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Introduction

Welcome to this consummate walkthrough guide for Metro: Concluding Light Redux.

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

Enjoy.

Table of Contents

  • Spartan Playthrough
  • Survivor Playthrough
  • Locations Playthrough
    1. Sparta
    2. Ashes
    3. Pavel
    4. Reich
    5. Separation
    6. Facility
    7. Torchlight
    8. Echoes
    9. Bolshoi
    10. Korbut
    11. Revolution
    12. Regina
    13. Bandits
    14. Dark Water
    15. Venice
    16. Sundown
    17. Nightfall
    18. Undercity
    19. Contagion
    20. Quarantine
    21. Khan
    22. Chase
    23. The Crossing
    24. Bridge
    25. Depot
    26. Dead City
    27. Red Square
    28. The Garden
    29. Polis
    30. D6
  • Final Words

Spartan Playthrough

At that place are two major playthroughs that must exist attempted to achieve 100% of the base game.

The first playthrough undertaken should be a Spartan Playthrough.

Overview

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

Afterward, this playthrough to brand getting some achievements easier should be played as a c'est la vie playthrough (Morally Bad) due to information technology being more than combat focused and Morally Bad actions being tied to agression in Concluding Lite.

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

These will be explained in the Location Walkthrough.

Spartan Achievements

Difficult Achievements


  • Veteran: At the outset of the game, when choosing your gear, modify your chief weapon betwixt a Shotgun, Pistol and Rifle.
  • Not a Rabbit: Do non take any damage during the fight with Watchmen on Chapter: Ashes. iv waves consisting of three watchmen.
  • Derailed: Kill everything that moves in the chapter Revolution. (Tip: use unsilenced weapons)
  • Cheers: Drink every round in Venice
  • Scram: Kill every watchman before they can damage you while driving the Railcar. (Tip: they assail in groups of 3 at points along the track, stop the car after hearing them and attack stationary)
  • Revenge: Kill Pavel
  • C'est La Vie: Go the Morally Bad ending.

The other achievements will unlock quite hands if you stick to a low-cal stealth, heavy combat play way. A useful tip is that loading in this game does not reset accomplishment counts, and so therefore if you desire to brute forcefulness the achievements, you tin can repeatedly reload a previous checkpoint and the count achievement will unlock in time.

Survivor Playthrough

Overview

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

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

Survivor Achievements

Hard Achievements


  • Freedom: Near the stop of the chapter: Pavel, after killing the Nazi guards in the function overlooking the prison army camp, in that location will be a lever on a panel next to the window overlooking the camp. Turn the level and the prisoners volition be released.
  • Reunion: In Venice, adjacent to the weapon merchants, at that place is a shooting range and across from that there are some houses with a kid and his female parent talking. Listening to their talk will allow you know that someone took the kid's toy. By completing all stages of the shooting range volition get you said toy equally a bonus, merely walk back to the child with the toy and give information technology to him.
  • Mouse: in the chapter: Echoes, hibernate with Pavel when he hides and don't engage the roaming Watchmen. (The Watchman that ambushes yous when yous find a shotgun doesn't count towards Mouse)
  • Savior: Take off your mask when Lesnitsky confronts you lot at the end of Affiliate: Contagion.
  • Rain Human: There is no easy tip for this ane, on the chapter: Bridge, avert all the mutants by using stealth and judge what they are doing earlier yous act.

Other Hints

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

Sparta

Diary Entries

After talking to Miller and Khan about the Dark 1, it is on a chair merely to the right of the elevator.

Moral Points


  • Play the guitar in Artyom's room.
  • Listening to the 2 Rangers near Artyom's room discussing D6.
  • Expect in the first hallway with the ii rangers for a infinitesimal after they stop talking, also earns a point.
  • Listening to the homo insulting the new recruits.
  • Mind to the two checkers players talking most Romanov's team getting wiped out in the marshes.
  • Play the balalaika (triangle guitar) in the room with men discussing Romanov.
  • Stay at the firing range for a minute.
  • Listen to the three Rangers in the cafeteria talking near the Scarlet Line the Nazi scouts seen near Exhibition.
  • At the end of Miller's briefing, if the player listens to Miller's concerns almost Lesnitsky, a point will be earned.

