Where Is the Last Campsite Location Red Dead Redemption 2
Camps are temporary resting points established in the wilderness. In Red Dead Redemption, camps too provide the player with the ability to save the game, change outfits, and fast travel. In Blood-red Exanimate Redemption 2, camps are advance dilated wherein players give the sack avail to a bantam camp or the main bivouac - the Van der Linde camp where the thespian can modify their character, interact with fellow mob members, sleep, do chores or fast go on.
Table of contents
- 1 Description
- 2 Red Dead Repurchase
- 2.1 Player-founded camps
- 2.2 NPC camps
- 3 Undead Nightmare
- 4 Colored Malfunctioning Repurchase 2
- 4.1 Gang Campy
- 4.1.1 Chores
- 4.1.2 Missable Particular Requests and Activities
- 4.1.3 Provision, Crafting and Fund Donations
- 4.1.4 Upgrades
- 4.1.5 Table Games
- 4.1.6 Camp Locations
- 4.2 Player-supported camps
- 4.3 NPC camps
- 4.4 Crafting
- 4.1 Gang Campy
- 5 Red Dead Online
- 5.1 Camp Upgrades
- 5.1.1 Theme
- 5.1.2 Tent
- 5.1.3 Flag
- 5.1.4 Equipment
- 5.1 Camp Upgrades
- 6 Trivia
- 7 Veranda
- 8 References
- 9 Relevant Content
Description
Camps are an essential component in the American English Occident at the time of Red D.o.a. Revolver, Red Precise Redemption and Red Dead Repurchase 2, due to the distance and travel clip between settlements. Camps leave an opportunity for individuals and their horses to eat and rest; campfires are integral to provide light and keep predatory animals away. Rudimentary tents cater protection from the elements and mild solace.
Red Dead Repurchase
In Red Unreverberant Redemption, two types of camps be - those established by the player and fixed or random campsites that are often populated with NPCs.
Player-founded camps
The musician commode establish a camp anyplace in the Wilderness, with the exception of areas close to towns, settlements or gang hideouts, and areas near roads or bodies of water. After establishing a camp, the player can keep gritty progress, change outfits, or fast travel to another destination.
The Basic Campsite that the player begins the game which give the sack be upgraded to the Improved Campsite, which also refills ammunition. This can make up purchased at most general stores. Each type is base in the Outfit section of the actor's inventory.
NPC camps
Campsites subsist in some fixed locations and also engender randomly across the wilderness. Frequently NPCs will make up present at these campsites and the player can choose to rest awhile and hear their tales away the campfire. Sometimes these tales relate to the player's own adventures in Red Dead Redemption. NPCs may also tell stories related to the story of Red Dead Revolver.
In a random encounter, one may find a camping area filled with TNT and several masses working. If Marston is close sufficiency, he will hear a short conversation between the men, in which one warns the other to be careful with the explosives. A abruptly while after a massive blowup wipes out the camp along with the men, Marston (if he is close sufficient), and any wildlife unlucky enough to be come near the site.
Undead Nightmare
Player campsites are not available in Undead Nightmare.
Non-thespian camps in Undead Nightmare john be of respective various kinds:
- A group of deuce or more survivors surrounded by a wall of boxes that are holding off a crowd of undead.
- A scientist with a Gatling gun and several undead corpses World Health Organization is trying to find oneself what is devising the undead work and how to cure them, but requires a live mental testing subject which can be any type of zombie.
- A person sitting at the campfire with their lover operating theater friend World Health Organization's turned undead and is tied to a stake in the ground, who can be released and will attack John or the different soul.
- A lone person that is eating the flesh of either undead surgery world.
The last two are the only types that will own conversations with King John about their experiences in the apocalypse. They wish even offer John a limb or bone to eat from, which will get to him vomit.
Red Dead Redemption 2
In Cherry Dead Redemption 2, thither are three types of camps in the game - the main camp where the Van der Linde ring resides, camps orthodox by the player, and fixed or random campsites that are much populated with NPCs.
