Metro Exodus

overview image

Hi! Welcome to the TrueAchievements walkthrough for Metro Exodus.

This is the third game in the Metro series and is a continuation of the story set in the aftermath of an apocalypse. You play as Artyom, a Ranger who is keen on exploring the devastated world to see if there are any other signs of human life. Metro has always been a first-person shooter with linear storytelling, and Exodus continues this pattern, but also adds a few open-world sections as well.

This walkthrough is structured for you to obtain all of the achievements in the quickest and most efficient way possible. To accomplish this, you'll have a total of 3 playthroughs, explained in detail on the next page.

Overall, Exodus is a beautiful game with a great story and adds some refreshing elements from its predecessors. You should expect to put in ~40 hours to obtain your completion.

I'm HarpCity, and I'm excited to guide you on completing this game. Let's begin!

General Hints & Tips

THIS WALKTHROUGH WILL CONTAIN SPOILERS.

Although I will try my very best to not spoil every part of the story, there are some achievements that will require you to make certain decisions at crucial moments of the story. Because of this, there will be sections that I have to explicitly spoil the story for you to make these decisions. So, if you don't want spoilers on your first playthrough, I recommend you play the story without this walkthrough open so that you can enjoy it for yourself.

Playthroughs

The most efficient way for you to gain all of the achievements, which is how this walkthrough is structured, is:

  • Playthrough 1: Reader/Easy difficulty; "good" ending; all collectables
  • Playthrough 2: New Game+/Iron Mode; "bad" ending
  • Playthrough 3: New Game+/Ranger Hardcore difficulty; any ending

In theory, you could save yourself an extra playthrough by immediately going with Ranger Hardcore difficulty, but I strongly advise it for a few reasons. First and foremost, Ranger Hardcore is very difficult, even if you're a veteran of the Metro series. Your HUD is limited, enemies are significantly stronger, and ammo/supplies are limited. You can read more about this on its respective page.

Furthermore, you're going to need to veer off of the main path a lot so you can grab collectables and other miscellaneous achievements. This is significantly easier to accomplish on reader/easy difficulty as compared to Ranger Hardcore difficulty. Also, there's no quick-save/quick-load feature on Ranger Hardcore difficulty, which you'll be relying on for a few sections and achievements. Most importantly, you can't adjust your difficulty after choosing Ranger Hardcore, including in chapter select. Therefore, you can only mop up miscellaneous achievements in Ranger Hardcore difficulty (which is not ideal or enjoyable) OR by starting an entirely new game.

Moral Points

This game has 2 endings: a "good" and a "bad" ending. As you play, you can gain or lose moral points from the decisions you make. Good actions result in gaining moral points, which are characterized by a white flash alongside an audio cue. Bad actions result in losing moral points, which are characterized by a sepia-colored flash alongside an audio cue.

Moral points exist in 3 missions: The Volga, The Caspian, and The Taiga. On each of these 3 missions, the story will have a particular focus on a certain character in your crew (The Volga = Duke, The Caspian = Damir, The Taiga = Alyosha). At the end of these missions, if you've gained enough moral points (i.e., made "good" decisions) this results in the "good" ending for that mission's character. Conversely, if you've lost enough moral points ("bad" decisions), you will get the "bad" ending for that character.

A bad ending for a character will result in them dying or leaving you, whereas a good ending for a character results in them staying with you until the very end of the story.

  • "Good" ending: At least 2 out of the 3 characters are with you at the end of the story
  • "Bad" ending: 1 or none characters are with you at the end of the story

As stated at the top of this page, you'll be earning both endings on separate playthroughs. However, something to take note of is that although you can get the "good" ending for just having 2 characters with you at the end of the story, there is an achievement for having all 3 characters with you at the end of your game:

*** Spoiler - click to reveal ***

Therefore, you're going to be going for this achievement on your first playthrough (reader/easy difficulty) by making good decisions only. All of the decisions you need to make for both endings will be explained to you in detail during the walkthrough, and all moral point opportunities are marked as: *moral point*

Looting

As a general rule, loot everything (soldiers you kill/knock out, corpses, stashes, lockboxes, lockers, etc.). A new feature in this game that was not in the previous Metro games is the addition to crafting your own equipment and ammunition, cleaning your weapons, and a few other things. To use these features, you'll need to loot resources.

The two resources in the game are "chemical resources" and "consumable resources". Chemical resources are used to clean your weapon once they become dirty. Weapons may become dirty by jumping in water, and being exposed to poor weather conditions. When your weapon is dirty, it will jam frequently which massively reduces its efficiency. Chemical resources may also be used to craft some equipment and ammunition, alongside consumable resources. Consumable resources are primarily used to craft ammunition for your weapons.

Along with looting chemical and consumable resources, make sure you're always scavenging ammo and on the lookout for new weapons. When hovering over an enemy weapon on the ground, holding cn_B brings the equipped attachments (if there are any) into your inventory. Naturally, you'll find a handful of different attachments throughout your game, although I'll make you aware of certain areas with particularly useful attachments.

You'll also need to get a kill with each of the following ten weapons for an achievement. Some of them are introduced at specific times in the story, so I'll let you know when and where to grab it so you can obtain a kill with it. This achievement (along with most other achievements in this game) tracks your progress in the achievements menu.

List of all 10 weapons (in the order you'll obtain them):

*** Spoiler - click to reveal ***

Collectables

There are a total of 105 collectables, and they break down as follows:

  • 71 Diary Pages (achievement description says 70, but there's actually 71)
  • 21 Postcards
  • 13 Suit upgrades

Each of the three collectable types has respective achievements for collecting them all. Collectables automatically save, meaning if you miss one, you can use chapter select to grab the collectable and then quit out.

I will provide all collectable locations through text (and some images) as specific as possible, and they are all hyperlinked to their appropriate times within this wonderful all-in-one collectables video by Zasta 360GameTV:

Librarian in Metro Exodus
Librarian182 (40)
Find all 70 hidden Diary pages.
  • Unlocked by 1,870 tracked gamers (5% - TA Ratio = 4.54) 38,617

Old world pictures in Metro Exodus
Find all 21 post cards.
  • Unlocked by 1,860 tracked gamers (5% - TA Ratio = 4.55) 38,617

Dressed for Success in Metro Exodus
Find all upgrades for Artyom's suit.
  • Unlocked by 3,096 tracked gamers (8% - TA Ratio = 3.52) 38,617

Moscow

Pick "reader" or "easy" difficulty for your first playthrough. You'll be going for the "good" ending here, along with all of the collectables and several level-specific and miscellaneous achievements.

The game starts out with a train ride and Artyom narrating the events that occurred last two games, and his plans for the future. You may skip this scene if you'd like. Once the train ride ends, you'll be in control of Artyom.

Proceed forward and pay attention to the hints that appear on the screen, such as turning on your flashlight with cn_left. Head all the way up to the cart that has some corpses on it. To the left of this cart is a green door - interact with it. Head a bit forward and you'll learn that holding cn_LB opens up your equipment menu. While this menu is open, press cn_X to take out your lighter. With your lighter out, you can walk forward and burn cobwebs that will otherwise slow you down a lot. You'll be utilizing this feature multiple times throughout your game.

Turn left and head forward, then enter the open door your right. On your left is a corpse that is glowing green, and you should interact with it for some ammo, then continue forward. When you get to the ledge, jump with cn_A, then progress through the abandoned train to the exit. Keep going forward, following the glowing green mushrooms on the ground until you encounter a QTE (quick-time event) with an enemy known as a "watchman".

After this, proceed just a bit further then look to your right to see a candle-lit desk. Resting on top of this desk is Diary 1/71 (Half-Torn Notebook). Kill the other watchmen that appear, then head forward. Go inside of the blue train car and head all the way down to the exit. Go up to the door that has a flickering light above it, and interact with the door to trigger a series of cutscenes.

Once you're out of bed, take just one or two steps forward, and on your right is a desk with Diary 2/71 (Patient File). Continue forward, then when you reach a bunch of desks with 2 guys talking, take a right into a small room with a green door. Before interacting with the door, look to your right. Hanging on the corner of the green locker is Postcard #1. Interact with the green door to trigger a cutscene and you'll eventually be outside with Anna.

Once in control of Artyom again, swap your filter with cn_down then head forward with Anna until you reach some stairs. Head down this first small set of stairs, but instead of turning around to continue descending the stairs, head down the corridor. Go into the small room on the right and go towards the window. Hanging on the wall next to the window is Postcard #2. Turn around and into the room that's connected to this one. Inside this room is a couch with a corpse on it, and beside it is a small table with Diary 3/71 (Dusty Diary).

Continue following Anna until you get ambushed by watchmen. Once it's clear, look to your left where there's a small room, and right at the entrance is a dead soldier. On this soldier's corpse is Diary 4/71 (Shopping List). Follow Anna down the escalator and into the blue bus. Right when you enter the bus, look to your right. Resting on a seat is Diary 5/71 (Shura's Note).

Continue following Anna and she'll tell you to hide as there is a large pack of watchmen incoming. Hide behind Anna and do not engage the pack. Once it passes, continue on and you'll eventually enter a vehicle. This triggers a series of cutscenes that end up with you alone and heavily wounded.

Once in control of Artyom again, run forward and crawl under the logs and you'll grab a med-kit. Use the med-kit with cn_up. Directly ahead of you is a small rock structure with a bunch of tree roots connected to it. Resting on this structure is a corpse that's buried in snow with Diary 6/71 (Crumpled Letter). Continue running through this ravine and at the end is a light that's next to a tunnel. Interact with the tunnel to crawl through it.

Once you drop down, head through the exit then continue on until you reach a ladder. Climb the ladder, then head right, and progress through this linear area. Once you make it to the barrels, you'll trigger a small cutscene with an older soldier being put into a cell. Eventually, he'll tell you he wants to help you find Anna, and you'll exit this room.

Head straight to the green control panel and interact with it to turn off the lights. While crouching, move forward and stay in the dark shadows to avoid being spotted. Head up the ladder that's in front of you to advance up to the catwalk. Progress along the upper catwalk and knock out the soldier (cn_X), then interact with the lamp to extinguish it (to help avoid being spotted in the light).

Once you're back with Yermak, he'll tell you to pick up some of the garbage next to you, which work like decoys. Throw a decoy in front of you to the spinning fan to distract the guard, then continue on with Yermak. You'll end up triggering a few cutscenes and end up in a control room.

Once in control of Artyom again, look on the center console for Diary 7/71 (Official Note). You'll reunite with Yermak and end up on the ledge outside. Here you'll be introduced to a function on your watch known as the visibility indicator. When you're out in the open or in bright areas where enemies can see you, the light on your watch will glow blue, meaning you need to find cover/dark areas quickly. You should always be paying attention to this.

To get through this section undetected, head down the stairs, turn left, then head to the crates on the right side and take cover behind them. Wait for the two guards to pass, then proceed forward and up the staircase on the left side. Knock out the guard up here, loot his body, and turn off the lamp. Turn left on this ledge and follow it to where you can drop off below. Here, there will be a fire beside you and you'll want to immediately interact with it to extinguish it. Bigger fires like these take a bit longer to extinguish than lamps, so just wait a few seconds until it's out.

Once the fire is extinguished, keep crouch-walking forward and knock out the guard in front of you. Then, continue left and sneak up behind the next guard to knock him out, or hide behind the crates until he passes you. Once you're in the clear, interact with the red door that has a green light illuminating it.

Once you're inside, head forward and you'll see a green desk with a lamp on it. Sitting on this desk is Diary 8/71 (Memo). To the left of this desk is a green locker where you can get some ammo. Head forward and interact with the red door. While crouch-walking, head right and extinguish the lantern you pass, then descend the ladder that's directly next to the lantern.

At the bottom, move counter-clockwise while hugging the wall, making sure you extinguish the fire then knock out the guard. Turn around and follow the wall clockwise, passing the original ladder, all the way around until you come across another ladder near the train. Take this ladder up then turn right, towards the area near the back of the train, where a soldier is guarding Yermak. Silently knock the guard out then interact with Yermak. You'll be back with Anna, and a firefight will ensue.

Kill the enemies as you progress forward until you end up in a control room. Try to get at least one kill with your revolver so you can get your 3rd weapon kill towards the "Professional" achievement. In the control room, interact with the switch on the console to start the train, then continue killing more enemies. Eventually, a small cutscene will occur and you'll end up on the floor below surrounded by fire. Continue around to where you rescued Yermak earlier, then interact with the wheel alongside Anna to trigger some more cutscenes.

Watch the cutscenes for a few minutes until you're attacked by another train, and Artyom will be tasked with infiltrating it. Once you're on the enemy train, head towards the door, but interact with the gap to the right of the door and you will climb along the outside of the train. Progress forward to a window with a soldier and knock him out. Once you're inside the train, look immediately to your left, crouch down and sneakily head through the gap. Ahead of you is a soldier, but don't knock him out. In front of this soldier, on your left is a table, and on it is Diary 9/71 (Official Letter). You'll be able to grab this and sneak back without alerting the soldier.

