the gang, and tried to use his knowledge to teach others members like Sean how to read. Charles was a drifter used to the woodsman lifestyle and had moved between other criminal gangs often, but was surprised by how fairly Dutch treated him despite his race and decided to stick around, feeling as though he had found a group he belonged in. Sometime later, the gang came across Jenny Kirk, a young woman found abandoned on the roadside, and took her in. Lenny developed feelings for her, which was known to several other members like Arthur, but he never had the chance to act upon them due to how short Jenny's time with the gang would become. The last Grizzlies recruit, and the most recent member by the start of the Colter Chapter, was Micah Bell. He was a hot-headed career outlaw who stepped in and saved Dutch's life at somewhere named Crenshaw Hill, after a deal arranged by the latter to sell some stolen gold to the locals went sour, ending in an offer by Dutch to join them as thanks. By 1899, the gang arrived in the state of West Elizabeth and decided to camp outside the town of Blackwater, a town undergoing the process of industrialization. Eventually, Micah convinced Dutch to rob a riverboat carrying money from the bank. Arthur and Hosea protested, believing the risks involved to be too great and had their own lead on a profitable job. Despite this, Dutch thought the heist would be worth the risk and went ahead with it. They scoped out several safe spots in the state of New Austin for the gang to use as a fallback after the robbery. The heist did not go as planned, with Pinkerton agents arriving unexpectedly fast, and chaos ensued. In the heat of the moment, spurred on by Micah, Dutch brutally shot an innocent young mother named Heidi McCourt in the head, though the true circumstances and reasoning for the killing remain hazy. The resulting standoff between the gang and the Pinkertons lead to Mac, John, Davey and Jenny all being wounded by gunfire. The latter three were able to escape with the rest of the gang, but only John's injuries were fairly minor, and the other two were left in critical condition. The injured Mac was separated from the rest gang and supposedly did not make it very far. He was detained by Detective Andrew Milton, on the verge of death, and questioned about the gang. However, Mac refused to tell them anything, and was killed by the agent personally, who would then go on to sarcastically describe it as a "mercy killing." Sean was also left behind, but was able escape Blackwater himself uninjured. However, in the end, he was eventually captured by bounty hunters who then planned to sell him to the Pinkertons. Intro of Red Dead Redemption 2: After escaping from the disastrous Blackwater heist, the gang fled to the northern state of Ambarino to evade law enforcement. The game opens with the gang being high up in the mountains of north Ambarino. Becoming caught in a massive blizzard, which inadvertently helps stall the Pinkertons trailing them. Not wanting any more surprises, Dutch sends John and Micah to scout ahead. Along the way, Jenny, then Davey, succumb to their wounds sustained during the previous heist. Arthur discovers an abandoned mining camp, Colter, for the gang to take shelter in. After enduring the storm and the deaths of their comrades, the morale of the gang is at an all-time low. Dutch gives a speech, asking the gang to keep their faith in him and to make camp for a few days until the storm passes. He assures them that they will survive and be able to outrun the law enforcement tracking them.
