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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 › Walkthrough › Chapter I: ALWAYS A KNIGHT

The Atrium

This triggers a quick cutscene as the Knights round the corner to the next area (29), an open central atrium called the Grande Lounge. When a bullet grazes Igraine’s shoulder, she “repairs” it by drinking from a small flask hung around her neck. This is the legendary Blackwater that instantly heals Knights of the Order and allows them to live for hundreds of years. Afterwards, Igraine suggests using smoke grenades.

Clear the Grande Lounge

Press the up-button on the D-pad to equip one MK IV-S Smoke Grenade. Press and hold (left trigger) to aim the grenade; you see a white throwing arc appear onscreen marking where your toss will go. To throw the grenade: press and release (the right trigger).

Note that each grenade has a fuse countdown, meaning it won’t detonate until five full seconds after you first push in . So if you want, you can hold in to “cook” the grenade—that is, to start the fuse countdown while still holding the grenade. This way it explodes sooner after you toss it. Don’t cook it too long, though! Get rid of it before the five-second fuse time ends.

Once the smoke is released, foes caught in it become disoriented and cannot fire. Move in fast behind Igraine, stay outside the smoke cloud, and pick them off. Push forward but watch out for a hidden escapee who suddenly hops over the counter of the Wallace Bar on the left (30). Take him out! More attackers emerge from across the atrium, so use the bar for cover.

Once the Grand Lounge is cleared, Galahad reports more enemies on the level above. Before you enter the building, climb up onto the piano platform near the Cigar Bar. (You can use to just pull yourself up the railing.) You see the innocent bystander who got pushed off the balcony above; you can also find an ammo crate (31) in the corner.

Follow Igraine

Follow Igraine up the stairs under the “Dining Hall” sign. En route, be sure to look around for useable ammo from fallen foes as you go—make this a regular habit after each battle! Then move around the corner toward the elevator (32) to trigger a cutscene.

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