Metro Exodus Enhanced Edition

Metro Exodus Enhanced Edition

825 evaluări
100% Achievement Guide: Metro - Exodus: Enhanced Edition
De către Cynic 0055
This is a comprehensive 100% Achievement guide detailing a step-by-step walkthrough to take you from 0 all the way to 100%. If you are looking for a particular Achievement or Collectible, use Ctrl+F & type it into the search bar for more direct help.

I run support & debug help on all my guides. If you have any questions, problems, or find errors in the guide itself, do not hesitate to leave me a comment & I will get back to you as soon as I am able to. Happy Hunting!
38
15
51
5
10
6
7
3
4
4
3
2
2
   
Premiază
Adaugă la preferate
Preferat
Elimină din preferate
Introduction:


Achievement Breakdown: (49)
Story Related: (16)
Missable: (6)
Side Objectives: (7)
Collectibles: (3)
Slay: (11)
Miscellaneous: (6)

DLC – Ranger Update: (3)
Story Related: (2)
Collectibles: (1)


Metro Exodus is the final game in the Artyom Trilogy & is much harder to 100% than the previous titles. It will require us to complete at least two separate playthroughs to achieve each of the different Endings (Good & Evil). We must also complete the game on Ranger Hardcore Mode for the Hardcore Achievement. Ranger Hardcore Mode disables a lot of our HUD & makes the game a lot more realistic/challenging. To simplify things, we can combine this with going for the Evil Ending on our second playthrough. The Ranger Update’s Achievements however makes 100%ing this game in only two playthroughs quite a bit more difficult.

We only have a limited amount of Saves per playthrough to reload back to. We have three Autosaves & one Quick Save we can use. At certain points in the game, we will need to make a Quick Save & not overwrite it in case we mess up a section we need to go through without kills or unnoticed. I will make notes of these points when they occur.

Certain Collectibles can only be unlocked through Level progression. Simultaneously, this also means that certain Collectibles can become locked if you progress too far. I will layout the order of things in the guide so you should not get confused as we progress; for the larger more free-roam Levels I will include a map with all the Collectible locations on it.

With the Ranger Update, NG+ was introduced into the game along with the Iron Mode Achievement/Modification which disables all Manual Saves. You must rely on the games Autosaves after completing each Level, meaning, that you have to complete a Level you start in one sitting or it will not Save your progress. Attempting Iron Mode on NG+ at the same time you are completing a Ranger Hardcore Mode playthrough can be very challenging. Note that there are no Achievements associated with Difficulty; feel free to complete your playthroughs on Reader Difficulty, especially when attempting your Iron Mode run!

See the possible playthrough loadouts below:

Low Difficulty Loadout:
Playthrough 1 – Good Ending / Collectibles
Playthrough 2 – NG+ / Evil Ending / Ranger Hardcore Mode
Playthrough 3 – Any Ending / Iron Mode

High Difficulty Loadout:
Playthrough 1 – Good Ending / Collectibles / Ranger Hardcore Mode
Playthrough 2 – NG+ / Evil Ending / Iron Mode

If you decide to do the High Difficulty Loadout, scroll down to Sequence 20 & read up on what to expect from Ranger Hardcore Mode...

We only have a limited amount of Saves per playthrough to reload back to. We have three Autosaves & one Quick Save we can use. At certain points in the game, we will need to make a Quick Save & not overwrite it in case we mess up a section we need to go through without kills or unnoticed. I will make notes of these points when they occur.

Certain Collectibles can only be unlocked through Level progression. Simultaneously, this also means that certain Collectibles can become locked if you progress too far. I will layout the order of things in the guide so you should not get confused as we progress; for the larger more free-roam Levels I will include a map with all the Collectible locations on it.

The Two Colonels DLC is a simple one Level episode that is broken up into four parts. The main Achievement we need to focus on for this DLC is the It’s Just A Scratch Achievement where we cannot use a single Medkit for the entire DLC on Normal Difficulty. You cannot even accidentally use one as even when reloading a previous Save it will still have registered & void the Achievement. Apart from this, the rest of the DLC is pretty straightforward with a bit of a tricky final boss fight for the Dodge Master Achievement.

The Sam’s Story DLC takes place on a larger “free-roam” scaled Level. The bulk of the Achievements for this DLC are just Collectible based & not very difficult to obtain outside of just locating them, though none are really out of the way. The main Achievement to keep in mind for this DLC is the Untouchable Achievement, where we will be unable to die at all during all three fights with the Batwing mutant.

For those interested, here is an organized list of all the Achievements/Secret Achievements. This is how I derive my Achievement Breakdowns & the first reference I create before I begin my 100% journeys.
https://steamcommunity.com/sharedfiles/filedetails/?id=2808599756

Metro – Exodus vs Enhanced Edition: Note that there are no differences to gameplay or any of the Achievements between the original game & the Enhanced Edition. While they count as separate games with separate Achievement lists, & thus two separate Achievement Guides, the guides & how to unlock the Achievements are identical. Enhanced Edition simply adds incredible new graphics & textures to the game.

Before You Play!: If you have already completed or progressed any Collectable or Kill "X" Achievements on Metro - Exodus (Original), it will prevent you from progressing them on the Original Version. For whatever reason, Steam does not recognise them as two separate games with two separate Achievement lists. If this happens to you, scythski discovered a fix (that at least worked for them).

First, turn off Steam Cloud Sync so that your changes are not reverted. Then go into your computer files OS (C) - \Users\(your username)\Saved Games\metro exodus\ & open up a Folder that is a long stretch of numbers; mine was "76561198856916308". Locate the file called "Profile.cfg" & "steam_autocloud" in the Metro Exodus Folder & delete them. This should fix your Achievement progress so long as you do not go back into the (Original) game & progress Achievements. You are basically forced to only play one version at a time or Achievement progress will be blocked.

*Guide contains major spoilers.
Sequence 1: Enemy Saboteurs
1. Level: Moscow
2. Unique Weapon Kills: 3/10
3. Suit Upgrades: 0/12
4. Post Cards: 2/21
5. Diary Pages: 10/70
6. Achievements: 2/68
-----------------------------------------------------------------------------------------------------

Moscow:

Unique Weapon Kill #1 – Shambler: When the Level begins, Artyom will climb down a ladder from the snowy surface of Moscow. Pass through the tunnels & we will be attacked by a Watchman in a Quick-Time Event. Take it out, & we will be assaulted by another Watchman immediately afterwards as we walk down the tunnel. Shoot it with our only gun (the Shambler) to get this kill.

Diary Page #1 – Half-Torn Notebook: After completing the Quick-Time Event & killing the second Watchman, round the corner to your right & you will find our first Diary Page on a desk beside a lit candle.

Diary Page #2 – Patient File: After fighting off more Watchmen, you will be taken back to the nearby station by your fellow Spartans. After you regain control of Artyom, walk out of your medical stall & you can see this Diary Page on the desk shortly to your right.

Postcard #1: As you go to leave the medical clinic, we will enter a small room that will lead to where Anna & Miller are through a green door. Before exiting this room, look to your right, & you can see this Postcard pinned to the top left corner of a green metal shelf.

After you link up with Anna & the boys, there will be a one-week time jump.

Postcard #2: After you & Anna pack up your things to return to the station, head down the first set of stairs in the old apartment building. At the bottom of this set, head down the hall & enter through an open door into an apartment suite off our right. The first room of the suite is a kitchen; walk over to the window at the back & we can find a Postcard attached to the wall to the window’s right.

Diary Page #3 – Dusty Diary: In this same apartment suite, walk over into the next room which will be a bedroom where we can find a Diary Page on a nightstand to the right of a green couch with a skeleton on it.

Unique Weapon Kill #2 – Kalash: When you & Anna walk across the unstable girder, you will enter into the next building which will be a destroyed mall. When you enter the main room of the mall, we will be attacked by three Watchmen; kill at least one of them before Anna does with our Kalash assault rifle.

Diary Page #4 – Shopping List: With the Watchmen killed, walk over to the left side of the mall & we can see a corpse leaning against the broken doors to a bookstore; the Diary Page will be in the corpse’s hands.

Diary Page #5 – Shura’s Note: Make your way down the escalator in the mall & we will have to exit the mall through a bus that’s crashed through the entrance. As soon as we enter the bus, look on the seat ahead of us off our right to find the next Diary Page.

Diary Page #6 – Crumpled Letter: Progress through the Level until you “link up” with some of the Hansa’s men…; after the Cut Scene where we play with a dog, we will fall into a pit.

When we regain control of Artyom, crawl underneath some fallen logs & we will collect a Medkit to heal ourselves. Walk forwards a little bit & we can see an isolated chunk of land in front of us with a lone tree leaning off it. Look at the base of the landform ahead of us & we can find a skeleton buried in the snow with a Diary Page in a bag beside it.

Diary Page #7 – Official Note: Crawl through an open drainpipe & enter into a Hansa military compound. Without saying a word to convince him, Yermak will help us reach where Anna is in the compound. After the Cut Scene that follows when we locate her, we will regain control of Artyom in the command center where the world map is; we can find a Diary Page on the console just behind where the Hansa Commander is/was standing.

Unique Weapon Kill #3 – Revolver: When we exit outside the Hansa compound with Anna, Yermak will have given us the Metro classic, a silenced Revolver. There will be more than a few Hansa soldiers outside here; simply pick one off with the Revolver to collect the kill.

Diary Page #8 – Memo: After re-entering the Hansa compound from the outside sequence, walk forwards a little ways to see a lit fire stove & a desk off its left where we can find a Diary Page.

Diary Page #9 – Official Letter: Progress through the Level after freeing Yermak, until we are now on board the hostile Hansa train that is chasing our own. When we regain control of Artyom on the train, sidle along the train & take out the soldier through the open window. Crawl into the next room off our left with the two soldiers inside, & we can find a Diary Page on a worktable against the wall where we enter.

Train Lever #1: After collecting the Diary Page, approach the door that leads into the next train car. Look to the left of the door & we can see a red emergency lever we can interact with. Pull the lever, & we will detach the train car behind us; we need to detach one more train car for the Brakeman Achievement.

Train Lever #2: Head through the door into the next train car & there will be three more soldiers inside. Either sneak over to the other side of the car or kill the soldiers. At the far end of the car, we can find another red emergency lever beside the entrance door to the next train car; pull the lever to detach the car behind us.


Achievement #1 – Brakeman: Detach all train cars on the Moscow Level.
Missable. We will unlock the Achievement after pulling the second emergency lever on board the Hansa train.
While we can back track through the train, if you accidentally pull the second lever first, we will be unable to go back to pull the other lever… even though it detaches all the train cars. If this happens, be sure to reload a previous Autosave to unlock this Achievement; you do not want to have to replay the entire Level to get back this point…

Diary Page #10 – Crumpled Note: Enter into the next area & there will be two train cars full of soldiers along with a Mounted Machine Gun. Go into the car past the Machine Gun, & we can find a Diary Page immediately off our right on some crates when we enter.


Achievement #2 – Exodus: Complete the Moscow Level.
Story Related. Blow up the Hansa train & return to your own to complete the Moscow Level.
Sequence 2: Radio Waves
1. Level: Winter, The Volga – Village, Katya & Nastya
2. The Volga Moral Points: 1/5
3. Unique Weapon Kills: 3/10
4. Suit Upgrades: 1/12
5. Post Cards: 3/21
6. Diary Pages: 12/70
7. Achievements: 5/68
-----------------------------------------------------------------------------------------------------

Winter:


Achievement #3 – Aurora: Name the Locomotive.
Story Related. When the Level begins, we must search on the radio to find any currently active radio stations; tune it to 350fm to discover the Ark Project. With it found, the crew will dub the train “Aurora” & unlock our Achievement with a toast!

Diary Page #11 – Survey Report: When we regain control of Artyom, do not interact with the World Map just yet. Instead, turn around from the map & wait for Anna to finish speaking with Alyosha. When she stands up she will walk out of our way, letting us head downstairs to where Tokarev & Damir are; we can find a Diary Page on a crate beside Damir.


Achievement #4 – Join Us On Air: Find a tune on the radio.
After finding the Diary Page, head back upstairs & sit back down at the radio. Interact with the radio & tune it to 26fm to find a sick Russian banger, unlocking the Achievement.

The Volga:
This Level has important Moral decisions/actions we need to make for the Good Ending & the Duke Achievement.
1. Do not kill or be seen by any Cultists in the Church section; only knock them out with your fists
2. Do not kill any Villagers or enemies that surrender to us; surrendered enemies can be knocked out
3. Free Villagers being held prisoner in the Bandit camps we will enter throughout the Level when hunting Collectibles
4. Do not kill any Cultists or be seen by any Cultists in the Bridge section; only knock them out with your fists

We will also now be able to start collecting Crafting Materials that are required for multiple Achievements. As a rule of thumb; loot EVERYTHING! You will receive less Crafting Materials the harder the Difficulty you are playing on…



The Volga – Village:


Achievement #5 – Regatta: Get into a boat.
Story Related. When the Level begins, exit the Aurora with Anna & follow her to the Mission Waypoint to the North looting what we can. At the Waypoint, we can find a Rowboat that will take us to the Church; climb into the Rowboat to unlock the Achievement.

Postcard #3: Take the Rowboat over to the Church where all the Cultists are & climb out. Make your way up to stairs to the upper levels of the Church & enter into the room where Nastya & Katya are. Climb out the window to progress the Mission.

During this Mission, do not kill any Cultist Paladins or get spotted at all & we will receive a Moral Point when we escape. Make a Quick Save & do not overwrite it in case you need to reload to the start of this Mission. Though we can Stun Paladins, refrain from doing it when possible as bodies can be discovered & will void the Moral Point if they start patrolling.

Sidle over to the other side of the roof & we will have the option of heading down some stairs to our left or right. Take the stairs down to our right & head straight across into a room with a brick fire stove & a ladder at the far end. Climb up the ladder to enter a small children’s room full of bunkbeds. Approach the wheeled elephant toy at the far end & look on the wall to its right to find a Postcard.

The Volga – Moral Point #1: Sneak down to the lower level of the Church & wait for the two Paladins to finish speaking to one another. As they walk away, get out to the wharf at the West dock to escape on the Rowboat.

If you didn’t kill a single Cultist or were detected at all, you should receive a white screen flash & tone denoting that you received a Moral Point when Anna contacts us. You will know it worked because Anna will say we were like a ninja instead of saying we raised Hell in there…

The Volga – Katya & Nastya:

Suit Upgrade #1 – Compass: After linking up with Duke & witnessing the Catfish, make your way over towards the crashed airplane ahead of us. Enter the plane & make your way up to the cockpit where we can find the Compass on the floor in between the two pilot’s seats.

We can also find the Scope 4X Upgrade on a Kalash nearby.

Diary Page #12 – Mouldy Log: Walk South along this island back towards the Aurora & we can find a broken structure with two dead Shrimp outside that appear to have been harpooned. In the structure will be two dead survivors; the Diary Page will be on a bedroll near one of the survivor’s bodies.
Sequence 3: Apocalypse Now
1. Level: The Volga – Get to the Port, Find Anna
2. The Volga Moral Points: 1/5
3. Unique Weapon Kills: 6/10
4. Suit Upgrades: 2/12
5. Postcards: 4/21
6. Diary Pages: 14/70
7. Achievements: 9/68
-----------------------------------------------------------------------------------------------------



The Volga – Get to the Port:

Unique Weapon Kill #4 – Tikhar: After speaking with Miller & receiving our next Mission, head inside the Aurora with Tokarev & he will gift us the pneumatic rifle, the Tikhar.

The Tikhar is special as we need to kill 30 enemies using it for the Silent Marksman Achievement. Always keep it equipped as one of our Weapons & kill as much as we can with it… We can kill some Watchmen for the Unique Kill shortly.

Unique Weapon Kill #5 – Bastard Gun: After collecting the Tikhar, head down the hill South from the Aurora, across some submerged train cars over to the lower islands where some Watchmen are (getting the Tikhar kill). Follow the road straight down South & we can see a wrecked boat in the water directly West of the island here. Climb aboard, & we can find a Bastard Gun next to a corpse in one of the rooms. Equip it, & kill the Watchmen or Shrimp over on the island West of the boat for our Unique Kill; you’ll probably want to swap it for your previous Weapon afterwards.

There is a ruined house on this island that has a Kalash equipped with a Standard Stock & Grip Upgrade as well as a Short Barrel & Suppressor Upgrade. This brings us to 3/5 Upgrades for the Gunsmith Achievement.

Unique Weapon Kill #6 – Ashot: Head over the boat back to the previous island & head over to where the circular landing is on the islands center. On the far South side of the landing, we can find a Safehouse we can enter.

In the Safe House, we can find a Workbench we can use to clean our Weapons. Clean our Weapons as often as you can; we need to spend 500 Chemical Resources cleaning Weapons for the Tidyman Achievement.

Inside this Safe House, we can also find an Ashot Shotgun on a crate in one of the corners. Equip it, & kill one of the nearby Watchmen outside to collect another kill.

Diary Page #13 – Faded Note: Follow your Waypoint East across this island to get to The Port. After walking up the ramp, go to enter the house off our left or go around it to the right & freak out from the jump scare with the Humanimal. Navigate to the South East side of the wrecked house & we can find some stairs leading down into an irradiated basement. After kicking open the door, we will have to deal with another Humanimal; a Diary Page can be found on the shelf behind it.


