Metro: Last Light Redux

Metro: Last Light Redux

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100% Achievement Guide | Walkthrough
Vytvořil: Exotek
How to get 100% in Metro: Last Light Redux in as less time as possible. Note that this is not game walkthrough per se, it is a guide / walkthrough on all collectibles and achievements. I hope you will find it useful :). If I've missed or forgot something, please let me know in the comments below. Also sorry for any spelling / grammar errors you might find, english is not my native language.
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Introduction
Yes, I know that there is a different guide like this already posted, but I feel like OP have been inspired by my Metro 2033 Redux guide. There are some things I would (and will) do a bit different when making this guide. However I feel obliged to make this guide anyway since I've made one for orginal and therefore to complete the series. Anyway, lets move on.

Like in the first one, to get 100% you need to do two playthroughs again. Spartan and Survivor. Again like in the first one, you can choose the difficulty, but the achievements are not affected by it. I recommend doing this on Normal however. If you are familiar with my first guide and the game, you should know already the main differencies between the modes, however I will repeat myself for those new to the game:

"Now before we start, let me say this about modes. Spartan Mode is more action oriented and there is plenty of ammo and other resources scattered around. So maybe, more casual FPS players should go with this mode first. Survival Mode drastically limits the amount of resources and ammo. This encourages level exploration and conservation of ammo and equipment, as well as more stealthy approach. Because of all this, I will seperate all achievements into two categories based on your current playthrough. Also take note that this is only my recommendation and the way I see it easier to accomplish."

Unlike the first game, this game is much more linear (IMO) than the previous one. Not much exploring is required to grab the keys / safes and notes. You are saved from grinding various weapon / creatures kills as well.
There are a lot of achievements which can be done on either playthrough, I will list them here:
  • Air!
    - Spend 30 minutes' worth of Filters.
You will get this as you progress through the game on any playthrough.
  • Big Momma
    - Kill the Rhino.
Story related, can't be missed.
  • Clean Escape
    - Escape the chasing Nazis on the REICH level without being caught once.
  • Engineer
    - Use 10 lever switches.
  • Patron of the Arts
    - Watch the entire Theater Show.
Check chapter 9. BOLSHOI.
  • Pyromaniac
    - Burn 50 Cobwebs.
You will probably get this during chapter 7. TORCHLIGHT.
  • Reunion
    - Find and return the crying child's Teddy Bear.
Check chapter 15. VENICE.
  • Scram
    - Kill all Watchmen before they reach the Railcar.
Check chapter 12. REGINA.
  • Tortoise
    - Make 10 Spiders flip belly-up.
You will probably get this during chapter 7. TORCHLIGHT.
  • Veteran
    - Choose three primary weapons that use different ammo.
Quite simple. Just pick three weapons that use different ammo in three different weapon slots. E.g. slot number one: revolver, slot number two: shotgun, slot number 3: assault rifle.
  • Within a Hair of Death
    - Escape from the Red Line.
Story related, can't be missed.
  • Rabbit
    - Complete training sequence.
Story related, can't be missed.
  • Not A Rabbit
    - Finish the ASHES level without taking a hit.
Check chapter 2. ASHES for more info.
  • Revelation
    - Make Moskvin tell the truth with help from the Dark One.
Secret achievement! Story related, can't be missed.
  • Savior
    - Remove your mask when Lesnitsky demands it.
Secret achievement! Check chapter 19. CONTAGION for more info.
  • Secret
    - Find out about the Reds' plans.
Secret achievement! Story related, can't be missed.
Spartan Playthrough
Unlike in first Metro, there are not a whole lot achievements to recommend doing on this mode. Most of the achievements are to be done in Survivor playthrough.
  • Spartan 2034
    - Complete the game in Spartan Mode.
Again, obviously, you will get this once you complete the game on Spartan Mode.
  • C'est la vie
    - Destroy D6.
This is a "bad" ending for this game. Do not focus your attention to POSITIVE Moral Points [+MP] in the guide and to be sure that you will trigger this ending you can do some of the following things listed below:
  • Kill Lesnitsky and Pavel,
  • Do not save the prisoners in chapter 3. PAVEL,
  • Kill all and surrendering enemies in chapters 5. SEPARATION, 6. FACILITY, 11. REVOLUTION and 27. RED SQUARE,
  • Disobey everything the Little Dark One say and kill all the mutants he said to leave alone,
  • In chapter 26. DEAD CITY do not go for three additional achievements needed for Back to the Past achievement,
  • In chapter 28. THE GARDEN do not save the bear for Forest Guardian achievement.
  • Derailed
    - Kill all armed enemies on the REVOLUTION level, including all reinforcements.
Should be quite clear. Just be sure to use non silenced gun and make a lot of noise.
  • No shooting allowed
    - Kill 10 enemies in a row with Throwing Knives.
You need to get 10 consecutive kill with the knives for the achievement to unlock.
  • Antibiotic
    - Kill 100 Mutants.
This can probably be achieved on survivor as well, but you will most likely get them both here.
  • Soldier
    - Kill 100 Human Enemies.
  • Revenge
    - Kill Pavel.
Secret achievement! At the end of the chapter 27. RED SQUARE when you confront Pavel and after some cut scenes, you will see him restraint and simply do nothing or walk away. This will kill him and in return, the achievement will unlock.
  • Shadow
    - Stealthily kill 15 enemies.
Even though this achievement is more survivor material, I've put this here, because it is much easier to stealth kill human enemies. However, most of the chapters with human enemies have NO KILL achievements tied to them. 15 enemies is not a whole lot really, just do it here on spartan playthrough.
  • Cheers!
    - Drink at every occasion.
Secret achievement! Check chapter 15. VENICE for more info.
Survivor Playthrough
  • Survivor 2034
    - Complete the game in Survival Mode.
Again, obviously, you will get this once you complete the game on Survivor Mode.
  • Redemption
    - Save D6.
This is a "good" ending for this game. Be sure to get the most of the Moral Points [+MP] I've noted here. Moral Points are a hidden system in Metro game series that follows Artyom's progress and affects the ending. This system is never explained to the player and its mechanics can only be speculated about. These points are needed for Redemption achievement. Every time your screen "flashes" white / light blue and you hear some whispering sounds after completing certain task, you got a Moral Point. When Artyom loses a Moral Point, the screen darkens and an ominous sound can be heard. Moral Points can be gained through making correct decisions, being stealthy in certain levels but also awarded for exploring every part of the map to get weapon and supplies. The same way you can gain them, there is also a way to lose them. That being said, it is recommended to do this together with your Survivor mode playthrough. From now on I will refer to them in the guide as [+MP] for gaining a Moral Point and [-MP] for losing it. You can find more info on Metro wiki page[metrovideogame.wikia.com], props goes to people over there for figuring these out.
Also to be sure to get it, be a good guy and do the following as well:
  • Do as many [+MP] as possible,
  • Spare Lesnitsky and Pavel,
  • Free the prisoners in chapter 3. PAVEL for Freedom! achievement,
  • DO NOT KILL surrendering enemies in chapters 5. SEPARATION, 6. FACILITY, 11. REVOLUTION and 27. RED SQUARE,
  • Save all of the woman and children in chapter 13. BANDITS,
  • Return the teddy bear to the crying child in chapter 15. VENICE,
  • Do not kill any non-hostile creatures while with the Little Dark One,
  • View all seven visions in chapter 26. DEAD CITY,
  • In chapter 28. THE GARDEN save the bear from watchmen for Forest Guardian achievement.
  • Commando
    - Rescue the Women and Children on the BANDITS level without raising alarm.
Check chapter 13. BANDITS for more info.
  • Forest Guardian
    - Save the bear from the watchmen after the fight.
Check chapter 28. THE GARDEN for more info.
  • Freedom!
    - Free the prisoners.
Check chapter 3. PAVEL for more info.
  • Edison
    - Turn off 40 lights without breaking them.
This is here only because of the nature of this playthrough. You can do it on any playthrough as well.
  • Invisible Intruder
    - Complete the SEPARATION level without killing or raising alarm.
Check chapter 5. SEPARATION for more info.
  • Invisible Savior
    - Complete the FACILITY level without killing or raising alarm.
Check chapter 6. FACILITY for more info.
  • Invisible Soldier
    - Complete the REVOLUTION level without killing and raising an alarm.
Check chapter 11. REVOLUTION for more info.
  • Mouse
    - Complete the ECHOES level undetected by the watchmen.
Check chapter 8. ECHOES for more info.
  • Published
    - Complete all 43 of Artyom's hidden Diary pages.
Follow the whole guide for this one or TL;DR, here is a video:
https://www.youtube.com/watch?v=tCuR6pX97ZI
Open the video in your browser for time stamps for all 43 diary pages.
  • Rain Man
    - Complete the BRIDGE level without a kill.
Check chapter 24. BRIDGE for more info.
  • Master Thief
    - Open 10 locked safe boxes.
All key and safe box locations are in the guide. You can follow them if you want, but like in the first game, you can grind them all on a single safe box.
1. SPARTA
  • [+MP] Play the guitar in Artyom's room.
  • [+MP] Wait inside Artyom's room and listen to the guitar music being played across the hall for a few minutes.
  • [+MP] Listen to the two Rangers near Artyom's room discussing the significance of D6.
    right outside your room, the one is in the wheelchairs.
  • [+MP] Listen to the conversation about Romanov in the breakroom.
  • [+MP] Play the balalaika in the breakroom. (it's right after the two mentioned above, on the chair).
  • [+MP] At the first gun shop tinker with the guns and mods a few times to earn a moral point. (I personally didn't got this one).

