Last light passage. "Metro: Last Light": walkthrough. Cheats, codes, tips, secrets. Walkthrough Metro: Ray of Hope

Walkthrough of the game Metro Last Light - Introduction

According to the description of the game Metro last light, the action in it takes place in 2034. original game Metro 2033 ended with a missile attack on the Black's lair. Blacks, as you remember, are probably the most terrible mutants in post-apocalyptic Moscow. The metropolitan metro has become a real home for all the people who managed to survive after the bombs fell, but this house is being destroyed by its inhabitants by constant war and skirmishes of various groups that can destroy people much earlier than the mutants living on the surface can do it. For some unknown reason, people make the same mistakes every time.

The main character in the game is Artyom, which means that somehow he nevertheless descended from the tower of the Ostankino television center, although, as we remember, during the ascent, the stairways collapsed.

At the beginning Metro Last Light, you just need to deal with the monsters that attacked from the dark tunnel. Here you are actually shown what effect Blacks have on a person - they are able to cause visions. Comrades after a few seconds begin to mercilessly kill each other. Artyom is given a choice - to shoot at those who succumbed to hallucinations, or to do nothing. In the second option, a special script will work.

Passage of game Metro Last Light - Sparta

The real game begins in this part - the Order of the Rangers managed to take over the old military warehouse D6. Khan wakes up Artyom, believing that the Blacks have tried to make contact with him. Ulman sees him out, and we will see these heroes a little later. Artyom finally became a member of the Order of the Rangers, where he had been striving for so long.

Now you can get a tablet with tasks and a lighter (key [M]). The green arrow shows the direction to the target - for now you don't need it, but it's better to remember for the future. You have nowhere to rush yet, so you can safely listen to people's conversations, immerse yourself in the atmosphere of the game world, and also find out a lot about it.

In the armory, you (Artem) will be given the initial equipment, which consists of a gas mask, 2 filters, a first aid kit and a couple of cartridges, which in this world play the role of hard currency. You should remember that when you hold down the [R] key, it is these cartridges that will be loaded, so press quickly so as not to accidentally lose such value. By pressing [TAB] you can view the contents of your backpack.

Now you need to decide on a weapon. At the same time, Artyom can transfer a maximum of 3 units. You can opt for the most powerful RPK machine gun. For example, you take an RPK, a valve and a killer, add a red dot sight to each of them and hang an elongated barrel on the shotgun. You can test the selected weapon in the shooting range. The first dummy needs to be shot in the chest, and the second is armored, so only shoot in the head. If you are not satisfied with the results, you can change the equipment you have chosen for another.

Well, the weapons are selected and you can hit the road. We pass through the kitchen and at the exit Khan is waiting for us along with Ulman. The gates of the station open, behind which an unusual elevator is visible, moving in a spiral inside a huge well. At the top of the well is the entrance to the command center. Melnik decided to hold a meeting in which all the commanders of the detachments participate. You need to follow Khan, who is constantly talking about the Blacks. Khan's desire to find a common language with Miller is not approved by the latter, so he orders him to be taken into custody. And he will send you to look for the Black who managed to survive, along with Anna, who is actually his daughter - she must kill the monster. If you wait a bit, you will find out that Lesnitsky, about whom you have heard so much, was sent by opponents, stole a container from the laboratory and disappeared. After that, you and Anna go down in the freight elevator to the station where the monorail train will be served.

Walkthrough of the game Metro Last Light - Ashes

Finally, the monorail arrives at the station, however, until the lights are turned on, you will have to use a flashlight (key [F]). After that, pull the switch to open the door. Go up the stairs leading to the sewer, which is full of cobwebs, rats and all sorts of vegetation. You will meet a lone mutant who will run ahead through the tunnel, but your desire and excellent reaction will allow you to shoot him.

You find a ladder leading to the surface, now put on a gas mask (button [G]). Don't forget to determine how long one filter will last you by looking at the clock on your left hand. When you exit to the surface, a sad view of the ruins of the botanical garden, glare puddles, piles of scrap metal and a lying Ferris wheel will open before your eyes. Soon Anna will leave you so that you can discover the Black on your own. However, for now, you only meet ordinary Guardians, of which there are 3 packs. Your partner at this moment is already at the gate formed by the ruins and is covering you. In the passage you will meet a little Black, who is so fast that you can’t shoot him, so you have to chase him. Despite all your attempts and efforts, the cub does not receive any damage from the shots. However, you will manage to grab him, but Black penetrates your mind, after which you will find out that this kid managed to escape from the explosion that killed all his relatives.

Walkthrough of the game Metro Last Light - Pavel

You come to your senses after being already captured by the stalkers of the Reich. They also caught a little Black and two unknown Reds. The Reich is fighting the Communists, but not your Order, but despite this, you, along with other "booty" are taken to a concentration camp, where they are kept in the toilet with other prisoners. One of the Red scouts is killed, and with another, named Pavel, you will have to fight the Nazis.

You cannot exit through the door, so you will have to use the garbage chute. At the bottom, a sewer opens in front of you, in which there are a lot of corpses, but these are still “flowers” ​​- then you see a well with hangmen, and above there are cages in which people are imprisoned here only because they were born with some anomalies. You need to follow Pavel to the bars and stay in the shadows. With her, you seat your new friend, after which he lowers a ladder for you, along which you will also climb up. Now sneak, crouching to the ground, and stop on command. Climb up, get to the right officer and kill him, or you can stun him, then pull the lever - a ladder will go down.

And now the prisoners sitting in the cells will tell you what to do. Upstairs, you need to unscrew the bulb from the spotlight, Pavel stands on the other side, turns off the light and leaves. You can walk along the no longer illuminated bridge. After that, you will meet another fascist, and then a ladder. Now you have to crawl along a narrow, not quite clean pipe. Below you will hear a conversation between two fascists, one of whom confesses that he saw his son in Chernoy, so he did not kill him and sold him to a merchant from the Hansa. On the other side you will see a corpse - do not pass by, but pull out 3 throwing knives from it, they will then come in handy when you need a silent weapon. Now you need to get back to the cells, climb up the stairs and press the signal button, after which the gateway will open and a sentry will come out of it. You can deal with him yourself, or hide and wait for Pavel to do it. After that, go inside and pull the lever to close the gateway.

At this point, Pavel will throw you a pistol with a silencer. It will make it easier for you to deal with patrolmen in the sewers. By the way, you can take a couple of machine guns from them, because they won’t be useful in the world of shadows anyway, but you will come in handy. There is also a lever that opens the cells, it is located on the panel near the window. Now help Pavel open the gateway, for which you need to pull the lever on the wall.

Walkthrough of the game Metro Last Light - Reich

If you thought that this was the end of the escape from the Reich, you were mistaken - everything continues. Now you will see the scene that was shown in the very first videos before the release of Metro Last Light. The Sturmbannfuehrer tells the soldiers of the Reich about the military base D6, which has enough food, weapons and medicines, and which is held by Sparta ... By the end of the story, a fascist appears who tells that two prisoners managed to escape. Your comrade fires into the air, after which you rush at full speed. You will be shot, but do not be afraid, Pavel will not leave you in trouble and will drag you to the trolley, and there is no wound at all - a bullet hit your bulletproof vest.

Passage of the game Metro Last Light - Breakup

Your trip with Pavel does not last long. Almost immediately, the rails lead to a dead end, and the only way is to exit through the pipe, but Pavel, who climbed into it, was grabbed by the guards. The gates open and 2 fascists go in search of you, whom you can bypass, stun, or kill. You need to go through the gate to sector D3, which you can go through without even killing anyone. The main thing here is to unscrew the light bulbs in time and stun all the hesitant patrolmen. After that, make your way upstairs and go to the guardhouse. Behind the door you will surprise the fascist who will surrender to you - if you want to see Metro Last Light good ending, leave him alive. Then, your further path lies through a technical channel, which is teeming with spiders, the size of a large palm.

Walkthrough of the game Metro Last Light - Camp

In the camp, you will find that Pavel was badly beaten and is currently being led to execution - try to save him. At the exit of the tunnel you will find another room full of fascists. You need to climb the stairs, go around them and go down the other side. Behind the door you will find a freezer full of animal carcasses. After it, an impromptu greenhouse with plants in baths will open to your eyes. Lamps that illuminate you safe way in the center of the greenhouse, can be turned off using the shield located on the left. On the other side, you will see a descent into the ventilation, from where you need to reach the commander, pull back the lever, which opens a new passage. You can complete this path silently, after which you jump off the bridge, neutralize the stretch and climb the stairs, then crawl through a narrow gap in the wall. Here begins the execution of Paul - kill the executioners and cut the rope.

Walkthrough of the game Metro Last Light - Torch

In order to pursue Artyom and Pavel in the tunnel, the Reich soldiers turned off the light. It turns out that there are huge spiders up ahead that hide in the light, so you will have to use a flashlight. You can pump it up with kinetic energy, as it was in the first part of the game - to do this, you need to press [F] and click the left mouse button until the arrow starts to go off scale. Then you need to raise the grate in order to go down into the tunnel below. The lighter will help burn the web blocking the path. The discovered elevator is not really a way to the exit, but a banal bait that leads straight to the lair of huge spiders, similar in size to a dog. When the spiders almost completely cover the walls of the elevator, you will have to come up and light them with a flashlight (its light is deadly for them). The elevator goes up, where another spider is waiting for you, behind which there is already a bridge. You will make the first jump easily, but then the gap is already too big. In addition to everything, spiders are getting closer to you. Help Pavel pull out a pipe from the wreckage, which can be used as a pole for jumping - from a certain distance, press the [E] key.

After that, you and Pavel climb into the train and go down the other side - in the distance you will see a collapse from which a ray of light breaks through. Spiders will not be able to approach him. Pavel manages to find a torch and set it on fire - it is better to stay as close to the fire as possible so as not to become a dinner of spiders. The exit from the bunker will open a little further. Pavel will send you alone in search of an electrical panel (and he didn’t even give a torch). Turn on the light and the door opens on its own.

Walkthrough of the game Metro Last Light - Echoes

In the discovered basement, you will see that the stalkers decided to stop here, you need to take the gas mask found by Pavel. Behind the basement door, an exit to the surface will open. Before your eyes will open a view with a huge collapsed nose straight into the entrance to the station "Teatralnaya" passenger plane. The weather on this part of the surface is more unpredictable than in the tropics - now the sun is shining, and a second later it starts torrential rain. In the underground passage you will come across a gas mask with intact glasses and a filter, do not forget to pick it up. In the service room, the double-barreled gun is guarded by a hidden animal, and at the exit from the passage you will find a whole flock of guards running through - squat down and do not move and go unnoticed. If we take into account the very strong wind, then, most likely, a serious storm is approaching, from which the animals flee.

Now your path lies through a crashed passenger plane, inside which both you and Paul will begin to have visions. You will even see the pilots of the aircraft at the moment when the nuclear apocalypse began, and the moment the liner crashed. Pavel is so much in the power of visions that he even took off his gas mask and began to suffocate from fictitious smoke. By the time you get off the plane, the sun will already be setting (so long you've been there). For no reason at all, the Demon will grab you - don't worry, he will let you go immediately after Pavel's automatic burst. When you turn the corner, be prepared to meet the guards who are already waiting for you. Here it is better to stick to Pavel, who will lead us to the entrance to the station. First climb through the window, and then go down the escalator.

Walkthrough of the game Metro Last Light - Big

So you ended up at the first station of the Reds. at the same time, a train with refugees approached the platform, who decided to escape here from the Reich, where they were considered mutants (this conclusion can be drawn from conversations). While your friend is trying to arrange for you to be let through the red metro line to the policy, you have time to inspect the Teatralnaya station. It is the most "cultural" stations. Probably, when the apocalypse came, it was here that representatives of the art world and connoisseurs of beauty were concentrated. You will see one of this cultured fraternity - the theater critic - begging in the aisle. Put the cartridge in its box - you will see a "good" ending. There is even an underground theater at this station, which even has a tout. A man walks around a bar where militia soldiers drink and where a juggler entertains kids in every possible way.

Then you will get to the market, where you can buy ammunition and weapons. And just behind the market, you will find the entrance to the New Bolshoi Theater - on the right side there is a line for tickets, and on the left - the entrance to the theater hall. At this time, Pavel comes up to you, who will take you to the Bolshoi Theater for free. On the stage, the girls are dancing the cancan, you can sit down and watch the rest of the numbers - the performance of the four-legged and tailed actor, who almost attacked the audience, because he was tired of endlessly jumping in front of the audience. Then the accordionist will perform with half-naked girls in backup dancers, then the guitarist - in the end, you understand that the poor critic was right that this cannot be called a theater.

