Npcs
Every named face in Red Dead Redemption 2 sits on one side of a ledger. Gunsmiths, tailors, the trapper and the newspaper boys take Arthur's dollars. Fences hand dollars back, and the sixteen legendary animals pay in a currency of their own: pelts that unlock outfits and teeth, claws and horns that become permanent trinkets. A third group deals in nothing but encounters, from gang members with a favor to ask to a hermit who fires on sight. This guide walks the map in that order, so you know before you ride out whether a character is going to cost you, pay you, or simply talk.
The counters where Arthur pays
Gunsmiths: five shops, one price list
There are five gunsmiths: Annesburg, Valentine, Tumbleweed, Rhodes and Saint Denis. Every one carries the identical catalogue of weapons, ammunition and upgrades, so the only reason to favor one is distance. What changes is not the shop but the story: each line of the catalogue unlocks after a specific mission, from the $50 Cattleman you start with to the $190 Carcano Rifle. The full unlock timeline, and which entries a general store also carries, is in the weapons guide.
Tailors: two shops, four outfits each, gated by honor
Only two tailors exist, in Saint Denis on the main road and in Blackwater near the butcher, and each sells complete outfits rather than single pieces; general stores handle individual garments. Half of the stock is locked behind honor rank, shown as a red padlock in the menu. Blackwater's shop opens so late that it is mostly John's tailor.
| Honor needed | Outfit | Tailor | Price |
|---|---|---|---|
| None | The Saint Denis | Saint Denis | $98.75 |
| None | The Bretagne | Saint Denis | $110.00 |
| None | The Josiah | Blackwater | $94.25 |
| None | The Donegal | Blackwater | $98.75 |
| Rank 3 | The Corson | Saint Denis | $105.75 |
| Rank 3 | The McLaughlin | Blackwater | $104.25 |
| Rank 6 | The Deauville | Saint Denis | $115.00 |
| Rank 6 | The Farrier | Blackwater | $118.25 |
If the Saint Denis tailor icon vanishes from your map, the shop is still there: it has a door on the square and a second one on the main street, and walking through either brings the icon back. Failing that, the icon returns after A Fine Night of Debauchery, the Chapter 4 mission in which Arthur visits the tailor with Trelawny. How honor ranks are earned and lost is covered in the game systems guide.
The trapper: one shop, roaming stalls, and sixteen garment sets
The trapper is the only vendor who takes pelts as raw material. His permanent shop is on the east side of Saint Denis, marked with a paw print and staffed at all times from Chapter 4. Before then he works from stalls in the wilderness: near Elysian Pool southwest of Annesburg, in the northwest corner of Big Valley above Owanjila, east of Riggs Station, northeast of Riggs Station on the eastern side of Big Valley, and southwest of Manzanita Post where the Lower Montana River ends. Leave that last one until your Blackwater bounty cools off. Besides crafting, he stocks Gun Oil at $1.50, Cover Scent Lotion at $1.25, Predator Bait at $3.00, Herbivore Bait at $2.25, Tomahawks at $4.00 and Throwing Knives at $2.50.
His catalogue runs to dozens of hats, gloves, vests, coats, chaps and boots, but the shape of it is sixteen garment sets. Eight need at least one legendary pelt, and eight can be built entirely from perfect pelts of ordinary animals.