Achievement #6 – Silent Marksman: Kill 30 enemies with Tikhar.
There is a hoard of Humanimals at The Port area & beyond making it a perfect place to farm Tikhar kills… Since we are able to craft 15mm Steel Balls in our Portable Workshop Backpack, we essentially have unlimited ammo for the Tikhar. If you almost solely use it for this Level, it is almost guaranteed to unlock. Resting at Safe Houses will also respawn all the Mutants on the map making farming easy.

Postcard #4: Dispatch the Humanimals & make your way up to where Krest is & follow him inside his home in the crane; we can find a Postcard to the right of the backdoor that leads to the Zipline.


Achievement #7 – Handyman: Spend 500 Consumable Resources on Crafting.
This Achievement will come naturally as we play through the game; a large chunk of this will come from Crafting the Steel Balls for our Tikhar. Craft Ammo, Throwable Weapons, Medkits, or Air Filters to work towards the Achievement.

Be sure to Craft at least 2-5 Molotov Cocktails for a later Achievement…

The Volga – Find Anna:

Suit Upgrade #2 – Battery Charge Controller: Before we go to rescue Anna, head to the far East end of The Port where we can find a large home that two Villagers are living in (be sure to Holster your Weapon in the Villagers presence or we will lose a Moral Point!); we can get here on foot.

Outside the house will be a small metal C-Can with a generator inside it. To power up the generator, we first need to find a Gas Can to refuel it. Walk around the outside of this C-Can & we can find a blue Gas Can just against one of its walls. Bring it inside, & refuel the generator which we can then turn on.

Head inside the Villager’s house now & turn the switch to open up the door off our left. Head through the room & up to the roof where we can drop down through a hole into a sealed up room. Use our Battery Charger to charge an electrical box on the wall & we will now be able to access the other inaccessible room. Turn the switch & enter the other room & we can find the Suit Upgrade embedded in a Humanimal that is pinned on top of a table.

Diary Page #14 – Water-Logged Note: Follow our Mission Waypoint now to where Anna is located to find a set of closed doors to a bunker. Get above the doors to find the hole where Anna fell through. From where Anna is in the bunker, enter the next room & then take a right into a side area. Head down the hall & look to our right at the end to see a bar door that is locked by a padlock. Shoot the lock, & enter the room where we can find a Diary Page on some crates near a cot.
We can also loot a Magazine Upgrade off a Kalash in this room as well.


Achievement #8 – Last Breath: After running out of Filters in a hazard zone, Craft a new one while suffocating.
A hazard zone for the purposes of the Achievement is a large area where we need the Gasmask to explore; Radiation Hotspots on the surface do not count. Now is as good as any time to complete this Achievement since this bunker area counts as a hazard zone.

Before we complete this, make a Quick Save so we can reload our game after unlocking the Achievement.

Go into your Crafting Backpack & dismantle every single one of your Air Filters. Then wait for the remaining time to run out & Artyom will begin suffocating. As soon as he does, open your Crafting Backpack & craft a single Air Filter & the Achievement will unlock.


Achievement 9 – Martian: Patch the Gasmask.
While wearing a Gasmask, there is a chance that it will become comprised if we take damage. If it does, we will receive a prompt to patch it so that we can breathe again; patch the mask to unlock the Achievement. Unless you somehow never take damage, this is guaranteed to occur if not during this Level, then at some point throughout our first playthrough.
Sequence 4: Frozen Wasteland
1. Level: The Volga – Colonel’s Summons, The Terminal
2. The Volga Moral Points: 3/5
3. Unique Weapon Kills: 6/10
4. Suit Upgrades: 6/12
5. Postcards: 5/21
6. Diary Pages: 21/70
7. Achievements: 10/68
-----------------------------------------------------------------------------------------------------



The Volga – Colonel’s Summons/The Terminal:

Side Mission – The Teddy Bear & The Guitar: After returning to the Aurora to speak will Miller again, we will receive our next Mission that will take us all the way across The Volga. Exit the Aurora & speak with Nastya to learn the location of her Teddy Bear; speak with Damir at the front of the train to learn the location of a Guitar. We will need to collect both for the Friend of the Crew Achievement.

The Volga – Moral Point #2: Make your way over to where the Guitar Waypoint is located at the South tip of the main island & we can find a camp of Bandits. Here, there will be a Villager held prisoner. Dispatch all the Bandits & untie the Villager to receive a Moral Point.

Guitar: With the Villager free, make your way to the very top of the Bandit’s hideout in the old radio tower. Enter the room at the top & climb up the ladder to get to the upper floor; we can find the Guitar outside on a balcony.

Diary Page #15 – Dusty Workbook: Make your way over to the far North end of the main island now. Past some Watchmen here, we can find a C-Can room that we can enter. Head inside & we can find the Diary Page on a desk near a skeleton.

Suit Upgrade #3 – Extended Filter: We can find this Suit Upgrade in the same C-Can as the last Diary Page on a long box at the far end of the room.

The Volga – Moral Point #3: Carry on North East from our location & we can find a Bandit compound where three Villagers are being held prisoner. Dispatch all the Bandits inside & approach the cage where the Villagers are. Shoot the padlock off the cage to receive a Moral Point.

We will also receive a Key for a secret room in The Terminal which we will be using later on…

Diary Page #16 – Folded Letter: After freeing the Villagers in the Bandit compound, turn around & we can find a Diary Page on a counter in the middle of the kitchen area.

Suit Upgrade #4 – Ammo Pouches: From the Diary Page, head to the West end of the Bandit compound where an exit door is. Follow the wall to the left of the door into a sleeping area & we can find a Suit Upgrade on top of a crate against the wall.

Diary Page #17 – Torn Page: Carry on North East across the island underneath the rail bridge over to the other side. Just past the bridge, at the North end, we can see a rail car that becomes a Safe House when we enter it. We can find a Diary Page on one of the shelves inside.

Postcard #5: In the rail car Safe House we found the last Diary Page, look up to the right of the door we enter through to see a Postcard attached to some radio equipment.

Suit Upgrade #5 – Throwing Weapon Harness: From the Safe House, begin making your way around the main island South East & we will stumble across a gas station now overrun by Bandits. Dispatch the Bandits & enter into a backroom of the gas station locked by a padlock to find this Suit Upgrade on a metal shelf.

Diary Page #18 – Weathered Notice: In the same gas station, just outside the room we found the Suit Upgrade, we can find this Diary Page on a table pushed against a wall. You can alternatively enter the room we found the Suit Upgrade in from this outside entrance without going through the padlock door.

Diary Page #19 – Sturdy Envelope: Leave the gas station & begin following the railway tracks South West along the island now. When we get close to the underpass bridge, we will see a large Lurker nest. Near the middle of the nest will be a destroyed green van where we can find a Diary Page inside.

Diary Page #20 – Bandit’s Note: Link up with Duke in a rail car Safe House in the center of the main island & we will be directed to a dock with a Rowboat. Enter the boat, but instead of heading to The Terminal, snake your way South West in the boat to reach a small island in the middle of the bay that will have a bunch of Shrimp on it. Exit the boat, & we can find a Diary Page next to a dead Bandit near the center of the island.

We can also loot a Red Laser sight off of his Kalash giving us 5/5 Weapon Upgrades for the Kalash.


Achievement #10 – Gunsmith: Install a Modification of each category on a single Weapon.
Most Weapons have 5 different Upgrade types: Stocks, Barrels, Scopes, Magazines, & Gadgets. If you are diligent with your looting of enemy Weapons, it is very possible you can find all 5 Upgrade types for multiple Weapons just in The Volga alone. This will come naturally as we play.

Suit Upgrade #6 – Reinforced Helmet: Take your Rowboat over to the North West end of the island second largest island on the map to the South East & we can see the foundations of an old building that Bandits have overtaken. Dispatch the Bandits & we can find the Suit Upgrade in the center of the ruins in a room on the ground floor.

Diary Page #21 – Patient Ledger: From these ruins, head to the far West end of this island & we can find a dock with a Rowboat. Enter the Rowboat & take it South East along the island until we see a wrecked wooden house on a lone island. Be careful as the Catfish can sometimes be found in these waters as well as Demons patrolling the air. Enter into the house & it will be an old medical clinic; navigate to the room with the hung corpse to find a Diary Page. Artyom will begin having his visions of the past here… so do not get too alarmed by his accelerated heart rate.
Sequence 5: Go Fish
1. Level: The Volga – The Terminal
2. The Volga Moral Points: 3/5
3. Unique Weapon Kills: 6/10
4. Suit Upgrades: 7/12
5. Postcards: 6/21
6. Diary Pages: 24/70
7. Achievements: 16/68
-----------------------------------------------------------------------------------------------------



The Volga – The Terminal:

Suit Upgrade #7 – Metal Detector: Return to the Rowboat & begin paddling back over to the larger island. Carry on South East along the larger island (feel free to pop into the Bandit camp inside the large brick building) & pass through a flooded field of oil tankers. Just West of a large white silo, we can find a ramshackle shack that we will need to shoot a padlock off of to enter. We can find the Suit Upgrade on a work desk with a bunch of equipment on it.

Diary Page #22 – Blood-Stained Diary: We can find this Diary Page in the same shack as the previous Suit Upgrade, on a wooden shelf.


Achievement #11 – Firebird: Kill a Demon with fire.
Before we return to the larger island, we will need to go collect Nastya’s Teddy Bear; be sure you have at least 2-4 Molotov Cocktails in your Inventory! Head East along this island towards the Teddy Bear Waypoint up to the top of that white silo that is nearby us.

At the top of the tallest silo, will be a Demon’s nest. I arrived at night & found it sleeping (it may be awake if it is daytime). Whether it is sleeping in the nest or circling around in the air, make a Quick Save, & begin lobbing your Molotov Cocktails at it. On Easy Difficulty, hitting it with a single Molotov will unlock the Achievement.

Teddy Bear: After dealing with the Demon at the top of the Silo, look just in front of the Demon’s nest to find Nastya’s Teddy Bear resting on a crate.


Achievement #12 – Friend of the Crew: Find the Guitar & Teddy Bear on the Volga Level.
As soon as we collect the Teddy Bear, & have previously found the Guitar, we will unlock this Achievement. We do not need to hand deliver the items back to the Aurora.

Diary Page #23 – Faded Note: Return to the larger island now in the South & head to the center where a ruined train depot will be. Enter into the train depot & it will be full of Humanimals. Get up to the upper level of the depot by climbing on some train cars to access a walkway above; at the highest point of the depot will be a lookout tower with a Diary Page next to a dead Bandit.

Note that there are Cultists & Paladins in this area at the North end near the waterfront; do not kill any of them or we will receive a Negative Moral Point! Be sure to Holster your Weapon in their presence as well.

Postcard #6: We will now slowly begin working our way over to The Terminal. Near the outskirts of the depot close to the railroad leading over to The Terminal, we can find a Safe House with this Postcard inside it.

Night Vision Goggles: From the Safe House, head to the waterfront up to the North East & we can find a dock with a Rowboat. Take the Rowboat over to our Mission Waypoint inside The Terminal & navigate through its bowels; we can get out of the Rowboat near a burning barrel.

Progress through The Terminal until we cross the walkway where the Humanimals jump out of the water at us. At the end of the walkway, there will be stairs leading up to a higher level & stairs leading to a strange wooden door. Enter through the door, & if you rescued the Villagers during Moral Point #3, we can use the Key we received to unlock the door. When we enter the secret room, we can find the Night Vision Goggles on an altar just to our right.


Achievement #13 – Kaleidoscope: Kill 3 enemies using a Sniper Scope while wearing the Gasmask & using the Night Vision Goggles.
Now that we have the Night Vision Goggles, we have everything we need to unlock this Achievement. Night Vision Goggles can be equipped at any time & do not need Workbenches to equip.

Now, put on our Night Vision Goggles, Gasmask (don’t worry it won’t use Air Filters), & equip a 4X Scope to an applicable Weapon like a Revolver or Kalash. Leave the secret room & begin making your way up the walkways to the upper level. Carry on through The Terminal, & the Catfish will knock us down to a different location that will have a lot more than 3 Humanimals in it. Simply kill three of them with this loadout to unlock the Achievement.

Diary Page #24 – Thick Ledger: Navigate The Terminal’s maze of walkways until we have to crawl through a metal tube (we will see the Catfish surprise attack a group of Humanimals). On the other side of the tube, we will take some stairs up to a wheel & the large steel doors to The Terminal’s entrance. Ignore the wheel for now, & head through a fenced in enclosure where we can find a Diary Page off our left on a chair next to a wrapped up corpse.


Achievement #14 – Fisherman: Kill the Catfish.
Missable. In the same side room we found the last Diary Page, we can see a Cultist’s altar overlooking the water below. Make a Quick Save. At the altar, we can see three hanging corpses & a lever with a red sign on it. When we cut down one of the corpses, the Catfish will swim over & strike at the altar. What we need to do is cut a corpse down & quickly go to pull the lever. When the Catfish swims over, spikes will drop down & impale it, killing the monster & unlocking our Achievement. We have three corpses & three attempts; reload your Quick Save if you need to.


Achievement #15 – Railwayman: Get into the Trolley.
Story Related. With the Catfish dead, return to that wheel near The Terminal’s entrance & turn it. Now turn around & head over to Trolley behind us; climb into the Trolley to unlock the Achievement.


Achievement #16 – Long Distance Passenger: Find the Passenger Train Car.
Story Related. Navigate the Trolley back along the island until we reach that large brick building that Bandits have taken over. If you have not already done so, clear out the camp & pull the lever on the upper level to open the buildings bay doors. Back the Trolley into the Passenger Train Car inside the building to unlock the Achievement.
Sequence 6: Cold Winds
1. Level: The Volga – Get to the Port, Capture the Tugboat, The Shantytown, Spring
2. The Volga Moral Points: 5/5
3. Unique Weapon Kills: 6/10
4. Suit Upgrades: 7/12
5. Postcards: 7/21
6. Diary Pages: 25/70
7. Achievements: 18/68
-----------------------------------------------------------------------------------------------------



The Volga – Get to the Port/Capture the Tugboat:

We are nearing the final confrontation of the Level. From here on, we cannot be discovered by any Cultists/Traders or kill any of them. Knock outs are fine, but bodies cannot be discovered so be extremely careful. If you have not already done so, make sure you have collected all Suit Upgrades, Diary Pages, & all but the last Postcard as we will be locked into the story if we continue in it.

Make Quick Saves, but only when you KNOW you are in a good position. Keep Quick Saves as Mission resets if possible & reload between our three Autosaves. It is possible to screw yourself over if you use a Quick Save in the middle of a Mission after messing up.

Volga Moral Point #4: Go to your current Mission Waypoint & link up with Krest where he will guide us to the main Trader boat. We cannot kill any of the Trader’s in this section or be discovered by them as they will become hostile. Stick with Krest & he will get you onboard. Waiting until nightfall makes stealth much easier…

Sneak onboard & carefully make your way around the boat to the right until you get to the front of the boat & cross over to a trading float. Sneak along the float, & we can find the small Tugboat at the very end. Get onboard the Tugboat & knock out the single Trader here; enter into the Skipper’s control room, & if you killed no one & were not discovered, we will unlock a Moral Point after our men take it over.

The Volga – The Shantytown:

Remember, do not get spotted by any Cultists & do not kill them; make a Quick Save as soon as we regain control of Artyom when we climb on top of the bridge. Sneak around along this first area of the Shantytown to the far right side. When you reach the elevator at the South most end, be sure to blow out the lantern to the right of it so we are not discovered when we take it up.

Postcard #7: After we get off the elevator, we will see a large group of Cultists being spoken to by Father Silantius. Sneak to the right of this area along the edge of the bridge & carefully knock out the Paladin around the corner. Climb over the barricade in our way & carry on to the right edge until we come to a padlocked door at the back of the congregation area. Attach a Silencer to one of your Weapons & shoot the padlock off or melee it to enter the building ahead.

When we enter into the next room of the building, we will see a set of stairs leading up above us with a Paladin patrolling on the landing in between the two sets. Sneak to the right of the bottom stairs over towards a barrel fire in the corner; the Postcard will be on one of the logs inset into the wall to the right of the barrel fire. You may need to district/knock out the Paladin or we will be discovered. Alternatively, you can make a Quick Save & grab the Postcard, & if you are discovered reload the Save which will keep the Postcard collected.

The Volga – Moral Point #5: Knock out the Paladin on the landing & make a Quick Save before making your way up the stairs now. Keep sneaking along until you get up to where Silantius is in the upper right area of the Shantytown (follow his shouting). When you get inside the Bridge Control Room where he is, if done right, he will tell all his men to hold their fire & we will be able to peacefully exit The Volga.


Achievement #17 – Duke: Duke survives.
Missable. There are 5 Moral Points to be earned on The Volga revolving around non-lethal/undetection with Cultists & Traders as well as rescuing captured Villagers from Bandits (there may be more Villagers you can rescue for extra Moral Points but they are not required). If you successfully completed them all, then in the final confrontation with Silantius, he will order his men to hold their fire, allowing Artyom & Duke to safely leap onto the Aurora as it passes.

