Walkthrough

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Greetings to fans of the fresh shooter Metro Ray of Hope! In this detailed step by step instructions you'll find Full description passing computer game Metro 2033 Last Light including screenshots.

Walkthrough Metro Last light

Metro 2033 Last Light. Chapter 1. Sparta

Passing the level in Sparta

Introduction

Shoot the Blacks who turned out to be your friends. You will be awakened by a man named Khan. Listen to him. Exit the room using the left analog to move and the right analog to pan the camera. At the top left, you will see an icon indicating the update of the task. Open the tablet by pressing Back. Press LT to light the lighter or put it out. Press RT to see the task.

Quest Black

Press Back to hide the tablet. By the way, the tablet has a radar that indicates the direction of the assignment. Go further to the armory, take a gas mask, filters, first aid kit, army cartridges. The latter can be used both for shooting and as game currency. Hold Y to open the weapon and ammo menu. Hold down LB to open the equipment menu. Next, the gunsmith will say that you need to select guns. Click on the X at the panel to the right. You need to choose three trunks. Click on A on the first cell, select one of the five weapons - Valve rifle, Kalash assault rifle, Killer shotgun, Bastard handicraft assault rifle or revolver. Press B to exit the selection menu. You can attach scopes to your weapons to improve accuracy.

To the right there is a shooting gallery - shoot where the instructor points. Follow further to the Khan and go through the opened gate. Go to the command center, go through the gate, listening along the way for Khan. Talk to the commander, follow the girl. In front of the elevator with the girl on the right side, you can find a note from the newspaper lying on a chair. Get on the train and go to the right place.

Metro 2033 Last Light. Chapter 2

Train to the past

Hold LB and press Y to turn on the flashlight. Pull the lever to the right of the door. Climb up and open the door. Go right through the tunnel and up the stairs. But first you will need to hold down LB and press X, which will allow you to put on a gas mask. Hold LB and press Y to turn off the flashlight. Press LB periodically to wipe the gas mask glass. Go straight ahead, the Guards will appear. Kill them. Fortunately, a sniper will help you. Now turn left on the road and follow the path until you see Black. He will hide. Go around to the left and see how he jumps into a small hole. Follow him while crouching on B. Hold LB and press A as soon as a message appears stating that you need to change the filter.

Follow Black by jumping onto the ledge on the right. When you finally catch him, you will see a vision. Through the eyes of the Black you will see how the rockets fly.

Passage of Metro Last Light. Chapter 3. Pavel

Enemy of my enemy

Watch the cut-scene. Red will open the garbage chute. When the elevator leaves, follow Red. Follow him in the shadows - do not show yourself in the light! You will automatically help Red to climb up. Climb the lowered ladder, follow Red, crouching on B. Stop when he says "Freeze!". Move on with the command "Otomri!". Go to the guard on the right and when the distant guard turns to the right side, then kill this Reichian, or stun him - a click of the right analog and the X button, respectively. Pull the lever and the ladder will go down. Walk along it, unscrew the light bulb on the right by pressing X. Crawl to the other side when the red turns off the light on the bridge. Stun the enemy by sneaking up from behind and go up the stairs. Immediately turn into the pipe on the right and crawl to its end. Along the way, you can hear that some soldier sold the baby Black to the representative of the Hansa.

Pull the knives from the corpse. You can throw a knife at RB. Opposite the corpse on the box is a note. Go to the passage, stun or kill the enemy and climb higher. Click on the green button on the right and hide. The gateway will open and Red will kill the enemy. Run into the gateway and pull the lever to close it. Go down the corridor, kill all the enemies. When everyone is killed, Red will go down. Pull the lever to the right of the gate, and Red will pull the lever to the left. Go through the gate and escape from the Reich prison.

Metro 2033 Last Light. Chapter 4

Take the note from the table in front. Follow through the crowd of Reichs. When the alarm goes up, run after Paul. jump over when you hear Pavel shout "Jump!". Follow further until you crawl under the gate.

Metro 2033 Last Light. Chapter 5

The escape

Click on B to exit the railcar. Follow Pavel forward and help him up to the chimney. An alarm will rise. Crouch down, turn off the flashlight and hide behind the barrier. When the enemies go into the tunnel, you can follow them and stun them one by one from behind. Clear the work area with the soldiers of the Reich. At the top you can find a note lying on the control panel. At the bottom, go to the other side of the grate through the rooms where there are soldiers. When you find yourself on the other side, then pay attention to the Reichovets, sitting on the right and listening to music. Kill him so that the alarm does not rise. Climb the stairs and stun the surrendering soldier. There is a note on the table on the left. Go forward and climb into the ventilation shaft opposite the glowing lamp. Crawl forward.

Metro 2033 Last Light. Chapter 6

Watch the cut-scene and you will see Pavel. Crawl straight ahead and jump to the left. Move forward, to the right, until two soldiers block the road. One of them says that he hid some kind of weapon in the chest. Wait until one of the soldiers goes to the radio. Wait for it to go back to where you came from. Deal with him there. Kill his interlocutor. There is a ladder to this place - go upstairs and shoot two enemies - first the one that sees the other, and then the last one. Move on top to another staircase, but along the way, it is advisable to lower all the toggle switches to turn off the light. Go downstairs and go through the door indicated by the inscriptions on the wall "EXIT". Kill the soldier who is squatting.

Move forward and make your way through the hole on the left. You will find yourself in a room with withered flowers. Move straight ahead, kill the soldier who has gone deep. On the right there are many Reichs. On the left there is a shield with toggle switches - lower all the toggle switches and turn off the electricity. Move to where the lone soldier went. On the other side, go right, kill the enemy on the chair and put out the lamp. The enemy ahead should move to the right. Walk forward on your haunches and turn left. Go through the door and the task will be updated.

You need to find a switch that turns off the gateway. You can crawl to the right and get supplies from the box. Go down the stairs and straight into the water. Follow the water, turn left to go around the area where the soldiers are standing and the lanterns are shining into the water. On the way in the water, kill the enemy and go up the stairs. Follow to the left and put out the lantern on the box. An enemy will come here - kill him. Go through the room on the left and jump into the ditch to the left. Move to the left, go up the stairs at the end of the ditch and lower the toggle switches on the electrical panel on the left. Kill an enemy. You can go up the stairs on the left and kill another enemy in the room. In general, you need to climb another ladder, which was directly above you when you got out of the last ditch. In the room on the left, where the soldier can go, there is a note on the table. Well, on the right there is a lever that you need. Pull this lever. On the right there is a switch that turns off the light completely - it also does not hurt to turn it.

Go through the opened airlock, turn right, go up the stairs in front and move into the hole on the left. Kill the two enemies hanging Pavel and save Pavel by walking up to him and cutting the rope (automatically). Follow Paul.

Metro 2033 Last Light. Chapter 7. Torch

Metro: Last Light chapter 7 walkthrough video (Torch):

Through the darkness

Move straight, turn on the flashlight, after a few seconds go to the grate and press X to help Pavel open it. Follow Pavel by jumping down. Enter the elevator. Point the light at the spiders to throw them off the elevator. When you arrive, follow Pavel. Jump down, there will be an abyss ahead. Kill a couple of spiders and approach Pavel when he asks for help. Click on X a few times. Click on X while standing near the pole to get to the other side. Pavel will help you to rise and will rise himself. Follow Paul into the light. Wait for him to make a torch. Follow him, straight to the door with an electronic lock. Go right, turn on the flashlight. You need to find a place where the wires go. When you go up the stairs and hit the locked door, then go into the corridors on the right. In the room on the left, overgrown with cobwebs, there is a note on the floor. Get to the panel and click on X to apply power. Return to Paul and he will open the door. Pass through it.

Path through darkness

Take the note from the counter on the left. Take gas masks from the box, follow Pavel down the wing of the plane. When you pass through the turnstiles, then in the room on the right, try to find the filter on the floor. Although, on high level there may or may not be any difficulty. Check out the back room, near the aisle where Pavel is standing. At the end on the table you will find a shotgun. Follow him and open the plane door. Press X several times to open the door together. After the vision, approach Paul. To the left at the feet of the skeleton is a note. Continue on from the plane. Inside the plane, near the right wall, there will be a skeleton with a gas mask - you can pick it up. Move on, kill the guards, then go around the corner to the right and climb inside the building through the hole. Go down the elevator to the door and fight off the last waves of enemies.

Metro 2033 Last Light. Chapter 9

Theatre

Follow Paul until he turns to you. Listen to him. Go through the station, pass the market where you can buy ammo and weapons. When you pass it, then right away from the bench on which the person is sitting, pick up a note. This is where Paul comes in. Follow him, sit on the chair on the left when Pavel offers to walk. Listen to him.

