The Lost Legacy: weapons and what actually changes
A gun being powerful doesn't automatically make it the right thing to carry. If everything in your hands is built for close range, the enemy on the far roof becomes a problem. If both weapons are slow precision pieces, the guy rushing your cover becomes the problem instead.
So this is how I'd sort the arsenal: what job does each weapon cover, and what are you giving up to carry it?
All24 guns: role / strength / limitation
- Weapon: Practical tradeoff
- Para .45: Basic sidearm; dependable, not specialized.
- Micro9mm: Fast spray; spends ammunition quickly.
- Raffica: Burst pistol; requires controlled placement.
- Pistole: Pocket shotgun; limited reach.
- RKL-155: Compact firepower; avoid distant spraying.
- Silenced Pistol: Quiet headshots; weaker body damage.
- Krivosk-XS: Scoped pistol; protect your flanks.
- Desert5: Powerful sidearm; limited ammunition.
- INSAS: Automatic all-rounder; control sustained fire.
- FAL: Three-round bursts; deliberate aiming helps.
- Mazur LDR: Scoped distance; awkward under pressure.
- Mettler M-30: Precision follow-ups; demands accuracy.
- Arrowhead A3C: Scoped automatic; avoid tunnel vision.
- Spezzotti12 Gauge: Close-range shotgun; poor distant option.
- P90: Large magazine; don't waste it.
- Type95: Automatic power; conserve your reserve.
- S-12 Shotgun: Heavy close damage; limited reach.
- RPG: Explosive impact; scarce rockets.
- China Lake GL: Grenade arc; compensate for trajectory.
- Harbinger Sniper: Powerful zoom; vulnerable nearby.
- US-AN12 Auto Shotgun: Automatic shotgun; close-range specialist.
- Carrigan53: Huge magazine; lacks zoom.
- DShK: Heavy firepower; cumbersome repositioning.
- Mounted Turret: Sustained fire; fixed position.
For Si Vis Pacem Para Bellum, fire each gun at least once. Unlike Uncharted 4's all-guns trophy, you don't need a kill with each. The postgame bonus menu gives access to22 of these. The exceptions are the DShK, taken from the armored gunner in Chapter 7's first encounter, and the mounted turret, used in Chapter 9's story. Don't spend an hour cycling the menu looking for those two.
Grenades and C4 still matter, but they are not extra entries in that24-gun checklist. C4 lets you choose when a blast happens, which is useful for a clustered reinforcement wave or an armored vehicle. That doesn't mean throw every charge as soon as you find it. Look at where the enemy is going to be, not only where they are standing now.
A practical loadout approach
For an unfamiliar arena, pair a general-purpose long gun with a sidearm that covers a different situation. A rifle plus the Pistole gives you an emergency close-range option. A shotgun plus a scoped pistol gives you something to use across the arena. For stealth, keep the silenced pistol and make the first shot deliberate: quiet doesn't mean invisible, and a dead guard can still be discovered.
These are tactical combinations, not a ranking that says there's one correct loadout. If the floor is covered in ammunition for a serviceable gun and your supposedly better weapon is empty, use what the fight is giving you.
Skills, upgrades and the actual progression
There is no campaign skill tree to build around. You are not spending experience on a stealth branch or unlocking a new damage tier. The useful progression is learning the spaces and combining the tools you already have: cover, grass, climbing, rope movement, melee, marking where the difficulty permits it, and Nadine's help.
The Queen's Ruby is an exploration reward that detects nearby treasure. It isn't a combat upgrade. Bonus weapons and gameplay modifiers are separate from campaign skills too. The original PS4 release's multiplayer access belongs to the Uncharted 4 multiplayer ecosystem; don't confuse those loadouts and unlocks with Chloe's single-player campaign. Legacy of Thieves leaves multiplayer out.
What makes the encounters different
The silenced pistol gives you another way to deal with a guard you cannot safely reach. Lockboxes make detouring worthwhile because they can supply a tool for the next fight. Chapter 4 gives you more freedom to choose a route, but freedom isn't the same as an RPG build system.
When combat starts, don't get married to the first piece of cover you find. Watch the routes beside you, move while the enemy is still searching the old position, and let Nadine create an opening. The best moment to move is usually before your cover has become a trap.
The Lost Legacy: weapons and what actually changes
· Games / Uncharted: The Lost Legacy