The original Metro 2033 game ended with a missile attack on the lair of the "Blacks" - perhaps the most dangerous mutants in the post-apocalyptic world of Dmitry Glukhovsky. Home to bomb survivors, the Moscow metro is torn apart by a gang war that threatens to exterminate people before the terrible mutants from the surface do it. Mankind repeats the same mistakes over and over again.

Judging by the fact that in new game the main character is still Artyom, which means that he still managed to somehow descend from the Ostankino tower, although numerous stairways collapsed during the ascent.

At the very beginning of the game, you will only need to shoot the creatures that attacked from the darkness of the tunnel. In fact, here we are shown the effect that Chernykh have on people - they cause visions. A second ago, former comrades, people begin to kill each other. Artyom can shoot his comrades who have succumbed to hallucinations, or do nothing, then the script will just work.

Sparta

2034 year. The Order of the Rangers occupied D6, an old military storage facility. This is where the game starts. Khan woke up Artyom. He thinks Black wanted to make contact with Artyom. Ulman sent him out, we'll meet them later. Artyom was accepted into the Order of the Rangers, where he had long wanted to get. You can try to get a tablet with tasks and a lighter [M]. The green arrow indicates the direction to the target. It's not needed right now, but it might come in handy in the future. There is no hurry, you can look at people, listen to conversations, feel the atmosphere. And learn a lot about the world of the game. In the armory, Artyom will be given basic equipment: a gas mask, two filters for it, a first aid kit and several army cartridges. The latter here act as a currency. Remember: if you hold down [R], then these cartridges will be loaded, so you need to press quickly so as not to accidentally shoot money. shows the contents of the backpack. Now you need to choose a weapon. Up to three units can be transferred at the same time. If you pre-ordered the game, you can choose PKK - the most powerful machine gun. The author took the RPK, the killer and the valve, and hung on each collimator sight, as well as an elongated barrel for a shotgun. You can test the weapon in the shooting range. The first dummy needs to be shot in the chest, and the second armored dummy in the head. If the results do not satisfy you, there is an opportunity to choose another equipment. Also in this place, the work of PhysX technology is clearly visible. You can go further through the kitchen. At the exit, Ulman and Khan are already waiting for Artyom. The gates to the station open to reveal a strange spiraling elevator inside a giant round well. Above is the entrance to command center. The miller arranged a meeting, to which all the commanders of the detachments came. We need to go inside for Khan talking about the Blacks. The miller does not approve of his desire to seek a common language with them and gives the order to take him into custody. He sends Artyom in search of the surviving Chernoy, along with sniper Anna, the daughter of Melnik himself, who will have to kill the monster. If you wait a bit, you can find out that Lesnitsky, about whom we heard so many rumors, was mishandled, stole a container from the laboratory and fled. Anna is waiting in the freight elevator. He will go down to the station where the monorail is served.

Ashes

The monorail has arrived at the station. Until the light is turned on, you need to use a flashlight [F]. You need to pull the switch to open the door. The stairs lead to the sewer, which is overgrown, swampy, and full of rats and cobwebs. A lone mutant runs further down the tunnel, but if desired and a good reaction, he can be shot. Artyom and Anna find a ladder to the surface. You need to put on a gas mask [G]. Pay attention to the watch on the left hand. They show the time that the filter will last. On the surface are the ruins of the Botanical Garden. A lot of scrap metal, glaring puddles, a collapsed Ferris wheel. Soon Anna leaves Artyom alone to find Chernoy. But so far we are "lucky" only with ordinary Guardians. There are three packs of them. By this time, Anna has climbed onto the ruined gate and covers Artyom. In the winding passage there is a small Black, probably a cub. He is so fast that it is impossible to shoot him. Will have to pursue. Despite his best efforts, Black takes no damage from the shots. Artyom grabs him, but he manages to penetrate his mind. The video shows that the baby was able to escape from the explosion that killed all his relatives.

Paul

Artyom woke up only when he was captured by the stalkers of the Reich. As well as a little Black and two Reds who came from somewhere. The Reich is at war with the Communists, but not with the Order. However, Artyom is taken with them to the Reich concentration camp, where they are kept in the toilet along with the others. One of the red scouts is killed, but together with the second, Pavel, Artyom manages to kill all the Nazis.

Exit through the door is not possible, so you have to use the garbage chute. Below is a sewer full of dead people. This is another thing: further on, a view opens up to the well, which is full of hangmen, and above - cages with people. These people are only to blame for the fact that they were born with some anomalies, such as head sizes that are different from the “norm”. You need to follow Pavel, keeping in the shadows, to the bars. There you will need to stand in front of him to put him on the stairs. He will lower the ladder down, and Artyom will be able to climb up too. You will need to sneak crouching, and stop on command. You need to go upstairs and get to the right officer and kill or stun him. Then pull the lever and lower the ladder. So funny: the prisoners in the cells tell Artyom what to do! At the top you need to unscrew the bulb from the spotlight. Pavel on the other side cuts out all the light and leaves. You can walk across the bridge, which is no longer lit. Another fascist and a ladder. There is a dirty narrow pipe through which you have to crawl. Downstairs, a conversation between two Reichsmen can be heard. One of them saw his son in Black and could not kill him. Instead, he sold it to a merchant from the Hansa. On the other side, three throwing knives can be pulled out of the corpse. Good silent weapon. You need to get back to the cells, climb the stairs and press the call button. The gateway will open and the sentry will come out. You can kill him yourself, or hide, then Pavel will kill him. You need to go inside and pull the lever to close the airlock.