If you failed, Duke will get injured & sacrifice himself to let Artyom escape back to the Aurora. There really is not a lot of information out there on this Achievement whether you need to complete EVERY single Moral Point here or only a few such us non-lethal/undetection at the Church & Shantytown. It is safest just to complete all 5 listed in the guide…


Achievement #18 – Lower the Bridge: Complete the Volga Level.
Story Related. Confront Silantius on the Cultist’s bridge & lower the bridge for the Aurora to pass through & leave The Volga for good. The Achievement will unlock at the end of the Level.

Spring:

Diary Page #25 – Nastya’s Letter: When you wake up on the Aurora, whether or not you chose to spend some cute quality time with Anna here, leave your room & Nastya will call out to us. Take a right, down the hall towards her, & enter the alcove immediately to the right of your room where we can find a Diary Page on a table with a checkerboard on top of it.
Sequence 7: Dead On Arrival
1. Level: Yamantau, The Caspian – Find Out About the Car
2. The Caspian Moral Points: 1/9
3. Unique Weapon Kills: 8/10
4. Suit Upgrades: 7/12
5. Postcards: 10/21
6. Diary Pages: 31/70
7. Achievements: 21/68
-----------------------------------------------------------------------------------------------------

Yamantau:
On this Level, we will be fighting a lot of enemies called Cannibals; they are safe to kill. In fact, make a point of massacring as many as physically possible. We need to kill at least 90 Cannibals for the Righteous Vengeance Achievement.

Diary Page #26 – Diary Page 1: After we leave the Railcar when we enter, we will take an elevator up with Anna & Miller & meet with… the Government. When we are reunited with our men, there will be a long elevator sequence where will have to fight off a hoard of Cannibals (note that the Cannibals are infinite here until we step on the lift leading up; we can get a lot of kills if you choose to farm a bit though it is not necessary).

When we exit the lift on our floor, head into the first room & there will be a metal detector. Walk through it, & we can find a Diary Page on a table off our left.

Postcard #8: Fight your way through the kitchen & the freezer room full of corpses & we will reach a point where we must sidle through some shelves to progress. On the other side of the shelf, follow the room around to the right & there will be a light control switch in the corner. To the left of it, is a space between a barricade we can crawl through to access a target range; the Postcard will be on the back wall on one of the targets.

Diary Page #27 – Diary Page 2: From where we grabbed the Postcard, look off our left to find a Diary Page on top of a nearby plastic water crate.

Diary Page #28 – Diary Page 3: When we go to progress, our way will be barred by steam coming out of some piping. Crawl through the vent duct above us to get around it & fight through the sleeping quarters. Open the door at the end & we will enter a wet tunnel with a flashing red light in it. At the end of the tunnel, we can either crawl through a pipe or walk up a ramp over some rubble. Head up the ramp & take a right towards where two Cannibals are. Walk up some stairs past the Cannibals into a small room where we can find a Diary Page on a crate near a lit candle.

Unique Weapon Kill #7 – Gatlin Gun: Carry on through Yamantau until we get to the Heavy Cannibal mini-boss wielding the Gatlin Gun. Take him out with bullets, Hand Grenades, & Molotovs to kill him. Pick up his Gatlin, & go to enter the next room where a bunch of Cannibals will drop down; kill one with the Gatlin to collect our Unique Kill.

This Weapon is worth holding onto as at the end of the Level we will face another infinite hoard of Cannibals where we can easily mop up the last few kills we need for the Righteous Vengeance Achievement.

Diary Page #29 – Officer’s Diary, 1: In the next room from where the Cannibal mini-boss was, enter the first room off our right (an orange skull & crossbones will be painted on the wall beside it) & we can find a Diary Page on a shelf near an axe.

Postcard #9: After we rescue Anna, head over to where the sliding doors are behind where she was tied up; we can find a Postcard on the wall just to the left of the doors.

Diary Page #30 – Officer’s Diary, 2: Pass through the sliding doors now & walk to the end of the hall where an elevator is. Do not get on it yet! Instead, look to the left of the elevator entrance to find a Diary Page on top of a barrel beside a lit candle.

Diary Page #31 – Officer’s Diary, 3: Link up with Miller & Idiot in the control room & begin making your way out of Yamantau. As you approach the lift that you rode previously, look to our left to find the final Diary Page here on a crate with some red jerry cans leaning against it.


Achievement #19 – Righteous Vengeance: Kill 90 Cannibals.
If you have not already unlocked this Achievement at some point during the Level, then make a Quick Save when you climb on board the Rail Car to escape Yamantau. We will face an infinite hoard of Cannibals we can farm.

If the Achievement does not unlock for you during the first ride to the Aurora, then reload your Quick Save & replay this section over again until the Achievement unlocks. Achievement progress is cumulative across the same Save File…


Achievement #20 – Spoiled Dinner: Complete the Yamantau Level.
Story Related. Escape Yamantau with your crew & come up with a new plan on board the Aurora to unlock the Achievement.

The Caspian:

The Caspian – Find Out About the Car:
The Caspian is the second open-world Level we will get to playthrough. Like The Volga, there are certain decisions & non-lethal events we must complete for Moral Points to save another of our crew members from being killed at the end. The main human enemies on this Level are Thugs. We are free to kill them; but if any surrender to us, make a point of knocking them out instead of killing them.

Postcard #10: When we get off of the train for the first time at the beginning of the Level, head inside the intact room of the ruined building directly across from where we exit the Aurora; we can find a Postcard on the wall directly off our left beside the door frame we pass through.

Unique Weapon Kill #8 – Valve: Begin following the rail tracks from the Aurora West towards our Mission Waypoint. Just past some ruined oil tankers, we can find a small outpost with some Humanimals around it marking it as a Mutant Hive. Enter the outpost building & we can find the Valve on a table; there are more Humanimals further down the railroad we can kill with it for our Unique Kill.

The Caspian – Moral Point #1: Follow your Mission Waypoint over towards a building where a lone Thug is getting assaulted by some Humanimals during the sandstorm. Navigate to the upper floor & head inside the room that three Humanimals were clawing at to encounter the Thug. When given the option; spare his life by knocking him out! Killing him will make us lose a Moral Point…
This Thug also carries a Shambler Shotgun…


Achievement #21 – Driver: Drive the Bukhanka.
Story Related. After dealing with our first Thug, fight through the Humanimals & link up with Damir. The Achievement will unlock when we climb into the Bukhanka to drive it for the first time.
Sequence 8: Not Quite Thunderdome
1. Level: The Caspian – Get to the Lighthouse, Old Lighthouse
2. The Caspian Moral Points: 3/9
3. Unique Weapon Kills: 9/10
4. Suit Upgrades: 9/12
5. Postcards: 11/21
6. Diary Pages: 34/70
7. Achievements: 21/68
-----------------------------------------------------------------------------------------------------

The Caspian – Get to the Lighthouse:
Note that the Bukhanka is unique to The Caspian Level. For the Carmaheddon Achievement, we need to run over 50 enemies using it. Always travel around with the car & run over everything we see; Mutants are the easiest to kill. Kill as many as you can before the end of the Level; before we complete the final Mission, we will make a Quick Save & farm out the last kills we need for the Achievement…



Diary Page #32 – First Mate’s Diary: From the outpost we took the Bukhanka from, begin driving around the Westmost side of the map up towards the North. As we head down the road, we will eventually reach a Bandit Camp that is residing inside a destroyed ship. There are Slaves here we need to rescue apart from the Collectibles we need to find; when approaching them, Holster your Weapons or they will become hostile. The Slaves can be seen deconstructing metal or digging in the sand.

Walk under the ship & enter inside the Camp through an entrance off our right (the man sitting near the entrance is a Slave; don’t kill them by accident!). Head up the first set of stairs inside & there will be a Slave praying at an altar; we can find a Diary Page on a table beside them.

The Caspian – Moral Point #2: Climb up the ladder to the next level & there will be some Thugs beating a Slave. Make a Quick Save! We need to stealthily knock out all 6 Thugs here to receive a Moral Point. First, knock out the Thug in front of us, then the one beating the Slave, with the Thug stirring the stew pot last.

Then sneak into the next room & knock out the Thug sleeping in the chair off our right. The final two Thugs will be sitting in chairs off our left. Approach the first Thug & knock him out, the other Thug may stand up so quickly close the distance to him & knock him out. If done successfully, we will receive a Moral Point as soon as he is knocked out.

Diary Page #33 – Leader's Letter: After dealing with all the Thugs, head up the stairs to the next level & head over to the right side of the floor where we can find a Diary Page beside a radio on a table.

Suit Upgrade #8 – Motion Scanner: Climb up the ladder now to the top floor of the ship. From the top of the ladder, head into the room straight across from us off our left & we can find the Suit Upgrade on a table here.

The Caspian – Old Lighthouse:

Suit Upgrade #9 – Extra Bright Flashlight: Get back into the Bukhanka & carry on down the road to the North towards our objective. When we reach the four-way intersection, park the vehicle & get out. In the center of the intersection, walk backwards over to the South West side where we can see the remnants of a small fishing boat buried in the sand. Enter into the boat’s cabin & we can find the Suit Upgrade on a crate near the Bed; watch out for the Trip Wire!

Diary Page #34 – Letter to Son: We will now be entering into the cave system that will take us to the Lighthouse. This section must be done without being detected or killing any Slaves; Thugs are okay to be killed but if they surrender, they must be knocked out.

When we enter into the cave system ahead, Zip Line across the gap past a dead/dying Thug who will ignore us (don’t finish him off) & round the corner where a Thug will be blinded & dragged back towards us by a Local. The Local will attack us if they see us; sneak up & knock them out. Ignore the Thug & look at the cliff wall towards where the Local was dragging the Thug off our left to see a Diary Page beside a corpse leaning against the wall.

The Caspian – Moral Point #3: Carry on through the cave now undetected, & kill or knock out the Thugs we come across stealthily. When we exit outside the cave there will be a firefight going on with Thugs assaulting the Lighthouse. Mixed in with the Thugs will be a Slave that we cannot kill (if in doubt; knock them out). Sneak around & kill/knock out the attacking Thugs being sure you knocked out the Slave.

When all the enemies are dealt with, Giul will speak to us & lower down a lift on the left side of the Lighthouse for us. If we were undetected & did not kill the Slave, a Moral Point will unlock when we pull the lift’s lever to take us up to Giul.

Postcard #11: Take the lift up to the Lighthouse & speak with Giul. When we enter the room with her in the Lighthouse, look off our right when we pass through the doorframe to find a Postcard attached to it.

Make extra sure you grab this Postcard; we will be unable to return to the Lighthouse once we leave making restarting the entire Level the only way to grab this.

Unique Weapon Kill #9 – Bulldog: Look around the Thugs we killed or knocked out in front of the Lighthouse & some may be using the Bulldog Rifle. Be sure to pick it up & take it with us into the next Sequence for a Unique Kill. This is a common Weapon used by Thugs on this Level…
Sequence 9: Ancient Webs
1. Level: The Caspian – Giul, Return to Base, Get the Water
2. The Caspian Moral Points: 4/9
3. Unique Weapon Kills: 9/10
4. Suit Upgrades: 10/12
5. Postcards: 11/21
6. Diary Pages: 40/70
7. Achievements: 22/68
-----------------------------------------------------------------------------------------------------

The Caspian – Giul:
With Giul, head back down the Lighthouse & follow her over to the Bunker entrance. When we restore power to it & begin taking the elevator down to the lower levels, she will tell us to find a picture of her mom lost in the Bunker which if we return it to her, will net us a Moral Point…



Diary Page #35 – Memo: When we get off the elevator, make your way through the lower level of the Bunker until we get to a small room where we need to drop down through a hole in the floor. Do so, & head towards the security doors ahead of us then take a left at them to enter an office space with cubicles. Enter the first cubicle along the right wall & we can find a Diary Page on the desk with the typewriter here.

Diary Page #36 – Image Analysis: Carry on through the Bunker until we reach a closed security door where Damir will begin speaking to us through the intercom (not our radio like a few moments ago). From the closed doors, we will have to crouch through a doorframe full of sand off our right to continue. When we enter the room on the other side, head over to the far-right side of the room where we can find a skeleton leaning over top of a desk; the Diary Page will be on this desk.

Photo of Giul’s Mother: From the last Diary Page, enter the into the small room off our left through the door that is half ajar & we can find the picture frame of Giul’s mother being clutched by a corpse sitting in a chair at a desk.


Achievement #22 – Complete Road Map: Find maps in the laboratory.
Story Related. Pass through the long vent ducts over to the map room now & drop down into it. From here, head over to the far end of the room where we can locate the map we need in the 2019 section.

Diary Page #37 – Last Order: With the map in our possession, we can leave the map room & exit through a door with a green light above it. Inside, we can enter into a command room where a Diary Page will be on top of the war table next to a dead officer.

The Caspian – Moral Point #4?: Link up with Damir & Giul in the Bunker & escape it. If you found the picture of Giul’s mother previously here, we will give it to her when we reach the top of the elevator to exit the Bunker & she will reward us with a canteen to give Nastya back on the Aurora.

Even though this is a Moral Point, for whatever reason, this one does not have a tone or visual que for unlocking it. This is the only Moral Point in the game that is like this...

The Caspian – Return to Base:

Diary Page #38 – Diary Fragments: As we take the Bukhanka South towards the Aurora we can see a Question Mark in the middle of our map where we can find Anna. As we drive to her location, we will eventually come to a sloping bridge we have to drive up to get to her. Before driving up it, take a right over the hill past a wrecked car instead & begin driving South West over towards a wrecked ship surrounded by water geysers.

Approach the wrecked ship & we can open up a door to enter inside it. Fight through the Spiders in the hull & get up to the upper level where we can meet the Hermit. Holster your Weapon & we can find a Diary Page on a crate near a bed.

The Caspian – Get the Water:
Head back to the Aurora now & link up with Miller & the rest of the crew; we can also give Nastya the canteen we collected from Giul. As we drive around The Caspian, remember to keep running over enemies in the Bukhanka; Humanimals are the best targets. It is unlikely you will get all the kills naturally, but there is no sense grinding out the kills for the Achievement until we are ready to complete this Level.

Diary Page #39 – Baron’s Letter: Our next Mission Waypoint will take us top the far North West end of the Level. As we leave the Aurora, we will hear a message from the Baron speaking of some Tribals attacking one of his outposts; this will place a Waypoint on our map just below where Oasis is. Take the road North then West when we get to the four-way intersection where a truck load of Tribals will ambush us. Shortly after we take the western road, we will drive past some geysers & see a rusted billboard off our left that has a side road going down it. Head down this road towards some rusted ships & we can find a Thug’s camp. As we approach the camp’s entrance, we can see a parked truck with cages on the back of it. Behind the truck will be a small table with an umbrella over it; a Diary Page can be found on this table.

Diary Page #40 – Death Note: Enter into the camp & fight off the Thugs, knocking out any who surrender. Drop down into the area with the large tire fire in its center & we can find a rope ladder at the back leading up into a cave. As soon as we climb up, a man will shoot himself with an Ashot; we can find a Diary Page on top of the barrel he was leaning against.

Suit Upgrade #10 – Armored Glass: Walk further into the cave we found the Diary Page in & we can find this Suit Upgrade beside a Crafting Table.
Sequence 10: The Baron Is Speaking
1. Level: The Caspian – Get the Water, Enemy Raid, What Now?, Fortress
2. The Caspian Moral Points: 7/9
3. Unique Weapon Kills: 9/10
4. Suit Upgrades: 10/12
5. Postcards: 13/21
6. Diary Pages: 43/70
7. Achievements: 26/68
-----------------------------------------------------------------------------------------------------



The Caspian – Get the Water:

Diary Page #41 – Letter to the Artist: Return to the Bukhanka & get to our Mission Waypoint, where we can link up with Damir. Follow him down the sandy path & we will shortly slide down in front of a stone arch we have to pass under. On the other side of this arch, look off our left to see some metal ramps that will take us up above the arch. Follow them along & it will end in a lookout where we can find the Diary Page on a radio.

Postcard #12: Drop back down & walk a little ways ahead. Damir will be up a path to our right where we will have to sidle through a crevice. Before heading up to him, take the path off our left towards the rusted cabin of a boat. Pass through the door frame & look to the frame’s right to see a Postcard attached to it.

For this next section, we cannot be detected or kill any Slaves!


Achievement #23 – Roller Coaster: Use the bucket lift on the Caspian Level to reach the Oasis.
Follow Damir out of the Humanimal caves & into the lower level of Oasis where we will find Tribals & Slaves. Before carrying on, be sure to make a Quick Save in case you mess up. We need to get to the water wheel in the center to get us to the upper level. Sneak along & stick to the shadows, blowing out lights as we go. There is a Slave walking back & forth with a water bucket; wait until he walks away from the water pool before approaching the wheel. Ride the water wheel up to unlock the Achievement.

The Caspian – Moral Point #5: When we get to the top of Oasis from the water wheel, without being detected, make a Quick Save. Turn around now & face back towards the water wheel. Off our right, we can see a large truck that still has its lights on. Head over around the truck & we will see a dart board with some Throwing Knives sticking out of it. Past the board will be a cage that has a Local trapped inside it with a Guard Dog nearby. Take out the Guard Dog stealthily & melee the padlock off the cage to earn a Moral Point.

The Caspian – Moral Point #6: Sneak your way to the very top level of Oasis undetected & we can find a lever underneath a light. Pull the lever & we will unlock a Moral Point if no one saw us.

