hide results

    FAQ/Walkthrough by ShinesmanOW

    Version: 1.1 | Updated: 05/30/11 | Search Guide | Bookmark Guide

    Metro 2033 guide: Achievements, Enlightenment, and Directions
    I. Introduction
    II. The Walkthrough
    II*0. ---Prologue---
    0.1 Prologue
    0.2 Hunter
    II*1. ---Chapter One---
    1.1 Exhibition Station
    1.2 Chase
    II*2. ---Chapter Two---
    2.1 Riga
    2.2 Lost Tunnel
    2.3 Bridge
    2.4 Lost Catacombs
    2.5 Market Station
    2.6 Dead City 1
    2.7 Dead City 2
    II*3. ---Chapter Three---
    3.1 Dry
    3.2 Ghosts
    3.3 Anomaly
    3.4 Cursed
    3.5 Armory
    II*4. ---Chapter Four---
    4.1 Front Line
    4.2 Trolley Combat
    4.3 Depot
    4.4 Defense
    4.5 Child
    4.6 Outpost
    4.7 Black Station
    II*5. ---Chapter Five---
    5.1 Polis
    5.2 Alley
    5.3 Library
    5.4 Depository
    5.5 Archives
    5.6 Driving to Sparta
    II*6 ---Chapter 6--- 
    6.1 Dark Star
    6.2 Dungeon
    6.3 Cave
    6.4 D6
    6.5 Biomass
    6.6 Separation
    II*7 --- Chapter 7--- 
    7.1 Tower
    7.2 Top
    7.3 Ethereal
    III. Achievements
    III*1. Kill and Weapon Achievements
    III*2. Mission-specific Achievements
    III*3. General Achievements
    IV. Notes and thoughts
    IV*1. Stealth
    IV*2. Pneumatic weapons
    IV*3. Explosives
    IV*4. Notes on ammo frequency
    V. Credits and Legal Stuff
    I. Introduction
    This is a brief walkthrough designed to improve on some issues with the 
    existing ones and to put all of the information in one place.  It will not 
    go into great detail on strategy or how to use equipment, though there are
    some guides at the end.  The objective is to provide information on how to
    get all of the achievements in one place in game progression.  The 
    walkthrough assumes that you're familiar with basic game mechanics, but
    I'll go over a few really important fundamentals as they come up.
    To get the "good" ending, you have to find most of the enlightening
    moments in the game.  I'm marking these as "(**FLASH POINT**)."  For 
    simplicity, I'm  referring to the "gold" bullets that the game uses for
    money as Military Grade Bullets (MGB).  The total MGB in a section does 
    not include any trading, just MGBs found.
    You can get the "bad" ending easily if you qualify for the "good" ending,
    so if you want both achievements you only have to play the game once then
    reload at the very end.
    I won't cover every single weapon found in the game, just the unusual 
    ones or ones that I plan to use.  Most dropped weapons can be looted 
    for ammo, though, so be sure to clean up.
    To search this guide, search for roman numeral-asterisk-arabic numeral for
    subchapters.  For example, searching for IV*4 will bring up this section
    and the notes on ammo frequency.
    For the walkthrough itself, search for the subchapter in brackets.  For
    example, searching for [6.6] will take you to the section on the last
    part of Chapter 6, Separation.
    This was written for the PC version of the game.  It should apply to other
    versions, though obviously any comments about controls are irrelevant.
    RNG//I've added some Ranger DLC specific notes.  The DLC adds some new 
    RNG//weapons and some new difficulty modes.  For this document, any DLC
    RNG//specific comments will be on lines, like these, that start with the
    RNG//tag and double slash.
    RNG//Ranger Mode Easy is about as hard as the standard normal difficulty.
    RNG//Ranger Mode Hardcore is harder.  The Ranger difficulties both reduce
    RNG//the amount of information available in the game interface, most
    RNG//notably the crosshairs are gone.  They also reduce all ammunition
    RNG//other than MGBs to 1 shot found per ammunition item, so ammunition
    RNG//is much scarcer.  In tradeoff, everything does more damage, both
    RNG//your weapons and the enemies, so the ammunition goes farther.
    II. The Walkthrough
    RNG//Before starting the game, there are two achievements you can shoot for:
    RNG//---SURVIVOR--- Complete the game in Ranger Mode Easy
    RNG//---LAST MAN STANDING--- Complete the game in Ranger Mode Hardcore
    II*0. ---Prologue-----------------------------------------------------------
                              Total MGB in chapter: 0 
                            Total FLASH POINT in chapter: 5
    [0.1] ___Prologue___
    There are no achievements in this section per se, just follow Miller's
    instructions.  You can start work on two achievements here if you use
    weapons other than the assault rifle.  It's not clear if the prologue
    actually counts towards achievements, so don't sweat it.
    ---COWBOY--- 30 kills with the revolver
    ---SLICE & DICE--- 20 kills with the combat knife
    Note that this is "30 in one playthrough" not "30 total."  You can't play 
    through the game 30 times and kill one enemy with the knife each time to 
    get the achievement.
    Health in the game exists in two forms.  One is your physical health, 
    which isn't directly displayed.  You can get a sense of how injured you 
    are from a red pulse tinge on the screen.  Health regenerates fairly 
    quickly, and you can use a medkit to restore it to full.  The medkits 
    also give a temporary bonus to the regen rate, and they're very useful 
    in long drawn out fights but pointless against small numbers of enemies.
    The other form of health is the durability of your gas mask, indicated by
    the number of cracks in the mask itself.  If it shatters and you're in an
    area where you need it, you will die in about 30 seconds.  The only way
    to restore it is to find another one and replace it.
    Don't worry about wasting ammunition or supplies, you won't keep 
    them anyway.  Killing targets will help towards one other achievement,
    but it's an achievement that's difficult to avoid getting so don't
    worry about it.
    ---NOSALIS HUNTER--- 30 Nosalis kills.
    RNG//Ranger mode adds another achievement:
    RNG//---STERLING EFFORT--- Kill 50 mutants with the combat knife.
    You'll get another really easy achievement.
    ---FIRST BLOOD--- kill a Nosalis in the prologue.
    It's not clear exactly what triggers the Explorer achievement, but 
    following this guide should cover it and I won't explicitly discuss
    it further.
    ---EXPLORER--- Find all the hidden places in the Metro
    RNG//Another new achievement:
    RNG//---WEAPONSMITH--- kill one enemy with every weapon in the game.
    RNG//I mention it here because your kills in the prologue don't count.
    RNG//and you cannot get this achievement until well into the game.
    RNG//"Every weapon" ignores modifiers, so the list is:
    RNG//Combat Knife
    RNG//Throwing Knife
    RNG//Revolver (any)
    RNG//Bastard (silencer doesn't matter)
    RNG//Kalashnikov (scope doesn't matter)
    RNG//VSV (scope doesn't matter)
    RNG//Kalashnikov 2012 (silencer and scope don't matter)
    RNG//Automatic Shotgun (bayonet doesn't matter)
    RNG//Heavy Automatic Shotgun
    RNG//Tihar (scope doesn't matter)
    RNG//Helsing (scope doesn't matter)
    RNG//Volt Driver
    RNG//Sticky grenade
    RNG//It's possible that the flamethrower and fixed machine guns also
    RNG//count, but it's hard not to get at least one kill with those.
                              Total MGB in section: 0
                            Total FLASH POINT in section: 0
    [0.2] ___Hunter___
    You can start work on one of the most frustrating achievements now:
    ---METRO DWELLER--- Interact with people
    These may be pieces of Metro Dweller, starting from the first room.  For
    some, press the action key (default "e") and in some cases just stand in
    their face until they respond.  It's not clear if you have to listen to
    the whole speech, but I assume that it's necessary.  This achievement is
    not simple to get, because there isn't a clear objective or confirmation
    of progress.  Many of these are associated with the flash points.
    |Man on wood pile outside of first room (asleep, no response)
    |Two men sitting on crates just down the hall from the sleeping man
    |Open room with a sleeping man across from the two men
    |Standing man reading just to the left of the open room
    |Two doors behind the reading man (no response)
    |Door across from the reading man (no response)
    |Alex and a man in a lab coat standing in the hallway talking
    |To the left of Alex, behind some barrels, a door (no response)
    |To the right of Alex, a door near a number 32 on the wall (response)
    |The man Alex was talking to
    |Up the stairs, a man who waves to you and talks about patrols
    |The same man, after he sits down (**FLASH POINT**)
    |People waiting in line outside the hospital 
    |Guard at the front of the line outside the hospital (**FLASH POINT**)
    |Man who opens the hospital door for you, after he sits (**FLASH POINT**)
    |Doctor in the hospital, after he sits down
    |Under the white light behind the doctor (**FLASH POINT**)
    |In the covered area behind the doctor, the moaning injured
    |Babbling man sitting on the right after you go through the door
    Go through the second door in the hospital, and Hunter will show up.
    After a chat, he'll give you a postcard, which is worth a **FLASH 
    After the chat, there is a scene.  The weapon they tell you to grab is in
    a wall cabinet.  Just follow Alex.  There's a basic revolver and 33 pistol 
    bullets (27+6 in the gun).
    RNG//For contrast, on Ranger mode you get a total of 8 bullets.
    There are four grates in the room above head height in the four corners.  
    Nosalises will come from the central grate and from the four corner 
    grates.  If you can shoot the Nosalises before they break the four corner
    grates, you will get an achievement.
    ---QUICK DRAW--- Prevent the Nosalises from getting through the grates
    This achievement is fairly difficult to get, since the nosalises don't
    always come in the same places.  Just keep reloading the last checkpoint
    until you get it and don't be stingy with the ammunition.  Once you've
    got the achievement, reload one last time and play the scene again being 
    conservative on ammo.  Since you have some fire support, you may want to 
    stick to using the knife and save your ammunition for other things.
                              Total MGB in section: 0
                            Total FLASH POINT in section: 5
    II*1. ---Chapter One--------------------------------------------------------
    [1.1] ___Exhibition Station___
    You grab +10 MGB, 12 pistol rounds, and your journal at the start.  Before
    you start feeling rich and going on a spending spree, there's an
    achievement to keep in mind:
    ---SCROOGE--- Save 500 military-grade rounds
    You may have to exchange some of your normal ammunition to get the 
    achievement, so don't waste any ammunition at all if you can help it.
    The knife is your friend.  There are two basic kinds of shops in the 
    game: ammo exchanges and "weapons" shops where you can trade in weapons
    or buy other basic supplies.  There are very few things in the game that
    are actually worth buying, and nothing in the first station.  There are 
    two achievements related to shopping.
    ---METRO TRADER--- Buy 10 items (other than bullets) in shops
    ---WHEELER-DEALER--- Use 500 MGB to buy other bullets
    It's generally better to wait until much later in the game to attempt
    these, so don't worry about them yet.  There are a lot more pieces to 
    Metro Dweller to work on here:
    |Guitar in your room (**FLASH POINT**)
    |Guard to the left outside the room
    |Two men talking about a recording (room 03)
    |Man being chewed out by his wife (room 04)
    |Man talking to his son
    |Balalaika (the stringed instrument) next to the son (**FLASH POINT**)
    |Two men talking in room 06
    |Two women talking across from room 06 talking about cooking
    |Knock on door 07
    |Guy on door 08
    |Knock on door 09 (3 MGBs in a pot on a crate outside the door)
    |Knock on door 10 (no response)
    |Two men outside room 10
    |Man in room, door that the white arrow is pointing at
    |Woman cleaning the floor
    |Up the stairs, man talking to his son
    |The prisoner, then the guard, then the prisoner again
    |Man at the end of the bench closest to the stairs up that are guarded
    |Next man down the bench, sitting next to his wife and a stuffed.. thing.
    |        Give the man the bullets for a (**FLASH POINT**)
    |        If you refuse, you effectively lose a flash point.
    |The last man on the bench, past the wife.
    |Guy selling helmets
    |Hooded man to the right of the guy selling helmets
    |Two men at a table across from the weapons shop
    |Woman selling meat
    |Man sitting in front of a fire
    |Soldier facing his wife and son
    |Hooded man sitting in front of the exchange kiosk (no response)
    |Two men at a table to the left of the hooded man.
    |Man facing the room to the left of the hooded man.
    |Man being chewed out by his mother to the left of him.
    |Man in the archway
    |Guard in the lit area past the archway
    |Guy with the headlamp in the doorway (the same one that woke you up)
    |Guards in the hallway outside the armory under the incandescent lamp
    The man at the bench with his wife who asks for bullets is part of a
    separate achievement:
    ---GENEROUS--- Give money to a couple of people.
    Talk to the guy in the armory for some basic gear: a basic SMG, 100 5.45 
    bullets for the SMG, a charger, a gas mask, and some med kits.  The 
    charger is fairly simple to use: just bring it out by holding the
    flashlight key and click rapidly.  You can try out the SMG at the 
    firing range without using any bullets.  Once you have the gun, your 
    friend with the headlamp will let you pass.  More Dweller:
    |Three men by the teapot campfire
    |Guitar playing man (no response, 5 MGB in the hat)
    |               If you take the bullets, you lose a flash point.
    |Guard outside the office behind the guitar man
    |Talk to Alex in his office (**FLASH POINT**)
    |Older blond man at the table past the door into the pig room
    |Man looking at a pig (2 MGB on a low shelf behind him)
    |Man in the archway, under the light
    |Tattooed man past the archway guarding a pig
    At the far end of the hall is the guy you'll be going with, but 
    there is one other "completionist" achievement to work on.  This
    one is also obnoxious, since it requires that you find 100%:
    ---SHERLOCK--- Find all the MGBs in the metro stations
    There are 4 MGB locations in this area, for a total of 20 MGB.  To get 
    all of them, you will have to steal from the guitar player and lose a
    flash point.  We should be getting plenty of flash points, so don't worry 
    about it.
    |10 at the starting cutscene
    |3 in a pot outside door 09
    |5 in a hat near the guy playing guitar
    |2 on the shelf in the pig room
    Talk to the man at the end of the tunnel once you have everything and 
    are ready to go.
                              Total MGB in section: 20
                            Total FLASH POINT in section: 4 (-2)
    [1.2] ___Chase___
    This section is just a rail car ride.  Not much to do but fight the 
    inevitable enemies.  During the fight, your friend will hand you a 
    Duplet, a double-barrel shotgun.  You can use it to work on the 
    following achievement:
    ---OLD SCHOOL--- 30 kills with the Duplet
    RNG//Be sure to get a Duplet kill for Weaponsmith if you don't plan on
    RNG//using the gun otherwise.  I'd also make sure to get a Bastard and
    RNG//revolver kill here as well.
    You can fight almost all of these enemies with the knife if you want to
    save ammunition.
    Once you get knocked off, run up the tunnel to complete the mission.
                              Total MGB in section: 0
                            Total FLASH POINT in section: 0
    II*2. ---Chapter Two-------------------------------------------------------
    [2.1] ___Riga___
    More station time, which means more Dweller.  There's a scene, and the 
    caravan guy hands over 30 MGBs.
    |Talk to your companions again after the scene
    |Talk to the group of men at the table near the bar
    |Talk to the man sitting at a table with a woman (1 MGB on a table nearby)
    |Talk to the bartender
    |Play the piano (There is 1 MGB in the sink the piano is facing)
    Walk down the stairs.  There's a beggar just to the left of the stairs 
    (give him a MGB for a **FLASH POINT**)  This beggar is part of the 
    Generous achievement.  Once you get it, don't bother with the beggars.
    The last part of the Generous achievement is the kid in the helmet to 
    the right of the stairs.  If you pay him a bullet to have him guide you,
    gave a bullet to the beggar we just passed, and gave two bullets to the 
    guy back in the first station, you'll get the Generous achievement.
    You'll also get a **FLASH POINT** for giving the kid a bullet to guide
    You can also refuse to give the kid a bullet.  You'll effectively lose a
    flash point for doing so, but you will get an achievement.  You can do
    this and then reload the last check point if you want to get both
    achievements without playing through the game multiple times.
    ---REALIST--- Refuse to give the bullet.
    Either way, don't follow the kid and face the other direction.  There's
    more Dwelling to do:
    |Guard in a lit doorway by a red sign.
    |Man in a leather coat that comes to talk to that guard.
    |Beggar at the other side of the room facing a kid drawing on the floor
    Behind that beggar is a stack of pallets, and in those pallets is 1 MGB.
    You'll have to go around to get it.
    |Guard behind a low fence in front of some construction equipment.
    |Guard standing between a candle and a lit door closed by a grate.
    To the right of that guard, in the dark area, is a cabinet with some
    shotgun shells and normal 5.45 bullets.  To the left of that guard, in
    a brightly lit open doorway, is the armory.  There still isn't anything
    worth buying.  You can buy grenades and throwing knives, but we'll find 
    plenty later.  There's another 1 MGB to the right of the two filing
    cabinets outside the armory.  There's yet another 1 MGB on the far side 
    of the rails in the subway tunnel (this should be the fifth single MGB 
    you've found since the start of this area).
    Back to Dwelling:
    |Talk to the three merchants in the armory.
    |Watch the kid who was drawing talk to the three guards standing around.
    |Follow him near a yellow wall and talk to him.
    |Guard at subway platform behind the barrier
    |Beggar on subway platform by red wall
    |Man sitting at the end of the bench in the subway
    |Man in front of the crowd in the subway (near the last MGB)
    Now we'll go back to where the kid with the helmet was, to your right as
    you come down the stairs from the bar.
    |Three soldiers to your right as you pass through the opening, by a grate.
    |Old beggar to your left as you pass through the opening, near a red wall.
    |Past the beggar, before you cross the bridge, there are four doors.
    There's 1 MGB on a crate just past those four doors.
    |Cross the bridge and check the six closed doors on the far side.
    |While you're there, talk to the three guys sitting around the fire.