Metro 2033 Last Light. Chapter 10. Korbut

Betrayal

After a long cut-scene and a video clip, Lenya, the son of the Secretary General, will free you. Climb into the pipes on the left, move through the ventilation - you can eavesdrop on the conversation between the secretary general and the general. The mission is short. You don't have to do anything - just listen.

Metro 2033 Last Light. Chapter 11

Red line

After picking up the weapon, find the filters in the room. Go through the door, kill the three enemies on the right near the metal detector. Go down the stairs and turn into the room on the left, where you will find a note on the table. Go through the door here and lower the tumblers on the right. You partially turn off the light. Wait for the enemies to disperse, and kill two soldiers without delay. Go to the right of the locomotive, move along the right wall, hiding behind the columns. Turn off the lamp and jump onto the box, from where you will climb into a square pipe that looks like a ventilation shaft. When it breaks, then jump forward towards another pipe. Get out on this pipe to another part of the subway. Go after the two enemies walking forward, turn into the door on the left. Open it, kill or stun the enemies on the right. Move to another part of the tunnel and you will see how the soldier is pulled up. When he is alone, stun him. Turn to the right and find a note on the cabinet with the inscription "ATTENTION".

And on the left you can find a room with a "fireplace". There is also a huge gate and a lever. Lower the lever and go through the gate. Go through them, move along the right wall. There will be an enemy on a loader ahead. Wait until he leaves him and stun him. You need to go through the door with the valve. A guard sits a little further - he will notice you if you do nothing. Throw a knife (RB) at him, or kill him with a silenced pistol.

Go through the door and find yourself in a new room. Move along the wall to the right and lower the toggle switches on the electrical panel. Move further along the wall and climb the stairs up. Move on top to another wall and go down the stairs to the right. There is also a descent down into the ditch. Jump down and move on to the stairs. Climb up, stun the guard on the left, or immediately move forward and right along the wall, ignoring the fact that the enemy is ahead. Stun an enemy against a wall. Move further along the right wall and climb up the stairs. Kill the enemy upstairs, take the note from the table on the left, then lower the lever. The huge valve will stop. Go to it and find a hole on the left. Jump into it and find yourself in a new room.

Walk to the right and go down the stairs. When two enemies disperse, you can finish them off one by one. There is a note on the table they were originally standing next to. Move along the right wall, go up the stairs and follow the top to another wall, extinguishing the lamp along the way. Go down to the right and move along the wall to the door with the inscription "EXIT" on the wall. Go there and open the door with the valve. Move past the enemies along the left wall, turn right and hide to the right of the massive door as armed soldiers walk by. Go through this door, stun or kill the only enemy. Drive straight and turn right. Follow through the ventilation shafts until you find a door. You will meet Andrey Kuznets.

Metro 2033 Last Light. Chapter 12

In hot pursuit

Follow the Blacksmith and after his speech, climb into the car on the Regin rails. Click on A to start the engine. Control the railcar with the left analogue. Click on B to exit. By the way, turn on the light - LB + Y. Get to the door, pull the lever, but nothing will happen. Pay attention to where the wires go from the lever, and go through the door. Move to the end of the corridor and turn on the electricity with your charger. There will be a wagon ahead - push it with a trolley, killing enemies along the way. In the room on the left you can hear the voices of ghosts. In the room on the right, at the very end of the flooded corridor with green tint, lies a corpse, and next to it is a note. Then the car will turn right and crash into a dead end. Ride back behind the arrow, turn it to change the direction of the rail. Move forward to the wooden barrier. Break through barrier after barrier.

Walkthrough Metro Last Light. Chapter 13

Move further on the trolley and meet the RED refugees. They will tell you that there are bandits ahead. Go ahead, kill the bandits. At the end, the road will be blocked. The lever that opens the gate is to the right of them, in the corridor. You can get into this corridor through a passage located 50 meters behind. Thus, move from the closed gate back and turn left. Go to the end of the corridor and lower the lever.

Move through the opened gate, kill two patrolling bandits without making any noise. Move further along the tunnel, turn into the tunnel with the image of the skull. Kill the bandits, move to the end of the corridors and you will find a man tied to a chair - he is dead. There is a note on the table behind him. Open the door and kill the last bandit. Come back. After the first bandits, where a trolley stood on the tracks, you could see a tied bald man to the right of the rail. Now you can untie it. He will move the trolley off the rails. Go back to your trolley and go straight on it. Change the arrow before entering the tunnel with the skull - you need to go to this tunnel. At the end of the tunnel, ram the boards with the dead guard. The rail will break. Go forward and through the passage on the left. Move in reverse side along the carriages and enter the last carriage. Go to the very end of the train, go to the tunnel, flooded with poisonous liquid. Pull the rope to ring the bell. This will call the ferry. While the ferry is moving, kill the guards. As soon as he arrives, then jump on the ferry. Mission completed.

Walkthrough Metro Last Light. Chapter 14

Immediately, as soon as control passes to you, then pick up a note. When you swim in the boat, duck down so that you don't get hit by a log. Shoot back from the mutated shrimps. When one of them jumps into the boat and the ferryman asks for help, press E (not once, but many times until you kill the mutant shrimp), otherwise it will eat you and you will not be able to swim to Venice.

Walkthrough Metro Last Light. Chapter 15. Venice

Move through the station, go along the right wall, climb the steps after the market and listen to the mustachioed man at the table. To his left on cardboard box there is a note. Get down from it and move to the right. Go behind the red curtain where the girls are dancing. Go downstairs and see how Pavel closes the car door. Here on the box is the second note of the level. After the girls leave, go to the door and eavesdrop on Pavel and his friend. Follow them, kill the bandits in the corridor. On the left, you can turn off the light. Go through the door at the end of the corridor and meet Pavel. You have cleared the warehouse that the man who met you at the dock was talking about. He will appear. Pavel disappeared.

Follow the man, he will move a large box hiding the passage. Put on your spacesuit and climb the stairs.

Chapter 16

swamps

Climb down, move through the fence ahead and go forward. Turn left and go around the huge tank trailer on the left side. Examine the canisters inside the ruined building - empty. Move on the radar by pressing Back to call it up. Cross the log and get to the bus, there is another log to the right of it - go over and go inside the plane. At its end, find a can of gasoline. Return back by climbing onto the wing and crossing the river. Fill the generator with fuel. Wait until you see a ferry with a burning lamp on the other side. Click on the button to call the ferry. Survive and get on the ferry, then pull the lever. Mission completed.

Walkthrough Metro Last Light. Chapter 17

Church

Move along the radar, go into the building, go up the elevator and exit to the bridge. Move along the wooden bridge towards the church. Try to walk along the log to the church, as a huge monster will appear. Shoot at him, trying not to get too close. After the victory, the rangers will push the log towards you - go along it to the church. Get inside.

Walkthrough Metro Last Light. Chapter 18

Through Hell

Go ahead, buy supplies and weapons. Approach the door, there will be an explosion, and enemies will appear. Move through the catacombs until you find an elevator. Get on it to go down. Shoot back from the guards, press X several times so as not to fall down. Go through the tunnel, kill the guards. Follow the radar. Turn the wooden valve while holding X to raise the gate. Move on. Pull the suspension platform lever. Climb down, kill the monsters, go up the steps and jump down to the other side. Kill the guards. Go to the wooden lift and lower the huge log on its left side so that water flows. Defeat the enemies that appear - they will appear again and again, so as soon as possible, run up to the lift and jump on it.

Move on. Here you will find a huge monster. Don't try to kill him. Get behind the columns. Let him run at you and destroy the columns. When he destroys all the columns, he will punch a hole in the wall and hide. Follow and you through this hole in the wall. In another part of the cave, again make the big monster destroy all the columns and obstacles. He will take damage for it. When everything is destroyed, you will have to make several shotgun shots at the monster. Preferably in the stomach.

The room will start to flood - wait for the end of the mission.

Walkthrough Metro Last Light. Chapter 19

Through the fire

Go forward, to the right, follow the stairs further and eavesdrop on the conversation between Lesnitsky and his subordinate. You will also see Anya. Move to the right and you will see the execution. Keep crawling and jump down into the room. Move on and kill the two red ones. Preferably silent. Approach the dying man and listen to something about the Reds. Move along the tunnel, turn off the lamps and kill enemies one by one. Or you can make some noise - it's up to you. You will need to find a hole near the wall and crawl through it. In the new part, go down through the hole on the right under the floor. Move to the other end and get out. You will see how the soldier kills the infected captain. Kill the soldier after that.

Deal with other enemies. There is a narrow staircase leading up to the carriage. At the end, there is a note on the table. Climb up there and go along this car to jump down to the other side of the iron fence, which is indicated by the radar. Move past the burning boxes, go down through the gap in the floor and go down to the end. Climb up.

