Metro: Last Light Redux

Metro: Last Light Redux

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Metro: Last Light Redux Full Walkthrough [Image Heavy]
Por Marley The Buffalo Soldier
This is a complete walkthrough guide for Metro: Last Light Redux. This Guide contains the locations of all Diaries, Safes, Moral points and the locations for location based achievements. However at the moment it will only contain information for the main game, the DLC will be included in time.

Enjoy.

*(In English Only)
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Introduction
Welcome to this complete walkthrough guide for Metro: Last Light Redux.

This guide contains the locations of all Diaries, Safes, Moral points and the locations for location based achievements. This guide also contains information in how to get all the achievements in the base game. However at the moment it will only contain information for the main game, the DLC will be included in time.

Enjoy.

Table of Contents
  • Spartan Playthrough
  • Survivor Playthrough
  • Locations Playthrough
    1. Sparta
    2. Ashes
    3. Pavel
    4. Reich
    5. Separation
    6. Facility
    7. Torchlight
    8. Echoes
    9. Bolshoi
    10. Korbut
    11. Revolution
    12. Regina
    13. Bandits
    14. Dark Water
    15. Venice
    16. Sundown
    17. Nightfall
    18. Undercity
    19. Contagion
    20. Quarantine
    21. Khan
    22. Chase
    23. The Crossing
    24. Bridge
    25. Depot
    26. Dead City
    27. Red Square
    28. The Garden
    29. Polis
    30. D6
  • Final Words
Spartan Playthrough
There are two major playthroughs that must be attempted to achieve 100% of the base game.

The first playthrough undertaken should be a Spartan Playthrough.

Overview

The Spartan Playthrough is generally better suited to a more action based playthrough of Last Light. Spartan Mode gives the player more ammo and has a more forgiving combat system making the game less about survival and more about gunning down your foes.

Subsequently, this playthrough to make getting some achievements easier should be played as a c'est la vie playthrough (Morally Bad) due to it being more combat focused and Morally Bad actions being tied to agression in Last Light.

If you are wanting to get all the Diaries and Safe Locations, do a Spartan Playthrough.

These will be explained in the Location Walkthrough.

Spartan Achievements



Difficult Achievements

  • Veteran: At the beginning of the game, when choosing your gear, change your primary weapon between a Shotgun, Pistol and Rifle.

  • Not a Rabbit: Do not take any damage during the fight with Watchmen on Chapter: Ashes. 4 waves consisting of 3 watchmen.

  • Derailed: Kill everything that moves in the chapter Revolution. (Tip: use unsilenced weapons)

  • Cheers: Drink every round in Venice

  • Scram: Kill every watchman before they can damage you while driving the Railcar. (Tip: they attack in groups of 3 at points along the track, stop the car after hearing them and attack stationary)

  • Revenge: Kill Pavel

  • C'est La Vie: Get the Morally Bad ending.

The other achievements will unlock quite easily if you stick to a light stealth, heavy combat play style. A useful tip is that loading in this game does not reset achievement counts, so therefore if you want to brute force the achievements, you can repeatedly reload a previous checkpoint and the count achievement will unlock in time.
Survivor Playthrough
Overview

The Survivor Playthrough is a lot less forgiving than a Spartan Playthrough, Ammo is harder to get, and the game moves from an action heavy game to a survival and stealth game. Coupled with Ranger mode, this becomes a completely new and challenging way to play Last Light.

Subsequently a Survivor Playthrough should be played with the Redemption Playthrough (Morally Good) in mind as both stealth and non lethal tactics award moral points.

Survivor Achievements




Difficult Achievements

  • Freedom: Near the end of the chapter: Pavel, after killing the Nazi guards in the office overlooking the prison camp, there will be a lever on a console next to the window overlooking the camp. Turn the level and the prisoners will be released.

  • Reunion: In Venice, next to the weapon merchants, there is a shooting range and across from that there are some houses with a kid and his mother talking. Listening to their talk will let you know that someone took the kid's toy. By completing all stages of the shooting range will get you said toy as a bonus, simply walk back to the kid with the toy and give it to him.

  • Mouse: in the chapter: Echoes, hide with Pavel when he hides and don't engage the roaming Watchmen. (The Watchman that ambushes you when you find a shotgun doesn't count towards Mouse)

  • Savior: Take off your mask when Lesnitsky confronts you at the end of Chapter: Contagion.

  • Rain Man: There is no easy tip for this one, on the chapter: Bridge, avoid all the mutants by using stealth and gauge what they are doing before you act.