Head forward to the green door, but don't open it yet. To the left of the door is a red and white sign, and below it is a red lever. Interact with this lever to detach the train car behind you. Head through the green door and into the next section. Go to the right side and interact with the gap behind the crates to squeeze through them without being detected by the enemies.

At the other side, you'll come across another green door. Again, interact with the red lever on the left to detach the train car behind you, unlocking:

Brakeman in Metro Exodus
Brakeman46 (15)
Detach all train cars on the MOSCOW level. (Secret)
  • Unlocked by 4,072 tracked gamers (11% - TA Ratio = 3.07) 38,617

Open the door and take out the enemies inside however you'd like. Once they're dead, walk past the turret into the next area, then immediately on your right on a crate is Diary 10/71 (Crumpled Note). Go through the next door and head towards the boiler. This triggers a series of cutscenes, eventually ending the level and unlocking:

Exodus in Metro Exodus
Exodus16 (15)
Complete the MOSCOW level.
  • Unlocked by 35,368 tracked gamers (92% - TA Ratio = 1.04) 38,617

Winter

Watch the cutscenes for a few minutes until you need to find a radio transmission. Adjust the radio frequency with cn_LSl and cn_LSr until you find the signal. Continue on with the cutscene and eventually the train will be given a name, unlocking:

Aurora in Metro Exodus
Aurora16 (15)
Name the locomotive.
  • Unlocked by 34,094 tracked gamers (88% - TA Ratio = 1.06) 38,617

Once Artyom stands up and goes to the map, interact with it and you'll be given the choice of exploring the train (cn_left) or continuing on to the next level (cn_right). Choose cn_left so you can stay on the train.

Turn around and go to the desk you were originally sitting at, then interact with the chair to sit down. Hold cn_right to interact with the radio again, then adjust the radio frequency until you find some music, unlocking:

Join us on air in Metro Exodus
Find a tune on the radio.
  • Unlocked by 14,290 tracked gamers (37% - TA Ratio = 1.64) 38,617

Next, head down the stairs, and on the crate to your left is Diary 11/71 (Survey Report). Head back to the map and choose to proceed forward, completing the mission.

The Volga

The character that needs to survive this mission is... In order to assure this character survives, make sure you gain *moral points* by doing the following:

  • Do not get spotted or kill any enemies at the Church in the beginning; knocking them out is okay (and sometimes necessary to proceed)
  • Do not kill any of the villagers you may come across in the level
  • You may kill as many bandits as you'd like, but do not kill any that end up surrendering to you
  • Free as many prisoners as you can who are being held in bandit camps
  • Complete the bridge section at the end in stealth, only knocking out enemies when necessary

If you mess up any of the above, you can reload checkpoint or the whole mission and try again. This page will include all of the sections listed above and how to properly complete them.

During the Moscow mission, you likely unlocked an achievement to patch the gas mask:

Martian in Metro Exodus
Martian5 (5)
Patch the Gasmask.
  • Unlocked by 35,952 tracked gamers (93% - TA Ratio = 1.03) 38,617

If not, you'll definitely earn it on this mission. cn_LB usually wipes your gas mask to clear it, but after you've been shot a few times, the gas mask will crack open, then pressing cn_LB patches the mask instead of just wiping it.

Play through the opening scenes and you'll pick up your Journal and Backpack.

Journal: Pressing cn_back takes out your journal, where you can see your location on the map along with the location of your objective, marked with a white "X". When you press cn_RT you flip the journal over, where you can read about your current objective(s). Pressing cn_LT zooms in on both your journal and the map.

Backpack (Crafting): Access your backpack by holding cn_LB and pressing cn_A. The 'crafting' menu of your backpack allows you to craft items such as medkits and filters. This is accomplished through chemical resources and consumable resources, which you can find through stashes spread throughout levels, and from looting bodies. On reader/easy difficulty, there is a plentiful amount of resources for you to find. You can also dismantle some items to regain a small number of resources.

Backpack (Weapons): The 'weapons' menu of your backpack (cn_RB) allows you to view the weapons you have equipped and to add attachments to them as well. You can find attachments spread throughout the levels, and by looting enemy weapons with cn_B. As you play, your weapons will naturally get dirty, which is caused by stepping in water and being exposed to poor weather conditions. When weapons become dirty, their performance will significantly decline. Once you come across a workbench, you can use chemical resources to clean your weapons.

Once you exit the train, proceed forward with Anna and go down the slope. Head into the abandoned train car on your right and explore it to collect some ammunition and resources. Head back out to Anna and follow her for a while until you reach a boat. Inside the wooden building to the left of the boat are some more resources to collect. The wooden building on the right side also has some resources, along with the Bastard gun on a table. Take the Bastard over your revolver, and make sure you obtain at least one kill with it for your 4th weapon kill towards the "Professional" achievement.

Head into the boat, where you'll unlock:

Regatta in Metro Exodus
Regatta17 (15)
Get into a boat.
  • Unlocked by 31,421 tracked gamers (81% - TA Ratio = 1.10) 38,617

Take the boat all the way to the marked location on your map. As you approach it, Anna will tell say you've been spotted - this is a scripted event, so keep heading to the building. Once you reach the building, sail through it, where a sermon is being held. Bring your boat all the way to the end and get out. From this point forward, I won't be pointing out every resource stash location, because there is a lot. So make sure you're always looking around for them as you play.

During the next section, don't get spotted in order to gain a *moral point*. To do this, crouch-walk everywhere, sneak up behind enemies to knock them out, and reload your checkpoint when necessary.

First, head up the stairs and into the door where you'll meet Katja and Nastya. Holster your weapon with cn_right, then head through the window. Squeeze your way through the panels, then head left down the wooden staircase. At the bottom, knock out the soldier and loot his body and the weapon attachments - equip them on your Bastard.

Head into the open door and take an immediate right. Stick to this right wall and head around until you reach the open door on the other side. Once there, look into the room on your left, and wait for the soldier to turn his back so you can knock him out.

Then, head to the yellow ladder that's next to a fireplace and leads up. Once you climb it up, head forward to the toy elephant on the ground. Directly to the right of this, up on the wall, is Postcard #3. Head back down the ladder and into the area where you knocked out the guard, then take the yellow ladder down.

Inside the next room are two guards talking. Wait for them to walk away, then carefully go inside. Reload your checkpoint if you get caught. Go to the right side and knock out the soldier in this area, then go through the open doorway to the docks outside. Turn left, head up the stairs, then go right to reach a hanging boat. Interact with the wheel to lower the boat, then enter the boat and head towards the marker on your map. Eventually, Anna will radio you and you'll be rewarded a *moral point* for not killing any enemies or being spotted.

Keep paddling forward and you'll have an encounter with a large enemy called "the catfish". Once this sequence is over, you'll be with Duke. Head a bit forward to find a crashed plane. Head over to the left side to enter it, then go all the way up to the cockpit. On the floor of the cockpit is Suit Upgrade 1/13 (Compass). There will also be a Kalash on the ground just in front of this with a 4x weapon scope attached - pick this up.

Next, head here:

diary12

At this broken down camp-site, next to a corpse is Diary 12/71 (Mouldy Log). Then, make your way to the marker on your map where you'll regroup with Anna and the others. Talk with Miller to advance the story and you'll get a new objective, which is to go to the port. First, head to the back of the train where Tokarev is waiting for you. Head inside with him and he'll hand you a new weapon called the Tikhar.

This is a pneumatic weapon that equips to a special third weapon slot that you access by holding cn_Y. Pneumatic weapons require pressure, which you manually pump by holding cn_X and then repeatedly pressing cn_RT until it's full. The ammunition the Tikhar uses is steel balls, which you can craft through your backpack at any time (i.e., you don't need to go to a workbench to craft ammo for it).

Make sure you use the Tikhar as much as possible to work towards an achievement to obtain 30 kills with it.

Head out the exit where Sam and Damir are, then take a left down the slope. You'll see some big barrels floating on the water, which you can run over to cross the water safely. As you proceed forward, you'll eventually come across a big, run-down building. When you enter the doorway to this building, a cutscene occurs with a new enemy called a "humanimal". Kill the humanimal, then loot the entirety of this building for a decent supply of ammo and resources.

Next, head here:

fadednote1

You'll come across a set of stone stairs that lead underground. At the bottom of the stairs, melee the padlock off the door then head inside. Once you enter, a humanimal will be inside for you to kill. Once it's dead, head forward to where it died, and on a shelf is Diary 13/71 (Faded Note 1).

Head to your objective and you'll hear Krest tell you to find a way up to the roof. First, go towards the big tower on the right, then go behind the big tower to find a broken down building. The right-side entrance of this broken-down building is a garage. Inside of the garage, behind the car, you'll find an Ashot weapon next to a corpse - grab that.

With the Ashot, go to the building and interact with the doors. There are around a dozen or so humanimals inside, but the Ashot usually kills them in one-shot (and should be your 5th weapon kill towards the "Professional" achievement). Once it's clear, loot this area as there are a lot of resources and ammo around. If you'd like, you can follow the ladder underground to loot some more. Then, head up to the top and follow the linear path all the way up to the roof.

On the roof, there's a few more humanimals to take out, but Krest helps you kill most of them. Once it's clear, head up the ramp towards Krest. He'll talk for a long while and will hand you a pair of binoculars. With the binoculars, look around until you hear a little *click* sound. When you hear that sound, it means you're looking directly at a point of interest. If you zoom in right at this point of interest and hold it there for a second or two, that point of interest will now be marked on your map. Do this with as many points of interest you can find up here.

Climb down the ladder to enter Krest's home. He'll introduce you to a workbench, where you can craft ammo, equipment, med-kits, filters, upgrade your suit, and clean your weapons. Make sure to equip the compass you found earlier, clean your weapons, craft 1-2 Molotov cocktails, and the rest on ammunition and full filters.

Exit out of the workbench, and behind you is a bed. Here, you can replenish your health, and change the time of day (changing the time of day is very helpful in Ranger Hardcore mode). Go towards the exit on your left, and look at the window. Hanging on the wall to the left of the window is Postcard #4. Head out the exit and take the zip line.

Once you drop down, you'll be told Anna has gone missing, and the objective on your map will change. Head to the new objective, and you'll see a hole next to a small blue light. Run to the hole and you'll drop down next to Anna. Once the cutscene with Anna is over, make a quick save.

Once you've made a quick save, open up your backpack and dismantle all of your gas mask filters. You'll be left with one filter that has under 1 minute remaining. Exit out of your backpack and wait for the timer of your last filter to run out. Once it's out, you'll begin suffocating. Open up your backpack again and craft a filter to unlock:

Last Breath in Metro Exodus
After running out of filters in a hazard zone, craft a new one while suffocating.
  • Unlocked by 7,657 tracked gamers (20% - TA Ratio = 2.24) 38,617

Once that's unlocked, reload your quick save. Take out your lighter and head into the entrance to your right. A little bit forward and on your right is a door that is padlocked. Either shoot or melee the padlock to unlock it and open the door. Once inside, the table in front of you has some attachments you can put on your Kalash. Then, turn right and head forward. On your left is a crate with Diary 14/71 (Water-Logged Note).

Exit this room and continue forward, making your way to a crack in the wall that you can interact with to squeeze through. This section consists of a few humanimals to kill as you make your way through. Progress forward until you reach the yellow power box, then interact with it to turn on the lights. Keep progressing forward until you reach a door with a wheel on it. Looking at this door, look immediately to your right to find a wheel hanging on the wall. Interact with this wheel, which opens up the door, and you'll be back with Anna and some others.

Head back to Miller, who's inside the train. After some dialogue, you'll be tasked with infiltrating a bridge. Krest will warn you about bandit camps and also electrical anomalies that spawn at night (and deal a lot of damage). Regarding bandit camps, which you'll come across several during this mission, kill anyone who is actively shooting at you. Once there's one or two left, they'll sometimes surrender. If this happens, just holster your weapon and don't kill them.

Head downstairs, where Tokarev will inform you on the workbench he's built. This workbench has a special feature that allows you to swap your weapons with any other weapon you've collected throughout your game. However, this is a unique feature to only this workbench on the Aurora (i.e., other workbenches you encounter will not allow you to swap weapons). Tokarev will also inform you about new attachments you can equip to the Tikhar. Clean your weapons, get some ammo, and make sure you have a couple of med-kits, some filters, and 1-2 Molotov cocktails. At this point, you've probably already unlocked, or are very close to unlocking:

Handyman in Metro Exodus
Handyman21 (15)
Spend 500 consumable resources on crafting.
  • Unlocked by 18,901 tracked gamers (49% - TA Ratio = 1.42) 38,617

Next, head here:

guitar

There will be a bandit camp here, and a villager who is being kept prisoner in a cage. Kill the 4-5 bandits, then once they're all dead, interact with the villager to free him and earn a *moral point*. After that, climb the tower until you come across a green door. Inside this room is a ladder; climb up and head out to the ledge and you'll see a guitar - interact with it to pick it up.

