Welcome to our guide on achieving 100% completion in Metro: Last Light Redux! This article will provide you with all the necessary information to unlock every achievement in the game. Let’s dive in and conquer the challenges together!
Achievements up to 5
Achievement Breakdown: (40)
Story Related: (10)
Secondary Objectives: (14)
Collectibles: (4)
Slay: (5)
Miscellaneous: (7)
DLC – Achievement Breakdown: (9)
Story Related: (8)
Miscellaneous: (1)
There will be two playthroughs we will have to do for this game to receive the “Good” & “Dark” Endings as well as playing on Spartan or Survivor Modes.
I began with our Non-Lethal, Collectibles, “Good Ending” playthrough to get the majority of our Achievements out of the way. You can choose any mode be it Spartan or Survival for either playthrough, I chose Spartan just to make it easier on myself, it will help you learn the controls & overall it is a more streamline system.
For the “Good Ending” we have to do/not do certain actions will give us Moral Points. I actually have no idea how many of these Moral Points are needed to unlock the “Good Ending”. If you find the majority of them & do not kill major characters it should unlock. There are waaaay more of these in Last Light than there were in the previous Metro game so be prepared for that. There are a couple sections where we have to complete Levels without any kills or being detected; if you follow this guide & collect what you can it should unlock for you. I have read multiple times that certain actions will give you Negative Moral Points that will detract from the “Good Ending”. I have never really experimented with them much to see how many were real or not, but I avoided them all the same.
In the guide, I was able to locate 108 Moral Point locations. This list is not exhaustive & I guarantee that I have missed some. I have no idea how many of these you need to trigger to unlock the “Good Ending”… or if they are even relevant. The “Good Ending” may only be linked to if you save or kill specific NPC’s. If you find the majority of the Moral Points, & do not kill anyone important you should be fine. As I said, my list is not exhaustive & you may find some Moral Points not included in the guide. Obviously, the more you find the better off your odds will be… since re-numbering my entire guide would be a pain, I probably won’t be adding in any new found Moral Point locations. Feel free to leave a descriptive entry on how to find them in the comments below though for other players if you feel the need to. It definitely couldn’t hurt!
Remember to: disarm Trip Wires, loot Safes, unscrew lights, & burn cobwebs. I will include the locations of the Trip Wires, & the Safes with their keys since there is a limited amount of them. At least until we unlock the associated Achievements.
Starting a New Game will reset any progress you have towards your locked Achievements. Be sure to have all the Notes collected as well or else you will have to go & find them all over again.
There are no Difficulty related Achievements.
For those interested, here is an organized list of all the Achievements/Secret Achievements. This is how I derive my Achievement Breakdowns & the first reference I create before I begin my 100% journeys.
Achievement Checklist: Metro 2034 – Last Light: Redux
A Guide for Metro: Last Light Redux
By: Cynic 0055
An Achievement Hunter’s list of all 49 Achievements to be earned for 100% game completion. This is simply a list of Achievements ordered thematically & is the first thing I create as a reference before I attempt to…
*This guide contains major spoilers.
Sequence 1: Fading Fortunes
1. Complete Sparta, Ashes, Pavel, & Reich
2. Notes: 4/43
3. Moral Points: 9/108
4. Achievements: 5/49
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Note that if you begin the game on Hardcore Difficulty, you will be unable to equip three Weapons which will prevent you from unlocking the Veteran Achievement.
Sparta:
MP #1: At the very start of the Level, play the guitar in Artyom’s room for a Moral 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: In the same room, play the balalaika just behind the two checker players for a Moral Point.
Achievement #1 – Veteran: Choose three primary weapons that use different ammo.
Head over to pick up your gear from the Weaponsmith. If you grab a Shotgun, Revolver, & Assault Rifle you will unlock the Achievement.
Achievement #2 – 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:
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.
MP #8: When you drop down onto the plateau after Anna has gone up to snipe, stay in the initial area where you came down. Do not get too far ahead yet. Anna will tell you that there is movement & Watchmen incoming (they will begin climbing up the cliff ledge to you). Do not immediately engage them, stay back & wait for the Moral Point to appear before you start shooting them. The Moral Point should unlock if the Watchmen trigger on their own & not get triggered by you getting to close to them or too far along in this area. As a side note: Do not let them hit you!
Achievement #3 – 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.”
As well, if you are reloading Checkpoints because you got hit, you may have to re-collect MP #8 as these do not stay unlocked if you reload prior to grabbing it.