Other Hints

All other achievements can be easily achieved by sticking to a good stealth approch, also remember you will be wanting to avoid killing unless you have to (Mutants and Hostiles). With this in mind, you will have a lower ammo consumption which means that you can benefit from taking high consumption weapons/rare ammo weapons (Clip Enhancements, Abzats, Saiga-12, Valve and Preved) as soon as you can get them to take down the tougher enemies in this mode.
Sparta
Diary Entries



After talking to Miller and Khan about the Dark One, it is on a chair just to the right of the elevator.

Moral Points

  • Play the guitar in Artyom's room.
  • Listening to the two Rangers near Artyom's room discussing D6.
  • Wait in the first hallway with the two rangers for a minute after they stop talking, also earns a point.
  • Listening to the man insulting the new recruits.
  • Listen to the two checkers players talking about Romanov's squad getting wiped out in the marshes.
  • Play the balalaika (triangle guitar) in the room with men discussing Romanov.
  • Stay at the firing range for a minute.
  • Listen to the three Rangers in the cafeteria talking about the Red Line the Nazi scouts seen near Exhibition.
  • At the end of Miller's briefing, if the player listens to Miller's concerns about Lesnitsky, a point will be earned.

Achievements


When choosing your guns at the armory, pick a Rifle then switch to a Pistol then a Shotgun as your primary weapon. Remember to leave the weapon menu each time you choose.


Ashes
Diary Entries



In the sewers, if you walk beyond where the ladder to the surface that Anna waits on is, continuing down the tunnel through the cobwebs leads to an ammunition cache and a diary entry.

Moral Points

  • Walk to the back of the train you start the level on.
  • Staying near Anna until she begins climbing to her sniping position.
  • At the first encounter with Watchmen.

Achievements



Tip: Should you get hit during the first encounter with the watchmen, you can restart from last checkpoint. This is easier on higher difficulties due to guns doing much more damage to mutants and it is 4 waves of 3 Watchmen you must fight through.
Pavel
Diary Entries



After climbing out of the pipe and equiping the throwing knives, go opposite from the body that was impaled with them, the note is on the boxes.

Moral Points

  • Free the prisoners.

Achievements


*Near the end of the chapter, after killing the Nazi guards in the office overlooking the prison camp before exiting the blast door which finishes the lever, there will be a lever on a console next to the window overlooking the camp. Turn the level and the prisoners will be released.

Reich
Diary Entries



At the very start of the chapter, it is on a table at the base of the escalators.

Moral Points

  • Listen to all of the Reich Fuhrer's speech. []

  • Kill the surrendering Nazi at the end of the chase. []

Achievements

Separation
Diary Entries and Safes



In the first area of the chapter, there is a little guard room in the center of the room up some stairs, on the computer panels in this room is the note.



The safe key in this level is in the break area under the office where the first note is located, take down the guards resting and grab the key.



In the upstairs office across from where the note was found will be where the safe is.



When you open a door where there is a guy who surrenders, the note is on the table across from him.

Moral Points

  • Complete the level without killing any humans. []

  • kill the man reading on his bed after he surrenders. []

Achievements

Facility
Diary Entries and Safes



Near the end of the chapter you will come to a large room with a number of troopers and some waterway tunnels with water turbines at the bottom; the note is on the other side of the room from where you enter, up the stairs and in a little room to the left on a table.



Across from the note is the key to a safe.



Exit the previous room and move across the water ways.



Then go up the stairs seen in the preious screenshot. In this room is the safe.

Moral Points

  • After Artyom exits the air vent, watch the scene where a Nazi bullies his fellow soldier about mutations. Wait until the brutalized soldier leaves the room to receive the moral point.
  • Do not kill said brutalized soldier who is hiding in the meat locker between the first area and the second.
  • After the bullying scene, listen to the conversation between two Nazis about a stashed custom weapon. Follow the Nazi heading back to the locker room and when he opens his locker, knock out/kill him and pick up the weapon.
  • Picking up the gun earns another point.
  • Go up to the area above where there is an electric circuit that turns off lights. Listen to the conversation between two Nazis who are near this circuit.
  • In the next area there's a room filled with bathtubs. In the area beyond this, there's an air vent on the far side to the right, next to a guy in a chair. Enter it to get a point and there will be a supply crate on the left.
  • In the room with water turbines there's two Nazis discussing the hanging of Pavel. Listen to the whole conversation to get a point.
  • Complete the level without killing any humans.

  • Kill the Nazi hiding in the meat locker. []

Achievements


*For those using the none redux version of Last Light, some Achievements will not be covered here like "a Present" since they have been removed from Redux.
Torchlight
Diary Entries and Safes



At the start of the chapter, there will be a dead guy on the tracks when you begin after talking with Pavel. In his hand is a Key.



In the area where Pavel needs you to help lift a grate, the safe will be to the left of the grate, next to some glowing fungus.



After climbing on top of the abandoned train on the infested bridge, Pavel will save you, the note is right in front of you, to the right.



