Metro: Last Light Complete Edition

Metro: Last Light Complete Edition

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100% Achievement Guide: Metro: Last Light Complete Edition
By Sir Packet Lossalot
This is a step by step guide to unlock 100% of the achievements in the Complete Edition. As there was no guide for this version of the game when I got my hands on it, I had to create it on my own. I had borrowed a carcass of Cynic 0055 guide to the Redux version so I wouldn‘t have to rewrite the 70% of the text myself. Everything related to Complete Edition I have added or altered myself. This version of the game has 30 more achievements than the Redux version, so it takes a bit longer to complete the game. The complete list of the added achievements is below.
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Introduction
We will have two playthroughs, one completely non-lethal run on Easy with stealth focus, and another Ranger Hardcore kill-all run.
Unlike Redux, we will NOT have to search for keys and safes, burn cobwebs or hit every lever in the game. We will HAVE to disarm trip wires, unscrew light bulbs and destroy them as well.

The guide contains MAJOR SPOILERS
List of added achievements
Here is the list of achievements, which are included in Complete Edition and cut out in Redux:


Survivalist: Complete the game in Ranger Hardcore.


Ranger Elite: Complete the game in Ranger Mode.


Shadow Ranger: Complete the game without killing any Humans unless forced to.


First Draft: Write 10 of Artyom's hidden Diary pages.


Gunslinger: Kill at least one Enemy with each Weapon available in the game.


Nobody's Home: Ignore the Phone Call in the Anomaly.


Inferno: Set 2 Enemies on fire at once.


Businessman: Make 100 Purchases.


Walking Bank: Collect 1000 Military Rounds.


Tesla: Break 50 Lights.


A Present: Take the Custom Pistol from the Locked Box.


True Spartan: Hold the Platform without dying.


Soup: Kill 5 Shrimp with Grenades.


Forgotten: Find the Hidden Ammo in the abandoned part of the station on the QUARANTINE level.


Bloodlust: Kill all the Reds on the THE CHASE level.


Diver: Fall in the Swamp 10 times.


Weapon Smith: Install all possible Customizations for a Weapon.


Musician: Use all Musical Instruments in the game.


Equipped: Find all Equipment Stashes in the swamps.


Van Helsing: Kill a Demon with the Helsing.


Artifact: Find 30 artifacts.


Sniper: Kill 10 enemies with headshots using your sniper rifle.


Hom o Homini Lupus Est: Kill 100 enemies with heavy weapons.


Willpower: Сomplete at least one HUGE mission.


Arachnophobia: Kill 20 spiders with your flame thrower.


Specialist: Complete the SHOOTING RANGE and ARENA.


Developer: Spend 3 hours on the DEVELOPER level.


Safe Cracker: Open 8 safe boxes on the PAVEL level.


Hunting: Kill 20 Nosalises on the KHAN level.


Eagle Eye: Kill more Watchmen than Artyom does.
Weapons list
As in Metro 2033, we will have to get a kill with every weapon available in the main campaign for the Gunslinger achievement. We will manage to get this in the first non-lethal run. I recommend you to copy this list and keep as a checklist so that you cross out the weapons you had made kills with. The list has Russian naming as well for conveniency.

• Trench Knife – Нож
• Throving Knives - Метательный нож
• Bastard - Ублюдок
• Lolife - Подонок
• Revolver - Револьвер
• Kalash - Калаш
• Kalash 2012 - Калаш 2012
• VSV - ВСВ
• Preved - Превед
• Valve - Вентиль
• Ashot – Ашот
• Duplet - Дуплет
• Saiga - Сайга-12
• Shambler - Убойник
• Helsing - Хельсинг
• Tikhar - Тихарь
• Gatling - Гатлинг
• Claymore Mine - Противопехотная мина
• Grenade - Граната
• Incendiary Grenade - Зажигательная граната
Before we start
The guide contains info about unlocking Gunslinger achievement by describing where you can find the weapons without purchasing them at the vendors. You can purchase the missing ones if you want of course. The guide will also indicate when you need to perform the kills.

IMPORTANT. During our first playthrough we will be going for the Shadow Ranger achievement, therefore you cannot kill any human enemy. You cannot accidentally or intentionally kill a human. Killing someone and then loading previous save file will lock the achievement and you will have to start a New Game to get the achievement, so make sure you do not kill any human. Only on level D6 will you be allowed to shoot down the tank and kill the flamethrower guy. Some say, kills on Chase, Red Square, and D6 do not count against the achievement, you can try it on your own risk. Still, it is better to just rush to the enemies and knock them out, that‘s why this playthrough is on Easy difficulty.
Sequence 1: Fading Fortunes
1. Complete Sparta, Ashes, Pavel, & Reich
2. Notes: 4/43
3. Moral Points: 8/98
4. Musical instruments: 2/17
5. Achievements: 4/70

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Sparta:

MP #1: At the very start of the Level, play the guitar in Artyom's room for a Moral Point.

MI #1: Playing the guitar gives us a musical instrument point.

MP #2: Wait inside Artyom's room & listen to the man playing a guitar across the hall for a few minutes for another Moral Point. (2-4ish)

MP #3: Now walk outside Artyom’s room & listen to the two Rangers discussing the significance of D6, one of them is in a wheelchair.

MP #4: Proceed to a room with two people playing checkers. There's balalaika behind them. Play it to get a Moral point.

MI #2: Playing the balalaika gives us a musical instrument point.

Gunslinger: Make sure you leave the area with Valve and Revolver.


Achievement #1 – Rabbit: Complete training sequence in the Sparta Level.
Leave the Weaponsmith & walk over to the shooting range. Complete the Tutorial to unlock this Achievement.

Note #1: After you are briefed by Miller, follow Anna out of the office towards the elevator. You will find the first Note on a chair just to the right of it.

Ashes:

Gunslinger: kill Watchmen with Revolver and Valve

MP #5: At the start of the Level, walk to the back of the train near the rear control console for a Moral Point.

MP #6: Once you & Anna reach a ladder, continue past it down the right further into the tunnel. Burn some cobwebs to get at the corpses to find a Moral Point.

Note #2: After receiving the Moral Point for the corpses, look to your right in the same area. The Note will be on the ground in the back right corner beside a corpse in a blue coat.

MP #7: Once you reach the surface follow Anna towards the ruins. Stay with her until she begins climbing to her sniping position for a Moral Point.


Achievement #2 – Not A Rabbit: Finish the Ashes Level without taking a hit.
Do not get hit by any Watchmen in this first encounter to unlock the Achievement. This may take a few tries, if you get hit just reload the last checkpoint BEFORE you kill them all otherwise it will save after you’ve fought them. There is around 10-12 Watchmen, just remember to always reload your weapon at a break in their waves. The Achievement won’t unlock until after you beat the Level. If you succeeded, Anna will ask if you are alright & say “Maybe you are more than a rabbit after all.”

Pavel:

Remember, do not kill any humans, only knock them out.

Note #3: After the section where you & Pavel climb up the ladders in the prison block, you will climb through a pipe that leads to some Throwing Knives. Take the knives & turn around, head straight down along the wall to find the Note sitting on some boxes.

MP #8: When you reach the set of doors that you need to tandem open with Pavel, go to the right into the control room instead. Pull the small lever near the Nazi that is sitting down, releasing all the prisoners & receiving a Moral Point.


Achievement #3 – Freedom!: Free the Prisoners on the Pavel Level.
When you pull the lever to release the prisoners back in the cell block it will unlock this Achievement.

Reich:

Do not kill any human enemies, we can only knock them out.

Note #4: As soon you begin the Level, head straight past the fence walls, the Note will be on a table to the left of the escalators.


Achievement #4 – Clean Escape: Escape the chasing Nazis on the Reich Level without being caught once.

During the chase sequence when Pavel disrupts the Fuhrer’s speech, do not get caught by any of the Nazi’s. If you did this successfully the Achievement will unlock after you board the rail cart & drive away.

Negative Moral Point: When you climb aboard the rail cart there is a Nazi who surrenders after the chase sequence. When you regain given control of Artyom, DO NOT kill him as it will result in a Negative Moral Point towards the “Evil Ending”.
Sequence 2: The Two* Musketeers
1. Complete Separation, Facility, & Torchlight
2. Notes: 9/43
3. Moral Points: 19/98
4. Musical Instruments 3/17
5. Trip Wires: 1/10
6. Achievements: 7/70

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Separation:

This is a total stealth Level; you must complete it without killing anyone or raising the alarm to unlock Invisible Intruder Achievement. Knocking people out is allowed & will not void the Achievement. If a guard flicks his light on or starts patrolling, you have most likely been discovered & failed the Achievement.