Let the enemies disperse - one of them will go up the stairs. Kill the one that went up the stairs. Go back downstairs and deal with the rest one by one. Better to stun or kill with a knife. The knife can be thrown from afar at RB. Follow further, wait for the soldiers around the bend to disperse. Kill the first one on the left, go up the stairs and kill the soldier with the book in his hands. Make your way and open the red door. Shoot the enemy holding Anya. Watch the cut-scene.

Walkthrough Metro Last Light. Chapter 20

Epidemic

After the cut-scene, go down, go along the radar, stay in the disinfection chamber with the doctor and the general. Listen to their conversation. Move on to Khan. Follow him, buy supplies, weapons and pick up the filters on the right. Leave the station with Khan.

Walkthrough Metro Last Light. Chapter 21

River of Destiny

Follow Khan, go through the blades while Khan stopped the valve. After Khan opens the door and jumps down, do not rush to follow him, but move to the end of the corridor. There will be a note on the floor. Follow Khan further, kill the guards. When Khan says, press Back and LT to burn the web. Behind the web there will be a grate. Help Khan break it down. Burn the web further, walk on the water. Pick up the phone… Mom? Go forward, stand under the water. Watch the cut-scene. Watch the video, run after Khan. Sit down with him in the railcar. Mission complete.

Walkthrough Metro Last Light. Chapter 22

Train to the future

Shoot the Reds on the railcars. You need to be careful and use first-aid kits on time! Aim more accurately. Once on the train, move forward and kill the enemies. When you are in the second car, which has a roof, then find a note on the box on the right. Move to the end and watch the video.

How to get through episodes 22 and 23:

Walkthrough Metro Last Light. Chapter 23

Child

Take the Black out to the street, a little further there is a corpse with a gas mask - change it if there are holes in it. Follow the radar - kill enemies. Black will show you them (highlight). Go down to the river and turn right. Move on ice. Climb the stairs, enter the building, go to the second floor and open the grate. Rise above and follow to the right. Black will show things. Run straight and fall into the water. Run to the ship on the right, climb up and find a note on the deck near the corpse. Move across the river on the wagons, go around the building and up the stairs.

Walkthrough Metro Last Light. Chapter 24

When you pass through the bridge, killing enemies, then turn into the room on the left. It is lit with green light. There is a note on the table. Get to the stairs in the room on the left and go upstairs. Clear the upper tier and roll forward on the rope. The monster will bite the rope and you will fall down. Follow Black through the room on the right.

Walkthrough Metro Last Light. Chapter 25

The path together

Go forward, enter the building on the right. Bargain if necessary. Move on and go up the stairs. Kill the people ahead. Without raising an alarm, you are unlikely to succeed. Go through the corridor and open the door. Go upstairs, Black will give you a filter. A note is visible behind the bars. Until you get to her. Open the door on the right, clear the corridor ahead and go down the stairs at the end of this corridor. Move along the right wall of the room with very angry bandits. Enter the booth and kill one. Exit at the other end and turn right. Find the door and go through it. Clear another room, go up the stairs and open the door. See Lesnitsky's memoir. Stun him.

Walk along the wagon and jump down to the right. Move forward.

Walkthrough Metro Last Light. Chapter 26

ghost town

Enter the building on the left, go up one flight of stairs and go down the corridor on the right. Open the door and from the cabinet, behind the red table, take the note. Go outside, see how the children play. Drop down and walk forward across the water, then climb up the fallen slab on the right. Enter the building ahead after killing the enemies. Climb the stairs, enter the room on the left and you will see people. Get on the car through the far window. Ahead on the ruined building there is a fire escape - climb it up. If necessary, kill the mutants first.

Go forward along the roof, go inside the building and go down. One floor down in the room you can see a girl on the floor. Go down to the very bottom and see a vision. People in the subway. Run straight, jump down and go towards the light.

Walkthrough Metro Last Light. Chapter 27

Follow Black, stay close to the wall while the wind blows. Follow him around the hole and enter the tunnel with the hands. Follow the Black past the hands, climb the stairs to Lenin's mausoleum. Go down on the other edge, go forward until you hear Paul's voice. Kill enemies. Then shoot Pavel upstairs. Move up the stairs while shooting Pavel. Then decide whether to forgive him or not.

Walkthrough Metro Last Light. Chapter 28

Go straight, to the left and move along the ditch, killing the guards. Turn right, duck down to crawl where the guard ran. When you see a huge monster ahead that leaves, then pick up a note from the corpse on the left. Shoot the monster. Preferably with a shotgun. When you are in slow motion, and there are small creatures on the back of the monster, then shoot at the red dot. When he hides, follow him. Kill three small guards who gnaw on a huge monster, thereby saving him. Go left, go inside the building, where the colonel and Khan are waiting for you. Watch the cut-scene.

Walkthrough Metro Last Light. Chapter 29

Peace enforcement

Go forward, when the bald soldier decides to report something to the colonel, then from the sofa behind him, on the left side, take the note. In the visions, look through each of the doors on the left. Watch the cut-scene.

Walkthrough Metro Last Light. Chapter 30

The last battle

Kill the Reds until you end up with a tank on the rails. What you need to do to destroy a tank in Last Light Metro: grab a sniper rifle and shoot at the red thing on wheels first. When she flies away, then shoot at two wheels. When both wheels fly off, then shoot at the cannon area, which will be highlighted in red. Kill the second group of enemies. Shoot at the shields, then at the flamethrower. When you win, you will hear that the complex is mined.

bad endingMetro Last Light:

To end the game with a bad ending, kill people, spare no one and be cruel. Most often, gamers who have completed the game see this particular Metro Last Light video final.

Good ending Metro Last Light (in Russian):

To see the video of the positive ending of the game, you need to fulfill a number of conditions and complete more quests without violence, helping other people in this cruel virtual world:

kill as few people as possible throughout the game;

do not kill surrendering soldiers;

save women and children;

listen to the end what people say in metro cities, thereby showing sensitivity and sympathy;

When you save a life or just listen to someone's story, you will see a small flash of white light on the screen. This means that you have done a good deed, which will be credited to you when choosing the final cinematic at the end of the Metro Last Light game.

Don't forget to bookmark this walkthrough for Metro 2033 The Last Beam so you can return to it at any time. We will be grateful if you share the link to this article on social networks with your friends. Enjoy your travels in the post-nuclear Moscow metro!

Introduction


The initial video of the game, telling about the childhood of the main character - Artyom.

Sparta


We appear in the tunnel with three comrades. Suddenly, darkness begins to move out of the tunnel, and Black Monsters jump out of it. We shoot 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. We are now at Station D6, occupied by the Order of the Rangers. We listen to the Khan who woke us up, after that we get out of bed.

Let's get to know management. In addition to the standard movement through 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.

At the exit from the room, we listen to the conversation of 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" (Musician) guitar (1/17) (key "E"), standing in the initial room (+ karma) . We use balalaika (2/17) lying in the lounge in front of the armory (+ karma) .


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

On the second floor we get to the command center. We listen to the conversation of signalmen about the base in the swamp (+ karma) . The leader of the Order - Melnik arranged an operational meeting, gathering all the commanders. Khan, chatting about peaceful contact with the Blacks, is ordered by Melnik to be taken into custody, and the sniper Anna and I are sent 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 sit down in the monorail car.

Ashes


On the monorail we get to the next metro station. Turn on the flashlight ("F" key). We approach the closed door, pull the switch on the right (key "E"), we go inside. We go up the interfloor stairs into the collector, along it we go to the right to the vertical stairs up.

Seeing the stairs to the surface, we go to the right further along the tunnel. We burn the web in front of us with a lighter. 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 the left hand starts working, it shows the time until the gas mask filter is replaced (if the filter is not changed in time, you can suffocate).

We climb the stairs to the surface. We ended up on the ruins of the Botanical Garden, where missile weapons. We go forward, we reach the columns of the destroyed building. Here Anna climbs up to take a vantage point, and we move on.

In the clearing we meet with monsters, which are 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 any damage. The only thing dangerous place on a level where you can take damage - a battle with monsters in a clearing.


We go further, we find a small individual of the Black. It is useless to shoot at him, just chase nm through narrow labyrinths, climb into the 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)

Pavel


The clouding of the mind from the influence of the Black has passed, and here we find that during the time of unconsciousness we were captured by the soldiers of the Reich. Two soldiers of the Red Line and a civilian were caught in captivity next to us. The officer of the Reich begins to shoot the prisoners. Together with one of the soldiers, we manage to kill the Nazis and stay alive. The surviving communist is called Pavel.

We follow Pavel, go down the garbage chute to the cellars of the Reich. Below 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 put Pavel upstairs, and then we ourselves climb the stairs.

