15. DLC: The Two Colonels
The Two Colonels
Before starting this mission, while in the main menu, go to Options > Game Options > Difficulty > Normal. If you're just coming off of a Ranger Hardcore playthrough, then go to New Game > New Slot > Normal, skip the opening train scene, then quit out to the main menu and load up The Two Colonels (check to make sure you're on Normal difficulty first). You need to be on Normal difficulty to obtain the following achievement:
Unlocked by 317 tracked gamers (29% - TA Ratio = 4.51)
To accomplish this, you can simply make quick-saves as often as you can while at full health. Then, if your health ever runs low and/or you die, you can just load your quick-save.
All of the collectables are linked to this video by the always wonderful Maka91
Play through the opening cutscenes and you'll be given the flamethrower. You pump the flamethrower just like the Tikhar by holding then repeatedly tapping . The flamethrower is used to burn slime in order to clear your path forward, and is also your weapon to use against worms, who can kill you very quickly!
Head down the stairs and you'll radio your crew about the giant worm. After that, exit this room, then turn left and burn all the slime away to open up the path forward. Once you're in the next room, go up to the desk and collect Diary 1/9 (Foreman's Diary 1). Also in this room is a couple of fuel canisters for your flamethrower.
Interact with the red door and you'll have a small QTE with a worm. Ignore the power switch, and just use your flamethrower on the slime to clear the path forward. A few steps into the now-cleared path, go through the partially-opened green door on your right, then interact with the generator. Now, go back and activate the yellow power switch to clear the path below.
*Note: Remember to keep making quick-saves every couple of minutes since you're not using medkits!*
Head down the stairs below, then up the stairs ahead of you. Go through the partially-opened green door, interact with the red wheel, then burn the slime away. Make sure you have ammo and fuel pumped into your flamethrower before entering the next room as there are 2 worms you'll want to quickly kill. Once they're dealt with, kick open the gate and proceed forward.
Continue clearing the way forward with your flamethrower, making sure you quickly kill any worms that spawn in as well. At the end of the path, you'll radio your crew. In front of you is a soldier you can loot for a flamethrower attachment (which you can't equip just yet). In the next area, head down into the water and cross it to the other side, then interact with the red wheel on the pipe. Burn the slime off of the wall in front of the pipe to reveal a ladder. Climb the ladder up, then kick open the door into the next room.
This room has a workbench, and resting on the right side of it is another attachment for your flamethrower. Use the workbench to clean your flamethrower, equip the 2 attachments you've found, and craft ammo if necessary. You can also dismantle all of your medkits if you're paranoid about accidentally using one. There's also another generator in this room, so interact with that as well.
When facing the workbench, turn right and go through the partially-opened green door. Proceed down the hallway and you'll end up in a room with a bunch of batteries on the tables. At the end of this room, inside of the green cabinet is Diary 2/9 (Foreman's Diary 2). Head back to the room with the workbench and kick down the other door.
Walk along the catwalk to the other end where you can interact with the broken grate to crawl underneath it. Continue on for a while and you'll reach an Oskam Soldier, and he'll give you some fuel. Once your conversation is over, continue along the path. When you reach the next partially-opened door, look on the wall in front of it for another flamethrower attachment and some fuel. Go through the door, then through the door immediately in front of you. At the end of this room, there's a crack in the wall you can interact with to reach another workbench. Before you use the workbench, go into the area with the canisters and you'll find another flamethrower attachment.
Once you're done with the workbench, kick down the door directly behind it and head straight down to the next door. Once you've kicked down that door, look immediately to your left for Diary 3/9 (Worker's Note). From here, continue on for a while until you reach a large door and another QTE with the big worm. After that's done, go into the water under the large door, then climb up the stairs to the door up top and interact with it.