| Garment set | Legendary pelts required | Pieces |
|---|---|---|
| The Bear Hunter | Bear | Bear Head Hat, Bear Coat, Bear Roper, Boar Riding Gloves |
| The Trophy Buck | Buck, Fox | Raccoon Mountain Hat, Buck Vest, Fox Moccasins, Buck and Fox Range Gloves |
| The Dreamcatcher | Beaver, Tatanka Bison, Boar | Beaver Flop Hat, Bison Vest, Bison Batwing Chaps, Boar and Bison Fowlers, Beaver Cavalry Gloves |
| The Beast of Prey | Cougar, Wolf | Cougar Flop Hat, Cougar and Wolf Vest, Wolf Batwing Chaps, Bull Fowler Boots, Cougar Riding Gloves |
| The Huntsman | Coyote, Pronghorn | Coyote Mountain Hat, Pronghorn Coat, Coyote Half Chaps, Workman's Pride Boots, Pronghorn Range Gloves |
| The Death Roll | Alligator, Panther | Alligator Gambler's Hat, Panther Cloak, Alligator Vest, Alligator Fowlers, Panther Range Gloves |
| The Stalker | Ram, Moose | Ram Hat, Moose Hunting Jacket, Ram Batwing Chaps, Moose Moccasins, Ram Rifleman Gloves |
| The Ghost Bison | White Bison, Elk | White Bison Hat, White Bison Coat, Elk Half Chaps, Elk Moccasins, Elk Range Gloves |
| The Rattler | None | Ram Sombrero, Outdoorsmen Vest, Javelina Half Chaps, Iguana Range Gloves |
| The Wrangler | None | Goat Flop Hat, Trapper's Cloak, No-Man's Vest, Two Toned Moccasins, Moose Range Gloves |
| The Bronco Buster | None | Elk Flop Hat, Coyote Scout Jacket, Huntsman Vest, Boar Fringed Shotgun Chaps, Pigskin Rifleman Gloves |
| The Marauder | None | Muskrat Cavalry Hat, Principal Vest, Bull Fringed Shotgun Chaps, Snakeskin Cavalry Gloves |
| The Bounty Hunter | None | Plantation Slouch Hat, Beaver Hunting Jacket, Sheepskin Vest, Pronghorn Half Chaps, Buck Riding Gloves |
| The Desperado | None | Beaver Drifter Hat, Wolf Coat, Billy Vest, Boar and Bull Fowler Boots, Winter Cavalry Gloves |
| The Night Wrangler | None | Coyote Gambler's Hat, Cougar Cutaway Coat, Wilderness Vest, Moose Half Chaps, Badger Rifleman Gloves |
| The Mountain Man | None | Grenadier Hat, Ram Shotgun Coat, Country Vest, Elk Riding Gloves |
Newspaper sellers: three papers, fourteen editions
Three papers are printed, each sold in two towns: the Blackwater Ledger in Blackwater and Strawberry, the New Hanover Gazette in Valentine and Annesburg, and the Saint Denis Times in Saint Denis and Rhodes. A new edition of all three appears after each of fourteen story milestones, and the editions matter because they carry the game's cheat codes. The newspaper sellers page pins each vendor on the map.
| Milestone mission | Ledger issue | Gazette issue | Times issue |
|---|---|---|---|
| Eastward Bound | 62 | 27 | 43 |
| Pouring Forth Oil | 63 | 28 | 44 |
| The Sheep and the Goats | 64 | 29 | 45 |
| Magicians for Sport | 65 | 30 | 46 |
| The Joys of Civilization | 66 | 31 | 47 |
| Urban Pleasures | 67 | 32 | 48 |
| Dear Uncle Tacitus | 68 | 33 | 49 |
| Visiting Hours | 69 | 34 | 50 |
| The Bridge to Nowhere | 70 | 35 | 51 |
| The King's Son | 71 | 36 | 52 |
| The Wheel | 72 | 37 | 53 |
| The Landowning Classes | 73 | 38 | 54 |
| Uncle's Bad Day | 74 | 39 | 55 |
| American Venom | 75 | 40 | 56 |
The counters that pay Arthur
Fences: four shops, a wagon buyer and a horse buyer
Fences unlock after The Spines of America in Chapter 2 and take what no honest merchant will: gold bars, jewelry, stolen coaches and the rest of the loot. Four regular fences operate. Seamus works out of a lean-to beside the big red barn at Emerald Ranch; a second stands in the caravan park on the edge of Rhodes, the same camp Trelawny goes missing from in Magicians for Sport; the Saint Denis fence trades from a proper market stall east of the city; and Seamus's side business at Van Horn buys stolen wagons and stagecoaches. Two special services sit alongside them: the wagon fence at Emerald Ranch, and the horse fence north of Clemens Point, which opens after Horse Flesh for Dinner in Chapter 3 and pays for illegally acquired mounts.
