Metro: Last Light Tips, secrets and alternative ending. Walkthrough of the game Metro: Last Light How to complete a mission in metro last light

Introduction


The opening video of the game tells about the childhood of the main character, Artyom.

Sparta


We appear in the tunnel with three comrades. Suddenly, darkness begins to approach from the tunnel, and Black monsters jump out of it. We shoot the enemies, and after their death we find out that they were our comrades. Black clouded our minds with visions, and after that, suddenly, he extended his hand.

Fortunately, the previous event turned out to be just a nightmare. Now we are at station D6, occupied by the Order of Rangers. We listen to Khan who woke us up, after which we get out of bed.

Let's get acquainted with management. In addition to standard movement around the level, you can use the lighter (M key, left mouse button) and view the tablet with tasks (M key, right mouse button). The tablet also has a compass, the arrow of which points to the main current goal.

As we leave the room, we listen to a conversation between two people (+ karma) . We go forward along the corridor, listen to conversations and immerse ourselves in the atmosphere of the game. When leaving the residential area, we listen to the conversation of people playing checkers (+ karma) .

Achievement "Musician" Use guitar (1/17) (key "E") standing in the starting room (+ karma) . We use balalaika (2/17) , lying in the recreation room in front of the armory (+ karma) .


We reach the armory, where we are given: a gas mask, replacement filters for it, an orange first aid kit and army cartridges (local currency). (Army cartridges can also be used for shooting (to do this, when reloading, you need to not just press, but hold down the “R” key for a couple of seconds), but it is better not to shoot them, but to profitably exchange them for regular cartridges). After that, we select three weapons from five possible ones, attach them with sights and other improvements to our liking. We test the selected weapon in practice at a nearby training range.

On the second floor we find ourselves in the command center. We listen to the conversation of the signalmen about the base in the swamp (+ karma) . The leader of the Order, Melnik, held an operational meeting, gathering all the commanders. Melnik orders Khan, who is chattering about peaceful contact with the Blacks, to be taken into custody, and sends me and the sniper Anna on a mission to kill the surviving Black mutant. Together with Anna we go to the elevator.

Before entering the elevator, on the chair on the right we read note (1/43) .


We enter the elevator. On the next floor we board the monorail carriage.

Ashes


We take the monorail to the next metro station. Turn on the flashlight (key “F”). Let's approach closed door, pull the switch on the right (key “E”), go inside. We go up the interfloor stairs to the collector, follow it to the right until the vertical stairs go up.

Having seen the stairs to the surface, we go to the right further along the tunnel. Use a lighter to burn the cobwebs in front of you. In the right corner of the dead end we find note (2/43) (+ karma) .


We put on a gas mask near the stairs (key “G”). When wearing a gas mask, the clock on your left hand begins to work, it shows the time until the gas mask filter is replaced (if the filter is not changed in time, you can suffocate).

We climb up the stairs to the surface. We found ourselves in the ruins of the Botanical Garden, where rocket weapons were used against the Blacks. We go forward, we reach the columns of the destroyed building. Here Anna climbs up to take an advantageous position, and we move on.

In the clearing we meet monsters called Guardians. We need to shoot three waves of monsters, Anna helps with sniper shots.

Achievement “Not A Rabbit” You need to complete the Ashes level without taking damage. The only dangerous place on the level where you can take damage is the battle with monsters in the clearing.


Let's move on and find a small specimen of Black. It is useless to shoot at him, we just chase him through narrow labyrinths, climb into a hole (Ctrl key) and, finally, catch up with him. Black inhabits our minds and shows his story - salvation from the explosions that destroyed all the other Black monsters.

Fascists (Part 1)

Paul


The clouding of the mind from the influence of the Black has passed, and then we discover that during the period of unconsciousness we were captured by the soldiers of the Reich. Two Red Line soldiers and a civilian were captured next to us. A Reich officer begins to shoot prisoners. Together with one of the soldiers, we manage to kill the Nazis and survive. The surviving communist's name is Pavel.

We follow Pavel and go down the garbage chute into the basements of the Reich. At the bottom we reach a large round room. We run to the other side in the shadow of a slowly rotating fan. Next to the locked grate, we lift Pavel up, and then we climb up the stairs ourselves.

We found ourselves in a huge round mine, where hundreds of prisoners languish in cages along the walls, and fascist guards patrol the suspended walkways. We slowly crawl after Pavel a little higher. Then we jump down onto the path and crawl up behind the Reich soldier. When Pavel throws a stone down and distracts the second guard, we must stun (E key) or kill (V key) the first one. (The choice of action affects the ending of the game. If we do not kill people, but only stun them, we will see a secret “good” ending). We take cartridges from the enemy.

Having neutralized the enemy, we pull the lever to lower the ladder. At the top, we unscrew the light bulb from the spotlight, after which Pavel removes another sentry and turns off the light on his side. In the darkness we cross the bridge and neutralize the soldier. At the top we climb into the green pipe.

We crawl along the pipe and hear a conversation about how the fascist sold the captured Black to a merchant from the Hansa. We get out of the pipe. We take out throwing knives from the corpse.

There are boxes on the wall opposite the hanging corpse, on which lies note (3/43) . Behind the boxes you can find another throwing knife.


We unscrew the light bulb, wait for the next guard to enter the room, and stun him. We rise to the very top, in front of the huge gateway we press the green button to call security, and hide behind a box. We stun the guard who comes out from behind. We enter the gateway and press the lever.

Pavel throws us a pistol with a silencer. We go through the sewer, silently eliminate the enemies, and take away their machine guns. There are only three patrolling soldiers here, the other four are busy with their own business and are easily stunned from behind.

Achievement “Freedom!” At the end of the sewer on the right side we see a control panel in front of the window. We press the lever on the panel, and in the window we see how all the cells in the prison open (+ karma) .


We help Pavel open the airlock - we pull the right lever on the wall.
We go up the escalator, at the top we see a crowd of fascists chanting for their Fuhrer. The fascist leader tells the crowd about the D6 base, its reserves and plans to capture it. While the fascists listen to the fiery speech, we move forward through the crowd to the podium. Listen to the speech to the end (+ karma) .

After some time, the Fuhrer is reported about the escape of the prisoners, and we immediately begin to run (Shift key) from the crowd into the corridor on the left. Along the way you will need to jump once. We manage to escape, but we get shot at. Pavel drags us to the trolley, and together we ride to the next station.

Achievement "Clean Escape" Complete the "Reich" level without being caught by the Nazis.

Fascists (Part 2)

Parting


It's impossible to get to the station. On the way we come across a grate, Pavel takes it with a ram, as a result our trolley breaks, but we find ourselves further into the tunnel. We go forward, put Pavel into the pipe, on the other side the guards grab him.

The gate on the right opens, and two fascists come out looking for accomplices of the detained communist. We turn off the flashlight and hide in the corner away. When the guards look around and go back, we catch up with them and stun them from behind. There are more than ten fascists in a small two-story area ahead, but all of them can be stunned rather than killed. To do this, we unscrew the near light bulbs, and shoot at the distant light bulbs with a pistol with a silencer. If the enemies do not raise the alarm, it will be easy to stun them one by one.

Achievement “Invisible Intruder” You need to complete the “Parting” level without killing anyone or raising an alarm (+ karma) .

In a two-story building on the second floor there is a note (5/43) .


We rise to the second floor of the room, from there we jump into the far closed part, neutralize three more enemies, and enter the room on the second floor. Inside the room, an out-of-shape fighter sits on the bed; he immediately gives up. We don't kill him to get the "good" ending.

On the table near the surrendered enemy lies note (6/43) .


We go into another room and climb into the ventilation.

Camp


We crawl through the ventilation and find Pavel's cell. He is being taken away for execution, we need to hurry to save him. We get out of the ventilation in the next room.

In the first room, on the table, we open the drawer, inside we find a first aid kit and cartridges, next to it there are some more cartridges in the wall cabinet. We walk along the corridor and find ourselves in a large two-story room.

In the room behind the glass we see three guards, but there are many more of them there. We go to the right side to the stairs to the second floor.

Achievement “A Present” Having entered the room, go to the right corner, hide behind the boxes. We listen to the conversation of two guards (+ karma) . We learn that one of the guards has a good weapon hidden in his personal locker. We wait for the guard to answer on the radio, then go to the previous room to the locker. We follow him, after opening the locker we stun the guard, take away the machine gun with three upgrades (+ karma) .

In the central room where the guards are located, to the left of the entrance there is musical instrument (3/17) – accordion.

Achievement “Invisible Savior” You need to complete the “Camp” level without killing anyone or raising an alarm (+ karma) .


We go up to the second floor, we see an electrician at a sparking panel. We wait for him to move away from this illuminated place, and stun him in the dark. We go down another staircase, go along the corridor to the end, go into the door on the right.

We get into the freezer. Here at the entrance one of the enemies surrenders, there is no one else here. At the end of the freezer we crawl into the opening in the left wall. We find ourselves in a room where plants are grown in bathtubs. On the right there is a small room where there are weapons and ammunition in the closet. We go to the Generator Room.

In the Generator Room on the right we see a well-lit area where five guards are sitting. There is an electrical panel on the left that can be used to turn off the lights above the guards, but this is not necessary. There is a safe way. We shoot the light bulbs over the narrow bridge with a pistol with a silencer. We pass along the bridge, turn right, in the wall straight ahead there is an entrance to the ventilation. We crawl inside, in the left dead end we find a box with a first aid kit and all types of cartridges. We crawl out of the ventilation and find ourselves on the first floor (you can also get here via the normal route via the stairs, if you kill five guards).
On the lower floor we see water mills. Here, under the floor, there is a network of water channels through which you can get to the other side of the room. This way you can silently bypass all the guards. We get to the control room on a hill, here another enemy surrenders, we stun him.

Next to the control room in a separate illuminated room there is a note (7/43) .


From the control room we jump down and go to the double red door. It is closed, so we jump further down, and on the way we disarm the tripwire trap. We rise and enter a tunnel littered with pieces of concrete and reinforcement.

We get out of the tunnel, stun two fascists from behind, approach Pavel and take him out of the noose. Let's leave this area together.

Torch


The Nazis are no longer chasing us, they locked us in the tunnel and turned off the lights. We soon learn that there was logic in the actions of the enemies. This tunnel is home to giant spiders that live in the dark but are mortally afraid of light. Therefore, we put the weapon away and arm ourselves with a flashlight (key “F”) and a lighter (key “M”). The flashlight can be charged from a hand-held dynamo (press “F” and press the left mouse button several times).

We go through the tunnel, there is nothing interesting here. On the right, we lift the grate from the hatch and jump down. At the bottom we make a couple of turns and find ourselves at the elevator. On the left you can burn the cobwebs and enter a separate room, where you can pick up a revolver with three upgrades from the corpse (+ karma) . We enter the elevator. While lifting, we shine a flashlight at the spiders clinging to the outside of the elevator.

Upstairs in the first room on the right you can go around wooden boards and take the ammo on the table. We go out into the metro tunnel, on the right there is a box with ammunition and a first aid kit. We go left and jump over the abyss. We shine the light on the two spiders, then help Pavel pull the steel reinforcement out of the ground (quickly press “E” several times). We use the reinforcement as a pole to overcome the abyss.

