Metro: Last Light Tips, secrets and alternate endings. Metro: Last Light. Passage of game Passage of game metro

Sparta

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

Ashes.

When you arrive at your destination, go left. Behind the door is a ladder, climb it, exit to the surface. Anna will offer you to climb even higher, but do not rush - at the end of the tunnel behind the cobweb you will find a corpse with cartridges. Putting on a gas mask and collecting your first loot, go upstairs. Your companion will take a position, and you have to go deep into the location. After killing a few monsters, go along the funnel and straight ahead.

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

A little further ahead, you will meet a small black one. You need to chase him and catch him by finishing the chapter.

Paul.

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

Reich.

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

Parting.

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

Camp.

Crawl back and jump down. Having reached the large room with the Nazis, carefully make your way upstairs and, after waiting for the right moment, turn off the light in the entire room on the terminal on the left. After that, just as carefully clean the room according to the standard scheme. The best way to get through this room is on the second floor. From the room with the fascist begging not to touch him (by the way, do not forget to pick up the sniper rifle from him), we crawl through the hole in the wall into the next room. After eliminating a few enemies, we get to the generator room. Here we are waiting for a group of fascists who can call for reinforcements. In order not to be noticed, turn off the light to the left of the entrance to the room. After clearing the generator room, go down the stairs or through the ventilation. There are a few more fascists in the room. Act according to the old principle. A sniper rifle will come in handy here, with which it is very convenient to shoot light bulbs at any distance, creating darkness that is convenient for us. Exit the room, jump down into the water.

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

Torch.

Go with Paul, follow his instructions. The main enemies on this level will appear in the elevator - spiders. Kill them by lighting them with a flashlight. Move along the corridor, continue to kill the spiders, they have a weak point - the belly. Pavel will guide you through the tunnels, explaining how to get to one or another section. Then he will make a torch and turn right. Follow him closely, and the spiders will not be able to run up to you. When you hit the door, follow the wires to the right to charge the electric lock. Along the way, danger awaits you in the form of the same spiders. The best tactic is to squeeze into narrow passages, shine a flashlight and finish off in the stomach. After charging the remote control, go a little further and meet your companion again.

Paul leads you again and points out what and where to do. At a certain point, he will send you to look around, and in the next room you will find a shotgun and be attacked by a monster. Return to Paul and follow him again. Open the door to the plane. Studying the plane, look at the splash screen, then help Pavel, who became very sick from this place. There will be another skirmish with a monster on the street, after which Pavel will lead you further. In the buildings you can find filters and other usefulness. A little later, waves with hordes of guardian monsters will begin. They are effective headshots. Climb through the subway window, go down the escalator stairs and shoot back until the gate opens for you.

Korbut.

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

Revolution.

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

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

Regina.

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

Bandits.

You will enter a peaceful mini-location with a shop. You will be asked to clear the bandits further down the road. It is best to do this with a weapon with an optical sight. When you meet a tied guy, untie it, he will remove the obstacle and you can continue on your way. Then you will run into a dead end - an outpost of bandits. Clear the building, at the end of the corridor, find the switch that opens the way further. The next fork is another skirmish. Point the railcar to the right, ram the obstacle. Unfortunately, Regina will break down, but you will already be there. Call the boat, but it will have to wait. In the meantime, monsters will climb from everywhere, you won’t be able to kill them from a place, so maneuver. Jump onto the sailed boat, the monsters will no longer catch up with you.

Dark waters. Venice.

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

Sunset.

Having risen to the surface, do not forget about a gas mask, do not climb into the water and make sure not to step on the stretch marks. Make your way to the plane for cans of fuel. You can simply run away from monsters by hiding in the premises. Return to the crossing, change fuel, activate the ferry. While the raft is approaching, run and shoot back, then swim to the other side.

Night.

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

Catacombs.