Note #5: After Pavel is captured & you enter the compound beyond the mechanical doors, you will found the note located on the 2nd floor of the guards building on the computer panels.

Negative Moral Point: You will open a door after completing the guard compound section & a man lying on a bed will see you & surrender. Being seen by him is guaranteed but doesn’t void Invisible Intruder Achievement. DO NOT kill him as it gives you a Negative Moral Point towards the “Evil Ending”.

Note #6: After the man on the bed surrenders, look to the left inside the same room & you’ll see the Note on top of a dresser.

MP #9: If you did not kill anyone on this Level, you will unlock a Moral Point after passing the surrendering Nazi & climbing through the open grate.


Achievement #5 – Invisible Intruder: Complete the Separation Level without killing or raising the alarm.
The Achievement should unlock once you enter the vent if you were successful. If it did not unlock, you will have to restart the whole Level unfortunately.

Facility:

Once again, for this Level you must beat it without killing anyone or raising the alarm to unlock Invisible Saviour Achievement. Again, you can knock people out, just do not kill them & do not cause them to start searching for you or even see you.

MP #10: When you begin the Level after Artyom exits the air vent, round the corner & watch the scene where a Nazi punches another soldier in the face & berates him for a Point.

MP #11: After the last Moral Point, head down the hall & listen to the conversation between two Nazis talking about a stashed custom weapon.

MP #12: After they finish their conversation, follow the Nazi heading back to the locker room & when he opens his locker, knock him out & take the weapon.


Achievement #6 – A Present: Take the Custom Pistol from the Locked Box.
Picking up the weapon from the locker unlocks this achievement.

MP #13: Now head back to the main room & take the metal stairs leading up above the center chamber. Listen to the two Nazis on the catwalk fixing the light system.
MI #3: In the main area, where you have seen a soldier being brutalized by his allies, the accordion is on a stool by a table and some bunks.

MP #14: When you go & open a door, the Nazi who was being bullied previously will be crouching on the ground inside a freezer. He will see you, but like the Reading Nazi who surrendered on the last Level, this guy is alright too. If you leave him be you will receive a Moral Point when you exit through the vent on the other side of the room.

Negative Moral Point: If you’re a (censored by Steam) & kill the Nazi in the freezer room, you will get a Negative Moral Point towards the “Evil Ending”.

MP #15: After the vent, you will enter a room full of plants & bathtubs. Carry on into the next area & over a rickety bridge. On your right there’s an air vent next to the guy in a chair. When you enter it you will receive a Moral Point.

Note #7: At the far end of the room is a small metal cage area you have to take a set of stairs to get up to. The lever to open the door to progress is here however if you turn around to your left there is another small room. The Note is to your left on a table.

MP #16: When you exit through the metal door & approach a Trip Wire, if you haven’t killed anyone you will trigger the next Moral Point.

Trip Wire #1: Be sure to disarm this Trip Wire as we will need 10 of them for the Ever Vigilant Achievement.


Achievement #7 – Invisible Savior: Complete the Facility Level without killing or raising the alarm.
When you exit through the wall & get the cinematic of Artyom climbing you should unlock the Achievement if you successfully fulfilled it.

Torchlight:

Gunslinger: Head down tracks & check body on left side of tracks there is an Ashot with an extended barrel. Next Doorway on left has a Lolife on floor - pick them up.

For this Level, remember to cause the Spiders to go belly up with your Flashlight before you kill them.

MP #17: Drop down from the grate & follow Pavel down the cobweb filled corridors. When you reach an elevator look to the left of it & burn the webs away. You will find a small stash of ammo & a Medkit next to two skeletons as well as a Moral Point.

Negative Moral Point: In the elevator with Pavel, leave your flashlight on throughout the ride otherwise you’ll earn a Negative Moral Point.

MP #18: When attacked, fending off the Spiders with Artyom's flashlight in the elevator earns a Moral Point.

MP #19: As soon as you exit the elevator Pavel will be attacked by a Spider. Kill it quickly to earn a Moral Point.

Note #8: When you climb on top of the train, Pavel will save you from a Spider. As soon as you regain control, you will see the Note is right in front of you on the ground.

Note #9: After Pavel stops at the door, he tells Artyom to find a way to open it. Follow the path down the right & in a small space to your left there will be a dead body with a Note on it.
Sequence 3: More Like Cardinal Richelieu…
1. Complete Echoes, Bolshoi, & Korbut
2. Notes 13/43
3. Moral Points: 36/98
4. Musical Instruments: 7/17
5. Trip Wires: 1/10
6. Achievements: 11/70

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Echoes:

Gunslinger: Do not get the Duplet here, just stick with the Lolife and Ashot to kill the Watchmen.

Note #10: As soon as the Level begins, you will see a Note on your left lying on top the bar counter.


Achievement #8 – First Draft: Write 10 of Artyom's hidden Diary pages.
Unlocks after collecting 10th note.

MP #20: After you & Pavel reach the surface you will walk down an airplane wing down to the ground, turn left & look for a sewage pipe. At the end of a pipe is a skeleton & a Moral Point.

MP #21: After leaving the pipe, walk to the far left corner of this first area towards the downed blue plane. The skeleton lying right in front of its opened side will give you a Moral Point.

MP #22: When you enter the old train station, you’ll come across a skeleton with spiders on it. Artyom will crush one off his mask. Once you regain control, walk a little bit more forward & enter a room on your right with a blood trail leading into it. Entering it earns a Moral Point.

MP #23: Enter the service room further down the tunnel. Take the Duplet on the table for a cinematic & of course, a Moral Point.

MP #24: Letting the Watchmen herd pass by without being spotted earns you a Moral Point. If you alert the Watchmen however, you will earn a Negative Moral Point so be careful!


Achievement #9 – Mouse: Complete the Echoes Level undetected by the Watchmen.
When you find the herd of Watchmen running in front of you at the end of the station, don’t shoot them & let them pass to earn this Achievement.

MP #25: Walk into the plane by opening the emergency door with Pavel. As you walk down the isles with him, you will have hallucinations of the passengers. Walking towards the cockpit will earn you a Moral Point.

Note #11: Near the entrance to the cockpit, when you leave the last rows of isles behind, you can see this Note laying on the floor to your right behind a spider web. Burn the web & pick it up.

The Note can also be collected after seeing the flashback of the crashing plane. You can grab it before or after helping Pavel with his mask, just don’t forget to pick it up if you wait till then.

Bolshoi:

MP #26: Pavel will lead us out to some train tracks. Before following him right, stop & listen to the family members & the guards speaking to one another at the end of the line for a Moral Point.

MI #4: Before entering the improvised door, covered by cloth, there‘s a balalaika to the right of you by the benches. Play it to earn musical instrument score.

Note #12: After passing the train tracks, head through the fabric cover at the checkpoint to see the Note on a bunk bed on your left.

MP #27 / #28: Passing the checkpoint & just before walking into the bar, you will see a beggar sitting on the ground. Put a big fat Bullet into his collection box to receive a Moral Point. Putting another Bullet into his box after listening to him speak will award you a second Moral Point as well...

MP #29: Walk into the bar & stand beside the two gentleman sitting at a table to the right of the bar. Listen to their conversation to earn a Moral Point.

MI #5: Proceed a little further down the hall and you will find a guitar leaning on a chair to the left of you. Play it for another point.

MP #30: Carry on a little ways out of the bar & listen to the two stalkers telling Katja that her husband was killed by a Demon. Listening earns you a Moral Point.

MP #31: Watching him till he gives up earns you another Moral Point.

MP #32: After watching Mischa turn around and listen to the two children speaking. When they finish, follow them to the train tracks, all the way to the couple sitting behind a fence. Listen to them talk about the army to earn a Moral Point.

Alternatively, you may be able to listen to them speak right at the start & wait until the children arrive to receive the Moral Point. I am not sure if the children are the same ones that were listening to Mischa or not...
Proceed further into the market. You can sell the excess ammo you‘ve got and extra weapons you had already kills with. This would give us extra cash toward the 1,000 bullets achievement.

MI #6: It is lying on the last market stall on the left, by the entrance to the theatre area.

Note #13: Enter the theater area through the left entrance & you will see the Note sitting on a bench to your left.


Achievement #10 – Parton of the Arts: Watch the entire Theater Show on the Bolshoi Level.
The whole show takes about 10 and a half minutes so either sit & enjoy the show… go make some food or stare at your phone. Whatever you do, if you come back & the announcer is just standing off to the side, check your Achievements & you will have it in no time.

