Uncharted 3: Drake's Deception
Uncharted: The Nathan Drake Collection
Uncharted 3: Drake's Deception is the third installment in the Uncharted video game series, developed by Naughty Dog Inc. and published by Sony exclusively for the PS3. It continues the story of fortune hunter Nathan Drake as he searches for another lost city; this time, he is hunting Iram of the Pillars, the "Atlantis of the Sands" described by Thomas Edward Lawrence. He soon finds that he is not the only one searching, as a mysterious old acquaintance, Katherine Marlowe, attempts to steal a decoding disc and ring from him that will allow the secret society she heads to find the unimaginable riches that the city supposedly contains.
In October 2015, a full HD edition of all three PS3 Uncharted games was released for the PS4. Called Uncharted: The Nathan Drake Collection, it runs in 1080p resolution at 60 frames per second, unlike the original games that ran in 720p at 30 FPS. It also includes an assortment of smaller changes and the addition of a "photo mode," which allows the player to pause the game at any time while continuing to control the camera, even adding a zoom function. Screenshots from the HD edition in this article will be marked with HD.
With the exception of these additions, the actual games are still the same, no new content has been added.
The following weapons appear in the video game Uncharted 3: Drake's Deception:
Uncharted 3, as with the previous two games, features a two-weapon system based on size; Nathan can carry one one-handed weapon in his holster and one two-handed weapon on his back, as well as up to four hand grenades. Weapon models in the game often feature fixed components; pistols in particular will often be reloaded without the old magazine actually being removed from the weapon.
One fairly common occurrence is for a level to have a "designated" weapon for Nathan Drake to be carrying; this will often result in him having weapons during cutscenes which the player has replaced with others during the level itself.
The olive drab-framed military version of the Walther P99 is one of the most common sidearms in the game, called the "Para-9." It is used by Marlowe's secret society thugs, and is her right-hand man Talbot's weapon of choice. The P99 is incorrectly modeled with an external hammer. One DLC extra is the "Naughty Dog Pistol," a modified P99 with an extended magazine, colored black with a red pawprint logo on the side. In cutscenes where Nathan has a P99 holstered, it quite frequently has the slide locked back for no apparent reason. Its proportions are rather inconsistent, being undersized in cutscenes, and noticeably larger when used by the player.
Military Walther P99 with olive drab frame - 9x19mm
Nathan aims his P99 at villain Talbot near the end of the section of the game set in Syria.
. Drake and Co. pulls their guns at each other in surprise.
. Drake aims his P99 at Talbot.
. Talbot holding his P99 in a standoff with Drake. The goon in the background is holding a Galil.
. The slide on the pistols in the game will always lock back when the reload animation starts, regardless of there being any bullet in the chamber or no. The ejection port on the P99 is part of the slide model and moves with it.
. A goon using the not-so effective tactic of shooting from a moving vehicle one-handed. Lucky him the truck has right-hand drive.
The Colt Defender returns from the previous game, still called the "45 Defender" and still having an 8-round magazine when the real weapon only holds 7 rounds. It is also used by returning character Chloe. Unlike the previous games, it is not the most common pistol, the P99 being far more common. The in-game model is also still mirrored.
Colt Defender with Hogue grips - .45 ACP. Similar to the one used in-game.
. One of Marlow's goons about to shoot a young Drake with his Defender. This particular goon is actually played by Drake's voice actor Nolan North, who had worked heavily with the actor playing the young Nathan and wanted to share a scene with him.
In a flashback to 20 years before the events of the game proper, a young Nathan Drake aims his Colt Defender at one of Marlowe's goons.
. Another shot from the same scene.
Returning character Chloe still has the custom Defender she used in the previous game, a black version with gold engraving and skulls on the slide.
Another shot of Chloe's custom Defender.
. Chloe's Defender in her holster. The grips appear to be white here due to a programming error in several weapons where a dull material setting is incorrectly combined with a metallic highlight, meaning in low light parts of the weapon will appear to be highly reflective.