After the cutscene, go down into the church catacombs. Make your way through the corridors. Where a flashlight does not work, use a lighter. Kill a wave of monsters and scroll through the wooden lever mechanism. After a couple of corridors and the next portion of monsters, use a new wooden mechanism, but this time you have to wait for activation and survive under a decent wave of mutants. After the elevator, you will find yourself in a room with columns and a monster that is trying to kill you with jerks. It is necessary to make it so that it destroys all destructible objects, which will open a new passage for you. In the next room, do the same, but kill the Rhino at the end. The room will begin to flood and you will be sucked in by the whirlpool.

Infection.

You will have a new "stealth mission", which is carried out according to the old principle - turning off the light and cutting out opponents one at a time. Move along the corridors, do not forget about stretch marks. If you get lost, follow the compass. This mission will not offer you any innovations or unsolvable tasks. The only difference is the fire set by the communists at the station. Keep in mind that fire is a source of light. At the end of the chapter, you have to make a plot choice, which will determine the ending of the game.

Quarantine. Khan. Chase.

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

Crossing.

After leaving with black on the street, follow the compass, keep to the walls, get to the building. Inside, it is better to run through the monsters and kill them from convenient positions, for example, from rooms. Climb into the composition, go through it. Then, after the dragon attack, you will find yourself in the water. Float up, dodge monster attacks, run through the flooded wagons and climb the stairs.

Bridge.

Try to pass the first large zone of this location unnoticed. As soon as this is no longer possible, just run to the escalators - the tangled monsters will fall behind. You should not change tactics for the next zone either - run past the monsters to the stairs, climb it. You won’t be able to run further, you have to move with the help of a cable. Unfortunately, in the middle of the path, a flying monster will attack you, the cable will break, and you will fall down. Pass through the car and follow the rails to the depot.

Depot.

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

Dead city.

Very atmospheric place. Follow the compass, the monsters will practically not attack, go up to the roof. Then, going down the building, you will fall underground, into the catacombs.

Red Square.

After passing several corridors, you will find yourself on Red Square. Go for black. In the large hall, go left along the right wall, you don’t need to go down into the green puddle. We squat through the hands (when you see, you will understand). After the mausoleum you will be surrounded. It is necessary to choose a convenient position, shooting enemies in the windows one at a time. Storm the building. At the end, you will find a screensaver and the choice of the fate of an old acquaintance.

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

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

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

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

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

Sparta

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

Ashes

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

Paul

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

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

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

Reich

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

Parting

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

Camp

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

Torch


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

echoes

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

Big

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

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

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

Korbut

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

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

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

Revolution

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

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

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

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

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

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

Regina

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

Bandits

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

dark waters

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

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

Venice

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

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

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

Sunset

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

Night

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

Catacombs

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

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

Infection

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

Quarantine

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

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

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

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

Chase

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

Crossing

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

Bridge

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

Depot

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

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

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

Dead city

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

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

Red Square

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

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


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

Policy

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

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

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

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

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

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

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

Bad ending:


Good ending:

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. The original Metro 2033 game 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 of Metro Last Light, all you need to do is 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 quiet 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. The lamps that light you a safe path through 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 - from right side queue 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 structures. 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.

The miller gives an inspiring 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.

Metro Last Light Redux

Introduction

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

In the new game, “Metro: Last Light”, we again play as Artyom. That is, he nevertheless managed in some unthinkable way to leave the Ostankino tower and go down, despite the stairs that collapsed during the ascent. This moment will not be explained to us (and not that it would be particularly interesting), but will immediately be thrown into the thick of things. Okay, let's go.

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


Walkthrough Metro last light redux

Sparta

So, the year is 2034. "Last Light" starts in an old but still fully functional military storage facility known as D6. It was occupied by the Order of the Rangers, and it is here that Artyom wakes up, who is awakened by Khan. According to Khan, an attempt was made to establish contact with Artyom by Chernykh. An interesting guess. Khan and his ideas are taken away by Ulman, later we will see both of them again. So, now Artem is a ranger, an old dream has come true. A tablet containing tasks and a lighter is obtained by pressing [M], you can see which direction to follow in order to reach the current goal by following the green arrow. So far, we are not in a hurry, and you can walk around the area, assess the situation, look at your comrades-in-arms, join the pace, in general, harmoniously enter the game universe. When you walk up, go to the armory, where Artyom will get the equipment of a young fighter: his kit includes a gas mask, two gas filters, a first aid kit and a handful of cartridges. Ammo, by the way, is also the local currency (the setting is still post-apocalyptic), so don't accidentally shoot your entire “purse” by holding [R] longer than necessary.