    There's 1 MGB on the top bunk in the dwelling with the open door behind
    them.  It's to the right as you go through the door.
    |Jump into the low passage, under the bridge, 2 doors on right
    |Bloodied beggar on the left.
    |Door across from the beggar (no response)
    |Two sleeping men across from the beggar (MGB on the floor inside)
    |Door farther down, same side as the last two (no response)
    At the end of this area are some latrines.  One of them has a MGB.  Go
    up the short set of stairs, and you'll see a candle.  There's another MGB
    behind it.  To the right of the candle is another path, which we'll get 
    back to later.  Go left.
    |More doors across the bridge near the candle (no responses)
    There's another MGB on the bottom bunk of a dwelling on the right, past
    the can fire.  The door is open.
    |Four doors in the dark area past the candle (no responses)
    Before you cross over the second bridge (the middle one), look behind you
    for an open door with another MGB on the floor.  Cross the bridge, and
    there's one more MGB sitting around on a table in the room.  Inside the
    room is a man named Bourbon, who pays you 10 MGBs in advance for an
    escort.  Follow Bourbon to the area past the candle.  There are two 
    more single MGBs here: one just to the left as you enter the darkened
    area and one top of a grey metal case behind a candle.  He'll open a 
    passage to the next area.
    If you talk to Bourbon but don't go with him, another person shows up: 
    a prostitute named Nikki.  Talk to her for Metro Dweller, but going 
    with her costs all of your MGBs.  She disappears again once you agree
    to go with Bourbon.
    Checklist for Sherlock:
    |30 MGBs from the first cutscene
    |1 MGB at a table in the bar
    |1 MGB in the sink near the piano
    |1 MGB behind the cabinets near the armory
    |1 MGB in a stack of wooden boards
    |1 MGB beyond the rails in the train tunnel near the beggars
    |1 MGB past the four doors to the left of the kid with the helmet
    |1 MGB across the first bridge on a top bunk
    |1 MGB in the area underneath the bridges near the door to a dwelling
    |1 MGB in the latrines
    |1 MGB by the candle near the latrines
    |1 MGB in a dwelling past the can fire across the bridge near the latrines
    |1 MGB in a dwelling near the middle bridge across from where you meet Bourbon
    |1 MGB on a table near Bourbon
    |10 MGBs from Bourbon
    |1 MGB on the left as you enter the dark passage with Bourbon
    |1 MGB on a gray case near a candle in the dark passage with Bourbon
                              Total MGB in section: 55
                            Total FLASH POINT in section: 2 (-1)
    [2.2] ___Lost Tunnel___
    This level has two distinct parts.
                                *** SECTION A: TUNNEL***
    There's a body at the right after you meet the lurker that has some ammo.
    Follow Bourbon until he talks about some singing pipes.  Kneel down and 
    listen for a **FLASH POINT**.  This sometimes takes a few tries (load the
    last checkpoint if you don't hear laughing after 10-20 seconds).
    There's a side tunnel after the singing pipe to the left.  It has two
    lurkers and a couple of bodies with a grenade, ammunition and the Tihar,
    a pneumatic weapon  that takes the same slot as the shotgun.  Three 
    achievements to mention:
    ---FIRE IN THE HOLE--- 20 Lurker kills
    ---AIR GUNNER--- 30 kills with pneumatic weapons (See section IV.2)
    ---KA-BOOM--- 10 kills with grenades (See section IV.3)
    RNG//Ranger mode adds a second achievement much like Air Gunner,
    RNG//---AIR BENDER--- 30 human kills doing all damage with pneumatics.
    RNG//Since the pneumatics are all silent and at full pump generally
    RNG//make one-shot kills anyway, the "only" is not a big deal.  The
    RNG//Tihar and grenades count towards Weaponsmith.
    The bodies also have 2 MGBs.  The ones not in the stations don't apply in 
    Sherlock achievement, but they're nice to have anyway.  You may want to 
    stick with the shotgun for the purposes of the achievement, since there's
    another pneumatic weapon that's much better than the Tihar.  Be sure to 
    loot the Tihar for the ammo even if you don't pick it up.
    Go back to where Bourbon is waiting, and follow him through a subway car.
    There's ammunition and a pistol in the front.
    Further down the path are some bodies.  Loot the bodies for ammunition 
    and grab a throwing knife from the boards.  Throwing knives are the ideal
    weapon for silent kills on human enemies, since a full strength throw to
    the back will kill anyone instantly and silently.  You can usually pick a 
    knife up after throwing it.  They're also involved in:
    ---NINJA--- 10 kills with throwing knives
    RNG//Also a weapon for Weaponsmith.
    In one of the bodies is an arrow, which is ammunition for a later weapon.
    Get familiar with what the arrows look like in the environment, since they
    are rare but very useful ammunition.
                              *** SECTION B: BANDIT BASE ***
    Follow Bourbon into a bandit base.  The first room has more ammunition,
    another throwing knife, and 3 MGBs.  Stealth is important here 
    (See section IV.1 for tips).
    Jump over the tripwire that Bourbon points out.  You can disarm it from 
    the other side and recover the bullet from the trap.  Tripwires are 
    involved in:
    ---SOFT TOUCH--- Disarm 10 traps
    Turn off the lights and Bourbon demonstrates throwing knife technique.
    You'll come into a big room with a total of eight bandits: two patrolling,
    four by the fire, and two in the back.  Dispose of them as you see fit.
    Note that Bourbon is not invincible but is fairly cowardly, so you'll 
    have to do the real work but don't have to worry too much about him dying.
    There is no specific achievement for killing humans, but silent kills 
    make the following achievement much simpler to obtain since you have 
    time to aim carefully.  This is a bit harder than it sounds, since many
    humans wear some sort of head armor that makes this more complicated than
    simply shooting at the right body part.
    ---SNIPER--- Make 25 headshots
    Once you clear the area, loot the bodies and the stash by the campfire for 
    ammunition and 20 MGBs.  There are three bandits in the next room, the
    final part of the area.
    RNG//In the first room by the fire you'll find a Volt Driver, one of the
    RNG//new weapons added in the DLC.  Even if you don't plan to use it, pick
    RNG//it up and trade it in for a weaker "slot 4" weapon at the next station
    RNG//for a lot of MGBs.
    RNG//There are two achievements related to the Volt Driver:
    RNG//---STUNNING--- Kill 25 enemies with the Volt Driver alternate fire.
    RNG//---SHOCKING--- Kill 50 enemies with the Volt Driver.
    RNG//It also counts towards Weaponsmith.
    RNG//The Volt Driver uses the ball bearing ammunition that the Tihar uses,
    RNG//and while it's not a pneumatic weapon it has the same charging
    RNG//mechanism and also suffers from degrading damage if it's not fully
    RNG//"pumped."  The alternate fire is a melee attack that also uses charge
    RNG//power but doesn't use ammunition.
    RNG//If you are playing Ranger mode (either) you're much better off
    RNG//"selling" it for a huge chunk of MGBs.
    RNG//If you plan on using it, go to the ammo exchange and buy ball
    RNG//bearings, you won't find enough ammunition otherwise.
                              Total MGB in section: 25
                            Total FLASH POINT in section: 1
    [2.3] ___Bridge___
    There is some ammunition on the electrical boxes to your right.  There is 
    also a gas mask.  You can't pick up a new gas mask unless it's less 
    damaged than the one you have, so it'll probably be inactive.
    Follow Bourbon over some crates.  There's a filter for the gas mask on 
    the ground. The exact mechanism for whether you can pick up a filter is
    not clear, so don't be surprised if the walkthrough mentions a filter 
    and you can't pick it up.
    The tunnel opens up substantially and there's a cliff.  To the left is a
    body with some ammunition.  Be careful in the next area with any grating 
    which looks broken, as it can fall if you stand on it.  Running over it 
    isn't a problem.
    Follow Bourbon across the gap to your right.  You'll need the gas mask,
    and four enemies will attack.  Let Bourbon do most of the work if at all
    possible.  At the bottom on the far side of the support pillar is some 
    ammo by a corpse.  There are 9 MGBs sitting in the middle of the floor 
    nearby as well as a filter.
    Go up the stairs on the far side.  You'll be near a railcar.  On the 
    left side is a box, and if you jump on the box you can go into the car.
    There are three reddish long flat boxes in the car.  One has ammunition
    and grenades, one has some shotguns, and one has squeaky dolls.  Squeak
    a doll for a **FLASH POINT**.
    Outside the car, near where Bourbon is waiting, there is a pile of rubble 
    that has a body with ammunition, including a total of 15 MGBs.  If you 
    hide behind the rubble until Bourbon tells you it's clear, you will get 
    a **FLASH POINT**.  If you are spotted, you will lose a flash point 
    Follow Bourbon down.  He'll get attacked as he goes up the stairs.  Don't 
    follow him and go to the third platform.  There's a body on the far side 
    with some ammunition, a filter, and a replacement gas mask.
    Go back up the stairs and through the subway car to proceed.  There's a 
    body to the left on the lower level after you jump out of the car.
    More nosalises attack.  Cross a rickety bridge and there's another body 
    on the left with more ammunition and a medkit in the area with the 
    flickering light.  Go up the stairs.
    There's another railcar.  You can't get in this one, but there is a body 
    on the left side with a shotgun and some ammunition as well as some 
    ammunition and 4 MGBs on the right side near a skull.  Both are inside 
    the car, but you can reach them from the ground.
    Follow Bourbon down the tunnel once he puts the bridge in place.  There
    is ammo at the bottom of the stairs.  Be sure to jump over the tripwire as 
    you run by, then kill the enemies with Bourbon's help.  If your gas mask 
    is damaged, go back and grab the one at the bottom of the stairs near 
    where you found the ammo.
                              Total MGB in section: 28
                            Total FLASH POINT in section: 2 (-1)
    [2.4] ___Lost Catacombs___
    The next area has a lot of bodies and a bunch of dream sequences.  Loot 
    the bodies for as much ammunition as you can.  In particular, there are 
    4 MGBs  by some bodies near a pipe on the back left side of the room.
    During the dream sequences, run towards Bourbon.  After the third one, 
    you'll be on the far side of the grate Bourbon was trying to open and 
    unable to go back to get anything in the first room.  Take your gas mask 
    To your right as you follow Bourbon down the tunnel there is a round
    shaft.  On the right side of that room is a body with 3 MGBs, some
    ammunition, and a revolver with extended barrel.  Be careful with the 
    grates, they sometimes break.  Go back to following Bourbon.  The
    ammunition crate contains a sticky grenade.  These work the same as normal 
    grenades but if you throw them and they hit a target before exploding,
    they will stay there until they explode.  It's not as useful as it sounds.
    RNG//Sticky grenades are part of another achievement:
    RNG//---STICKS LIKE A BURR--- 15 kills with sticky grenades.
    RNG//Since the sticky grenades aren't too common, this isn't as easy as
    RNG//it sounds.  Save your stickies for situations where you think you
    RNG//will get multiple kills, or at least make sure you get at least one
    RNG//kill per throw.  They probably count towards weaponsmith, but may
    RNG//overlap with basic grenades.
    You'll come across a body in the path with 20 MGBs and some ammunition.  
    Just before the body is a green hole in the ground.  Put your gas mask on
    and jump in.
    In the first room after you drop, there is some ammo and a throwing knife 
    near a body on the far side of the room.  Jump out of that room into the 
    large chamber.
    To the left on the ground there is a gas mask and 4 MGBs.
    Near the MGBs is a broken bridge.  Follow it across to the far side of the
    room with the green liquid.  There's a support column, and behind the
    column is a body with a shotgun, ammunition, and a filter.
    Near the start of the broken bridge is a ladder.  Climb up it, take your 
    gas mask off, and prepare for a long fight.  This is a good place to spam
    grenades for the Ka-boom achievement.  One tactic that works is to throw 
    a grenade and then run past it.  It'll explode under an enemy that's 
    chasing you.  Try to let Bourbon and the sentries do most of the work to
    save yourself some ammo.
                              Total MGB in section: 31
                            Total FLASH POINT in section: 0
    [2.5] ___Market Station___
    Another station, more Dwelling.  You may have gotten the achievement by 
    now, so if you have you can ignore this.  After the initial conversation, 
    be sure to grab the 1 MGB at the left side of the room in the dark area 
    with crates.
    |Guard that blocks the doorway.
    |Listen to the guards at the gate after Bourbon leaves.
    There are three lockers in the area just past the guards.  The rightmost 
    one has 1 MGB in it.  If you look past the lockers there's a railcar with
    1 MGB in plain sight on the shelf.  Go through the curtain into the 
    main part of the rail car and there's 1 MGB immediately to your right.
    |An old man and a young man are talking near the exit to the car.
    |They'll also talk to you after they're done talking to each other.
    The old woman doesn't respond.  Go past her and look on your left for 
    1 MGB.  There's also 1 MGB on the right in the last section of the 
    railcar.  Exit the car.
    |A man standing against the wall near some sinks.
    Talk to Bourbon, he'll give you 15 MGB.  Don't actually buy any filters,
    you won't need them unless you have less than five minutes of filters 
    left.  Go into the next room.  Immediately to your right as you enter 
    there are some small crates and there is 1 MGB between the crates and 
    the wall.
    |Listen to the radio operator
    |Listen to the men near the radio operator
    |Talk to the man guarding a small stockroom across from the radio
    |Talk to the guard in front of the office behind the radio operator
    |Talk to the man on the bench across from the office
    To the right of the last man is a dark area with a ladder which has 1 
    MGB.  There is 1 MGB on the table in the bar area and 1 MGB on a shelf 
    to the left of the bar proper.  Take a smoke on the hookah for a 
    **FLASH POINT** and some obnoxious side effects.
    |Talk to the bartender
    |Talk to the man sitting in the chair by the table where you found the MGB
    |Talk to the guard behind some sacks across from the bar
    |Listen to the beggar talking to the kid
    You can give the beggar a bullet for a **FLASH POINT**.
    |Two kids by a pig
    |Three men standing around some tools
    There's 1 MGB in plain sight on a forklift near the tool shop in the main
    market area.  There's also 1 MGB near the luggage in the center of the
    room and another 1 MGB under the butcher's block.
    In the next room are the actual vendors and ammo exchange.  There's a
    vehicle in the corner with some 5.45 ammo and yet another 1 MGB behind
    it on the ground. It's the lower of the two vehicles.  The last 1 MGB
    is on top of a white cabinet between the two vehicles.
    |Man standing between the two vehicles
    |Try to go through the gate and talk to the guard.
    |Talk to the man in the generator room
    |Girl who wants to buy a pet rat (as you're returning to main market area)
    If you really like the Tihar, there's a scoped version available here.  
    I wouldn't recommend buying it, but it's an option.  Otherwise, there's
    not much of interest for sale.  Don't buy filters, Bourbon will give
    you one if you didn't buy any.
    RNG//Be sure to buy a different weapon if you've got the Volt Driver.
    RNG//There are several more Volt Drivers in the game if you want the
    RNG//money but don't have the achievements yet, so don't sweat it.
    RNG//There's an excellent weapon in the next section that uses the same
    RNG//slot, so you'll probably want to pitch it for whatever will give
    RNG//you the most cash.
    Put your gas mask on and follow Bourbon out.
    Checklist for Sherlock:
    |1 MGB near the first guard station
    |1 MGB in the third locker
    |1 MGB in the first part of the railcar
    |1 MGB near the curtain to the first part of the railcar
    |1 MGB past the old lady on the left
    |1 MGB past the old lady on the right
    |15 MGB from Bourbon
    |1 MGB by the crates near the radio
    |1 MGB on a ladder in a dark corner
    |1 MGB on a table in the bar area
    |1 MGB on a shelf in the bar area
    |1 MGB near the tool shop in the market area
    |1 MGB in some luggage in the market area
    |1 MGB by the butcher's block
    |1 MGB behind the lower vehicle
    |1 MGB on a cabinet between the vehicles
                              Total MGB in section: 30
                            Total FLASH POINT in section: 2
    [2.6] ___Dead City 1___
                        *** SECTION A: LOOTIN' WITH BOURBON ***
    There's a rather annoying achievement to get in this area which again 
    requires you to be very thorough:
    ---RANGER--- Find all the hidden caches
    Follow Bourbon to find a dead body.  There's some ammo on a backpack just
    past the body.  The body is facing some telephones.  There's a door to
    the left of the phones, go through it for 2 MGBs and some ammo.  As you
    come back out of that room there is a square booth most of the way across
    the courtyard.  Look in it for a silenced SMG and some ammunition.
    Silenced weapons do less damage, so in general they're not as good as
    they sound.
    RNG//The silenced weapon doesn't count separately for Weaponsmith.
    On the other side of the courtyard there is a door to the left of the
    path you came in on.  There's a trapped stairway in here.  You can't 
    disarm the trap, so just avoid it.  Take the stairs up.  There's a red
    crate near a gas can here that is the first of the caches for the Ranger
    achievement.  Loot it and grab the arrows nearby.
    On the upper level, look out the window at the end for a **FLASH POINT**.
    You can drop down on top of the roof of the building in the courtyard to
    grab some ammunition and 5 MGBs.
                        *** SECTION B: THE OFFICE BUILDING ***
    Don't follow Bourbon, he just wastes your time.  As you exited the 
    courtyard, you should see a building a little to the right across the
    ravine.  It has some low round concrete walls around the steps up to the 
    building itself.
    There are a few enemies in this area, but they're mostly one or two at a
    time and aren't a real challenge.  There's a dead body in the lobby with
    ammunition and 5 MGBs.
    Take a running jump to get over the counter behind that first dead body
    to find another dead body with a Tihar and some ammunition.  The area is
    highly irradiated so you'll probably have to use a medkit to survive.
    Jump back out the same way.  If you hear the geiger counter sound, you're
    taking constant damage.
    Just down the hallway is another dead body with some ammo, a filter, and 
    3 MGBs.  There's an overturned desk around the corner with some more 
    ammunition behind it.
    Before heading up the stairs in the next area, look underneath them for a
    gas mask and some ammunition.  Go up the stairs for some nosalises and
    then some scenes.
    Ignore the room with the desks and go through the bathroom into a hallway.
    You should see some little white arrows.  Follow them to the top of an 
    elevator shaft and drop down it.  There's another cache here with 6 MGBs,
    a tihar and ammo, knives, filters.  You get a **FLASH POINT** for finding
    this cache.
    When you drop out, you will be back in the lobby and see two Nosalises.
    You'll notice that one of them is a silverish color.  These are much 
    stronger and can be obnoxious to kill, especially in large groups.
    Go back up the stairs.  In a room to the left of the elevator shaft is a
    bunch of desks, one of which has a shotgun and ammunition.
                        *** SECTION C: ON THE GROUND ***
    Go out the door to a bunch of planks leading to a long slope down.  