Here Pavel throws a pistol with a silencer to Artyom. It will now be easier to kill patrolmen in the sewers. They also have a couple of machine guns. There is also a lever on the panel near the window that opens the cages. You need to help Pavel open the gateway by pulling the lever on the wall.

Reich

The escape from the Reich continues. This scene was shown in the very first videos before the release of the game. The Sturmbannführer tells the Nazis about the D6 base, which is full of food, medicine and weapons. And which is held by Sparta ... At this moment, a person appears who will talk about the escape of two prisoners. Pavel fires into the air, and he and Artyom begin to rush headlong. Artyom was shot, but Pavel drags him to the railcar. It worked out, the bullet hit the bulletproof vest.

Parting

The trip doesn't last long. Almost immediately, the rails lead to a dead end. The only way leads through the pipe... but Paul, who climbed into it, is grabbed by the guards. The gates open, and two fascists come out in search of his accomplice, that is, Artyom. They can be bypassed, killed or stunned. You need to go through the gate to sector D3. It is quite possible to pass this zone even without killing, the main thing is to unscrew the light bulbs and stun all the unguarded patrolmen. You need to climb up and go through the guardhouse. Behind the door, the enemy, caught in a bunk, will surrender. If you want to see a "good" ending, you need to spare him. Way forward lies through a technical channel, with spiders, the size of a large palm.

Camp

Pavel was beaten, his nose was broken, and now they are taking him to be executed. We must try to save him. At the exit of the tunnel is a new room full of enemies. You need to climb the stairs, go around everyone and go down the other side. Behind the door is a freezer full of animal carcasses. Then comes a makeshift greenhouse where plants are grown in tubs. The lamps that illuminate the safe path in the center can be turned off using the shield on the left. On the other side there is a descent into the ventilation. From here you need to reach the commander, pull the lever that opens a new passage. You can go all the way quietly. The stealth here is very similar to Dishonored. We jump off the bridge, neutralize the stretch, climb the stairs. You need to crawl through a narrow gap in the wall. Behind her begins the execution of Paul. You need to kill the executioners and cut the rope.

Torch


Instead of starting a pursuit, in the tunnel where Artyom and Pavel ended up, the Nazis turned off the light. It turns out that they live ahead big spiders that hide in the light. So you have to use a flashlight. As in the first part, it can be pumped up with kinetic energy. To do this, press [F] and click the left button until the arrow starts to go off scale. You will need to raise the grate to go down into the tunnel below. With the help of a lighter, you can burn the web blocking the path. Found elevator was not a way to escape, but a decoy leading straight to the lair giant spiders the size of a dog. When they stick around the walls of the elevator, you will need to come up and light them with a lantern, the light of which is deadly for them. The elevator will go up. There will be one spider, and behind it is a bridge. The first jump is easy, but then the failure is too big. Also spiders are picking up. You will need to help Pavel pull the pipe out of the wreckage. It can be used as a jumping pole. You need to press [E] from a certain distance. Then Pavel and Artyom get on the train and go down the other side. In the distance, a landslide is visible, from which daylight breaks through. Spiders will not approach him. Pavel finds a torch and lights it. You need to be closer to him so as not to become a spider dinner. What, by the way, do all these people eat here? huge spiders? Giant moths? The exit from the bunker opens a little further. Pavel sent Artyom alone, but he himself remained by the fire, and did not even give up the torch. You need to find an electrical panel, D'Artagnan will do the rest himself. The door will open.

echoes

The stalkers made their camp in the basement. You need to take the gas mask that Pavel found. Behind the door is an exit to the surface. A huge passenger plane crashed, burying its nose in the entrance to the "Teatralnaya". The weather here is even more unpredictable than in tropical jungle. The sun is shining, and in a second clouds have already flown and a downpour has begun. In the transition, you can pick up a new gas mask with a filter, and whole glasses. An animal guarding a double-barreled shotgun hid in the service room. At the exit from the passage there is a running flock of guards. If you sit down and don't move, they won't notice you. Judging by the strongest wind, a real storm is coming, from which the animals are fleeing. Then the path lies through the same plane. Inside, Pavel and Artem begin to have visions. They even see the cockpit and pilots at the start of the nuclear apocalypse and the plane crash. Pavel became so stupid that he took off his gas mask and began to suffocate from non-existent smoke. At the exit from the plane, it turns out that the sun has already set. And the wind died down. How much time has passed? Suddenly, a Demon swooped in, grabbed Artyom, but threw it after Pavel fired a burst at him. Around the corner already meets a flock of guards. You need to stick to Pavel, he will lead to the entrance to the station, first through the window, and then down the escalator.

