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100% Good Ending Moral Flash Guide


Suki
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I played this thru three times following various moral flash guides to try to get the good ending and failed, in the end i deleted all saves and the preferences file and started a new game on easy and did all the below and it popped so i could finally get 1000 points.

 

Sparta

 

Gain:

■Play the guitar in Artyom's room.

■Listening to the two Rangers near Artyom's room discussing the significance of D6.

■Waiting in the first hallway with the two rangers for a minute after they stop talking, also earns a point.

■Listening to the man talking about the new two recruits.

■Listen to the two chess players talking about Romanov's squad getting wiped out in the marshes.

■Play the balalaika in the room with men discussing Romanov.

■Stay at the firing range for a minute.

■Listen to the three Rangers in the cafeteria talking about the Red Line arming and the Nazi Rangers seen near Exhibition Station.

■One is earned at the beginning of Miller's briefing.

 

Ashes

 

Gain:

■Walk to the back of the train you start the level on.

■At the ladder, continue past it, further into the tunnel. Burn some cobwebs to get to a corpse that also has the first note in Ashes.

■Staying near Anna until she begins climbing to her sniping position.

■You get one when you first encouter the Watchmen.

 

Pavel

 

Gain:

■Release the prisoners.

 

Reich

 

Gain:

■Listen to all of Fuhrer's speech.

Lose:

■Kill the surrendering Nazi at the end of the chase.

 

Separation

 

Gain:

■Complete the level without killing any humans, or simply don't kill the man reading on his bed after he surrenders.

 

Lose:

■After exiting the first area of Nazis, kill the man reading on his bed after he surrenders.

 

Facility

 

Gain:

■After Artyom exits the air vent, watch the scene where a Nazi lynches his fellow soldier and calls his mother a whore. Wait until the brutalized soldier leaves the room to receive the moral point.

■Do not kill said brutalized soldier who is hiding in the meat locker.

■After the lynching scene, listen to the conversation between two Nazis about stashed custom weapon.

■Follow the Nazi heading back to the locker room and when he opens his locker, knock/kill him and pick up the weapon. This will also earn the "A Present" achievement/trophy.

■Go up to the area above where there is an electric circuit that turns off lights. Listen to the conversation between two Nazis close to this circuit.

■In the next area there's a room filled with bathtubs. In the area beyond this, there's an airvent on the far side to the right, next to the guy in a chair. Enter it to get a point and there will be a supply crate on the left.

■In the room with water turbines there's two Nazis discussing the hanging of Pavel. Listen to the whole conversation to get a point.

■Complete the level without killing any humans.

Lose:

■Kill the Nazi hiding in the meat locker.

 

Torchlight

 

Gain:

■Just before the elevator at the beginning of the Spider tunnels, look to the left-hand side for a small nook hidden by cobwebs. Burn them away to find a small stash of ammo and a medkit next to two skeletons. Entering this nook earns a point.

■Entering the elevator with Pavel earns a point.

■Fending off the Spiders with Artyom's flashlight in the elevator earns a point.

■Quickly saving Pavel from the Spider attack just after exiting the elevator earns a point.

 

Lose:

■In the elevator with Pavel, leave your flashlight off throughout the ride.

■Immediately after the elevator, leave your flashlight off and don't help Pavel when he is pinned by the Spider.

 

Echoes

 

Gain:

■In the beginning of the chapter after sliding down the side of the building and encountering sudden rain, turn left and look for a sewage pipe. Crawl in until you reach a room with a skeleton. The moral point is earned upon reaching the room.

■After encountering a huge sink hole, go to the tail end of the crashed blue plane on the left. There's another skeleton lying right in front of it. Reaching the skeleton earns a point.

■After searching the spider-infested skeleton, look right. There's a small caved-in room with some ammo and filters. Entering it earns a point.

■Taking the Duplet in the service room earns a point.

■Letting the Watchmen herd pass by without being spotted earns a point.

■Seeing all of the hallucinations of the first passenger section on the plane earns a point.

■Listening to Pavel after saving him earns a point.

Lose:

■Shoot at the herd of watchmen.

 

Bolshoi

 

Gain:

■Right after passing through the first door, listening to the families (arriving by traincarts) trying to convince the guards to let them into the station grants you a moral point.

■Straight after this, listening to the couple from Reich talk about their escape. This is a reference to a quote from Martin Niemöller.

■Giving the theater critic-turned-beggar a bullet gets you a point. Giving the very same beggar another bullet, after his "speech", will grant you another point.

■Listening to the two patrons at the bar discussing whether or not theater is useful in dark times earns a point.