Achievements


When choosing your guns at the armory, choice a Rifle then switch to a Pistol then a Shotgun equally your main weapon. Remember to get out the weapon menu each time y'all choose.

Ashes

Diary Entries

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

Moral Points


  • Walk to the back of the train you kickoff the level on.
  • Staying well-nigh Anna until she begins climbing to her sniping position.
  • At the offset encounter with Watchmen.

Achievements



Tip: Should you lot get hit during the starting time encounter with the watchmen, you can restart from terminal checkpoint. This is easier on higher difficulties due to guns doing much more damage to mutants and it is 4 waves of iii Watchmen you lot must fight through.

Pavel

Diary Entries

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

Moral Points


  • Free the prisoners.

Achievements


*Near the end of the affiliate, later on killing the Nazi guards in the office overlooking the prison house military camp before exiting the blast door which finishes the lever, there will be a lever on a console adjacent to the window overlooking the military camp. Turn the level and the prisoners volition exist released.

Reich

Diary Entries

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

Moral Points


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

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

Achievements

Separation

Diary Entries and Safes

In the commencement surface area of the chapter, there is a little guard room in the center of the room upwardly some stairs, on the figurer panels in this room is the note.

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

In the upstairs office beyond from where the note was constitute volition be where the safe is.

When you open a door where there is a guy who surrenders, the note is on the tabular array beyond from him.

Moral Points


  • Complete the level without killing any humans. []

  • impale the human reading on his bed later he surrenders. []

Achievements

Facility

Diary Entries and Safes

Near the end of the chapter yous volition come to a large room with a number of troopers and some waterway tunnels with water turbines at the lesser; the note is on the other side of the room from where y'all enter, upwardly the stairs and in a piffling room to the left on a table.

Beyond from the note is the key to a safe.

Exit the previous room and motility beyond the water ways.

So go up the stairs seen in the preious screenshot. In this room is the rubber.

Moral Points


  • After Artyom exits the air vent, lookout man the scene where a Nazi bullies his fellow soldier about mutations. Look until the brutalized soldier leaves the room to receive the moral signal.
  • Practice not kill said brutalized soldier who is hiding in the meat locker between the first surface area and the second.
  • After the bullying scene, listen to the conversation betwixt two Nazis nigh a stashed custom weapon. Follow the Nazi heading back to the locker room and when he opens his locker, knock out/kill him and pick up the weapon.
  • Picking up the gun earns some other signal.
  • Become up to the surface area above where there is an electric circuit that turns off lights. Heed to the chat between two Nazis who are about this circuit.
  • In the adjacent area there'due south a room filled with bathtubs. In the area beyond this, there'southward an air vent on the far side to the right, side by side to a guy in a chair. Enter it to get a signal and there will exist a supply crate on the left.
  • In the room with water turbines there'south two Nazis discussing the hanging of Pavel. Heed to the whole conversation to get a point.
  • Consummate the level without killing any humans.

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

Achievements


*For those using the none redux version of Concluding Low-cal, some Achievements will not be covered here like "a Nowadays" since they have been removed from Redux.

Torchlight

Diary Entries and Safes

At the first of the chapter, at that place volition be a expressionless guy on the tracks when you lot begin afterward talking with Pavel. In his mitt is a Key.

In the area where Pavel needs you to aid lift a grate, the rubber volition be to the left of the grate, side by side to some glowing mucus.

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

When Pavel asks you to follow the electric wires to accuse upward the excursion box for a locked door. Follow the path until y'all come to a door, then have the path to the right and follow the path a brusk way, there will and then be a little room to your left where the notation is on a expressionless body.

Moral Points

[]

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

[]

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

Achievements


*Tin be accomplished later on.

Echoes

Diary Entries and Safes

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

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

This prophylactic is quite hard to find. Go to the stairs in the bar at the start of the affiliate.