We climb onto the train car and walk along its roof.

On the roof of the car at the very beginning on the right lies note (8/43) .


We jump off the carriage on the other side. Then Pavel finds a torch and uses it to burn through the dense web on the way forward. In the side room on the right there are cartridges on the table. We reach a door that is locked with an electromagnetic lock. To open it, you need to apply voltage. Pavel remains at the door, and we, guided by the wires, go to the power source.

On the way to the power source we enter a room overgrown with biomass. At the beginning of the room there is a small dead end on the left, in it a burnt corpse holds note (9/43) .


Along the way we kill giant spiders with light. We walk through the overgrown room and emerge into a narrow room with equipment. On the right side of the wall we charge the electrical panel. On the far wall in a wall cabinet there are cartridges and a first aid kit. Through the opened intermediate doors we return to Pavel. Let's move on with him.
We exit the metro and find ourselves inside some surviving building.

At the very beginning on the left side on the bar counter we read note (10/43) .


We follow Pavel, put on a gas mask and go outside. The walls of the upper floor have been demolished, but the room on the right has survived, we go in there and take the unused filter from the corpse. We go down the inclined wall from the building to the ground.

On the left we see the wreckage of a crashed plane; in the far part of it you can take another filter (+ karma) . We follow Pavel into the underground passage. At the wide staircase up, we turn into an inconspicuous door on the right, pass along a narrow corridor, in the room on the table we find a double-barreled shotgun, take it. After this, a monster attacks from behind the table, we fight back and shoot at it. We return to Pavel and go up the stairs with him.

Achievement "Mouse" You need to remain unnoticed by the flock of Guardians running above. To do this, we don’t go forward yet, but sit next to Pavel and watch (+ karma) .


When the flock of monsters runs by, we move on, along the wing of the plane we approach the emergency exit and enter the plane. Inside we move to the right towards the pilot's cabin.

In the cockpit, we are visited by a vision from the past - how the plane crashed during a nuclear attack on Moscow. After viewing the vision, we regain consciousness and help Pavel put on the removed gas mask (+ karma) . We follow Pavel out.

On the street we are attacked by a flying monster called the Demon. We fall into his clutches, and for some time he carries us through the air, but Pavel destroys this monster in time. We walk forward along the street. In the corner building in the far right corner there is a box with a first aid kit and ammo. At the end of the street, a flock of Guardians will attack us. We run away from them into a narrow passage on the right, climb into the building, and go down the escalator down to the metro. Here you need to hold out for some time, shooting monsters, until the red ones open the massive doors. After this, the mission will be completed.

Reds (Part 1)

Big


We find ourselves at the peaceful Teatralnaya station, which is under the control of the Red Line. There are no enemies here, but there is a living one the world and many interesting characters.

Listening to all the dialogues of civilians is not only interesting, but also necessary to get a good ending. After every good action or listening, we see a white flash on the screen. There are as many as 10 such actions at this level.

1. Listen to the dialogue of the refugees who arrived on the train platform at the beginning of the level (+ karma) .

In the room where there is a carriage with the inscription “Station Master” on the left, on the right side there is a musical instrument (4/17) (+ karma) .

Having passed into the next room through the curtain, on the left on the shelf we find and read note (12/43) .

2. We pass a farm with pigs. After her, a beggar sits in the intermediate room and asks for a live cartridge. We give the cartridge back and listen to his lamentations. After listening, we give the second cartridge (+ karma) .

3. We enter the dining room, on the left at the second table we listen to the dialogue of two people (+ karma) .

5. At the end of the dining room on the right, a man shows the children a shadow play. We watch until the person gets tired of showing animals (+ karma) .

6. To the left of the juggler there are two girls, listen to them until the end (+ karma) .

7. At the entrance to the theater on the right, even before the line starts, there are two people standing. We listen to their conversation to the end. When the buyer leaves, we approach the dealer in a cap, he will promise us a discount. After this there will be a flash (+ karma) .

Achievement “Patron of the Arts” 8. We enter the theater hall, sit in the empty chair on the right in the first row. We look through all the numbers: Cancan, Trainer, Accordion Player, Fire Show, Guitarist, Accordion Player and Guitarist (+ karma) .

9. We enter the dressing room on the right. We listen to the dancers until the end (+ karma).

10. From the dressing room we enter the next room. In the far right corner behind the glass we see two girls washing themselves. We listen to their conversation (+ karma) .


We pass through the entire station following Pavel. At the end of the road we sit down at a table in the bar. We're having a drink with our friend. Suddenly, two Red Line soldiers arrive and, on Pavel’s orders, stun and tie us up.

Korbut


Major Pavel Morozov leads us tied up behind him, and then hands us over to the Red General Korbut. Next to the general is Ranger Lesnitsky, who betrayed the Order.

In the interrogation room we are first tortured by the officer, then himself general secretary Moskvin is the leader of the Reds. The classic interrogation does not produce results, so the officer uses an injection of truth serum. After which we see a vision of Artyom’s first meeting with the Black Monster as a child.

Having woken up, we see in front of us Lenya, the young son of the Secretary General, who hates his father and his bloody regime. Lenya frees us. Having gained freedom, we climb into the ventilation pipe and crawl forward.

Through the ventilation we eavesdrop on the conversation between Secretary General Moskvin and Cheslav Korbut. The general offers a bloodless option for victory through sabotage. Listen to the end until a white flash appears (+ karma) .


We crawl further, in the next room we hear a conversation between Korbut and the soldiers of the sabotage detachment. A little further we crawl out of the ventilation.

Reds (Part 2)

Revolution


Fast. 2nd floor

We get out of the ventilation into the room where we find our confiscated weapons. On the wall we see a map of this level. (The level is large and confusing, so several times on the walls we will see the same map, where an inconspicuous flag will indicate our location).

We leave the room, go along the dark corridor to the right, go around the metal detector along the right wall, and stun two enemies. We go down the stairs, following the third enemy.

We are waiting for the guard who went downstairs to answer the intercom on the wall. When he finishes, there will be a white flash (+ karma) . Only now let’s stun him.

On the lower floor on the table we find note (14/43) .

On the lower floor near the table we find musical instrument (8/17) .


Armored train B-071

Having passed into the next room, we find ourselves on technical station subway, where an armored train of communists stands on the tracks. Here at the entrance there is a shield that turns off the bright oblong lamps. We turn off the lights and silently walk around the station along the right wall. In the center we see a standing train locomotive, there is nothing interesting near it, and there are a lot of guards. We get to the far right corner.

From the piano we go to the next small wall, on it we see a telephone receiver, and a little to the left there is a folder - a note (15/43). You can go further into the armory, and then into the garage box, but there is nothing interesting there.

We return to the room with the armored train. To the right of the small loading crane there is an exit from the room, turn off the light in front of the door, and silently run there.

Production workshop (A2)

Next we find ourselves in a room where some gas is being tested. There are many pipes and tanks around, and there is a network of sewer tunnels under the floor. There are 5-6 guards walking in the center of the room. We go to the near right corner, approach the panel, turn off the light. We go to the left corner, go forward along the left wall, going around the booth with the electrician on the right. Further, near the left wall there is a descent into the sewer, we go further along it.

On the second floor in the room with the control panel there is a note (16/43) .


The exit from this location is located in a completely unobvious place - we need to get through the large round fan located on the second floor. Before this, in the room on the second floor, turn off the switch to stop the fan, and then climb through the stopped blades on the left side where the protective mesh is bent.

Warehouse (A1)

After passing the fan, we exit on the second floor of the warehouse. We go down the stairs behind the column. There are two guards below.

We listen to the end of the conversation between two guards about where the cargo is placed (+ karma) .

One guard will leave, we stun the remaining one, and take it from the table nearby note (17/43) .


Having gone down to the first floor, we pass to the opposite wall, go forward, clinging to it, so there will be a staircase in front of us. We climb onto the boxes along the stairs, turn off the lamp, go to the opposite wall, jump forward and climb onto another ladder. So we silently make our way to the exit in the far right corner of the warehouse.

We leave the warehouse, in the corridor on the corner we open the wardrobe, inside we find musical instrument (10/17) - button accordion


Checkpoint (B1, B2)

We exit into the metro tunnel. If the alarm was raised in the previous rooms, now the machine gunner at the fortified post will immediately start shooting at us. If we didn't make any noise, then here we only need to get past two guards.

We eavesdrop on the conversation between the machine gunner and the guard until the end (+ karma) .


In the tunnel we turn onto the path on the right. The gateway opens, two guards come out, two more are located a little further. We go around them all in the dark corners, we go further along the tunnel. At the end, we leave the “red” metro station and climb into a narrow cave, shrouded in cobwebs and filled with human corpses. On the other side of the cave we are met by a familiar ranger.

Achievement "The Price of Treason" (Derailed) Kill all armed enemies in the level, including arriving reinforcements.


Achievement "Invisible Soldier" Complete the "Revolution" level without killing or raising an alarm.

On rails

Regina


We find ourselves visiting ranger Andrei Kuznets. He sends us further ahead on a homemade armored train “Regina”. We get into this car (key “E”), turn on the engine (spacebar), turn on the headlights (key F) and drive forward along the rails (key “W”). On an armored train, you can stop at any time and get out to inspect any branches along the way.

Almost at the beginning of the path, we see the entrance to the room on the left. Inside we find musical instrument (11/17) - button accordion


In the second branch on the left (the door labeled “Generator Room”) we find a spider’s lair. Inside are five corpses with useful things, cartridges and filters. But to get these things, you will have to deal with a dozen spiders.

In the lair we follow the left path, after several turns we see a corridor on the right, illuminated with red light. We walk along this corridor and turn on the generator on the far wall. When the light turns on, all the spiders in the den die. A white flash occurs (+ karma) .


We drive further along the railway tunnel. On the right side of the road, behind sheets of iron, lies a corpse; you can find cartridges and a filter from it.

There will be a third door on the left. There are several flooded rooms inside, the last room contains cartridges, knives and money. There are no enemies here, but when leaving the flooded part back to the train, a spider attacks us, we quickly throw it off (press “E” several times).

We approach a closed gateway. We leave the armored train and go through the door on the right. We go through the rooms with cobwebs, illuminate and kill the spiders. At the end of the journey we turn on the generator and return to the train. Push the lever to the left of the gateway and it opens.

Behind the open airlock the air is contaminated, so we immediately put on a gas mask.

Before reaching the fork, we shoot at the railway switch on the left to switch tracks. We accelerate and break through the wooden wall. A white flash occurs (+ karma) . Inside we find two corpses with ammunition. To get back, we pass in reverse fork, shoot at the arrow again, and now we are driving along the left branch of the railway tracks.

At the second fork we leave Regina and go to the open train on the left track. We pass several carriages, at the end we find the corpse of a man. An outbreak occurs (+ karma) .


We are driving along the rails, and ahead we see a carriage standing on the track. In front of the carriage you can get off and go through the door on the right. There we will be met by several monster dogs, and in one of the rooms near the grate there is a pump-action six-shooter.

Achievement "Get Out!" (Scram) Kill all Guardians before they reach the armored train.

