Every gang and faction in Red Dead Redemption 2 without spoilers: Van der Linde, O’Driscoll Boys, Lemoyne Raiders, Murfree Brood, Skinner Brothers, Del Lobos, Laramie, Night Folk, Pinkertons, the Braithwaites and the Grays. Territories and the 6 gang hideouts for 100%.
How gangs work in RDR2
RDR2 gangs are hostile groups, each operating in its own part of the map. The game is set in America in 1899: the Van der Linde gang, which raised Arthur Morgan, is on the run from the law after a botched robbery in Blackwater. The other gangs are sometimes rivals and sometimes just a danger on the road: they set ambushes, rob travellers and hold fortified hideouts.
Be more careful on gang territory: its members attack Arthur, and random encounters are more likely to end in a shootout. The game logs your first encounter with each gang in the Compendium, so most gangs are counted automatically as you play the story. To see who you meet along the way, check RDR2 characters.
All RDR2 gangs and factions: table
| Gang / faction | Where they operate | Who they are (no spoilers) | Hideouts |
|---|---|---|---|
| Van der Linde gang | on the move: the camp relocates from chapter to chapter | the gang of the main character Arthur Morgan, led by Dutch van der Linde | camps at Colter, Horseshoe Overlook, Clemens Point, Shady Belle, Beaver Hollow |
| O’Driscoll Boys | Heartlands (New Hanover), Big Valley (West Elizabeth) | long-time enemies of the Van der Linde gang, led by Colm O’Driscoll | Six Point Cabin, Hanging Dog Ranch |
| Lemoyne Raiders | Scarlett Meadows and Bayou Nwa (Lemoyne) | armed bands of the state of Lemoyne | Shady Belle |
| Murfree Brood | Roanoke Ridge (New Hanover) | a gang from the remote forests in the east of the map | Beaver Hollow |
| Skinner Brothers | Tall Trees (West Elizabeth) | a forest gang in the west of the map; their camps and ambushes move around | — |
| Laramie Gang | Big Valley and the Heartlands | a gang that shows up later in the story | Hanging Dog Ranch, according to GTABase |
| Del Lobos | New Austin, sometimes the Heartlands | a gang from the southwest of the map | Thieves’ Landing, Fort Mercer, Twin Rocks* |
| Night Folk | Bayou Nwa (Lemoyne) | night-time attackers from the swamps; not in the Compendium | — |
| Pinkerton agents | across the country, especially near Blackwater | a detective agency hunting the gang; agents Andrew Milton and Edgar Ross | — |
| The Braithwaite and Gray families | Scarlett Meadows and Rhodes (Lemoyne) | wealthy families locked in a long feud | Braithwaite Manor, Caliga Hall |
Territories are based on GTABase and player guides; the borders differ slightly between sources. * Twin Rocks is a Special and Ultimate Edition bonus. States and towns are on the RDR2 map page.
The main gangs in brief
O’Driscoll Boys. The enemies you meet most often early in the game. Their territory is the Heartlands around Valentine and Big Valley. The Van der Linde gang has old scores to settle with the O’Driscolls — the game reveals the details itself.
Lemoyne Raiders. They run the south of Lemoyne — Scarlett Meadows and the Bayou Nwa swamps. Arthur runs into them in Chapter 3, when the gang moves closer to Rhodes.
Murfree Brood. A gang from the backwoods of Roanoke Ridge in eastern New Hanover. Their territory is no place for a night ride.
Skinner Brothers. A gang from the Tall Trees forests in West Elizabeth; according to guides, their camps and ambushes move around.
Del Lobos. The gang that holds most of the hideouts in New Austin. You can’t get there as Arthur — the state opens up in the epilogue.
Laramie Gang. A gang of Big Valley and the Heartlands that becomes noticeable later in the story. GTABase links Hanging Dog Ranch to it.
The Pinkertons are not a gang but a private detective agency. Its agents, Andrew Milton and Edgar Ross, chase the Van der Linde gang all the way from Blackwater. The Braithwaites and the Grays are two wealthy families from around Rhodes who have been feuding for a long time.