The passage you saw leads to the "fabulous" world of theatrical backstage, where cancan dancers rest, you can spy on two bathing young ladies. In a restaurant, your friend invites you to have another drink, which, of course, you will not refuse. After that, you will soon fall on the table completely unconscious. So drink after that with the Reds ...

Passage of the game Metro Last Light - Korbut

In general, we got out of the fire and into the frying pan - from the Nazis to the Communists. Now you are taken as a prisoner through the base of the RED camp, where you notice that there are more soldiers here than your Order, they are busy training or waiting for orders. Pavel Morozov (a talking character, isn't it) will hand you over to General Korbut, next to whom you will find a traitor of the Lesnitsky Order who recognized you.

After that, get ready - an interrogation awaits you, where you will be carefully “interrogated” (that is, swept away) by the Secretary General of the Central Committee of the KMP Moskvin himself, whose mustache immediately resembles Hitler. However, you are not a very talkative person, so beating does not give any results. Now you will be injected with a “truth serum” that causes visions. In them, you will remember the first exit to the surface at the Botanichesky Sad metro station, when one of the Blacks saves a baby from ferocious guards, at the same time getting a passage to the metro, where later his comrades-in-arms deal with thousands of people.

You, of course, should be executed, but so far this has not happened. A boy named Lenya, who is the son of the General Secretary, who does not want to repeat the bloody mistakes of his father, lets you go free. For the boy, this gesture is another way to somehow interfere with the plans of his father, and for you - a chance to save a life. Lenya shows you the exit from the cell, which is located in the ventilation pipe. Here you will be able to hear part of the conversation between Moskvin and Korbut - the general promises the secretary general a "bloodless" solution to the problem, but then orders his squad to destroy some objects, after removing the insignia.

Passage of the game Metro Last Light - Revolution

Pavel was told where the Black Cub lives and given the task to find him, so you need to go after him. However, for now, you are still on the Red Line. You will have to put on a heavy helmet, decorated with traces of bullets that never managed to penetrate it. As is often the case in games, despite the interrogation, your weapons were not taken away, so your ammunition is safe and sound, but look in the closet. There you can take a double-barreled shotgun with a silencer. You have to overcome 3 Reds, go down the stairs and go out the door.

Behind the door you will find a hangar with an armored train. Turn off the light, stun the soldiers one by one. Based on the conversations, it can be concluded that the Reds actually like to do things just for the sake of appearance and are notorious quitters. You have to go around the hangar, moving through those places that are not lit, wait for the loaders to leave and make your way to the door.

You will find yourself in another room with soldiers, but do not rush to shoot - you can just sneak behind them in the dark in the same way. You make your way to the stairs, go up, find the lever in the caretaker's cabin, press it, go back and make your way through the blades of the stopped fan.

Then go downstairs, reach another door, remembering to stay in the shadows. The gateway opens, from where sentries come out. You can hide behind the barrels and wait it out, then walk past. After numerous bonfires, a tunnel will open, which is full of cobwebs. And at the end of the path you will meet with an armored man with a machine gun.

Walkthrough of the game Metro Last Light - Regina

This terrible armored man will be your old friend Andrey Kuznetsov. She will feed you and put you on the Regina armored train. In fact, this armored train is more like a crude fake of some kind of sports car that stands on rails. You need to manage it, like any car in other games. The engine starts when [Space] is pressed. In addition, you get the opportunity to shoot from your own weapons while moving, exit and inspect tunnels, for example, a room with a corpse, a spider lair. However, your trip will end before the lock, which you will not be able to open due to lack of power. So get ready to wander around another spider nest in search of an electrical panel.

Now you can return to your armored train, open the airlock and move on. The ceiling collapsed here, so the air in the tunnel is contaminated - wear a gas mask. Spiders are being replaced by new monsters that are no longer afraid of the light. When your armored train hits another train, it will push it, however, due to the decrease in speed, the monsters will catch up with you and will be able to attack - all that remains is to shoot back. Finally, the extra car has switched to another track - move the arrow so that your Regina goes where it needs to go. But the path, probably, was not in vain boarded up, as soon as possible - your armored car on rails accelerates to incredible speed and eventually rolls over.

Walkthrough of the game Metro Last Light - Bandits

It is not clear how, but despite the fact that you fell out of the seat, the armored train still remained on the rails. Now, in order to see the "good" ending, you will need to go back, where you will find a corpse and a shotgun lying next to it. Now you can move on. Behind the barricades you will see a caravan of refugees who have decided to leave the Red Line. The soldiers who guarded them most likely died in front, so you need to single-handedly deal with the bandits who have already killed a dozen soldiers. To save the first girl, you need to run to her and deal with the kidnappers. Now run back and deal with the bandits to clear the path. Then you need to free the bound prisoner so that he can drive the railcar away. Return for "Regina" and drive on. Before you open the gateway, you will have to resist another ambush of bandits, and the third group is already guarding the arrow. Having dealt with the bandits, you can switch it and drive to the desired path. However, you can also visit the dead end, where you will find a handcar with corpses. However, the right turn is preparing another “feat” for you - the bandits have captured a woman with children and keep them locked in a room that can be reached through a circle from the corridors, but this must be done very quickly, otherwise the bandits can kill the woman. As a result, the armored railcar will fail and the trip will end - you will have to go through the cars located on the left, behind which there will be a sunken station. Pull the string - call the boat to Venice, but the ringing of the bell will attract a pack of monsters who have gathered for dinner. You need to hold out until the boat arrives.

Walkthrough Metro Last Light - Dark Waters

Saves you a local fisherman, whose name is Uncle Fedya. You will notice fish on the tracks and you will certainly want to know where it came from here, deciding to buy up. However, bathing will not give an answer to this question, and it is better not to repeat the experiment - duck down when the logs pass too low. Then you will see incomprehensible mutants, whom Fedor calls "shrimp". Of course, they look like them, only their size from a good boar cannot but confuse. Even if you decide not to start a fight, they still decide to attack the boat and try to capsize it. To prevent this, it is necessary to shoot at those who try to get into the boat. As a result, the fisherman will throw a full box of dynamite, which will raise a high wave - good fishing in dark waters.

Walkthrough of the game Metro Last Light - Venice

You, along with Uncle Fedya, make your way through the bars and get to Venice. At first glance, all its inhabitants are busy only with the fact that they are constantly catching fish, but then everything becomes much more interesting. You can knock on the door, but no one will open it for you, you can give alms, just don’t try to steal - you will ruin your reputation. From the chatter of local bandits, you will learn that the circus of freaks at the October station has replenished with another inhabitant. Perhaps this is the Black we are looking for? At the market, you can sell and buy weapons and other equipment, and there is a shooting range nearby, in which rats act as targets. If you have a shotgun, then it will be very easy to win. After winning three times, you will receive a teddy bear as a reward, which was “lost” by the baby standing with his mother near the shooting range and crying. Give him a toy and improve your karma.

Rumor has it that two Reds went to a brothel, so you'll have to visit it. In the end, you really will find there that Pavel and another "commie" ordered a private dance there. You manage to eavesdrop on their conversation, from which it becomes known that Korbut gave the order to deliver a certain virus to the Oktyabrskaya station. You can’t find out anything more and you can, of course, order a dancer for yourself, but you still need to catch up with these two Reds.

The Communists have disappeared behind the door where their disguised comrades live. One heads for the door, one for the fuses you cut, and one with his back to the lamp. A suspicious suitcase was carried to the station, which was locked. You need to go to the door behind which Pavel is standing. You will fight with him and be able to win, after which the former comrade will tell you the story that Black is at this station. However, Pavel still manages to slip away at the moment when a comrade you know appears from behind the door, offering to shoot the bandits at the very beginning of the mission, and was refused by the head of the Station. He will show you the way to the surface. Don't forget to put on the hazmat suit first, which you can find in the closet located to the right of the stairs.

Metro Last Light Walkthrough - Sunset

Finally, the briefing is over, and you are left alone with a radioactive swamp, teeming with leeches and unknown creatures, "dressed" in a powerful shell. Examine the trucks - in one of the trailers there are incendiary bombs that perfectly cope with the swamp inhabitants. However, do not hesitate, because the supply of filters for a gas mask, unfortunately, is not eternal, and the capital's sky is full of Demons. In one of the garages you will find a new machine gun - Kalash 2012. Move better on solid ground, and in those places where red flags are visible.

In order to find fuel, you will have to visit a crashed plane, which you can get into using a hole in the roof, having previously climbed onto its wing, and in a garage located on the opposite side, not far from the border of the map. In both of these places, you need to check the canisters - when you find a full one, a huge monster will appear outside, which you cannot kill yet, so just move on. Get to the ferry station, for which you needed fuel. You will have to activate the launch twice - at first you are simply attacked by "shrimp", but after the second attempt - the same green monster, although the Demon has already turned its attention to it, so do not worry too much. After that, your raft will finally arrive and you will be able to get across the swamp.

Walkthrough of the game Metro Last Light - Night

The coming night in the post-apocalyptic world is full of all sorts of horrors. You have yet to reach the church. In addition to the big green monster that will appear and disappear, there are not so tenacious small land creatures here. Follow the flags that will lead you to the shopping center building. Here everything reminds of a beauty salon, a cafe, a shop that once existed. On the second floor, you can see the exit through a broken window, illuminated by a spotlight beam. You will hear the voice of your partner Anna from the loudspeaker. I wonder how she got here?

Behind it, you can also see the road to the church through the ruins. Before you had time to walk along the log, a nasty tenacious creature jumped out of the water, in order to kill which you would have to resort to the help of half a dozen trunks. Now you can safely move to the church on a log.

Walkthrough of the game Metro Last Light - Catacombs

A place was assigned for you in the very corner of the church, but before you had time to fall asleep, Anna woke you up, apologizing for allowing the enemy to take you prisoner. You are talking peacefully with your partner, as someone knocked on the door of the church. An explosion, everyone who is not killed is stunned - it was Lesnitsky who came with his Red comrades to the outpost of the Order of the Rangers. You have time to notice how they grabbed Anna, and you yourself pass out.

Finally, we woke up, but the Reds were gone. The exit from the church is littered, but the catacombs are open. On the floor you will find an audio recording from which it is known that Anna was taken to the Oktyabrskaya. A long and winding road awaits us, but there is nothing to do, we have to go there. The descent will take place in the old cage and very slowly, but a flock of vile creatures will soon try to attack you - you need to aim at their nose. Despite the fact that the crate has finally fallen, it is not yet at the very bottom, so you will have to go down there through a tunnel that resembles an abandoned mine. Ahead you see how monsters run one after another - do not touch them and improve your karma. A small waterfall hides an ambush of guards arranged for you. To open the gate, you must rotate the wheel while holding the [E] key. behind them you will find a beautiful cave with numerous streams, in the center of which there is an incomprehensible small building. You go down the elevator, after which you jump off - and you find yourself visiting the next monsters, the company of which was replenished with mutant bats attacking with ultrasound. After another group, activate the lever, which will launch water into the elevator mechanism. It goes down and you can ride it up.

There is a bridge here, which is not distinguished by its strength. But what to do, you have to go. True, as soon as a huge monster joins your company, the bridge will collapse and together with the monster you will fall down. This large gorilla-like creature is not yet successful, but you can make it ram the columns, although nothing will collapse, the monster will soon make a hole in the wall that leads into the tunnel, after which a mortal battle will occur. After you kill the monster, the walls of the cave will not be able to withstand the onslaught of water, which will carry you along.

Walkthrough of the game Metro Last Light - Infection

Obviously, wandering through the cave passages is coming to an end, from above you hear Anna's heavy breathing. Climbing the stairs, you can get into the ventilation, from which you will see how Anna is being led somewhere. Next, you can see how the communists shoot civilians who have contracted the infection. When you go down, you will hear part of the conversation, from which it becomes known that the Reds do not know that their comrades are to blame for the infection, but they suspect that something is wrong here. True, it is more useful to kill them before they kill one of the civilians, who said that the Red soldiers appeared on Oktyabrskaya two days before the epidemic with flamethrowers, and suggested that it was they who launched the virus. On the table, do not forget to grab a night vision device. A trail of corpses leads you along the rails.