    Instead of going down the slope, go to some broken stone at the top right
    of the slope to find some ammunition under the rubble.
    At the bottom of the slope, go right.  You'll see a nosalis standing 
    watch.  Take it out with a throwing knife.  If you use a loud weapon
    or don't kill it in one shot, it will call friends and it'll be painful.
    You can also just sneak around it.
    Beyond the guard nosalis there is a white vehicle with 2 MGBs in the 
    back.  There is also a dumpster which you can open for some arrows and a
    Go into the building.  You will either come across a sleeping nosalis or
    be jumped by it.  Kill it, and loot the body nearby for some ammunition
    and a medkit.
    Outside the building is another white truck with supplies that counts
    towards the Ranger achievement.  It has a gas mask, filters, and some
    Continuing along the path, you will come to a building with an open
    window.  Hop in the window to find a fourth cache for the Ranger 
    achievement.  It has 4 MGBs, a filter, and some ammo.  There is also
    some ammo on top of a bookcase next to the window you came through.
    If you look in the back of this room behind the teapot fire, there are 
    some office chairs.  Notice that you can take your gas mask off in this
    small area without gasping.
    Walk back outside for a vision.  If you stop and do nothing during the 
    vision, you will get a **FLASH POINT**.  If you try to attack things or
    run away, you'll lose a flash point.  Some nosalises may attack you, so
    try to stay still after the vision until you're sure they're coming.
    Go through the playground and look to the right for a white truck with
    a body and some ammunition.
                        *** SECTION D: AFTER THE VISION ***
    There's only one way to go, into a building.  Turn off your light at this
    point, and start sneaking.  At the bottom of the steps is a body with 30 
    MGBs, some other ammo, and a filter.
    Go into the main area of what looks like a grocery store and go to the 
    corner on your right.  This is a Ranger cache with ammunition and 2 MGBs,
    also worth a **FLASH POINT**.
    There are a lot of nosalises here, and the main risk in this fight is
    having your mask broken.  The room back by the previous ranger cache with
    the office chairs may be a good place to fight, since you can take your
    mask off there and just spam medkits during the fight.
    RNG//On Ranger mode this fight is actually easier, since you can mow
    RNG//them down with the Bastard quite effectively.
    On the side of the building opposite the ranger cache there is some
    ammunition hidden in a broken wall.  If you go outside the building
    through the windows and go right around the corner, you can drop down 
    to a body with some ammunition.
    Go back along near the windows.  You should see some boards leading
    down to a lower path.  Take that path, being careful not to be pushed
    off into the water, and you'll find a body at the end with some ammo 
    and a **FLASH POINT**.
    Go back inside the building and take the last window out, which should 
    lead to a path above the path you just took to get the body.  You should 
    see a sign pointing to dry station.  Go the other way, and you should see
    a subway entrance.  Go down and through to pick up 2 MGBs, a filter, and 
    a mostly intact gas mask.  To your left is a truck with a red crate in it
    that contains two sticky grenades.  This appears to count towards the
    Ranger achievement.
    Turn off your flashlight, start sneaking, and equip a sticky grenade.  
    There are boards across the irradiated area that lead to some stairs up.
    You should pass a checkpoint and then come across a Demon feeding on a 
    body.  Try and tag the demon with the sticky grenade.  This is the first
    time you can kill one of these, and you need to kill two for an 
    ---INQUISITOR--- Kill two demons.
    If you mess it up, reload the checkpoint and try again.  You need to get 
    fairly close.  One demon kill is automatic in chapter seven, so you only
    need this one and that one to get the achievement.
                             *** SECTION E: CLEANING UP ***
    Turn around and look at the area you went under when climbing up the 
    stairs to the demon.  There's a van with an open door.  Inside the van
    is a red chest with some ammo and a gas mask.  Turn around once you 
    grab it and look for a grated area.  Look through the gate to see a 
    short scene.
    Go back to the body the Demon was snacking on, and search it for ammo.
    Go past it down the steps and jump over the low wall to the right.
    There's another body with 5 MGBs and some other ammo.
    As you're facing the same direction as that body, you'll see a pipe 
    you can climb up towards a bus on the ledge.  Use the pipe to jump 
    to a ledge above the body.  You'll see another body in a room.  
    Crouch down to get under the wall, then run to the body to grab
    the Helsing.  The room is irradiated, so get back outside before you 
    grab the ammo, wait to heal up, then run back in and grab the ammo.  This
    is one of the better weapons in the game: it's silent, does crazy damage,
    and the ammo is reusable.
    RNG//Another weapon for Weaponsmith.
    Go back to the body where the Demon was and climb up the slope and into
    the building.  There's a grenade trap, which you can disarm.  Go to the
    right and avoid the spiked log trap (you can't disarm it).  Jump onto 
    the bricks to the left to avoid the next trap, a shotgun trap you can 
    disarm from the other side.
    In the next room is the last Ranger cache for this level.  There's ammo,
    some medkits, a gas mask, 10 MGBs, and some filters.  Play the tape 
    recorder for a **FLASH POINT**.  Go back to the room where the grenade
    trap was and go down into the building to end the level.
                              Total MGB in section: 71
                            Total FLASH POINT in section: 6 (-1)
    [2.7] ___Dead City 2___
    There are still a few caches for the Ranger achievement in this area.
    You can also nominally complete Inquisitor here, but it's not as easy 
    as the first Demon.
    There's a body in front of you with ammunition.  Turn around and go
    back the way you would have come in, there's a hole in the wall with 
    another body with more ammunition and 15 MGBs.
    Go back through the doorway into a flooded area.  There's ammo at the 
    bottom of the stairs and more ammo at a body at the top of the stairs.
    The body also has a filter and 2 MGBs.
    Go back to the path and you'll come to another flooded room.  Just to the
    left is a crack in the wall, and through that crack you'll find the last
    cache for the Ranger achievement.  it has some ammunition, filters, and 
    5 MGBs.
    Follow the boards over the water and you'll find a corpse with 20 MGBs 
    and some other ammunition.  Walk along the path to go up a slope to an 
    open area.  If you drop off on the left side of the path there's another
    body with more ammo, near a sunken car.
    In the open area, if you go to the right you'll see Bourbon looting a 
    body.  Run past him to find a body at the end of the alley with some 
    ammo, 2 MGBs, and a filter.  Go back to the body Bourbon is looting 
    and get some more ammo.
    Follow Bourbon (or your compass).  You'll pass a dumpster on the right 
    with a Tihar and some ammunition.  After the dumpster, go right and 
    down some steps to find a body with 2 MGBs, a filter, and some other ammo.
    Equip a sticky grenade and go up the stairs towards Bourbon.  A demon 
    will land on top of the white truck, but you'll have to be fast to catch 
    it.  Go past the truck to find a revolver with silencer and some 
    A bunch of nosalises show up.  You can use more grenades here the same 
    way as the fight before Market Station.  Focus on staying alive.  A 
    demon will come and tear down the fence, so run when Bourbon tells you to.
                              Total MGB in section: 29
                            Total FLASH POINT in section: 0
    II*3. ---Chapter Three------------------------------------------------------
    [3.1] ___Dry___
    There really isn't much point to killing everything here.  You might get
    some extra ammo out of it.  Working on the headshot, throwing knife, and
    pneumatic weapon achievements is harder than it sounds since you can't
    get as many stealthy skills as you might think, but try to get a few.
    There are no specific achievements for Dry.  You can kill more of the 
    bandits if you want.  It's almost impossible to fight this as a perfect
    stealth mission if you want to kill all the enemies.  There are about 20
    bandits in the area, and it's not very big.
    Bourbon will leave his stuff, so loot his ammo.  The AK he keeps talking
    about is at the back of the little shaft where you start.  Throwing knives
    are your best weapons here.  A brief map for navigation purposes:
    RNG//The AK is a weapon for Weaponsmith.  They stop appearing eventually,
    RNG//so be sure to get a kill with it sooner or later.  The AK is just
    RNG//better than the Bastard, and it's actually the highest damage per
    RNG//shot of any of the assault rifles in the game.  The VSV is more
    RNG//accurate and silenced, and the AK2012 is more accurate and also
    RNG//fires much more quickly, but the basic AK is not a bad gun.
    (not to scale)
                   |                          |0
                   |           End            |1
                   |   Exit   Platform        |2
                   |                          |3
                   |   B   W          W       |4
                   |   o   a          a       |5
                   |   x   l          l       |6
                   |       k          k       |7
                   |                          |8
                   | Enter                    |9
                   |                          |10
                   |       Overlook           |11
                   |___ ________________ ___  |12
                   |   S                S     |13
                   |   u                u     |14
                   |   b                b     |15
                   |   w                w     |16
                   |   a                a     |17
                   |   y                y     |18
                   |                          |19
                   |   C                C     |20
                   |   a     Start      a     |21
                   |   r                r     |22
                   |                          |23
                   |                          |24
    A cache is in the Overlook has 4 MGBs, and a bandit in the maze has 4
    There is a trap at F17 or so that will kill you.  The other traps will
    alert the bandits, so watch for tripwires.
    Total loot:
    Subway car at D23: grenade, medkit, arrow, throwing knife
    On a crate around E20: grenade
    On a board around R21: 3 arrows
    On a table around U23: ammo and a bastard with silencer
    On a table around G19: ammo
    On a table around T13: grenade
    On a shelf around T12: medkit
    In a pit around U2: medkit and ammo (requires gas mask)
    On the overlook: 4 MGBs and ammo
    If you're just looking to get past the station, after cleaning up 
    Bourbon's stuff you can go left out of the starting area, kill the 
    patrolling guard silently or just wait for him to pass.  Sneak up 
    to the sandbagged area around F13 and wait for the guard to run off 
    with digestive problems.  Go through the unguarded door at about D12.
    The next guard mysteriously dies with an arrow in him.  
    Sneak past the guards to the next entrance to your left (approximately 
    "enter" on the map), and you'll be in a maze of boxes.  There's a bandit
    in there which has 4 MGBs, but kill him silently.  He also has a semi-
    automatic shotgun with a bayonet, arguably the best shotgun in the game.
    From the exit to the boxes you're not far from a brightly lit door that's
    the exit to the map.  Another guard mysteriously dies in front of you.
    Be sure to loot that body.
    Once you get to "End" on the map there'll be a scene.  Be sure to 
    loot the table after the scene for 25 MGBs and other ammo and get 
    the 2 MGBs behind the pillow.
                              Total MGB in section: 35
                            Total FLASH POINT in section: 0
    [3.2] ___Ghosts___
    If you make it through this level and the next one without dying, you'll 
    get an achievement:
    ---EXORCIST--- Complete "Ghosts" and "Anomaly" without dying
    Follow Khan's instructions.  Listen where he tells you to for a 
    **FLASH POINT**.
    There's a body facing away from you with a shotgun to loot for ammo.
    In general, just follow Khan's instructions.  Stay put for the first 
    shadow.  After the shadow, there's a guy on the right with the grenade.
    Continue to follow Khan.  Before you enter the subway car, there are 
    5 MGBs on a crate in front of the pipes on the right.
    In the subway car, stay to the side when you see the little boy.
    After the phantom train, Khan has a little chat with some old friends.
    When he moves through the crowd, stay near him for a **FLASH POINT**.
    Follow right behind him or bad things will happen.
    After you leave the tunnel, you go through some rooms.  You'll pass a
    bloody body on the side with a little bit of ammo.
    Continue through.  There's a body behind some cans on the far side 
    after you go through the next door.  You get a **FLASH POINT** for 
    discovering this body.  In the same room, to the left as you enter,
    is an open-topped crate with an AK and some ammo.
    The next room is empty except for a revolver to the left before the 
    big green glowing thingy spot.
    You will fight a few nosalises as you open the next door.  There's a 
    body in the room with a shotgun and some ammo.  There's a backpack 
    past the glowing green spot and 15 MGBs on the ground nearby.
    You'll pass through a radioactive area before the end, so push past 
    Khan if necessary to get through it without getting cooked.
                              Total MGB in section: 20
                            Total FLASH POINT in section: 3
    [3.3] ___Anomaly___
    As soon as you enter the big tunnel, there's a body on the far side with 
    an SMG and some ammunition.
    As before, pay attention to what Khan has to say.  When he says stop, keep
    going, and when he says stop a second time, stop.  You'll get a **FLASH 
    There's a shotgun and a little more ammunition on a body near a subway car
    at the end of the first tunnel, as well as a medkit.  Jump over the boxes
    on the right to continue.
    Khan will go left after you move to the next tunnel.  Go right instead.
    There's a revolver and some ammunition as well as a **FLASH POINT** at 
    a body hidden near the obstruction in the tunnel.
    Go back past where Khan is standing for another body with some ammunition.
    The Nosalis wave arrives.  As with the previous big fights, your main 
    priority is staying alive.  At the end you'll get a little lights show.
    Go through the car and keep going straight (Khan will go left).  There are
    some arrows, a medkit, and 4 MGBs by some skeletal remains.  You'll also 
    get a **FLASH POINT** for finding the skeletal remains.
    Go back to the other tunnel, and look at the back of the railcar.  There's
    a revolver on the floor and an arrow to the left.
    Back by Khan, to the left, is a suitcase with 15 and 5 MGBs (20 total) 
    and some other ammo.
    Get in the railcar to end the level.
                              Total MGB in section: 24
                            Total FLASH POINT in section: 3
    [3.4] ___Cursed___
    This level has an infinite number of nosalises, so if you want to do any 
    of the weapon kill achievements, it's a good place to just kill stuff.
    There is some loot here, but you can get all of it after the fighting 
    is over.
    The general layout looks like this (not to scale):
    |                   |
    |Cave           Bomb|
    |                6  |
    |  5    Exit        |
    |        10         |
    |        9       7  |__
    |  4    2 Stairs       |
    |         Stairs1 Lock |
    |         Stairs    ___|
    |                   |
    |                   |
    |      Defense      |
    |Start    3     8   |
    |                   |
    |                   |
    Enemies come in groups of three from Cave and Lock.
    There are shadows near the exit that Khan will get rid of at the end.
    In particular, there's a stationary machine gun, which is involved in
    another achievement.  It doesn't have much ammo, though, so you can't 
    finish it here:
    ---HEAVY METAL--- 15 kills with the stationary machine gun.
    Follow Khan and he'll take you to the point marked "Defense."  Listen to 
    his explanation, and you'll get a **FLASH POINT**.  Enemies will 
    constantly charge this position, so play with the stationary gun and get
    as many kills as you can.
    Once you're out of stationary gun ammo grab the bomb from the marked spot.
    If you don't want to fight the Nosalises, run back to the defense and 
    let them do the dirty work.  
    Take the bomb to the Cave, and you'll find a flashing spot on the right 
    hand side to place the bomb.  Run back to the defense after you set the
    bomb, or at least get well away from it.
    Run up to some wooden supports.  You'll start gasping, but don't bother 
    with the mask, you're not staying.  Set a bomb at one of the flashing 
    spots on the frame, and again run back to defense.
    Once the spots are closed, you will get an achievement:
    ---DEMOLITIONIST--- Blow stuff up at Cursed
    Time to loot the area:
    1. At the top of the middle stairs, past the low wall (ammo and medkits).
    2. At the bottom of the stairs closest to the exit (ammo)
    3. Big stash behind the gun at defense (ammo, grenades, medkit, 5 MGBs)
    4. Body in the left tunnel (2 MGBs)
    5. Body near the bombed spot (ammo)
    6. Bodies near the bomb (shotgun, 2 MGBs, medkit)
    7. Body in the right tunnel (ammo)
    8. Body near the bottom of the right tunnel (AK, ammo, 3 MGBs)
    9. Body between the exit and the stairs (ammo)
    10. Body near the exit (ammo, 2 MGBs)
    After the exit, Khan will lead you to a shrine.  Two of the candles have 
    2 MGBs each (total 4).  If you break a candle, you'll lose a flash point.
    You can do this a few times.
                              Total MGB in section: 18
                            Total FLASH POINT in section: 1 (-?)
    [3.5] ___Armory___
                           *** SECTION A: BEFORE THE CHASE ***
    This is not, as some have stated, the last time you can get Metro 
    Dweller, but you should have it by now.  If you don't get Sherlock
    in this area, you have messed up.
    You can get rid of the gas blocking the vent by using the valve to 
    your right as you start the level.
    |Listen to the guard who tells you about the "free station."
    Once you get to the station proper, run to the end of the platform.
    There are three MGBs on the ground by some barrels at the end.
    Go through the middle section, past the guy talking about being inspected.
    There are three MGBs on the right after you cross the middle section.
    Think of them as diagonally across from the first three.
    |Knock on the "front" of the closed exchange kiosk.
    Go back to where the guy is talking about inspection for a scene.
                           *** SECTION B: THE CHASE ***
    You have to run through the station.  If you're fast enough, you'll get an
    ---FUGITIVE--- Complete the chase without getting caught.
    The chase runs (follow your companion)
    1. To the left around the divider.
    2. To the right around the divider.
    3. To the left around the divider, past a shooting gallery (crawl or run).
    4. Around a dogleg to the right.  At the right side after you turn 
         there are three MGBs.
    5. Through a door and up some stairs to the left.
    6. Two rights and a left at the top of the stairs (follow the path).
                       *** SECTION C: AFTER THE CHASE ***
    Listen to Andrew's speech.  After you leave his dwelling, turn right and
    look along the wall for three MGBs.
    RNG//Andrew's place has a Heavy Automatic Shotgun and a Volt Driver.
    RNG//If you don't plan on using them, pick them up and take them to the
    RNG//store to trade for Duplets, then come back for the weapon you plan
    RNG//to use.  I generally arrive here with the Helsing and sell all
    RNG//three weapons for Duplets and change, since there's another Helsing
    RNG//in the next area.  The Heavy Automatic Shotgun has an achievement:
    RNG//---GUNMAN--- Kill 50 enemies with the Heavy Automatic Shotgun.
    RNG//There is one more Heavy in the game after this.  The Heavy is one of
    RNG//the most powerful weapons in the game, rapidly firing 20 shotgun
    RNG//shells, but it goes through ammo quickly.