Next, head here:

dustyworkbook

Interact with the door on the shipping container to enter it. Inside are some cobwebs, so use your lighter to remove them. On the chair is a corpse, and to the right of it, on top of a small stack of books, is Diary 15/71 (Dusty Workbook). Look to your right, and the desk at the end has Suit Upgrade 2/13 (Extended Filter).

Next, head here:

foldedletter

This is another bandit camp. Take care of them as you please, then go to the prisoner gate. Melee the padlock off and open the gate to earn a *moral point*. This prisoner will give you a key - take it as it is important for later. From this gate, turn directly around, and a few steps in front of you on a crate is Diary 16/71 (Folded Letter). Then, head forward to the wall where there is a door next to a lantern. At this door, look to your left, and on top of a crate is Suit Upgrade 3/13 (Ammo Pouches). At this point, I found enough weapon attachments where I could install a grip, barrel, sight, magazine, and gadget on my Kalash, unlocking:

Gunsmith in Metro Exodus
Gunsmith28 (20)
Install a modification of each category on a single weapon.
  • Unlocked by 20,042 tracked gamers (52% - TA Ratio = 1.38) 38,617

If you haven't gotten this yet, you're likely close - just make sure to loot every enemy body and weapon.

Next, head here:

postcard5

You'll come across a truck with some blue barrels outside of it. Head inside, and immediately to your right, hanging on the console is Postcard #5. Immediately to the left of this is Diary 17/71 (Torn Page).

Next, head here:

suit4

There will be another bandit camp here at the abandoned gas station. Once it's clear, head inside and remove the padlock off the door. Once you're in this small room, you'll see a glowing red object on your left, and it's Suit Upgrade 4/13 (Throwing Weapons Harness). Go into the room that's connected here, and beneath the torch is Diary 18/71 (Weathered Notice).

Next, head here:

sturdyenvelope

Inside this broken-down van is Diary 19/71 (Sturdy Envelope).

Then, head to your objective, which should be on the bridge just near where you are (where it is in the image above). Once you arrive, enter the door to have a small scene with Duke. Next, head to the bandit camp located here:

suit5helmet

From the entrance where the blue truck is located (left side of the image above), head into the small building on the right. Resting near the fire is a helmet. Interact with it to obtain Suit Upgrade 5/13 (Reinforcement Helmet). Next, head Northeast until you reach the water. Look around this shoreline until you find a boat. Then, head to the small island here:

banditsnote

In the middle of this island is a dead soldier, and beside him is Diary 20/71 (Bandit's Note). On the gun of the dead soldier is a few attachments as well. Get back in the boat and make the small journey to the next island here:

suitupgrade6

This area is filled with villagers, not bandits, so holster your weapon and don't kill anyone (or you'll lose a moral point). Head over to the green, rusted shipping container. On the outside of this is a blue fuel cannister - pick it up, then head in the shack and interact with the generator. Now, head inside of the main building and interact with the small yellow switch on the wall. Open the door beside it, then head all the way down and up to the roof. Once on the roof, go to the small opening and drop down it, then interact with the yellow power box. Turn around and open the red door, then head back to the first room with the yellow switch. On the other wall, you can now interact with this yellow switch to open the door beside it. Enter this small room, then interact with your final yellow switch to electrocute the body on the table. Once it's over, you can finally go up to the body and pick up Suit Upgrade 6/13 (Battery Charge Controller).

Next, head to the small island here:

patientledger

Once in the building, head through until you reach a room where a body is hanging from the ceiling. To the left of this, on a desk, is Diary 21/71 (Patient Ledger). Dock your boat, then head to a small shack located here:

bloodstaineddiary

Remove the padlock and head inside. Immediately in front of you on a shelf is Diary 22/71 (Blood-Stained Diary). Immediately to your left, on the green desk, is Suit Upgrade 7/13 (Metal Detector).

Make sure your molotov cocktail(s) is equipped, then head all the way up the large structure that's outside. At the top, you'll notice a purple nest which contains a flying enemy known as a "demon". Quickly go up and throw 1-2 Molotov cocktails inside the nest, incinerating the demon and unlocking:

Firebird in Metro Exodus
Firebird36 (15)
Kill a demon with fire.
  • Unlocked by 6,685 tracked gamers (17% - TA Ratio = 2.40) 38,617

Right in front of this nest, resting on a briefcase is the teddy bear. Pick it up and you'll unlock:

Friend of the Crew in Metro Exodus
Find the guitar and teddy bear on the VOLGA level.
  • Unlocked by 15,757 tracked gamers (41% - TA Ratio = 1.56) 38,617

Next, head here:

fadednote2

Head up the ramps on the shipping containers, then progress forward until you reach a ladder. Immediately at the top, beside a dead soldier, is Diary 23/71 (Faded Note 2). The soldier's gun also contains some useful attachments.

Next, head here:

postcard6

Go to the small shack with a green door and head inside. Immediately in front of you, on the wall, is Postcard #6. There's a crafting bench in here as well.

Go to your objective, which is a small dock on the shoreline. Get in the boat and head forward into the building. Once you're inside, paddle your way through the building for a while until you reach the dock with a bonfire. Dock your boat here, then head up the ramp and run through the linear section until you reach this door:

woodendoor

Interact with it, and you'll use the key you obtained from the prisoner earlier, and head inside. Immediately to your right, on a table is Suit Upgrade 8/13 (Night Vision Goggles). Then, head out the same door, and up the stairs in front of you. Go down this path and activate the lever at the end to rotate the structure ahead of you so that you can cross it. Keep going until a scripted scene occurs where the catfish returns and attacks you.

At this point, go to your inventory and equip the 4x scope on your Kalash, activate night vision goggles, and equip your gas mask. Follow the path so that you are ascending the building, and you'll encounter several humanimals. Kill 3 of them while night vision is activated, your gas mask is equipped, with a gun that has a 4x scope all at the same time, and you'll unlock:

Kaleidoscope in Metro Exodus
Kill 3 enemies using sniper scope while wearing the Gas mask and using the Night Vision goggles.
  • Unlocked by 5,628 tracked gamers (15% - TA Ratio = 2.61) 38,617

Continue on killing the humanimals, staying at the top level. From the area where there's a bonfire and a ladder, follow the catwalk until you reach the area where you can descend the stairs next to a blue barrel. Go down the stairs and there will be a big red shipping container in front of you. Interact with the bottom of it to crawl under it and advance to the other side.

Once on the other side, go right, and then take a left and go down the ladder. Turn around, then head towards the next ladder that goes up. Once you're up top, the catfish will destroy part of the catwalk. Proceed forward, ignoring the ladder on your left, until you reach a giant red door. Turn right, then continue forward down the stairs. At this point, a lot of humanimals will spawn, so it's best to just keep sprinting and don't bother engaging them. Head up the stairs on the right side and continue heading straight all the way until you reach the glowing green tunnel.

Once you're on the other side, head up the stairs in front of you and you'll be by a giant red door again. To the right of this door is a small room you can enter. Go inside, and on your left, sitting on a chair is Diary 24/71 (Thick Ledger).

Now, make a quick save, then turn around to see a small contraption with three strings on it which are holding up hanging bodies in front of you. To the right of this is a hanging bell, and to the left is a lever. First, ring the bell to lure the catfish over to this area. Then, interact with the three strings to cut down the bodies. Once the catfish swims over, immediately pull the lever on the left to lower the debris, killing the catfish and unlocking:

Fisherman in Metro Exodus
Fisherman28 (15)
Kill the Catfish.
  • Unlocked by 11,305 tracked gamers (29% - TA Ratio = 1.84) 38,617

At the red door, interact with the wheel to the left to open it, then turn around and head back to the trolley and interact with it to unlock:

Railwayman in Metro Exodus
Railwayman21 (15)
Get into the Trolley.
  • Unlocked by 19,297 tracked gamers (50% - TA Ratio = 1.41) 38,617

Press cn_A to turn around, then hold cn_RT to accelerate the trolley. Note that if you're doing this section at night, an anomaly may spawn on the tracks and will do a massive amount of damage if you run into it, likely killing you. If you see one, brake the trolley and wait for it to pass, then proceed forward. Head on until you run into a roadblock, then back up a little bit until you reach see a lever near the tracks. Get out of the trolley by double tapping cn_X, interact with the lever to adjust the tracks, then head back into the trolley and continue forward.

You'll reach another roadblock, but this time you can drive through it. Shortly after, you'll be in a bandit camp. Get out of the trolley and take them all out. Once it's clear, head inside the building and climb the ladder up. Head towards where the trolley is parked and you'll find a lever - interact with it to lower the gates below. Get back into the trolley and ram into the blue train car ahead, unlocking:

Long distance passenger in Metro Exodus
Find the passenger train car.
  • Unlocked by 18,732 tracked gamers (49% - TA Ratio = 1.43) 38,617

The trolley will bounce off the train car and you'll turn around. Just keep accelerating the trolley until you're all the way back to Miller and the rest of the crew. Head inside the Aurora and speak to Miller, then it will be time to infiltrate the bridge. Clean your weapons, load up on ammo/supplies, then head to your objective where you'll meet up with Anna.

You'll want to play the rest of this mission in stealth in order to gain a *moral point* and guarantee the "good" ending for Duke as long as you've gained all other moral points so far. Therefore, only take out enemies by stealthily knocking them out (if necessary) and reload your checkpoint if you're spotted.

Once you're ready, head down to the port ahead of you, crouch-walking the entire way, and staying in the shadows. On the left side are a set of stairs. Descend them, then head forward to the first torch and extinguish it. At this point, Krest will distract the two guards on the ship for you, so wait for them to pass, then progress forward on to the ship. Once there, immediately head right and turn off the generator, then keep wrapping around this right side to the next section.

Anna will inform you there's a raft down below, so jump down to it and immediately extinguish the lamp. Head forward and when Anna tells you it's clear, jump onto the next section of the ship and stay on the left side. Head all the way forward and interact with the small gap between cargo to sneak through it. Ignore the ladder on the other side and continue forward.

Stay on the right side and interact with the door that's cracked open. A small scene will play out with an enemy soldier, Krest, and Duke. After a minute or so, your screen will fade out and you'll be in the next section. Again, you need to do this stealthily and only knock out enemies when necessary. Reload checkpoint when necessary.

Once in control of Artyom, head up the stairs. Rather than going left to the main path, continue straight to another torch and an open door. At the end of this room is a sleeping soldier. Knock him out, then melee the padlock off the door in front of him. In the next small room, extinguish the lamp on your right then open the next door.

Head to the right side, extinguish the lamp, then vault over the crates with sandbags on top. There will be a soldier in front of you - knock him out. On the right side wall is a gap where you can head through and fall to the stairs down below. Head up the stairs, then up the small set of stairs ahead of this, and into the open door. Inside here is a soldier praying. Knock him out, then head through the door. On the other side, just a few steps to your left is an elevator. Head onto it and interact with the lever to take it up. While you're riding the elevator up, make sure to equip a suppressor to one of your weapons.

Once at the top, immediately head to the path on the right and knock out the guard. Vault over the tires and head forward to the door in front of you. It's locked, but you can use your suppressed weapon to shoot the padlock from this side without being spotted. Enter the door and progress forward until you're here:

postcard7

Wait for the guard to walk the other way, then head up the stairs and knock him out. Then, refer to the image above and collect Postcard #7. Go back to the stairs and head all the way up. There will be two guards at the very top, but if you're quick enough you can just take out the one closest to you, and the other guard won't notice. Head up to the green door and interact with it.

If you gained all of the moral points listed on this page, Duke will jump onto the train with you (if not, he will get shot and die, meaning you did not gain enough moral points for his "good" ending. If this occurs, you need to immediately quit to the main menu, load up the mission again via chapter select, and make sure you gain every moral point).

Play through the ending cutscenes, finishing the mission and unlocking:

Duke in Metro Exodus
Duke79 (40)
Duke survives. (Secret)
  • Unlocked by 9,830 tracked gamers (25% - TA Ratio = 1.98) 38,617

Lower the Bridge in Metro Exodus
Complete the VOLGA level.
  • Unlocked by 17,855 tracked gamers (46% - TA Ratio = 1.46) 38,617

Spring

Once in control of Artyom, head out of the room you and Anna are in, and immediately to your right will be a small area with some beds. On the table here is Diary 25/71 (Nastya's Letter). Turn back towards your room and head all the way to the front of the train with Miller. Listen to the story if you'd like, then interact with the map to continue when you're ready.

Yamantau

Play through the beginning cutscenes for several minutes, including riding the elevator with Anna and Miller, getting captured, then regrouping with your squad.

Once you're in control of Artyom, you'll be ambushed by Cannibals while waiting for the elevator. Kill as many as you can, then head into the elevator. While you're riding the elevator, search the ammo boxes to replenish some of your ammo.

Once the elevator stops, head off then go forward. Once you pass through the security gate, look immediately to your left, and on the table is Diary 26/71 (Diary Page 1). To your right, interact with the yellow switch to turn off the lights, then head back through the security gate and on your right will be a yellow power box. Once you've interacted with it, turn back around and you can proceed through the door that's now partially open.

