Quests

We cover two kinds of paid work in Red Dead Online, and the difference between them is what happens the second time you do the job. The story missions pay cash once. Run one again and our money farming guide is blunt about it: you get XP and nothing else, and the game can even hand you a mission you have already finished. Call to Arms is the opposite. It is a wave defence that our page says can be played again whether you quit it or finish it, and the gold, dollars and XP it pays scale with how far you got; nothing on that page ties the reward to a first run. That makes the story the thing you do first and Call to Arms the thing you keep coming back to.

Story missions: one payout, in this order

Our story missions walkthrough covers six missions, and although it presents them as a list, its own text gives away the sequence. Honor Among Horse Thieves is available the moment the tutorial ends. The page's introduction frames the next three as helping sheriffs, and two of them are handed out by Horley in Blackwater or picked up at a sheriff's office. Where Your Morals Lead You only appears once the three sheriff missions are done, and Highly Illegal and Highly Moral opens by telling you that the man you killed in the previous mission was the wrong one. So the honest running order is the one below, not the one on the page.

OrderMissionWho gives itThe jobThe choice
1Honor Among Horse ThievesClay Davies, right after the tutorialSteal a horse from the stable east of the Woolen Mill and ride it to a stable in Saint DenisNone stated
2If the Hat FitsNot named on our page; the walkthrough opens with itClear a camp in Pike's Basin from the high ground, hogtie the outlaw and bring him to the Police ChiefHelp the outlaw at the campsite for cash, or refuse and keep your honor
3Love and HonorHorley, then the Tumbleweed sheriff's officeClear the gang at Twin Rocks and find Mrs. O'DowdProtect the couple on the way to their hideout, or hogtie her and deliver her to her husband in Tumbleweed
4The Right Side of the TracksHorley in BlackwaterRaid Bob Crawfish's hideout south-west of Caliban's Seat, chase the thieves as they scatter, and deliver them to Arnsdale at the Fort Riggs tracksHelp the thieves or kill them at the end
5Where Your Morals Lead YouHorley, after the three sheriff jobsRide with the Marshal and a tracker named Lee from a camp north of Manzanita to Alfredo Montez, kill his gang, and carry his head to Manzanita PostNone stated
6Highly Illegal and Highly MoralNot named on our page; it starts at Van Horn or the campTail and kill Montez's Lieutenant at Van Horn, clear the camp, then run down Montez and his convoy and drag him to the drop-offNone stated

Two details from the walkthrough are worth carrying into every one of these. Enemies arrive from both sides on the way back to the Police Chief in If the Hat Fits, so the delivery is the fight, not the capture. And in The Right Side of the Tracks the thieves split up, so a party that stays together loses half of them; each rider needs to pick one. The three honor choices are genuinely two-way, with the dishonorable branch of Love and Honor being the same escort run with Mrs. O'Dowd tied up instead of protected.

What the missions pay is spread across two of our other pages. Our tips and tricks guide puts story rewards between $20 and $40 at the low end and up to $250 at the top, and the money farming guide names the mission that reaches that top figure: Kill Them, Each and Every One, taken through the Free Roam menu under Quick Join as a Story Mission On-Call, roughly ten minutes to clear a military base and execute its leader, with the payout shrinking every time you die. Take the cash, then treat the rest of the list as XP.

Call to Arms: the job you can queue again

Call to Arms is a survival mode for up to four players, ten waves long, in which you hold a town against enemies of varying difficulty. Our Call to Arms page explains that the mode is not on the map; it arrives by telegram. Go to your camp (the Camp option in the menu) or a post office, and among the deliveries is a telegram headed Call to Arms, whose description says the batch is offering hired-gun work. Press right on the d-pad for the Satchel, move to Documents with L1 and R1, open the Telegrams tab and pick the one you want.

SettingDetail
Towns on offerBlackwater, MacFarlane's Ranch, Strawberry, Valentine, Fort Mercer
PlayersOne to four; the page says it works solo
LengthTen waves
ReplayAvailable again whether you finish or quit before the tenth wave
RewardGold, $RDO and XP, more the further you get

The one tactical instruction on the page is about your team rather than your gun. It allows about five minutes for jobs like repositioning: press L2 to reorganise your teammates, then walk them into positions that actually cover the approaches while they follow you. And since the page ties the reward to how far you get, and lets you queue again whether you quit or finish, a run that stalls is not a run you are obliged to sit through.

Quick answers

How do you start the story missions? The first one comes from Clay Davies as soon as the tutorial is over; the sheriff jobs come from Horley in Blackwater or a sheriff's office; and the one mission our pages reach through Quick Join and Story Mission On-Call in the Free Roam menu is Kill Them, Each and Every One, from the money farming guide. Is there a set order? Only partly: Where Your Morals Lead You waits for the three sheriff missions, and Highly Illegal and Highly Moral follows it. Can Call to Arms be played alone? Yes, our page says solo or multiplayer, up to four.

Both kinds of job are the beginning of the money story rather than the end of it; the roles, the shack and the card slots that the cash goes into are laid out in our mechanics guide, and the Red Dead Online guide sorts everything you can spend it on by whether the price is quoted in rank, dollars or gold.