    RNG//It's another weapon to use for Weaponsmith, but we'll find another
    RNG//later.  You can buy a VSV here for Weaponsmith, but we'll get one
    RNG//for free later so don't bother.
    |There's a guard at the bottom of some stairs
    |You'll pass two guards talking about an infiltrator
    |Talk to the guard by the tracks
    |There is a guard and an officer also being paranoid
    Hopefully you have gotten Metro Dweller by now.  There's only one place 
    There are three merchants to the left: one selling supplies, one selling
    rifles, and one selling other weapons.  They have a lot of good stuff for
    sale.  You can also trade in your 4th weapon for a Duplet and make money
    on the exchange.  The next area has an automatic shotgun with bayonet and
    another Helsing, so you'll be able to replace it quickly.  If you're
    having trouble with the headshot achievement, I strongly suggest buying 
    the scoped Helsing, as it can punch through helmets.
    Across from the three merchants are two guys, each selling a set of armor
    for 100 MGBs.  I prefer the stealth suit, but either is better than what 
    you have andyou should probably buy one.  You'll eventually want the heavy 
    suit, but you can get it later in the game once stealth becomes 
    irrelevant.  The stealth suit is incredibly useful for any fights against 
    humans, but is eventually worthless by the end of the game.  Unless you're 
    desperate for money, buy the stealth suit now and the heavy suit later.
    You should have plenty of money at this point, so go ahead and buy lots 
    of random things (trading revolvers back and forth, for example), to get 
    the Metro Trader achievement.  This isn't the last opportunity, but it's 
    a good time to do it.  If you haven't bought anything yet and you trade 
    a Helsing for a Duplet and sell all your ammunition, you should be able 
    to get Scrooge (500 MGBs) by now.  If you can get 500 MGBs, use them all
    to buy ammunition to get Wheeler-Dealer, then reload the game and make 
    your normal purchases.  I only bring this up now since there are a lot
    of useful items for sale at Armory and your stockpile is only going to go
    down in the short term.
    Once you have your purchases, go talk to Andrew and go down in the pit,
    where you will find 3 MGBs and, if you've been diligent, the Sherlock 
    Checklist for Sherlock:
    |3 MGBs at the "north" end of the left platform
    |3 MGBs at the "south" end of the right platform
    |3 MGBs at the right side of the dogleg during the chase
    |3 MGBs to the right after you leave Andrew's
    |3 MGBs in the pit
                              Total MGB in section: 15
                            Total FLASH POINT in section: 0
    II*4. ---Chapter Four-------------------------------------------------------
    [4.1] ___Front Line___
    There are three achievements to get in this area and each requires a
    different approach.  You'll have to play the level at least twice, maybe
    three times to get all of the achievements.  You have to load the start 
    of the area by going back to the main menu to completely restart.
    A general layout (not to scale)
    |End          |
    |      |      |
    |      | Camp |      N
    |      |      |      ^
    |      |Hole  |      |
    | Nazi Front  |      |
    |      A      |      |
    |      A      |
    |      A      |
    |      A      |
    |      A      |
    |      A      |__________
    | Hole A                 |
    |      A                 |
    | Com Front              |
    |                        |
    |                        |
    |                        |
    | Pit                    |
    |             Start      |
    I'm arbitrarily calling the Nazi camp the north end for simplicity in 
    giving directions.
    I'll do this walkthrough two ways: quick invisible, and thorough which 
    covers the other two achievements since they're largely identical.  If 
    you want to get all of the flash points, just follow the Hedge Hopper 
    path and don't kill the captured commies.
    The Invisible Man and Rescue Ranger walkthroughs are almost identical, 
    and I've combined them.  You may have to do the walkthrough twice, but
    the stealth run is much faster than the thorough run for Hedge Hopper.
                           *** SECTION A.1 INVISIBLE ARTYOM ***
    ---INVISIBLE MAN--- Kill no one
    ---RESCUE RANGER--- Save the three captured commies
    You more or less need the stealth suit to do this, because without the 
    nightvision goggles it's quite difficult to move around without light.
    There are a set of goggles easily available, but it's very hard to get
    them without killing at least one enemy.
    Go north from where you start, sneaking.  The officer is giving a speech,
    watch on your left for a set of stairs leading down once you get out on 
    the platform.
    Go down the stairs, and you'll see a soldier by a fire.  Wait a second 
    until the other soldier joins him.  Listen to their conversation for a 
    **FLASH POINT**.  If you're going to replay this anyway, don't bother.
    Continue north, then turn west when you get a chance to pass under a pair
    of arches.  Take the right arch to avoid the light.
    You'll see two soldiers and a kneeling man.  Sit and watch them execute 
    the man and wait for the two soldiers to move away.  You'll get a 
    **FLASH POINT**.
    Go up on the area where the soldiers and dead guy were and go to the 
    north end.  Turn off the light.  You should be able to jump down on the 
    pipes.  Make your way north.  Generally, it's:
    -Hug the left wall to go north.
    -Go east on the pipe.
    -When you get halfway across, take the pipe north.
    -You'll have to jump across the disjointed pipe.
    -Once you jump, take the next right (east) on a grating.
    -Jump up the protruding things to go north at the wall.
    -Go east along the duct.  There's a body against the wall with ammo.
    -Jump down to the walkway.
    -Jump down from the walkway onto a pipe that turns down.
    -Go to the east wall and make your way north and avoid the spotlights.
    -Watch for wire traps in the mist (disarm them for Soft Touch).
    There are three wire traps total.  Enter the tunnel on the north wall, and 
    take the ladder up on the right.  Take off the mask, and take the ladder 
    to the next area, but don't come up out of the hole until the patrolling 
    guard has moved on.
    Move up out of the hole, and turn off the light.  There are arrows in the 
    board behind you, and a Helsing on top of some sandbags behind the guard 
    facing away from you.  Taking it may alert the guard, so be careful.
    You'll walk up to a lit area with a generator.  Stand in front of the 
    generator so that the switch is just in range (it's on the south wall) 
    and then hide in the dark behind the generator's north end until the 
    guard has turned away.  Sneak behind him and turn off the light, then 
    wait for him to leave.
    Go up the stairs, and on your way up before you get to the top shoot
    out the light.  You can turn off the gas lamp at the top of the stairs.
    Wait for all of the guards to run past, and don't try to go through the
    door until the checkpoint has saved.  There's some crushed glass near 
    the door that makes sneaking out quite hard.  Hug the left on the way 
    out or jump over it.
    Once you get out of the door, sneak down the corridor to the north.  
    You'll have to be fast, since there are two patrolling guards with 
    headlamps.  Once you get about 10 seconds north, find a dark place 
    and wait for the car to go go by.  Once it has passed, keep going.  
    Shoot the lights out with a silent weapon as you go up, and if the 
    car comes by hide at the side of the tunnel.
    There is a patrolling guard near the top, so when you come up to him 
    drop down to the right.  Walk along the west side of the room.  You'll 
    see the three guys to rescue just to your right, so get a sense of this 
    area and the enemies here to prepare for that achievement.  If you want,
    you can go guns blazing at this point to save them and get Rescue Ranger.
    You may be able to load the last checkpoint after getting the achievement
    and continue in your pacifistic ways.
    At the north end, climb up the ladder.  Slip into the tunnel to the north
    and you'll see a patrolling guard (he has no headlamp, so use night 
    vision).  Slip past him by moving by him when his back is turned.
    The last guard in the tunnel is facing the wrong way, so take the door 
    to the west (left).  There are some things on the table to your right, 
    including 10 MGBs.  Go through the door to the west for the end of the 
                        *** SECTION B.1 GRIM COMMUNISM EAST ***
    ---HEDGE HOPPER--- Kill everyone
    Doing this level with a scoped Helsing is a great way to work on 
    headshots, since you'll be doing lots and lots of stealthy kills and
    almost everyone has a helmet.  Throwing knives also work extremely well
    if you don't need headshots.
    I'm writing this as a stealth walkthrough, and I'm assuming you're turning
    off or shooting lights, not making noise, etc...  You can go non-stealth
    once you get all of the flash points from conversations, but it's rather
    challenging to fight six on one.
    From the start point, turn around and go back down the tunnel.  There are
    two guards there, one patrolling and one facing the wall.  Kill them both 
    silently.  There is a box on the wall with night vision goggles and 
    3 MGBs.  You get a **FLASH POINT** for taking the bullets.
    Sneak back north, and wait for the men to move down the stairs.  If you're
    close enough when the guy finishes his speech, you'll get a **FLASH 
    POINT**.  Follow them down the stairs, and listen to the conversation
    between the two soldiers for a **FLASH POINT**.  Once they finish, 
    they'll walk away.  Kill them both silently.  Back by the fire is a crate
    with ammunition and a silenced pistol.
    Go back up the stairs and face north.  There are two patrolling guards.
    Try and kill them when they are away from light sources.  There is a
    Tihar and some ammunition for it in a wrecked subway car at the north
    end of the platform and 4 MGBs on a crate on the northeast portion of
    this section.
                        *** SECTION B.2 GRIM COMMUNISM WEST ***
    Head back down the stairs and go west.  Go under the left arch and turn 
    off the light, then watch the scene with the guy they execute (there's 
    no way to save him).  You will get a **FLASH POINT** as the officer 
    walks away, kill him.  Kill the soldier as he goes on to the north end
    to investigate.
    Turn around and go up the stairs on the east part of the south end of 
    this area.  Listen to the conversation about suicide bombers for another
    **FLASH POINT**.  Sneak past the guards into the tunnel to the south 
    where you'll find two men who are unconscious.  Kill them silently, 
    then head further into the tunnel and look west (to your right) for 
    a door.  The door leads to a lit area where you will need a gas 
    mask.  Walk in to get the game to save, then move back out to the area
    you snuck past earlier.
    There are a whole lot of communists facing the other way, as well as a 
    few patrolling the area.  Move up when the patrol is facing away to 
    turn out the light to your left.  By the light is a small cache of 
    ammo.  You should be able to kill the rest of the soldiers here with 
    throwing knives without actually alerting any.  Be sure to kill the 
    ones on the balcony as soon as possible.  Always kill the enemies so
    that they don't see each other fall.
    It may be helpful halfway through the killing to turn back and run 
    down to the bottom of the gas mask area where the game saved.  If 
    you go all the way to the bottom there is a shotgun with bayonet, 
    and the game should save as you come back up.  You get a **FLASH 
    POINT** for finding this shotgun.
    To the east of the big group of soldiers is a pair of soldiers on a 
    ledge between the two areas we have cleared.  You may want to leave these
    for later since you can use the stationary machine guns on the east side 
    to take them out, but this will make lots of noise and alert the enemies.
    You can also just snipe them from a variety of places.  Don't bother with
    this unless this is the "keep" playthrough and you aren't going to repeat
    this section.
                        *** SECTION B.3 THROUGH THE DEPTHS ***
    Run back to the area on the bottom where the execution took place.  Turn 
    off the lamp.  You should be able to jump down on the pipes.  Make your 
    way north.  Generally, it's:
    -Go west.
    -Hug the west wall to go north.
    -Go east on the pipe.
    -When you get halfway across, take the pipe north.
    -You'll have to jump across the disjointed pipe.
    -Once you jump, take the next right (east) on a grating.
    -Jump up the protruding things to go north at the wall.
    -Go east along the duct.  There's a body against the wall with ammo.
    -Jump down to the walkway.
    -Jump down from the walkway onto a pipe that turns down.
    -Go to the east wall and make your way north and avoid the spotlights.
    -Watch for wire traps in the mist (disarm them for Soft Touch).
    There are three wire traps total.  Enter the tunnel on the north wall, 
    and take the ladder up on the right.
    As you come up, wait for the guy to pass.  This area is frustrating from 
    a stealth perspective as the enemies all die noisy deaths, alerting their
    comrades, so knife throws will not cut it.  It may be best to simply 
    bypass this first group and come back later.  Fully pumped Helsing 
    shots and bursts from the VSV may work.
    There's a Helsing on a pile of crates right behind the guard that faces 
    away from you as you come up from the pit.  There are arrows in the 
    board behind it and arrows sitting next to it.  There's a white box 
    on the wall with 5 MGBs.  Picking them up is worth a **FLASH POINT**.
                        *** SECTION B.4 GRIM NAZI FRONT ***
    Go up the stairs, and on your way up before you get to the top 
    shoot out the light.  You can turn off the gas lamp at the top 
    of the stairs.  Wait for all of the guards to run past, and don't
    try to go through the door until the checkpoint has saved.  There's
    some crushed glass near the door that makes sneaking out quite hard.
    Hug the left on the way out or jump over the glass.
    You can kill the two patrolling guards in this area easily enough, but
    the rest of this area can be fairly nasty.  Unlike Communist front 
    line, the Nazi area is well lit and the enemies are packed together.
    You may want to move to the next area and get some stealthy kills there 
    first.  It's nearly impossible to fight the Nazi front line without 
    waking up the whole army.  If you do end up fighting them, go crazy 
    with the grenades since there lots of them available.  The only loot
    on the front line is some grenades on the overlook, some sniper ammo
    by the stationary machine gun on the lower level and what the enemies
    themselves are carrying.
                        *** SECTION B.5 GRIM NAZI BASE ***
    You may as well give up on stealth for this area when you're working 
    on Hedge Hopper or Rescue Ranger.  It actually helps with Rescue 
    Ranger since the Nazi will not execute the guys you're trying to 
    save if he's busy trying to kill you.
    The railway tank is fairly hard to kill by conventional means.  You 
    can either shoot the driver and gunner or hit it with a grenade.  In
    any case, you won't remain stealthy if you do.  Sticky grenades are
    an excellent choice.
    At the top of the hill, there is a patrolling guard and a guard behind
    some sandbags.  Below him are the three prisoners and four more 
    enemies.  If you're still stealthy, kill the patrolling guard 
    as far away from the stationary guard as possible.  Sneak to 
    the right edge, jump down, and kill the guard threatening the 
    prisoners.  You'll have to fight your way out to the tunnel at the north.
    Once the Nazis are all dead, the prisoners will stand up.  You'll get 
    Rescue Ranger when you talk to them, but you'll have to kill them to get 
    Hedge Hopper.  If you did not get Hedge Hopper, there are some places to 
    check.  You cannot get back through the low way, but once the front line 
    nazis are dead you can just run back past it to get to the communist 
    front line:
    *Check the two unconscious men behind the Communist front line.
    *Check the two guards behind the beginning.
    *Check the three guards in the basement of the Nazi area.
    Everyone else in the level should be shooting at you if they aren't dead.
    If you kill the prisoners, you lose one flash point for each.  If you 
    rescue them, you will get a **FLASH POINT**.  If you're thorough about 
    getting flash points killing the three should not stop you from getting 
    the good ending.
    There are 10 MGBs and some ammunition on a case on the right in a room 
    west of the north end of the tunnel (the last room).  There is a medkit
    in the far corner.
                            Total MGB in section: 22
                       Total FLASH POINT in section: 7 (-3)
    [4.2] ___Trolley Combat___
    There's a scene.  After it's over, loot the bodies.  Turn around go 
    through the door behind you for a storeroom with more ammunition,
    grenades, and a night vision goggles if you don't have one yet.  To the
    right of where you start is a red wall locker with some throwing knives
    and a filter.
    Immediately across from where you start is a closed door that you can 
    open.  In the room there is a red wall locker with 5 MGBs, a medkit, 
    and a gas mask.
    As you follow your friends, you'll see two bodies along the way.
    The one on the right has 5 MGBs.
    This is the last time you can get Heavy Metal achievement.  This one is 
    actually fairly elusive, since there are so few times you get to use a 
    stationary gun.  If you don't have it by the end of this section, reload
    and try again and try to get more kills on the troopers in this section.
    If it doesn't work, you'll have to play through again and try to get more
    at Cursed or on Front Line.
    Once you get on the truck, there'll be a few scenes.  This machine gun 
    has all the ammo in the world, but it will overheat.  The gauge on the gun
    tracks the heat.
    1. Face back and try to get the officer at the start.
    2. Face back and shoot the car.
    3. Another car behind you.
    4. Guys to the front and left.
    5. Car behind you.
    6. Wall in front of you.
    7. Guys to the front and left.
    8. Car behind you.
    9. Guys to the front and left.
    10. Car behind you.
    You'll come into an open area.  On the far side to the right of the car
    there are vertical stone supports underneath the track.  Shoot at the 
    one in front of the tank until it falls.
    You'll get the achievement:
    ---TANK BUSTER--- Break the Panzer.
    When the car stops, there is some sniper ammo in the skeleton in front of 
    you in the tunnel.  Follow Pavel.  He seems to have a problem with doors.
    To the left as you enter the second room is a red wall locker with a gas 
    mask.  Near it are 5 MGBs on top of a shelf in plain sight.  Around the 
    corner to the left is another red wall locker with some ammo.
                              Total MGB in section: 15
                            Total FLASH POINT in section: 0
    [4.3] ___Depot___
    Duck underneath the pipes.  Pavel babbles on, when he mentions coming up 
    to the station, the game will save.  There'll be a Nazi in the path.  
    Kill him as quickly as you can.  Aiming will be hard with the bouncing cart.
    If you kill him fast enough, you'll get an achievement:
    ---RAIDER--- Kill the guard before he alerts the station
    If you don't kill him in time, reload.  The enemies here will pound 
    you with bullets if they're aware.  You might end up using a medkit or 
    two on Easy.  On higher difficulties you will simply die.
    Duck when you get into the station, and stay ducked until Pavel starts 
    babbling about a depot.  You'll pass another guard post which you can 
    For the next section, ignore anything that's not attack you.  After Pavel 
    has his scene with the Nosalises, be sure to stand up.  There's a bug
    here that can leave you stranded.  If you do get stranded, you'll have to
    start over fromt the beginning of Depot, which is annoying.
    Once you get off the car, in a rather unceremonious fashion, you'll be 
    in a tunnel.  Go forward, moving over the open pipe, and you'll see a 
    railcar.  There are four wire traps around the car, each with a grenade.
    This is great for the Soft Touch achievement.  
    Inside the car are some dead soldiers.  Loot the bodies for ammo, and 
    look in the two supply crates (one is red and closed) for 10 MGBs, 
    some weapons, medpacks, and grenades.
    Take out your journal and go back to the pipe that we jumped over.  Go 
    in the pipe and go right (away from the "correct" direction according to 
    your journal).  There's a body with an SMG and 2 MGBs.
    Follow your journal out.