When Pavel asks you to follow the electrical wires to charge up the circuit box for a locked door. Follow the path until you come to a door, then take the path to the right and follow the path a short way, there will then be a little room to your left where the note is on a dead body.

Moral Points

[]

  • Just before the elevator at the beginning of the Spider tunnels, look to the left-hand side for a small nook hidden by cobwebs. Burn them away to find a small stash of ammo and a medkit next to two skeletons. Entering this nook earns a point.
  • Entering the elevator with Pavel earns a point.
  • Fending off the Spiders with Artyom's flashlight in the elevator earns a point.
  • Quickly saving Pavel from the Spider attack just after exiting the elevator earns a point.
  • Sticking close to Pavel, while he is holding a torch. A point is earned once he drops it.

[]

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

Achievements


*Can be achieved later.
Echoes
Diary Entries and Safes



At the start of the chapter on the far side of the bar, there is a key behind some cobwebs.



On the other side of the bar, is a diary entry.



This safe is quite hard to find. Go to the stairs in the bar at the start of the chapter.



Go behind the ice cream container



And in the hole will be a room with the safe.



In the airplane after seeing the atomic flashback, before helping Pavel, it’s on the floor in one of the cabins.

Moral Points

[]

  • In the beginning of the chapter after sliding down the side of the building and encountering sudden rain, turn left and look for a sewage pipe. Crawl in until you reach a room with a skeleton. The moral point is earned upon reaching the room.
  • After encountering a huge sinkhole, go to the tail end of the crashed blue plane on the left. There's another skeleton lying right in front of it. Reaching the skeleton earns a point.
  • After searching the spider-infested skeleton, look right. There's a small caved-in room with some ammo and filters. Entering it earns a point.
  • Taking the Duplet in the service room on the right before the stairs leading out of the subway earns a point.
  • Letting the Watchmen herd pass by without being spotted earns a point.
  • Seeing all of the hallucinations of the first passenger section on the plane earns a point.
  • Listening to Pavel after saving him earns a point.

[]

  • Shoot at the herd of watchmen

Achievements

Bolshoi
Diary Entries and Safes



At the beginning of the chapter, the guards will open a door into the checkpoint, the key will be hanging next to that door you will need to pass through.



After passing through the checkpoint with the two guards, the diary will be on the shelf to your left.



After leaving the marketplace and heading left towards the stage show, the diary will be on a bench to your left.



In the room with the show girls, the safe will be next to the show girl next to the exit door.


Moral Points

  • Right after passing through the first door, listening to the families on the traincarts trying to convince the guards to let them into the station.
  • Straight after this, listening to the couple from Reich talk about their escape.
  • Giving the theater critic/beggar a bullet gets you a point. Giving the same beggar another bullet after his speech will also award a moral point.
  • Listening to the two patrons at the bar discussing whether or not theater is useful in dark times earns a point.
  • Listening to the two stalkers telling Katja that her husband, a fellow stalker, was killed by a Demon and informing her of his gravesite.
  • Watching Mischa show the children animal impressions with shadows.
  • Listening to a pair of women sitting on a bench opposite of Katja.
  • Following the two children running back to the tracks, and listening to the arguing couple about joining the Army.
  • Following the attendant at the theater into the market area, after he convinces the other tourist to buy the contraband.
  • Watching the entire theater show.
  • Listening to the show girl's entire conversation/argument.
  • After exiting the backstage area, at the end of the following hallway, to your right, listen to the girl under the shower talking to the girl in the bathtub.

Achievements

Korbut
No Diaries or Safes

Moral Points

  • Listen in on the conversation between Korbut and Moskvin.
Revolution
*If you are playing a Spartan Playthrough, you must kill everyone and all reinforcements in this level, use unsilenced weapons to alert all enemies, then hunker down and wipe them out. This will both give you negative moral points and an achievement.

Diary Entries and Safes



The first safe and key is found at the very start of the level, go to the first set of stairs and go down.



At the bottom is the key to the safe, after getting the key go up the stairs to the top level, jumping the broken stairs.



Then go through the rebar door.



The safe is in that room.



The first diary is at the bottom of the stairs on a desk before the closed door.



After heading through a vent in the armored train yard and passing through a storage room with two talking red soldiers, you will enter a living quarters which has a diary placed upon a key rack.



In the same area, the key to the second safe is on a coffee table.



Back in the storage area with the two guards, the safe is among the boxes on its side.



In the synthesis gas room with the soldiers conducting a test, you will need to knock out a guard in one of the control rooms to get a safe key



In the top level control room in this area, there will be a safe



and a diary note sitting there.



After getting through the fans, the last diary note in this chapter is directly below where you get enter this room



The final safe key is on the table between the betting guards on the ground floor with the safe being on the upper floor with the pipes.