Big

Welcome to the first red station. At the moment, a train with refugees has arrived on the platform. Judging by the conversations, those who were considered "mutants" in the Reich are fleeing here. While Pavel agrees that Artyom was allowed to go along the Red Line to Polis, the ranger himself can inspect the Theater Station - the most "cultural" Metro station. Apparently, at the time of the apocalypse, there were actors and connoisseurs of beauty on it. Just one such, a theater critic, begs in the aisle. You can put the cartridge in the box if you want to see a good ending. And after he finishes his speech, it will be possible to throw the second one. I wonder if we will see an underground theater performance? There is even a tout here. He walks all over the bar where the militias are drinking, and further, where the juggler entertains the children. You know, this "peaceful" station will give odds to similar BioShock Infinite locations. Watch it, listen - you won't regret it.

Further in the market you can buy weapons and ammunition. After the market, the entrance to the New Bolshoi Theater begins - on the right is the queue for tickets, and on the left is the passage to the hall. At that moment Paul returned. He will take Artyom straight to the theater for free! The girls are dancing the cancan. It's worth getting closer. And the left one is clearly brand new, it does not keep up with the rest at all. You can sit in a chair and watch other performances. One of the actors, four-legged and tailed, almost attacked the audience. The poor fellow was tired of jumping endlessly. Then an accordionist performed with a half-naked backup dancer, one accordionist, one guitarist, and an accordionist with a guitarist together ... The poor critic was right - this is never a theater.

The further hike leads backstage, where the dancers are now resting. You can listen to them, and peep a little, for two young ladies who are washing. At the restaurant, Pavel invites Artyom for a drink. He does not refuse, and soon falls unconscious on the table. Here is the same ... scum!

Korbut

Out of the frying pan into the fire. Or from the Reich to the communists. Now the captive Artyom is being dragged around the Red base. There are more fighters at the station than the Order had. They train, do push-ups, or just wait for orders. Pavel Morozov handed Artyom over to General Korbut. Lesnitsky, who betrayed the Order, is also here. He recognized Artyom.

He was handed over for interrogation, where he was diligently beaten by Comrade Moskvin, General Secretary of the Central Committee of the KMP, with a mustache "under Hitler." But, since our comrade generally does not like to talk very much, scuffle does not lead to anything. In contrast to the injection of "truth serum". It causes visions about that very day, Artyom's first exit to the surface at the station Botanical Garden. One of the Blacks saved the child from the guards. At the same time, having received a passage to the subway, where in the future his relatives kill thousands of people ...

Artyom was supposed to be killed, but so far this has not happened. The son of the Secretary General, Lenya, does not want to follow in the footsteps of his cruel father and frees the ranger. For him, this is another way to interfere with his father, and for Artyom, it is a chance for salvation. The exit from the cell is in the ventilation, which Lyonya points to. And you can immediately overhear the conversation between Moskvin and Cheslav Korbut. Having promised the secretary general a "bloodless" option to end the conflict, in another room, General Korbut orders the detachment to attack and capture some objects, while removing the insignia.

Revolution

Pavel Morozov was told where the small Cherny was and sent in search of him. So, you need to follow him.

But for now, we are still on the Red Line. Artyom puts on a heavy helmet with traces of bullets that could not penetrate it. Weapons, as is often the case in video games, no one began to take away during interrogation. But in the closet you can pick up a double-barreled shotgun with a silencer. You need to overcome three communists, go down the stairs and go through the door.

Behind it is a hangar with an armored train. You can turn off the light and stun the soldiers one at a time. Judging by the conversations, the communists are notorious lazybones: they can do business only for appearances. And one in general, at the words “burn the rats,” decided that it was about refugees. Here are the Kyiv developers. You need to go around the hangar in unlit places, wait for the movers to leave and sneak to the door.

In the new room, it will be possible to sneak behind the backs of soldiers, even in illuminated areas. You need to get to the stairs, climb up, find the lever in the caretaker's booth, go back and climb through the blades of the stopped fan.

You need to go down, and just walk to the next door, holding on to the shadows.

The gateway will open and sentries will come out. You can wait for the barrels, and then pass by. After the bonfires, a tunnel full of cobwebs begins. The road ends with a meeting with a man armored from head to toe with a light machine gun ...

Regina

It turns out to be Andrey Kuznetsov, an old acquaintance of Artyom. Having drunk and fed, he puts Artyom on the Regina armored train. It looks more like a rough fake of a sports car (to put it mildly), but standing on rails. Controls are like in any car game, only there is no steering wheel. The engine is turned on [space]. You can also shoot from your weapons. You can go out and inspect the tunnels, for example, a room with a corpse at the very beginning, a spider lair next. The trip ends in front of the lock. It cannot be opened because there is no voltage. Therefore, you will have to wade through another spider nest and look for a shield. Now you can return to Regina, open the gateway and continue on your way. The ceiling here has collapsed, so contaminated air has also entered the tunnel from the surface, you should put on a gas mask. Spiders have been replaced by new monsters that are not afraid of the light. When the armored train hits another train, it will be able to push it. But due to the fact that the movement speed will decrease, the monsters will be able to catch up and attack Artyom from behind. Will have to shoot. When the extra car goes to another track, you will need to move the arrow so that Regina goes in the right direction. Although this is how you look, the path was not in vain nailed up with what they could. The armored train accelerates to tremendous speed and overturns.

