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This is a sub-page of Red Dead Redemption 2.
Old area designs
Some of the images used for location map cards depict earlier designs of areas, and even an area not present in the game at all.
Image |
Location |
Notes
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Algernon Wasp, Saint Denis
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The image appears to have been taken in a much earlier build of the game, as the building is white, and the surrounding area is mostly lacking in props, paths, and detailing. The building appears to be situated much further west than where it is in the released game, closer to the back garden of a stately home with a gazebo.
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Fence, Emerald Ranch
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The image depicts the unused general store in Emerald Ranch, rather than the barn where the fence resides. Either the shop's proprietor was to serve as the fence, or the image was simply repurposed for this map card when the general store was scrapped.
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Bait Shop, Lagras
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The building is missing the sign that reads "TACKEL SOLD HERE".
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Riggs Station
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The "Oversized Parcels" desk and hitching post are missing, as well as some trees and other decoration.
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Stables, Scarlett Meadows
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Although the map card for this location does not appear in-game, the image intended for it depicts a horse jumping arena that does not exist in the released game at all. References exist for a horse training shop of some kind, so this stable may originally have been intended to be a training ground for horses and may explain why the location is so remote compared to other stables in the game.
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Stables, Strawberry
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The image depicts a small, open stable on the southern edge of town. The actual, functional stables are situated south of the town. Managing horses and purchasing tack were originally going to be in separate locations, so it's likely this was originally the place where horses could be managed from. Similar open stables exist in Rhodes, next to the saloon, and Annesburg at the edge of town. Neither town has their own functional stables in the released game.
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Stables, Valentine
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The image depicts a large stable in the farmyard to the town's south. That building has an interior, but can be explored freely as serves no functional purpose in the game. As with the above, it's likely that this location would have been for managing horses, with the existing Levi stables only providing tack.
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Van Horn Trading Post
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The image shows a bridge between the mainland and the lighthouse which doesn't exist in the released game. The bridge is also shown in a loading screen image depicting the town.
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Stables, Van Horn Trading Post
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The image depicts the building opposite the town's stagecoach, but lacking in props and detailing. In the released game, the building has an interior that can be freely entered, meanwhile the actual stables are located far to north of the town, roughly half-way between Van Horn and Annesburg.
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Location oddities and discrepancies
- Saint Denis was originally named "New Bordeaux". Certain textures used in the game still display this name. The setting of Mafia III (published by Rockstar Games' parent company Take Two Interactive) released in 2016 is named New Bordeaux, which may have prompted the name change during development.
- Tempest Rim in Ambarino was originally an explorable region, and the area Colter was originally situated in. Although inaccessible in the released game, the area still contains extensive environment detailing and animal spawns that cannot normally be seen.
- Multiple references to "Tallulah Jetty" exist in the game's files. The leaked map from 2016 shows that it was planned to be a gang hideout situated where Van Horn Trading Post is now located, with Van Horn originally having been positioned in an area in the very north-east corner of the map that is no longer present. A newspaper article still exists about the now non-existent "Tallulah Jetty Gang". The name "Tallulah Jetty" is also displayed on signage in the first Red Dead Redemption game in Thieves Landing and Blackwater.
- Fort Wallace was originally named "Old Fort Wallace", and was situated further east in what is now Grizzlies East, roughly where the Meditating Man can be found. Hovering over this location on the map will display "WANTED DEAD OR ALIVE", as it's a restricted area and the boundaries were never updated from its original position. Placing a marker here on the map will also display the location as "Fort Wallace, Grizzlies East". An old roadside directional sign is positioned deep below the mountain, suggesting major changes were made to the layout of this region.
- Sisika Penitentiary was originally situated further north and slightly further east, roughly in-line with Van Horn Trading Post. As with Fort Wallace, it's a restricted area and the boundaries were never updated, so hovering over the original position on the map will display "WANTED DEAD OR ALIVE".
- Quaker's Cove, the location housing the Wreck of the Serendipity in the first Red Dead Redemption game, appears to be unfinished in this game. Despite the presence of multiple shacks in reasonable condition, no NPCs spawn here, no road signs point the way to the settlement, and the exterior is generally lacking props and detailing. In the first game, one of the abandoned shacks has a weathered sign reading "Teasedale's Bait and Tackle", but the shack lacks any signage whatsoever in this game.
Regions
Guarma
Guarma is a fictional Caribbean island that is visited in the game's fifth chapter. The time spent there is very much bolted on rails, with little to do outside of story missions, and the player being unable to venture too far from the small playable area else they are killed by invisible snipers.
Earlier in development, the island was called "Guama" and it was intended for the entire region to be explorable. Numerous maps can be found in the game's files, as well as remnants of scrapped missions. There remain a number of oddities leftover from the island's earlier design.