. AS can be seen quite clearly here, the model is mirrored.
. As Drake reloads his Defender, it's possible to see that the slide goes a bit too far back and the slide stop is in the wrong position due to the mirroring.
Beretta 92FS Brigadier
Near the start of the game as the group sets out to investigate where Marlowe's car went, Chloe hands Beretta 92FS Brigadier pistols with Hogue grips to Nathan and Sully, equipped with rather undersized suppressors. Like several weapons in the game, the Beretta 92FS Brigadier has an odd rendering issue where its specular properties are set to metallic despite its direct light setting being matte black (most likely a leftover from it being an Inox), meaning when it is receiving mostly indirect light it appears to be chrome plated. This is still the case in the Remaster. Notably it is still the same model as the Inox in previous games but the texture is simply darkened, evidenced by the fact it has the same Hogue grips and missing the right side safety switch, it even has the same wear marks.
Beretta 92FS Brigadier - 9x19mm
Still covered in fake blood following his staged death, Sully questions whether a gun will be needed.
. The same scene in the remaster.
Nathan soon discovers the answer as their journey is nearly bought to an end by a padlock. As various tests have shown, shooting a pistol at a padlock in real life is only likely to result in a dangerous ricochet.
. This shot showing the lighting glitch, making it look like the original Inox version from the previous games.
. Could they have chosen a smaller suppressor?
. The spent magazine flying away in a dramatic fashion as Drake reloads his Beretta 92FS.
. Having run out of ammo for his Beretta 92FS, Drake pokes his head out of cover, a bullet just barely
missing his head.
. A 92FS can be seen in the right corner of the picture. The lighting glitch appearing again.
. After a cruise he'd rather forget about, Drake falls asleep in Fisher's lap. A suppressed 92FS is on the table.
. After a rather large man finds Drake lurking on his plane, he decides the best solution to this problem is to throw Drake out of the plane. A suppressed Beretta 92FS Brigadier can be seen in Drake's holster.
Beretta 92FS Brigadier Inox
A unaltered Beretta 92FS Brigadier Inox from the previous game can be seen on Drake's table during the introduction. The suppressed Beretta 92FS Brigadier also uses a variation of the icon for the previous game's Inox.
Beretta 92FS Brigadier Inox with Hogue wrap-around grips - 9x19mm. The Beretta had these grips in the previous game.
The 92FS Brigadier Inox has seemingly been downgraded to the status of paperweight in the sequel.
Beretta 93R Hybrid
The Beretta 93R hybrid is called the "Raffica Pistol" in-game. Strangely, it has exactly the same firing sound as the hybrid Galil. The weapon is actually a rather strange hybrid of a 93R with a 92FS Brigadier slide. It appears very frequently at half of the game, used both Agents and very surpringly Somali pirates, the latter using this weapon very often.
Beretta 92FS Brigadier - 9x19mm
Nathan throttles a Somali pirate, both of them armed with Beretta 93Rs. This is odd, since this pirate actually drops a Smith & Wesson 629 Classic when he dies.
. Here it's possible to see the strange combo of a 92FS Brigadier slide on a 93R frame. Most notably it has the safety of the 92FS and
the fire selector of the 93R!
. Reloading the weapon shows how a magazine falls out of the weapon with a magazine still somehow in the gun.
. Drake shoots away at some pirates as he hangs on to thin air. This would a very ineffective way to use any gun.
New character Charlie Cutter uses a Walther P5 throughout the game. The weapon can also be seen in the top-left of the background on the PS3 dashboard. In a continuity error, his pistol is taken away by Talbot and he picks up a Walther P99 from one of Talbot's goons, only for it to become his Walther P5 again at the start of the next cutscene. The P5 can never be used by the player, or anyone else than Cutter.
Walther P5 with wooden grips - 9x19mm
. Having just shot Drake and Sully with presumably blanks, Cutter tells them to get up from their fake deaths.
Charlie holsters his Walther P5 as the group meets up at a castle in Syria.