Pavel:
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 #9: 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 #4 – 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:
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 #5 – Clean Escape: Escape the chasing Nazis on the Reich Level without being caught once.
Achievementd After 5 –
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. Safes: 3/10
3. Trip Wires: 1/10
4. Notes: 9/43
5. Moral Points: 23/108
6. Achievements: 10/49
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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.
Achievement #6 – Pyromaniac: Burn 50 Cobwebs.
This can unlock at any time really, make sure you burn any cobwebs you find. I unlocked this Achievement during this Level, but I had restarted a few Levels prior & this is cumulative over your current game. Just keep burning those webs!
Achievement #7 – Edison: Turn off 40 Lights without breaking them.
I unlocked this Achievement during this Level as well because of how many times I was restarting for the Invisible Intruder Achievement. So long as your unscrewing light bulbs as you come across them as well as repeating it if you have to restart from Checkpoints, it won’t take long to unlock this Achievement.
Key #1: After Pavel is captured & you enter the compound beyond the mechanical doors you will find this key on the table inside the guard house first floor beside where a Nazi is sitting in a chair.
Note #5: After grabbing the key, go up to the top floor of the room & on the computer panels is the Note.
Safe #1: The first Safe is just behind where you found the Note in the upstairs of the guard house. It will be on desk beside a rolling office chair.
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 #10: 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 #8 – 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 #11: 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 #12: After the last Moral Point, head down the hall & listen to the conversation between two Nazis talking about a stashed custom weapon.
MP #13: 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.
MP #14: 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.
MP #15: 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 #16: 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.
MP #17: After the last Moral Point, you will enter a room with water turbines. Directly down the stairs there’s two Nazis discussing the hanging of Pavel, just listen to their conversation to get the Moral Point.
Achievement #9 – Engineer: Use 10 Lever Switches.
Much like the other cumulative Achievements this was the point where I earned Engineer. This ranges from opening doors to the switches that control certain lights.
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.
Key #2: In the same room as the Note, on a shelf will be a red safe key.
Safe #2: After grabbing the key leave the metal cage area & continue left over the water & up another set of metal stairs into a small room. The safe is on the floor near a desk.
MP #18: 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 #10 – 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:
For this Level, remember to cause the Spiders to go belly up with your Flashlight before you kill them as well as burning any cobwebs with your lighter.
Key #3: At the very beginning of the Level there is a corpse on your left. The safe key is in his lap, it is easy to miss.
Safe #3: Follow Pavel down the tunnel until you reach a caved in section. The Safe will be lying on the ground right in the center of the cave in.
MP #19: 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.
MP #20: Entering the elevator with Pavel earns 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 #21: When attacked, fending off the Spiders with Artyom’s flashlight in the elevator earns a Moral Point.
MP #22: 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.
MP #23: After the train tunnel, Pavel will light a torch, keep close behind him & follow him to the red metal door for a Moral Point.
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. Safes: 5/10
3. Trip Wires: 1/10
4. Notes: 13/43
5. Moral Points: 41/108
6. Achievements: 13/49
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Achievements 10 Onwards
Note #10: As soon as the Level begins, you will see a Note on your left lying on top the bar counter.
Key #4: Climb over this same bar counter & go to the left corner of the room. On a shelf will be the red safe key.
Safe #4: Underneath the stair way in the room right after the door Pavel opens, you will find a hole in the wall. Crawl through & find the Safe.
MP #24: 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 #25: 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 #26: 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 #27: Enter the service room further down the tunnel. Take the Duplet on the table for a cinematic & of course, a Moral Point.
MP #28: 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 #11 – 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 #29: 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:
Key #5: When the Level begins, some guards will open a door we need to progress through to get into the station. Before entering the room, look to the right of the doorway to see a safe key hanging by some papers on the wall.
MP #30: 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.
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 #31: 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 #32: 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.
MP #33: 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 #34: Head a little ways forward & watch Mischa show the children animal impressions with shadows. Watching it for a minute or so earns you a Moral Point.
MP #35: Watching him till he gives up earns you another Moral Point, since Artyom is the real Cynic here…
MP #36: After watching Mischa turn around & head all the way back to the train tracks with all the families, you will see two kids standing in front of a man & a woman 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…
MP #37: Now go & leave the market. Stand in front of a man & a theater attendant talking about contraband. He will then turn & talk to you about it as well, you will receive a Moral Point when he turns & walks into the market.