Moral Points

[]

  • Get out of the storage room you start in at beginning of this level and go downstairs to listen to the guard reporting in on the intercom.
  • Listen to the two soldiers in the storage area talking about the Frontline mission from Metro 2033.
  • Listen to the crane operators discussing moving radioactive materials.
  • Do not disturb the men doing the service check and keep following them until they finish the checking procedure and talk about a smoke break.
  • After the service check room and going through a big fan, listen to the conversation between two men right after climbing down the ladder.
  • When you get to the area with the machine gun platform, listen to the conversation between the machine gunner and a soldier.
  • Complete the level without killing any humans.

    []

    • Kill the civilian crane operator near the armored train.

    Achievements

Regina
Diary Entries and Safes



In the section with the watchmen overhead jumping and before pushing the railcar with Regina, there will be a concrete passageway to the right of the rail tracks. In this room (with watchmen who ambush you) you will find a key with a dead body



And a safe in an office in the same area. Also there is a Shambler shotgun here which is essential for the next section (Watchman Regina Fight). If you don't have a multi load shotgun, take the Shambler.



Further ahead after taking down a few waves of Watchmen and past the ghost room cutoff, there will be another cutoff area with glowing fungus to the left of the Regina.



At the very end of this flooded area will be a diary next to a water/rebar grate. (Warning, you will be ambushed by Watchmen when you get to the grate)

Moral Points

  • After boarding Regina and exiting Andrew's home, look for the first doorway on the left going upstairs. Enter the area.
  • After the previous area, again to the lefthand side of the tunnel, there is a Spider nest behind a shut door. Entering it and finding the glowing red room at the end with a breaker box earns a point.
  • After the previous area, continue onward for a time before finding another doorway on the left which leads to a partly submerged area. At the end to the right is a room with some ammo, filters and a skeleton. Entering this room earns a point.
  • After opening the airlock doors and entering a gas mask area, fire a shot at the line changer so it points straight rather than left. Then use Regina to smash the wooden barricade.
  • Opening the crate on the floor near a skeleton on the left in the area behind the wooden barricade also earns a point.
  • Before driving along the snowy tunnel, walk into the left hand tunnel to the abandoned train where a Watchman ambushes you. Keep going all the way to a dead end where a skeleton can be found. Arriving at the end earns a point.
  • Enter the passage aforementioned that contains the safe and key to earn a point.
  • While pushing the metro cars forward with Regina, look for a passage on the left side of the tunnel. This area is a makeshift hospital which is filled with ghosts who whisper to Artyom. Reaching the end of this area (with a Valve Rifle at the end) earns a point.
  • Reach the area aforemention that contains the diary note and get to the diary for the point.

Achievements


Tip: Get the Shambler shotgun and when each wave of Watchmen runs towards Regina, stop the car and prepare for attack. When they jump on Regina they have a brief second of agression before they attack, fire point blank into their head as a single shot should take them down, then reload the gun if clip is low. After the wave of 3 Watchmen are dead, continue forward until they attack again.
Bandits
Diary Entries and Safes



After rescuing the first captive and crossing the radiation zone, there will be a toilet area to the right of the tracks.



In one of the stalls is a diary.



In the bandits sleeper train is a key for a safe



This safe is located in the opposite section of their camp, in the area with the rail door lever.



In the second bandit camp before you rescue a family, a diary is located behind a dead captive.

Moral Points

  • When Artyom first awakes, turn around and enter where Regina crashed. A point is earned after discovering the skeleton there.
  • After meeting the refugee caravan, listen to all the refugee conversations. the final conversation is a woman talking about her husband who was drafted then captured by Nazis.
  • Continuing down the tunnel after the refugee caravan, the first tunnel on the right will lead to a series of abandoned metro cars. A woman can then be heard crying for help as two bandits are about to be rape her. Kill/knock them out to earn a point.
  • Just before arriving at the main bandit camp where they're holding the woman and children, continue down the left-hand tunnel to a carriage with several corpses. A Norsalis will ambush you after you get the point.
  • Rescue the women and children being held in the bandit camp. The point is earned when the bandit in the final room threatening them is killed.

Achievements

Dark Water
Diary Entries



On the boat when you start the chapter.

Moral Points

  • Finish the chapter

Venice
Diary Entries and Safes



First entry is in the mayor's office in the food market.



The second entry is on top of the spider case in the lower level of the brothel.

