All Game Items

Overview



Uncharted 4: A Thief’s End does not feature traditional RPG armor or consumable potions. Instead, items are divided into weapons, throwables/explosives, collectibles, key items, and upgrades. Below is a comprehensive guide to every major item category, including how to obtain each, when they are most useful, and any notable synergies or modifications.

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Weapons



All weapons are obtained from fallen enemies or found in weapon caches. You can carry one small weapon (pistol) and one large weapon (rifle, shotgun, etc.). Weapons have ammunition and can be upgraded via weapon modifications found in the environment (see Upgrades section).

Pistols (Small Weapon Slot)



  • Aegis .45 – A standard semi-automatic pistol. Good stopping power and accuracy. Found early in Chapter 2. Useful as a reliable sidearm throughout the game.

  • Dardo 9mm – Lightweight automatic pistol with a high fire rate but lower damage. Found in Chapter 5. Best for quick shots in close quarters.

  • K9 .357 – A revolver with high damage per shot but slow reload. Found in Chapter 9. Excellent for taking down armored enemies (one headshot kills).

  • Chico Sniper SC – A specialty pistol that can be used as a sniper when held with two hands. Found in Chapter 12. Very accurate at long range but low ammo capacity. Use for silent long-range eliminations.


  • Rifles (Large Weapon Slot)



  • M42 – Versatile assault rifle (AK-47 analog). Balanced fire rate, damage, and accuracy. Found early and common. Good for all-around combat.

  • X-47 – A heavy assault rifle with higher damage but more recoil. Found in Chapter 7. Best at medium range with controlled bursts.

  • Charger Pistol – Actually a submachine gun/pistol hybrid. Rapid fire, poor accuracy. Found in Chapter 4. Ideal for run-and-gun close range.

  • FAL Knotted – Semi-automatic rifle with very high damage and accuracy. Found in Chapter 11. Slow fire rate but two-shot kills. Excellent for precision shooting.

  • M9 – A battle rifle with moderate damage and a 30-round magazine. Found in Chapter 10. All-around solid, slightly less accurate than FAL.

  • C-4 Sniper – Actually a sniper rifle (bolt-action). Found in Chapter 13. One-shot kill to the body, but slow bolt action. Best for clearing distant threats before engaging.


  • Shotguns (Large Weapon Slot)



  • Inferno Shotgun – Pump-action, high spread, devastating at close range. Found in Chapter 6. Use in tight corridors or ambush situations.

  • Condor – Semi-automatic shotgun with slightly less damage but faster fire rate. Found in Chapter 8. Allows quick follow-up shots.


  • Heavy Weapons (Unique, can replace large weapon)



  • Harbinger F – A light machine gun with a large magazine (200 rounds). Found in Chapter 14. Very heavy, slows movement slightly. Best for suppressing fire or mowing down groups.

  • M32 Hammer – A grenade launcher. Fires explosive rounds. Found in Chapter 15. Extremely rare, only a few shots available. Devastating against cover and groups.


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    Throwables & Explosives



    These are single-use items found on enemies or in caches. They occupy the throwable slot (press L1/left shoulder).

  • Frag Grenade – Standard timed explosive. Cook it by holding the throw button. Useful for clearing rooms or forcing enemies out of cover.

  • Smoke Grenade – Deploys a thick smoke screen. Temporary blindness for enemies. Use to escape, revive teammates in multiplayer, or reposition during fights.

  • C4 Explosive – Proximity mine or remote detonation. Stick it on walls or vehicles. No timed fuse; you detonate manually. Excellent for traps. Found in Chapter 11 onwards.

  • Proximity Mine – A tripwire explosive. Deploy between two points. Detonates when enemies walk through. Rare, only found in later chapters.


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    Upgrades & Weapon Modifications



    Weapon modifications are not permanent upgrades in single-player; they are attachments that can be swapped between any compatible weapon. Found in toolboxes or on weapon racks. You can carry one modification at a time.

  • Silencer – Attaches to pistols and some rifles (M42, FAL). Reduces sound, allowing stealth kills. Must be replaced after a few shots (runs out). Extremely useful for stealth sections.

  • Scope – Adds zoom capability to rifles (M42, FAL, M9). Increases accuracy at range. Essential for long-range engagements.

  • Extended Magazine – Increases ammo capacity for any weapon (pistol or rifle). Helps during extended firefights without reloading.

  • Grenade Launcher – Attaches to certain rifles (FAL, M42). Fires grenade rounds. Rare, found only in later chapters. Devastating but limited ammo.