We ended up in a huge round mine, where hundreds of prisoners languish in cages against the walls, and fascist guards patrol along the suspended paths. We slowly crawl after Pavel a little higher. Then we jump down to the path, creep up behind the soldier of the Reich. When Pavel throws down a stone and distracts the second guard, we must stun (key "E") or kill (key "V") 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). Take the ammo from the enemy.

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

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

There are boxes against 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 for calling the guard, we hide behind the box. We stun the released guard from behind. We enter the gateway, press the lever.

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

Achievement "Freedom" (Freedom!) At the end of the sewers on the right side we see the 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 gateway - we pull the right lever on the wall.
We go up the escalator, at the top we see a crowd of fascists chanting to their Fuhrer. The leader of the fascists tells the crowd about the D6 base, about its supplies and plans to capture it. While the Nazis are listening to a fiery speech, we move forward through the crowd to the podium. Listening to the end of the speech (+ karma) .

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

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

Fascists (Part 2)

Parting


Can't get to the station. On the way, a grate comes across, Pavel takes it with a ram, as a result, our railcar breaks, but then we get further into the tunnel. We go forward, we put Pavel into the pipe, on the other side the guards grab him.

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

Achievement "Invisible Intruder" Complete the "Separation" level without killing anyone or raising the alarm (+ karma) .

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


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

Near the surrendered enemy lies on the table note (6/43) .


We pass into another room, climb into the ventilation.

Camp


We crawl through the ventilation, we find Pavel's cell. He is taken away to his execution, you 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 box, inside we find a first aid kit and cartridges, next to it in a hanging cabinet there are a few more cartridges. We go along the corridor, we get into a large two-story room.

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

Achievement "Gift" (A Present) Entering the room, we go to the right corner, we 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 go after him, after opening the locker we stun the guard, we pick up the machine gun with three improvements (+ 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" Complete the "Camp" level without killing anyone or raising the alarm (+ karma) .


We rise to the second floor, we see an electrician at the spark shield. We are waiting for him to move away from this illuminated place, we 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, one of the enemies surrenders at the entrance, no one else is here. At the end of the freezer we crawl through 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 ammo in the closet. We pass into the Generator.

In the Generator Room, on the right, we see a well-lit area where five guards are sitting. On the left there is an electrical panel that can turn off the light above the guards, but this is not necessary. There is a safe way. We shoot the light bulbs above the narrow bridge from a pistol with a silencer. We pass along the bridge, turn to the right, in the wall right along the course 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 kinds of cartridges. We crawl out of the ventilation, we find ourselves on the first floor (you can get here in the normal way along 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. So you can silently bypass all the guards. We get to the control room on a hill, another enemy surrenders here, we stun him.

Next to the control room in a separate lighted room on the table lies note (7/43) .


We jump down from the control room, go to the double red door. It is closed, so we jump further down, on the way we neutralize the stretching trap. We rise and enter the tunnel, littered with pieces of concrete and fittings.

We get out of the tunnel, we stun two fascists from behind, we approach Pavel and take him out of the loop. 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 inhabited by giant spiders that live in the dark, but are mortally afraid of the light. Therefore, we remove the weapon away, and arm ourselves with a flashlight (the "F" key) and a lighter (the "M" key). The flashlight can be charged from a hand-held dynamo (hold "F", press the left mouse button several times).

We go through the tunnel, there is nothing interesting here. On the right we raise the grate from the hatch, jump down. At the bottom we make a couple of turns and find ourselves at the elevator. On the left, you can burn the web and enter a separate room, where you can pick up a revolver with three improvements from the corpse (+ karma) . We enter the elevator. During the ascent, we shine a flashlight at the spiders that have stuck around the elevator from the outside.

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

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

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


We jump from the car on the other side. Then Pavel finds a torch and uses it to burn through a dense web on the way forward. In the side room on the right on the table are cartridges. We reach the door, closed 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 which a charred corpse holds note (9/43) .


On the way we kill with light giant spiders. We pass through the overgrown room, we go out into a narrow room with equipment. On the right on the wall we charge the electrical panel. On the far wall in a hanging locker there are cartridges and a first aid kit. Through the opened intermediate doors we return to Paul. We move on with him.
We leave the subway 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 out into the street. The walls of the upper floor have been demolished, but the room on the right has survived, we enter there, we take the unused filter from the corpse. On the inclined wall we go down from the building to the ground.

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

Achievement "Mouse" (Mouse) It is necessary to remain unnoticed by a flock of Guardians running overhead. To do this, we do not go forward yet, but sit next to Pavel and observe (+ karma) .


When a flock of monsters runs through, we move on, along the wing of the plane we approach the emergency exit, and enter the plane. Inside we move to the right to the cockpit.

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

On the street, we are attacked by a flying monster called the Demon. We fall into his paws, and for some time he carries us through the air, but Pavel destroys this monster in time. We go 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 from them into a narrow passage on the right, climb into the building, go down the escalator down to the subway. Here you need to hold out for a while, shooting monsters, until the red ones open massive doors. After that, the mission will be completed.

Reds (Part 1)

Large


We get to the peaceful station "Teatralnaya", which is under the control of the Red Line. There are no enemies here, but there is a living world around and many interesting characters.

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

1. We listen to the dialogue of the refugees who arrived on the railway platform at the beginning of the level (+ karma) .

In the room where there is a wagon with the inscription "Station Master" on the left, on the right side on the bench lies musical instrument (4/17) (+ karma) .

After passing 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 an intermediate room and asks for a live cartridge. We give the patron, 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 shadow theater to the children. We watch until a person gets tired of showing animals (+ karma) .

6. Two girls are sitting to the left of the juggler, we listen to them to the end (+ karma) .

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

Achievement "Patron" (Patron of the Arts) 8. We enter the theater hall, sit down in a free chair on the right in the first row. We look through all the numbers: Cancan, Animal Trainer, Bayanist, Fire Show, Guitarist, Bayanist and Guitarist (+ karma) .

9. We enter the dressing room on the right. 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 washing girls. 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 a bar. Drinking with our friend. Suddenly, two Red Line soldiers come and, on Pavel's orders, stun and tie us up.

Korbut


Major Pavel Morozov leads us in a bound state behind him, and then passes us to the Red General Korbut. Next to the general is the ranger Lesnitsky, who betrayed the Order.

In the interrogation room, we are tortured first by an officer, then by himself. general secretary Moskvin is the leader of the Reds. The classic interrogation fails, so the officer uses a truth serum injection. After that, we see a vision of Artyom's first meeting with the Black Monster as a child.

Waking up, we see Lenya in front of us - young son General Secretary 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 overhear the conversation between Secretary General Moskvin and Cheslav Korbut. The general offers a bloodless option for victory through sabotage. Listen until the end until a white flash appears (+ karma) .


We crawl further, in the next room we hear Korbut's conversation with the fighters of the sabotage detachment. A little further we crawl out of the ventilation.

Reds (Part 2)

The 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 meet 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, 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 we 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

After passing into the next room, we get to the technical metro station, where the communist armored train is standing on the tracks. Here at the entrance there is a shield that turns off the bright elongated lamps. We turn off the light and silently go around the station along the right wall. In the center we see a standing train locomotive, there is nothing interesting around it, and there are a lot of guards. We get to the far right corner.

We pass from the piano 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 is the exit from the room, turn off the light in front of the door, silently run through there.

Production shop (A2)

Then we get into the room where some kind of gas is being tested. There are many pipes and cisterns around, there is a network of sewer tunnels under the floor. There are 5-6 guards in the center of the room. We go to the right near corner, we approach the shield, turn off the light. We go to the left corner, along the left wall we go forward, bypassing the booth with the electrician on the right. Further along the left wall there is a descent into the sewer, we pass further along it.

On the second floor in the room with the control panel on the table lies note (16/43) .


The exit from this location is in a completely non-obvious place - we need to get through a large round fan located on the second floor. Before that, 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 leave on the second floor warehouse. We go down the stairs behind the column. Below are two guards.

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

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


Having descended to the first floor, we pass to the opposite wall, we go forward, clinging to it, so there will be a staircase in front of us. We climb the stairs onto the boxes, put out the lamp, go to opposite wall, jump forward and climb another ladder. So silently we 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 a wardrobe, inside we find musical instrument (10/17) - button accordion.


Block post (B1, B2)

We go out into the subway 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 a fuss, then here it will be necessary to bypass only two guards.

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


In the tunnel we turn onto the path on the right. The gateway opens, two guards come out of there, two more are a little further. We go around them all in the dark corners, 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.

Derailed Achievement Kill all armed enemies in the level, including incoming reinforcements.


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

On rails

Regina


We are visiting ranger Andrey Kuznets. He sends us further ahead on a makeshift armored train "Regina". We get into this car (key "E"), turn on the engine (space), turn on the headlights (key F) and drive forward along the rails (key "W"). On the armored train, you can stop at any time and go out to inspect the branches that come across on the way.