You will learn that the Reds have captured the station. You have to get close to the door with the inscription "Do not enter", after which the infected territory begins. This is where the Reds burn bodies and buildings. You have to crawl through a narrow tunnel, at the other end of which everything is engulfed in flames, including a huge library within the metro. Now get close to the red door that leads to the border of the station. On the other side, you will see escalators, Lesnitsky and Anya with a knife to their throats. Lesnitsky will order you to take off the gas mask, and eventually run away, and you, together with Anna, having gathered all your strength, must get to the Hansa, where you will be put on gas masks, saving your lives for a while, because it is not known whether you were infected or not.

Walkthrough of the game Metro Last Light - Quarantine

This chapter begins with a juicy scene. Anna decided to give herself to Artyom, not yet knowing that their lives were not in danger. Later, you will find out that you are not infected, but your girlfriend still needs to heal the wound, and you leave the quarantine zone alone. There are civilians who escaped from the Oktyabrskaya station. For most of them, fortune did not smile so widely, and, most likely, they still did not have long. In the purification chamber, we manage to eavesdrop on a conversation between a doctor and a soldier who believes that this epidemic was caused by nothing more than a bacteriological weapon that kills the maximum number of people in a short time, after which it becomes completely harmless, which ultimately allows repopulating the cleared territory. You, unlike other refugees, are passed through a checkpoint, everyone at the station is wearing gas masks. Here you will meet Khan, together with whom you will get to the platform, on which there are also other rangers who helped Hansa survive.

Walkthrough Metro Last Light - Khan

Khan still leads half-mad conversations about the need to find and save the little Cherny, calling him, for unknown reasons, "the last angel." You go with him to the Interlinear - this is a labyrinth that almost no one uses. While Khan holds the lever, you pass between the blades of huge fans. You just have to follow Khan until a pack of guards appears. Use a flashlight or night vision goggle to see farther. Now burn the web, behind which is hidden a rotten grate that hides the entrance to a half-flooded tunnel.

To say that this place seems strange is an understatement. Quite unexpectedly, there is a phone call, and such an old telephone, and you hear the voice of Artyom's mother. Now everything is clear - this is another portion of visions and glitches. True, in this place you manage to run just by leaps and bounds, despite the fact that the water is knee-deep. Khan mutters something about fate and human life, about the fact that this River will take you to the little Black. And indeed, as soon as you find yourself in a funnel, a drain will occur, sucking in and taking away no one knows where.

You will find yourself at the top of the Ostankino TV tower, just at the moment when Artyom sends rockets to the Cherny's lair. When Khan jumps down, you need to approach the second Artyom. Now a new attraction begins - the pursuit of the little Black in the ruins of his house (the beginning of this game). Another vision is of a cub chasing a freak circus ride on fire.

Finally, your visions end and you and Khan return to reality. Then on the radio you will hear a warning for the 13th post about a possible attack from the communists. Get on the railcar with Khan and catch up with the train.

Walkthrough of the game Metro Last Light - Pursuit

The Hansa train carrying Chernoy is pursued not only by rangers, but also by the communists, so at the very beginning of the chase you have to deal with the crews of a couple of handcars - in order to do this as quickly as possible, use headshots. After that, it turns out that, in an incomprehensible way, the Reds have already occupied the train itself. You head to the last car, carry out a sweep there, then deal with the entire port side. Now you will have to jump from the trolley to the train alone, head to the head car, shooting at the suddenly appearing Reds along the way. do not forget - wooden boxes are well shot through. Behind these cars you will see cages in which only one creature lives - the little Black we are looking for.

In front of your train, another train explodes, yours stops, the cub flies out of the cage and manages to grab your hand. Visions again: the first exit of their subway at the Botanical Garden station. Now I remember the face of my mother Artem, Cherny are really trying to establish contact with you. Now the cub is losing strength and you will have to carry it.

Passage of game Metro Last Light - Crossing

You manage to carry the baby out of the blazing train to the surface. Now the telepathic connection between you has been finally established - you can hear the thoughts of the Black, which, however, will soon disappear somewhere, and you will be able to walk on the surface. Climb down and continue down the trench. The number of monsters exceeds a couple of dozen, but, to our joy, they attack not simultaneously, but one by one. "Child" changes your vision to heat vision, but this will not last long. You will again notice him near the river. You have to walk on the ice - be on the lookout, a hungry monster will jump out from under it. The cub, unashamedly, continues to study your thoughts and memories. Under the bridge you will find the body of a demon, which will allow you to make your karma a little better, here you will also find a note. Then you can get inside the bridge.

Little Black put on children's clothes, many skeletons are found in the cars. Out of the blue, it becomes known that the demons have such power that they are able to throw a huge wagon into the river. You manage to fall into the water earlier, thanks to which you will survive by climbing onto the ice. However, be careful - you should never fall into the water again - there are fish that can eat you whole. Run across the ice straight to the stuck ship, from which you can cross over to several wagons that have fallen into the river. On them, and get to the sushi. Now go back inside the bridge.

Walkthrough of the game Metro Last Light - Bridge

Almost at the very beginning of the bridge you find a rifle, at the top the kid will again demonstrate the abilities of his vision. Red monsters are evil. You have to move around the post, shooting monsters. However, you can safely go past the second group of creatures along the paths on the left - they will not notice you, and at the top of the escalator you will not be able to avoid the battle. In the closet you will see a staircase that leads somewhere upstairs. Previously, a detachment of stalkers was located here, but they were all killed. Get ready to face the mutant bats. Finally, you will find a cable with which you can overcome about half of the bridge, until the Demon breaks it. However, although you did not expect this, the Black cub will come to the rescue and will distract this monster from you. Then you will meet him again in the car.

Walkthrough of the game Metro Last Light - Depot

In the depot, everything shudders from thunder peals, pouring rain whips over rusty trains, and the sky above you is as black as at night. The baby manages to notice people first, probably with the help of special vision. He says that these people are not actually evil, although they are very afraid of being attacked. These are the rangers who have occupied the hangar with whom you can trade.

After making your way upstairs and meeting with Cherny, you manage to find out that there are a lot of hostile people in the Depot - these are red communists. Behind them you can see the door that leads to the stairs, where the kid will give you the filter for the gas mask he found, after which he will be able to open the locked door, behind which you will find another squad - it will be easier with him than with the previous one. And behind the second detachment is the third, whose goal is to catch the little Cherny, who turned out to be the last survivor. They don’t need you alive, though there are already legends about you, as about someone who can single-handedly deal with a whole detachment - don’t upset your “comrades” and prove your glory. Behind them, right outside the door, a detachment of black and red is waiting for you, who are afraid of you, but still want to kill you.

We dealt with them and behind the next door we meet Lesnitsky with a knife. The kid manages to grab him by the neck and guide you into his memory. You will learn that Lesnitsky stole a virus (chemical weapon) from the laboratory, handed it over to Morozov and Korbut, captured Anya, but something new becomes known - Pavel was given an order somehow connected with Red Square. The visions end and you must decide whether to kill the traitor. As you understand, in order to improve your karma, you just need to stun him. They say on the radio that the rangers need to use the entrance on Red Square, where we will also go.

Walkthrough of the game Metro Last Light - Dead City

You go out into the city, where little Black shows you a lot of ghostly shadows inside the once residential buildings. Climb the stairs of the first of them, find a note in the apartment, and a flash of lightning will allow you to see a silhouette that is completely invisible at normal times. While you jump out of the window, you will be able to see for a few seconds the distant past, in which everything is flooded with sunlight, green foliage and cheerful children play in the yard. Now there are constant lead clouds in the sky, trees have been standing like skeletons for more than a year, and children in this world are just phantoms, or shadows of memories of the past ...

In order to go further, you will have to jump into a dug hole with a pipe. This hole leads to the cellars. Climb the stairs and find a stash of stalkers, through the window you will see a pack of mutant dogs, and also hear infant crying. However, do not relax. This game of ghostly shadows, lightning flashes, unexpected attacks - all this creates the effect of perhaps the most terrible place in the game, in which you will have to shudder repeatedly.

Finally got to the surface through another hole, now go under the archway. A flock of hungry mutants is waiting for you in the yard, little Black continues to help you, bringing supplies.

You have to go through another high-rise building, through the courtyard of which a flock of mutants will run, which you can not touch. Finally the rain has stopped. We need to climb onto the roof of the house. Now get ready for the Demon attack, so run to the entrance to the stairs that lead inside the house. Get down, jump through the hole into the basement, which is the entrance to the catacombs.

Walkthrough of the game Metro Last Light - Red Square

The catacombs lead us to the Kremlin, or rather, to what it once was. Flocks of small mutants fly over the towers, others have already occupied them. If you do not approach them and do not shoot at them, then they will not be touched. Clear weather in just a couple of seconds is replaced by a strong wind. Little Black is busy looking for a place to hide from the weather. The path can only be continued until the next shelter, in which you will have to wait out the elements mixed with radiation. The kid will find them. There is no need to kill mutants here - you just need to go around the green water on top, after which you will find the entrance to the tunnel, from the walls of which phantom hands will reach out to you. They will soon turn into real ones and grab you. The cub will come to the rescue, as always. At the exit there is a road leading to the Mausoleum, in which only bones remained from the Great Leader. Overcome the upper part of the mausoleum and then go down, in the aisles you need to move against the compass.

You will come out in front of St. Basil's Cathedral, in which the Reds, led by Pavel, hid. You must first remove all the snipers in the windows, the cub with its thermal vision will help you with this. A small detachment will pass below, after which the gates inside the cathedral will open, behind which, of course, another ambush. Now it remains to shoot at Pavel himself, who is trying to go further and further to the balcony. Black tells you that he is not angry, but sad. From the memory of your former comrade, you manage to find out that Korbut planned to capture D6, and while Melnik was in negotiations, pick up the poison and destroy all the inhabitants of the metro, except for the Red Line, in order to populate all lines with communists after such a sweep. Unlike the situation with Lesnitsky, here you will have to choose between help and inaction, but it is better to save Morozov. Now exit through the window into the garden.

Walkthrough of the game Metro Last Light - Garden

It is hard to recognize the Alexander Garden in what has opened to your eyes. Behind the fence is a swampy area, in front of some monster just felling trees, and then what was once an alley with monuments of hero cities. After a narrow hole you will meet a huge she-bear who will attack you, and you prick her in the eye. This slows down its movement, which small mutants quickly decide to take advantage of. To improve karma, kill them when the wounded beast breaks through the roots - this way it will survive and return to the cubs.

You are already waiting at the entrance to the Melnik and Khan metro stations. Black will show you and Khan another vision - there are other Blacks behind the door at the D6 base, who are still in a state of hibernation. The miller agrees to let the three of you go to D6 if Black helps him with the negotiations in Polis.

Walkthrough of the game Metro Last Light - Polis

The cub was disguised as a boy, wearing a cloak. Khan argues with Melnik regarding negotiations. It's one thing to tell the truth about the plans of the Reds to the Order, and another thing to try to convince all other groups of this without any evidence. In front of the entrance, the ranks of the Reds and the Reich have already been assembled, and their heads are pushing loud speeches from the stands.

The four of you enter the council hall at the moment when Moskvin is speaking, who begins to back away from the “child”, but he fails to get away from the baby. His memory resembles a red corridor with communist posters, which is full of doors to different memories. By order of General Korbut, he poisoned his brother, believing that he wanted to kill him. Then he was elected General Secretary, and Korbut got a lever of pressure on him, helping to realize his cunning plan. After the exposure, Moskvin confesses all this to the council and reports that Korbut is preparing to storm the D6 base at this time.

Passage of the game Metro Last Light - D6

The Rangers again go to the D6 base to fight General Korbut. You are wearing a heavy armored suit, made specifically for shooting with a person, not with monsters. Therefore, all your movements are significantly hampered and slowed down. The Black Cub set off alone to free his brethren.

Miller gives an encouraging speech before the battle, saying that each of them is worth 5 enemies, this ratio will be in the final battle. On the left you will find a box of ammo for all types of weapons, and on the right - the last opportunity to upgrade or exchange your arsenal, and absolutely free. We recommend taking the Paragraph machine gun - a worthwhile item. Also make sure that the weapon uses different cartridges - they may not be enough for a long time. Complete the preparations and head to the barricade in front of the gate.

The communists rammed the gate with a train, then blew it up, which deprived Sparta of the first line of defense and opened the passage for the infantry. A minute later, another explosion will be heard from the other side, which will concuss you, but you will be able to get up and continue to fight in the third line. In shelters, do not forget to crouch. After that, another breakthrough will occur on the left, in which you will see a tank on rails. Shoot at the steel stick that binds the two wheels, which is highlighted in red. It is better to do this with a sniper rifle, which, by the way, lies on the floor. After that, both wheels will light up, then the machine gunner's armor plate, and finally the tank will explode. The Reds begin their retreat.