Go behind the water ice foam container

And in the pigsty will be a room with the prophylactic.

In the aeroplane after seeing the atomic flashback, before helping Pavel, it'southward on the floor in i of the cabins.

Moral Points

[]

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

[]

  • Shoot at the herd of watchmen

Achievements

Bolshoi

Diary Entries and Safes

At the offset of the chapter, the guards volition open a door into the checkpoint, the fundamental will be hanging adjacent to that door you will need to pass through.

Afterward passing through the checkpoint with the 2 guards, the diary volition exist on the shelf to your left.

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

In the room with the show girls, the safe volition exist next to the show girl next to the get out door.

Moral Points


  • Right subsequently passing through the starting time door, listening to the families on the traincarts trying to convince the guards to let them into the station.
  • Straight after this, listening to the couple from Reich talk about their escape.
  • Giving the theater critic/ragamuffin a bullet gets you a point. Giving the same beggar another bullet later his speech communication will also accolade a moral point.
  • Listening to the two patrons at the bar discussing whether or not theater is useful in dark times earns a signal.
  • Listening to the 2 stalkers telling Katja that her husband, a fellow stalker, was killed by a Demon and informing her of his gravesite.
  • Watching Mischa prove the children animal impressions with shadows.
  • Listening to a pair of women sitting on a bench opposite of Katja.
  • Following the two children running back to the tracks, and listening to the arguing couple about joining the Ground forces.
  • Post-obit the attendant at the theater into the marketplace area, afterward he convinces the other tourist to purchase the contraband.
  • Watching the unabridged theater show.
  • Listening to the prove girl'south entire conversation/argument.
  • Afterwards exiting the backstage area, at the end of the following hallway, to your right, listen to the girl under the shower talking to the girl in the bathtub.

Achievements

Korbut

No Diaries or Safes

Moral Points


  • Listen in on the conversation between Korbut and Moskvin.

Revolution

*If yous are playing a Spartan Playthrough, y'all must kill anybody and all reinforcements in this level, use unsilenced weapons to alert all enemies, then hunker down and wipe them out. This will both give yous negative moral points and an achievement.

Diary Entries and Safes

The first safe and key is plant at the very start of the level, become to the start set of stairs and go downwardly.

At the bottom is the key to the safety, afterward getting the primal go up the stairs to the top level, jumping the broken stairs.

Then get through the rebar door.

The safe is in that room.

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

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

In the same area, the primal to the 2nd safe is on a java table.

Back in the storage area with the ii guards, the rubber is among the boxes on its side.

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

In the meridian level control room in this expanse, there will be a safe

and a diary annotation sitting there.

After getting through the fans, the last diary notation in this affiliate is straight beneath where you go enter this room

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

Moral Points

[]

  • Get out of the storage room yous first in at get-go of this level and go downstairs to heed to the guard reporting in on the intercom.
  • Heed to the 2 soldiers in the storage surface area talking about the Frontline mission from Metro 2033.
  • Listen to the crane operators discussing moving radioactive materials.
  • Do not disturb the men doing the service check and keep following them until they finish the checking procedure and talk about a fume break.
  • Afterward the service bank check room and going through a large fan, heed to the conversation betwixt two men right after climbing downward the ladder.
  • When you lot get to the surface area with the automobile gun platform, listen to the conversation between the automobile gunner and a soldier.
  • Complete the level without killing any humans.

    []

    • Kill the civilian crane operator virtually the armored railroad train.

    Achievements


Regina

Diary Entries and Safes

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

And a rubber in an function in the aforementioned area. Likewise there is a Shambler shotgun here which is essential for the adjacent section (Watchman Regina Fight). If you don't have a multi load shotgun, take the Shambler.

Further ahead after taking downward a few waves of Watchmen and by the ghost room cutoff, at that place volition be another cutoff surface area with glowing fungus to the left of the Regina.