Moral Points

[]

  • Give a bullet to a beggar near the market alley where two men are trying to push a pig in a crate onto a boat.
  • Give a bullet to a second beggar near the market, this one in the alley where two children are drawing on the wall.
  • Buy and drink the bartender's special, "The Bullet."
  • After blacking out due to drinking 3 rounds, you will come back and the bar will be wrecked. If you pay the bartender 100 MGR for the damage you'll get a moral point.
  • Pay 10 MGR to shoot rats at the shooting range
  • Across from the range there is a child being comforted by his mother since he lost his teddy bear. If Artyom completes 3 rounds at the shooting gallery, he will be awarded the teddy bear. Return it to the crying child to receive the moral point.
  • Complete the level without killing, knocking out or alerting any bandits in the storage area.

[]

  • Taking the 20 MGR located on-board the boat of a sleeping fisherman at the start of the chapter.
  • Drink 3 rounds of The Bullet, when you pass out you lose a moral point.
  • Pay for a lap dance.*
  • Watch the striptease.*

*On my Spartan playthrough, these actions did not reduce my moral points and hence it is either bugged or the moral consequence is removed from Redux. It might work for you though.

Achievements

Sundown
Diary Entries



When looking for fuel, the garage in the centre of the open area will have a diary on one of the kiosk tables.

Moral Points

  • Find the canister of fuel.

Nightfall
Diary Entries



At the begining, there will be a building in front of the boat



Clime up this building and you will hear anna on the radio.



Behind a wire trap and a closed door will be a diary.

Moral Points

  • On the second floor of the abandoned mall, look out the big window looking towards the way you came.*

Undercity
Tip: If you are attempting a Spartan Walkthrough, my suggestion would be for you to take a good shotgun (extended barrel Shambler) and silenced assault rifle with you. The Shotgun is needed for this level due to the Norsalis' and the silenced assault rifle is a must for the next level. Also remember to use throwing knifes against feeding and sleeping Norsalis' as ammo is short in this level and being swarmed can make things very difficult.

No Diaries or Safes

Moral Points

[]

  • Just before entering the catacombs, there's a body near a table with a radio reaching for a tape recorder/player. Play the tape of the Ranger's last words regarding the Reds taking Anna into the catacombs for a point.
  • After entering the catacombs, Artyom's flashlight will deactivate. After moving through several lightable torches in the dark, a church bell will ring and when it does, several ghosts will appear in the tunnel ahead. Wait for them to disappear to earn a point.
  • As Artyom is lowered deeper into the catacombs on the wooden elevator a point is gained.
  • Shortly after being knocked off the elevator, a point is gained as Artyom turns the corner to see a Nosalis pack moving through the tunnels. A second point can be earned if he lets them pass without attacking them.
  • A point can be earned by following the path of the Nosalis pack to a small Christian shrine.
  • After descending the small lift and encountering the winged Nosalises, a point can be earned by approaching a skeleton with a custom quadruple-barreled duplet near some spiderwebs.

[]

  • Shooting at the Nosalis pack after getting knocked off the elevator.

Achievements

Contagion
Diary Entries and Safes



In the section of the chapter where the reds are setting fire to the metro station, go to the double decker train and on the top floor there will be a diary on a table in the end compartment.



The next safe and key are tricky. After dropping down behind the rebar fence there will be a shed.



This shed will have a ladder inside.



And to the far corner will be the key to the safe.



Now return to the double decker and go through the flaming bookcase.



There will be an openable door to return to the previous area.



Go back to the top floor





The safe will be in the last room.

Moral Points

[]

  • Deal with the two Red Line soldiers executing citizens at the beginning, before the shot man dies.
  • Listen to the shot man's explanation and confusion over the Red's attack.
  • In the room to the left of the railcar where the enemy loading boxes is coming and going, there is a hole in the back wall that leads to an abandoned tunnel. The hole is partially blocked but you can move left and out into the tunnel. Head straight across from the hole to the green light on the opposite wall and turn right, at the water line is an ammo cache. Open it.
  • Listen and watch the full execution of the wounded Red soldier who contracted the disease.
  • Towards the end of the second floor of the train, in a room with a sawing machine and a picture of a dog (this room is adjacent to the room with the safe), when you pick up the military-grade ammo from the shelf you get a moral point.
  • After hearing Lesnitsky speaking with another soldier and going through the shaft, you will be in a room where some plants are growing. Go up the stairs, and there will be a Red Line officer going over dead citizens of the station. Listen to what he says to gain a moral point.
  • Completing the level without killing anyone.
  • Remove your mask when Lesnitsky has his knife at Anna's throat, before he counts to five.

[]

  • Attacking Lesnitsky, when he has his knife at Anna's throat.


Achievements


Quarantine
Diary Entries and Safes



After listening to the doctor talking about the weapons grade ebola strain used to attack the station and going through the quarantine cleaner,



There will be a research center with a diary on one of the tables next to the labs.


Forgotten Ammo Locations



The first one is behind the airlock door into the rundown section of the metro (the one that closes behind you.)



