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The Order: 1886 Signature Series Strategy Guide
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Contents

  • Welcome to London, 1886
    • Our Story Begins
  • Characters
    • Sir Galahad
    • Sir Perceval
    • Lady Igraine
    • Marquis de Lafayette
    • The Lord Chancellor
    • Sir Lucan
    • Lord Hastings
    • Nikola Tesla
  • Game Basics
    • Overview
    • The PS4 Controller
    • The Story Structure
    • Movement & Exploration
    • Collectibles
    • Using Gadgets
    • A Knights Specials
    • Combat Tips & Tactics
  • Weapons
    • Overview
    • Pistols
    • Long Arms
    • Shotguns
    • Special Arms
    • Grenades
  • Enemies
    • Overview
    • Hospital Escapees (Bedlamites)
    • Rebels
    • United India Company
    • Royal Army
    • The Half-breeds
  • Walkthrough
    • Prologue: ONCE A KNIGHT
      • Tortured
      • The Catacombs
      • Escape Plan
      • Desperate Measures
      • No Way Out
    • Chapter I: ALWAYS A KNIGHT
      • Ever Watchful
      • A Lady in Waiting
      • Take Cover
      • The Atrium
      • Just Another London Morning
      • Lafayette, a Votre Service
      • The Hidden Enemy
      • The Chase
      • Elementary, My Dear Perceval
    • Chapter II: AMONGST EQUALS
      • Evidence
      • A Great Mind
    • Chapter III: Inequalities
      • Into Whitechapel
      • Rebel Declamation
      • A House of Ill Repute
      • Good Times
      • The Puppet Queen
      • The Eyes in the Sky
      • Reinforcements
      • Rebel Contraband
      • Roles Reversed
      • Somethings Not Right
    • Chapter IV: AN ENDLESS BATTLE
      • Whitechapel Underground
      • Left Behind
      • Stay With Me
      • The Assassination Plot
    • Chapter V: AGAMEMNON RISING
      • The Agamemnon
      • Rules of Engagement
      • Commandeered
      • Vantage Point
      • Stand and Fight
      • CQD, SOS, DE, GFAXX
      • Cooks in the Kitchen
      • Divided
      • The Standoff
    • Chapter VI: IN THE DARKEST HOUR
      • Oh the Humanity
      • A Brother Lost
    • Chapter VII: THE KNIGHTHOOD
      • A Worthy Successor
      • Guilty Conscience
    • Chapter VIII: UNDER SIEGE
      • The Battle of the Bridge
      • A One Man Army
      • The Edge of Sanity
      • A Hideout of Ill Repute
      • Bitter Enemies
      • Witness
    • Chapter IX: AN UNEASY ALLIANCE
      • Mistrust
      • United India Docks
      • Escort Duty
      • Wounded
      • The Plot Thickens
      • Munition Room
      • The Scourge
      • A Case of Arson
    • Chapter X: CONFRONTATIONS
      • Between Love and Hate
      • No One to Trust
    • Chapter XI: BROTHERS IN ARMS
      • The United India House
      • Covert Mission
      • Not a Moment Too Soon
      • Peacekeeper
      • Finding Proof
      • The Enemys Den
    • Chapter XII: A TRAITOR AMONGST US
      • Scene: The Trial
      • Past and Present
    • Chapter XIII: Between Life and Death
      • Choosing Sides
    • Chapter XIV: A KNIGHT OF OLD
      • A Tactical Retreat
      • Separate Ways
    • Chapter XV: TO SAVE A LIFE
      • A Path Seldom Walked
      • Time Is Running Out
    • Chapter XVI: BROTHER, LET US EMBRACE
      • A Friend in Need
      • Last Man Standing
  • Appendix
    • Trophies
    • Special Item Locations

The Order: 1886 Signature Series Strategy Guide › Enemies

Overview

Numerous foes ranging from bedraggled mental patients, to streetwise rebels, to Company-hired mercenaries, to Royal Army redcoats stand in the way of Galahad’s quest in The Order: 1886. But regardless of their affiliation, your human enemies are divided into six distinct classes: Soldier, Leader, Shotgunner, Grenadier, Sniper, and Heavy.

Regardless of faction, enemies of a particular class all tend to behave the same, sporting roughly equivalent capability and durability whether rebel, mercenary, or trooper. So let’s start by taking a look at each class.

Soldier

The term “Soldier” is here used in a generic sense, as in “a person who serves a cause”; while UIC and Royal Army Soldiers are also professional soldiers, hospital escapees and Rebel Soldiers certainly are not. Regardless, “Soldiers” are the most common class of enemy, armed with only standard rifles or pistols. Most Soldiers fight from cover, retreating behind it when taking heavy fire or while reloading, but in certain scenarios they may be bold enough to aggressively fight in the open.

Shotgunner

A dangerous foe not to be taken lightly, “Shotgunners” (or “Shotgun Specialists” amongst the more militarized factions) have a singular goal: to ruthlessly eliminate you at close range. In order to quickly reach said range, they eschew cover in favor of mobility, moving in a distinctive “running crouch” that minimizes their profile. They’re also a bit tougher than Soldiers, able to take one or two more shots before going down, so be sure to identify them early and eliminate them before they get close enough to become dangerous. It can be helpful to listen for their distinctive voice as they usually order their comrades to give them cover while they get into range. Shotgunners can often be heard before they’re seen.

Grenadier

Once a Grenadier has entered the fray, you will usually know by hearing the distinctive noise of them pulling the pin of their namesake armament…followed shortly by the grenade indicator UI likely appearing nearby, and inevitably a “boom.” Once they’ve thrown their initial grenade, Grenadiers switch to their pistol and fight like a typical Soldier, periodically switching back to their grenade to flush you from cover. Grenadiers are also ever so slightly tougher than Soldiers, taking at most one extra shot to be defeated. However, well timed use of Blacksight can allow you to shoot their grenades out of the air, or even better, to detonate them in the Grenadier’s hand!

Leader

Leaders fight very similarly to Soldiers, but usually prefer to remain slightly farther back than their subordinates while dealing impressive damage with their powerful ‘Duelist’ Revolvers. They can become a serious threat if left unchecked…but fortunately Leaders can be spotted by their distinctive hats, allowing you to pick them off. If they’re hidden behind cover, you can usually shoot off their hat to lure them out for a headshot.

Heavy

Well-armed and armored, Heavies can be easily spotted by their shining metal cuirass and helms, and heard by their muffled voices. Wielding some of the deadliest weapons available, they fearlessly move into their preferred weapon range and continuously assault you, flinching at only the mightiest of wounds. In fact, they’re significantly tougher than any other class—even able to withstand a bolt from the Arc Induction Lance before being defeated! Fortunately, good use of Blacksight can severely damage or even kill a Heavy. If you’ve been saving your Blacksight for just the right time, the appearance of a Heavy is usually it.

Sniper

When you hear the echoing report of the Sniper’s powerful marksman rifle, get to cover! Able to down Galahad with only two shots, the deadly Sniper is a menace at long range; keep an eye open for the glint of light reflecting off of his scope; it means he is preparing to fire. Once the glint is gone (usually after he fires), you’re safe to move or return fire, but be careful! If he managed to shoot you while you were exposed (whether merely aiming or being truly out in the open), he immediately starts lining up a second shot and the glint returns! Fortunately, there is a way to trick the Sniper into firing while minimizing your risk of being shot. Stay hunkered behind cover until the glint appears. Once it does, wait a moment or two, and then “peek” out of cover by using , tricking the Sniper into firing as if you were about to fully expose your position. If you do manage to get close enough to the Sniper, he switches to his pistol in an attempt to fend you off.

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