At the very end of this flooded area will be a diary next to a h2o/rebar grate. (Alert, yous volition exist ambushed past Watchmen when you lot get to the grate)

Moral Points


  • After boarding Regina and exiting Andrew's home, wait for the first doorway on the left going upstairs. Enter the expanse.
  • Subsequently the previous surface area, over again to the lefthand side of the tunnel, in that location is a Spider nest backside a close door. Entering it and finding the glowing red room at the end with a breaker box earns a indicate.
  • After the previous area, continue onward for a time before finding some other doorway on the left which leads to a partly submerged expanse. At the terminate to the correct is a room with some ammo, filters and a skeleton. Inbound this room earns a point.
  • After opening the airlock doors and inbound a gas mask area, fire a shot at the line changer so it points straight rather than left. Then apply Regina to nail the wooden barricade.
  • Opening the crate on the floor near a skeleton on the left in the surface area backside the wooden barricade also earns a point.
  • Before driving along the snowy tunnel, walk into the left hand tunnel to the abandoned railroad train where a Watchman ambushes you. Proceed going all the way to a expressionless end where a skeleton can be found. Arriving at the finish earns a point.
  • Enter the passage same that contains the condom and key to earn a indicate.
  • While pushing the metro cars forward with Regina, look for a passage on the left side of the tunnel. This area is a makeshift hospital which is filled with ghosts who whisper to Artyom. Reaching the finish of this expanse (with a Valve Burglarize at the end) earns a point.
  • Accomplish the expanse aforemention that contains the diary annotation and get to the diary for the point.

Achievements


Tip: Go the Shambler shotgun and when each wave of Watchmen runs towards Regina, stop the car and set for attack. When they bound on Regina they have a brief second of agression before they attack, fire point blank into their head as a single shot should take them down, then reload the gun if clip is low. Subsequently the wave of 3 Watchmen are dead, continue frontwards until they assail once again.

Bandits

Diary Entries and Safes

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

In i of the stalls is a diary.

In the bandits sleeper train is a key for a safe

This safe is located in the reverse department of their camp, in the expanse with the rail door lever.

In the 2d brigand military camp before yous rescue a family, a diary is located backside a dead captive.

Moral Points


  • When Artyom start awakes, plow around and enter where Regina crashed. A signal is earned after discovering the skeleton in that location.
  • Later on meeting the refugee caravan, listen to all the refugee conversations. the terminal conversation is a woman talking most her husband who was drafted so captured by Nazis.
  • Continuing down the tunnel later the refugee caravan, the first tunnel on the right volition lead to a series of abandoned metro cars. A woman can then be heard crying for help as two bandits are about to be rape her. Kill/knock them out to earn a point.
  • Just earlier arriving at the main bandit camp where they're holding the woman and children, continue down the left-paw tunnel to a wagon with several corpses. A Norsalis will ambush you later you lot get the point.
  • Rescue the women and children existence held in the brigand army camp. The indicate is earned when the bandit in the final room threatening them is killed.

Achievements

Night H2o

Diary Entries

On the boat when you get-go the affiliate.

Moral Points


  • Finish the chapter

Venice

Diary Entries and Safes

Outset entry is in the mayor's office in the food marketplace.

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

Moral Points

[]

  • Give a bullet to a beggar near the marketplace aisle where two men are trying to push a pig in a crate onto a gunkhole.
  • Requite a bullet to a second ragamuffin nearly the marketplace, this one in the alley where 2 children are drawing on the wall.
  • Purchase and potable the bartender's special, "The Bullet."
  • After blacking out due to drinking 3 rounds, you lot will come up back and the bar will exist wrecked. If you pay the bartender 100 MGR for the impairment you lot'll get a moral point.
  • Pay 10 MGR to shoot rats at the shooting range
  • Beyond from the range at that place is a child being comforted by his mother since he lost his teddy deport. If Artyom completes iii rounds at the shooting gallery, he will be awarded the teddy conduct. Render it to the crying kid to receive the moral point.
  • Complete the level without killing, knocking out or alerting whatsoever bandits in the storage area.

[]

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

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

Achievements

Sundown

Diary Entries

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

Moral Points


  • Find the canister of fuel.

