Uncharted 4 — weapons, mechanics and puzzle guide
Puzzle and ending spoilers.
There's no campaign skill tree here. You aren't spending points to make Nathan stronger. You're learning the encounters, using the environment and deciding whether the weapon you picked up actually fits the fight in front of you. Here’s where the different weapons fit.
Campaign arsenal
- Aegis 9mm — controllable sidearm; weak damage.
- Para .45 — dependable pistol; limited reach.
- Fossa R-81 — automatic; recoil.
- Raffica — accurate bursts; spends three rounds.
- Pistole — close stopping power; two-shot capacity.
- Flintlock — enormous punch; scarce ammunition.
- Barok .44 — powerful precision; recoil.
- AK-47 — general-purpose rifle; sustained-fire spread.
- XCR — automatic; distant inaccuracy.
- FAL — scoped bursts; less flexible close-up.
- Copperhead SR7 — scoped automatic reach; recoil.
- Mettler M-30 — precise damage; slow follow-up.
- HS39 — rapid assault fire; recoil.
- ARX-160 — power; ammunition demand.
- MP34a — close-range fire; poor distance accuracy.
- Mazur LDR — distant precision; bolt-action delay.
- M14 Custom — fast follow-ups; recoil.
- Spezzotti 12 Gauge — close-range damage; slow cycling.
- Condor — faster shotgun; limited range.
- China Lake GL — explosive groups; projectile arc.
- RPG — heavy targets; slow reload.
- DShK — damage; exposed.
- Mounted turret — lane control; fixed position.
- Grenades — cover clearance; finite supply.
- Dynamite — Scotland explosives; limited availability.
- Powder kegs/propane tanks — explosives; require shooting.
- Explosive barrels — explosives; fixed placement.
The practical loadout idea is simple: don't carry two answers to the same problem unless the encounter calls for it. A close-range sidearm and a rifle give you options. Two weapons that struggle at distance leave you trying to cross an exposed arena just to make your loadout work.
For I Accidentally All the Guns, kills matter. Firing each weapon once is not the requirement. Work through the 21 selectable firearms, then check the DShK, mounted turret, grenades, dynamite, propane tank, powder keg and explosive barrel separately. The toy gun in Chapter 4 and sword in Chapter 22 are story-specific, not normal loadout choices; use them too as part of a complete run rather than treating either as a missing shop weapon.
Useful cleanup encounters: Chapter 5 for the MP34a, Chapter 7 for the XCR, Chapter 8's Bridge for dynamite/propane, Chapter 9's Tunnels for turret/barrels, Chapter 20's Ship Graveyard for heavy weapons and powder kegs. Bonus weapon selection helps with the ordinary firearms after completion; it doesn't replace every environmental entry.
Movement and fights
Keep your route in mind before you start shooting. Tall grass can hide you, ledges can give you a different approach, and the rope is useful for more than reaching the next platform. If an enemy has your position, staying behind the same breakable cover is not a plan.
Use short bursts when recoil starts dragging shots away. Let the screen recover rather than trading damage until you lose. A high ledge can help you see a fight, but it can also leave you exposed to everyone. Stealth is an option, not a requirement for every encounter. When a trophy requires an unbroken stealth sequence, ordinary combat cleanup is a separate run.
Multiplayer loadouts, boosters, Mysticals and Survival upgrades belong to those modes. They are not a campaign leveling system, and the Legacy of Thieves remaster doesn't contain those multiplayer modes.
Puzzle solutions
Directions below assume the starting configuration. If you've already moved something, use the target arrangement or reload the puzzle checkpoint first.
Chapter 2: prison cell
Inspect the sun/moon marking, then flip and fold Burnes' letter. The two zodiac numbers are X and II. Add them: XII. Press the XII brick beneath the compass drawing.
Chapter 8: grave and light beams
Find the grave with downward crossed swords, skull and crossbones, and dates 1659–1699. Operate its skull.