The next door to the left of the tracks leads to a small infirmary. Here, out of the corner of your eye, you can see the shadows of dead people and hear whispers from beyond the grave. We go to the end and find the only visible corpse. After this, all invisible corpses appear for a while, and then disappear, and the shadows are no longer visible. White is happening (+ karma) .


We push the car to the dead end on the right. We drive back a little, shoot at the railway switch to switch the road to the left path. We accelerate, drive forward and break through the wooden walls.

Bandits


At the beginning of the level, you can go in the opposite direction, crawl under an obstacle and find a corpse with cartridges and other ammunition. After this there will be a white flash (+ karma) .


We climb into the armored train, ram a wooden wall, behind it we meet a train with peaceful refugees. Here you can buy weapons, ammunition and grenades. (It is worth buying a night vision scope for one of the weapons if you are going to complete this level silently. We do not turn on the flashlight so as not to attract attention, but look into the darkness through the scope). Refugees warn that a gang of bandits is located ahead.

To the right of the weapons store we listen to a conversation between a woman and her daughter (+ karma) .

We go forward along the rails. On the right there will be a door leading to a siding, go through it. We get on the train on a siding, silently pass to the right, we see two enemies and a girl here. We stun the bandits from behind, the girl is saved (+ karma) (if you don’t make it in time, the girl can be killed). A minute later the third bandit comes here, we wait for him at the entrance to the train and also stun him.


We continue along the rails and come to an intersection of tracks. Here on the left we stun the lone bandit with a canister. We make our way in the dark to the right wall, along it we approach from behind a sitting bandit on a platform with blue fire, stun him, then stun the bandit in front of the platform. We go forward along the paths and neutralize three more bandits. We free the hostage, he rolls away the handcar standing on the tracks. Now we can go back and roll our armored train here.

We pass green radioactive puddles, and after them we immediately leave the armored train. There is a large camp of bandits ahead.

At the very beginning we go into the door on the right, in the right booth we find note (19/43) .


In the bandit camp on the left there is a residential train of three cars; about five bandits need to be knocked out in them. To the right of the tracks there is a fortified checkpoint; you can enter it only through the very first door on the right. We go through the door, go forward along a narrow corridor, stun the opponents, and at the end press the lever on the wall to open the gateway on the railway tracks ahead. Now you can travel further on the armored train.

We follow the left path to the end, at a dead end we see a trolley with fresh corpses - these are killed soldiers of the advanced detachment of refugees. We see a white flash (+ karma) .


We go along the right path, enter the door on the right, we find ourselves in the bandit camp.

"Commando" achievement: Rescue a woman and her children in the "Bandits" level without raising the alarm. To do this, we quickly pass through the corridors and stun the bandits. In the kitchen we go straight, so at the end we will find ourselves in a room with hostages. Stun the warden bandit (press “E” several times) (+ karma) .

In front of the room with hostages there is a room with a dead man on a chair, we return to it, on the table near the corpse we take note (20/43) .


We return to the armored train, turn the arrow to go along the right path. We break through the wooden stakes while accelerating, but this renders our armored train unusable.

Then we go on foot, pass through a couple of carriages of an empty train, and come out to an abandoned, dilapidated and flooded metro station. Ahead, under the bridge, we pull the rope, the bell sounds and a fisherman in a boat hurries to our aid signal. While he is swimming, we need to fight off several waves of monsters. We are attacked by monsters crawling along the walls like monkeys, so there is nowhere to hide from them, we just shoot them with a machine gun or a repeating shotgun. After a couple of minutes, we jump into the boat and break away from the flock of monsters.

Dark Waters


Together with the fisherman Fedya we sail to Venice station.

In the right corner of the boat we select note (21/43) .


On the way we meet monsters called shrimps. Usually peaceful shrimps suddenly attack the boat, we fight them off manually (press “E” several times), and then shoot them with a weapon.

At the end, the fisherman destroys all the pursuing shrimp with a box of explosives.

Venice


We are sailing to Venice. We go to the shopping area, on the way we hear a bandit talking about the Black Monster in the Oktyabrskaya Station circus, so we continue there.

On central square we take the first turn on the left, give the beggar a cartridge, a white flash will appear (+ karma) .
In the same way, we go into the first turn on the right and give the cartridge to another beggar (+ karma) .
We enter the second turn on the right, we find ourselves in the office of the head of Venice - the Bosun. Here to the left of the table lies note (22/43) .

On the central square we take the third turn on the right and find ourselves in a bar. We pass further, ahead we see a brothel where the “reds” went. On the left you can buy weapons and ammunition.

Achievement “Reunion” We enter the corridor between the weapon stores and find a shooting range here. In the shooting range you need to shoot all the rats running out in three rounds, then we will get a prize - a teddy bear (+ karma) . We take the won teddy bear to the crying child in front of the shooting range (+ karma) .


We go into the brothel, go down to the first floor, we see Morozov and another “red” enter the room. We eavesdrop on them, and then leave on time along with the girl who came up. You can order a private dance from the girl.

In the brothel on the ground floor, on a glass terrarium, lies note (23/43) .


We return to the market to the weapons stores, walk further, and take the last turn. Following the “reds” we enter the Venice warehouse. There are a lot of enemies in the warehouse, so we turn off the lights and stun them in the dark.

Having passed the warehouse to the end, we enter the room where the Reds are waiting for us. We disarm Pavel Morozov, but a little later he manages to hide and block the path forward behind him. And all because of an attack by a fisherman who wanted to deal with the bandits. The fisherman apologizes and shows us another road to Oktyabrskaya - through the surface. We put on a suit, a gas mask, and rise.

Sunset


Journal Entry: Swamps

We come to the surface in a swampy area. The fisherman instructs us and then returns to the subway. We need to get on the ferry, but before that we need to find gasoline. Gasoline can be in two places: at a gas station or on an airplane (you need to visit both places, gasoline will only appear in the second place).

The difficulty is that there is a swamp around. Here you can only walk on solid ground. If you fall into the water, the hero will sink to the bottom and then automatically swim to the nearest shore.

Achievement "Diver" Fall into the swamp 10 times.

Achievement “Equipped” Find all equipment in the swamps. 1. First, we take the left path, go through a crack in the wall, and find a corpse with cartridges. 2. We enter the central part, inside one of the garages there are weapons and ammunition. 3. Next to the garages there is a two-story tower, there are weapons in it. 4. From the beginning we follow the right path, we find a corpse near the destroyed foundation. 5. Having reached the plane, we climb onto its wing, jump from the right wing to the island where there are cartridges. 6. Collect cartridges near the canisters inside the gas station. 7. We climb along a narrow piece of debris to the roof of the gas station, there lies a corpse with cartridges. 8. In the building near the gas station, we crawl under a sheet of iron into the room, find weapons and cartridges (+ karma) .


We go along the right path with flags indicating where there are solid ground. Along the path we reach a crashed plane. We enter the plane from the left side, near the pilot's cabin we check the gasoline cans, they turn out to be empty. A giant water monster attacks outside, but then dives back into the water.

We go back a little from the plane, then go to the right, pass by a fuel tanker and end up at a gas station. Inside we find canisters, one of which contains gasoline.

At the gas station on the table next to the canisters lies note (24/43) .


Having found gasoline, we go to the clearing between the gas station and the plane. At the edge of the clearing there is a diesel generator and a wire leading to the other side of the swamp. From this place we can already see the church where we need to get. We pour gasoline into the generator, press the button on the remote control, and wait for the ferry to arrive.

At this time, a giant monster crawls out of the water again. We shoot him for a while, then a demon monster will fly in, and the monster will be distracted by him. We jump on the ferry and sail away from here.

Night


Journal Entry: Church

We land on shore, take a gas mask and a set of filters. (You need to go through the level quickly, and select all the oncoming filters, otherwise you may suffocate). In front of us we see the foundation of a dilapidated building. We go to the left side of the building.

On the ground floor there is a strange anomalous zone where the hero begins to breathe deeper and more often, and the invaluable air in the gas mask is consumed faster. But inside there is a corpse with a filter for a gas mask.

Outside, along the slabs, we climb to the second floor of the left building, clear the tripwire trap, and inside we find night vision goggles (key “N” to use). Glasses require energy to operate, just like a flashlight.

On the second floor in the next room behind the wall we remove another trap, then on the floor we find note (25/43) .


We pass forward through the building, on the left side we pass under the destroyed freeway. There is a fire under the left fragment of the highway, and a gas mask and filter lie nearby. Then we go along the road along the highway, at the end we find a filter on a cliff. We turn left and walk through the swamp, guided by the flags. We quickly make our way into a two-story building, as a giant monster is chasing us.

Inside we go up the escalator. Be careful! The second floor is filled with tripwire traps that are difficult to notice in the dark. We approach the place where the spotlight is shining, the rangers notice us, located in the church. There are filters here in the kitchen and by the open window. We approach an open window, go out of it and move along a wooden path, ending up in a large clearing in front of the church.

Boss: Giant Water Monster

We cross the log to the church, but don’t get there; we are pushed back by a giant monster. Stop running away from him, it's time to destroy him. The rangers from the church help us by shooting small shrimp monsters so that nothing will interfere. We run around the island, dodge the boss's ramming attacks, and attack him. We don’t waste a second of time, otherwise all the filters for the gas mask may run out. The most effective way to fight this boss is to use incendiary grenades (hold Tab, move the mouse to the right to select grenades, then press C to throw them). A couple of grenades can be found right here in the center of the island. When the boss is defeated, we cross the log again and finally get to our allies.

Virus (Part 1)

Catacombs


Journal Entry: Through Hell

At the very beginning there is a bed musical instrument (12/17) .


We wake up inside the temple, sniper Anya wakes us up. Here we can spend the accumulated army ammunition on weapons and improvements to them. We approach the entrance doors of the temple, at this time someone knocks on them. It was Lesnitsky and a detachment of “red” soldiers who decided to storm the Rangers’ outpost. During the assault, the rangers are killed, Anya is taken prisoner, and we miraculously survive under the rubble of a blown-up door.

When we wake up, we see that Entrance door littered, but the door to the underground catacombs is open. Let's go there. We pass through a dark, winding tunnel, and along the way we find ourselves in a special zone where there is no electricity, which means you cannot use a flashlight or night vision goggles, only a lighter. We go down the ancient wooden elevator.

During the descent, we fight off monsters jumping from all sides. After the next attack we fall from the elevator, then we go along the second floor of the catacombs. We come to a fork and see several monsters running from right to left, fleeing from something.

We do not attack fleeing monsters. There will be a white flash (+ karma) .

We go to the right side, where the monsters ran away from. There will be a white flash (+ karma) . Along this road we will again find ourselves in an area where electricity does not work. This is not a dead end, but an alternative path; in the end we will still return to the main road.


We turn left and reach the waterfall. Behind him, in a round room with columns, several guards lurked. We kill them, and then turn the mechanism to wooden door to open it.

Behind the door we find ourselves in a large spacious cave, at the bottom of which there are ancient stone buildings. We go to the left, cling to the handle hanging from above, and slide down. Here we meet new monsters - mutated bats. They annoyingly fly around and attack from afar with ultrasound, so you need to destroy them first. We approach the elevator, pull the lever to lower it down. At this time, we fight off constantly attacking monsters. We get into the elevator and move on. On the bridge, a huge monster blocks our way. Together with the monster we fall down into a round stone arena with columns.