Bandits

Although Artyom fell out of his seat, Regina remained on the rails. Now if you go to reverse side, you can find a corpse (for a good ending) and a shotgun near it. We need to go further. Behind the barricade, a caravan of refugees from the Red Line is discovered. The soldiers protecting them, most likely, have already died in front, so Artyom will have to go and kill the bandits alone, who have already killed a dozen men. So, in order to save the first girl, you need to run to get to her and the kidnappers. Now you can go back and clear the way from the bandits. It is necessary to free the bound prisoner so that he drives away the trolley. Now you can return for Regina and continue on your way. To open the gateway, you need to overcome the resistance of the second bandit ambush. The third group guards the arrow. By changing its direction, it will be possible to drive on the right path. However, the cul-de-sac is also worth a visit to take a look at the railcar stuck there, full of fresh bodies. But around the right corner, there is also something interesting: the bandits have grabbed a woman and children and are keeping them in a room. To get into it, you need to quickly run in a circle from the corridors, otherwise the woman can be killed. In the end, the armored rubber will fail and refuse to continue the trip. You need to go through the wagons on the tracks on the left. Behind them is a semi-submerged station. By pulling the rope, it will be possible to call a boat to Venice. However, at the sound of a bell, a flock of local monsters is pulled up for dinner. You need to hold out until the arrival of the boat and sit in it.

dark waters

Artyom's savior was a local fisherman, Uncle Fedya. I wonder where the fish comes from on the subway tracks, and is it possible to eat it? Let's find out!

A short bath does not answer this question. However, I don't think it's worth repeating the experience. It's best to duck when the logs go too low. Then there are amazing mutants, which the fisherman calls "shrimps". They look similar, only the dimensions, with a pig, are somewhat embarrassing. Even if you don't start the fight first, the shrimp will still attack the boat. To prevent them from turning it over, you need to shoot those who dare to climb. At the end, the fisherman will throw a whole box of dynamite, from which a tall wave will rise. Yes, fishing is good!

Venice

Having overcome the bars, Artyom and Uncle Fedya ended up in Venice. It seems that everyone here does nothing but fish. But this is only the beginning, further more interesting. You can knock on many doors, but no one will open. You can give alms, but to steal is to spoil karma. Three gangsters are talking about the fact that the "circus of freaks" on Oktyabrskaya has replenished. Maybe it's our Black? On the market you can buy and sell weapons, ammunition, equipment. And next to it is a shooting gallery, where it is proposed to shoot at rats. If you have a shotgun, it will be quite easy. After winning three times, you can get a special prize - a teddy bear, which was “lost” by a boy crying next to his mother in front of the shooting gallery. Giving him a toy is a great way to improve karma.

We need to go to a brothel, they say that two komunyak went there. Indeed, Pavel and another "red" ordered a private dance. Having overheard them, Artem learns that Korbut ordered some kind of virus to be delivered to Oktyabrskaya. You can’t find out more, but you can order a dance for yourself. Well, if you know what I mean. However, you need to catch up with these guards of the cardinal.

They hide behind a door behind the market. Disguised communists settled there. One goes to the door, the other to the fuses that Artyom turned off. The third stands with his back to the lamp. A suspicious suitcase, locked with a padlock, was carried to Oktyabrskaya. You need to get to the door behind which is Pavel. Artyom manages to overcome him, and he repeats the story that Cherny is on Oktyabrskaya. But, unfortunately, he slips away when one familiar comrade appears from the door, who at the beginning of the mission offered to go shoot the bandits, but this idea was rejected by the head of the station. It shows the way to the surface. First you need to put on a protective suit, which is located in the closet to the right of the stairs.

Sunset

After a short briefing, Artyom is left alone with the radioactive swamp. It is teeming with leeches, as well as new creatures with powerful claws and shells. In the trailer of one truck, you can find a supply of incendiary bombs that do an excellent job with them. You should not stay too long, because the supply of filters is not eternal, and the skies are full of Demons. In one of the garages at the other end of the accessible area, you can find new machine- Kalash 2012. You should move only on solid ground, as well as in places marked with red flags. To find fuel, you need to visit two places: in a crashed plane, which you can get into through a hole in the roof, climbing onto its wing first, and also in the garage on the opposite side, on the border of the map. In both places, the canisters should be checked. When you find a full one, a huge monster appears outside. You can't kill him yet, so you can just move on. You need to find the ferry station, which required fuel. You will have to activate the launch twice. The first time only shrimp will attack, but the second time - that same big and green creature. However, a demon had already laid eyes on her. After that, the raft will finally land and it will be possible to cross the swamp.

Night

The night is dark and full of terrors. You still need to get to the church. The big green monster reappears and leaves. In addition to him, there are also less tenacious land creatures. Flags lead to the building shopping center, which is called "ROISSYA VPERDE", where the remains of a beauty salon, a cafe and a hardware store are now guessed. On the second floor there is an exit through a broken window, on which a searchlight beam is directed. The voice of sniper Anna is heard from the loudspeaker. It would be interesting to know her path and the purpose that led her to this place. Outside the window there is also a direct road to the church through the ruins. No sooner had Artyom crossed the log than the very harmful and indestructible creature appeared from the water. No, but it's still killable. It took half a dozen guns to finish her off. After the victory, it remains to move to the church along the log.