Money flows the other way at a fence too, and this is where legendary animals turn into permanent bonuses. Fences craft five talismans and fourteen trinkets from legendary parts, sell four masks (Canvas Sack Hood $3, Executioner Hood $4.75, Metal Skull Mask $8.50, Psycho Mask $10), a rack of crafting pamphlets, thrown weapons, and, from Epilogue 1, six upgraded satchels at $15 to $29 each plus the $150 Legend of the East Satchel once you own the rest. Which pamphlet unlocks after which mission is on the fences page; the thrown weapons are in the weapons guide.
Legendary animals: sixteen hunts that pay in trinkets
A legendary animal announces itself with an on-screen notice when you enter its territory. From there the routine is the same every time: Eagle Eye to find the first clue, follow the trail through two or three more, then hit it with the heaviest gun you own, because a legendary pelt cannot be damaged. If it escapes, sleep 72 in-game hours and it respawns. The pelt goes to the trapper, and the tooth, horn, claw or antler goes to a fence, where it becomes a trinket or talisman whose effect never wears off. The table lists what each hunt pays.
| Animal | Where | Fence bonus | Trapper gear |
|---|---|---|---|
| Bharati Grizzly Bear | Grizzlies East, north of O'Creagh's Run, once Exit Pursued by a Bruised Ego is done | Bear Claw Talisman ($34.75): health core drains 10% slower | Bear Head Hat $40, Bear Coat $28, Bear Roper $34 |
| Wolf | Cotorra Springs, Grizzlies East, west of Bacchus Station; hunts alone | Wolf Heart Trinket ($16) | Pelt sells for $46; Cougar and Wolf Vest $42, Wolf Batwing Chaps $34 |
| Elk | Woods east of Bacchus Station, northeast of Fort Wallace | Elk Antler Trinket ($22.75): looted cash worth 10% more | Elk Moccasins $30, Elk Half Chaps $16, Elk Range Gloves $13 |
| Bighorn Ram | Cattail Pond outside Valentine, only at Master Hunter rank 9 or above | Ram Horn Trinket ($17.50) | Ram Hat, Ram Batwing Chaps, Ram Rifleman Gloves |
| Beaver | The dam west of Van Horn, southwest of Butcher Creek, with four other possible waterside spawns | Beaver Tooth Trinket ($18.25): every weapon degrades 10% slower | Beaver Flop Hat $22, Beaver Cavalry Gloves $18 |
| Moose | Roanoke Ridge, on the river island north of the train line above Brandywine Drop | Moose Antler Trinket ($19): XP and health gains up 10% | Moose Hunting Jacket $24, Moose Moccasins $22 |
| Buck | Burned forest at the western end of Mount Shann, northwest of Strawberry | Buck Antler Trinket ($22): perfect pelts come easier | Pelt sells for $31; Buck Vest $26, Buck and Fox Range Gloves $28 |
| Coyote | Scarlett Meadows near Clemens Point, southwest of Dewberry Creek | Coyote Fang Trinket ($21.25): Dead Eye XP up 10% | Coyote Mountain Hat $23, Coyote Half Chaps $20 |
| Fox | Mattock Pond, north of Rhodes; skittish and smells you coming | Fox Claw Trinket ($23.50) | Pelt sells for $22; Fox Moccasins $40, Buck and Fox Range Gloves $28 |
| Boar | Northwest Bluewater Marsh, north of Lagras | Boar Tusk Talisman ($31): horse cores drain slower | Boar and Bison Fowlers $37, and the boar pelt is half of the Beaver Flop Hat |
| Bullgator | Lagras, and not until Chapter 6 opens after That's Murfree Country | Alligator Tooth Talisman ($40): Dead Eye core drains 10% slower | Alligator Fowlers $35, Alligator Vest $35, Alligator Gambler's Hat $22 |
| Giaguaro Panther | In the woods below Bolger Glade, to the west of Shady Belle, only after nine Master Hunter challenges; killing it completes rank 10 | Panther's Eye Trinket ($25) | Panther Cloak $45, Panther Range Gloves $30 |
| Cougar | Gaptooth Ridge, west of Tumbleweed, by a small mining plant | Cougar Fang Trinket ($20.50): XP up 10% | Pelt sells for $50; Cougar Flop Hat $19, Cougar Riding Gloves $20, Cougar and Wolf Vest $42 |