                              Total MGB in section: 12
                            Total FLASH POINT in section: 0
    [4.4] ___Defense___
                             *** SECTION A: THE DEFENSE ***
    You get a **FLASH POINT** for showing up.  Walk up, talk to the guys.  
    There's a crate with lots of ammo and a medkit.
    There's a big fight, and you lose your allies as you go.  Be sure to 
    loot their bodies as they fall, because that's what friends are for!
    After the fight, go through to where the captain is.  He'll ask you to 
    send a message.  Grab it for a **FLASH POINT** and the first part of an
    ---DJ ARTYOM--- Broadcast the message.
    Follow the planks up to another body by a stationary gun for some more 
    Move forward.  The path is straight until you run into a ramp and a door 
    on the left.  Go up the ramp for a small sleeping area with a long red 
    box on the floor.
    In the box is some ammo and 2 and 5 MGBs.
    Head down the tunnel.  You'll pass a stopped cart with an upended case of
    some pneumatic weapon ammo.  There's a body to the left of the cart and 
    1 MGB in a pile of bullet casings.
    Behind the cart is a ladder up to another sleeping area with a few 
    throwing knives.
                          *** SECTION B: ENTER THE LURKER ***
    These areas are swarming with lurkers and it's the last time you see 
    them, so don't clear out of 4.5 until you have the Fire in the Hole 
    achievement.  Despite the name, grenades aren't really that good for 
    killing the suckers.  Remember that they like to come out of holes 
    behind you, so when you're fighting a wave of them park yourself in 
    a corner and let them come to you.  You can also just run past them, 
    they're not that strong and they're obnoxious to kill.
    Be careful of the holes in the floor.
    Since they aren't that dangerous, this is also a good place to work on 
    the various weapon kill achievements.  I don't think they count for 
    This is the first wave of lurkers, about 6-7.  If you want to use your 
    knife, crouch so that you're low enough to hit them.
    There's an arrow in a dead lurker past the corpse on the platform.
    There's a dead guard in the middle of the platform with 2 MGBs and ammo.
    To the right of the guard, in a booth at the top of the ramp, are some 
    shotgun shells.
    Ahead of you is a subway car.  On the first floor is ammo, a gas mask 
    filter, a gas mask, and a wire trap with a grenade.  Go all the way 
    through the car and exit out the other side by some stairs for a 
    **FLASH POINT**.
    Take the stairs up.  There are 3 MGBs on the ground on the top floor 
    near the round hole in the floor.
    By the stairs there is another dead guard with a revolver and some
    ammunition.  Through the doorway to the right of him are 3 MGBs.
    Go back down the car to move into a fire-lit area across from the ramp.
    In the near left corner there is some shotgun ammo and a Duplet.  If you 
    haven't gotten the Old School achievement yet, now is a good time to do 
    it.  There is more shotgun ammo near a blood stain on the other corner 
    on this side of the room.
    There's a body in the middle of the room at the foot of some stairs with 
    a little bit of ammunition.  Upstairs there is a little bit more ammo and
    two throwing knives.
    Go straight across when you come down the stairs into a room between a 
    booth and a body.  Inside the room is ammunition and 3 MGBs.  The body 
    outside has a Tihar and ammunition.  If you haven't gotten Air Gunner 
    yet, there's your ticket right there.
    There is another set of stairs just beyond that body.  Go up and into 
    the back for a **FLASH POINT** and some medkits.
    Across from the bottom of those stairs is the path forward.  There's 
    ammo, a gas mask, a filter, and a medkit in the a small cache to your
    right as you go through the door.
    The stairs at the far side of the room are blocked.  Go through a door 
    to the right of the stairs and take the next set of stairs up.  There 
    is a cache up here with arrows, ammo, filters, and a Helsing.
                         *** SECTION C: LURKERS IN THE MIST ***
    In the next area you'll need your gas mask.  Walk into the mist until 
    the lurkers come, and then run back out, take off your mask, and fight
    them in the mask-free area.
    There are stairs up to the right with a revolver and some ammunition.
    Directly across from the bottom of the stairs is a room with a body 
    and some shotgun ammo.
    The next set of stairs on the right has some beds.  Go past through 
    the area to find some dead enemies with arrows and a throwing knife.
    Go back down the stairs.  At the end of the hallway, beyond a fire is ammo.
    Go back down the hall, and go over to another hallway, past a fire.
    There's a railcar in front of you.  On the bottom floor is a body 
    with some ammo.  There are stairs at one end and in the upper car is 
    another body with ammo and a grenade at one end and a revolver at 
    the other.
    Pull out your journal and go the opposite way from the arrow.  At that end
    of the tunnel is a radio and a body with some ammo and 4 MGBs.  You get a 
    **FLASH POINT** for discovering it.
    Head to the far end of the tunnel, past all the barricades, to a red 
    light.  There is a body at the end with 15 MGBs.
    Go to the door that you passed on the side of the tunnel.
                              Total MGB in section: 38
                            Total FLASH POINT in section: 5
    [4.5] ___Child___
    This is the last section in the game with Lurkers, so be sure to get 
    your quota.
    In this section, you'll have the kid on your back, so you turn more
    There's some ammo on the body in front of you and some more on the floor 
    in the room.
    As you go down the next hallway up some stairs you'll pass a body with 
    an SMG and then another with a revolver and some ammo.  
    You'll exit out into another tunnel with more lurkers.  There's a shotgun
    and some ammunition to your right at the end of the tunnel.  There is 
    another shotgun and ammo by a body at the other end of the tunnel as it 
    slopes up.
    Past that body is another body with a revolver and ammo and a trap.  Go 
    ahead and set it off, but keep moving so you're out of the blast radius.
    It'll seal the tunnel behind you.
    The kid points out an ammo locker that also contains 10 MGBs.  You'll 
    pass two bodies as you exit the room, each with a weapon that has some
    ammunition in it.
    Farther down in the same room is another automatic shotgun, and keep 
    going into the dark corner of the room for 5 MGBs and a rifle.
    Past the fire there are more holes and another auto shotgun.  You'll 
    see a dead guy with a headlamp at the far end of the tunnel.  Grab 2 
    MGBs from him and ammo from his gun.
    Follow the path, and you'll find another dead guy with an SMG.  In the 
    next room is a campfire and a dead guy with a rifle.  In the corner of 
    the room opposite the fire, there's some shotgun ammo.  On the way out 
    of the room there's a body with a revolver, ammo, and medkits.
    Keep going down the path, and you'll come across a guy with a shotgun 
    and ammo on the floor.  The kid tells you not to use grenades, and the
    guy helpfully has one.  Once you get through the room to a campfire, 
    turn around and throw a grenade into the room.  It will collapse, 
    killing all the lurkers.  There's yet another shotgun and ammo in 
    this room.
    The path will fork.  Go down the right fork, and you'll find 2 MGBs near
    the body at the end of the green-lit tunnel.  The body also has some 
    ammo.  Go down the tunnel, past the entrance you came down, and go up 
    the next entrance.  To your left is the left fork in the path that we 
    just skipped.  There are two wire traps.
    Go to the right instead, and you'll see a circular opening to your right 
    and a body with some ammo to your left.  The circle to the right is the 
    green path we were at earlier.  Drop down to the left past the body, 
    you'll find his shotgun on the floor.
    Go down the path (follow your journal if you're not sure).  There's a 
    dead body with a rifle in the middle of the path and the rifle has 5 MGBs.
    You'll come into a large circular room.  To the left is a small ridge with
    a body that has some ammo and 4 MGBs.  To the right is a raised area.
    There's a body under the path leading up with another 4 MGBs and more 
    Climb up the path.  When offered a reward, you can refuse it for a 
    **FLASH POINT** or take it for 20 MGBs.
    The refugees include some merchants and an exchange salesman.  They 
    don't have anything particularly useful for sale.  If you have a 
    Helsing, you can exchange it for an automatic shotgun and get 10 
    MGBs in the process.
    At the far end of the tunnel there are a bunch of guards.  To their left
    is a small raised area.  Take the ladder to go up for 5 MGBs.
                         Total MGB in section: 57 (includes reward)
                            Total FLASH POINT in section: 1
    [4.6] ___Outpost___
                              *** SECTION A: CLIMBING UP ***
    You'll hear some Nazis coming down.  To the left is a body with a bunch of 
    ammo and to the right is a fresh mask.  Run to the end of the tunnel.  
    Immediately to your right as you exit is a shack with an open door.  Go 
    in and hide.  There's another mask in the shack.  Wait for the rest of 
    the Nazis to pass.  You can kill them all with a well timed grenade, but 
    wait for a bit on this so you don't wake up all the other guards.
    RNG//This is a great spot for the "sticks like a burr" achievement.
    From the shack door, you can kill the guard patrolling on the overlook 
    with a silent weapon.  The Helsing is ideal for this, but any non-knife 
    silenced weapon works.  If you kill him before the other nazis pass, he 
    may fall in front of them, tipping them off to your presence.
    Run along the right side of the area to find a body on a snowy ledge 
    with some ammunition.  Take the path up on the left side of the area 
    and you'll come to the overpass where the dead guard is.
    On this same floor, there is another boarded area that overlooks the 
    shack where you were hiding.  In this area is an open-topped crate 
    that has a revolver with everything.
    On the right side of the area is a steep snowy slope headed up to the 
    top floor of this area.  In the center of the grid of pipes is a square
    with two sticky grenades.  When you get to the far side you'll hit a 
    checkpoint.  Just past is a wire trap that you can disarm for a grenade.
    There are two soldiers in the room to your right.  Kill them silently 
    and grab the ammo and filter on the table.  These two can be a real pain,
    and killing both silently with knives is almost impossible, so use the 
    Helsing, Tihar, or VSV.
    Head back up to the shack where you found the two guards and walk towards
    the building.  A guy will come out, ignore him and the Demon and wait for
    them to  pass.  You'll move past open windows that you can't jump in, but
    there is a guard with his back to you that was shooting at the demon.  If
    you charge up too fast, he'll see you.  Kill him with a knife.
    Go further along the building until you see a broken wall sloping down 
    with a lamp near it.  Turn off the lamp and wait for the game to save a
                              *** SECTION B: NAZI BASE ***
    You'll probably eventually tip off the guards in this area and have to 
    fight your way out.  In particular the bottom floor is almost impossible
    to complete without a big firefight.
    A brief map (not to scale)
    Ground floor:
    |  |  9|7   |    6|
    |__|__ |____|__ __|
    |___ ________ ____|
    |    |__5___|8|  3|
    |   1|  2   | |  4|
    1.1. The guard who was shooting out the window at the demon.
    1.2. The broken slab leading up to 2.1.
    1.3. Body with ammo.
    1.4. Path up to 2.6.
    1.5. Path from 2.7 (can't go back up).
    1.6. Drop from 2.8 (can't go back up).  5 MGBs in this room.
    1.7. Main room (3 guards, two filters, and 12 MGBs) and exit
    1.8. Guard and 5 MGBs.
    1.9. Pistol and ammunition.
    Middle floor:
    | |3  |   4| 5| 8 |
    |_|_ _|___ |__|___|
    |9 _ ____________ |
    | |  |__7___|   6 |
    | | 2|  1   |     |
    2.1. Broken slab leading down to 1.2.
    2.2. Guard station, two guards.
    2.3. Pistol ammo.
    2.4. Path outside and 4 MGB.
    2.5. Entrance and some pistol ammo.
    2.6. Path up and down (1.4), (3.1)
    2.7. Path down to 1.5 (can't come back) and ammunition.
    2.8. Path up and down (1.6), (3.4).  No return if you go down.
    2.9. Path to backhoe.
    Top floor:
    |8   |9  |  |3|6 4|
    |    |   |__|_|   |
    |___ TRAP|__2     |
    |    |      |_    |
    |7   |   5  |   1 |
    3.1. Path up from 2.6.
    3.2. Guard station.
    3.3. Guard station.
    3.4. Path down.
    3.5. Automatic shotgun.
    3.6. Path to roof.
    3.7. Body with ammo and 4 MGBs.
    3.8. Path from roof
    3.9. Ammo
    We'll start at 1.2.  Go up the slab.  The guards should have had their
    little conversation if you went down to bomb the tunnel.  If not, wait
    for them to break up.  Duck into the room and quickly and silently kill
    both.  There's a gas mask here if yours is at all damaged.
    Across the hall there is some ammo in the far corner.  There's a guard 
    patrolling and a guard by a fire.  Wait until the patrolling guard 
    walks away, then kill them both silently.
    The next room over (2.4 on the map) there are 4 MGBs on a window sill.
    Take them and then head out the window.  Follow the path outside to a 
    pipe and come back into the building.  There's some ammo on the chair.
    Behind the guards we just killed there is a staircase (2.7).  Go in and
    grab the ammo on the backpack and grab the arrow on the way down.  
    You'll see two arrows next to a dinner plate.  Don't go in that area,
    you can't come back.
    Head to the end of the hall and go down at 2.6.  Look under the slabs 
    for a body with some ammo.  Once the two guys at the top finish their 
    conversation, move up and kill them silently.  One will be patrolling 
    near 3.2 towards your position and the other will be standing at 3.3.
    There's a shotgun across the hall in the
    open area.
    Move up to the third floor proper, and look down (3.4)  There are two 
    guards warming their hands by a fire.  Take them out silently if 
    possible.  Don't worry too much about alarms now if you plan to 
    kill the demons.
    If you want to kill those Nazis we passed earlier, head back to the 
    start of the level and set a grenade.  You can jump down to save time 
    as long as you don't drop too far.  If you time the grenade right, you
    can kill all six.  Be sure to let the fuse burn down a little before 
    you toss it.
                              *** SECTION C: DJ ARTYOM ***
    Go back to where we came in on the second floor.  At the left side of the 
    building there's an open window with a backhoe just outside.  Hop on the 
    arm, and head down to the far corner for some ammo.
    Climb back up the backhoe and you should see a ladder on the building.  
    Take it up to the roof.  You should see a little booth with a satellite 
    dish.  Get down there, grab the sticky grenades, and play the tape for 
    DJ Artyom at the equipment for a **FLASH POINT**.  There are two demons 
    here, so if you'd like you can use the sticky grenades to kill them and 
    get the Inquisitor achievement, but it'll wake up everyone downstairs.
    There's a rifle sitting on the roof by a body.  There's also a path 
    down to a previously inaccessible part of the top floor.  If you take 
    the path down by the radio gear you can avoid some intricate wire 
    traps.  There's a body with some ammo and 5 MGBs in a corner room.
                          *** SECTION D: FADING TO BLACK ***
    There are a couple of paths we can take to go down and out of the base 
    at this point: the stairs where we grabbed some ammo (2.7) or the hole 
    near where we killed the two guards after coming back from the top 
    floor (2.8).  Either works.  There is a lot of glass on the stairs 
    and you may drop into a very noisy object at 2.8, so don't expect 
    to get real surprise on the enemies below.
    We'll take the hole at 2.8.  From 2.7 you can get a few free kills by 
    sniping enemies, but you'll be in a bad defensive position.  If you do 
    jump down the hole at 2.8, make sure you don't land on the table.
    We're at 1.6 on the map.  There are 5 MGBs on a shelf in this room.
    There's a guard patrolling in the hallway.  Kill him before he spots you.
    Proceed down the hallway and take the door on your left.  There's a guard 
    looking at some books at 1.8.  Kill him silently.  There are 5 MGBs 
    right by him.
    You can kill one of the guards in the next room silently, maybe two if 
    you're lucky, but there aren't clear shots.  There are four guards left
    on this level, three in the main room and one in the hallway on the far
    side.  There would be one more at 1.1, but presumably you killed him 
    already.  The main room has 12 MGBs and two filters sitting around.  
    In a room on the far side there's a revolver and some ammunition in 
    the room with a tape player.
    If you didn't grab them before, there are two arrows at the top of 
    the stairs in the main room.  Head out through the exit in the main room.
    You'll come into an open area outside with a bunch of cars.  There are 
    nazis wandering around in this area in two groups of three, plus an 
    extra guy.
    There are some holes in the ground, and one of them has a body with a 
    little bit of ammo.
    Head for the rectangular building to end the level.
                              Total MGB in section: 31
                            Total FLASH POINT in section: 1
    [4.7] ___Black Station___
    There is an achievement to get if you go through this level without 
    killing anyone.  Despite what Ulman tells you, turning off the 
    generator really doesn't help at all.  The stealth suit is not 
    a must, but it's fairly hard without it:
    ---MERCIFUL--- Complete Black Station without killing anyone
    If at all possible, have a Helsing when you leave this level.  There's 
    one available, but you won't get it on the merciful walkthrough.  You'll 
    need the Helsing for a particularly nasty type of enemy coming up in 
    chapter five.
    At the start of the level, Ulman gives you a VSV silenced rifle.  Be 
    sure to grab it if you're still using an AK.  Don't forget to loot the 
    guard he kills.
                         *** SECTION A: BRAZENLY MERCIFUL ***
    This isn't the most stealthy way to complete this mission, and you 
    won't get much of the loot or flash points, but it'll get you the 
    achievement.  Once you've got it, go back to the main menu and 
    play Black Station from the beginning so that you can clean up.
    From Ulman, go right and put on your nightvision goggles.  Avoid 
    the first trap by jumping over it, then be very careful about glass.  
    When you get to the next trap, walk to the left of it. Hug the wall 
    closest to the two guards who are talking to avoid some cans.  You 
    can listen to their conversation for a **FLASH POINT**.
    Turn off the light and go forward, you'll hit a save point.  A guard 
    is patrolling just beyond.  Let him go by, then break the light with 
    a silenced weapon (knives don't work for some strange reason) and go 
    right.  There are two more guards talking, and you can get another 
    **FLASH POINT** for listening.  Wait for them to leave by hiding 
    in the alcove to the right.  Wait for the two to break up.
    Now comes the tricky part.  Once they've both left, you can run up to the
    light, turn it off, then go to the next area.  While the guy is a long 
    ways away, take out the light with a silenced weapon.  Take the stairs 
    to your right down to the next floor, and hug the wall and move down 
    the train tunnel.  Your goal is an open door on the right side in the
    tunnel.  If you get spotted, run for it.  Inside the door, you'll 
    come across a room with a shotgun on the table.
    At the room with the shotgun on the table, look for a broken section of 
    wall.  It should lead into what looks like a natural cave.  Run down 
    there, and put your mask on.  At the far end of this linear area, you'll
    come across a staircase.  Take it to the top.