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


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

In the lair we go along the left path, after a few turns we see a corridor on the right, lit with red light. We go along this corridor, on the far wall we turn on the generator. All the spiders in the lair die from the included light. There is a white flash (+ karma) .


We go 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 on it.

There will be a third door on the left. There are several flooded rooms inside, in the last room there are 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 ourselves (press "E" several times).

We drive up to a closed gateway. We leave the armored train and go to the door on the right. We go through the rooms with cobwebs, light up and kill the spiders. At the end of the journey, turn on the generator, return to the train. We press 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 arrow on the left to switch the paths. We accelerate and break through the wooden wall. There is a white flash (+ karma) . Inside we find two corpses with ammunition. To go back, we reverse the fork, shoot the arrow again, and now we are already 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 cars, at the end we find a human corpse. There's a flash (+ karma) .


We go along the rails, in front we see a wagon standing in the way. In front of the car, you can get off and go through the door on the right. There we will be met by several dog monsters, and in one of the rooms near the grate there is a six-shot pump-action shotgun.

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 the afterlife whisper. We pass to the end, we find the only visible corpse. After that, all invisible corpses appear for a while, and then disappear, and the shadows are no longer visible. Going white (+ karma) .


We push the car to a dead end on the right. We drive back a little, shoot at the railway arrow to switch the road to the left path. We accelerate, we go 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 that there will be a white flash (+ karma) .


We climb into an armored train, ram a wooden wall, behind it we meet a train with peaceful refugees. Here you can buy weapons, ammo and grenades. (It is worth buying a night vision scope for one of the weapons if you are going to pass 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 the conversation of a woman and her daughter (+ karma) .

We go forward along the rails. On the right there will be a door leading to a siding, we go into it. We go into 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 do not have time in time, then the girl can be killed). A minute later, the third bandit comes here, we watch for him at the entrance to the train and also stun him.


We go further along the rails, we go to the crossroads. Here on the left we stun a lone bandit with a canister. We make our way in the darkness to the right wall, along it we approach the sitting bandit on the platform with blue fire from behind, stun him, then stun the bandit in front of the platform. We go forward along the paths, we neutralize three more bandits. We release the hostage, he rolls back the trolley 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. Ahead of a large camp of bandits.

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

We go along the left path to the end, at a dead end we see a railcar with fresh corpses - these are the killed fighters of the advance detachment of refugees. We see a white flash (+ karma) .


We go along the right path, enter the door on the right, we get into the camp of bandits.

Commando Achievement Rescue a woman and her children in Bandits without raising the alarm. To do this, we quickly pass through the corridors, stun the bandits. In the kitchen we go straight, so at the end we will get into the room with the hostages. We stun the overseer's bandit (press "E" several times) (+ karma) .

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


We return to the armored train, we translate the arrow to go along the right path. From acceleration we break through wooden stakes, but this makes our armored train unusable.

Then we go on foot, we pass through a couple of cars of an empty train, we go out to an abandoned dilapidated and flooded metro station. Ahead, under the bridge, we pull the rope, the bell sounds and a fisherman on a boat hurries to the signal for help. 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, just shoot them from a machine gun or a multi-shot shotgun. After a couple of minutes, we jump into the boat and break away from the pack of monsters.

dark waters


Together with the fisherman Fedya we are sailing to the Venice station.

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


On the way we meet monsters, which are called shrimps. Usually, peaceful shrimp suddenly attack the boat, fight them off manually (press "E" several times), and then shoot them with weapons.

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

Venice


We sail to Venice. We go to the trading area, on the way we hear a bandit talking about the Black Monster in the circus of the October Station, so further there.

On central square we go into 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 get into the office of the head of Venice - the Boatswain. Here, to the left of the table lies note (22/43) .

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

Achievement "Reunion" (Reunion) We enter the corridor between the weapon shops, we find a shooting range here. In the shooting range, you need to shoot all the running out rats in three rounds, then we will get a prize - a teddy bear (+ karma) . We carry the won bear crying baby opposite the shooting gallery (+ karma) .


We go into the brothel, go down to the first floor, we see how Morozov and another “red” enter the room. We eavesdrop on them, and then we leave in time with the girl who has come 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 weapons stores, go further, turn into the last turn. Following the "reds" we enter the warehouse of Venice. There are a lot of enemies in the warehouse, so we turn off the light and stun them in the dark.

Having passed the warehouse to the end, we enter the room where the red ones 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 the attack of a fisherman who wanted to deal with the bandits. Rybak apologizes and shows us another way to Oktyabrskaya - through the surface. We put on a suit, a gas mask, and rise.

Sunset


Journal Entry: Swamps

We go 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 appear only in the second place).

The difficulty is that around the swamp. 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" (Diver) Fall into the swamp 10 times.

Achievement "Equipped" Find all the equipment in the swamps. 1. First, we go along the left path, we pass into the rift in the wall, we 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 with weapons in it. 4. From the beginning we go along the right path, we find a corpse near the destroyed foundation. 5. Having reached the plane, we climb onto its wing, from the right wing we jump to an island where there are cartridges. 6. We collect cartridges near the canisters inside the gas station. 7. On a narrow fragment we climb onto 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, we find weapons and ammunition (+ karma) .


We go along the right path with flags indicating where there is solid ground. Along the path we reach the crashed plane. We go into the plane on the left side, near the cockpit we check the cans of gasoline, they are empty. Outside, a giant water monster attacks, but then it dives back into the water.

From the plane we return a little back, then we go to the right side, we pass by the fuel truck and get to the 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 you can already see the church, where we need to get. Pour gasoline into the generator, press the button on the remote control, 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 it. We jump on the ferry and sail away from here.

Night


Journal Entry: Church

We land on the shore, take a gas mask and a set of filters. (The level must be passed quickly, and pick up all the oncoming filters, otherwise you can suffocate). In front of us we see the foundation of a dilapidated building. We go to the left side of the building.

There is a strange anomalous zone on the first floor, where the hero begins to breathe deeper and more often, and the priceless air in the gas mask is consumed faster. But inside there is a corpse with a gas mask filter.

Outside, we climb the slabs to the second floor of the left building, clear the mine trap, inside we find night vision goggles (key "N" to use). Glasses need energy to work, just like a flashlight.

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


We pass forward through the building, on the left side we pass under the destroyed highway. Under the left fragment of the freeway, a fire is lit, and a gas mask and a filter lie nearby. Then we go along the road along the freeway, at the end we find the filter on the cliff. We turn left, go 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 hard to see in the dark. We approach the place where the spotlight shines, the rangers notice us, located in the church. There are filters in the kitchen and by the open window. Approaching open window, we go out into it and move along a wooden path, we get to a large clearing in front of the church.

Boss: Giant water monster

We pass to the church along the log, but we do not reach, 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 the small shrimp monsters, so nothing will get in the way. We run around the island, dodge the boss's ram attacks, and attack him. We do not lose a second of time, otherwise all the filters for the gas mask may end. Incendiary grenades are the most effective against this boss (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 again move along the log and, finally, we get to our allies.

Virus (Part 1)

Catacombs


Journal Entry: Through Hell

At the very beginning by the bed stands musical instrument (12/17) .


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

Waking up, we see that Entrance door littered, but the door to the underground catacombs is open. Let's go there. We pass a dark winding tunnel, on the way we find ourselves in a special zone where electricity does not work, 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 go out to the fork and see how several monsters run from right to left, fleeing from something.

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

We go to the right side, from where the monsters fled. There will be a white flash (+ karma) . On this road, we will again find ourselves in a zone 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, we reach the waterfall. Behind him, in a round room with columns, several guards lurked. We kill them, and then we turn the mechanism on the 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, we cling to the handle hanging from above, and we roll down. Here we meet new monsters - mutated bats. They obsessively 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 sit down in the elevator, and we go further. On the bridge, a huge monster blocks our way. Together with the monster we fall down to the round stone arena with columns.

Boss: Rhino

The huge monster is covered with thick, impenetrable skin. Shooting him with a weapon is pointless. The monster is clumsy and attacks only with slow ramming attacks, this should be used. We stand behind the stone columns, wait for the boss to 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 there we repeat the same tactics. When all the columns and small walls are destroyed in the second room, the monster will become exhausted and fall to the floor. We achieve it. The walls of the cave without columns do not withstand top 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


Diary entry: Through the fire

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

We quickly crawl forward, we go down from the ventilation, we 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 must be constantly pumped up.

cleared part of the station

We go out into the subway tunnel, neutralize three enemies on the platform. There are three interconnected rooms ahead, each containing 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 stretch trap along the way. In the third room we enter the blue door with the symbol of the skull.

Smoky part of the station

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

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

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


We jump down, we neutralize two more enemies. Through a narrow path engulfed in fire, we pass into the next part.