Note #13: After the conversation with the attendant, enter the theater through the left & you will see the Note sitting on a bench to your left.
Achievement #12 – Parton of the Arts: Watch the entire Theater Show on the Bolshoi Level.
The whole show takes about 10 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 #38: Watching the entire theater show earns a Moral Point as well.
MP #39: As you enter the backstage area with Pavel, listen to the dancer talk about another girl’s boyfriend to earn a Moral Point.
Safe #5: Near the back of the changing room, Pavel will stop to talk to a woman leaning against the exit. To her left, we can find the Safe tucked against the wall beside a red curtain.
Special thanks to killergege for discovering this missing Safe/Key!
MP #40: 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…
Korbut:
Achievement #13 – 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 #41: As you are crawling through the vent, stop & listen to Moskvin & Korbut’s conversation.
Sequence 4: A Kindness Repaid
1. Complete Revolution
2. Safes: 9/10
3. Trip Wires: 1/10
4. Notes: 17/43
5. Moral Points: 47/108
6. Achievements: 14/49
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Revolution:
Beat this Level without killing anyone or raising the alarm to unlock the Invisible Soldier Achievement.
MP #42: 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.
Key #6: In the previous room, find a key sitting on a table just to the right of the stairs you came down.
Note #14: Go into the small room on the left where the Note will be on a desk.
Safe #6: Now back track all the way up the stairs. Jump a gap & head to the third floor, open the metal door & you will find the Safe on a table to your right.
MP #43: After entering the first large room, keep to the right & you’ll climb along a few boxes. Enter a vent then drop into a tunnel where there will be another 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.
Key #7: In the same room you can find the red safe key to the left of the Note on a small table in front of a couch.
Safe #7: After grabbing the key, turn around & walk into the caged room with all the shelves. You will find the Safe on the first shelf on the left.
MP #44: When you 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.
Key #8: Once you exit the large room through the door, carry on straight into the next room with all the mechanics. Directly on your left you will see a soldier working on an electrical box in a small room, the key will be hanging on his right.
Note #16: Move to the far left area of the room & climb a ladder u
Achievements 13 Onwards
MP #45: Listen to the soldiers complete their four tests up in the control room, when they call a smoke break you will receive a Moral Point.
MP #46: 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.
Key #9: As you go to the far end of this room you will come across a group of soldiers gathered around a crate playing cards. The key is on that table.
This might be a little tricky to grab but sneak up when most walk away/have their backs turned & snag the key.
Safe #9: Now back track up to the tops of the shelves in this area of the room. You will find the Safe on the very top of one of the shelves on the left overlooking the crate where you found the key.
MP #47: Exit this large room through another door, listen to the conversation between the machine gunner & a soldier for a Moral Point.
Achievement #14 – 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. Safes: 10/10
3. Trip Wires: 1/10
4. Notes: 18/43
5. Moral Points: 55/108
6. Achievements: 19/49
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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 #48: 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.
MP #49: 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 #15 – 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.
MP #50: 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.
MP #51: As soon as you open the airlock doors & enter a gas mask area, get out of Regina & turn the switch on the left to change the rail tracks to continue straight. Drive straight through the wooden barricade ahead, you will earn a Moral Point on the other side of it.
MP #52: 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!
Achievement #16 – Air!: Spend 30 minutes’ worth of Air Filters.
This will happen eventually & is pretty much guaranteed for this playthrough since we spend so much time searching for stuff.
MP #53: 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.
Key #10: In this same area, follow the halls to the back left area to find a corpse on the ground near a set of metal detectors.
Safe #10: Back track from the key & enter the small office room to your left. The Safe is on the floor in the back right corner near a desk.
Achievement #17 – Master Thief: Open 10 locked Safe boxes.
If you have been following along with the guide, this is where we will unlock this Achievement. Though, if you reload a Save & reopen the same Safe over & over again the game will register them as different Safes. Because of this, you may have unlocked the Achievement earlier. Either way, now that we have the Achievement, we no longer need to worry about finding them anymore.
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.
Achievement #18 – Antibiotic: Kill 100 Mutants.
I unlocked this here after having to restart so many times for Scram. This Achievement is also pretty much guaranteed this play through, this is a good spot to get it. Especially if you keep heading in through the set of rooms where the last Safe was & kill the Watchmen there every time.
MP #54: 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 #55: 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.