Once you're on the other side, there will be a bunch of cannibals charging at you, so kill them all. Make your way through to a red door, bust it down, and you'll be in a freezer room full of more cannibals. Kill them and progress forward until you can interact with some shelves to squeeze through them.

Head to the control panel on the wall ahead to turn on the lights, then interact with the floor immediately to the left of it to crawl under some crates. On the other side, immediately in front of you on the right target board is Postcard #9 (Postcard #8 is found later on in the mission). Immediately to the left of this is Diary 27/71 (Diary Page 2).

Progress a little further and eventually, a pipe will burst and kill a cannibal with steam. Rather than heading through this deadly steam, climb up to your right and head to the path above through the vents. Head straight through it and drop to the other side, killing the cannibals here. Continue forward, killing more cannibals, and interact with the door at the end.

On the other side, you'll be in a tunnel with red flashing lights and more cannibals to kill. Head to the end but don't interact with the pipe just yet. To the right of the pipe, climb up to the crate and drop down to the other side. On the right side, head into the bedroom, and resting on the crate is Diary 28/71 (Diary Page 3).

Now keep progressing forward, taking out a handful of cannibals. Stay to the right side, and you'll come across a switch on the wall. Interact with it to open the door to your right.

Head in this room, and there will be a few cannibals and an armored enemy with a minigun. It will take a decent amount of ammo to kill him, so make sure you're fully loaded and maybe use a few Molotov cocktails to kill him (direct impacts with Molotov cocktails against armored enemies do a lot of damage).

Once he's dead, go over and pick up the minigun, which is called the Gatling. Head into the room where the armored enemy came from, and make sure to kill at least one of the enemies here with the Gatling (this should be your 7/10 weapon kill towards the "Professional" achievement).

In this area, head into the cell on the right that's marked with an orange skull and crossbones, and on the tray next to a hatchet is Diary 29/71 (Officer's Diary, 1). Continue forward and you'll be reunited with Anna after a small cutscene.

Once in control of Artyom, look at the doors directly behind the chair where Anna was at, and hanging on the wall to the left of the doors is Postcard #8. Then, head through these doors and advance down this hallway. At the end of the hallway, on a barrel on the left, is Diary 30/71 (Officer's Diary, 2). Head in the elevator and you'll be reunited with Miller. After some chatter, you'll all proceed through a door.

Follow your crew forward, but don't head into the elevator just yet. A few steps in front of the elevator are a couple of red fuel cans next to a crate. On top of this crate is Diary 31/71 (Officer's Diary, 3). Head into the elevator and ride it to the top, killing cannibals as you ascend. At the top, you'll head onto the trolley and a horde of cannibals will swarm after you. Pepper them with whatever weapons you have, and you'll likely have enough kills at this point where you'll unlock:

Righteous vengeance in Metro Exodus
Kill 90 cannibals. (Secret)
  • Unlocked by 13,036 tracked gamers (34% - TA Ratio = 1.71) 38,617

If not, you'll definitely obtain it in a future playthrough.

Play through the ending cutscene, completing the level and unlocking:

Spoiled dinner in Metro Exodus
Complete the YAMANTAU level.
  • Unlocked by 17,266 tracked gamers (45% - TA Ratio = 1.49) 38,617

The Caspian

The character that needs to be with you at the end of this mission is... In order to assure this character stays with you and doesn't leave at the end, make sure you gain *moral points* by doing the following:

  • Don't kill the thug who attacks you near the beginning of the mission - just knock him out
  • You may kill all other thugs that attack you but do not kill any that end up surrendering to you
  • Find the photo of Giul's family and bring it to her
  • Free/Rescue as many slaves as possible, and do not kill any slaves throughout the entire mission

If you mess up any of the above, you can reload checkpoint or the whole mission and try again. This page will include all of the sections listed above and how to properly complete them.

By now, you should already have unlocked, or be very close to unlocking:

Silent marksman in Metro Exodus
Kill 30 enemies with Tikhar.
  • Unlocked by 12,977 tracked gamers (34% - TA Ratio = 1.72) 38,617

If not, make sure you're using your Tikhar as much as possible on this mission to unlock it.

After the opening cutscene, Miller will task you with finding the car of thugs. Head down the stairs and exit the train on the left. Immediately in front of you is a building, and on the right side is an entrance that has a blue box hanging on the outside wall. Head in this doorway, then immediately turn around. On the right side wall of this doorway is Postcard #10.

Exit this building and head left towards the end of the train, where Tokarev is waiting for you. Talk to him to be given some incendiary ammunition for your Tikhar. You can also head inside this part of the train to access a workbench (clean your weapons, craft ammo, etc.).

Head to your objective, which is a building with some gunfire inside. At this point, a sandstorm will occur, and you'll be ambushed by some humanimals. Take them out, then head into the building. Head up the rubble to the second floor and go forward until you come across several humanimals trying to get into a door. Take them all out, then interact with the door and head up to the third level.

At the top, open up the door and you will be ambushed by a thug. You'll be given a choice to either kill him or knock him out - make sure you knock him out to gain a *moral point* (killing him will lose a moral point).

Now that you have the thug's keys, take the zip line down to the car and sprint to the door to interact with it. You'll trigger a cutscene where you're ambushed by humanimals, then Damir will save you. Wait for Damir to hop out of the car, known as "the Bukhanka", then interact with it to hop inside, unlocking:

Driver in Metro Exodus
Driver23 (15)
Drive the Bukhanka.
  • Unlocked by 16,689 tracked gamers (43% - TA Ratio = 1.51) 38,617

Once you're in the Bukhanka, make a quicksave. Then, drive forwards and stick to the path as if you're going towards your objective. A short distance into the drive, there will be a few humanimals in the road. Run them over, then continue driving to come across a few watchmen to run over as well. After that, reload your quick save, then rinse and repeat to unlock:

Carmaheddon in Metro Exodus
Make 50 kills with the Bukhanka. (Secret)
  • Unlocked by 2,927 tracked gamers (8% - TA Ratio = 3.62) 38,617

Your next objective will be at a cave, but first, stop here:

firststop

Enter the building on the right side where there's a couple of torches and a slave. The slave will start talking to you, but he won't turn hostile if you keep your weapon holstered and don't engage him. Keep heading forward to the stairs at the end. Once you're up top, turn right, and behind the first shipping container is a table with Diary 32/71 (First Mate's Diary).

Turn left and proceed to the yellow ladder ahead. At the top, head forward to the next room which contains several thugs. Knock out and/or kill all the thugs to gain a *moral point*, then head up the stairs and go to your right towards a table with a radio. In front of this radio is Diary 33/71 (Leader's Letter). Climb the ladder on your left, then straight into the next room. Around the first corner, on a table, is Suit Upgrade 9/13 (Motion Scanner).

Head back to the Bukhanka and proceed forward towards your objective. Just before you reach it, you'll come across this boat in the sand:

sandboat

Head inside of the boat, be wary of the trap and interact with the flashlight for Suit Upgrade 10/13 (Extra Bright Flashlight). Get back in the Bukhanka and proceed forward until you reach the objective. Get out of the Bukhanka, and head into the cave.

The next couple of sections must be done in stealth to gain a *moral point*. Furthermore, make sure you only knock out (not kill) the enemies, as some enemies are rebel slaves that are fighting alongside the thugs, and killing the slaves may result in losing a moral point.

To start, take the zipline to the other end, where a thug will soon bleed out (don't execute him). Stealthily continue forward where a soldier is comforting a dying thug. Knock him out, then look immediately to the left on some rubble for Diary 34/71 (Letter to Son). The rest of this cave is fairly linear and only has a few more thugs to knock out - make sure you do it stealthily, and reload your checkpoint if spotted.

Once you make it outside, continue on until you encounter a firefight. A bunch of enemies will be shooting at the lighthouse, where inside is a woman named Giul. Sneak your way around, knocking out the enemies while remaining undetected (reload checkpoint if you're spotted). There's around 8 or so enemies here, but it's fairly easy to sneak up on them since they're so focused on shooting Giul.

Once all of the enemies are knocked out, Giul will say "Is everything quiet? Are they all dead? Come up here then." Before you do that, run around to the knocked-out bodies and look for a new weapon, The Bulldog. Equip the Bulldog so you can get a kill with it later on in the mission. After that, go to the lighthouse and wait for Giul to drop a lift for you. Once you activate the lever on the lift, you'll finally gain your *moral point*.

At the top of the lighthouse, go through the doorway, then immediately turn around and look to the left side of the doorway, and hanging on the wall is Postcard #11. Use the workbench here to stock up/repair as necessary, then head back to the lift with Giul.

Follow Giul to the stairs and into the underground area. She'll tell you to turn on the power to open the door - the powerbox is in the room to the left. This next section will consist of enemies called spiders. To defeat them, make sure your flashlight is on and is always at a full charge (hold cn_left to charge it) then aim your light at the spider for a couple of seconds until it flips over, exposing its belly, then shoot it to kill it or approach it and a prompt will appear for you to stab it.

As you take the elevator down, Giul will mention a picture of her mother, which we'll find for a *moral point*. At the bottom, go to the left wall and under the numbers "01" is a small hole. Head through it, then exit the next room and take the stairs down on your right. At the bottom, make your way over to the other staircase, then up top through the "02" door.

In the next room, drop through the hole in the ground, then head towards the flashing red light beside a door. Take a left at this door, and you'll see a clock on the wall. Head into the room just ahead and to the right of this clock, and on the desk is Diary 35/71 (Memo). Continue forward to the next power box, which will turn on the lights and open up the door you passed earlier.

Head through the door and all the way down the stairs, then Damir will open the door at the bottom for you. You'll end up in a large control room with a big map on the wall. To the right of the map is an entrance. Go through the entrance and head through the bathroom until you reach the corridor with a door at the end. This time, Damir can't open the door for you, but he'll talk over the intercom system to assist you in what to do.

On the right-side wall is a small opening, so crouch down and head through it into the room on the other side. In the top right-hand corner of this room is a desk with a computer and Diary 36/71 (Image Analysis). From the desk, turn around and head through the green door that's partially open. Interact with the corpse in here to retrieve the picture for Giul. Head back to the previous room and go through the doorway on the other side.

Kill the spiders in this next room, then proceed forward until you reach a vent. While you're in this vent, several spiders will attack you, so make sure you have your flashlight on and charged to kill them as you progress through the linear vent. Once you're at the exit, drop down into the room below, then immediately turn around and go through the open door. In the room to your right is a large table, and at the end of the table in front of a corpse is Diary 37/71 (Last Orders). Head back to the previous room and go to the end where there's a sign of numbers listed 2010 through 2019 - interact with it. Once Artyom finds the maps, you'll unlock:

Complete road map in Metro Exodus
Find maps in the laboratory.
  • Unlocked by 15,909 tracked gamers (41% - TA Ratio = 1.55) 38,617

Head back to the room where you picked up diary 36, then interact with the wheel next to the door to open it. Now just sprint back until you're in the big control room with the large map on the wall. Head to the elevator and kill the spiders as you wait for it to arrive. Once you're back up top, you'll be with Giul and Damir. Just follow them until you're back up top, and you'll automatically hand Giul the picture of her mother and gain a *moral point*.

Hop into the Bukhanka and look at your map. In between your current location and your new objective is a small white "?". This is Anna's location - head there. You'll have a small chat with her and she'll mark a few side quests on your map, which you'll be doing later.

Get back in the Bukhanka and head back the way you came, crossing the bridge just north of Anna's location. Then, take a left to the ravine area where there's a ruined ship in the distance (follow the blue path in this image):

ruinedship

Head inside the ship, climb the ladder and make your way all the way to the other end and up the stairs until you meet a man named Hermit. Holster your weapon and use Hermit's workbench for whatever you need. Directly to the left of the workbench, on a crate, is Diary 38/71 (Diary Fragments). Head through the doorway then interact with the ladder on the side of the ship to head back down.

Go back to the Bukhanka and head to your objective - the Aurora. Head into the building where your crew is and interact with Miller, then he'll task you with obtaining water and fuel. Tokarev will also inform you of another attachment to the Tikhar, one that automatically pumps air into it (rather slowly).

Get back in the Bukhanka and grab the collectable located here, which is Diary 39/71 (Baron's Letter):

baronsletter

Head forward into this area (the white "?" on your map) and kill all of the thugs. Once they're all dead (or surrender) a ladder will drop here:

ladder

Once you climb the ladder, directly in front of you on a barrel is Diary 40/71 (Death Note). There's also a workbench here, and directly to the right of the workbench is Suit Upgrade 11/13 (Armoured Glass). Get back in the Bukhanka and head towards your objective to reach Damir.

Follow Damir and you will slide down a steep, rocky slope. At the bottom, just in front of you is a red barrel, and a few steps ahead of this is a makeshift ramp that heads up and to the left. Follow this ramp all the way to the top, and on top of the radio is Diary 41/71 (Letter to the Artist). Directly behind you is a ladder. Take it down, then head left, and on your left will be a rusted cabin. Enter the doorway, then immediately turn around, and hanging to the left of the doorway is Postcard #13.