Again for Veteran achievement, get Revolver in first slot, Kalash in second slot and Shambler in third slot. That is how I got the achievement and once it pops up you can change your loadout again to suit your needs.

  • [+MP] Listen to the radio operators in front of the briefing room.

It is time to start working on Published achievement from here on. After the briefing with the Miller and before you enter the elevator with Anna, the note is on the chair on your right.

[NOTE 1 _01]


2. ASHES
  • [+MP] Walk to the back of the train you start the level on.
  • [+MP] At the ladder, continue past it, further into the tunnel. Burn some cobwebs to get to a corpse that also has the first note in Ashes.

[NOTE 1 _02]



  • [+MP] Staying near Anna until she begins climbing to her sniping position.

Not A Rabbit
Finish the ASHES level without taking a hit.


This is not as hard as it sounds. While you are going down the slopes, keep on your right, there will be two watchmans that will come from that cliff on your right. The others will come from other side across that area. You can easily snipe them with your Kalash or other long range gun. Anna will probably kill a few of them as well. If you get hit, you can always restart your checkpoint for another try.

  • [+MP] At the first encounter with Watchmen.

3. PAVEL
After crawling through that pipe and dropping right before the guy impaled on throwing knives. Turn around you and the note is on the boxes on the other side.

[NOTE 1 _03]



Freedom!
Free the Prisoners.


Once you are all the way up, you will come to a place with a few soldiers around. At the end of that room, there are airlock doors where you need to open them together with Pavel. On your right there is some sort of control room. There is a switch there to release all the prisoners. This will give you a moral point and the Freedom! achievement at the same time.
4. REICH
[NOTE 1 _04]
The first note is at the very beginning, right on the table in front of you.



  • [+MP] Listen to all of Fuhrer's speech.

Now for this point above, do not push too much as the Pavel moves with you. Moving too much through the crowd will trigger the event leading toward end of the chapter, and you might miss the whole speech.

  • [-MP] Kill the surrendering Nazi at the end of the chase.
5. SEPARATION
Invisible Intruder
Complete the SEPARATION level without killing or raising alarm.


Obviously, you will do this on your survivor playthrough. The part with the note and the key / safe can be a little tricky, but nothing that hard.



From the picture above, the first note and both key and safe box is in that building on your right. The key is on the bottom floor, both the note and the safe box are located upstairs.

[KEY 1]
The key is on the table on the bottom floor, where the guards are.



[BOX 1]
Once up the stairs, the safe box is on your right.



[NOTE 1 _05]
Up the stairs, the note is on your left, on control console.



[NOTE 2 _06]
The second note is located on the table in the same room where you find the nazi reading on his bed.