Mob Camp
A they hide from the law, the members of the Van der Linde work party spend their time on various camps around the Country (six in entire). The members execute various small tasks to keep the camp in shape and their total morale sopranino. Arthur Morgan sack interact with and accept passive missions (much as delivery some chocolate to Pearson) from his fellow mob members. While the player isn't punished for ignoring the rest of the gang, the other members bequeath voice their disappointment if left lone for long periods of time. To leverage upgrades for the camp, the histrion moldiness unlock the ledger aside completing "Money Lending and Other Sins I & II ". In camp, players can check happening the condition of the health chec, munitions' and provisions' wagons. These wagons can be restocked through the ledger to provide Chester Alan Arthur supplies. The supplies' statuses are indicated in colors - red, light-colored and gold indicate low-pitched, medium and in high spirits sum of money of supplies severally.
Camp membership is fluid, and players may find that members leave or arrive while they are away. Quests can display their whereabouts. Fourth dimension of day as wel influences whom players Crataegus oxycantha interact with at the camp. While keeping morale high is optional, it provides various benefits, much as additional supplies and bonuses.[1]
Players should note that being absent from camp for a long period of time (more than three years) will result in honor release for King Arthur when he goes back to camp. Javier, Charles or Bill may beryllium sent to retrieve Arthur, but unheeding of the player's decision to ride with him or stick, the honor loss will relieve apply.
The Caravan der Linde camp has rules to be observed, such as not bringing dead or hogtied people nor enemies to the grounds. Not following these rules shall lead in honor loss, with President Arthu being unable to enter until he leaves the corpse operating theatre hogtied person keister surgery helps his comrades in guard responsibility to kill all the enemies who followed him.
After the epilog, the same rules supra shall apply to Pronghorn Ranch and Beecher's Hope.
Chores
Arthur seat increase his honor past carrying out various chores in tasteless away himself. Chores can be done from sunrise to of late good afternoon. They are indicated by a disastrous dot on the player's map. The chores let in carrying hay bales to horses, carrying maize sacks to Pearson's wagon and chopping firewood. Carrying out chores increases Arthur's honor.
Starting from Chapter 5, King Arthur prat no more carry out chores in camp, as he becomes sick.
Missable Detail Requests and Activities
- Intense Article: Missable Content in Salvation 2
Chester A. Arthur can initiate item requests in the gang camp. Most item requests are triggered in camp by either talking with fellow gang members, or taking region in a camp activeness (e.g. playing dominos) with them. Later finding the necessary item, President Arthu is required to impose the camp to finish the requests, and beau gang members will not always be available to take up the items. Finishing item requests increase Arthur's honor.
Aside from point requests, all missable fellow members' activities much as fishing and stagecoach robberies are acknowledged in camps. These activities are only available for a few days. Once missed, Arthur cannot join them.
Provision, Crafting and Fund Donations
Arthur commode donate hunting goods to Pearson for provision, crafting, and funds at the campy's butcher table. Arthur hindquarters also donate valuables or money to the camp money box. Donations are introduced at the remainder of "Eastward Bound".
In terms of viands, Arthur can donate uncooked meat or animal carcasses to Pearson to make the encamp stew, which increases his Honor. High quality substance, such as prime beef joint, gristly mutton and lush fish are so much preferred over low quality meat such every bit gritty meat and gamey bird meat. Depending on the prize of the given nub, Pearson and Arthur volition some oppose differently. Encampment members will too react other than when eating the camp grizzle. Members will extolment a stew made of high-quality meat, and complain if the stew is made of low-calibre meat. When Pearson's provisions run low, camp morale will as wel be low. In this case, Dutch Crataegus laevigata comment that camp members are on the brink of "uprising".
Chester Alan Arthur must purchase leather working tools through the account book before Pearson arse craft any items. Notwithstandin, Arthur can donate perfect (three-star) animal pelts and carcasses to Pearson for crafting in advance, as the materials will be stored. Imperfect pelts and carcasses can only be donated either for funds operating room provisions. Pearson can utilization definite pelts to craft Arthur's satchel, which helps increment its capacity. Pearson send away slyness individual camp accessories by using perfect pelts and animal carcasses, but these accessories are for decorative purposes only. The recipes can be viewed along the crafting interface when interacting with Pearson.
Arthur can donate money and items for funds. Pearson accepts animal parts much as feathers, tusks and fangs for funds. Otherwise, Arthur can instantly donate valuables to the camp cash package. The finances can be used to purchase camp upgrades.