The second one is after passing the bloody sink into the tight living area, when you come to a right hand turn, the ammo is in a window on the right hand side before you turn left.



After talking to the night goggle ranger, the ammo is in a carriage window on the right before the sharp turn of your route.



The final ammo is in the window of the right hand carriage when you come to the glowing fungus.



The next diary is located when you meet Khan.



After he makes a turn to the left to get supplies, go to the right (opposite from Khan's direction) and the diary is on a table.

Moral Points

  • Right after the section where the doctor talking about the weapons grade ebola strain used to attack the station, there is a man on a gurney on the your right talking to a doctor about going home because he is sure that he only has a flu. Listen to the whole conversation to earn a point.
  • Pick up all four MGR stashes in the abandoned part of the station.
  • After meeting up with Khan there is a man asking the guard to let him go inside the quarantine zone and take some insulin. After he is refused, give him a bullet.

*Several moral points have been removed from this version of Last Light.

Khan
Diary Entries and Safes



As you’re following Khan, you will come to a point where he drops down onto a walkway/canal.



Instead of following him, head into the room in front of you and go left, the note is on the floor.



After the river of fate and before the rail cart/end of the chapter you will come to a bunker area with sound traps.



After getting past the sound traps, there will be a body with a key to the left of the bunker.



After walking down the wooden stairs out of the bunker towards the rail cart, there will be a safe to the left of the stairs under the platform.


Moral Points

  • Answer the phone in the sewers.
  • Reach the river of fate.

The Chase
Diary Entries



After you jump on the train, the diary will be in one of the carriages. (Warning, the diary can get glitched on the train as it can clip into its resting point)

Moral Points

  • Rescuing the Dark One give a moral point (unavoidable)

The Crossing
Diary Entries



After walking across the ice and up the path past the billboard you will be underneath the bridge, instead of heading up the stairs, head right to the the furthest pillar holding up the bridge and the diary should be on the ground by a dead body. (Watchmen ambush you when you get the diary)



After falling on to the ice due to the attacking demon, there will be a ship lodged in the ice, on the ship is a diary entry.

Moral Points

  • After crosing the ice under a bridge, the Little Dark One will appaer on top of a wrecked van next to a billboard and expresses his desire to wear human clothing, stay close to him.
  • Going to where the first diary is gets a point.
  • Just after the demon flies off, when entering the train the Little Dark One will appear with clothes. Do not shoot and stay close until he disappears.
  • Finish the chapter.
Bridge
Diary Entries and Safes



The safe key is located in an underpass which is accessed after crossing a damaged section of bridge.



Once in the underpass, the key can be found under the body of a slumpted over soldier.



The Safe and Diary Entry can be found in a service office near the escalators when you have crossed most of the bridge.




Moral Points

  • Enter the small room to the left at the start.
  • Enter the area where the safe key can be found.
  • Finish the level without killing any mutants.

Achievements

Depot
Tip: A major gameplay choice will come up at the beginning of this chapter. Here you will encounter the last market to buy weapons and your choices here will have different effects on gameplay difficulty in future levels.

The first major choice is "Should I buy a fully modified Preved?" The benefit of buying a fully modified Preved now is that you will not find another fully modified Preved until the end of the game and with it being one of the most powerful weapons coupled with a big magazine, it will help you wipe out enemies like the Armored Prawns, Demons and the Bear within a minute. The downside is of course very low ammo. Ammo for the Preved will be hard to come by and therefore you can only really use this gun against difficult mutants and the Bear. As for gun rarity, there is a Preved later on in the chapter "Dead City", This Preved however is a single bullet magazine version.

The second choice is "Should i use an Assault Rifle with MGRs?" Given that their use as currency is no longer needed, having a silenced and powerfully scoped rifle will be very useful when fighting the reds later on, however MGRs are very effective against human targets but are weaker against bullet spongy enemies like Prawns and Demons.

The third choice is "Should I use an Automatic Shotgun?" Buckshot ammo is very common in the next few chapters however so is Automatic Shotguns. With regards to the Saiga-12, leave the gun unsilenced due to damage fall off, at close range, this thing can take down anything relatively quickly and it becomes a must use against the hordes of Watchmen later on.

Diary Entries and Safes



After encountering the first batch of reds, go to the very end of the depot room and enter the drainage shaft.



When you get to halfway down the drain, a key will be on the floor.



After this, return back to the back of the depot room and enter the right hand storage area.



The safe will be there on top of a box.



After talking to the Dark One, you will enter a room with Reds approching you,



Enter the first room on the left of that room and look for an opening on the far side of the left wall



Here will be a secret area with the Diary Entry.



After you enter the third large room with the reds, look for a truck on the right hand side of the room.



In the drivers seat of the truck will be a key.



The safe is unavoidable when you want to progress to the next section as it is next to a connecting door.