  • [+MP] Don't kill the man reading on his bed after he surrenders.

  • [-MP] After exiting the first area of Nazis, kill the man reading on his bed after he surrenders.
6. FACILITY
Invisible Savior
Complete the FACILITY level without killing or raising alarm.


Same as the achievement from the previous chapter.

  • [+MP] After Artyom exits the air vent, watch the scene where a Nazi lynches his fellow soldier and calls his mother a ♥♥♥♥♥.
  • [+MP] After the lynching scene, listen to the conversation between two Nazis about stashed custom weapon.
  • [+MP] Follow the Nazi heading back to the locker room and when he opens his locker, knock / kill him and pick up the weapon.
  • [+MP] Listen to the conversation between two Nazis on the catwalk above the first room.
  • [+MP] Reach the plant growing room without killing said brutalized soldier in the meat storage.

  • [-MP] Kill the Nazi that was locked in the meat storage.

  • [+MP] In the next area there's a room filled with bathtubs. In the area beyond this, there's an airvent on the far side to the right, next to the guy in a chair. Enter it to get a point and there will be a supply crate on the left.
  • [+MP] In the room with water turbines there's two Nazis discussing the hanging of Pavel, listen to their whole conversation to get a point.

[NOTE 1 _07]
Once you reach the end of that room with the turbines, there is some sort of control room up some stairs. You need to visit this room anyway to pull the lewer to open the doors leading to the end of the chapter. Once up the said stairs, go left inside another room and on your left is the note on the table.



[KEY 1]
If you turn around from there, you can find the key on the shelves behind you.



[BOX 1]
Once you get the key, get out of the said room and continue straight through the said control room. If you've already pulled the lever, you will see the exit doors on your left. From there go right, up the stairs and through the door on your left. You will find your safe in that room.



Now once through the doors leading toward the end, you will drop down from the walkway into sewers. There you will find your first wire trap. IF you want, you can grind all 10 traps for Ever Vigilant achievement here. Tbh I am not sure if I've seen 10 traps throughout the whole game. Checkpoint is right where you have dropped from that walkway. Grinding all 10 traps via checkpoint reload would took you like 2 minutes or less, so suit yourself.

Once you reach the said sewers without killing any humans, will earn you moral point and Invisible Savior achievement.
7. TORCHLIGHT
Just to note again that this is a great place to do Pyromaniac achievement for burning 50 cobwebs. I've got it here, without even trying to get it. Also in this chapter you will get Tortoise achievement as well.

At the very beginning of this chapter, in the tunnel, you will find the safe key on that dead guy on your left where you've started.

[KEY 1]



At the end of the said tunnel and where Pavel tells you to help him out with the grate, is the safe box.

[BOX 1]



  • [+MP] Just before the elevator at the beginning of the spider tunnels, look to the left-hand side for a small nook hidden by cobwebs. Burn them away to find a small stash of ammo and a medkit next to two skeletons. Entering this nook earns a point.
  • [+MP] Entering the elevator with Pavel earns a point.
  • [+MP] Fending off the spiders with Artyom's flashlight in the elevator earns a point.
  • [+MP] Quickly saving Pavel from the spider attack just after exiting the elevator earns a point.

  • [-MP] In the elevator with Pavel, leave your flashlight off throughout the ride.
  • [-MP] Immediately after the elevator, leave your flashlight off and don't help Pavel when he is pinned by the spider.

The first note is located on top of the train, after the short cutscene and Pavel saving you from that spider. The note is on your right.

[NOTE 1 _08]



  • [+MP] Keep close to Pavel while he walks with the torch.

After this part and when Pavel tells you to follow the wires to find the fuse box, once you enter the cobwebbed hallways, the note is around the corner on your left.

[NOTE 2 _09]

8. ECHOES
Exactly from where you've started and up the stairs, turn left around you and you should see a key behind the bar on the shelves. The note is on that very same bar a bit further.

[KEY 1]



[NOTE 1 _10]



Once Pavel opens the door leading to stairway, you should see a ice cream container in front of you, go behind and around it to find the crack in the wall. Inside is your safe box.

[BOX 1]



  • [+MP] In the beginning of the chapter after sliding down the wing and encountering sudden rain, turn left and look for a sewage pipe. Crawl in until you reach a room with a skeleton. The moral point is earned upon reaching the room.
  • [+MP] After encountering a huge sink hole, go to the tail end of the crashed blue plane on the left. There's another skeleton lying right in front of it. Reaching the skeleton earns a point.
  • [+MP] After searching the spider-infested skeleton, look right. There's a small caved-in room with some ammo and filters. Entering it earns a point.
  • [+MP] Taking the Duplet in the service room earns a point.

After this part and while going up the stairs, stick to your right side and hug that wall. Letting the Watchmen herd pass by without being spotted earns a moral point and the Mouse achievement.

  • [-MP] Shoot at the herd of watchmen.

  • [+MP] Seeing all of the hallucinations of the first passenger section on the plane earns a point.

As you go through the plane, the second note is on the floor in one of the cabins on your right.

[NOTE 2 _11]



  • [+MP] Listening to Pavel after saving him earns a point.
9. BOLSHOI
At the very beginning, you can see the key hanging right next to the doors leading to the checkpoint.

[KEY 1]



  • [+MP] Right after passing through the first door, listening to the families (arriving by traincarts) trying to convince the guards to let them into the station grants you a moral point.
  • [+MP] Straight after this, listening to the couple from Reich talk about their escape yields a moral point.

[NOTE 1 _12]
After going through the checkpoint with two guards, the note is on your left, on a shelf.



  • [+MP] Giving the theater critic-turned-beggar a bullet gets you a point. Giving the very same beggar another bullet after his speech earns another point.
  • [+MP] Listening to the two patrons at the bar discussing whether or not theater is useful in dark times earns a point.
  • [+MP] Listening to the two stalkers telling Katja that her husband, a fellow stalker, was killed by a Demon and informing her of his gravesite attack earns a point.
  • [+MP] Watching Mischa show the children animal impressions with shadows earns a point.
  • [+MP] Listening to a pair of women sitting on a bench opposite of Katja earns a point.
  • [+MP] Following the two children running back to the tracks, and listening to the arguing couple about joining the Army earns a point.

