Prima Games eGuides
primagames.com Browse Redeem a code Help
The Order: 1886 Signature Series Strategy Guide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

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 IV: AN ENDLESS BATTLE

Whitechapel Underground

The Fifteenth Day of October, 1886

Lafayette provides a lantern to Galahad for the next sequence, since the best route into the Hospital is via the Underground tube. (The lantern operates whenever you’re not wielding a rifle; you can hold the lantern and a pistol in separate hands.) Use R to raise the lantern and zoom your view ahead a bit.

Inspectable Items
Reception Log
Photo
Manifest
Phonograph Cylinder
Phonograph Cylinder
Uniforms

Use the Underground to get to the Hospital

Descend the long staircase into the Underground and examine the grisly scenes in the entrance hall, including severed limbs and internal organs on the ground. Could the bedlamites be responsible for such indiscriminate slaughter?

When you reach the platform direction signs (2), the gate at left to Platforms 1-4 is locked. Turn right and proceed toward Platforms 5-7. This leads to another metal gate (3). The Hospital exit is just on the other side, but this gate is locked too, forcing you to double back.

Find another way to the exit

Retrace your route back to the platform signs. As you get close you hear somebody open the first gate. Galahad says, “Weapons out!” and draws his pistol. Gun down the two rebels who emerge, and then proceed through the now-opened gate (4).

The route branches into a small generator sideroom marked by a “Danger” sign. When you enter, you hear more rebel voices up ahead. Grab the ammo crate (5) on the floor to the left, and then push through the sheet hung across the passage and turn right; you’re back in a commuter corridor now. Follow the curve and get ready to fight two more rebels at the next intersection (6).

Turn left into another power supply area, past generators and other equipment. You see a rebel fleeing up ahead into a large power room with big turbine wheels, furnaces, a towering generator and other equipment. Several rebel fighters are posted here. Ammo crates can be found at two locations on the floor (7)(8). Keep an eye out for the rebel leader posted up high on the generator platform (9). Note that he stands near an explosive barrel (circled in our screenshot); shoot it for an easier kill.

Be ready! When you approach the exit door (10) one last rebel rushes into the room to fight. Take him out then follow Igraine into a short hall; she bashes open the opposite door (11) for you. Veer right at the intersection, heading under the Whitechapel sign. In the lobby, open the metal gate (12). Galahad and Igraine head upstairs into the London Hospital.

As they enter the London Hospital, Galahad spots Perceval on the street, talking to the hooded old man again. Inside, inspect the mutilated body (13) marked on the floor. Galahad says, “These patients have been mauled.”

Head upstairs and find the ward reception log (14) on the table. Inspect it to see the patient list. On the back you see patient Rao circled. He’s in the Psych Ward and is listed as “Rabid.”

Now move carefully up the office hallway. You hear rebel voices, and then two gunmen step out of an office doorway (15), the second open door on the left. Rush forward to take cover behind the bench, and then nail them quickly.

Continue to where Igraine waits (16) at the door at the hallway’s end. Approach her and press the indicated button to trigger a quick exchange: Igraine suggests that one of you search the basement. Galahad agrees to do so, and heads downstairs.

Investigate the basement

Proceed downstairs. When you reach the “traverse” point where the metal railing has been torn open, push the stick forward and press to jump down to the darkened basement floor (17). Galahad picks up a lantern…and the scary music kicks in. He reports to Igraine that the power is out.

Move through the doorway marked “Specimen Storage.” Work your way through lab (18) with its shelves filled with jars of…well, specimens. As you reach the stairs leading down to a row of patient holding cells, Igraine calls in but the transmission is garbled. It sounds like she’s found something she wants you to see.

You can look through the viewing slots of two cells in this corridor. The first one (19) is room 2-01, the first door on the left. Approach the door and press the indicated button to open the slot. In this case, you see nothing unusual.

The second one (20) is room 2-03, the third door on the left. Open the slot to see a patient cowering in the corner. That doesn’t seem unusual either. Now move up the ramp at the end of the corridor to trigger a new scene.

Keep reading with a free account

The first 3 sections of The Order: 1886 Signature Series Strategy Guide are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousSomethings Not Right NextLeft Behind