Enterthe Metro, now in ''Redux'' edition. Metro Last Light is a First-Person Shooter video game developed by 4A Games, the second game in the Metro series. Roughly a year after the events of the first game, Artyom, now a full-fledged Ranger, is suffering nightmares from his decision to destroy the Dark Ones and is called out to track down and
Metro: Last Light is a fantastic, entertaining single-player FPS title, and it's an absolute steal in the current giveaway on the Epic Games Store. Alex Santa Maria Feb 10, 2021 GOG.com Ends Winter Sale By Offering Metro: Last Light Redux For Free
Holagente, hoy les traigo el repack hecho por BlackBox de Metro: Last Light @Vantomsson Si te gustan mis aportes, seguime haciendo
Well i opted to try the Metro:LL Redux, since the original Metro 2033 ran at 15 fps on my PC, I wasn't sure if this will have any optimizations, it had, it runs at a smooth 60 fps, and I'm pretty happy with my buy, but I'm not sure if its a good option to buy the Metro 2033 Redux, since I have the original (No problems on Windows 10 on both)
Metro 2033 Redux Trainer Metro 2033 Trainer Metro Exodus Enhanced Edition Trainer Metro Exodus Trainer Metro Last Light Redux Trainer Metro Last Light Trainer Middle Earth Shadow Of Mordor Trainer Middle Earth Shadow Of War Trainer Might & Magic Heroes VII Trainer Might And Magic Duel Of Champions Trainer Might and Magic Heroes VII Trainer
cash. watch 0253 GTA The Criminal Enterprises - The Loop Frontline has other uses. Please see Frontline Disambiguation for other meanings. “ Even the apocalypse didn't stop us from killing each other over ideology. I was about to go through the front line between the Nazis and the Communists. I've heard they once fought another war and that the Nazi's lost. „ — Level description Frontline is a level that takes place within the "War" chapter of the game. Here, Artyom must fight or sneak his way through the frontline between the Nazis and the Communists. Overview[] Frontline begins with Artyom falling off the military railcar, moments before it makes a stop at the communist side. From this point on, it's essentially up to the player as to how to navigate through the level, as there is plenty of room for managing firefights, speedy navigation, and stealthily keeping under the radar. Regardless of how the player gets there they can either decide to cross over to the Nazi side from under or on the main bridge. The Nazi side proves to be more of a challenge for combat oriented players as the Nazis have a fully equipped railcar, which can prove to be a potent foe without the aid of grenades; a simpler way is to wait for it to pass then shoot the gunner in the back of the head when it stops - this will in turn blow up the whole car, but be careful because if it hits Artyom even if moving backwards after being destroyed then it will still kill him. After moving through to the Nazi camp the player has an opportunity to rescue some communist soldiers who are being held captive. Near the back of the Nazi camp is a side door leading to the side tunnels away from the frontline. As Artyom opens the door, Nazi soldiers behind it grab hold of him and hit him in the head - ending the level. Trivia[] In the original trailers for the game, the two Nazis at the end of the level both wore gas masks and completely black attire, but in the final version they use no gas masks and different attire. The song that is sung by the Communist soldiers while you are on the cart is called "Varshavianka" Polish Warszawianka 1905 roku, meaning Warszawianka of 1905, pronounced identically to Varshavianka. It's a Polish socialist anthem that was written in the late 19th century and became extremely popular among Polish revolutionaries or striking workers, especially during the 1905 Revolution in Poland. The Varshavianka featured in the game is an altered Soviet version of the original, sung in Russian instead of Polish. Just after the arrival to the level area, while the soldiers on board the cart are 'welcomed', the Red officer begins to sing the Russian version of "The Internationale", a left-wing anthem. The Nazi 'recruitment broadcast' being repeated by the commanders over at the Nazi side of the bridge shares a notable level of similarities with those of Nationalist General Queipo de Llano, during the Spanish civil war. For example "Red soldiers, abandon arms. Franco forgives and redeems. Follow the example set by your comrades who have joined our ranks. Only then you will achieve victory, happiness at home, and peace in your heart". The recruitment broadcast can also be stopped by shooting the speaker to the right when looking from the Russian side. The speaker is located a little bit in front of the search light and to the red side and can be seen by its white light. The player must shoot the power box below it to stop it. The light will go out when it has been shot. The Reds on the cart share several parallels with the Trotskyist fighters that rescue Artyom in the novel, including the dialogue between the one of the fighters and the Commissar. The level is one of the few that has long range combat, so buying a scope-mounted gun may be useful. You can destroy the speaker in the Nazi camp where the Communists are captured. It must be shot twice. In Last Light, two of the Reds in "Revolution" can be overheard discussing the events of Frontline. Elaborating that a single person hinting towards Artyom killed every soldier on both sides of the front. An alternate explanation given proposes that it was a supposed tunnel demon, the "Dark Rail Tracer" that wiped out the camps. Later on, in the Sparta Base, the Rangers discuss the tunnels beneath the catacombs. Anna mentions the rumours of the Big Momma, but the other Rangers pass it off as nonsense, alongside the 'Dark Rail Tracer'. The same two Reds can be heard talking about a traitor smuggling someone to the Frontline by hiding him in the luggage compartment in a rail car. Both Red Army and Reich officers share the same uniform, the only difference being the color. Reich officers in a blue-ish grey and Red Army officers in brown. This is not true for Metro 2033 Redux, where the models are as they are in Metro Last Light. [] Metro 2033[] Metro 2033 Redux[] Gallery[] Artyom falls off the commisar gives his speech on the Red right foreground and left background bridges of the Red Red path to the bottom of the left Red Red back frontline from the Red frontline facing the frontline facing the foggy trench Reich back Reich's frontline from the Reich's Reich of the Reich ducts for stealth Red ambushed. v d eLevels in Metro 2033Chapter 0 ProloguePrologue • HunterChapter 1 Let the Journey BeginExhibition • ChaseChapter 2 BourbonRiga • Lost Tunnel • Bridge • Lost Catacombs • Market • Dead City 1 • Dead City 2Chapter 3 KhanDry • Ghosts • Anomaly • Cursed • ArmoryChapter 4 WarFront Line • Trolley Combat • Depot • Defense • Child • Outpost • Black StationChapter 5 HopePolis • Alley • Library • Depository • Archives • Driving to SpartaChapter 6 D6Dark Star • Dungeon • Caves • D6 • Biomass • SeparationChapter 7 TowerTower • Top • Ethereal • Endings
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Note In its current state, the guide currently contains > Complete beginning to end walkthrough with all collectibles. > Weapon upgrades & locations guide. > Collectible locations guide. > Achievement/trophy unlock guide. _________________________ Join me on Facebook \ _________________________/ I have started a facebook group for readers to keep track of the latest updates to my guides, you can find it here _________________________ Donate to my Noble Cause!\ _________________________/ After a few generous emails and suggestions from readers and because donations seems to be a growing trend among other contemporary guide writers, I have decided to put in the option to allow you to donate some money to me for helping you out if you wish to do so. Although I make these guides for free in my spare time, I probably don’t need to point out to gamers that purchasing games is an extremely expensive hobby games in Australia cost on average $90 - $120 and writing guides for them can be a very long, incredibly difficult and thankless task at the best of times, but one that is very challenging and occasionally rewarding. Considering you could be paying upwards of $20+ for guides in a game shop,these free and easily available guides make a cost-effective substitute. Whilst most are happy to use and move on without a word I would move that a simple donation is a great, easy way to say thanks if you feel that my guide has saved you some time, money and frustration in some small way. By no means feel obligated to donate just for viewing my guide, but if you are feeling a little generous I certainly won’t object! Any amount is appreciated whether it be 10 cents or $10. Thankyou for all that read this far, if you are interested in donating, my Paypal address is listed below, if not, skip down to the table of contents below and get stuck into the creepy underworld of Russia's post apocalyptic subway system in Metro Last Light! Paypal ID sokkus[at]hotmail[dot]com =============================================================================== =============================================================================== =============================================================================== - _______ _ _ ___ _______ / __ _ ____ _ ____ ___ __ / _ \ / _ / _ \ __ ____ _ / / _ \____________/_\____ \___/_ ______ / _____ _ _ / ___ ____ _ ____ ____ _ ___ / _ \ _ \ _/ _ _ \ _ /___ \____ _ _ / / _____ \_________/_ _\________ _\______/ - =============================================================================== - Note To fast travel to a section of the guide, copy the text code next to the section of interest. Press CTRL +F and paste the code in there to jump down to where you want to go in a flash! - _______________________________________________ / Metro Last Light Campaign Walkthrough \__________________ \_______________________________________________/ ] 1. Campaign Walkthrough ............................. [WLKTH] Sparta ................................... [ACT01] Ashes .................................... [ACT02] Pavel .................................... [ACT03] Reich .................................... [ACT04] Separation ............................... [ACT05] Facility ................................. [ACT06] Torchlight ............................... [ACT07] Echoes ................................... [ACT08] Bolshoi .................................. [ACT09] Korbut ................................... [ACT10] Revolution ............................... [ACT11] Regina ................................... [ACT12] Bandits .................................. [ACT13] Dark Water ............................... [ACT14] Venice ................................... [ACT15] Sundown .................................. [ACT16] Nightfall ................................ [ACT17] Undercity ................................ [ACT18] Contagion ................................ [ACT19] Quarantine ............................... [ACT20] Khan ..................................... [ACT21] The Chase ................................ [ACT22] The Crossing ............................. [ACT23] Bridge ................................... [ACT24] Depot .................................... [ACT25] The Dead City ............................ [ACT26] Red Square ............................... [ACT27] The Garden ............................... [ACT28] Polis .................................... [ACT29] D6 ....................................... [ACT30] [________________________________________________________________] _______________________________________________ / Metro Last Light Gameplay Guide \__________________ \_______________________________________________/ ] 2. Weapons, Weapon Locations & Weapon Upgrades ..... [W3PNs] Handguns ................................. [W3PN1] Shotguns ................................. [W3PN2] SMGs & Assault Rifles .................... [W3PN3] Sniper Rifles ............................ [W3PN4] Pneumatic Weapons ........................ [W3PN5] Miscellaneous Weapons .................... [W3PN6] [________________________________________________________________] _______________________________________________ / Metro Last Light Collectible Locations Guide \__________________ \_______________________________________________/ ] 3. Campaign Collectibles ........................... [CLTBL] Artyom's Diary Pages .................... [CLTBN] Instruments ............................. [CLTBI] Morality Points ......................... [CLTBM] [________________________________________________________________] _______________________________________________ / Metro Last Light Achievement/Trophy Guide \__________________ \_______________________________________________/ ] 4. Achievements/Trophies Guide....................... [ACHMT] Game Completion Achievements/Trophies .... [ACMT1] Story Achievements/Trophies .............. [ACMT2] Combat Specfic Achievements/Trophies ..... [ACMT3] Level Specfic Achievements/Trophies ...... [ACMT4] Collectible Achievements/Trophies ........ [ACMT5] Miscellaneous Achievements/Trophies ...... [ACMT6] [________________________________________________________________] _______________________________________________ / Miscellaneous \__________________ \_______________________________________________/ ] 5. Contact........................................... [CNTCT] 6. About Me.......................................... [INTRD] Me Donations Console Domination 7. Special Thanks.................................... [STHNK] 8. Version History................................... [VHSTY] 9. Legal ............................................ [LGL01] [________________________________________________________________] =============================================================================== =============================================================================== =============================================================================== -[WLKTH] _ _ _ _ _ _ _ _ ____ _ _ _ ____ ___ _ _ ____ _ _ / _ / _ \ / ___ _ \ / _ \ ___ Diary Notes 1 > Instruments 2 _________________ After a short scene seated around a campfire we will stand up and be able to move around, once this happens, wait a few moments and the screen will go dark and a group of four nosalises will appear and attack you. Kill them all. Shooting at the final enemy will cause a scene to occur. Once you are back in control, look on the chair opposite the desk and interact with the GUITAR [Instrument 1/2] for a MORALITY POINT. Exit the room and turn left. Note that during this mission, there are several conversations 4-5 going on as you proceed through the area. Stopping and listening to them will often reward you with a MORALITY POINT as well as backfilling some of the story and letting you know what is going on elsewhere in the Metro. Follow the set path through the station here and when you reach the room with the pair of soldiers playing a game of checkers, look on the chair in the corner to the left behind them and interact with the GUITAR [Instrument 2/2] here for a MORALITY POINT. Proceed through the next door. You will find yourself at an armorer. Approach the counter and listen to the armorer, who will hand out some items and give you a brief tutorial on each. He will give you a GAS MASK, FILTERS, MEDKITS and +160 MILITARY GRADE ROUNDS. When he is done talking, check out the locker just to this right and you will be allowed to pick three weapons to take with you. It is best to equip weapons effective at short, mid and long range – but I’ll leave selection up to you. Weapon cache > Valve > Kalash > Bastard > Shambler > Revolver Note that whilst picking weapons, you can also apply all of the available upgrades for free at this point. Installing all upgrades into all of your equipped weapons at this point will net you a MORALITY POINT. When ready, exit the armoury and move to the right. Shoot the targets on the shooting range here until you are able to proceed. You can stay and practice if you like for another MORALITY POINT. To keep going, go through the door opposite the shooting range. Again follow the set path through the base until you meet up with your friend from earlier. Now you need to walk with him, take the lift down and continue along until you reach a meeting room. A MORALITY POINT will be awarded as you enter. Watch the scene and afterwards go through the door that opens. Before entering the lift, look on the chair to the right in front of it for a DIARY NOTE [Note 1/1]. Take the lift up to the next area and enter the train that arrives to complete the mission. =============================================================================== =============================================================================== Chapter 02 Ashes - A Train to the Past [ACT02] =============================================================================== Collectibles -+ > Diary Notes 1 > Instruments 0 _________________ Once the train arrives at the station, turn around and head to the back of the train for a MORALITY POINT. Return to the control panel, exit the open doorway and follow your new partner across the platform to a locked door. Pull the lever on the wall to the right and go on inside. Again follow your partner as you climb the stairs to the top. When you reach the door at the top, look opposite and loot the dead soldier here for some ammo and +5 MILITARY GRADE ROUNDS. Enter the door. Turn to the right and follow the other ranger until you find a ladder. She will hang out at its base. Instead of heading up right away, continue past the ladder and look down the small side tunnel to the left. Burn the cobwebs in here and at the end you will find a DIARY NOTE [Note 1/1]. You will also earn a MORALITY POINT here. Return to the ladder, follow the instructions to put your mask on and then climb to the surface. Upon exiting, follow your partner until you reach the large stone archway. Afterwards you will be on your own. Once you are on the far side, head to the right and drop down to the area below. At this point you will encounter your first Watchmen. There is a group of three along the Cliffside to the right. Fortunately your sniper friend will likely take one out for you so you can focus on the others. Once they are dead another 3 will appear on the very far side of the platform. Killing these will cause another 5-6 to spawn and approach from the left and far end of the platform. Once they are all dead, make your way to the far end of the area and follow the passage here to the left. Follow the set path here all the way around until you see the target. It will run away, so crouch and follow it through the small tunnel it runs through. Upon exiting, turn right and follow it all the way until you reach a dead end. When the target collapses, approach it for a scene. This will end the mission. =============================================================================== =============================================================================== Chapter 03 Pavel - The Enemy of my Enemy [ACT03] =============================================================================== Collectibles -+ > Diary Notes 1 > Instruments 0 _________________ After a lengthy introductory story sequence we’ll be acquainted with yet another new friend. We’ll be sticking together with this fellow for the next few missions. Wait until he walks over and opens the garbage chute and then slide down after him when he jumps inside. Follow him to the right. He’ll stop you in front of a room with an elevator. Once it goes up, follow his instructions and use the shadows to cross the room to the tunnel on the far side of the room. After a brief examination of the gate, your new friend will ask for a lift. Approach him to pop him up to the raised ladder nearby. He will lower a ladder for you. Follow him up to the upper platform. Crouch and move after your friend along the wall to the left. When he points out a target to you, drop down to the platform on the right and sneak up behind the guard. Take him out. Next, hit the lever here to lower a set of stairs leading up to the next level. Climb the stairs and unscrew the light at the top. Wait for your friend to disable the light over the centre of the room and then look across the bridge. Wait for the guard to patrol to the left and sneak across the bridge, get up behind him and take him out. Climb the ladder. Enter the circular pipe at the top of the ladder and head through until you reach the far end. A scene will play and you will drop down to the room below. When you are back in control, loot the other THROWING KNIVES from the corpse on the wall and look in the alcove opposite. There are crates here and on top of one of them you’ll find a DIARY NOTE [Note 1/1]. Behind the crate is another THROWING KNIFE. Sneak up to the open door leaving the room and wait for the guard to look away from you. Sneak up and take him out. Turn the lights off here to hide the body. Climb the stairs here and at the top approach the large door. Use a throwing knife to disable the light above the door and then hit the green button to open the door. Quickly run over and hide behind the crates to the right of the door. Wait for the guard to walk into the room and look over the centre of the room. Sneak up behind him and take him down. Go through the door and hit the lever in here to open the next door. Once it opens go on through and disable the light on the right. Follow the right hand wall up the stairs and wait for your friend to eliminate the guard walking down the stairs on the far side of the room. Continue following the wall and duck into the alcove on the right. Climb the ladder here and follow the catwalk around the corner to the right. Wait for the guard ahead to start walking away from you before sneaking up and punching his lights out. Continue to the very far end of the walkway here and hang here for a moment. Wait for the patrolling guard to enter the room to the left and inspect the crates along the wall. Drop down behind him and take him out. Exit to the main room and enter the adjacent room to the one we dropped down in. Take out the guy in the chair. Exit to the main room, cross the water and climb the short set of stairs opposite. Punch out the guy standing at the desk in front of you and look to the right. Do the same to the seated guard near the window. Now that the room is clear, pull the lever on the desk next to the final guard to release the prisoners. Doing this will give you a MORALITY POINT. - Note for freeing the prisoners you will unlock the Achievement/Trophy Escape!’ - Head over to the door leading to the next area and use the lever to open it. Head on inside to the next room to complete the chapter. =============================================================================== =============================================================================== Chapter 04 Reich [ACT04] =============================================================================== Collectibles -+ > Diary Notes 1 > Instruments 0 _________________ For the first part of this chapter, you will need to follow your buddy and do what he does. As such, exit the starting room and grab the DIARY NOTE [Note 1/1] from the desk in front of you. Continue up the stairs to the right after your friend and make your way through the crowd here sticking right behind him. Note that if you listen to the entire speech, you will earn a MORALITY POINT. Keep after your buddy as he goes through the door to the left and sprint behind him up the next hallway. Jump the gap when he tells you to and continue to the end of the corridor. Approach the lowering door to crawl beneath it. Following the scene, you will be in a rail car fleeing the area. You will be told to shoot your pursuers, but you don’t have to if you don’t want to as doing so will void a no-kill run if you are going for one and even if you don’t shoot they are still unlikely to hit you. After a short distance the chapter will be complete. - Note for escaping without being caught, you will unlock the Achievement/Trophy Clean Escape’ - =============================================================================== =============================================================================== Chapter 05 Separation - Escape [ACT05] =============================================================================== Collectibles -+ > Diary Notes 2 > Instruments 0 _________________ After getting out of the rail car, follow your friend along the tracks. Climb the wooden ramp on the right to find a lockbox containing ammo and +15 MILITARY GRADE ROUNDS. Drop down and check out the side area to the left behind the cobwebs for another lockbox with ammo. Ignore the tunnel to the right with the large door for now and continue to the dead end at the end. Approach your mate when he tells you to give him a lift for a short scene. Once he is up and away, turn around and duck behind the piece of cover nearby in front of the side door we walked past. After a few moments, the door will open and two guards will emerge. Stay behind the cover here and wait for them to start patrolling away from you along the train tracks. As they walk off sneak up on them one at a time and take them down. Work your way up to the open door and sneak inside and hang out in the shadows to the left as you enter. Look across the room to the right and wait for the guard on the lower level to patrol over to the door he will stop at the nearby fire first and then move on. Take him out when he stands in the doorway. Return to the left side of the entrance and use the wooden crates here to climb up the short ramp here and drop down into the shadows on the ground at the end. Hang out here for a second and wait for the guard standing in the light near the door of the room on the right next to the iron bars to patrol into the shadows near you and take him down. Enter the shadows next to the iron bars and face the door to the enclosed room. There are 6 guards in here. The lower level has two rooms. The room on the right has a single guard sitting in a chair. The room on the left has a pair of enemies, one patrolling and one stationary. There are an additional 2 enemies upstairs. Enter the door and look in the door to the left just inside. Wait for the patrolling guard to look away and then move over to the right and take out the guy in the chair. Sneak into the left hand room and take out the guy near the fireplace and then the patrolling guard it is best to let the patrolling guard approach the stationary guard and then start walking away before you strike. Return to the first room and climb the stairs to the left. At the top of the stairs stay in the shadows and wait for the guard to the right to patrol off. You will see a guard patrolling the walkway outside of the windows here. Wait until he stops in front of the door opposite the top of the stairs. As he starts to move off, sneak out after him and take him down. Return to the shadows at the top of the stairs and wait for the guard on the right to patrol into the room. Run over and take him down. When you are clear here, look on the control panel near the windows for a DIARY NOTE [Note 1/2]. There is also a PISTOL on the crate nearby. Return downstairs and enter the left hand room. There is a door in here exiting to the room on the far side of the iron bars. Just to the right of the exit is an enemy sitting in a chair. As such, crouch and walk out the door and quickly enter the shadow to the right. Run up and punch him out. Climb the stairs at the far end of the room all the way to the top and enter the door here. As you do, an enemy through the open door ahead will notice you and surrender. Run over and knock him out if you wish to do so. You will find another DIARY NOTE [Note 2/2] on the table in here. Exit the door to the left and in the next room walk past the light pointed at the open vent and on the ground nearby you will find a lockbox containing +5 MILITARY GRADE ROUNDS. Walk over to the open vent along the right hand wall. You will earn an achievement/trophy and a MORALITY POINT at this time if you made it through the level without being detected or killing any humans. - Note For completing the mission without being detected, you will unlock Achievement/trophy Invisible Intruder’ - Follow the vent until the screen blacks out to complete the mission. =============================================================================== =============================================================================== Chapter 06 Facility - A Friend [ACT06] =============================================================================== Collectibles -+ > Diary Notes 1 > Instruments 1 _________________ After the introductory scene, move forward through the vent until Artyom drops down to the room below. As you land, there is a box behind you that you can loot to for a MEDKIT, ammo and throwing knives in it. When ready, move forward and around the corner opposite. Disable the light here and enter the large room. Look through the window in front and watch the entire scene for a MORALITY POINT. Turn to the right and work your way along the wall. There is a light on the left hand side of the corridor around half way up the stairs there. Disable this. Continue to the next corner and sit behind the crates here. Look around to the left. There is a pair of enemies standing around a fire here. Wait for one to head over to the intercom on the wall nearby. Afterwards, follow him down the hallway and back into the room you came from. He will open a locker here. Sneak up to knock him out. Grab the custom pistol. You will earn an achievement/ trophy and a MORALITY POINT for your effort. - Note For finding the secret custom weapon, you will earn Achievement/Trophy A Present’ - Return back to the end of the hallway to the shadows behind the crate in the corner and observe the other enemy still here. When he is finished with his punching exercises he will patrol back and forward in front of the lamp here. Wait until his back is to you and knock him out. Turn the lamp off. There is a throwing knife in the paper target near the open door to the next area. Return to the entrance hallway and climb the stairs. At the top, stay in the shadows and wait for the two guards here to patrol to the other end of the room. Once will start working on a wall panel. If you are patient, the other guard will patrol back to his start position. Take him out when it is safe to do so. Work your way over to the far end of the room and take out the guy working on the wall. Climb down the stairs nearby to end up in another hallway. Stay in the shadows at the base of the stairs and a guard will patrol into the hallway here from the room to the left. Take him out. Look into the main room to the left. There are two more enemies in the central room here. One will patrol the length of the room, whilst the second will remain working at a desk on the opposite end of the room from the doorway here. Sneak up on the patrolling guard to take him out and then head over and take out the man at the desk. Now that the area is clear, look on a chair next to some bunk beds on the left side of the room and interact with the ACCORDIAN [Instrument 1/1]. Return to the second hallway and continue through the door at the far end. As you enter the next room an enemy will be cowering on the floor in front of you. He poses no threat, but there is a weapon – propped up against the rack next to him. Continue to the far end of this area and use the makeshift ramp on the left to climb up and into a hole in the wall. Drop down the other