Boss: Rhino

The huge monster is completely covered with thick impenetrable skin. Shooting him with a weapon is pointless. The monster is clumsy and only attacks with slow ramming attacks, which is what you need to take advantage of. We stand behind the stone columns, wait for the boss to carry out a ram and crash into the next column. When all the columns of this room are destroyed, we follow the monster into the second room, and repeat the same tactics there. When all the columns and small walls in the second room are destroyed, the monster will become weak and fall to the floor. Let's finish him off. The walls of the cave without columns cannot support the upper floor; under its pressure, the entire lower floor is flooded with water. The stream takes us even lower underground - into the tunnel of our native metro.

Infection


Journal Entry: Through the Fire

We regain consciousness in the subway tunnel. We climb into the ventilation, from there we see Anya being taken somewhere further. We crawl further and see that the “red” soldiers are shooting civilians. Under the pretext of cleaning up the infection, the “reds” shot all the residents and set fire to a peaceful metro station.

We quickly crawl forward, go down from the ventilation, stun two soldiers before they shoot the last surviving person. Flash (+ karma) . We listen to the survivor to the end. There will be another white flash (+ karma) .


Here on the table you can take a night vision device, as well as a unique machine gun, reinforced with a compressed air cylinder, which needs to be constantly pumped up.

Cleared part of the station

We go out into the metro tunnel and neutralize three enemies on the platform. There are three interconnected rooms ahead, each with two enemies, plus another enemy in the second room on the balcony. From the first room you can crawl into the opposite subway tunnel and go through it to the third room. Be careful, there will be a tripwire trap along the way. In the third room we enter the blue door with the skull symbol.

Smokey part of the station

We find ourselves in a smoky part, put on a gas mask.

We enter the wooden room on the right, in the last far room we find musical instrument (13/17) .


There are three enemies in the large central room here. In the center you can climb to the second floor, from where there are ventilation shafts in both the left and right metro tunnels. On the one hand, there is a wooden building, one enemy nearby, and a couple more enemies in the dead end of the lower floor - we don’t need to come here. On the other hand, there is a compartment car on the second floor, let's go there. We neutralize the enemy at the entrance to the carriage.

In the last compartment of the carriage we find on the table note (26/43) .

At another exit from the car we find musical instrument (15/17) .


We jump down and neutralize two more enemies. We pass through a narrow path engulfed in fire into the next part.

Burning part of the station

We go down into the underground passage onto the rails and go to the end. We go upstairs and stun the nearest enemy. On the top floor we neutralize two more “reds”. There is no need to run across a broken bridge, it will collapse. We go downstairs and enter a room with burning corpses. We stun the nearest enemy, wait for two more to disperse, and then also stun them one by one.

Then we go into the library room. There is one enemy below and one on the balcony to the left. We jump through the burning ring in the right wall and go along the fiery corridor. By default, there are only two enemies here, but if the alarm was raised at the level, then there will be many more of them, and it will be much more difficult to complete without killing.

We enter the red door, we see the traitor Lesnitsky, who has taken Anya hostage.

Achievement “Savior” Lesnitsky offers us an exchange: we take off the gas mask (hold down the “G” key), and he lets go of Anya. We fulfill his requirement (+ karma) .


Either we remove the gas mask, or we shoot at Lesnitsky. In any case, he manages to escape, and Anya and I miraculously escape the burning metro station.

Virus (Part 2)

Quarantine


Diary Entry: Infection

After talking with Anya, we go to the entrance from the quarantine zone. We reach the doctor and the officer talking to each other, listen, and then together with them we enter the opened doors.

On the right we see a table with a computer, we go around it, on the other side we find note (27/43) .


We pass through a crowd of people, the guards let us in, but other civilians are prohibited from entering. Having passed through a massive metal door, we find ourselves in a dark room.

Achievement "Forgotten" Find all hidden ammunition in the Quarantine level. There are five caches to find in total. 1. For metal door at the entrance. 2. At the beginning, in the window of the left car. 3. Turn left, on the left side there will be another carriage with ammunition in the window. 4. We go further to the right, on the right side there is still ammunition in the carriage. 5. Another right turn and the last ammunition in the carriage on the right.


We go out into a bright room, here we are met by the occultist Khan. He reminds us of the mission to catch up with the black one, and offers his help in this. Let's follow Khan, who knows fast way via Mezhlineinik.

Having reached the fork, we go to a dead end on the right, pick up on the table note (28/43) .

At the fork we go left, turn left again, and find a guitar lying against the wall musical instrument (16/17) .


On the way you can visit a weapons store. Let's go further after Khan.

Black (Part 1)



Journal Entry: River of Fate

We go forward, we pass through the fans while Khan stops them. We enter a small sewer. Khan will jump down.


After passing through a large empty room, we find ourselves in a room with columns. Here we fight off a crowd of monsters. We move further along the pipes, burn the cobwebs with a lighter, and together with Khan we knock out the old grate. In the next room we suddenly see a ringing telephone on the wall.

Achievement “Nobody's Home” We ignore calls and don’t pick up the phone.


At the end we enter the collector where the water flows, we stand under the waterfall and find ourselves in the River of Fate. IN other world we see the time and place where the first part of the game ended - at the top of the Ostankino tower, when Artyom destroyed all the “black” mutants with missiles. Then we see the first chase for the last surviving “black” cub. We return to the present and chase the cub along the burning train.

This is where the visions end, and we are strangely transported as close as possible to the train on which the black man is being transported. We get on the handcar and try to catch up with the train before the “red” saboteurs.

Chase

Journal Entry: Train to the Future

Khan and I are riding on a handcar behind the Hansa train. On the parallel right path, “red” soldiers on several handcars catch up with us. You can shoot them, or you can just sit down and hide from their bullets.

Achievement "Bloodlust" (Bloodlust) Kill all the "reds" in the Pursuit level.


After some time we catch up with the train and jump onto it. Another detachment of communists has already landed here. We walk along narrow platform cars and shoot the soldiers. (In order not to kill enemies in this level, from afar we shoot once in the legs, at this time we run up point-blank and stun with a blow from the butt).

Entering the first car with a closed roof, on the right on the box we find note (30/43) .


We enter the carriage with the cages and find here the Black cub. The saboteurs are blowing up the train, and Black at this time gives us his hand and gives us a new portion of visions. This time Artem remembers his mother’s face, as well as his first contact with the Blacks as a child. Having woken up, we take Black out of the burning train.

Crossing

Diary Entry: Child

We bring Cherny to the surface, and in the radioactive air he comes to his senses. Black establishes a telepathic connection with us and begins to communicate as we progress through the level.

We go down and walk to the bank of the Moscow River. The river is icy near the banks, and you can walk further on this ice. Having walked along the ice under the bridge, we again go ashore and see in front of us a large banner with a poster.

Looking at the poster, Black says that he also wants to wear clothes. Flash (+ karma) .


We go up the stairs, enter the building, kill a couple of monsters, and go out to the ground train. We walk through the carriages and see Black, dressed in children's clothes. Suddenly a giant demon swoops in, lifts our entire carriage and throws it into the water.

We float out onto an ice floe in the middle of the river. It's deep here, you can't fall into the water again. We run across the ice to a sunken ship sticking out of the water.

We go up to the ship, on its bow next to the corpse we find note (32/43) .


We run further along the roofs of the flooded cars. At the end we go up the stairs.

Black (Part 2)

Bridge


We enter the room on the left. In the far left corner there is a cache of cartridges and a rifle (+ karma) . We go up and find ourselves on the roadway of the bridge in the pouring rain.

Lower tier of the bridge

The black cub temporarily shows us with infrared vision where the monsters are ahead. This can help you bypass some monsters without even bothering them.

Achievement "Rain Man" Complete the "Bridge" level without killing any enemies.


We go around the first group of monsters on the right along the surviving part of the bridge. We go around the second group along the paths on the left. Behind the large column on the left is a gas mask. We pass into a dark tunnel, with long supports on the sides.

At the end of the left large support there is a door, we enter there and find note (33/43) .


We go up the escalator. Two bats and an ordinary monster await us from above. Then we go around all the rubble, enter the room on the left and climb up the stairs.

Upper tier of the bridge

We find ourselves on the pedestrian part of the bridge. Here we see a destroyed squad of rangers and the remaining communication device from them. A monster is waiting for us ahead; bat monsters are sitting on two side columns. A little further on there are a couple more monsters and a couple of mice. We climb onto the hill in the center, grab the hook and ride forward on a cable suspended from the ceiling.

We manage to cross half the bridge, but then a flying demon attacks us and breaks the cable. We fall down. Black distracts the demon, so we manage to escape unharmed. We go through the door on the right and go through the subway car. Together with black we move further along the surface.

Depot


Diary entry: A journey together

We walk along the railway tracks and go out to the depot. In the house on the left there is a box with ammunition. There is a large area ahead, several carriages on the tracks, but there are no enemies.

We approach the far left corner of the depot, enter a dilapidated building (there is a trap at the entrance). Inside, in the back of a broken GAZelle, we find a dead body. Flash Light (+ karma) .


We go to the far right corner, where the only spotlight shines. We enter the doors and go through the room. We are met by peaceful rangers who are temporarily staying here. We found ourselves in a large dark hangar filled with trains. We can buy weapons and ammunition in the nearest carriage. We go up to the second floor and enter the raised carriage.

Hangar 1

The peaceful rangers hastily gather and leave here, and a detachment of “red” soldiers bursts in from the other side of the hangar. There are about 10 people in total. It is best to use a night vision device and stun enemies one by one. We are waiting for the communists to disperse to their positions. We jump from the carriage into the narrow passage on the right, stun one enemy here, crawl to the towers in front, where two snipers are holed up, and silently eliminate them from behind. The exit from this room is to the right of the turned on spotlight. We can immediately leave here, since there is nothing interesting in this hangar, only in the farthest box there is a cache of ammunition.

Dining room

We pass the corridor and go up the stairs. Black meets us on the other side of the bars; he hands us a filter for a gas mask. Nearby behind the bars on the floor we see a note. We enter the doors on the right and find ourselves in the dining room. On the right there is a large long room, on the left there are many small utility rooms. It is best to silently walk through the left rooms.

Having passed through the left rooms at the end, we stun one enemy, and immediately run into the doors on the right. We go down the interfloor stairs.

Hangar 2

There are two entrances to the hangar here. If we follow the path where Black sits, the enemies will see us immediately upon entering. If we follow the secret passage under the stairs, we can silently climb out at the left wall of the hangar.

There is also nothing interesting in this hangar, just another squad of “reds”. To quickly pass this place, we get out of the first underground passage, behind the shelves we see a second similar entrance, wait for the enemies to move away from it, and jump there, exit at the right wall of the hangar, enter a separate room on the right, stun three enemies along the way, and we get to the exit from here.

We pass along a long corridor with destroyed terminal cabinets.

Hangar 3

We find ourselves in the third hangar, where there are two trains, and between them a whole detachment of “reds”. We don’t go straight to the carriages, but crawl to the second carriage, enter it from the far side, and stun one of the enemies.