. Cutter in cover with his P5.
. Having just been injected with some sort of mind-control serum, Talbot asks for Cutter's P5...
... which he proceeds to give him.
. Cutter tricks Talbot into thinking he is still in his control, pulling his P5 on Drake.
. The P5 in Cutter's hand. Sully is holding his S&W Model 629 Classic in the background.
Smith & Wesson Model 629 Classic
The Smith & Wesson Model 629 Classic, still called the "Wes .44" in-game, returns from the previous games. This is Victor Sullivan's weapon of choice in all of the games and is the most powerful pistol in the game. It's only usable by the player in very few parts of the game however, the PPC and Raging Bull revolvers being far more common.
Smith & Wesson Model 629 Classic with custom wood grips - .44 Magnum
During the introduction, a slow pan over a table gives a closeup of Sully's 629 Classic.
. Sully just after having shot and killed one of Marlow's goons with his 629 Classic, saving a young Drake.
Sully holds his 629 Classic near the end of the Syria chapters.
. Sully's 629 Classic in his trusty holster.
. Note that the trigger is set in single-action mode despite the fact the hammer is still down.
Nathan reloads the 629 Classic.
. A close-up of Drake reloading his 629 Classic, having just flicked out the spent cases, he proceeds to insert some more. There are still bullets in the cylinder even though he is yet to put any in it!
Taurus Raging Bull
The "Tau Sniper" is a Taurus Raging Bull with a Smith & Wesson Model 500 muzzle-brake added and a low-magnification scope fitted. It has somehow less stopping power than the PPC, even though it fires a larger caliber.
Taurus Raging Bull - .44 Magnum
Needing a little more range, Nathan swaps his 629 Classic for a Raging Bull.
. When aiming over the shoulder with the Raging Bull, the shotgun reticle will be used, this is also the case with the SVD and TKIV in-game.
. When using the scope however, one is treated to this fancy reticle.
Dan Wesson PPC
The Dan Wesson PPC, called the "Mag 5" in the game, has a very high damage output and incorrectly holds 7 rounds.
Dan Wesson PPC - .357 Magnum
At the old fortress in Syria, Nathan strikes a suitably heroic pose with his Dan Wesson PPC.
Nathan checks over his PPC before holstering it. This animation is used for all pistols and designed around the Colt Defender; what Drake is actually starting to do here is a brass check, a rather difficult action to perform on a gun with no slide.
. N.P.C is stamped on the right side of the barrel. In video games, an NPC is a N
. Reloading the PPC shows the six-round cylinder that can somehow fit 7 rounds.
MasterPiece Arms MPA930SST
The MasterPiece Arms MPA930SST "mini pistol" (a civilian semi-auto clone of the MAC-10) is a replacement for the Micro Uzi from the first two games, and is called the "Arm Micro." In the game itself, it is shown as fully automatic. Is widely used throughout the game by thugs, agents, and Yemeni Police.
MasterPiece Arms MPA930SST semi-auto civilian "mini pistol" - 9x19mm
Drake opens up on one of Marlowe's goons with his MPA930SST. The version in the game features a "safety extension" with muzzle brake holes.
. As Drake reloads his MPA930, he is thankful there is not ghostly magazine in still in the gun even after he removed it. He still doesn't bother to chamber a new round however, leaving that up to the power of will.
Sawed-Off Double Barreled Shotgun
An old-fashioned rabbit-ear 12 Gauge Double Barreled Shotgun with the barrels and stock sawed off and decorative engravings is referred to as the "Sawed-Off Shotgun". Nathan rather wisely chooses to fire one barrel at a time rather than both at once as is quite common in games. These weapons are also used by shotgun troopers early in the game; since the animation for these troopers assumes they have a SPAS-12, they operate the sawed-off shotgun by lifting it up and dramatically pumping it, which due to the magic of video games actually works. They can also fire it more than twice without reloading.