Catacombs

Artyom was given a bed in the very corner of the church. He is awakened by the evil Anya, apologizing along the way for allowing him to be captured. Behind the bunks were the equipment and weapons dealers. But further it is more interesting: during the discussion, there was a knock on the door of the chapel. It was Lesnitsky who led the Reds to the outpost of the Order. The doors exploded, turning into splinters from the explosion, those who weren't killed were stunned. Artyom manages to see how Anna is being grabbed and taken away (isn't this the notorious karma?), but then he passed out.

And when he woke up, the communists were gone. The doors to the outside are littered, but the catacombs are open. An audio recording on the floor reports that Anna is being taken to Oktyabrskaya. Luckily, we were going there anyway. The path is long and winding, but there is nowhere to turn. Soon Artyom begins to see all sorts of things. You will have to go down in the old cage, at a very low speed. But soon a flock of creatures dares to attack, one or two at a time. You need to aim them in the nose. The cell falls, but not to the very bottom. You will have to go down the tunnel. It looks like an abandoned mine, or medieval catacombs. Monsters are running ahead one after another. If you do not touch them, karma improves. To raise more, you need to go in the direction from which they left. Behind a small waterfall, the guards ambushed Artyom. The gate is opened by rotating the wheel, holding [E]. Behind them is a very beautiful cave full of underground streams, and in the center is some kind of small building. You need to go down the elevator, and then also jump off. Straight to the next group of monsters. Also here mutated the bats begin to attack with strong ultrasound. After the next group, you will need to find and activate the lever that will put water on the elevator mechanism. When it comes down, you can ride it up. There is a bridge here, very fragile in appearance. And as soon as a big fat monster joins Artyom, he collapses, dragging them both down. Killing a creature that looks like a gorilla will not work, so you can just make it ram through all the columns. Nothing will collapse, but soon the creature will make a hole in the wall leading to the tunnel, after which a mortal battle will take place. After the death of the gorilla, the uniform Indiana Jones begins: the walls of the cave do not withstand and it begins to flood with water, which carries Artyom along with it.

Infection

It seems that wandering through the cave passages is coming to an end. Annie's heavy breathing comes from above. Up the stairs you can climb into the ventilation. From it you can see how Anna is taken away somewhere. Then it will be seen how the Reds shoot infected civilians. Going down, you can eavesdrop on their conversation. They are not aware that it is their own reds who are to blame for the epidemic, but they suspect that something is not clean here. However, it would be much more useful to kill them before they finished off one of the civilians. He will say that the Reds appeared at the station two days before the start of the epidemic, but immediately with flamethrowers. They must have released the virus. On the table you can pick up a night vision device. A trail of corpses follows the rails. NVD will interfere more if you pass stealthily. The communists occupied the station. You need to get to the door with the inscription "do not enter." Behind it begins the infected territory. Reds burn bodies and residential buildings. It will be harder to slip past them if they find the bodies. You will need to crawl through a very low tunnel. At the other end, everything just blazes. Including a very large, for the subway, library. Here you need to get to the red door leading to the border of the station. On the other side are escalators, as well as Lesnitsky, who put a knife to Anya's throat. And he asks Artyom to take off his gas mask. As a result, the traitor runs away, and Anna and Artem use their last strength to get to the Hansa, where they put on gas masks, temporarily saving their lives. It is not yet known whether they are infected or not.

Quarantine

The chapter begins with the same bed scene. Not knowing yet that their lives are out of danger, Anna gives herself to Artyom, and he does not particularly resist. Later it just becomes known that they have no traces of infection. But Anya still needs to heal the wound, so for now Artyom leaves the quarantine zone alone. Civilians who fled from October are under observation. And most of them are not so lucky, most likely they will die soon. In the purification chamber, you can overhear the doctor's conversation with the martinet. He believes that this epidemic is caused by the use of bacteriological weapons, which should as soon as possible kill the maximum number of people, and after a while become harmless, making it possible to repopulate the territory. Artyom is allowed through the checkpoint, but other refugees are not allowed in. At the station, everyone wears gas masks, and no wonder. Artyom meets Khan and they are both allowed onto the platform. There are also other rangers here, thanks to which Hansa managed to survive.

Khan continues to make his semi-crazy speeches. He wants to find and save the little Cherny, calls him "the last angel." Khan and Artyom are let through to the Interlinear. A labyrinth that almost no one walks through. As long as Khan holds the lever, you can pass through the blades of giant fans. For some time, you just need to follow Khan until a flock of guards shows up. You need to use a flashlight or night vision device to see targets at a distance. Next, you will need to burn the web, behind which the rotten grate is hidden. Behind it begins a half-flooded tunnel. "Strange place" is an understatement. Suddenly, the phone rings. Old, wall-mounted telephone. The voice of Artyom's mother is heard from the receiver. Here is another batch of glitches. In this place, by the way, Artyom can run with seven-meter steps, despite the water level up to his knees. Khan mutters about fate, about the fact that the River will carry Artyom to Cherny. And it's true: when both heroes find themselves in a funnel, a "drain" occurs, and they are sucked in, taking them away in an unknown direction.