After this, we look from the carriage, wait for the enemies to disperse to the corners, at this time we leave the carriage and climb the stairs nearby to the second floor. From above we stun three snipers on the left and right trains, and on the bridge between them.

On the opposite side, you can jump from the second floor into an overturned carriage and walk along it into an underground passage. We go through the underground passage and get to the far wall of this room. We go to the surface and quickly run up the illuminated stairs while the enemies turn away.

We go through the control room and open the door. An old acquaintance, Lesnitsky, attacks outside the door, but Cherny disarms him in time. Together with Cherny we delve into Lesnitsky’s personal memories. From the first person we see how he stole the virus, how he gave it to Korbut, how he captured Anya. After looking through the memories, we choose: kill or stun Lesnitsky.

If you enter the entrance on the right, you can listen to an audio recording in the room on the second floor. In the basement on the left there is a gas mask. We enter the entrance on the left and climb to the second floor.

In a room with a red table in the corner we find note (35/43) .


We go into the next room, and from there we jump into the next courtyard. For a moment, a vision appears (1/7) - children playing on a children's street playground. There is no normal exit from the yard, so we jump down into the sewer.

In the sewer, you can go into the tunnel opposite, then disarm the trap and listen to the audio recording. We go along the main tunnel to the right. In the far left corner we enter the tunnel, at a dead end we find the Helsing weapon, which uses arrows rather than cartridges. In the right corner of the main tunnel we rise up to the surface.

In this courtyard you can enter the entrance on the right. On the second floor, a vision appears in the room (2/7) - a man is playing the piano.

We approach the piano and click on it - musical instrument (17/17) .


We return to the courtyard, go straight through the arch, and exit into a large courtyard. Jumping off a cliff another vision appears below (3/7) - a car driving towards. In fact, the car turns out to be an angry monster, we destroy it. There are three more monsters in the far left corner of the courtyard. In the nearest right entrance we find a cache of ammunition. Further beyond the entrance on the right there is a closed descent into the basement where the filter lies. In the entrance on the left on the second floor there is a vision (4/7) - a small child is playing alone in the room. In the courtyard we go to the far wall, there we enter the entrance on the left side, on the second floor we watch a vision (5/7) - a family looks out the window at falling rockets. Here we jump out the left window and find ourselves in the next courtyard.

Jumping out of the window, we fall onto the car, and then onto the ground. On the left you can enter the building, where the last room has a trap and an audio recording. The second truck has an ammo box inside. Next we need to climb onto the building in front, using the stairs from the left edge of the house.

On the roof above us a huge demon begins to circle. You shouldn't stand in one place, otherwise a flying monster can grab us and then throw us to the ground.

Achievement "Van Helsing" Kill the Demon with the help of Helsing. If you picked up a Helsing weapon in the sewers at the beginning of the level, now is the time to use it to get the achievement. First we deal a little damage with firearms, and then finish off with Helsing.

We go to the far right corner of the roof, where we find cartridges and note (36/43) .


On the roof we enter the doors and go down the landing. On the intermediate floor we enter the room, watch the vision (6/7) . At the very bottom we go around the elevator shaft, under the stairs we find a cache of cartridges. We jump into the gap in the floor and find ourselves in the subway tunnel. We go forward, we enter an impenetrably dark anomalous zone, watch the vision here (7/7) – little Artem asks to buy ice cream (+ karma) . We go forward, in the dark we navigate using a compass or the flame of a lighter. We go down even lower - into the underground catacombs.

Red Square


At the very beginning in the catacombs on the bed on the left we find note (37/43) .


From the catacombs we come out to the surface and see in front of us the surviving St. Basil's Cathedral, on the left in the distance we see the dilapidated Kremlin. You can enter the side of the cathedral in the far left corner, there are cartridges and first aid kits. We go along the main road to the left, jump off the cliff.

It's raging down here strong wind, if we go out into the open at the wrong time, we will be blown into the radioactive swamp on the right, from which we will no longer be able to get out. To stay alive, we follow Black (his blue glow is clearly visible from afar), hide next to him, and move forward only at his command. We go out to the underground building, do not come close to the monsters here, on the advice of Black, and they will not touch us. We go around the abyss and enter the cave. Inside the cave, all the walls turn into martyrs of hell, stretching out their hands to meet us.

From the cave we go out to the surface right in front of the Mausoleum. We go left, climb the stairs to the upper tier of the mausoleum. Then we go down the right stairs and jump over the side into a deep trench. Along the trench we go out into an underground building with columns.

We see how a lonely monster runs away into the cave on the left, we go into the cave after him. Through the cave we get inside the Mausoleum. In the center we see a glass coffin in which Vladimir Ilyich Lenin still rests, but now only his bones remain. Lies in front of the coffin note (38/43) .


In the underground building we go to the right and go up.

We come out to a square surrounded by walls on three sides. The square is filled with cars and wooden fortifications. We go to the gate ahead and are ambushed by a “red” detachment led by Pavel Morozov. There are snipers on all the walls.

We shoot two searchlights in front, run back behind the very first fortifications. Almost all the fortifications here are subject to gunfire, but you can hide behind wooden pillars. We sit and wait for four communists to come down to us from the side gate. We wait for them around the corner, stun them, and wait for the next ones. Then the central gate will open. We also stun the second batch of soldiers who came out. We enter the gate.

Morozov is waiting for us on the stairs at the top. We come around the corner in time and shoot at him (we shoot, even if we go through the game without killing people, we still can’t kill Morozov here). Pavel goes higher and higher, and we rise behind him. After four exchanges of fire around the corner, we finally overtake him. He lies against the wall and does not resist. We approach and, with the help of Cherny, look at Morozov’s memories. We find out Korbut’s plan - to capture D6, during Melnik’s peace negotiations, get all the poison from this secret station, poison all enemy metro stations with it and populate them with communists.
We descend into the swamp and follow the path marked with red flags. From the first island you can jump to the island on the right, where the filter lies.

Further on the right there is a secret: we go to the right along the boards, jump onto the stone curb, follow it to the end, jump into the gap in the wall on the right, inside there are filters, first aid kits and cartridges (+ karma) .


We return to the main road and follow the path to the asphalt island. There is also a small secret with ammo here on the right. We go left along the mouth of the river, destroying the guard monsters along the way.

We go out into an open area with a rocky hill. There are cartridges and arrows on the stone. On the right we see a red flag near the tunnel, we follow this path. On the left we see the remains of inscriptions on stones - this is a former alley with monuments to hero cities.

We crawl through the thickets and see a huge bear monster in front of us.

On the left, near the wall next to the skeleton, we find note (39/43) .


We jump down and find ourselves in a wide clearing.

Boss: Ursa Major

The bear hits us for the first time, we fight it off with a knife (press the “E” key several times). After this, the guard monsters begin to attack the bear in addition to us. We evade the boss, shoot the extra guards. We leave two or three guards alive and wait for them to climb onto the bear’s back. At this moment, time will slow down, and we will need to get into the boss's weak point - the glowing red zone on the back.

After three hits from a rifle on the back, the bear will throw off all the guards and run away from the clearing into the bushes. Let's follow her. Here three more guards attack the bear, and her cubs watch from above from the hill.

Achievement “Forest Guardian” We shoot three guards and let the mother bear run away to her cubs (+ karma) .


We follow the path to the left of the bear. We go up the stairs.

At the top of the left railing of the stairs we find note (40/43) .


We enter the building where Melnik and Khan are waiting for us. We watch a new vision and find out that there are Black monsters in the D6 base in a closed bunker. There, underground, they spend a long period of hibernation before beginning their terrestrial life. After the vision, we all go together to peace negotiations in Polis.

Policy


Journal Entry: Forcing Peace

We enter the building through the cleaning chambers. Black disguised himself as a boy in a raincoat, and in this form he walks with us. Cleaning complete, let's move forward.

Before entering the double doors, on the bench to the left lies note (41/43) .


We pass through the main hall, where representatives of all groups of the post-apocalyptic metro are crowded, and enter the hall of leaders. Black approaches the speaking General Secretary Moskvin, touches him, and the leader of the “Reds” tells the whole truth. Reading Moskvin’s thoughts, we walk along the red corridor, open any doors, behind them we see plots of Moskvin’s betrayal, under the influence of Korbut’s intrigues. At the end, Moskvin publicly declares Korbut’s plans to capture the D6 station.

Achievement "Revelation" Force Moskvin to tell the truth using Cherny's telepathy.


Together with Melnik and Khan we rush to the D6 base on the meter train. Here Black leaves us and goes his own way.
Second wave of enemies. Tank

We come to consciousness. At this time, enemies are already attacking from two sides. A tank appears on the left side - a steam locomotive, with a large-caliber gun. We take the sniper rifle lying nearby and start shooting at the tank: 1) first we shoot at the jumper between the two wheels, 2) we shoot off the two large wheels, 3) and then we shoot at the cabin above the gun when it opens to fire. This will cause the tank to explode.

Third wave of enemies. Flamethrower

The front barricades are destroyed, we retreat to the hill behind.

In the corner next to the boxes of cartridges we find the last one note (43/43) .


Ahead in the center you can take the most powerful weapon - the Paragraph light machine gun. Single, heavily armored enemies attack first. Then a whole line of fighters with shields comes out. We don’t let them get close, we shoot from afar. When there are few defenders left, we will see a flamethrower behind the shields; we shoot at him until his tank explodes.

The enemy attacks are repelled, but suddenly a high-speed communist armored train bursts into the station and breaks through all the layers of defense of the Spartan rangers. Nothing further depends on us.

All the rangers are stunned and lying on the floor. Korbut gets out of the armored train and declares his victory. To our right is a panel with a self-destruct switch for station D6. We crawl to the panel and grab the switch...

Bad ending:

We activate self-destruct. The base explodes, killing all the remaining Reds and Rangers. The blacks come to the surface and leave to build a new home. A little later, at the peaceful station, we see Anya telling her little daughter about the feat of her hero father.

Achievement “Such is life” (C"est la vie). Destroy D6.

Good ending:

(In order for this ending to occur, it is necessary that the number of good and reasonable deeds (white flashes) be more quantity killed people).

At the last moment, the Black Cub appears and stops our hand. Adult Blacks appear with him, they instantly disarm all enemies. The angels came on time. The base remains safe and sound. Artyom and Melnik survive and remain in the metro. Khan leaves in an unknown direction. The blacks come to the surface and leave to build a new home.

Achievement "Redemption" Save D6.

Prologue

For us there is only

one time - present,

and only one place - the metro.

Metro: Last Light begins with a story about blacks who came from the surface to the subway. That they are very scary and terrible, that everyone is in danger of great trouble and danger. Anyone who played or watched knows who the blacks are and that at the end of the game there were two endings. It all depended on how we played the game. Main character Artyom either destroyed the black lair, or decided not to do so.

The game begins with a group of people sitting near a fire in the subway and suddenly blacks attack them, and people catch glitches seeing mutants in each other and start shooting at their own.

Meanwhile, the hero Artyom, already familiar to us, awakens from the fact that Khan wakes him up and keeps repeating that he must make contact with the blacks. While we are exploring the station, it turns out that Artyom was taken into the Order of Sparta and they settled in the secret bunker D6, which they had found earlier. Artyom is given a weapon and he goes to Melnik, who called him.