Rossi Overland Short Barreled Shotgun - 12 gauge. Similar to, though not the same as, the weapon used in Uncharted 3
Following a trip to a Yemeni arms dealer who apparently had a very poor selection to offer, Sully and Elena check over their shotguns. Note they have decorative engraving on both the barrels and wood furnishings.
Nathan holds one of the two shotguns as he, Sully and Elena gather their wits, having just escaped a swarm of spiders the size of dinner plates.
. Both of the rabbit-ear type hammers are always un-cocked.
. Reloading the weapon, like with all shotguns in the game, no actual shells are seen inserted into the weapon.
. Note the ornate pistol grip and dual triggers.
. Drake shooting away at the aforementioned plate-sized spiders. It works better than one might expect.
The fictional "Pistole" shotgun returns from the previous game but with a new model. Now it appears more as a purpose-built double barreled over-and-under shotgun pistol. The barrels are still mounted on a revolver-like crane; the entire front of the gun swings to the side for reloading.
Sawn-off Over and Under shotgun - 12 gauge
The "Pistole" partway through a reload, showing how the barrels swing out.
. 80108-TI-XW is engraved onto the side of the weapon.
. The same text appears of the left side, but mirrored.
. Drake reloads the weapon, one can get a better look at it internally. The model is more detailed than it was in Uncharted 2
and actually has firing pin holes.
. Looking at the weapon from this angle makes one wonder how Drake manages to reload the lower barrel, an issue shared with the gun's design in the previous game.
. After capturing Drake, Ramses the pirate tricks him into thinking he has captured Sully too. Ramses has the Pistole tucked into his pants.
. Ramses would have a very bad day if the weapon went off now.
The SPAS-12 returns once again as the "SAS-12" in game. Per tradition, it is pump-action only, although Drake works the pump at borderline semi-automatic speed. Despite being the short barrel version, it still has a capacity of 8 rounds.
Franchi SPAS-12 short barrel version - 12 gauge
Nathan uses a SPAS-12 on an armoured soldier.
. Note it has the same lighting glitch as the Beretta 92FS, which makes the barrel, magazine tube, and heat shield appear to be stainless steel in certain lighting conditions.
. That's an interesting way to hold the weapon.
. An armored soldier carrying his SPAS-12, justifying them pumping the weapon.
A stockless AKMSU is called the "KAL 7" in-game. This is something of a "poster weapon" for this game, appearing on the title screen and the box art, and held by the Nathan Drake figure included with the collector's edition of Uncharted 3.
AKMSU with stock removed - 7.62x39mm
An AKMSU is seen buried in the sand on the title screen. Note the full-size-AK-styled rear sights.
Nathan fires his stockless AKMSU at a Somali pirate, once again with the fire selector set to safe.
. Many of the same modeling mistakes (the safety is on, no trigger guard) on the AK-47 are also present on the AKMSU, meaning the AKMSU's model is based of the AK-47's.
. On the left side we can see an over-sized milling cut.
. Note how the AKMSU's magazine is transparent internally like the AK-47's.
. After punching a man to death, he throws his AKMSU up into the air as he dies, which Drake proceeds to catch. The screen is black & white because Drake is close to death.
. Drake finds an AKMSU buried in the sand after a rather spectacular plane crash.
. As Drake makes his way through the Rub' al-Khali desert, he tires of all the sand and fills it with some 7.62 from his AKMSU. Then realizing he only had one magazine, he throws away the AK.
The AK-47 is used by thugs and agents in the early game and by Yemeni Police in later chapters. The reloading animation is mirrored when Nate is in cover depending on which way he is facing; this means he can end up pulling a charging handle that isn't there on the weapon's left side. In multiplayer, if the "blindfire accuracy" perk is used, it will be shown with an underfolding stock, which somehow makes it more accurate.
Type III AK-47 with cleaning rod removed - 7.62x39mm
Nathan holds an AK as he searches a derelict French chateau for clues. Hopefully somewhere in his journal is the key to taking the safety off.
. As Drake shows off his terrible trigger discipline, it is possible to note how the AK (like in the previous two games) has no trigger guard.