Gang hideouts: all 6 for 100%
Gang Hideouts are fortified gang camps you can clear: take out every enemy and loot the place. For 100% you need all six. The first four unlock through the story; the last two are in New Austin, so you finish them in the epilogue.
| Hideout | Location | Gang | Unlocks |
|---|---|---|---|
| Six Point Cabin | Cumberland Forest, northeast of Valentine (New Hanover) | O’Driscoll Boys | Chapter 2, after the mission "Paying a Social Call" |
| Shady Belle | southwest of Saint Denis (Lemoyne) | Lemoyne Raiders | Chapter 3 |
| Beaver Hollow | west of Annesburg, Roanoke Ridge (New Hanover) | Murfree Brood | end of Chapter 5 / start of Chapter 6, after "That’s Murfree Country" |
| Hanging Dog Ranch | west of Valentine, near Little Creek River | O’Driscoll Boys (Laramie according to GTABase) | Chapter 6 |
| Thieves’ Landing | eastern edge of New Austin, by the San Luis River | Del Lobos | epilogue |
| Fort Mercer | Río Bravo, near Mercer Station (New Austin) | Del Lobos | epilogue |
| Twin Rocks* | northwest of Armadillo (New Austin) | Del Lobos | Special and Ultimate Edition only; not needed for 100% |
Locations and conditions are based on PowerPyx, Gamepressure and RDR2.org. Guides disagree on who holds Hanging Dog Ranch: RDR2.org says the O’Driscolls, GTABase says Laramie. Sources also place "That’s Murfree Country" differently at the Chapter 5/6 boundary.
Important for 100%: according to PowerPyx and Gamepressure, in the New Austin hideouts you have to kill every enemy, or the hideout won’t count. You also need one gang ambush for 100%. The full list of requirements is on how to get 100% in RDR2.
Hideout tips
- Don’t rush New Austin. Thieves’ Landing and Fort Mercer are only available in the epilogue — plan them together with your other jobs in the south of the map.
- Bring ammo and tonics. A hideout holds dozens of enemies, and pulling back mid-fight is hard.
- Story hideouts — Six Point Cabin, Shady Belle, Beaver Hollow and Hanging Dog Ranch — unlock automatically as the story progresses, according to Gamepressure.
Useful boosts for gunfights are in the talismans section of RDR2 legendary animals, and weapon and ammo codes for achievement-free play are on RDR2 cheats.
RDR2 gangs FAQ
How many gang hideouts are in RDR2?
You need 6 for 100%: Six Point Cabin, Shady Belle, Beaver Hollow, Hanging Dog Ranch, Thieves’ Landing and Fort Mercer. A seventh, Twin Rocks, is only in the Special and Ultimate Editions and is not needed for 100%.
What gangs are in RDR2?
The Compendium lists the O’Driscoll Boys, Lemoyne Raiders, Murfree Brood, Skinner Brothers, Laramie Gang and Del Lobos. On top of those there is the hero’s Van der Linde gang, the Night Folk from the Bayou Nwa swamps, the Pinkerton agents and the feuding Braithwaite and Gray families.
Where are the O’Driscoll hideouts in RDR2?
Six Point Cabin in Cumberland Forest, northeast of Valentine, and Hanging Dog Ranch, west of Valentine. The game opens the first in Chapter 2 and the second in Chapter 6.
Where does the Murfree Brood live?
In the Roanoke Ridge forests in eastern New Hanover. Their main hideout is Beaver Hollow, west of Annesburg.
Why doesn’t my New Austin hideout count?
According to the PowerPyx and Gamepressure guides, you have to kill every enemy in the New Austin hideouts. Make sure no one is left and clear the hideout again.
Sources
- Official: Rockstar Games, Rockstar Newswire, Rockstar Support, Take-Two Interactive
- Databases and guides: Red Dead Wiki, RDR2.org, GTABase, PowerPyx
- Press: GamesRadar, PC Gamer, IGN, VGC, Game Informer
Every fact is checked against official sources or at least two independent ones; player-sourced data is labelled in the text. Images are official Rockstar Games material. GTA Top is not affiliated with Rockstar Games or Take-Two Interactive.