Train to the past

Khan saw one black man near the Botanical Garden and therefore Melnik gives Artyom the sniper Anna and gives the task to kill the black man. Khan protests against this and says that they cannot be killed, but simply need to find contact with them (as I understand, there is no smell of a good ending from the first part and that then a missile strike was carried out on the lair). Khan, of course, is detained, and Artyom goes with Anna to the surface to the scorched black hive.

Artyom discovered a black cub. He recognized Artyom and was frightened and conveyed to him his visions of the moment when the rockets were flying towards the hive. Artyom passed out and was captured, the black cub was put in a cage.

Enemy of my enemy

Artyom wakes up in captivity of the Nazis with other prisoners. He, together with another captured communist, manages to kill the guards. and together with him they make their way through a fascist camp filled with prisoners. Having reached the control room just before the end of the mission, you can press the lever and release all the prisoners from the cells.

Also, having overheard a conversation between two fascists, he learned that the black man was sold to traders from the Hansa. Hansa - ring line of the Moscow metro Union of trading stations.

Reich

Artyom learned that the red prisoner with whom he escaped was named Pavel. And they, together with him, disguised as Reich guards, walked into the very crowd of fascists, but they were burned. And the two of them begin to run away. Artyom is caught by a bullet and Pavel drags him to the trolley.

Artyom missed the black one and now he needs to get to the Order’s headquarters and report on the failed operation. He also finds out that the Nazis know that the secret bunker D6 was found by Sparta and they want to smoke them out of there and occupy it. Therefore, perhaps a war is expected soon.

The escape

Pavel breaks through the grate with a trolley and it turns over. They are looking for a further path, but when Pavel climbed into sewer hatch The fascists took him and now Artyom alone makes his way through the fascists.

Friend

Artyom understands that Pasha, a man whom he knows very little, helped him a lot and therefore he is not going to leave him in captivity of the Nazis, since death awaits him. So he goes to help out his new friend. He arrived in time just in time for Pasha to be hanged and he barely manages to pull him out of the noose alive.

Through the darkness

Artyom freed Pasha and he promised him that he would take him to his people. And the two of them make their way through dark tunnels infested with spiders.

Path through the light

Having made their way to the surface through the tunnels, Artyom and Pavel go further to the Theater Station. On the way, they pass by a fallen plane, in which Artyom saw a vision of how it got into the very epicenter of a nuclear strike and fell.

After which, as in the classics of the genre, a flying monster, the Devil, and many mutant guards will meet, almost right before the entrance to the station, where our heroes barely fight them off and the gate is opened, just in time for them to escape.

Theater

Our guys hit the Theater Station, from which it’s only a short walk to the Pole, if, of course, Pasha leads through his own - the Red posts. While Pavel negotiates with his people, Artyom has time to study the Theater Station. A station where people of art and creativity gather.

After which Pavel offered Artyom a drink. But it turned out that he drugged him and, together with his Red friends, took him prisoner and handed him over to his superiors. Our hero did not expect such betrayal from his new comrade.

Betrayal

Pavel took Artyom to his superiors and he was immediately taken to the interrogation room, where they began to beat information about D6 out of him. Also, at the very beginning of the game, a certain Lesnitsky disappeared from D6. Artyom saw him among the Reds and realized that he was a spy.

Artyom was injected with truth serum, he passed out and saw an episode from his past, when he was still very young and with his friends came to the surface and they were attacked by monsters. Then one of the Blacks helped them. He also heard a conversation about Black and knew that Pavel might know where he was.

Artyom, as always, was lucky. The son of General Secretary Moskvin was against this red nonsense and torture, so he frees our hero and he tries to leave through the pipes. He accidentally overheard a conversation between the Secretary General and the Head of State Security in which he learned that the Reds were planning a special operation to capture D6.

Red line

Now Artyom, realizing that he can only find out about the whereabouts of Black and the plans of the Reds from his former “friend” Pavel, goes in search of him, making his way along the Red Line. Looking at the preparations of the Reds, Artyom understands that they are not preparing for a serious war and it will be quite difficult to recapture D6.

In hot pursuit

Artyom unexpectedly stumbles upon a man, but he was lucky: he was already familiar to us, Andrei Kuznets, who helped us once. Andrei promised that he would tell Melnik about what happened with Artyom and their mission and that he continues to search for Cherny. Andrei gives our hero a homemade railway car “Regina” and he sets off on his journey on it. Along the way, you will meet a train; you need to push it forward with a handcar. We also pierce the passages with a trolley.

Bandits

Pavel's group is moving to Tretyakovskaya, also known as Venice, several hours ahead. While chasing through the tunnels, Artyom unexpectedly runs into a group of refugees from the Red Line. All the men who could fight moved forward and they were all shot there. The refugees were left with only a few men, and mostly women and children. And now you can’t go forward; there’s danger, and behind them are the Reds who will shoot them. Moving further, Artyom runs into bandits, who shoot everyone.

Dark Waters

Artyom, together with a fisherman, makes his way on a ferry through the metro tunnels through a bunch of mutant shrimp, which, as the fisherman puts it, the local fish is very good with beer.

Venice

Having reached Venice with the fisherman, it is a large den of thieves. Artyom finds out from the locals that two Reds recently arrived at the station. And he is sure that one of them is Pavel. He must catch up with him at all costs. He has two missions associated with Pavel: Find Black, and find out about the Reds’ plans related to D6 and the Order.

Finding Pavel in the brothel, he followed him to the warehouse and grabbed him there. Pavel said that Black at the Oktyabrskaya station and the Reds were experimenting with him and his abilities. But Pavel managed to escape. And Artyom goes to the surface into the swamps to get to the Order’s base and meet with his own.

Continuation of the passage of Metro Last Light

Sparta

After a dynamic introductory video, you find yourself in the peaceful environment of bunker D3 (at the base of Sparta). After walking through several corridors and listening to funny dialogues, you get to the armory, where you are given various consumables, cartridges (local currency) and weapons. There are three out of six “guns” to choose from - choose according to your taste. It's time to go for the first task to the Miller.

Ashes.

When you arrive at your destination station, go left. There is a staircase behind the door, go up it and go to the surface. Anna will invite you to climb even higher, but don’t rush - at the end of the tunnel behind the web you will find a corpse with cartridges. After putting on a gas mask and collecting your first loot, go upstairs. Your companion will take a position, and you will have to go deep into the location. After killing several monsters, go along the funnel and straight ahead.

Don't forget to search the corpses! In the nearest one you will find a filter to replace the one that is already running out. Keep in mind that the time you spend outdoors is limited and directly depends on the number of filters you have stocked up on.

Walking forward a little more, you will meet a small black one. You need to chase him and catch him, ending the chapter.

Paul.

Now you have to get out of captivity, follow your new “red” friend into the garbage chute. After a couple of turns, after waiting for the elevator to rise, run along the moving shadow to the opposite end of the large room. Give your friend a ride on the stairs - he will lower it for you, follow him up. Crawl after the satellite, after which you will need to sneak up on the fascist located on the right at the control panel. He must be stunned or killed with a knife. Lower the lever and go upstairs, do not forget to unscrew the light bulbs. Wait until Pavel turns off the lights; do not walk in illuminated areas. Climb to the next level, eliminate the next patrolman along the way and climb into the pipe. As you make your way through it, don't forget to take out the throwing knives from the corpse below. Go upstairs again, press the green button to call security. Having dealt with the incoming fascist, press the lever. Your support and support Pavel will throw you a gun. Carefully move forward through the sewers, eliminating small groups of enemies. Help Pavel open the gateway.

Reich.

The mission is escape. All you need is to escape with Pavel as soon as the crowd of fascists surrounding you finds out about your disappearance. Be careful, you have to make a successful jump.

Parting.

After going a little further along the new tunnel, you will reach a dead end with a pipe sticking out. Take Pavel upstairs, unfortunately he will be caught there. Hide and turn off the flashlight. The fact is that most missions where your enemy is people, it is much easier and more effective to clear locations quietly. To do this you need to remember a few simple rules. Firstly, computer opponents see very poorly in the dark, so the main objective for your shots - different light sources. Secondly, they are not at all worried about their missing comrades, unless of course you knocked them out right before their eyes. And thirdly, if there is no bright light between you and the enemy, and he is not facing you, the chance that he will notice how you are approaching him is negligible.
Using the principles outlined above, clear the building. Your goal is the door at the top, behind which another ventilation awaits you.

Camp.

Crawl back and jump down. Having reached a large room with fascists, carefully make your way upstairs and, after waiting for the right moment, turn off the lights in the entire room at the terminal on the left. After this, carefully clean the room according to standard scheme. The best way walk through this room - on the second floor. From the room with the fascist begging not to touch him (by the way, don’t forget to take the sniper rifle from him), we climb through the hole in the wall into the next room. Having eliminated several enemies, we get to the generator room. A group of fascists is waiting for us here, who can call for reinforcements. To avoid being noticed, turn off the light to the left of the entrance to the room. After clearing the generator room, go down the stairs or through the ventilation. There are several more fascists in the room. Proceed according to the old principle. A sniper rifle will come in very handy here, with the help of which it is very convenient to remove light bulbs at any distance, creating darkness that is convenient for us. Leave the room, jump down into the water.

At the beginning of this corridor, do not step on the tripwire. By the way, they can be neutralized by cutting the rope. Make your way to the execution site, eliminate the two executioners and cut the rope on which Pavel is hanged. Then follow him.

Torch.

Go with Pavel, follow his instructions. The main enemies at this level will appear in the elevator - spiders. Kill them by shining your flashlight. Move along the corridor, keep killing the spiders, they have weakness- belly. Pavel will guide you through the tunnels, explaining how to get to this or that section. He will then make a torch and turn right. Follow him closely, and the spiders will not be able to run up to you. When you hit the door, follow the wires to the right to charge the electric lock. Along the way, danger awaits you in the form of the same spiders. The best tactic is to squeeze into narrow passages, shine a flashlight and finish off in the stomach. After charging the control panel, walk a little further and meet your companion again.

Paul leads you again and shows you what and where to do. At a certain point, he will send you to look around, and in the next room you will find a shotgun and will be attacked by a monster. Return to Paul and follow him again. Open the door to the plane. While studying the plane, watch the splash screen, then help Pavel, who felt completely ill from this place. There will be another skirmish with a monster on the street, after which Pavel will lead you further. Filters and other useful items can be found in buildings. A little later, waves with hordes of guardian monsters will begin. They are effectively killed in the head. Climb through the window in the subway, go down the escalator stairs and shoot back until the gate is opened for you.

Korbut.

Look around the city, listen to the dialogues of local residents (promotes a good ending in the game), read the note and go to the store (pay attention to the “tuning” section). You will meet Pavel at the theater, then a long series of story cutscenes await you, as a result of which you will again have to escape from prison. Having gained freedom, climb into the ventilation and crawl through it to the exit.

Revolution.