side. - Section 2 - Make your way through the planters here towards the door on the opposite side of the area from the entrance. Stay in the shadows to the left or right of the door and wait for the flickering light to go off. Once the guard patrols across the pathway directly in front of the door away from you go into the door and turn left don’t turn right! There are 3-4 baddies standing here!. Interact with the switch here to turn off the light. Hide in the corner behind the crates nearby and knock out the guard that comes to investigate the switch. Continue across the bridge. As you cross, wait for the guard on the far side to start patrolling to the right before crossing to the far end. As you reach the end, quickly turn to your left and hide in the shadows behind the machinery here. When the guard patrols back and into the small alcove opposite the end of the bridge with the lamp in it, follow him in and punch him out. Turn off the light. Follow the fence back to the right and when you reach the hallway turn right. You will see a guard sitting in a chair with his back to you nearby and at the far end of the area another guard patrolling. Wait for the patroller to go around the corner and knock out the guy in the chair. Turn off the light on the table next to him. Loot the other chair here for +10 MILITARY GRADE ROUNDS. When the guard at the end patrols back into view, sneak up and take him down. Turn right when you reach the corner and take out the guy on the crate here. Enter the open door and climb down the stairs. Open the door at the bottom. As you enter, you can check out the side vent to the right and at the end you will find a container with ammo and med kits inside. Backtrack to the door we came in from and take the stairs to the left down to the main floor below. - Section 3 - Look below the stairs we just descended to find a ladder leading down to a lower set of tunnels. Drop down here and follow the set path around the corner. Knock out the patrolling guard here when he turns his back to you. Enter the small alcove along the left wall and climb the ladder here to return to the main floor. Stay in the shadows here and wait for the guard to patrol past on your right. When he is not looking sneak over and through the open door directly in front of you and slightly to the right. There is a container on the counter here that you can loot for some ammo. Leave the far end of the small room and immediately turn left. Drop down the hole in the ground to reach another set of tunnels. Follow the path to the right for a lockbox containing +10 MILITARY GRADE ROUNDS and take the left path at the next corner. Follow the watery tunnel all the way to the end and climb the ladder back to the main floor. After emerging, you will be beneath a set of stairs. Turn to the left immediately and stay in the shadows. Work your way over to the other set of stairs nearby taking care to not let the patrolling guard see you. At the top of these stairs, enter the open door and take out the guard working on the wall and disable the light. Loot the safe in the corner for +15 MILITARY GRADE ROUNDS. Return to the main room and return back down the stairs. Wait for the guard here to patrol through the shadows and sneak up and take him down. When it is safe to do so, climb the set of stairs that you ended up beneath when you used the previous ladder. At the top of the stairs, immediately conceal yourself in shadows and wait for a guard to patrol into the area from the door on the left. Take him down when you get the chance. Enter the door he came from and look on the desk for DIARY NOTE [Note 1/1]. Return to the platform at the top of the stairs and pull the lever on the wall next to the desk with the blue radio on it. This will open a door below. Drop down to the main level via the space to the left of the lever and enter the now open door. As you go through the door, you will note a broken railing on the left. Drop down here to the water below. Move forward a few steps and keep your eye out for a trip wire on the ground here. Find the side closest to the gas canister and interact with it to disable it. Climb the ladder and turn left, work your way over to the hole in the wall for a scene. At this point you will earn an achievement/trophy and a MORALITY POINT if you completed the level without killing anyone. - Note For completing the mission without being detected, you will earn the Achievement/Trophy Invisible Saviour’. - When you regain control, sneak up and knock out the two guards watching your friend and then when they are down approach your buddy for another scene. Afterwards follow him into the nearby tunnel to complete the mission. =============================================================================== =============================================================================== Chapter 07 Torchlight - Through the Darkness [ACT07] =============================================================================== Collectibles -+ > Diary Notes 2 > Instruments 0 _________________ Follow your mate along the tunnel. Once the lights go out, look to the wall on the left nearby to find a corpse with a weapon on the wall next to it. Continue onwards until your friend stops. Loot the body propped up against the barrel to the left for some ammo and then bring out your lighter to burn away the cobwebs blocking the path. You’ll also get an on-screen tutorial explaining how to use the charger to keep your flashlight battery going. Approach the grating in the floor and help your friend open it. Follow him down to the next area below. Keep after him through the next tunnel and enter the elevator at the far end. You will earn a MORALITY POINT. During the ride up the shaft a number of spiders will jump onto the elevator. You need to focus your torch light on them to force them into letting go. After knocking off 3-4 of them they should stop coming and you will earn an additional MORALITY POINT. After getting off the lift, your friend will be attacked. Hold your torch on the spider to have it rear up in front of you. Shoot it in the belly to knock it on its back. Continue to shoot at it until it dies. Saving your friend will give you another MORALITY POINT. Follow your comrade through the next door. As you enter turn right and find the corpse nearby, loot the box at its feet for some ammo and health packs. Approach your mate and jump down to the platform below after him. As you land, loot the corpse to the left for a PISTOL and some ammo. At this point, you will be attacked by a pair of spiders that will climb up over the edge of the ledge to the left. Use your light to knock them over and dispatch them. When prompted, head over to your partner for a scene. Interact with the pole here to jump the gap. As you land on the other side, three spiders will appear, crawling up to the ledge from either side. As we did earlier, use the light to keep them at a distance and either force them back over the ledges or shoot them when they flip on their backs. Approach the train car at the back of the platform to boost up to the next area note if you are too slow another pair of spiders will appear behind you. Once you are up, look on the ground to the right to find DIARY NOTE [Note 1/2]. Follow your friend to the end. As you arrive at his location, turn around and kill the spider that followed you. Once it dies or runs off a short scene will play. When you are back in control make your way down the tracks in front until you reach the lit up area ahead. After a few moments your friend will have made up a torch. During the next little segment, you just need to stay really close to him, as the light will keep the spiders away. If you don’t stay close enough, spiders will attack you. As you are escorted through the tunnel, when you see the spider run across in front of you into an open door to the left, if you are quick you can duck inside and loot the corpse and the table for some ammo. Ensure that you return to the main passage and sprint up to your friend though as he won’t stop! When you reach the locked door at the end, it’s time to go exploring. Examine the corpse to the right of the door for +5 MILITARY GRADE ROUNDS and some ammo and then go through the open door. Follow the ramp up to the open door and enter the spider web-filled tunnel. Near the start of the area, look out for a short alcove on the left to find DIARY NOTE [Note 2/2] lying on the ground. Return to the main tunnel and follow the path to the left. Kill the spider that appears and proceed until you see an iron gate ahead. Enter this small room and interact with the light on the table to create a temporary safe spot. Loot the two tables in here for ammo. Go back to the main tunnel and take out the spider that is waiting for you. Turn right and continue along the path. Kill the spider that emerges from the egg in the middle of the path. Sprint through the next large room here and into the door with the red light behind it to avoid a fight. Interact with the panel on the wall here. Turn around and hop through the opening in the wall to drop down to the entrance to the area. Return to your mate with the torch. Go through the door and follow him a short distance until the mission is complete. =============================================================================== =============================================================================== Chapter 08 Echoes - A Path Through the Light [ACT08] =============================================================================== Collectibles -+ > Diary Notes 2 > Instruments 0 _________________ As you begin the mission, look on the bar to the left for a DIARY NOTE [Note 1/2]. - Note For finding the first 10 journal pages, you will unlock Achievement/trophy First Draft’. - There is also a lockbox containing a tidy sum of ammo for your weapons on the bar near where you found the diary page. Head over to the other side of the room and grab a mask and FILTERS from the box your friend opens on the table. There is also some ammo and a MEDKIT here as well if you desire it. Follow your mate through the door. Work your way under the stairs and around the back of the dumpster there to find a hole in the wall. inside is a safe containing ammo and +50 MILITARY GRADE ROUNDS. Return and climb up the stairs to find yourself on the surface. When you are back in control, look back towards the stairs you came up. Just to the left of these is an open doorway. Inside you’ll find a corpse that you can plunder for another FILTER. Follow your friend over to the far end of the rooftop and walk down the wing of the plane after him. Keep on his tail as you work your way around a hole in the ground towards another subway entrance in the distance. Before entering this, look to the left to see a small hole in the fuselage of the plane up the small hill nearby, if you head up here you can find another FILTER. You’ll also get a MORALITY POINT for your trouble. Return and enter the subway. Follow your friend into the next room and loot the corpse he points out on the ground for some ammo and a FILTER. You can also change your MASK if you wish to do so. Check out the small room on the right for some ammo and a MORALITY POINT. Continue onwards until you reach the stairs on the left leading back to the surface. Enter the small service passage to the right at the base of the stairs. Grab the ammo from the corpse in the tunnel and in the room at the end, loot the lockbox on the table for some ammo and a MEDKIT. Grab the weapon front the table for a scene. Afterwards you will earn a MORALITY POINT. Return to the main area. Turn off your torch and climb the stairs. As you near the top, your friend will tell you to stop. Crouch and sit next to him and wait for the enemies to pass. For allowing them to pass and not being spotted, you will earn a MORALITY POINT and an achievement/trophy. - Note For letting the watchmen pass without shooting at them, you will earn the Achievement/trophy Mouse’- When the coast is clear, follow your team mate over to the crashed plane and interact with the door when requested to do so. As you enter, turn to your left and grab the FILTER from the ground at the dead end. Return to the door and follow your friend to the through the plane until a scene plays. After the scene, walk towards your comrade and look on the ground to his left for DIARY NOTE [Note 2/2]. Grab this and then approach your friend for a scene. Listen to him after you save him for another MORALITY POINT. Once he is back on his feet follow him back through the plane. Loot the corpse propped up against the right hand wall for some ammo and a FILTER. As you exit the plane a demon will attack you so help your friend take it down. Once it is dead, look over to the left from the exit of the plane to see a bus and some cars. Below these is a corpse you can examine for a FILTER. The closest building to this has an open door. Inside behind some pipes is another corpse you can loot for a FILTER and a lockbox containing ammo and +5 MILITARY GRADE ROUNDS. Exit to the main street and follow your friend. As you approach the next corner a large group of watchmen will appear on the top floor of the building in front of you and drop down to attack. You will have to fight off 7-8 of them. Once they stop coming, quickly follow your friend around the corner and approach him as he stops to be boosted up into a building. When you regain control, look to the left of the nose of the airplane in here to find an escalator leading down. Run down to the door at the base of the escalator. Turn around and kill the watchmen as they come down the escalator towards you until a scene plays to end the mission. =============================================================================== =============================================================================== Chapter 09 Bolshoi - Theatre [ACT09] =============================================================================== Collectibles -+ > Diary Notes 2 > Instruments 4 _________________ Follow your friend through the set path here until you reach two soldiers in front of a gate. Leaning against the bench to the right in front of them is a GUITAR [Instrument 1/4] we can interact with. Approach the guards for a short conversation. When they let you through, look on one of the sets of shelves immediately behind them for a DIARY NOTE [Note 1/2] you can grab. Note that during this mission, similar to the Sparta mission earlier on, there are several conversations 4-5 going on as you proceed through the area. Stopping and listening to them will often reward you with a MORALITY POINT as well as backfilling some of the story and letting you know what is going on elsewhere in the Metro. Follow the path until you reach a bar area. Continue to the left and look for a GUITAR [Instrument 2/4] propped up against a chair. Keep going until you reach the market area. There is both an ammunition store and a gun store here so use both of them if you need to get some ammo or purchase a new or make a modification to your weapons. Gun Shop wares > Bastard 55 MGR > Duplet 50 MGR > Tikhar 85 MGR > Revolver 45 MGR Before continuing to the next area, look on the last market stall to the left to find a GUITAR [Instrument 3/4] on the counter. Continue through the open door to a waiting room outside the theatre itself. Look on the benches to the left to find a DIARY NOTE [Note 2/2] resting on the one closest to the market entrance. Hang out for a few moments and your friend will show up to take you through to the theatre proper. As you follow your friend through the theatre, a show will start to play on stage. If you want to earn an easy achievement/trophy at this time, simply stop and watch the entire show. It is around 10-15 minutes long. Watching it through will also earn you another MORALITY POINT. - Note For watching the entire stage show, you will earn the Achievement/trophy Patron of the Arts’ - When you are ready, regroup with your friend at the door to the right of the stage. Follow him through the dressing room and the back street area until you come across another bar. He’ll tell you to take a seat. Before you do this, look for the sink to the right. Propped up against a pillar next to this is a GUITAR [Instrument 4/4]. Use this. Return to the table and sit down for a scene to end the mission. =============================================================================== =============================================================================== Chapter 10 Korbut - Betrayal [ACT10] =============================================================================== Collectibles -+ > Diary Notes 0 > Instruments 0 _________________ This level starts with a rather lengthy introductory scene or three. Once you finally gain control of Artyom, use the makeshift furniture ramp to climb up into the hole in the wall on the left. Work your way along the vent here and feel free to listen into the conversation as you move through for a MORALITY POINT and some additional insight as to what is happening and what is to come. When you are good to go, continue along until you reach the end of the vent and the chapter will be complete. =============================================================================== =============================================================================== Chapter 11 Revolution - Red Line [ACT11] =============================================================================== Collectibles -+ > Diary Notes 4 > Instruments 3 _________________ As you start the mission, open the lockbox on the desk for some ammo and look on the floor below the vent we entered from for an incendiary grenade. On the shelf nearby you can also change your mask if you need a new one. Exit the door opposite the table when you are ready to continue. Turn to the left, you will see a metal detector in the distance and a guard patrol through it. In the room beyond the metal detector are another two guards. Walk up to the metal detector and sit on the small ramp to its right. Wait for the three guards to separate. One will head off down some stairs to the left, one stays at the desk working away and the final guard will patrol down the dark hallway we came from. Once he is through the metal detector, sneak up and take him out. Now use the ramp to the right of the metal detector to drop down into the room at the end without being detected. Sneak up and pop the guy working at the table. Make your way down the stairs and wait for the guard at the bottom to enter the side room here. Follow him inside, sneak up and listen to him chat with voice on the other end of the intercom for a MORALITY POINT. When the conversation ends, punch him out. Look on the desk in this room for a DIARY NOTE [Note 1/4]. You will also find a GUITAR [Instrument 1/3] on the chair in here. Open the door to enter the next area. - Train Room - As you enter, you will find yourself in a small side-room with a glass window looking out at the main area. You will see that there is a train here being worked on. Crouch over to the switch on the right side of your room and hit it to turn off some of the lights outside. Exit from the opening on the left side of your room and hang out in the shadows here. Wait for one of the guards to patrol over to the crates near your location and take him out. Go to the far side of the tracks and punch out the other guard leaning on the wall here smoking. Return to the small room we came from and use the shadows against exterior wall to sneak along the track here. Sit behind the first stack of crates to the right and wait for the guard patrolling along the track to walk past. Knock him out. Further along the wall ahead, you will see a wooden ramp leading up to a vent. Wait for the guard near it to walk off to the left and then climb up here and hop in. Follow the vent to the end and drop down into the room at the end. Tail the two guards as they patrol towards the far side of the area. Sit in the shadows to the right when they stop. At this point, you should also be able to make out a third enemy sitting in a chair along the left hand wall nearby. Once the patrolling guards separate, punch out the guy that walks back by you and then sneak up and take out the guy in the chair. Finally pop the final guard and take out any lights shining on bodies. Interact with the handle on the door to enter a small dark corridor. Stay in the shadows here and look behind the iron fence to the right. There are two enemies in here. Sneak up and knock them both out whilst their backs are turned. Turn off the light on the crate next to them. There is a PISTOL on the shelf nearby. Return to the dark corridor and follow it to the end. As you arrive in the next room you will see a guard doing chin up son the left and a guard watching him. Wait for the watcher to patrol to the right and quickly sneak up and punch him out. Then turn around and knock out the guy exercising when he stops. Look on the desk nearby for a lockbox containing ammo and a MED KIT and DIARY NOTE [Note 2/4]. There is also a THROWING KNIFE in the paper target to the right of the exercise equipment. Duck onto the open door to the left of where the guard was exercising and take out the guy on the stool in here. Extinguish the light and use the PIANO [Instrument 2/3]. Go through the next open door nearby. As you enter, quickly sneak up behind the guy crouched in front of the fire to the left and take him out. Destroy the light above the door with a throwing knife and then use the lever to open the bulkhead door leading back to the main room. As you go through the bulkhead door, hit the switch on the pillar in front of you to disable some of the lights and then sneak over and knock out the guy sitting on the crate to the left. Go back to the switch for the lights and head over to the right hand wall. Work your way along the wall here in the shadows for a short distance. When you can go no further along the wall, you will need to peek out to the left. Note the guy in the crane and the two guards near him. Wait for the crane operator to exit the machine. After a few moments, the lights in that area will go off. When this happens, sneak around the section of wall sticking out and follow it around to the right. Knock out the guys inspecting the wall in the corner here. From here, turn around and follow the train tracks past the crane and keep your eye out for a seated guard along the wall to the right. Take him out. Interact with the handle on the illuminated door nearby to enter the next area. - Turbine Room - As you enter, grab the FILTER from the cabinet on the wall in front and proceed down the hallway to the left. Go through the open door. Note that this room features quite a few enemies and if you are spotted or alert guards at any time, they will activate a poison gas defence system which will require that you use your mask and filters. Having said that, if you follow the guide below, you should be able to get through without anyone knowing you were there! There are three soldiers standing around in the open to the right. Ignore them for now and sneak up and take out the guy in the small windowed room against the left wall. Return to the entry door and follow the wall all the way to the left to find a switch. Use this to turn off a few lights. Grab the FILTER off the table to the left of the switch and climb the ladder next to this to access a raised catwalk area. Grab the FILTER and THROWING KNIFE from the open box at the top. Proceed across to the far end of the walkway. When you reach the wall turn right and move towards the ladder at the end of the platform. Peek over the edge. There is a guard standing at the base of the ladder here. There is also a hole in the ground near the base of the ladder. Wait for the guard to patrol off and then quickly climb down the ladder and drop into the hole to access a lower tunnel area. When you reach the crossroads, take the right path first to find a crate with a MED KIT, ammo and +15 MILITARY GRADE ROUNDS. Return to the crossroad and continue along the passage directly away from where you dropped down from. At the end of this tunnel you will find a ladder back up to the main room. At the top of the ladder is a guard inspecting the machinery located to your left. He won’t move though, so climb the ladder, stay crouched and move forward from the top of the ladder whilst sticking hard to the right hand wall. When you reach the end of the wall, immediately duck into the small passage to the right. Again hug the right hand wall here and proceed forward through the shadows. Take out the guy standing stationary ahead. Continue to follow the wall until you reach the far wall. There is a hole in the ground here. You can drop down here and look in the side-tunnel for a crate containing a WEAPON. Follow the lower tunnel to the far end and use the crates here to jump up and out of the tunnel and back to the main room. Climb the ladder to the left. Move along the catwalk here, past the turbine on the right and into the room at the end. Turn right and knock out the guard in here. Inspect the desk on the left side of the room for DIARY NOTE [Note 3/4]. Pull the lever next to the desk. Exit the room and return to the turbine which has now stopped. Find the hole in the wire fence and enter this for a short scene. You will also end up in a new area. - Storage Room - From your start point you will be on a catwalk looking over the area below. There are two guards chatting at a desk to the right. Wait for them to separate hearing the entire conversation will have given you a MORALITY POINT and then climb down the ladder at the end of the walkway to the right. Knock out the guy that stays at the desk and grab the DIARY NOTE [Note 4/4] from the desk as well. Proceed along the wall to the far end of the room from where we dropped down. When you reach the wall, turn left and follow it until you arrive at a ladder. Climb this. From the top of the ladder, crouch and walk across the planks leading to the walkway on your left. Turn off the light there and proceed to the far end. There is also a lockbox here containing +6 MILITARY GRADE ROUNDS and some ammo. Grab this and drop down into the room below. Note the shadows along the left hand wall. Once at ground level, follow this wall until you see the lantern in the corner. Note that sometimes a guard will patrol close to the wall whilst you make your way along it, so keep an eye out and take him out if he gets in the way. To the right of the lantern is an open door. Sneak over to this and enter it when no one is looking. Check out the ACCORIDAN [Instrument 3/3] in the open locker here and then interact with the door at the end of the short hallway to enter the next area - Tunnels - As you enter, turn right. Follow the left hand wall staying in the shadows as to not alert the guy on the turret or the guard speaking to him. Listen to their conversation for a MORALITY POINT. Note the fire in the corner ahead. To the right of this in a small hole in a pipe is a box containing +20 MILITARY GRADE ROUNDS. Follow the train tracks away from where we entered and approach the large door. As you get close it will open, so hide behind some of the crates/barrels lining the tracks nearby. Wait for the guards to patrol past you and then enter the tunnel behind the now open door. Again, hang out on the left hand wall to avoid the light of the fire on the right. When you reach the brick pillar and wooden supports, sneak over and knock out the guy on the tracks here. With him out of the way simply follow the passageway all the way to the end and look out for an open door on the right. There is a WEAPON on the floor in here if you are interested. Continue into the vent at the back of the room when you are ready to continue. Grab the INCENDIARY GRENADE as you go along. After the first drop, turn around and follow the passage to the dead end to find +5 MILITARY GRADE ROUNDS. Return back to the drop off point and follow the tunnel until it drops down again. At this point, you will earn a MORALITY POINT and an achievement/trophy for completing the mission without killing anyone or being detected. - Note For completing the mission without killing anyone or being detected, you'll unlock the Achievement/trophy Invisible Soldier’. - As you approach the end of the vent, a scene will play to end the mission. =============================================================================== =============================================================================== Chapter 12 Regina - Hot Pursuit [ACT12] =============================================================================== Collectibles -+ > Diary Notes 1 > Instruments 1 _________________ After a short conversation, follow your friend through the next couple of doors until you reach a larger room. Interact with the vehicle when prompted to do so and use the on-screen prompts to get it started and moving. Be sure to switch those lights on too! Ride the vehicle down the tracks a short way until you see an open doorway on the left. Hop out and climb the stairs here for a MORALITY POINT. On the desk you will find + 5 MILITARY GRADE ROUNDS and on the ground near the bed an ACCORDIAN [Instrument 1/1]. You can open the lockers in here as well for some THROWING KNIVES, +5 MILITARY GRADE ROUNDS and some ammo. Return to the vehicle. Proceed a little further along the tracks and you will spot another door on the left. Hop out and grab the FILTERS from the cabinet on the wall here. Enter the door. Go straight ahead and loot the corpse for a MEDKIT and some ammo and follow the tunnel around to the left note that this is a circular tunnel that will ultimately end up back at the entrance. You will have noticed the webs and the eggs everywhere. That’s right; unfortunately we are in another spider nest. IF you move through the tunnel here slowly, you should be able to pick the spiders off one at a time as they come to attack you. Do not rush as fighting off 2-3 of the spiders at a time can be quite difficult even on normal. I counted a total of 13 spiders on my way through the tunnel system here. There were also three corpses in the main tunnel, each with a FILTER and ammo. Around halfway around the tunnel, you will find a small side passage with red lights in it. Enter for a MORALITY POINT. At the end of the red tunnel is a corpse with some ammo and a CUSTOM WEAPON and an ammo stash on the ground to his left. Next to him is a panel that we can interact with to restore power to the spider tunnel, making lights appear to keep the spiders away. Activate the panel and return to the main tunnel. Hop back into the vehicle and continue along the tunnel until you reach the next open door on the left. This is a semi-flooded room and the entrance is marked by some of those glowing green mushrooms so it is hard to miss! Use the switch in the first room to turn on the lights in the next larger room. Proceed inside to find a CUSTOM WEAPON on the floor here and at the far end a small side room with a locker containing +10 MILITARY GRADE ROUNDS and ammo and a desk with THROWING KNIVES, a FILTER and some ammo on it. You will also receive a MORALITY POINT for exploring this area. Backtrack to the main tunnel, fight off the spider that appears if necessary and get back into the vehicle. Ride along the track until you reach the large door blocking your way forward in the tunnel. Hop out and check out the room on the right. There is a FILTER you can grab in the cabinet in the wall here. Continue inside. As you enter, there is a corpse on the ground in front of you. Loot it for a MED KIT and some ammo. On the wall to the left of this is a lantern that we can turn on to keep spiders away. Proceed into the next room and prepare to be