However, this is only done so that more soldiers can go through the first path. Regroup - jump over the fence to your comrades. Know that the enemies are well armed and armored. After that, reinforcements with a flamethrower are pulled up, then they line up in a "turtle", using shields that cover them completely even on the move. Here your goal is the tank of the flamethrower on the back, and preliminarily his head.

The last "breath" of the Reds is an armored train that rams through your entire defense. Korbut takes the stage to admire the last surviving rangers, however, much to his misfortune, you are among them, and the D6 base self-destruct switch is at arm's length from you.

Metro Last Light - bad and good ending

There are two endings in the game Metro Last Light: one is good, which we have been hinting at throughout the game, the other is not very good. What you see depends only on whether you search all the corners, listen to all the conversations, do not destroy the enemies more than necessary. If you did not have such a desire, then get ready for the worst ending. It involves activating a lever, destroying everyone in the base, and at the end, Anna tells Artyom's child the story of his brave father who saved Metro. Good ending: Black Cub stops your hand and prevents you from activating the self-destruct of the base, the rest is done by his brothers. Black leaves and promises to return one day.

Here it is - walkthrough of the game Metro Last Light.

Chapter 1. Sparta Watching the introductory video. While we were sitting around the fire, from the other end of the tunnel came the voices of the allies who were under attack. Literally through...

Chapter 1. Sparta

Let's watch the introductory video. While we were sitting around the fire, from the other end of the tunnel came the voices of the allies who were under attack. Literally in a few seconds, the Blacks captured our minds, and we were forced to kill all our comrades-in-arms.

Waking up, we communicate with Khan. He reports about the ashes of the Blacks found on the surface. It is necessary to establish contact with them to find out about their intentions. From now on, we are members of the Order and are under the command of the Miller. The Khan went after Melnik. We take away from the table a lighter and a diary. It will record current tasks. The compass will show you the right path to your destination. We leave the room and turn left. We pass to the end along a long corridor and get to the armory. From the counter we select a gas mask and a couple of filters for it. We will also need first-aid kits and army cartridges, which are both live ammunition and local currency. The damage from army cartridges is much more, but on the other hand, you can buy ammunition of any caliber for them at the appropriate rate. From the rack on the right we take any three guns. Even more to the right is a shooting range, on which we will test our trunks. We shoot at the targets that appear. To break through armored targets, you need to shoot them long and hard. Or accurate shot hit the head. We replenish our ammunition and move on.

When the gates open, together with Khan and Ulman we enter the lift. Having risen upward, we move towards the command center to Melnik. Command believes that the Blacks are a threat to the Order. Khan is of the opposite opinion. Instead, the best sniper of the Order, Anna, will go with us. Follow her to the elevator and go up to the platform. We are waiting for the arrival of the monorail and sit in it.

Chapter 2
Train to the past

“A year ago, standing at the top of the TV tower, I saw how rockets fell on the Botanical Garden, turning all living beings into ashes, melting metal and glass. Nobody and nothing could survive in this hell. But Khan found Black there. Now it is my duty and my mission to find and destroy him. Finish what you started."

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

Chapter 3. Pavel
Enemy of my enemy

“The creature that I met on the scorched remains of the Botanical Garden looks like Black and was able to penetrate my consciousness, extracting and shaking out the most secret from me. But it was only a baby. And I'm sure he recognized me. Found out and scared. And he was able to put me out of action for a while. That was enough to be taken prisoner."

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

We get a pistol with a silencer from a partner. An important feature of the watch is the light sensor. If the blue light on them is on, then we are easy to spot. Arriving at the place, we leave the gateway and move on the right side. We hit the enemy on the other side with a well-aimed headshot. We follow the wall so as not to miss the stairs. Climb up and get to the bridge. We are waiting for the enemy to cross it, and, having sneaked up, we will neutralize it. Let's go to the other side. We clean the room from enemies and deal with those who are sitting at the remote control. We pull the lever to release the prisoners. We approach and pull the lever on the right side of the gate. All that was left was to quickly get inside.

Chapter 4

“The escape from the fascist prison was held under the motto “the enemy of my enemy is my friend.” This friend's name is Pavel. He commanded the reconnaissance group of the Reds destroyed by the Nazis. I never had much sympathy for the communists, but Pavel acted like a hero.”

We rise along the escalator and begin to make our way through the crowd of enemies. Soon we will be found out, and the chase will begin. We quickly run after Pavel, jump at his command and manage to pass under the almost closed gate. We use the railcar to finally hide from the Reich. We shoot the enemies that have appeared before the transport drives off to a safe distance.

Chapter 5
The escape

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

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

Chapter 6
Friend

“Pasha is probably waiting for a noose. Who knows what would have happened to me if he hadn't pulled me out? Red, blue, yellow - what's the difference? He risked his life for me. This rarely happens on the subway. I can't leave him here."

We crawl to Pavel's cell and communicate with him. He will be taken to the hanger, and we will turn right and go to the end. We move along the corridor and observe the beating of Red. We turn right, carefully approach the stairs and turn off the lamp. Climb up, turn left. Soon the electrician will leave, and we can follow him. We go on the left side for the patrol. When he crosses to the other side, we overtake the electrician and destroy him. We go down and head straight for the exit. We get into the freezer and go to the end. On the wall on the left side there is a gap, through it we move to the next room.

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

Chapter 7. Torch
Through the darkness

“I pulled the pasha out of the noose, and he promised to take me as close as possible to Polis. Then everything is clear: I will find people from the Order there and inform them of what happened. But the path to the legendary Theater lies through the catacombs. I had never been to these places before, and without my new friend, I think I would probably get lost here. I hope he knows the way."

We follow Pavel through the tunnel. The Reich put out the light, and now we were alone in the dark with the spiders. We constantly use the charger to prevent the flashlight from turning off. We get to the blockage, then by joint efforts we raise the grate. We jump down and continue to move for a partner. Having found the elevator, we go up on it. We are attacked by huge spiders. We shine a flashlight directly on them and thereby burn through the shell. We get out of the cab and help Pavel. We continue to follow him, again find ourselves at the rails and jump down. We destroy the spiders, first burning them with the light of a lantern, and then we shoot the weak spot - the belly. To cross the bridge, we help Pavel pull out a long metal rod. It will help us get to the other side. We approach the car so that the partner puts us on.

We run to the edge of the car and fly to the other side. Let's make a torch and follow Pavel. We get to the locked door. The wire from the electric lock leads to the right. We recharge the flashlight and turn there. The door is locked, so we move on. After passing through the premises, we get into the right room and feed the electrical shield. Now we can return to Pavel along a short path by opening the door.

“There is very little left to the Teatralnaya. The entrance to the metro, apparently, should be somewhere nearby. But no matter how small this distance, we have to go through it on the surface. And at the top, every step and every breath can be the last.

There is a lot of ammunition in this habitable place. We also select a gas mask and filters for it. We rise to the surface and follow the partner. On the wing of the crashed plane we go down and get to the transition. We go inside and, on the advice of Paul, we replace the gas mask with the one that is on the dead body. Having moved to the other side, we turn right to the service room. There is a powerful double-barreled shotgun on the table, as soon as we pick it up, the Guardian will attack us. We kill him and return to Paul.

We go upstairs and wait for the departure of a whole flock of Guardians. We run to the plane, open the door by frequently pressing the button shown on the screen. Dozens of the dead were on board 76715 that day. All of them were returning from vacation. Having followed that fateful day with our own eyes, we help the shell-shocked partner. We get out and shoot the Demon. We continue to follow Pavel and destroy the Guardians. We approach the wall to be thrown up. We go down the escalator and fight off enemies until the doors open.

Chapter 9
Theatre

“The short date with the dead Moscow, the ghost of the past, is over. Pavel and I helped each other out again. And back to the subway we go down already soldered tandem. There is no other way to survive in the wastelands. But now ahead is a manned station. Theatrical. From here to Polis is within easy reach. If Pasha can get me through the checkpoints of the Red Line, I will be at my own in an hour.”

We follow Pasha, then he will remain for negotiations, and we will go further through the screen. We get to the entrance to the theater, and soon a partner will come here. Together we pass to the stage (we can watch the performance), then - to the dressing room. At a local restaurant, Pasha invites us to drink and eat. This is where the revelations begin: in fact, it was all a setup. We were put to sleep and seized without noise.

Chapter 10. Korbut
Betrayal

“How stupidly I got caught, bought into the assurances of friendship, the stupid saying about the musketeers ... nothing ... we'll get even. I wonder why Paul lured me into a trap?

We are taken to the conference room, where we are offered to talk about the telepathic abilities of the Blacks. Arrived Moskvin begins to torture us in the traditional way. His son, Lenya, is the complete opposite of his father. It is he who helps us break free through the pipes in which he himself constantly hid from his father.

Chapter 11
Red line

“Now I am in real spider catacombs ... and Secretary General Moskvin does not reach the level of the main spider, clearly inferior to General Korbut ... I would like to know what he was thinking ... What did Lesnitsky deliver from D6 to him? What should destroy the enemies of the revolution? So far, there are only questions... One thing is clear - Pavel has information about Cherny. Now he is my target."

We take away all our equipment from the table and leave the room. We turn right, go around the metal detector on the right side. Then we turn left and wait near the stairs when the enemy goes down. We follow him, we pass into the room on the left side and from there even further. We turn right, turn off the electrical panel and continue to move along the wall to the corner. Extinguish the lamp on the box, follow the wall to the forklift. There is a door next to it. We wait for the departure of the worker on the forklift and go through the door to the next area.

We go to the left, shoot the light bulb over the bunker and deal with the enemy inside the bunker. Now carefully, clinging to the walls of the bunker, we go around it on the right side. The enemy is ahead, he will soon leave, and we can move on and go down under the floor. We move straight to the end, turn left and go upstairs. We go along the dark area on the right side, again we go under the floor and arrive at the fan. We climb the stairs, head to the control room, where the worker is standing. Behind him is a lever. Without touching the worker, we pull the lever and approach the fan. Through a small gap, we pass through the blades. After getting out, we go to the right and go down. We move along the left wall, destroying the lighting fixtures. We pass to the other side, where a door will be slightly to the right, which will lead us to the rails.

We pass to the other side, moving from the left side. When the big gates open, we hide behind the cylinders and wait for the flamethrowers to leave. We pass forward, go around or neutralize a lone enemy and get to a splintered platform. We turn right and move along the ventilation system. As soon as we jump down, we turn around and continue to crawl. Here's a surprise: in the room we meet Andrey Kuznets.

Chapter 12
In hot pursuit

“I managed to send word to the Order. Through his old friend - Andrey Kuznets. At least Melnik will know that I'm alive. That I did not cope with his task, but I did not refuse to fulfill it either.

After talking with Andrei, we follow him to the rails. "Regina" - a railcar assembled from bridge parts. We climb into the transport, start the engine and turn on the light in the same way as we activate the flashlight. We reach the locked gate. We get off the railcar and go right to the electrical panel. The faster we move, the fewer enemies we will meet. We get to the shield, feed it and return to the gate. We pull the lever on the left side, put on a gas mask and continue the trip. There will be a wagon on the way, we push it through and at the same time we shoot the Guards that are creeping up from behind. We try to kill them as quickly as possible, otherwise they will move to the front of the railcar and thus surround us. At the fork, we drive back a little and switch the rails using the mechanism on the right side. We ram through obstacles at speed. We rush down the hill at breakneck speed and lose control of the trolley.

Chapter 13

“Pavel's group is moving to Tretyakovskaya, which is also Venice, several hours ahead. Yes, and they are moving along a habitable tunnel ... But I will catch up with them ... I have no right not to catch up.

Waking up, we climb onto the transport and go further. We ram the barrier several times and immediately run into refugees. They report on the bandits who captured the combat-ready guys who were driving ahead of the group. We drive forward and soon we will hear the voice of a woman calling for help. There will be a passage to the right, go there and turn off the lamp. On the wagons we get to the enemies, deal with them and return to the trolley. We are not in a hurry, because another bandit has arrived here. We kill him and on our own we get to the fork. To begin with, we shoot through the lighting device on the wall on the left side. A little to the right is a lone enemy. We kill him and two more on the right side. We pass to the neighboring rails and get the task - to remove the railcar from the path. We deal with the enemy on a trolley. There are two more ahead, we neutralize the one on the left, then standing with his back to him. Let's leave the hostage for now and move on.