Nightfall

Diary Entries

At the begining, at that place will exist a building in front of the boat

Clime up this edifice and you volition hear anna on the radio.

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

Moral Points


  • On the second flooring of the abandoned mall, await out the big window looking towards the fashion you came.*

Undercity

Tip: If you are attempting a Spartan Walkthrough, my suggestion would be for you lot to accept a expert shotgun (extended butt Shambler) and silenced assault burglarize with you. The Shotgun is needed for this level due to the Norsalis' and the silenced assault rifle is a must for the next level. Also remember to utilise throwing knifes against feeding and sleeping Norsalis' as ammo is brusk in this level and being swarmed can make things very hard.

No Diaries or Safes

Moral Points

[]

  • Only earlier entering the catacombs, at that place's a torso most a table with a radio reaching for a tape recorder/player. Play the tape of the Ranger's last words regarding the Reds taking Anna into the catacombs for a signal.
  • After entering the catacombs, Artyom's flashlight will deactivate. After moving through several lightable torches in the night, a church bell will band and when it does, several ghosts will announced in the tunnel ahead. Wait for them to disappear to earn a signal.
  • As Artyom is lowered deeper into the catacombs on the wooden elevator a point is gained.
  • Shortly later on being knocked off the elevator, a point is gained as Artyom turns the corner to see a Nosalis pack moving through the tunnels. A second point tin be earned if he lets them pass without attacking them.
  • A signal can be earned by following the path of the Nosalis pack to a pocket-size Christian shrine.
  • After descending the small lift and encountering the winged Nosalises, a point tin exist earned past budgeted a skeleton with a custom quadruple-barreled duplet near some spiderwebs.

[]

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

Achievements

Contagion

Diary Entries and Safes

In the section of the chapter where the reds are setting burn to the metro station, go to the double decker railroad train and on the summit floor there will exist a diary on a tabular array in the end compartment.

The next safe and key are tricky. Afterwards dropping downwardly behind the rebar fence in that location will exist a shed.

This shed will have a ladder within.

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

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

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

Become back to the top flooring

The safe volition be in the last room.

Moral Points

[]

  • Deal with the two Red Line soldiers executing citizens at the start, before the shot man dies.
  • Heed to the shot homo'south explanation and defoliation over the Cerise's attack.
  • In the room to the left of the railcar where the enemy loading boxes is coming and going, there is a pigsty in the back wall that leads to an abandoned tunnel. The pigsty is partially blocked just y'all can motility left and out into the tunnel. Head direct across from the pigsty to the green low-cal on the reverse wall and plough right, at the water line is an ammo cache. Open up it.
  • Heed and lookout man the full execution of the wounded Red soldier who contracted the disease.
  • Towards the end of the second flooring of the train, in a room with a sawing machine and a picture of a dog (this room is adjacent to the room with the rubber), when y'all pick upwardly the armed forces-course ammo from the shelf y'all get a moral bespeak.
  • After hearing Lesnitsky speaking with another soldier and going through the shaft, you will be in a room where some plants are growing. Get upwards the stairs, and there volition be a Red Line officer going over expressionless citizens of the station. Mind to what he says to proceeds a moral point.
  • Completing the level without killing anyone.
  • Remove your mask when Lesnitsky has his knife at Anna's throat, before he counts to five.

[]

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

Achievements

Quarantine

Diary Entries and Safes

Afterwards listening to the doc talking about the weapons course ebola strain used to assail the station and going through the quarantine cleaner,

There will exist a research middle with a diary on ane of the tables next to the labs.

Forgotten Ammo Locations

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

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

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

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

The next diary is located when yous see Khan.

After he makes a plough to the left to get supplies, go to the right (opposite from Khan'southward direction) and the diary is on a tabular array.

Moral Points


  • Right after the section where the doctor talking about the weapons grade ebola strain used to attack the station, there is a man on a gurney on the your right talking to a doctor about going home considering he is certain that he only has a flu. Listen to the whole conversation to earn a indicate.
  • Option up all four MGR stashes in the abandoned part of the station.
  • After coming together upward with Khan there is a man request the baby-sit to permit him get inside the quarantine zone and take some insulin. After he is refused, give him a bullet.

