Metro Exodus
68 Achievements
60-80h
GOG
Trapper
Set all 5 traps in the SAM'S STORY chapter as the Captain requests.
10.8%
How to unlock the Trapper achievement in Metro Exodus - Definitive Guide
To get the Trapper trophy/achievement advance the main story of the DLC until you and Captain get drunk and wake up the next morning. After you’ve done this you will take control of Sam on top of the Captain’s building. Before you head out the Captain will ask you to arm some traps on your way down. To arm these traps you need a total of 5 Molotov Cocktails.
To arm a trap you need to have an available Molotov Cocktail in your inventory. Go up to the trap (there will be a number and X on the floor). Interact with the trap to arm it. Do this for all 5 traps and you will unlock the Trapper Trophy/Achievement. If you run out of Molotov Cocktails simply go to the room you and the Captain drank in and use the bench there to craft more. This room is accessible by going up the staircase right before the fifth trap.
Source: https://holdtoreset.com/metro-exodus-sams-story-dlc-how-to-g...
To arm a trap you need to have an available Molotov Cocktail in your inventory. Go up to the trap (there will be a number and X on the floor). Interact with the trap to arm it. Do this for all 5 traps and you will unlock the Trapper Trophy/Achievement. If you run out of Molotov Cocktails simply go to the room you and the Captain drank in and use the bench there to craft more. This room is accessible by going up the staircase right before the fifth trap.
Source: https://holdtoreset.com/metro-exodus-sams-story-dlc-how-to-g...
The following video guide is the only one I have found that actually shows everything in one video!
Down in the comments there is an english version of time stamps.
Enjoy
Down in the comments there is an english version of time stamps.
Enjoy
You can unlock this achievement after you have accompanied the captain back to his hideout. After some story filler and a long cutscene where you and the captain have a little party, you will wake up and be able to continue on your journey. You will be at the top of a tower block and need to make your way down to the bottom to continue. In this tower block, along the way there are five areas you need to set traps in before leaving the tower block, or you cannot come back to do it, hence why it is missable.
They will each have a number next to them, #1-5, so keep this in mind when doing them. If you see, for example #3, but have only set one trap so far, you know you have missed the second one and you can go back up to find it. Once you see the trap with a #5 next to it, this is the final one, so be sure this is the fifth trap you set before continuing, if it isn't you will need to go back up to find any you have missed. They are on the wall's besides entry/doorways. The achievement unlocks after setting the fifth trap.
The actions in this achievement are also needed to contribute towards the achievement "A Man of Principle", so you will need to do it for that too.
They will each have a number next to them, #1-5, so keep this in mind when doing them. If you see, for example #3, but have only set one trap so far, you know you have missed the second one and you can go back up to find it. Once you see the trap with a #5 next to it, this is the final one, so be sure this is the fifth trap you set before continuing, if it isn't you will need to go back up to find any you have missed. They are on the wall's besides entry/doorways. The achievement unlocks after setting the fifth trap.
The actions in this achievement are also needed to contribute towards the achievement "A Man of Principle", so you will need to do it for that too.
~Missable - Will require a replay of the chapter up to this point if missed~
During the main story you and the Captain get drunk and have a wild night. After you've done this, you will take control of Sam on top of the Captain's building. Before you head out he will ask you to arm some traps on your way down. They are all numbered and in plan site. Just do not proceed on the zip line until the trophy has popped.
Note: To arm these traps you will need 5 Molotov Cocktails.
During the main story you and the Captain get drunk and have a wild night. After you've done this, you will take control of Sam on top of the Captain's building. Before you head out he will ask you to arm some traps on your way down. They are all numbered and in plan site. Just do not proceed on the zip line until the trophy has popped.
Note: To arm these traps you will need 5 Molotov Cocktails.
This guide was translated automatically.
After a fun cutscene with the Captain, he will ask you to charge the traps. Just as you walk down the house, look under your feet and look for white crosses on the floor with a number on the wall (they go in order from 1 to 5). It's hard to miss because... all passages lead either to a dead end or to an exit.
3 Comments
Video guide showing where to place traps.
By Psycholirik on 12 Feb 2020 01:07
Can be combined with obtaining caches.
By Watre on 12 Feb 2020 01:00
We cannot show the content due to copyright protection. Please click the link below to view the guide.