Outside of the main story, there is plenty to do in Red Dead Redemption 2’s single-player mode. One of the most wholesome things is to help out fellow gang members.

Most of them have items they want, but initiating all of the little fetch quests is tricky. This is because players must hear or have conversations with characters at certain points to find out what they’re seeking. And only then is it possible to give them their desired items. Plus, even when players know what their friends want, there’s no objective marker to show where to find them. This guide explains how to initiate each of these little quests and where to find the items in the world of Red Dead Redemption 2. Most can only be triggered between 8 A.M. and 8 P.M. — this guide will state if otherwise.

22 Abigail: Five Dollars (Chapter 2)

In chapter 2, Abigail can be found in her tent, talking to Jack about his clothes. If players witness the discussion, they can give her five dollars to buy the kid a new outfit.

She’s the only character in the game who doesn’t give players something in return. However, the game itself rewards the nice gesture with an honor increase.

21 Jack: Penny Dreadful Comic Book (Chapter 2)

When going fishing with young Jack during the “A Fisher Of Men” mission, the kid laments that he left a book at their camp near Blackwater.

Players can find a replacement at various locations. There’s one in the School House situated in the abandoned settlement of Pleasance, just north of the ‘O’ in Lemoyne. When Arthur brings him the book, little Jack is so pleased that he gives the gunslinger a chocolate bar.

20 Jack: Thimble (Chapter 2)

Jack’s second item request is also triggered in chapter 2. He comes up to Arthur at camp, worried that he’s going to get in trouble for losing his mother’s thimble. After the conversation, the player can find a new one by looting random bodies.

The likely blood-soaked thimble can be given to Jack in exchange for a piece of beautiful art — a picture the kid drew. It’s not the most valuable in terms of cash, but this kind of sentimentality makes it one of the most memorable side missions.

19 Mary-Beth: Fountain Pen (Chapter 2)

Mary-Beth regularly writes in her journal while in camp. And in chapter 2, if the player interrupts her, she talks about her wish to use a fountain pen. The player can then get her one by visiting Osman Grove in Roanoke Ridge, just southeast of Emerald Station.

To reward Arthur for getting a pen, Mary hands him a gold wedding ring, which sells at a decent amount.

18 Javier: Oleander (Chapter 2)

Occasionally, Javier sits at the rectangular table in the Horseshoe Overlook camp, poisoning his knives. If Arthur then initiates a conversation, Javier will ask for some more oleander sage.

Players can pick up the plant from many areas, including the Riverbanks of Bayou Nwa. Javier uses the oleander to make more poisoned knives, some of which he gives to Arthur.

17 Pearson: Naval Compass (Chapter 2)

In the second chapter, between 8 A.M. and 2 P.M, Arthur can initiate a round of poker with his fellow gang members. During the game, Pearson might reveal that he’s lost a compass he had in the Navy.

To get him a replacement, players must go to the boathouse of the Braithwaite Manor. The new compass pleases Pearson so much that he gives Arthur some of his Guarma rum.

16 Sean: Kentucky Bourbon (Chapter 2 Or 3)

Between noon and 6 P.M. in either the second or third chapter, players can see Sean preparing firebombs in camp. After talking with the young man, he offers to make Arthur some, on the condition he brings him a bottle of bourbon.

It’s one of the easiest item requests as Kentucky bourbon is available in general stores. And Sean keeps his word by crafting a few firebombs for the protagonist.

15 Pearson: Rabbit (Chapter 2, 3, Or 4)

For some reason, Pearson’s second item request is really difficult to trigger. At some point, the cook is in camp preparing food while taking sips of his beer between 8 A.M. and 12 P.M. Engage him in conversation, and he’ll ask for a dead rabbit to cook.

Thankfully, fulfilling the item request is way easier than triggering it as the woodland creatures can be hunted virtually anywhere on the map. Plus, the hunt is worth it as not only does it allow the cook to make a delicious stew, but he also gives Arthur a new scout jacket.

14 Bill: Hair Pomade (Chapter 2, 3, Or 4)

This is another simple request. At some point in the second, third, or fourth chapter, Bill asks a surprised Arthur to get him some hair pomade. Players likely already have it as it can be looted from almost everywhere. But if not, it can be bought from general stores.

There’s some confusion surrounding the reward for this one as some claim Arthur receives high-velocity repeater rounds for his trouble, whereas others get revolver ones. Either way, players end up with strong ammunition, powerful enough to kill a lawman’s horse.