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For those starting out new, what to expect, things that can be done and useful information about the dynamics and modes of the game. I have come across so many guide's that just waste your time with repetitive nonsense, this guide consists of all the basic things you need to know starting out as priority. Leaving out all the other rubbish that is not necessary to know as a new player. Introduction: Players can create and customize characters and tailor abilities to suit play styles. Once ready, they can explore the world solo or with friends. Posses can be created with up to seven players. Players have options similar to Red Dead Redemption 2, in that they can gather around the fire at camp, head out hunting or fishing, visit towns, battle enemy gangs and attack their hideouts, hunt for treasure, take on missions and interact with familiar characters from across the five states, fight against other outlaws and compete with other players or whole Posses in open world challenges. Game Modes: Free Roam Events: ⭐ Cold Dead Hands ⭐ Dispatch Rider ⭐ King of the Castle ⭐ Master Archer ⭐ Fool's Gold ⭐ Fishing Challenges (Lake, River, Swamp) ⭐ Wild Animal Kills Challenge ⭐ Railroad Baron ⭐ Dead of Night Role Events: ⭐ Day of Reckoning (Bounty Hunter) ⭐ Manhunt (Bounty Hunter) ⭐ Trade Route (Trader) ⭐ Salvage (Collector) ⭐ Condor Egg (Collector) ⭐ Protect Legendary Animal (Naturalist) ⭐ Wild Animal Tagging (Naturalist) Showdown Series: ⭐ Overrun ⭐ Plunder ⭐ Up In Smoke ⭐ Spoils of War ⭐ Hostile Territory ⭐ Most Wanted ⭐ Make It Count ⭐ Shootout ⭐ Name Your Weapon ⭐ Head For The Hills ⭐ Public Enemy ⭐ Sport of Kings Other: ⭐ Poker ⭐ Races ⭐ Story Missions ⭐ Daily Challenges Camps & Tents: Camps offer a safe place to rest, as long as you find and raise the white flag, access to your Wardrobe, a place to craft and cook, and after upgrading, even fast travel. The are accommodations which players own. The camps can be customized with different themes, a flag, and equipment. Players can choose from a selection of tents for their individual. Camps come in two sizes, small or large. Small camps can hold a posse of up to four while large camps can hold a posse of up to seven. When a posse is used, each player in the posse will share the leader's camp and their personal tents will appear in that camp. To customize their camp and tent, players can talk to Cripps. There is also a lockbox that is always in the camp, allowing players to collect deliveries that they've purchased through the catalog. Themes For Camps Include: ✪ Standard (free, comes standard) ✪ Traveling Opulence (unlocked at Rank 38) ✪ The Hobo Life ($150) ✪ Military Surplus (unlocked at Rank 24) ✪ Survivor Camp Theme (FREE, Ultimate Edition exclusive) ✪ Bounty Hunter ($700) ✪ Collector ($700) ✪ Trader ($700) Tents: Players can purchase a variety of tent styles. Depending on their tent, the player will have different bonuses when entering Free Roam, and when resting at Camp. ⭐ Bedroll (free, comes standard). Refills player Cores to 15% when entering Free Roam, and allows Player Cores to refill 25% faster when resting at Camp. ⭐ Lean-To. Refills player Cores to 25% when entering Free Roam, and allows Player Cores to refill 50% faster when resting at Camp. ⭐ A-Frame ($175). Refills player Cores to 35% when entering Free Roam, and allows Player Cores to refill 75% faster when resting at Camp. ⭐ Tall Lean-To (Rank 36). Refills player Cores to 45% when entering Free Roam, and allows Player Cores to refill 100% faster when resting at Camp. ⭐ Open-Air Lean-To (Rank 49). Refills player Cores to 55% when entering Free Roam, and allows Player Cores to refill 125% faster when resting at Camp. ⭐ Covered Lean-To (Rank 55). Refills player Cores to 65% when entering Free Roam, and allows Player Cores to refill 150% faster when resting at Camp. ⭐ Covered (Rank 64). Refills player Cores to 75% when entering Free Roam, and allows Player Cores to refill 175% faster when resting at Camp. Fast Travel Post (Rank 65). Allows players to fast travel from their Camp to other places on the map. Horses: In multiplayer the player can choose between a multitude of mounts, all categorized into seven different categories. Players can own only ten horse stalls, and therefore only ten horses. When buying a horse, players are allowed to choose from one or more styles of the breed of