Burning part of the station

We go down into the underground passage to the rails, we pass to the end. Climb up and stun the nearest enemy. On the top floor, we neutralize two more "reds". No need to run across the broken bridge, it will collapse. We go down, we enter the room with burning corpses. We stun the nearest enemy, wait for two more to disperse, and then we also stun them one by one.

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

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

Achievement "Savior" (Savior) Lesnitsky offers us an exchange: we remove the gas mask (hold down the "G" key), and he releases Anya. Fulfilling his demand (+ karma) .


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

Virus (Part 2)

Quarantine


Diary Entry: Contagion

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

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


We pass through a crowd of people, the guards let us inside, and other civilians are not allowed to enter. After passing through a massive metal door we find ourselves in a dark room.

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


We leave into a bright room, here we are met by the occultist Khan. He reminds us of the mission to catch up with the black, and offers his help in this. We follow Khan, who knows the fastest way through the Interlinear.

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

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


On the way, you can visit a gun shop. Let's move on to Khan.

Black (Part 1)



Journal Entry: River of Destiny

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


After passing 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 web with a lighter, together with Khan we knock out the old grate. In the next room, we suddenly see a ringing phone on the wall.

Achievement "Nobody's Home" (Nobody's Home) Ignore calls, and do not pick up the phone.


At the end, we enter the collector, where water flows, we stand under the waterfall and fall into the River of Fate. In the 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 pursuit of 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 in a strange way we are transported as close as possible to the train on which the black is being transported. We sit on a railcar and try to catch up with the train before the "red" saboteurs.

Chase

Diary entry: Train to the future

We go with Khan on a trolley behind the Hansa train. On the parallel right path, the “red” soldiers on several railcars are catching 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 Chase level.


After some time, we catch up with the train and jump onto it. Another detachment of communists has already landed here. We go along the narrow wagons-platforms, we shoot the soldiers. (In order not to kill enemies in this level, from a distance 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 wagon with cages, we find the Black cub here. Saboteurs undermine the train, Black at this time gives us a hand and gives a new batch of visions. This time, Artem remembers his mother's face, as well as the first contact with the Chernys as a child. Waking up, we take out the Black from the burning train.

Crossing

Diary entry: Child

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

We go down, go to the bank of the Moscow River. Along the banks of the river iced over, on this ice you can go further. After passing through the ice under the bridge, we again go ashore and see a large banner with a poster in front of us.

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


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

We swim out on 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 rise to the ship, on its nose next to the corpse we find note (32/43) .


We run further along the roofs of the flooded wagons. 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, we find ourselves on the roadway of the bridge in the pouring rain.

Lower level of the bridge

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

Rain Man Achievement Complete the Bridge level without killing any of the 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. From above we are waiting for two the bats and an ordinary monster. Then we go around all the rubble, enter the room on the left and climb the stairs.

Upper level of the bridge

We get to the pedestrian part of the bridge. Here we see the destroyed squad of rangers and the intercom remaining from them. A monster is waiting for us ahead, monster bats are sitting on two side columns. A little further a couple of monsters and a couple of mice. We climb the hill in the center, grab the hook and ride forward on a cable suspended from the ceiling.

We manage to pass the floor of 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 unscathed. We go in the door on the right, we pass through the subway car. Together with black we go further along the surface.

Depot


Diary entry: A journey together

We go along the railway tracks, we go out to the depot. There is an ammo box in the house on the left. There is a large platform ahead, several wagons on the tracks, but none of the enemies are there.

We approach the far left corner of the depot, we 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 door, we pass the room. We are met by peaceful rangers who have temporarily stopped here. We ended up in a large dark hangar filled with trains. In the next car we can buy weapons and ammunition. We rise to the second floor, we enter the raised car.

Hangar 1

Peaceful rangers hurriedly gather and leave from here, and from the other side of the hangar a detachment of "red" soldiers breaks in. There are about 10 of them 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 in their positions. We jump from the car into a narrow passage on the right, stun one enemy here, crawl to the towers in front, where two snipers sat down, silently eliminate them from behind. The exit from this room is to the right of the included spotlight. We can immediately leave here, since there is nothing interesting in this hangar, only in the farthest box is a cache of ammunition.

Dining room

We pass the corridor, climb the stairs. Black meets us from the other side of the grate, he passes us the filter for the gas mask. Next to the bars on the floor we see a note. We enter the door on the right, we get into 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.

After passing 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 go along the path where Black sits, the enemies will see us immediately at the entrance. If we go along the secret passage under the stairs, we can silently get out at the left wall of the hangar.

There is also nothing interesting in this hangar, only another detachment of "reds". To quickly pass this place, we get out of the first underground passage, behind the shelves we see the second same 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 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 railway trains, and between them a whole detachment of "reds". We do not immediately go to the wagons, but crawl to the second car, enter it from the far side, stun one of the enemies.

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

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

We pass the control room, open the door. An old friend Lesnitsky attacks outside the door, but Cherny disarms him in time. Together with Cherny, we penetrate 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 reviewing the memories, we choose: kill or stun Lesnitsky.

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

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


We pass into the next room, and from there we jump into the next courtyard. For a moment, a vision appears (1/7) - children are playing in the playground. There is no normal exit from the courtyard, so we jump down into the sewer.

In the sewers, you can go into the tunnel opposite, then we neutralize the trap, listen to the audio recording. Go through the main tunnel to the right. In the far left corner we enter the tunnel, at a dead end we find the Helsing weapon, for which not cartridges are used, but arrows. In the right corner of the main tunnel we go 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 archway, go out into the large courtyard. Jumping off the 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. Three more monsters live in the far left corner of the courtyard. In the nearest right entrance we find a cache with cartridges. Further behind the entrance on the right there is a closed descent into the basement, where the filter lies. In the entrance to 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 on the left side we enter the entrance, on the second floor we watch a vision (5/7) - the family looks out the window at the falling rockets. Here we jump out the left window and get into the next courtyard.

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

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

Achievement "Van Helsing" (Van Helsing) Kill the Demon with the help of Helsing. If you picked up the Helsing weapon at the beginning of the level in the sewers, now is the time to use it to get the achievement. Deal some damage first 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 door, we go down the landing. On the intermediate floor we enter the room, watching a vision (6/7) . At the very bottom we go around the elevator shaft, under the stairs we find a cache of ammunition. We jump into the gap on the floor, we fall into the subway tunnel. We go forward, we enter the impenetrably dark anomalous zone, we are watching a vision here (7/7) - little Artem asks to buy ice cream (+ karma) . We go forward, in the dark we are guided by a compass or by 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 go out to the surface and see the surviving St. Basil's Cathedral in front of us, 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. On the main road we go to the left side, we jump off the cliff.

Here below, a strong wind is raging, if we don’t go out in time to an open place, then we will be blown into a radioactive swamp on the right, from which we can no longer get out. To stay alive, we follow the 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, we enter the cave. Inside the cave, all the walls turn into martyrs of hell, pulling their hands towards us.

We exit the cave to the surface right in front of the Mausoleum. We go to the left, climb the stairs to the upper tier of the mausoleum. Then we go down the right stairs, through the side we jump down into a deep trench. Through the trench we exit into an underground structure with columns.

We see how a lonely monster runs 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 bones remain of him. Before the coffin lies note (38/43) .


In the underground building we go to the right, we rise upward.

We leave the square, surrounded by walls on three sides. The square is full of cars and wooden fortifications. We go to the gate in front, we are ambushed by the "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 shot through, 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, wait for the next. Then the central gate will open. We also stun the second batch of released soldiers. We enter the gate.

Morozov is waiting for us on the stairs above. We leave the corner in time and shoot at him (we shoot, even if we go through the game without killing people, here Morozov still cannot be killed). Pavel moves higher and higher, and we rise after him. After four skirmishes from around the corner, we still overtake him. He lies against the wall and does not resist. We approach and, with the help of Chernoy, we look at Morozov's memoirs. We learn Korbut's plan - to capture D6, during the peace negotiations of Melnik, get all the poison from this secret station, poison all enemy metro stations with it and populate them with communists.
We go down into the swamp, go along the path marked with red flags. From the first island, you can jump over to the island on the right, where the filter lies.

Further to the right there is a secret: we go to the right along the boards, jump onto the stone curb, go along it to the end, jump into the gap 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, we reach the paved island along the path. Here, on the right, there is also a small secret with cartridges. We go to the left along the mouth of the river, along the way we destroy the guardian monsters.

We go out to an open area with a stone hill. There are bullets 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 the stones - this is a former alley with monuments of hero cities.

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

To the left of the wall next to the skeleton we find note (39/43) .


We jump down, we find ourselves in a wide clearing.