    You'll see a man mumbling to himself in front of a light at the far end 
    of the hall.  Listen to him for a **FLASH POINT**, but watch out for glass
    as you approach.  Once you've got the point, run past him through a door 
    to the left.
    You'll enter another area with three guards.  To your right is an open 
    doorway.  Run through it and follow it until you see a square hole in 
    the floor.  Jump in, and follow it to the end, avoiding the trap.  
    There's Ulman and your achievement.
                         *** SECTION B: DEGENERATOR ***
    Grab the VSV from Ulman.  It's a great weapon for this area.  Go right 
    from the start.  Jump over the trap, and avoid the glass as you sneak 
    up on the two guards.  You can walk around the second trap.  Wait for 
    them to finish their conversation for a **FLASH POINT**, then kill 
    them.  The VSV works well.  There are some throwing knives next to 
    them on a box.
    RNG//The VSV counts towards Weaponsmith.
    Continue down the path, and turn off the gas lamp.  When you get to the
    next lit area, hang back.  When the patrolling guard goes by, tag him 
    with a throwing knife.  Break the lamp and go right at the fork.  
    We'll be back here soon.
    There are two more guards having a conversation, also worth a **FLASH
    POINT**.  When they break up, tag the guy who walks towards you with 
    a throwing knife once he's out of the lit area.  Go up and turn off 
    the lamp.  Wait in the dark corner just beyond the grate.  When the
    guard comes back on patrol, tag him with a knife.
    Shoot out the light above you with a silenced weapon, then go along
    the path that the guard was patrolling on, but go left into the 
    corner for a Tihar and some ammo.
    Go back to the fork and go left this time.  Turn off the lamp on your
    right, and watch out for cans.  When you come to another open area, 
    the guards are having a conversation about a generator.  Listen for 
    another **FLASH POINT**.  Wait for the two to leave up on the walkway.
    Once they're gone, snipe the officer (the farther guy) who is sitting in 
    front of a lamp, then kill the guy in front of the fire with a knife.
    Shoot out the lights in the subway tunnel.  One of the two guards by the 
    generator will walk out.  Kill him silently.  The other guard is right 
    inside the door, facing away from you.  Eliminate him as well.  You get
    a **FLASH POINT** for disabling the generator (just activate it).  
    There's a shotgun, some ammo, and 5 MGBs by a fire nearby.
    Go past the generator to another room with a gas lamp and a short set of
    stairs up.  Turn off the lamp and there'll be a T intersection.  To your
    right is another gas lamp and a patrolling guard.  Wait for him to walk
    away and tag him with a knife.
    Go back to the T and go left.  Underneath the stairs is a body with 
    3 MGBs and a medkit.  Go back to the subway car.
    Inside the subway car is a Helsing and one arrow at one end and five
    arrows at the other.  This is an excellent weapon for an upcoming
    challenge and just a good gun overall, so make sure you bring it
    with you when you leave.
    On top of the subway car (there's a ladder just outside) is some ammo
    and 4 MGBs.  There's also a VSV if for some bizarre reason you missed
    At the end of the tunnel is another gas lamp.  To the left of it are
    some stairs down.  On the left side of this passage is a crate you 
    can jump on that leads to a small hidden area with 4 MGBs and a 
    **FLASH POINT**.
                           *** SECTION C: MERCILESS***
    Outside of the hidden area is a door leading to an underground area.
    Go through the area, hugging the left wall.  You should see two ramps
    up.  One of the ramps is covered with planks.  Wait at the bottom of 
    the uncovered one until a guard on patrol walks past.  Kill him 
    silently once he rounds the visible corner.
    Killing everyone in this room without them becoming aware is very hard
    because there are four more guards in a small area.  Once you've killed
    the first one, the second one to kill is the guy standing in front of 
    the fire, since he has  night vision goggles.  Head to the far end of
    the area, near the first guard you killed.  There's a door to the right.
    Head in, turning off lights as you go.  On the table is an automatic 
    In the room with the shotgun, there are two exits: a door and a broken
    wall.  Take the door.  You'll come out on the other side of the area 
    with the guards.  If you watch, you'll notice that they're all facing 
    where you were when you killed the first guy.  Tag one of them, retreat
    through the door to the other side of the platform and go back and forth
    while they're constantly looking for you on the wrong side.
    There's a big cache of ammo in the middle of the room that has 15 MGBs, 
    a medkit, and grenade.  On the side of the room we came up on and far 
    away from the doors we've been abusing, there's a little more ammo in 
    a red crate.
    Go up the big concrete stairs.  There's a Tihar and some ammo on a crate
    in the landing and a revolver and some ammo on the left.
    Go back to the room with the automatic shotgun, and go through the broken 
    wall. You'll head through a linear area that requires the mask but has no 
    enemies. There's a red wall locker with a filter I've never been able to 
    pick up.
    At the far end is a set of stairs.  Shoot the light out with a silenced
    weapon as you go up or break it with your knife.  Far to your right is 
    a guy sitting in front of a lamp.  Go up towards him and listen to his 
    mumbling for a **FLASH POINT**, but watch out for the broken glass.
    Walk forward into the next room to have the enemies start a conversation
    about some mythology.  While they're talking, go back past the mumbling 
    guy to where we came up.  On the second door to the left is a locker 
    with some ammo.  Avoid the glass.  When they finally get to the end 
    of their rambling story, you get a **FLASH POINT**.
    There are a total of four guards in this room: one on patrol, the two who
    were talking, and a guy in the far corner sleeping.  None of them die 
    quietly, so you will probably end up with an actual fight.  These are 
    the last enemies on the level, so don't worry about it.
    There's some ammuniton by a backpack near the fire and some throwing 
    knives sticking out of a crate.  There are 5 MGBs under the pillow.
    Put on your gas mask, follow your journal, and drop down a square hatch 
    in the next room over from the four guards.  There's a body at the bottom
    with an SMG to loot for ammo.
    The rest of the level is linear.  Watch out for a wire trap with a spiked
    log.  You can take off your gas mask when you get to a blood smear and a 
    blue barrel.  Just to the left is a body with some ammo.
    If you don't have the Metro Trader achievement yet, be sure to waste all 
    of your throwing knives and sticky grenades before leaving this area so 
    that you can buy some.  They won't be very useful in the upcoming areas
    Join up with Ulman, and you'll have a vision while traveling.  Run towards
    the thing for a **FLASH POINT**.  You can also run away and avoid the 
    flash point.
                              Total MGB in section: 36
                            Total FLASH POINT in section: 7
    II*5. ---Chapter Five-------------------------------------------------------
    [5.1] ___Polis___
    This is the last shop in the game, so if you haven't done the following
    achievements you'd better try and get 'em now.
    ---METRO TRADER--- Buy 10 items (other than bullets) in shops
    ---WHEELER-DEALER--- Use 500 MGB to buy other bullets
    You can buy ammo with MGBs, sell the ammo for MGBs, and buy ammo with MGBs 
    back and forth to get Wheeler-Dealer if you don't quite have enough cash.
    If you're trying to get Metro Trader by buying knives and stickies or if
    you exchange ammo, reload your game after you get the achievement so 
    that you don't waste MGBs.
    You can buy the heavy suit here if you've been using the stealth suit.
    It doesn't really seem to help much, but stealth is only relevant in one 
    more area in the game, so you might as well.  Again, you want to keep the 
    Helsing, so don't trade it in.
    There's an assault rifle for sale here, arguably the best in the game.  I
    don't buy it since I use the Helsing for all of the chapter 5 enemies and
    you'll get a similar rifle at the end of Chapter 5.  This one has a scope
    and silencer.  The silencer is actually a flaw, since it decreases damage
    and there's very little stealth left in the game, and unsilenced versions
    will be available soon enough.
    RNG//This rifle is the last piece for Weaponsmith.  We'll find another
    RNG//one soon enough.  If you sold the Heavy Automatic Shotgun at Armory,
    RNG//you may also still need that weapon to complete the achievement.
    Since this is the last ammo exchange, you may as well sell anything you're
    not using and get MGBs for it.  Tihar or Helsing ammo you may as well sell
    if you do not currently have the relevant weapon, since there aren't any 
    more of either weapon in the game.  I tend to sell off all my shotgun 
    ammo as well, since I don't like either of the shotguns and I'd rather
    have MGBs to shoot with.  I also tend to sell down to 14 or so arrows on
    the Helsing since you really don't need many more than that.
    There is no loot and there are no conversations for Metro Dweller in this
                              Total MGB in section: 0
                            Total FLASH POINT in section: 0
    [5.2] ___Alley___
    There is a body immediately to your left with a lot of ammo, a filter, 
    and 1 MGB.
    Immediately in front of you as you came out is a ditch.  You can cross 
    it by running across a pipe which will fall after you pass.
    Make your way to the left through the ravine.  At the left, up some 
    boards, is another body with more ammo and 2 MGBs.  A demon will fly down 
    and attack, so jump in the manhole just past the body.
    Use your knife to break the icicles to get into another ravine.  At 
    the other end of this ravine is another body with 5 MGBs and more ammo, 
    a medkit, a grenade, and a gas mask.
    Turn around and look back down the ravine.  There is a pipe and board 
    leading up to the left.  You'll fight a few Nosalises.
    To your right after you kill the first Nosalis is a van with some ammo, 
    knives, and two sets 2 MGBs (4 total).  Go back to the path.
    Just past the truck is an orangish van on the left.  There's a body 
    in front of it with a gas mask, ammo, and a filter.
    Go around a small rocky hill on the left.  There's a body at the back 
    of a truck with 1 MGB and another gas mask.  Continue down the path and
    hook around the end and you'll see some stairs.  Run up the stairs to the
    area with the columns, but don't go around the corner.  A demon will 
    attack as you pass.
    Your journal will tell you to go right.  Go left instead and down into 
    another ravine.  You'll have to break some icicles to get through.
    There's another small tunnel with some "radioactive" water.  Run to 
    the other end for 5 MGBs, some ammo, and some other supplies.
    Run back to the column area we just left.  Watch out for the falling
    masonry as you come back up the stairs.  You can either run up full 
    speed or move back and stay away as it falls.
    At the corner of the library are some bodies with ammo and a medkit.
    Ignore your friends for a second and head to the far side of the 
    courtyard for an orangish van with a case with 5 MGBs and some ammo.
    Turn back towards the library.  On the right side of the courtyard by a
    low concrete wall is a body with more ammo and 16 MGBs.  The demon 
    will tag you again.
    Join the Rangers at the door.
                              Total MGB in section: 38
                            Total FLASH POINT in section: 0
    [5.3] ___Library___
    There's a body by the door with a mask and a filter.
    Once you enter the library proper, there's another body on the right 
    with ammo, another mask, and another filter I've never been able to take.
    Go up to the next set of doors, which are blocked.  Make a spiral around 
    the room, heading back towards the way you came in on the balcony on the 
    right side of the room.  There are blatant ripoffs from Half-Life hanging 
    from the ceiling, but they're fairly weak so just run by them.
    Above the door where you came in is another body with ammo, a mask, and
    a filter.
    Continue around the room, and run past another set of tentacles to find 
    another body at the base of a concrete slab with more ammo.  You can run
    up the slab to a hole in the wall, but read up first, there's an 
    ---QUICK WITTED--- Open the doors in the library within 20 seconds.
    Ignore the bodies and loot, we'll get them in a bit.
    The first one is easy.  After you go through the hole,  turn to your 
    right.  There is a door that won't open.  You can push it open a 
    crack.  You'll see a board at a diagonal.  Use a throwing knife or
    a gun to break the board.
    Miller and Danila will come through, then let you out.
    After Miller opens the door, run through and go into the lit room
    to the left.  Beyond the fallen column there are doors.  The one on the 
    right can be destroyed with your knife.  Go through it and you'll see a 
    hole high in the wall.  Run up so that you can look through that hole.
    There's a chandelier visible.  Shoot at it where it connects to the 
    ceiling (a knife doesn't work) until it falls.  If you were fast enough,
    you'll get the achievement.
    Follow Miller and Danila.  We'll loot stuff later, Miller has some 
    important info about the next set of enemies.  When the Demon 
    attacks, let them deal with it and go loot stuff.
    There are bodies with ammo in the first room (where you shot the 
    plank from), by a window in the lit room, in the room where you 
    broke down the door, one at the foot of the stairs under the 
    chandelier, and one by the wall on the right side of the stairs 
    that also has a filter.
    In the room where you broke through the door is a revolver with stock,
    scope, and extended barrel.  Since silencers decrease damage, this is the
    best pistol for the end-game.
    Walk up into the next room where Miller is.  There is more ammo 
    on a body in a corner at the right side of the room.
    The rest of the level is linear.  The last door you'll have to break 
    to get in.
                            Total MGB in section: 0
                            Total FLASH POINT in section: 0
    [5.4] Depository___
    The "Heavy Reading" subsection here is a thorough walkthrough.  If you 
    don't want to mess with the Librarians and don't mind missing some loot,
    the "Light Reading" section is a full speed charge that will get you 
    past the section.
    Despite what Miller told you, fighting and running from Librarians are 
    both valid options.  The only weapon that really works for killing them, 
    though, is the Helsing (which is why I've been telling you to hold on to 
    There's an achievement to get here:
    ---HEAVY READER--- Kill a Librarian.
    The speed run misses the shotgun ammunition on the first corpse in the 
    area and a filter later on.
                             *** SECTION A: HEAVY READING ***
    In the area where you enter, before you drop down, search to the left for 
    5 MGBs and a throwing knife.  To the right is a revolver with extended 
    barrel and stock.
    You'll see a Librarian after you drop down.  This is a good one to kill 
    if you're only going to kill one.  They have ridiculous health, don't 
    seem to be affected by grenades, and will run away if injured.  The 
    best way to kill them is with a fully pumped Helsing.  It usually takes 
    about 4-6 shots to kill them, less with headshots.  If you don't have a 
    Helsing, use MGBs and hope it dies before you have to reload.
    The "correct" way to deal with Librarians is to stare them down: aim 
    directly at their head but don't shoot.  You'll still have to move 
    back a bit.  They'll eventually lose interest and leave, but 
    they'll be back.  I don't really bother with trying to do this.
    The easiest way to deal with them is to simply run past, but you really 
    need to know where you're going and you may miss some loot, not that 
    there's anything really important here.  They don't chase you very 
    far, though you'll more than likely run into another Librarian's 
    Once you've dealt with the first Librarian, loot the stuff from the 
    corpse he was hanging over and head right.  You'll run into a second
    Librarian here.  To the right side of the T intersection is a body 
    with a filter.  To the left side of the T intersection is an open 
    door.  Go through and the door will close.
    This next room has a body with some revolver ammo.  Through the door 
    on the far right corner is another Librarian and another T intersection.
    To the right of the "T" there is a filter on the ground.  To the left of
    the "T" are some cabinets, a medpack, and the way forward through the 
    You'll come to a bathroom with a body with some shotgun ammo.  There 
    are 5 MGBs on the ground just behind the body in the room with the 
    urinals.  There's a hole in the wall with some shotgun ammo.  Go 
    around and grab it from the far side.  There is another Librarian 
    here who will run up the stairs.
    There's a body at the foot of the stairs with a filter.  Go up the stairs.
    Turn right into a room with a lot of holes in the floor.  Opposite the 
    entrance is a hole in the wall with a few arrows around it.  Face the 
    window to the right of the entrance and walk backwards, avoiding the 
    holes.  A Librarian will jump up from the room below near where the arrows
    In the far left corner of the room with all the holes is a hole you can 
    jump down.  It has a body with a filter and 5 MGBs.  You can climb back 
    up the bookcases.
    Just above that room is a low hole in the wall.  There's a body there with 
    some ammunition, a filter, and a medkit.  Open the grate on the far side 
    of the room and look down a hallway with more holes.  There's another 
    To the left of that Librarian is a door into a dark area.  Go through that 
    dark area, keeping right, until you run into another open area with holes 
    in the floor.  Head for the elevator shaft on the far side.  There are 
    some medkits in the elevator.  You can take off your mask.
    You'll end up in a room.  Just charge across it to the door on the far 
    side, there's nothing to get and there's a Librarian here.
                              *** SECTION B: LIGHT READING ***
    I'll list any loot you can pick up without messing with Librarians as 
    "safe."  This is not a "walk through" this is a "run through."  Speed is 
    your only defense.
    Safe. Before you jump down: 5 MGBs and a knife left.
    Safe. Before you jump down: ammo and a revolver right.
    1. Jump down.
    2. Go through the door to the right side of the room.
    3. Run past a door on your left.
    4. At the T intersection, go left and through the door.
    Safe. Take the ammo from the corpse.
    5. Go through the door, and run past the Librarian.
                         (into the door he came out of)
    6. Duck and crawl through the hole.
    Safe. Take the ammo from the corpse and the 5 MGBs just past it.
    "Safe". Take the ammo from the hole in the wall.
    8. Walk around the wall, past a green-lit area, and you'll see the 
            Librarian in the hallway.  Slowly follow him up the stairs.
    9. At the top of the stairs, turn right.
    Safe. Take the arrows from near the hole in the wall on the far side.
    10. Turn right at the next corner and drop down the hole at the far end.
    Safe. Take the 5 MGBs and the filter.
    11. Go back up the bookcase and crawl through the hole in the wall.
    Safe. Move well into that room for ammo, filter, and medpack.
    12. Open the grate at the far side of the room.
    13. Run around the corner.  A Librarian will jump out of a hole.
    14. Run through the door to the left of the Librarian.
    15. Run around the corner, keeping right when possible.
    16. Run down the room, past the holes, into the elevator.
    Safe. Medkits in the elevator.  Mask off.
    17. Run across the room to the door on the far side.
                              Total MGB in section: 15
                            Total FLASH POINT in section: 0
    [5.5] ___Archives___
    Again, this is split into a normal walkthrough and a speed run option.  
    The speed run misses 5 MGBs and some Helsing, revolver and rifle ammo.
                         *** SECTION A: THOROUGH RESEARCH ***
    You'll see two Librarians in the room.  One of them will leave if you 
    disturb them, so deal with the other one.  There's some ammo by the 
    body that they were snacking on, an arrow in a pillar before the body, 
    two arrows in a pillar near the body, and an arrow in the cabinet to 
    the left.