. Drake holding the his AK in an interesting way. Note the AKM
. Here the missing trigger guard is obvious.
. One of Marlow's goons holds an AK as he is about to be eaten by uncomfortably large spiders.
IMI Galil hybrid
Named "G-MAL", it replaces the FAL from Uncharted 2. Like its predecessor, it fires 3-rounds bursts and it is equipped with a Meprolight red dot sight. The in-game model appears to a hybrid between a 7.62mm Galil (for its magazine) and a 5.56mm Micro Galil (general model). It is not particularly clear if it is supposed to be 5.56mm or 7.62mm NATO in the game itself, though given it takes two full bursts to the torso to kill normal enemies (as opposed to three shots for the pistols) it may be the only Galil ever chambered in .22 LR and the name is suspiciously similar to the MAR variant.
IMI Galil MAR - 5.56x45mm
The IMI Galil 7.62x51mm NATO variant. Note the thicker, straight box magazine
Facing off with Nathan in Syria, one of Talbot's thugs holds the hybrid Galil rifle. Note that the safety is on.
Following Nathan's adventure, the first rule of gun safety was amended to "don't do this."
. Drake takes cover with his hybrid Galil. Note the folding stock. In multiplayer, putting a folding stock on a weapon somehow increases its hip-fire accuracy.
. Cutter has a look at Drake's Galil, trying to figure out what it wants to be.
. Reloading the weapon with a new magazine full of nothing.
. Drake enjoys a dramatic view, Galil on his back.
. Drake has a look through the sight of the hybrid Galil, looking into a solar eclipse, which wouldn't be very good for his eyes.
Heckler & Koch HK416D
The Heckler & Koch HK416D is called the "M9" in-game and oddly has a fixed AK-style stock. This is an inaccurate name for the weapon; the "M9" in real life would be a Beretta M9. The red and white markings near the selector, lack of carrying handle, and square railed handguard with a top rail that meets the rail atop the receiver (rather than being broken up by a delta ring) indicates that it's an HK416 rather than the "M4" (actually a Colt Model 653) like in the previous two games. The reload animation is, like in the first and second games, again taken from the AK, which means that Drake will "pull" the air on the right side of the weapon as if it had an AK-style charging handle attached to the bolt. The weapon incorrectly holds 32 rounds in a 30-round STANAG magazine.
Heckler & Koch HK416D with 10 inch barrel - 5.56x45mm NATO
Nathan holds his mutant HK416D as his enemies discover where they left that crate of banana peels.
. Drake holding a newly acquired HK416D he got off a goon, seemingly forgetting about the fact he has been in the desert for days without water and food, something that was bothering him quite a lot up until this point.
. That's one way to hold a HK416D. Also note the rather thick rails.
. On top of the complete illogic of Drake being able to reload an AR-15 rifle this way, the dust cover is also closed even after the weapon has been fired. Note the rather over sized forward assist.
. The HK416D on Drake's back, clipping into his clothes.
FN FAL 50.00
The FAL 50.00 is a multiplayer-exclusive weapon, where it is limited to semi-automatic fire. Appears as "FAL SS" (single shot). With the release of the remaster, it is possible to use the FAL in singleplayer via cheats. It comes equipped with a red dot sight that works like a low-powered scope. Like in the second game, the model is mirrored. As opposed to the second game it now has black furniture and a ammo pouch on the stock.
FN FAL 50.00 - 7.62x51mm NATO
Note the ammo pouch on the stock.
Like in the second game, the dot on the RDS seems to be a lick of paint.
Reloading. Drake pulling out a magazine out of his elbow.
Then racking the charging handle that doesn't actually move when he does it.
Hybrid SVD / PSL sniper
Named "Dragon Sniper", this rifle is a hybrid of the SVD Dragunov and the PSL Sniper Rifle; the model is similar to the SVD overall, but has no space between the magazine and the front of the trigger guard. It is a one shot kill from the waist up. The model uses the 10-round SVD magazine with green tape wrapped around the middle (as in Uncharted 2), though the magazine only actually holds 5 rounds in-game.
