Locations
Three kinds of place in Red Dead Redemption 2 reward a detour: gang hideouts, the shacks and cabins scattered through the wilderness, and the oddities the game files as points of interest. The completion tracker treats them very differently. Hideouts are compulsory, shacks are a quota, and points of interest are not counted at all, however many Arthur sketches into his journal. This guide sorts the map by that rule so you know which detours pay toward 100 percent and which are only for the story.
What the checklist counts
| Location type | On the map | Needed for 100% | Tracked in the progress tab |
|---|---|---|---|
| Gang hideouts | 6 in the base story, plus Twin Rocks on the special edition and 2 more on PC after patch 1.15 | All 6 base hideouts | Yes |
| Shacks and cabins | 19 | Any 5 | Yes |
| Points of interest | 49 | None | No, journal only |
Gang hideouts: six are mandatory
The first four hideouts cannot be skipped because the story walks you into them, and their gangs move back in afterwards, so you can return whenever you like once a hideout has been discovered. The last two sit in the stretch of map that only opens after Chapter 6. Clearing one means fighting through ambushes and campfire skirmishes, so search the bodies for ammunition on the way in. Our gang hideouts page has the approach for each one.
| Hideout | Gang | Where | When it opens |
|---|---|---|---|
| Six Point Cabin | O'Driscoll Boys | Cumberland Forest, northeast of Valentine by the Dakota River | Chapter 2 story |
| Shady Belle | Lemoyne Raiders | Southeast of Rhodes, southwest of Saint Denis | Chapter 3 story |
| Beaver Hollow | Murfree Brood | Between Annesburg and the Kamassa River, above Elysian Pool | Chapter 5 story |
| Hanging Dog Ranch | O'Driscolls, replaced by the Laramie Gang in the epilogue | West of Valentine and Wallace Station, north of Strawberry, near Little Creek River | Chapter 6 story |
| Thieves Landing | Del Lobo Gang | South of Blackwater | After Chapter 6 |
| Fort Mercer | Del Lobo Gang | Southwest of Armadillo, southeast of Tumbleweed | After Chapter 6 |
Three more hideouts exist without counting. Twin Rocks, north of Armadillo, is a Del Lobo camp added by the special and ultimate editions and is not required. PC players on patch 1.15 also get Gaptooth Breach, in the Gaptooth Ridge region northwest of Tumbleweed, and Solomon's Folly, which lies up from the San Luis River and below Benedict Point, both Del Lobo as well.
Shacks: any five of nineteen
Five visits satisfy the tracker, but what is inside is the reason to keep going: cigarette cards, gold nuggets, jewelry, a cheat code and a few of the map's stranger stories. Three shacks do not exist until the epilogue, so a full sweep as Arthur tops out at sixteen. The shacks page pairs the list below with a numbered map.
