Red Dead Redemption 2: Most Bizarre Stranger Missions

Arthur Morgan encounters a variety of peculiar individuals within the expansive landscapes of Red Dead Redemption 2. While traversing these vast territories on his horse, he will scrutinize the unique characteristics and motives of those he interacts with. Even though there are numerous stranger missions to undertake, some prove to be more bizarre than others.

In a more conversational style, you might say: The most intriguing side quests in Red Dead Redemption 2 are sometimes the oddest and most unusual, introducing captivating characters that seem almost otherworldly. At times, it even feels as though these characters might not belong to our world at all.

8. Oh, Brother

Two Brothers Commit to Foolish Bravery to Impress the Same Woman

Mission Location
Part 1 General Store in Valentine
Part 2 Behind the saloon in Valentine
Part 3 Cumberland Falls, West of Valentine
  • Strangers: Proetus, Acrisius

In the story of Proetus and Acrisius, these two brothers, being twins, tend to act impulsively in an attempt to prove their bravery to a woman they admire. Instead of using good judgment, they often take risks that can be harmful, such as standing still while facing a gun held by a cowboy, demonstrating a reckless disregard for their own safety in the hope of winning her affection.

Although these series of tasks appear somewhat playful and amusing, they swiftly reveal the peculiar nature of the brothers, as they are prepared to endure having bottles fired at their heads, receiving blows to their sensitive areas, and plummeting off waterfalls in barrels – all in pursuit of the same woman.

7. A Test of Faith

Help a Paleontologist Discover a Totally Fake Made-Up Totalisaurus

Starting Location Heartlands, New Hanover
Final Location Firewood Rise, Cumberland Forest
  • Stranger: Deborah MacGuiness

Arthur Morgan takes notice as he witnesses a woman scrutinizing a large fossil in the ground, and she introduces herself as Deborah MacGuiness, who explains in straightforward terms that she’s a paleontologist – essentially, someone who studies ancient reptiles like giant lizards. Deborah is determined to validate her academic skepticism by revealing the extraordinary story behind an immense dinosaur, hoping to earn recognition from universities that have previously dismissed her work.

Arthur assists in locating thirty dinosaur fossils spread across the map, and upon completion, he heads to Debbie’s cabin to get a glimpse of the dinosaur personally. However, he soon learns that there is a valid reason behind Debbie’s repeated university rejections. Her dinosaur creation appears questionable, filled with anomalies such as enormous wings, tusks intended for ‘tuskie things’, antlers without explanation, fins, and six legs. This fabricated creature, which Arthur comes to realize, is a mythical beast that he wishes to distance himself from. Even the promised reward, a Jawbone Knife, turns out to be fashioned not from a stegosaurus jawbone as claimed, but instead from a coyote’s jawbone.

6. The Wisdom of the Elders

Uncover the Curse of Butcher Creek and its Inhabitants

Mission Location
Part 1 Underneath the railroad, North of Fort Brennand
Part 2 Obediah’s Cabin, Butcher Creek
Part 3 13 Charms around Butcher Creek
Part 4 Obediah’s Cabin, Butcher Creek
Part 5 Kamassa River, North West of Elysian Pool
  • Strangers: Obediah Hinton, Lemuel, Shaman

For several reasons, Butcher Creek might seem frightening. Besides the enigmatic glowing pentagram concealed under a cabin, the villagers appear to be wary of strangers and their peculiar appearances contribute to this unease. Moreover, Arthur could encounter a weak and ailing man who yearns to return to Butcher Creek; he merely repeats the name and hints at darkness residing within him. If Arthur brings him home, he will cross paths with Obediah Hinton, a resident of Butcher Creek with an eccentric hillbilly persona.

The initial act of kindness by the Good Samaritan transforms swiftly into a source of dread when Arthur unwittingly encounters the curse of Butcher Creek. This curse, dark and menacing, triggers attacks from ferocious animals and various ominous calamities, orchestrated by a Shaman who deceitfully persuaded the residents of Butcher Creek to sell their contaminated land.

5. He’s British, Of Course

Assist in the Recovery of Exotic Animals for an Animal Wrangler

Mission Location
Part 1 West of Bluewater Marsh, Lemoyne
Part 2 South West of Emerald Ranch, New Hanover
Part 3 North East of Rhodes, Lemoyne
Part 4 Emerald Ranch, New Hanover
  • Stranger: Margaret

A journey across Bluewater Marsh and Lemoyne can be risky, and Arthur could encounter a wreckage of circus wagons, along with a frantic man who’s lost his unusual pets. This person, known as Margaret, boasts herself as the bravest animal handler around. Her act involves deception, as her supposed dangerous animals are merely painted to resemble the creatures Margaret claims they are. With a mule disguised as a zebra, a dog adorned with a lion’s mane, and a real cougar striped like a tiger, Margaret has quite the unique troupe that Arthur must help gather up.

