Rdr campsite

Camps in Red Dead 2 involve sleep advance, crafting items and consumption of meats

Camps are temporary resting points established in the wilderness. In Red Dead Redemption camps also provide the player with the ability to save the game, change outfits, and fast travel.


Camps are an essential component in the American West at the time of Red Dead Revolver and Red Dead Redemption, due to the distance and travel time between settlements. Camps provide an opportunity for individuals and their horses to eat and rest; campfires are integral to provide light and keep predatory animals away. Rudimentary tents provide shelter from the elements and mild comfort.

Red Dead Redemption

In Red Dead Redemption, two types of camps exist - those established by the player and fixed or random campsites that are often populated with NPCs.

Player-founded camps

The player can establish a camp anywhere 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 save game progress, change outfits, or fast travel to another destination.

The Basic Campsite that the player begins the game with can be upgraded to the Improved Campsite, which also refills ammunition. This can be purchased at most general stores. Each type is found in the Kit section of the player's inventory.

NPC camps

Campsites exist in some fixed locations and also spawn randomly across the wilderness. Often NPCs will be present at these campsites and the player can choose to rest for a while and hear their tales by the campfire. Sometimes these tales relate to the player's own adventures in Red Dead Redemption. NPCs may also tell stories related to the narrative of Red Dead Revolver.

In a random encounter, one may find a campsite filled with TNT and several people working. If Marston is close enough, he will hear a short conversation between the men, in which one warns the other to be careful with the explosives. A short while later a massive explosion wipes out the camp along with the men, Marston (if he is close enough), and any wildlife unlucky enough to be near the site.

Undead Nightmare

Player campsites are not available in Undead Nightmare.

Non-player camps in Undead Nightmare can be of several different kinds:

  • A group of two 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 who is trying to find what is making the undead work and how to cure them, but requires a live test subject which can be any type of zombie.
  • A person sitting at the campfire with their lover or friend who's turned undead and is tied to a stake in the ground, who can be released and will attack John or the other person.
  • A lone person that is eating the flesh of either undead or humans.

The last two are the only types that will have conversations with John about their experiences in the apocalypse. They will even offer John a limb or bone to eat from, which will make him vomit.

Red Dead Redemption II


As they hide from the law, the members of Dutch's Gang spend their time on various camps around the game world, and perform various small tasks to keep the camp in shape and their morale high. Arthur Morgan can interact with and accept passive missions (such as bringing some coffee to Pearson) from his fellow gang members. He can also bring various hunting goods to feed the gang, and while the player isn't punished for ignoring the rest of the gang, the other members will voice their disappointment if left alone for long periods of time.

Camp membership is fluid, and players may find that members leave or arrive while they are away. Quests can reveal their whereabouts. Time of day also influences whom players may interact with at the camp. While keeping morale high is optional, it provides various benefits, such as additional supplies and bonuses.[1]

In an attempt to cut down on lengthy travel times, Arthur's tent can be upgraded as a Fast Travel point.[2]


Some items can only be created at the camp's fire. The below details tonics and similar items. Note that cooking recipes have their own page.

For horses
Item Pamphlet source Ingredients
Potent Horse Medicine -- Ginseng (1), Common Bulrush (1)
Special Horse Medicine In a chest in southeast of Fort Brennand
Also sold by fences after "Pouring Forth Oil"
Special Horse Reviver Inside stump east of Mattock Pond
Also sold by fence after "American Distillation"
Ginseng (2), Wild Carrot (2), Parasol Mushroom (2)
Potent Horse Stimulant -- Sage (1), Common Bulrush (1)
Special Horse Stimulant Under desk of burned building southwest of Horseshoe Overlook
Also sold by fences after "Pouring Forth Oil"
Sage (2), Common Bulrush (2), Wild Carrot (2)
Horse Ointment Given at start of Chapter 2 Sage (1), Common Bulrush (1), Yarrow (1)
Horse Meal Sold by fences after "Pouring Forth Oil" Currant (3), Beets (3), Hay (3)
For humans
Item Pamphlet source Ingredients
Potent Health Cure -- Ginseng (1), Yarrow (1)
Special Health Cure In chest north of Moonstone Pond
Also sold by fence after "American Distillation"
Ginseng (2), Yarrow (2)
Pick one: English Mace (2) or Milkweed (2)
Potent Bitters -- Sage (1), Burdock Root (1)
Special Bitters In chest among crates south of Owanjila Dam
Also sold by fence beginning with Chapter 2
Sage (2), Burdock Root (2)
Pick one: Violet Snowdrop (2) or Wild Feverfew (2)
Potent Snake Oil -- Indian Tobacco (1)
Special Snake Oil Under floor in shack east of Eris Field
Also sold by fence after "American Distillation"
Indian Tobacco (2)
Pick one: Currant (2) or Prairie Poppy (2)
Potent Miracle Tonic -- Indian Tobacco (4), Ginseng (4), Sage (4)
Special Miracle Tonic In chest near tent northwest of Mount Shann
Also sold by fence after "A Short Walk in a Pretty Town"
Currant (6), Yarrow (6), Burdock Root (6)
Cover Scent Lotion Given at start of Chapter 2 Scent Gland (1)

Known Camp Locations

Red Dead Online

The player can set up and customize camps. Various themes, such as "survivor" are available for the player to use.


  • While it is faster in real time to 'fast travel', using this option advances the game time by six hours.
  • If the player sits down at random NPC camp while carrying a hogtied victim, Marston's head will be inside the hogtied person as if the person wasn't there. When getting up, Marston will be carrying the victim as before.
  • If the player establishes a camp while near or riding a horse (saddle or not), the campfire will appear with the tent, bed, etc. When dismounted and away from horse, only the campfire will spawn with John Marston.



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