The second note for this chapter is at the entrance to the theater, on your left on the bench next to some guy.

[NOTE 2 _13]



  • [+MP] Following the attendant at the theater into the market area, after he convinces the other tourist to buy the contraband earns a point.
  • [+MP] Watching the entire theater show earns a point.

If you manage to get through the whole show (10 minutes maybe) you will get the Patron of the Arts achievement as well.

The safe box for that key you've grabbed before is when you leave the theater with the Pavel, in the backstage on your left next to one of the girls.

[BOX 1]



  • [+MP] Listening to the dancing girl's entire conversation (about her makeup and boyfriend) grants you a moral point.
  • [+MP] After exiting the backstage area, at the end of the following hallway, to your right, listening to the girl in the shower talking to the girl in the bathtub grants you another point.
10. KORBUT
  • [+MP] Listen in on the conversation between Korbut and Moskvin.
11. REVOLUTION
Derailed
Kill all armed enemies on the REVOLUTION level, including all reinforcements.


Invisible Soldier
Complete the REVOLUTION level without killing and raising an alarm.


Depending on your current playthrough, there are two achievements that you can get here. One Derailed (recommended for spartan), for killing all armed enemies including reinforcements, and other Invisible Soldier (recommended for survivor) for completing the level without killing and raising the alarm.
However if you are doing spartan and you go for Derailed, be sure to make as much noise as possible, meaning do not use silenced weapons. Use your loudest gun and wreck havoc.



From that picture above, the safe box is located on top floor, you need to jump across that gap in front to reach it.

[BOX 1]



The key as well as the first note for this level is located downstairs. Once you pick up the key, go back upstairs to said safe box to unlock it.

[KEY 1]



[NOTE 1 _14]



  • [+MP] Get out of the storage room you start in at the beginning of this level and go downstairs to listen to the guard reporting in on the intercom.

If you are on your stealth playthrough, use the switch to turn off the lights, then hug the right side and go up some boxes and through the ventilation to the next area.

  • [+MP] Listen to the two soldiers in the storage area talking about the Frontline mission from Metro 2033.

[BOX 2]
If you took the recommended route above, that very same storage room with aforementioned soldiers, holds another safe box.



When you exit the said room and go right, you will reach living quarters and there you will find another note sitting on a shelf on your right and the key is on the table on left from the said shelf.

[NOTE 2 _15]



[KEY 2]



  • [+MP] Listen to the crane operators discussing moving radioactive materials.

  • [-MP] In the room with the crane moving radioactive materials, shoot the non-solider workers.

As soon as you enter the next area you will hear the soldiers doing some sort of service check. On your left you should see one soldier messing up with the broken console. Right next to him is another safe key.

[KEY 3]



  • [+MP] Do not disturb the men doing the service check and keep following them until they finish the checking procedure and talk about a smoke break.

In that same area there is a control room on top level in the same area containing the safe box and another note.

[BOX 3]



[NOTE 3 _16]



  • [+MP] After the service check room and going through a big fan, listen to the conversation between two men right after climbing down the ladder.

[NOTE 4 _17]
The last note for this chapter is on the table where two aforementioned men are.



In the same area are your last key and safe box. Depending on your playthrough it can be easy or a bit harder to grab. For spartan you need to kill them all anyway for Derailed achievement. If on survivor, from the same location where the last note is located, if you go straight then left up some ladders, you can cross the whole room over some planks and pipes. Pick solo targets to knock out and try to grab the key and open the safe box unnoticed.

[KEY 4 + BOX 4]
In this picture you can see both safe box and the key on that table down below, where I am pointing my gun at.



  • [+MP] When you get to the area with the machine gun platform, listen to the conversation between the machine gunner and a soldier.
12. REGINA
  • [+MP] After boarding Regina and exiting Andrew's home, look for the first doorway on the left. Entering the area with the lamp on the desk earns a point.
  • [+MP] After the previous area, again to the lefthand side of the tunnel, there is a door under a light with a mask and a filter next to it. Behind this door is a spider nest. Entering it and finding the glowing red room at the end with a light switch earns a point.
  • [+MP] After the previous area, continue onward for a time before finding another doorway on the left which leads to a partly submerged area. At the end to the right is a room with some ammo, filters and a skeleton. Entering this room earns a point.
  • [+MP] After opening the airlock doors and entering a gas mask area, get out of Regina and turn the switch on the left to change the rail tracks to continue straight. Use Regina to smash the wooden barricade. Doing so earns a point.

In the above mentioned area you can find a nice Kalash if for any reason you don't have one already. I am mentioning this because if you load it with your MGR rounds, it will be a lot easier to deal with watchmen attacking your rail car (Regina). If you don't take any damage while on the railcar, you will earn Scram achievement.

  • [+MP] After driving into the snowy tunnel, walk into the left hand tunnel to the abandoned metro cars where a watchmen ambushes you. Keep going all the way to a dead end where a skeleton can be found. Arriving at the end earns a point.
  • [+MP] Just before arriving at the abandoned metro cars you have to push forward with Regina, go to the right side of the tunnel where a gas mask hangs from the wall with a filter. Enter the passage there to earn a point.

In the aforementioned hallways there will be some watchmans to kill. From the entrance if you go straight, then right, at the end of that hallways on your right is some small office. From entrance on your right is the safe box.

[BOX 1]



[KEY 1]
if you exit that office and from the same hallway you go left, you should see a corpse on the floor and the key nearby.



  • [+MP] While pushing the metro cars forward with Regina, look for a passage on the left side of the tunnel. This area is filled with shadows and ghosts who whisper to Artyom. There is a moral point and a Valve waiting at the end of the room.

Once you start pushing the metro car with Regina, if you hear watchmen howling, you know that they are attacking. Note that only the watchmen on the railroad counts for Scram achievement. If you take damage by any other watchmen, you will still get the achievement.

  • [+MP] Still while pushing the metro cars forward, on the right side is a sewer area with several watchmen. Reaching the end near the skeleton wearing a gas mask earns a point.

[NOTE 1 _18]
The area mentioned above also contains diary note.