attacked by spiders. Similar to the previous spider-laden tunnel making your way through slowly is the best way to go so that you only have to deal with a single enemy at a time I counted 9 in total. Work your way around to the right and through the tunnel into the next slightly larger room. Along the left hand wall in here is another lootable corpse ammo + FILTERS with a lantern on the floor next to him that we can turn on to create a temporary safe haven. In the short tunnel that follows this is another corpse below a glowing green mushroom that we can pillage for ammo and MEDKITS. After looting that, follow the tunnel all the way to the end to find another hallway with a red hue. At the end of this you will find a panel that we can interact with to restore power to the tunnel. Backtrack to the vehicle tunnel and head over to the obstruction on the tracks. Throw the yellow switch on the wall to open the door. Go through a short way and hop out of the car. Just before the branch in the track, hop out of the car and throw the switch on the left. This will change the direction of the track. Use the car to ram down the wooden barricade. This action will reward you with a MORALITY POINT. In the area behind the barricade in a small alcove to the left is a corpse that you can loot for some ammo, FILTERS and +10 MILITARY GRADE ROUNDS. Through the open door on the right are a CUSTOM WEAPON and a corpse with ammo and another +10 MILITARY GRADE ROUNDS. Get back in the vehicle and go back and switch the track over. Ride the car to the left this time and continue along until the next fork in the tracks. Hop out and check out the left hand track here. Loot the corpse for a FILTER and some MILITARY GRADE ROUNDS enter the damaged train car at the end of the path. Follow it all the way to the end for a MORALITY POINT. You will also find a corpse holding onto +15 MILITARY GRADE ROUNDS, ammo and an INCENDIARY GRENADE. Backtrack to the vehicle, killing the watchman that has spawned behind you as you go. Hop in the vehicle and ride it down the right hand fork this time until you reach a train car in the tunnel. Get out, grab the FILTERS from the cabinet on the wall next to the open door on the right and then enter the room. Follow the hallway to the left and kill the 5 watchmen in this room. Continue around the corner to the right. Duck into the side room here to find a CUSTOM WEAPON. Return to the previous hallway and at the far end, look over to the left and kill one more watchman here and loot the corpse for some FILTERS and ammo. Head back to the vehicle. Move the vehicle forward and you will start to push the rail car on the tracks here forwards slowly. As you do, a number of watchmen will start chasing you up the tunnel from behind. As such, hold down the movement button to keep pushing the train car, but look around and start shooting at the watchmen as they approach. If they jump on the car, they will start to do you some serious damage so get them off as soon as possible. When you see an opening on the right if you are looking backwards, kill any remaining watchmen before stopping the car and hopping out. Continue all the way to the far end of the room and loot the corpse for a WEAPON and the lockbox nearby for some MED KITS. Return to the vehicle and continue pushing the train car. Again, watchmen will appear behind you and chase you up the tunnel. Keep them away until you see another open door on the left if you are looking backwards. Kill any remaining watchmen and pop out and enter the tunnel. Follow the flooded tunnel to the far end and continue around the corner to the right. At the end you will see a watchman here. Kill this hairy beastie and an additional 5-6 of them will show up 3 form the front and 2 from behind. Backtrack through the room towards our vehicle whilst backing away from them to take them all out. Once they are all dead, check out the dead end where we saw the first watchmen to find DIARY NOTE [Note 1/1]. There is also a corpse and a lockbox to loot here. You will also pick up a MORALITY POINT for exploring this area. Return to the vehicle and kill the two watchmen that attack along the way. Continue pushing the train car. Again, watchmen will appear behind you and chase you up the tunnel. Keep them away until you reach the next fork in the tracks. The train car will head off to the right. Get out of the vehicle and switch the tracks to change the direction to the left. Hop back into the car and drive the car through the wooden barricade there. Continue along the tracks until a scene plays to end the mission. =============================================================================== =============================================================================== Chapter 13 Bandits [ACT13] =============================================================================== Collectibles -+ > Diary Notes 2 > Instruments 0 _________________ At the start of the mission, you will be on the ground facing your vehicle. Turn around and duck under the wooden barrier here. Follow the track to the end to find a lootable body with ammo and a CUSTOM WEAPON. For finding this guy, you will receive a MORALITY POINT. Return back to the vehicle and hop on in. Ride the vehicle along the track a short distance and knock down the barrier at the end. After the scene pop out of the vehicle and explore the small area. Listen to all of the conversations for a MORALITY POINT. On the train cars here you will find an ammo shop and a weapon shop. Use this opportunity to restock ammo and apply any upgrades that you desire. Gun Shop wares > Kalash 75 MGR > Shambler 70 MGR > Lolife 85 MGR > Revolver 45 MGR When you are good to go, get back into the vehicle and continue onwards. As soon as you go through the gate, look in a small alcove to the left for a body containing FILTERS and ammo. Continue along the track a little while further until you hear a woman screaming. Get out of the vehicle and make your way up the tunnel until you find an open door on the right hand side. Go through the tunnel until you reach the derelict train car. Follow it to the right. When you reach the second car you will see two enemies. Once will stand looking out the door close to you whilst another attacks a woman at the far end of the car. Take out the closest guy and then sneak up and punch out the other. Dealing with these two will cause another guy to spawn in the tunnel behind you. Quickly return to the first train car and stand on the far side of the door. Take out the enemy when he enters. Knocking out these three enemies will give you a MORALITY POINT. Loot their bodies for some MILITARY GRADE rounds and some ammo. Return to your vehicle. - Junction 1 - Continue onwards until you see the tunnel opening up in front. There is a fire on the right side of this area and a number of enemies hanging out in this larger room. Follow the track along the left hand wall. Move forward until you see the enemy in front of you. He will set a pile of debris on fire before walking off. As he does sneak up behind him and punch him out. Walk over to the wall separating the two tracks and look down the next tunnel. Walk over and turn off the lantern on the back of the railcar here. Walk up and knock out the guy sitting on the front of the vehicle. Look back to the main room and hug the left hand wall. Work your way up until you are just outside the range of the first closest fire’s light. Look near the stone pillars in the centre of the room. There is a guard here. Wait for him to walk away from your position and then quickly sneak up the wall behind the flatbed railcar here. Climb the ramp and stand behind the seated enemy here. Look past him. Wait for the patrolling guard to walk back to the right and when he is far enough away knock out the seated enemy. Drop down and knock out the patroller. Now quickly run back over to the railcar on the right hand track. Taking out all of the enemies in here will in turn cause another couple of soldiers to move from their set locations further down the tunnel. One of these fellows will come past the railcar here to investigate. Take him out as he walks past. Now continue along the tunnel past the rail car and head towards the blue light. In the alcove to the right of this is one final guard. Sneak up and take him out. Interact with the man on the ground here. Check out the room on the opposite side of the tunnel from where you rescued the man. Inside you will find a lockbox with ammo, a cabinet on the wall with some MED KITS and some more ammo next to the head of the bed. Return to the previous area and loot all the bodies if you have not done so yet. Go back to the vehicle and drive it through the now cleared tunnel. As you go past the blue light in the tunnel, stick your gas mask on and hop out. - Bandit Camp - Go a short distance up the tunnel until you hear voices. Keep an eye out for an open doorway on the right. Enter this to find a bathroom. Turn the light off inside there is a MASK on the wall and some ammo on the ground opposite the light. Go to the back of the bathroom and you will find DIARY NOTE [Note 1/2] and FILTERS on the ground in the right stall. By now you will have heard the guards talking about going to have a look. Return to the main room and look out the door to the tunnel. Wait for the guard to walk past and sneak out and take him down. Keep going up the tunnel and hug the left hand wall. You will find a set of stairs here. Climb these and quickly duck into the open room to the left, keep moving until you are back in shadow on the left. Knock out the guy in the chair and the sleeping guy in the bed next to the fire. Continue down the train car here and knock out the second guy in bed. Pop out the open door next to him and punch out the guard here with his back to you. Go back into the train car and keep going to the very end and hide in the shadows beside the door. When it is safe to do so, continue through the door and knock out the smoking guy and continue a little further and take out his friend in the shadows. Backtrack through the train car until you reach the stairs back to the main tunnel. At the base of the stairs, look directly to the left to see an opening on the far side of the tracks. Sneak over and climb into this. Go up to the first door and look around the corner to the left to see a pair of guards. Wait for one to patrol off and sneak up and take out the remaining guy. Douse the flames and follow the patrolling guard down the hallway. Knock out the guy in the second alcove to the left as you go past and turn off the light. When the patroller stops at the end near the fire barrel, wait for him to move on through the next door and take out the enemy that stays. Follow him into the next room and round the corner to the left. Finally punch him out. Return to the previous room and knock out the guy in the chair here. Next to the last guy we knocked out is a pair of lockboxes, one with ammo and one with MEDKITS. Loot them and then pull the lever on the wall to open the door blocking the tracks in the main tunnel. Return to your vehicle and drive on through. Drive until you see the small alcove on the left with green mushrooms. Dismount and grab the FILTERS from the cabinet on the wall here. Continue up the tunnel on foot and you will soon hear voices. Run up and duck into the open door on the iron fence on the right. Loot the corpse in here for some ammo and look back out at the tunnel. Wait for the first guy to walk past and sneak up and take him down. Return to the side area behind the iron bars and repeat for the second guard. Return to the car and drive it up to the track changing lever on the right. Pull the switch to aim the tracks towards the fire lit entrance. Before entering this though, run down the left hand tunnel until you reach a dead end. Look on the floor to the left of the flatbed here for +10 MILITARY GRADE ROUNDS and an INCENDIARY GRENADE. Head around to the right hand side for another +5 MILITARY GRADE ROUNDS and ammo. Check out the small room up the stairs to the right of the flatbed for a MORALITY POINT and another INCENDIARY GRENADE. Loot the body under the boards at the back for +10 MILITARY GRADE ROUNDS. Kill the watchman that appears and return to your vehicle. - Rescue - Drive it down the right hand path at the interstation. Keep an eye out for an open door on the right lit up by torches. There is an achievement/trophy to be earned in here by entering and saving the hostages within without being detected. Head on over to open the door. Walk up to the crates in front and you’ll see two guards in the tunnel ahead. One will walk off and the other will stand facing you in the light. Look for a side tunnel to the left. Creep through this and pop out behind the guard at the light at the other side. Punch him out and turn off the light. Head up to the next corner and look round to the left. Wait for one of the guards to patrol back to you and knock him out as he rounds the corner. Return to the corner and use a knife to take out the blinking light on the roof. Sneak up and kill the enemy at the end of the hallway. Go to the far end and locate the open door on the left. Head inside. There are two doors here - one to the left and another straight ahead. Enter the door to the left first. There are three guys in here and all of them are preoccupied with something so will not be alerted if you are stealthy. Take out the guy in the chair first, then the dude on the wall to the left and finally the guy in the back right hand corner. Return to the previous room and sneak over to the other doorway. Punch out the guy sitting in the chair. Turn the light off and look in the adjacent room here. On a desk at the back of the room is DIARY NOTE [Note 2/2]. Interact with the door to the right of this and crouch and run up and take out the guy with a punch following the scene. For dealing with these bandits, you will be granted a MORALITY POINT. - Note For rescuing the childern and women from the bandits without being detected, you will earn theAchievement/trophy Commando’ - Return to the vehicle and drive it through the wooden barricade further along the tracks here. This will unfortunately destroy the vehicle. As such, get out and continue on foot. When you reach the wooden supports, look to the left to find a train car. Enter the open door here and turn left at the dead end you will find some FILTERS. Turn around and follow the train car all the way to the front. Upon exiting run to the far end of the room in front of the water and interact with the glowing pole here to ring a bell. This will summon a boat which will take about 1-2 minutes to arrive. Unfortunately it will also summon a large group of nosalises to attack you. Note that they will not attack you until you activate the boat as such, cruise around the room and loot all the corpses for med kits and ammo before ringing the bell. Once you have activated it, you will need to keep moving. Use the stairs and upper platform to create a loop around the room that you can move around whilst fighting off the nosalises that appear. When the boat shows up run over to it for a scene. Afterwards, you will be cruising away from the area but the nosalises will be chasing. Shoot at them as you go and prevent them from jumping onto the boat. After a short period of time, the mission will be complete. =============================================================================== =============================================================================== Chapter 14 Dark Water [ACT14] =============================================================================== Collectibles -+ > Diary Notes 1 > Instruments 0 _________________ This entire mission takes place on the boat. As such have a quick look around. There is an ammo crate or two and a DIARY NOTE [Note 1/1] on the deck. After a brief conversation and a free ride, things get a little more serious. The shrimps will begin to attack the boat and will pop up on the railings to attack you. You need to shoot them to dislodge them as soon as possible. If you do not they can knock you from the boat or attack you with their tongues to disarm you for a few seconds. If this happens use the on-screen button prompts to deal with the situation. Continue to fight off the shrimps, hitting the on-screen button prompts until the mission is complete. As you end the mission a MORALITY POINT will be rewarded. =============================================================================== =============================================================================== Chapter 15 Venice [ACT15] =============================================================================== Collectibles -+ > Diary Notes 2 > Instruments 0 _________________ - Venice - Once you leave the boat and the conversation on the dock is finished you are free to move around. Follow the bald guy as he walks off until he climbs some stairs and sits down at a desk. He will chat with you. Look on a box to his left to find DIARY NOTE [Note 1/2]. Note that during this mission, similar to the Sparta/Bolshoi mission earlier on, there are several conversations going on as you proceed through the area. Stopping and listening to them will often reward you with a MORALITY POINT as well as backfilling some of the story and letting you know what is going on elsewhere in the Metro. Additionally, you will come across some beggars and giving them a bullet each will also earn a MORALITY POINT. Go back down the stairs and follow the path around the corner to the right. Keep on going until you reach the restaurant area. Turn to the right and go down the stairs nearby and straight up the next set into the Strip Club ahead. Once inside, go down the stairs to see a short scene. At the bottom of the stairs run over and look on top of the glass box directly in front of you for DIARY NOTE [Note 2/2]. Approach the door that we saw during the scene for another scene. When you regain control, you can pay the stripper for a dance and take a puff from a drug dispensing apparatus on the table if you like. When you are ready, leave the room, go back up the stairs and exit the strip club. Head down the stairs and this time go to the right. There is a gun shop and an ammo shop along the waterfront here. Grab any ammo you require and upgrade/purchase any new guns you need. Gun Shop wares > Valve 130 MGR > Kalash 75 MGR > Duplet 50 MGR > Ashot 35 MGR There is an optional achievement/trophy that we can grab at this point. To do so go down the small alley between the ammo and the gun shop and turn left. walk all the way to the end and listen to the conversation between the mother and her child. Turn around and climb the stairs to speak to the guy about trying out the shooting range. You will have to pay and win three times. After the third round, not only will you have quite a few more bullets, you will also get the teddy bear. Return it to the child to earn the achievement/ trophy Reunion’. This will also grab you a MORALITY POINT. - Note For returning the teddy bear to the child, you will unlock the Achievement/trophy Reunion’. - Return to the waterfront and climb the stairs at the far end from the Strip Club and open the door at the top. - Storage Facility - As you enter, turn to the left and stay in the shadows at the end of the room. After a few moments a guard will come and investigate the door. Knock him out. With your back to the door, head over to the far left hand corner to find a switch to turn out some lights. Deactivate this and knock out the guard that comes to investigate. Return to the entrance door. Situate yourself with your back to the door and turn to the right. Follow the right wall along, past the enemies and lamps in the centre of the area until you reach a row of boxes in front. There is a short crate just to the left of your current position that you can climb up and exit on the far side of the stack. There will be two enemies in front of you. Wait for one to walk off and the other will move into the corner behind the shelf in front of you. Sneak in and punch out the guy behind the shelf. Turn off the lamp nearby and wait for the other guard to patrol back. Take him out as well. Continue along the right hand wall and turn off the next lamp on the crate here. Look behind this crate here against the wall for a lockbox containing CLAYMORE MINES. Again stick to the wall. Wait for a guard to patrol in front of you. Take him out. As we have been doing, continue to follow the right hand wall, through the drug lab and out the far side. Walk over and hide behind the crate against the wall just opposite the exit door from the drug lab. Wait here for a moment and a guard will patrol past. Punch him out. Now get over and hang onto the left wall whilst you go around the three enemies standing around a fire along the right wall. When you reach the shelf blocking your path, wait for a second and a guard should patrol into view just beyond the shelf ahead. Sneak over and take him out. Just ahead at the far end of the room, there is a desk with a lantern on it. A guard will patrol back and forward behind this. Wait for him and he will come over to inspect a shelf near where you took out the previous guard. Knock him out. Run over and turn off the light on the desk ahead. Interact with the door below the white light for a scene. After the scene, follow your new friend through the secret entrance he opens up, interact with the suit to the right of the platform and then climb the ladder to the next area. If you completed the level without killing anyone you will earn a MORALITY POINT. =============================================================================== =============================================================================== Chapter 16 Sundown - Marshes [ACT16] =============================================================================== Collectibles -+ > Diary Notes 1 > Instruments 0 _________________ After the scene to start the mission, open the lockbox to the left for a MEDKIT, FILTERS and some ammo and then exit the building via the hole in the wall. Drop down to the bottom of the slope and follow the path to the left around the water. Keep an eye out for a walled compound to the right with a hole in the wall. Make your way over to the hole in the wall and climb the stairs to the guard house just inside to find a cache of equipment – MASK, +30 MILITARY GRADE ROUNDS, ammo and a CUSTOM WEAPON. Return down the stairs and look between the two tents opposite the hole in the fence to find a corpse with some ammo. To the right of this, enter the open tent behind the overturned car. Cut the trap just inside the door and check out the back of the area for a lockbox containing ammo and a CUSTOM WEAPON. Exit the tent and turn left. Walk to the edge of the water and note the wall, truck and structure across the other side. Look slightly to the left to see a red flag. This lets you know that the ground is safe to walk on. Cross to the far side and turn right, work your way along the wall until you reach the back of the truck. There is a corpse on the ground you can loot for ammo behind it and if you disable the trap at the back, you can enter the truck to find a container with 4 INCENDIARY GRENADES in it. Backtrack to where you crossed the water and look back to where you came. If you look over to the right of this you will see a fuel tanker in the distance. Cross the water and work your way over to the fuel truck using the red flags and solid ground to get you there. When you reach the fuel tanker, look in the open cargo crate on its left for a lootable corpse for a FILTER. Enter the gas station and look in the right hand room to find a fuel canister. Interact with this. In the corner nearby is a lockbox containing ammo and on the counter opposite you will find DIARY NOTE [Note 1/1] as well as a collection of THROWING KNIVES, a MEDKIT and +30 MILITARY GRADE ROUNDS. Just to the left of this counter outside is a broken metal girder. You can crouch and climb this all the way to the roof. You will find a hole in the roof with a lockbox containing +60 MILITARY GRADE ROUNDS, there is also a dead body with some ammo and a few additional GRENADES scattered around up here. Drop down from the roof and head to the tanker again. Check out the building across the water directly behind the back of the fuel tanker. Ignore the main part of the building for now although you can find an INCENDIARY GRENADE here if you need one and instead go into the opening directly across form the back of the truck to find a couple of corpses to plunder and a GRENADE on a shelf to the right. Pop back out the entrance and immediately turn left. Follow the wall here until you spot a small hole in the wall. Crouch and disarm the trap before going inside. Loot the trap for a GRENADE and the stack of ammo nearby for a CLAYMORE MINE and a GRENADE. There is also a WEAPON here. Backtrack to the fuel tanker and enter the side room where we checked the fuel canisters. Cross the log to the other side of the water nearby. When you reach the far end, follow the flag to the right and then take the left path marked by flags until you reach the crashed plane. Enter the door near its tail and grab the CLAYMORE MINES here. Work your way up to the front of the plane to find a pair of lockboxes containing ammo and just next to them, interact with the fuel canisters here. When it is safe to do so, exit the plane. Enter the plane for a MORALITY POINT. Head over towards the cockpit and loot the lockbox here. The crate to the right of this has some additional ammo and +30 MILITARY GRADE ROUNDS. Inspect the fuel canisters in the main section of fuselage. Return to the door and when it is safe to do so, exit the plane. Turn to the right and climb the wing. Jump onto the main fuselage and walk to the end of the other wing. Drop down into the ruins here and open the lockbox for some ammo. Locate the small wooden ramp nearby, climb to the top of this and hop back across the water in the direction of the plane. Return to the wing we climbed earlier and this time use it to access a log in the water we can use to cross to the next piece of land. Upon reaching the far side, head over to the right of the area. At the base of a dead tree here you will find a switch we can press to activate the generator here which will draw the ferry to us. Note that doing so will cause a bunch of shrimp to spawn and attack you until the ferry arrives. As such, before throwing the switch, check out the lockbox and the dead body nearby for some FILTERS and ammo. When you are ready, hit it. The mutants will usually come as a shrimp and spitter shrimp combination. Try to kill off the weaker spitter first before focusing on the shrimp itself. Whilst fending off the shrimps, use the entire section of solid ground to move around to ensure that you do not get cornered. After a few waves, the generator will stop. Run over and re-activate it. As you do a giant shrimp will emerge from the water. Back away from it for a short while and a demon will appear and attack it. Whilst they are occupied with one another, run over and jump to the raft when it comes into range. Throw the switch on board to send it to the next area. This will complete the mission. =============================================================================== =============================================================================== Chapter 17 Nightfall - Church [ACT17] =============================================================================== Collectibles -+> Diary Notes 1 > Instruments 0 _________________ As soon as the raft stops moving, open the lockbox directly in front of you for some FILTERS and grab another FILTER from the corpse to the left. Continue forward and work your way to the house on the left hand side. There are some fallen cement slabs here that will give you access to the second floor bathroom. Enter the door to the left and turn right. Disable the trap on the floor here and grab the NIGHT VISION GOGGLES from the cabinet in the back left corner of the room. There is some ammo on the desk to the right of this. Return back down the hallway until you reach the edge. Turn to the right and you should be able to make out some support sticking out over the ledge. Hug the right hand wall and walk around the end of it. You should be able to make it around and into an adjacent hallway. Disable the tripwire here and open the door behind it. On the floor inside you will find DIARY NOTE [Note 1/1]. There is some ammo, +30 MILITARY GRADE ROUNDS, THROWING KNIVES and a CLAYMORE MINE on the desk. There is also a switch on the wall that you can use to turn on some spotlights on the roof. Drop down the hole in the floor in the back right corner and loot the lockbox for some FILTERS and ammo. Look in the room to the left further along the hallway to find some ammo and a lootable corpse with some FILTERS. Leave the house via the hole in the wall. Go to the broken wall to the right of the cement slabs we used to access the house and look over to the left. See the fallen section of highway? We want to get over there. Use your night vision goggles to work your way over there. Directly beneath it you will find a small fire with a FILTER lying next to it. From the fire, pull out your diary to look for your objective. We need to work our way directly away from the fire towards that direction, using solid ground of course. Keep the overpass to the right as you work your way across the area, avoid the shrimp that charges you as you go. When you reach the ruined car on the left, examine the corpse here for some FILTERS and ammo and look on the ground to its left for an INCENDIARY GRENADE. Look further ahead to spot a truck. Run over to this and look in the back for some FILTERS, CLAYMORE MINES and INCENDIARY GRENADES. Exit the truck and continue towards your mission objective. Kill the five watchmen in the area and move towards the large building on the opposite side of the water. As you approach the pool, the large shrimp we encountered at the end of the previous chapter will show up and attack. Run away from the shrimp to draw it away from the water. Once it is on the other side of the area, quickly run back past it, make your way across the water using the red flags to help you out and enter the building there. As you enter turn to the right and climb the escalators at the far end of the room. At the top, enter the door on the left to find a lockbox with some ammo. Exit and turn right, walk over to the room on the opposite side of the top of the escalators. Next to the bar here you will see an open door and to the left of this a tripwire. Disable the trap and another in the door frame behind it. Enter the room the traps were protecting. There is a FILTER on the couch, ammo on the crate next to it to the right and the lockbox to its left and a CUSTOM WEAPON on the table opposite. Exit and check out the open door to the left of the bar. Loot the body in here for a FILTER. Return to the main room and look along the left hand wall opposite the bar to find a hole in the wall leading outside. Loot the lockbox in front of this before heading out. Instead of crossing the makeshift bridge here, look down to the left. See the truck below? Drop down and enter the back of it to find the final equipment cache. - Note For finding all of the ammo caches in the swamp you will unlock the Achievement/trophy Equipped’ - Exit the truck and go beneath the bridge, follow the wall of the building along until you reach the entrance to the building again. Climb to the second floor and this time take the bridge across. Run to the far end of the platform towards your friends and attempt to step on the log leading to their location for a scene. It’s