■Listening to the two men telling Katja that her husband is dead earns a point.

■Watching Mischa show the children animal impressions with shadows earns a point.

■Listening and following the two children running back to where you came from earns a point.

■Just after children stop, listen to the arguing couple about joining the Army. That would yield another moral point.

■Listen the conversation between two men at theater entrance about some trade-in. After they shake hands, man with hat will tell Artyom to come back later for his reward. Listen it all through as he walks off to trade area. That will give a moral point.

■Watching the entire theater show earns a point, and the "Patron of the Arts" achievement/trophy.

■Listening to the dancing girls entire conversation (about her make-up and boyfriend) grants you a moral point.

■After exiting the "make-up room", at the end of the following hallway, to your right, listening to the girl under the shower talking to the girl in the bathtub grants you another point.

■The attendant at the theater trying to sell the contraband after he convinces the other tourist follow him into the shopping area

 

Korbut

 

Gain:

■Listen in on the conversation between Korbut and Moskvin.

 

Revolution

 

Gain:

■Get out of the storage room you start in at beginning of this level and go downstairs to listen to the guard reporting in on the intercom.

■Listen to the two soldiers in the storage area talking about the Frontline mission from Metro 2033.

■Listen to the crane operators discussing moving radioactive materials.

■Do not disturb the men doing the service check and keep following them until they finish the checking procedure and talk about a smoke break.

■After the service check room and going through a big fan, listen to the conversation between two men right after climbing down the ladder.

■When you get to the area with the machine gun platform, listen to the conversation between the machine gunner and a soldier.

■Complete the level without killing any humans.

Lose:

■Kill the civilian crane operator near the armored train.

 

Regina

 

Gain:

■After boarding Regina and exiting Andrew's home, look for the first doorway on the left. Entering the area with the lamp on the desk earns a point.

■After the previous area, again to the lefthand side of the tunnel, there is a door under a light with a mask and a filter next to it. Behind this door is a Spider nest. Entering it and finding the glowing red room at the end with a light switch earns a point.

■After the previous area, continue onward for a time before finding another doorway on the left which leads to a partly submerged area. At the end to the right is a room with some ammo, filters and a skeleton. Entering this room earns a point.

■After opening the airlock doors and entering a gas mask area, get out of Regina and turn the switch on the left to change the rail tracks to continue straight. Use Regina to smash the wooden barricade. Doing so earns a point.

■After driving into the snowy tunnel, walk into the left hand tunnel to the abandoned metro cars where a Watchmen ambushes you. Keep going all the way to a dead end where a skeleton can be found. Arriving at the end earns a point.

■Just before arriving at the abandoned metro cars you have to push forward with Regina, go to the right side of the tunnel where a gas mask hangs from the wall with a filter. Enter the passage there to earn a point.

■While pushing the metro cars forward with Regina, look for a passage on the left side of the tunnel. This area is filled with shadows and ghosts who whisper to Artyom. Reaching the end of this area earns a point.

■Still while pushing the metro cars forward, on the right side is a sewer area with several Watchmen. Reaching the end near the skeleton wearing a gas mask earns a point.

 

Bandits

 

Gain:

■When Artyom first awakes, turn around and enter where Regina crashed. A point is earned after discovering the skeleton there.

■After meeting the refugee caravan, wait and listen to all their conversations. A point is earned after a woman says her husband was drafted and then captured by Nazis.

■Continuing down the tunnel after the refugee caravan, the first tunnel on the right will lead to a series of abandoned metro cars. A woman is crying for help and about to be raped by two bandits. Kill/knock them out to earn a point.

■Just before arriving at the main bandit camp where they're holding the woman and children, continue down the left-hand tunnel to a carriage with several corpses. Doing to earns a point.

■Rescue the women and children being held in the bandit camp. The point is earned when the bandit in the final room threatening them is killed.

Edited by Suki
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Dark Water

 

Gain:

■One is earned at the end of the level after escaping the Shrimps.

 

Venice

 

Gain:

■Give a bullet to a beggar near the market alley where two men are trying to push a pig in a crate onto a boat.

■Give a bullet to a second beggar near the market, this one in the alley where two children are drawing on the wall.

■Buy and drink the bartender's special, "The Bullet."

■If you drink a few more you'll blackout. When you come back the bar will be wrecked and the bartender will be pissed, if you pay him 100 MGR for the damage you'll get a moral point.

■Pay 10 MGR to use the shooting range.