We hide in the toilet on the right side and wait for the bandit. We kill him and follow to the next passage. Two at the fire, when one of them leaves, we deal with the second and follow to the end, where there will be a lever. We deal with everyone who gets in the way. We pull the lever and right from here we go down to the rails. We continue to follow them. Two will go towards, so we hide behind bars on the right side. We deal with them and get to the fork. If you go along the left path, but you can find a lot of ammunition near the trolley. We switch rails and return to the hostage. We release him, after which he will remove the railcar from the path. We go back and on "Regina" we reach the second fork. Since we have already switched the rails, we immediately shift to the right side and ram through the obstacle. Before you do this, you can help the woman and her children. There are few enemies and it is not difficult to bypass them.

The trolley is out of order, so we continue on foot. We turn to the cars on the left side and, turning on the flashlight, we look for open door. We pass through the cars and get out on the other side. We pull the rynda to call the ferry. We fight off the Guardians until the fisherman arrives. By the way, on the top floor you can find a four-barrel. We jump onto the raft as soon as possible. We kill a few more pursuers until we sail to a safe distance.

Chapter 14

“The snow above has begun to melt… Now, boats… and fishermen have been added to the traditional railcars. One of them showed up just in time. We will be in Venice soon. Pavel is most likely already there.”

As soon as the "shrimp" attacks us, we quickly and often press the button shown on the screen. Then we help the ally and begin to actively monitor the edges of the raft in order to destroy the hooked enemies in time.

Chapter 15. Venice

“Underground Venice… An island that stands on dark cave rivers. Underground Venice has a bad reputation. They say that all of it is a big thieves' den. I know for sure: Pavel got to Venice, and, no matter how late I am, he is still here. My main task remains to find traces of the Black, but now I must also try to unravel Korbut's plan in order to warn the Order about him ... ".

Having moored, we navigate in Venice with the help of a compass. We get to the "Sex Shop", where we find Pavel. We approach the door and eavesdrop on the conversation. Further, we continue to follow the arrow of the pointer. We arrive at the warehouse and wait for the enemy to come to check the door. We neutralize it and move on the right side. We also kill everyone who gets in the way. Having reached the enemy with a lantern, we bypass it on the left side. Again we pass to the right for the racks. There is another one at the exit, so we shoot the lighting fixtures and quickly break through the door.

We almost captured Pavel, but suddenly an ally appeared and he managed to escape. Before rising to the surface, we put on a suit, located in a locker on the right side, and a gas mask.

Chapter 16
swamps

“If I’m lucky, I’ll have ours waiting for me at the outpost of the Order in an abandoned church. I will tell them everything I know about Pavel. About some terrible experiment that they are going to conduct - and continue on my way to Oktyabrskaya. Black is there.

Water is the most dangerous place in the swamp. We go down and follow the sign to get to the cache. We pass to it along the log and inspect the canisters. We go back, kill the Demon and move to the plane. Red flags indicate a safe path. It is located approximately in the tail section of the aircraft. We pick up the full canister and deliver it to the winch. While the ferry arrives, we fight off enemies. If they understand each other, then we try not to interfere, in order to save ammo.

Chapter 17
Church

“While I was walking through the swamps, I should have been heard well. If there are ours in the church, then soon I will meet them.”

Having landed, we are guided by the green areas and by the sign. We go around the building, we get to the place where a huge "shrimp" will attack us. There is no point in shooting at her, so we quickly run into the building on the other side. We go upstairs, go to the window and hear Ani's voice. By wooden structure we move to the church, but do not have time to run into it. We use all our weapons to destroy a dangerous enemy. We try not to get close to him, as he can kill with a couple of blows. Having won, we move along the log to the church and go inside.

Chapter 18
Through hell

“For some reason, I was glad to see this evil one - Anya. Maybe it's because she's finally stopped being sarcastic... It looks like she's just embarrassed that she left her partner on the battlefield.

After talking, be sure to buy ammunition. We get to the door, after knocking Lesnitsky, they break inside and take Anya away with them. Waking up, we go forward and go down into the catacombs. When the flashlight turns off, you can use the lighter. We get out to the lift, on which we go down even lower. We shoot clinging enemies, then quickly and often press the button shown so as not to break down. There are many Guardians here, so once again we try not to disturb them. We move on all fours and without the use of a flashlight or a lighter. If possible, it is better to run away. Open the door by turning the mechanism on the right side.

We get to the lift and go down. We jump even lower and quickly head to the next lift. There are even more guards, so we quickly call the lift and run around the territory. Use explosives whenever possible. Having risen up, we are trying to cross the bridge, but a certain creature appears, and together we fall down. We stand in front of the columns and provoke the enemy into rams. Having broken through all the columns, the enemy will leave us. Let's follow him to the next arena. We carry out a similar action until everything here is razed to the ground. We finish off the enemy by shooting at him.

Chapter 19
Through the fire

“All roads lead to Oktyabrskaya. There is Black. Now Anna is there. In the hands of my enemies. In the hands of a traitor - Lesnitsky.

Waking up, we get to the stairs and go up to the ventilation system. We crawl to a room with a large number of corpses. There are two in the next room, it will not be difficult to get around them. We get out to the rails and continue to move. Enemies are engaged in unloading, we go straight and move to the other side. We neutralize everyone who gets in the way. We turn left, we pass into the room, above which is written "Armory". Here we turn right and open the blue door with the image of a skull. We get to the grate using the pointer. We can’t go further, so we turn around and climb the stairs. On the top we can get over to the other side.

We jump down, go to the right and go to the other side through the gap in the floor. We move on all fours to the exit. Basically, the enemies will not notice us, since the premises are smoky. But we will definitely neutralize especially agile ones.

Chapter 20
Epidemic

“Puzzle pieces are coming together. Lined up in a picture - nightmarish and incredible. I tell others about this, but I myself cannot believe it: the Reds infected Oktyabrskaya - a peaceful station, the inhabitants of which did not suspect anything - with an unknown, terrible virus. And then their liquidators entered there under the pretext of saving the station from the epidemic, and methodically destroyed everyone they managed to get to. Women, children, old people… ostensibly in order to avoid the spread of infection… and if all this is true, then Anya and I could become infected. We were rescued - but we don't know if we will survive or not."

After talking with Anya, we get to the laboratory through the chambers. We meet Khan, then we shop in the armory and go to the tunnels.

Chapter 21
River of Destiny

“In another time, in another place, what happened could change our lives, but for us there is only one time - the present, and only one place - the subway. And our duty is to save him at all costs. We need to hurry: I - to catch up with Chernoy, Anya - to inform my father about what Korbut is doing with Moskvin. Everything else is a luxury now unaffordable.

We follow Khan into the interline tunnel. The partner will stop the fans, and we will move on. We continue to follow Khan and fight off the Guardians. We use the lighter to burn through the web. We get out to the water and get to the stream, from where we will move to the tower. It was from here that we launched rockets and destroyed the city of Chernykh. After a while, we leave the tower and start chasing the Black. We get to the place where we almost managed to catch him. We move to the train to continue the chase. We run to the other side and jump down. We are again in real world and we get to the trolley.

Chapter 22
Train to the future

“I didn't believe him. This is unbelievable - but Khan did not deceive me. This strange river took me back to the moment when I sent the signal and destroyed all the Blacks. And then she threw me into a place where I can find the only living one of them - a helpless and harmless cub ... Khan called him the last angel.

We catch up with the train and shoot the enemies on it. As soon as the opportunity arises, we jump over to it. We move forward, destroying enemies, until we get to the cub. We get in contact with him, after which we begin to understand Chernoy. We take him to a safe place.

Chapter 23
Child

“Of course I couldn't kill him. And as long as I myself am alive, as long as my heart beats, I will protect it. Khan says we can somehow use it to stop the war... Yes, it can work miracles, but I don't want to use it. His war ended when I aimed rockets at his house, at his family.”

We deliver Black to the surface and follow him. Be sure to replace the gas mask with the one on the dead man. The cub helps us in the fight against the Guardians. Use the pointer to follow the right path. Once on the fragile ice, we look under our feet and shoot the enemies. We get to the stairs and go up. To do this, we go on the ice around the left side.

Chapter 24
Bridge

“Whatever plans I have for him, little Black follows me everywhere. As if I never wanted his death, as if we were bound by fate ... ".

Walking forward a bit, turn left and go upstairs. Aggressive enemies are highlighted in red. The guards can be bypassed and then you do not have to engage in battle. We move to the other side and go up the escalator. First of all, we destroy those that emit impulses that deafen us. On the other side we pass into a small room and climb the stairs. We get to the cable and cling to the hook. Along the way, we shoot the Demon, but he will still gnaw through the cable, and we will fall down. Black distracts the enemy, thereby helping us.

Chapter 25
The path together

“We are going to Polis. Together. And be what will be. The kid didn't want to leave. Something is holding him close... I can't figure out what yet. However, I am happy with this circumstance - it helps me.

We leave the tunnel and head to the building on the right side, from which light oozes. We pass inside, open the door and find friendly guys. Here we can buy ammunition. We get out on the other side, go upstairs and go through the car. Enemies have appeared, carefully jump down from the right side and move forward, neutralize the enemies. Having passed to the end, we move to the other side to the exit. We go upstairs and wait for Black's help. We open the door, quickly turn into the restroom on the left side. Let's go to the other side. The exit is in a well-lit corridor, so we are waiting for the enemies to simultaneously turn away.

We go down, open the grate and follow the Black. We crawl under the floor, get out from the other side and, having crept up to the enemy, we neutralize it. Another one a little further and to the left. Then we imperceptibly approach the next one, and it is best to shoot him from a distance. From this corner, go to the other side, where there will be a hatch. We go down, deal with enemies and go to the other side. Directly above the stairs is the enemy, shoot him in the head and go upstairs. We shift to the left in order to quietly pick up two opponents and deal with them. We turn left and move through the room. From here it will not be difficult to go to the next territory.

Enemies again, the fear of which Black warns us. We go on the right side to the car. We enter it and deal with the enemy. We leave from the other side and immediately go up the stairs to the left. We pass along the metal structure and jump into the overturned car. Then even lower and get out on the other side. We go up when the enemy leaves. Behind the next door is Lesnitsky. We capture him so that Black can immerse himself in his memories. After that, we make a choice - to kill or stun our victim. We jump down and get out.

Chapter 26
ghost town

“He who sows the wind will reap the whirlwind. Cherny opened Lesnitsky's thoughts for me. I know what he knows. The war is already raging in them. The seeds that Korbut sowed sprouted. A peace conference is being called in Polis... ridiculous and stupid. The war has already begun and will not stop as long as at least someone is alive in the subway. Everyone who tries to stop her is trying to stop the hurricane with their hands. I have to get to Polis. Expose the liars. And face the storm."

We run into the house on the left side. We pass through it and get out of the window to the site. A gap has formed in the center, we jump down and, guided by the sign, we get out from the other side. We pass to the opposite side, simultaneously destroying enemies. We go into the house, go upstairs. In the room, next to the TV, there is an open window. We leave the building through it and get to the next house. We rise to the roof along the stairs, where we encounter the Demon. We kill him or immediately go inside the house and go down to the very bottom. We move further and further, plunging into memories along the way.

Chapter 27

“From here I know only one way to Polis - through Red Square. I'll tell them everything I know. And there already and to the goal - a stone's throw. It'll all be over soon."

Having got out on the surface, we follow the index. We keep near Chernoy and wait out the storm in secluded places. When the souls try to devour us, the little friend will help again. We follow strictly behind him, not overtaking and not lagging behind him. Next, we go up, move to the other side and jump into the ditch. We get to the building, where we fall into a trap. Black will highlight the enemies, and in this short time we try to shoot as many of them as possible. We do not sit up behind one shelter, as the opponents will approach us from all sides. The last target is Pavel. Track him down with a red laser. We enter the building, we clean it and with short sorties from behind the shelter, we shoot Pasha. He will rise higher and higher. In the end, we will overtake him and be able to see all the memories. Then we approach Paul to wrest him from the hands of souls. We get out through the window on the left side.

Chapter 28

“Now just have time ... to Polis for peace talks. There will be no peace... there will be war! The latest! Now I know the answers to all questions. Flank's head is a storehouse of Korbut's criminal plans."