Upgrades
The bunch camp can be promote upgraded to unlock additional features through the ledger. The upgrade list are equally follows.
- Strauss's wagon (3) - let in more types of tonics.
- Pearson's wagon (3) - include more types of viands.
- Arthur's wagon (3) - include more types of ammo and throwable weapons.
- Lodgement (3) - upgrade Dutch's tent, then Arthur's living accommodations, and ultimately everyone's tents.
- Upgrading Dutch's tent encourages others to donate to camp.
- Upgrading Arthur's lodging creates a fast travel point.
- Upgrading everyone's tents increases camp morale.
- Horse send - allow players to recover their stabled horses.
- Chicken hencoop - eating Pearson's stew increases Arthur's dead eye core.
- Leather working tools - give Pearson tools for crafting special satchels.
- Camp boat (only available when the gang relocate to Clemens Show and Shady Belle).
In an seek to cut down on lengthy go up times, Arthur's tent can Be upgraded American Samoa a Profligate Travel show.[2]
Table Games
Arthur can play various mesa games with fellow gang members. Who Arthur will face as opponents in the table game depends on story progress and the mob member's availability. The table game type too depends on story progress. The player can run a risk for money in Poker and Fivesome Feel Stopping, but not Dominoes. The cost and payout of the play games are also much lower than that in towns. The favourable is a list of games and their available opponents.
- Poker - Privy, Pearson, Strauss, Susan, Uncle, Lenny.
- Five Finger's breadth Fillet - Lenny, Javier, Micah, Sadie.
- Dominos (only available in daytime) - Hosea, Abigail, Tilly (will give item request).
Starting from chapter 5, Arthur backside no longer play table games at camp as he becomes bronchitic and the overall pack humour deteriorates.
Clique Locations
- Near Blackwater, Great Plains, West Elizabeth (pre-chapter one)
- Colter, Grizzlies West, Ambarino (until "Eastbound Bound")
- Horseshoe Look out over, The Heartlands, New Hanover (until "A Strange Kindness")
- Clemens Point, Scarlett Meadows, Lemoyne (until "The Battle of Shady Belle")
- Shady Belle, Bayou Nwa, Lemoyne (until "Banking, The Old American Art")
- La Capilla, Guarma (until "Paradise Mercifully Decedent")
- Lakay, Bayou Nwa, Lemoyne (until "That's Murfree Rural area")
- Castor Hollow, Roanoke Ridge, New Hanover (until "Red Dead Redemption")
After the mission "Cerise Dead Redemption", the Gang Ingroup is replaced by Safehouses, mainly the Marstons' revolutionary ranch in Beecher's Promise on the Great Plains of West Elizabeth.
Player-supported camps
Role player-founded camps are promote expanded, the histrion can institute a camp anyplace in the wilderness, with the exception of areas close to towns, settlements or pack hideouts, and areas near roadstead, train tracks, or bodies of weewe.
After establishing a camp, the player can set up a tent, sleep and rest 'tween days (sprouted to 24 hours), or cook and craft food and materials. Aside from the lookout man campfire in the Gang Camp, the player-founded pack is the only other which has a grill the player can use to season meat (as soon Eastern Samoa the early mission Exit Chased by a Bruised Ego is passed).
Besides, if brave progress is reclaimed patc sitting in bivouac, the player will spawn on the exact same spot when they load it back. Otherwise, the player will always spawn close to the area their progress was saved, simply not on the exact spot.
The bivouac also provide relative security against wild animals, as the player will be attacked past no animal once the camp is set up, eventide when camping in dangerous areas where cougars and bears spawn. However, if the player decides to leave the camp site, pass around a ferine animal attending and then try to get back, the options to rest, sleep and cook won't appear until the player gets rid of the insectlike.
The aforesaid cannot be said of rival gangs and bounty hunters. There are two gangs who are infamous for attacking the histrion while camping: setting up camp for the first time in Roanoke Ridge and Tall Trees may lead to a special encounter with the Murfree Broods and Skinner Brothers, respectively, who will warn the instrumentalist to stay out of their territory. If the player ignores their threats and sets up pack once again inside their territorial dominion, an attack wish immediately happen.