    At the far end of the room and you'll find a staircase.  Run down it or 
    At the exit to the stairwell, you'll be on the second level of a ruined 
    area.  There's a Librarian running around below.
    Directly across from the entrance to the room but on the lower level is 
    an alcove with a ribcage and some ammo.
    Get to the center of this room on the upper level.  You can take a ramp 
    up on the side or do a running jump from the starting area.  You should 
    be on some boards.  There are two pipes that go up into the ceiling.  
    Climb up there and you'll find a body with 5 MGBs and some ammo.
    If you crawl on top of the ventilation ducts you should see another 
    body at the far end of the room with more ammo and a medkit.  Follow 
    these along the top of the wall (you'll have to jump across some boards) 
    and you'll come to a large ventilation shaft.  The opening has a light 
    bulb and a ribcage.  Follow this down, but be sure not to stop by the 
    grate on the left side.
    At the end of the shaft, drop down, take some ramps, then drop down 
    again.  You'll see a sleeping Librarian.  To the right of him is 
    5 MGBs.  Go down the path away from where you found the sleeper and go 
    through a door.
    There's another sleeping librarian in the dark area in the corner.  Past
    that corner there is a green glowing crystal in the floor.  Past the 
    crystal is some ammo and a medkit.
    To the right of crystal is a door.  Take it and follow the stairs up.  At
    the top of the stairs, hook around to the right.  Jump over the gaps, the
    boards are unreliable.
    Go down the stairs on the far side.  In the next room is another sleeping
    Librarian.  You can sneak around him if you don't disturb bones.  There's
    a gas mask on a skull to the right.
    The rest of this level has no enemies.  At the top of the stairs past the
    sleeping Librarian, look in the first office on the right for a safe with
    ammo and filters.  Just outside the office is a cabinet with ammunition
    on top.
    The archive we're looking for is the door on the left side of the room.
                        *** SECTION B: JUST GOOGLE IT ***
    This is the running walkthrough.  Again, speed is your defense.
    1, Run past the two librarians to the hallway at the far end of the room.
    2. Get down the stairs, and go back up the ladder if you go too far.
    3. In the next room, do a running jump from the platform to the far side.
    4. Run to the upper center of the room (where the boards are).
    5. Take the two pipes up into the ceiling.
    Safe.  Body with 5 MGBs and ammo.
    6. Move to the far side of the room on top of the ventilation ducts.
    Safe.  Body with ammo and a medkit.
    7. Follow the ducts along the wall, jumping down and back from boards.
    8. Go in the duct on the right with the lightbulb and ribcage.
    9. After you pass the boot, do not stop.
    10. Drop down to the area with the sleeping librarian.
    11. Run left and take the door at the end of the hall.
    12. Keep right, then turn left at the darkened corner.
    13. Go through the door on the right near the glowing green crystal.
    14. GO through the door to the left and up the stairs.
    15. Jump over all of the gaps, don't walk on the boards.
    16. Go down the next set of stairs.
    17. Sneak past the sleeping Librarian.
    The rest of this level has no enemies.  At the top of the stairs past the 
    sleeping Librarian, look in the first office on the right for a safe with
    ammo and filters.  Just outside the office is a cabinet with ammunition 
    on top.
    The archive we're looking for is the door on the far left side of the room.
                              Total MGB in section: 10
                            Total FLASH POINT in section: 0
    [5.6] ___Driving to Sparta___
    This is actually the last place you can get the Metro Dweller achievement.
    I got it when talking to Khan.  You also get a **FLASH POINT** from 
    talking to Khan.
    There's a cache of stuff here.  Grab the Kalash 2012 here, even if yours
    has a scope and silencer.  The silencer reduces damage, and you won't 
    have any really long range targets that the laser sight can't handle.
    RNG//This cache also has a Heavy Automatic Shotgun and a Volt Driver.  If
    RNG//You don't have either achievement yet, now's the time to get the gun
    RNG//and get on with it.  The Heavy Automatic Shotgun is the best weapon
    RNG//to take if you're not sure, it's a powerhouse for the crazy fights
    RNG//that dominate the next area.
    The shotgun here is the last one you'll find in the game, and you 
    continue to find shells.  I sometimes keep the Helsing.
    The cache has ammunition, sticky grenades, medkits, knives, filters, a 
    gas mask, 30 MGBs, and some night vision goggles if for some bizarre 
    reason you don't have any yet.
    Talk to Miller to end the area.
                              Total MGB in section: 30
                            Total FLASH POINT in section: 1
    II*6 ---Chapter 6-----------------------------------------------------------
    [6.1] ___Dark Star___
    This is a short area with no loot.  It starts with a vision.  Follow the 
    thing for a **FLASH POINT**.  You'll lose a flash point if you walk away.
    This is the only opportunity to get an achievement, but it's very hard 
    not to get:
    ---PYRO--- Kill 5 enemies with the flamethrower.
    There's a big fight where you get to man the flamethrower.  It's actually 
    fairly hard since you can't see a bloody thing when you're using it.  
    Sweep it back and forth just in front of the rangers and you should 
    kill most of the enemies. 
    If an enemy gets up on the carriage you'll have to fight it off with your
    normal weapons.
    After having some flaming fun, follow the rangers to end the level.
                              Total MGB in section: 0
                            Total FLASH POINT in section: 1 (-1)
    [6.2] ___Dungeon___
    This is an escort mission.  The guy you're protecting is the old guy 
    who isn't wearing armor or a helmet.  He's using an automatic shotgun.
    The key is really to stand right by him and get the attention of the
    nosalises.  You don't actually have to kill them, just keep them busy
    while everyone else blows them away.  Expect to use some medkits.
    The hallway narrows just ahead.  To the left of the hallway is a 
    half-open rusty door.  Head in for some filters, some ammo, and 35 MGBs.
    The path keeps going in a linear fashion.  When you get to the room 
    with the breakers, look into a side room on the left for 10 MGBs 
    behind a counter in the near left corner of the room.  There's a 
    nosalis limb nearby.
    Flip the breakers in the room.  The one on the left turns on the lights,
    the one by the door opens the door.  Hang back by the guy you're 
    protecting and keep the nosalises off him (and you).  He's not 
    totally helpless, but he can get overwhelmed if you don't pay attention.
    There are three waves.  The last one can get a little hairy.  MGBs might
    be a good idea, since you'll start finding substantial numbers of them
    soon enough and there isn't anything left to buy.  You should also use
    your grenades, since you're going to lose them all anyway soon enough.
    Be sure to loot the dead body at the end of the level after the lone 
    Nosalis attacks.  It has ammo and a medkit.
                              Total MGB in section: 45
                            Total FLASH POINT in section: 0
    [6.3] ___Cave___
    At the right as you start is a room with an open ammo case that has 30 
    MGBs and some ammo.  There are also some filters and a fresh mask.
    There are two more waves of Nosalis to fight.  As before, protect 
    Vladimir.  At the far side of the first room as you go down some stairs 
    there is a small box with a gas mask and a medkit.  The second wave can
    be fairly challenging.
    Keep moving forward.  You'll be told to go under a door that doesn't
    fully open.  Ready your best weapon, take off your gas mask, and plunge
    under.  If you're using the Helsing or Tihar, start pumping as soon as
    you get a chance.
    You'll get attacked by a new kind of Nosalis.  He's really a lot like the
    Librarians, and again pumped Helsing shots are the best way to kill him.
    If you don't want him to run away, keep your light off.
    Once he's dead, go into the next room for some ammo and 15 MGBs in a case
    on the floor.
    You'll come to a split in the path, which is actually a square hallway
    that encircles a central room.  The door to the room is on the right side,
    and you have to break it down to get in.  There's some ammo there.
    Go back to the fork and go left.  There's another breakable door to the
    left and the room has a safe with 44 MGBs.  There are also some arrows
    and filters in the room.
    Follow your journal compass to a manhole.  Put your gas mask on and go
    down.  Follow your journal compass out, and take your gas mask off. There
    is another Nosalibrarian.  Kill it and then walk out into the cave area.
    Follow the path to the left around the outside of the cave.  Opposite
    where you came in there are three arrows sticking out of the wall.  If you
    continue on the path, circling back towards where you started, there is a
    case with ammunition and a medkit.
    Go down into the platform in the center, and there is a rifle with 18 MGBs
    sitting next to a body.  Follow your journal compass out.
    There's a spare gas mask in a locker at the end.
                              Total MGB in section: 77
                            Total FLASH POINT in section: 0
    [6.4] ___D6___
    Follow Miller.  Watch out for the sparks between the trains.
    In the second train there is a cache with a gas mask, 50 MGBs, a filter,
    and another rifle.
    Follow Miller up to the control room.  A blue locker in the back has a
    filter, a gas mask, and 38 MGBs.
    Follow Miller's instructions to start the generator.  The only non-obvious
    part of this exercise is that you have to hold the button, not just press
    it.  The "correct" button is even helpfully marked with a flashing red
    light.  Once the thing is on, take off your mask.
    The walkway collapses on the way back, so just jump off of it.  Wait and
    follow Miller.  You'll have to crouch to get on the lift.
    When you get off, activate the little yellow vehicle in front of you when
    Miller asks if anyone has ideas.  Farther to the right is a similar 
    vehicle with 42 MGBs and a rifle.
    Follow the rangers through the door the vehicle opened.  On the left side
    of the room is a rifle with some ammo.  There's a shelf by the door in the
    lit booth with 42 MGBs.
    Follow everyone into the control center.  There's a shelf midway down the
    right side of the room with ammo, a rifle, medkits, and some filters.
    There are some new enemies here: amoebas.  Kill 5 of them for an
    ---PATHOANATOMIST-- Kill 5 Amoebas.
    Those are the only 5 you will kill.  In fighting amoebas, the only thing
    that really matters is killing the spawners.  Let Miller kill the rest.
    Before you follow Miller down, look at the level below you and try and
    find somewhat flat and circular pulsing things way off in the distance.
    Use your revolver or rifle to destroy them, they take quite a bit of
    ammunition, but we'll have to kill them soon anyway.
    Follow Miller down on the lift.  The next two areas are fairly annoying.
    Once you hit the destination on the lift, turn around and look at the far,
    far wall.  You'll see pulsing green-blue blobs on the walls and flooor.  
    Shoot them. This is a great place to get some mileage from your pistol 
    if you haven't been using it much, especially if it has a sight and your
    rifle doesn't.
    When you don't see any more spawners, step out of the lift and go to the
    yellow truck on your right.  In the back is a huge cache of ammo and 15
    MGBs.  There's a filter here as well.
    Miller will not walk too far ahead of you, and generally he can hold his
    ground against the amoebas as long as he's standing still.  Stay way back
    from him and shoot any other spawners.  Don't waste your time killing the
    amoebas once you have the achievement.
    RNG//If you don't have the Gunman achievement yet and you're looking for
    RNG//things to kill with the Heavy, you can just let these keep spawning
    RNG//for things to kill.
    Make your way forward, sniping the spawners at maximum range while Miller
    splatters the Amoebas with his Volt Driver.  After you have run the 
    gauntlet, search a red box leaning against another yellow truck
    thing for another cache of ammo.  There are two red wall lockers to the 
    left of the lift which have medkits, filters, and a fresh mask.
                              Total MGB in section: 172
                            Total FLASH POINT in section: 0
    [6.5] ___Biomass___
    Miller takes your grenades.  It doesn't matter much, they weren't going to
    help here anyway.
    Yep, it's another blob escort.  Strategy is slightly different here
    because there is no clear line of sight.  Use your assault rifle on the
    blob spawners, and don't be stingy with the ammo.  You may as well use the
    real thing, there isn't much left to the game.  Try and save 200 or so
    MGBs for the last area, but other than that, go wild.
    Once you clear it and Miller comes to a ladder, go back and look around.
    There are a set of shelves near the elevator with a lot of ammo, medkits,
    and gas masks.
    There's a red wall locker with ammo and 30 MGBs in between two pillars
    left of the path from the elevator to the ladder.
    Further down the path, if you hook around to the right, there is another
    set of shelves with ammo, medkits, filters, and some rifles.
    Follow Miller up the ladder.  Watch the scene.  Afterwards, use the big
    red button to open the right side door and run out past the reactor core.
    It's radioactive (I'd hope so!) but you won't take much damage.  Take the
    ladder on the far side up to the cab that Miller mentioned.  Enter the
    cab with the red button on the side.
    More or less you move the cab around using the usual commands.  Your
    objective is to move it to one of the three green targets until it says
    "Contact zone reached."  When it does, hold down the left mouse button
    until you extract the rod.  Repeat three times.  There isn't really a
    trick to this, so just keep trying until you get it.  It does help to have
    the crane a little extended (using left mouse) so that you don't have to
    wait quite as long when you hit the contact zone.
    Move the cab up by the walkway on the right side when you're done, then 
    use the action button to leave.
                              Total MGB in section: 30
                            Total FLASH POINT in section: 0
    [6.6] ___Separation___
    Hardest.  Level.  Ever.
    Head to where the guys are waiting for some supplies, including 50 MGBs,
    grenades, a filter, a gas mask, and ammo.
    Put your gas mask on before you leave.
    Pick up the thing with the tripod, and get in the train with Miller.
                              Total MGB in section: 50
                            Total FLASH POINT in section: 0
    II*7 --- Chapter 7----------------------------------------------------------
    [7.1] ___Tower___
    this level is a non-stop Nosalis festival.  Use MGBs if you haven't 
    switched by now, there's no reason to save them after this.  There are 210
    more of them in a supply crate, as well as some more normal ammo and a gas
    This area should be familiar.  When the part from the prologue ends,
    though, you'll have to keep going.  There's one ranger body by the fire
    and one underneath the truck.  Loot them for ammo and medkits... or don't
    bother if you have plenty.
    Stay close to Miller, and be generous with the MGBs.  There is exactly one
    enemy after this section, so there's absolutely no reason to not go all
    out.  Use your medkits, there are plenty in this area.
    As you follow Miller, you'll pass a guy on the left who has a medkit and
    a fresh gas mask.
    When you reach the little wooden building, there's a red locker on the
    chair with another medkit and another gas mask.
                              Total MGB in section: 210
                            Total FLASH POINT in section: 0
    [7.2] ___Top___
    There's an open red locker in front of you with a gas mask and a filter.
    Head right as quickly as possible.  You'll have to climb up a whitish
    cabinet.  You'll come around the edge of the tower into an internal area
    with another red locker, another gas mask, and another filter.
    A Demon will attack.  Take cover on the inside of the building if it does.
    You can't kill it quite yet.
    Follow the path around, hugging the outer side.  You'll eventually come
    across some very skeletal looking metal stairs that will bring you up to
    Miller's level.
    You'll come up to Miller and the demon.  Kill the demon.  This is the easy
    kill for Inquisitor, so if you've gotten any other demon, you're good.
    You can loot Miller's rifle if it amuses you, there'll never be a chance
    to use it.
    Go to the outer rim of the tower and follow the path left.  You should
    see some stuff you can climb up.  Get on the ladder.  Spam the action
    button until you're on level ground again.
    Follow the path forward until you get to a door into the tower.  Down the
    stairs are some filters.  Head up.
    Exit the tower and head left when you can't go any higher.  Follow the
    path to the left until you come across another ramp of sorts up to the
    next floor.
    Enter the tower, and make some hops up the broken ramp up.  One will fall,
    and spam action until you're on solid ground again.
    Head up the ladder.  After the vision, follow the metal walkway to 
    another ladder.  Head up, and you'll be at the top.  Walk out onto the
    narrow walkway to set up the tripod thing.
    You'll show up in an odd area.  The floor will fill out beneath you as
    long as you're walking towards a door from the center.  Open all four
    doors.  You'll see a thing surrounded by red.  Move towards it to end
    the level.
                              Total MGB in section: 0
                            Total FLASH POINT in section: 0
    [7.3] ___Ethereal___
    Back in the odd area.
    In summary:
    1. Turn around 360 degrees and run down the path.
    2. Take a left turn.  When the thing appears, turn around.
    3. Keep running, and take a left turn again.
    4. Run around in at least one circle around the square room.
    5. Turn around and keep running.
    6. When the thing appears, turn around and keep running.
    7. Turn right at the T intersection.
    This next area is even stranger.  Sometimes the floor will fill out in
    front of you, and sometimes it won't, so don't run too fast.  You are,
    however, being chased (albeit slowly), so don't dawdle.
    1. Turn until you see a path forward.
    2. Run and jump over the gap in the path.
    3. Don't take the first left.
    4. Take the right turn the next time the path forks.
    5. Jump over the holes that appear in the path.  There are several.
    6. Go left at the fork.
    The next scene is self explanatory.
    Once you get back to the top of the tower, you can either shoot the tripod
    thing off the platform:
    ---ENLIGHTENED--- The "good" ending.
    Or do nothing:
    ---IF IT's HOSTILE, YOU KILL IT--- The default or "bad" ending.
    If you didn't have enough flash points, you only get the second option.
                              Total MGB in section: n/a
                            Total FLASH POINT in section: n/a
    III. Achievements Summary
    "Trivial" (*): Hard not to get.
    "Easy" (**): Does not require any particular effort.
    "Moderate" (***): Will require active work, but isn't actually hard.
    "Hard" (****): Tedious or frustrating to do.
    "Annoying" (*****): Possible to fail even if you're reading a walkthrough.
    III*1. ---Kill and Weapon Achievements-----------------------------------
    ---NOSALIS HUNTER--- 30 Nosalis kills.
    Available: Many areas
    Difficulty: Trivial (*)
    Notes: This achievement is almost impossible not to get, given that the
    Nosalis are one of the basic enemies in the game.  You might be able to
    not get it if you let your allies make all the kills and ran through some
    areas rather than fighting.
    ---FIRE IN THE HOLE--- 20 Lurker kills
    Available: 2.2, 4.4, 4.5
    Difficulty: Easy (**)
    Notes: There are lurkers everywhere in Defense and Child, but not that
    many.  They're weak enough and annoying enough to kill that you could
    easily run by them.
    ---PATHOANATOMIST-- Kill 5 Amoebas.
    Available: 6.4, 6.5
    Difficulty: Easy (**)
    Notes: There really isn't any reason to kill amoebas, since Miller does it
    faster than you can, so you do actually have to choose to do this
    achievement, but given the infinite numbers it's impossibly easy to do
    once you choose it.