The Caspian – Fortress:
After we fight off the Baron’s raiding party at the Aurora we will now be entering into the final Missions of The Caspian. We will also grind out two kill related Achievements in this Sequence as well.


Achievement #24 – Stand Back: Kill 50 enemies at long distance.
Begin driving the Bukhanka to the East towards our Mission Waypoint. When we reach the intersection in the road, head North (left) & stop just before a small bridge that will take us over to Anna’s old outpost. Off our right, we can see a crane off in the distance.

Hop out of the Bukhanka & make your way over to the crane. As we get closer, a sniper will begin firing at us. Dodge your way to the base of the crane & take out the Thugs down here as well as the Bandit Sniper. Pick up his Valve Rifle now & climb to the very top of the crane where the sniper nest will be. When we get up here, a truck will drop off 6 Thugs at the end of the bridge we crossed to get here.

Make a Quick Save, & use the Valve to snipe all 6 of them; they will just stay at the far end of the bridge & not approach the crane. When they are dead, reload your Quick Save & rinse & repeat until the Achievement unlocks. It will take a maximum of 9 reloads to unlock the Achievement; it is highly likely you have gotten kills that qualify for the Achievement previously so it should not take that many…


Achievement #25 – Carmaheddon: Make 50 kills with the Bukhanka.
Next it is time to grind out kills for this Achievement using the same method. Drive around & locate a good cluster of Humanimals (there is a group of 5 of them near the intersection before the long angled bridge leading up to Anna’s old outpost). When you find a good group, make a Quick Save, & run the Mutants over. Reload the Save until the Achievement unlocks.

With those out of the way, we can now carry on.


Achievement #26 – Antibiotic: Kill 300 Mutants.
By this point, you will have most likely unlocked this Achievement unless you have been avoiding most combat situations. We do still have one more large open world Level to complete; this is almost guaranteed to unlock by the end of this playthrough.

Diary Page #42 – Charred Note: Make your way down the road to the East towards our Mission Waypoint. About halfway there will pass under a rusted ship that has become an outpost for Thugs. Get out of the Bukhanka & head over to the left side of the ship where there will be a small outer camp with a barrel fire in its center. Close to the fire we can climb up a ladder up to a small platform that overlooks the road; a Diary Page will be on a barrel up here.

Diary Page #43 – Shopping List: Just North of this camp will be another Thug camp in an even larger ship along the coast. There are Slaves in this camp so be very careful not to kill any; Quick Save before entering the ship.

Either fight or sneak your way up to the control room of the ship. In the back room is a Heavy Thug with two Slaves beating each other in a ring; be extra careful that they do not die when you fight the Heavy. If you have been stealthy up to this point, you can quietly kill the Heavy with your knife (or knock him out). We can find the Diary Page on one of the consoles up in the control room.

Postcard #13: In the same control room where we found the last Diary Page, we can find a Postcard just to the right of the Light Control Switch here.

The Caspian – Moral Point #7: On the outside balcony of the control room, we can find a lever with a blue light beside it; pull the lever & all the Slaves will be released from their cages below us giving us a Moral Point.
Sequence 11: Drown Without Inhaling
1. Level: The Caspian – Fortress, Summer
2. The Caspian Moral Points: 9/9
3. Unique Weapon Kills: 9/10
4. Suit Upgrades: 12/12
5. Postcards: 14/21
6. Diary Pages: 44/70
7. Achievements: 30/68
-----------------------------------------------------------------------------------------------------



The Caspian – Fortress:

Postcard #14: Return to the Bukhanka & drive to the other side of the first Thug camp we were at previously. Just past it will be a fork in the road; take the right path down towards an old airfield. When we pull up, there will be a hanger bay off our right with a drop point for a Zip Line in front of it. Enter into the bay & make your way to the very back, past the shelves & Humanimals, to find a Postcard attached to one of the boxes against the far wall.

Suit Upgrade #11 – NVD Amplifier: Exit the hanger bay & now head on up to the top of the nearby air traffic control tower. Fight through the Humanimals & get into the control room where we can find the Suit Upgrade in a chair.

Suit Upgrade #12 – Consumables Carrier: Return to the fork in the road & this time drive down a path off our left past a wrecked attack chopper towards the coastline. The road will hit a dead end at the cliffs & we will have to get out of the Bukhanka. Enter into the cave here & we can find our final Suit Upgrade beside a Crafting Table.

We can also find an… interesting character waiting for us outside of the cave outpost here. He has no stake in this Level or on our Karma; do with him as you will.


Achievement #27 – Dressed For Success: Find all 12 Upgrades for Artyom’s Suit.
If you have been following along with the guide, we will unlock this Achievement after collecting our final Suit Upgrade. While there is still a few more Levels left in the game, there is no longer any more Suit Upgrades to find. One less thing to worry about…

The Caspian – Moral Point #8: It is now the beginning of the end for this Level, make your way to the Mission Waypoint & link up with Damir & Giul. This is the point of no return; make sure you have collected all of the Collectibles & farmed out the Achievements we needed before entering the Fortress. This is another stealth section: we cannot be detected & we cannot kill any Slaves or surrendered enemies. When in doubt, knock them out!

Damir will open a grate for us & we must sneak through an underground refuge full of Tribals & Slaves. This entire section can be done without knocking anyone out; stick to the shadows & be patient to wait for Tribals to walk by on their routes. Save often. We will unlock a Moral Point if we exit out of the underground without being detected.

The Caspian – Moral Point #9: When we link up with Damir again near the Oil Tanker, the Baron will speak to us. Holster your Weapon & walk across the bridge towards the Fortress & the gates will open for us. Take the elevator up & be sure to keep your Weapon Holstered.

Follow the pathway along until we near some stairs leading up. A Thug will push a Slave inside a room in front of us & head inside to beat him. While no one is looking, sneak into the room behind the Thug & knock him out to earn a Moral Point. Be sure to turn off the Lantern in here so the body stays hidden.

Make your way up to the Baron now & play out the cutscene until (Censored by Steam) hits the fan. We are no longer bound by undetection & will need to fight our way out of the Fortress.


Achievement #28 – Damir: Damir stays with crew.
Missable. There are 9 Moral Points to be earned on The Caspian involving freeing Slaves & remaining undetected through certain story Missions. We lose Moral Points by killing Slaves or Thugs who have surrendered to us. If done correctly, Giul will go to leave after we kill the Baron & Damir will stay with us unlocking the Achievement.

If failed, Damir will leave with Giul & stay here in The Caspian to fight for her cause, leaving our crew.


Achievement #29 – New Order: Complete the Caspian Level.
Story Related. Escape the Fortress after defeating the Baron to complete the Level & unlock the Achievement.

Summer:

Diary Page #44 – Tokarev’s Note: When are finished spending some quality time with Anna, leave your room, & Krest & Tokarev will stumble by going left. Head right instead, past the Crafting Table, & out onto the Oil Tanker car where the Bukhanka is stored. We can find a Diary Page on the work table out here across from the car.


Achievement #30 – Gor’ko!: Attend the wedding on the Summer Level.
Story Related. Attend the very cute wedding for Katya & Stepan & we will unlock the Achievement after we toast to their good fortunes. Gor’ko!
Sequence 12: Worst Case Scenario
1. Level: The Taiga – Investigate Alyosha’s Fate
2. The Taiga Moral Points: 2/4
3. Unique Weapon Kills: 10/10
4. Postcards: 16/21
5. Diary Pages: 48/70
6. Achievements: 32/68
-----------------------------------------------------------------------------------------------------

The Taiga:
The Taiga Level… is rough. For the Forest Child Achievement we cannot be detected or kill a single human enemy… at all! We cannot even knock enemies out; all human enemies must be avoided entirely, they include Bandits, Pirates, & Pioneers. Of course, this does not extend to friendly NPCs. Mutants are the only thing we can kill. Nightfall will be our greatest ally as stealth is essential. Abuse Quick Saves & always look for alternate pathways through areas with humans.

I will flag any location we pass that has people to avoid, but beware when going rogue exploring or just sprinting around the Level. Be ever vigilant! Basically, if any human enemy becomes hostile & starts attacking us or if detection music starts playing, you will know you failed & have to reload a previous Save. The worst part is that you will not know if you succeeded or not until you complete the entire Level as that is when the Achievement will unlock.

Note that a Collectible will stay collected if we reload a previous Save. There will be some cases where it is impossible for us to collect certain Collectibles without being spotted/killing humans. This works in our favour as for the Robin Hood Achievement, we have to get 30 kills with the Helsing. We can kill Bandits, grab the Collectible, & reload our Save to undo being detected. Sort of an all around win-win.



Postcard #15: When Artyom comes to from going for a swim, walk up the pathway & we will find the Helsing Crossbow attached to the back of a Forest Child statue. Past the statue will be a large blue house & a smaller wooden house off its right. Head over to the smaller house & enter into the bedroom where we can find a Postcard on the top shelf of a bookshelf in the far-left corner.

Diary Page #45 – Note on Crossbow Bolt: Head past the blue house now to exit through the properties gates & a Crossbow Bolt will thud into the gate frame off our left. Gave me a hard attack when it happened; don’t worry its scripted & we aren’t getting attacked! We can find a Diary Page attached to this Crossbow Bolt.

Unique Kill #10 – Helsing: When we exit the property, we will hear someone yelling down the path straight ahead of us; there is a Bandit tied to a post being attacked by a Wolf. Shoot the Wolf with our newly collected Helsing to collect this kill.


Achievement #31 – Professional: Make at least one kill with all 10 ranged Weapons.
This is the soonest you will be able to unlock this Achievement. If you have been following along with the guide, you will unlock this Achievement after killing an enemy with the Helsing.
The Taiga – Moral Point #1: After rescuing the Bandit from the Wolf, cut his binds from the post & we will receive a Moral Point; this does not void our detection as he is not a hostile NPC.


Achievement #32 – Decommunization: Destroy the biggest statue in front of the Children's Camp on the Taiga Level.
Carry on across the log past the friendly Bandit or double back & head across the bridge; all paths will take you to the same place. As we walk down the cobbled path towards some stairs leading up to a school, we can find a statue on a landing at the top of the first set of stairs. Walk up & punch the statue & we will bust one of its legs off crumbling it a bit unlocking our Achievement. Easy.

Diary Page #46 – Unsent Letter: Head up the stairs now & enter into the school entrance off our right. In the main room of the school, look on top of the first desk off our left when entering to find a Diary Page.

The Taiga – Investigate Alyosha’s Fate:

Postcard #16: When we leave the school to cross a bridge over to the far side, a scripted event will occur some Bandits drop down & tell us to get lost; this is scripted & does not count as us being detected so long as we do not sprint away. Instead of crossing the bridge, drop off it to the left & we can see a large tree with a hollowed center. Slowly take the path up to the left of the tree, through a hole in the chain link fence, & enter into a library. In the first room on the main floor, we can see a corpse leaning against the wall ahead of us; look to the corpse’s left to see a Postcard on the side of a bookshelf.

Diary Page #47 – Little Kid's Note: Leave the library & climb back up to the bridge. Quick Save; Bandits near! Cross the bridge & take a right, around the nearby building that will have three Bandits inside. At the back side of the building will be a hole in the wall we can walk through. Head straight ahead in this first room & we can find a Diary Page on a table beside a teddy bear off our left.

We can do this without being detected at all, just make sure you don’t accidentally play the Accordion in here like I did, or you will have to reload…

Diary Page #48 – Solemn Oath: Sneak back out of the building we were in or reload your previous Quick Save if you wanted to get some Helsing kills & sneak around the area along the right side following the stone railing. Quick Save; Bandits near! The railing will crumble at the base of a gazebo which will let us slip through to climb up through another crumbled part of the stone railing ahead. There is a Pirate close by sitting on some rubble nearby so be careful.

After climbing up on the other side of the gazebo, sneak around the right side of the wrecked building close by until we can enter inside a room at the back (the one that doesn’t have a campfire in it). Quickly put out the campfire & we can climb up a rope ladder to the rooftop. There is another Pirate patrolling the front of the rooftop here so be careful.

Wait for the rooftop Pirate to patrol away & hug the tower on the center of the rooftop. Make your way around it to the left & we can enter inside to find some stairs that will take us to the top. At the top of the tower, we can find this Diary Page on a crate just before a Zip Line.

The Taiga – Moral Point #2: Approach the Zip Line at the top of the tower & take it; if you completed this entire section without killing anyone or being detected, we will trigger this Moral Point halfway down the Zip Line.
Sequence 13: The Final Test
1. Level: The Taiga – Investigate Alyosha’s Fate, Free Alyosha
2. The Taiga Moral Points: 3/4
3. Postcards: 16/21
4. Diary Pages: 54/70
5. Achievements: 32/68
-----------------------------------------------------------------------------------------------------



The Taiga – Investigate Alyosha’s Fate:

Diary Page #49 – Dusty Diary: After we drop off the Zip Line, walk down the road a little ways until you can see firelight up in a tree off our left not very far after passing the bus station we start at.

Head over to the light & we can see it is an old treehouse. Climb up the rope ladder to the top & we can find the Diary Page on a shelf close to a campfire.

Diary Page #50 – Alchemists' Log: Follow the rope bridge from the treehouse along & take the Zip Line down over to the far side. Quick Save; Bandits near!

Up the hill from where we drop off the Zip Line, we can see a small structure where a Bandit will be. There is no way to collect this next Diary Page without being detected, however this a safe scripted encounter. Upon approach, we will step on a branch & be detected by the Bandit but he will surrender to us & not put up a fight; this does not void the Forest Child Achievement; shout out to The Mlem for confirming this for me!. Enter into the nearby shack where we can find the Diary Page on the bed.

Diary Page #51 – Lost Diary: Return to the treehouse & head past it towards the coastline. When you reach the shores, follow it up to the North until you reach a fishing camp. There is a Pioneer on the dock here so be careful (though when approached he immediately surrenders as well).

Sneak into the camp & enter into the only structure here where we can find a Diary Page on a crate beside a cage full of poor Rabbits…

Diary Page #52 – Dusty Notebook: Leave the fishing camp now & return to the main road again directly West of the camp. When we reach the road here, we can see firelight in the cliffs further West of the road & some Wolves will be on the rocks ahead of us. Approach the light in the cliffs but do not climb up the rope ladder leading up to it. Instead, follow the lower cliff wall along to our left & we can find a passage we can enter into.

Squeeze through the cliff wall here & there will be a small trapper’s cabin inside; we can find the Diary Page here on the desk beside some product placement promoting the Mastermind of Metro’s novel.

The Taiga – Free Alyosha:
Climb up the rope ladder to the cliffs & carry on into the third section of The Taiga where we will be captured by some enemies. When we break out of the trap through a cut scene, make your way up our only path out of this area & we can spot an injured Pirate blocking our path. This encounter with the Pirate is scripted & will not void our undetection; of course, do not shoot the Pirate as he will take the Final Test all on his own…

Diary Page #53 – Calligraphic Note: Progress onwards until we encounter a Pioneer injured from the encounter with the Bear. Approach them (it is safe) & we collect our Crafting Backpack. Walk down the path ahead of us a little ways & we will hear a group of Pioneers speaking to each other near a watchtower. Do not approach them & instead hide inside the roots of a tree off our left with a Glowing Mushroom to mark its entrance. Put out the Mushroom & wait until the group passes to avoid detection. Alternatively, you can lure them away with a Throwable.

When they pass by their fallen comrade we took the backpack from, leave the safety of the tree & approach the watchtower they initially gathered around. Here, we can take an intersection of the path up to our left (instead of straight ahead) & we can see an archway we can pass under to enter a Pioneer camp. Do not pass through the arch however as we will step on a branch alerting the Pioneer inside! Instead, follow the fence line along to the right & we can sneak into the camp undetected. Enter into the nearby house here & we can find the Diary Page on a crate next to a canning shelf.

Diary Page #54 – Scribbled Note: Make your way over to the Mission Waypoint now & we will come across a large Pioneer encampment. Sneak up to the front gates, cut the Trip Wire & douse the Torch, & slip inside. From where we enter, follow the walls to our right & we will enter a building with a Glowing Mushroom in the hall. In the hall, we can enter a room off our left where we can find a Diary Page on a kitchen table close to a fridge.

The Taiga – Moral Point #3: Now we must stealthily sneak out of the Pioneer camp to progress. Make frequent Quick Saves to reload back to in case you are detected!

Sneak your way to the far-right portion of the camp along the rocky riverbank & begin following it upstream. Near the top of the camp here we can find a rope ladder that will take us up to a watchtower. At the top, we can hear two Pioneers speaking to each other over in the next building. Instead of heading to the building they are in, turn around, & head across the bridge behind to see a Pioneer sitting at a desk in a watchtower. Make a Quick Save! This part is pretty tricky; sneak up behind the Pioneer then as quickly/carefully as possible, slip around his left out onto the next rope bridge. This may trigger the “you’re going to be detected music” but so long as the Pioneer does not stand up to start patrolling (get alerted) & the actual detection music continues to play, you are fine.