their choice as well as the gender of their horse. Like single player, horses in Red Dead Online have statistics which vary between breeds and the different horses within each breed. Once purchased the player can name their horse, customize their appearance, add tack to it, and purchase Horse Insurance for $125. Currently, owned horses cannot be sold for cash (but can be discarded) and wild horses cannot be brought into the stables. These categories and their inclusive horse breeds are: Riding: ⭐ Kentucky Saddler ⭐ Morgan ⭐ Tennessee Walker Draft: ⭐ Suffolk Punch ⭐ Belgian ⭐ Shire Race: ⭐ Nokota ⭐ Thoroughbred ⭐ American Standardbred War: ⭐ Ardennes ⭐ Hungarian Halfbred ⭐ Andalusian Work: ⭐ Dutch Warmblood ⭐ Appaloosa ⭐ American Paint Multi: ⭐ Missouri Fox Trotter ⭐ Mustang ⭐ Turkoman ⭐ Breton ⭐ Criollo ⭐ Kladruber ⭐ Norfolk Roadster ⭐ Gyps-y Cob Superior: ⭐ Arabian You’ll have to buy Horse Insurance during the introductory mission. Technically, insurance lets your horse “automatically recover over time if it’s critically injured.” Practically, the horse you buy it for won’t die and disappear forever. It’ll heal in time. If an uninsured horse you own “dies,” you have to pay to heal them at a stable. If you have insurance, there’s no fee. It’s a great policy. But you have to purchase it for each horse, and the cost appears to be based on the horse’s quality. If you’ve got a really good horse, it’ll cost you a ton in gold bars. Missions: ⭐ Story Missions appear on your map as the same yellow circles as in single-player Red Dead Redemption 2. These are larger, sometimes multi-part missions that fill out the narrative of Red Dead Online. ⭐ Free Roam Missions are the icons on your map that look like a stick figure hailing a cab. Free Roam Missions are the Red Dead Online equivalent of Stranger Missions. ⭐ Free Roam Events are player-versus-player challenges that will pop up from time to time as you wander the world. Race Series You’ll spot these on your map as a checkered flag icon. In these horse races, you’ll pit your steed against others in three kinds of races: Lap Races (trips around a set path), Point-to-Point (from one location to another), and Open Races. Showdown Series appear on your map as icons with either two or three people on them, depending on the size of the teams involved (small teams are Showdown Series, and big teams are Showdown Series Large). These are the more traditional online game part of Red Dead Online, and they get their own section. These include the following: Hostile Territory - These matches are zone capture-style games. Your team has to capture areas of the map and defend them against the opposing team. Make It Count - A last one standing, bow and arrow or throwing knives only, limited ammo match where the playing field is constantly shrinking. (It’s Red Dead Online Battle Royale.) Most Wanted. Most Wanted works a lot like Shootout above, but the higher your score (kills), the more points someone gets for killing you. Name Your Weapon - These matches work like Shootout or Most Wanted matches, but your score depends on the weapon you use — thrown weapon kills are worth more than shotgun kills, for example. Shootout - This is a basic, one-versus-all shootout where the player with the highest kill count wins. Team Shootout - Team Shootout is like Shootout, but it’s team-versus-team. Posses: Posses are a way to join forces with other players and stay together. Posses always include a Posse Leader who sets up the Posse, but one kind of Posse is more, well, hardcore than the other. There are two types: Temporary Posses are free to set up, have a limit of four players and disappear when the Posse Leader quits. Think of them as a quick and easy way to get your friends together. Persistent Posses cost you currency to create, max out at seven players, remain after the Posse Leader quits and are available again whenever the Posse Leader is online. Think of them as the kind of thing that serious players will create to customize their Posses, play against other Posses and even battle against each other with Posse Versus. When you’re in a Posse, everybody who’s in your Posse follows you. If you choose a mission or talk to a Stranger who wants you to do something, your Posse will accompany you. If you just invited someone into your game world (with Invite to Session from the Free Roam > Players menu) but didn’t also set up a