| Tatanka Bison | Hennigan's Stead, southwest of MacFarlane's Ranch in New Austin | Tatanka Bison Horn Trinket ($16.75): damage taken down 10%; Bison Horn Talisman ($38.50): stamina regenerates 10% faster | Bison Vest $30, Bison Batwing Chaps $32 |
| White Bison | Northern shore of Lake Isabella, Grizzlies West | No fence part | White Bison Hat $45, White Bison Coat $29 |
| Pronghorn | Rio Del Lobo Rock, east of Fort Mercer | Pronghorn Trinket ($24.50) | Pronghorn Coat $35, Pronghorn Range Gloves $17 |
Two of the sixteen have no page of their own yet, so the White Bison and Pronghorn rows come from the parent page and the trapper's catalogue. Three hunts are gated: the panther and the ram wait for Master Hunter rank 9, and the bullgator does not appear on the map until Chapter 6. The bear is met during a Chapter 2 mission with Hosea and can be finished then or later. Hunting rules for ordinary animals, and the Master Hunter challenges themselves, live in the game systems guide.
Encounters that pay in favors, honor, or nothing at all
Companion requests: twenty-two errands around camp
Gang members ask Arthur for small things while he walks the camp, and each companion request is tied to a chapter and a time of day, usually 8 am to 8 pm. Most wants are common herbs or shop goods; a handful are unique objects hidden in shacks, which our items guide tracks. The reward is rarely cash and often better than cash.
| Companion | When | Wants | Gives |
|---|---|---|---|
| Abigail | Chapter 2 | $5 for Jack's clothes | Honor |
| Jack | Chapter 2, during A Fisher of Men | His Penny Dreadful comic | Chocolate bar |
| Jack | Chapter 2 | His mother's thimble, looted from anyone once active | A drawing |
| Mary-Beth | Chapter 2 | Fountain pen from Osman Grove | Wedding ring |
| Javier | Chapter 2 | Oleander sage | Poisoned throwing knives |
| Pearson | Chapter 2, after a poker game | Naval compass from the Braithwaite boathouse | Rum |
| Sean | Chapter 2 or 3, midday to 6 pm | Kentucky bourbon | Fire bottle |
| Pearson | Chapters 2 to 4, mornings | A rabbit | Notorious Stew and the Scout Jacket |
| Bill | Chapters 2 to 4 | Hair pomade | High velocity repeater cartridges |
| Charles | Chapters 2 to 4 | Moonshine from a fence | Fire arrows |
| Charles | Chapters 2 to 4 | Oleander sage | Poison arrows |
| Hosea | Chapters 2 to 4 | The book Shrew in the Fog, from a house northwest of Saint Denis | Predator bait |
| Dutch | Chapters 2 to 4 | The pipe from Vetter's Echo | Spurs |
| Susan | Chapters 2 to 4 | Two of oregano, thyme or wild mint | Potent miracle tonic |
| Lenny | Chapters 2 to 4, 8 pm to 3 am | His father's pocket watch, also at Vetter's Echo | Dynamite |
| Tilly | Chapter 3, after dominoes | A necklace from a lockbox | Two health cures |
| Hosea | Chapter 3 | American ginseng | Potent health cure |
| Molly | Chapter 3 | Pocket mirror from Martha's Swain | Cigar |
| Kieran | Chapter 3, midday to 6 pm | Two burdock roots | Horse medicine |
| Sadie | Chapter 3 or 4, after A Further Question of Female Suffrage | Harmonica from Granger's Hoggery | Gun oil |
| Charles | Epilogue, after Uncle's Bad Day | Eagle feather | Horse reviver |
| Uncle | After American Venom | Skunk, milkweed, peppermint, hair pomade and Kentucky bourbon | Frontier Vest, Drifter Hat, Classic Frock Coat and Tornado Boots |
Special characters: twenty-eight strangers on a timer
The special characters look like chance meetings but every one runs on a fixed place, a time window and a cooldown, usually three in-game days. None of them pays in money; what they offer is a story that continues each time you come back, and a few open further encounters after the epilogue.