We jump over the wall and, guided by the red flags ahead, we get to the stream. Turn left and go to the end. We destroy the enemies after which, we go already along the next fork. We crawl under the trees and encounter a monster that is actively protecting its cubs. We pass further and jump down. When the mother of the cubs rushes at us, we quickly and often press the button shown. We shoot her until the Guards jump on her back. Time will slow down and we will be able to shoot through the highlighted weak spot on the back of the enemy. In the area you can find a lot of ammunition near the dead. The mother will run away, we catch up with her and kill the Guardians who attacked her. We turn left and continue moving until we meet with allies. Khan falls into a dream and communicates with Black. After opening the gate, we will see many Blacks hibernating.

Chapter 29
Peace enforcement

“He's not the only one... not the last! I understand his enthusiasm and his desire to get to his own as quickly as possible. Release and awaken them... but... he agreed to wait a little. First he will try to help us. If we make it to the conference in time, Cherny will be able to open for us the thoughts of Moskvin - or Korbut himself! Maybe make them stop this madness! This is our last chance."

We follow Khan and the colonel to the conference. We rise to Moskvin so that Black can see all his memories. We move along a long corridor and open all the doors in a row. Co.

Introduction


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

Sparta


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

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

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

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

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


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

On the second floor we get to the command center. We listen to the conversation of signalmen about the base in the swamp (+ karma) . The leader of the Order - Melnik arranged an operational meeting, gathering all the commanders. Khan, chatting about peaceful contact with the Blacks, is ordered by Melnik to be taken into custody, and the sniper Anna and I are sent on a mission to kill the surviving Black mutant. Together with Anna we go to the elevator.

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


We enter the elevator. On the next floor we sit down in the monorail car.

Ashes


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

Seeing the stairs to the surface, we go to the right further along the tunnel. We burn the web in front of us with a lighter. In the right corner of the dead end we find note (2/43) (+ karma) .


We put on a gas mask near the stairs (key "G"). When wearing a gas mask, the clock on the left hand starts working, it shows the time until the gas mask filter is replaced (if the filter is not changed in time, you can suffocate).

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

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

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


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

Fascists (Part 1)

Paul


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

We follow Pavel, go down the garbage chute to the cellars of the Reich. Below we reach a large round room. We run to the other side in the shadow of a slowly rotating fan. Next to the locked grate, we put Pavel upstairs, and then we ourselves climb the stairs.

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

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

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

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


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

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

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


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

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

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

Fascists (Part 2)

Parting


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

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

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

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


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

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


We pass into another room, climb into the ventilation.

Camp


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

In the first room on the table we open the box, inside we find a first aid kit and cartridges, next to it in a hanging cabinet there are a few more cartridges. We go along the corridor, we get into a large two-story room.

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

Achievement "Gift" (A Present) Entering the room, we go to the right corner, we hide behind the boxes. We listen to the conversation of two guards (+ karma) . We learn that one of the guards in a personal locker is hidden good weapon. We wait for the guard to answer on the radio, then go to the previous room to the locker. We go after him, after opening the locker we stun the guard, we pick up the machine gun with three improvements (+ karma) .

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

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


We rise to the second floor, we see an electrician at the spark shield. We are waiting for him to move away from this illuminated place, we stun him in the dark. We go down another staircase, go along the corridor to the end, go into the door on the right.

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

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

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


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

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

Torch


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

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

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

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

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


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

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


Along the way, we kill giant spiders with light. We pass through the overgrown room, we go out into a narrow room with equipment. On the right on the wall we charge the electrical panel. On the far wall in a hanging locker there are cartridges and a first aid kit. Through the opened intermediate doors we return to Paul. We move on with him.
We leave the subway and find ourselves inside some surviving building.

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


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

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

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


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

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

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

Reds (Part 1)

Big


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

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

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

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

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

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

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

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

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

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

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

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

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


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

Korbut


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

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

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

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


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

Reds (Part 2)

Revolution


Fast. 2nd floor

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

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

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

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

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


Armored train B-071

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

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

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

Production shop (A2)

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

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


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

Warehouse (A1)

After passing the fan, we leave on the second floor warehouse. We go down the stairs behind the column. Below are two guards.

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

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


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

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


Block post (B1, B2)

We go out into the subway tunnel. If the alarm was raised in the previous rooms, now the machine gunner at the fortified post will immediately start shooting at us. If we didn't make a fuss, then here it will be necessary to bypass only two guards.

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


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

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


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

On rails

Regina


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

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


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

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


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

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

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

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

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

At the second fork, we leave Regina and go to the open train on the left track. We pass several cars, at the end we find a human corpse. There's a flash (+ karma) .


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

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

The next door to the left of the tracks leads to a small infirmary. Here, out of the corner of your eye, you can see the shadows of dead people and hear the afterlife whisper. We pass to the end, we find the only visible corpse. After that, all invisible corpses appear for a while, and then disappear, and the shadows are no longer visible. Going white (+ karma) .


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

bandits


At the beginning of the level, you can go to reverse side, crawl under an obstacle and find a corpse with ammo and other ammunition. After that there will be a white flash (+ karma) .


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

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

We go forward along the rails. On the right there will be a door leading to a siding, we go into it. We go into the train on a siding, silently pass to the right, we see two enemies and a girl here. We stun the bandits from behind, the girl is saved (+ karma) (If you do not have time in time, then the girl can be killed). A minute later, the third bandit comes here, we watch for him at the entrance to the train and also stun him.


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

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

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


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

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


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

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

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


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

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

dark waters


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

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


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

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

Venice


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

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

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

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


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

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


We return to the market to weapons stores, go further, turn into the last turn. Following the "reds" we enter the warehouse of Venice. There are a lot of enemies in the warehouse, so we turn off the light and stun them in the dark.

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

Sunset


Journal Entry: Swamps

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

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

Achievement "Diver" (Diver) Fall into the swamp 10 times.

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


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

From the plane we return a little back, then we go to the right side, we pass by the fuel truck and get to the gas station. Inside we find canisters, one of which contains gasoline.

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


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

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

Night


Journal Entry: Church

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

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

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

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


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

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

Boss: Giant water monster

We pass to the church along the log, but we do not reach, we are pushed back by a giant monster. Stop running away from him, it's time to destroy him. The rangers from the church help us by shooting the small shrimp monsters, so nothing will get in the way. We run around the island, dodge the boss's ram attacks, and attack him. We do not lose a second of time, otherwise all the filters for the gas mask may end. Incendiary grenades are the most effective against this boss (hold "Tab", move the mouse to the right to select grenades, then press "C" to throw them). A couple of grenades can be found right here in the center of the island. When the boss is defeated, we again move along the log and, finally, we get to our allies.

Virus (Part 1)

Catacombs


Journal Entry: Through Hell

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


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

Waking up, we see that the front door is littered, but the door to the underground catacombs is open. Let's go there. We pass a dark winding tunnel, on the way we find ourselves in a special zone where electricity does not work, which means you cannot use a flashlight or night vision goggles, only a lighter. We go down the ancient wooden elevator.

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

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

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


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

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

Boss: Rhino

The huge monster is covered with thick, impenetrable skin. Shooting him with a weapon is pointless. The monster is clumsy and attacks only with slow ramming attacks, this should be used. We stand behind the stone columns, wait for the boss to ram and crash into the next column. When all the columns of this room are destroyed, we follow the monster into the second room, and there we repeat the same tactics. When all the columns and small walls are destroyed in the second room, the monster will become exhausted and fall to the floor. We achieve it. The walls of the cave without columns cannot withstand the upper floor; under its pressure, the entire lower floor is flooded with water. The stream takes us even lower underground - into the tunnel of our native metro.

Infection


Diary entry: Through the fire

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

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


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

cleared part of the station

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

Smoky part of the station

We fall into the smoky part, put on a gas mask.

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


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

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

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


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

Burning part of the station

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

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

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

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


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

Virus (Part 2)

Quarantine


Diary Entry: Contagion

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

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


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

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


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

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

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


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

Black (Part 1)



Journal Entry: River of Destiny

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


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

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


At the end, we enter the collector, where water flows, we stand under the waterfall and fall into the River of Fate. In the other world, we see the time and place where the first part of the game ended - at the top of the Ostankino tower, when Artyom destroyed all the "black" mutants with rockets. Then we see the first pursuit of the last surviving "black" cub. We return to the present, and chase the cub along the burning train.

This is where the visions end, and in a strange way we are transported as close as possible to the train on which the black is being transported. We sit on a railcar and try to catch up with the train before the "red" saboteurs.

Chase

Diary entry: Train to the future

We go with Khan on a trolley behind the Hansa train. On the parallel right path, the “red” soldiers on several railcars are catching up with us. You can shoot them, or you can just sit down and hide from their bullets.

Achievement "Bloodlust" (Bloodlust) Kill all the "Reds" in the Chase level.


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

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


We enter the wagon with cages, we find the Black cub here. Saboteurs undermine the train, Black at this time gives us a hand and gives a new batch of visions. This time, Artem remembers his mother's face, as well as the first contact with the Chernys as a child. Waking up, we take out the Black from the burning train.

Crossing

Diary entry: Child

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

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

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


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

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

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


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

Black (Part 2)

Bridge


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

Lower level of the bridge

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

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


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

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


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

Upper level of the bridge

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

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

Depot


Diary entry: A journey together

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

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


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

Hangar 1

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

Canteen

We pass the corridor, climb the stairs. Black meets us from the other side of the grate, he passes us the filter for the gas mask. Next to the bars on the floor we see a note. We enter the door on the right, we get into the dining room. On the right there is a large long room, on the left there are many small utility rooms. It is best to silently walk through the left rooms.

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

Hangar 2

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

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

We pass along a long corridor with destroyed terminal cabinets.

Hangar 3

We find ourselves in the third hangar, where there are two railway trains, and between them a whole detachment of "reds". We do not immediately go to the wagons, but crawl to the second car, enter it from the far side, stun one of the enemies.

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

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

We pass the control room, open the door. An old friend Lesnitsky attacks outside the door, but Cherny disarms him in time. Together with Cherny, we penetrate Lesnitsky's personal memories. From the first person we see how he stole the virus, how he gave it to Korbut, how he captured Anya. After reviewing the memories, we choose: kill or stun Lesnitsky.

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

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


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

In the sewers, you can go into the tunnel opposite, then we neutralize the trap, listen to the audio recording. Go through the main tunnel to the right. In the far left corner we enter the tunnel, at a dead end we find the Helsing weapon, for which not cartridges are used, but arrows. In the right corner of the main tunnel we go up to the surface.

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

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


We return to the courtyard, go straight through the archway, go out into the large courtyard. Jumping off the cliff another vision appears below (3/7) - a car driving towards. In fact, the car turns out to be an angry monster, we destroy it. Three more monsters live in the far left corner of the courtyard. In the nearest right entrance we find a cache with cartridges. Further behind the entrance on the right there is a closed descent into the basement, where the filter lies. 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.

Achievement "Van Helsing" (Van Helsing) Kill the Demon with the help of Helsing. If you picked up the Helsing weapon at the beginning of the level in the sewers, now is the time to use it to get the achievement. Deal some damage first firearms, and then finish off with Helsing.

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


On the roof we enter the door, we go down the landing. On the intermediate floor we enter the room, watching a vision (6/7) . At the very bottom we go around the elevator shaft, under the stairs we find a cache of ammunition. We jump into the gap on the floor, we fall into the subway tunnel. We go forward, we enter the impenetrably dark anomalous zone, we are watching a vision here (7/7) - little Artem asks to buy ice cream (+ karma) . We go forward, in the dark we are guided by a compass or by the flame of a lighter. We go down even lower - into the underground catacombs.

the Red Square


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


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

Here below, a strong wind is raging, if we don’t go out in time to an open place, then we will be blown into a radioactive swamp on the right, from which we can no longer get out. To stay alive, we follow the Black (his blue glow is clearly visible from afar), hide next to him, and move forward only at his command. We go out to the underground building, do not come close to the monsters here, on the advice of Black, and they will not touch us. We go around the abyss, we enter the cave. Inside the cave, all the walls turn into martyrs of hell, pulling their hands towards us.

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

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


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

We leave the square, surrounded by walls on three sides. Everything on the square is lined with cars and wooden fortifications. We go to the gate in front, we are ambushed by the "red" detachment led by Pavel Morozov. There are snipers on all the walls.

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

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

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


We return to the main road, we reach the paved island along the path. Here, on the right, there is also a small secret with cartridges. We go to the left along the mouth of the river, along the way we destroy the guardian monsters.

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

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

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


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

Boss: Big Dipper

The she-bear hits us for the first time, we fight off her with a knife (we press the "E" key several times). After that, besides us, guardian monsters begin to attack the bear. We evade the boss, shoot the extra guards. We leave two or three guards alive, and wait for them to climb onto the bear's back. At this point, time will slow down and we will need to hit the boss's vulnerable point - a glowing red zone on the back.