MP #33: Watching the entire theater show earns a Moral Point as well.

MP #34: As you enter the backstage area with Pavel, listen to the dancer talk about another girl’s boyfriend to earn a Moral Point.

MP #35: When you leave the backstage area, Pavel will walk towards a table in red. Instead of joining him, carry on past the trains on your right till you come across two ladies in a bathroom. Listen to their conversation to earn a Moral Point, because Artyom knows being a peeping tom is very morally just…

MI #7: Before joining Pavel at the table, look to the right and you will see a Balalaika on the floor. Even though it sounds like a Guitar, play it to earn a Musical Instrument point.

Korbut:


Achievement #11 – Within a Hair of Death: Escape from the Red Line on the Korbut Level.
Story Related. After Lenya frees you from the Reds at the start of the Level you will unlock this Achievement.

MP #36: As you are crawling through the vent, stop & listen to Moskvin & Korbut’s conversation.
Sequence 4: A Kindness Repaid
1. Complete Revolution
2. Notes: 17/43
3. Moral Points: 42/98
4. Musical Instruments: 10/17
5. Trip Wires: 1/10
6. Achievements: 13/70

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Revolution:

Gunslinger: Check the locker when you retrieve your gear: there is a Duplet here if you look carefully. When you meet the first enemy soldiers, wait for the first one to go down the stairs and knock out the other two. Pick up Kalash.

Beat this Level without killing anyone or raising the alarm to unlock the Invisible Soldier achievement.

MP #37: Leave the storage room you start in at the beginning of this Level & go downstairs to listen to the guard reporting in on the intercom. Do not knock him out until he has finished.

Note #14: To the left of the guard, where he was speaking to an intercom, there‘s a Note lying on a table.

MI #8: Behind the same table, on a chair, is a Balalaika, play it.


Achievement #12 – Edison: Turn off 40 Lights without breaking them.
I unlocked this Achievement during this. You might have unlocked it earlier or will unlock later, it depends whether you were restarting levels a lot as I did.

MP #38: After entering the first large room, keep to the right & you’ll climb along a few boxes. Enter a vent and keep moving until you enter another room. In this room, on the left side you will find a door. Go through the door & you will end up in a barracks. Listen to the two Reds talking about the Level Front Line from Metro 2033.

Note #15: In the next room with the Red doing pull ups, you will find the Note on a shelf to your right.

MI #9: In the room to the left of the guy doing pullups, there‘s a soldier sitting in front of a piano. Play it for a musical instrument point.

MP #39: Go further through the large metal door to re-enter that large room, sneak around to the far right near an engineer working a crane. Listen to him talk with another soldier before he goes & takes a smoke break for a Moral Point.

Gunslinger: Proceed to the door to your right. Climb the ladder on the right side of the large room you enter and proceed to the other side of the room on the catwalks. Turn left and you will find Tikhar.

MP #40: Listen to the soldiers complete their four tests up in the control room. Sometimes the engineers are not proceeding to the 4th checkup place. Try going down the underground tunnel and follow the engineers then. When they call a smoke break you will receive a Moral Point.

Note #16: Move to the far left area of the large room & climb a ladder up to a control room, you will find the Note on the computer panels next to the switch you have to pull to turn off the large fan.

MP #41: After climbing through the fan & entering the next room, listen to the two soldiers below you talking in front of a desk.

Note #17: After listening to the soldiers’ conversation, climb down the ladder & pick up the Note that will be on the desk they were in front of.

MI #10: Go to the exit door at the end of the new large room, there you will find a locker with an accordion inside. Play it.

MP #42: Exit through the door, listen to the conversation between the machine gunner & a soldier for a Moral Point.


Achievement #13 – Invisible Soldier: Complete the Revolution Level without killing & raising an alarm.
Once you exit the tunnels & leave through the vent at the end of the Level, you should unlock the Achievement if you completed this Level successfully.
Sequence 5: All Aboard
1. Complete Regina
2. Notes: 18/43
3. Moral Points: 49/98
4. Musical Instruments: 11/17
5. Trip Wires: 1/10
6. Achievements: 16/70

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Regina:

For the Scram achievement, we cannot let a single Watchman board the Regina at all for the entire Level. If any do, restart your last Checkpoint immediately, as if you progress too far accidentally a new Checkpoint will activate & you will have to restart the entire Level. To make things easier, you might want to use Military Grade Bullets in your Weapons to kill the Watchmen faster. I never do this as Bullets are scarce, but it may give you the edge you need if you cannot seem to take them down quick enough.

MP #43: After boarding Regina & exiting Andrew's home at the start of the Level, drive a little ways down the track & get out when the game prompts you to. Entering the area on your left with the lamp on the desk earns a Moral Point.

MI #11: In the same room you will find an accordion to your right, play it for a musical instrument point.

MP #44: A little ways down the tunnel, again to the left hand side there is a door under a flickering light with a mask hung up beside it. Enter through the door & past the Spider nest to get to a glowing red room at the end with a light switch.


Achievement #14 – Tortoise: Make 10 Spiders flip belly-up.
If you have been diligent with your Spiders, you may unlock this Achievement around here, if not, do not worry. Plenty more Spiders to come, you should be getting close.


Achievement #15 – Tesla: Break 50 Lights.
I‘ve unlocked this achievement at this point, you may have unlocked it earlier or will unlock later, no worries. Just make sure you shoot or knife every light source on your way. You can leave the lights be on stealth levels, you will have plenty to destroy in other chapters.

MP #45: Continue onward for a time down the tunnel before finding another doorway on the left with glowing green mushrooms growing off it. This doorway leads into a partly submerged area. Follow it to the end & at the back on the right will be a room with some ammo & a skeleton where you’ll receive a Moral Point.

Gunslinger: Inside the flooded room Bastard on a corpse‘s back. Swap it with the Tikhar. Don‘t worry, we will come back for it later.

MP #46: Carry on down the left path after flicking the switch back, stop Regina just at the next intersection & climb out. Head left through the broken train & earn a Moral Point when you reach the end. Watch out behind you though!

MP #47: Just before you start pushing the train with Regina stop & go to the right side of the tunnel through a doorway where a gas mask hangs from the wall with a filter. Enter the passage & witness a Watchman run away to earn this Moral Point.

Gunslinger: Kill the Watchmen here with the Kalash and Bastard. Inside the room there is a Shambler, pick it up. Now go all the way back to get the Tikhar.

As soon as you start pushing the train WATCH OUT! Watchmen will drop behind you & you cannot let them board Regina or it will void the Scram achievement. I would recommend switching to Premium Ammo if you have a good supply, just helps kill them that much faster.

Gunslinger: You will be attacked by Watchmen from behind - kill them with Tikhar and Shambler.

MP #48: A ways down the tunnel after the second wave of Watchmen while your pushing the train you will see a doorway on your right (if you’re looking behind you). This area is filled with shadows & at the end of the room you’ll receive a Moral Point.

MP #49: After the third wave of Watchmen, you will eventually come to a doorway on your left (if your looking backwards) that is marked by some green glowing mushrooms. As you’re making your way down the flooded tunnel, you’ll receive this Moral Point just before reaching the dead end.

Gunslinger: You will find watchmen in this area, kill one with the Trench Knife. You can shoot them with other weapons just to injure them so that knifing would be easier. Also try to get a kill with Throwing Knife, and Grenade as well with the similar tactic.

Note #18: In the same area at this dead end, you will find this Note is at the back of the room on a dead body.


Achievement #16 – Scram: Kill the Watchmen attacking the Railcar without taking any damage on the Regina Level.
Be sure to restart right away if any Watchmen board the rail cart because if you finish the sequence & fail, you cannot reload your Last Checkpoint. You will have to restart the whole Level which can be very frustrating. There are Checkpoints along the way that you will reload to, the Note will stay collected as well which is nice, but you may need to re-grab Moral Points if it takes you to before you found them. It will unlock after you push the train to the end & have to change directions of the tracks.
Sequence 6: Surfacing - Part 1/2
1. Complete Bandits, Dark Waters, Venice, Sundown, & Nightfall
2. Notes: 25/43
3. Moral Points: 63/98
4. Musical Instruments: 11/17
5. Trip Wires: 9/10
6. Achievements: 24/70

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Bandits:

Do not be discovered by the bandits & save all the refugees without any of them dying on this Level for the Commando Achievement. Also, we cannot kill any human enemies, only knock them out.

MP #50: When you first begin the Level, turn around & crawl under the wooden beams behind Regina. A Moral Point is earned after discovering the skeleton there.