Keep following Damir until you enter the cave. Once inside, keep going forward until you get ambushed by a few humanimals. Kill them, then proceed forward until you reach another group of humanimals to kill as well. Continue onward until you take your masks off and crawl under a rock.

You need to do this next section stealthily and cannot kill any slaves for 2 separate *moral points*. Make a quick save here, and reload it in case you're spotted.

Turn off your flashlight, crouch, and head down the left path. At the bottom, a thug will be talking to a slave near some stairs. Wait for him to finish talking, then he'll head up the stairs. Shortly after this, the slave will turn around and walk back to the hut, and this is your moment to head forward and interact with the bucket lift, unlocking:

Roller coaster in Metro Exodus
Use the bucket lift on the CASPIAN level to reach the Oasis.
  • Unlocked by 4,520 tracked gamers (12% - TA Ratio = 2.92) 38,617

At the top, immediately turn around so you're facing the bucket lift. Look slightly to your right at a very long truck with its lights on. Stick to the left side of the truck and follow it around to its backside. Once you're at the back of the truck, continue a few steps forward to a target board that has a couple of throwing knives stuck in it. Pick up the throwing knives, equip them, then use them to kill the dog that's in front of you. This dog was guarding a cage that has a slave inside of it. Melee the padlock off of the slaver's cage to gain a *moral point*.

From the cage, continue moving along the wall until you reach a staircase that goes up. Head up the stairs, avoiding the guards as you make your way up to the very top. Once you've ascended all of the stairs, sneak up behind the guard that's sitting in a chair and knock him out. Then, turn around and head across the wooden bridge that's covered in barbed wire. At the very end of the bridge is a lever. Interact with the lever to gain another *moral point*, which triggers a cutscene where you'll eventually fall asleep.

When you wake up, you'll be in a fight with your crew. Approach this section however you'd like until all of your enemies are dead, then head back to the rest of the crew, where Miller will give you your next objective.

It's now time to do those side quests that Anna marked on your map earlier. First is to infiltrate the large tower which nests an enemy sniper:

sidequest1

Head to the tower and kill the thugs at the bottom. Then, head up the stairs to the sniper's nest and pick up the sniper, called the Valve, which has some useful attachments such as a sniper stock and a 6x scope. Keep heading up the tower until you reach the top with a workbench. Interact with the workbench and craft some sniper ammo and equip some attachments to it, then make a quicksave.

Exit the room with the workbench but don't take the zip line yet. Look out to the base of the bridge and a car of thugs will come in. The thugs will stay there (a considerable distance away) and won't cross the bridge to come after you. Kill all of them with your sniper, load your quicksave, and rinse and repeat until you unlock:

Stand back in Metro Exodus
Stand back67 (15)
Kill 50 enemies at long distance.
  • Unlocked by 1,935 tracked gamers (5% - TA Ratio = 4.46) 38,617

(The Valve should be your 9th kill towards the "Professional" achievement, assuming you've already gotten a kill with the Bulldog)

Next, head to a bandit camp located here:

sidequest2collectable

Knock out or kill all of the thugs here, then go to the bonfire area that has a few chairs and tables. In this area is a small yellow ladder. Climb the ladder up, then immediately look to your right for Diary 43/71 (Charred Note). Then, go onto the boat and take the zipline that heads down onto a very large ship at the shore.

Once on the ship, your goal to take out the enemies inside and free the slaves on board. This is rather difficult to do stealthily, so I recommend the gung-ho approach to kill all of the enemies inside, taking caution to not hit any slaves in the cross-fire. In the back of the ship, there is an armored enemy with a mini-gun, but there is a slave in this room as well. Take your time killing the armored enemy, making sure the slave doesn't die in the cross-fire. Once the armored enemy is dead, head up the stairs to the control room. When you enter the doorway to the control room, look to the right of the yellow control panel on the wall for Postcard #12. Immediately to the left of this, on a console, is Diary 42/71 (Shopping List). Then, exit this room onto the catwalk. In the middle of the catwalk is a lever you can activate to free the slaves and gain a *moral point*.

Your last side quest is located here:

sidequest3

Inside this area, you might be attacked by a demon. However, you should be fairly experienced with the combat by now and have some good attachments on your weapons to dispatch of the demon quickly. Once it's dead (assuming it spawned there), head into the hangar with a partially opened entrance. Make your way to the end of the hangar, where you'll be ambushed by some humanimals. Kill them all, then grab Postcard #14:

postcard14

When you go back outside, you'll be ambushed by some thugs - kill them. Then, head into the big building. Climb it all the way up to the top and open up the gate. In front of the lamp is a chair with Suit Upgrade 12/13 (NVD Amplifier).

Next, head here:

suit13

To the right of the workbench is Suit Upgrade 13/13 (Consumables Carrier), your final suit upgrade for:

Dressed for Success in Metro Exodus
Find all upgrades for Artyom's suit.
  • Unlocked by 3,096 tracked gamers (8% - TA Ratio = 3.52) 38,617

Now, return to the Bukhanka and head to the objective. Once you arrive, you'll meet up with Giul and Damir. After some chatter, follow them until Damir takes the grate off the tunnel, then head inside. You'll be completing this section stealthily, so reload your checkpoint if you're spotted.

Once you've exited the tunnel, sneak your way forward into the area with enemies and burning barrels. Head across to the cement stairs, take them up, then head forward and immediately to the left into an area with some dogs. Head up the ramp on the right side, turn off the lamp, then head across to the other side and jump down. Turn right and proceed through the door.

In the next room, immediately turn right and hug the right wall as you sneak around the room in a counter-clockwise direction. If you stay hugged to the wall as far as possible, you'll always stay in the shadows and won't encounter any enemies. Once you reach the hall at the other end of the room, extinguish the torches on the wall as you proceed forward. At the end of the hall, go through the door on your right and you'll gain a *moral point*.

Head forward and turn right. Go up the stairs ahead of you and you'll be back with Damir. Once he's done talking, wrap around the train and cross the bridge. Holster your weapon, and the Baron will open the gate for you. Walk forward then onto the elevator on the left and you'll automatically ascend.

At the top, head through the linear path until you encounter a thug beating up a slave. Once the thug shoves the slave into a room, head inside and knock the thug out to gain a *moral point* - you won't be spotted as long as you went inside of the room to knock out the thug. Continue on the path all the way up to the top until you meet the Baron and play through the cutscene.

Once in control of Artyom again, kill everyone that comes after you, which will include an armored enemy with a mini-gun. Land a direct impact hit with a Molotov and move in and out of cover as you shoot him until he's dead. Once it's clear, interact with the door alongside Damir.

If you gained all of the moral points listed on this page, Damir will join you on the zipline (if not, he will leave with Giul, meaning you did not gain enough moral points for his "good" ending. If this occurs, you need to immediately quit to the main menu, load up the mission again via chapter select, and make sure you gain every moral point).

Play through the ending cutscenes, finishing the mission and unlocking:

Damir in Metro Exodus
Damir104 (40)
Damir stays with crew. (Secret)
  • Unlocked by 5,727 tracked gamers (15% - TA Ratio = 2.59) 38,617

New order in Metro Exodus
New order25 (15)
Complete the CASPIAN level.
  • Unlocked by 13,751 tracked gamers (36% - TA Ratio = 1.67) 38,617

Summer

Once in control of Artyom, exit your room and head right all the way to the very back of the train. You'll be in Tokarev's garage, and on the desk is Diary 44/71 (Tokarev's Note). Now, head to the front of the train and sit at the table. Play through the cutscenes until you reach the map, then interact with it to finish the level, unlocking:

Gor'ko! in Metro Exodus
Gor'ko!25 (15)
Attend the wedding on the SUMMER level.
  • Unlocked by 13,649 tracked gamers (35% - TA Ratio = 1.68) 38,617

The Taiga

The character that needs to end this mission without getting wounded is... In order to assure this character does not end up in a wheelchair, make sure you gain *moral points* by doing the following:

  • Sneak through enemy camps undetected
  • Do not kill any human enemies
  • Do not kill the Admiral

If you mess up any of the above, you can reload checkpoint or the whole mission and try again. This page will include all of the sections listed above and how to properly complete them.

You need to play this entire mission without ever getting spotted or attacking any human enemies (this includes knocking them out) for an achievement - You ARE able to kill animals. If you do get spotted or accidentally kill/knockout anyone, immediately reload your checkpoint. By doing this, you will naturally earn the good ending for this character, which will be your third and final character required for the "Full Strength" achievement.

When enemies say something like "what was that?" it doesn't immediately mean you're spotted. Just figure out if you need to stay still, backtrack, or go forward to make them "forget" about you. You'll know you're spotted once the music starts playing and you're getting shot at. It's also a good idea to make some quick-saves every once in a while in case you get a bad checkpoint.

Play through the opening cutscenes until you're in control of Artyom. Head forward and you will automatically pick up the crossbow. Continue forward, but don't enter the blue house. Instead, head into the wooden shed on the right. Inside the back room, hanging on the dresser is Postcard #15.

Head back outside, go past the entrance of the blue house, and continue on to the back side of the house. Up ahead will be a wooden gate with a door slightly open. As you approach it, a bolt will be fired and stick to the left side door. Interact with the bolt for Diary 45/71 (Note on a Crossbow Bolt).

Continue forward to the bridge and take it the other side. Right at the end, immediately turn right and head down the path in front of the building - ahead of you will be a statue. Go to the base of the statue and melee its foot to unlock:

Decommunization in Metro Exodus
Destroy the biggest statue in front of the children's camp on the TAIGA level.
  • Unlocked by 4,377 tracked gamers (11% - TA Ratio = 2.96) 38,617

Continue up the stairs and into the blue and white building on the right. Right when you enter, the desk in front of you contains Diary 46/71 (Unsent Letter). Exit this building and continue forward where you'll be stopped by some pirates (this is a scripted event and does not count as being spotted). Rather than crossing the bridge to go towards them, head off the left side where there's a dead soldier.

Once at the bottom, stick to the left side and follow the path up until you head through a broken gate and into the next building. Once inside, head into the room ahead of you, and directly in front of you will be a dead soldier against the wall. Immediately to the left of him, on the bookshelf, is Postcard #16.

Head back to the bridge where you encountered the pirates, then cross it to the other side. Once on the other side, immediately turn right and go down the path until you reach a ramp that leads into the building on your left. While crouching, head up this ramp and into the room. Without leaving this room, head forward, and the desk at the end has Diary 47/71 (Little Kid's Note).

Head into the next room, which contains 3 pirates. If you head all the way to the right side and are careful, they will not spot you. Sneak your way around this room into the next one, then take the exit on your right. Once outside, turn left, then head forward. Rather than going to the left and taking the stairs up to the gazebo (which will likely get you spotted) continue down the path to the right, then jump on the broken ledge up above.

Immediately turn right and head forward, up a small set of stairs, then turn left. Follow the fence into the broken down building on your left. You'll be able to sneak by the guards in here because they won't change their position. Once inside, head up the tall staircase to the very top. Once you reach the top, you'll see a zip line - to the right of it on a crate is Diary 48/71 (Solemn Oath). Take the zip line, and you'll be awarded a *moral point* for sneaking through the section undetected (and obviously for not killing anyone or knocking them out).

At the bottom, you'll see a small scene of a bear attacking some wolves. Once that's over, continue on the main path and look for the treehouse on your left:

treehouse

Climb up the ladder of the treehouse, and in front of the fire on a table is Diary 49/71 (Dusty Diary). Turn around and cross the bridge until you reach a zip line but don't take it just yet - make a quick save before you do. At the bottom, a short distance ahead of you and on the left is a small hut with a guard outside. Unfortunately, there's no way to enter into this hut to grab a collectable without alerting this guard, which would void the "Forest Child" achievement. To bypass this, simply enter the hut, alerting the guard, grab Diary 50/71 (Alchemist's Log) on the bed, then reload your quicksave. This will save the collectable while also keeping you on pace for "Forest Child".

Next, head to a small wooden hut located near the shoreline here:

diary51

Inside the hut is a cage with a few rabbits inside. To the left of the cage is a crate with Diary 51/71 (Lost Diary). Next, head straight across the main path to a cave entrance located here:

diary52

In the back of the cave, on the table is Diary 52/71 (Dusty Notebook). Continue on the main path until you reach this section with a wolf that keeps howling:

wolf

Using your crossbow, kill the wolf (reload checkpoint if you miss). This should be your final weapon kill for:

Professional in Metro Exodus
Make at least one kill with every ranged weapon.
  • Unlocked by 6,457 tracked gamers (17% - TA Ratio = 2.44) 38,617

(If you somehow missed a particular weapon kill, re-check the list on the "General Hints & Tips" page, and you'll earn it in one of your future playthroughs).

