You’re standing on the docks of Van Horn. Your horse is restless. You’ve got exactly 17 minutes to hit Blackwater without a single drop of water touching your horse's hooves. It sounds simple enough until you realize the map is basically a giant network of rivers designed to make you fail.
Horseman 9 is the ultimate "I hate this game" moment for many Red Dead Redemption 2 players. Most people try to wing it. They get halfway through Lemoyne, clip a puddle in Dewberry Creek, and the challenge notification never pops up. Or worse, they’re playing as Arthur and get absolutely shredded by Pinkertons the second they cross the Upper Montana River.
Honestly, it’s not just a test of speed. It’s a test of how well you know the geometry of the map. Here is how you actually beat the Van Horn to Blackwater RDR2 dash without losing your mind or your horse.
The Rules You’re Probably Breaking
Before you even kick your horse into a gallop, you have to understand the "hidden" fail states. Most players think they just need to avoid swimming. Wrong.
- Puddles are the enemy: If your horse steps in a significant puddle during a rainstorm, it can void the run.
- The "Van Horn" Trigger: You must actually see the location name pop up on your screen. If you’ve been hanging out in Van Horn for ten minutes, the game might not register you’re "starting" there. Ride out of town until the name disappears, then ride back in until the black bar appears. Then start your timer.
- Dismounting is a death sentence: If you fall off or jump off, it's over.
- Dewberry Creek is a trap: Even the dry parts of Dewberry Creek often count as "water" in the game’s code. Do not risk it. Use a bridge.
The "Safe" Route (The Owanjila Path)
If you aren't looking to exploit glitches and just want a reliable path, the Owanjila Dam is your best friend.
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- Leave Van Horn heading West: Don't follow the shoreline. Head toward the bridge north of Bluewater Marsh.
- The Emerald Ranch Cut: Pass through Emerald Ranch and stay north of Dewberry Creek. This keeps you away from the "phantom water" zones.
- The Great Train Track Journey: Hit the railroad tracks near Flatneck Station. Follow them across Bard’s Crossing. It's high, it's dry, and it's fast.
- Strawberry to Owanjila: Ride through Strawberry and head for the Owanjila Dam. This is the only way into West Elizabeth that doesn't involve crossing a river bed.
- The Dash to the Finish: Once you're over the dam, follow the road south into the Great Plains.
If you're playing as John Marston in the epilogue, this is a breeze. If you're Arthur, things get spicy the moment you cross that dam.
How to Do It as Arthur Morgan (Without Dying)
Look, we all want that Legend of the East outfit for Arthur. But the game clearly doesn't want him in Blackwater. The Pinkertons in the Great Plains have aimbot-level accuracy.
There are two ways to handle this.
The "Bounty on the Back" Trick
This is a weird one, but it works. If you have a bounty target stowed on the back of your horse (like from a side mission), the game's "Wanted Dead or Alive" hunter spawns are often suppressed. You can basically ride into the restricted zone with a lot less heat. Just don't accidentally turn the bounty in or let them escape.
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The Peninsula Cheese
This is the real secret. You don't actually have to enter the town of Blackwater.
There is a small strip of land, a peninsula, that jets out into Flat Iron Lake south of Bard's Crossing (near Lone Mule Stead). Because of how the game's map zones are drawn, the very tip of this peninsula is technically considered part of the Blackwater region.
If you ride from Van Horn to the very tip of that spit of land—without touching the lake water—the challenge will trigger. You never even have to deal with the Pinkertons. It’s the safest, smartest way to get Horseman 9 done in Chapter 2 or 3.
Speed and Maintenance
You don't need an Arabian. Seriously.
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A Missouri Fox Trotter or a Thoroughbred is actually better because they have more "weight" and don't get spooked by every pebble on the road. You’ll want to chug a Potent Horse Stimulant the moment you hit Bard's Crossing.
Keep an eye on your horse’s stamina, but more importantly, keep an eye on the road. A single NPC wagon can ruin a 12-minute run in half a second. If you see a wagon coming on a narrow bridge, slow down. You have 17 minutes. That is actually a huge window. Most clean runs take about 12 to 14 minutes.
Don't rush the corners. Don't take "shortcuts" through the woods where you might hit a tree. Stay on the beaten path, use the bridges, and if it starts raining, just find a spot to camp and wait it out.
Actionable Next Steps
- Manual Save: Always save your game in Van Horn before you start. It saves you the ride back when you inevitably hit a rock.
- Check the Weather: If the sky looks gray, sleep until morning. You want clear visibility.
- Clear your Waypoints: Set a multi-point path on your map so you aren't fumbling with the menu mid-sprint.
- Stock up: Buy 5 Special Horse Stimulants from any stable. You probably only need two, but it’s better than running dry in Tall Trees.