Moral Points

[]

  • After exiting the tunnel at the very beginning, stick to the left hand side. There is a garage with two closed doors, one open that has a truck poking out. Continue past this point to an entrance in the wall, then enter it. A building with a collapsed ceiling leads into the garage. Be careful as there is an explosive trap. Entering the garage earns a point.
  • In the area where the Reds first stage an ambush, in the center of the room is a hidden passage that leads beneath the room. Entering it earns a point.
  • In the third area where the Reds are waiting, there is a another hidden passage entered through a circular manhole. There is a dead soldier at the bottom. Entering it earns a point.
  • In the fourth area where the Reds are waiting, there is a hidden passage that can be reached by the catwalks above the metro cars or by stairs at the back of the room. Entering this passage earns a point.
  • Knock Lesnitsky unconscious.

[]

  • Kill Lesnitsky. *

*For a C'est La Vie or Redemption playthrough, this act will decide which path you will go down due to its massive moral point loss. If you want a C'est La Vie ending or need it, this will make it happen otherwise spare him.

Achievements

Dead City
Diary Entries and Safes



First of all, near the beginning you will have to enter a building.







On the first floor you will find a toilet with a key



After this, return to the stairs and you will see a safe on the upper level.



When you go through a door and enter a room with a red table mat, the first diary will be on a table behind it.

Back to the Past Achievement





The first vision is the playground which is reached during the story.



After going through a sewer system, while being haunted by a child. You will emerge to find a block of buildings with a doorway open and the sound of a piano in the background.



When you go through that building, you will have a vision of people playing the piano.



After leaving that room, you will come across a massive courtyard area, when crossing it you will have a vision of a speeding car which in reality is a rogue Watchman.



After the Watchman, there will be a housing building on the left hand side with an open door



Going up the stairs into one of the flats will bring you to a room which has a bathroom attached



Once in the room you will have a vision of a woman in a shower. Once over, there will be a Preved Sniper in the bath which is the last one you can get before you fight both the reds and the Bear later on.



Later on you will come to a house that you have to enter to continue the game.



Once you reach the top of the stairs, you will have a vision of the bombs falling.



When you get to the Demon nest, the second diary entry will be in front of the nest.



Down the stairs from the nest will be a flat that you can walk into, There you will have a vision of a child waiting.



The last vision is of busy commuters travelling towards a metro station, this one cannot be missed during the story.

Moral Points

[]

  • Do not kill the Watchmen in the area with the ladder that Artyom must climb. The point is earned at the top of the ladder.
  • Do not kill the Demon on the rooftop protecting her nest, or her baby. You will gain the point after going down the stairs, and jumping through the hole in the floor.
  • See all visions.

[]

  • Kill the Watchmen in the area with the ladder that Artyom must climb.
  • Kill the Demon of the rooftop protecting her nest.
  • Killing the baby demon will lose another one


Achievements

Red Square
Diary Entries



At the start of the chapter there will be a diary on one of the catacomb graves.



The Second diary is hard to find, once you come to the area with the pillars, drop down.



Then make a hard left and hug that wall, there will be an opening.



Go through that tunnel and follow it into the mausoleum.



The diary page will be under Lenin's Casket.

Moral Points

[]

  • At the beginning of the level when the Watchmen are growling from atop St. Basil's Cathedral, don't shoot at them.
  • After the aforementioned Watchmen leave, climb the staircase into St.Basil's Cathedral to an area full of skeletons, bodies and some supplies to earn another point.
  • While following the Dark One through the storm, Artyom will come across a Watchman kneeling over a skeleton. Don't get close and Don't attack it.
  • In the ruined sewer area, a group of three Watchmen will slowly approach, but the Dark One says they won't attack unless provoked. Leaving them be will earn another point.
  • In the same area, you can see a corpse down a hole. Reach it to gain another point.
  • Save Pavel from the damned souls.

[]

  • Enter the St.Basil's Cathedral before the Watchmen go away.
  • Attack all Watchmen in the chapter.
  • Leaving Pavel behind with the damned souls.

Achievements



*This should be unlocked by now, if not keep killing and reloading.
The Garden
Diary Entries and Safes




The Safe and Key in this level are quite hard to get. Firstly, you need to find the safe. Go to the area with the dead prawn who has been impaled with Helsing bolts.



Cross the waterlogged stairs till you reach the arches.



Get to the arch which is open.



This arch will be a waterlogged shop with stringed cans.



Inside will be two safes. The first one is unlocked.



But the one at the back of the shop is the important one.



To find the key, you will have to return to the dead prawn and go towards the dead tree over the marked water crossing. When you get there, you will see a Demon sitting on some planks over the water to the arches.



When the Demon is scared off, cross the planks and the key will be towards the end of the Arches.