Once you've regrouped with the other soldiers, you'll take a car ride into Prospekt. Once you're out of the car, head down the stairs ahead of you then interact with the red door on your right to speak with the General. Once your chat is over, exit the General's room and head up the stairs on your right. At the top, turn left and head up the stairs to the blue bus. While on the bus, you'll see a bar with a bartender on the right side. Behind the bartender, on a shelf is Diary 4/9 (Trader's Note). Continue forward and you'll be back with your son, Kirill. Play through this scene to unlock:
Unlocked by 1,080 tracked gamers (98% - TA Ratio = 2.44)
After a small cutscene, you'll have another talk with the general. Once that's done, interact with the red door and head up the stairs. After a few moments, Khlebnikov will arrive and escort you to Petrovich's house. In Petrovich's house, you'll have a decision to make regarding his hidden stash of green stuff (you can choose whatever you'd like). Once you exit his house, you'll unlock:
Unlocked by 1,059 tracked gamers (96% - TA Ratio = 2.46)
Once you exit Petrovich's house, immediately in front of you are a few soldiers surrounding a table that contains Diary 5/9 (Letter). From the desk, turn left and continue along the path until you reach a red door you can interact with. In the next room, you'll have a few scenes with Kirill.
After the dinner scene, you'll speak with Kirill while gearing up to control the riots. Once you're in control, walk through the hall into the med-bay area, and look on your left for a lamp-lit desk that contains Diary 6/9 (Investigation Report). In the next room, there's a workbench that you can use to customize your Kalash and Ashot.
In the next area, you'll be in a firefight with the revolters. Simply stay in cover and cautiously take shots at your enemies (remember, no medkits!). As you progress forward, make sure to be making some quick-saves. Once you detonate the explosives, the General will command you to fall back. This section will end with you and your crew getting gassed out, followed by a climactic scene with the General, unlocking:
Unlocked by 1,029 tracked gamers (93% - TA Ratio = 2.50)
Once you're in control of the flamethrower, walk down the stairs and look on the floor to your right for Diary 7/9 (Stalker's Diary 1). Loot this room for fuel and supplies, then follow the linear path forward. Once you're in the big garage area, go to the big red door at the end, and in the small room next to it is the control switch for it. After you turn the switch, make a quicksave.
The door won't open, and you'll be attacked by nosalises. You need to kill 3 of them by only using your melee attack with the flamethrower. It takes about 3 melee hits to kill a nosalis, and you shouldn't take much damage. If you do end up low on health, you can simply reload your quick-save after unlocking the achievement and then use your flamethrower to quickly kill them:
Unlocked by 541 tracked gamers (49% - TA Ratio = 3.45)
Once the power is restored, the red door will open and you can proceed ahead, then go down the stairs. Continue following the arrows on the wall until you go through an area that has a few inches of water on the ground, then go up the stairs into the next room. In this room, immediately on the table to your right is Diary 8/9 (Stalker's Diary 2). Continue forward and you'll reach a room with another large red door, at which point you should make a quick-save, then pause and read ahead as for what to do next.
During this section, after fighting off some nosalises, you'll get overrun and a Blind One will spawn in. One attack The Blind One has is picking up bodies and throwing them at you. You need to dodge every throwing attack (i.e., never get hit) for an achievement. To do this, when you gain control, immediately run away or crouch, as the Blind One will quickly throw a body at you. If you get hit, reload your quick-save. Once you dodge the throw, get up close and personal with the Blind One and incinerate him until the room fills with smoke and the Blind One runs off. After it runs off, a few more nasalises will come in, then the Blind One will return. This time, keep your distance from the Blind One while you incinerate it, and make sure to dodge out of the way/crouch whenever you see it preparing to throw something at you. This might take multiple attempts to understand the mechanics of the Blind One's attack styles, but after you successfully kill it without getting hit by it's thrown attacks, you'll unlock:
Unlocked by 448 tracked gamers (41% - TA Ratio = 3.79)
(Note: If you're struggling with this achievement, it might be more beneficial to attempt it on a new playthrough on "reader" difficulty where you can use med-kits and absorb more damage, plus the Blind One will die quicker)
After the fight, you'll be injured and devoid of a flamethrower. Head up the destroyed scaffolding on the right side towards the tubing, and on the ground just before the entrance to the vent is Diary 9/9 (Stalker's Diary 3), your final collectible for:
Unlocked by 399 tracked gamers (36% - TA Ratio = 4.02)
From here, it's a straight shot to the end of the mission. When you see the Blind One again, take the right path to avoid it. From there, follow the linear path and play through the ending cutscenes to unlock:
Unlocked by 969 tracked gamers (88% - TA Ratio = 2.58)
For completing it on Normal without using any med-kits, you'll unlock:
Unlocked by 317 tracked gamers (29% - TA Ratio = 4.51)
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