13 Charles: Moonshine (Chapter 2, 3, Or 4)

If players question Charles while he’s crafting fire arrows in chapters 2-4, he’ll promise to make a few for Arthur, providing he gets some more moonshine. Flaming arrows are a fun weapon to use, adding to the subtle brilliance of the combat.

Thankfully, the moonshine is easy to get a hold of as it’s purchasable from fence shops. And Charles delivers on his promise by crafting a set of flaming arrows for his friend.

12 Charles: Oleander (Chapter 2, 3, Or 4)

After completing the moonshine request, Arthur can come across Charles constructing poison arrows. And if players want some, they have to grab some oleander.

The riverbanks of Bayou Nwa are a good place to search for the poisonous plant. Once again, the good deed leads to Charles making some special arrows for Arthur, only this time they’re poisonous.

11 Hosea: The Case Of The Shrew In The Fog (Chapter 2, 3, Or 4)

Players initiate this item request by picking up a book titled “The Tale of The Deceitful German” near Hosea - it’s found in camp. Arthur can then search for another book to give to his old friend.

It’s located at Hagen Orchards, right under the ‘O’ in Bayou Nwa. Clearly touched by the gesture, Hosea gives Arthur predator bait in return.

10 Dutch: Pipe (Chapter 2, 3, Or 4)

When Dutch is smoking a cigar outside of his tent, players can ask about it. In the preceding conversation, the charismatic leader says he prefers to smoke from pipes, so Arthur promises to get him one.

The item is slightly Northeast of the ‘W’ in West Elizabeth, in a shack named Vetter’s Echo — just watch out for the bear that lives there. After Arthur hands over the pipe, Dutch gives him a set of spurs.

9 Susan: Herbs (Chapter 2, 3, Or 4)

Susan will come up to Arthur and request some seasoning herbs for Pearson’s stew sometime between the second and fourth chapters.

She’ll accept two of either creeping thyme, oregano, or wild mint.

Some creeping thyme is outside of Valentine, around Citadel Rock. There is also some in Lemoyne, which is a dangerous area unless the raiders have glitched to become pacifists. The reward for fetching the herbs is a potent miracle tonic.

8 Lenny: Pocket Watch (Chapter 2, 3, Or 4)

In a random campfire chat between 8 P.M. and 3 A.M, Lenny tells a heartbreaking story about his father’s missing pocket watch.

Luckily, Arthur can find a new one to give to the boy from shacks, homesteads, and dead bodies. It’s an extremely personal and thoughtful gift to get for the young man. In return, Lenny offers Arthur some dynamite.

7 Tilly: Necklace (Chapter 3)

A companion activity in Clemens Point involves playing Dominos with Tilly. During the game, she mentions how she’s lost a necklace. As always, it’s up to Arthur and the player to find her a new one. Places like gang hideouts, homesteads, and shacks tend to have jewelry to steal.

Since Tilly is one of the more honorable gang members, it’s no surprise that she thanks Arthur by giving him two health cures.

6 Hosea: American Ginseng (Chapter 3)

From time to time in chapter 3, Hosea sits at the table in the middle of the camp and makes medicine. If players ask him about it, Hosea says he needs some more American ginseng to brew Arthur some too.

One location where the plant grows is a little south of Cumberland Forest, overlooking the train tracks. With the right ingredients, he’s able to manufacture a potent health cure for players.

5 Molly: Pocket Mirror (Chapter 3)

The often ignored Molly will approach Arthur in chapter 3 and talk about her broken mirror. Players can fetch a replacement for her at the homestead known as Martha’s Swain. It’s located directly east of Three Sisters in Ambarino, next to the train tracks.

As it’s virtually the only time anyone is nice to the poor girl throughout the entire campaign, she’s naturally pleased. So, she hands Arthur a cigar to show her appreciation.

4 Kieran: Burdock Root (Chapter 3)

From noon to 6 P.M, at Clemens point, Arthur can find Kieran grooming a horse. After greeting him, players discover that the horses need a bit of burdock root. It’s a plant that can be found on the western side of the great plains, particularly near riverbeds - two of them are needed for this quest.

Kieran further proves his love of horses with his reward, as it’s not really a gift for players but one for their steeds. It’s a horse stimulant and a pamphlet explaining how to make a nutritious meal for the animal. Feeding horses is much more peaceful than triggering epic explosions.

3 Sadie: Harmonica (Chapter 3 Or 4)

During the “Further Questions of Female Suffrage” mission, Sadie will mention how she used to play the harmonica. She lost the instrument, but players can fetch her a new one at Granger’s Hoggery.

The place is just east of Flatneck Station and a little north of Flat Iron Lake. Arthur’s retrieval efforts are rewarded with some gun oil, which is very appropriate for Sadie.