MP #51: After crashing through the wall & meeting the refugee caravan, stick around & listen to their conversation to earn a Moral Point. The last conversation is of a woman whose husband was taken by Nazi’s.

Sell your weapons and all the ammo you had to get us closer to the 1,000 bullets achievement. We will find new weapons and ammo by knocking out enemies further on.

MP #52: Drive down the tunnel until you see tunnel on the right just before the large passageway, this will lead to a series of abandoned train cars. A woman is crying for help & about to be raped by two bandits. Knock them out before they kill her to earn a Moral Point.


Achievement #17 – Walking Bank: Collect 1000 Military Rounds.
This should be the earliest moment where you could earn this achievement. I did it by making a few runs to sell the weapons of the bandits to the refugees at the beginning of the level. It is definitelly not necessary and you would collect the 1,000 later on, but I just love seeing cash flow.


Achievement #18 – Businessman: Make 100 Purchases.
You can also get this achievement here after collecting 1,000 military rounds. The easiest way to do it is to buy and sell Throwing Knives, because their buy/sale price is equal to 1.

Gunslinger: At some point you will find Ashot on one of the knocked out guards, pick it up.

Note #19: As you continue down the right tunnel from the main chamber, you will come across some bandits & a tied up man. Be sure to untie him. Ride down across the radiation pools after he opens the path & there will be a bathroom on your right. Park the railcar further from the entrance, because soon after you enter, enemy guard will go investigate and them finding Regina might void Commando achievement. The Note is on the floor in the furthest right stall.

MP #53: As you pass through the metal gate & dispatch two patrolling bandits, get out at the junction & switch the tracks to the left. Get out at the dead end & walk up to the tram with all the dead refugees to unlock this Moral Point.

Note #20: Now head back & switch the tracks. You will hear screaming coming from a passage on your right. Go through the door & follow the path down past a kitchen until you come to a guy tied up just outside where a woman is being beaten, the Note is on a table behind him.

MP #54: Go through the door & rescue the poor woman & child being held in the last room of the bandit camp. The Moral Point is earned when the bandit threatening them is killed or knocked out.


Achievement #19 – Commando: Rescue the women & children on the Bandits Level without raising the alarm.
When you kill or knock out the bandit with the woman & child you should unlock the Achievement if you were never detected. Be sure you saved the other two refugees earlier on in the Level as well.

Gunslinger: After ramming the last barricaded exit with Regina, you will meet mutants. Get a kill with Ashot and Incendiary Grenade. To help with the latter, try landing a few shots to mutants to injure, but not kill them, and then throw the grenade to finish them off.

Dark Waters:

Note #21: As soon as you start the Level, turn around face the front of the boat, it’s on a box.

MP #55: A Morale Point will be earned at the end of the Level.

Venice:

Note #22: When you start the Level, there will be a man who jumps onto your boat. After the boat stops at port, follow that man back to his desk. The Note is to the left of him.

MP #56: Leave his office & turn left. Two children will be drawing on a wall near an alley, give a Bullet to a beggar in the middle of this alley.

MP #57: Directly across the river from this beggar is another alley near a boat where to men are pushing a pig in a crate. There is another beggar in this alley near a guitarist, be sure to give this guy a Bullet too.

Negative Moral Point: Taking the 20 Bullets located on-board the boat of a sleeping fisherman would result in a Negative Moral Point. The boat is on the left corner of the dock. Don’t take the Bullets, or you will get a point towards the “Evil Ending”.

MP #58: Turn around & head back the way where that man’s office is & head to the bar. Buy & drink the bartender's special, "The Bullet." But do not stop drinking here…

MP #59: If you drink all 3 shots, you’ll blackout. When you come to back at the bar, the place will be wrecked & the bartender will be pretty mad. Listen to him mumble & if you pay him 100 Bullets for the damage you’ll get a Moral Point.

MP #60: Pay 10 Bullets to use the shooting range & walk up to start shooting to earn this Moral Point.

MP #61: If you complete all three challenges at the shooting range, you will be awarded a teddy bear. Just what you’ve always wanted! Turn around & head down a nearby alley to return it to a crying child to receive the Moral Point.


Achievement #20 – Reunion: Find & return the crying child’s teddy dear on the Venice Level.
After giving the child his teddy bear back you will earn this Achievement.

Note #23: In the bottom floor of the brothel, there will be a tank with a spider. The Note is on top of it.

MP #62: Completing the Level without killing OR knocking out any of the bandits in the storage area, without being detected will earn you a Moral Point. You will receive it as you enter the door on the far side & meet up with Pavel.

Sundown:

Gunslinger: This is the best place to get grenade kills if you missed those earlier. Use grenades, incendiary grenades and Claymore Mines to kill the shrimp. Incendiary grenades will instantly kill any shrimp. The Amphibians will take more than a grenade to take down so fire at it first and lay down claymores while backpedalling.


Achievement #21 – Soup: Kill 5 Shrimp with Grenades.
We will need to kill 5 shrimp for this achievement. The kills have to be made one after another, without killing anything else in between or the counter would be reset. Don‘t mistake Shrimps with Amphibians though. Shrimps are the smallers ones, which spit at you from a distance.


Achievement #22 – Diver: Fall in the Swamp 10 times
The fastest way to get this achievement is to dive into the swamp 10 times with reloading. The first dive is always safe, but if you dive a second time in a short period of time – you will be eaten by a Shrimp. You can go through the level and once in a while jump into the deep water to avoid reloading, just make sure you count those jump and get the 10 before you leave the Sundown and Nightfall.
Sequence 6: Surfacing - Part 2/2
For the achievement Equipped, we will need to find 16 stashes in the swamps, first 9 are on the Sundown level, the rest 7 we will find on Nightfall. Collecting the stash is not required, the player only has to open the stash boxes for the achievement to count.

Equipped Stash 1/16: Head to the guard tower and pick up first stash

Equipped Stash 2/16: To the right of the guard tower, there will be metal garages, one of them will be open. Enter it, defuse the Trip Wire and collect the stash.

Equipped Stash 3/16: Continue to your right, you will see a white truck. Enter it from behind, defuse the Trip Wire and collect the stash.

Note #24: Continue to the left side of the map, you will find a tanker, behind of which will be a gas station. In the right side of the gas station, inside, you will find the Note on top of a desk.

Equipped Stash 4/16: Turn around and you will find a metal box on the ground in a corner with the stash inside.

Equipped Stash 5/16: Head outside from the side, that is closer to the Note that we have collected. Climb on top of the gas station to find another stash.

Equipped Stash 6/16: Directly in front of you, across the water, you will see a long building with multiple entrances. To the right side you will fine a hole in the wall with a Trip Wire in it. Disarm it and enter to collect the stash.

Gunslinger: In the same room we will find Kalash 2012, pick it up and kill a Shrimp with it.


Achievement #23 – Antibiotic: Kill 100 Mutants.
I unlocked this achievement at this point. You might have unlocked it earlier or will unlock later, no worries, we will have plenty of mutants to kill later on.

Equipped Stash 7/16: Now go to the landed plane, which is located on the other side of the map. Climb on top of the plane and go straight through plane wings. On the other side you will find a metal box in a corner of a brick wall, stash is inside.

Equipped Stash 8/16: Head inside the plane and go to the cockpit, you will find stash there.

Equipped Stash 9/16: The box is next to the generator that would power the ferry.

Nightfall:

Equipped Stash 10/16: As you start the level, directly in front of you will be a building. Go to the downstairs radiated area. You will find the stash at the end of the corridor.

Trip Wire #5 & #6: On the second floor of this same building, there are two Trip Wires side by side. Be sure to disarm them.

Equipped Stash 11/16: It will be located in the room where Anna is calling you on the radio. The stash box will be on the left side after you open the door to the room.

Note #25: The Note will be on the floor in the same room.

Equipped Stash 12/16: Leave the house and go straight forward, you will find a bus. Inside will be a box with stash.

Equipped Stash 13/16: Continue through the level. After you meet Bog Shrimp again and he charges you, you will find a truck with Ranger‘s symbol on the side of it. Inside will be a stash.

MP #63: When you reach the mall, get to the second floor and approach the entrance with Ranger‘s symbol on the wall, you will earn a Moral Point.

Equipped Stash 14/16: Enter the room, you will find a red box with a stash inside.

Trip Wire #7, #8, #9: On the other side of the escalators you will find three Trip Wires close to each other. Disarm them.

Equipped Stash 15/16: Next to the Trip Wires will be a room with a couch, you will find the stash in a yellow box on a small table.

Equipped Stash 16/16: As you exit the mall from the second floor, you will see a white truck with Ranger‘s symbol right below you. The stash is inside the truck.


