The Order: 1886 Prologue: Once a Knight – Sir Galahad

Get some back information on Sir Galahad and the Knights of the Round Table.

There are no objectives (known as directives) for the prologue of The Order: 1886, something that will change in the chapters that follow. That’s due to the fact that this is merely a tutorial and is mixed with cut scenes and quick time events. In fact, players won’t get an opportunity to pick up the controller until almost four minutes into the action, after Sir Galahad is dragged from his cell.

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When players finally get a chance to influence the actions of Sir Galahad, they’ll want to follow the on-screen prompts to take out the two guards, then exit the torture chamber by approaching and interacting with the door. Follow the hallway forward and to the left, then duck into a room where a Pistol can be found sitting on a table. This is the game’s first Inspectable Item, and the only one that can be picked up in the prologue.

Tip: In The Order: 1886, collectibles are referred to as Inspectable Items. We may not stop and point them all out in this walkthrough, but we’ll include their location in a collectibles guide at a later date.

With Pistol in hand, players will need to exit the room and smash the lock of the iron gate to the left, then crawl through to the other side. The game will introduce the concept of Cover Transfer, and once again following the on-screen instructions will progress things forward.

It won’t be long until Galahad finds himself in the presence of another guard, and after a short ride together on a lift, a fight will break out that once again introduces a new mechanic for players to learn. This one is called a Turning Point, and when it happens players will need to move their reticle over a point of interest and press the required button. These little mini-games are weaved in and out of the many melee combat situations in The Order: 1886, so it’s best that gamers are always on guard.

Tip: The game is filled with many cut scenes, some of which can get close to four or five minutes in length. In fact, there are entire chapters that are made up entirely of cut scenes. What The Order: 1886 also likes to do, however, is mix quick time events in with these scenes, meaning that players will still want to pause the game if they decide to snag a drink.

Following the tussle with the guard gamers will be asked to continue to play a minor role in what happens through the remainder of the prologue, but for the most part it’s just story driven content that is likely to leave far more questions than it gives answers. Players should stay on their toes, but it’s a fairly simple ride from here on out.

For easy navigation, head back to our main walkthrough for The Order: 1886. It’s there that gamers can jump between chapters as they see fit. For anyone ready to get right back into the action, go straight to The Order: 1886 Chapter 1: Always a Knight.

Are you ready to Discover History’s Darkest Secret? Join a centuries-old war against a powerful threat with the essential Signature Series guide! The guide takes you beyond the basics so that you can delve fully into the narrative of an alternate-history London.

  • Discover all collectible items with maps and a quick-reference appendix.
  • Optimize your weaponry with tips from Ready At Dawn on using special weapons like the Thermite Rifle and the Arc Induction Lance.
  • Defeat the trickiest monsters with advanced combat strategies.

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Prima Games Staff
The staff at Prima Games.