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Red Dead Redemption 2

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Our Best Selves, Dutch van der Linde
Chapter 6 – Beaver Hollow

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.

Quién la encarga
Dutch van der Linde
Jugables
Sin datos
Ubicación
Roanoke Ridge, New Hanover
Blanco
Sin datos
Se desbloquea con
Sin datos
Desbloquea
Sin datos

Notas del jugador

En Beaver Hollow, Dutch le dice a Arthur Morgan que Uncle, Pearson y Mary-Beth han abandonado la banda. Los llama cobardes, pero Arthur responde que sencillamente no quieren morir. Dutch anuncia un último golpe contra un tren del Ejército que transporta suministros y la paga hacia Bacchus Bridge. Arthur acepta, aunque exige que Dutch permita marcharse a John Marston, Abigail y Jack. Dutch parece acceder y reúne al resto de la banda, sin ocultar del todo su enojo.

La banda cabalga por Roanoke Ridge en dirección a Saint Denis. John aparta a Arthur para recoger dinamita de una carreta donde la había escondido. De regreso, John le cuenta que Abigail encontró el escondite de dinero de Dutch cerca de Beaver Hollow. Arthur promete hacer cuanto pueda para poner a salvo a John y a su familia. Se reúnen con Dutch, Micah, Bill, Sadie, Cleet, Javier y Joe a las afueras de la ciudad, pero el tren pasa de largo sin detenerse.

Arthur, John, Sadie y Cleet persiguen el tren en marcha y suben a él mientras los soldados del Ejército abren fuego. Arthur y John combaten vagón por vagón hasta que unos disparos alcanzan una lámpara y prenden fuego a un coche. Arthur salta al caballo de Dutch, rebasa el vagón en llamas y vuelve al tren. Prepara una Maxim Gun mientras John intenta desacoplar el coche incendiado, pero recibe un tiro en el hombro y cae.

Dutch se marcha con Javier, Micah y Joe a buscar a John, y ordena a Arthur, Bill, Sadie y Cleet que rechacen a los soldados que los persiguen y protejan el botín. Tras acabar con los atacantes, Arthur coloca dinamita en el vagón blindado, abre la puerta con la explosión y reparte la paga. La banda salta antes de que el tren llegue a la destruida Bacchus Bridge y se precipite al barranco. En Bacchus Station, Dutch y Micah regresan para decir que John no lo consiguió.

Objetivos

15 pasos

En el orden en que los da el juego. Los pasos sin numerar solo salen si te sales del guion.

  1. 1Ride with Dutch .
  2. 2Follow John to the wagon.
  3. 3Get the dynamite .
  4. 4Return to your horse .
  5. 5Follow John back to the gang.
  6. 6Ride with Dutch .
  7. 7Catch the train .
  8. 8Take out the soldiers .
  9. 9Get on Dutch's horse .
  10. 10Jump onto the train .
  11. 11Eliminate the soldiers .
  12. 12Go to the carriage .
  13. 13Ignite or shoot the dynamite .
  14. 14Enter the armored car .
  15. 15Jump off the train.

Curiosidades

  • ◆The 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.
  • ◆John 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.
  • ◆One possibility is that John is presumed dead during the act of theft itself, while Hosea, Lenny, and Charles were alive during their respective robberies.
  • ◆This 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."
  • ◆This 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).
  • ◆Volatile 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.
  • ◆The 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.
  • ◆Once 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.
  • ◆This 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.
  • ◆Before 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.
  • ◆Oddly, 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.
  • ◆This mission is the only instance in the game where US soldiers are seen using the Bolt Action Rifle, which is based on the Krag-Jørgensen rifle that was the service rifle in 1899, where the first part of the game takes place.
  • ◆To 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.
  • ◆Since 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.
  • ◆To be more specific about when and which items transfer from Arthur to John, and which don't:
  • ◆Weapons 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.
  • ◆Provisions, Tonics and Ingredients do not transfer.
  • ◆Materials do not transfer, except for Legendary fish.
  • ◆Kit 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.
  • ◆Unique valuables remain available, except for the Pen (from a quest) and the Pearl Necklace (camp item request).
  • ◆Generic valuables, such as gold bars and jewelry, do not transfer.
  • ◆Documents remain available, except a bounty poster from a quest.
  • ◆Horse Cargo does not transfer, similar to horses.
  • ◆Rarely, 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.
  • ◆A 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.
  • ◆Another 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".
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Verificado por última vez el 14 de septiembre de 2026