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 › Weapons

Grenades

Mills Mk IV Fragmentation Grenade

This hand grenade can kill multiple foes in a single blast with a good throw, making it a deadly armament in yours and enemy hands. It is used by Rebels, the United India Company, and the Royal Army, making it fairly common.

Fighting with this weapon

The Frag Grenade can be aimed with and “fired” (thrown) with . More specifically, Galahad pulls the pin as soon as you press , but he doesn’t actually throw the grenade until you release , allowing you to “cook” the grenade, causing its fuse to start burning down before you throw it. Since the Mk IV’s fuse is four seconds long, “cooking” is helpful for making sure enemies don’t have time to escape the blast. On the other hand, cooking a grenade for too long will not end well…

Hip-fire and blind-fire can be an effective means for quickly getting a grenade out in the general direction you want, while peeking first can be helpful for subtly more precise throwing. However, if you need to sling your grenade to a specific location, aiming with draws an arc to indicate how the grenade will travel. Note, however, that this arc does not account for bounces, drawing only where the grenade initially strikes. Fortunately, the blast is large enough that extreme precision isn’t required: enemies closest to the center are killed outright, while those farther away are significantly stunned by the concussive blast.

Fighting against this weapon

In the hands of the enemy, these grenades are a serious threat. If you’re caught in the center of the blast you’re downed immediately, while getting hit by the edges of the blast can briefly stun you. Getting well clear of live grenades is crucial to your survival, to the point that you should be willing to leave cover and risk gunfire in order to avoid them. When a grenade is near, an icon appears on the HUD in bright red, making it easy to spot; if you’re close enough to the grenade, the icon changes into a prompt for the button, allowing you to roll away from the grenade by holding the Left Stick in any direction and tapping . You should wait until the grenade has exploded before returning to your spot, but if you’re impatient, you can use Blacksight to easily target and destroy the grenade. In fact, Blacksight can be used in this same way to shoot mid-air grenades (an enemy’s or yours) or even to detonate a grenade in the hands of an enemy Grenadier, instantly killing him and any foes nearby!

STATS
Ammo 1/3

Mills Mk IV-S Multipurpose Smoke Grenade

The cloud of smoke generated by these grenades can be useful to provide a protective screen to block enemy vision, but it is also quite effective at flushing targets from cover, causing them to cough and gag as they stumble out of the smoke. This is particularly useful in areas where the destruction caused by Fragmentation Grenades would simply be unacceptable (like aboard an airship). You face Grenadiers throwing Smoke Grenades amongst both the Rebels and the United India Company.

Fighting with this weapon

Smoke Grenades are operated identically to Frag Grenades, with the same fuse time (the only difference being that if you “cook” a Smoke Grenade for too long, you just end up looking silly instead of being incapacitated or killed). While the smoke cloud can be helpful for blocking the enemy’s line of fire, it also blocks yours, making it a double-edged sword. Where the Smoke Grenade truly shines is in flushing out and stunning enemies while denying them cover. They avoid entering the smoke as much as possible, and those caught in the smoke are stuck coughing for several seconds. This is helpful for buying you some time to heal, but it also can allow you to melee or gun down several targets as they try to clear their lungs. It can also help break a Shotgunner’s assault, but is completely ineffective against Heavies; they’ll simply wade through the smoke and continue firing.

Fighting against this weapon

It can be very difficult to distinguish between a Smoke Grenade and a Frag Grenade. When in doubt, assume it’s a Frag Grenade and get out of there! If you do end up in a cloud of smoke, you’ll have a hard time seeing, making it possible for enemies to flank you. As such, you should try to relocate if at all possible, only holding your ground if absolutely necessary.

STATS
Ammo 1/3

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

PreviousSpecial Arms NextOverview