After three hits from a rifle on the back, the bear will throw off all the guards and run away from the clearing into the bushes. We follow her. Here, three more guards pounce on the she-bear, and her cubs are watching from above from the hill.

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


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

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


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

Policy


Journal Entry: Peace Enforcement

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

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


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

Achievement "Revelation" (Revelation) Get Moskvin to tell the truth with the help of Black's telepathy.


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

We come to consciousness. At this time, enemies are attacking from two sides. On the left side appears a tank - a locomotive, with a large-caliber gun. Take the one next to it sniper rifle 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) .


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

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

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

Bad ending:

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

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

Good ending:

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

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

Redemption Achievement Save D6.

Do not think that computer games teach bad things and have a monotonous plot. Not at all. Many of them have a rather deep meaning, in addition, even in famous shooters, developers are trying to do everything possible so that the gamer not only shoots enemies, but also learns mercy. And a vivid example of this is the game "Metro Last Light".

Project Description

Events in the game Metro LL take place in 2034, in the ruined capital of Russia, during the apocalypse. Terrible times have come when the inhabitants of Moscow are forced to hide from radiation and defend themselves from mutants who constantly attack them in the underground metro. But even now, when it seems that everyone needs to unite and fight the creatures together, there were those who were divided into groups in the subway, each of which is now waging a war for control of all subway stations. And only the main character, whose name is Artem, has a chance to save the subway and all the people in it.

The game is made in the shooter genre and is considered a continuation of Metro 2033, which was warmly received by both critics and players.

During the battle, you will have the opportunity to use a variety of weapons, even homemade ones, both against mutants and against people. The entire process of passing will be literally permeated with the atmosphere of the post-apocalyptic world of the metropolitan underground station.

Many players who have completed the entire game have not even heard that it has two endings. There is good ending in Metro Last Light, but there is a bad one, which we will also consider at the very end of the guide.

Metro Last Light game: how to get a good ending. Key points

In order not to die in the final, you need to follow some important points during the passage, such as flashes on the screen, similar to those in old cameras, and the corresponding sound to them. They will appear during the selection of the correct actions both in the cut-scenes and in the game itself, as well as when finding important key items. And further. You need to try very hard and not a single soldier. And since getting a good ending in Metro Last Light is your main goal, you should pay attention to these basic points.

Station "Sparta"

At the very beginning of the game, when main character wakes up, and control is transferred to you, play the guitar that is in the room. As we mentioned, when performing this action, a flash with sound will appear. After that, eavesdrop on the conversation of two fighters, one of them will sit in wheelchair. Then go to the ajar door on the opposite side. There will also be a flash. Find a balalaika near the command post and play it. If you really want to learn from your own experience how to get a good ending in Metro Last Light, then remember: there are seventeen pieces in the game of tools, try to find them all. For example, you will find an accordion in the hall where the evil Reichs will humiliate their newcomer. You will find the same balalaika in the place where Pavel leaves you, there will still be two guards. You can find the guitar next to the bar, next to the juggler. Another balalaika will lie on the counter with different fabrics. And the latter is opposite the table at which Pavel will invite you to sit.

In the fighter barracks you can find a piano. The harmonica is hidden in a closet at the exit from the very last room in the chapter. In the chapter "Regina" you will find another harmonica, immediately on the first fork of the paths, next to the cot. In the "Infection" task, all three guitars are next to each other, start looking for them when everything plunges into flames. The first is in a narrow closet. The second lies under the counter in the next room. And the third - in a chair, standing on the second floor.

Prison

When you are in prison, in the place where the hostages are in cages, there is a room with a lever. Pull it and set everyone free. At the same time, remember that you cannot kill anyone, otherwise the good ending of Metro Last Light will not open.

Camp

In the corridor where the cabinets are located on the left, quietly sneak up to the soldiers sitting there and eavesdrop on what they are talking about. One of them will talk about the cache. When the conversation is over, follow him. As soon as the soldier opens the weapon locker, turn it off and take all the contents. After that, when you go into a large room, you will notice a soldier who will stand with his hands up next to the freezer. Don't kill him, just move on. By doing this humane act, you will be one step closer to solving the problem of how to get a good ending in Metro Last Light.

Red Station

A beggar will sit at the red station. Give him a cartridge, listen to his story and give the second cartridge. After that, listen to what the two men sitting at the table are talking about. Move on. You will see two men and a woman next to them. Listen to their conversation until there is a flash. Go further until you see a man showing the shadows to the children. Watch him until he says he's tired. A juggler is standing opposite this company, and girls are sitting next to him on a bench, listen carefully to what in question. At the fork in the cinema are two men, one smokes and offers the second to buy dope. Approach them and wait for the end of the conversation. When the joint merchant goes back to the juggler, go after him, and as soon as he says that he can make a discount, you will see a flash. Watch the show to the end. Before you sit down to have a drink with Pavel, look at the two girls behind the glass and listen to what they are talking about.

Scene with Korbut

When you climb the ventilation shaft, then listen through the grate to what Moskvin and Korbut are talking about to the end. Do not leave before the end of the conversation.

After the mission with Korbut

Go around the metal detector on the right and knock out two soldiers. And just follow the third soldier until he says that group 8 has left the object. After that you can turn it off. After you pass through the valve, go down and listen to the two soldiers.

"Regina"

If you've been following all the tips here on how to get a good ending in Metro Last Light all this time, then you're already halfway there. When you go to the "regina", then at the first fork, hit the arrow and ram the wooden fence. There will be a flash. At the second fork, turn left to where the wagons are. Go to the end of the tunnel. There you will find a corpse, inspect it. In the place where you need to push the wagon, you will see beds on the left, take the knife lying on them and go back. Go into the room with green goo, there will be a note. And as soon as you find a corpse in this room, there will be a flash.

bandits

As soon as you get to the camp, then listen to the conversation of the daughter with her mother, who are sitting next to the ammunition dealer. While walking through the tunnel, you will hear a woman scream. Turn into the first door on the right and go into the car. Go right and deal with three thugs who want to kill the girl. Find the corridor with the rooms where the bandits are sitting and go to the very last one. Deal with everyone who is there to save the hostages. In the tunnel on the opposite side of the base of the bandits there is a wagon, there are bodies in it, inspect them.

Venice

In Venice, there are two beggars who need to be given bullets. One is in an alley with fishmongers, the other is next to the guitarist. Go to the shooting range, there will be a child who will say that he lost the bear. Go to the shooting range and win three rounds, get ammo and a toy as a reward. And since getting a good ending in the game Metro Last Light is your main task, give this bear to the child. You will also need to get drunk at the bar until you are completely out. Then, when the character comes to his senses, you will see that the whole bar is destroyed, and the bartender is in grief. Give the last one hundred rounds to repair the damage done, after which you will see a flash.

Infection

When you crawl through the ventilation shaft, you will see two soldiers who want to shoot people against the wall. Crawl along the ventilation to the right and quickly stun both of them, then listen to the speech of one of the survivors. At the very end of this chapter, Lesnitsky will order the mask to be removed. Take it off before he counts to five.

Epidemic

There is nothing like that in this chapter, you just need to collect all the caches behind the quarantine zone. Just walk along the wall and press "E" when the icon appears. The first one is behind the iron door. All others are in windows.

Khan

When you and Khan swim along the River of Destiny, the phone will ring. Pick up the phone and talk to Artyom's mom. There will be a flash.

Depot

Go to the building on the outer territory on the left side to the farthest end and go through the doors. There is a trap on the door. In a room full of wagons with enemies, just go down under the floor and pass everyone in this way. When you meet Lesnitsky at the end of the chapter, don't kill him.

the Red Square

In this chapter, don't touch the guards, always just walk past. Also don't kill a single soldier, even when you're in ambush with Pavel. Just wait for them to come down to you, and then knock them all out. Paul himself must be saved when the dead seize him.

Garden

Go to the big building and use the boards to get through the water, then enter the flooded shop and go to the back of it. There will be a flash.

When you go forward, you will meet a large creature called a she-bear. Start fighting with her, and when she turns sideways to you, then kill the mutants on her back to save her. Then she will run away, and you will get a flash. These are the basic answers to the question of how to get a good ending in Metro Last Light. By following all the steps above, you will easily open a prosperous final level in Metro LL.

To summarize everything briefly, in order to open a good ending, you need to:

  • Spare all surrendered soldiers.
  • Save women and children.
  • Listen to the stories told by the characters in the game.
  • Play musical instruments.
  • Giving beggars bullets.
  • Do what the characters in the game ask you to do.
  • Find all caches in the quarantine zone.
  • Don't kill people at all.
  • Rescue the level "Bandits" of children and women.
  • Return the bear to the child who says that he lost it.
  • View all visions (mandatory!) in the Dead City.

bad ending

As you remember, we said that there are bad and good endings in Metro Last Light. So, in order to get the first one, you need:

  • Kill everyone you see.
  • Kill soldiers who have surrendered.
  • Steal in populated areas.

We hope that now you can adequately complete the game Metro Last Light. We have described in detail how to get a good ending, but you just have to follow the above algorithm of actions.

It is hard to imagine a more atmospheric gaming project of the last time than Metro and Metro: Last Light. They showed that the gaming industry on the territory of the former Soviet Union is highly developed and from time to time can give birth to real masterpieces that are in demand all over the world.

The last part is especially epic. Firstly, the players were still able to find out about Artyom's further fate (according to the book, it was much more unenviable), and secondly, there is an opportunity to try their luck again with the "correct" ending of the Metro: Last Light game. The passage of it captivates so much that you can go through this path at least a couple of times from start to finish. In one case, you choose the “career” of a fearless fighter, firing right and left, in the other, a peacemaker hiding in the shadows, who tries not to leave a single corpse behind. So how do you get through Metro: Last Light "correctly"?

However, we did not accidentally put the last word in quotation marks: no one is forcing you to a specific style of play, which is why the project is valuable.

Actions and karma of the protagonist

Throughout the game you will have a choice. How could Metro: Last Light end? Endings are chosen based on what actions your character performs in the course of events. Everything will be bad if you go through the game as a regular "shooter", especially without hesitation and killing all the enemies. As for the second option, it is somewhat more difficult with it ... This is such a game - "Metro: Last Light": a good ending is much less common among gamers.

As you can understand, for a "happy ending" you have to work hard. In particular, it is necessary to do as many good deeds as possible, to help everyone in need in the terrible and cruel world of Metro: Last Light. Endings directly depend on even the most insignificant, at first glance, trifles.

For every good deed and simply positive action, the game will “thank” you by displaying a flash of white light on the screen. In this case, only mutants (aggressive) are supposed to be killed. But not everything is so bad: it is not forbidden to eliminate individuals. The main thing is that there should be more flashes of white light than people killed.

We note right away that Metro 2033: Last Light Redux, although it features many new additions (DLC), is no different from the original release in terms of passing.

Introduction

Together with three companions you appear in some kind of tunnel. Then Darkness begins to move from its depths, and Blacks jump out of it. You shoot at them, but soon, horrified, you realize that you have killed your comrades. Black has thrown a hassle, but after that you suddenly extend your hand.

You wake up terrified in your bed at the station. It turns out that Khan woke you up.

After that, you can familiarize yourself with the controls and gradually immerse yourself in the atmosphere of the awakening station. To get the "Musician" achievement, we will use the guitar (in the starting room) and the balalaika, which can be found in front of the weapons room. Actually, there are a lot of musical instruments in the world of Metro 2033. Last Light is a thoughtful and leisurely game, so we advise you to listen to the songs of all the bards that you meet along the way.

In the armory itself, you will be given the necessary set of equipment. Note! It is better not to shoot army cartridges, but to exchange them for something you need. We choose any three trunks, hang them with auxiliary devices, and after that we train in the shooting range. We pass into the dining room, where Ulman and Khan are already waiting for you, we go up with them in the elevator.

He brings you to the command center. Here Khan, who is trying to prove the need for peaceful contact with the last surviving Black, is taken into custody. You, along with the sniper Anna, are sent to destroy this mutant. First we take the elevator, then we sit down in the monorail car. Begins new chapter"Metro: Last Light". We continue the passage in the same spirit.

Ashes

We go to the next station. We go into the collector, we get to the vertical stairs at its end. From the stairs we go to the right along the tunnel. We reach the ascent to the surface, put on a gas mask. You will find yourself on the ruins of the Botanical Garden, where the Black settlement was burned out by a rocket attack. We reach the columns, on which Anna climbs to insure you. By the way, in Metro 2034: Last Light you will see this pretty girl again, but this will happen towards the end of the gameplay.