Boss: Big Dipper

The she-bear hits us for the first time, we fight off her with a knife (we press the "E" key several times). After that, besides us, guardian monsters begin to attack the bear. 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 point, time will slow down and we will need to hit the boss's vulnerable point - a 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. We follow her. Here, three more guards pounce on the she-bear, and her cubs are watching from above from the hill.

Achievement "Forest Guardian" (Forest Guardian) We shoot three guards, and let the she-bear run away to her cubs (+ karma) .


We go along the path to the left of the bear. We rise 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 on the D6 base in a closed bunker. There, underground, they are in a long hibernation before the start of their terrestrial life. After the vision, we all go to peace talks in Polis together.

Policy


Journal Entry: Peace Enforcement

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

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


We pass the main hall, where representatives of all groups of the post-apocalyptic metro crowded, we enter the hall of leaders. Black approaches 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 announces Korbut's plans to capture the D6 station.

Achievement "Revelation" (Revelation) Get Moskvin to tell the truth with the help of Black'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.
The second wave of enemies. Tank

We come to consciousness. At this time, enemies are attacking from two sides. On the left side appears a tank - a locomotive, with a large-caliber gun. We take a sniper rifle lying nearby and start shooting at the tank: 1) first we shoot at the jumper between the two wheels, 2) we shoot two big wheels, 3) and then fire at the cockpit above the cannon as it opens up 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 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 comes a whole line of fighters with shields. We do not let them close, we shoot from afar. When there are few defenders left, we will see a flamethrower behind the shields, shoot at him until his balloon explodes.

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

All rangers are stunned and roll on the floor. Get out of the armored train Korbut and declare his victory. To the right of us lies a panel with a self-destruct switch for station D6. We crawl to the panel and grab the switch ...

Bad ending:

Activate self-destruct. The base explodes, killing all the Reds and Rangers left here. Blacks come to the surface and leave to build a new dwelling. A little later, at a peaceful station, we see Anya telling her little daughter about the heroic deed of her father.

Achievement "This is life" (C "est la vie). Destroy D6.

Good ending:

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

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

Redemption Achievement Save D6.

Having finished with the search of the premises, my partner and I went up to the bridge. Thanks to the amazing abilities of black, I was able to see all the guards who were guarding at the exit. But today they will be the victims.

At this stage of the game Metro Last Light, the passage will be easier if you step back - into the utility rooms.

When the bloody battle was over, and the bloody veil came down from my eyes, I was able to continue my way through the open space on wadded legs. The offices were visible in the distance. After searching several rooms, the black man and I ended up in a large hall with an escalator. But here we were not alone - crawling monsters appeared on the walls, which could cause unimaginable pain, deafening with waves of high-frequency sound. They needed to be killed as quickly as possible.

Each next step was accompanied by the firing of weapons and the death of opponents. I already felt the breath of an old woman with a scythe behind my back, but once again I managed to postpone our meeting. Having reached the red vertical metal stairs, I was able to return to the surface of the bridge again. Unfortunately, the bridge was not empty. Numerous nosers climbed the walls, who were determined to kill me. Of course, for shooting at a distance sniper rifle and a machine gun with a sight have become indispensable.

There was a huge chasm in the middle of the bridge. To get over it, the stalkers built a rope crossing. I had no other way but to grab onto the metal handle and take a trip over the abyss.

But my flight ended ahead of schedule. The demon, who attempted on me while still in the subway, decided to repeat his attempt, fortunately, unsuccessfully again. While I get to the opposite side of the bridge, my little black friend will distract the flying creature. When the danger was far behind, I only needed to go inside the premises.

Game Metro Last Light - Walkthrough. Chapter 23 (Two way)

Finally we got out into the open. Apparently, it was a subway depot. Darkness, heavy rain and the need to constantly wear a gas mask were no match for the burden of responsibility. I must get to Polis, I must prevent the epidemic.

The correct compass led straight to the building. But it was not deserted - stalkers made a halt inside. Fortunately, they turned out to be very friendly, and we quickly found a common language. One of the stalkers had a pretty good arsenal of weapons that could be bought. At the second, it was possible to replenish the supply of homemade cartridges.

Leaving the peaceful stalkers, I climbed the stairs to the second floor and continued on the metal platform near the train. When I almost got to the end, Cherny's voice rang out - an ambush was waiting ahead: about ten Red Army soldiers received an extremely clear order - to kill me at the first opportunity.

And although they deserved to die like no other, I tried not to kill them, but to stun them quietly and imperceptibly. Since most of them scattered around the depot, naively hoping to find me, it was not difficult to knock them out. Particular attention had to be paid to a couple of warriors who settled on observation towers. When all the enemies fell asleep deep sleep I climbed the stairs to the top floor. Cherny very successfully found a working filter and promised that he would look for more.

Since a large part of the passage of Metro Last Light will take place on the surface, then try to pick up all the filters you find.

But I was more likely to die from an enemy bullet than from asphyxiation - the floor was full of enemies who zealously pursued only one goal - to kill me. Dealing with them was difficult, but possible. Numerous dark rooms allowed one by one to send opponents into the arms of Morpheus for a long time. Fortunately, it was not necessary to do this with all the Red Army soldiers.

In the opposite corner of the room was a staircase leading to the lower floor. Sadly, all previous ambushes were only flowers compared to what was waiting for me near the trains. A lot of Reds were located a few meters from each other, and were just waiting for the opportunity to distinguish themselves by killing me. But I'm not going to give them that opportunity. One by one, maneuvering between trains, I managed to turn off the most dangerous opponents and, climbing the platforms to the second floor, quietly sneak into the opposite part of the hangar. From here it was a stone's throw to the purpose of my journey - a small office on the second floor.

Behind the door was none other than the traitor Lesnitsky. Before I had time to knock out the brains of this creature, my little black friend began to dig into them. Black allowed me to look into the spy's memories too, so that I could find out the truth.

From D-6 Lesnitsky stole the strain deadly dangerous virus. The October station became only an object for testing, followed by genocide for the inhabitants. But that was only the beginning. Pavlik Morozov went to Red Square to carry out the final and most terrible part of the plan.

After that, I had a difficult choice - to kill or stun my enemy. The one who endangered the lives of all the inhabitants of the subway. The one who betrayed his friends. The one who wanted to rape Anya. Still, I decided to keep him alive. As the black rightly said: "He is very bad, but killing is worse."

In order for the passage to end with a good ending at the end of the Metro Last Light game, you will have to save the life of the traitor Lesnitsky.

To leave the building, I used the compass - it pointed exactly to the exit. On the radio, I heard a very important message - to enter the metro, I will have to use only the entrance through Red Square. That was where my path lay.

Game Metro Last Light - Walkthrough. Chapter 24 (Ghost City)

We were again waiting for a walk around Moscow. However, this time you will have to make your way through the once residential area. However, as the little black assured me, the people who lived here never made it to heaven or hell. They turned into shadows, forever stuck here.

To navigate the stone slums, it is better to use a compass - it will always show the right path. Using his clues, I went to the passage in the building on the left and climbed the stairs to the first floor. Behind the green door, an abandoned apartment was waiting for me. The further way lay through the window into the old abandoned courtyard. But as soon as I took a few steps along it, visions from the past flooded over me.

There was a huge hole in the middle of the yard. Jumping inside, I found myself in a small tunnel that led to the opposite side of the courtyard. But it wasn't that deserted. A car rushed towards me, but as soon as it got closer, the vision passed and a guard appeared in the place of the iron monster - a monster in the flesh. He had to be calmed forever with a shotgun. This was followed by a skirmish with several more of his brethren.

The further way lay through an entrance. I climbed the stairs to one of the floors - there was no further road - the flight of stairs collapsed down. The rooms were without doors, so I quickly found a way out - through the window opening. Fortunately, there was an old garage below, so the landing was quite soft. A flock of guards ran through the middle of the yard, but my black friend asked me not to kill them, because they were not going to attack.

Shooting monsters or not - the choice is yours, but remember, this affects the karma of the protagonist and the end of the passage of Metro Last Light.

I had to climb to the roof of the house on the old rusty ladder. And when I was almost there, the ladder collapsed under my weight. In order not to fall down, I had to quickly grab onto the surviving section and climb up with all my might.

A winged demon was already waiting for me here. In order not to become his next victim, he had to quickly run to the brick shelter, which was located on the opposite side of the roof. Inside there was a ladder, which managed to go down.

If you stay on the roof for too long, the demon will grab you and throw you to the ground - the passage of Metro Last Light will have to start from the last checkpoint.

Going down the stairs, without thinking, I jumped into the basement and went forward. Another wave of visions swept over me. It was hard to move forward - the flashlight refused to work every now and then, and there was darkness around. Only a good old compass and a trusty lighter helped me find the right way- straight to Red Square.