In the bounty hunters' case, if the actor has a price on their head, no matter how short, an attack can occur anywhere at whatsoever time while crafting or resting near the campfire. The player can comprehend the bountifulness hunters, however, and take the fitting precautions by paying attention on the camp environment and sudden changes happening the game ambience music to a pre-competitiveness theme, as the premium hunters testament e'er lurk the clique from afar before attacking.
Nonproliferation Center camps
NPC camps can be found at fixed locations. They can be well situated equally their campfires produce black smoke in the toss. Larger camps are found at the outskirts of towns, such as the camps in Valentine and Blackwater. The player is free to use the campfire in these "public" camps without consequences. Supplies such as provisions also spawn in these camps. Fetching these supplies is considered theft, but will not result in laurels loss. Dogs also occasionally roam around these camps.
Littler camps occupied by one and only operating room cardinal travelers pot equal found in the wilderness. However, these "head-to-head" camps are non welcoming towards the player. Should the player move in these camps or vagabon around them for too lank, the occupants will discourage the player to leave and turn hostile if the participant refuses. These camps will ever have unmatchable or two horses hitched nigh. If the player decides to attack and murder the campers, IT wish issue in honor loss disregarding of self-defence, but their tents will be procurable for sleeping and the campfire for crafting with some limitations (grills cannot be used to season gist, for instance).
There are, still, some NPCs who are welcoming to the histrion when existence approached in their camps, and some World Health Organization will be welcoming initially, and then become at loggerheads if the instrumentalist lingers or so overmuch. Cardinal notable cases of always welcoming campers are the one near the Trapper give away and the new railroad at the border of Roanoke Vale, and the other in the cliffs East to the Wapiti Indian Arriere pensee, near the Cryptical Pitcher's mound Home. All of them, however, will only be always friendly if the participant has high honor, and will share a life tarradiddle which hints side-quests the participant will run into along their travel.
Rival gangs also set aweigh camps at taped locations. These camps are inhabited by foursome to six gang members, who will immediately turn hostile when they spot the thespian approaching them. On some occasions, two additional members will arrive on horses after the camp occupants are killed. In early versions, the campfire would always leave aft the player clears come out of the closet the occupants in these camps, disallowing the musician from using it to trade items, however it was patched and now the player can use rival pack campfires and tents with the similar limitations of the NPC Camps. Ammunition boxes and medical boxes are available in some camps.
Camps more or less Murfree Broods' and Skinner Brothers' territories, however, are not from these gangs, merely from Nonproliferation Center which were ambushed and looted by them. In the Skinner Brothers' instance, the player Crataegus laevigata find the summer camp already looted with a gruesome scene left behind; in the Murfree Brood's case, the player wish already find the campers dead, and informant two Murfrees robbery them. Later on being dispatched, two new Murfrees will always make out from nearby and attack the player. Other special encounter in Roanoke Ridge involves two Murfrees nerve-wracking to lure and rob the player by faking cries in a tent.
Crafting
Many items dismiss only be created at the camp's fervency. The below inside information tonics and similar items. Note that cooking recipes have their own Thomas Nelson Page, and require a grill for crafting some of them, which are only available at the scout campfire at the Bunch Camp down and musician-founded camps.
- See also: Tonics in Redemption 2
Red Utter Online
The histrion can set ahead and customize camp across the map. A small refugee camp can hold between 1-4 Posse comitatus Members and has a unit of time maintenance fee of $1.00. A large camp is available only to Persistent Posses, holding 1-7 Posse Members for a $2.00 daily bung. Camps can be set up in Big Vale, Bayou Nwa, Opuntia cholla Springs, Cumberland Forest, Gaptooth Ridgepole, Grizzlies, Heartland Overflow, Hennigan's Stead, Río Bravo, Roanoke Ridge, Scarlett Meadows and Tall Trees.
The camp down volition stay in a determinate location but later changes fix automatically every in-game day.[3]
Camp Upgrades
Below are all possible online camp upgrades. Near the beach wagon inside the player's camp, the player can access Wilderness Outfitters, which allows the camp to be customized and upgraded.
Theme
- Standard - Initial Theme
- The Hobo Life - no effect
- Subsister - no more effect
- Military Surplus - no effect
- Traveling Luxury - no effect
- Bounty Orion - can be unlocked after reaching Bounty Orion fertile 5.
- Accumulator - can be unlocked after arrival Collector rank 5.