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    Collectibles



    Collectibles are optional items that unlock bonuses, concept art, character models, and game modifiers (e.g., infinite ammo, one-shot kills, etc.). They do not affect the main story.

    Treasures


  • How to obtain: Found in hidden locations throughout all chapters. Glowing gold sparkles indicate nearby treasure. There are 109 treasures in total.

  • What they do: Each treasure is an artifact (e.g., coins, rings, figurines). Collected treasures are tallied in the pause menu. Unlock bonuses at the Extras menu after completing the game or using bonus points.

  • Useful for: Unlocking cheats and concept art. No in-game effect during normal play.


  • Journal Entries


  • How to obtain: Automatically added as Nathan photographs or sketches key locations, notes, or events. 23 entries total.

  • What they do: Provide backstory and hints about puzzles. Also unlock bonus content when completed.


  • Optional Conversations


  • How to obtain: Approach specific NPCs (Elena, Sam, Sully) during exploration and trigger a dialogue prompt (triangle button). 9 conversations total.

  • What they do: Add character depth and sometimes reveal lore. Unlock bonuses when all are found.


  • Coin (Single-Player Currency)


  • How to obtain: Found as part of treasures (e.g., old coins, gold coins). Not a spent currency; purely collectible.

  • Note: Uncharted 4 has no in-game shop; coins are just treasures.


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    Key Items (Story-Related)



    These items are required to progress the story or solve puzzles. They are not consumable and are used automatically when needed.

  • Grappling Hook – Obtained in Chapter 2. Used for swinging across gaps and climbing certain surfaces. Also used in combat to pull enemies or swing kick. Essential for traversal.

  • Pitons – Obtained in Chapter 3 (Madagascar). Used for climbing ice/wall sections and as a melee weapon in combat (one-hit kill if triggered). Can also open certain doors.

  • Puzzle Keys/Tokens – Various objects like crank wheel, mechanical puzzle pieces, etc. Found in specific chapters (e.g., Chapter 11’s clockwork puzzle). Used once and then discarded.

  • Saving Elena’s Painting – A unique item in Chapter 2; you must carry it carefully. Not a standard item but a gameplay element.

  • Compass – Always in Nathan’s inventory. Points to treasure locations when using the “hint” mechanic (tap touchpad on PS). Automatically available.

  • Notebook – Automatically updated. Contains journal entries and puzzle hints.


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    Consumables (Single Use)



  • Health Regeneration – There are no health potions. Nathan’s health regenerates slowly when not taking damage. Eating a health pack is not a feature in single-player (it is in multiplayer). The only “consumable” that affects health is the auto-revive in certain difficulty modes? No. So no consumables.

  • Bullets – Ammunition is found throughout levels. No crafting. Ammo is specific to weapon type. Always pick up ammo from dropped weapons.


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    Important Notes & Synergies



  • Stealth Synergy: Combine a silenced pistol (small weapon) with a sniper rifle or bow (large weapon) for maximum stealth. The silenced pistol allows undetected kills, while the sniper clears distant enemies from afar.

  • Heavy vs. Light Weapons: For open combat rooms, use an assault rifle or LMG to suppress enemies. For tight corridors, switch to a shotgun and use grenades to flush enemies out.

  • Grappling Hook + Combat: Use the grappling hook to quickly close distance to an enemy, then finish with a melee attack. This is very effective against armored foes.

  • Weapon Mod Synergies: Silencer on a pistol is most useful; scopes on rifles help with long-range engagements. The grenade launcher attachment can one-shot groups but has very limited ammo.

  • C4 + Smoke: Plant C4, throw a smoke grenade, then detonate when enemies enter. Enemies cannot see you while you trigger the explosion.


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    Multiplayer Items (Brief Mention)



    Uncharted 4’s multiplayer mode has separate items including boosters, mystical powers (e.g., Cintamani Stone), sidekicks (AI helpers), and weapon variants. These are not part of the single-player guide. For completeness:
  • Relic Currency: Used in multiplayer to unlock vanity items and boosters.

  • Mysticals: Single-use powerful items (e.g., Spirit of Djinn, El Dorado). Obtain from chests.

  • Booster Mods: Permanent passive upgrades (e.g., faster reload, more health).


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Conclusion



While Uncharted 4 lacks a traditional item system, mastering its weapons, throwables, collectibles, and key items is essential for efficient gameplay and unlocking bonus content. Focus on stealth during vulnerable sections, utilize the environment for traversal puzzles, and always collect treasures to unlock awesome mods like infinite ammo for subsequent playthroughs.