We reach the clearing, where we meet with three waves of Guardians. These are dangerous mutants, you need to destroy them. Anna will help with sniper shots. If you manage not to take any damage in this encounter, you'll be rewarded with the "Not a Bunny" achievement. We pass to the end, we see little Black. Let's follow him into the hole. The kid takes possession of your mind, showing a picture of destruction and his salvation from missiles.

Fascists

From the influence on the mind, Artem falls into oblivion. Waking up, he finds himself in captivity of the Nazis. Together with him there is a couple of soldiers from the Red Line and one civilian. The Nazis begin the execution of prisoners. Together with Pavel, one of the soldiers, you manage to kill the enemies and free yourself from captivity.

We go down to the cellars of the Reich, we find ourselves in some kind of round room. We put Pavel on the stairs, we ourselves climb after him. You will find yourself in a mine with hundreds of cells with prisoners clinging to the walls. Using the E (kill) or V (stun) key, you need to neutralize the first guard. Don't forget to take ammo from enemies.

We pull the lever - the ladder extends. We unscrew the light bulb, and Pavel removes another sentry from his side and also removes the lighting. We pass along the bridge, eliminate (kill or stun) another spy. From above we climb into the next pipe.

During the exciting crawl below, we hear a conversation about the fact that the Black cub was sold to merchants from the Hansa. We get out, a corpse is already lying near the pipe, stuck in the household. They will come in handy, so it’s worth picking them up. A corpse hangs on the wall in the same room, near the feet of which there are some boxes. On them you can find a useful note, behind them - another

We unscrew the light bulb again, wait for the next guard and turn it off. We climb up, press the green button and hide. Another guard will come out, who also needs to be stunned. We climb into the gateway and press the lever. We get from Pavel In the collector, you still have to shoot three patrolmen. The other four soldiers can be stunned from behind without much difficulty. After that, we get the achievement "Freedom".

We reach the end of the foul-smelling sewer, we see the control panel. We pull the lever, after which we observe with satisfaction (through the window) how all the cells with prisoners open in the prison. So that Pavel can open the gateway, we pull the right lever located on the wall.

Reich

We come to the subway escalator. Unemployed, of course. On the table in front of him, you can find another note. We climb the escalator up, we see a bunch of fascists there, chanting in a frenzy to their leader. He is just talking about the rich supplies of station D6, which the Nazis want to capture. We carefully start to leave from there.

Here the Fuhrer receives a report on your escape. Hold down the Shift key and run into the left side corridor. Once you have to jump over an obstacle. On the way, the main character is wounded once, but Pavel will be able to drag Artyom to the nearest railcar. List of our Clean Escape achievements in Metro: Last Light. The passage should be continued, while trying to get more of this kind of achievements, as they are important for getting a "good" ending.

Parting

Since a monolithic lattice comes across on the way, it has to be rammed, as a result of which the trolley turns into a pile of rubbish. We plant Pavel in the collector pipe. Alas, on the other side are the Nazis who grab him.

On the right, a gate immediately opens, from where a couple of guards jump out, who are looking for an "accomplice of a caught communist." We hide in the corner, after extinguishing the lantern. When the guards inspect the station and turn around, we catch up with them and eliminate them (kill or stun, at your discretion). Ahead you will also meet a dozen fascists, but with due diligence, they can also be stunned. To make it easier, you need to unscrew all the nearest lamps, and get into the far ones from a pistol with a silencer. If you succeed, you will get the "invisible intruder" achievement.

On the control panel (in the house on the second floor) you will find another note. We climb into the closed part of the room, we find three more enemies there, we neutralize them. In one of the rooms we find a fighter not in uniform and without weapons. If you don't want a "bad" ending, you can't kill him. There is another note on the nightstand next to him. We go into the next room, climb into the ventilation.

Camp

Crawling along it, we will see a chamber at the end and Pavel in it. To save him, you need to hurry - soon your friend will be led to the execution. Of course, you should emerge from the ventilation in the next room. Along the way, do not forget to search through the nightstands and a couple of rooms, as there you can find some ammo and first-aid kits. Proceed further along the corridor to get into a small two-story room.

Attention! Three guards are visible behind the glass in the room. It may be tempting to lay them down quietly, but in fact there are many more of them. On the right stairs we rise to the second floor. We get into the next room, hiding behind a pile of boxes. We listen to the conversation of a pair of guards. From the words of one of them we understand that he has a good weapon hidden in the closet. We are waiting for him to proceed into the room with a closet, follow him and stun him. We get the machine with three improvements. It should be noted that the passage of "Metro 2033: Last Light" does not indulge in such examples of technology, and therefore they should be appreciated.

To the left of the entrance to the security room you can find an accordion (musical talents are needed for a "good" ending). We go to the second floor, we see one guard near the sparking shield. When he moves away from a well-lit place, we stun. Down we go along another ladder, we go into the door on the right.

We ended up right in the freezer. There is one guard at the entrance, there are no other Nazis within reach here. At the end of the freezer there is a gap through which you can crawl into another room. You will immediately enter the hydroponics room, where food crops are grown in tubs. Look to the right - there is a small room with a decent supply of weapons and ammo. We go to the generator room.

There, under bright lanterns, five guards sit at once. On the left side there is a shield, by picking in which you can turn off the light, but this is not necessary. It's much easier to shoot the lights above the bridge with your silenced pistol. We go along it, turn right, to the passage. If you crawl inside, then in the left dead end there will be a wonderful "gift" in the form of a box with a bunch of first-aid kits and cartridges. After getting out of the ventilation, you will find yourself on the first floor. By the way, if you kill those five guards, you will go through here right away, but you will ruin your karma, and you won’t find any ammo.

Below you can see a few. Under the floor there is an extensive network of channels, through which you can easily bypass all the guards. So we get to the control room, in which one fascist is sitting. We mute him. In a separate lighted room you will find a new note.

We jump down, heading for the big red door. It is closed, so you have to jump to the lower level again. Note! Along the way, you will come across a stretch that must be removed. We go out into the tunnel, completely littered with concrete and reinforcement.

Having got out of it, we see two guards who are preparing to hang Paul. We muffle them and take out a friend from the loop. You will soon find out that the passage of "Metro 2033: Last Light" will give you an unpleasant surprise.

Betrayal

Will have to go through dark level, inhabited by not the most trustworthy and kind spiders. To stun them, it is preferable to use a flashlight. Since Paul knows the way, he leads us through the dark the underworld"Metro: Last Light" 2.

We leave to the surface, we pass into the fallen plane. We look at the hallucination, after which we bring the fallen ally to life. We follow Pavel, who takes us to the Teatralnaya. Soon he overtakes us in a restaurant, where he offers a drink and a snack. This is where the terrible happens: there was sleeping pills in the food, and Pavel, as it turned out, is far from our friend. However, the game "Metro: Last Light" contains a lot of such discoveries.

You will be taken to a meeting room where Moskvin, the local boss, will torture Artyom to tell him about the telepathic abilities of the Black Mutants. It will be possible to escape thanks to the son of Moskvin, who hates his father and shows us a passage in the pipes, which he himself constantly uses.

Railcar

We go out to the trolley, on which we have to catch up with Pavel's group. By the way, this wonderful cart is also available in the "Metro: Last Light" Redux. It greatly simplifies the vicissitudes of the game. We climb into the transport, and almost immediately after the start of the journey we encounter a group of refugees. They will tell you about a group of bandits who took all the combat-ready guys with them. We deal with the enemies, go back to the railcar. Along the way, you will have to destroy a few more enemies.

During the trip, your transport breaks down, and therefore you have to continue on foot. Here you are overtaken by the Guardians. We fight them off, we are waiting for the Ferryman's boat. We swim with him, then we jump over to the lift. We withstand another fight with the mutants, after which we rise to the ventilation system.

We reach a room with a large number of corpses. In the next room there will be a couple of enemies that can be easily bypassed. On top we go to the other side. You will have to move on your haunches, as all the rooms are heavily smoky. Enemies will not notice you, but especially smart ones will have to be jammed. Once again, we remind you that the game "Metro: Last Light" will only end well if you are as generous as possible to your defeated opponents.

We get out to our people, meet with Khan and make all the necessary purchases in a weapons store. We follow the mentor into the interline tunnel. Along the way, you will have to fight off Black several times. We get to the Tower, from where rockets were launched at one time, which completely destroyed the Black settlement. After some time, Khan gives the command to chase the cub, as he feels his presence. We get to the trolley, we begin the pursuit.

Train to the future

We catch up with the train, destroy all the enemies on it. We make contact with the baby, after which we take him to a safe place.

We get down from the train, open the grate and go down, following the cub. We crawl under the floor, carefully neutralize all the enemies that are in the room. We pass to the other side of the room on which there is a hatch. Again we deal with the bandits, again we pass to the other side. Note! An enemy is sitting right under the stairs, who will probably have to be killed, since it is virtually impossible to approach him from the back. We move to another location.

New fights

And again you will meet enemies, about which Black will warn you ahead of time. We go into the car, jam or kill the enemy. We leave from its other side, we rise along the left stairs. We jump onto the overturned car, we go down. There, behind the next door, is Lesnitsky. We grab him. Black at this time "gut" the memory of the enemy. After you know everything, the choice is again given (often found in Metro 2033: Last Light): stun or destroy the enemy.

We pass through the destroyed house, get out to the site. We pass to the opposite side, methodically eliminating the enemies that will inevitably meet on your way. We go up. We get out of the building through the open window, go out to the roof of another house. We kill the demon, we leave further. By the way, in "Metro: Last Light" Redux, these monsters have become much meaner and more dangerous, so you will have to use the already scarce cartridges even more economically.

We keep close to the Black, as soon a storm begins. Let's wait it out together. Attention! Souls will try to capture you, so it is very important to go near the Black, who will protect you. We move to the other side, jump into the ditch. Here it turns out that an ambush awaits you. Our mutated friend will help by highlighting adversaries. Before he gets tired, you need to try to destroy them as much as possible.

At the same time, do not forget to change shelters more often, as enemies will try to get close to you from all sides. Pavel will be your last target. You can track him down by a clearly visible light. We go into the building, clean up the mutants that have turned up, and then in short bursts from around the corner we remove the traitor Pavel. Having learned his memories, we leave the window located on the left side. We continue the passage of the game "Metro: Last Light".

Garden

We jump over the wall, as quickly as possible we try to get to the stream. You need to go to the left, where you are met by ubiquitous enemies: after killing them, we go left again. We face a monster that protects its cubs from the Guardians. We kill the attackers. We turn left again and go until we meet our allies. Khan falls into a trance and communicates with the cub of the Black. Together with them, you can see the gates that have opened, behind which many relatives of the baby are sleeping in suspended animation, who turned out to be not at all extinct in Metro 2033: Last Light.

With Khan and the colonel, you need to move to the conference. We go to Moskovin, whose little Cherny can count his memories. We go along a long corridor, opening all the doors in a row. Moskvin had already managed to escape, as he realized what he had done. The time has come to finally go to the native station D6 in order to support it in difficult times. That's it, the passage of the game "Metro: Last Light" will end soon.

Further, the plot depends on your karma in the game (the notorious "good" and "bad" endings). If you went through the "Metro" in the mode of a regular shooter, then the enemies will eventually overpower, and therefore Artyom will have to set off explosives that will completely destroy the station and himself. In the case when the hero managed to kill the minimum number of enemies, a sudden finale comes: at the moment when people are ready to start shooting, the awakened Blacks enter the station and stop the bloodshed.

That's it, the final cutscene. You have now completed Metro: Last Light. The passage was difficult, but it was definitely worth it!

Cheats and codes

By the way, is there anything you can do to make your life easier? game character? Are there any codes for Metro: Last Light? Alas, but I have to upset you: in official game there is no way to introduce some combinations that would remove restrictions and make the process of passing easier.

Of course, there are many so-called "trainers" on the Internet. By putting them, you get great cheats. Metro: Last Light becomes much easier, as a bunch of ammo or first-aid kits can be obtained simply by pressing a certain button. But! We note right away that this should only be done on pirated copies.

The official release, distributed through the Steam system, is extremely painful "reacting" to any change in files. Passion for cheating may well lead to the fact that Valve will simply block your account without the possibility of recovery. This is especially true for "Metro 2033: Last Light" Redux, since in this case the developers have seriously tightened the system of protection against piracy.