that giant shrimp again! This time we need to kill it. Fortunately you have allies across the water that are able to fire at it with their weapons whilst you dodge its attacks and keep your distance. Unfortunately, you will also encounter regular shrimps and spitters at this point in time as well which makes things a little tricker. The good news is your allies have a turret and are quite accurate with it. This means you don’t really need to worry about the smaller enemies unless they get right up in your grill. To defeat the big shrimp you just need to kite him around the platform, dodging his attacks and unloading when you get the chance. Just keep it up until the big one goes down! After defeating the shrimp, your friends will put the log back in place allowing you to cross to their location. Climb the stairs and enter the church to complete the mission. =============================================================================== =============================================================================== Chapter 18 Undercity - Through Hell [ACT18] =============================================================================== Collectibles -+ > Diary Notes 0 > Instruments 1 _________________ - The Church - As soon as the introductory scene ends and you are back in control, look to the left. You will find a GUITAR [Instrument 1/1] sitting up against a locker here. Loot the lockers to the right if you need some ammo and then follow your friend out the door. As you exit, look on the desk to the right near the lamp for +5 MILITARY GRADE ROUNDS. Head over to where your friend is standing. There is a gun shop and an ammo shop here. Grab any ammo you require and upgrade/purchase any new guns you need. Gun Shop > Saiga 110 MGR > Revolver 45 MGR > Kalash 2012 115 MGR When you are ready to continue, follow the set path around until you meet your friend again. After a short conversation a scene will play. Following the scene, go through the open gate on the left. Follow the path down until you reach a large room with some couches and a fire on the left. In one of the lockers on the right side of the room is a CUSTOM WEAPON. Continue through the hole at the back of this room and down the slope. At the base is a corpse holding another CUSTOM WEAPON here. Enter the door behind it. Follow the tunnel forward and your torch/night vision goggles will malfunction. Fortunately you are still able to use your lighter, so pull that out for a little illumination. Continue through the linear path through the tunnels here. When you see the vision, wait until it disappears for a MORALITY POINT. Keep moving until you find yourself on a platform in front of an elevator. There is a corpse just inside the door that can be looted for +5 MILITARY ROUNDS, ammo and an INCENDIARY GRENADE. Look on the shelf to the right here for a THROWING KNIFE. To progress, interact with the elevator. The elevator will start to descend. At this point a MORALITY POINT will be awarded. After a few quiet moments a good number of nosalises will appear and start jumping onto the elevator. You will need to shoot them off as soon as possible to reduce the chance of damage and to prevent them from bringing down the lift. After fighting off 5-6 of them, a button prompt will appear on screen. Press it as necessary for a scene. - The Catacombs - When you regain control enter the nearby tunnel and follow the wooden ramps down until you reach even ground. Make your way to the far end of the room and look around the corner. Kill the two nosalises hanging out here. You can find a backpack on the ground next to a corpse in the corner with some ammo and a CUSTOM WEAPON next to it. Go past where you killed the nosalises and when you reach the next corner leading right. Hold back for a minute and watch the horde of nosalises run past. If you let them pass without attacking, you will receive a MORALITY POINT. Once they have stopped, move forward and through the wooden support structure. On the other side you will find yourself at a fork. Go to the right and follow the path. After a short distance your flashlight/night vision goggles will malfunction once again, so pull out your lighter to continue. Follow the path until you reach the stone arches. On the ground in front of them are an INCENDIARY GRENADE and some ammo. Go through the arches and use the lighter to light the torches in the room here for a MORALITY POINT and for some illumination. There are three corpses scattered around this area that we can loot. The one near the entrance has a MEDKIT, the corpse in the centre of the room has ammo and +5 MILITARY ROUNDS and the corpse near the arches opposite where we entered has a CUSTOM WEAPON. When you are ready to go, head through the arches opposite where we came in. As you move into the next room, look for a hole in the stone wall to the right, inside you will find a lockbox with ammo and a corpse with FILTERS and ammo to loot. Continue through the room and out the next set of arches. At this point a nosalis will attack you. Fend it off. Our Night vision goggles/flashlight will now work again, so feel free to activate them before heading down the tunnel to the right. You can enter the hole in the stone wall ahead to find a corpse and a backpack to loot for ammo. Continue along the wooden platform past the waterfall on the right. Proceed to the far end of the next room to find a door. As you approach it, you will be attacked from behind by 4 nosalises. Use the whole room and cut big laps around it as you back away from them as they attack. Once you have killed them all approach the door and interact with the wheel on the right side to open it. Go on through. When you arrive at the platform overlooking the large cavern below, turn left and interact with the handle above the lift here to ride it down to the next platform. After reaching the far side, go down the nearby ramp and continue down the stairs to the left. At the bottom of the stairs, stop for a moment and look ahead, on the roof you will notice two nosalises hanging here. These aren’t your standard nosalises; they will keep their distance and shoot sonic waves in your direction. If you are in range they will disorient you for a brief second as well as causing a little damage. Fortunately they are more fragile than the regular nosalises and should fall fairly quickly when targeted. There are two of these sonic nosalises on the roof and another 4 regular nosalises that will attack you at ground level. Feel free to back up the stairs a little to funnel their approach. Once they are all dead, go back down the stairs and look behind them for a lockbox containing some ammo and a CLAYMORE MINE. Continue straight ahead into the main room. Locate the light source on the right of the room and you will find a couple of lootable bodies that you can grab a MEDKIT, ammo and a CUSTOM WEAPON from. Look for the wooden ramp at the back of the area. Before climbing it, look into the ruins near its base for another corpse holding onto a CUSTOM WEAPON. Climb the ramp and loot the corpse at the top for some more ammo. Drop down to the area below when you are ready to continue. There are 6 nosalises in this area and unfortunately you will need to kill them all. The good news is they are all distracted so if you can use a silenced weapon, you should be able to knock off one or two of them before the others learn of your presence. When they do attack however, the room itself is quite large, so use the ruins and other obstacles to draw the remaining enemies around the area whilst shooting at them. After you have killed them all head to the back of the room where you will find a wooden lift. Interact with the lever on the left hand side. Unfortunately, like summoning a raft or a boat earlier, summoning this lift will cause several waves of enemies to attack you. As the lift descends you will have to fight off three waves of 3 nosalises. Once the lift arrives, interact with it for a scene. Once you get off the lift, turn to the left and loot the pair of corpses here for a CUSTOM WEAPON and ammo. Head across the bridge and a scene will play. - Boss The Rhino - When you regain control, you will be facing off against the rhino – a large mutated and heavily armoured version of a nosalis. This guy loves to charge at you from across the room and if it hits will cause significant damage. It also has some pretty pesky melee attacks if you stay too close to it. The trick to beating it is to focus on its two weak spots – its face and its spine. A good tactic is to lean out from behind one of the stone pillars and pop it in the head, when it charges, the Rhino will hit the pillar and stop moving and be stunned temporarily. Quickly sprint behind it and shoot it in the back once or twice and repeat. After it takes enough damage, it will break through a wall and run off. You know what to do – after it! After going through the hole, loot the body and the lockbox to the left for FILTERS, MEDKITS and ammo and grab the CUSTOM WEAPON from the rock to the right of the entrance to the next tunnel if you want it. Continue through the next opening and drop down into the large area here. Here we will encounter the rhino for a second time. This area is slightly bigger than the first room we fought it in, but there are more obstacles around to use as cover. Additionally, periodically during this fight, regular nosalises will show up as well. Sometimes they will attack the Rhino and other times they will attack you. As it is rather unpredictable, keep an eye out for them and take them down as soon as possible before re-focusing on the Rhino. Although the environs are slightly different, the tactic for taking out the big guy remains essentially unchanged – hit him in the spine and face and keep your distance. Use his charge attack against him by luring him into obstacles to temporarily stun him. Keep it up until he falls. Once he has taken enough damage a scene will play to complete the chapter. - Note for killing the Rhino, you will earn the Achievement/trophy Big Momma’ - =============================================================================== =============================================================================== Chapter 19 Contagion - Through Fire [ACT19] =============================================================================== Collectibles -+ > Diary Notes 1 > Instruments 3 _________________ - Infiltration - After beginning the mission, make your way down the debris-filled corridor in front and enter the tunnel to the right. Climb the ladder in the room at the end. When the scene in the room below is finished, turn to the right and crawl until you reach the next vent. Again, watch the scene before turning right and continuing. As you approach the next opening, Artyom will automatically drop down to the floor below. As you land, move over to the doorway on the left and you will spot two soldiers out in the hall. Wait just inside the door in the shadows to the right and wait for one of the guards to patrol in here. Knock him out and then sneak up on the other in the hallway and deal with him too. Look on the table opposite where the guards were standing for some ammo and a CUSTOM WEAPON. Enter the door to the right of the table. At the end of the hallway you will exit into a train tunnel. Follow the tracks all the way to the right to find a corpse you can loot for some ammo. Head back the other way on the tracks, past the entrance and towards the platform in the distance. Hug the shadows on the left hand wall and climb the stairs that you come across. At the top of the stairs, hang out behind the crate in front of you for a few moments. A guard will patrol over to the top of the stairs, so take him out as he walks past. Turn off the light in front of the crate and work your way through the shadows to the blue light on the left, note the soldier seated at the far end of the hallway and the other carrying boxes from the hallway just ahead. When neither of them can see you, turn it off; grab the ammo from the crate next to it. Wait for the guard carrying the boxes to patrol back into the area. Let him drop the crate off at the train car and then sneak after and take him down quietly in the tunnel opposite. Move into the storage room. As you enter, immediately turn to the left and hug the wall until you reach the corner. There is an enemy in the side-room to the left and another near the opposite wall. Sneak up and punch out the guard opposite and then head into the side-room to deal with the guy inspecting the gas masks. Turn off the blue light here. Loot the lockers on the right for some FILTERS and ammo. Now that this room is clear, climb the ladder on the right and crouch through the opening at the top. Once you are in the next room, there is a crate to the right with a CUSTOM WEAPON and some ammo. The room below you is well lit and there is a guard on a similar upper platform on the opposite side from your location. If you want to be stealthy, it is probably best not to disturb him just yet! Return through the gap to the previous room and down the ladder. Go through the open door opposite the entrance to enter a tunnel with glowing, green mushrooms everywhere. Follow the tunnel to the right, and keep an eye out for a trip wire between the wooden supports sticking up on the left and a barrel opposite. In the water against the back wall is a lockbox we can open for a MORALITY POINT. Continue to the far end of the hall and peek in the door here to see some bad guys in the hallway behind it. Wait for the guy crouched in front to inspect the bookshelf close to the door and sneak out and punch him out. Turn off the light on the floor next to the safe here and grab some ammo and a THROWING KNIFE from the table nearby. Wait for the guard to enter the hallway from the door on the right. Let him patrol back out again and continue to the far end of the corridor. Grab the filters from the crate on the left and interact with the door. - The Purge - As you enter the area, put on your gas mask. Turn left and enter the door nearby just next to the window ahead. Follow the walkway through here to the very end and you will find a GUITAR [Instrument 1/3] in a cabinet here, there are also some FILTERS on the shelf next to it. Return to the entry door from the previous area. Walk into the niche opposite and climb the ladder. Knock out the guy inspecting the corpse in front of you at the top. Enter the small room to his left and grab +10 MILITARY GRADE ROUNDS from the bed. Look back to the floor below, drop down and knock out the guard who has entered the area. Climb back up the ladder and enter the open door at the end of the hallway. Look on the bench to the right for a WEAPON and the bench with the bodies to the left for some ammo. Go down the stairs at the back of the room and hide in the shadows to the left at the base. Wait for the conversation between the two guards in here to end for a MORALITY POINT. Knock out the guard as he walks away. Look in the open door opposite the base of the stairs for some FILTERS. Climb back up the stairs and exit back onto the upper walkway. Enter the open vent at the end. You will emerge on an upper walkway of a large square room with a number of enemies below. As you enter, turn to the right and inspect the crate near the wall here for +20 MILITARY GRADE ROUNDS and a lockbox with FILTERS, THROWING KNIVES and ammo. Turn around and observe the room below. Most of the enemies will have walked off by now, if not wait for them to leave so that only two guards remain. Drop down the hole to the left of the crate and turn off the light here. Work your way through the room, past the fire to the far end. Look through the doorway into the main room. Wait for the guard to patrol close to you and sneak out to take him out. Now sneak up and punch out the guard on the far side of the room. Now check out the counter in the centre of the room, go inside and look beneath it for a GUITAR [Instrument 2/3]. To the right of this is another set of +10 MILITARY GRADE ROUNDS hidden in a box. Enter the hallway just to the right of the sign with the liquor on it. Check out the crate to the left for some ammo and FILTERS. Note the doorway to the train car and the blue light in front. If the guards are still trying to break it down, let them do so. We want to get into the train car first. However, there is a guard standing stationary behind a gate to the right so if you try to turn the light off and take too long, he will spot you. As such, crouch and walk straight past it and into the open train car without stopping. Knock out the guy to the right and then turn to the left. Wait for him to turn around and walk away from you and sneak up and take him down too. Grab the FILTERS off the bed to the right. Look back out the door and switch off the light out of view of the guard behind the gate. Return to the previous room and climb the ladder. Turn right and go through the open vent here. Knock out the guard patrolling around and enter the train cars. When you see two bunks on the left, loot the ammo here and as you reach the room at the end, grab the DIARY NOTE [Note 1/1] from the desk against the back wall and +20 MILITARY ROUNDS from the shelf to its right. Exit the door here and turn left. Just in front of the light at the end of the short walkway is a GUITAR [Instrument 3/3]. Enter the next railcar through the left hand door. Grab the filters from the desk on the left and open the safe for some ammo. Exit the door and look over the edge in front to see a guard below. Drop down and punch him out. Look to the right and knock out the other guy standing guard at the gate. Behind where you dropped down is an open door. Look in here for a corpse you can loot for FILTERS and a weapon. Return to where you dropped down and continue to the end of the hallway doing your best to avoid the fire as you go. At the far end grab the INCENDIARY GRENADES if you need some and proceed through the door. Drop down the hole and follow the underground passage all the way to the end. - Rescue - You will exit into a herb garden of sorts. Look up to the left before you venture in too far and wait for the guard to walk back to his left. Take this opportunity to walk to the far end of the area and climb the stairs here. Turn the light off and hide behind the wall to the right. Peek out and wait for the guard at the end of the walkway to go and stand at the desk on the left. Sneak up to him and punch him out. Turn off the light. Return to the stairs and climb up to the next level. Walk up the stairs backwards slowly and look out for the guard patrolling along the catwalk your right. Wait until he is standing stationary in the small room directly opposite the top of the stairs if you walk up backwards you should be able to spot him much easier this way. Sneak up and take him out. Turn off the light on the crate behind him. Head into the left-hand door and knock out the enemy within. Loot the lockbox on the table to the right for some ammo and FILTERS. Move out the next door slightly and you will see the platform collapse a little. Watch the guards below for a moment and wait for them to separate. Return back through the previous area and back down the stairs. Walk up to the door to the room in front. Stay in the shadows to the right and peek inside. When the guard closest to you patrols over to the left just inside the door. Go on in and knock him out. Work your way past the large fire in the centre of the room and hide in the shadows along the left hand wall. There are two enemies here. Once will patrol between the big fire and the left hand corner of the room while the other will periodically patrol out of the room to the next area and back again. Wait for the guard to leave the room and sneak over to punch out the guy in the corner. Grab the FILTERS from the crate here. Now stalk the patroller and knock him out too when you deem the time appropriate. Go to the end of the next hall and look through the open door to the right. Wait for the guards to separate. When they do, duck inside and knock out the guy inspecting the wall to the left. Climb the stairs and knock out the guard at the top too. Loot the backpack for some ammo. Return down the stairs and enter the flaming hole in the wall on the far side of the room. As you enter, the way behind will collapse. Look in the room to the right for some FILTERS and a lockbox with some GRENADES. Work your way up the main corridor and punch out the guy leaning on the doorframe in front despite the fire, you can crouch walk straight up to him and he won’t notice even though he is looking at you. Continue past and punch out the other guard in the corner to the left. Interact with the door beside him for a scene. There are two options during the scene and whichever option you take will affect your MORALITY POINTS and subsequently the ending you earn. You can shoot Bad, loss of MORALITY POINTS, or you can take off your mask Good, receive MORALITY POINT. Note that taking off the mask will also earn you an achievement/trophy Saviour’. - Note If you choose the good option during this story sequence and remove your mask, you'll get the Achievement/trophy Saviour’. - Following the scene, the chapter will end. =============================================================================== =============================================================================== Chapter 20 Quarantine - Epidemic [ACT20] =============================================================================== Collectibles -+ > Diary Notes 2 > Instruments 1 _________________ You will be treated to a fairly lengthy introductory sequence. Afterwards Artyom will probably be in a much better mood! Exit the room. Note that during this mission, similar to the Sparta/Bolshoi/Venice missions earlier on, there are several conversations going on as you proceed through the area. Stopping and listening to them will often reward you with a MORALITY POINT as well as backfilling some of the story and letting you know what is going on elsewhere in the Metro. Additionally, you can give a bullet to a man who asks for help to earn a MORALITY POINT. Follow the set path through the Quarantine zone until you reach a dead end. A doctor and a soldier will start taking and open a door to the left. Follow them. After a short conversation, the next door will open. As you go through, turn right and look on the desk in the corner behind the computer to find a DIARY NOTE [Note 1/2]. Go through the open door and join the crowd. Work your way through the people here and into the door on the far side. Climb the stairs and enter the door at the top. Note At this point, there is an optional achievement/trophy for finding and picking up 4 secret stashes of military grade rounds. I have listed them all in the walkthrough for you. As you go through the door, climb down the slope a little until the door behind you closes. Return up top and at the end of the walkway and inspect the hole in the wall for +10 MILITARY GRADE ROUNDS. Climb down to ground level and head over to the yellow biohazard sign. Look to the left of this to see a broken window. Look inside for +10 MILITARY GRADE ROUNDS. Follow the walkway to the left and turn left when possible to find another broken window with +10 MILITARY GRADE ROUNDS behind it. Follow the path past the first flaming barrel and look in the next window to the right for another +10 MILITARY GRADE ROUNDS. For picking up all four stashes, you’ll earn a MORALITY POINT. - Note If you find all 4 stashes, you will unlock the Achievement/trophy Forgotten’. - Continue along the set path until you bump into an old friend. Follow him through the next room until he opens a door and goes through. Rather than following, turn around and look for DIARY NOTE [Note 2/2] on a desk on the far side of the room. Once you have that go through the door. As soon as you enter, look to the left. There is a GUITAR [Instrument 1/1] propped up against the wall here. Use the ammo and weapon shops here if you need to upgrade/purchase new weapons or refill your ammo. Gun Shop wares > Kalash 2012 115 MGR > Helsing 165 MGR > Ashot 35 MGR Note This is one of the only places I could find to purchase the Helsing. It is required for a specific achievement/trophy Van Helsing’ in a couple of levels time, so if you are going for picking up as many as possible on your way through the game you best pick it up now! When you are ready, follow your friend out the nearby door and down the stairs until the screen fades out to complete the chapter. =============================================================================== =============================================================================== Chapter 21 Khan - The River of Fate [ACT21] =============================================================================== Collectibles -+ > Diary Notes 1 > Instruments 0 _________________ The first part of this mission has us following our friend for a little while whilst he monologues about story-related stuff. After opening the first door, check out the desk on the right for a lockbox containing ammo. Keep going until you reach the ventilation fans. Work your way through these when the blades stop and continue on after your friend when you reach the end. When you arrive at a small room where you need to drop down through a hole in the railing on the left to progress, instead continue into the far room and loot the corpse in the corner for +20 MILITARY GRADE ROUNDS. On the ground to the right of the corpse is DIARY NOTE [Note 1/1]. Go back through the door and drop down into the waterway. Climb up and follow your mate through the door on the other side of the room. As you enter, look at the base of the brick pillar in front of you to see a lockbox. Loot this for some ammo and +20 MILITARY GRADE through the hole at the back of the next room and drop down to the walkway on the right. Climb the ramp to the bottom and use the pipes here to reach a platform around the corner to the right. Get ready for an attack! As you work your way through this room here a total of 8 nosalises will attack and will enter the area from both the far door and an entrance to the right. Fortunately your friend is here to help. As you clear them out and move through the room, look out for an opening on the right. In here, there is a door you can interact with. Inside are a corpse we can loot for + 30 MILITARY GRADE ROUNDS. Return and follow you friend to the far side of the room. Continue through the tunnels until you reach the cobweb filled room. Use your lighter to get rid of them. Open the door here to find a corpse with some GRENADES. When ready, return to the main room and interact with the metal grating. Work your way through the short tunnel here and drop into the water. When the torch/night vision goggles are disabled, pull out your lighter and follow your friend through the tunnel. Around halfway through a phone will start ringing. You can interact with it if you like for a MORALITY POINT, although if you ignore it, you will earn an achievement/trophy Nobody’s Home’. - Note If you ignore the phone during the anomoly, you will unlock the Achievement/trophy Nobody’s Home’ - Continue to follow your friend through the tunnel until you reach a large pool with a waterfall. Walk out, through the waterfall and out the far side for a MORALITY POINT. Continue forward until a scene plays. After the scene, approach the ladder on the floor and you will be teleported somewhere else. Follow your friend until you reach a dead end. After another short conversation you will be somewhere else once again. Run through the train until you exit the far end and a scene will play. When you regain control, climb out of the water and follow your buddy into the tunnel. After passing by the hanging cans, look on the desk in front for a CUSTOM WEAPON and examine the lockers next to it for ammo, MED KITS and +20 MILITARY GRADE ROUNDS. Continue down the near stairs and enter the vehicle nearby. This will end the mission. =============================================================================== =============================================================================== Chapter 22 The Chase - Train to the Future [ACT22] =============================================================================== Collectibles -+ > Diary Notes 1 > Instruments 0 _________________ That this mission can be a little tricky for those who want to earn the achievements/trophies for completing the game without killing any human enemies. The first part of the mission has us in a cart in a shoot-out with enemy soldiers riding on an adjacent track. If you wish to do this without killing anyone, use the crouch button to hide behind the fortifications on the vehicle as best you can and use your med-kits when you get hit a few times. Essentially you can keep this up until Artyom jumps across to the train to begin the next stage of the mission. Note There is an achievement for killing all of the enemies before jumping onto the train. However due to this walkthrough being written from a stealth/ no kills point of view I would recommend going the no-kill run route first and loading this chapter from the main menu once you have completed the game to do your killing! Once you are aboard the train, the enemies guarding it will be aware of your presence and shoot at you. To get through here without killing them you will need to stay in cover and wait for a break in the shooting to sprint up to the nearest enemy, crouch and use the takedown button when the prompt pops up. Loot the body you’ll be in dire need of those med-kits! Re-enter cover and repeat this 4 more times until you reach the first cabin. As soon as you enter, grab the DIARY NOTE [Note 1/1] from the top of the blue crate just in front of the door. Work your way through the train car here and take out the next 7 guys in the same way as we did previously. This can be really tough to do without killing them. Just remember that if you take too much damage, you can back off a little and hang out in cover until you recover a little before continuing. Also be sure to loot the unconscious bodies for med-kits as you go. Continue through the next carriage until a scene plays to end the mission. =============================================================================== =============================================================================== Chapter 23 The Crossing - A Child [ACT23] =============================================================================== Collectibles -+ > Diary Notes 2 > Instruments 0 _________________ From the start of the mission, move forward until you exit the tunnel. Loot the body for some ammo and FILTERS and then walk down the stairs behind it. Drop down into the trench below. Turn right and keep an eye out for a hole in a concrete pipe on the left – inside is a corpse we can loot for some MED KITS. Proceed forward and a watchman will drop down in front of you and attack. Kill him and continue forward until you go beneath a suspended log and a mist appears. Two more watchmen will attack at this point. Continue forward a little further and your screen will turn a little funny. All of the watchmen in the area will appear as colored holograms, allowing you to see all of them. Kill the watchmen that come to attack you at ground level. After killing 3-4 of them, they will all run away. Head over to the far end of the area and continue through the overturned train car to the far side. Work your way up the slope here and keep an eye out for a lootable corpses on the right with ammo and a CUSTOM WEAPON. When you reach the top, go down the stairs opposite and follow the platform to the left at the bottom. Drop down to the ice above the water and