Achievement #24 – Equipped: Find all Equipment Stashes in the swamps.
You should receive the achievement once you approach the boxes with stash in the last truck. If you don‘t – perhaps you missed one stash. Feel free to replay the level later on or find all the stashes in our second playthrough.
Sequence 7: Pandemic - Part 1/2
1. Complete Undercity, Contagion, Quarantine, & Khan
2. Notes: 29/43
3. Moral Points: 79/98
4. Musical Instruments: 16/17
5. Trip Wires: 10/10
6. Achievements: 30/70

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Undercity:

MI #12: At the start of the level, there is a Balalaika to the left of you, play it.


Achievement #25 – Weapon Smith: Install all possible Customizations for a Weapon.
You could have gotten this achievement as early as Faculty level by maxing out Lolife weapon, but I unlocked it here. The achievement is tricky, some attachments do not count for the achievement, such as Laser Sight, try changing it for something else and you should be able to unlock the achievement easily.

Gunslinger: You can buy Saiga at the vendor here, but it is not necessary. We will be able to find it on another level anyway. Use it against the first mutants you will come accross.

MP #64: After the attack at the Church, enter the catacombs below. There will be a body near a table with a radio. Play the tape recorder of the Ranger’s last words regarding the Reds taking Anna into the catacombs for a Moral Point.

MP #65: Walking a ways into the catacombs, Artyom’s electronics will get disabled. Carry on until you see ghosts in a tunnel walking around. A church bell will begin ringing, immediately stop moving & let the vision pass to earn a Moral Point.

MP #66: As you descend down the elevator, Big Momma will roar, & you will hear incoming Nosalis. You will gain a Moral Point after this event.

MP #67: After the elevator section, you will come across some blue pools. Two Nosalis will drop down & start heading down the tunnel. DO NOT SHOOT THEM. Follow behind them & when you see them joining a larger herd you will receive a Moral Point.

MP #68: You will earn another Moral Point witnessing the whole herd move past without them detecting you.

Negative Moral Point: If you shoot at the Nosalis you will earn a Negative Moral Point towards the Evil Ending.

MP #69: After the herd passes, head down the tunnel they came from, & it will lead to a small shrine area where a Moral Point can be earned.

MP #70: After descending the second small lift & fighting a group of Nosalises, a Moral Point can be earned by finding the corpse with the four barrel Duplet Shotgun in the bottom left corner of this room.


Achievement #26 – Big Momma: Kill the Rhino on the Undercity Level.
Story Related. Kill the mutant Rhino to unlock Big Momma at the end of the Level.

Contagion:

Remember, we cannot kill any human enemies, just knock them out.

MP #71: Crawling through the vents at the beginning of the Level, you will hear two Red soldiers executing citizens. Hurry hard through the vent & exit out your left to take down the soldier before he finishes off the last wounded man to earn a Moral Point.

MP #72: Stay a while & listen to the shot man’s explanation of what the Reds are doing to the station to earn a second Moral Point.

MP #73: In the room to the left of the railcar, where the enemy loading boxes is coming & 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 & out into the tunnel. Head straight across from the hole to the green light on the opposite wall & turn right, in the water line is an ammo cache. Open it to receive a Moral Point.

Trip Wire #10: After you open the ammo cache, head out of the water to find a Trip Wire strung beside a bunch of barrels on the landing.


Achievement #27 – Ever Vigilant: Disarm 10 Traps.
This achievement is not cumulative, so reloading won‘t help you unlock it earlier. This is the earliest moment to unlock this achievement legitimally if you checked every nook and cranny to find the Trip Wires

MI #13: Whenyou enter the room, where you have to put on your gas mask, enter the small house in front of you and go left, you will find a guitar in there, play it.

Gunslinger: Exit the house and go left to find a ladder, climb up. In the room at the end of this passage you will find Helsing to your right, on the table. Keep this weapon up until we meet a Demon to kill for another achievement.

MP #74: Go downstairs, listen & watch the full execution of the wounded Red captain who has become infected.

MI #14: In the market area, the guitar will be behind the counter in the middle of the room, play it for another musical instrument point.

Gunslinger: Knock out the soldier, who is trying to break down a door, pick up his Saiga, in case you hadn‘t purchased it earlier at the vendor.

Note #26: On the second floor of the train car you will find the Note in the last room to your right on a table.

MI #15: Exit the train car and go to your left, you will find a guitar on an armchair, play it.

MP 75: If you haven‘t killed anyone on this level, you will earn a Moral Point once you open the door, which leads to Anna.


Achievement #28 – Savior: Remove your mask when Lesnitsky demands it on the Contagion Level.
If you succeed in taking your mask off, you will earn this Achievement.

MP #75: Removing your mask when Lesnitsky has his knife at Anna's throat, before he counts to five will earn you a Moral Point.

Negative Moral Point: You will earn a Negative Moral Point if you attack Lesnitsky.

Quarantine:

Note #27: When the Level begins, make your way through the quarantine zone until you are locked in a decontamination room with a doctor & a soldier. Head around the desk on your right & you will see the Note on another desk.

Make sure you find all 4 Bullet stashes in the abandoned portion of the station for a Moral Point and Forgotten achievement.

Bullet Stash #1: The first is hidden to the right of the door where Artyom first enters & can only be claimed once he proceeds down the stairs & the door closes behind you after the shooting begins.

Bullet Stash #2: The next stash is to the left of the hazard sign with the skull & flickering light in a broken window on a train.

Bullet Stash #3: Keep following the path until you find a burning barrel & a gas tank. The Stash will be in the broken train window on your right.

Bullet Stash #4: Past the guard telling you to move you, you will enter an area with mushrooms on the shelves; the stash is on your right in another train window.


Achievement #29 – Forgotten: Find the Hidden Ammo in the abandoned part of the station on the QUARANTINE level.
Collecting the last stash will unlock this achievement.

MP #76: This also rewards us with a Moral Point for collecting all 4 stashes.

MP #77: After meeting up with Khan there is a man asking the guard to let him go inside the quarantine zone & grab some insulin for his wife. After he is refused, go up to him & he will ask you for some Bullets. He may not talk right away, just stand by his side & wait, & he will ask for help after a moment earning you a Moral Point if you do.

Note #28: Khan will wait by a red door with a gun symbol beside it. Before entering it, head right towards the barred gate & the Note will be on a desk to the left of it.

MI #16: Once you pass the red door, to the left of the room you will find a guitar leaning against the wall, play it for a musical instrument
Sequence 7: Pandemic – Part 2/2
Khan:

Note #29: As you’re following Khan past the turbines, you will come to a point where there’s a pipe walkway you have to cross over. Instead, head straight into the room in front of you & around to the left. You will find the Note on the floor next to a skeleton.

Gunslinger: Get your first kill with Helsing when the mutants attack.


Achievement #30 – Nobody's Home: Ignore the Phone Call in the Anomaly.
You will come accross a ringing phone, continue following Khan and do not pick it up.
Once you have unlocked this achievement, reload so that you can actually answer it and get a Moral Point.

MP #78: Answering the ringing phone in the sewers will earn you a Moral Point.

MP #79: When you "cross" the River of Fate you will earn a Moral Point.
Sequence 8: Seeing Red
1. Complete Chase, The Crossing, The Bridge, & Depot
2. Notes: 34/43
3. Moral Points: 86/98
4. Musical Instruments: 16/17
5. Trip Wires: 11/10
6. Achievements: 33/70

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Chase:

While you are riding with Khan, do not shoot at the enemies, just crouch and use medkits when needed. You can start using medkits after Khan blows up a railcar in front of you if you are playing on Easy, because you won't die from shots until after this moment.

Note #30: After you jump onto the train, run toward enemies and knock them out. Make your way through the Red soldiers, you will come to a closed train car with some blue crates. The Note is on top of the first crate on your right. If the Note does not appear on the blue crates – reload to last checkpoint, because apparently it has been destroyed.

The Crossing:

MP #80: After crossing the ice under a bridge, the Little Dark One will appear on top of a wrecked van next to a billboard & expresses his desire to wear human clothing. Stay close to him to earn a Moral Point.

MP #81: Up a small ramp & to the right of the aforementioned billboard, is a dead Demon surrounded by dead Watchmen underneath a large bridge. Walking up to the corpses earns you a Moral Point.

Note #31: After seeing the dead Demon, head to the far pillar under the bridge. The Note on the ground by a dead body.


Achievement #31 – Van Helsing: Kill a Demon with the Helsing.
After leaving an enclosed area by the last set of stairs, which will lead you outside, you will see two Demons. One will be flying by, the other will be at the railing and will soon fly off. Shoot the sitting Demon with Helsing, it will die from one shot and you will unlock the achievement.

