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Story Mode, spoilers marked

Chapter guide

What each chapter opens up, what ends with it, and what is worth doing first. Every chapter is folded closed. Open a chapter only once you have finished it.

Story ModeContains spoilers

Checked Sep 30, 2026 · Sources: CommunityCGN

Spoiler warning. This page describes story events. Each section is folded; open only the chapters you have finished.

A rocky overlook with a stone fire ring, a coffee pot and a bedroll, looking down a winding trail into a wide river valley with snow-capped mountains beyond.
CGN fan art
Spoilers inside

Chapter names, camp locations and mission names appear below. We leave out how the story ends and who survives it, but the names themselves can tell you things. If you are new, read the spoiler-safe story page instead.

This is a planning guide, not a walkthrough. It exists because the game ends several things as chapters end, and because mission names are how every other source refers to them. Facts come from a long-running community reference, checked on September 30, 2026. Rockstar has not published a list of what can be missed, so treat the "before it ends" lists as well-sourced but not official.

Chapter by chapter

Chapter 1: Colter

Spoilers

Where you are

An abandoned mining town in the western Grizzlies, with the gang holed up after a late spring storm. Snow, hunger and not much to do but survive.

What opens

  • Hunting and the bow: Charles gives you the bow to hunt deer, and Eagle Eye opens with the same stretch of story.
  • The first level of Dead Eye targeting.
  • The camp donation box appears near the end of the chapter.

Before it ends

Nothing here is missable. Learn Eagle Eye and the cores while the stakes are low.

Chapter 2: Horseshoe Overlook

Spoilers

Where you are

A camp on a ridge above Valentine, in New Hanover. This is the first town, the first fence and the first long run of branching missions. The community counts 24 missions here, playable in many orders.

What opens

  • Valentine, with its shops, stable, doctor and saloons.
  • The camp ledger, by collecting a debt in the first pair of money-lending missions and putting it in the donation box.
  • Fishing, once the fishing rod mission is done.
  • The second Dead Eye level, at the end of an oil-peddler mission strand.
  • Companion activities: Five Finger Fillet with Lenny, hunting with Charles, and a home robbery with Javier.
  • The legendary beaver Malia, after one of the early missions.

Before it ends

  • These mission strands end with the chapter: the first and second money-lending missions, the three "We Loved Once and True" missions, and the second oil-peddler mission (which skips itself after four in-game hours).
  • Several gang item requests exist only in this chapter, such as Abigail's $5, Javier's oleander sage and Mary-Beth's fountain pen. Companion activities appear at random in camp and end when the camp moves.
  • A unique horse, the Raven Black Shire, is handed out in one mission and cannot be found again if you sell or lose it.

Heads-up

Camp ledger upgrades are only on sale in Chapters 2, 3 and 4. Spend donations before Chapter 4 ends.

Chapter 3: Clemens Point

Spoilers

Where you are

A camp on a cove near Rhodes, in Lemoyne. Rhodes is a Southern town caught in a feud between two old families, and the gang tries to use it.

What opens

  • Rhodes, the swamps of Bayou Nwa and the first big stretch of Lemoyne.
  • A canoe from camp, from this chapter, and a horse fence you can use for the Bandit challenge.
  • Companion activities: Five Finger Fillet with Micah, dominoes with Tilly, home robberies with Sean, fishing with Javier or Kieran, and coach robberies with Bill or Sean.

Before it ends

  • The strand "The Course of True Love" (parts I to III) and a money-lending mission end with the chapter.
  • Item requests that only appear here include Hosea's ginseng, Kieran's burdock root, Molly's pocket mirror and Tilly's necklace.
  • The O'Driscoll Boys can be fully discovered for the compendium only before the end of Chapter 6.

Chapter 4: Saint Denis

Spoilers

Where you are

A manor in the swamps outside Saint Denis, the only city. The gang is looking for someone, and for a big score.

What opens

  • Saint Denis: the best shops, theaters, a trapper and a pawnbroker fence.
  • The third Dead Eye level, early in the chapter.
  • Companion activities: a bank robbery with Charles (Special and Ultimate Editions), hunting with Pearson, coach robberies with Lenny or Micah, and rustling with Uncle.
  • The stranger strand "Duchesses and Other Animals" becomes available.

Before it ends

  • These strands end with the chapter: two missions about helping a brother, a missions pair about fatherhood, and a money-lending mission (which cancels itself if you knock out or kill certain people in a robbery first).
  • Camp ledger upgrades end here. Camp chores also stop being available after this chapter.

Heads-up

The last mission is a big one, and the camp moves afterward. Finish the activities, requests and upgrades you care about before you start it.

Chapter 5: Guarma

Spoilers

Where you are

A tropical island in the Caribbean. This is a short chapter, and the island is a permanent no-go zone once you leave.

What opens

  • The fourth Dead Eye level.
  • A short list of Guarma-only wildlife: three macaws and a booby, three boa snakes and a green turtle.

Before it ends

  • Study, kill and skin or pluck the island's animals before you complete both of the missions "A Kind and Benevolent Despot" and "Savagery Unleashed". After that you can no longer roam freely on Guarma.
  • Table games at camp stop from this chapter on.

Chapter 6: Beaver Hollow

Spoilers

Where you are

A camp in rough, hostile country to the north. This is the longest chapter: the community counts 25 missions, with branches.

What opens

  • The fifth and last Dead Eye level, late in the chapter.
  • The legendary bullgator Lacartus, after the mission that leads into the chapter.
  • The last stage of several event areas.

Before it ends

  • These strands end with the chapter: "Do Not Seek Absolution", "Money Lending and Other Sins" parts VI and VII, "The Course of True Love" parts IV and V, "Archeology for Beginners", "Honor, Amongst Thieves", "Mrs. Sadie Adler, Widow", and the strangers "Of Men and Angels".
  • The three event areas (Castor's Ridge, Appleseed Timber Company and Central Union Railroad Camp) can be played through until this chapter ends. Their last stage is available afterward.
  • The O'Driscoll Boys are replaced by another gang after this chapter, so finish their compendium page now.
  • Several valuables do not carry over past the last mission. If you want to keep them, collect them after it.

Heads-up

Honor changes count one and a half times as much in this chapter.

Epilogue, parts 1 and 2

Spoilers

Where you are

Two short parts after the main story. The camp moves to a ranch in West Elizabeth.

What opens

  • The rest of West Elizabeth, including Blackwater, and the whole of New Austin.
  • Camp chores return, and the last stages of the event areas.
  • The "Elemental Trail" treasure map and the legendary animals in New Austin.
  • The graves of the people you lost along the way, which count toward 100%.

Before it ends

Nothing closes for good, and you keep free roam afterward. A few unique horses, hats and letters are only available at specific moments, so a first-time 100% run benefits from a manual save before each epilogue mission.

Things you can miss in any chapter

  • Companion activities and gang item requests appear in camp and disappear when the camp moves. They are not required for 100%.
  • The Carolina parakeet can only be studied, killed and picked up for the compendium before you have killed all 25.
  • Unique horses that you can get only once. If you sell or lose one it is gone. Study and ride it before you sell it.

For the list of what 100% counts, see 100% completion.