follow it around the corner to the right. As you round the corner, there is a lockbox containing ammo on the edge of the ice to the left. If you hug the right hand wall, you can find a skeleton conveniently stocked with a new MASK and FILTERS. Continue along the wall, ignoring the shrimp that appear off to the left. If you are quick enough, by following the wall you will be able to make it across the ice and around the corner to the right to safety before they can attack. At the top of the ramp here is a second set of stairs. Ignore these for now and check out the platform underneath the bridge to the right. At the base of the furthest pillar from your location is a corpse with FILTERS, ammo and a CUSTOM WEAPON. On the ground next to him is a DIARY NOTE [Note 1/2]. Unfortunately, by traipsing over to this side of the area, you will have triggered a group of 5 watchmen to attack. Fend them off and loot the rest of the area. Return to the stairs I told you to ignore earlier and climb to the top. Enter the building here through the broken door on the right. Move around the large debris pile in the centre of the room and loot the corpse on the opposite side of the room for FILTERS and ammo. Look in the niche to the left of the stairs for another copse with FILTERS and ammo. Note, one time when I looted this corpse a group of 4 watchmen appeared behind me and attacked. Having repeated the level 4 more times since then, that has not happened since. As such I may have missed a trigger or something on my subsequent playthroughs – either way prepare for a fight even if one does not eventuate! When you are ready, climb up the stairs and enter the door on the left. Interact with the door at the back of the room. We’re in a stairwell! Look beneath the stairs here for some FILTERS and a CUSTOM WEAPON. Climb the stairs and follow the hallway here until you find a door leading back outside. Do not exit through the door just yet! Look out the door and you will see a Demon perched on a platform just outside the door. If you purchased the Helsing like I told you to earlier. Shoot him with this and it should kill the demon instantly and give you the achievement/trophy Van Helsing’. Exit the building and work your way to the right. Continue through the derelict train car here until a scene plays. You will emerge from the water upon a piece of ice. Note that this area is similar to the marchlands earlier. The water contains many, many shrimp and if you get close enough to an edge, there is a good chance that one will pop out to attack you. As such it is kind of difficult to give you a blow by blow in terms of enemy encounters as they appear to be slightly random. One thing that is certain however that is there is a Demon patrolling the area and he will swoop in and pick you up and dump you somewhere else unless you can damage him, take him out or move quickly to avoid him entirely. As you move across the ice, you will notice that sections of it will crack and give way. Stepping on these sections will see you fall through the ice and take some damage before climbing out again. The solid ground often takes you close to the edge of the ice shelf too which encourages shrimp to appear in a number of places to come and attack you. Deal with them as they appear. From where we begin this section, we want to move forward and around the first concrete pillar to the right. Make your way over to the beached ship in the distance. On this, near the bow you will find a lootable corpse with ammo, MED KITS and FILTERS and on the ground to his left is a DIARY NOTE [Note 2/2]. From the back of the boat you will find trains sitting in the water off to the left providing us with a bridge with which to reach the other side of the river. Upon reaching the back of the second submerged train jump down to the ice below. Follow the wall to the right to find a corpse that we can loot in the corner here with a CUSTOM WEAPON, some FILTERS and ammo. Kill the shrimp that appears as you inspect him. Continue along the ice to the left and keep hugging the wall on the right until you find a dirt ramp leading away from the water. Climb the ladder at the top of the slope and enter the door at the top of the ladder to end the chapter. =============================================================================== =============================================================================== Chapter 24 Bridge [ACT24] =============================================================================== Collectibles -+ > Diary Notes 1 > Instruments 0 _________________ Enter the door on the left and make your way into the storage room in the far corner of the next room. Inside you’ll find a CUSTOM WEAPON, ammo, THROWING KNIVES, CLAYMORE MINES, GRENADES and FILTERS. Return through the previous door and climb the makeshift ramp of broken cement to climb up to the bridge above. - Main Deck - As you climb, you will notice that the enemies will be tagged for you with red holograms. There is an achievement/trophy for this level Rain Man’ that asks us to make our way through the level without killing anything and this is much easier than it sounds. There are a few watchmen and a demon lurking around for most of the level and the watchmen will only attack you if they notice you. Thankfully they are usually busy fighting with one another or chewing on corpses to bother you though. As long as you stick to shadows and crouch-walk around them, this should not be too difficult to obtain. The walkthrough will tell you how to do it anyway! From the top of the ramp move forward and wait for the two watchmen in front to separate. Once will head to the left and patrol up and down the bridge whilst the other will start munching on the corpse in front and slightly to the right. Crouch and sneak between the puddle in the centre of the bridge and the watchmen chewing on the corpse. Once past the watchman, move around the large debris pile on the right. Hug the debris pile and follow it all the way around to the opposite side. Wait for the watchman here to look away and sneak along the edge of the hole in the bridge to the left to get past him. Near the end of the pit, go down the ramp on the left to access a lower level of the bridge. In the small room here you will earn a MORALITY POINT and also find a pair of corpses that you can plunder for tonnes of goodies including ammo, FILTERS, CLAYMORE MINES, a GRENADE and a CUSTOM WEAPON. Return back up the ramp and continue left. When you reach the walled area, the game will point out the enemies to you once again. Once more there are several watchmen and a demon in the next area. Wait a few moments for them to get into their positions and then move up. From the end of the walled area, sneak between the watchman feeding on the body in front and the pillar to his left and keep walking straight into the next walled area. As you work your way through here, look out for an opening on the left next to the flaming barrel. Inside you will find DIARY NOTE [Note 1/1] on the desk. You can also loot the safe on the floor for +10 MILITARY GRADE ROUNDS, ammo and GRENADES. The lockers near the door also contain ammo and +5 MILITARY GRADE ROUNDS. Exit back to the bridge and follow the path to the left. Climb to the top of the escalator. Approach the top slowly and again wait 10-20 seconds for the watchmen to get into their positions before climbing to the top. - Upper Deck - As soon as you reach the top, note the watchman to your right feeding, another at the window looking outside against the right wall and a third on the ticket gate opposite the top of the escalator who is also feeding. As you start, move immediately to the left and follow the shadows along the wall here. You should be able to follow the wall all the way around to the ticket gate and pop out and around to the left after getting through without being spotted. Now we are back out on the bridge again. Note that during this segment, you should pay particular attention to the shadows on the bridge. There is some lightning or some other external light source that will illuminate parts of the area, but there is also a shadowy path available. So take this when able! Continue along the left side of the bridge, turning the corner and cutting back to the right when you are forced to do so. Edge up to the end of the wall and look around to the left. Wait for the watchman to jump up on the edge of the bridge and look out over the water. When he does, quickly sneak around the corner but stick as closely as possible to the wall until you are able to re-enter the shadows. Note the hanging watchman on the roof and be sure to stay crouched as you go through the shadows beneath him. As you reach the left hand side of the bridge, turn around the pillar to the right and wait until everything goes dark again. When you judge it safe to do so, work your way along the passage here, keeping an eye out for a path through the debris on the left. Going through here will place you outside a walled area with a red light source. Wait for the watchman here to enter the hole in the bridge to the right. When he is gone, loot the corpses on the wall for a FILTER and enter the room on the left. Loot the corpses here for ammo and FILTERS and climb the ladder to the next area. Upon exiting the hatch, you’ll hear a radio transmission warning of nosalises in the area. Huzzah! We want to work our way up the bridge towards the flickering blue light on the left. Loot the body here for FILTERS. Continue past this and wait for the nosalis in the area ahead to start feeding. Sneak past it and up the concrete ramp. Interact with the hook at the end here and DO NOT shoot anything as you ride across the gap. As you approach the afar side a scene will play. When you regain control, go to the back of the area and enter the door here. Continue through the set path here, through the train car and into the tunnel beyond to complete the mission. - Note For completing the mission without killing anything, you will unlock the Achievement/trophy Rain Man’. - =============================================================================== =============================================================================== Chapter 25 Depot - Road for Two [ACT25] =============================================================================== Collectibles -+ > Diary Notes 1 > Instruments 0 _________________ From the beginning, move forward along the train tracks until you exit the tunnel. Enter the building to the left as you exit to find a lockbox with +45 MILITARY GRADE ROUNDS, ammo, FILTERS and a MED KIT. Exit the building and follow the train tracks all the way until you arrive at a sheltered area adjacent to a large building. Follow the building’s wall to the right until you find an open door. Look in the dumpster to the right of this for a CUSTOM WEAPON. Return and enter the open door, go through the next few rooms and interact with the door for a scene. Afterwards continue until you go up and into a train car via a short wooden ramp. Inside the train car you will find two traders who will sell you weapons/ upgrades and ammo. Use this opportunity to stock up or alter your weapons. Gun Shop wares > Tikhar 85 MGR > Preved 230 MGR > Lolife 40 MGR Exit via the other door and climb the stairs to the catwalks at the top of the room. Follow the set path around to the left and through the train here. You will exit and find yourself on top of another train. Below you will see a large group of enemy soldiers enter the area. - Train Depot - Drop down into the small stair area below and to the right and enter the train car. Move to the left as you enter and find the next door here. Look out to the main part of the room through the door and wait for a pair of guards to walk past to the left. Drop down behind them and wait until they move either side of a concrete pillar. As they do, quickly sneak up and knock out the guy on the left, then the guy on the right. Note the train to the right. Move around the front of this and stand behind the pillar here. There is a pair of rooms one to the left and one to the right along the wall in front and there is a guard patrolling between them. Stay behind the pillar until you see him walk by and sneak over to punch him out. Check out the room to the left for a lockbox with a FILTER and MEDKITS. Now make your way through the room opposite and exit the other side. Stand behind the stack of crates here and peek out into the main room. You should be able to make out a guard standing near a set of barrels. Wait for the guy by the barrels to look away and sneak over and knock him out. Look on the opposite side of the barrels from where the guy was standing and you’ll see a hole in the ground. Drop down in here. You will earn a MORALITY POINT for entering this tunnel. Work your way through the tunnel, taking a right at the first gate and a left when you reach the second. As you approach the stairs at the end of the tunnel, keep your eyes on the wall above the exit. If you see a flashlight beam up there, do not exit. When the flashlight beam disappears, walk up the stairs backwards so you can see the enemy positions. There is a guy patrolling along the wall to the left and another over to the right. There is another up the stairs just to the right of the exit. When it is clear, sneak over and take out the guy patrolling along the left wall. Next climb the stairs just to the right of the tunnel exit and knock out the guy at the top. Use the walkway here to sneak over to another raised platform and knock out the guard up here too. Now drop down and punch out the final patroller below. Look between the two sets of stairs to find another tunnel entrance. Go in here and open the lockbox at the end for ammo. Return to the main floor and go through the open door next to the light powered by the generator. Follow this room to the end and just before the stairs look on the concrete block to the right for FILTERS. Interact with the door at the top of the stairs. As you enter put on your mask. Climb the stairs to the top. As you arrive, your friend will appear behind the metal bars in front of you and hand you a FILTER. Grab it and then interact with the door to the right when you are ready to continue. - Depot area 2 - As soon as you enter the room, you will see all the enemies in the area glowing red. Quickly duck into the room on your left. Look in the back left corner from where you enter to find a small passageway leading to a maintenance area. On the floor in here you will find DIARY NOTE [Note 1/1]. Return to the small passage back to the previous room, but don’t go back through yet. Instead peek through and you will see a soldier come to investigate. Once he turns around, sneak through and knock him out. Turn around and knock out the other guy in the corner behind you. Go out the main door to this room and sneak up and take out the guard straight ahead. Look in the lockbox in the locker in the right corner for +10 MILITARY GRADE ROUNDS. Return to the side room and locate the hole in the wall opposite from the maintenance area entrance. Sneak through here and punch out the guard in the next room with his back to you. Proceed through the next doorway and all the way through the kitchen area. Exit into the hallway on the far side and sneak up and knock out the guy at the end of the hallway. Look in the locker to his left that he was investigating to find a corpse with a CUSTOM WEAPON. From the corner here look back towards the kitchen. You will notice an opening on the left back to the main room. Through here you can see two enemies patrolling back and forth from left to right, one on the far side of the area and one close to you. Wait until the guy on the far side enters the door to the next area and sneak out and knock out the close enemy when he patrols into the shadows. Sneak over and knock out the other when you get the chance. Enter the door at the end and follow the stairs down to the very bottom. - Depot Area 3 - Look behind the stairs to find a lockbox hidden behind a crate for +20 MILITARY GRADE ROUNDS. Find the opening opposite and drop down into the tunnel. Continue forward and when you spot the bars on the left, turn in here and look for a smaller tunnel leading back in the direction you came. Loot the lockbox at the end for some THROWING KNIVES and +5 MILITARY GRADE ROUNDS. Return to the main tunnel and continue until you reach the stairs at the end, grabbing the FILTER in the middle of the tunnel as you go. Climb the stairs at the end and sneak up and punch out the guy directly in front of you. Keep going ahead and knock out the next guy further along to the left. Backtrack to where you neutralised the first guy and look over to where the guards are conversing. Wait for one enemy to drop down the hole and another to start patrolling towards the back wall. At this time, use the shadows to sneak over and knock out the guy looking down into the hole that the other guard jumped into. Now quickly follow the guard that patrolled off, wait until he turns right and walks along the wall a short distance and punch him out. Continue along the right hand wall here and as you approach the guard ahead, he will back up into the shadows. Wait for him to do so and take him out. From his position look to the left to find a short set of stairs leading into a room. There is a patrolling soldier in here, so before entering, look on the walls to see a flashlight beam indicating his location. When he turns around, enter the room and knock him out. Loot the lockbox on the table for GRENADES, MEDKITS, FILTERS and ammo. Exit the door on the other side of the room and turn right. Knock out the guard on the walkway here. Whilst you took out the previous enemy, a guard in the area just ahead will have opened a door and gone through. Enter the door, sneak up behind him and knock him out. Enter the door on the right. Work your way through the room here and interact with the door at the far end. - Depot Area 4 - As you enter, look in the hole to the right for a corpse holding a CUSTOM WEAPON. Return to the main floor and with your back to the door we entered the area from, follow the right hand wall all the way to the far end of the room. Be sure to keep an eye out for flashlights as you go and only continue along when you are not going to be spotted. Once you are past the second train turn to your left and climb the short set of steps here. Peek in the door and find the guard inside. When it is safe to do so, enter the train and knock him out. Proceed to the far end of the train and drop down to the floor. Note that there are 4-5 other enemies behind you as you drop down, but they are focused on the other end of the room and will not notice you unless you draw attention to yourself. We’ll ignore them for now. From here, look over to the left to see a patrolling guard against the left hand wall. To the right of him is another guard standing behind a pillar on the right side of the room and a third patrolling up and down the set of stairs here. Sneak over, using the shadows as cover and knock out the guy on the left when he faces the wall. Return to where we dropped down from the train car and work your way along the right hand wall until you can see both remaining guards. Wait for the patroller to return up the stairs. When he does, sneak over and knock out the guard by the pillar and quickly sneak up after the patroller and punch him out too. Climb to the top of the stairs. Grab the FILTER from the table in the second room and then go and interact with the door nearby. A scene will play. Afterwards you can make a decision, this decision will have implications towards your MORALITY POINT and which ending you receive at the end of the game – Kill Bad, lose MORALITY POINTS, Knock out Good, gain MORALITY POINT. Make your choice. Afterwards, go to the back of the room, drop down to the area below and follow the train tracks to head through the open door and return outside. As you exit, look to the right to find a small building, inside is a lockbox with +5 MILITARY GRADE ROUNDS inside. Exit and follow the train tracks to the end. Keep going a little further and the screen will fade out indicating the chapter’s end. =============================================================================== =============================================================================== Chapter 26 The Dead City - City of Phantoms [ACT26] =============================================================================== Collectibles -+ > Diary Notes 2 > Instruments 1 _________________ Walk forward and out of the tunnel. As you leave, look behind the van to the right to find an open doorway. Climb the stairs in here and enter the door to the right. Disarm the trap in the room ahead and loot the lockbox on the table for some ammo, MEDKITS and FILTERS. Return outside and follow the paved section around to the right. There are two entrances here. The one leading down has a lockbox containing FILTERS, ammo and MEDKITS if you need them and the door on the right allows us to progress. Climb the stairs in here and enter the hall on the right. Interact with the door at the end. Behind the circular table in the centre, on the desk at the back of the room is DIARY NOTE [Note 1/2]. Grab the FILTER from the table in the next room and continue out the hole in the wall. You will notice a little more colour in this area. This is the first Vision, finding and observing all XXX of these will unlock an achievement/trophy Back to the Past’. When you are good to go, proceed to the centre of the area to drop down a hole into a tunnel. As you enter the main section of tunnel, look across to the left to spy an opening. Enter this and climb the stairs at the end. Disarm the trap here and explore the room for a lockbox containing ammo, MEDKITS and FILTERS. Return to the main tunnel. Follow it to the very far end, past the ramp up to the right we’ll return here in a moment and through the door at the back. Explore this area for a CUSTOM WEAPON, a MASK and a lockbox containing ammo, MEDKITS and FILTERS. Return to the main room and climb the ramp up to exit the tunnel. When you reach the top of the ramp, do a 180 degree turn. Look behind the hole in the ground. There is an open doorway to the left. Go on over and enter this. Climb to the top of the stairs and explore the apartment to the right for another Dead City vision. Afterwards interact with the PIANO [Instrument 1/1]. There is also +20 MILITARY GRADE ROUNDS sitting on top of the piano. - Note For finding and using all of the instruments in the game, you will earn the Achievement/Trophy Musician’. - Return outside and continue past the hole in the ground, through the undercover archway and drop down into the next area. Move slightly to the right and another vision will occur. Once it dissipates, quickly kill the watchman that attacks you. Look for a small set of stairs along the wall to the right and interact with the door at the bottom. Inside you will find a lockbox containing ammo and +15 MILITARY GRADE ROUNDS. Return outside. From the top of the stairs, run in a straight line directly across to an open door on the other side of the area. Climb the stairs and explore the apartment to the right for another vision. After the vision finishes, check out the bathtub for a CUSTOM WEAPON. There is also a FILTER on the drawer in the main room. Return outside. As you exit, three watchers will appear on the opposite side of the area near the stairs leading down to the room we visited before and will attack if they spot you. As such, if you want to avoid a fight, turn left as you exit and continue along the wall until you see stairs in the distance. Enter the door here and climb the stairs until you can go no further, enter the open doorway here. Check out the room on the right to find a FILTER on a table and then head over into the left hand room for another vision. Afterwards, climb out the left hand window and drop down onto the truck below. From the front of the truck, enter the open door to the left. Continue through the broken building to the right and when you hit the wall at the end, turn left and climb the stairs. Disable the trap at the top. The room on the left has a lockbox with ammo and MEDKITS. Return to where we entered and as we exit back outside, ignore the watchmen as they will not attack you. Move along the path a short way to the left to find another truck. Hop in the back of this and open the lockbox for some ammo. As you go to leave the truck, more watchmen will show up. Let them run off before you exit. Drop out of the truck and run straight for the building directly in front of you. Find the ladder here and climb it to the top for a scene. You will earn a MORALITY POINT for reaching the top of the ladder without killing any watchmen in the previous area. Once you are on the roof, note the small structure with the sloped roof ahead. This is the door down to the next area. Also note to the right of this, a Demon sitting in a nest. Shoot at the Demon a few times to have it take flight and quickly run over to the nest and loot it for DIARY NOTE [Note 2/2], a custom weapon and some FILTERS. Quickly run over and enter the building before the demon attacks. Climb down the stairs in here and explore the open door on the right when you see it. Inside you will see another vision. Return to the stairs and descend to the bottom, drop down to the area below when they end and then drop down again into the hole here to end up in a tunnel. If you left the demon on the roof alone and did not kill it, you will earn a MORALITY POINT at this point. After leaving the door, turn to the left and walk forward until a scene plays. This is your final vision. If you have seen all of the visions you will be rewarded with a MORALITY POINT and an achievement/trophy. - Note For viewing all of the visions, you will unlock the Achievement/trophy Back to the Past’ - After the scene, you will be facing the ticket gates. Look to the right of the ticket gates to spot an open doorway. Enter this and loot the lockbox in here for FILTERS and +90 MILITARY GRADE AMMO. Exit the room and proceed through the ticket gates. At this point your flashlight/night vision goggles will malfunction. As such pull out your lighter and make your way forwards. Run to the end of the tunnel, ignoring the nosalis as you go. Drop down the hole at the end. Once you are down, turn right and run towards the light until the mission is complete. =============================================================================== =============================================================================== Chapter 27 Red Square [ACT27] =============================================================================== Collectibles -+ > Diary Notes 2 > Instruments 0 _________________ As you begin the mission you will be in a tunnel that is doubling up as a crypt of sorts. You will see skeletons in indentations in the wall. Keep an eye out on the left hand side of the tunnel, in one of these areas you will find DIARY NOTE [Note 1/2]. Continue onwards towards the light at the end of the tunnel until you exit. Climb up the ramp in front and as you go past the cylindrical object in the centre of the path, loot the body propped up against it for some ammo and FILTERs. To the right of this body, in the doorway to the dilapidated bus you will find an additional stash of ammo. Continue up the path away from the bus and as you approach the large building to the right you will see a large number of watchmen appear on the walls above. Wait for a few moments and they will back off. If you let them go without shooting you will earn a MORALITY POINT. Run up to the ruined bus ahead, and climb the steps to the building to the right. Follow the path along for a scene and loot the three corpses in the area for FILTERS, a MASK, MEDKITS and ammo. You’ll also earn another MORALITY POINT for exploring the area. Return to the bus. Inside you will find another corpse to loot with a MEDKIT, FILTERS and ammo. Move to the front of the bus and make your way down the ramp here. During this section, you need to follow your friend and stop where he stops. Run down to the first safe area and loot the body here for FILTERS and a MEDKIT. When he starts moving follow him along the left hand wall and just before you arrive at the car, loot the body here for FILTERS and ammo. Wait here until your friend starts moving again. When you are told to do so, follow your friend, hanging out against the left hand wall. Loot the body here for ammo and continue around the corner to the left. A watchman will be pointed out to you at this time. It will not attack you unless you provoke it or get too close. You can still walk up close to it and loot the body in front of him for a FILTER from the furthest possible difference without being attacked. If you leave it alone, you will be rewarded with a MORALITY POINT. Continue to follow your friend. Drop down to the area below and immediately turn and continue to the left. Follow the path around the top of the waterfall here, hugging the edge until you end up on the opposite side of the river from where you entered. Climb the ramp here into the blue tunnel for a scene. Afterwards, follow your friend along the set path until your vision returns to normal. Climb the slope ahead and at the top turn left and climb the stairs. If you turn right at the top and follow the walkway around you will find a corpse with a CUSTOM WEAPON. Continue to follow the walkway until you reach another set of steps leading down. At the bottom of these drop into the dry river bed below. Follow the riverbed until you drop down into a flooded building ruin. Immediately turn to the left and follow the wall along until you find a tunnel leading back in the direction that you came from. Follow this all the way to the end and through the open doorway here. In the next room, climb the stairs and at the top head over to the right. You will find a mausoleum with a body lying in state in a glass coffin and on the floor in front of this is DIARY NOTE [Note 2/2]. There is a CUSTOM WEAPON and a FILTER/ammo stash here too. Additionally, there is a set of stairs to the left of where you climbed up from with another pile of ammo and FILTER to loot. Backtrack all the way to the flooded area. Work your way over to the far end of the flooded area and climb the dirt slope to the left. Drop down into the courtyard below. This section might be the most difficult in the entire game. As you cross the courtyard you will be ambushed. Multiple snipers will appear in windows surrounding the courtyard and enemies will enter from a door at the far end of the area. This is much less difficult if you are not going for a no-kill run as you will be able to return fire on the snipers. Unfortunately, if you are still going for a no-kill run at this point, you can do nothing against the snipers as killing them will void the achievement/ trophy. As such, you need to stay in cover and wait for the ground forces to approach you, then quickly run up and punch them out and run back to cover. Use med kits as necessary if you run out there are plenty of bodies lying around to loot and repeat. Fortunately, your friend is able to periodically highlight the enemies in the area to give you a general idea of where they are at, and where to expect an attack. The ground attack will come in two waves. There are a total of four ground soldiers that will attack in the first wave. If you stay behind the two pieces of cover closest to where you dropped down into the area, they will be able to shield you from the majority of sniper fire. Once the first wave of ground forces are knocked out, you will have to wait for around a minute. The main