In the crypt, activate the middle statue and light the lamp behind the figures. Facing the target wall, the left figure's beams go to upper-right/lower-middle, middle to upper-middle/lower-left, right to upper-left/lower-right. All six targets must light, then operate the door lever.
Chapter 9: bucket and crosses
Fill the bucket from the pool and return it to Sam. The goal is bucket at the top, white cross left, large gold cross center, black cross right, each in its lit position. The four controls rotate overlapping discs. This puzzle can start in different arrangements, so a fixed sequence isn't universal.
For the ten-move trophy, first solve your arrangement while writing down every turn, then restart the checkpoint and repeat the shortened route. Don't repeatedly try the exit mechanism before the bucket and all three crosses are correctly placed. If a published sequence produces the wrong picture, stop: its initial state differs from yours.
Chapter 11: clock tower
Ring Scorpio → Aquarius → Leo → Taurus. Then use the temporarily stopped gear to climb higher. Set the outside clock hand horizontally so it becomes a crossing, climb to the large bell, and ring it manually after the handle fails.
Chapter 11: founders' symbols
Each rotation below is one quarter-turn from its initial orientation; “twice” means upside down.
1. Avery/skull left; Tew/sword right.
2. Examine the paintings: Baldridge's red tunic, Bonny's left hip, Condent below his left hand. Set skeletons left, Pegasus right, serpent right.
3. Photograph the next set for Sam. Inspect Want beside his pipe, Farrell beside his sword, Mayes at the statue base. Set dolphins right, trident left, skeleton hands twice.
4. In the last gallery, inspect England's pouch, Malik's upper-right painting corner, the burned pirate's left-elbow area and the remaining painting's hidden square. Match the notebook edges: scales twice, serpent left, monkey twice, tiger right.
5. Photograph the completed discs.
Before the required photograph, point the phone at Sully for Glamour Shot.
Chapter 12: rotating spheres
The outer wheel moves the spheres along their tracks. The inner control changes a sphere's face only while it is over an unlocking gear.
First ring: orient one sphere black on the left and white on the right, and the other to the W-shaped mark, then move them onto the matching projected symbols.
Second ring: bring the three-slash globe over a gear and rotate it until the stripes run diagonally from upper left to lower right. Next bring the single-slash globe over a gear while keeping the three-slash globe OFF every gear, so its setting stays put. Rotate the single stripe to match the right-hand light, then move both globes into their lights.
Third ring: the faces rotate as the track moves. Put the female symbol over the right-hand release and turn it twice; move the male symbol to the release on its right and turn it four times. Move both into the lights. The target is the symbol as it arrives, not how it looks at the release.
Chapter 19: trapped floors
First floor: follow the existing muddy footprints. The later floor needs Tew's note; flip it over. Each symbol's orientation tells you which surrounding tiles are trapped.
Facing across the second floor from its entrance, step onto the second starting tile from the left. Move forward three tiles, right three, forward one, right one, then forward one to leave the grid. Walk the tiles rather than cutting diagonally across corners. If your camera has turned, keep “forward” referenced to the entrance-to-exit direction.
All 16 Chapter 10 cairns
Knock each pile down during the same chapter traversal; check before crossing a one-way drop.
1. Road directly ahead at the start.
2. Track approaching the waterfall.
3. Beneath the bridge, bottom of the mud slope.
4. Slope summit before crossing that bridge.
5. Left beneath a tree after the bridge.
6. Beyond the rock with lemurs, tower visible ahead.
7. Beside the small waterfall/driveable rock.
8. After first winch climb, left watery route toward ruins.
9. After dropping down, opposite the cave on the right route.
10. Right hill after pulling down the next bridge and climbing mud.
11. Ahead when distant Shoreline trucks appear.
12. Far side uphill, beside the left rocky hill.
13. Summit of that rocky hill.
14. Uphill toward Beacon Tower, before ornate pillars.
15. Rocks opposite the Beacon Tower.
16. Narrow road beyond the drawbridge.
Uncharted 4 — weapons, mechanics and puzzle guide
· Games / Uncharted 4