13. BANDITS
  • [+MP] When Artyom first awakes, turn around and enter where Regina crashed. A point is earned after discovering the skeleton there.
  • [+MP] After meeting the refugee caravan, wait and listen to all their conversations. A point is earned after a woman says her husband was drafted and then captured by Nazis.
  • [+MP] Continuing down the tunnel after the refugee caravan, the first tunnel on the right will lead to a series of abandoned metro cars. A woman is crying for help and about to be raped by two bandits. Kill / knock them out before they kill her to earn a point.

After rescuing the second hostage and crossing the radiation zone, the first room on your right contains the first note.

[NOTE 1 _19]



Once you reach the next bandit area, the front train car on left side of this area holds the key for the safe box, which is located on the far right side of this area, in hallway.
There is one guard which you need to take out on the right side area as he will come first from those doors right. The next guy you should take out is the one on the left side area, near the blue light lamp. Then, enter the wagons and knock out the two bandits in the last one.
Don't worry about bandits in the wagon where the key is located, they are sleeping. You can grab the key unnoticed while crouching.

[KEY 1]



After that move on the right side of the area where you killed / knocked out that first guy and keep knocking them out. If you are fast enough you can knock them all out without any trouble. At the end of that area is the safe box.

[BOX 1]



  • [+MP] Just before arriving at the main bandit camp where they're holding the woman and children, continue down the left-hand tunnel to a carriage with several corpses. Doing so earns a point.

Before the doors where you hear hostages again, in the same room, the note is on that table behind the dead guy in the chair.

[NOTE 2 _20]



Commando
Rescue the Women and Children on the BANDITS level without raising alarm.


  • [+MP] Rescue the women and children being held in the bandit camp. The point is earned when the bandit in the final room threatening them is killed or knocked out.

If you haven't raised any alarms, you should unlock the Commando achievement as well with the moral point above.
14. DARK WATER
[NOTE 1 _21]
The note is on the raft with you, inside some box.



  • [+MP] One is earned at the end of the level after escaping the shrimps.
15. VENICE
  • [-MP] Taking the 20 MGR located on-board the boat of a sleeping fisherman. The boat is on the left corner of the dock. The Military Grade Rounds are accessible without actually stepping onto the boat and waking the tired fisherman.
  • [+MP] Give a bullet to a beggar near the market alley where two men are trying to push a pig in a crate onto a boat.
  • [+MP] Give a bullet to a second beggar near the market, this one in the alley where two children are drawing on the wall.

After this part if you continue to follow the same path, on your right and up the stairs is the mayors office. You will find your first note on some box on your left.

[NOTE 1 _22]



The next thing to come is the bar,

  • [+MP] Buy and drink the bartender's special, "The Bullet."

If you take three drinks here, you will pass out and you will earn a negative moral point. However this will unlock the secret Cheers! achievement.

  • [+MP] When you come back the bar will be wrecked and the bartender will be pissed, if you pay him 100 MGR for the damage you'll get a moral point.

Next thing to come is the brdel. After you leave the bar you will see the brdel in front of you. Don't go there just yet. Instead go left, then right and you will come to the shooting range.

  • [+MP] Pay 10 MGR to shoot rats at the shooting range.

Winning all rounds here will give you a special prize. Teddy bear which you need for the Reunion achievement. if you take the path straight from the shooting range stairs, you will find a kid who owns the said teddy bear. Giving the bear to the kid, will give you the said achievement and will also give you a moral point.

The last note for this chapter is in the brdel once you get down the stairs. It is sitting on top of that spider case.

[NOTE 2 _23]



  • [+MP] Complete the level without killing OR knocking out any bandits in the storage (i.e. the section must be completely ghosted).
16. SUNDOWN


From the starting position if you look slightly on the left, you should see a gas cistern. The building next to it contains the note for this chapter. It is on a counter next to the cash machine.

[NOTE 1 _24]



  • [+MP] Explore all nine major shores of the swamp (player spawn, ruined buildings on the bottom left of the map, the demon on the bottom right, the storage yard, the ruined buildings to the left, the gas station, the fallen airplane, the demon at the top left, and the ferry). This moral point may be gained seemingly at random, sometimes by entering the derelect truck at the gas station, other times by entering the storage yard or ferry shore, and othertimes when just walking about.

You will most likely get the point above once you find your gas canister.
17. NIGHTFALL
From the starting position, there is a building in front of you. Go up the ramp and then go through destroyed left side of that building. There will be a wire trap and the doors in front of you. The note is located in that next room.

[NOTE 1 _25]

18. UNDERCITY
  • [+MP] Just before entering the catacombs, there's a body near a table with a radio reaching for a tape recorder/player. Play the tape of the Ranger's last words regarding the Reds taking Anna into the catacombs for a point.
  • [+MP] After entering the catacombs and Artyom's electronics getting mysteriously disabled, there will be a few ghosts in a tunnel walking around. Wait for them to disappear to earn a point.
  • [+MP] One is gained as Artyom is lowered deeper into the catacombs on the elevator just before the nosalises attack.

  • [-MP] Shooting at the nosalis pack after getting knocked off the elevator.

  • [+MP] Turn the corner after the blue pools to see a nosalis pack moving through the tunnels.
  • [+MP] A point can be earned if he lets them pass without attacking said pack.
  • [+MP] A point can be earned by entering the tunnel the pack had emerged from and approaching the small Christian shrine.
  • [+MP] After descending the small lift and encountering the winged nosalises, a point can be earned by approaching a skeleton with a custom quadruple-barreled duplet near some spiderwebs.
19. CONTAGION
  • [+MP] Deal with the two Red Line soldiers executing citizens at the beginning, before the shot man dies.
  • [+MP] Listen to the shot man's explanation and confusion over the red's attack. He will explain that the reds came before anybody died of the virus.
  • [+MP] In the room to the left of the railcar where the enemy loading boxes is coming and going, there is a hole in the back wall that leads to an abandoned tunnel. The hole is partially blocked but you can move left and out into the tunnel. Head straight across from the hole to the green light on the opposite wall and turn right, at the water line is an ammo cache. Open it. Note that there is an explosive tripwire trap on the non water path of the floor.
  • [+MP] Listen and watch the full execution of the wounded red solider who contracted the "disease."



