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Red Dead Redemption 2

Wszystkie misje
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.

Zleceniodawca
Dutch van der Linde
Grywalni
Brak danych
Lokalizacja
Roanoke Ridge, New Hanover
Cel
Brak danych
Odblokowane przez
Brak danych
Odblokowuje
Brak danych

Notatki gracza

W Beaver Hollow Dutch mówi Arthurowi Morganowi, że Uncle, Pearson i Mary-Beth opuścili gang. Nazywa ich tchórzami, lecz Arthur odpowiada, że po prostu nie chcą umierać. Dutch zapowiada ostatni skok na wojskowy pociąg wiozący zaopatrzenie i żołd w stronę Bacchus Bridge. Arthur się zgadza, ale żąda, by Dutch pozwolił Johnowi Marstonowi, Abigail i Jackowi odejść. Dutch pozornie przystaje na to, po czym zbiera resztę gangu, ledwie skrywając gniew.

Gang jedzie przez Roanoke Ridge w kierunku Saint Denis. John zabiera Arthura po dynamit ukryty wcześniej w wozie. W drodze powrotnej mówi, że Abigail znalazła skrytkę pieniędzy Dutcha niedaleko Beaver Hollow. Arthur obiecuje zrobić wszystko, by John i jego rodzina mogli bezpiecznie uciec. Dołączają do Dutcha, Micaha, Billa, Sadie, Cleeta, Javiera i Joe na obrzeżach miasta, lecz pociąg nie zatrzymuje się zgodnie z planem.

Arthur, John, Sadie i Cleet ruszają w pościg za jadącym pociągiem i wskakują na niego pod ostrzałem żołnierzy. Arthur i John przedzierają się przez wagony, aż strzały trafiają lampę i wzniecają pożar. Arthur wskakuje na konia Dutcha, omija płonący wagon i wraca na pociąg. Przygotowuje Maxim Gun, gdy John próbuje odczepić płonący wagon, ale zostaje postrzelony w ramię i spada z pociągu.

Dutch odjeżdża z Javierem, Micahem i Joe szukać Johna, rozkazując Arthurowi, Billowi, Sadie i Cleetowi odeprzeć ścigających ich żołnierzy oraz chronić łup. Gdy napastnicy zostają pokonani, Arthur podkłada dynamit pod drzwi opancerzonego wagonu, wysadza je i rozdaje żołd. Gang wyskakuje, zanim pociąg dociera do zniszczonego Bacchus Bridge i spada w przepaść. W Bacchus Station Dutch i Micah wracają z wiadomością, że John nie przeżył.

Cele

15 kroków

W kolejności, w jakiej podaje je gra. Kroki bez numeru pojawiają się tylko wtedy, gdy zejdziesz ze scenariusza.

  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.

Ciekawostki

  • ◆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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Ostatnia weryfikacja: 14 września 2026