Nuevo Paraíso
Mexico was originally intended to feature in the game, with fully detailed terrain for the entire region being present in the game but no buildings (other than LOD for El Presidio, which can be viewed from across the river). Textures and LODs for all Nuevo Paraíso buildings can be found in the files for the initial PS4 release of the game but are unused. There is also coding present to recognise the different regions of the territory, which also go unused.
It's possible to explore Nuevo Paraíso through the use of glitches or modifications. The area even has a unique exploration theme, made up of ambient tracks for Mexico from the first Red Dead Redemption game.
Unused interiors
The game contains a number of unused interiors, some of which are complete and many of which are not.
Strawberry
Strawberry is particularly notable amongst the game's settlements as every single building in town has some kind of interior.
Name |
Description |
Exterior |
Interior
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Doctor
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A fully complete and highly detailed interior exists for Strawberry's doctor's office, and is briefly seen in the mission "The Wheel". Curiousl, the doctor himself, Wheeler, doesn't actually exist in-game despite Abigail saying goodbye to him during a cutscene.
The game's explanation as to why the good doctor is missing is somewhat contradictory; the owner of the general store mentions that he hasn't been seen in months, while a newspaper article mentions that he left town following the massacre that occurs when Arthur breaks Micah out of jail.
The interior is not loaded until "The Wheel", so until that mission the building has opaque windows and a "Gone fishin'" sign on the door.
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Mayor's house
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A house opposite the Welcome Center, likely intended to be the residence of Mayor Timmins. Most of the house is empty and untextured, but a small and elegantly furnished study can be found inside. Strangely, a photo frame floats in mid-air behind the desk instead of being placed on top of it.
The study lacks a door, and most of the decoration is laid out across two perpendicular walls, which would suggest the room was intended for a cutscene viewed from a north-westerly perspective.
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The Tracker's Hotel
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The ground floor is long, but has basic textures and is empty inside. A smaller room upstairs looks much the same and is also empty...save for a single white bucket situated on the floor. Generic NPCs can sometimes spawn inside of this room.
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Skinny's house
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Micah briefly enters Skinny's house during "Blessed are the Meek?" to kill Skinny and his wife. Normally it's not possible to see inside, as the player is blocked from even stepping on the porch, but the entrance hallway and stairs are fully detailed. The upstairs loft is completely empty and unfinished however.
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Henry Elsom & Sons Carpentry
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The inside of this building is textured but mostly empty, with foliage clipping through the walls. An NPC will pop out of the doors to ambush the player during "Blessed are the Meek?", and it's possible to get inside if you are quick enough to run in before the doors close and lock shut. There's an upper level containing a distinctive wooden chest, but the chest, floor, and supports all lack collision.
It's likely the interior simply exists to facilitate the ambush during the mission, but the presence of the wooden chest is an unusual detail as there is no way the player can ordinarily see it.
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Safehouse
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On the south-western edge of town, a large building advertises a furnished apartment within for rent. In-game files indicate that this was intended to be a safehouse that could be acquired by the player. The inside has basic textures and is completely empty, though there's a strange wooden artifact on the wall near the north-eastern corner.
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Emerald Ranch
Rhodes
Name |
Description |
Exterior |
Interior
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Church of Rhodes
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The town's church features an empty interior with basic textures. This is notable, as most churches in the game do not feature any kind of interior whatsoever. The floor lacks collision, causing the player to sink through the foundation.
Given that a mission takes place in the graveyard, and the church's reverend Herbert P. Grimshaw exists in-game and can be found outside, it's possible that there were greater plans for this location at one point in development.
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E.J. Paulson Jr. Doctor
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Rhodes contains a doctor's office at the north-eastern edge of town, however the building is inaccessible to the player. An unused NPC called E.J. Paulson was intended to serve as the town's doctor here, but he was scrapped and the interior was never completed. Paulson was planned to appear in "The Mercies of Knowledge" before being cut.
The inside is completely empty, though the detailing of the windows on the inside appear to be finished. There is an odd glitch causing the doorframe to be transparent, however.
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Safehouse
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As with the house in Strawberry, there was supposed to be a player safehouse in Rhodes too. It's extremely unfinished, with odd details such as an empty painting frame as well as Charles Châtenay's painting from the art exhibition in Saint Denis.
A portion of the room containing a bed can be viewed from outside through a window, so there might have been an intention at one point to repurpose the building for a "Peeping Tom" scenario (which occurs in Strawberry and Valentine).
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Annesburg
Blackwater
Blackwater appears to have the most unused areas of any settlement in the game, though this may partially be because of the map being ported over and modified from the first Red Dead Redemption game.