Follow the rope bridge along now over the river below & take a right, down the wooden tunnel. At the far side, past a Zip Line leading to this point, carry on down the cliff path over to a watchtower with a Pioneer & Pirate in it. Climb up the rope ladder up to the tower & slip into the building where they are trying to speak to a crow. Sneak behind them out the exit in front of us & take the Zip Line safely out of the camp; if done undetected & without kills, we will earn the Moral Point halfway down the Zip Line.
Sequence 14: I Wrestled A Bear Once...
1. Level: The Taiga – Follow Alyosha to the Church, Proceed to the Dam
2. The Taiga Moral Points: 3/4
3. Postcards: 17/21
4. Diary Pages: 59/70
5. Achievements: 34/68
-----------------------------------------------------------------------------------------------------



The Taiga – Follow Alyosha to the Church:

Diary Page #55 – Worn-Out Letter: Follow the path through the cliffs along until we see a cave entrance with a campfire inside it off our right. Enter the cave & we can find a Diary Page on a crate just off our right near the fire.

Diary Page #56 – Crumpled Note: Continue further into the cave until we hear a Pirate cry out & get shot (or shoots himself). Head across a rope bridge past a dead Villager & we can find a Diary Page just a little ways ahead near the dead Pirate. It is hard to miss.

Postcard #17: Exit the cave & we will find ourselves in a Bandit camp; make a Quick Save here before we continue as we cannot be detected! We cannot collect this next Postcard or Diary Page without being detected which means we will need to reload back to this Quick Save. Do not accidentally Save over it! We can use this time as our opportunity to unlock the Robin Hood Achievement as well.

With our Quick Save safely established, begin taking out the Bandits in the camp with our Helsing. When the area is clear, head up a hill over towards a lone house & head inside where we can find a Postcard on a wall inside the room with a dead Bandit in a chair.

Diary Page #57 – Dirty Diary: After collecting the Postcard, while still having all the Bandits killed, exit the house & head out of the Bandit camp towards the harbour. Follow the coastline along to the right & it will end with a small tent where we can find our Diary Page & that friendly Bandit we saved at the very beginning of Level.


Achievement #33 – Robin Hood: Kill 30 enemies with Crossbow.
We have the perfect opportunity to snag this Achievement when we are collecting Postcard #17 & Diary Page #57 in the Bandit camp. There are a lot of Bandits here: if you run out of Crossbow Bolts, just open up your Crafting Backpack & make some more. If you somehow did not unlock the Achievement during this moment, reload your safely made Quick Save & grab the last few kills you need.

After collecting the Postcard, Diary Page, & the Achievement above, reload your safe Quick Save & we will get back to our stealthy/no kill run of The Taiga!

Diary Page #58 – Hunter's Note: From our Quick Save back when we first climbed out of the cave into the Bandit camp, wait for the patrolling Bandit to leave the building we are in. Take a left & sneak out through a hole in the wall off our right. Once we are outside the building, begin following the edges of the Bandit camp around to the left until you come across a blue tractor with a trailer attached. Near the tractor, we can find a passage through the cliffs off our left that will take us out of the Bandit camp up to a cemetery. Approach the front gates to it & we can find a Diary Page beside a dead Child of the Forest slumped against them.


Achievement #34 – Master of the Forest: Stand your ground against the Bear at the first encounter.
Pass through the gates into the cemetery now & we can find some Explosive Bolts stuck into the crosses off our left & right; definitely collect these & have them equipped. If you have Molotovs collected, equip those as well.

Approach the gates to the church at the end of the cemetery & make a Quick Save. When you are ready for a fight, cut the rope off our left to engage… the Bear. The Difficulty you are playing on will greatly impact how much trouble you are going to have. Throw your Molotovs, unload your Explosive Bolts, then just pepper the Bear with regular Crossbow Bolts. No environment is safe from the Bear & it can demolish everything in its path. When it charges, sprint away to its left or right to evade it. When the Bear has had enough, it will run away & bust through the cemetery fencing to escape where we will unlock our Achievement.

This Achievement is technically missable because you can evade the Bear & cut the rope mentioned previously to lower down a rope ladder to escape the cemetery without having to fight.

The Taiga – Proceed to the Dam:

Diary Page #59 – Weathered Note: After chasing off the Bear, cut the rope in front of the church again & we can climb up a rope ladder to get to the top of the church. Go to leave the church safehouse & we will be ambushed by Olga, the Child of the Forest we met at the start of the Level. Speak with her at her camp then take the nearby rope ladder down to the ground below.

Follow the cliff path down towards the water until we see the path carry on down to our right with a side path open to our left with a dead tree in its center. Take the left path over to the dead tree with the totem in front of it & we can find a gazebo nearby with a Zip Line coming off it; enter the gazebo to find a Diary Page next to the fire inside.

This gazebo is also a Safe House with a Bed we can rest at; sleep until nightfall here to make this next stealth stretch easier…
Sequence 15: Really Good Tea...
1. Level: The Taiga – Find A Boat, Find A Way Up to the Dam, Traverse the Service Tunnels
2. The Taiga Moral Points: 4/4
3. Postcards: 18/21
4. Diary Pages: 62/70
5. Achievements: 35/68
-----------------------------------------------------------------------------------------------------



The Taiga – Find A Boat:

Diary Page #60 – Folded Note: Once it is night, take the Zip Line down & follow the path onwards until we reach the Pirate camp. Keep following the cliff path along to a dead end where we can take a rope ladder down to the marsh below. At the bottom of the ladder, keep heading left above the water along the cliff walls until you reach the far end of the camp near the water. Here we can see another rope ladder leading up to a watchtower with two Pirates in it. Underneath this watchtower will be a dock where we can find a Rowboat. Approach the Rowboat & make a Quick Save in case you are detected. There are two Pirates above us; after they finish their conversation, one will eventually walk away from the watchtower while the other will patrol from one side of it to the other. Wait until that Pirate is observing from the side of the watchtower that is opposite to the Rowboat before entering; the Rowboat makes noise!

Once in the Rowboat, head down the waters straight ahead past the path outlined by Glowing Mushrooms. Head through the Glowing Mushrooms & we will boat over to the second half of the Pirate camp which is between two very large trees. Make a Quick Save before approaching the second half of the camp.

Start rowing towards the camp & angle towards the left side under the archway above us. As we get close to the arch, two Pirates will begin speaking to each other about our battle with the Bear. Wait for the conversation end as if we get too close, the noise from the Rowboat will alert them. Wait for the Pirate to walk off the bridge ahead of us & quickly row inside the camp. Dock the Rowboat off our left & we can enter into a building here with some stairs leading up; the Diary Page will be on the desk ahead of us as soon as we enter this room.

The Taiga – Moral Point #4: Now we must stealthily make it through the Pirate camp without being detected or killing anyone. Once again, attempting this at night makes this much easier to do; daytime is nearly impossible & will require a lot of timing & patience. Make a Quick Save before carrying on!

Head up the stairs from the Diary Page to the upper level & we will exit out onto a walkway. We need to take a left & enter back into the upper level of the room we were in previously to pull a lever to open the camp gates. Wait for the patrolling Pirates to leave the room then pull the lever. That was the easy part.

Now return back to our Rowboat & make another Quick Save. All we need to do is row forwards under the bridge, then left out of the camp. Simple? Not really as the Rowboat makes noise & there are at least three Pirates above us to the left that can spot us. To make things easier, throw a Decoy onto one of the buildings rooves to lead the Pirate(s) away from the bridge. Once they leave, speed row out of the camp as fast as you can; if you will trigger detection music then that means the Pirates have been alerted. So long as you are not fully spotted & they do not start shooting at you, you should be good. Obviously if they start shooting at you or the music does not stop after thirty seconds or so you will have to try again.

Refrain from making a new Quick Save & keep paddling onwards; if done undetected & without kills, we will unlock the Moral Point as soon as we paddle underneath a sunken excavator boom.

The Taiga – Find A Way Up to the Dam:

Postcard #18: With that painful experience past us, take the Rowboat onwards & we will have to exit it in a hazard area. Follow the path along through the marsh towards some Glowing Mushrooms growing on an old lumber mill. Before entering the mill, follow along the fence line to its right & pass through where some Shrimp are. Head over to a smaller mill building where we can activate a generator.

Enter into the larger mill now & take the newly powered elevator to the upper floor. Head along the upper floor now until you reach a door we need to kick in. Do so, & we will enter into the Admiral’s home. He is a friendly NPC & will not void our detection; we can find the Postcard in his home on the wall to our right beside a bunch of pictures.


Achievement #35 – 5 O’Clock: Take part in the Admiral's tea party on the Taiga Level.
After collecting the Postcard, the Admiral will eventually invite us to take a seat with him & his two merry men for tea. Take a seat, drink some tea, smoke a cigarette & listen to the Admiral monologue at us for five to six minutes. Eventually, the Admiral will smack the man that is holding the Guitar & knock it out of his hands. He will then demand a shanty! Pick up the Guitar now & play a classic Artyom tune until the Admiral passes out. This will take another minute or so; when the Admiral falls asleep, we will unlock the Achievement.

The Taiga – Traverse the Service Tunnels:

Diary Page #61 – Blood Soaked Letter: Cut the rope in the Admiral’s home to lower down a rope ladder & climb up it & take the Zip Line to carry on. Navigate your way through the Spider infested service tunnels to the large generator room. Take the staircase up to a red blast door that we will be unable to open without power. Near the blast doors here though will be a Gas Can we will need to power the generator.

With the Gas Can, return to the lower level & enter the small room with the generator we can now fuel. Return to the blast doors once more & pull the lever to open them; we can find the Diary Page on the ground near a corpse covered in little Spiders.
Sequence 16: The Master of the Forest
1. Level: The Taiga – Get to the Dam, Autumn
2. The Taiga Moral Points: 4/4
3. Postcards: 19/21
4. Diary Pages: 63/70
5. Achievements: 38/68
-----------------------------------------------------------------------------------------------------

The Taiga – Get to the Dam:

Diary Page #62 – Unfinished Letter: Exit the service tunnels & we will at last be reunited with Alyosha. Walk down the hill with him into the small settlement below & head down the path two houses down. Off our right we can find a house with the number 34 posted outside it. Head in the house & we can find a Diary Page on a table directly in front of where we enter.

Postcard #19: In the same house we found the last Diary Page in, enter the second room & look on the wall immediately to the left of the door frame to find a Postcard.


Achievement #36 – Sword of Damocles: Complete the Taiga Level.
Story Related. A little ways further into the settlement & we will have to face the Bear for the final time. Use the same strategies as we did during the first encounter, & after we deal enough damage to it, we will initiate a cutscene defeating it. Escape over the Zip Line with Alyosha back to the Aurora to complete the Level at long last & unlock our Achievement.


Achievement #37 – Alyosha: Alyosha doesn't get wounded.
Missable. There are 4-5 Moral Points to be earned on The Taiga involving remaining undetected through major enemy camps as well as saving a Bandit & captured Pioneer. If saving a captured Pioneer confuses you, it should, because we never saved him. Saving that Pioneer is impossible if you are doing a complete undetection/no kills run of the Level. We should have more then enough Moral Point through remaining undetected & killing not a single human.

If done correctly, when you & Alyosha go to escape to the Aurora on the Zip Line, Olga will appear with some Pioneers to say goodbye to her new love.

If you failed, Olga will ambush us as we escape on the Zip Line & fire a Crossbow Bolt into Alyosha’s stomach…


Achievement #38 – Forest Child: Complete the Taiga Level without attacking anyone or getting noticed.
Missable. This is definitely the hardest Achievement in the Base Game & unfortunately you will never really know if you were successful or not until after completing the Level.

If you followed along with the guide not killing or knocking out a single human or having any human shoot at us or alert a camp so that the detection music does not stop playing… the Achievement should unlock after we reach the Aurora.

If it does not… I am sorry as you will need to replay the Level. Fortunately, all our Collectibles will stay unlocked & you can just focus on this Achievement. Do not save this Achievement for your Ranger Hardcore/Ironmode Playthrough as it will be a nightmare to complete!

Autumn:

Diary Page #63 – Katya's Note: After you regain control of Artyom, follow Krest up to the bridge & have the conversation of what to do next with the others. After you get out of the chair, do not approach the World Map in the bridge just yet. Instead, back track through the Aurora, past Artyom’s suite, & over to Tokarev’s workstation; we can find a Diary Page on top of a bullet press.
Return to the bridge & use the World Map to continue…
Sequence 17: Worn Out Spaces
1. Level: The Dead City – Metro
2. Postcards: 21/21
3. Diary Pages: 68/70
4. Achievements: 41/68
-----------------------------------------------------------------------------------------------------

The Dead City:

The Dead City – Metro:

Postcard #20: Leave the Aurora with Miller in the Bukhanka, & drive/walk your way over to the metro entrance. Pass through the train, fight through the tunnel full of Nosalises, & you will enter into a room down some stairs with Miller. In this room, look off your right to see a Postcard attached to an electrical station in between two lockers.

Tidyman Farming: Leave the room with Miller & we will enter a sewer system. To carry on, we will have to wade through some sewer water to climb up a pipe to continue. Before climbing into the pipe, use this opportunity & dirty our Weapons. Leap in & out & around in the sewer water cycling between all three of our Weapons to make them completely unclean.

When we reach the Safe House where we will find Diary Page #65 & Postcard #21, we can use the Workbench to Quick Save & reload to farm cleaning our Weapons for the Tidyman Achievement.

Diary Page #64 – Radiogram Transcript: Wade through the water with Miller until you reach a room with two hanging cages full of skeletons in them. Follow the path up & look to your right to find a Diary Page on a nearby desk.

Diary Page #65 – Weathered Report: Continue on with Miller a ways through the metro. Pass through the tunnel where you & Miller begin seeing the ghosts of the dead, through another fight with the Nosalises, & up some escalators past a sealed gate. At the top of the escalators, you will enter a control room area with Miller prompting him to tell us to look around for anything useful. In the center portion of the room, on the left side, we can find a Diary Page on a table next to a container.

Diary Page #66 – Orders: Exit the control room & we will shortly have to begin chasing a child through the metro tunnels. When you finally catch him, Kirill, he will lead you & Miller to his home station of Prospekt. At the front gates to the station, we will have to fight off another wave of Nosalises. When they are defeated, Kirill will open the gates, & we will walk into the first room of the station that will be full of potted plants on shelves. In here, approach the large board full of maps & notes; we can find a Diary Page attached to it.

Postcard #21: In the same room as the last Diary Page we found, turn around & look at the pillar just to the right of the Rail Gun Tikhar on a worktable to see our final Postcard attached to it.

Definitely pick up the Rail Gun Tikhar as it is the strongest Weapon in the game!


Achievement #39 – Old World Pictures: Find all 21 Post Cards.
If you have been following along with the guide, you will unlock the Achievement after collecting our final Postcard.

If the Achievement does not unlock, go into the Collectibles tab of our Pause Menu & look through the Postcards organized by Level to see which one you are missing; you will have to go through Chapter Select & replay that Level to go & collect it.


Achievement #40 – Tidyman: Spend 500 Chemical Resources on cleaning Weapons.
If you completely dirtied your Weapons back in the sewer tunnels previously during the Level, approach the Workbench in the room we are in & make a Quick Save. Now go through all three of your Weapons & clean them using Chemical Resources. After they have been cleaned, reload your Quick Save, & repeat cleaning them. Do this until the Achievement unlocks.

This took me around five reloads as I had only accrued 200/500 Chemical Resources spent cleaning through natural progression on this playthrough. Clean your Weapons & exit the Workbench; reload your Quick Save after Artyom readies his Weapon again or the Achievement progress may not track.

As I found out, this Achievement is a bit glitchy. I probably spent well over 500 Chemical Resources using this exploit & my tracker stayed at 200/500, bumped up to 400/500, then stayed there for another three reloads. If this happens to you, carry on through the Level a little bit until an Autosave ques then reload your previous Quick Save to keep farming to trigger the tracker again.

If you did not dirty your Weapons, & it does not make sense grinding the Achievement here; do not worry. You can use this same dirtying/cleaning exploit on any Level using Chapter Select to unlock the Achievement. The Volga is the best since there is a lot of water to jump into & Workbenches in the Safe Houses.

Diary Page #67 – Notebook: When you are finished in this room & have collected the Rail Gun Tikhar/farmed the Tidyman Achievement if you wanted, speak with Miller & leave the room. Head up some stairs to an upper level & we will head inside a train car that was retrofitted into some living quarters off our right. When we turn left to walk through the train car, look to your right to see a Diary Page on the nearby seat.

Diary Page #68 – Worn-Out Diary: Fight through the Nosalis infested station until you reach the Rowboat at the very end of the area. Enter the Rowboat & paddle your way down the tunnel until you see a dock off your left just before the tunnel ahead begins to narrow; you’ll know as soon as you see it.

Exit the Rowboat, & enter into the side room off the dock here. Take a left in the room down the flooded hall until you come across a door we must sidle through. Climb up some lockers to enter a previously barred off room & we can find a Diary Page on a table with a modded Shambler on it.


Achievement #41 – Putrification: Pass the putrid tunnel.
Story Related. Return to the Rowboat & carry on down the flooded metro tunnels. Row past the icky Leeches, past the clean air, & into the large train depot where we will unlock our Achievement.
Sequence 18: Rise & Shine, Son
1. Level: The Dead City – Metro, Dead City, The Institute
2. Postcards: 21/21
3. Diary Pages: 70/70
4. Achievements: 45/68
-----------------------------------------------------------------------------------------------------

The Dead City – Metro:

Diary Page #69 – Browned Note: After we fight for our lives against the Giant Leeches in the depot, continue rowing until you pass through the tunnel ahead covered in mutated growths. Dock your boat & make your way through the depot. Fight through more Giant Leeches & passage ways until you can lower a new Rowboat into the waters so that you can continue onwards.