Head forward to your objective by climbing over the rocks and taking the ladder up. Enter the cave on your right, then slide down the slope. At the bottom will be a small cutscene. Once that's over, continue forward and head up the hanging ladder on the right. At the top, take the zip line across.

At the other end, there will be an enemy ahead of you. Approach him to trigger a cutscene where you retrieve your backpack (this is a scripted event and does not count as being spotted). Do not execute the pirate, and continue forward.

Continue on the main path until some enemies start walking your way, then turn to your left and hide inside of the tree until they pass. Continue on the main path then veer left to a wooden lodge located here:

diary53

Inside this lodge in plain view is Diary 53/71 (Calligraphic Note).

Head back to the main path but stay towards the left side until you reach the entrance to the pirate camp. At the entrance, make sure you extinguish the lamp and cut the trap. Head inside, then immediately turn right and keep to this right-side wall until you reach the hut. Inside the hut, at the end of the table with the white tablecloth is Diary 54/71 (Scribbled Note).

Head back to the right-side wall and continue forward to a ladder just outside. Take it up, and on your right will be an enemy banging on some drums, but he won't notice you. Take the bridge on the left and head forward to the green building. Just before the entrance, on the left is a ladder - take it up. Walk along this ledge until you reach the staircase, where right below you are two guards talking.

You'll have to wait a minute or two for their conversation to end, at which point you should probably make a quick-save, then head down the stairs. At the bottom, turn left and cross the bridge into the hut ahead of you. Follow the bridge into the next hut, which contains a soldier at a desk. To sneak by him, carefully extinguish the lamp above, then slowly crouch-walk to the bridge on the right. He might give out a "huh? what's that?" - but this won't count as getting noticed, and you can continue on.

At the next hut, take the zip line across, then go up the ladder. Sneak into the next hut, which contains two enemies, but you can sneak by them to the other entrance, where there's another zip line. Take it, and you'll earn a *moral point* for getting through the whole section undetected.

Head forward through the linear path until you reach a cave on the right that's illuminated by fire. On a crate in front of the fire is Diary 55/71 (Worn-Out Letter). Continue on through this cave until a soldier falls down from above. Keep heading forward, and in the middle of the path you'll see a dead soldier with Diary 56/71 (Crumpled Note). Go to the end of the cave then up the ladder. Walk up the plank then jump onto the ledge to be back on the surface within a bandit camp.

To get through this camp undetected, stick all the way to the right side and make your way to the long bridge at the end, which leads to the other side. There is a guard on this bridge, so you'll want to time it so that you're sneaking directly behind him until the end. Once on the other side, continue sticking to the right side wall until you reach this building, then make a quick save:

quicksavebuilding

There is a postcard in this building, but there's a couple of guards near the building and inside of it. After you made your quicksave, head inside the window (which will alert the enemies) then look immediately to the right and on the wall for Postcard #17. With enemies still attacking you, exit this building to the ditch in the middle. Follow the path downward all the way to the shoreline, then continue on to the right until you reach a candle-lit table with Diary 57/71 (Dirty Diary).

Reload your quicksave, then continue sticking to the right-side wall for a while until you reach a small path between the rock formation on your right. Take the path up, then turn right and head towards these gates:

gates

Before you interact with the gates, look immediately in front of the gates on the right side for a dead pirate with Diary 58/71 (Hunter's Note). Interact with the gates to head inside the cemetery. Just as you enter, interact with the two crosses on your right that are in front of a lit candle. These crosses contain several regular crossbow bolts and several explosive crossbow bolts, which you'll need for the impending fight with the bear from the beginning of the level.

Head all the way to the doors, which you can't open yet. Turn to your left and grab the molotov cocktail that's resting on the leaves. Then, craft as many crossbow bolts as you can, switch to your explosive bolts, make sure Molotov cocktails are equipped, then make a quicksave. Once you're all set, cut the rope to spawn the bear.

Once the bear spawns, shoot it with your arrows until it charges you, then dodge out of the way. Then, throw a molotov cocktail at it, making sure it's a direct hit to engulf it in flames. From there, repeat the process. Shoot it with arrows, dodge out of the way when it charges you, and repeat. You'll deal more damage to shots that hit its belly when it stands up and exposes itself. Overall, this took me 1 Molotov, the 6 explosive arrows, and around 10 regular arrows. You know the fight is over when the bear goes away from you and exits out the fence of the cemetery, and you'll unlock:

Master of the Forest in Metro Exodus
Stand your ground against the Bear at the first encounter.
  • Unlocked by 10,025 tracked gamers (26% - TA Ratio = 1.96) 38,617

Interact with the rope again to cut the ladder, then head up. Climb the stairs all the way to the top and head through the open door. In this room, collect the crafting materials, use the workbench if necessary, then interact with the gated door to trigger a cutscene with a woman named Olga. Follow Olga then take the ladder down. Head along the main path down the stairs until you reach this section:

splitpath

Follow the arrow into this area, then look on the right side for a gazebo with a campfire inside. Just in front of this fire, on a pillow is Diary 59/71 (Weathered Notice). Take the zip line here, then continue on the path for a while until you reach the end with a ladder on your right. At the bottom, look to your left and vault over the rocks to continue on the path. Keep heading through the path until you reach the bandit camp.

You'll see a ladder leading up into the fortress, but don't take it. Instead, pass the ladder on the left side, and a few steps ahead of you is a dock with a boat. Before you enter the boat, look up to make sure the guard isn't looking out your way. Wait for him to walk away, make a quick save, then head on the boat. Take the boat forward, reloading checkpoint if you happen to get spotted. Once you can see the next section of the bandit camp, make another quick save, and try and stealthily park your boat here:

boatdock

To do this, slowly head forward until you trigger some dialogue between two soldiers on the bridge, then back the boat up a little bit. Wait a short while for the dialogue to end, then the soldier on the bridge will walk away to the right. Once he walks away, head forward and dock your boat. Once you exit, immediately head into the little entrance to your left. Once you're hidden, make another quick save. This may take several attempts, so just keep reloading your quicksave whenever you're spotted.

Take a few steps forward and into the room on your left. Immediately in front of you is a table, and at the end of it is Diary 60/71 (Folded Note). Head up the ramp in this room, but be wary of the soldier that's above you. Wait for this soldier to exit the room, then immediately sneak behind him into the room he was just in. Interact with the lever here, then immediately turn around and jump over the ledge so you're back on the ramp in the previous room. Once here, make your way back to the boat you docked, then make another quick-save.

This section is very difficult and will likely take several checkpoint reloads. Lightly proceed under the bridge ahead of you, then immediately take a very sharp left. From here, it's a straight shot forward to the end, but you'll likely get noticed by the guards above. You'll need to figure out the timing of the guards in your game until they are looking away so you can get through undetected. Here are some tips if you're really struggling with this part:

  • Don't hold cn_RT down all the way. Either hold it down about halfway or just tap it every second or two
  • When you get to the bridge, try your best to stay hidden underneath it, then look up to try and see the soldier that patrols the room with the lever you activated. Once he makes his way back into this room, proceed forward
  • Whenever an enemy says "what was that?" or something similar, this doesn't immediately mean you're spotted. Try and figure out if you need to stay where you are, backtrack, or proceed forward to make them "forget" about you
  • If doing this during the night (I did it during the day), you might want to try and sneak around the camp to turn off some lights that might be causing you to get spotted

Once you've made it through this section, you'll earn a *moral point* for making it through undetected. Continue as far up as you can on the boat, then get out and head along the path.

Stick to the right side and enter a wooden shack with a generator. Interact with the generator to activate it. Exit the shack, then head all the way over to the left-most entrance of the main large building where there's a blue truck. In front of this blue truck, on the wall is a control panel. Interact with the control panel, then immediately turn right and sprint straight to the far wall where there's an elevator that you can take up.

At the top, head forward and interact with the blue door to bust it down and meet the Admiral. Right as you enter, immediately turn to your right and pick up Postcard #18:

postcard18

Listen to the Admiral for a minute or so, then he'll invite you to sit down for some tea. Interact with the chair, and you'll need to listen to the Admiral talk for several minutes. You'll notice that cn_down has a guitar icon, but you can't use it yet. Play through this scene for several minutes until you can play the guitar, eventually causing the Admiral to fall asleep, unlocking:

5 o'clock in Metro Exodus
5 o'clock32 (15)
Take part in the Admiral's tea party on the TAIGA level.
  • Unlocked by 8,487 tracked gamers (22% - TA Ratio = 2.13) 38,617

Exit the scene with the Admiral, then cut the rope behind him to lower the ladder. Climb the ladder up, then follow the path outside to the zip line and take it across. Once you're on the other side, turn left and continue up the path. At the top, turn right and climb over or crouch under the fallen trees. On the other side, you'll notice the bear climbing up the ledge. Head towards where it was climbing and into the abandoned tunnel.

Head forward through the tunnel, then through the partially opened door on your right. In this area, there is very high radiation, so your flashlight will barely work. However, when you come across empty torches, you can stand near them with your lighter to ignite them, helping with visibility a bit as well as keeping spiders away.

Head up the stairs to the top and you'll likely encounter some spiders here. Since your flashlight doesn't work, just keep your lighter out and stay near a spider until it flips over on its belly, then once you approach it you'll get a prompt (cn_Y) to stab its belly and kill it.

Head through this section until you reach some stairs. Head up them, and at the end is a locked door. You can't open it, but immediately to your left is a crawl space you can go through. On the other end, there will be a few spiders attacking you, but your flashlight will now work which will help a lot to take them out.

Once it's clear, head into the room with a generator and a fuel can. Pick up the fuel can which is, unfortunately, empty. To find the fuel can that's full, exit this room and take the staircase that's ahead of you. At the top is a big red door, and sitting in front of it is the fuel can. Pick it up, then head back to the generator to activate it.

Make your way back up the staircase to the red door, then activate the yellow switch to the right of it to open the door. Once inside, take a few steps forward, and immediately in front of you on the ground is a corpse with Diary 61/71 (Blood-Soaked Letter). A few steps ahead and to the left is a workbench. Use it to craft a few arrows and Molotov cocktails as you'll be fighting the bear again.

Keep progressing forward, then head up the stairs to your right. At the top, turn left and head to the yellow ladder on the far wall. At the top, interact with the door to be reunited with Alyosha. Head forward, sliding down the slope, then continue on until you reach this broken-down building on the right:

alyoshabuilding

Head inside the building, and immediately in front of you is a table with Diary 62/72 (Unfinished Letter). Immediately turn left and into the next room, then turn around and look on the wall to the right of the doorway for Postcard #19. Head back outside and walk with Alyosha for a bit, and you'll end up ambushed by the bear again.

Do the same thing you did for the first bear attack by throwing a molotov cocktail at it, hitting it with arrows as often as you can, and dodging out of the way once it charges you. At the far ledge near a campfire is a dead soldier with some explosive arrows and a couple of Molotov cocktails if you need them. Once you deal enough damage, a cutscene will occur ending with the bear's demise.

If you gained all of the moral points listed on this page, Alyosha will have a friendly reunion with Olga and will not be injured as you take the zipline (if not, Olga will be angry with Alyosha and he will get shot while on the zipline, meaning you did not gain enough moral points for his "good" ending. If this occurs, you need to immediately quit to the main menu, load up the mission again via chapter select, and make sure you gain every moral point).

Play through the ending cutscenes, finishing the mission and unlocking:

Forest child in Metro Exodus
Complete the TAIGA level without attacking anyone or getting noticed.
  • Unlocked by 2,446 tracked gamers (6% - TA Ratio = 3.97) 38,617

Alyosha in Metro Exodus
Alyosha79 (40)
Alyosha doesn't get wounded. (Secret)
  • Unlocked by 9,764 tracked gamers (25% - TA Ratio = 1.98) 38,617

Sword of Damocles in Metro Exodus
Complete the TAIGA level.
  • Unlocked by 12,270 tracked gamers (32% - TA Ratio = 1.77) 38,617

Autumn

Once in control of Artyom, head out of your room and follow Krest to the front of the train. Once there, interact with the chair to have a conversation with Miller and the crew.

Once that's done, head towards the back of the train. When you get to the workbench, immediately turn around and look on the edge in front of you (directly across from the workbench) for Diary 63/71 (Katya's Note). Head back to the map and choose to progress to the final mission.

The Dead City

On the Aurora, play through the opening scenes and follow Miller through the train. You'll eventually reach Anna's room and can comfort her on the bed if you wish. Then, head to the workbench.

You are now able to swap the Helsing (crossbow) over the Tikhar, so do that. You'll also have unlocked some pretty useful attachments for the Helsing, so make sure to equip those as well. Use the rest of your resources to clean weapons, craft filters, and stock up on ammunition (including crossbow bolts). Once you're ready, continue to follow Miller to the back of the train, then enter the passenger side of the car.

Play through the car ride for several minutes, then you'll end up continuing on foot for several minutes. Once you and Miller fall down to a train car, interact with the doors in front of him to open them and head inside. Continue forward until you're blocked by another train car, then interact with the green box on your left to squeeze through, where you'll be ambushed by watchmen.