Name |
Description |
Exterior |
Interior
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Benjamin P. Lockhart Photographer
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The fully-detailed photography studio in Blackwater is accessible only in 1907 (Epilogue) and 1988 (Red Dead Online) but it still exists in 1988, albeit without any lighting or NPCs present.
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E. Woodcock Upholstering and Finishing
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Curiously, the interior of this inaccessible furniture store has shelves laid out similarly to the game's other shops. As the shelves are unsuitable for displaying furniture, it's likely that this was originally an accessible type of shop (possibly a gunsmith, which Blackwater lacks) before being converted into a generic background business.
There's a short hallway at the back that leads to an exterior door that can actually be opened. On the outside of the building, there are stairs that lead to the upper level, and a small dead-end hallway lies behind this door, but it's not connected to the rest of the interior. Notably, the collision for the ground floor is too high, making the player appear to be floating above the ground while inside and allowing them to clip through the interior walls.
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Surgery
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Along the main street in the town is a nondescript building with "Surgery" printed above the door. Posters on the windows advertise the building for rent, indicating that the surgery has closed down. The inside contains two empty rooms, though they are completely separated from one another as there is no doorway in the wall to connect them. The back room has a short hallway leading to the back door.
It's possible that this was intended to originally be a functioning doctor's office for Blackwater. The town conspicuously lacks one, despite being a major settlement and also featuring one in the first Red Dead Redemption game (albeit in a very different location).
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Allthewaye Inn
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The inn features an large, empty multi-storey interior with an unusual stone block texture covering the walls, floors, and ceiling.
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Blackwater Hotel
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The hotel is infamous as the setting of an important mission late into the first Red Dead Redemption game, with the player able to navigate various rooms and hallways of the hotel. In this game, there is simply a large, square, empty room on the ground floor of the hotel and nothing more.
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J.W. Beard Lantern Maker
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An empty room exists inside the lantern shop. This building houses Blackwater's gunsmith in the first Red Dead Redemption game, so this is likely just a remnant from when the original map was ported over.
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Flat Iron Restaurant
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Next door to the lantern shop is the restaurant, containing equally empty rooms on both levels of the building. This is a completely different building to what is situated here in the first Red Dead Redemption game, so what these rooms were intended for is anyone's guess.
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Meat Market
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Eldridge's butcher shop contains an empty interior. This location was also Blackwater's butcher in the first Red Dead Redemption, though not accessible in that game. All the butchers in Red Dead Redemption 2 have stalls located outside, so an interior may have been originally planned before it was deemed unnecessary.
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S.D. Howell Employment Agency
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Despite the sign saying "both floors" there's only an interior situated on the ground floor, though it is comprised of multiple, untextured rooms. The main room is disconnected from a smaller set of rooms at the back, which have a distinct doorway between them suggesting a definite purpose to this location at one stage.
Like the furniture shop, the floor's collision is too high making the player appear to float over the ground while inside.
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Boat ticket office
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There's a small ticket booth present at Blackwater's docks that's fully modelled, as well as a square room that's rather detached from the rest of the building. A similar ticket booth exists in Saint Denis. There is code in the game for John to purchase a ticket to travel to Guarma, so it's likely this could have been done in both cities. The sign indicates the Grand Korrigan docks in Blackwater, which also raises the possibility of boarding it to travel between the two cities.
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Blue house
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A blue house on the hill leading to Blackwater's church has a large empty interior over two storeys. Notably, this and another house are the only ones to have interiors, all the others in town do not.
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Green house
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A green house just up from the blue house also has a large empty interior. Unlike that house, there are a number of oddities with this one:
- Instead of blinds in the windows, the green siding texture is simply repeated over them.
- Most of the interior has solid collision, so only a small space near the front of the house can be navigated inside.
- The ground floor appears to have a ceiling, but this vanishes when going to the upper level, which does not have a floor.
- A small window in the upper level of the house is fully transparent, so it's possible to view the interior of the house from the outside. Due to its height above the ground though, this is difficult to do without using modifications to the game.
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Armadillo
Despite Armadillo's rather desperate situation in Red Dead Redemption 2, there are remnants of more things that were planned for the town that suggest it was going to be set during a happier time. Not all the interiors from the first game are present here (notably the gunsmith), but a few of them are.
Name |
Description |
Exterior |
Interior
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Bank of Armadillo
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The bank has an almost fully modelled and near-complete interior, appearing much more richly detailed than in the first game. Only the room at the back is unfinished, however, and evidently wasn't planned to be accessible anyway.
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Church
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The church is accessible in the first Red Dead Redemption game as a film house. A low-poly version of the same interior is present in this game, but lacks textures and lighting.
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General Practice
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An untextured interior of the doctor's office from the first game is present in this one. There may have been an intention to have a functioning doctor's office in Armadillo, but was likely scrapped when the plague scenario was devised for the town.
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