
Our Best Selves
Dutch van der Linde
As their final job, the gang ride to Saint Denis to intercept and rob a train carrying army supplies and payroll, headed for the recently destroyed Bacchus Bridge.
- Mission giver
- Dutch van der Linde
- Playable
- Not stated
- Location
- Roanoke Ridge, New Hanover
- Target
- Not stated
- Unlocked by
- Not stated
- Unlocks
- Not stated
Player notes
At Beaver Hollow, Dutch tells Arthur Morgan that Uncle, Pearson and Mary-Beth have abandoned the gang. He calls them cowards, while Arthur says they simply do not want to die. Dutch announces one final robbery, an Army train carrying supplies and payroll towards Bacchus Bridge. Arthur agrees, but demands that Dutch let John Marston, Abigail and Jack leave. Dutch appears to accept, then gathers the remaining gang, his anger barely concealed.
The gang rides through Roanoke Ridge towards Saint Denis. John leads Arthur away to recover dynamite from a wagon he hid earlier. As they return, John reveals that Abigail found Dutch's money stash near Beaver Hollow. Arthur promises to do everything he can to get John and his family away safely. They rejoin Dutch, Micah, Bill, Sadie, Cleet, Javier and Joe outside the city, where the train fails to stop as expected.
Arthur, John, Sadie and Cleet race after the moving train and board it under fire from Army soldiers. Arthur and John fight their way along the carriages until gunfire ignites a lantern and blocks their path with flames. Arthur jumps onto Dutch's horse to pass the burning car, then returns to the train. He prepares a Maxim Gun while John attempts to uncouple the burning carriage, but John is shot in the shoulder and falls from the train.
Dutch leaves with Javier, Micah and Joe to look for John, ordering Arthur, Bill, Sadie and Cleet to hold off the pursuing soldiers and protect the haul. Once the attackers are driven back, Arthur plants dynamite on the armored car, blows open its door and passes out the payroll. The gang jumps clear before the train reaches the ruined Bacchus Bridge and crashes into the chasm. At Bacchus Station, Dutch and Micah return to say that John did not make it.
Objectives
15 stepsIn the order the game gives them. The unnumbered steps only appear if you go off script.
- 1Ride with Dutch .
- 2Follow John to the wagon.
- 3Get the dynamite .
- 4Return to your horse .
- 5Follow John back to the gang.
- 6Ride with Dutch .
- 7Catch the train .
- 8Take out the soldiers .
- 9Get on Dutch's horse .
- 10Jump onto the train .
- 11Eliminate the soldiers .
- 12Go to the carriage .
- 13Ignite or shoot the dynamite .
- 14Enter the armored car .
- 15Jump off the train.
Trivia
- โThe title makes a reference to Matthew 6:1-6, 16-21, where it describes Arthur as becoming the best version of who he's always been, despite his denial on it after many years of violence and regret.
- โJohn is not listed as being a participant in this job. It's possible that he wasn't included due to his supposed death, but this does not conform to earlier entries. Hosea and Lenny are included under the Saint Denis bank robbery despite their deaths, and Charles is listed in the assault on the oil refinery entry despite stating that he doesn't want his share.
- โOne possibility is that John is presumed dead during the act of theft itself, while Hosea, Lenny, and Charles were alive during their respective robberies.
- โThis is the first storyline mission in which John and Micah have a dialogue with each other; ironically, John's first line to Micah is "Don't talk to me, you son of a bitch."
- โThis is one of the very rare times that an enemy NPC will use dual wielding revolvers (the others being certain enemies in "Hell Hath No Fury", "Advertising, The New American Art", and "American Venom", which in said mission are used by Micah Bell).
- โVolatile dynamite has no effect on the armored car's doors. Only regular dynamite will blow them open; it might, however, cause a mission failure, as Cleet and/or Sadie might be standing within the blast radius of volatile dynamite and will die in the explosion.
- โThe lockdowns for Blackwater and New Austin, alongside the "Wanted Dead or Alive" bounty on the right side of the map, are removed when the mission begins.
- โOnce this mission starts, players will not be able to free roam as Arthur once this and "Red Dead Redemption" are completed. Players are therefore advised to make a separate save if they wish to finish anything else as Arthur.
- โThis mission shows the infamous heist where John is left for dead by Dutch and Javier, a story that John tells people on why he left the gang in Red Dead Redemption.
- โBefore this mission starts, Pearson, Uncle, Karen and Mary-Beth are no longer at the camp, and camp stew is no longer available. Instead, players are advised to eat big game meat with any herb used for core bonuses if they wish to have some extra Dead Eye, Stamina and Health and need to eat.
- โOddly, Dutch doesn't mention Karen among those who left so it's possible that she left the gang earlier than the others. Susan Grimshaw was the only camp woman who witnessed her departure.
- โThis mission is the only instance in the game where US soldiers are seen using the Bolt Action Rifle, which is based on the Krag-Jรธrgensen rifle that was the service rifle in 1899, where the first part of the game takes place.
- โTo save Arthur's money for the epilogue, it is a good idea to get robbed by the Aberdeen Family, then start "Our Best Selves" then return as John in the epilogue and retrieve Arthur's money.
- โSince players will only retain weapons/ammo, outfits, unique valuables and documents/collectibles into the epilogue, players may sell all surplus provisions, tonics, ingredients, materials, and generic valuables to general stores, doctors, fences, butchers or trappers, and unused horses in the stables to gain extra money beforehand.
- โTo be more specific about when and which items transfer from Arthur to John, and which don't:
- โWeapons and ammo, outfits and clothing, after the 6th mission in Epilogue 1. Note: this includes talismans and ordinary fishing gear, which will not be available to John at the start of Epilogue 1.
- โProvisions, Tonics and Ingredients do not transfer.
- โMaterials do not transfer, except for Legendary fish.
- โKit remains available, but there are limits for non-unique items: 3 opened cover scent, 3 hair tonic, 5 hair pomade, 5 gun oil, etc. and the ordinary fishing gear (lake lure, cricket bait, crayfish, etc.) is temporarily unavailable.
- โUnique valuables remain available, except for the Pen (from a quest) and the Pearl Necklace (camp item request).
- โGeneric valuables, such as gold bars and jewelry, do not transfer.
- โDocuments remain available, except a bounty poster from a quest.
- โHorse Cargo does not transfer, similar to horses.
- โRarely, Dutch will be dressed in his union suit when Arthur approaches him to start the mission. He will spend the next two missions dressed in the union suit.
- โA PC glitch can occur when in the cutscene of the train carriage blowing up. If the player keeps on pressing space bar, the mission will fail as if Arthur has jumped off the train. If the player chooses to replay the mission checkpoint, Arthur will become invisible and will continue to be so even in the Maxim Gun cutscene. The only way to cancel this is to restart the game.
- โAnother rare glitch can occur in which Dutch wears his former sheriff's badge on his chest (the one he wore while acting as sheriff for the Gray family) during this mission, the following mission, and "American Venom".
Mission data from Red Dead Wiki, CC BY-SA. Not affiliated with Rockstar Games.
Last verified September 14, 2026