Make a quick save, then kill them all with your crossbow. There will be ~10 that spawn in, and you can pick up the bolts off their dead bodies if you happen to run out. Once it's clear, reload your quicksave, then rinse and repeat to unlock:

Robin Hood in Metro Exodus
Robin Hood32 (15)
Kill 30 enemies with Crossbow.
  • Unlocked by 8,594 tracked gamers (22% - TA Ratio = 2.11) 38,617

Once it's clear, follow Miller down into the room with a power box. Right when you enter this room, there are a couple of blue lockers near the stairs. In between the two lockers is a gray box, and hanging on it is Postcard #20. Interact with the power box to turn on the lights, then continue following Miller, eventually traversing through some deep water.

Once you've made it through the water, you'll be in an area with some cages and a lot of corpses. Head up the path on the right, then turn right towards the open door. Right in front of the partially-opened door is a desk with Diary 64/71 (Radiogram Transcript).

Follow Miller for several minutes until you reach a large door and are ambushed by watchmen again. Once they're all dead, interact with the wheel alongside Miller to open the door.

Continue following Miller for a couple of minutes until you reach a room where Miller checks out a map and says "Look around for something useful". Look on the right-side wall for four blue lockers. Directly across from them is a table with Diary 65/71 (Weathered Report).

Continue following Miller until he tells you to check a grate. When you open it, a boy will jump out and run off. Chase the boy until you eventually lose him, then interact with the gray barrel to find him. The boy, named Kirill, will take you and Miller back to his room. Along the way, you'll be ambushed by some more watchmen. Kill them, then Kirill will take you to his safe house.

When you enter the main part of the safe house, head forward to the board that's filled with maps, notes, and Diary 66/71 (Orders). Immediately turn around and go towards the workbench. On the left side of the workbench is a white-tiled pillar, and hanging on it is Postcard #21, your final postcard for:

Old world pictures in Metro Exodus
Find all 21 post cards.
  • Unlocked by 1,860 tracked gamers (5% - TA Ratio = 4.55) 38,617

Miller and Kirill will talk for a while, then Miller will say you can take his weapon, the Railgun. The Railgun is actually just an attachment to the Tikhar, but it's an insanely powerful attachment and is by far the best weapon in the game (this weapon is your bread and butter for your next two playthroughs). It's sitting on the desk to the left of the postcard. Use the workbench for anything else you may need, then interact with Miller to continue.

Once you're done crawling, immediately in front of you is an abandoned settlement. Head up the wooden stairs and follow the path around until you enter the blue train car. Right when you enter, immediately to your left is a corpse, and on the seat above it is Diary 67/71 (Notebook). Turn left, then exit the traincar and kill a couple of watchmen here, then head to the blue train car that's on the other side.

Head through the train car and into the next section that's full of wooden planks that keep breaking under you, along with a bunch of watchmen. Take the stairs on the right side, then run forward and drop down so you're near a wheel that's underneath a blue light. Make sure there are no watchmen around, then interact with the wheel. Once that's done, turn right and head through the train car.

Exit the end of the car and head forward to a boat. Jump onto the boat, turn on the lamp in the front, then begin paddling. Head forward for a little ways, then dock your boat here:

deadcitydock

Go through the doorway into this area, which contains a new enemy called "Leeches". They stick to the walls and spit at you, dealing a considerable amount of damage, but they die easily. Make your way to the end of this area to a partially opened door you can interact with. On the other side, climb through the hole, and you'll be in a small area with a desk that contains Diary 68/71 (Worn-Out Diary). Open the door here then head back to the boat. Continue paddling forward, killing leeches when necessary, and at the end of this narrow tunnel you'll unlock:

Putrification in Metro Exodus
Pass the putrid tunnel.
  • Unlocked by 11,884 tracked gamers (31% - TA Ratio = 1.80) 38,617

Just after this, a cutscene will occur with giant leeches attacking you. Kill them, then continue on until you reach some stairs. Dock your boat, then loot the corpse at the bottom for some filters and ammunition, then head up the stairs. Follow the path into the nasty-looking train car on the left side, sprint to the end where there's an exit your left.

Once you're out of the train car, head up the stairs ahead of you until you're in a room. Head through this room and exit out the other side, then immediately in front of you is a lever. Pull it to release the stairs, then take them down. At the bottom, immediately turn around and follow the path into the open doorway, then head through this area to the end where you can interact with a tunnel.

Crawl through the tunnel, then follow the catwalk to the machine with another lever. Interact with it to lower the machine which will drop the boat in the water below you. Keep paddling forward, stopping occasionally to shoot at the giant leeches, then into the tunnel ahead. Throughout this tunnel, the radiation gets really bad. Keep paddling forward to the light and your screen will eventually go black.

When you wake up, head straight. During this section, your screen will be flashing and you'll be in a very hallucinatory state. You'll also be going through filters rapidly, so make sure to craft some if you're running low. Once you reach the escalator, head up, then take the left side around to the long hallway. Continue down the hallway to the open door on your left. In this room, on top of the television is Diary 69/71 (Browned Note). There's also some filters and resources in here as well.

Exit this room and continue along the path. Head up the stairs, then through the next room to a door you can interact with to kick open. Go up the stairs to the top where the wall is busted open, then head outside. Head along the path until you encounter a cutscene/flashback with some tanks, then continue on and drop down the down the hole.

Right when you drop down, immediately turn left (the opposite direction of where the tank gun is pointing) and head this way until you reach a dead end with some loot boxes and corpses. Resting on one of the corpses is Diary 70/71 (Dusty Notebook). Turn around and follow the path down to the other end, then continue on the natural path until you reach the entrance to the building on your left.

Your goal is to get up to the roof. The path to get there is very straight-forward, but you'll encounter a lot of hallucinations along the way. After you climb up your first set of stairs, continue through the building until you reach a room with some music and animating objects. Once you exit this room, the doorway on your right will be blocked with some icy debris that you can interact with to crawl through. Once on the other side, turn around, head up the icy slope, then forward to the ladder.

During this section, you will encounter an enemy known as a "Blind One". They are big, gorilla-looking mutants that resemble the Librarians from Metro 2033. There are several Blind One's in this section, and you need to not kill a single one for an achievement. You can get spotted by them, just don't kill any.

At the very top, you'll encounter a cutscene where you fight with a Blind One. Once in control of Artyom, don't kill it, and just sprint to the open doorway behind it. Head down the stairs and through the open door, then head to the other side of this room and interact with the power box. Once that's done, head back towards the stairs, but a Blind One will block your path. To avoid it, you can either sneak around it and try to remain undetected, or you can grab its attention to have it come after you, then wait for an opening to pass it. Once you're up the stairs, interact with the control panel to open the gate on your left.

Head up the stairs and into the next room with a Blind One. Again, either sneak by it or lure it towards you to open up a path. There's some broken glass on the ground that when you step on it will alert the Blind One. Head into the next room, and at the end of it is another staircase on your right. Continue forward and you'll trigger a small cutscene of you putting a gas mask on "Anna".

Once that's done, head forward off the ledge into the next section of the building, and a Blind One will soon enter. Stick to the right side for a few steps to a small open area on your right with an open door. Head through the doorway and off the ledge to the stairs below, then interact with the door. Immediately in front of you is Diary 71/71 (Shipping List), your final diary for:

Librarian in Metro Exodus
Librarian182 (40)
Find all 70 hidden Diary pages.
  • Unlocked by 1,870 tracked gamers (5% - TA Ratio = 4.54) 38,617

Head through this room and interact with the path full of corpses to crawl through. On the other end are two more Blind One's. Immediately turn right and stick to the right-side wall until you reach a power box - interact with it. You'll then need to go through the entrance that's on the left side from where you originally entered, and there's likely a Blind One patrolling it. Choose your method of passing the Blind One, then head through the entrance into the next room.

In the next room, head up the stairs on your left, then walk along this bridge to reach a control panel at the end - interact with it. Head back down the staircase and continue along the path, then take the stairs all the way up top to the next area labeled "Section 02".

Go through the open door and head down the path. Once you have another small cutscene with "Anna", head forward and interact with the doors to trigger another cutscene. This time, a Blind One will attack you, but you have to kill this one. Simply follow the QTE's on-screen to take care of it and unlock:

Guide in Metro Exodus
Guide99 (40)
Pass the Research Facility without killing a Blind One on the DEAD CITY level.
  • Unlocked by 6,290 tracked gamers (16% - TA Ratio = 2.47) 38,617

Once that's done, you'll be back with Miller and eventually, Kirill. Once you're tasked with driving, follow the straight-forward path ahead until your screen goes black.

All that's left now is to watch the ending scenes, then you'll unlock:

Full Strength in Metro Exodus
Duke and Damir stay with the crew, Alyosha doesn't get wounded. (Secret)
  • Unlocked by 3,964 tracked gamers (10% - TA Ratio = 3.11) 38,617

Your Destination in Metro Exodus
Assume command of the Order. (Secret)
  • Unlocked by 7,215 tracked gamers (19% - TA Ratio = 2.31) 38,617

New Game+/Iron Mode - "Bad" Ending

For your second playthrough, choose "New Game Plus". The next screen gives you a list of modifiers that are designed to make the experience more challenging. Choose Iron Mode, then go down to the bottom option that says "No Weapons Modes" and change this to My Weapons.

Iron Mode fully disables the save system other than in-between missions. This means if you die, you'll be reset back to the beginning of the mission. While this may sound daunting, it is actually very easy because you'll be playing on "reader" difficulty, plus "My Weapons" makes this playthrough a breeze.

My Weapons is amazing because it gives you all of your weapons and attachments from your previous playthrough. The best part of all is you get the Railgun for the whole game, which makes any enemy section (humans or mutants) effortless. Plus, since you're on reader difficulty, you'll always have plenty of resources to stay stocked up on ammo and any other items you need. You'll gain access to this feature about halfway through Moscow when you rescue Anna.

In New Game+, there are 3 collectibles that are added, which you need to find and collect for an achievement. They are located on The Volga, The Caspian, and The Taiga, and this page provides their locations (the "teddy bear" collectible is not the same as Nastya's teddy on The Volga).

You'll also be going for the "bad" ending here, which means having just 1 or no crew members with you at the end. To accomplish this, you'll want to lose as many moral points as possible, basically making the opposite of every "good" choice you made in your first playthrough. Below is a list of what you should do for each mission.

In general:

  • Stick to the objectives to get through the missions quickly
  • Just always use the Railgun. It's extremely powerful, plus you can craft the ammo (steel balls) from your backpack, so the workbench is only required to clean it
  • Although you're on "reader" difficulty, don't underestimate enemy sections. Play smart when clearing out areas, because dying on Iron Mode and restarting the mission is not fun and a big waste of time

Moscow

Fairly quick and straight-forward mission. Simply stick to the objectives and speed-run it.

The Volga

To ensure Duke dies:

  • Kill cultists and soldiers at the Church in the beginning
  • If you come across any bandits that surrender to you, kill them
  • Head to the bandit camp with the prisoners who give you the key and kill them
  • Don't use the stealth approach for the bridge at the end, and kill everyone

The collectible for this mission (Fish) is found in the room where you kill the catfish:

ironfish

Yamantau

This mission is fairly quick and straight-forward as well. Simply stick to the objectives and speed-run it.

The Caspian

To ensure Damir leaves at the end:

  • Kill the thug who ambushes you near the beginning
  • Execute the wounded enemies in the tunnels leading to the lighthouse, and those just outside the lighthouse
  • Don't grab the photo of Giul's mother
  • Kill thugs that surrender to you
  • Kill slaves, and don't free any

The collectible for this mission (Sun) is located on the ship in the middle of the map where Hermit lives. It's right before the stairs that lead up to Hermit:

ironsun

The Taiga

You can skip the first bear fight. Once the bear enters, wait for it to charge after you, then sprint to the rope and cut it again then immediately climb up the ladder.

After that, make sure to pick up an enemy gun to make the last bear fight significantly easier/faster.

To ensure Alyosha gets injured (not necessary if Duke died and Damir left):

  • Near the beginning of the mission, where you grab the "note on an arrow" diary, head straight into the woods where a bandit is fighting a wolf - kill the bandit
  • Don't bother doing the entire mission stealthily - kill enemies whenever necessary
  • Kill the wounded pirate where you retrieve your backpack
  • Kill the Admiral

The collectable for this mission (Teddy Bear) is found near the beginning of the mission. When you get to the statue that you destroyed for the "Decommunization" achievement, head up the stairs and into the blue and white building on the right. When you enter, go into the room on your right, then look to your left. Resting on a window sill is a teddy bear, and right above it is the hanging teddy bear:

ironteddy

This is your third and final New Game+ collectable for:

Toy seller in Metro Exodus
Toy seller129 (20)
Find 3 toys in New Game+ mode: teddy bear, sun and fish.
  • Unlocked by 921 tracked gamers (87% - TA Ratio = 6.46) 1,053

The Dead City

This mission is very straight-forward and easy. Just stick to your objectives and speed-run it. You can completely ignore the Blind One's as they're not a threat on Reader difficulty, but you could also kill them if you so desire.