| Where | Who, and how many times |
|---|---|
| Saint Denis | Anders Helgerson with his pamphlet (8 am to 6 pm); Dorothea campaigning for the vote (daily); the Eugenics Proponent, who runs whenever he sees you again; Lillian Powell drinking in the saloon (4, 9 am to 9 pm); Timothy Donahue selling Get Rich Quick, refund by chase after two days |
| Valentine | The Constipated Man in room 2A after Polite Society, Valentine Style; Homeless Vet Mickey (6, plus a seventh after Epilogue 1); Jon ranting in Smithfield's, who attacks if you linger; Thomas Downes opposite the stable (2, between Chapter 2 and Sodom? Back to Gomorrah) |
| Strawberry | Nicholas Timmins greeting visitors (3, two days apart); the Reverend on the roadside (2, and your first choice shapes the second) |
| Rhodes and Annesburg | Joe Butler begging outside the Rhodes general store (3, a fourth after Epilogue 1); Dr. Macintosh and his theories in Annesburg (2); Poor Joe in a tree north of town (3, the last after Epilogue 1); the Hermit in his cabin north of Annesburg, who shoots trespassers |
| The Bayou | Agnes Dowd (6, 9 pm to 3 am, never twice in one spot); Sonny in a cabin southeast of Lakay, who traps you inside; the blind Soothsayer between the Bayou and Bluewater Marsh (15) |
| The wilds | Blind Man Cassidy in Blackwater, Annesburg, Cumberland and Tumbleweed (18); the Cave Hermit in the Dark Cave west of Hanging Dog Ranch (5); Captain Russell below the V of New Hanover (3); the Giant north of O'Creagh's Run after studying 30 species; the Mad Preacher at three rivers (a fourth after the epilogue); the Robot near Colter after A Bright Bouncing Boy II, found by following the glowing lantern |
| New Austin, after Epilogue 1 | The Armadillo Town Crier warning of cholera; the Chelonian Master and his followers on a cliff after Epilogue 2; the Sun Worshiper across Hennigan's Stead, Cholla Springs, Rio Bravo and Gaptooth Ridge (about 12); the Tumbleweed Sheriff (3) |
The Klan and the Sasquatch
The Ku Klux Klan appears exactly three times: at a night ceremony just north of Rhodes, by day between the Dakota River and Flatneck Station, and at night southeast of Wallace Station. The ceremonies are over in moments, so arrive early. Killing them costs no honor, their bodies carry notes, and leaving one alive raises your wanted level in the area.
Bigfoot exists twice over. A giant skeleton lies under a ridge on the southeast face of Mount Shann, north of Strawberry, and counts as a point of interest for Arthur's journal. The living version is the Giant from the table above: study thirty species, find the odd flock of birds on the west bank near Calumet Ravine on a clear day, and follow them until they circle his cave. He talks but never shows himself, and a second conversation opens three in-game days later.
Character questions
Which legendary animals are locked at the start?
Three by rule and one by geography. The panther and the ram need Master Hunter rank 9, the bullgator waits for Chapter 6, which That's Murfree Country opens, and the bear only spawns after Hosea's Chapter 2 hunt. The cougar, pronghorn and Tatanka bison live in New Austin, which is a long way from any of Arthur's camps.
Do I have to visit the fence to use a legendary part?
Yes. Trinkets and talismans are bought from a fence's menu once you hold the part, and each also needs a jewelry piece or curio listed on the fences page. The trapper only handles pelts.
How many trappers are there?
One man with one shop in Saint Denis and a rotation of wilderness stalls. Any stall sells the same catalogue and buys the same pelts, so pick the nearest. The missions that unlock his neighbours on the vendor list are laid out in the missions guide, and the Red Dead Redemption 2 hub gathers every bucket in one place.