Dutch van der Linde has a way of making "murdering an entire camp of O'Driscolls" sound like a polite afternoon tea. That’s exactly how paying a social call rdr2 kicks off. You’re back in Chapter 2. Horseshoe Overlook is still fresh. Kieran Duffy, the "O'Driscoll" who isn't really an O'Driscoll, is tied to a tree and starving. This mission is the turning point where the game stops holding your hand regarding stealth and starts showing you just how brutal the rivalry between Dutch and Colm really is.
It's a messy one.
Most players just sprint through, headshotting everyone with a Repeater and moving on. They miss the nuance. They miss the loot. Honestly, if you aren't looting every single corpse and chimney in this mission, you're leaving money on the table that Arthur desperately needs for those early camp upgrades.
The Setup: Why Kieran Finally Cracks
Kieran has been hanging from that tree for a while. Bill Williamson is threatening him with a hot iron—a scene that’s pretty hard to watch—and eventually, the kid breaks. He promises to lead Arthur, John, and Bill to Six Point Cabin.
The ride over is actually one of the best bits of character building for John Marston. He’s skeptical. He’s moody. He doesn't trust Kieran as far as he can throw him. If you pay attention to the dialogue during the ride, you see the friction in the gang. They aren't a perfectly oiled machine; they’re a group of paranoid outlaws who are terrified of a trap.
When you arrive at the perimeter, the game shifts. You have to make a choice.
To Sneak or Not to Sneak?
Bill wants to go in loud. He always does. But the Gold Medal requirement for paying a social call rdr2 demands a bit more finesse. Specifically, you need to get 1 headshot while using a throwing knife.
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- The Stealth Approach: This is arguably the "right" way to play it. Arthur takes the lead. You can take out the first guard by the woods with a knife. If you’re quiet, you can thin the herd significantly before the lead starts flying.
- The Chaos Approach: You can just start blasting. It’s faster, sure, but you risk getting pinned down. The O'Driscolls at Six Point Cabin have decent cover, and if you aren't careful, they’ll flank you from the tree line.
Surviving the Six Point Cabin Ambush
Once the shooting starts, it gets loud fast.
The cabin itself is a death trap if you rush it. There’s a guy behind a crate to the left of the porch who catches a lot of people off guard. I’ve seen players lose their health bar in seconds because they forgot to check their flank. The game wants you to use the environment here. Hide behind the fallen logs. Use the trees.
One thing people often overlook? The Double-Action Revolver.
During the chaos, or right after, you have the chance to find some serious hardware. Most players are still rocking the Cattleman Revolver at this point. Finding a Double-Action this early feels like a massive power spike. It's faster. It's meaner. It makes the rest of Chapter 2 a breeze.
The Famous "Chimney Loot"
Listen, if you walk away from this mission without checking the chimney inside the cabin, you’ve failed.
Inside the cabin, after the cinematic where Kieran saves Arthur’s life (a huge moment for his character arc), you have a chance to look around. There’s a stash of cash hidden in the chimney. It’s $600. In 1899, that’s a fortune. That’s enough to buy a new horse, upgrade your satchel, and still have enough left over for some premium cigarettes.
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Don't just follow the yellow quest marker out of the zone. Take your time.
The Gold Medal Requirements (The Real Challenge)
Getting a Gold Medal on paying a social call rdr2 isn't actually that hard if you know the checklist. Most people fail because they take a hit or they're too slow.
- Silent Takedown: Get a headshot with a throwing knife. This is easiest on the first guard you encounter. Don't overthink the arc; just aim slightly high and let it fly.
- Accuracy: You need to maintain at least 80% accuracy. This means no spray-and-pray with the Repeater. Use Dead Eye. It’s there for a reason. Even a level 1 Dead Eye is enough to paint a head and click.
- No Health Items: You can't consume any tonics or food that restores health. This is the one that trips people up. If you get shot, you have to stay behind cover and let your core do the heavy lifting. If you’re playing on a high-damage difficulty or a modded PC version, this becomes a nightmare.
- Speed: You have to finish the shootout within a certain timeframe. Don't linger. Looting happens after the mission officially ends if you want the gold.
The Narrative Weight of Six Point Cabin
There’s a reason Rockstar put this mission so early. It establishes that the O'Driscolls are everywhere. They aren't just a gang; they’re an army. Six Point Cabin feels like a temporary outpost, yet it’s packed with guys ready to die for Colm.
It also changes the camp dynamic. After this, Kieran isn't just "the prisoner." He’s the guy who saved Arthur. You start seeing him around camp doing chores. You can actually interact with him differently. If you’re a high-honor player, Arthur’s tone shifts from "I'm going to kill you" to "I guess you're alright for an O'Driscoll."
It’s these small shifts that make Red Dead Redemption 2 feel alive.
Why You Shouldn't Skip the Looting
Beyond the $600 in the chimney, the bodies here are gold mines. Because this is an O'Driscoll "social call," these guys are carrying more than just a few cents. You’ll find:
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- High Velocity ammo (great for sniping later).
- Snake Oil (essential for keeping that Dead Eye meter full).
- Pocket watches that can be fenced at Emerald Ranch.
If you rush back to camp with Dutch and the boys, you lose out on roughly $50–$70 worth of individual loot plus the big chimney stash. That is a massive mistake.
Expert Tips for the Mission
If you’re struggling with the combat, try staying on the ridge for as long as possible. Arthur has the high ground (insert Star Wars joke here). Use a rifle if you’ve managed to buy one already, or just stick with the Carbine Repeater.
Also, watch Kieran. He’s terrified during the whole shootout. It’s a great piece of AI scripting. He huddles and hides, which really sells the idea that he’s not a fighter. He’s just a kid caught in a war between two egos.
Common Misconceptions:
- "I have to kill everyone to finish the mission." Mostly true, but a few might flee. Let them. Your accuracy stat is more important than hunting down a runner in the bushes.
- "Kieran can die during the shootout." He actually has a pretty thick layer of "plot armor" here. Focus on Arthur’s survival. Bill and John can hold their own, but they won't win the fight for you. You have to be the aggressor.
Actionable Next Steps for Your Playthrough
To truly master this mission and set yourself up for the rest of the game, follow this specific order of operations:
- Before the Mission: Buy a few extra throwing knives from a fence if you’ve unlocked one, or just rely on the ones the game gives you. Ensure Arthur is well-fed so his health core is gold.
- During the Mission: Prioritize the throwing knife kill immediately. Once that's done, switch to your sidearm or repeater and focus solely on headshots to keep your accuracy above 80%.
- After the Final Cutscene: Do NOT leave the area immediately. Walk into the main cabin. Look at the fireplace. Inspect it to find the hidden cash. Then, go through every single body outside.
- The Fence Trip: Once you're done, head straight to the fence at Emerald Ranch (if you've unlocked it via Hosea's mission) to sell the watches and buckles you found.
By the time you get back to Horseshoe Overlook, you should have enough money to fully upgrade Dutch’s tent and Arthur’s camp fast-travel map. This makes the middle of the game significantly less tedious. Paying a social call rdr2 isn't just a combat encounter; it's your ticket to a well-funded outlaw life.
Go get that money. Arthur deserves it.