Red Dead Redemption 2 The Fine Joys of Tobacco Part 17

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Start this mission by going to Braithwaite Manor. A servant will show you in, where Hosea and Sean are playing cribbage and having tea with Catherine Braithwaite and her sons.

You’ll leave very soon after you arrived with Sean, and head over to the Gray’s at Caliga Hall in a carriage. Sean will ask Arthur if he’s worried about being recognized - some good insight. Arthur hides in the back.

Sean clumsily talks his way in with the guard, and successfully makes it to the barn. Once inside, Sean will continue his buddy-buddy act with Hamish. Once he’s taken out, you and Sean drag that guard inside and begin the preparations for tonight’s fire. You’ll make plenty of molotovs, and grab a few bottles of moonshine. The plan is for you to dose the fields in moonshine so they go up in flames quick while Sean takes care of the drying barn. As you leave, you’ll hear a wagon driver discuss payroll, but you both agree to take care of your original job first.

Sean will take out the man in front of you, and then tell you to douse the fields. They’ll appear as yellow patches on your map. Walk through them while crouched, and hold R2 to continuously pour. You’ll be done when the top right percentage number hits zero. Then, head to Sean on the map. He’s the gray dot at a small barn, which is colored yellow. He’ll take out the barn guard inside easily. Tap L1 to pull out the fire bottle, back away, and throw it into the barn - like you would aim and shoot a gun.

Now turn around and do the same to the fields while Sean keeps the other guards busy. When you’re done (the fields will no longer be marked on your screen), take out a gun and help Sean with the guards. Follow him to the payroll wagon and the horses. While he collects the payroll, you cut the horses free. Target them with L2 to bring up the command to do so.

He’ll jump on the horse on the left, so jump on the one on the right and follow him out while taking out Grays. You can’t stop moving here, or “Sean will be abandoned,” and you will fail the mission. Be mindful of obstacles here - if you run into one and fall of your horse, you’ll be in a world of trouble.

If you don’t fall off your horse, making it out should be easy enough.

As you stop to catch your bearings with Sean, you can see the fire in the background. You both discuss how you hope getting in the middle of this squabble will be worth it. Choose to go back to camp with Sean if you’d like - that’s where the next two quests are, anyway. Speak to Micah at camp to start this mission. He’ll tell you right off the bat, “Blessed are the Peacemakers…” and calls on Mr. Pearson to tell a story to Arthur and Dutch - about Colm O’Driscoll. He says they want to parley, to settle things gentleman-like. It takes a bit of convincing, but Dutch eventually relents, and chooses to leave to meet the O’Driscolls with Arthur and Micah.

Get on your horse and ride out with Dutch and Micah. They discuss the probability that the O’Driscolls are full of crap, but that’s why you’re going. Once you’re almost there, they’ll tell you to veer off from them, to find a place to observe. It’s marked on your map. Follow the yellow road on your minimap, and you’ll make it to a nice vantage point overlooking the plain below where Dutch and Micah will be meeting the O’Driscolls. Once you’re there, get off your horse and approach the edge. Everything will automatically play out now Dutch and Colm will talk, while you keep your gun’s sights trained over Colm’s head. Before they can come to specific agreement, someone sneaks up behind you and knocks you out with the hilt of a rifle. When you wake up, you’ll be restrained and disoriented. Try to escape. Regardless of where you go, the O’Driscolls will catch up with you and capture you again. You’ll get another wound for your insolence You come in and out of consciousness over time. You’ll see you’re on horseback by a river, and again being handled later. The next time you’re fully awake, you’ll find yourself strung upside down in a small room. Colm enters, harasses you, and leaves When you come to again, you find you’re able to swing from your shackled ankles. Use the left stick to move back and forth - keep your eyes on the icon on the bottom right of the screen. It tells you when to switch directions. Press X/A when you’re able to grab the file, to set yourself free. Next, you have to treat that septic wound Colm mentioned. Using the candle, rotate the tool with the left stick to fully heat all sides of it. Then plunge it into your wound with x/a. It’s a pretty unpleasant sight, but it’s necessary. Wiggle it back and forth with the left stick while alternating the right stick between far right, and far left.





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