They find themselves at the top of the Ostankino tower, at the moment when Artyom sent rockets to the Chernykh's lair. When Khan jumps down, you need to approach the "second" Artyom. The next attraction: chasing little Black in the ruins of his house (already the beginning of this game). Next vision: chasing a toddler on a burning freak circus train.

Finally, the visions end, and Artyom and Khan find themselves in real world. Everything is so wet and dirty. The radio warning for the 13th post about a possible attack from the Reds was just beginning to arrive, but there was no one to take it. Artyom and Khan got into the railcar, they need to catch up with the train.

Chase

Not only the Rangers, but also the Reds got on the tail of the Hansa train carrying the Black. At the beginning of the chase, you will need to kill the crews of several railcars. This is done most quickly with headshots. Then it turns out that the Communists are already on the train itself. First you need to clean the tail car, and then the entire port side. After that, Artyom, completely on his own, will jump from the trolley onto the train. Gotta move into it head part, shooting off the popping reds. Please note that wooden boxes are perfectly shot through. Cages begin behind the cars. Their only inhabitant is the Black cub. A train explodes in front, the train stops, the kid gets out of the cage and grabs Artyom by the hand. In the new vision, his first exit to the surface continues, at the Botanical Garden station. This time he remembers his mother's face. And the Blacks… they really tried to make contact with him. This time the baby loses his strength, and Artyom has to carry him.

Crossing

Artem carried the "child" out of the burning train to the surface. Telepathic communication has finally improved, and now Black's thoughts are heard in the ranger's head. But soon he disappears, leaving Artyom to take a walk on the surface. You need to go down and go along the trench. The number of monsters exceeds several dozen. Luckily, they don't attack all at once. Black changes Artyom's vision, making it thermal. But it doesn't last long. The kid appears again near the Moscow River. You need to go through the ice, from under which one hungry monster appears. Black continues shamelessly delving into Artyom's head. Under the bridge you can find the body of a demon, this improves karma. There is also a note here. Even further you can enter inside this bridge. Behind the bars begins a staircase. She leads upstairs, outside. Little Black put on children's clothes. There are a lot of skeletons in the cars - not everyone who visited the subway on "that" day ended up underground and survived. Hundreds were on the surface during the explosions. It suddenly turns out that the demons are so strong that they can throw a subway car into the river. Artyom falls into the water first, thanks to which he escapes by surfacing and climbing onto the ice. It’s impossible to fall into the river again, there are fish here that can devour a person entirely. You need to run across the ice towards the stuck ship. From it you can get over to several wagons lying in the river. On them it will be possible to get to the land. We'll have to climb inside the bridge again.

Bridge

At the very beginning you can find sniper rifle. At the top, Black will again show the possibilities of his vision. Red (aura?) - evil. They mean monsters, not communists. Although, who knows, it could be a play on words. You need to go across the bridge, shooting the creatures. You can walk past the second group along the paths on the left, they won’t even smell it. But at the top of the escalator, a fight is unavoidable. In the closet there is a staircase leading up. There used to be a detachment of stalkers here, but they were all killed. This is where mutated bats spawn. Finally, there will be a cable on which you can cross a good half of the bridge. Until the demon cuts him off. But Cherny unexpectedly comes to the rescue, distracting this revived gargoyle from Artyom. They meet again in the car.

Depot

The subway depot shakes with thunder, the downpour lashes the roofs of the rusting trains, and the sky is almost as black as at night. Black notices people first. Probably with the help of his special vision, or others developed senses. People, as he says, are afraid of attack, but they themselves are not evil. They are the rangers who occupied the hangar. Their leader, Stepan, speaks Ukrainian. It is strange that after so many years he still has not learned Russian. Here you can trade with his squad.

Going upstairs and meeting with Cherny, Artyom learns that many hostile people have shown up at the Depot. Red communists. Behind them will be a door leading to a staircase. There, the kid will give Artem the filter he found. And then he opens the locked door. Behind her is the second squad. It will be easier with them than with the previous ones. Behind them is the third group. Their goal is to capture the last surviving Black. They don't need Artem alive. There are already tales about him, as about someone who can kill an entire detachment alone. So let's not disappoint them. After them, behind the door, is a detachment of black and red. They are afraid, and still want to kill - as the commentator suggests.

After this group, outside the door, Lesnitsky meets him with one knife in his hand. Black grabs him by the neck, after which he and Artyom penetrate his memory. About those moments when Lesnitsky stole the virus from the laboratory chemical weapons, handed him over to General Korbut and Pavel Morozov, captured Anna. But something new is also revealed: Pavel was also ordered to do something related to Red Square. After the visions, there will be a choice: whether to kill Lesnitsky. As you probably understand, a simple stun is better for karma. The radio broadcasts a message that the rangers need to use the entrance to Red Square. Our road also leads there.