bad guy will monologue at you over a loud speaker. When he says “This is becoming tedious” this is the trigger for the second wave of ground forces to attack. Fortunately, only one of them will come to attack you. So deal with him and sprint for the now open door at the far end of the area whilst using cover as much as possible to move up whilst minimising sniper fire. When you reach the door, use a med kit and charge inside. There are two enemies just inside the door. Knock them out. Approach the open doorway at the back of the small room and peek around the corner. This guy is pretty much invincible for the moment, so feel free to shoot him. After shooting him, he will run off so continue to the top of the stairs and look round the corner. Repeat the process; continue to peek out each time he tries to ambush you and pop him a few times until he runs off and then move up to the next area. After the third time you shoot him, approach him as he lies on the ground for a scene. When you regain control, you have a decision to make. The decision you make will have an impact upon your MORALITY POINT rating and the ending you receive at the end of the game. You can help the guy in front of you Good, earn a MORALITY POINT or let him suffer Bad, lose MORALITY POINTS. Note that walking away and leaving him to his fate will earn you an achievement/trophy Revenge’. - Note If you choose the evil/bad option during this sequence, you will unlock the Achievement/trophy Revenge’. - After the scene, go through the hole in the wall to the left of the body. Climb down the wooden ramp until the screen fade out and the mission ends. =============================================================================== =============================================================================== Chapter 28 The Garden [ACT28] =============================================================================== Collectibles -+ > Diary Notes 2 > Instruments 0 _________________ - The Garden - As soon as you start this mission, turn to the right and loot the corpse for a FILTER. Move forward and loot the body along the path in front of you for some ammo and FILTERS. Drop down into the shallow stream on the left and follow it back in the direction that you came from to find another corpse with a new MASK and FILTERS to loot. Return to the path and follow it until you reach the water. Loot the corpse under the tree at the water’s edge for a CUSTOM WEAPON and FILTERS. Similarly to the swamp/marsh area earlier in the game, we need to work our way across the flooded area here. Unfortunately stepping into deep water will deal you some damage and plop you back onto solid ground nearby. To cross, follow the red flags! To begin with cross to the large building off to the right. As you reach the solid ground after the third red flag, you should see a dead tree in front of you, look to the left for a short set of stairs with railings on either side rising from the water to create an island. Run over here to grab a FILTER from the corpse. Return to the third flag and follow the solid ground to the left. As you proceed, keep an eye out to the right for a fallen iron gate. You can run behind this and follow a small wooden platform over to the wall of the building. Hop off and follow the watery passage to the left and enter the open doorway here. Entering this area will give you a MORALITY POINT. Look along the back wall for a safe containing ammo and follow the water to the left to find a corpse with MEDKITS and +5 MILITARY GRADE ROUNDS. Walk into the hole at the end of the area and burn the cobwebs. There is a lockbox here containing FILTERS and +40 MILITARY GRADE ROUNDS. Return outside and to the iron gate I pointed out earlier. Keeping your back to the building we just looted you should see another fallen iron gate ahead. Run up to this and loot the corpse at its base for FILTERS and then continue along the shore to the left of this to find a log in the water leading to another small island. Loot the corpse here for some FILTERS and walk around to the other side. You should see another partially submerged log here. Run across to the cave opposite. When you reach the end of the log, stop and disarm the trap. There is an INCENDIARY GRENADE and a CUSTOM WEAPON here. Crouch and enter the small cave for a MORALITY POINT. Note that you will also probably be attacked by a shrimp here. Destroy it and return to the area with the fallen iron gates. Follow the next set of red flags over to the next piece of solid ground. As you arrive, you will be attacked by watchmen. Note that if you can make it through this area without killing any of them, you will be rewarded with a MORALITY POINT when you reach the end. We can do a quick bit of looting first however. From where you land, you should see a small cave ahead illuminated by green mushrooms. Loot the corpse in here for +10 MILITARY GRADE ROUNDS. To the right is a ruined staircase with a couple of wooden planks forming a makeshift bridge over to a small platform. The corpse here has some FILTERS and MEDKITS. To make it to the end of the area, without killing any of the watchmen, you need to follow the linear path to the left. You will need to sprint to keep ahead of the watchmen and not stop to loot either of the bodies along the way. If you need some additional guidance, you can pull out your diary and follow the arrow to the end. When you arrive you will need to crouch under the branches here and crawl all the way along the path and out the other side. As you exit, examine the corpse propped up against the root in front of you for a MASK and a lockbox containing MEDKITS, ammo and FILTERS and check out the ground in front of it for DIARY NOTE [Note 1/2]. Grab this and continue up the ramp where you saw the bear earlier. Drop down into the large open area below. - Boss Mother Bear - As you walk forward into the area, the mother bear will appear on the opposite side. She is similar to the Rhino we fought earlier in that she will charge at you and use powerful melee attacks to strip your health very quickly. Unfortunately, unlike the Rhino, there are no ruins or other obstacles in the area to help stun her and end her charge. The trick to the fight is to keep your distance, stun her by shooting at her or planting CLAYMORE MINES. Stand behind them to have her charge them and then whilst she is temporarily stunned, shoot her weak spot her back and throw grenades and incendiaries at her to dish out damage. During the early part of this fight, you will have to put up with watchmen who will jump into the area and attack both Artyom and the boss. As their actions are unpredictable, it is best to kill them off as soon as you see them. Fortunately, once you have killed 8-10 of them, they will no longer attack you and will only spawn when you stun the boss. When the bear has taken enough damage, it will run off and create a hole in a wall on one side of the area. Quickly follow her through the gap and in the next room you will see her on the ground being attacked by watchmen. Kill the three watchmen attacking her to earn the achievement/trophy Forest Guardian’. - Note If you choose to help the bear, you will unlock the Achievement/trophy Forest Guardian’. - Afterwards turn to the left and loot the corpse at the foot of the tree for ammo and FILTERS. Follow the set path through the trees here until you reach some stairs on your left leading up to a church. Climb the stairs and before going through the gate at the top, look on the handrail to the left for DIARY NOTE [Note 2/2]. Grab the ammo and FILTERS from the ground below it and continue straight across the nearby courtyard and into the open door ahead for a scene. Following the scene, the chapter will be complete. =============================================================================== =============================================================================== Chapter 29 Polis - Enforcement of Peace [ACT29] =============================================================================== Collectibles -+ > Diary Notes 1 > Instruments 0 _________________ This is a fairly short mission. All you really need to do is to follow your friends through the entire area. After going through the clean room and your friend talks to the soldiers, look on the couch to the left just before the next door for DIARY NOTE [Note 1/1]. Continue through the next few doors and proceed along the crowded room to the conference hall at the end for a scene. During the scene you will be in a lengthy corridor. Simply walk up and open doors to see various scenes. Once you have opened enough doors and seen enough scenes, you will return to Polis. After another brief story sequence, the mission will be over. - Note At this point, you will earn the Achievement/Trophy Revelation’. - =============================================================================== =============================================================================== Chapter 30 D6 - The Last Battle [ACT30] =============================================================================== Collectibles -+ > Diary Notes 2 > Instruments 0 _________________ Once the railcar stops moving, exit through the open door onto the platform on the left. Hang out with the rest of the crowd here, listen to the audio and then continue forward when you are able to do so. Along the right hand wall you will see a radio desk. Sitting on this you will find a DIARY NOTE [Note 1/2]. The gun mounted on the wall to the right of this is a weapon cache and will allow you to replace your currently equipped weapons with an assortment of non-modified firearms. Weapon cache > Valve > Kalash > VSV > Kalash 2012 > Shambler > Saiga When you are ready, continue through the open gate. Note the barricade in front and the ammo crates to the left and the right of the small enclosed area you are limited to. Make your way up to the barricade and crouch behind it. After a few moments a scene will play and all hell will break loose. If you are still in the hunt for a no-kill run, you can essentially hide behind the barricade here and stay in cover for the entire fight. Do not kill anyone until I tell you to! Enemies will start pouring through a hole in the back wall and we need to hold them off for a short period of time. After your friends have done a fair bit of shooting and have managed to kill a few approaching bad guys another scene will play. When you are back in full control, run up to the barricade in front and stay in cover until your comrades successfully stave off the attack. Once the enemy soldiers stop coming, turn to the left, grab some ammo from the crates here and look over the railing to the distance. You will see a tank on the tracks opposite and we need to take it out. Note DO NOT shoot he enemy soldiers on the tank or tracks opposite as this will void your no-kill run. Focus on the tank and the tank alone! To destroy the tank, you need to firstly stay in cover to avoid taking splash damage from the incoming explosive projectiles and enemy machinegun fire. Next wait for the tank to move all the way left and then back up a little. At this point we can start attacking. Note the sections of the tank that have a reddish hue to them. These are the pieces that we need to attack. In order, you will need to attack the following 1. The rod connecting the wheels together. 2. The front and back wheel. 3. The rocket turret on top. Once the tank has been destroyed, you will have a few moments to chill out. Quickly grab some ammo if you require it from one of the ammo boxes nearby and then make your way to the in-tact barricade opposite the burning one you’ll need to jump up the wall. In the corner to the right you’ll find another ammo crate and sitting just in front of this is a DIARY NOTE [Note 2/2]. - Note For finding all of the Diary pages, you will unlock theAchievement/trophy Published’. - Now we have to wait for our crew to defeat another wave of enemies. Note the mini-gun propped up against the barricade. This is a pneumatic weapon and will require you to pull out your recharger to pump it up again when it runs out of pressure. There are two waves of enemies that will attack you at this point. First up is a group of around 20-25 regular soldiers. Do not attack at this point. Instead, stay in cover and allow your friends to have all the fun. After your comrades have managed to kill off a sufficient number of bad guys, a smoke screen will appear. Once the smoke subsides, you are free to attack! You will see a flamethrower enemy behind a shield wall being carried by 8 regular soldiers. The shield wall will walk towards you. To destroy it you need to shoot through the rectangular holes close to the top of the shields to hit the soldiers behind. Killing a shield bearer will leave a hole in the wall for a brief moment so use the opportunity to either shoot the flamethrower enemy behind or to pop some of the other shield guys before they re-form and advance again. Once the shield wall goes down and the flamer is dead a scene will play to complete the mission and the game. - Note If you completed the final level without dying, you will earn the Achievement/Trophy True Spartan’ - - Note If you have followed the above walkthrough and have completed the game without killing anyone, you will earn the Achievement/Trophy Shadow Ranger’ - - Note If you finish the game whilst choosing the bad options and not collecting many MORLAITY POINTS, you will earn the Achievement/Trophy C’est la vie’ - - Note If you finish the game whilst choosing the good options, exploring and unlocking as many MORALITY POINTS as possible, you will unlock the Achievement/Trophy Redemption’ - Congratulations, you have just completed Metro Last Light! If you have enjoyed using the guide and are on GameFAQs, why not scroll to the very top of the page, hit the recommend button and give me a brief bit of feedback? It is much appreciated! Alternatively, consider liking my Facebook page making a donation to my Paypal account Sokkus[at]hotmail[dot]com, sending me a brief email or visiting the site that I write for to check out some of my other reviews and previews! Again, I hope you enjoyed the guide and I look forward to see you again in my next FAQ! =============================================================================== =============================================================================== =============================================================================== -[W3PNs] _ _ _ ______ _ _ / _____ _ ____ ____ ____ ___ ____ ___ / ___ _ _ _ _ ____ _ / _ _ _ \ / _ \ _ \ /___ ___ / / _ ___ / _ ___ \____/ _ _ / / \______\______ _/ \___/_ ____/ \_____/ \_____\____\____ _ _____________________________________________ Weapons, Weapon Locations & Weapon Upgrades _____________________________________________ - =============================================================================== The weapons in Metro Last Light are pretty much run of the mill for any first person shooter game. You have your stock standard pistol and the inevitable shotguns, machine guns, rifles and the trusty old grenades and minigun at the meaty end of the damage scale. Most weapons have multiple attachments that can be applied to upgrade damage, accuracy etc. To upgrade weapons, you must go to a gun shop in one of the many settlements throughout the game and purchase them. Most weapons have a number of upgrades available and can be purchased as long as you have the weapon. Below is a list of all weapons in the game, where you can find each of them and what upgrades are available. To make things a little easier, I have listed them by weapon type. Follow the shortcuts below to get where you want to go quicker! > Handguns ................................. [W3PN1] > Shotguns ................................. [W3PN2] > SMGs & Assault Rifles .................... [W3PN3] > Sniper Rifles ............................ [W3PN4] > Pneumatic Weapons ........................ [W3PN5] > Miscellaneous Weapons .................... [W3PN6] ____________________________________________________________________________ / \ ] Weapon Types - Handguns [W3PN1][ \____________________________________________________________________________/ / \/ \/ \ ] Weapon Name [] Upgrades [] Locations [ \_____________/\_________________/\__________________________________________/ - Optics be obtained from the gun shop in Ashot > Reflex Sight the 'Venice' level or the 'Quarantine' > IR Sight level for 35 MGR. - Barrels around infrequently by both > Extended Barrel bandits and Red Line soldiers. > Silencer - Misc > Stock + forend > Laser Sight -+-+- -+-+- Optics be obtained from the gun shop in > Reflex Sight the 'Bandits' level for 85 MGR or Lolife > IR Sight later on in the 'Depot' level for 40 > 2X Sight MGR. - Barrels the guard open his locker for > Extended Barrel the achievement/trophy 'A Present' in > Silencer the 'Facility' level will net you one. - Misc around infrequently by both > Laser Sight bandits and Red Line soldiers. > Stock + forend > Autofire -+-+- -+-+- Optics be obtained for free from the Revolver > Reflex Sight armory in the 'Sparta' level at the > IR Sight start of the game. > 2X Sight - - be obtained from the gun shop in Barrels the 'Bandits','Bolshoi' or 'Undercity' > Extended Barrel levels for 45 MGR. > Silencer - - carried exhaustively by bandits Misc and other enemy types over the first > Laser Sight half of the game. > Stock + forend _________________________________________________________________________ ____________________________________________________________________________ / \ ] Weapon Types - Shotguns [W3PN2][ \____________________________________________________________________________/ / \/ \/ \ ] Weapon Name [] Upgrades [] Locations [ \_____________/\_________________/\__________________________________________/ - Optics be obtained from the gun shop in Duplet > N/A the 'Bolshoi' level or the 'Venice' - level for 50 MGR. Barrels - > Extended Barrel around infrequently by both > Silencer bandits and Red Line soldiers. > Quad Barrels - - lying around often in the first Misc 1/3 of the game and again with > Laser Sight frequency in the 'Undercity' and > Ergonomic Grip 'The Garden' levels. > Stock -+-+- -+-+- Optics be obtained from the gun shop in > Reflex Sight the 'Undercity' level for 110 MGR or Saiga > IR Sight later on from the armory in the 'D6' - level. Barrels - > Silencer around more frequently by - heavily armored Red Line soldiers in Misc later levels such as 'Depot' and 'Red > Laser Sight square'. > Extended Mag -+-+- -+-+- Optics be obtained from the gun shop in > Red Dot Sight the 'Bandits' level for 70 MGR or shambler > IR Sight later on from the armory in the 'D6' level. - - a corpse in one of the side-rooms Barrels of the 'Regina' level. > Extended Barrel- > Suppressor carried occasionally by bandits and Red Line soldiers over the first half of the game. The second part of - the 'Venice' level has several guards Misc carrying these. > Laser Sight _________________________________________________________________________ ____________________________________________________________________________ / \ ] Weapon Types - SMGs & Assault Rifles [W3PN3][ \____________________________________________________________________________/ / \/ \/ \ ] Weapon Name [] Upgrades [] Locations [ \_____________/\_________________/\__________________________________________/ - Bastard Optics be obtained for free from the > Reflex Sight armory in the 'Sparta' level at the > IR Sight start of the game. > 2X Sight - > Red Dot Sight be obtained from the gun shop in - the 'Bolshoi' level for 55 MGR. Barrels - > Silencer a lot in the hands of Bandits, - Reich soldiers and Red Line enemies in Misc many of the earlier levels. > Laser Sight > Heat Sink > Stock -+-+- -+-+- Optics be obtained from the gun shop in Kalash > Reflex Sight the 'Bandits' level or the 'Venice' > IR Sight level for 75 MGR. > 2X Sight - - used by Red Line Soldiers, most Barrels commonly found before the 'Venice' > Silencer level. Notably in the 'Revolution' - level. Misc > Laser Sight -+-+- -+-+- Optics be obtained from the gun shop in Kalash 2012 > Reflex Sight the 'Undercity' level or later in the > IR Sight 'Quarantine' level for 115 MGR. > 2X Sight - be obtained for free from the - armory in the 'D6' level at the Barrels end of the game. > Silencer - carried by Red Line troops after - the 'Venice' level. A good number of Misc drops can be seen in the 'Contagion' > Laser Sight level. -+-+- -+-+- Optics common drop from Red Line soldiers VSV > Reflex Sight in the 'Depot' mission. Also dropped > IR Sight times by soldiers in the 'Red square' > 2X Sight mission. - Barrels be obtained for free from the > Silencer armory in the 'D6' level at the - end of the game. Misc > Laser Sight _________________________________________________________________________ ____________________________________________________________________________ / \ ] Weapon Types - Sniper Rifles [W3PN4][ \____________________________________________________________________________/ / \/ \/ \ ] Weapon Name [] Upgrades [] Locations [ \_____________/\_________________/\__________________________________________/ - Optics be obtained from the gun shop in Preved > 4X Sight the 'Depot' level for 230 MGR. - Barrels found propped up on a wall during > Suppressor the tank sequence in the 'D6' level. -+-+- -+-+- Optics be obtained from the gun shop in Valve > Reflex Sight the 'venice' level for 130 MGR. > IR Sight - > 4X Sight be obtained for free from the - armory in the 'D6' level at the Barrels end of the game. > Suppressor - Misc > Laser Sight > Extended Mag _________________________________________________________________________ ____________________________________________________________________________ / \ ] Weapon Types - Pneumatic Weapons [W3PN5][ \____________________________________________________________________________/ / \/ \/ \ ] Weapon Name [] Upgrades [] Locations [ \_____________/\_________________/\__________________________________________/ - Optics be obtained from the gun shop in Helsing > Reflex Sight the 'Quarantine' level for 165 MGR. > IR Sight - > 2X Sight next to a body and a diary note - in the 'The Crossing' level. Misc > Laser Sight > Airtight Valve -+-+- -+-+- Optics be obtained from the gun shop in Tikhar > Reflex Sight the 'Bolshoi' level or later in the > IR Sight 'Depot' level for 85 MGR. > 2X Sight - Misc > Laser Sight > Airtight Valve -+-+- -+-+- N/A found behind a barricade in the Minigun final part of the last mission 'D6'. _________________________________________________________________________ ____________________________________________________________________________ / \ ] Miscellaneous Weapons [W3PN6][ \____________________________________________________________________________/ There are a number of miscellaneous weapons that can be used during gameplay to give you a little edge over your opponents. These weapons are all disposable and you can only carry a certain amount of each. Fortunately, you can find these scattered throughout each of the levels and can also be purchased from vendors at the various settlements you come across. Heres a list of the weapons availble > Throwing Knife > Grenade > Incendiary Device > Claymore Mines =============================================================================== =============================================================================== =============================================================================== -[CLTBL] ______ _ _ _ _ _ / _____ _ _ / ___ ____ ____ _ _ _ ____ ___ / _ \ / _ ___ _ \ / _ /___ \____ _ / ___ __ _ / /___ \_________/__\________\________/_\_______/ ________________________________ Campaign Collectible Locations ________________________________ - =============================================================================== There is a fairly descent number of Collectibles littered throughout the Metro that Artyom will stumble upon during his quest and they come in a number of forms. This collectible locations guide will give you a complete list of all of the different collectibles in the game sorted by type and then level. I have included a brief description for the location of each collectible to assist you in finding them. The different collectibles include > 43 Diary Notes ====================== These collectibles appear as are small, flashing pieces of paper with scribbles on them. Collecting and reading these gives you a little extra back story into the Metro, current events and its inhabitants goings on. Collecting 10 of these will unlock the 'First Draft' achievement/trophy whilst obtaining all 43 will unlock the achievement/ trophy 'Published'. > 17 Musical Instruments ====================== The musical instuments take a number of forms that include Guitars, accordians and Pianos. They are objects in the environment that Artyom is able to interact with. Approaching and interacting with each will record it as used. Finding and using all 17 instruments will unlock the achievement/trophy 'Musician'. > Morality Points ====================== Although these bad boys are technically not a collectible that work towards unlocking specific, related achievements, they can however alter the ending that you recieve on completion of the game. A morality point is recorded at certain points during the game, you will know when they are occuring by seeing the screen brighten and a whispering noise. These can be found by natural story progression, making certain choices in the context of the game, listening to specific conversations and by exploring out of the way areas. Collecting the majority of the morality points and choosing the 'Good' options when choices appear in game will unlock the 'Good' ending and the 'Redemption' achievement/trophy. Neglecting to collect morality points and choosing the 'Evil' options during the in-game decisions will give you the 'Bad' ending and will unlock the achievement/trophy 'C'est la vie'. Here are some shorcuts to allow you to quickly jump down to the collectible/s that you are interested in locating > Artyom's Diary Pages ..................... [CLTBN] > Musical Instruments ...................... [CLTBI] > Morality Points .......................... [CLTBM] =============================================================================== =============================================================================== Collectible Locations Artyom's Diary Pages [CLTBN] =============================================================================== There are a grand toal of 43 Diary pages scattered throughout the Metro and they appear as are small, flashing pieces of paper with scribbles on them. Collecting and reading these gives you a little extra back story into the Metro, current events and its inhabitants goings on. Collecting 10 of these will unlock the 'First Draft' achievement/trophy whilst obtaining all 43 will unlock the achievement/trophy 'Published'. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Note that you do not need to collect all 43 of these in a single playthrough to unlock the achievements as you are able to load chapters from the main menu and gather any that you have previously missed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Diary Pages are listed in the table below in chronological order by level _____________ ____________________________________________________________ / \/ \ ] Level [] Collectible Locations - Diary Pages [ \_____________/\____________________________________________________________/ Sparta 01. Following the briefing, exit the room and look on the chair just in front of and to the right of the elevator you need to take with Anna to progress. -+- -+- Ashes 02. Just before heading up the ladder in the sewers area, look in the small spiderweb covered area to the right. -+- -+- Pavel 03. After working your way up through the prison area you will enter a cylindrical pipe. Follow it to the end and drop down. As you land, you will be looking at a corpse. Look in the alcove opposite. There are crates here and on top of one of them you’ll find a DIARY NOTE. -+- -+- Reich 04. Exit the starting room and grab the DIARY NOTE from the desk in front of you it is just before the large flight of stairs. -+- -+- Separation 05. On a control panel in the upstairs room of the indoor zone on the right hand side of the first guard filled area. 06. Towards the end of the mission, you will find an enemy that will spot you and surrender. Do what you wish with him and then look on the nearby table for the note. -+- -+- Facility 07. On a desk in the room to the left of the lever you need pull to open the door at the end of the third room you need to sneak through. -+- -+- Torchlight 08. After vaulting the gap using the metal pole and climbing onto the train car look on the ground to the right to find a diary note. 09. Near the start of the web-filled spieder area, look out for a small alcove on the left to find the collectible lying on the ground. -+- -+- Echoes 10. As you begin the mission, look on the bar to the left for the first diary note. 11. After the scene in the cockpit of the ruined airplane look on the floor to the left of your commrade to find the collectible. -+- -+- Bolshoi 12. Continue through the mission until you are stopped by guards. After a conversation they will let you through. Look on the shelf to the left just behind them to find the next diary page. 13. On a bench just outside the entrance to the theatre. -+- -+- Korbut There are no diary notes located in this level. -+- -+- Revolution 14. After going down the first set of stairs follow the guard into the room there and knock him out. look on the desk in here for the note. 15. At the far end of the room with the giant armored train you will find an large door you can open using a switch. inside, near the back of the room on a desk you will find the note. 16. On the desk next to the lever you need to pull to slow the fan blades in the turbine room. 17. Once you have gone through the fan blades, drop down to the room below and grab the note from the desk against the right hand wall where the two guards are chatting as you enter. -+- -+- Regina 18. During the sequence where you need to push the train car whilst defending yourself from watchmen, look out for the second door on the left if you are looking backwards explore this area to find a flooded tunnel. Make your way to the far end of this whilst killing the watchmen that appear. You'll find the diary page on the ground next to a body. -+- -+- Bandits 19. After clearing the first room of bandits and rescuing the tied up fellow. Proceed down the tunnel a little further until you hear voices. Keep an eye out for an open doorway on the right. Enter this to find a bathroom. The diary note is on the floor in the right hand toilet stall. 