After running through the Watchmens den, you will come to a straight path up to some roots you will have to crawl through.



It is here where you will first see the Bear and a diary entry will also be here before the Bear arena.



After dealing with the Bear, you will come to some stairs which lead into Polis.



At the top of the stairs will be a diary.

Moral Points

[]

  • Entering the area with the two safes earns a point.
  • At the same split where you can reach the flooded store, you can also turn left, crossing a log and a flooded pipe. Right after the pipe will be a tripwire. Getting to the island will give you a point however a prawn will attack soon after.
  • Do not engage any watchmen in their den and just sprint to the over grown roots where Artyom must crouch. A moral point will be gained when you enter this passage. To get this point, assume all Watchmen you encounter before the bear to be off limits. Some however you cannot dodge and hence apply some stealth in the den unless you have enough medkits to spend on the occasional attack.
  • Kill the Watchmen attacking the Bear after the fight with Artyom.

[]

  • Kill all Watchmen you encounter in the Watchmen den.
  • Leave the clearing without harming the Watchmen on the Bear's back.

Achievements




Polis
Diary Entries



At the start of the chapter after going through cleaning.



You will find a diary entry on the couch next to the metal/wooden door that leads to Polis.

No Moral Points

Achievements


D6
Diary Entries



At the beginning of D6, Miller will have a speech.



Behind him is a diary entry on a radio table.



The last entry is at the point of the final stand of the rangers, where Miller, Ulman, Khan and Artyom fight the last wave of red soldiers.

Moral Points

  • One final point is gained if Artyom gets Redemption and the Dark Ones return to save D6.

Achievements



Final Notes
Thank You!

Thank you very much for having a look through my guide. This guide was created out of frustration of having to pull together multiple sources for trying to get some of the tricky achievements in this game along the lack of English instructions (Sagealashgie Moi Drouges) and going through youtube videos while playing is a real hassle.

Hopefully this guide has helped you and if you really liked it and want me to do more.

Please Feel free to donate any cards or gems you like.


https://steamcommunity.com/tradeoffer/new/?partner=10185285&token=7bcGz7oA



Addon Content

For those wanting me to add hints and help for the DLC included with Redux, I might do it if the demand is high enough and once i get through them all!


Thanks and Have Fun Achievement Hunters



*If i have left anything out which you feel should be added, drop a comment and i will see about helping out. :-)
53 comentarios
WerewolfKris8 12 NOV 2022 a las 12:36 
I appreciate the guide very much to keep us away from a headache; first i play the with no guide then look here on what i missed :steamhappy:
Joe Mama 23 JUN 2022 a las 3:14 
Great guide, cheers.
Hotcreme 8 ABR 2022 a las 14:39 
Hi Marley, thank you so much for your guide. This is beautiful.

In the Echoes Chapter , do you mind clarifying the safe location to say:
"Go to the stairs in the bar at the start of the chapter after Pavel has opened the first door "?

I searched for that safe forever but those stairs lead nowhere, and it's the second bar/set of stairs that leads down that way. :heart::heart::heart: Thanks a million friendo.
Trottamon 20 AGO 2021 a las 22:57 
Found two Moral Points on Quarantine.

Early in the level, when you go through a tunnel with a medical jacket on the rack to your left, there's a doctor talking to who is presumably another medical staffer that has come in contact and is potentially infected on your right. Listening to their conversation earns a moral point.

At the start of the level, when walking down the steps, there's a tent with two men inside. One of them is looking out of the tent through heavy/privacy curtains behind them. This man will start to pray, and when this happens you'll earn a moral point*.

*NOTE: You will get the audio cue, but will NOT get the visual cue.
TheMechenic 19 ABR 2021 a las 0:43 
I found an additional good moral point in Quarantine. Near the end, 3 soldiers were around a table talking. Next to one of them was a guitar. After plucking the strings several times, he picked it up and started playing giving me a point.
brkbeatjunkie 29 MAY 2020 a las 9:11 
wow really great work on this guide
Sloane Ranger 9 ENE 2020 a las 20:40 
Great guide. Just wanted to note that the entrance to the cutoff area that contains the final diary in Regina is on the right side, not the left
tntbuffalo 9 ENE 2020 a las 12:21 
Thanks for the guide!
Bane 16 SEP 2019 a las 23:05 
Great guide, thank you.
Addendum (Redux)- there is a (+) moral point in Contagion in the central area right before getting to the double decker section. The area where there is an outer walkway with short tunnel access between areas where the Reds start their incendiary run. The point is gained by picking up ammo money off of a dead soldier in the center on the first floor next to the guitar.
Cubefarmer 31 MAR 2019 a las 15:37 
I have both versions of the game, I can confirm that both of the possible negative points in the Venice strip club are removed in Redux.