From that picture above, go straight to the next area, turn left and go up the stairs and through the wagons to the end. The note is on the table left.

[NOTE 1 _26]



From the note location, turn right and exit the wagons to walkway, go left and then left again into the other wagon where you will find safe box.

[BOX 1]



To get the key for that safe box, exit the wagon and drop down from the walkway. On your right are rebar doors and left is the entrance to some small shed. The key is inside on a shelf.

[KEY 1]



  • [+MP] After hearing Lesnitsky speaking with another soldier and going through the shaft, you will be in a room where some plants are growing. Go up the stairs, and there will be a Red Line officer going over dead citizens of the station. Listen to what he says to gain a moral point.
  • [+MP] Reach Anna without killing any humans.

  • [-MP] Attacking Lesnitsky, when he has his knife at Anna's throat.

  • [+MP] Remove your mask when Lesnitsky has his knife at Anna's throat, before he counts to five.

The moral point above will also unlock Savior achievement.
20. QUARANTINE
  • [+MP] Right after the furnace where bodies are being cremated, there is a doctor talking to a soldier who got infected trying to comfort infected children. Listen to their conversation all the way through for a point.
  • [+MP] Right after the section where the doctor is talking to the chief about the possibility of the virus being a bio weapon, there is a man on a gurney on the your right talking to a doctor about going home because he is sure that he only has a cold. Listen to the whole conversation to earn a point.

After going through the quarantine check point, go around some tables with computers on your right and you will see the note sitting on the other table next to previous one.

[NOTE 1 _27]



  • [+MP] Pick up four MGR stashes in the abandoned part of the station. One of them is hidden behind the door where Artyom first enters and can only be claimed once he proceeds down the stairs and the door closes. Other 3 are hidden in partially boarded train windows, and the final one is in the sink.
  • [+MP] After meeting up with Khan there is a man asking the guard to let him go inside the quarantine zone and take some insulin. After he is refused, go up to him and he should (He doesn't always) ask you for help. Give him a bullet.

After following Khan he will go left to some door with a red light above, you need to go right and the note is on the table to your left hand side.

[NOTE 2 _28]



  • [+MP] In the small market area, listen to the three soldiers gathered around a table with a lamp discussing the reds and Polis.
21. KHAN
Once you get past three big ventilators with Khan, in the next area you will see Khan where he drops into some canal left. Instead following him, go through the door in front and around the said canal to find the note on the ground.

[NOTE 1 _29]



  • [+MP] Answer the phone in the sewers.
  • [+MP] Reach the river of fate.

Once out of the river, you will enter some sewers again. After the short tunnel with the sound traps, on your left, you will see a corpse holding a key.

[KEY 1]



[BOX 1]
The safe box is under the stairs which you took to the rail car.

22. THE CHASE
After you jump on the train and continue across the wagons, you will reach the wagons with rooftops. In the first one, you will find the note on your right.

[NOTE 1 _30]



  • [+MP] One point is gained at the end of the chapter, when you pick up the Little Dark One and walk out of the burning train.
23. THE CROSSING
  • [+MP] After crossing the ice under a bridge, the Little Dark One will appear on top of a wrecked van next to a billboard and expresses his desire to wear human clothing, stay close to him.
  • [+MP] Up a small path and to the right of the aforementioned billboard is a dead demon surrounded by dead watchmen, walking up to the corpses earns a point.

At the same area, the far end bridge column with two human corpses hold the first note for this chapter.

[NOTE 1 _31]



  • [+MP] Just after the demon flies off, when entering the train the Little Dark One will appear with clothes. Do not shoot and stay close until he disappears.

After this, the demon will crash the wagon and you with it into the icy water. Once out follow the path on your right and you will see a ship sunken into ice. The note is on that ship.

[NOTE 2 _32]



  • [+MP] At the end of the level the Little Dark One appears again, follow him to end the level and gain a point.
24. BRIDGE
  • [+MP] Enter the small room to the left at the start.
  • [+MP] Just before the Little Dark One gives a second vision, look to the left. There is a broken ramp leading down to a small area beneath the bridge with a few corpses. Going down the ramp earns a point.

This is also where you will find the safe key.

[KEY 1]



After the first part of the bridge, you will see a room on your left. Inside you will find both the safe box and the note.

[NOTE 1 _33 + BOX 1]



  • [+MP] Finish the level without killing any mutants (this will also unlock Rain Man achievement).

For the Rain Man achievement, only the first two areas with watchmen are somewhat tricky, you dont need to worry about nosalises, just stay crouched and don't touch them while they feast on the corpses. Also the last part when you are on that hanging rail rope thing or whatever, there will be one nosalis jumping on you from the first column. Thats a kill bait, don't worry he can't hurt you at all.
25. DEPOT
  • [+MP] After exiting the tunnel at the very beginning, stick to the left hand side. There is a garage with two closed doors, one open that has a truck poking out. Continue past this point to an entrance in the wall, then enter it. A building with a collapsed ceiling leads into the garage. Be careful as there is an explosive trap. It is also possible to climb over the front of the truck to enter the garage. Entering the garage earns a point.

Once you are in the area where the reds are preparing the ambush, if you drop on your left from that train wagon, go straight and left into some storage like room. Right from the entrance you should see a safe box.

[BOX 1]



At some point you will see the reds shooting down the shaft in the center of that area. Once they move out from there, jump inside the said shaft and you should see a key behind the rebar obstacle in front of you. Jumping into this shaft will also give you a moral point. Make your way through the shaft to the exit. Go left and enter the next shaft not far away. Thats the shaft with the key.

[KEY 1]



In the next area after going up some stairs, the Little Dark One will help you through the door. Take the first door on your left and hug the wall on your left. There is a crack in the wall which leads you to the diary note.

[NOTE 1 _34]



In the next area, if you go straight from that shaft exit, you will see a truck at the end of that hall. In the drivers seat is the key.

[KEY 2]



  • [+MP] In the third area where the reds are waiting, there is a another hidden passage entered through a circular manhole. There is a dead soldier at the bottom. Entering it earns a point.

The moral point above is located from the key picture position, if you turn around you, bit further on your right.
In the same area as you make your way to the next one, you should see a safe box on your right.