Nevertheless, among this group, it’s quite unusual that Margaret owns a real, lively, and formidable lion that has made its way to Emerald Ranch. This situation raises the intriguing query: How on earth did Margaret secure a lion instead of more common exotic animals like a zebra or a tiger?

4. The Smell of the Grease Paint

Reunite a Dysfunctional Family of Circus Acts

Mission Location
Part 1 Van Horn Trading Post’s Saloon
Part 2 South West of Van Horn in Lemoyne
  • Strangers: Miss Marjorie, Bertram, Magnifico

In Van Horn, if Arthur ever fancies a drink, he could potentially encounter a circus ringmaster and her act, named Bertrum, who has microcephaly. Bertram is an unsuspecting man who appears unaware of his own stature, leading to incidents where his fondness for sherry causes him to scuffle with the bartender or even get into a physical altercation with Arthur.

Arthur, having had his fill of circus performances for now, gets asked by Marjorie to search for Magnifico, a tiny teleporting dwarf who’s taken off from their group after Bertrum’s little mishap. This gang might be peculiar, but there’s something heartwarming about seeing them come together again, using their unique skills to entertain in a circus setting. They may be an odd bunch, but they’re family, and it’s always delightful to witness that bond.

3. A Bright Bouncing Boy

Bring Forth Robotic Life with a Mad Scientist

Mission Location
Part 1 Pond in South West Saint Denis
Part 2 Doverhill at night, South of Roanoke Valley
Part 3 Doverhill, South of Roanoke Valley
  • Strangers: Marko Dragic, Dragic’s Robot

Upon encountering the frustrated scientist near Saint Denis’ South West pond, Arthur may initially believe that Marko Dragic is overwhelmed by his brilliance and his desperate search for funding from potential investors with his toy boat. Yet, when Arthur chooses to revisit this scientist in his lab at Doverhill, he discovers that the scientist is not merely a genius but rather, a madman.

By utilizing lightning and electricity, Arthur aids Marko Dragic in animating his robot. Though it only manages a few unsteady steps before toppling over, the idea of a mechanical Frankenstein’s monster is downright chilling. This becomes even more unsettling when Arthur returns to Doverhill to discover the professor deceased and the robot seemingly vanished. Inside the lab, blueprints for constructing hundreds of these robots can be found, hinting at Dragic’s aspirations for global domination.

2. Geology for Beginners

Help a Time Traveler Return Home

  • Stranger: Francis Sinclair
  • Location: North West of Strawberry, West Elizabeth

As Arthur Morgan, I find myself drawn towards a quaint cabin nestled just northwest of the bustling town of Strawberry. Upon entering, I’m greeted by an unusual individual who calls himself Francis Sinclair. It’s hard to put my finger on it, but there’s something peculiar about him – his speech, his choice of words, even his clothing that appears ahead of its time. What intrigues me most, however, is his fascination with the rock carvings he keeps mentioning – carvings that hold great significance to him for reasons yet unknown.

As players advance through the game, they’ll come across ten mysterious rock engravings, each with an obscure message hinting at a future filled with skyscrapers and airplanes. Accumulating all these collectibles will lead Arthur back to his cabin, where he discovers that Francis has vanished. A wall mural suggests time travel, and there’s a baby version of Francis with the same birthmark, cradled by his mother. Can anything be more bizarre than encountering a time-traveler from the 1920s or 1930s?

1. American Dreams

Find the Hideout of a Notoriously Disturbed Serial Killer

Mission Location Body Locations
Lucky’s Cabin, West of Valentine
  • South East of Valentine under a wooden bridge
  • South West of Wallace Station on a boulder
  • East of Braithwaite Manor by a tree underneath the ‘S’ in ‘Meadows’
  • Stranger: Edmund Lowrey Jr.

While traversing the scenic eastern territories, Arthur may inadvertently come across a gruesome scene – a disfigured, decapitated body with limbs scattered and intestines spilled out. It’s a grisly spectacle that leads him to find a fragment of a map, which could help him locate a serial killer and halt the disturbing images he encounters.

Following the identification of all three victims, Arthur makes his way to Lucky’s Cabin in search of the serial killer’s lair, which is gruesomely adorned with disfigured bodies, weapons, and posters of missing persons as twisted souvenirs. The revelation of a serial killer is undeniably chilling, made all the more unsettling by the eerie demeanor of the suspect, Edmund Lowrey Jr.

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2025-02-20 12:40