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 #19 – 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
1. Complete Bandits, Dark Waters, Venice, Sundown, & Nightfall
2. Trip Wires: 6/10
3. Notes: 25/43
4. Moral Points: 68/108
5. Achievements: 24/49
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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. You can kill them or knock them out, this isn’t a non-lethal section. This could be a perfect time to try for the No Shooting Allowed Achievement, killing 10 enemies in a row Throwing Knives.
MP #56: 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 #57: 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.
MP #58: 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. Kill or knock out these (censored by Steam) before they kill her to earn a Moral Point.
Achievements 20 onwards
If you have been stealthily killing humans with either your Trench Knife executions or Throwing Knives you should unlock this Achievement on this Level.
Achievement #21 – No Shooting Allowed: Kill 10 enemies in a row with Throwing Knives.
As I said above, this is a perfect time to try for this Achievement. Just kill all the bandits you come across with Throwing Knives, there should be more than 10 of them on this Level.
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. The Note is on the floor in the furthest right stall.
MP #59: 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. Witness, Artyom!
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 #60: 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 #22 – 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.
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 #61: 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 #62: 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 #63: 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 is bad jube-jube. 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 #64: 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…
Achievement #23 – Cheers!: Drink at every occasion on the Venice Level.
Purchasing all 3 drinks at the bar in Venice will net you the Achievement.
MP #65: 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.
Could have been worse, could have woken up in a Temple of Dibella…
MP #66: Pay 10 Bullets to use the shooting range & walk up to start shooting to earn this Moral Point.
MP #67: 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 #24 – 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 #68: 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:
Note #24: After you begin the Level, head to the left hand side of the map & there will be a huge oil tanker. Behind it is an old gas station, the Note will be inside the building & on top of a desk in the back room.
I apparently missed a Trip Wire that can be found in at the start of the Level where the watchtower is front of us. To the right of the watchtower will be a group of little sheds with one that we can enter. We can find a Tripwire inside it that will be behind a car.
Another Tripwire can be found in the building directly across the water from the entrance to the gas station. It will be in one of the doorways inside the long building. While I do include 10 Trip Wire locations in the guide, if you snip these two on Sundown, you will unlock the Ever Vigilant Achievement sooner than I do in the guide. Shout out to Bird & Spitty for finding these for me!
Nightfall:
Note #25: When the Level begins as you get off of the raft, there will be a broken building in front of you. Inside, the Note is on the second story far left path beyond the door on the floor.
Trip Wire #2 & #3: On the second floor of this same building, there are two Trip Wires side by side. Be sure to disarm them.
Trip Wire #4, #5, #6: Progress through the Level until you reach a flooded mall. On the second floor of it, you will encounter three more Trip Wires on the left path from the escalator. Keep an eye out for them.
Sequence 7: Pandemic
1. Complete Undercity, Contagion, Quarantine, & Khan
2. Trip Wires: 7/10
3. Notes: 29/43
4. Moral Points: 85/108
5. Achievements: 26/49
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Undercity:
MP #69: 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 #70: 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 #71: 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 #72: 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 #73: 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 #74: 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 #75: 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 #25 – Big Momma: Kill the Rhino on the Undercity Level.
Story Related. Kill the mutant Rhino?! thing to unlock Big Momma at the end of the Level.
Contagion:
MP #76: If you reach Anna without killing any humans you will earn a Moral Point at the end of this Level. There is no Achievement for it however, so I usually skip this one to rack up more human kills for the Soldier Achievement. There is a whole other playthrough we have to do though so it isn’t that big of a deal if we don’t get that Achievement this go around. Your call.
Achievements 25 onwards
MP #78: 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 #79: 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 #7: 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.
MP #80: After you enter the area full of smoke & have to put on your gas mask, make your way down & to the left. Listen & watch the full execution of the wounded Red captain who has become infected.
Note #26: After the room with all the Red soldiers in it, head to the far left corner across from a metal gate & take some stairs up to a train car. On the second floor, the Note is at the end of the train car on the desk before you drop down.
Achievement #26 – 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 #81: 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.
MP #82: Make sure you find all the Bullet stashes in the abandoned portion of the station for a Moral Point.
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. Collecting this one will get you a Moral Point. If you did not get it, then this one should be fine to miss. It did not unlock for me… so I am not actually sure why I kept it in the guide… too late its cannon.
MP #83: 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.
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.