Inventory is shown by pressing . Choose your weapon, you can carry no more than three of its units at the same time. For happy pre-orderers of the game (or no less happy pirates), the RPK is available for choice, perhaps the best gaming barrel. What exactly to choose for personal weapons is up to you, you can advise a shotgun (with an elongated barrel) and the already mentioned RPK.


Armed? Test your shooting skills at the shooting range. Aim the first dummy at the body, the second (armored) at the head. If it turns out that you are not as great a sniper as you thought, either practice or change weapons, maybe that's the truth. When you're ready, move on (that is, through the kitchen). Ulman and Khan are already waiting for Artyom there, all together they will go to the gate to the station. Behind the gate, a bizarre spiral elevator awaits you, moving in a huge well. A beautiful sight. At its highest point is the entrance to the command center, where a general meeting is held (Melnik wants to discuss burning issues with the squad leaders). Follow Khan inside and watch him get arrested for being overly liberal about Blacks and possible contact with them.


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


Ashes

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


Got out. It looks like it used to be a botanical garden. Devastation is everywhere, twisted metal, puddles that are better not to step into, a fallen Ferris wheel, as a symbol of the Earth itself, which has flown onto the celestial axis ... while we are enjoying the landscape, Anna decides that Artyom will find Chernoy on her own with much greater effect, and herself goes to the "gate" from the ruins to cover. There is no black yet, only Guardians, and quite a lot (only three packs).

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


Overview of the game Metro Last Light Redux

Paul

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

What's next, Artem? You can't get out through the door, so you have to go lower and lower into hell. Through the garbage chute we get into the sewer, and it is full of corpses. Further we see a well, and it is also full of corpses. Above it are cells with people who were not lucky enough to be born with anomalies ... a completely infernal spectacle, truly, the Nazis are equally monstrous in their actions, both before the apocalypse and after. Follow Pavel in the shade to the grate, put him on the stairs, climb up. Next is a short stealth walk, follow the instructions of an experienced red guerrilla. At the top, reach the officer on the right and kill (or stun if you can). Lower the ladder using the lever. It is interesting that the prisoners in the cages are instructing Artyom on further actions.


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


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


Now Pavel will make Artyom's life easier by giving him a barrel with a silencer. In the sewers there will be patrolmen with machine guns, as well as a lever that opens the cages (on the panel near the window). Help Pavel open the lock (lever on the wall).

Video walkthrough Metro Last Light Redux

Metro Last Light Redux system requirements

Reich

In the process of Sturmbannfuehrer's speech about the promised land, that is, the D6 base, on which there is a lot of food, a lot of weapons and medicines, and a lot of everything, but for some reason it does not belong to the Reich ... a messenger appears who reports on your escape. Pavel shoots in the air, and the race to the bottom begins. As a result, Artyom is shot, but his body armor saves him. Escaped!


Metro Last Light Redux

How to pass Metro Last Light Redux

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

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

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

Sparta

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

Ashes


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

Paul


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

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

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

Reich


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

Parting


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

L ager


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

Torch


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


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

Big


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


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

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

Korbut


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

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

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

Revolution


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

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

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

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

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

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

Regina


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

Bandits


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

dark waters


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

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

Venice


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

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

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

Sunset


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

Night


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

Catacombs


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

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

Infection


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

Quarantine


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

Khan


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

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

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

Chase


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

Crossing


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

Bridge


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

Depot


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

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

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

Dead city


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

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

Red Square


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

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

Garden


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

Policy


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

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

D6


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

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

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

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

There are only two endings. One good, the other not so good. Which one you come to depends solely on your desire to search all the corners, listen to all the dialogues, not kill more than necessary. If there is no such desire, you will get a worse ending.