For the "bad" ending, you'll unlock:

Eternal Voyage in Metro Exodus
Save Anna by paying the ultimate price. (Secret)
  • Unlocked by 5,929 tracked gamers (15% - TA Ratio = 2.54) 38,617

For completing it in Iron Mode, you'll unlock:

Mutation in Metro Exodus
Mutation185 (30)
Complete the game in New Game+ mode using any modification.
  • Unlocked by 1,017 tracked gamers (97% - TA Ratio = 6.15) 1,053

Iron Mode in Metro Exodus
Iron Mode381 (50)
Complete the game in Iron Mode.
  • Unlocked by 663 tracked gamers (63% - TA Ratio = 7.62) 1,053

New Game+/Ranger Hardcore - Any Ending

By this point, you've already unlocked, or will unlock the following achievements during this playthrough:

Saboteur in Metro Exodus
Saboteur25 (15)
Melee-kill or stun 50 enemies.
  • Unlocked by 14,071 tracked gamers (36% - TA Ratio = 1.65) 38,617

Antibiotic in Metro Exodus
Antibiotic29 (15)
Kill 300 mutants.
  • Unlocked by 10,459 tracked gamers (27% - TA Ratio = 1.91) 38,617

Headhunter in Metro Exodus
Headhunter43 (15)
Kill 300 human enemies.
  • Unlocked by 4,764 tracked gamers (12% - TA Ratio = 2.84) 38,617

For your third and final playthrough, choose New Game Plus again, put on the modifiers Real Time Weather and My Weapons, and select Ranger Hardcore difficulty. Once you choose Ranger Hardcore you can choose between “minimal interface” (limited HUD) or “full dive” (no HUD). Choose minimal interface.

Real Time Weather changes the in-game day/night cycle from 2 hours to a full 24 hours. This means that once it turns nighttime (or you sleep until night) that you’ll have plenty of time to complete the missions while it's dark out.

Playing missions at night, as opposed to during the day, is very useful on Ranger Hardcore because it significantly helps to sneak by enemies (both humans and mutants) which is the most efficient way to complete Ranger Hardcore, here's why:

  • All enemies are significantly stronger and have increased awareness of your presence
  • Resources and ammunition are very scarce, and you have a decreased reserve for each
  • HUD is limited, and the targeting reticle is disabled
  • There's no quick-save feature (there are still checkpoints, and you'll obtain them rather frequently)
  • Weapons degrade quicker and cost more to clean (which you'll use to your advantage for an achievement)
  • Workbenches are limited across all levels

As a quick note, while all of my suit upgrades carried over in all of my New Game+ playthroughs while using "My Weapons", many users have reported that suit upgrades did not carry over for their playthroughs. If you don't have all of your suit upgrades carry over to your Ranger Hardcore playthrough, you'll definitely want to recollect some of them. Here are the suit upgrades I strongly recommend you use on Ranger Hardcore: Compass, Ammo pouches, Extended gas mask filter (for The Dead City), Extra Bright Flashlight, Armored Glass

The ending you get on this playthrough does not matter. However, since it's best to avoid enemy encounters on this difficulty, I strongly advise you to play as stealthily as possible. Basically, you should play the way you did during your first playthrough, but without veering off the main path to grab collectables. By doing this, you'll likely earn enough moral points for the "good" ending, but it doesn't really matter.

Below is a list of what you should do for each mission.

In general:

  • Stick to your objective to get through the missions quickly. By this point, you're probably pretty familiar with when/where the objectives are and how to quickly complete them
  • As mentioned above, play at night to help avoid enemy encounters
  • Loot as much as you can (dead bodies, corpses, lockboxes, lockers, etc.) because resources and ammo are scarce on this difficulty
  • You'll always want to have 1-2 Molotov's in stock for when you encounter the armored enemies. Direct impacts with Molotov's deal a ton of damage
  • Use the Railgun as often as possible. It's very powerful and you can craft ammo for it (steel balls) at any time via your backpack

Moscow

This mission isn't too difficult and is very straight forward. Once you rescue Anna, use stealth to rescue Yermak. Once the firefight ensues, always use cover and take out one or two enemies at a time.

Remember, you're better off playing conservatively rather than being exposed for a long period of time, dying, and having to restart from the last checkpoint.

The Volga

For the first section, when you bring the boat through the village and meet Katja and Nastya, make it through undetected.

Once you meet Krest, make sure to pick up the Molotov cocktail that's on the desk in his room. You don't want to use it during this mission, but you'll want it for the next mission when you fight the armored enemy.

After you find and save Anna, your next objective will be to head back to the Aurora and talk to Miller. Just before you reach the train, jump into the water a few times to get your weapons dirty. Once that's done, head into the Aurora and sit through the scene with Miller and Krest until you gain a checkpoint.

After that, head down the stairs to the workbench. Clean your weapons, reload your checkpoint, then rinse and repeat. Since it takes a lot of chemical resources to clean weapons on Ranger Hardcore, and you've already made decent progress on the achievement from your previous two playthroughs, it won't take long to unlock:

Tidyman in Metro Exodus
Tidyman62 (15)
Spend 500 chemical resources on cleaning weapons.
  • Unlocked by 2,262 tracked gamers (6% - TA Ratio = 4.12) 38,617

After that will be the terminal section where you find the trolley. You should have a lot of knowledge and experience by this point to speedrun the path and quickly get through this section. If you're quick enough, you can sprint by all humanimals without attacking any.

When you're back at the Aurora, spend whatever resources you have left on a Molotov or two for the next mission. You don't need to worry about ammo because you'll play the remainder of this mission in stealth.

For the boat and bridge sections at the end, you'll want to take the exact same thing you did on your first playthrough. There's no penalty per se for getting spotted and triggering a firefight, but there's a lot of enemies and you won't have an abundance of ammo.

Yamantau

For the beginning sections when you're attacked by Cannibals, take as much cover as possible since some Cannibals have guns. When you're ascending the elevator with your crew, you can hide behind them or the panels on the elevator to avoid getting shot. Make sure to grab the ammo on the elevator as well.

For the next few sections, try to use a minimal amount of bullets to kill the Cannibals. Most of them die in just one or two shots anyway if you land a headshot. As you progress, make sure to look around for lockboxes that contain ammo.

When you get to the armored enemy, land a direct impact with a Molotov then immediately take cover. Once he charges up the minigun and shoots you, stay behind the cover for a few seconds. Once it stops, you'll have a small opportunity to land some shots or get another Molotov hit in before he starts up the minigun again.

At the very end of the mission when the large horde of Cannibals comes swarming after you as you escape on the train, don't bother wasting any ammo on them.

The Caspian

You'll want to play this mission like your Iron Mode playthrough, sticking to your objectives and not worrying about any side quests. As usual, make sure you have a few Molotov cocktails in stock because you'll have two armored enemies to kill during this mission.

Once you have the Bukhanka and reach the cave, sneak through the cave without detecting enemies. Again, there's no penalty for getting caught, but you're better off just saving ammo. You've probably realized by now that you die fairly quickly on this difficulty when you're shot at, so it's best to just always avoid a firefight.

For the underground section with the spiders, always keep your flashlight charged. I would constantly keep my lighter out as well so that spiders weren't much of an issue. Furthermore, don't waste your ammo on the spiders as you're running through to retrieve the documents. Just shine your light on them for a couple of seconds to make them scurry away. You should also be on the lookout for yellow lock boxes on the wall as there are several of them with a decent amount of resources and ammunition.

After you retrieved the documents and get back to the elevator, you need to wait for a minute or so until the elevator reaches you. During this time, you'll be attacked by a lot of spiders and will need to kill most of them. Just take your time and use med-kits when necessary.

For the cave section with Damir, you'll want to follow the same path you did in the first playthrough. This means taking the bucket-lift up, then sneaking your way to the bridge up top to free the slaves without being spotted. Again, it's not a huge deal if you're spotted as long as you can sprint to the lever without dying.

After this is when you're ambushed in the sandstorm. I died a lot during this section, but the best strategy seems to be to go the left side pathway and slowly proceed forward and pick off as many enemies as you can. After you get a few kills, the sandstorm dies down and your visibility becomes much clearer. This is when you should take advantage of the flank and get a direct impact Molotov hit on the armored enemy then pepper him with your Railgun. Make sure you save at least one Molotov for the armored enemy at the end of the mission.

After you clear this section, make sure you go around and loot every enemy body and weapon. Also, make sure to hop on the back of the enemy trucks, which contain loot boxes.

For the ending, you'll again want to use the strategy from your first playthrough. This means sneaking through stealthily because there is a lot of enemies who will likely kill you if you're spotted.

After the scenes with the Baron, I recommend taking cover at the doorways on either side of you. When the armored enemy spawns in, make sure you land a direct impact with a Molotov then spray him with your Railgun.

The Taiga

For all enemy camps, follow the exact same path you did on your first playthrough. However, don't be afraid to shoot enemies with your crossbow to get through the mission quicker, especially if you're about to be spotted.

When you do silently kill enemies, make sure to pick up their weapon(s) so that you have a more powerful gun to use than just the crossbow for the bear fight.

Remember to skip the first bear fight by waiting for the bear to charge after you, then immediately sprint to the rope and cut it again to drop the ladder (make sure you at least pick up the explosive arrows and Molotov for the second bear fight).

It's very unlikely you'll successfully make it through the second boat section without getting spotted. Do the same thing you did on your first playthrough by waiting for the enemy on the bridge to walk away, then dock your boat and enter the fortress. Then, just sneak through and kill enemies. This is fairly easy to accomplish with just the crossbow.

For the bear fight, you should have plenty of useful ammunition and equipment to kill it somewhat quickly. Hit it with a Molotov, use your explosive arrows and guns, and dodge out of the way whenever it charges you. The most important thing is to take your time with the fight and constantly be moving, while also maximizing your damage at every opportunity.

The Dead City

Before leaving the Aurora, make sure you have plenty of gas mask filters, as you will be going through a lot of them. This mission really isn't very difficult because there's not a lot of enemy sections, considering the length of the mission. Make sure you swap out the Helsing for the Railgun too.

Make sure to keep an eye on your filters. There's several stashes and lootboxes with filters, along with resources if you need to craft some.

For the section with the Blind One's, you basically have three options:

  • 1) Sneak by them without killing them (slower method; recommended)
  • 2) Sprint through the entire section, hopefully evading their attacks (faster, yet riskier method)
  • 3) Kill them all so you don't have to worry about them (not recommended; takes a lot to kill just one)

After that, it's a straight shot to the end and playing through the cutscenes until you unlock:

Hardcore in Metro Exodus
Hardcore327 (60)
Complete the game in Ranger Hardcore mode.
  • Unlocked by 1,297 tracked gamers (3% - TA Ratio = 5.45) 38,617

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:

It's just a scratch in Metro Exodus
Complete THE TWO COLONELS Chapter without using any Medkits on Normal or higher difficulty.
  • Unlocked by 317 tracked gamers (29% - TA Ratio = 4.51) 1,093

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 cn_X then repeatedly tapping cn_RT. 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:

New Year in Metro Exodus
New Year37 (15)
Celebrate the New Year in THE TWO COLONELS Chapter.
  • Unlocked by 1,080 tracked gamers (99% - TA Ratio = 2.44) 1,093

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:

Duty and conscience in Metro Exodus
Make a moral choice in THE TWO COLONELS Chapter.
  • Unlocked by 1,059 tracked gamers (97% - TA Ratio = 2.46) 1,093

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:

Father and son in Metro Exodus
Provide guidance for Kirill in THE TWO COLONELS Chapter.
  • Unlocked by 1,029 tracked gamers (94% - TA Ratio = 2.50) 1,093

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:

Mind you, it's quite heavy! in Metro Exodus
Kill 3 Nosalises with flamethrower's melee attack in THE TWO COLONELS Chapter.
  • Unlocked by 541 tracked gamers (49% - TA Ratio = 3.45) 1,093

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:

Dodge master in Metro Exodus
Dodge all of the Blind One's throwing attacks in THE TWO COLONELS Chapter. (Secret)
  • Unlocked by 448 tracked gamers (41% - TA Ratio = 3.79) 1,093

(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:

The whole picture in Metro Exodus
Find all 9 hidden Diary pages in THE TWO COLONELS Chapter.
  • Unlocked by 399 tracked gamers (37% - TA Ratio = 4.02) 1,093

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:

Real Colonel in Metro Exodus
Real Colonel155 (60)
Complete THE TWO COLONELS Chapter.
  • Unlocked by 969 tracked gamers (89% - TA Ratio = 2.58) 1,093

For completing it on Normal without using any med-kits, you'll unlock:

It's just a scratch in Metro Exodus
Complete THE TWO COLONELS Chapter without using any Medkits on Normal or higher difficulty.
  • Unlocked by 317 tracked gamers (29% - TA Ratio = 4.51) 1,093

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