MP #84: Answering the ringing phone in the sewers will earn you a Moral Point. “Housekeeping?”
MP #85: 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. Trip Wires: 9/10
3. Notes: 34/43
4. Moral Points: 96/108
5. Achievements: 29/49
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Chase:
Note #30: After you jump onto the train & shoot 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.
When I first tried this Level, the Note DID NOT APPEAR. The blue crates are breakable & may have been shot destroying the Note?! If this happens to you, exit to the Main Menu & restart the Level, in theory that should work. It did for me.
Captain John Price discovered that for whatever reason the train moving/bouncing down the track has a chance to cause the collision model of the Note to bug out & it will drop through the blue crate & out of the train. If this happens to you & the Note is not present, you will have to reload your last Checkpoint & try again, as irritating as it is.
Achievement #27 – Soldier: Kill 100 Human enemies.
This was the point where I earned this Achievement. Like I said before, this Achievement will easily be earned on our next play through when we are free to always be lethal. Though depending how often you have to restart certain areas, there is still a really good chance you are going to unlock this during the current playthrough,
MP #86: A Moral Point is gained at the end of the Level, when you pick up the Little Dark One & walk out of the burning train.
The Crossing:
MP #87: 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 #88: 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.
MP #89: When entering the train after the Demons fly off, the Little Dark One will appear with clothes. Do not shoot him, even if he scares you & stay close until he disappears to earn a Moral Point.
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; you can be detected though.
MP #90: At the very beginning of the Level, you will enter a room to your left. Instead of heading up the rubble, head to the left into a smaller room to 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 #28 – Rain Man: Complete the Bridge Level without a kill.
Once you fall from the zip line & enter the tunnels once again, if you successfully did not kill any of the mutants you should unlock this Achievement.
MP #91: Finishing the Level without killing any mutants will earn us a Moral Point.
Depot:
Trip Wire #9: 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.
MP #92: Entering the garage earns a Moral Point as well.
MP #93: 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.
Achievements 28 onwards
MP #94: In the third area with Red soldiers, head to the far back left area of the room & right in front of the second set of red metal doors is an open manhole flickering blue light. You will earn a Moral Point as soon as you climb down the ladder. The other entrance to it is actually just left of where you enter the room behind the first shelf directly on your left.
MP #95: 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 #96: Knocking Lesnitsky unconscious instead of killing him earns you a Moral Point.
Achievement #29 – 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. Trip Wires: 10/10
3. Notes: 40/43
4. Moral Points: 107/108
5. Achievements: 32/49
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Dead City:
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.
Trip Wire #10: When you drop into the hole in the center of the playground, turn around & head left. There will be a doorway & a set of stairs leading up. The final Trip Wire is in the next doorway at the top of the stairs.
Achievement #30 – Ever Vigilant: Disarm 10 Traps.
You may unlock this earlier depending on if you had to reload certain sections. If you don’t unlock it, replay a Checkpoint & disarm the same Trap a few times. There are still a few more to find in the game but not a lot.
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.
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.
Vision #5: Leave this building & carry on into the next building straight ahead. 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 #97: 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 #98: 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 #31 – 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 #99: 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 #100: 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 #101: 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 #102: 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. The Note is on the ground in front of it.
MP #103: 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 #104: 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 #105: 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 #106: This one might be a little tricky, after you take the straight path & head left along the stream there will be a bunch of Watchmen in between you & the crawl space heading forward. Do not engage any of the Watchmen, & just sprint to the small passage marked with a red flag. You will receive the Moral Point when you enter the passage. This is another one of those take it or leave it Moral Points, missing it wouldn’t be a big deal.
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 #32 – 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 #107: 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: 108/108
4. Achievements: 36/49
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Achievements 32 onwards
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 #33 – 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:
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 #34 – 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 #108: 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 #35 – 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 #36 – Spartan 2034: Complete the game in Spartan Mode.
End game Achievement for beating the game in Spartan Mode. Or Survival 2034 if you chose Survival Mode instead.
73% Complete!
Sequence 11: C’est la Vie
1. Complete “Evil Ending” & Survival Mode
2. Derailed Achievement
3. Achievement Mop-Up
4. Achievements: 40/49
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The next play through is our mop up, we will grab whatever Achievements we are missing from the main campaign as well as the “Evil Ending” & the final game Mode Achievement.
Revolution:
Achievement #37 – 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.
Red Square:
Achievement #38 – 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 #39 – 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.