With your new Rowboat, paddle forwards out of the depot & you will enter a new tunnel chalk full of radiation; you may need to use the odd Air Filter or Medkit as you paddle on. Once you are past the immediate danger, you will enter a full-blown hallucination. When we wake up on the Rowboat, we will need to use the Radiation Medicine… so we stop seeing our Anna.

Head through the metro of horrors & walk up the escalators ahead. At the top, carry on down the halls until we shortly see an open green door off our left. Enter the room here & we can find a Diary Page on an old TV beside a desk.

The Dead City – Dead City:

Diary Page #70 – Dusty Notebook: Exit the metro at long last back out into the frozen wastes of the city. Quickly head through the snow & radiation until you see a hallucination of tanks… & death. When Artyom comes to, guide him to safety ahead inside the nearby hole. From where we land, turn around & head down the tunnel behind us to the caved in dead end to find a Diary Page in the arms of a skeleton.

The Dead City – The Institute:
Navigate through the snows until you enter a new building, The Institute. Here, we will encounter the enemy type known as the Blind Ones or Librarians from Metro 2033. We cannot kill by any of the Blind Ones, or we will void the Guide Achievement. We can be detected by them however…

Diary Page #71 – Shipping List: Make your way through The Institute, until we reach the rooftop where a Blind One will engage us in a cut scene. Do not kill or attack it & instead sneak or sprint through the open door that is behind it.

Head down the stairs into the next room & use our Battery Recharger to power up an electrical box. When we do this, a Blind One will walk down & enter in through the doorway we came through. Don’t panic, & instead wait for it to walk either left or right & carefully sneak past using the opposite path out of the room. Use the power box at the top of the stairs to open up the nearby door to allow us to continue onwards.

Make a Quick Save at the top of the stairs when we enter the next room as there will be a new Blind One… & a lot of broken glass on the floor. Sneak or sprint through the room to the far side & take a set of stairs up.

After we hallucinate putting a Gas Mask on Anna, drop down into the next section of The Institute. When we land, a Blind One will enter the room we are in. Follow the room through the shelving to our right & we can enter into a side room with a corpse leaning against the door. Drop down onto the stairs below & open the door to find our final Diary Page on a table directly in front of us.


Achievement #42 – Librarian: Find all 71 hidden Diary pages.
If you have been following along with the guide, you will unlock the Achievement after collecting our final Diary Page.

If the Achievement does not unlock, go into the Collectibles tab of our Pause Menu & look through the Diary Page organized by Level to see which one you are missing; you will have to go through Chapter Select & replay that Level to go & collect it.


Achievement #43 – Guide: Pass the Research Facility without killing a Blind One on the Dead City Level.
Missable. From the final Diary Page, having not killed any of the Blind Ones previously encountered, sidle through the corridor of corpses to enter a large room with two more Blind ones. Head around the room to the right to enter a small section where we can charge a power box with our Battery Recharger. With that done, keep following the room along to the right to sneak out into the next section; beware the Blind One who will be patrolling nearby.

In the next half of the room, hang left up some stairs & go right along the walkway to find another power box we can flip the switches on to let us leave the area altogether. With the switches pressed, quickly head back down the stairs & go over to far end of the second half up some stone stairs to the upper level to reach Section 2.

Pass through Section 2 & we will enter another hallucination with Anna. When we come to again after falling down the elevator with her, carry on into the lab storage area where we will find Anna’s medicine. We will then need to fight off a Blind One through a series of Quick Time Events; if you did not kill any Blind Ones during The Institute section, the Achievement will unlock after we black out.


Achievement #44 – Your Destination: Assume command of the Order.
Story Related. After Miller rescues us from Novosibirsk, we will need to drive us back the rest of the way in the Bukhanka to reunite with everyone at the Aurora.

To earn the “Good Ending” you only need to have saved 2/3 of the crew members (Duke, Damir, or Alyosha) so that they can give enough blood to save your life.

An amazing Ending, for an amazing series…what are your orders sir?


Achievement #45 – Full Strength: Duke & Damir stay with the crew, Alyosha doesn't get wounded.
Missable. If you saved Duke in The Volga, Damir in The Caspian, & Alyosha in The Taiga by earning the necessary amount of Moral Points per Level, you will unlock this Achievement as well.
Sequence 19: Mop Up
1. Level: Chapter Select
2. Achievements: 46/68
-----------------------------------------------------------------------------------------------------

Before we carry on into our second playthrough, use the opportunity of Chapter Select to mop up any missing Achievements that are covered in the first 19 Sequences of the guide; be sure all Diary Pages & Postcards are collected as well. For kill related Achievements reload infinitely respawning enemy Levels such as The Vola, The Caspian, & The Taiga. Starting a new playthrough will undo all of your Achievement progression & make you have to restart on any you have not unlocked.

While it will carry over into NG+, we will be upping the difficulty & especially if you are trying to 100% the game in two playthroughs instead of three… you will be glad this part of the grind is already out of the way.


Achievement #46 – Saboteur: Melee-kill or Stun 50 enemies.
It is unlikely you will have gotten this Achievement through natural play in this playthrough unless you had to reload past Saves frequently. Find a good location on a Level with a lot of human enemies (Humanimals also work as well) & make a Quick Save. Then Melee-kill or Stun them all, reload the Save; rinse & repeat until the Achievement unlocks.

Note that Melee-kills only count when you have the prompt & follow through with an execution; striking any enemy to death with your Weapon does not count.


Achievement #47 – Headhunter: Kill 300 human enemies.
This is another Achievement that you may not have unlocked due to how often we have to avoid detection or killing human enemies in this playthrough. For this Achievement, the Caspian or Taiga Levels are the best due to how many Bandits there are ripping around. Roam around the map checking out Bandit lairs or encounters & make a Quick Save. Then just kill them & reload your Save until the Achievement unlocks; this is a bit of a tedious one.

Unfortunately, it is important to note that the Cannibals in Yamantau do not count as Human (for some reason) & will not contribute towards the Achievement.

69% Complete
Sequence 20: Ranger Hardcore Mode
1. Levels: Moscow – The Caspian
2. Toy: 2/3
3. Achievements: 47/68
-----------------------------------------------------------------------------------------------------

In this second playthrough we will be playing on NG+, Ranger Hardcore Difficulty, acquiring the “Evil Ending”, & need to locate 3 special Collectibles only found on NG+. They are located in each of the three large open world Levels. With all the mop up Achievements previously completed, focus on blasting through the Levels as quickly as possible. For the Evil Ending, it is good practice just to kill everyone you see, especially friendly NPCs like Villagers. We want Duke, Damir, & Alyosha to get wounded or leave the Crew as well. Kill anyone who surrenders & in general just be a (Censored by Steam) bag.

To begin NG+, select New Game from the Main Menu & select your first playthroughs Save Slot. Do not start a brand New Slot. Starting NG+ will Save over your previous playthrough so make sure you are completely finished grabbing Collectibles or Achievements before continuing! For NG+ Modifications, select the My Weapons Modification so that we can begin the game with every Weapon & Weapon Mod we collected in the previous playthrough to make things much easier for us; this will also net us the Mutation Achievement. To find My Weapons, go to the bottom of the Modifications list & cycle through the No Weapon Mods until you see My Weapons; this will allow us to start out with all previously collected Weapons & Upgrades we found in our first playthrough; the Railgun Tikhar makes Ranger Hardcore a piece of cake.

Then select Ranger Hardcore Difficulty… & we will begin. Choosing Minimal Interface will be much easier than Full Dive of course as we can still see a faint outline of our HUD & button inputs making certain death from QTEs less likely.

In Ranger Hardcore Mode:
1. We lose the ability to Quick Save! You solely must rely on the games on Autosave feature.
2. You do not have a targeting reticle at all & must use your Iron Sights or Scopes.
3. Your HUD presence is completely removed & you can no longer see your selectable Items, Weapons, or Ammo so you need to have memorized which button selects what. (Minimal Interface makes us able to still faintly see it).
4. Lootable ammo pickups are also severely limited as well making it scarce. Weapons also degrade much faster so try your best to not fall into water or dirty them. Workbenches are also harder to come by & do not always spawn where they usual did in our previous playthrough.
5. Enemies hit harder & take more bullets to kill; a Headshot is still a Headshot however. They can also detect you much easier, so stealth is more difficult.

We will be completing a third playthrough detected solely for beating the game with the Iron Mode Modification on; only select it & play on Ranger Hardcore if you are insane… If you went down the "High Difficulty" Playthrough Loadout outlined in the Introduction, ignore Ranger Hardcore & instead turn Iron Mode on.

A tip to make things easier with the lack of HUD is to go into the Game Options – Accessibility & switch the QTE Controls to Press. This way, whenever there is a Quick Time Event, all you have to do is Press (X) once & you will complete the Event instead of button mashing. Since we cannot see the QTE prompt this really takes a lot of irritation away & saves us from some unavoidable deaths…

*As it turns out, the NG+ Toys have multiple spawn locations. The seed for your game may not be the same seed that I had for mine while writing the guide. If the Toys appear elsewhere in your game different then I have in the guide, please let me know in the comments & I can add it into the guide!

Moscow:
For this Level, outside of killing human enemies (especially any who surrender) there is not a lot to focus on; blast through it as quickly as possible. It is long & tedious; definitely one of the most annoying Levels to have to restart… Play extra cautiously! Take full advantage of your companions as they cannot be killed & have unlimited ammo.

The Volga:
On The Volga Level, our game opens up & things get a bit harder depending on which playthrough you chose.
- Kill Cultists when we are the Church
- Kill any Villagers we see
- Kill any Bandits or Cultists that surrender
- Collect Toy #1 from the Terminal
- Kill the Traders when taking control of the Tugboat
- Kill Cultists on the bridge fort
- Duke dies

Toy #1 – Fish: When you make your way to the Terminal to collect Krest’s Railcar, make your way through it to the end. When you reach the end of the Terminal where we find the Railcar, enter the room with the levers we can use to kill the Catfish. Turn around from the levers to see a boat with a torch sticking out of it at the back; approach this boat & we can collect the Fish Toy dangling in front of it.

An alternate spawn location for the Fish is close to where we found Diary Page #23 in Sequence 5: Go Fish & the group of Cultists on the waterfront. It can be found inside a shack hanging from one of the doorways; there is a Bandit here that will surrender to us while saying that the other Bandits in the room shot themselves while they were all playing cards.

The Caspian:
Get through Yamantau & reach The Caspian where our next open world Level is & our next Toy.
- Kill Saul when taking the Bukhanka keys
- Kill any Slaves you come across
- Kill wounded Thugs in the caves below the Lighthouse
- Kill the Hermit (Collect Toy #2)
- Kill the Slave carrying water at the base of the Oasis
- Beware the Heavy Thug during the assault on the Aurora
- Kill Slaves in the Baron’s Fortress
- Beware the Heavy Thug at the end of the Level in the Baron’s Fortress
- Damir leaves the crew with Giul

Toy #2 – Sun: After you complete the Bunker section full of Spiders, return to the Bukhanka & begin driving away. Shortly after driving down the road, we will hear from Anna & be tasked with linking up with her. When we get to the fallen bridge we need to drive up that angles up the cliffs, take a right at its base & drive past the geysers to reach the Hermit’s derelict ship. Get through the Spider infested hull & head up the ladder to reach the upper level. Take a right & we will enter a small room with a lit torch above a desk that has a Tape Recorder on it; look to the right of the Recorder to see a small Sun Toy dangling from a shelf.

An alternate spawn location for the Sun is in Giul's Lighthouse. After defeating the Thugs that are assaulting & taking the lift up to meet her, we can find a Sun Toy up on the second floor of her base here.
Sequence 21: With It, Or On It
1. Levels: The Taiga – The Dead City
2. Toy: 3/3
3. Iron Mode
4. Achievements: 52/68
-----------------------------------------------------------------------------------------------------

The Taiga:
- Kill the Bandit tied to the post who is being attacked by a Wolf
- Collect Toy #3
- Kill Pioneers & Pirates; especially any who surrender
- Kill the wounded Pioneer who has our Crafting Backpack before he dies of his injuries
- Kill the captured Pioneer being interrogated by the two Bandits when we first enter the Bandit Camp
- Throw a Molotov at the Bear to stun it & quickly cut the rope that lets down the Rope Ladder to escape the Bear’s first encounter
- Kill the Admiral (Collect Toy #3)
- Alyosha gets shot by Olga’s Pioneers

Toy #3 – Bear: When the Level begins & you cross the bridge to hear the beautiful piano score playing, head up to the schoolhouse. Enter the school off our right, & enter the room off our right as well once we are inside. Here, we can find the Bear Toy hanging off the wall above an actual stuffed teddy bear that is sitting on one of the windowsills.

A different spawn location for the Bear Toy is in the Admiral's House near the end of the Level. When you visit the Admiral, head over to the large map behind him & we can find the Toy hanging down in front of it.


Achievement #48 – Toy Seller: Find 3 Toys in New Game+ Mode: Teddy Bear, Sun & Fish.
If you found the Fish Toy in The Volga, the Sun Toy in The Caspian, & the Bear Toy in The Taiga; we will unlock this Achievement after we put the Bear Toy in our pocket.

The Dead City:
Like in our first playthrough, try not to engage the Blind Ones & just sprint/sneak through this Level as fast as possible.


Achievement #49 – Eternal Voyage: Save Anna by paying the ultimate price.
Story Related. This is not very difficult to achieve as you need to go out of your way to earn Moral Points in Exodus. If you have lost any one of the three crew members you will unlock this Achievement at the end of the game... as there are not enough people to give blood to Artyom.

For the Evil Ending… it was really cool seeing our old friends of the metro again.


Achievement #50 – Hardcore: Complete the game in Ranger Hardcore Mode.
Story Related. If you have been playing this second playthrough on Ranger Hardcore Difficulty, you will unlock this Achievement upon beating the game.

If you chose the Iron Mode route instead, play your third Playthrough on this Difficulty & beat it to unlock the Achievement.


Achievement #51 – Mutation: Complete the game in New Game+ mode using any Modification.
Story Related. If you chose the My Guns Modification (or any other NG+ Modification) you will unlock this Achievement as well upon beating our second playthrough on NG+.
You will also unlock this Achievement if you do not now on playthrough three for our Iron Mode playthrough…

75% Complete

Iron Mode:
Iron Mode can only be accessed on NG+ & not on a brand new playthrough; complete a third playthrough on your same Save Slot. The hardest part about Iron Mode is that all Quick Saves & Autosaves are disabled! You must complete every Level in a single sitting as our only Checkpoints will be between Levels. This is a lot more tedious than it is difficult as the Levels in Exodus can be very long. Begin this playthrough on Reader Difficulty so we can basically speedrun the game. Note that you can select multiple Modifiers & can select the My Weapons Modifier to give yourself an easier time!

Be sure to keep the QTE Controls set to “Press” as if you mess up on a Quick Time Event accidentally it will spoil your run & you will have to restart the current Level you are on from the beginning. Beware when Heavy Bandits are around as they are the hardest enemy we face in the game; apart from Blind Ones & the Bear…


Achievement #52 – Iron Mode: Complete the game in Iron Mode.
Story Related. As said above, this is more tedious than difficult. Refer to the Level notes we used for our Ranger Hardcore run & just speed through the game as fast as possible. Whichever Ending you get is irrelevant; just go from Main Objective to Main Objective until we beat it.

76% Complete
Sequence 22: The Two Colonels
1. Diary Pages: 7/9
2. Achievements: 55/68
-----------------------------------------------------------------------------------------------------

DLC – The Two Colonels: (8)
Story Related: (4)
Missable: (2)
Collectibles: (1)
Slay: (1)


For the It’s Just A Scratch Achievement, we need to complete the entire DLC Chapter without using a single Medkit on Normal Difficulty or higher. We can never use a Medkit! Even if you use one accidentally & reload a previous Save, it will still void the Achievement. Make a point of dismantling any Medkits we find at Workbenches & always make Saves before you enter combat in case you sustain too much damage. Go slow… & probably do not play it on anything harder than Normal as well. This will be a lot of progressing a little bit forward, getting hit by an enemy, reloading your last Save, kill the enemy, make a new Quick Save… tedious.

Since we will be unable to choose our Difficulty when we select the DLC Chapter it must be done from the Main Menu. Simply go into Options – Game Options – & scroll down to Difficulty where we can use the slider to select Normal. We also cannot change the Difficulty at any point during this playthrough as that will also void the It's Just A Scratch Achievement!

Part #1:

Diary Page #1 – Foreman’s Diary 1: When the Chapter begins, burn your way through the first Slime Wall & head down the hall. Take a right, & we will enter a small workshop area; we can find our first Diary Page dead ahead of where we enter from on a table.

When we kick open the door leading out of the workshop, we will be attacked by a Giant Leech in a Quick-Time Event & sustain unavoidable damage; remember not to use a Medkit here…

Diary Page #2 – Foreman’s Diary 2: Burn your way through the Chapter until you reach a small ladder we must climb up to get out of a flooded section. Kick open the door at the top & we will find our first Workbench off our left we when enter the room & the second generator we must turn on.

To the left of the Workbench will be a side room we can enter that will take us into a battery storage room. At the back of the room, to the right of a cabinet we can open, will be another Diary Page on a shelf.