20. Continue until you reach the track entrance marked by torches. Halfway down the fire-lit track, enter the door on the right. Clear out all the bandits and look on a a cabinet in the torture room here for the note. -+- -+- Dark Water 21. This is on the deck of the boat near the ammo crates. -+- -+- Venice 22. After the chat at the start, follow the bald guy as he walks off until he climbs some stairs and sits down at a desk. Look on a box to his left to find the diary page. 23. Inside the strip club, as you arrive downstairs you'll see it on top of a glass case. -+- -+- Sundown 24. On a counter inside the building closest to the crashed fuel tanker. -+- -+- Nightfall 25. From the start, get off the ferry and look ahead. Note the house on the left hand side. There are some fallen cement slabs here that will give you access to the second floor bathroom. Enter the door to the left and turn right. Disable the trap on the floor here and grab the NIGHT VISION GOGGLES from the cabinet in the back left corner of the room. There is some ammo on the desk to the right of this. Return back down the hallway until you reach the edge. Turn to the right and you should be able to make out some support sticking out over the ledge. Hug the right hand wall and walk around the end of it. You should be able to make it around and into an adjacent hallway. Disable the tripwire here and open the door behind it. On the floor inside you will find the diary note. -+- -+- Undercity There are no diary notes located in this level. -+- -+- Contagion 26. Once you reach the second part of the level where the enemies are torching the settlement continue through until you find a train car. Head upstairs and enter the train cars upstairs. Inside you will find this on a desk against the back wall in the last car. -+- -+- Quarantine 27. Follow the set path through the Quarantine zone until you reach a dead end. A doctor and a soldier will start taking and open a door to the left. Follow them. After a short conversation, the next door will open. As you go through, turn right and look on the desk in the corner behind the computer to find a diary note. 28. When you run into Khan. Follow him through the next room until he opens a door and goes through. Rather than following, turn around and look for a note on a desk on the far side of the room. -+- -+- Khan 29. When you arrive at a small room where you need to drop down through a hole in the railing on the left to progress, instead continue into the far room and loot the corpse in the corner for +20 MILITARY GRADE ROUNDS. On the ground to the right of the corpse is a note. -+- -+- The Chase 30. As soon as you enter the cabin aboard the train, grab the diary note from the top of the blue crate just in front of the door. -+- -+- The Crossing 31. After your first run across the ice, once you are back on solid ground climb the ramp. At the top of the ramp here is a second set of stairs. Ignore these for now and check out the platform underneath the bridge to the right. At the base of the furthest pillar from your location is a corpse. The note is on the ground next to the body. 32. As you are cruising across the second ice flow you will see a ship in the distance. Get on top of this and at the bow of the ship you will find the note next to a body. -+- -+- Bridge 33. As you work your way along the first deck of the bridge, look out for an opening on the left next to a flaming barrel. Inside you will find the note on a desk. -+- -+- Depot 34. After clearing the first area of enemies, climb the stairs to the next zone. As soon as you enter the door at the top, you will see all the enemies in the area glowing red. Quickly duck into the room on your left. Look in the back left corner from where you enter to find a small passageway leading to a maintenance area. On the floor in here you will find a note. -+- -+- The Dead City35. As you work your way through the first building you need to go through, you will find this note sitting on a circular table on one of the rooms. 36. After climbing the ladder and reaching the roof you will see a demon in the far right hand corner of the rooftop wait for it to fly off and then look in the nest next to the demon's baby for the diary note. -+- -+- Red Square 37. In the crypt at the start, look along the left hand wall for an indentation with a skeleton that also contains a diary note. 38. Follow the riverbed until you drop down into a flooded building ruin. Immediately turn to the left and follow the wall along until you find a tunnel leading back in the direction that you came from. Follow this all the way to the end and through the open doorway here. In the next room, climb the stairs and at the top head over to the right. You will find a mausoleum with a body lying in state in a glass coffin and on the floor in front of this is the second diary note for the level. -+- -+- The Garden 39. After crossing the river and working your way through the watchmen you will crawl beneath some roots. As you emerge on the other side, you will see a corpse propped up against a tree stump in front of you. On the ground next to this is a diary note. 40. After defeating the mother bear, continue until you reach a set of stairs. look on the left hand railing of the stairs near the top to find this note. -+- -+- Polis 41. After going through the clean room and your friend talks to the soldiers, look on the couch to the left just before the next door for the diary note. -+- -+- D6 42. Following on from the speech at the start of the mission, look along the right hand wall you will see a radio desk. Sitting on this you will find a note. 43. After destroying the tank, retreat to the final barricade. Behind this, in the corner to the right you’ll find another ammo crate and sitting just in front of this is the final diary note. __________________________________________________________________________ =============================================================================== =============================================================================== Collectible Locations Musical Instruments [CLTBI] =============================================================================== There are a total of 17 musical instuments that players will come across during their time in the Metro and they take a number of forms that include Guitars, accordians and Pianos. They are objects in the environment that Artyom is able to interact with. Approaching and interacting with each will record it as used. Finding and using all 17 instruments will unlock the achievement/trophy 'Musician'. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Note that unlike the diary pages, loading chapters from the main menu to pick up any that you may have missed DOES NOT work! As such YOU MUST interact with all 17 musical instruments in a single playthrough in order to earn the achievement/trophy 'Musician'. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Instruments are listed in the table below in chronological order by level _____________ ____________________________________________________________ / \/ \ ] Level [] Collectible Locations - Musical Instruments [ \_____________/\____________________________________________________________/ Sparta 01. Guitar - When you gain control of Artyom for the first time, this will be in the room with you on a chair. 02. Guitar - As you work your way through the set path, note the pair of soldiers playing checkers. Look on the chair in the corner to the left behind them and interact with the GUITAR. -+- -+- Ashes There are no instruments located in this level. -+- -+- Pavel There are no instruments located in this level. -+- -+- Reich There are no instruments located in this level. -+- -+- Separation There are no instruments located in this level. -+- -+- Facility 03. Accordian - As you enter the first large room occupied by enemies, you will be able to watch a scene through the glass in front guards making fun of another guard. The accordian is on a table on the ground floor in the centre of this room. Simply clear the area and head inside to interact with it. -+- -+- Torchlight There are no instruments located in this level. -+- -+- Echoes There are no instruments located in this level. -+- -+- Bolshoi 04. Guitar - Follow your friend through the set path here until you reach two soldiers in front of a gate. Leaning against the bench to the right in front of them is a GUITAR. 05. Guitar - Follow the path until you reach a bar area. Continue to the left and look for a GUITAR propped up against a chair. 06. Guitar - As you go through the market area, before continuing to the next area, look on the last market stall to the left to find a GUITAR on the counter. 07. Guitar - After the performance at the theatre, continue onwards until you reach another bar. Your mate will tell you to take a seat. Before you do this, look for the sink to the right. Propped up against a pillar next to this is a GUITAR. -+- -+- Korbut There are no instruments located in this level. -+- -+- Revolution 08. Guitar - After going down the first set of stairs follow the guard into the room there and knock him out. look on the chair in here for the instrument. 09. Piano - At the far end of the room with the giant armored train you will find an large door you can open using a switch. Just inside, you will find the note. 10. Accordian - You'll find this one in a locker in the hallway directly after the storage room. -+- -+- Regina 11. Accordian - After acquiring the vehicle, move a short way along the track and enter the first door on the left. Enter the room at the top of the stairs and on the ground next to the bed you'll find the instrument. -+- -+- Bandits There are no instruments located in this level. -+- -+- Dark Water There are no instruments located in this level. -+- -+- Venice There are no instruments located in this level. -+- -+- Sundown There are no instruments located in this level. -+- -+- Nightfall There are no instruments located in this level. -+- -+- Undercity 12. Guitar - As soon as the introductory scene ends and you are back in control, look to the left. You will find a GUITAR sitting up against a locker here. -+- -+- Contagion 13. Guitar - As you open the first door and go through, put on your gas mask. Turn left and enter the door nearby just next to the window ahead. Follow the walkway through here to the very end and you will find a GUITAR in a cabinet here. 14. Guitar - In one of the early rooms, you will find a square counter located in the centre of the room, go inside and look beneath the counter for a GUITAR. 15. Guitar - When you reach the train cars, go upstairs and follow the walkway all the way to the end. Just in front of the light at the end of the walkway is a GUITAR. -+- -+- Quarantine 16. Guitar - After meeting up with Khan, follow him through the door that he opens. As soon as you enter, look to the left. There is a GUITAR propped up against the wall here. -+- -+- Khan There are no instruments located in this level. -+- -+- The Chase There are no instruments located in this level. -+- -+- The Crossing There are no instruments located in this level. -+- -+- Bridge There are no instruments located in this level. -+- -+- Depot There are no instruments located in this level. -+- -+- The Dead City17. Piano - After going through the water-filled underground area, climb the ramp to exit. When you reach the top of the ramp, do a 180 degree turn. Look behind the hole in the ground. There is an open doorway to the left. Go on over and enter this. Climb to the top of the stairs and explore the apartment to the right for another Dead City vision. Afterwards interact with the PIANO. -+- -+- Red Square There are no instruments located in this level. -+- -+- The Garden There are no instruments located in this level. -+- -+- Polis There are no instruments located in this level. -+- -+- D6 There are no instruments located in this level. __________________________________________________________________________ =============================================================================== =============================================================================== Collectible Locations Morality Points [CLTBM] =============================================================================== Although these bad boys are technically not a collectible that work towards unlocking specific, related achievements, they can however alter the ending that you recieve on completion of the game. A morality point is recorded at certain points during the game, you will know when they are occuring by seeing the screen brighten and a whispering noise. These can be found by natural story progression, making certain choices in the context of the game, listening to specific conversations and by exploring out of the way areas. Collecting the majority of the morality points and choosing the 'Good' options when choices appear in game will unlock the 'Good' ending and the 'Redemption' achievement/trophy. Neglecting to collect morality points and choosing the 'Evil' options during the in-game decisions will give you the 'Bad' ending and will unlock the achievement/trophy 'C'est la vie'. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Note The following list may be incomplete. As there are no achievements/trophies tied into finding and unlocking these morality points and there is no in-game stat tracker that I am aware of, it is entirely possible that I may have missed some locations. If you find one that is not listed, please head down to the contact section below and swing me an email! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Instruments are listed in the table below in chronological order by level _____________ ____________________________________________________________ / \/ \ ] Level [] Collectible Locations - Morality Points [ \_____________/\____________________________________________________________/ Sparta 1-2. Morality Points rewarded for playing the two musical instruments in the level. 3-5. Rewarded for listening to various conversations in the level from beginning to end. 6. After the first round of target practice, stay and do another set of targets for a morality point. 7. You will earn a morality point upon entering the briefing room. Story Progression - unmissable. -+- -+- Ashes 1. When the train stops at the start of the mission, before exiting, explore the far end of the train for a morality point. 2. You will earn a morality point for finding the body with the diary note collectible in the sewer area. -+- -+- Pavel 1. You will earna morality point for pulling the lever in the final room of the level to release the prisoners. -+- -+- Reich 1. After climbing the stairs, listen to the Fuhrer's speech all the way through for a morality point. -+- -+- Separation 1. You will earn a morality point for completing the mission without killing any human enemies. -+- -+- Facility 1. From the start of the mission, enter the first large room and watch the interaction betweent he guards through the window in front of you. For watching the whole scene, you will earn a morality point. 2. Follow the guard to his locker and pick up his custom Lolife weapon for a morality point and an achievement/ trophy - 'A Present'. 3. You will earn a morality point for completing the mission without killing/alerting any human enemies. -+- -+- Torchlight 1. After entering the elevator, you will recieve a point. Story Progression - unmissable. 2. Shoot and dislodge the 3-4 spiders that jump onto the lift as you ride it for another morality point. 3. After getting off the lift, save Pavel from the spider for a point. -+- -+- EChoes 1. During the first outdoor area, go up the hill just to the left of the subway entrance to find a piece of airplane and some supplies. Finding this area will give you a morality point. 2. After working your way through the subway, check out the storage rooms to the right at the bottom of the base of the stairs. Pick up the weapon in the far room for a scene and a morality point. 3. At the top of the stairs, let the herd of watchmen pass without alerting/attacking them. 4. After the scene in the cockpit of the plane, speak to Pavel until he recovers. Story progression - unmissable. -+- -+- Bolshoi 1-3. Rewarded for listening to various conversations in the level from beginning to end. 4. Give a MGR bullet to the beggar outside the theatre. 5. Watch the entire stage show performance in the theatre from start to finish. -+- -+- Korbut 1. Earned for listening to the conversation story progression - unmissable. -+- -+- Revolution 1. After going down the first set of stairs, follow the guard into the room at the bottom and let him speak to the intercom. Following the conversation, you will recieve a morality point. 2. Once you have disabled the turbine and gone through the gap in the fan you will end up in a storage room. Down to the right are a pair of guards talking about inventory. Wait for the conversation to conclude and you will earn a point. 3. After exiting the storage room in o the tunnels, move forward until you see the guard on the turret on the right. Another guard will talk to him. Listen to the conversation for the point. 4. You will earn a morality point for completing the mission without killing/alerting any human enemies. -+- -+- Regina 1. After acquiring the vehicle, move a short way along the track and enter the first door on the left. Enter the room at the top of the stairs for the point. 2. In the second door to the left along the tracks. Make your way through all the spiders and find the room with the red light. Enter this for a morality point. 3. In the third door to the left on the tracks. This is a semi-flooded room. Be sure to check out the door in the back right corner for the point. 4-5. After going through the spider-filled room to unlock the door blocking the tracks, move forward and find the branch in the tracks. Nearby is a switch you can activate. Do this and then drive the vehicle through the wooden barricade on the right. This will give you a point. Additionally, check out the body in the small alcove on the right of this room for another morality point. 6. Continue along the tracks until you reach the next fork. Hop out of the vehicle and enter the derelict train car down the left hand tunnel. At the very end of the train you will earn a point. 7. During the sequence where you need to push the train car whilst defending yourself from watchmen, look out for a door on the left if you are looking backwards explore this area for another point. -+- -+- Bandits 1. From the start of the mission, turn around and duck under the wooden barrier here. Run to the dead end and you'll be rewarded with a morality point. 2. After breaking through the first wooden barrier. Get out of the vehicle and listen to each conversation. 3. Upon leaving the survivor camp, continue up the tracks a short distance and enter the door on the right. rescue the woman in here from the three guards for a point. 4. Continue along through the level until you reach the with the fire-lit entrance. Before going in here, go down the left hand fork to find a flatbed in a dead end. Enter the door to the right of this and loot the corpse for the point. 5. Halfway down the fire-lit track, enter the door on the right. Clear out all the bandits and save the women and children at the end for a morality point. -+- -+- Dark Water 1. Earned for surviving the shrimp attack on the boat Story progression - unmissable. -+- -+- Venice 1-3. Rewarded for listening to various conversations in the level from beginning to end. 4. Give a MGR bullet to the beggar in the alley near the Mayor's office. 5. Speak to the child who has lost his teddy bear. Take part in the shooting gallery challenge and after the third round, you will be given the bear. Return it to the child for an achievement/trophy 'Reunion' and yet another morality point. 6. You will earn a morality point for completing the second part of the mission without killing/alerting any human enemies. -+- -+- Sundown 1. Explore the crashed plane for a morality point. -+- -+- Nightfall I have found no morality points in this level as yet. -+- -+- Undercity 1. Soon after the start of the level, your goggles/torch will malfunction and a vision will occur. Wait until the vision dissipates for a point. 2. After getting into the elevator and starting the descent you will earn a point Story progression - unmissable. 3. Once you have exited the lift, continue through the tunnels until you see a herd of watchmen run by in the distance. Let them pass without alerting/shooting them for another morality point. 4. After the herd of watchmen has passed, move forward and your goggles/torch will malfunction. Explore the passage to the right and in the circular room at the far end, light the torches in the room with your lighter for a point. -+- -+- Contagion 1. Once you reach the first set of train tracks, climb onto the platform, deal witht he guards and enter the first door on the left. If you go through the half blocked door opposite you will find yourself in a tunnel filled with green mushrooms. There is a lockbox in the water at the back of this room that can be opened for a point. 2. After opening the first door, climb the ladder ahead and knock out the guard here. Enter the door at the end of the walkway and go down the stairs. Listen to the conversation between the two guards here for the point. 3. During the scene at the end of the mission, take your mask off when the bad guy tells you to for a point. -+- -+- Quarantine 1-3. Rewarded for listening to various conversations in the level from beginning to end. 4. Collect the four secret stashes of MGR in the level. these are all listed in the above walkthrough. 5. Give a MGR bullet to the beggar. -+- -+- Khan 1. During the vision when your equipment malfunctions, answer the phone call for a point. 2. When you reach a large pool with a waterfall. Walk out through the waterfall and out the far side for a point Story progression - unmissable. -+- -+- The Chase I have found no morality points in this level as yet. -+- -+- The Crossing 1. After your first run across the ice, once you are back on solid ground climb the ramp. At the top of the ramp here is a second set of stairs. Ignore these for now and check out the platform underneath the bridge to the right. At the base of the furthest pillar from your location is a corpse. head over to this for the point. -+- -+- Bridge 1. As you cross the bridge near the start of the level, go down the makeshift ramp into the large hole in the centre to find a room with some goodies. Exploring this will earn you a morality point. -+- -+- Depot 1. Explore the tunnel beneath the floor in the first room you encounter enemy soldiers. 2. Knock out the bad guy at the end of the level rather killing him to earn a morality point. -+- -+- The Dead City 1. Find and watch all the visions present in the level. these are all listed in the above walkthrough. 2. Don't kill any watchmen you don't have to the only one you can kill is the one that attacks you during a vision. Ignore or avoid the others. 3. Leave the Demon and its baby on the rooftop alone and you will earn a point. -+- -+- Red Square 1. Near the start of the mission, you will approach a large building. As you come closer, a large number of watchmen will appear on the walls. Stay put a moment and they will back off. For not killing any of them, will earn a morality point. 2. After the standoff with the watchers, check out the lower part of the building via the stairs to find a collection of corpses. Looting these will earn Artyom another point. 3. As you progress through the level, you will come across a watchman who will stand its ground as you run past it. Leave it alone for a morality point. 4. Save the bad guy at the end of the mission during the vision for another morality point. -+- -+- The Garden 1. Explore the derelict building on the far side of the first pool of water for a point. 2. Opposite the entrance to the above building you will find a partially submereged log leading to a small island. On the far side of this is another log. Use to access the far shore. Disarm the trap and enter the small cave here for another point. 3. After reaching the far side of the water, sprint all the way through the next area without killing any of the watchmen. This will earn you a point. 4. Once you have defeated the mother bear. Save her from the watchmen that attack her for a point. -+- -+- Polis I have found no morality points in this level as yet. -+- -+- D6 I have found no morality points in this level as yet. __________________________________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Note The preceding list of morality points may be incomplete. As there are no achievements/trophies tied into these items and there is no in-game stat tracker that I am aware of, it is entirely possible that i may have missed some locations. If you find one that is not listed, please head down to the contact section below and swing me an email! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =============================================================================== =============================================================================== =============================================================================== -[ACHMT] _ _ /\ _ _ / \ ____ _ _ ____ _ _ ____ ____ ____ ____ _ ___ / /\ \ / ___ \ / _ / _ \ / _ _ \ _ /___ __ ___ / / \ V / / / / _____ ______\_____ __\____ \_/ \_______\_____ _\______/ _ _______ _ _ _______ _ ____ ____ _ _ ____ ___ ____ _ _ ____ ___ / _ _ \ / / ___ _ \ _ \ \ / _ /___ _ _____ _ / /___ \___ _\____ \_______ \___/ _/_ __\_______/ _ ____________________________________ Achievements/Trophies Unlock Guide ____________________________________ - =============================================================================== Metro Last Light has a total of 50 achievements and 51 trophies. These are awarded for experiencing the single player campaign, using stealth, killing enemies in various ways, utilising each of the games weapons, nabbing all of the collectibles and undergoing some additional miscellaneous tasks. Below you'll find a categorised list of the achievements/trophies in the game and how you can unlock each one. As there is a bit of information to scroll through, please use the below shortcuts to navigate the below section more quickly. I have listed the relevant achievements/trophies below each category. ____________________________________________________________________________ / \ ] Game Completion Achievements/Trophies [ACMT1][ \____________________________________________________________________________/ - - Redemption - C'est la vie - Shadow Ranger __________________________________________________________________________ / \ ] Story Achievements/Trophies [ACMT2][ \____________________________________________________________________________/ - - Rabbit - Secret - Within a Hair of Death - Big Momma - Revelation __________________________________________________________________________ / \ ] Combat Specfic Achievements/Trophies [ACMT3][ \____________________________________________________________________________/ - - Shadow - Inferno - Soldier - Tortoise - Antibiotic - Soup - No Shooting Allowed - Van Helsing - Gunslinger __________________________________________________________________________ / \ ] Level Specfic Achievements/Trophies [ACMT4][ \____________________________________________________________________________/ - - Not a Rabbit - Reunion - Freedom! - Equipped - Clean Escape - Savior - Invisible Intruder - Forgotten - A Present - Nobody's Home - Invisible Savior - Bloodlust - Mouse - Rain Man - Patron of the Arts - Back to the Past - Derailed - Revenge - Invisible Soldier - Forest Guardian - Scram - True Spartan - Commando __________________________________________________________________________ / \ ] Collectible Achievements/Trophies [ACMT5][ \____________________________________________________________________________/ - - First Draft - Published - Musician __________________________________________________________________________ / \ ] Miscellaneous Achievements/Trophies [ACMT6][ \____________________________________________________________________________/ - - Walking Bank - Edison - Businessman - Ever Vigilant - Weapon Smith - Diver - Tesla - Platinum Trophy PS3 only __________________________________________________________________________ =============================================================================== =============================================================================== Game Completion Achievements/Trophies [ACMT1] =============================================================================== These achievements/trophies will unlock once you complete the game. Note that there are two endings and which one you recieve upon completion is dependent on how many morality points you earn throughout the game. There is an additional achievement/trophy for completing the game without killing any human enemies. Here's a table of said achievements/trophies ___________________________ ______________________________________________ / \/ \ ] Achievement/Trophy Name [] Description & Unlock Guide [ \___________________________/\______________________________________________/ Redemption Description ============ Complete the game with the 'good' ending. - How to unlock ============== To do this, you will need to make all of the 'good' choices during the game. You should also find and accumulate as many morality points as you can. For locations, check the guide here [CLTBM]. -+- -+- C'est la vie Description ============ Complete the game with the 'bad' ending. - How to unlock ============== To do this, you can choose all the 'bad' options as they appear in-game, or neglect to collect the majority of morality points in the game. -+- -+- Shadow Ranger Description ============ Complete the game without killing any Humans unless forced to. - How to unlock ============== To do this, use shadows and stealth to make your way through each level. Use melee attacks if you absolutely have to get a guard out of the way. The above walkthrough is focused on getting you this achievement, so if you follow it you should be able to grab this one. __________________________________________________________________________ =============================================================================== =============================================================================== Story Achievements/Trophies [ACMT2] =============================================================================== The following 5 achievements/trophies will all come with story progression, so as long as you finish the game these should be pretty much un-missable. As these contain plot elements, I have left off the descriptions to avoid potential spoilers. Note that there are some other, missable story-related achievements/trophies. They are listed in the below mission-specific achievement/trophy section. Here's a list of said achievements/trophies ___________________________ ______________________________________________ / \/ \ ] Achievement/Trophy Name [] Description & Unlock Guide [ \___________________________/\______________________________________________/ Rabbit How to unlock ============== Complete the 'Sparta' level. -+- -+- Secret How to unlock ============== Complete the 'Korbut' level. -+- -+- Within a Hair of Death How to unlock ============== Complete the 'Revolution' level. -+- -+- Big Momma How to unlock ============== Complete the 'Undercity' level. -+- -+- Revelation How to unlock ============== Complete the 'Polis' level. __________________________________________________________________________ =============================================================================== =============================================================================== Combat Specfic Achievements/Trophies [ACMT3] =============================================================================== There are 9 achievements/trophies tied into the games combat system. These involve using stealth attacks and the array of weapons on offer kill opposition forces in specific ways and accumulating 100 kills on both human and mutant enemies. Here's a list of said achievements/trophies and how to accomplish each ___________________________ ______________________________________________ / \/ \ ] Achievement/Trophy Name [] Description & Unlock Guide [ \___________________________/\______________________________________________/ Shadow Description ============ Stealthily kill 15 Enemies. - How to unlock ============== Crouch to move silently and use shadows to sneak up