Note #32: When you fall from the train & into the water, run to the right across the ice towards a frozen ship. Climb to the top of the ship & the Note will be on the ground by a dead body.

The Bridge:

Do not kill any mutants on this Level for the Rain Man achievement.

Gunslinger: When you are on the bridge, keep on your left and you will see that you can jump down to a level below. Get there and you will find a VSV next to a corpse, pick it up.

MP #82: When you jump down to go for the VSV, you will earn a Moral Point

Note #33: When you have crossed the bridge, you will come to some escalators. Before heading up them, turn left at the barrel fire & the corpses, & enter the small room. The Note will be on a desk straight instead.


Achievement #32 – Rain Man: Complete the Bridge Level without a kill.
Once you fall from the zip line & enter the tunnels once again, if you did not kill any of the mutants you should unlock this Achievement.

Depot:

Trip Wire #11: When the Level begins, exit the tunnel & head left past a shack & towards a garage. Follow the garage past the trains & into the bay doors. Enter in a crumbled section on your left, the Trip Wire will be just inside the doorway to the garage entrance. If you have followed the guide correctly, you should have unlocked the achievement earlier and you wouldn‘t need to search for Trip Wires anymore.

MP #83: Entering the garage earns a Moral Point as well.

Gunslinger: You can buy Preved at the vendor, but it is not necessary as we will eventually find the weapon on our own.

MP #84: In the area of the Depot where the Reds first attack, there is an open crawl space in the center of the room that will lead to the back of the room. If you enter it, you will earn a Moral Point.

Note #34: After the first bay in the Depot, you will see the Dark One behind some bars with the Note behind him. He will open a door for you, head left into the first doorway, past the sinks & behind the wall. There will be a hole in the wall of the far left corner, head through it & turn left once more to find the Note you saw.

MP #85: In the fourth room with Reds standing guard, head into the center of the room & take the metal stairs on the right up into the bridge between the trains. Head over to the left train & climb into a hole, below there is a blue light & body next to another hole. Entering this will grant you a Moral Point.

MP #86: Knocking Lesnitsky unconscious instead of killing him earns you a Moral Point.


Achievement #33 – Secret: Find out about the Reds plans on the Depot Level.
Story Related. After you deal with Lesnitsky, you will unlock the Achievement.
Sequence 9: Karmic Justice
1. Complete Dead City, Red Square, & The Garden
2. Notes: 40/43
3. Moral Points: 97/98
4. Musical Instruments: 17/17
5. Trip Wires: 10/10
6. Achievements: 36/70

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Dead City:

Gunslinger: On this level, get kills with VSV and Preved. We will find another Preved on this level.

In this Level, we have to find the 7 Visions for the Back to the Past achievement, just an extra collectible to find on this Level.

Note #35: When the Level begins, you will have to enter a building with a door. Open the door & there will be a red table with a desk behind it. The Note is on this desk.

Vision #1: The first Vision is of a playground & is unmissable when you leave the last building with the Note.

Vision #2: When you leave the flooded tunnel & you start hearing a baby crying as well as a piano, turnaround from the main path. There is an apartment entrance behind you to the left. Head up the stairs & turn right. You will witness a man playing the piano & will end with the Dark One playing it.

MI #17: Now it‘s your turn to play the piano.


Achievement #34 – Musician: Use all Musical Instruments in the game.
If you followed the guide correctly, the achievement should unlock for you here.

Vision #3: The third Vision is of a car crashing into you & a Watcher attacking you right afterwards. It is unmissable.

Vision #4: Right after the car crash, head left into a building & climb a set of stairs. On the second floor on your right, enter a room & left will be the fourth Vision of a woman in a shower.

Gunslinger: In the same room, in the bathtub you will find Preved. Pick it up in case you hadn‘t purchased it at the last vendor. Make sure you get kills with VSV and Preved on this level.

Vision #5: Leave this building & carry on into the next building to your left. The room on the left is the fifth Vision of a family looking out a window as the bombs hit Moscow. It is unmissable.

MP #87: After you leave the building with the fifth Vision, a bunch of Watchmen will run past highlighted green/blue. Do not shoot them, you will earn a Moral Point once you climb the ladder to progress further but hold on a second.

Note #36: After you climb the ladder up, head to the back right corner of this roof & you will find a Demon guarding a nest. Shoot it or walk up to it to grab the Note found in front of the nest. Just walking up to it without killing or shooting it & it will fly away on its own. Doing it this way will reward us a Moral Point later.

Vision #6: After the last Note, head down the stairs & walk into the room on your left, the sixth Vision is of a child sitting on the ground playing.

MP #88: If you didn’t kill the Demon guarding its nest you will unlock this Moral Point dropping through the hole at the bottom of the stairs of this building.

Vision #7: The final Vision is of yourself in the metro as a young boy after you drop through all the holes in the building. It is unmissable.


Achievement #35 – Back to the Past: See all 7 Visions on the Dead City Level.
You will unlock the Achievement after witnessing the final Vision on this Level.

MP #89: You will also earn a Moral Point for seeing all 7 Visions as well.

Red Square:

Note #37: As soon as you start the Level, you will be in a crypt. Directly on your left after a cobweb or two will be the Note in a cubby with a skeleton. It is easy to walk past it & miss it… so don’t.

MP #90: When you leave the crypt & head up towards Saint Basil’s Cathedral, a hoard of Watchmen will appear on top of it & growl at you. They are not hostile, simply carry on past them up the stairs to the right & they will leave, earning you a Moral Point when you see another Vision of reaching hands.

MP #91: When following the Dark One through the storm, you will come across a Watchman kneeling over a skeleton on your left. Leaving them be will earn us a Moral Point when we enter the next area below.

MP #92: When you drop down into the next area after the storm, a group of three Watchmen will slowly approach. Once again leave them be, & head left onwards through the Level to earn another Moral Point.

Note #38: After another Vision with the hands grabbing you, drop into an area with some stone pillars. Head directly left & you will see a small hole a Lurker runs through. Follow the path all the way down & you will come to a room with a big glass coffin with Lenin‘s body decayed inside. The Note is on the ground in front of it.

MP #93: After the battle with the Reds be sure to walk up to Pavel when the hands are grabbing him to save him during the Vision to earn a Moral Point. There is an Achievement for letting him die, but we will get that next playthrough to not void our “Good Ending”.

The Garden:

MP #94: Near the beginning of the Level when you are walking across the flooded section, you will come to a broken fence. There is a left, straight, or right way to go. Head right first in between the two trees, & you will see a blue sign with an arrow pointing left. Follow the path left & you will enter a flooded store. Head to the Safe or cobweb area in the store to earn a Moral Point.

MP #95: Heading back to the crossroad, head to the left path across the log. Past the Trip Wire & to the stash with the Shambler will earn you a Moral Point.

MP #96: Continue straight through the map, you will find a tree that grows in an arc shape, you will get a Moral Point for some reason here.

Note #39: Just after the small passage & the scene with the Bear & her cubs, you will see a corpse & ammo box directly on your left against a tree root. The Note is just in front of it.


Achievement #36 – Forest Guardian: Save the Bear from the Watchmen after the fight on The Garden Level.
After you have your boss battle with the bear, she will eventually run off through the roots & collapse. She will then be attacked by a group of Watchmen, shoot them off her quickly to save her.

MP #97: Saving the Bear, you will earn a Moral Point as well.

Note #40: After you save the Bear, head through the tunnel & up the stairs. This Note will be at the top of the stairs on the left railing before the courtyard.
Sequence 10: There & Back Again
1. Complete Polis, & D6
2. Notes: 43/43
3. Moral Points: 98/98
4. Achievements: 42/70

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Polis:

Note #41: Soon after you begin the Level you will enter a decontamination chamber with everyone. Afterwards Miller will talk with some soldiers, when the party carries on to the council meeting, grab the Note just to your left on a couch.


Achievement #37 – Revelation: Make Moskvin tell the truth with the help from the Dark One on the Polis Level.
Story Related. Watch the Vision sequence with General Moskvin, & after he confesses to killing his brother you will earn this Achievement.

D6:

Do not kill any human enemies on this level apart from destroying the tank and killing the flamethrower guy. Simply hide behind the barricades and wait until your allies clear the enemies out and new scripted sequences begin. Make sure you stay safe, because we cannot die on this level for the True Spartan achievement. If you still die, you can always replay the level from the chapter selection.

Note #42: When the final Level begins, Miller will make a speech, afterwards head towards the radio on your immediate right to find the Note beside it.