Diary Page #3 – Worker’s Note: After we link up the Oskom Soldier who gives us some spare Fuel, carry into the next room where enter a tight flooded hallway. Head through the hallway (we can find our second Workbench through a side door in this hall) & kick down the next door to enter a maintenance tunnel. After entering the tunnel, look immediately off our left to see a caged room where we can find a Diary Page on a terminal.

Diary Page #4 – Trader’s Note: When we finish meeting with General Tolya once we reach Prospekt, begin making your way through the station. At the dining area at the top of the stairs, head up to the upper level & enter into the blue train car hallway. In the middle of the car will be a bar area where Misha will speak with us; look to the left of the bar counter to find a Diary Page on a hanging shelf.


Achievement #53 – New Year: Celebrate the New Year in The Two Colonels Chapter.
Story Related. Reunite with Kirill at Prospket Station & bring in the New Year of 2035!

Part #2:


Achievement #54 – Duty & Conscience: Make a moral choice in The Two Colonels Chapter.
Story Related. After the time lapse, we will need to confiscate some excess “Green Stuff” from Petrovich. As our soldiers are taking it, we will have to make a decision of taking everything or only taking the excess; either decision good or bad will unlock the Achievement.

Diary Page #5 – Letter: When we leave Petrovich’s house there will be an Oskom Officer confronting a Merchant ahead of us. Head over to where they are speaking & we can find the Diary Page on the table in front of where the Merchant is standing.

Part #3:

Diary Page #6 – Investigation Report: There will be another time lapse & we will return as Khlebnikov during the Prospekt Riots. After speaking with Kirill & sending him home, we will leave the armory & pass through a triage area. At the end of this room there will be a Diary Page on a desk just before an Oskom Officer opens a door for us to continue.

For the skirmish with the rioters, take advantage of your allies & let them do most of the work. Quick Save often!

Part #4:


Achievement #55 – Father & Son: Provide guidance for Kirill in The Two Colonels Chapter.
Story Related. After the Prospekt civil war, there will be one final time lapse; we will unlock this Achievement after Khlebnikov finishes a heart warming conversation with Kirill over the radio.

Diary Page #7 – Stalker’s Diary 1: Head down the stairs when we enter the bunker & we can find a Diary Page on the floor near a dead stalker in the very first room.
Sequence 23: Out of Time
1. Diary Pages: 9/9
2. Achievements: 60/68
-----------------------------------------------------------------------------------------------------

Part #5:


Achievement #56 – Mind You, It’s Quite Heavy!: Kill 3 Nosalises with flamethrower's melee attack in The Two Colonels Chapter.
Carry on through the bunker until you reach a large garage area. At the back of the garage will be a steel blast door that we will have to open using a switch. After turning the switch, make a Quick Save, & we will shortly be attacked by waves of Nosalises.

Simply melee three of them to death with the Flamethrower; if you are too wounded afterwards then reload your Save. Do not accidentally use a Medkit here; note however that dying will not void the It’s Just A Scratch Achievement. The Achievement will unlock after we kill the third Nosalis this way; it is also cumulative & does not have to be done in one go.

The best way to keep your health intact during the waves of Nosalises while we wait for the doors to open is to basically find a corner to put your back to fight from. It is imperative that we keep our health as high as possible for when we must attempt the Dodge Master Achievement later on…

Diary Page #8 – Stalker’s Diary 2: After we pass through the blast doors, we will take some stairs down to a lower level where we will have to fight a few more Nosalises. The following room we continue through will be a flooded control room with some stairs leading up; take the stairs up & we can find the Diary Page on the terminal immediately off our right here.


Achievement #57 – Dodge Master: Dodge all of the Blind One's throwing attacks in The Two Colonels Chapter.
Missable. This is a pretty difficult Achievement to pull off & may require some reloading to get right. From the last Diary Page we collected we will have the option of going left or right. Take the path to the right into another flooded room & fight off the Nosalises inside; we can find the best Flamethrower Upgrades (Automatic Pneumatic System & Extended Tank) on a dead stalker near the back of the room. This will make the boss fight with the Blind One much easier. When we pass through a larger flooded control room when we carry on, head up the stairs into a hallway where we can find our final Workbench in a side room off our right when we first enter the hall. Be sure to attach the new Flamethrower Upgrades as well as craft as much Fuel as you can. Deconstruct your Medkits too just to be safe!

Leave the Workbench & round the corner where we will need to crouch to continue. Make a Quick Save here before we enter the next room; this is where we will be fighting the Blind One. We will not be able to Save during the fight.

There are four parts to the fight: Wave #1 of Nosalises, first fight with the Blind One, Wave #2 of Nosalises, & the last fight with the Blind One. For the Achievement, we cannot be hit by any of the Nosalis corpses that the Blind One will be throwing at us. On top of that, we of course will not be able to heal so… this may take more than a few tries.

For the first wave of Nosalises, find a corner to put your back to & do your best to aim at them as opposed to just spraying everywhere to conserve your ammo. Only spray blindly if you are getting overwhelmed. The wave will end with a cutscene of us being attacked by a Nosalis & the Blind One entering the room.

The Blind One will throw a Nosalis corpse as soon as the cut scene ends making it an almost guaranteed hit on us! To avoid this, as soon as the cinematic begins, push in your right stick to engage sprinting & move it to the right. This way, you will immediately begin sprinting out of the way & avoid the throw. From here on it is just a matter of blasting the Blind One with the Flamethrower until it retreats. If it gets too close to you sprint out of the way. There is a random chance it will still throw things at you so literally stay on your toes as it happens quickly. If you are hit by a corpse, then you have to reload your Quick Save & try again.

When the room starts to steam up & the Blind One retreats, quickly reload your Flamethrower & pump it up. Get back into a corner & prepare for the second wave of Nosalises to arrive. You may have to just spray initially while we wait for the steam to clear out.

When the Nosalises are defeated the Blind One will return from a random side of the room for the final battle. Rinse & repeat the same strategies you used for the first fight. After enough damage is dealt to the Blind One, another cut scene will trigger & the Blind One will knock us down an elevator shaft.

If done correctly, the Achievement will unlock as soon as we regain control of Khlebnikov at the bottom of the elevator shaft. If it doesn’t you can try carrying on towards the final Diary Page to see if it is delayed… if not then you will have to reload & try again.

Diary Page #9 – Stalker’s Diary 3: With the Blind One defeated, make your way up to the vent we need to crouch through to continue; the final Diary Page will be on the ground right in front of the vent entrance.


Achievement #57 – The Whole Picture: Find all 9 hidden Diary Pages in The Two Colonels Chapter.
If you have been following along with the guide, the Achievement should unlock after collecting the final Diary Page. If it does not, you can check your Collectibles tab in your Pause Menu to see which Page/s you are missing. Unfortunately, since this is all one Chapter, you will have to replay the DLC up to where it is located.


Achievement #58 – Real Colonel: Complete The Two Colonels Chapter.
Story Related. After we find the satellite maps, quickly sneak out of the Blind One feeding grounds & we will take a rest where Colonel Miller will find us. The Achievement will unlock after Miller’s monologue & the cinematic where he will save Artyom’s life.


Achievement #59 – It’s Just A Scratch: Complete The Two Colonels Chapter without using any Medkits on Normal or higher difficulty.
Missable. If you were successful in fulfilling the Achievement requirements we will unlock this Achievement as well at the end of the DLC. You unfortunately cannot even accidentally use a Medkit as reloading a Quick Save once it is used will still keep the Achievement voided.

88% Complete
Sequence 24: Sam's Story
1. Sam’s Story: Find Transport, Find the Captain
2. Sam Moral Points: 1/7
3. Night Hunter Stashes: 1/8
4. Harmonica Melodies: 2/9
5. Weapon Upgrades: 6/18
6. Achievements: 61/68
-----------------------------------------------------------------------------------------------------
DLC – Sam’s Story: (8)
Story Related: (1)
Missable: (3)
Collectibles: (3)
Miscellaneous: (1)


For this DLC, the most important Achievement we will need to keep our focus for is the Untouchable Achievement. We cannot die a single time during any of the three scripted fights with the Batwing mutant. If you die, the Achievement is void, & even reloading a previous Quick Save will not undo it. We also need to complete the DLC on Normal Difficulty or higher as well for this Achievement.

Since we will be unable to choose our Difficulty when we select the DLC Chapter it must be done from the Main Menu. Simply go into Options – Game Options – & scroll down to Difficulty where we can use the slider to select Normal.

There are three types of Collectibles we will have to search for on this DLC as well being Night Hunter Stashes, Weapon Upgrades, & Harmonica Melodies. There are Diary Pages as well, but there is no associated Achievement for finding them all like the other Collectibles do strangely enough so their locations will not be covered in the guide. We also need to earn Moral Points in the DLC to earn the Captain’s full favor for the A Man of Principle Achievement.



Sam’s Story – Find Transport:

Sam’s Story Moral Point #1: When the DLC begins, make your way to our Mission Waypoint just down the road from where we start. Defeat the Bandits inside the building ahead & link up with the Captain on the rooftop. Holster your Weapon when confronting the Captain to earn a Moral Point.

Batwing Encounter #1: After we use our Binoculars to spot the Captain’s submarine, our first Batwing encounter will occur. We will be knocked off a Zipline by it & have to defend ourselves; deal enough damage to the Batwing & it will fly off. Use the nearby train car as cover & stand on the opposite side of it as the Batwing. Fighting the Batwing is a slow process as you can usually only land one shot on it before it falls away & resets itself; the Ashot is our most effective Weapon to use against it for the entire game.

Remember, if you are close to dying reload a previous Save! You cannot die at all or it will void the Achievement for the entire playthrough.

Carry on into the building ahead to progress & there be an intense action sequence where we need to fight off a group of Locals… we do not succeed.

Sam’s Story – Find the Captain:

Night Hunter Stash #1: After a large chunk of story occurs, we will receive the Stallion Pistol & the Sammy Rifle & leave Tom’s Submarine back to the mainland in a Speed Boat. Boat through the linear path through the buildings until we enter a large dark building with a red flag in its center marking a docking point. Get off your Speed Boat here & make your way up to the second level. Pass through a hole in the wall & we will be at the other side of the building overlooking the water below. Head across some wooden planks to a lone concrete platform & look below us to see some wooden planks floating in the water below us. Drop down onto them & follow the new path along up some stairs to find our first Night Hunter Stash which comes in the form of a Throwing Weapons Harness Suit Upgrade.

Weapon Upgrade #1 – Burst Fire System: Turn around from the Suit Upgrade to see a Sammy Rifle on the ledge behind us that has this Weapon Upgrade on it; collect it.

Weapon Upgrade #2 – Standard Magazine: We can find this Weapon Upgrade on the same Sammy Rifle.

Weapon Upgrade #3 – Reflex Sight: Hop back in the Speed Boat & carry on now out into open water. As soon as we exit the building, take a left & head over to the next available docking point on the next building across from us. Climb through the open window & make your way into the room with the barricaded staircase. To the left of the staircase is a door we can open; we can find another Sammy Rifle inside on a table with this Weapon Upgrade on it.

Weapon Upgrade #4 – Red Laser: This Weapon Upgrade can also be found on the same rifle; it can also be equipped to our Stallion Pistol as well.

Harmonica Melody #1 – Melody 1: Leave this room now & carry on down the hall to enter a classroom off our left where we can find a Melody posted on the wall to the right of a piano.

Weapon Upgrade #5 – Short Barrel & Suppressor: Take your Speed Boat now over to the mainland & dock it close to an open truck we can play our Harmonica in. Head up the road & make your way over to the theater building with white stone pillars in front of it as well as some Bandits. Head past the pillars now & through a courtyard where we can enter into the building into a room off our right. In this room, we can find a hole in the floor we can drop through to enter a flooded passageway. Follow the passage along & we can find a Stallion Pistol with this Weapon Upgrade on it behind some iron bars next to a corpse with Night Vision Goggles.

Weapon Upgrade #6 – Green Laser: This Weapon Upgrade will also be on the same Stallion Pistol; it can be equipped to both the Stallion Pistol & the Sammy Rifle.

Harmonica Melody #2 – Melody 2: Fight off & eliminate the rest of the Bandits inside the theater. Head up to the second floor & enter the projector room where we can interact with the projector itself & eject the tape currently being played.

From the projector, exit out the left side of the room & head to the far end of the second floor where there will be two rooms we can enter off our right in a hallway. Walk down the hall in between the two doorways & look out the window to our left to see a wooden plank leading off the window into a different room. Head over the plank into a music room where we can find a new Melody attached to a wooden board on the wall.


Achievement #61 – Cinephile: Organize a documentary screening in the Sam’s Story Chapter.
Return over the planks back into the theater & we will be in between the two doorways again in the hall. Enter the room off our right & we can find a new video tape to collect on the shelf at the back. With the tape, return back over to the projector & insert it in to start playing a new video; the Achievement will unlock after the movie starts playing.
Sequence 25: Spasiba!
1. Sam’s Story: Find the Captain, Reach the Captain’s Shelter, Find A Boat
2. Sam Moral Points: 4/7
3. Night Hunter Stashes: 4/8
4. Harmonica Melodies: 4/9
5. Weapon Upgrades: 12/18
6. Achievements: 61/68
-----------------------------------------------------------------------------------------------------



Sam’s Story – Find the Captain:

Night Hunter Stash #2: Exit the theater now & make your way over to where our Mission Waypoint is & we can hear/see the Captain fighting off some Humanimals. Enter into the apartment building through the flooded lower level & an explosion will knock down a wall off our right a short ways in. Head through the hole in the wall & we can enter a side room dead ahead of us with a red door & an ambush of two Humanimals. To open the door, look in through a hole in the wall to the doors left to cut a rope that will release the locking mechanism; the contents of this stash is a Night Vision Scope for the Ashot Shotgun.

Weapon Upgrade #7 – Balanced Grip: In the same room as the Night Hunter Stash, look on the broken concrete near the window to see a Stallion Pistol with this Weapon Upgrade on it.

Weapon Upgrade #8 – Extended Magazine: We can find this Weapon Upgrade on the Stallion Pistol here as well; don’t get confused that this is a double Weapon Upgrade as we did find an Extended Magazine previously but that was for the Sammy Rifle.

Night Hunter Stash #3: Climb up the rope ladder out of the lower level now & begin making your way up the stairs to where the Captain is on the roof. On the second floor of the apartment building we will see some smoldering ashes & the blown up corpse of Humanimal. Before carrying on to the Captain on the next floor, enter into the open doorway instead to the left of the red door here. Pass through the suites, through the room with the Workbench & outside onto a balcony. Out here, we can find a wardrobe blocking a doorway that we can kick down to enter the stash room. The Night Hunter Stash is hidden in the room; break the jars of food on the small shelf to see a hole in the wall where we can find the Battery Charge Controller Suit Upgrade.

Sam Moral Point #2: Reach the Captain now & he will take you downstairs to his boat. After leaving the room you first find him in, he will ask for our help to move a fallen support barring one of the doorways. Quickly go & give him a hand to earn a Moral Point.

Sam’s Story – Reach the Captain’s Shelter:

Night Hunter Stash #4: While speaking with the Captain as he is taking us in his boat, we will be attacked by a Bandit Sniper. Get off the boat where the Captain stops & we will once again enter a building with a flooded ground floor. In the room we find the Humanimals, we can also find a set of stairs off our right leading up to the second floor. Head up the first set of stairs & take a right where we see the white Night Hunter skull painted on the wall. Look behind the ragged white cloth hanging down near a step ladder to find a ledge we can climb up to enter a room. Crawl underneath a table here to enter the stash room & loot the Weapon Upgrade off of the Stallion Pistol on the desk in here.

Weapon Upgrade #9 – Reflex Sight: We can collect this Weapon Upgrade for the Stallion Pistol from the Night Hunter Stash; we have already found the Reflex Sight for the Sammy Rifle.

Sam Moral Point #3: Now we need to carry on & get to the Bandit Sniper to take him out. After the Quick Time Event, he will surrender to us; be sure you knock him out instead of using the Hand Grenade… so we unlock a Moral Point.

Weapon Upgrade #10 – Semi-Automatic System: When we give the Bandit Sniper a nasty concussion, look on the floor in the room we fought him in to see his heavily modded Sammy Rifle; loot it to collect this Weapon Upgrade.

Weapon Upgrade #11 – Sniper Stock: Collected from the Bandit Sniper’s modded Sammy Rifle.

Weapon Upgrade #12 – Scope 6X: Collected from the Bandit Sniper’s modded Sammy Rifle.

Harmonica Melody #3 – Melody 3: Break the padlock off the door & head down the stairs to where the Captain’s boat is. Instead of getting on the boat however, walk past it down the wooden platforms & enter in through a blue door off our left; we can find the Melody posted to a cupboard directly ahead of us from where we enter.

Sam Moral Point #4: Get to the Captain’s hideout now & sit down to speak with him for some more story. As you are speaking with him, you will need to go & check the power generator with him though he will collapse due to pain in his knee. When you help him to the couch, he will eventually say that he wished he had some food; use the prompt & give him some of our own to gain a Moral Point.

Sam’s Story – Find A Boat:
When we finally come to after our rowdy time with the Captain, we will receive our next task. We will also get a side job to arm the Mutant Traps the Captain has scattered around his hideout; arming all five will earn us a Moral Point as well as the Trapper Achievement. We will need 5 Molotovs to arm the Traps; we can return to the Captain’s room downstairs to craft some at the nearby Workbench.