[BOX 2]



  • [+MP] In the fifth area where the Reds are waiting with three to four snipers, there is a hidden passage that can be reached by the catwalks above the metro cars or by stairs at the back of the room. Entering this passage earns a point.
  • [+MP] Knocking Lesnitsky unconscious earns a point.

  • [-MP] Kill Lesnitsky.
26. THE DEAD CITY
From the starting position, when you enter the building on your left, you will come to some small stairway. On top of it is the safe box.

[BOX 1]



[KEY 1]
If you go through the door in the same stairway and you take the first door left, you will find the key hanging from a toilet cistern.



Going through the other door will lead you to the room with a red mat table. The note is located on the other smaller table behind the big red one.

[NOTE 1 _35]



After this part and once you are out of the building again, you will see your first vision. You need to see all seven visions for the Back to the past achievement.
After the first vision, continue your way through that hole on the ground to the next courtyard. Once out, turn right around you and enter the building there. You will hear a piano playing. Go up the stairway and enter the appartment on your right. In one of the rooms, there is a piano where the second vision will occur.
The third vision with the car will occur through the story progression.
Right after that vision, turn left and enter the building there. Go up some short stairway into the appartment on your right. a vision of a woman taking a shower will occur.
The fifth vision is also part of the story.

  • [+MP] Do not kill the watchmen in the area with the ladder that Artyom must climb. The point is earned at the top of the ladder. The watchmen aren't hostile and leave a blue-green trail when the Little Dark One augments your vision.

  • [-MP] Kill the watchmen in the area with the ladder that Artyom must climb. Sometimes the Little Dark One says that they are just going somewhere.

Once on top of that building, you will see a demon nest at the other end of that rooftop and diary note. You can pick the note while crouching, the demon will not attack you.

[NOTE 2 _36]



  • [+MP] Do not kill the demon on the rooftop protecting her nest, or her baby. You will gain the point after going down the stairs, and jumping through the hole in the floor.

  • [-MP] Kill the demon of the rooftop protecting her nest. The Little Dark One will ask Artyom why he killed her.
  • [-MP] Killing the baby demon will lose another one and a remark of the Little Dark One if Artyom would do the same to him.

Sixth vision ocurrs after the demon part, go down the stairway and into a side room on the left where you will find a small child crying.
The last vision is story related and once it occurs, you should get both moral point and Back to the past achievement.
27. RED SQUARE
Right at the beginning, there is a note inside a grave on your left.

[NOTE 1 _37]



  • [+MP] At the beginning of the level when the watchmen are growling from atop the Saint Basil's Cathedral, don't shoot at them. The point is earned as they begin to go inside. Climbing the staircase into the cathedral to an area full of skeletons earns another point.

  • [-MP] Enter the St.Basil's Cathedral before the watchmen go away.
  • [-MP] Shoot at the watchmen on St.Basil's Cathedral before they go away.

  • [+MP] While following the Little Dark One through the storm, Artyom will come across a watchman kneeling over a skeleton. The Little Dark One will say he's simply afraid. Leaving him be will earn a point as soon as Artyom enters the next area.

  • [-MP] Killing the watchmen kneeling over a skeleton when following the Little Dark One through the storm.

  • [+MP] In the ruined sewer area, a group of three watchmen will slowly approach, but again the Little Dark One says they won't attack unless provoked. Leaving them be will earn another point.
  • [+MP] In the same area, you can see a corpse down a hole. Reach it to gain another point, but taking too much time will cause the watchmen to attack.



From the picture above, drop down and hug the left wall. You will find a tunnel entrance. Follow the tunnel all the way until you reach mausoleum doors. Go left and up the stairs, then turn right and you will find the note right under the casket.

[NOTE 2 _38]



  • [+MP] Save Pavel from the damned souls. The Little Dark One will then remark that now he understands what forgiveness is.

  • [-MP] Leaving Pavel with the damned souls causes you to lose a point. The Little Dark One will tell you that he will remember that you couldn't forgive..

The negative point above will unlock Revenge achievement. However like stated before, I recommend doing this on your spartan playthrough.
28. THE GARDEN
  • [+MP] Near the beginning of the level, there is a path leading towards a hole in the right-hand wall, into a flooded store with can alarms and a safe. Entering this area earns a point.
  • [+MP] At the same split where you can reach the flooded store, you can also turn left, crossing a log and a flooded pipe. Right after the pipe will be a tripwire; disarm it or avoid it, then crouch ahead and you will receive a moral point.



As above noted, if you enter right from the picture above you can find a safe box left in the room behind cobwebs.

[BOX 1]



Also from the picture on top if you go over the same rails, at the very end you can see the path on the right under the water. Go over to some tree and then jump into the water at the end. You will emerge right at the other side and a bit further the path you will find the key.

[KEY 1]



Now you need to find your way around to the safe box again.

  • [+MP] Do not engage any watchmen and just sprint to the small passage to next area where Artyom must crouch. A moral point will be gained when you enter this passage. Just after a moral point is added, you will see baby bears.

  • [-MP] Shoot any watchmen before Artyom must crouch to a small passage.

Right after this part you can find your first note on your left, on the ground.

[NOTE 1 _39]



  • [+MP] Kill the Watchmen attacking the Bear after the fight with Artyom. Do so quickly or they'll kill her (this will also unlock Forest Guardian achievement).

As stated before you should do this one if you are on your survivor playthrough.

  • [-MP] Leave the clearing without killing the watchmen on the bear's back.

After this part you will come up some stairs leading to the end of the chapter. At the top of the stairs on your left is the note.

[NOTE 2 _40]

29. POLIS
After going through the cleaning and the checkpoint, the note is on your left on a couch.

[NOTE 1 _41]



  • [+MP] After the Little Dark One grabs general Moskvin's hand, there's a dream sequence that requires you to open doors. Watch the scenes behind the doors until the door shuts itself. You'll receive the moral point after the door closes on general Moskvin apologizing to a picture of his brother.
30. D6
Where you exit the train, Miller will have a motivational speech, the note is on your right, on a radio table.

[NOTE 1 _42]



At your last stand, the note is on your right on some ammo crates.