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

Khan

Diary Entries and Safes

Every bit you're following Khan, you will come up to a signal where he drops downwardly onto a walkway/canal.

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

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

Later on getting by the audio traps, in that location volition exist a body with a key to the left of the bunker.

Subsequently walking down the wooden stairs out of the bunker towards the rail cart, there will be a condom to the left of the stairs nether the platform.

Moral Points


  • Answer the telephone in the sewers.
  • Attain the river of fate.

The Hunt

Diary Entries

After y'all jump on the railroad train, the diary will be in one of the carriages. (Warning, the diary can get glitched on the train equally it tin can clip into its resting point)

Moral Points


  • Rescuing the Dark I give a moral signal (unavoidable)

The Crossing

Diary Entries

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

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

Moral Points


  • After crosing the ice under a bridge, the Niggling Dark One volition appaer on tiptop of a wrecked van adjacent to a billboard and expresses his want to wear man habiliment, stay shut to him.
  • Going to where the beginning diary is gets a signal.
  • Only after the demon flies off, when entering the railroad train the Little Dark Ane will appear with wearing apparel. Practice not shoot and stay shut until he disappears.
  • End the affiliate.

Bridge

Diary Entries and Safes

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

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

The Prophylactic and Diary Entry can exist found in a service office near the escalators when you take crossed most of the bridge.

Moral Points


  • Enter the small-scale room to the left at the get-go.
  • Enter the area where the safe key tin be constitute.
  • Finish the level without killing any mutants.

Achievements

Depot

Tip: A major gameplay selection will come up at the get-go of this affiliate. Here you will encounter the last market place to buy weapons and your choices here will have dissimilar effects on gameplay difficulty in futurity levels.

The get-go major choice is "Should I purchase a fully modified Preved?" The benefit of buying a fully modified Preved now is that you lot volition non detect another fully modified Preved until the finish of the game and with it being ane of the almost powerful weapons coupled with a big magazine, it will help you wipe out enemies like the Armored Prawns, Demons and the Acquit within a infinitesimal. The downside is of course very depression ammo. Ammo for the Preved will be difficult to come by and therefore you can only really apply this gun confronting difficult mutants and the Bear. As for gun rarity, there is a Preved later on in the chapter "Dead City", This Preved even so is a single bullet magazine version.

The 2nd option is "Should i utilise an Assault Rifle with MGRs?" Given that their use equally currency is no longer needed, having a silenced and powerfully scoped rifle will be very useful when fighting the reds afterward, still MGRs are very effective against homo targets but are weaker confronting bullet spongy enemies similar Prawns and Demons.

The third choice is "Should I use an Automatic Shotgun?" Buckshot ammo is very common in the next few chapters notwithstanding then is Automated Shotguns. With regards to the Saiga-12, leave the gun unsilenced due to damage autumn off, at close range, this thing tin take downward anything relatively quickly and information technology becomes a must utilise against the hordes of Watchmen later.

Diary Entries and Safes

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

When you get to halfway down the bleed, a key will exist on the floor.

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

The prophylactic will be there on height of a box.

Later talking to the Dark Ane, you lot volition enter a room with Reds approching y'all,

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

Hither will exist a hush-hush expanse with the Diary Entry.

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

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

The safe is unavoidable when you want to progress to the next department every bit information technology is next to a connecting door.

Moral Points

[]

  • After exiting the tunnel at the very start, stick to the left hand side. There is a garage with two closed doors, one open up that has a truck poking out. Continue past this point to an entrance in the wall, then enter it. A building with a collapsed ceiling leads into the garage. Be careful as there is an explosive trap. Entering the garage earns a point.
  • In the area where the Reds beginning phase an ambush, in the centre of the room is a hidden passage that leads beneath the room. Entering it earns a betoken.
  • In the tertiary expanse where the Reds are waiting, at that place is a another hidden passage entered through a circular manhole. In that location is a expressionless soldier at the bottom. Entering it earns a point.
  • In the fourth expanse where the Reds are waiting, there is a subconscious passage that tin exist reached past the catwalks above the metro cars or by stairs at the dorsum of the room. Entering this passage earns a betoken.
  • Knock Lesnitsky unconscious.