| # | Shack | Where | What is inside |
|---|---|---|---|
| 1 | Dormin Crest Shack | Icy northwest, west of Spider Gorge and Deadboot Creek | Cigarette card, rations |
| 2 | Fairvale Shanty | Directly north of Grizzlies East, above the O in Ambarino | Corpses, platinum stopwatch, gold nugget, jewelry |
| 3 | Snowfield Shack | South of Dormin Crest, west of Lake Isabella | A cheat code in a locked drawer |
| 4 | Dodd's Bluff Cabin | South of Widow Creek by the river, due west of Fort Wallace | Corpses, salmon, gold nugget, hair pomade |
| 5 | Clawson's Rest | Northwest of Valentine along the Dakota River, locked | 3 cigarette cards, a book, rations |
| 6 | Martha's Swain | Between Annesburg and Moonstone Pond, east of Three Sisters | Rations, jewelry |
| 7 | Hani's Bethel | North of Emerald Ranch, northeast of Heartland Overflow by a small lake | A UFO encounter |
| 8 | Vetter's Echo | Northern Big Valley, east of Pronghorn Ranch | Cigarette card, cash |
| 9 | Shepherd's Rise | Southeast of Wallace Station by the tracks, north of Strawberry | Epilogue only |
| 10 | Ridge View | Directly east of Emerald Station | Epilogue only; herbs that refill Dead Eye |
| 11 | Osman Grove | South of Clawson's Rest, southwest of Ridge View | Corpses, a book, provisions |
| 12 | Lenora View | Northeast of Hawks Eye Creek, northwest of Monto's Rest | A letter about a story character |
| 13 | Old Trail Rise | Heartlands, east of Dewberry Creek, burned out | Basement with Valerian Root, a cigarette card and cash behind a stone |
| 14 | Robard Farm | North of Rhodes, just north of Southfield Flats Pond | Cigarette card, cash, provisions |
| 15 | Bayall Edge | Western Bayou, east of the Kamassa River label | Papers hinting at Armadillo's fate |
| 16 | Bear Claw | Southwest of Blackwater and Manzanita Post, a cluster of shacks | A lockbox of cash at the bottom of a dry well |
| 17 | Argil Rise | Southeast of Rhodes | Epilogue only |
| 18 | Crawdad Willies | Directly east of Shady Belle | Two escaped convicts; spare the survivor for a tip about hidden money |
| 19 | Old Harry Fen | South of Bolger Glade, southeast of Braithwaite Manor | An ex-slaver's story, little loot |
Points of interest: 49 the tracker ignores
A point of interest is anything that gives Arthur an Inspect prompt and a journal sketch: a meditating monk, a face cut into a cliff, a crashed airship. The progress tab never mentions them, so they are pure exploration. The points of interest page maps every one; the table groups them by region so you can clear a state in one ride. Guarma has none.
| Region | Points of interest |
|---|---|
| Ambarino | Meditating Monk (appears around noon), Face in Cliff, Strange Statues, Mysterious Hill Home, Mammoth Skeleton, Frozen Settler (carries the Morion Helmet), Defaced Grave, the statue paintings at Window Rock |
| New Hanover | Warped Tree, Register Rock, Oil Derrick, Trading Post, Brush Fire, Barrel Rider, Meteorite, Abandoned Trading Post, Fossilized Man, Meteor House, Old Tomb, Old World Scripts, the four Trail Trees, Manmade Mutant, Serpent Mound |
| West Elizabeth | Hermit Woman, Crashed Airship, Hidden Tunnel, Obelisk, Native Burial, Giant Remains, Pagan Ritual, Faces in Trees, Whale Bones, Circus Wagons, Wickiup |
| Lemoyne | Tiny Church, Gray's Secret (only once Chapter 3's A Short Walk in Pretty Town is done), Withered Arm, Phonograph, Bolger Glade, Abandoned Church, Braithwaites' Secret, Pleasance |
| New Austin | Donkey Lady, Flying Machine, Jesuit Missionary, Sperm Whale Bones |
Several points of interest cluster. The four Roanoke Ridge oddities north of Annesburg (Meteorite, Abandoned Trading Post, Fossilized Man and Meteor House) are a few yards apart, and the Hermit Woman, Crashed Airship and Hidden Tunnel share one corner of northwestern West Elizabeth. Owanjila Dam alone anchors the Obelisk, Native Burial, Pagan Ritual, Faces in Trees and Whale Bones.
Location questions
Do points of interest count toward 100 percent?
No. They are never listed in the progress tab. The hideouts and the five-shack quota are the only location entries that move the percentage.
Can a shack be missed?
None disappears. Shepherd's Rise, Ridge View and Argil Rise simply do not appear until the epilogue, so they cannot be part of Arthur's five.
Do I have to clear Twin Rocks, Gaptooth Breach or Solomon's Folly?
No. Only the six base hideouts are required. The other three are extras tied to the special edition and the PC patch. If you are hunting collectibles rather than places, the dinosaur bones, rock carvings, dreamcatchers and cigarette cards are sorted in our items guide, and every other guide for the game hangs off the Red Dead Redemption 2 hub.