SVD Dragunov - 7.62x54mm R
Nathan fires a ridiculously off-axis shot from his "Dragon Sniper" at a thug with an RPG-7 during the chapters set in Syria. Note from the icon in the top-left that the rifle is overall rather deformed, with a standard SVD stock angled like a PSL stock and the scope mounted too far forward.
. The mystery of what the "bullets" in the magazine actually are persist. Maybe This is the only SVD chambered in .500 Nitro?
. The stubby SVD-thing on Nathan's back.
. The rectile of the scope is even more wrong than the second game's one.
The TKIV 85 rifle, a Finnish DMR built from surplus Mosin Nagant Rifle receivers, is present as the "T-Bolt Sniper." The weapon incorrectly features a 5-round detachable box magazine rather than the real weapon's integral magazine, and has somewhat glitchy animations; if operated while looking over Nathan's left shoulder, he will move as if operating a left-handed bolt while the bolt operates itself, and the handle will remain stuck upward at the end of the animation. The bolt handle will only return to the correct position if the player switches shoulders and fires again.
Finnish TKIV-85 rifle - 7.62x53mmR
. Sometimes the bolt is cycled and it looks like this....
...and sometimes this happens.
. Drake inserts a new magazine into his TKIV. The reload animation is strange in that as Drake pulls back the bolt at the start of it, the magazine will fall out by itself.
. The TKIV on Drake's back. He is holding a P99 in his hand.
. Drake sights up an enemy sniper (who is also using a TKIV)
. Mentioned enemy sniper doesn't like it when Drake shows up next to him with a SPAS-12, so he gives Drake a kick in the behind.
. As some goons draw close, Drake prepares to snipe em' with the TKIV.
The PKM is usable in the game, called the "PAK-80." It has an incorrect 50-round capacity and a solid conical flash hider. When reloading, Nathan swaps out the belt box but does not actually mount the belt. Neither is any belt shown coming from the belt box at any other time.
PKM with classic (most seen) version of the flash hider - 7.62x54mm R
. Note how there is no belt coming from the belt box going into the PKM.
. The ejection port is teeny bit to small.
. Drake reloads the PKM by simple removing the old belt box, putting on a new one and pulling the charging handle, something which doesn't seem to concern Drake, as he can fire it just fine afterwards.
. Drake is quite encumbered by the PKM, moving slowly and not being able to jump while holding it. Why a man as ridiculously fit as Drake would struggle with a 16.5-pound PKM is not particularly clear, particularly given he has no such issues with a 15-pound RPG-7 loaded with a 6-pound warhead.
. The brutes on the other hand, are not only abnormally large but also strong....
...being able to fire the PKM accurately from the hip while holding it with one hand.
. Although Drake seems to struggle with the weapon quite a bit, he seemingly has no problem firing it with one hand from the hip backwards.
DShK heavy machine gun
Fixed gun emplacement turrets mounted with what seem to be DShK heavy machine guns are seen during the campaign, first used by Somali pirates during Chapter 12. The weapons have a shield that protects users from assaults directed to their front, but naturally leave operators vulnerable against explosives, snipers from behind and, for more daring players, melee attacks. Is also seen mounted on the enemies's Land Rovers' turrets.
DShKM on tripod - 12.7x108mm
Nathan looks over a mounted DShK in the Somali pirates' ship graveyard.
. Drake with the DShK seconds after showing some pirates the power of 12.7x108mm. Unlike most video games, the DShK actually has a finite amount of ammo.
. A soldier from the previous game
examine the turret of the defeated Land Rover, finding the combination of a British vehicle with a Soviet machine-gun, rather amusing.