■There is a child being comforted by his mother since he lost his teddy bear. If Artyom completes all the challenges at the nearby shooting gallery, he will be awarded said teddy bear. Return it to the crying child to receive the moral point.

■Complete the level without killing any bandits in the storage.

Lose:

■Step on to the boat of the sleeping fisherman (at the left corner of the dock) and take his 20 MGR.

■Watch the striptease.

■Pay for a lapdance.

 

Sundown

 

Gain:

■Find the crashed airplane.

■Near the gas station there is a tiny truck, in there lie a bunch of bodies. Enter it (from the rear-end) to gain a point.

 

Nightfall

 

Gain:

■Just before meeting your friends at the church, on the second floor of the destroyed mall. You encounter the mall after being chased by the giant shrimp. On the second floor, overlooking the swamp, is a large window. Looking out that window gets you the point.

 

Undercity

 

Gain:

■Just before entering the catacombs, there's a body near a table with a radio reaching for a tape recorder/player. Play the tape of the Ranger's last words regarding the Reds taking Anna into the catacombs for a point.

■After entering the catacombs and Artyom's electronics getting mysteriously disabled, there will be a few ghosts in a tunnel walking around. Wait for them to disappear to earn a point.

■One is gained as Artyom is lowered deeper into the catacombs on the elevator just before the Nosalises attack.

■Shortly after being knocked off the elevator, a point is gained as Artyom turns the corner to see a Nosalis pack moving through the tunnels. A second point can be earned if he lets them pass without attack them.

■A point can be earned by entering the tunnel the pack had emerged from and approaching the small Christian shrine.

■After descending the small lift and encountering the winged Nosalises, a point can be earned by approaching a skeleton with a custom quadruple-barreled duplet near some spiderwebs.

■When fighting the Rhino, apparently you earn one point if you don't shoot at it in the first room at all. This, however, rarely happens. It might be a bug, or the point is triggered by another event.

 

Lose:

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

 

Contagion

 

Gain:

■Deal with the two Red Line soldiers executing citizens at the beginning, before the shot man dies.

■Listen to the shot man's explanation and confusion over the Red's attack. He will explain that the Reds came before anybody died of the Virus.

■In the room to the left of the railcar where the enemy loading boxes is coming and going, there is a hole in the back wall that leads to an abandoned tunnel. The hole is partially blocked but you can move left and out into the tunnel. Head straight across from the hole to the green light on the opposite wall and turn right, at the water line is an ammo cache. Open it.

■Listen and watch the full execution of the wounded Red solider who contracted the "disease."

■After hearing Lesnitsky speaking with another soldier and going through the shaft, you will be in a room where some plants are growing. Go up the stairs, and there will be a Red Line officer going over dead citizens of the station. Listen to what he says to gain a moral point.

■Remove your mask when Lesnitsky has his knife at Anna's throat, before he counts to five.

■Complete the level without killing any humans.

Lose:

■Attacking Lesnitsky, when he has his knife at Anna's throat.

 

Quarantine

 

Gain:

■Listen to the doctor talking to the soldier who got infected trying to comfort infected children before they died.

■Right after the section where the doctor is talking to the chief about the possibility of the virus being a bioweapon, there is a man on a gurney on the your right talking to a doctor about going home because he is sure that he only has a flu. Listen to the whole conversation to earn a point.

■Pick up all four MGR stashes in the abandoned part of the station. One of them is hidden behind the door where Artyom first enters and can only be claimed once he proceeds down the stairs and the door closes. Finding all four also earns the "Forgotten" achievement/trophy.

■After meeting up with Khan there is a man asking the guard to let him go inside the quarantine zone and take some insulin. After he is refused, go up to him and he should (He doesn't always) ask you for help. Give him a bullet.

■In the small market area, listen to the three soldiers gathered around a table with a lamp discussing the Reds and Polis.

 

Khan

 

Gain:

■Answer the phone in the sewers.

■Reach the river of fate.

 

The Chase

 

Gain:

■One point is gained at the end of the chapter, when you pick up the Little Dark One and walk out of the burning train.

 

The Crossing

 

Gain:

■Stay close to the Little Dark One as he expresses his desire to wear human clothing, next to the billboard.

■To the right of the aforementioned billboard, up a small path, there is a dead Demon surrounded by dead Watchmen. Walking up to the corpse earns a point.

 

Bridge

 

Gain:

■Just before the Little Dark One gives a second vision, look to the left. There is a broken ramp leading to a small area beneath the bridge with a few corpses. Going down the ramp earns a point.

■Before lifting the top left-hand look at the room in the beginning.