- Trader - can be unsecured after reaching Bargainer rank 5.
Camp out
- Bedrolls – Refills your Cores to 15% when entering Free Roam. Your Cores refill 25% faster when entering a camp out.
- Lean-To – Refills your Cores to 25% when entering Free Roam. Your Cores fill again 50% faster when entering a camp.
- A-Frame up – Refills your Cores to 35% when entering Uncommitted Roam. Your Cores refill 75% faster when entering a encampment.
- Tall Twiggy-To – Refills your Cores to 45% when entering Free Roam. Your Cores replenish 100% faster when incoming a camp.
- Open-Air Lean-To – Refills your Cores to 55% when entering Free Roam. Your Cores refill 125% faster when incoming a camp.
- Covered Lean-To – Refills your Cores to 65% when entering Free Roll. Your Cores refill 150% faster when entry a camp.
- Covered – Refills your Cores to 75% when incoming Free Wander. Your Cores refill 175% faster when entering a camp.
Flagstone
- In that respect are 8 flag colors for your camp but they are exclusive aesthetic and have no gameplay benefits.
Equipment
- Fast Travel Post – Allows you to fast move around from Camp.
- Butcher Table - Enables production of goods for Cripps Trading Co.
- Stew Pot - Unlocks swithe recipes to promote cores.
- Sensitive Delivery Wago - Can haulage 50 goods for delivery.
- Large Legal transfer Paddy wagon - Commode haul 100 goods for delivery.
- Weapon Storage locker - Store weapons here for later use.
- Luxe Campfire - Speeds campfire crafting time and provides additional seating area.
Trivia
- While it is faster in real clock to 'fast travel', using this option advances the game clock significantly. The amount of time advanced is dependent on the distance between the camp and the player's destination.
- Players should note that 'truehearted travelling' aft to the gang camp from a faraway location may lead to honor loss when the player arrives at camp. This is because 'fast travelling' can advance secret plan meter by more than three days and the player is absent from mob camp during 'fast travel'.
- As corpses aren't allowed inside the Van der Linde cantonment, if the instrumentalist Smart Travels thereto with a deceased NPC happening horseback, the game may right away bug as soon as it starts the shot of the player entering its grounds.
- Having a comrade to ride along will contravene the honor loss caused past absence from gang camp. Nevertheless, this can only beryllium done through glitches.
- Arthur can manipulation Bird of Jove Eye to track his fellow bunch members in clique. The mechanics are exactly the same as he does when tracking animals.
- If Arthur carries around definite types of animal carcasses (so much as a skunk or a legendary animal) or gets drunk inwardly Gang Camp, he can have unique interactions and lines of dialogue with his fellow comrades in all of the camp locations.
- Leading enemies into the Gang Camp in volition result in loss of Honor. Gang up members in guard duty will rise to fight the enemies, and Arthur testament only be allowed to enter the camp after all enemies are dealt with.
- A bug allows the player to postulate several gang members as companions inaccurate the camp in Redemption 2. Arthur has to lead enemies into the camp, and then quickly gets killed or institutionalize suicide. When Arthur respawns, several cantonment members will follow King Arthur Eastern Samoa companions, allowing Arthur to released-stray with them outside the gang coterie.
- If the player sits down indiscriminately NPC in camp patc carrying a hogtied dupe in Redemption, Marston's head will make up inside the hogtied mortal as if the person wasn't there. When getting up, Marston will be carrying the dupe as in front.
- If the player establishes a tent in Redemption while near or awheel a horse (saddle or non), the campfire will appear with the tent, bed, etc. When dismounted and away from sawhorse, only the campfire will spawn; in Redemption 2, a similar upshot can happen if the player sets up camp out of progress to of whistle for the horse to hear, with the player solitary having a campfire without grill nor tent.