Milkor MGL Mk 1L Grenade Launcher
The Milkor MGL Mk 1L is called the "M32 Hammer" as in the previous game, the only change is that it now has a tan finished cylinder. Like in the previous game it has a four-round cylinder rather than the correct six, and the reload animation shows it breaking open at the top rather than the rear of the launcher swing to the side. Nathan reloads it as if he is using a speedloader, though the animation actually shows his hand empty. The launcher also features video game variable-fuze grenades which explode on impact with enemies but will bounce off walls and explode on a timer instead.
Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm
Nathan fires the MGL Mk 1L. Note the 4-round cylinder as seen in Far Cry 2
Nathan reloads the MGL; the rear portion is actually supposed to rotate out to the side, not break open at the pivot point. If this actually happened, the launcher would fall in half.
. Drake holds an Mk 1L he found in the ship graveyard, the pirates seemingly seeing it fit just leaving explosive weapons lying around. It still hasn't gained any type of sight ether.
. As the model is the same as in the second game, the hand guard is still vastly oversized.
. The aforementioned entirely wrong reload animation. This animation is actually reused from the first game, albeit there it was used for the M79, where it actually made sense.
The RPG-7 is usable as it was in the previous game.
Nathan takes aim with an RPG-7 as he takes on Somali pirates in Chapter 12.
. Drake trying to figure out how to hold the front grip of the RPG-7
. If one looks at the tip of the grenade, it seems like it was modeled with the safety cap on.
. For some reason the RPG becomes very stubby when slung on Drake's back, the parts of the tube on either end of the wooden section seemingly somehow retracting into it. Presumably this was done so it did not have to have an entire separate set of animations and poses or to take up less room.
. Drake finally puts an end to the sniper pestering him via the use of overkill.
. Finally out of grenades, the RPG-7 is unloaded (and stubby) on his back.
M67 Hand Grenade
Both Nathan and his foes use M67 hand grenades as their explosive armament; Nathan now has the ability to throw grenades back. The grenades are shown fitted with flashing lights and make a tone as they count down. As is often the case in modern games, the thrown and in-world models are the same and so live grenades still have the pins and safety levers attached.
M67 fragmentation grenade
"We've been tossing this thing back and forth for half an hour, why won't it go off?"
. A M67 grenade on Drake's belt. He can carry up to four at any given time, but he is only seen carrying one. Where he keeps the rest and what actually keeps the grenade to stick to his belt is unclear.
M84 Stun Grenade
While Nathan, Sully and Elena are trying to make their way out of an ancient site in Yemen, Marlowe's thugs throw smoke grenades down the entrance shaft; the models for these are actually M84 stun grenades. They are shown with their pins and safety levers still attached.
The brute enemy will however use M84's, throwing three at the same time. Their M84's actually act as stun grenades.
Nathan warily eyes a levitating stun grenade which produced smoke, wondering if will turn out to be another ancient artifact which will try to kill him.
. Drake stands in front of a M84, wondering how it can produce smoke. The grenade seems to be somewhat over sized in shape.
. Talbot gives Drake an M84 that acts as smoke grenade, something Drake does not appreciate.
Heckler & Koch P11 Underwater Pistol
In the final mission, Sully finds a Heckler & Koch P11 in a box with some other diving equipment and, apparently taking a liking to it, keeps it with him; Drake later uses it. It is shown firing high-explosive rockets, and incorrectly has three barrels instead of five. Its presence is most likely a reference to Angelina Jolie using a prop P11 in Lara Croft Tomb Raider: The Cradle of Life. While Drake uses it in a cutscene, the player never gets the chance to use it.
Heckler & Koch P11 - 7.62x36mm Underwater
. After opening a box that was just standing around for some reason, Drake and Sully inspect its contents.
. Drake uses the P11 to blow up a crane that was lifting up something that's supposed to stay buried.
. Drake and Sully sure has lot of breath.
During the flashback level set 20 years in the past, a young Nathan Drake visits an exhibition on Francis Drake's fleet, which includes a number of Tudor-period "Minion" cannons recovered from the ships. These were relatively small cannons of around 3-inch bore using 3-5 pound shot.
Drake walks past a line of "Minion" cannons as he searches for his ancestor's ring.