    ---INQUISITOR--- Kill two demons.
    Available: 2.6, 2.7, 4.6, 7.2
    Difficulty: Moderate (***)
    Notes: One kill is automatic in 7.2.  The kill in 2.6 is probably the
    easiest, though 4.6 has two demons and two sticky grenades as well.
    ---HEAVY READER--- Kill a Librarian.
    Available: 5.4, 5.5
    Difficulty: Easy (**)
    Notes: The Helsing makes killing Librarians a simple matter.
    ---COWBOY--- 30 kills with the revolver
    Available: Any level with an enemy.
    Difficulty: Easy (**)
    Notes: You could theoretically forget to use the revolver, as it's never
    the best weapon for any situation, but seeing as you have one at all 
    times, it's hard not to use it at least a little.
    ---OLD SCHOOL--- 30 kills with the Duplet
    Available: Any time after 1.2
    Difficulty: Moderate (***)
    Notes: Quite possible to miss since most will switch to the other shotguns
    as soon as they're available.
    ---AIR GUNNER--- 30 kills with pneumatic weapons (See section IV.2)
    Available: Any time after 2.2
    Difficulty: Easy (**)
    Notes: The Helsing is such an excellent weapon that this is hard to miss.
    ---SNIPER--- Make 25 headshots
    Available: Almost any level.
    Difficulty: Moderate (***)
    Notes: It's not clear if they have to be lethal headshots, but given that
    Nosalis heads are fast moving targets and there's no reason to do a
    headshot with a throwing knife, you could very easily miss this.
    ---SLICE & DICE--- 20 kills with the combat knife
    Available: Any level with an enemy.
    Difficulty: Moderate (***)
    Notes: Other than lurkers, most enemies are dangerous enough that using
    the knife is a risky proposition.  On Easy difficulty this is trivial to
    ---HEAVY METAL--- 15 kills with the stationary machine gun.
    Available: 3.4, 4.1, 4.2
    Difficulty: Annoying (*****)
    Notes: There are three machine guns you can use.  One has very little
    ammo, one only two possible targets, and one has maybe ten reasonable
    targets, so getting 15 isn't that easy.
    ---KA-BOOM--- 10 kills with grenades (See section IV.3)
    Available: Any time after 2.2
    Difficulty: Moderate (***)
    Notes: See the section with notes.  Grenades require practice to use
    effectively, so this is an easy one to miss.
    ---NINJA--- 10 kills with throwing knives
    Available: Any time after 2.2
    Difficulty: Easy (**)
    Notes: Unless you ignored stealth entirely, you will have killed far more
    than ten enemies with throwing knives.
    ---PYRO--- Kill 5 enemies with the flamethrower.
    Available: 6.1
    Difficlty: Trivial (*)
    Notes: The fight isn't trivial, but you'll get a lot more than five kills
    with the flamethrower without any trouble.
    RNG//---STERLING EFFORT--- Kill 50 mutants with the combat knife.
    RNG//Available: Any level with mutants.
    RNG//Difficulty: Hard (****)
    RNG//Notes: Killing lurkers at Hole Station, even with the kid on your
    RNG//back, is a lot of easy kills, but this one takes some work and
    RNG//you might do an easy playthrough just for this.
    RNG//---WEAPONSMITH--- kill one enemy with every weapon in the game.
    RNG//Available: Complicated.
    RNG//Difficulty: Easy (**)
    RNG//Notes: The only challenge to this is remembering what you've used.
    RNG//---AIR BENDER--- 30 human kills doing all damage with pneumatics.
    RNG//Available: Any time after 2.2.
    RNG//Difficulty: Trivial (*)
    RNG//Notes: The Helsing is such a powerful weapon that this is a breeze.
    RNG//---STUNNING--- Kill 25 enemies with the Volt Driver alternate fire.
    RNG//Available: Any time after 2.2.
    RNG//Difficulty: Easy (**)
    RNG//Notes: Use it to fight mutants, not humans.
    RNG//---SHOCKING--- Kill 50 enemies with the Volt Driver.
    RNG//Available: Any time after 2.2.
    RNG//Difficulty: Easy (**)
    RNG//Notes: The only challenge is that you can't sell the thing while
    RNG//you're working on the achievement.
    RNG//---STICKS LIKE A BURR--- 15 kills with sticky grenades.
    RNG//Available: Any time after 2.4.
    RNG//Difficulty: Hard (****)
    RNG//Notes: There aren't that many sticky grenades in the game, so you
    RNG//may have to buy some to complete this achievement.
    RNG//---GUNMAN--- Kill 50 enemies with the Heavy Automatic Shotgun.
    RNG//Available: Any time after 3.5.
    RNG//Difficulty: Moderate (***)
    RNG//Notes: Like the volt driver, it gets tempting to sell the thing.
    III*2. ---Mission-specific Achievements-----------------------------------
    ---FIRST BLOOD--- Kill a Nosalis in the prologue
    Avaiable: 0.1, 0.2
    Difficulty: Trivial (*)
    Notes: One of the first nosalis you see doesn't seem to die from Miller's
    bullets, so it's possible that this achievement is unavoidable.
    ---QUICK DRAW--- Prevent the Nosalises from getting through the grates
    Available: 0.2
    Difficulty: Annoying (*****)
    Notes: This isn't really that hard, but it requires some persistence
    and there's no reliable way to make it happen.
    ---GENEROUS--- Give money to a couple of people.
    Available: 1.1, 2.1
    Difficulty: Easy (**)
    Notes: With the walkthrough this is trivial, but you could miss it 
    without directions.
    ---REALIST--- Refuse to give the bullet.
    Available: 2.1
    Difficulty: Trivial (*)
    Notes: Hard to miss this one unless you're compulsively generous.
    ---RANGER--- Find all the hidden caches
    Available: 2.6, 2.7
    Difficulty: Moderate (***)
    Notes: It's not exactly clear what counts as a "cache" but this is simple
    to get with the walkthrough.
    ---EXORCIST--- Complete "Ghosts" and "Anomaly" without dying
    Available: 3.2, 3.3
    Difficulty: Easy (**)
    Notes: As long as you're paying attention and playing the game in a 
    language you understand, this shouldn't be hard.  You could nominally
    die in the Nosalis fight if you were careless.
    ---DEMOLITIONIST--- Blow stuff up at Cursed
    Available: 3.4
    Difficulty: Trivial (*)
    Notes: You can't complete the game without getting this achievement.
    ---FUGITIVE--- Complete the chase without getting caught.
    Available: 3.5
    Difficulty: Moderate (***)
    Notes: With the walkthrough this is trivial since you know where to go.
    ---INVISIBLE MAN--- Kill no one in Front Line
    Available: 4.1
    Difficulty: Moderate (***)
    Notes: The fastest of the three achievements.  Stealth suit a must.
    ---HEDGE HOPPER--- Kill everyone in Front Line
    Available: 4.1
    Difficulty: Hard (****)
    Notes: Long and a bit tedious, especially the Nazi front line.
    ---RESCUE RANGER--- Save the three captured commies
    Available: 4.1
    Difficulty: Moderate (***)
    Notes: This is the route worth the most flash points.
    ---TANK BUSTER--- Break the Panzer.
    Available: 4.2
    Difficulty: Trivial (*)
    Notes: You can't complete the game without getting this achievement.
    ---RAIDER--- Kill the guard before he alerts the station
    Available: 4.3
    Difficulty: Easy (**)
    Notes: With the bouncing cart, this isn't impossibly easy, but it should
    not pose a real challenge.
    ---DJ ARTYOM--- Broadcast the message.
    Available: 4.6
    Difficulty: Moderate (***)
    Notes: Requires a bit of a detour, but not much.
    ---MERCIFUL--- Complete Black Station without killing anyone
    Available: 4.7
    Difficulty: Moderate (***)
    Notes: Given the very short path you have to run, this isn't that much of
    a challenge, but you need to know where to go.
    ---QUICK WITTED--- Open the doors in the library within 20 seconds.
    Available: 5.3
    Difficulty: Moderate (***)
    Notes: With a walkthrough this is a joke.
    ---ENLIGHTENED--- The "good" ending.
    Available: 7.3, nominally any area with a flash point
    Difficulty: Hard (****)
    Notes: It's unclear how many flash points you have to have to get the 
    good ending.  Likely you need something around 75%.
    ---IF IT's HOSTILE, YOU KILL IT--- The default or "bad" ending.
    Available: 7.3
    Difficulty: Trivial (*)
    Notes: You can get this ending if you qualify for the good ending.
    RNG//---SURVIVOR--- Complete the game in Ranger Mode Easy
    RNG//Available: 7.3
    RNG//Difficulty: Moderate (***)
    RNG//Notes: As long as you don't waste ammunition and take advantage of
    RNG//selling Volt Drivers and the Heavy Automatic Shotgun, it's not too
    RNG//---LAST MAN STANDING--- Complete the game in Ranger Mode Hardcore
    RNG//Available: 7.3
    RNG//Difficulty: Annoying (*****)
    RNG//Notes: Good luck.
    III*3. ---General Achievements--------------------------------------------
    ---EXPLORER--- Find all the hidden places in the Metro
    Available: Most levels.
    Difficulty: Unknown
    Notes: I got this on my first playthrough before the last chapter, but 
    it's not clear what is included in this achievement.
    ---METRO DWELLER--- Interact with people
    Available: 0.2, 1.1, 2.1, 2.5, 3.5, 5.6
    Difficulty: Annoying (*****)
    Notes: Incredibly tedious to do.
    ---SCROOGE--- Save 500 military-grade rounds
    Available: Anywhere
    Difficulty: Easy (**)
    Notes: By the end of the game MGBs rain from the sky, so this isn't a big
    challenge unless you tend to use the MGBs.
    ---METRO TRADER--- Buy 10 items (other than bullets) in shops
    Available: 1.1, 2.1, 2.5, 3.5, 4.5, 5.1
    Difficulty: Easy (**)
    Notes: There really isn't much worth buying, so you might have to buy some
    trash and then reload to get this.
    ---WHEELER-DEALER--- Use 500 MGB to buy other bullets
    Available: 1.1, 2.1, 2.5, 3.5, 4.5, 5.1
    Difficulty: Moderate (***)
    Notes: While this is easy to do, especially by Polis, you have to sit back
    and do it, as there's little reason to buy ammunition in a normal game.
    ---SHERLOCK--- Find all the MGBs in the metro stations
    Available: 1.1, 2.1, 2.5, 3.5
    Difficulty: Annoying (*****)
    Notes: Almost impossible to do without a walkthrough.
    ---SOFT TOUCH--- Disarm 10 traps
    Available: 2.2, 2.6, 4.1, 4.3, 4.6
    Difficulty: Moderate (***)
    Notes: It's far too easy to just jump over the traps instead.
    IV. Notes and thoughts
    IV*1. ---Stealth----------------------------------------------------------
    There are several achievements that are driven by not killing things, so 
    stealth is a really good idea.  It's generally useless against the 
    "monster" enemies, though there are some Librarians you can avoid with 
    it.  Metro 2033's stealth system is fairly normal, and is driven by four 
    things: light, facing, sound, and awareness.
    Light is the easiest.  If you hit "T" or if you have the night vision 
    goggles on, you'll see a "three" color scale.  Red means you are 
    blindingly obvious and anyone who looks in your general direction will see 
    you.  You are always red when your headlamp is on.  Yellow means you are 
    fairly easy to see, but enemies may not notice you unless you're close.  
    Green means you're well hidden, and enemies willhave to be very close to 
    see you.  There's also a "sub-green" light value which only takes place 
    if you have the stealth suit.  At that setting, unaware enemies will walk 
    right by you unless you're directly in front of them.
    Controlling light is rarely simple.  In some areas you can get around 
    it by shooting the lights out.  If you're outside, you'll have to 
    rely on controlling direction instead.  Enemies with night vision treat
    you as "red" at all times.
    The second element is facing.  If an enemy is not facing you, they cannot
    see you, and the red/yellow/green is irrelevant.  If you can block an 
    enemy's line of sight, you can walk through brightly lit areas as long
    as you're quiet.
    Controlling facing requires patience, waiting for enemies to turn or 
    move away.  Quick movements are also necessary to get from cover to cover.
    The third element is sound.  Running generates sound, as does gunfire, 
    the environment, and any enemy that is injured but not dead.
    Sound is the easiest element to control.  Crouching makes movement more 
    or less silent.  The only thing to watch for is glass, paper, or 
    disturbable objects, typically broken chairs or pieces of wood.  
    Even silenced weapons make some sound, so don't shoot at enemies 
    when they're near you unless they're alone.  Enemies that don't 
    die in one hit make all sorts of sounds.  The stealth suit reduces the
    sound you make from jumping or landing.
    Breaking lights, reloading weapons, and breathing like a jet engine 
    when a filter is running out do not generate sounds that enemies can hear.
    The following weapons are silent:
    Throwing knives
    All pneumatic weapons
    Revolvers with silencers
    All VSV rifles
    The Kalash 2012 you buy in Polis
    The combat knife and the throwing knife melee attack are silent to use, 
    but never result in one hit kills so the target will alert nearby 
    enemies if you use them.  They work just fine for breaking lights.
    Awareness is essentially how hard an enemy is looking.  If they don't
    suspect anything, avoiding them is much easier.  Seeing a dead 
    comrade will immediately tip them off into at least a partial 
    awareness of your presence.
    Controlling awareness is critical.  Enemies that have partially 
    detected you move around a lot more and are harder to aim at.  
    Enemies that have fully detected you know exactly where you are 
    and will hunt you relentlessly.  They do not appear to "forget" 
    once they have been set off, so restore a previous save if you really
    need them to be unaware.  If they are partially aware, they will face
    the last place they saw or heard you, so you can still sneak up on them
    from the other direction.
    IV*2. Pneumatic weapons---------------------------------------------------
    Most of the other weapons in the game are just first person shooter 
    standards.  The pneumatics are more exotic.  Just a note on controls:
    to reload, tap "r."  To pump, hold "r" and left-click.
    You can overpressurize the weapons by pumping when they're already at 
    "full."  This is obvious on the Tihar, but the Helsing's "full" is 
    about 2/3rds of that little red bar.  If you switch weapons, reload, 
    or move to a new area of the game, any overpressurized weapon will 
    immediately drop to 100%.
    Firing a shot from a Tihar drops the pressure by about 5% and the 
    Helsing by 10% or so.  You can overpressurize to about 130%. Over-
    pressured weapons lose pressure automatically and will drop back to 
    100% from full overpressure in about 30 seconds.
    The Tihar is more or less a silenced assault rifle that can do good 
    damage or poor damage depending on how charged it is.  It's not 
    useful in long fights, and is best used for sniping enemies.  The 
    ammunition is rare, but it's cheap to buy if you like the weapon.  
    It's fully automatic, but since it loses pressure rapidly and has 
    a limited clip compared to the assault rifles.  There is almost 
    always a better weapon to use except for very early in the game,
    but the ammo is worthless to sell so you may as well use it.  There is
    no ammunition available for this weapon after chapter 5, and the last
    Tihar available is found in chapter 4.
    The Helsing fires arrows which can usually by reclaimed after firing.  
    Shots that miss are more likely to disappear.  It is the weapon of 
    choice for taking out strong single enemies, since you can fire off
    the whole clip without "wasting" ammo but like the Tihar it has 
    limited utility in long fights.  There are only 60 or so arrows 
    in the game, but their reusability makes this a non-issue.
    IV*3. Explosives----------------------------------------------------------
    The grenades in this game are not that great since they have relatively 
    long fuses and it's very difficult to predict where an enemy will be at 
    the end of the fuse.  They're sort of slow to use against Nosalises, and 
    most human fights have a desire for stealth that creates a problem 
    with a big boom.
    The key to using the non-sticky variety is to hold the right button until
    the fuse has burned down somewhat.  This cannot really be explained, it 
    has to be practiced.  The objective is to have the grenade explode right
    by the target rather than waiting for them to walk into it.  Air bursts 
    seem to be mysteriously ineffective.
    You can simply spam grenades during some of the "neverending wave of 
    Nosalis" fights, such as the one before Market Station with Bourbon. 
    Since there are enemies everywhere, there's a good chance you'll hit 
    You can also toss grenades in front of yourself then run past them 
    when fighting Nosalis.  The enemy will chase you and end up on top 
    of the grenade when it goes off.
    Grenades appear to have almost no effect on Librarians and the 
    armored Nosalis in D6, two types of enemies that they would be 
    very useful against.  They also don't seem to work against amoebas, 
    so Miller taking your grenades away really isn't a big deal.
    Sticky grenades are primarily useful for killing Demons, which are 
    fairly rare and sometimes easier to ignore than kill.  Using them 
    on basic Nosalis is suicidal and hitting a human with them is more 
    trouble than it's worth.  They function perfectly well as normal 
    To switch between the two grenade types, hit 5 again or use the 
    mouse scroll wheel.
    IV*4. Notes on ammo frequency---------------------------------------------
    On one playthrough without any ammo exchange, I acquired:
    1,391 MGBs
    5,259 5.45 rounds
    1,225 Shotgun shells
    978 Revolver rounds
    514 Tihar rounds
    62 Helsing arrows
    Make of this what you will.  It should be fairly obvious that there is no
    shortage of ammunition in the game.
    RNG//Obviously, ranger mode difficulties will bring these numbers far
    RNG//lower.  I'd estimate that you'll get 20% or less of everything 
    RNG//except MGBs and Helsing arrows, so be ready to use ammo exchange.
    V. Credits and the fine print
    All credit for the game itself goes to THQ and 4A Games.
    Story credit is to Dmitry Glukhovsky.  Spasibo!
    Some references I used in the making of this guide:
    BigC 6one3 on Xbox360Achievements.org for the Sherlock walkthrough.
    nyiaor2's walkthrough for pointing out a few bodies and stashes I missed.
    This guide may be reprinted by any source that chooses to use it, so long 
    as it is not modified other than for formatting and the credits are not
    modified without consent.  The author of this guide may be contacted by 
    email at:
    Messages sent by carrier pigeon or smoke signal will also be accepted.
    Version 1.0 of this guide, the initial full release.
    Version 1.01 fixed formatting in the achievements section.
    This is version 1.1, which adds the Ranger DLC information

    View in: