You’re barely settled into the mud of Valentine when the game hits you with a reality check. Blackwater is a ghost story, Daveys dead, and Sean MacGuire is rotting in a cage somewhere near the Upper Montana River. Most players treat The First Shall be Last RDR2 as a standard "go here, shoot that" tutorial for the game's combat systems, but honestly? It’s arguably the most important character-building moment in the early game. It sets the tone for everything that follows.
The mission is a chaotic rescue op. You’ve got Javier Escuella, Charles Smith, and Trelawny—the silver-tongued devil himself—trying to snatch Sean from the Bounty Hunters before he’s sent to a federal prison. If you've spent any time in the RDR2 community, you know Sean is the group's loudmouth little brother. Without this mission, the camp feels empty. Quiet. Boring.
Tracking Sean Near the Upper Montana River
The mission kicks off just south of Blackwater. If you try to cross the river too early, the "Invisible Sniper" or a swarm of Lawmen will usually end your run, but this mission gives you a tiny window of safety. You meet Javier and Charles on a cliffside overlooking the water.
Trelawny is already down there, playing the part of the eccentric traveler to distract the guards. It’s classic Red Dead. One minute you’re admiring the lighting on the water, and the next, you’re crouched in the brush waiting for Javier to slit a throat.
The pacing here is wild. It starts with a slow, tense crawl through the canyon. You have to follow Javier’s lead. If you’re impatient and fire too early, you lose the tactical advantage. The game really wants you to use your binoculars here. It’s not just for show; it’s about identifying the threats before the lead starts flying.
Choosing Your Approach: Stealth or Lead?
Technically, you can stealth the first two guards. Javier takes one, you take the other. Use a knife or a bow. If you mess it up, the whole camp wakes up.
Most people don't realize that The First Shall be Last RDR2 is actually a test of your movement. The canyon is narrow. The verticality is dangerous. Bounty hunters will start raining shots down from the ridgeline if you don't push forward aggressively.
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Once the shooting starts, it’s a meat grinder. You’re fighting uphill, which is the worst possible position in a shootout. You’ll want to lean heavily on your Repeater here. The bolt-action isn't usually in your inventory yet unless you've done some sequence breaking, so stick to the Carbine or the Lancaster if you were smart enough to find it early.
The Bounty Hunter Camp Showdown
After the initial canyon skirmish, you reach the actual camp. This is where Sean is hanging upside down like a piece of cured ham. It’s a grisly image, but it’s pure Sean MacGuire. Even while being tortured and prepped for a trip to the gallows, the man won't shut up.
The combat here is intense because the cover is sparse. You’ve got crates and a few lean-tos, but the Bounty Hunters are using the high ground.
- Tip: Watch the hills to the left. A couple of sharpshooters love to hide behind the rocks there.
- Dead Eye is your best friend: Since you’re likely still low-level, your Dead Eye tank is small. Bring some snake oil.
- The Reinforcements: Just when you think it's over, more riders show up from the path leading toward Blackwater.
The beauty of this mission lies in the banter. Javier and Charles are a lethal duo. Watching Charles work with a sawed-off shotgun while Javier picks targets with his revolver is a masterclass in AI partner design. They actually contribute. They aren't just there to soak up bullets.
Why Saving Sean Changes the Camp Dynamic
If you skip this mission or put it off, you're missing out on the soul of the Van der Linde gang's social life. Sean is the catalyst for the first real "party" at Horseshoe Overlook.
Once you cut him down—don't forget to actually shoot the rope or walk up and interact with him—the ride back is a long stretch of dialogue. Sean's ego is bruised but intact. He’s grateful, in his own annoying way.
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The "The First Shall be Last RDR2" title is a biblical reference, obviously. It suggests that those who are lowly or persecuted will eventually be exalted. In the context of the gang, Sean is the bottom of the totem pole. He’s the "last" member in terms of seniority and respect, yet the entire heavy-hitting core of the gang risks their lives to bring him home. It reinforces Dutch’s lie that they are a "family" rather than a criminal enterprise.
Looting the Camp: Don't Leave Too Fast
Seriously. Don't just run to the horse.
The bounty hunters you just dropped are loaded with better loot than your average O'Driscoll. You’ll find high-velocity ammo, various tonics, and usually a decent amount of cash for Chapter 2 standards. There’s a chest near the main tent that often contains some jewelry. In a game where every cent counts toward that camp lodging upgrade, leaving this loot behind is a crime.
Dealing with the Blackwater Border
A lot of players get confused about the location. This mission takes place right on the edge of the "Wanted Dead or Alive" zone.
If you wander too far south after the mission ends, you’re toast. The game uses this mission to tease the player. You can see the Great Plains. You can see the rooftops of Blackwater in the distance. It’s a taunt. It reminds you that the gang is trapped in the heartlands while their fortune sits in a bank vault they can't reach.
Essential Gear for the Mission
Don't go in with just your cattleman revolver. You’re going to be outgunned.
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- Lancaster Repeater: If you’ve robbed the Rhodes Gunsmith basement, you have this. Use it.
- Health Tonics: The canyon fight has very little natural cover. You will get clipped.
- The Bow: If you want to maintain stealth for the first half, the bow is essential. It also helps build your health stat.
Honestly, the best way to play this is to take it slow. Listen to Trelawny’s distraction. It’s one of the funniest bits of writing in the early game. He leans into his "lost Englishman" persona so well that you almost feel bad for the guards he’s tricking. Almost.
Common Glitches and Fixes
Occasionally, Sean’s character model will bug out when you try to cut him down. If the prompt doesn't appear, stand back and use your sidearm to shoot the rope right above his ankles. If Charles or Javier stop moving during the canyon ascent, it’s usually because an enemy is stuck behind a rock somewhere. Go back, clear the straggler, and the script will kick back in.
Actionable Steps for Your Playthrough
To get the most out of this mission and ensure you don't miss any of the unique rewards or story beats, follow these steps:
- Trigger the mission early in Chapter 2: Don't wait. Getting Sean back unlocks more camp interactions and his specific companion side-missions later.
- Check your ammo types: Switch to Express or High Velocity rounds before the canyon shootout starts to ensure one-shot kills on the Bounty Hunters.
- Stay for the party: Once you return to Horseshoe Overlook, don't immediately go to sleep or leave for another mission. Stay by the campfire. Drink the beer. Listen to Sean’s exaggerated version of the rescue. It’s some of the best world-building in the game.
- Check Sean’s tent later: He often has small tasks or items he needs. Building rapport with him early makes the events of Chapter 3 hit much harder.
The First Shall be Last RDR2 isn't just a rescue mission; it's the moment the gang feels whole again. It’s the last time things feel truly "hopeful" before the walls start closing in. Make sure you're prepared for the fight, but more importantly, make sure you're paying attention to the cracks beginning to show in Dutch’s leadership during the briefings.
To maximize your efficiency, ensure your horse has plenty of stamina for the ride back, as the game sometimes triggers random encounters on the way home that can be annoying if you're riding a tired nag. Keep your eyes on the ridgelines and your hand on your holster.