Dead city

Black shows many "shadows" inside high-rise buildings. Who is this? Ghosts? Climbing the stairs of the first house, you can find a note in the apartment, and during the flash of lightning, you can also notice a silhouette on the wall, which is not visible at normal times. Jumping out of the window, Artyom saw the distant past for a few seconds: the sun is shining, the leaves are turning green, the children are playing and having fun in the yard. In the present, leaden clouds have covered the sky, the trees have not put on their green clothes for many years, and children ... children here exist in the form of phantoms, or shadows, memories of the old days. To go forward, you will have to jump into a dug hole, in which you can see the pipe. The hole leads to the cellars. Climbing the stairs, you can find a Stalker's stash, see a pack of mutated dogs through the window, and hear a baby cry. You can't relax. The game of shadows, ghosts, lightning flashes, unexpected attacks... Perhaps this is the scariest place in the whole game, in which you really startle a couple of times. We leave to the surface through another pit and pass under the arch. A flock of hungry mutants is attacking in the yard. Black continues to bring supplies to Artyom, much like Elizabeth in BioShock Infinite.

You need to go through another house. A flock of "non-red" mutants runs through the yard. You can't touch them. By this time the rain had stopped and the sun was out. You need to climb the stairs to the roof of the house. Demons appear here, so it's better to run to the entrance to the stairs leading inside the house. After going down to the very bottom, you will need to jump through the hole into the basement. To the entrance to the catacombs.

Red Square

The catacombs led Artyom to the Kremlin. Flocks of small flying mutants hover over the towers, while others have occupied the towers. If they don't approach and shoot, they won't touch Artyom, they just guard their little house. Unexpectedly clear weather in a matter of seconds is replaced by a strong wind that knocked down one tree and overtook the clouds. Black suggests a place where you can hide. Soon it will be possible to continue the path, but only to the next shelter. The elements, interspersed with radiation, make you wait out strong gusts in the shelters that Black finds. You do not need to kill the mutants, you need to bypass the green water on top. There will be an entrance to the tunnel, from the walls of which phantom hands stretch. Soon they become real for Artyom and grab him. Rescues, as usual, Black. At the exit it will be possible to find the way to the mausoleum, where only bones remained of Vladimir Ilyich. To do this, you need to overcome the upper part of the mausoleum and go down to the lower aisles. There you need to go against the compass.

At the exit, St. Basil's Cathedral is found, in which the communists settled, led by Pavel. You need to kill the snipers in the windows. It is best to choose cover and shoot all the snipers with a sniper rifle. Black will help thermal vision. Also below will pass small detachment with automatics. When all of them are over, the gate leading inside will open. Behind them, of course, a new ambush. All that remains is to shoot at Pavel, who moves further and further inside, to the balcony. Black says that Pavel is not angry, but sad. From his memory, one can extract the last, rather obvious part of Korbut's plan - to capture D6 while Melnik is hanging out at the negotiations, take all the poison and destroy all the inhabitants of the metro, with the exception of the red line, in order to then repopulate all the stations with communists. Unlike Lesnitsky, here the choice will be between help and inaction. Morozov can be saved. It remains only to exit through the window into the garden.


Alexander Garden has changed beyond recognition. Immediately behind the fence is a swampy area. And somewhere ahead, one beast just fells trees. Cherny went on reconnaissance, and Artyom needed to overcome the swamp, a long passage dug by something, from the earthen walls of which tree roots can be seen. And then what was once an alley with monuments to hero cities. After a narrow and low hole between the roots of trees, a giant she-bear meets. At first, she rushes at Artyom, and he stabs her in the eye. After that, the she-bear becomes not as fast as smaller mutants use. Weakness is on her back. The improvement of karma is facilitated by killing monsters after the wounded she-bear breaks the road through the roots, which will allow her to survive and return to the cubs. Artyom is already waiting at the entrance to the metro, Khan and Melnik. Black shows a new vision for Artyom and Khan: behind the door at the D6 base there are other Blacks who are still in hibernation. Such is the addict's opportunity to bring back a new kind of intelligent life. Miller agrees to skip the trinity at D6 if Black helps with the negotiations in Polis.

Policy

Black disguised as little boy in a raincoat. Khan argues with Melnik about negotiations. After all, it's one thing - that Artem told the truth about the plans and actions of the Communists to the Order, and quite another - to try to convince other groups of this, without having clear evidence. Before entrance doors the orderly ranks of the Reich and the Red Line have already gathered, and their heads at this moment are pushing a speech from the stands.

So our four heroes entered the council hall, where Moskvin is now performing on stage. It's funny to watch how the Secretary General backs away from the child, but he fails to get away from Chernoy. Moskvin's memory looks like a red corridor, hung with communist posters and slogans, full of doors leading to different memories. On the instructions of Korbut, Maxim Petrovich poisoned his brother, Anton, thinking that he wanted to kill him himself. Maxim Moskvin was elected general secretary, and Korbut received an excellent lever of pressure on him, for the sake of implementing his terrible plan. After being exposed, Moskvin confessed everything to the council and said that General Korbut was currently preparing to storm D6.

The Rangers of the Order return to D6 to take on the communists led by General Korbut. At the same time, Artyom is dressed in one of those heavy armored suits that are made specifically for firefights with people, and not with animals, like a regular ranger's kit. That is why now he will move very slowly. Little Black went on his own to free his relatives.

