Most enemies belong to the security group hired by Rafe, known as Shoreline. The only exceptions are the prison guards and the Italian security outfit confronted at the auction in Chapter 7.
Ultimately, there are nine enemy types in Uncharted 4: A Thief’s End (not including those enemies encountered at the prison in Chapter 5 or the security team at the auction in Chapter 7). Recognizing the uniformed look of each archetype is key to knowing what to expect when these enemies are confronted in battle.
Prison Guard
Appearance: Full brown outfit
Armor: None
Loadout: Aegis 9mm or MP34a
HP: 100
Auction Guard
Appearance: Black suits
Armor: None
Loadout: Aegis 9mm, Fossa R-81, Spezzotti 12 Gauge, XCR (Crushing: Condor)
HP: 100
Standard Enemy
Appearance: Tan outfit—short sleeves
Armor: None
Loadout: (side arms) Para 9mm, Raffica, Barok .44
HP: 100
Elite Enemy
Appearance: Grey outfit, red cap
Armor: flak vest, no helmet
Loadout: AK-47, HS39, Copperhead, FAL, Mettler M-30 (occasionally carries sidearm)
HP: 120
Elite with Helmet
Appearance: Grey outfit, grey helmet
Armor: Flak vest, helmet (protects against instant headshots)
Loadout: AK-47, HS39, Copperhead, FAL, Mettler M-30 (occasionally carries sidearm)
HP: 120
Sniper
Appearance: Green/Brown Camo outfit, sun cap
Armor: Flak vest
Loadout: Mazur LDR or M14 Custom
HP: 120
Shotgunner
Appearance: Grey outfit, red balaclava
Armor: Flak vest
Loadout: Spezzotti or Condor
HP: 12v
Grenadier
Appearance: Grey outfit, colored grenade rounds on bandolier
Armor: Flak vest
Loadout: China Lake GL
HP: 120
Rocketeer
Appearance: Light grey/tan outfit, metallic facemask with red goggles
Armor: Flak vest
Loadout: RPG
HP: 120
Heavy
Appearance: Black armor, helmet over red balaclava
Armor: Padded Armor, helmet (must be knocked off before melee if not in stealth)
Loadout: Same as Sniper, Shotgunner, Grenadier, or wields an ARX-160
HP: 250
Brute
Appearance: Grey metallic armor
Armor: Heavy full-body armor (cannot be meleed; however, two vertical takedowns or one after knocking the helmet off will defeat the Brute)
Loadout: DShK
HP: 600
Enemy Combat
Use the following information to your advantage the next time you battle Shoreline.
Combat Cycles
Each combat encounter has rules, which cause each enemy to be a designated shooter or a potential shooter.
- Designated Shooters: Enemies that intend to constantly shoot. They stand their ground and shoot as long as they have open line of sight on you or your allies.
- Potential Shooters: Enemies that prioritize getting into better positions (most notably, behind cover), and then take cover as active shooters to give Designated Shooters a way to get themselves into cover too.
These two roles work dynamically to ensure the enemy is not leaving themselves too exposed, while also maintaining active combat against you.
Enemy Combat Roles
Advancers
Enemies attempt to reposition to get better vantages, lines of sight, cover, etc. This is done with staggered assignments of Advancers. An Advancer is an enemy who will take a path in your line of sight to push their position forward. One at a time, the furthest enemy from you tries to make a forward push to relocate themselves into a better combat position, while covered by his allies. Once this enemy is in a better position, the next will attempt to do the same, leapfrogging continuously until all enemies have reached a more optimal position.
Flankers
Once all enemies are optimally positioned, Flankers may begin to show up, taking a lateral route to get to your side. This is to keep you moving and to prevent you from camping in one spot. Flankers attempt to reach your side with the intent of flushing you out of your current location. They typically take a longer route to avoid direct line of sight and any surrounding firefights.
Pursuers
Pursuers come into play when the enemy loses their line of sight on you. There will only be one Pursuer in a confrontation, and they attempt to secure your last known position and investigate the vicinity. If the pursuit fails, they aggressively search and spread the news to the rest of the group. The group joins the aggressive search and performs sweeping searches for you. The sweeping searches extend beyond your last known location and it begins to feel like you’re being followed. If the enemies do not find you, they end up disengaging.