Posse, they’ll be left behind. Honor System: Just like in Red Dead Redemption 2, your actions will affect your Honor in Red Dead Online. Some of these actions will be obvious - like whether or not to leave someone tied up on the train tracks - while others are more subtle (but still intuitive) - like bonding with your horse(s). Honor can affect the missions you’re asked to complete. If you’ve maintained a high Honor, you’ll get more white hat missions like protecting wagons, but if you trend toward the outlaw end of the spectrum, you’ll get missions like breaking fellow outlaws out of jail. Ability Cards: You can purchase Ability Cards from the Abilities menu (which is in the main menu). You’ll get your first Ability Card for free during the introductory mission, and the next couple cost $50 each from within the menu. You can equip (or unequip) them from this menu, too. The first Ability Card slot you unlock is for (and called) Dead Eye. It’s active, meaning that you have to invoke Dead Eye to use it. (Later, you’ll unlock slots for passive Ability Cards, whose effects are always active.) Unlike the campaign, Dead Eye doesn’t slow down time in Red Dead Online. Instead, you get something like the Dead Eye you’re probably used to, but with a twist. For example: ⭐ The Paint It Black Ability Card lets you paint targets while in Dead Eye. ⭐ The Focus Fire I Ability Card lets you and your team members “deal a little more damage” while using Dead Eye. ⭐ The A Moment to Recuperate Ability Card slowly regenerates your health when using Dead Eye. You an also level up ability cards as you gain XP. (You can see the XP you’ve gained when you’re hovering over the card in the Ability Cards menu.) Every card has three levels (or tiers), and each enhances the ability. You’ll unlock more slots for cards at Rank 10 (1st Passive), 20 (2nd Passive) and 40 (3rd Passive). You’ll also unlock more Ability Cards as you rank up. You can purchase new Dead Eye Ability Cards at Ranks 24, 44 and 50, for example. 1. The Dakota River: The Dakota River between Cumberland Falls and Flat Iron Lake on the border of West Elizabeth and New Hanover is the best fishing spot in the game. It has many of the money-making advantages of the Upper Montana River except it has Sockeye Salmon and Steelhead Trout as well as Largemouth and Smallmouth Bass. It's proximity to Valentine makes it a great place to fish and quickly sell off your full inventory for serious money by the local butcher near by. It has all four species of the ideal money-making fish. ⭐ Sockeye Salmon: Sales Price $2.50 ⭐ Steelhead Trout: Sales Price $2.50 ⭐ Largemouth Bass: Sales Price $2.00 ⭐ Smallmouth Bass: Sales Price $2.00 ⭐ Chain Pickerel: Sales Price $1.00 ⭐ Blue Gill: Sales Price $0.75 2. Upper Montana River: The Upper Montana River is one of the top contending spots for making money on fish. The stretch of the Upper Montana River along the Great Plains region of West Elizabeth provides access to both largemouth and smallmouth bass species which can be caught quickly enough to make some serious money. This narrow river also ensures that reeling in each fish will be brief. Just following the river should allow you to fill your inventory quickly and then sell it at the Blackwater butcher. ⭐ Largemouth Bass: Sales Price $2.00 ⭐ Smallmouth Bass: Sales Price $2.00 ⭐ Rock Bass: Sales Price $1.00 ⭐ Chain Pickerel: Sales Price $1.00 ⭐ Redfin Pickerel: Sales Price $1.00 3. O’ Creagh’s Run: O’ Creagh’s Run is a alpine lake high in the Grizzlies East region of Ambarino. This lake provides for a lot of exceptional fish to be caught. It also resides in a prime hunting zone that's home to elk, rams, and sheep. It's remote location means that it will require a journey to sell the fish you catch, however, it also offers some isolation from the threat of other players. ⭐ Muskie: Sales Price $7.75 (1 / Horse) ⭐ Sockeye Salmon: Sales Price $2.50 ⭐ Rock Bass: Sales Price $1.00 ⭐ Perch: Sales Price $1.00 ⭐ Chain Pickerel: Sales Price $1.00 ⭐ Blue Gill: Sales Price $0.75 |
ABOUTStep into the vibrant, ever-evolving world of Red Dead Online and experience life in frontier America. Chase down bounties, battle outlaw gangs and other players, hunt, fish and trade, search for exotic treasures, run Moonshine, and much more to discover in a world of astounding depth and detail. ArchivesCategories
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