[]

  • Kill Lesnitsky. *

*For a C'est La Vie or Redemption playthrough, this human action will decide which path you volition go downwards due to its massive moral point loss. If you lot desire a C'est La Vie ending or need it, this volition brand it happen otherwise spare him.

Achievements

Dead City

Diary Entries and Safes

First of all, most the offset you will have to enter a building.

On the beginning floor you will discover a toilet with a key

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

When you go through a door and enter a room with a cherry table mat, the get-go diary volition be on a table behind it.

Back to the Past Achievement

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

After going through a sewer system, while existence haunted past a kid. You will emerge to notice a block of buildings with a doorway open and the sound of a piano in the background.

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

Later leaving that room, you volition come across a massive courtyard expanse, when crossing it you will have a vision of a speeding auto which in reality is a rogue Watchman.

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

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

Once in the room y'all will have a vision of a adult female in a shower. In one case over, there will exist a Preved Sniper in the bathroom which is the last i yous tin go before you fight both the reds and the Bear subsequently on.

Later on you lot will come to a business firm that you have to enter to continue the game.

One time y'all accomplish the top of the stairs, y'all will have a vision of the bombs falling.

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

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

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

Moral Points

[]

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

[]

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

Achievements

Red Square

Diary Entries

At the outset of the chapter there volition be a diary on one of the crypt graves.

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

Then brand a hard left and hug that wall, at that place volition be an opening.

Get through that tunnel and follow it into the mausoleum.

The diary page will be under Lenin's Casket.

Moral Points

[]

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

[]

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

Achievements



*This should be unlocked by now, if not keep killing and reloading.

The Garden

Diary Entries and Safes

The Safe and Cardinal in this level are quite hard to get. Firstly, y'all demand to notice the safe. Go to the area with the dead prawn who has been impaled with Helsing bolts.

Cross the waterlogged stairs till you reach the arches.

Become to the arch which is open.

This arch will be a waterlogged shop with stringed cans.

Inside will be two safes. The first 1 is unlocked.

But the 1 at the back of the shop is the important 1.

To find the key, yous will accept to return to the dead prawn and become towards the dead tree over the marked water crossing. When you go at that place, y'all will see a Demon sitting on some planks over the water to the arches.

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

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

It is here where y'all will starting time see the Bear and a diary entry will as well exist here earlier the Conduct arena.

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

At the top of the stairs will exist a diary.

Moral Points

[]

  • Inbound the area with the ii safes earns a signal.
  • At the aforementioned carve up where you can reach the flooded store, you tin also turn left, crossing a log and a flooded pipe. Correct later the pipe will be a tripwire. Getting to the island will give y'all a point even so a prawn will assail before long after.
  • Do not engage any watchmen in their den and just sprint to the over grown roots where Artyom must hunker. A moral point will be gained when you lot enter this passage. To go this point, assume all Watchmen you run into before the bear to be off limits. Some however y'all cannot dodge and hence apply some stealth in the den unless you lot have plenty medkits to spend on the occasional set on.
  • Kill the Watchmen attacking the Bear later on the fight with Artyom.

[]

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

Achievements



Polis

Diary Entries

At the kickoff of the chapter later on going through cleaning.

You will find a diary entry on the couch side by side to the metallic/wooden door that leads to Polis.

No Moral Points

Achievements

D6

Diary Entries

At the beginning of D6, Miller will take a spoken language.

Backside him is a diary entry on a radio table.

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

Moral Points


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

Achievements



Concluding Notes

Cheers!

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

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

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

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

Addon Content

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

Thanks and Have Fun Achievement Hunters

*If i have left anything out which you lot experience should exist added, drop a comment and i will run into almost helping out. :-)

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Source: https://steamcommunity.com/sharedfiles/filedetails/?id=483453832

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