Mutant Trap #1: From the Captain’s room, open the door & head down the first set of stairs down to the next level. Enter the room ahead of us to see a corpse laying on the ground with a white X painted on the floor close by it; attach a Molotov to the Trap attached to the wall with a 1 above it.

Harmonica Melody #4 – Melody 4: Carry on down the hall in the same room as the first Mutant Trap & climb over through the hole in the wall off our left. Navigate through the room until we find the one that has the piano it; we can find the Melody posted to a lone pillar to the right of the piano.
Sequence 26: Round 2
1. Sam’s Story: Find A Boat
2. Sam Moral Points: 5/7
3. Night Hunter Stashes: 6/8
4. Harmonica Melodies: 5/9
5. Weapon Upgrades: 16/18
6. Achievements: 62/68
-----------------------------------------------------------------------------------------------------



Sam’s Story – Find A Boat:

Mutant Trap #2: From the piano & the last Harmonica Melody, kick open the red door in the same room & pass though another door on the other side of the bathroom we enter. When we enter the new hallway, look off your left to see another X painted on the floor with a Mutant Trap with a 2 above it.

Mutant Trap #3: Head down the stairs ahead of us now & walk down the hall on the lower floor to see another painted X just before a doorway to its right where we can find a Mutant Trap with a 3 above it.

Night Hunter Stash #5: Walk up the wooden plank leading out through a window now to continue onwards. Enter into the next room ahead of us with two Humanimals & a white Night Hunter skull painted on the wall. In this room we can kick down a painting obscuring a hole in the wall that will lead us to the Night Hunter Stash; loot the Reinforced Helmet Suit Upgrade to complete the stash. There is also a Stallion Pistol we can loot but we already have found all of these Weapon Upgrades.

Mutant Trap #4: Leave the stash room & follow a ramshackle wooden balcony along into another room where we will need to open a red door to continue. On the other side of the door, look to our left to see an X painted on the ground with a Mutant Trap with a 4 above it.

Mutant Trap #5: Keep heading further into the Captain’s hideout, through a room with a Valve, wrecked bathroom, & another red door. Take the stairs down & we can find a painted X directly ahead of us at the bottom marking our final Mutant Trap with a 5 above it.

Sam Moral Point #5: Arming all 5 of the Captain’s Mutant Traps will reward us with a Moral Point.


Achievement #62 – Trapper: Set all 5 Traps in the Sam’s Story Chapter as the Captain requests.
Missable. We will unlock this Achievement by arming all 5 of the Captain’s Mutant Traps while we are in his hideout; this is missable because we cannot return here after we leave.

Harmonica Melody #5 – Melody 5: Zipline down from the Captain’s hideout & we will have more free-roam opportunities to go explore. Go South from our current location down the street in between two buildings & we will be stunned by a flash bang & be ambushed by some Bandits. Dispatch them & carry on South until we hit open water where we can climb a rope ladder off our left to take a bridge across it; beware the nearby Mine in front of the ladder!

On the other side of the bridge now, head over off your right towards a ruined house where two Scouts can be heard speaking. Walk up the plank & enter the open room off our right on the second floor where a Workbench is located; the Melody is posted to the wall to the bench’s left.

Night Hunter Stash #6: From the Scout outpost, keep heading South across a wooden plank bridge to the far side over to another wrecked building. Follow the building around to the right & we can enter inside through a hole in the wall. When we enter the hallway there will be a locked blue door ahead of us where the Night Hunter Stash will be. To get inside, enter the next room down the hall off our left & crawl underneath a table in the corner through a hole. Loot the Night Vision Amplifier Suit Upgrade off the table for the stash.

Weapon Upgrade #13 – High Capacity Magazine: On the same table as the Suit Upgrade we can find a Stallion Pistol with this Weapon Upgrade attached to it.

Weapon Upgrade #14 – Closed Reflex Sight: Found on the same Stallion Pistol as the previous Weapon Upgrade.

Weapon Upgrade #15 – Heavy Stock: Make your way back over the bridge we crossed to get to this building & we can find a Speed Boat docked off our left on the other side. Take the Speed Boat underneath the bridge now & boat over to the docks directly across from the building we were previously at. Here will be a Bandit camp that has many captured Humanimals. On the dock directly West of that island we were on, we can find a corpse with a Sammy Rifle that has this Weapon Upgrade equipped.

Weapon Upgrade #16 – High Capacity Magazine: This Weapon Upgrade for the Sammy Rifle will also be attached to this gun.

Batwing Encounter #2: Get back into the Speed Boat & take it under the bridge again towards the North now. When you reach the wall of sunken trees in the water, take a right & get off the boat at the dock on North shore ahead of us. Here we can find a concrete compound that we can enter which will have a stop sign on the right wall at the entrance. Make a Quick Save here! We are about to encounter the Batwing for the second time; remember, it cannot kill us here or it will void the Untouchable Achievement for the entire playthrough. If you are about to die, reload the Quick Save. Be sure to craft/have 5 Medkits on you!

Sprint around the arena to avoid the Bat Swarms; & shoot at the Batwing whenever it exposes itself in the air. The Ashot Shotgun or Incendiary Bullets are the most efficient way of dealing with the Batwing. As we whittle down its health, the Batwing will start knocking cars down making the arena smaller; do not stand close to the cars it is knocking over or you will get crushed! As well, halfway through the fight, some Nosalises will enter the arena & attack us; dying to them will also void the Achievement!

After dealing enough damage to it, the Batwing will spiral down & crash into some cars getting trapped; approach the pile & it will initiate a cutscene, ending our second skirmish.
Sequence 27: Khoroso
1. Sam’s Story: Find A Boat
2. Sam Moral Points: 5/7
3. Night Hunter Stashes: 7/8
4. Harmonica Melodies: 7/9
5. Weapon Upgrades: 18/18
6. Achievements: 63/68
-----------------------------------------------------------------------------------------------------



Sam’s Story – Find A Boat:

Harmonica Melody #6 – Melody 6: With the Batwing driven off, navigate through the car arena & exit out of the compound through a hole in the wall. Take a left around the compound walls & follow them around towards the open fence gates of a car dealership. Climb in through a window on the ground floor & make your way through the garage & into the offices. In the room that has the Balalaika Guitar, look on the wall to the left of the door we walk through to find a Melody.

Harmonica Melody #7 – Melody 7: Now we can finally begin making our way over to the fire depot where our current Mission Waypoint is, we can get there on foot heading South West from the car dealership. After getting through a Lurker nest we will approach the backside of a building that we will need to climb a rope ladder to get into. Once inside, head down the hall (watch out for the two Trip Wires with Grenades!) & enter the room with the sandbags where we can find a door to enter off our right. Head through the door & we can find the Melody immediately to our right from where we enter.

Night Hunter Stash #7: After grabbing the previous Harmonica Melody, exit the room & carry on through the Bandit hideout across some wooden boards into the next building. Take the stairs up to the second floor & we can enter a room with two windows we can exit through off our left & right. Exit out the window to our right & head straight across to the next building over that has a Bandit Sniper on its roof. Instead of taking the stairs up, take a right on the ground floor, around some shelves, to see three red lit switches on a wall near a locked door.

To open the door, from left to right, activate switch 3-1-2. If activated in this sequence, the door will open giving us access to the next Night Hunter Stash; collect the Consumable Carrier Suit Upgrade to complete the stash.

Weapon Upgrade #17 – Long Barrel With Full Auto: In the same room as the Night Hunter Stash, we can find a Stallion Pistol with this Weapon Upgrade on it.

Weapon Upgrade #18 – Heavy Grip: We can find this Weapon Upgrade on the same Stallion Pistol as well.


Achievement #63 – Lord of War: Collect all 18 Upgrades for the Sammy Rifle & Stallion Pistol in the Sam’s Story Chapter.
If you have been following along with the guide, you will unlock this Achievement after looting the final Weapon Upgrades off of the Stallion Pistol. There are more locations to find the Weapon Upgrades then included in the guide; there is a chance if you have been looting/exploring like crazy that you may have unlocked the Achievement sooner or other Weapon Upgrades elsewhere.
Sequence 28: The Final Chapter
1. Sam’s Story: Find the Environment Suits, The Final Push
2. Sam Moral Points: 7/7
3. Night Hunter Stashes: 8/8
4. Harmonica Melodies: 9/9
5. Achievements: 68/68
-----------------------------------------------------------------------------------------------------



Sam’s Story – Find the Environment Suits:

Sam Moral Point #6: Carry on with the story & get onto the Speed Boat we need to progress after unlocking the gate in the Bandit hideout; we will be passing through a hazard area soon so be sure to craft some Air Filters!

After navigating through the sunken building & burning the rubble out of our way, return to the Speed Boat & boat over to the other side. From where we exit the building, there will be a lot of open water; boat through the sunken trees towards the East & a white “?” Waypoint will appear on our Map. Boat over to it & dock at the location marked by a flag & two wrecked rowboats. Head past the oil tankers on this flotsam island & up some stairs to a lookout that will take us out of the fog momentarily. Up here we can find a corpse in a striped shirt with a Sammy Rifle next to them.

Carry on down the next set of metal stairs & we can follow a path through the mud onwards; beware the Giant Leech that may harass us. Drop over a C-can walkway & we can find one of the Captain’s dead crew members here. Keep following the path from here down to our left & the path will end with a Bull Shrimp we will have to kill. Around the corner from the Shrimp, we can find a flipped white van we can Crawl under & fight another Bull Shrimp on the other side. Take a walkway up more oil tankers, past a Harmonica Chair, up a ladder, & at the very top of a silo we can find the Captain’s long lost XO, earning us a Moral Point.

Harmonica Melody #8 – Melody 8: Zipline back to the Speed Boat & carry on South towards our Mission Waypoint. Before we get there, we can make a pit stop at an old medical center where there will be some hostile Fishermen staying. Get up to the rooftop & we can find this Melody posted onto the door of an outhouse across a walkway.

Harmonica Melody #9 – Melody 9: Return to the Speed Boat & get to the shores of where the fire depot is located. Head up the stairs from where we dock the boat & we can find our final Harmonica Melody just off our left attached to the wall of a small green train car.


Achievement #64 – Music Lover: Collect all 9 Harmonica Melodies in the Sam’s Story Chapter.
If you have been following along with the guide, you will unlock this Achievement after collecting the last Harmonica Melody.

Night Hunter Stash #8: Directly to the right of the green train car with the last Melody on it, we can find a Gas Canister next to a barrel fire. Pick it up & fuel the nearby generator with it which power a crane to lift up a blue crate. Drop down to where the rate was lifted from & we can crawl through a pipe into a secret Night Hunter Stash location.


Achievement #65 – Great Owl: Find all 8 Night Hunters' secret stashes in the Sam’s Story Chapter.
If you have been following along with the guide, you will unlock this Achievement after entering the final Night Hunter Stash location.

Batwing Encounter #3: Now we can carry on with the Main Story all the way until we collect the Environment Suits in the depot. After we radio the Captain that we have the suits, we will make our way to the roof of the fire depot where we will have our final battle with the Batwing after we Zipline off of it. Make a Quick Save & be sure you are fully stocked up on Medkits; there is a Workbench on the floor before the depot rooftop. If you grabbed it from the Night Hunter Stash, you can equip the Consumable Carrier Suit Upgrade so that you can carry 10 Medkits, though it is not necessary.

This fight will play out a little differently with the Batwing fighting us a lot on foot. Be prepared to dodge often & strafe around the area to avoid the Bat Swarms. If you are close to dying, reload your Quick Save. Use the audio ques to know if the Batwing is charging or if the Bat Swarms are getting ready to attack. If you are a good throw, try nailing the Batwing with a Hand Grenade or two for some serious damage. Halfway through the fight, the Batwing will start appearing in the tree tops, announcing itself with a shriek; shoot it out of the trees as quickly as you can.

When you have dealt enough damage a Quick-Time Event will initiate where we will kill the Batwing once & for all. Even if you survived all three encounters with the Batwing not dying a single time, the Untouchable Achievement will unfortunately not unlock here but only after we complete the DLC itself.

Sam’s Story – The Final Push:

Sam Moral Point #7: Now we can basically speed through the rest of the DLC without worrying about missing anything except at the very end. When we reach the final section of the DLC, the Captain will hand us a Detonator & ask us to blow up the submarine; blowing up the sub will be our final Moral Point. This will also determine which ending you will receive at the end: Good being blowing up the sub & Evil keeping the sub intact.

Fight through the enemy assault until you reach the final fight with Klim. As we are walking down the gangway & the sub is escaping, the Captain will tell us that it is time for us to make the decision; when the prompt appears, use the Detonator (left on the D-pad) & blow up the sub to earn our final Moral Point.


Achievement #66 – The Last Hero: Complete the Sam’s Story Chapter.
Story Related. We will unlock this Achievement after making our final decision about the submarine.


Achievement #67 – Untouchable: Complete Sam’s Story on Normal or higher difficulty without dying in Batwing encounters.
Missable. If you successfully fended off & killed the Batwing without dying a single time during the fights, you will unlock this Achievement at the end of the DLC. If you did accidentally die, you will unfortunately have to replay the entire DLC all over again as, even if you reload a previous Save, the Achievement will still be voided.


Achievement #68 – A Man of Principle: Complete the Sam’s Story Chapter earning the Captain's full trust.
If you successfully earned all 7 Moral Points in Sam’s Story we will unlock this Achievement as well for fulfilling the Good Ending.
Conclusion:
Metro Exodus was definitely the well deserved conclusion that this series needed; an excellent game! It is a bit longer of a 100% due to how large some of the Levels are, but it is well worth the effort. It is not actually that difficult of a 100%. It took me around 70 hours to 100% the game, though in theory it should be much quicker for you since a lot of my game time came from writing the guide at the same time.

If this guide helped you achieve 100%, rate the guide or let me know in the comments. Helps me know if I am doing things right!



100% Complete
Thank you for choosing Cynical Guides, & I will see you in the next one!

If you are interested in a little bit of patronage, support my projects & consider buying me a coffee. If not, no worries; my guides are, & will always be free content. Achievement Hunting is my passion, & writing these guides is a way for me to give meaning to a life long hobby!
https://www.buymeacoffee.com/cynic0055

Other Cynical Guides:
If you enjoy this game & my style of writing guides, be sure to check out my:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257193215
https://steamcommunity.com/sharedfiles/filedetails/?id=2033069986
Check out my profile for a full list of my works.
https://steamcommunity.com/sharedfiles/filedetails/?id=2992727030

95 comentarii
SashaTriceps 21 apr. la 15:55 
Thank you Cynic I followed your guides for all 3 Metro games and they were all easy to follow. Big Rispect:steamthumbsup:
Cynic 0055  [autor] 30 mart. la 11:17 
Hey 💀☠ Smipes ☠💀, that is awful! I did some quick reading & some point have mentioned that there is a random bug in the game that can cause files to be moved away from where they are supposed to be. Your saves are supposed to be saved under: Local Disk-User-Saved Games-Metro Exodus-(Your account ID which will be a bunch of numbers), but it can randomly get moved outside of the Metro Exodus folder & just in the Saved Games folder; you have to move your Save file back into the Metro Exodus folder.

Not sure if you had the same problem, but I am hoping this is the case & your Saves are still intact.
💀☠ Smipes ☠💀 30 mart. la 6:47 
I tried to start my NewGame+ playthrough, the game immediately crashed and deleted my savegames.
MysteryMan735 9 mart. la 5:04 
I just wanted to leave a comment and say you wrote a Great Guide for this game, I followed along and achieved 93% of achievements on my first play-through. It was very easy to follow along with and the details throughout the guide really helped too. 10/10. Edit: I also awarded a helpful Steam award too as a way of saying thanks for taking the time to write up this guide.
Gorilla 18 ian. la 9:52 
Good job, keep up the good work. U guides are perfect help me 100% metro/last light and soon to be exodus
Anonymiter 16 ian. la 2:48 
I just wanted to report that I received the Forest Child Achievement while also completing all of the scripted encounters. This includes the one off the dock, the one next to the Calligraphic Note, and the one in the treehouse by the first workbench.

I didn't try knocking them out, but most everything I found suggested that wouldn't work for the achievement. But I wasn't finding much confirmation about whether the scripted encounters counted against the achievement, so I wanted to let everyone know they are all safe.
Silv3r 11 ian. la 4:38 
how to *not* spend another 3.5 hours for finishing Sam's Story due missed Untouchable Achievement
short hint:
in option menu, check for your difficulty settings and if on normal or above, continue
do NOT switch between them

i have game on normal, in beginning of sam's story i switched all difficulties and went back to normal and play game without dying in batwing encounters....changing difficulty to easy (or how it is called) will definetely void the achievement

even game "was" on easy for like half a second and in beginning of game
noooob 9 ian. la 14:18 
Thank you for your guide. It really helped me to get my 100%. I appreciate your work :csgohelmet:
Trigormike 29 dec. 2024 la 17:04 
Thank you for the great guide. I'd just like to let people know that if you get crushed by a car during the second batwing fight, as long as you reload before the game returns you to the menu, it won't void the achievement.
Babb56 24 dec. 2024 la 21:11 
Your guide helped me get 100% in half fife a month ago and it's helping me again now, thank you.