Having received your weapon back and looked through the remaining drawers of the pantry, you again find yourself in a “stealth mission”, where you need to quietly and accurately destroy (or better yet, jam) superior enemy forces. Please note that many rooms, especially large ones, can be passed through without coming into conflict with the local population at all. If you get lost, look at the compass. When you reach the room where the meeting is taking place, crawl to the right and climb up near the terminal that turns off the lights.

From above, the entire room will be in full view. Also pay attention to the submerged space under the floor, there you will find several filters. Exit from the room upstairs through a non-working fan. You will be taken to a storage room. It is quite easy to overcome at the cost of eliminating a couple of enemies. After that you go to the end of the room. You can hide from the squad leaving through the gate behind the rubbish in the middle of the corridor. Climb through the passage overgrown with cobwebs, this is where the chapter ends.

Regina.

In this mission, you have at your disposal a handcar called Regina. As you move, you will come across rooms that you don’t have to enter if you have enough supplies. Move forward until you meet an obstacle. Open the gate using the lever. Behind them you will see a road arrow that can be translated. We go left and then right. There will be a difficult battle with a crowd of monsters. The easiest way to kill them is with a pistol to the head or with a shotgun. Push the car that is blocking the passage with the help of “Regina”, move along the rails, shooting back from the wave of mutants. When the car crashes, move the arrow to the left and break through the wooden floors with your handcar.

Bandits.

You will find yourself in a peaceful mini-location with a store. You will be asked to clear out the bandits further down the road. This is best done with a weapon with an optical sight. When you meet a tied guy, untie him, he will remove the obstacle and you can continue on your way. Then you will come to a dead end - a bandit outpost. Clear the building, at the end of the corridor find the switch that opens the road further. The next fork is another skirmish. Direct the trolley to the right and ram the obstacle. Unfortunately, Regina will break down, but you will already be there. Call a boat, but it will have to wait. In the meantime, monsters will crawl out from everywhere, you won’t be able to kill them from the spot, so maneuver. Jump onto the boat that has arrived, the monsters will no longer catch up with you.

Dark waters. Venice.

The water journey begins with a new wave of monsters, this time shrimp. In general, there should be no problems; although they are tenacious, they “bite” quite weakly. Upon arrival in Venice, head to the brothel to eavesdrop on the conversation. Follow the “reds”, make your way through the dark warehouse (almost all the bandits can be avoided by hiding in the back streets and turning off the lights, but some will still have to be eliminated). After the scene, follow the fisherman to the surface.

Sunset.

When you rise to the surface, don’t forget your gas mask, don’t go into the water, and be careful not to step on tripwires. Make your way to the plane for fuel cans. You can simply run away from monsters by hiding indoors. Return to the crossing, change fuel, activate the ferry. While the raft is floating, run and shoot, then swim to the other side.

Night.

In the ruins you will find a night vision device, but be careful: there are a lot of tripwires here. When you get to the church, there is a mini-boss waiting for you, a giant shrimp. Be sure to run in a circle from him, throw grenades and do not spare the lead in any way. When he is finished, you will be allowed into the church, where you can replenish your supplies.

Catacombs.

After the cutscene, go down into the church catacombs. Make your way through the corridors. Where the flashlight does not work, use a lighter. Kill the wave of monsters and turn the wooden lever mechanism. After a couple of corridors and another portion of monsters, activate a new wooden mechanism, but this time you will have to wait for activation and survive under a decent wave of mutants. After the elevator, you will find yourself in a room with columns and a monster that is jerking and trying to kill you. You need to make sure that he destroys all destructible objects, which will open a new passage for you. In the next room, do the same, but in the finale, kill the “rhino.” The room will begin to flood and you will be sucked into a whirlpool.

Infection.

You have a new “stealth mission”, which is carried out according to the old principle - extinguishing the lights and cutting out opponents one by one. Move along the corridors, do not forget about the stretch marks. If you get lost, use the compass to navigate. This mission will not offer you any innovations or unsolvable problems. The only difference is the fire started by the communists at the station. It must be taken into account that fire is a source of light. At the end of the chapter, you have to make a plot choice that will determine the ending of the game.

Quarantine. Khan. Chase.

Get down from the hospital, move along the corridor (you won't be able to get lost there). Buy everything you need at the store and hit the road. Following Khan, jump into the water. Visions will begin - in them we run after the black one. Then we ride on a handcar with Khan. After the shootout, jump onto the train, move along it, clearing out enemies until you get to the black one.

Crossing.

Having gone out into the street with the black man, follow the compass, stick to the walls, and get to the building. It is better to run through the monsters inside and kill them from convenient positions, for example from rooms. Get into the train and walk along it. Then, after the dragon attacks, you will find yourself in the water. Pop up, dodge monster attacks, run through the flooded carriages and climb the stairs.

Bridge.

Try to pass through the first large area of ​​this location unnoticed. As soon as this is no longer possible, just run to the escalators - the monsters that have gotten stuck will fall behind. Don't change your tactics for the next zone either - run past the monsters to the stairs and climb them. You won't be able to run further; you will have to move using a cable. Unfortunately, halfway along the path you will be attacked by a flying monster, the cable will break and you will fall down. Go through the carriage and follow the rails to the depot.

Depot.

The monsters are behind, and now you have to fight people again. The first room goes around the outer perimeter with virtually no collisions with opponents. After eliminating a few enemies in rooms resembling a kitchen, you will find yourself in a large dark room in which it is very difficult to notice you. Go room by room, and after watching the next cutscene, you will find yourself on the street again.

Dead city.

A very atmospheric place. Follow the compass, the monsters will practically not attack, go up to the roof. Then, going down the building, you will find yourself underground, in the catacombs.

Red Square.

After passing several corridors, you will find yourself on Red Square. Go for the black one. In the large hall, go left along the right wall; there is no need to go down into the green puddle. We crawl through our hands on our haunches (when you see it, you will understand). After the mausoleum you will be surrounded. You need to choose a comfortable position, shooting enemies in the windows one at a time. Storm the building. At the end you will find a screensaver and a choice of the fate of an old acquaintance.

Move deeper into the garden using the compass. When the fight with the giant bear begins, try to shoot him in the back (other monsters will periodically attack him). When the bear runs into the bushes (it turns out that she is protecting the cubs), the monsters will attack her again, you can save her. We walk along the path into the building.

The final battle. It all starts with a regular shootout, but then the enemy appears with a tank. To destroy it, you need to demolish the parts painted red. Mow down the next wave with a machine gun (it will be waiting for you behind the fortification). It is more effective to destroy rows with shields with grenades. There can be two endings in a story - “good” and “bad”; if you want to achieve a “happy ending”, then you need to listen to the dialogues, read the notes and kill only when absolutely necessary throughout the game.

Chapter 1. Sparta

This is what happens when Blacks interfere in a friendly campaign

Let's watch the introductory video. While we were sitting by the fire, from the other end of the tunnel we could hear the voices of the allies who were under attack. Just a few seconds later the Blacks captured our minds, and we were forced to kill all our comrades.

Having woken up, we communicate with Khan. He reports about the ashes of the Blacks found on the surface. It is necessary to establish contact with them to find out about their intentions. From now on we are members of the Order and are under the command of Melnik. Khan went after Melnik. We take the lighter and diary from the table. Current tasks will be recorded on it. The compass will show you the right path to your goal. We leave the room and turn left. We pass to the end along the long corridor and get to the armory. We select a gas mask and a couple of filters for it from the rack. We will also need first aid kits and army cartridges, which are both military ammunition and local currency. The damage from military cartridges is much greater, but they can be used to purchase ammunition of any caliber at the appropriate rate. From the rack on the right we take any three guns. Even further to the right is a shooting range, where we will test our guns. We shoot at the targets that appear. To penetrate armored targets, you need to shoot them long and hard. Or hit the head with an accurate shot. We replenish our ammunition and move on.

When the gates open, together with Khan and Ullman we enter the lift. Having gone upstairs, we move towards the command center to Melnik. The command believes that the Blacks are a threat to the Order. Khan, on the other hand, has the opposite opinion. Instead, the best sniper of the Order, Anna, will go with us. Let's follow her to the elevator and go up to the platform. We wait for the monorail to arrive and board it.

Chapter 2. Ashes

Train to the past

Anya is smart, beautiful and simply the best sniper of the Order

“A year ago, standing at the top of the TV tower, I saw rockets falling on the Botanical Garden, turning all living creatures into ashes, melting metal and glass. No one and nothing could survive in this hell. But Khan found Black there. Now my duty and my mission is to find and destroy him. Finish what you started."

We arrive at the Metro-2 station. We disembark, turn on the flashlight and follow Anna. We open the gate by pulling the lever on the right side. We go upstairs, open the door and enter the collector. We turn right and get to the stairs. Before rising to the surface, put on a gas mask. The clock will begin counting down the time, after which the filter will become unusable. A minute before this we will hear a signal. Having risen, we follow Anna to the main entrance. We often wipe the glass of the gas mask to improve visibility. Then we will go on our own. We jump down and encounter the Guardians. We move back and shoot them at the same time. Your partner will support you with fire from a distance. Having finished, we go forward and turn left. We continue moving until we find the Black cub. We chase him and at the same time try to shoot him. When he falls, we approach and grab him.

Chapter 3. Paul

Enemy of my enemy

by simply measuring your skull you can determine whether you are a mutant or not

“The creature that I met on the scorched remains of the Botanical Garden looks like Black and was able to penetrate my consciousness, taking out and shaking out the most intimate things from me. But it was only a cub. And I'm sure he recognized me. I found out and got scared. And he was able to put me out of commission for some time. This was enough to end up in captivity.”

Three soldiers from the Red Line were captured with us. Two of them are killed, and together with the third we manage to deal with the enemies. The door is locked with a remote lock, so we roll down the garbage chute. We follow our ally and wait for the elevator to leave. We move to the other side, being in the shadows. The grate cannot be broken, so we approach our partner and sit him down. We climb up the descending stairs. We move crouched and, if necessary, freeze in place. We sneak up on the enemy from the right side and kill him. We pull the lever and go up the descending stairs. We unscrew the light bulb on the spotlight, which is directed towards the ally. He will do the same, after that we cross the bridge, turn left and climb up the stairs. We crawl along the pipe on the right side. Having got out of it, we pull out the knives from the body. They are intended for throwing only. Let's try them on our next opponent. We go upstairs, press the button on the wall and deal with the arriving enemy. We go through the gateway and pull the lever.

We receive a pistol with a silencer from our partner. Important feature The clock is a light sensor. If the blue light on them is on, it means we are easy to spot. Having arrived at the place, we leave the gateway and move along the right side. We hit the enemy on the other side with a well-aimed shot to the head. We watch the wall so as not to miss the stairs. We go upstairs and get to the bridge. We wait for the enemy to cross it, and, sneaking up, we neutralize him. Let's go to the other side. We clear the room from enemies and deal with those who are sitting at the control panel. We pull the lever to release the prisoners. We approach and pull the lever on the right side of the gate. All that remains is to quickly go inside.

Chapter 4. Reich

beautiful speeches about Eldorado have so stupefied the soldiers that they don’t even notice us

“The escape from a fascist prison took place under the motto “the enemy of my enemy is my friend.” And this friend’s name is Pavel. He commanded the Red reconnaissance group destroyed by the Nazis. I never had much sympathy for the communists, but Pavel acted like a hero.”