Game Metro Last Light - Walkthrough. Chapter 25 (Red Square)

The tunnel took us straight to the center of Moscow. The visions continued to haunt me, but I tried not to think about them and just quickened my pace. Finding the way was not difficult. There were no opponents either - if we walked quickly, then the local inhabitants did not show any interest in us. But in one place, the black and I still had to linger, my friend ordered to stop for a while to avoid danger. Then a storm of incredible strength broke out, only by listening to the advice of the black, I was able to survive.

But I was completely unprepared for what happened next. There were thousands, tens of thousands of hands around and everyone was trying to grab me, hold me so that I would stay with them forever. The desire to live overwhelmed me, and my legs themselves carried forward as quickly as possible, just to get out of this place.

The tunnel of death ended near a large stone pedestal. I quickly climbed up the stairs. Here lay a magnificent sniper rifle, but I already had a tuned version of it in my arsenal, so it was pointless to raise a weapon.

Leaving the pedestal along the ruined back stairs, I saw another tunnel. It ended near a large courtyard with ancient buildings. But these buildings were not empty - a large number of red ones sat inside with only one purpose - to prevent me from reaching Red Square. Among them was Paul.

I did not wait for an apology - only a rain of bullets that Pavel and his friends rained down on me. Black helped as much as he could, showing me my opponents, but I still had to kill them. Several snipers were sitting in windows on the second floor. The rest decided to surround me and advanced through the yard.

Fortunately, in the game Metro Last Light, passing this stage does not require saving the lives of opponents, so you can revel in the death of your enemies with might and main.

When the first wave of attackers was finished, Pavel ordered to open the central gate and the second group of opponents rushed from there. They also had to be killed. Behind the gate, on the right, was a staircase leading up. Pavel was waiting there with a powerful rifle. A couple of his hits and I'm covered. Therefore, I had to look out a bit and open non-stop fire at the place where Pavel was supposed to appear. Apparently, the brain of my red comrade was completely dried up, because after a few seconds he crawled right under my bullets and received a lead present from a shotgun.

Detailed obtaining a good ending.

1. Sparta
When you first wake up and take control, play the guitar located in the room. Next, I sort of listened to two soldiers talking, one of whom was sitting on a wheelchair, then went to the half-open door on the other side. There was an outbreak.

2. Pavel
When you find yourself in the upper part of the prison (go through a large high room with cages) and clear the corridor, then on the right on the remote control there is a lever that opens the cages with hostages. Pull the lever - flash. You will also receive the "Freedom" achievement. Do not kill a single soldier during the passage of the chapter. You can stun them all you want, but don't kill them!

3. Camp
When you find yourself in the corridor, where there are lockers on the left, and by turning you can find two talking soldiers, then listen to their conversation. One of them talks about a hiding place. Wait until the end of the conversation and follow this soldier back. Wait for him to open the locker with good weapon, then stun and collect the weapon. You will see a flash.
As soon as you overcome this large room with soldiers, you will see an enemy who surrenders while inside the freezer. Just don't touch it, just walk on by!
Do not kill any soldier in the process of passing the chapter. Stun as much as you like, but don't kill!

4. Large
When you find yourself at the Red station, there will be a beggar sitting on the ground on the right. Give him a bullet, then listen to his long speech and give him a second bullet.
Just listen to the conversation of two men sitting at the kitchen table, not far from the beggar.
Go ahead and listen to the conversation between two men and a woman. Onia is told that her husband has died. Listen to the conversation until the end until there is a flash. You may have to listen to her cry for a while.
A little further on, a man shows shadows to the children. Watch the entire play until the end, until the man says he needs to take a break. Flash.
On the contrary, there is a juggler. To the right of him, two girls are sitting on a bench - listen to their conversation.
Go further, there will be a fork at the theater. To the right are two people - one smokes and offers the second to buy a joint. Wait for the end of the conversation, then the man in the cap (the merchant) will go back to the juggler. Follow him and approach him when he is standing near the juggler. He will once again say that he is ready to make a discount. There will be an outbreak.
From a front row seat, watch the theatrical performance from beginning to end.
Before you sit down and have a drink with Pavel, you will see two girls behind the glass. Listen to their full conversation.

5. Korbut
As you move through the vent, listen in full to the conversation between Moskvin and Korbut until Korbut leaves the room.

The mission following Korbut:
Go to the right of the metal detector, stun two soldiers. Follow the third soldier down and wait until he answers the portion that the group of eight left the object. There will be a flash. Now you can stun him.
When you pass through the valve, then go down and listen to the conversation of two soldiers. One of them asks where the cargo was placed. There will be a flash at the end.
Further, when you overcome this room, you will find yourself in a tunnel with two soldiers. One of them sits behind a machine gun. Listen in full to their conversation.

6. Regina
As you begin to move on Regina, then enter the second door on the left. There will be a cave in which the spiders have fully settled. Go to the back room, which is lit with a red light, and turn on the power.
At the first fork, hit the arrow and go right. Ram through the wooden fence and there will be a flash.
At the second fork, go to the left branch of the tunnel, where the wagons are. Go inside, go to the very end to find a body.
When you push the car, controlling Regina, you will see a room with beds on the left. Go to the end of this room and see the ghosts. Go to the end of the room and back, armchairs.
Enter the room filled with green liquid where the note will be. This room will be the next one on the right side. When you find the body next to which the note lies, a flash will occur.

7. Bandits
When you first arrive at the camp, listen to the conversation of the woman and her daughter, who are sitting to the right of the man selling ammunition.
As you continue down the tunnel, you will hear a woman scream in the room on the right. Take the first door on the right and enter the carriage. Move to the right and quickly deal with the two bandits before they kill the woman.
When you find the rooms with the bandits, then enter the last door located behind the dead man tied to a chair. Upon entering, quickly deal with the enemies, which will save the woman and the child.
In the tunnel, located on the other side of the tunnel with the base of the bandits, there is a wagon. There are bodies inside - go there and look at them. Flash.
Passing the chapter, do not kill a single enemy. You can silence them.

8. Venice
When you arrive in Venice, then know that there will be two beggars who need to be given cartridges. One of them is in the right area, in the narrow lane next to the fishmongers. Another beggar is on the left side of the water, right in front of the guitarist.
There is a shooting range on the left side of the market. Go straight from it in the opposite direction, to the left. There will be a mother and a child. The child will say that he lost his teddy bear when he ran away from the shooting range. Proceed to the shooting range by climbing the stairs and win three rounds. You will receive ammo and a teddy bear as a reward. Take it and give it to the child.

9. Contagion
When you first enter the ventilation shaft, you will see two soldiers who want to shoot people against the wall. Hurry through the ventilation to the right and quickly stun the two guards before they kill a living person. There will be a flash when you prevent his death, and a second flash when you listen to the survivor's speech.
At the end of the chapter, Lesnitsky will tell you that you must take off your mask to save Anna. Do this before it starts timing. There will be a flash.
During the passage of the chapter, do not kill any enemy.

10. Epidemic
The only thing that I found in this chapter from moral actions was the search for all caches located outside the quarantine zone. All you have to do is walk along the walls and press the loot button when the ammo icon appears. There are 5 caches in total. The first cache is behind a metal door that you will pass through right after the crowd. The rest are in the windows.

11. Khan
When you travel along the river of fate with Khan, you will hear phone call. Pick up the phone and hear the mother's voice. Flash.

12. Depot
When you move to the outer territory, then immediately go to the building on the left side. Go to the far end and enter the door to get inside the building from the crashed truck. There is a trap on the door - be careful.
When you find yourself in a large room with many wagon enemies, then jump down under the floor and move under the floor, exploring this ditch.
When you encounter Lesnitsky at the end of the chapter, just stun him, but don't kill him!
During the passage of the chapter, do not kill a single soldier!

13. Red Square
When you go through the first part of the chapter, Black will say that the Guardian will not attack you if you just walk by and do not touch him. Follow this advice. Later there will be another Guardian who will not attack you unless you pass next to him. So do it.
Do not kill any soldier during the passage of the chapter. You will be ambushed when you hear Paul's voice. Snipers will shoot at you. But you still do not kill them, but wait for them to come down to you. Stun them. Not all snipers will go down, but eventually Pavel will say enough is enough and open the door ahead, through which other guards will appear. Stun them too. Shoot Pavel until you find him upstairs. After he is captured by the dead, run up to him to rescue him. DON'T DELAY!!! Otherwise he will die.

14. Garden
When you pass the red flags to get past the first part of the garden, there will be a large building directly in front of you. Go to the building and use the wooden boards (log) to go through the water. Enter the flooded store. Go to the back room and see a flash.
When you get over about half of the garden, you will meet a large creature called the Bear. Defeat him in the first round. When the Bear goes to the right, then shoot the mutants on her back to save her. He will hide in the forest.