[NOTE 2 _43]



Congratulations! Picking that note up should give you your well deserved Published achievement.

Depending on your playthrough you should get both playthrough and the ending achievements after the final cut scene.

  • [+MP] One final point is awarded if the Little Dark One prompts the Redemption ending.
DLC Achievements
You can access DLC map by going Chapters then press Q (New Missions). Now, the only ones I consider a bit harder are Kshatriya and Test Complete achievements. Other ones are quite straighforward and a lot easier to do.
  • Saboteur
    - Complete the SNIPER TEAM level.
  • Kshatriya
    - Complete the KSHATRIYA level.
The difference between this one and the other maps is because this one is not linear as other ones. You need to collect artifacts and as you wander around you will unlock certain doors which serve as a shortcuts to certain areas. Your goal is to grab a secret metro map. Returning that one to your base will net you the achievement. Artifacts are randomized, so there are no exact locations for all of them. Also you will be introduced new incendiary rounds which can be used by your starting gun and SHAMBLER shotgun, so I recommend you saving some MGR for the Shambler. Also, save money to get Hazmat Suit as soon as possible, because you will use a lot of filters and they increase in price after each purchase. Each time you unlock some distant checkpoint (doors) I recommend returning to base to save. Please take note that you will get ambushed by nosalises every time you return. You can save by accessing the save doors on left backside of the base. Also, be sure to grab the lightbulbs on your way out as you can use them to track your progress through the level.
  • Hail Reich!
    - Complete the HEAVY SQUAD level.
  • Through the Fire
    - Complete the SPIDER LAIR level.
  • Developer
    - Spend 1 hour on the DEVELOPER level.
This one is cumulative, you don't need to do it in one go. However if you want, you can simply stand idle there and do nothing for one hour.
  • No Way Out
    - Complete the KHAN level.
  • The Sunset of Hope
    - Complete the ANNA level.
  • Test Complete
    - Complete the TOWER level.
I can't give you exact guide for this one unfortunately. It IS hard to beat all 5 rounds but it is still doable. However, always choose Normal difficulty (doors on your left) and choose the weapons which you are the most comfortable with. When dealing with humans I recommend using longer range weapons and use a lot of cover. Try going for headshot to conserve ammo. As soon as you grab some MGR I recommend getting AI allies. However you need to support them as well, as they will get killed fast and you can't reacquire them again. For nosalis rounds, use assault rifles, shotguns and a lot of grenades, as well as AI allies.
  • Heads Up!
    - Complete the PAVEL level.
This one is also quite straightforward to do. Navigate through the level and kill enemies either with guns or use stealth techniques. There are a few safe boxes scattered around as well. They are not required for any achievements but I am pretty much sure the count for Master Thief achievement as well. However, for all you completionists out there, here they are:
--. PAVEL
[BOX 1]
Where you pick up the knife. The safe box is in the wall in front of you. You can get the key in the next hallway. It is on the table on your left.



[KEY 1]



[KEY 2]
Where you enter the next area, you will see two bandits talking to each other on your right. In the far right corner there is a little ramp up with a lamp on top. Go through there into the next room and you will find your key there, sitting on the shelf.



[BOX 2]
Again from where you enter, the safe box is on the left side of that very same area.



[KEY 3 + BOX 3]
The key and the safe box can be found next to each other. Just refer to the picture below.



[KEY 4]
Also from key and safe box location 3, you see the stairs on that picture. Go up the stairs and across the room, turn left and go into some sort of control room. You can find the key on that console in front of you.



[BOX 4]
The safe box is on that same level through the doors youve just unlocked from said control room.



[KEY 5]
From where you enter cave, go straight and left. You will see a shed with a bright white light coming out of it. Inside is your next key.



[BOX 5]
From where you've entered the said shed, there are stairs on your right. Go up and across the rooftop of said shed and you will see another small shed in front of you. The safe box is inside.



[KEY 6]
Again from cave entrance, if you take the left route and across two small bridges, you need to go right. The doors you can see on the picture below are where you need to exit cave area. Notice the key in my crosshairs.



[BOX 6]
Same doors as above, safe box is on your right across the small bridge.



[KEY 7]
As soon as you go through the already mentioned doors, go right and down the stairs to find your next key.



[BOX 7]
Once you make your way around that generator room and into the next hallway just behind wire trap, notice the rebar doors in front of you. The switch to open them is on the right wall from the entrance. Inside is your safe box.



[KEY 8]
Again, once through the door to next area, turn right and the key is hanging on some metal construction.



[BOX 8]
As soon as you go through rebar doors, the safe box is on your left.

Changelog
23/02/2016
  • Published the first version of the guide.
07/03/2016
  • Added info on DLC achievements.
  • Added separated entry for keys and safe boxes for PAVEL level.
  • Guide is now complete.
Počet komentářů: 87
T9 29. zář. 2024 v 15.29 
Any differences to complete Edition?
47 27. pro. 2023 v 3.15 
Thanks for the guides. I chose to follow yours as they're easier to follow and they're split into spartan and survivor, which is good.
Sarhoş 11. zář. 2023 v 11.48 
Thanks for the guide and you can get Cheers at Venice
Ghost Leaf i 1. zář. 2023 v 19.22 
Can't seem to get Cheers after getting the 3 drinks in Chapter 15 Venice.
Nomad 10. kvě. 2023 v 14.02 
This guide is godlike!
CV-6 Supremacy 17. led. 2023 v 0.17 
Thank you so much for your guide! I was able to get 100% thanks to you! Very good guide.
skulls.505 24. říj. 2022 v 16.00 
Thank you so much! :mllrmask:
Indie_Kickz 23. říj. 2022 v 22.23 
You should probably mention that near the end of Chapter 13, "Bandits," it is possible to entirely miss the last bandit camp and accidentally proceed to the next mission without getting a chance at obtaining the "Commando" achievement as well as the final note for the level.
Coagulant-13 12. zář. 2022 v 11.55 
I get a consistent crash on the Khan DLC. Whenever I enter the vent with Khan, it crashes, every time. How did you solve it?
caterpillargod 26. čvn. 2022 v 1.43 
How to get to the guard room?