We go up the escalator and begin to make our way through the crowd of enemies. Soon they will figure us out and the chase will begin. We quickly run after Pavel, jump at his command and manage to pass under the almost closed gate. We use the handcar to finally escape from the Reich. We shoot the enemies that appear before the transport moves to a safe distance.

Chapter 5. Parting

The escape

For an alternative ending, surrendered enemies must be ignored

“We achieved the impossible. Now my task is to warn the Order that Black is missing. This means admitting that the task has failed. But now that Cherny is on the subway, I can’t find him alone. You need to get to the nearest neutral station. And from there - to Polis, to the headquarters of the Order. Pavel will show the way."

We accelerate and ram the grate. We move through the tunnel on our own two feet. We find a pipe and put Pavel next to it. The enemies grabbed my partner and already sent fighters to our position. We take cover behind concrete slab on the right side and be sure to turn off the flashlight. When the patrolmen go to the side, we catch up with them and destroy them one by one. We return to the opened gate. We shoot at the light bulb at the top and at the one that is constantly rotating. We wait for the loader to leave, go forward, immediately turn left and jump higher. If, nevertheless, one of the enemies approaches the gate, then it is advisable to wait for him to leave. Otherwise, the opponent in the top position will notice the body. We go to the other side and stand opposite the passage into the building. We shoot at the light bulb and two enemies from the right room will move to the left room. We quickly go to the stairs and go up. We go around the cabin with the remote control, move to the other side and jump down. On the left side there is a staircase. We rise higher and higher, shooting at the lighting fixtures. We open the door, the enemy did not expect that someone would get in here and therefore immediately surrendered. We deal with it or immediately move on. There is a ventilation passage on the wall to the left that we need to go through.

Chapter 6. Camp

Friend

“Pasha is probably in for a loop. Who knows what would have happened to me if he had not pulled me out? Red, blue, yellow - what's the difference? He risked his life for me. This doesn't happen often on the subway. I can’t leave him here.”

We crawl to Pavel’s cell and communicate with him. They will take him to the hanger, and we will turn right and go to the end. We move along the corridor and watch the beating of Red. We turn right, carefully approach the stairs and turn off the lamp. We go up, turn left. Soon the electrician will leave and we can follow him. We follow the patrolman on the left side. When he crosses to the other side, we overtake the electrician and destroy him. We go down and head straight to the exit. We penetrate into the freezer and go to the end. There is a gap on the wall on the left side; we move along it to the next room.

We pass through the flower beds and go to the other side. On the left are enemies, and on the right is an electrical panel. We turn it off and quickly cross the bridge to the right. It won't be difficult to deal with a lone enemy. We go further and penetrate into the ventilation shaft. We get out to the stairs and go down. Don't forget to shoot through lighting fixtures and lamps. There is a passage under the stairs, we go down into the water and move towards the enemy. Almost before reaching it, we turn left and go up. We move to the left, go forward and get to the stairs. We shoot through the light bulbs on the ceiling and only then go upstairs. Let's turn right, destroy all the lighting fixtures and pull the lever. We jump down straight from here and go through the opened gate. We turn right and go down even lower. There is a trap set here, so we shoot at the canister on the left side. We go up the stairs in the corner. We get out through the gap to Pavel, quickly kill the enemies and approach the gallows. Having freed our ally, we leave this place.

Metro Last Light Redux

Introduction

A small flashback to the past: the original “Metro-2033” ended with a triumphant rocket fireworks display, leaving no stone unturned from the lair of the “Blacks” - ominous, creepy mutants, perhaps the most infernal creation of the post-apocalyptic fantasy of the creator of the setting, Dmitry Glukhovsky. Now we have before us the continuation of the story: and it cannot be said that the total destruction of evil led to something good, or at least taught people something. Now the Moscow metro, which has become a new world for survivors of the nuclear holocaust, threatens to turn into an arena of bloodshed between people. At this rate, our brothers will destroy each other much faster than the mutants will, and when they find a way down from the surface, they will only encounter corpses, ashes and skulls grinning with rage, looking into the emptiness of the tunnel.

IN new game, “Metro: Last Light”, we play for Artem again. That is, he still managed in some unimaginable way to leave the Ostankino Tower and go down, despite the stairs collapsing during the ascent. This point will not be explained to us (and not that it would be particularly interesting), but will be immediately thrown into the thick of things. Okay, let's go.

The game starts with a gaping darkness of a tunnel, from which hellish creatures suddenly attack, and you need to shoot them. Or is it not so simple? In reality, this is an illustration of how Black mutants have a corrupting effect on the human psyche (or neurology?): People begin to have visions. As a result, they succumb to hallucinations of a not very pleasant kind, and a civil war begins. Here your first moral choice arises (there are more than a hundred of them in the game, and each of them will affect the ending): shoot your unfortunate, hallucinating comrades or refrain from doing so? By the way, nothing bad will happen from abstinence, the script will just work.


Walkthrough of Metro last light redux

Sparta

So, the year is 2034. “Last Light” starts in an old but still fully functional military storage facility known as D6. It was occupied by the Order of Rangers, and it is here that Artyom wakes up, awakened by Khan. According to Khan, an attempt was made to establish contact with Artem by the Blacks. Interesting guess. Khan, along with his ideas, is taken away by Ulman, later we will see both of them again. So, now Artyom is a ranger, an old dream has come true. A tablet containing tasks and a lighter is obtained by pressing [M], you can see in which direction you need to follow to achieve the current goal by following the green arrow. For now, we are in no hurry, and you can walk around the area, assess the situation, look at your teammates, join the pace, in general, harmoniously enter the game universe. When you've had your fill, go to the armory, where Artem will receive the equipment of a young fighter: his kit includes a gas mask, two gas filters, a first aid kit and a handful of cartridges. Ammo, by the way, is also the local currency (the setting is post-apocalyptic, after all), so don’t accidentally shoot your entire “wallet” by holding [R] longer than necessary.


Inventory is shown by clicking . Choose your weapon; you can carry no more than three weapons at a time. For lucky pre-orders of the game (or no less happy pirates), the RPK is available to choose from, perhaps the best gaming gun. What exactly to choose for personal weapons is up to you; we can recommend a shotgun (with an extended barrel) and the already mentioned RPK.


Armed? Test your shooting skills at the shooting range. Aim for the body of the first dummy, and the head of the second (armored) one. If it turns out that you are not as great a sniper as you thought, either practice or change weapons, it may actually be the case. When you are ready, move on (that is, through the kitchen). Ulman and Khan are already waiting for Artyom there, all together they will go to the gate to the station. Behind the gate, a bizarre spiral elevator awaits you, moving in a huge well. A beautiful sight. At its highest point is the entrance to the command center, where a general gathering takes place (Melnik wants to discuss pressing issues with the squad commanders). Follow Khan inside and watch as he is arrested for his overly liberal thoughts about the Blacks and possible contact with them.


The miller gives Artyom his first mission: to find a surviving Black and... not to destroy him. The sniper Anna, Melnik’s daughter, will destroy it, and Artem will serve only as a gunner. Not bad for the first time, you can go to the elevator. If you stay late, you will hear about the legendary Lesnitsky: that he turned out to be a misdirected Cossack and disappeared in an unknown direction with a laboratory container. A freight elevator will take you and Anna down into the darkness, where a monorail will serve, which will take you to your first adventure.


Ashes

We've arrived. They are not greeted with fireworks, or even more, there is no light at all. Turn on the flashlight (F) and pull the switch to go outside. You will practically fall into a sewer of the most vile kind, along which somewhere in the distance a mutant is running into the unknown (you can show your class and have time to shoot him). Then Artem and Anna find a ladder and climb to the surface, into the ominous light of day. Don't forget to wear your gas mask (G), otherwise this light will not only be ominous, but also fatal. Artyom has a watch on his left hand; it shows how much resource is left in the filter.


We got out. I think this was once the Botanical Garden. There is devastation everywhere, twisted metal, puddles in which it is better not to step, a fallen Ferris wheel, as a symbol of the Earth itself, which has flown onto the celestial axis... while we are enjoying the landscape, Anna decides that Artyom will find Cherny on his own with much greater effect, and she herself goes to the “gate” from the ruins to cover. There is no black one yet, only Guardians, and quite a lot (only three flocks).

Having dealt with them, we meet Black, but what is it? This is a cub, and he clearly wants to live, he runs away so fast that he cannot be shot. Catch up with him and grab him: in the scripted scene, Little Black shows Artyom how he was the only one of all his relatives who escaped from a terrible explosion. This sight turns out to be too much for Artyom.


Review of the game Metro Last Light Redux

Paul

Good morning, Artem. The awakening is not very pleasant: you have been captured by guys from the Reich. They also captured a little Black with such a dramatic fate, and two Reds who appeared from somewhere, apparently when you were passed out. Although the Reich and the Reds are at war (who would doubt it), they, in theory, have nothing against the Order of Rangers. However, apparently as part of the wise policy of “we’ll figure it out there,” Artyom is dragged to a concentration camp, where he is thrown along with the others. One of the Red partisans finds his death as a martyr, however, having teamed up with the second (named Pavel), Artem manages not to disgrace the memory of his ancestors and crush the fascist reptile.

What's next, Artem? There is no way out through the door, so you will have to sink lower and lower into hell. Through the garbage chute we find ourselves in the sewer, and it is full of corpses. Further we see a well, and it is also full of corpses. Above it are cells with people who were unlucky enough to be born with anomalies...an absolutely infernal spectacle, truly, the fascists are equally monstrous in their actions, both before and after the apocalypse. Follow Pavel in the shadows to the grate, put him on the stairs, and climb up. Next is a short stealth walk, follow the instructions of an experienced red partisan. At the top, get to the officer standing on the right and kill (or stun, if possible). Lower the ladder using the lever. It’s interesting that the prisoners in the cages are instructing Artyom on his further actions.


As a result, you must unscrew the “eye” from the spotlight at the top. Pavel, for his part, will turn off all the lights and leave. Walk along the bridge in the dark (if you can), there is another fascist, and another staircase, and most importantly - a pipe, very narrow and creepy-looking. If Artyom gets through it, in the process he will hear a very dramatic family story in a conversation between two fascists. On the other side, you can get throwing knives from the corpse (an excellent silent killing weapon).


Get back to where the cells are and press the call button (it's at the top of the stairs). A sentry will appear - kill him or let Pavel do it. Once inside, close the airlock by turning the lever.


Now Pavel will make Artem’s life easier by giving him a barrel with a silencer. There will be patrolmen with machine guns in the sewers, as well as a lever that opens the cages (on the panel near the window). Help Pavel open the airlock (lever on the wall).

Video walkthrough of Metro Last Light Redux

Metro Last Light Redux system requirements

Reich

During the Sturmbannführer's speech about the promised land, that is, base D6, on which there is a lot of food, a lot of weapons and medicine, and a lot of other things, but for some reason it does not belong to the Reich... a messenger appears who reports on your escape. Pavel shoots into the air, and the race for survival begins. As a result, Artyom is shot, but his bulletproof vest saves him. Got out!


Metro Last Light Redux in Russian

How to complete Metro Last Light Redux