Achievement #40 – Survivor 2034: Complete the game in Survival Mode.
Beat the game on Survivor Mode. Or earn Spartan 2034 if you did this in reverse.
82% Complete!
Sequence 12: DLC Levels
1. Complete all 9 DLC Levels
2. The T.O.W.E.R.
3. Spend 1 Hour on the Developer Level
4. Achievements: 49/49
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Now all that should be left is the 9 DLC Levels. These vary in length & are pretty fun, revealing other perspectives & developing the lore of this series. There is one Achievement for completing each Level, easy peezy… except the TOWER, beware that DLC…
Heavy Squad:
Achievement #41 – 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 #42 – 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:
Achievement #43 – Kshatriya: Complete the Kshatriya Level.
Once you find the main artifact in the Library you will complete the DLC. Do not be like me & get through half the DLC only to die & have to restart the whole thing. After your first salvage, head to the bar door to the right of the shop & walk through it. It will SAVE YOUR PROGRESS. If you have trouble with the Librarians here’s a pro tip: two sticky grenades to the chest & a shotgun round to the head! This is by far my favourite out of the 9 DLCs!
It should be noted that you only technically need to find the Secret Subway Map found within the Library to beat the DLC. When you find it, return back to the Outpost to complete the DLC; all other Artifacts, though very useful to find as you can trade them in for Bullets, are not necessary to collect.
Spider Liar:
Achievement #44 – 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:
Achievement #45 – 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 #46 – 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 #47 – 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 Tower Pack:
Achievement #48 – Test Compete: Complete the Tower Level.
Complete all 5 Waves. This is probably the hardest out of all the DLC’s & I strongly recommend doing it on Normal Difficulty. There is an amazing guide on Youtube by Vampire Crypt who takes you step by step through it. I definitely needed their help for it. The guy does it on Ranger Hardcore too which is just insane.
https://www.youtube.com/watch?v=eqLIDBd0JZg
Wave #1: Be sure to restock on claymores & do not let the enemy get behind you. Sticking close to the back end of the map is useful; funneling enemies down the center of the room is helpful too for grouping them together for quick kills. If you can manage it, do not let them open the spawning doors as it is easy to get overwhelmed if too many of them or open.
Wave #2: This one isn’t too bad, don’t get surrounded & simply run in circles around the map or walk backwards shooting the enemies. There is only one spawning door that can be opened from the other side, throwing fire grenades is a good way to stop them & racking up easy kills.
Achievements 47 Till End
Wave #4: This is probably the breaking point for most of you. The silver lining however, is you can summon those Ally Soldiers to assist you once you can afford them. Survive the first assault & buy them as soon as possible to give you some relief. Buy the ones at the back of the room for 20 Bullets & top of the level for 30 Bullets, the soldiers worth 15 Bullets are almost a waste as they die very fast. This is without a doubt the hardest Wave in the DLC.
Wave #5: If you can survive the fourth Wave, Wave Five is a cake walk. You’ll be fighting mutants & the occasional Librarian on this Level, but the silver lining is that they give you a mini gun. Simply mow the enemies down & unload your grenades at the Librarians.
So… I put this at the end as I do not think it is a legitimate way to go through games, BUT there is a “glitch” that will let you instantly complete any Wave you are on. If you are struggling to beat this DLC, & it is the last Achievement you need for 100%, then at the beginning of each Wave when the timer is going off spam the “G” key (or whatever button you have wipe mask set to) & it will skip the Wave taking you to the next one. If you are using a controller, hold down LB & press the buttons X, Y, B or for Playstation controllers hold L1 & press Square, Triangle, Circle at the same time. You CAN unlock the Achievement using this method, I have tested this myself to be certain…
The Developer Pack:
Achievement #49 – Developer: Spend 1 hour 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 controller & go do something else for an hour. Either way, after the time has passed you will have earned the Achievement. Easy.
Conclusion:
There you have it, it took me approximately 33 hours to 100% this game & aside from The Tower DLC, it shouldn’t be too difficult for you. If this guide helped you achieve 100%, rate the guide or let me know in the comments. Helps me know if I am doing things right!
100% Complete!
Thank you for choosing ,✞ˣᶻᵐᵃⁿ & I will see you Soon!!
And that wraps up our share on Metro: Last Light Redux: Metro: Last Light Redux – 100% Achievements. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by ✞ˣᶻᵐᵃⁿ, who deserves all the credit. Happy gaming!