behind enemies. Once you are at a close enough range a button prompt will appear on-screen prompting you to either kill or knock out the enemy. This achievement/ trophy requires you to kill 15 enemies in this fashion. -+- -+- Soldier Description ============ Kill 100 Human Enemies. - How to unlock ============== This one is fairly self-explanatory. If you go in all guns blazing, you should have this unlocked by the end of the game. If you went through all stealthy on your first playthrough, when you are good to go, load up some of the more enemy-filled levels Revolution, Bandits, Contagion etc. and play through them a few times to expadite the process. -+- -+- Antibiotic Description ============ Kill 100 Mutants. - How to unlock ============== Simply kill 100 mutants throughout the game. These include Shrimps, nosalises and the watchmen. -+- -+- No shooting allowed Description ============ Kill 10 enemies in a row with Throwing Knives - How to unlock ============== You can use throwing knives to one-shot kill most human enemies from a distance. After they go down, you are also able to go to the body and loot it to recover the knife. To get 10 kills in a row with knives, you will need to do so. The best place to do this is in the 'Bandits' level as there is plenty of bad guys about and it is very dark, making it much easier to sneak around than some of the other human enemy-populated levels. -+- -+- Gunslinger Description ============ Kill at least one Enemy with each Weapon available in the game. - How to unlock ============== Self-explanatory. Simply pick up each weapon in the game and get a kill with each. Here is a list of the weapons required > Knife > Ashot > Lolife > Revolver > Duplet > Saiga > Shambler > Bastard > Kalash > Kalash 2012 > VSV > Preved > Valve > Helsing > Tikhar > Minigun For locations from which you can purchase or acquire each weapon, you can check out the weapon guide here [W3PNs]. Additionally, you will need to kill enemies with each of the projectile/explosive weapons as well. These include > Claymore > Grenades > Incendiary Device > Throwing Knife -+- -+- Inferno Description ============ Set 2 Enemies on fire at once. - How to unlock ============== Use your incendiary devices to hit enemies and set them on fire. Note that you do not need to hit 2 enemies with the same device, you can use as many as you like. There just needs to be 2 enemies on fire at once to earn the achievement/trophy. -+- -+- Tortoise Description ============ Make 10 Spiders flip belly-up. - How to unlock ============== When you face the spiders, you will be told that they are afraid of light. If you pull out your torch and focus the beam on the spider for a few seconds it will rear up and fall on its back. Do this 10 times and the achievement/trophy will unlock. -+- -+- Soup Description ============ Kill 5 Shrimp with Grenades. - How to unlock ============== Simply kill 5 shrimps with grenades. This is obviously best attempted on a mission with a swamp or water source that houses shrimps. these include Sundown, Nightfall, The Crossing and The Garden. Note that the spitting shrimp seem to be the type of enemy required to be killed via the grenades for this one to unlock as I killed plenty of the other variety without luck. -+- -+- Van Helsing Description ============ Kill a Demon with the Helsing. - How to unlock ============== To do this, you need to do as described above the earliest you can do this is by purchasing the Helsing from the gun shop in the 'Quarantine' level and carrying it through the next few levels. You will encounter a couple of demons on the 'The Crossing' level so kill one with the weapon to unlock this one. __________________________________________________________________________ =============================================================================== =============================================================================== Level Specfic Achievements/Trophies [ACMT4] =============================================================================== The following 23 achievements are related to performing specific actions during a certain level. These may range from killing a certain amount of enemies, making your way through levels without being spotted, finding and pulling a special lever, returning a teddy bear to its owner and many, many more. Below you'll find a list of all of the achievements/trophies that fall into this category and a short description on how to achieve each of them. Here's a list of said achievements/trophies ___________________________ ______________________________________________ / \/ \ ] Achievement/Trophy Name [] Description & Unlock Guide [ \___________________________/\______________________________________________/ Not A Rabbit Description ============ Finish the ASHES level without taking a hit. - How to unlock ============== Mission ASHES This really as simple as the description suggests. The problem? There are a good number of watchmen that will attack at once and can overwhelm you pretty quickly. To do this easily, make sure to switch your ammo to military grade rounds. Additionally, you can play on the easiest difficulty to reduce the enemy health. -+- -+- Freedom! Description ============ Free the Prisoners. - How to unlock ============== Mission PAVEL In the mission PAVEL work your way through. After exiting the prison and working your way through the room with the water flow in the centre, clear the area and before proceeding, use the switch on the wall next to the desk on the right side of the area. This will unlock the cells and earn you the achievement /trophy. -+- -+- Clean Escape Description ============ Escape the chasing Nazis on the REICH level without being caught once. - How to unlock ============== Mission REICH Simply complete the mission without being caught. easy! -+- -+- Invisible Intruder Description ============ Complete the SEPARATION level without killing or raising alarm. - How to unlock ============== Mission SEPARATION As described above, you need to complete the mission without killing or alerting any enemies. this is covered in the above walkthrough, so as long as you follow it you will have no trouble unlocking this one. You can find the walkthrough here > Separation ..... [ACT05] -+- -+- A Present Description ============ Take the Custom Pistol from the Locked Box. - How to unlock ============== Mission FACILITY From the start of the mission, enter the large room. Look through the window in front and watch the scene with the guards. Turn to the right and work your way along the wall. There is a light on the left hand side of the corridor around half way up the stairs there. Disable this. Continue to the next corner and sit behind the crates here. Look around to the left. There is a pair of enemies standing around a fire here. Wait for one to head over to the intercom on the wall nearby. Afterwards, follow him down the hallway and back into the room you came from. He will open a locker here. Sneak up to knock him will earn an achievement/trophy and a MORALITY POINT for your effort. -+- -+- Invisible Savior Description ============ Complete the FACILITY level without killing or raising alarm. - How to unlock ============== Mission FACILITY As described above, you need to complete the mission without killing or alerting any enemies. this is covered in the above walkthrough, so as long as you follow it you will have no trouble unlocking this one. You can find the walkthrough here > Facility ..... [ACT06] -+- -+- Mouse Description ============ Complete the ECHOES level undetected by the Watchmen. - How to unlock ============== Mission ECHOES After going through the subway area and arrive at the stairs leading back outside, turn off your torch and climb the stairs. As you near the top, your friend will tell you to stop. Crouch and sit next to him and wait for the enemies to pass. For allowing them to pass and not being spotted, you will earn a MORALITY POINT and an achievement/trophy. -+- -+- Patron of the Arts Description ============ Watch the entire Theater Show. - How to unlock ============== Mission BOLSHOI Towards the end of the mission, you will have go through a theatre during which time a show will be going on on stage. Watch the entire stage show performance in the theatre from start to finish. This will unlock it. Easy! -+- -+- Derailed Description ============ Kill all armed enemies on the REVOLUTION level, including all reinforcements. - How to unlock ============== Mission REVOLUTION Simply go through the revolution level guns blazing. You will need to do this in order for the enemies to set off alarms in each of the rooms. When the alarms sound, additional re-enforcements will arrive and you will need to kill all of them for the achievement/ trophy. Obviously if you are going for a stealth/ no-kill run on your first go through, it would be silly to attempt this. As such, simply load the chapter from the main menu to try again when you are able. -+- -+- Invisible Soldier Description ============ Complete the REVOLUTION level without killing and raising an alarm. - How to unlock ============== Mission REVOLUTION As described above, you need to complete the mission without killing or alerting any enemies. this is covered in the above walkthrough, so as long as you follow it you will have no trouble unlocking this one. You can find the walkthrough here > Revolution ..... [ACT11] -+- -+- Scram Description ============ Kill all Watchmen before they reach the Railcar. - How to unlock ============== Mission REGINA During the sequence where you need to push the abandoned train car with your vehicle whilst defending yourself from watchmen you need to kill them all before they jump onto the vehicle. To do this more easily, make sure to switch your ammo to military grade rounds for extra damage output. Additionally, you can play on the easiest difficulty to reduce enemy health. -+- -+- Commando Description ============ Rescue the Women and Children on the BANDITS level without raising alarm. - How to unlock ============== Mission BANDITS As described above, you need to complete the mission without killing or alerting any enemies. this is covered in the above walkthrough, so as long as you follow it you will have no trouble unlocking this one. You can find the walkthrough here > Bandits ..... [ACT13] -+- -+- Reunion Description ============ Reunion Find and return the crying child's Teddy Bear. - How to unlock ============== Mission VENICE Outside the strip club go down the small alley between the ammo and the gun shop and turn left. walk all the way to the end and listen to the conversation between the mother and her child. Turn around and climb the stairs to speak to the guy about trying out the shooting range. You will have to pay and win three times. After the third round, not only will you have quite a few more bullets, you will also get the teddy bear. Return it to the child to earn the achievement/ trophy. -+- -+- Equipped Description ============ Find all Equipment Stashes in the swamps. - How to unlock ============== Mission SUNDOWN & NIGHTFALL As described above, you need to find and enter each of the caches hidden around the swamp present in the missions 'Sundown' and 'Nightfall'. All of these locations are covered in the above walkthroughs, so as long as you follow them you should have no trouble unlocking this one. You can find the walkthroughs here > Nightfall ..... [ACT17] > Sundown ....... [ACT18] -+- -+- Savior Description ============ Remove your mask when demanded to. - How to unlock ============== Mission CONTAGION At the end of the mission, you will run into a bad guy who will tell you to remove your mask. Do so to earn a morality point and the achievement/trophy. -+- -+- Forgotten Description ============ Find the Hidden Ammo in the abandoned part of the station on the QUARANTINE level. - How to unlock ============== Mission QUARANTINE As described above, you need to find and pick up each of the caches hidden around the abandoned section of station in 'Quarantine'. All of these locations are covered in the above walkthrough, so as long as you follow it you should have no trouble unlocking this one. You can find the walkthroughs here > Quarantine ..... [ACT20] -+- -+- Nobody's Home Description ============ Ignore the Phone Call in the Anomaly. - How to unlock ============== Mission KHAN Around halfway through the mission, whilst following Khan you will experience an anomaly. During the vision when your equipment malfunctions, a payphone on the wall in the tunnel ahead will begin ringing. Instead of interacting with it, ignore it and you will earn the achievement/trophy. -+- -+- Bloodlust Description ============ Kill all the Reds on the THE CHASE level. - How to unlock ============== Mission THE CHASE You will need to kill all of the enemies on the level to unlock this one. To do this, you will need to shoot and kill all of the enemies during the on-rails sequence to start with and then fight your way through them once you board the train. The hard part is to eliminate all of the enemies before boarding. During the on-rails segment there are 4 enemies in railcars on an adjacent track, one on the back of the train whilst it is in front of you and a further 4 on the train when it pulls alongside you. Eliminate them all BEFORE Artyom jumps over to the train. If you get to the end and it has not unlocked, go to the main menu and try again. Fortunately it is a short level so it shouldn't take too many attempts to get it right! -+- -+- Rain Man Description ============ Complete the BRIDGE level without a kill. - How to unlock ============== Mission THE BRIDGE As described above, you need to complete the mission without killing any enemies. This is covered in the above walkthrough, so as long as you follow it you will have no trouble unlocking this one. You can find the walkthrough here > Bridge ..... [ACT24] -+- -+- Back to the Past Description ============ See all Visions in the Dead City. - How to unlock ============== Mission THE DEAD CITY As described above, you need to find and view each of the visions hidden around the 'Dead City' level. All of these locations are covered in the above walkthrough, so as long as you follow it you should have no trouble unlocking this one. You can find the walkthroughs here > The Dead City ..... [ACT26] -+- -+- Back to the Past Description ============ Kill somebody important. - How to unlock ============== Mission RED SQUARE After the standoff in the courtyard area, you will chase someone through a building. Soon after you catch up, you will be given the option to kill or save the person of interest - killing them is the 'bad' option but it will earn you the achievement/trophy. If you want to earn the 'good ending on your first run through, it is best to make the 'good' decision and then at a later time load the level from the main menu and earn this. -+- -+- Forest Guardian Description ============ Save the Bear from the Watchmen after the fight. - How to unlock ============== Mission THE GARDEN Once you have defeated the mother bear. She will run off and create an opening for you go through the passage, you will see the bear being attacked. Save her from the watchmen that attack her here to unlock the achievement/trophy. -+- -+- True Spartan Description ============ Hold the Platform without dying. - How to unlock ============== Mission D6 Simply complete the D6 mission without dying. __________________________________________________________________________ =============================================================================== =============================================================================== Collectible Achievements/Trophies [ACMT5] =============================================================================== These three achievements/trophies are tied into finding and collecting each and every one of the collectibles in the game. We'll need to gather all of the Diary pages and interact with each and every musical instrument throughout the campign to unlock them all. These are the achievements/trophies we are looking at right here ___________________________ ______________________________________________ / \/ \ ] Achievement/Trophy Name [] Description & Unlock Guide [ \___________________________/\______________________________________________/ First Draft Description ============ Write 10 of Artyom's hidden Diary pages. - How to unlock ============== To earn this achievement/trophy, you need to find and collect 10 of the 43 diary notes hidden throughout the game. You can find a locations guide to help you out in your search after the shortcut > Diary Pages ...... [CLTBN] -+- -+- Published Description ============ Complete all 43 of Artyom's hidden Diary pages. - How to unlock ============== To earn this achievement/trophy, you need to find and collect all 43 of the diary notes hidden throughout the game. You can find a locations guide to help you out in your search after the shortcut > Diary Pages ...... [CLTBN] -+- -+- Musician Description ============ Use all Musical Instruments in the game. - How to unlock ============== To earn this achievement/trophy, you need to find and interact with all 17 instruments hidden throughout the game. You can find a locations guide to help you out in your search after the shortcut > Diary Pages ...... [CLTBI] __________________________________________________________________________ =============================================================================== =============================================================================== Miscellaneous Achievements/Trophies [ACMT6] =============================================================================== These achievements/trophies are a little bit random as I was unable to pool them together into another category. Mostly they revolve around using performing other stealth-related actions such as turning off lights and disarming traps, but others require spending money, upgrading a weapon and accumulating a sum of military grade rounds. Without further ado, here are the miscellaneous achievements/trophies offered in Metro Last Light and a bit of information on how you can unlock each of them ___________________________ ______________________________________________ / \/ \ ] Achievement/Trophy Name [] Description & Unlock Guide [ \___________________________/\______________________________________________/ Walking Bank Description ============ Collect 1000 Military Rounds. - How to unlock ============== To unlock this one, you simply need to have 1000 military grade rounds in your possession at one time. -+- -+- Businessman Description ============ Make 100 Purchases. - How to unlock ============== Make 100 purchases at the gun shops in the Metro. The miscellaneous weapons are quite cheap, so be sure to buy them up when you are running low to add to your total purchases a little faster. -+- -+- Weapon Smith Description ============ Install all possible Customizations for a Weapon. - How to unlock ============== After acquiring a weapon, go to any gun shop and use the upgrade section to purchase and apply every available upgrade for your weapon of choice. -+- -+- Tesla Description ============ Break 50 Lights. - How to unlock ============== As you progress through the campaign, you will frequently encounter light sources. You can turn these of in a couple of ways either by getting close to it and interacting with them to switch them off silently or by using throwing knives or shooting them to break them. This achievement/trophy requires you to break 50 of them. There are plenty of lights around so you should have no trouble obtaining this one if you put your mind to it! -+- -+- Edison Description ============ Turn off 40 Lights without breaking them. - How to unlock ============== As you progress through the campaign, you will frequently encounter light sources. You can turn these of in a couple of ways either by getting close to it and interacting with them to switch them off silently or by using throwing knives or shooting them to break them. This achievement/trophy requires you to turn off 50 of them. There are plenty of lights around so you should have no trouble obtaining this one if you put your mind to it! -+- -+- Ever Vigilant Description ============ Disarm 10 Traps. - How to unlock ============== At various points during the campaign, you will encounter trip wires, usually connected to explosives. Moving into close range of the wire and interacting with it will disable the trap. Find and disarm 10 of these to earn the achievement/trophy. -+- -+- Diver Description ============ Fall in the Swamp 10 times. - How to unlock ============== During the 'Nightfall' or 'Sundown' levels simply walk/fall into the water so that a short scene plays and Artyom gets out by himself. Do this 10 times to earn this one. -+- -+- Platinum Trophy PS3 only! Description ============ Get all Trophies. - How to unlock ============== As described! Unlock all the other trophies in the game and this one will unlock too! __________________________________________________________________________ =============================================================================== =============================================================================== =============================================================================== - ______ _ _ _ ___ \_ _ _ ___ ____ ____ ____ ____ ____ ___ _ _ ___ /___/ ___ _ / _ _ \ / _ _ \ /___ ___ __ / / / / _ _ ___ _______/ \__________\___ _\_______/ \_______/ - =============================================================================== =============================================================================== Contact Me [CNTCT] =============================================================================== If you feel the need to contact me, there are a couple of ways you can go about doing this. You can reach me at Email ______________ sokkus[at]hotmail[dot]com. 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Please feel free to send me an email with any suggestions or corrections and check out some of my other guides Complete FAQ/Walkthroughs __________________________ > Assassin's Creed III FAQ/Walkthrough > Bioshock Infinite FAQ/Walkthrough > Call of Duty Black Ops 2 FAQ/Walkthrough > Call of Duty Modern Warfare 2 FAQ/Walkthrough > Call of Duty World at War FAQ/Walkthrough > Dante's Inferno FAQ/Walkthrough > Darksiders FAQ/Walkthrough > Darksiders 2 FAQ/Walkthrough > Dead Space 2 FAQ/Walkthrough > Dead Space 3 FAQ/Walkthrough > Deadlight FAQ/Walkthrough > Dishonored FAQ/Walkthrough > Farcry 3 FAQ/Walkthrough > Farcry 3 Blood Dragon FAQ/Walkthrough > Fable 2 FAQ/Walkthrough > Gears of War 2 FAQ/Walkthrough > Gears of War Judgment FAQ/Walkthrough > Grand Theft Auto V FAQ/Walkthrough > Halo 3 ODST FAQ/Walkthrough > Halo 4 FAQ/Walkthrough > Homefront FAQ/Walkthrough > LIMBO FAQ/Walkthrough > Mass Effect 2 FAQ/Walkthrough > Medal of Honor Warfighter FAQ/Walkthrough > Metro Last Light FAQ/Walkthrough > Resident Evil 5 FAQ/Walkthrough > Star Wars The Force Unleashed FAQ/Walkthrough DLC content and other guides _____________________________ > AC3 Tyranny of King Washington - The Infamy DLC FAQ/Walkthrough > AC3 Tyranny of King Washington - The Betrayal DLC FAQ/Walkthrough > AC3 Tyranny of King Washington - The Redemption DLC FAQ/Walkthrough > Bioshock Infinite Achievements/Trophies Guide > Bioshock Infinite Collectibles Guide > Darksiders 2 The Abyssal Forge DLC FAQ/Walkthrough > Darksiders 2 Argul's Tomb DLC FAQ/Walkthrough > Darksiders 2 The Demon Lord Belial DLC FAQ/Walkthrough > Dead Space 2 Severed DLC FAQ/Walkthrough > Dead Space 3 Awakened DLC FAQ/Walkthrough > Dishonored The Knife of Dunwall DLC FAQ/Walkthrough > Halo Combat Evolved Anniversary Edition Skull Guide > Halo 2 Skull Guide > Halo 3 Skull Guide or as mentioned before, check out more of my guides and reviews at Thanks for reading! 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Contributors _____________ - Hypnofunk for general spelling and other stuff. =============================================================================== =============================================================================== Version History [VERHI] =============================================================================== Date Submitted 5/6/13 Version ____________ The guide currently contains > Full walkthrough from beginning to end with all collectibles. =============================================================================== Date Submitted 22/7/13 Version ____________ The guide currently contains > Full walkthrough from beginning to end with all collectibles. > Collectibles Locations Guide > Complete achievement/trophies Guide > Complete weapon upgrades and locations guide =============================================================================== =============================================================================== =============================================================================== -[LGL01] _ _ ____ ____ ____ / _ _ / _ ____ / ____________ \___ _____ - =============================================================================== =============================================================================== This guide has been written by Paul Williams aka Sokkus. 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Minimum OS Windows XP 32-Bit only, Vista, 7, or 8 Processor Dual Core CPU GHz Dual Core CPU or better Memory 2GB Hard Disk Space Video Card DirectX 9, Shader Model 3 compliant graphics cards GeForce 8800 GT 512 MB, GeForce GTS 250, etc DirectX Additional Metro Last Light utilizes NVIDIA 3D Vision with compatible cards and hardware. Recommended OS Windows 7 or 8 Processor Any Quad Core or GHz Dual Core CPU Memory 2GB Hard Disk Space Video Card DirectX 11 compliant graphics card GeForce GTX 480 and above DirectX 11 Additional Metro Last Light utilizes NVIDIA 3D Vision with compatible cards and hardware. Release name Metro Size 2DVD Price= Malas download silahkan beli di saya Harap cek link sebelum download dan jika tidak bisa resume download IDM silahkan tinggalkan komentar atau YM Download link Putlocker 1Gb/Part Part1 Part2 Part3 Part4 Part5 Part6 Share
O jogo para download Metro Last Light esta dividido em partes para facilitar seu acesso. Esses sao os links online OBS os arquivos podem nao estar na ordem mas todas as partes estao online. se os arquivos pedirem uma senha coloque isto Descricao do Jogo Metro Last Light a sequncia direta do aclamado Metro 2033, FPS lanado pela 4A Games em 2010. Dando continuao aos acontecimentos do game original, somos novamente levados a uma Rssia ps-apocalptica em que os poucos humanos sobreviventes devem se refugiar nos subterrneos da cidade para escapar de criaturas mutantes que tomaram o planeta. Requisitos MnimosProcessador Intel Core 2 Duo / AMD Athlon X2Velocidade do processador 2 ncleos de GHzMemria RAM 2 GBMemria de vdeo 512 MBChipset de vdeo NVIDIA GTS 250 / ATI HD 4850Direct3D SimVerso do DirectX Operacionais Windows XP, Windows Vista, Windows 7, Windows 8Espao 15 GB livres em disco
Last Light takes place one year after the events of Metro 2033, proceeding from the ending where Artyom chose to call down the missile strike on the Dark Ones. The Rangers have since occupied the D6 military facility, with Artyom having become an official member of the group. Khan, the nomad mystic, arrives at D6 to inform Artyom and the Rangers that a single Dark One survived the missile strike. Khan believes the Dark One is the key to humanity's future, and wants to make peace with it, while Ranger leader Colonel Miller wants to kill the creature due to its potential threat. Miller sends Artyom to the surface with a mission to kill the Dark One; he is accompanied by Anna, Miller's sarcastic daughter and the Rangers' best sniper. Artyom succeeds in finding the Dark One, who turns out to be a mere child, but the two of them are captured by soldiers of the Nazi Reich. A good-natured Communist Red Line soldier, Pavel Morozov, helps Artyom escape the Reich, and the two befriend each other after spending considerable time fighting across the Metro tunnels and the wasted surface together. However, when the two reach a Red Line settlement, Pavel is revealed to be a high-ranking officer of the Red Line and allows them to capture Artyom. While escaping captivity, Artyom learns of a plan by the Red Line's head of military intelligence, General Korbut, to capture D6 and take control of the entire Metro. Korbut is assisted by Pavel as well as Lesnitsky, a traitorous Ranger who escaped to the Red Line with samples of a bioweapon stolen from D6. Artyom manages to rescue the Dark One child, with Khan's assistance. After a series of flashbacks where Artyom learns the Dark Ones saved his own life when he was a child, Artyom decides to protect the Dark One. While escorting the Dark One back to Polis, Artyom is confronted by first Lesnitsky and later Pavel. The Dark One uses his powers to read their minds, allowing Artyom to learn of General Korbut's plan to capture D6 and use a bioweapon from the facility to exterminate all human life in the Metro not aligned with the Red Line. After each confrontation, Artyom is given the choice of forgiving his enemy, or taking revenge on them. The two arrive at Polis, the Metro's central station, where a peace settlement between Hansa, Red Line, and Reich is taking place. The Dark One uses his telepathic abilities to make the Red Line leader Chairman Moskvin publically confess his crimes, including the fact that the peace conference is simply a diversion for General Korbut to attack D6. Artyom, Miller, Khan, and the Rangers make a final stand against Korbut's army, and after they are nearly defeated, send in orders to activate the destruction of D6. As the orders are sent in, General Korbut commandeers the train armed with the self-destruct device and rams it into their station, incapacitating all of the defenders. A heavily injured Artyom awakes to the group surrounded by Korbut and his men, who are preparing to execute them. There are two endings to the game following this. In the bad ending, Artyom will activate D6's self-destruct device to prevent Korbut from using the facility to wipe out the remnants of humanity, resulting in the deaths of both the Ranger and Red Line armies. Artyom is survived by Anna, who is shown an unspecified time later telling her and Artyom's child of his father's adventures. In the good ending, Artyom prepares to activate the device, but is stopped by the Dark One child, who arrives along with several other surviving Dark Ones who had been hibernating inside a secret chamber in D6; the Dark Ones defeat Korbut's army, making it unnecessary for Artyom to sacrifice himself and D6. Artyom credits the Dark One child with being humanity's "last light" of hope for his efforts. In both endings, after the events of the game, the Dark One child leaves with the surviving Dark Ones, promising either Anna or Artyom that they would come back to help the world rebuild. System Requirements - MinimumRecommended Microsoft Windows[8] Operating systemWindows XP 32-bit, Vista, 7 or 8Windows Vista 64-bit, 7 or 8 GHz Dual Core Intel Core 2 GHz Quad Core Intel Core i5, i7 Memory2GB4GB 8GB for optimum settings Graphics hardwareDirectX 9, Shader Model 3 compliant nVidia GTS 250 or AMD equivalent HD Radeon 4000 series or higherDirectX 11, Shader Model 5 compliant nVidia GTX 580/660 Ti or AMD equivalent 7870 or higher nVidia GTX 690 / nVidia Titan for optimum settings Instructions - 1. Unrar Using WinRAR 2. Mount or burn the image. PowerISO is recommended the the game from the desktop shortcut the software developers. If you like this game, BUY IT! Watch the launch trailer here - -
metro last light black box