Melnik gives a speech before the fight. He says that each Spartan is worth five enemies. Approximately this ratio will be in this last battle. Directly "300 Spartans", but you yourself probably noticed the similarity. So, on the left you can find a box with cartridges for all weapons. And on the right - the last opportunity to exchange, or tune your arsenal, completely free of charge. I recommend taking the Paragraph machine gun, a very cool toy. Also, make sure that the weapon uses different cartridges - they may not last for a long time. Having finished all the preparations, you need to go to the barricade in front of the gate.

The Reds rammed the gate with a train, which then exploded, taking Sparta's first line of defense with it and opening a passage for infantry. After a minute of defense, a second explosion is heard, concussing Artyom. But he manages to get up and continue the battle behind the third line. In shelters, by the way, it is very useful to squat. Then a new breach opens up on the left. A "tank" appears - a rail modification. Pay attention to the steel stick that binds the two wheels, highlighted in red. You need to shoot at it, best of all from weapons with optics, pay attention to the sniper rifle lying on the floor. Then both wheels are highlighted, then the machine gunner's armor plate, after which the tank explodes. The Reds are retreating! But only in order for more to pass along the first path more people. You need to regroup, jumping over the fence to the rest of the comrades. Enemies will be very well armed and armored. Then reinforcements arrive with a flamethrower, but that's not the most interesting thing: they lined up in a "turtle" battle formation, using shields that completely cover them even in motion. The main goal is to hit the flamethrower in the tank on his back, after unloading the clip in his head.

The last resort of the communists will be an armored train that will ram through the entire defense of the Spartans. Xerxes, aka Korbut, takes the stage to look at the last remaining Rangers. And how lucky that Artyom is among them, who is within easy reach of the self-destruction switch D6...

There are only two endings. One good, the other not so good. Which one you come to depends solely on your desire to search all the corners, listen to all the dialogues, not kill more than necessary. If there is no such desire, you will get a worse ending. A list of 103 actions that affect karma can be found.

Bad ending:


Good ending:

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 long distance, a sniper rifle and a machine gun with a scope 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'm moving on opposite side 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 wear a gas mask at all times was nothing compared to 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. Special attention I had to give a couple of warriors who settled on observation towers. When all the enemies fell asleep deep sleep I climbed the stairs to 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 would know 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 path - 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 the reds sat inside with only one purpose - to prevent me from reaching the 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.

  • general information .
  • Achievements . Questions - answers .

Passage of missions. Center of Moscow


Metro: Last Light. Walkthrough

Journal Entry: Ghost Town

We find ourselves in the courtyard of high-rise buildings. Black shows us the many spirit shadows that live here. In this place, memories of a former peaceful life appear.

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.

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 return to the courtyard, go straight through the archway, go out into the large courtyard. We jump 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. At the entrance to the left on the second floor, vision (4/7) - Small child one is playing 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.

On the roof we enter the door, we go down the landing. On the intermediate floor we enter the room, we look at the 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 an impenetrable dark anomalous zone, we watch 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.


Metro 2033: Last Light. Walkthrough

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.

Raging down here strong wind, if we do not 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.

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.

After viewing the memories, we see how hands from the walls take Morozov to hell. If we just stand and watch, then Morozov will die. If we run to meet him, he will be saved.

Through the window on the left we go down to the street, go forward to the fence of the Alexander Garden.


Metro: Last Light. Walkthrough

We climb over the fence. You can go down into the abyss on the left, there is a gas mask in the corner. Ahead, to the left of the broken grate, there is an ammo stash.

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.

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.

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.


We go along the path to the left of the bear. We rise up the stairs.

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.


Metro: Ray of Hope. Walkthrough

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.

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.

Together with Melnik and Khan, we rush to the D6 base on the meter train. Here Black leaves us and goes his own way.

Passage of missions. Last Stand

30. D6
Metro: Ray of Hope

Diary entry: Last fight

We arrive at the station. We listen to the parting word of Melnik - the leader of the Spartan rangers. We are preparing for battle: we put on a heavy armored suit, take any weapon of our choice, and collect as many rounds of ammunition as possible.

Having finished all the preparations, we go forward to the barricades.


First wave of enemies

Ahead, the train rams the wall, dozens of "red" soldiers come out of it. You can not participate in this battle, the Spartans themselves will shoot the "red" invaders. We just crouch and hide behind the high part of the barricade. After some time, an explosion is heard, and we are shell-shocked.


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 the sniper rifle lying nearby and start shooting at the tank: 1) first we shoot at the jumper between the two wheels, 2) we shoot off the two large wheels, 3) and then we shoot at the cabin above the cannon when it opens up for a shot. 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).

Greetings to fans of the fresh shooter Metro Ray of Hope! In this detailed step-by-step guide, you will find Full description walkthrough of the computer game Metro 2033 Last Light, including screenshots.

Passage of the game 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.

Walkthrough 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, at a high level of complexity, it may not be there. Check Staff only, near the aisle in which Pavel stands. 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

Theater

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 the opposite direction along the cars and enter the last car. 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. Approach the wooden elevator and lower the huge log in its left part 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

Last Stand

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.

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