Gallery
References
- ↑ GameSpot (September 20, 2018). Coloured Deadened Redemption 2: All The Unprecedented Features
- ↑ [IGN (September 20, 2018). We Played 2 Hours of Red Dead Redemption 2 - Here's What Happened
- ↑ Red Dead Repurchase 2 Online: What your Camp Does (November 30, 2018)
Related Happy
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Characters | Arthur Morgan • John Marston • Dutch van der Linde • Micah Bell • Sadie Adler • Charles the Bald Smith • Hosea Matthews • Bill Williamson • Javier Escuella • Abigail Bartholomew Roberts • Uncle • Saint Andrew the Apostle Milton • Edgar Ross • Leviticus Cornwall • Colm O'Driscoll • Angelo Bronte • Category |
Information | Plot line Missions • Activities in Buyback 2 • Random encounters (Strangers) • Cores • Eagle Middle • Unreverberant Eye Targeting • Honor |
Compendium | Weapons • Outfits •Animals (Species • Horses) • Plant Assemblage • Point of Interestingness |
Locations | New Hanover • The Heartlands • Cumberland Wood • Roanoke Ridge • Valentine • Annesburg • Emerald Ranch • Van Automobile horn Country store • Fort Wallace • Shoe Overlook • Beaver Hollow • Ambarino • Grizzlies East • Grizzlies Cicily Isabel Fairfield • American elk Indian Reservation • Colter • Lemoyne • Scarlett Meadows • Bayou Nwa • Bluewater Marsh • Cecil Rhodes • Ruth St. Denis • Sisika Penitentiary • Shady Belle • Samuel Langhorne Clemens Point • Mae West Elizabeth • Big Valley • Tall Trees • Great Plains • Strawberry • Pronghorn Ranch • Blackwater • Manzanita Post • Henry Ward Beecher's Hope • New Austin • Opuntia cholla Springs • Río Bravo • Gaptooth Ridge • Hennigan's Stead • Armadillo • Plainview • Thieves' Landing • Rathskeller Fork • Tumbleweed • Ridgewood Farm • MacFarlane's Ranch • Garrison John Mercer • Guarma • Aguasdulces • Cinco Torres • Lanthanum Capilla |
Challenges | Bandit • Explorer • Gambler • Herbalist • Horse fancier • Master Hunter • Sharpshooter • Survivalist • Weapons Expert |
Crafting | Fence • Trapper • Camp • Preparation • Tools |
Hunting | Gator • Armadillo • Pester • Bat • Beaver • Bison • Black Bear • Blue angel Jay • Wild boar • Booby • Buck • Bull • Rana catesbeiana • Twenty-three • Cat • Chicken • Chipmunk • Condor • Cormorant • Cougar • Cow • Coyote • Crab • Crane • Crow • Deer • Dog • Donkey • Duck • Bird of Jove • Egret • European elk • Fox • Heloderma suspectum • Goat • Goose • Grizzly • Gull • Hawk • Heron • Common iguana • Loon • Moose • Muskrat • Opossum • Oriole • Owl • Oxen • Panthera onca • Parakeet • Parrot • Musk hog • Pelican • Pheasant • Pig • Pigeon • Pronghorn • Quail • Hare • Racoon • Cram • Bum • Predate • Robin • Rooster • Sheep • Skunk • Snake • Songbird • Sparrow • Spoonbill • Squirrel • Toad • Turkey • Capsize • Vulture • Waxwing • Hugo Wolf • Woodpecker • Legendary Beaver away • Legendary Bharati Grizzly Bear • Legendary Bighorn Ram • Legendary Tatanka Bison • Unreal White Bison • Fabled Boar • Legendary Buck • Legendary Bullgator • Fabled Cougar • Legendary Prairie wolf • Known Alces alces • Legendary Fox • Legendary Moose • Legendary Giaguaro Felis onca • Legendary Pronghorn antelope • Fabled Wolf |
Fishing | Bluegill (Legendary) • Bullhead Catfish (Legendary) • Esox niger (Unreal) • Channel Wolffish (Legendary) • Lake Sturgeon (Legendary) • Largemouth bass Bass (Legendary) • Longnose Garpike (Unreal) • Muskie (Legendary) • Union Pike (Legendary) • Perch (Legendary) • Esox americanus (Legendary) • Ambloplites rupestris (Fabled) • Smallmouth Bass (Known) • Sockeye Salmon (Legendary) • Steelhead Trout (Legendary) |
Others | 100% Completion • Trophies/Achievements • Missable Content • Documents • Cheats • Red Out of play Online |
Class:Carmine Nonextant Redemption II |
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Where Is the Last Campsite Location Red Dead Redemption 2
Source: https://reddead.fandom.com/wiki/Camps
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