Drake's Fortune — weapons, combat and puzzle route
Puzzle and late-game spoilers.
Drake's Fortune doesn't have a skill tree. You aren't building a character with points in damage or climbing. You've got a sidearm, a long gun and grenades, and the important part is making that combination work with the room you're in. The reward system unlocks extras; it isn't an RPG build system.
The weapons
- PM-9mm: early pistol. Accurate single shots make it useful for heads and distant exposed targets; the small magazine gives you less room for mistakes.
- 92FS-9mm: later pistol with more rounds before reloading. A practical general-purpose sidearm, but not the immediate stopping power of the heavy handguns.
- Wes-44: powerful revolver. Use deliberate shots against a dangerous target; scarce rounds and its small cylinder punish misses.
- Desert-5: another high-damage sidearm. Good when you need somebody down quickly. Don't throw away its limited ammunition spraying at somebody behind cover.
- Micro-9mm: automatic sidearm for close pressure. It burns through ammunition and loses precision when you hold the trigger.
- AK-47: common rifle, so replacements are easy to find. Short bursts are more useful at distance than emptying the magazine.
- M4: more controllable rifle for later encounters. Useful across a courtyard without giving up rapid fire; still needs you to watch ammunition.
- MP40: automatic bunker weapon. Useful when descendants close the distance. Keep moving rather than trying to hold a position after they surround it.
- Moss-12: close-range shotgun. Strong against somebody rushing you; poor choice for a distant gunner.
- SAS-12: later shotgun. Keep it for close fights, but pair it with a sidearm that can reach farther. It has a PS3 kill trophy even though that trophy was removed from the remaster.
- Dragon Sniper: scope and precision for snipers and other exposed threats. The scope narrows your view, so check that nobody is walking up beside you.
- M79: grenade launcher for groups and covered enemies. Don't fire into an obstruction right in front of Nathan.
- Mk-NDI grenades: flush enemies out or catch a group together. Throwing one at a single moving enemy is less useful than blocking the cover they're running toward.
- Mounted guns: useful when the encounter gives you a clear firing lane. You're tied to that position, so don't treat the gun as protection from every direction.
The combination matters. A shotgun and Micro-9mm both solve a close-range problem, but leave you with fewer good options for a sniper at the other end of a courtyard.
Combat without a skill tree
Use the edge of cover to limit how many people can shoot you at once. Deal with the enemy who can flush you out, then the one trying to flank you. Reload during a gap, not when a shotgun enemy is already in your face.
Brutal Combos use Square, Triangle, Square with proper timing. Ordinary melee and a Brutal Combo are different trophy conditions. A Steel Fist kill is different again: weaken an enemy with bullets, then finish with one punch. On higher difficulties, running into a crowded room to practice any of those is asking for a restart.
Puzzles and the places that can stop your run
Chapter 2, temple mechanisms: shoot the barrels blocking Sully's route so he can reach the brazier. In the four-symbol room, activate the square/cog first, the human figure second, the spider third and the face fourth. Use the wall ledges and damaged bridge to reach them. After descending through the opening, push the block to raise the water before dropping into the pool.
Chapter 13, library statues: use the compass on the floor, not the direction your camera happens to face. Matthew/angel faces north; John/eagle east; Luke's horned creature south; Mark/lion west. Rotate the statues rather than trying to move them to the compass points. In the revealed room, turn the two unlit torches downward to open the next route.
Chapter 14, church bells: ring the two bells close together. Position yourself so you can shoot both quickly; doing one and wandering across the room before the other won't solve it.
Chapter 15, church keys: cross the upper ledges and chandeliers to the central wooden platform. Reach the right-hand key mechanism and hang from it, return across the platforms, then reach and pull the other key. The stained-glass route opens. Later, at the three rotating symbols, put the shell upside down, arrows upward and snake horizontal with its head left.
Chapter 16, vault route: at II, drop into the central lower area. Go down the paired stairs following V, turn right, then look back for the climbable ledges. Activate the waterwheel. Climb the rope it brings over, take the right ledge and cross using the swinging fixture. Under the arch, turn left and go upstairs. Past the paired fire traps, move around to the next II sign and climb toward the next trap sequence. Drop into the lift to open the route, then climb the exterior stonework by the windows. Through the opening, climb the chain and use the second lift to let Elena through. Continue together into the enemy encounter; take cover before dealing with the distant launcher. The three treasures require side detours, so do those before attempting the seven-minute challenge.
Chapter 22, Navarro: clear the guards while using cover against his shots. Move when he pauses to reload. At the last platform, advance between the crates and complete the prompted melee sequence. When you're knocked away, close the gap again before he recovers the weapon. This is also the chapter for YOLO Fortunately on Normal or above, so practice it before your no-death attempt.
Research references: weapon guide (https://t.co/LEeXSnsXgF), library puzzle (https://t.co/CjXYMUWJJO), vault route (https://t.co/Dit93kh5xo).
Drake's Fortune — weapons, combat and puzzle route
· Games / Uncharted: Drake's Fortune