 

Depot

 

Gain:

■After exiting the tunnel at the very beginning, stick to the left hand side. There is a garage with two closed doors, one open that has a truck poking out. Continue past this point to an entrance in the wall, then enter it. A building with a collapsed ceiling leads into the garage. Be careful as there is an explosive trap. Entering the garage earns a point.

■In the area where the Reds first stage an ambush, in the center of the room is a hidden passage that leads beneath the room. Entering it earns a point.

■In the third area where the Reds are waiting, there is a another hidden passage entered through a circular manhole. There is a dead soldier at the bottom. Entering it earns a point.

■In the fourth area where the Reds are waiting, there is a hidden passage that can be reached by the catwalks above the metro cars or by stairs at the back of the room. Entering this passage earns a point.

■Knocking Lesnitsky unconscious earns a point.

Lose:

■Kill Lesnitsky.

 

The Dead City

 

Gain:

■Don't kill the Watchmen in the area with the ladder that Artyom must climb. The point is earned at the top of the ladder.

■Do not kill the Demon on the rooftop protecting her nest, or her baby. You will gain the point after going down the stairs, and jumping through the hole in the floor.

■See all visions.

Lose:

■Kill the Demon of the rooftop protecting her nest. The Little Dark One will ask Artyom why he killed her.

■Killing the baby demon will lose another one and a remark of the Little Dark One if Artyom would do the same to him.

 

Red Square

 

Gain:

■At the beginning of the level when the Watchmen are growling from atop the Kremlin, don't shoot at them. The point is earned as they begin to go inside. Climbing the staircase into the St.Basil's Cathedral to an area full of skeletons earns another point.

■While following the Little Dark One through the storm, Artyom will come across a Watchman kneeling over a skeleton. The Little Dark One will say he's simply afraid. Leaving him be will earn a point as soon as Artyom enters the next area.

■In the ruined sewer area, a group of three Watchmen will slowly approach, but again the Little Dark One says they won't attack unless provoked. Leaving them be will earn another point.

■In the same area, you can see a corpse down a hole. Reach it to gain another point, but taking too much time will cause the Watchmen to attack.

■Save Pavel from the damned souls. The Little Dark One will then remark that now he understands what forgiveness is.

 

Lose:

■Enter the St.Basil's Cathedral before the Watchmen go away.

■Leaving Pavel with the damned souls causes you to lose a point. The Little Dark One will tell you that he will remember that you couldn't forgive.

 

The Garden

 

Gain:

■Near the beginning of the level, there is a path leading towards a hole in the right hand wall, into a flooded store with can alarms and a safe. Entering this area earns a point.

■At the same split where you can reach the flooded store, you can also turn left, crossing a log and a flooded pipe. right after the pipe will be a tripwire. Disarm it or avoid it, then croutch ahead and you will recieve a moral point.

■Do not engage any watchmen and just sprint to the small passage to next area where Artyom must crouch. A moral point will be gained when you enter this passage. Just after moral point is added, you will see baby Bears.

■Kill the Watchmen attacking the Bear after the fight with Artyom. Do so quickly or they'll kill her. (This will also get you a Achievement)

 

Lose:

■Leave the clearing without harming the Watchmen on the Bear's back.

 

Once u have these flashes you will certainly acheive the good ending and the ach.

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Sundown

 

Gain:

■Find the crashed airplane.

■Near the gas station there is a tiny truck, in there lie a bunch of bodies. Enter it (from the rear-end) to gain a point.

 

There is also another moral point that you can earn in this level by defeating the Demon near the beginning of the level by the airplane.

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There is also another moral point that you can earn in this level by defeating the Demon near the beginning of the level by the airplane.

i dont believe thats right, killing the demons or any other mutant gives a negative moral flash and is very important to not get these as they can outweigh the good flashes. ive done 4 playthroughs of the game and got the good ending three times and didnt even do a 1/4 of the stuff listed here to get it because i didint kill mutants whenever possible.

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i dont believe thats right, killing the demons or any other mutant gives a negative moral flash and is very important to not get these as they can outweigh the good flashes. ive done 4 playthroughs of the game and got the good ending three times and didnt even do a 1/4 of the stuff listed here to get it because i didint kill mutants whenever possible.

 

He probably confused it with the negative flash. They look similar at first glance but the negative one is darker and you hear a different tone of a sound.

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I did it three times in a row, I died a couple times finding some of the supplies, I went back and fought the demon and it did the white moral point flash for me.

Wow thats suprising. i was sure that killing the mutants was a negative moral point. i think you are mistaken, but i might be mistaken aswell.

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