Note #43: After the battle with the tank, head up to the third platform, the final Note will be beside the ammo box to your right.


Achievement #38 – Published: Collect all 43 of Artyom’s hidden Diary pages.
If you successfully collected all 43 Notes in the game, you will receive this Achievement. If you didn’t, the game will have recorded which ones you have & have not picked up. Be sure to use Chapter Select & snag the ones you missed before starting the second playthrough. It will delete all your Note progress.

MP #98: One final point will be awarded if the you succeed in receiving the “Good Ending”. Kind of redundant at this point though don’t you think?


Achievement #39 – Redemption: Save D6.
If you successfully found the majority of the Moral Points & did not kill any major characters you should receive the Good Ending.


Achievement #40 – True Spartan: Hold the Platform without dying.
If you did not die on this level, the achievement will pop during the last cutscene. If you did die – just load the chapter and replay it on Easy.


Achievement #41 – Shadow Ranger: Complete the game without killing any Humans unless forced to.
You should unlock this achievement if you hadn‘t killed a single human enemy in this game, apart from the flamethrower guy and tank on D6 level. Reloading won‘t help you restore the achievement, so if you have killed someone accidentally – you will have to start a New Game as did I, because I didn‘t know this condition when I was starting and just shot one guy for fun, then reloaded.


Achievement #42 – Gunslinger: Kill at least one Enemy with each Weapon available in the game.
After you have secured the main achievements, and most importantly Shadow Ranger, replay D6 level once again, but now we will kill a human enemy with Gatling minigun. Once you have got acess to the minigun, use it against the first wave infantry. As soon as you get one kill – the achievement will unlock. If not – that means you have missed a kill with one of the weapons from the list. But don‘t worry, you can easily catch up with this achievement in our second playthrough, or replay chapters to have a kill with each weapon once again.
Sequence 11: C‘est la Vie
1. Complete “Evil Ending”
2. Derailed Achievement
3. Achievement Mop-Up
4. Achievements: 52/70

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PLAYTHROUGH #2

Start the New Game on Ranger Hardcore and feel free to kill anyone on your path. We will not care for Moral Points as well.

Facility:


Achievement #43 – Shadow: Stealthily kill 15 enemies.
This is the earliest you can unlock this achievement. Simply kill 15 enemies without being noticed.


Achievement #44 – No Shooting Allowed: Kill 10 enemies in a row with Throwing Knives.
You can unlock this achievement on this level, but it is not necessary, because there will be far easier levels to do that.


Achievement #45 – Soldier: Kill 100 Human enemies.
You should be able to unlock this achievement during this playthrough even without reloading.


Achievement #46 – Inferno: Set 2 Enemies on fire at once.
The achievement actually means setting two Humans on fire at once. It doesn‘t have to be with a single Incendiary grenade, just make sure there are two Human enemies burning at the same time.

Revolution:


Achievement #47 – Derailed: Kill all armed enemies on the Revolution Level, including all reinforcements.
This will be the hardest Achievement to get in this playthrough. A lot of soldiers are easy to miss so go slow. If you are unsure if you have cleared an area out, fire off some shots to see if anyone turns up.

There are 6 sections with enemies & approximately 61 soldiers to kill. Be sure to alert the soldiers in the 3 large rooms so they sound the alarm summoning the heavy soldiers. If you are too fast at killing everyone, the alarm will not get turned on & the heavys will not show up.

The first area has 3 soldiers, the large room afterwards has 2 workers, 13 soldiers, & 2 heavys from the alarm.

In the area behind this accessed through the vent or the lever opened door there are 9 soldiers.
Head through the wheel locked door with the green light & into the warehouse section to kill 9 soldiers & 2 heavys from the alarm.

Head through the vent & into the next warehouse with the blue lights to kill 11 soldiers & 4 heavys this time. There are two doors they can be summoned from.

Leave through the wheel locked door in the back to enter the tunnel where the last 2 soldiers are. Beyond that door 4 heavys will walk through. Kill them & you should unlock the Derailed achievement.

Chase:


Achievement #48 – Bloodlust: Kill all the Reds on the THE CHASE level.
Shoot all the enemies you come across. Once you kill the last armoured guy, the achievement should unlock.

Red Square:


Achievement #49 – Revenge: Kill Pavel on the Red Square Level.
At the end of this Level, Pavel will be grabbed by a bunch of hands during a Vision. Do not help him, & when the Vision ends he will be dead unlocking the Achievement.

D6:


Achievement #50 – Survivalist: Complete the game in Ranger Hardcore.
Finishing the game on this difficulty will unlock these two difficulty achievements, they will pop up during the last cutscene.


Achievement #51 – Ranger Elite: Complete the game in Ranger Mode.


Achievement #52 – C’est la vie: Destroy D6.
If you killed the major characters & barely collected any Moral Points during any crucial sequences you will unlock the Evil Ending & destroy D6.
Sequence 12: DLC Levels - Part 1/2
1. Complete all 9 DLC Levels
2. Achievements: 70/70

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Now all that should be left is the 9 DLC Levels, 2 achievements per level. The levels vary in difficulty, but it‘s best advised to play on Easy as some are challenging even on that difficulty.

Heavy Squad:


Achievement #53 – Hom o Homini Lupus Est: Kill 100 enemies with heavy weapons.
Pretty straight forward and easy. You should unlock this before receiving Sniper Rifle. The kills count with all the weapons available to you on this level.


Achievement #54 – Hail Reich!: Complete the Heavy Squad Level.
After defeating the waves of enemies & blowing up the boss, you will complete this DLC. The boss is a little tricky, but you have unlimited ammo in the ammo box so just keep unloading your grenade launcher on him.

Sniper Team:


Achievement #55 – Sniper: Kill 10 enemies with headshots using your sniper rifle.
Take your time with the kills, you can get the headshots against indoor enemies as well, in case you are struggling.


Achievement #56 – Saboteur: Complete the Sniper Team Level.
This DLC may require some patience, just plan your shots & be sure to take the enemies out in vantage places first, then wait for the guys on the ground to start patrolling. The DLC will end after you open the wheel locked door & enter the base.

Kshatriya:

We will have to find 30 artifacts on this level.
Butcher the enemies to collect ammo from them. Save when in base and trade in the artifacts when you are full, the guide doesn't tell you when to go to the base so do it when you feel the need for it.

Please note, some players have reported that the locations for the artifacts vary. I suggest you either use the guide below as a way of checking have you looked into every corner, or perhaps restart your Kshatriya run until you can see that the artifact location match the guide.

1. When you exit the base, go to the left tunnel, go up. Enter first room to the right, pick up the Book.
2. In the next room, beware of Trip Wire, pick up the Monitor and turn on the generator and hit the switch.
3.Exit and go to the right side, continue straight. When you enter another room, pick up the Painting on the wall to your left.
4. Proceed to the room and pick up a Gasoline.
5. Go a bit further into the room and collect Old Phone off the table.
6. Collect the Keyboard on the same table we had found the Phone.
7. Go through the first grated door on the right side of the room and head downstairs. When you enter the tunnels, turn left and at the end you will find corpses with a Toy.
8. Go upstairs through the stairs and go straight outside, a bit to the left you will find an open manhole, jump inside and go straight. Enter the library hall and go straight. You will find Glasses on a corpse next to the doors.
9. Go upstairs and turn right. By the corpse you will find Weapon Parts.
10. Continue forward and on the ground you will find a Pack of Books.
11. Continue straight and turn left, pick up Tricycle on the ground.
12. Head to the other side of the area and go through hole in the wall. Immediatelly to your right will be the Clock hanging on the wall.
13. Exit the room and pick up Icon off the wall.
14. Exit the area from where the Twins come in. Pick up Tools to the left of the stairs.
15. To the right of the hole in the wall, you will find a Poster of a lady hanging on the wall.
16. Head to the new big room. On the left side, on the ground you will find Drawings.
17. Go up the stairs, on your right you will find Suitcase.
18. Turn around and go up, to your left you will find Medical Supplies.
19. Proceed through the level, go downstairs and you will find a Doll next to a sitting corpse to the right side of the room. Now we go back the way we came from.
20. Go back into the same room, on the right side as you go down the stairs, you will find a Plate.
21. Go to the next room, enter the first room to your right, go straight, you will find the Welding Helmet on the face of a corpse.
22. On the other side of the room, on the table you will find the Space Lattice Model.
23. Exit the room, go to your left. Enter the first room to your left, pick up Technical Notes on the table.
24. Proceed further and exit the room. Go right as the arrows show. Drop down and go to the far left corner of the map. Collect Traffic Light off the wall.
25. Go straight and enter the first open door to your left. Go further, you will find a corpse hugging the Balalaika. After the unexpected encounter, we will probably have to change our pants.
26. Go back where we last were via new shortcut. Go downstairs in the last area. At the end of the large room, on a table you will find the Science Book.
27. Turn around and go to your right. Head downstairs. At the end of the big flooded area, find and climb up the ladder. Go to your right and you will find a Terminal on the wall.
28. Go through the vent, jump down. Go the path to your right. Enter a doorway and to the right of you you will find Mechanical Parts on the ground.
29. Go up the ladder, then to the 2nd floor in the area with sleeping Librarian. Enter the room to your right, on your left, on the top of the bookshelf you will find the Audio Speaker.
30. Go back to the main room, in the room lit by a bright yellow light, will be the Secret Subway Map, but don't pick it up until you have all the other artifacts, otherwise you will finish the level without the achievement.


Achievement #57 – Artifact: Find 30 artifacts.
Picking up all the artifacts will unlock the achievement.


Achievement #58 – Kshatriya: Complete the Kshatriya Level.
Once you deliver the Map of Metro-2 artifact, exit the level through the door that we use to save our progress and the achievement will unlock.

The Tower Pack:


Achievement #59 – Willpower: Сomplete at least one HUGE mission.
When you are to choose one of the three difficulties for a level, choose the hardest one when the enemies are appropriate for you, I do not recommend doing this against mutant enemies. Completing a Huge map will unlock this achievement.


Achievement #60 – Test Compete: Complete the Tower Level.
When you‘ve got enough cash, call in reinforcements, they help a real deal. I played on Easy, but it still was challenging. You can check Youtube for tips and walkthrough, but good reaction should be enough to pass this DLC.

Spider Liar:


Achievement #61 – Arachnophobia: Kill 20 spiders with your flame thrower.
The achievement is somewhat misleading, because for spiders it means only the female Spiderlings, check the photos on wikipedia to be sure who you need to kill with the flamethrower. They are the ones without a tail. You can farm the kills in the rocket silo areas, where the female spiders run on the walls without attacking the player. They die faster and count for the achievement.
Sequence 12: DLC Levels - Part 2/2

Achievement #62 – Through the Fire: Complete the Spider Lair Level.
Escape the Spider Liar, pretty straight forward. Once you take the elevator to the surface you will complete the DLC.

Pavel:

In this DLC we will have to find 8 keys and open 8 safes, follow the guide below to find them all.
1. When you exit through metal door, the safe will be in front of you on the wall. The key will be at the end of the room on a table on your left.
2. When you open the next metal door, in the new room, enter the room to your right side by crawling through a hole in the wall. At the end of the room, in a metal box, you will find the key. The safe will be in the room next to the barred door with armored enemies behind them. The Safe is to your left when facing the door.
3. The safe is in the middle of the the large room where soldiers are having a shooting practice. When facing the safe, the key will be to the right of you, behind some crates.
4. In the same area, head upstairs and go to the control room, the key will be in a box handing on the wall just before the room. You will find the safe behind the barred door, which you will open with the switch in the control room.
5. When you jump down after climbing the tunnel, go right. Find the key in the first shack you can enter on your left. Climb the upstairs nearby. At the end of the catwalks, in a shack, you will find the safe.
6. Now go back and take the left turn from where we came from. After crossing the two bridges, find the key in the first shack you can enter to your right. Proceed further and keep right, cross the bridge and find the safe in the shack.
7. When you open the metal door, go downstairs and find the key in a box hanging on the wall. Go upstairs, proceed further, as you pass the trip wire, the safe will be in the room in front of us. The gate will close behind us, but will soon reopen itself.
8. When you open another metal door, the key will be in the room to the right of you. When you exit the large enemy infested area through the metal barred door, the safe will be on your left side.


Achievement #63 – Safe Cracker: Open 8 safe boxes on the PAVEL level.
Opening the last safe will unlock the achievement.


Achievement #64 – Heads Up!: Complete the Pavel Level.
As Pavel, escape from Reich captivity. When you get to Venice & board the rail car you will complete the DLC.

Khan:


Achievement #65 – Hunting: Kill 20 Nosalises on the KHAN level.
You should be able to unlock this level without intentional reloading. In the large metro area, Nosalites will be spawning from time to time. Make sure you get the achievement there before proceeding with the mission.


Achievement #66 – No Way Out: Complete the Khan Level.
As Ulman, return to Polis with Khan. After Khan’s flashback, you will return playing as Ulman & finish the DLC.

Anna:


Achievement #67 – Eagle Eye: Kill more Watchmen than Artyom does.
When the watchmen attack, just shoot the enemies, you should be able to unlock this relatively easy, since Artyom is not that good of a shooter.


Achievement #68 – The Sunset of Hope: Complete the Anna Level.
As Anna, play through the Level Ashes from her perspective. It is probably the shortest out of all the DLC’s & ends once Artyom is taken away by the Reich soldiers.

The Developer Pack:


Achievement #69 – Specialist: Complete the SHOOTING RANGE and ARENA.
This achievement is as annoying and challenging as Tower DLC. Shooting Range is simple, but the Arena is going to make you suffer. Take you time and try to do all the challenges, you will unlock the achievement when you have done 10 challenges in each of the sections. We will have to spend 3 hours on this level anyway, one day you should succeed.


Achievement #70 – Developer: Spend 3 hours on the Developer Level.
This one is pretty self-explanatory. You can either mess around with all the different mini games they have scattered around the Level, or you can just idle your game and go do something else for 3 hours. Either way, after the time has passed you will have earned the Achievement. Please note, minimizing the game will pause it and the time won‘t count, the game has to be „live“ throughout the 3 hour period.
Conclusion
Special thanks to Cynic 0055 for allowing me to base my guide on his work for Redux version. Consider checking out his guides as personally, those are go-to material for me when trying for 100% achievements. Link to his profile - https://steamhost.cn/steamcommunity_com/profiles/76561198856916308

I hope you have found this guide useful and managed to get to 100% achievements without serious challenges. Should you find any mistakes, typos or discrepancies in my guide, please let me know in the comments, I will fix them asap.
59 Comments
Stu 18 Apr @ 2:45am 
I got the next one in Bandits and it was also for sale in Venice. Not sure why the first one was a Lolife for me!
Sir Packet Lossalot  [author] 17 Apr @ 8:58pm 
Hi Stu, that's very odd, aren't you playing Metro: Last Light Complete Edition? If you are and you haven't found Ashot where it was supposed to be, you can try getting a kill with it by purchasing Ashot off vendors later on
Stu 17 Apr @ 12:08pm 
> Torchlight:

> Gunslinger: Head down tracks & check body on left side of tracks there is an Ashot with an extended barrel. Next Doorway on left has a Lolife on floor - pick them up.

Both of those are Lolife's for me. Is the Ashot a DLC weapon that I'm missing or something?
Mirukahia 17 Apr @ 8:50am 
This guide is a total banger! Well explained, no failures with the moral points (as others) very easy to follow with the shadow ranger, musician, gunslinger achievements Thank you very much sir! :SecondSister:
Sir Packet Lossalot  [author] 9 Dec, 2024 @ 8:22pm 
Hi ISA, sorry for the misunderstanding. What I meant was that loading a previous save file after you kill someone in the game will still lock the achievement. You will have to start a New Game again even if you load back to the save where you did not kill anyone. I have edited the guide so it's more clear. Thank you for the heads up and good luck! :)
ISA 9 Dec, 2024 @ 3:29pm 
First of all i wanna say this guide is really amazing and complete, but i do have a doubt, i am about to start a run for the shadow ranger achievement and i dont fully understand the "Reloading the weapon will lock the achievement" part, do you mean like, any gun reload? like, i pick up a new weapon (With low to no ammo in it whatsoever) and later on got more ammo and, without killing anybody, i reload tne weapon, do i instantly lose my achievement and have to start again? (Thanks for the guide, sorry for the bad english) :steamfacepalm:
Sir Packet Lossalot  [author] 29 Oct, 2024 @ 10:51am 
Indeed, he did a huge work, I just adapted it to this version of the game
admiral_butthead 29 Oct, 2024 @ 9:28am 
Cheers Sir, excellent guide. Thanks for compiling this guide, I used Cynic's guide for the redux before this version - his guides are great.
Sir Packet Lossalot  [author] 27 Oct, 2024 @ 3:26am 
I'm glad the guide helped you!
InspectorAgricola 26 Oct, 2024 @ 5:32pm 
Thanks man, this guide really helped me!!!:steamhappy: