Metro: Last Light Tips, Secrets, and Alternate Ending. Metro: Last Light. Walkthrough for game Metro last light walkthrough all chapters

Chapter 1. Sparta.

Introduction.

In the dream, shoot the Blacks who are marked as friends. After waking up, talk to Khan and after leaving the room, get the task.

Black.

Having determined the direction to the main goal of the task on the tablet, we go to the armory and take the necessary inventory with ammunition, which in the game also plays the role of currency. Then we select the main weapon, supply it with the sight module, go to the shooting range, where we train in shooting under the guidance of an instructor, and then return to Khan. On the way to the command center, we listen to the story of Khan, find the commander and, after talking with him, follow the girl to the carriage in which we leave.

Chapter 2. Ash.

Train to the past.

After turning on the lantern, we open the door by pulling the lever to the right of it. Leaving the train, we go upstairs and walk along the tunnel to the stairs, put on a gas mask and climb along it, not forgetting to wipe the fogging glass with a button. Climbing the stairs, we go forward until the guards appear, with whom the sniper will help to fight. To the left of the place of the skirmish, Black is waiting, who will hide by jumping into the hole. Bending down, we climb after him, changing the gas mask filter, and chase until we see flying missiles through the eyes of the Black.

Chapter 3. Paul

The enemy of my enemy.

Red, having opened the garbage chute, takes the elevator. We follow him, without leaving the shadows, and help the Red to climb up. We climb the stairs he lowered and crouched down we follow the Red's commands. Having approached the guard on the right, we wait for the second to turn around and kill or stun him. Pulling the lever, we lower the ladder and crawl down, unscrewing the light bulb along the way. When Red turns off the light on the bridge, we crawl to the other side and, stunning the enemy and finding the entrance to the pipe, we crawl along it to the very end, on the way we hear how the mercenary sells the Black child to the representative of the Hansa. Having got out of the pipe, we stumble upon the corpse, we take out the knife from it, we go into the passage and, having dealt with the enemy, we climb upward. Climbing higher, press the green button and hide. We run into the opened airlock and lock it with a lever. We move along the corridor, killing enemies. When the latter is killed, Red will come down and help open the gate by pulling the second lever on the left. The gate opens, the Reich prison is left behind.

Chapter 4. Reich.

We move through the crowd and when the alarm rises, we run after Pavel, jump at his command and run to the gate, under which, bending over, we crawl through.

Chapter 5. Parting.

The escape.


We jump from the trolley and, following Pavel, we help him climb to the pipe, after which the alarm is raised. We bend down and, turning on the flashlight, we hide behind the obstacle. When the guards pass into the tunnel, quietly follow and stun everyone in turn. Having cleared the working area of ​​the Reich, we pass to the other side of the grate through the rooms with the soldiers. Once on the opposite side, we kill the guard listening to music so that he does not turn on the alarm. We go further to the stairs, go up and look for a ventilation shaft opposite the lamps. We climb into it and crawl forward.

Chapter 6. Camp.

Friend.

We creep forward until we meet two talking soldiers. We are waiting for one of them to go to the radio and then to the place where you came from, we quietly deal with it. After killing the soldiers, we are looking for a ladder, we go up and remove two more, we follow to the second ladder, turning off the light along the way. We go down the second staircase and go through the door with the inscription "exit". We make our way through the hole to the left into a room with faded flowers, after passing which we look for a shield with toggle switches, killing enemies along the way. Having turned off the electricity, we go in the same direction where the first enemy left, killed after the room with flowers. Having reached the soldier sitting in the chair, we kill him and put out the light, the second soldier must pass by. Bending down, we go forward to the door and see that the task has been updated.

We are looking for a switch that turns off the gateway, then we go down the stairs into the water. We move in the water, bypassing the soldiers, reaching the box with the lantern, extinguishing it and killing the enemy, who will come up to check what the matter is. Next, go left to the end of the ditch, go up the stairs and turn off the light again by lowering the toggle switches on the wall. On the stairs, which is located directly above the manhole from the ditch, we climb up, pull the lever to open the airlock, and turn off the light on the shield on the right. Having passed the gateway, we climb up the stairs again and, turning to the left, we see how two soldiers are going to hang Paul. We save him and follow him forward.

Chapter 7. Torch.

Through the darkness.

We move straight with the lantern on, help Pavel open the grate and jump down with him. Entering the elevator, we scare away the spiders with light, go up and then follow Pavel until we reach the abyss. We move through it on a pole, helping each other. When Pavel makes a torch, we go to the door with an electronic lock and further, along the wires stretching from the door. Leaning against the closed door, we turn into the corridors on the right and, having reached the dashboard, turn on the power supply. We return to Paul and leave through the working door.

The path through the darkness.

Taking gas masks from the box, we follow Pavel, who goes down the wing of the plane. Having passed the turnstiles, we select a filter on the floor, which lies there at all difficulty levels, except for the high one, and in the service room we take a shotgun. After examining the plane and removing the gas mask from the skeleton, we fight the Guardians and around the corner on the right we climb inside the building through the hole in the wall. Inside we go down the elevator, fighting off the last waves of enemies.

Chapter 9. Bolshoi Theater.

After talking with Pavel, we go through the station through the market and when we reach a shop with a note lying on it, we sit down and listen to Pavel.

Chapter 10. Korbut.

Betrayal.


After the video and the cut-scene, the son of the general secretary, Lyonya, frees us. We climb into the pipes on the left side and crawl through the ventilation, listening to the conversation between the secretary general and the general. You don't need to do anything in the mission, just listen.

Chapter 11. Revolution.

Red line.

We collect weapons from the filters, go out through the door and, after killing the enemies near the metal detector, go down the stairs and turn off the toggle switches, partially extinguishing the light. When the bulk of the soldiers disperse, we quickly kill the two who were delayed and move to the right of the locomotive, hiding behind the columns. Having reached the square pipe, we climb into it and crawl along it until it breaks. Then we move to the next one and go along it to another part of the metro. Having found a room with a fireplace, we lower the lever and, passing through the gate, we go to the door with a valve. The guard sitting next to you must be killed by throwing the knife, otherwise he will raise the alarm. After passing through the door, we go along the wall to the right and turn off the electricity on the panel. Having passed a little further, we climb the stairs upward, we are looking for another staircase and along it we already go down into the ditch. After passing along the ditch, we rise again upstairs two times, until we find a lever that stops a large valve. We climb into the hole to the left of it and move along the corridors, climbing the stairs and extinguishing the light until we find a door with the inscription "exit". We leave and open another door with a valve, after passing which, we hide from the detachment of soldiers. When the soldiers pass, we are looking for ventilation, next to which there will be an entrance to Andrey Kuznets.

Chapter 12. Regina.

In hot pursuit.

Following the blacksmith, we climb onto a railcar named "Regina". Having reached the desired place, we find a locked door with a lever and following the wires, we find a way to go through. At the end of the corridor we turn on the electricity with our charger. We again climb onto the trolley and push the car in front of it. When the car turns to the right and crashes into a dead end, we return to the arrow, change the direction of the rail and move forward, breaking through obstacles.

Chapter 13. Bandits.

We ride on a railcar until we meet the Red refugees, who will tell you that the bandits are waiting ahead. After killing the bandits, we go to open the gates. The lever that opens them is in the corridor on the right. To get into it, we go back a little and turn left into the corridor, at the end of which there is the desired lever.

We move forward through the gate until we turn into a tunnel with a skull. Where the first battle with the bandits took place, we untie the bald prisoner, he will help push the interfering trolley off the path. Changing the arrow in front of the skull image, we enter the tunnel and, when the trolley breaks down, through the passage on the left we move back along the train to the last car. Having passed through it, we leave to the tunnel filled with acid and, pulling the rope, we call the ferry. We kill all the attackers and leave on the ferry.

Chapter 14. Dark waters.

We go on a ferry, shooting back from monsters.

Chapter 15. Venice.

Having reached the station, we pass through the market and, going up the steps, we listen to a mustachioed man. Then, leaving from him we go to the right and passing through the red curtain, below we see Pavel closing the carriage door. Having overheard their conversation with a friend, we kill the bandits. The warehouse is cleared and the mustachioed man reappears. Pushing aside the box, he will show the passage, we climb into which, after putting on a spacesuit.

Chapter 16. Sunset.

Swamps.

At the bottom we climb over the fence and go around the trailer of the truck - the tank. Moving with the help of the radar, we pass along the logs past the bus to the plane, in which you need to take a can of gasoline. We go back and pour fuel into the generator. When the steam appears with the lantern on, we call it by pressing the button. We fight off enemies and leave by ferry.

Chapter 17. Night.

Church.

After passing the building, go up the elevator to the bridge and move to the church. We begin to walk along the log, a giant monster appears. We kill, trying to keep our distance. After the battle, the rangers will move the log along which we pass to the church.

Chapter 18. Catacombs.

Through Hell.

Having bought supplies, we approach the door, an explosion occurs, after which the battle begins. After killing all the enemies, we go through the catacombs to the elevator. We go down and fight off the guards, trying not to fall. At the bottom, open the gate with a wooden valve and go to the suspended platform. We go down below, we fight and, having climbed the steps, we jump over the abyss. On a wooden lift, we lower the log to open the way for the water. Enemies will appear who will attack until we leave on the lift.

Having left on the lift, we move forward until we meet a huge monster. We hide behind the columns so that the monster will destroy them and hide, punching a hole in the wall. We follow him and in the next cave we repeat the trick with the columns, injuring ourselves. When the columns are destroyed, it remains to finish him off with a shotgun. The cave will start to flood, calmly waiting for the end of the mission.

Chapter 19. Infection.

Through the fire.

We go forward and eavesdrop on the conversation between Lesnitsky and his subordinate, after which, going to the right, we see the execution. We creep further until we jump down into the room. Silently killing the patrol, we listen to the dying person. We move along the tunnel extinguishing the light and killing enemies until we find a hole in the wall. In the next room, through the hole in the floor, we go down and crawl until we get out. Having dealt with all the enemies, we are looking for the stairs up to the car, passing along which, we jump off from the other side of the fence. We descend past the burning boxes into the rift and go along it until it becomes possible to get out. Above we kill all the enemies and look for the red door behind which they hold Anya. We save her and watch the cut-scene.

Chapter 20. Quarantine.

Epidemic.

We go down, following the radar, and listen to the doctor's conversation with the general in the disinfection chamber, after which we find Khan and leave the station with him.

Chapter 21. Khan.

The river of fate.

We pass through the blades while Han holds the valve. We jump down with Khan and, by his order, we burn the cobweb, behind which we break out the grate and move on, constantly burning the cobweb. After talking on the phone and standing under the water, we watch a cut-scene, after which we leave with Khan on a trolley.

Chapter 22. Pursuit.

Train to the future.

We ride a railcar, fighting off the Reds, having reached the train, we move through it with a fight to the end and watch the video.

Chapter 23. Ferry.

Metro: Last Light - this is the second game in the Metro series, serving as a continuation of the previous part. Developers and publishers have remained unchanged - 4A Games and Deep silver... This time the game was released on 7 platforms: Microsoft Windows, Xbox 360, PS3 - May 17, 2013, Mac OS X - September 10, 2013, Linux - November 5, 2013 and Xbox One, PlayStation 4 - August 26, 2014. Developers took into account the wishes of gamers and critics, promising to correct some of the shortcomings of its predecessor, at the same time, and improve the stealth passage.
Since the last part, when Artyom destroyed all the "Blacks", passed more than a year, and in Moscow the time of love has come - spring. Sparta moved to D6. In the same place, Khan informs the main character that he was able to track down one surviving Black, but still quite a child, and hoping that the last decision about the destruction of the hive was wrong, asks Artyom to save his life. Only Melnik and his gang have their own opinion - he arrests Khan, and sends his daughter Anna on a mission with Artyom to eliminate the "Black". But unforeseen circumstances arise ...

Unlike the first part, in this game you will not encounter such difficulties as the previous work could boast, such as going to the library or how to bypass the librarian, which weapon is lethal, etc. And also it makes no sense to write where these or those chests with buns lie ... Having carefully studied the area, it will be possible to find everything: starting with the cartridge, ending with gas masks.

№1

Stealth walkthrough has been improved and worked out in detail. The fastest and most effective weapons in the game are helsings and throwing knives. They are good at killing all enemies ... Be it a man or a monster. If they do not miss, they will wipe the enemy off the face of the earth quickly and quietly.

The original Metro 2033 game ended with a missile strike 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 terrifying mutants from the surface do. Humanity repeats the same mistakes over and over again.

Judging by the fact that in new game the main character is still Artem, which means that he still managed to somehow descend from the Ostankino tower, although numerous staircases 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 the Blacks have on people - they cause visions. A second ago, former comrades, people begin to kill each other. Artyom can shoot at his comrades who have succumbed to hallucinations, or do nothing, then the script will simply work.

Sparta

The year is 2034. The Ranger Order took over D6, an old military vault. This is where the game begins. Khan woke up Artyom. He thinks that the Blacks wanted to establish contact with Artyom. Ulman escorted him out, we will meet with them later. Artyom was accepted into the Ranger Order, where he had long wanted to go. You can try to get a tablet with tasks and a lighter [M]. The green arrow indicates the direction to the target. This is not needed now, but it may come in handy in the future. There is nowhere to rush, 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 the initial equipment: a gas mask, two filters for it, a first-aid kit and several army cartridges. The latter act here as currency. Remember: if you hold down [R], then just these cartridges will be charged, so you need to press quickly so as not to accidentally shoot money. demonstrates the contents of the backpack. Now you need to choose a weapon. Up to three units can be carried at the same time. If you pre-ordered the game, you can choose the RPK - the most powerful machine gun. The author took the PKK, the killer and the valve, and attached a red dot sight to each, as well as an elongated barrel on a shotgun. You can test the weapon in the shooting range. The first dummy needs to shoot in the chest, and the second armored one - in the head. If you are not satisfied with the results, there is a possibility to choose other equipment. Also in this place you can clearly see the work of PhysX technology. You can go further through the kitchen. At the exit, Ulman and Khan are already waiting for Artyom. The gates to the station open, and behind them is a strange elevator moving in a spiral, inside a giant round well. At the top is the entrance to the command center. The miller arranged a meeting, to which all the commanders of the detachments appeared. We need to go inside for Khan chatting about the Blacks. The miller disapproves of his tendency to seek with them mutual language and gives the order to take him into custody. He sends Artyom in search of the surviving Black, together with the sniper Anna, the daughter of the Miller himself, who will have to kill the monster. If you wait a little, you can find out that Lesnitsky, about whom we have heard so many rumors, was misdirected, stole a container from the laboratory and washed off. Anna is waiting in the freight elevator. It will drop down to the station where the monorail is being fed.

Ashes

The monorail arrived at the station. Flashlight [F] must be used until the light is on. You need to pull the switch to open the door. A staircase leads to a sewer, overgrown, swampy and full of rats and cobwebs. A lone mutant escapes further along the tunnel, but if you want and have a good reaction, you can shoot him. Artyom and Anna find a ladder to the surface. You need to wear a gas mask [G]. Pay attention to the watch on the left hand. They show how long the filter will last. There are ruins on the surface Botanical Garden... A lot of scrap metal, glowing puddles, a collapsed Ferris wheel. Soon Anna leaves Artyom alone to find Cherny. But so far we are "lucky" only on ordinary Guardians. There are three flocks of them here. Anna by this time had climbed onto the gate formed by the ruins and covered Artyom. A small Black, probably a cub, is found in the winding passage. He is so fast that it is impossible to shoot him. We'll have to chase. Despite his best efforts, Black does not take damage from shots. Artyom grabs him, but he manages to get into his mind. The video shows that the baby was able to escape from the explosion that killed all of his relatives.

Paul

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

Exit through the door is not possible, so you will have to use the garbage chute. Downstairs there is a sewer full of the dead. This is another thing: further on, a view of the well opens, which is full of gallows, and above - cages with people. These people are only to blame for the fact that they were born with some kind of anomalies, such as different from the "normal" head size. You need to follow Paul, keeping in the shadows, to the bars. There you will need to stand in front of him in order to plant him on the stairs. He will bring the stairs down, and Artyom will also be able to climb. You will need to sneak, bending over, 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. It's so funny: the prisoners in the cells tell Artyom what to do! At the top, you need to unscrew the light bulb from the spotlight. Paul on the other side cuts out all the light and leaves. You can go over the bridge, which is no longer lit. Another fascist and a ladder. There is a dirty narrow pipe through which you need to crawl. Downstairs, a conversation between two Reichs is 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. Nice quiet 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 leave. You can kill him yourself, or hide, then Paul 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. You can also pick up a couple of slot machines from them. And there is also a lever on the panel by the window that opens the cages. You need to help Pavel open the airlock by pulling the lever on the wall.

Reich

The escape from the Reich continues. This scene was shown in the very first cutscenes before the release of the game. The Sturmbannfuehrer tells the fascists about the D6 base, which is full of supplies of food, medicine and weapons. And which is being held by Sparta ... At this moment, a man appears who will tell about the escape of two prisoners. Pavel shoots into the air, and he and Artyom begin to rush headlong. Artyom was shot, but Pavel drags him to the trolley. Everything happened, the bullet hit the bulletproof vest.

Parting

The trip does not last long. Almost immediately, the rails lead to a dead end. The only way is through the pipe ... but the guards grab Pavel who climbed into it. The gates open, and two fascists go 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 murders, the main thing is to unscrew the light bulbs and stun all the non-cautious patrol officers. You need to climb up and go through the guardhouse. Outside the door, the enemy caught in the bunk will surrender. If you want to see a "good" ending, you have to spare him. The further path lies through the technical channel, with spiders, the size of a large palm.

Camp

Pavel was beaten, his nose was broken, and now he is being taken to execution. We must try to save him. At the exit from the tunnel, there is a new room full of enemies. You need to climb the stairs, go around everyone and go down from the other side. A freezer full of animal carcasses is found outside the door. Then there is an impromptu greenhouse where plants are grown in baths. 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. Stealth here is very similar to Dishonored. We jump from the bridge, we neutralize the stretch, we go up the stairs. You need to crawl through a narrow gap in the wall. After her begins the execution of Paul. You need to kill the executioners and cut the rope.

Torch


Instead of starting the pursuit, in the tunnel where Artyom and Pavel got, the fascists turned off the light. It turns out that large spiders live in front, 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 left-click until the arrow begins 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 a spider web blocking the way. The elevator found turned out to be not a path to escape, but a decoy leading directly into the den of giant spiders the size of a dog. When they stick around the walls of the elevator, you will need to come up and illuminate them with a lantern, the light of which is fatal for them. The lift will go upstairs. There will be one spider and a bridge behind it. The first jump is easy, but then the failure is too big. Also the spiders are coming up. You will need to help Paul 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. A landslide can be seen in the distance, from which daylight breaks through. The spiders will not approach him. Paul finds a torch and lights it. You need to be closer to him so as not to become a spider dinner. By the way, what are all these huge spiders eating 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. We need to find an electrical switchboard, D'Artanyan will do the rest himself. The door will open.

Echoes

In the basement, stalkers have set up their parking lot. You need to take the gas mask that Paul found. There is an exit to the surface behind the door. A huge passenger plane crashed, its nose buried in the entrance to Teatralnaya. The weather is even more unpredictable here than in the tropical jungle. The sun is shining, and a second later the clouds have already flown in and the downpour has begun. In the passage, you can pick up a new gas mask with a filter and whole glasses. An animal was hiding in the office, guarding the double-barreled gun. At the exit from the passage, a running flock of guards is encountered. If you sit down and don't move, they won't notice you. Judging by the strongest wind, a real storm is approaching, from which the animals flee. Further the path lies through the same plane. Inside, Pavel and Artyom have visions. They even see the cockpit and pilots as the nuclear apocalypse begins and the plane crashes. Pavel became so stupid that he took off his gas mask and began to choke from non-existent smoke. On leaving the plane, it turns out that the sun has already set. And the wind died down. How much time has passed? Suddenly the Demon swooped in, grabbed Artyom, but threw it after Pavel loaded a burst at him. Around the corner, a flock of guards is already meeting. You need to stick to Paul, 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 on 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 theater critic begs in the aisle. You can put the cartridge in the box if you want a good ending. Moreover, after he finishes his speech, it will be possible to throw the second one. Interestingly, we will see the performance of the underground theater? There was even a barker here. He walks all over the bar where the militias are drinking, and beyond, where the juggler is entertaining the children. You know, this "peaceful" station will give odds to similar locations in BioShock Infinite. Look, listen - you will definitely not regret it.

Further on the market you can buy weapons and cartridges. 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 entrance to the hall. At that moment Pavel returned. He will take Artyom straight to the theater for free! There, the girls are now dancing the cancan. It's worth getting closer. And the left one is clearly brand new, completely unable to keep up with the others. You can sit in a chair and watch other shows. One of the actors, four-footed and tailed, almost pounced on the audience. The poor man is tired of endlessly jumping. Then the button accordion player with a half-naked dancer performed, the button accordion player alone, one guitarist, and the button accordion player with the guitarist together ... The beggar 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 spy a little, for two young ladies who are washing. At the restaurant Pavel invites Artyom to have a drink. He does not refuse, and soon falls unconscious on the table. Here is ... canalya!

Korbut

Out of the frying pan into the fire. Or from the Reich to the Communists. Now the captive Artyom is being dragged along the Red base. There are more soldiers 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. There is also Lesnitsky, who betrayed the Order. He recognized Artyom.

He was handed over for interrogation, where he was assiduously beaten by the General Secretary of the Central Committee of the ILC, Comrade Moskvin, with a mustache "like Hitler." But, since our comrade does not like to talk at all, the fight does not lead to anything. Unlike the injection of "truth serum". It evokes visions about that very day, the first exit of Artyom to the surface at the Botanichesky Sad station. One of the Blacks saved the child from the guards. At the same time, he received a passage to the metro, where in the future his relatives will kill thousands of people ...

Artyom was supposed to be killed, but so far this has not happened. The son of the general secretary, 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, to which Leon is pointing. And you can immediately overhear the conversation between Moskvin and Cheslav Korbut. Having promised the general secretary a "bloodless" option for ending 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 small Cherny was and was 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 pierce him. Weapons, as is often the case in video games, were not taken away during interrogation. But in the closet you can pick up a double-barreled gun 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 lights and stun the soldiers one at a time. Judging by the conversations, the communists are notorious lazy people: they can do business only for show. And one even at the words "to burn the rats" decided that it was about refugees. So much for the Kiev 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 a lighted area. You need to get to the stairs, go up, find the lever in the caretaker's booth, return and climb through the blades of the stopped fan.

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

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

Regina

It turns out to be Andrey Kuznetsov, an old acquaintance of Artyom. Having got him drunk and fed, he puts Artyom on the "Regina" armored train. It looks more like a gross fake of a sports car (and this is to put it mildly), but standing on the rails. The controls are like in any game with cars, only there is no steering wheel. The engine turns on [blank]. You can also shoot from your weapon. You can go out and inspect the tunnels, for example, a room with a corpse at the very beginning, a spider's lair next. The trip ends in front of the gateway. 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 your journey. The ceiling collapsed here, so contaminated air entered the tunnel from the surface, you should wear a gas mask. Spiders were 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 speed of movement will decrease, the monsters will be able to catch up and attack Artyom from behind. We'll have to shoot back. When the extra carriage changes to a different track, you will need to move the arrow so that Regina will go in the right direction. Although it depends on how you look at it, it was not in vain that they nailed up the path, than they could. The armored train accelerates to great speed and flips over.

Bandits

Although Artyom fell out of the 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. A caravan of refugees from the Red Line is found behind the barricade. The soldiers guarding 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, to save the first girl, you need to run to get to her and the kidnappers. Now you can go back and clear the paths from the bandits. It is necessary to free the bound prisoner so that he drove the trolley away. Now you can return for Regina and continue on your way. To open the lock, you need to overcome the resistance of the second ambush of the bandits. The third group guards the arrow. By changing its direction, it will be possible to drive on the right path. However, the dead end is also worth a visit for a glimpse of a railcar stuck there, full of fresh bodies. But there is also something interesting around the right turn: the bandits grabbed the woman and the children and are holding them in the 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 tires will fail and refuse to continue the trip. You need to go through the cars on the tracks on the left. Behind them is a half-sunken station. By pulling the rope, it will be possible to call the boat to Venice. However, to the sound of the bell, a flock of local monsters pull up to dinner. You need to hold out until the boat arrives and get on it.

Dark waters

Artyom's savior turned out to be a local fisherman, Uncle Fedya. I wonder where the fish comes from on the metro tracks, and can you eat it? Let's find out!

A short swim does not answer this question. However, I don't think it's worth repeating the experience. Better to duck when the logs are too low. Further, there are amazing mutants, which the fisherman calls "shrimps". They are similar, only the sizes, with a pig, are somewhat confusing. Even if you do not start a 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 great!

Venice

Having overcome the lattice, Artyom and Uncle Fedya ended up in Venice. It seems that everyone here is only doing what they fish. But this is only at the beginning, more interesting further. You can knock on many doors, but no one will open. You can give alms, but steal - spoil karma. Three bandits are chatting that the "circus of freaks" on Oktyabrskaya has replenished. Maybe this is our Black? On the market you can buy and sell weapons, cartridges, equipment. And next to it there is a shooting gallery in which it is proposed to shoot at rats. If you have a shotgun, it will be quite easy. Having won 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.

You have to go to a brothel, they say that two komunyak went there. Indeed, Pavel and another "red" ordered a private dance. Having overheard them, Artyom 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 cardinal guards.

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 is standing with his back to the lamp. A suspicious suitcase, locked with a lock, was carried to Oktyabrskaya. You need to get to the door behind which Paul is. Artyom manages to overcome him, and he repeats the story that Cherny is on Oktyabrskaya. But, unfortunately, it escapes when one familiar friend appears from the door, who at the beginning of the mission proposed to go shoot the bandits, but this idea was rejected by the head of the station. He shows the way to the surface. First, you need to put on a protective suit, which is 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 sit too long, because the supply of filters is not eternal, and the heavens are full of Demons. In one of the garages at the other end of the accessible area, you can find a new automatic machine - Kalash 2012. You should move only on solid ground, as well as in places marked with red flags. To find fuel, you need to visit two places: in a crashed plane, which you can get into through a hole in the roof, having previously climbed onto its wing, and also in the garage on the opposite side, on the border of the map. The canisters should be checked in both places. When you find a full one, a huge monster appears outside. You can't kill him yet, so you can just move on. We need to find a ferry station for which fuel was required. You will have to activate the launch twice. The first time only shrimps will attack, but the second - the same big and green creature. However, the demon has already laid eyes on her. After that, the raft will finally dock and it will be possible to cross the swamp.

Night

The night is dark and full of horrors. We still have 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 a shopping center called "ROISSYA VPERDE", where you can now guess the remains of a beauty salon, cafe and hardware store. On the second floor, there is an exit through a broken window, at which the beam of a searchlight is directed. The voice of the sniper Anna is heard from the loudspeaker. It would be interesting to know her path and purpose that led her to this place. Outside the window there is also a direct road to the church through the ruins. Before Artyom had time to cross the log, that same harmful and unkillable creature appeared out of the water. Although no, still killed. It took half a dozen barrels to finish her off. After the victory, it remains to move to the church on the log.

Catacombs

Artyom was given a bed in the very corner of the church. Anya wakes him up, apologizing along the way for allowing him to be taken prisoner. Dealers in equipment and weapons settled behind the bunks. But then 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 Order's outpost. The doors exploded, turning into splinters from the explosion, those who were not killed were stunned. Artyom manages to see how Anna is grabbed and taken away (isn't this notorious karma?), But then passed out.

And when he woke up, the communists were gone. The doors are piled up to the outside, but the catacombs are open. An audio recording on the floor informs that Anna is being taken to Oktyabrskaya. By the way, we were going there anyway. The path is long and winding, but there is nowhere to turn. Soon all sorts of things begin to appear to Artem. You will have to go down in the old cage, at a very low speed. But soon a flock of beasts dares to make attacks, one or two at a time. You need to target them in the nose. The cage falls, but not to the very bottom. You will have to go down the tunnel further. It looks like an abandoned mine, or medieval catacombs. Monsters are running ahead one after another. If you don't touch them, karma improves. To increase more, you need to go to the side 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 there is some kind of small structure. You need to go downstairs on the elevator, and then also jump off. Straight to the next group of monsters. Also here, mutated bats begin to attack with powerful ultrasound. After the next group, you will need to grope and activate a lever that will let water into the elevator mechanism. When he comes down, you can go up on it. 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. You won't be able to kill the gorilla-like creature, so you can just force it to ram all the columns. Nothing will collapse, but soon the creature will make a hole in the wall, leading into 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 be flooded with water, which carries Artyom along with it.

Infection

It seems that wandering through the cave passages is ending. Ani's heavy breathing is heard from above. Up the stairs, you can climb into the ventilation. From it you can see how Anna is being taken away somewhere. Further it will be seen how the Reds shoot civilians infected with the infection. Going down, you can overhear 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 will be much more useful to kill them before they finish 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 probably released the virus. You can pick up a night vision device on the table. A trail of corpses goes along the rails. NVG will interfere more if you are stealthy. The communists took over the station. You need to get to the door marked "do not enter". The contaminated territory begins behind it. The Reds burn bodies and residential buildings. It will be more difficult to slip past them if they find bodies. You will need to crawl through a very low tunnel. At the other end, everything is just blazing. Including a very large library for the metro. Here you need to get to the red door leading to the border of the station. On the other hand there 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 escapes, and Anna and Artyom use their last strength to get to Hansa, where they put on gas masks, temporarily saving their lives. It remains to be seen 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 surrenders to Artyom, and he does not really resist. Later it becomes known that they have no traces of infection. But Anya still needs to heal the wound, so while Artyom is leaving the quarantine zone alone. Civilians who have fled from Oktyabrskaya are under observation here. And most of them are not so lucky, they are likely to die soon. In the purification chamber, you can overhear the doctor's conversation with the soldier. 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. At the station, everyone wears gas masks, and no wonder. Artyom is met by Khan, and they are both allowed to enter the platform. There are other rangers here as well, thanks to whom Hansa managed to survive.

Khan continues his half-insane speech. He wants to find and save the baby Black, calls him “the last angel”. Khan and Artyom are allowed to enter the Mezhlineinik. A maze that almost no one walks. As long as Han holds the lever, you can go through the blades of the giant fans. For a while, you just need to follow Khan, until a flock of guards appears. You need to use a flashlight or night vision device to see targets at a long distance. Next, you will need to burn the cobweb behind which the rotten grate is hidden. A half-submerged tunnel begins behind it. “A strange place” is still poorly said. The phone rings suddenly. An old, wall-mounted telephone. The voice of Artyom's mother is heard from the tube. Here's another batch of glitches. In this place, by the way, Artyom can run with seven-meter strides, despite the knee-deep water level. Khan mutters about fate, that the River will carry Artyom to the Black. And the truth is: when both heroes find themselves in a funnel, a "drain" occurs, and they are sucked in, carried away in an unknown direction.

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

Finally, the visions end, and Artyom and Khan find themselves in the real world. Everything is the same wet and dirty. The radio warning for the 13th post about a possible attack from the Reds had just begun to arrive, but there was no one to accept 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 sat on the tail of the Hansa train carrying the Black one. At the beginning of the chase, you will need to kill the crews of several railcars. This is done most quickly by 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. Then Artyom, completely on his own, will jump from the railcar to the train. You need to move to its head part, shooting off the pop-up red. Keep in mind that wooden crates can be easily shot through. Cells begin behind the carriages. 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 establish contact with him. This time the baby loses strength, and Artyom has to carry him.

Crossing

Artem carried the "child" out of the burning train to the surface. The telepathic connection has finally improved, and now the thoughts of the Black are heard in the head of the ranger. But soon he disappears, leaving Artyom to walk on the surface. You need to go down and go along the trench. The number of monsters exceeds several dozen. Fortunately, they don't attack all at once. Black changes Artyom's vision, making him warm. But this does not last long. The kid is shown again at the Moskva River. You need to go on the ice, from under which one hungry monster appears. Black continues shamelessly digging into Artyom's head. A demon's body can be found under the bridge, this improves karma. There is also a note here. It will be possible to enter even further inside this bridge. A staircase begins behind the bars. It leads up, out. Malets Cherny put on items of children's clothing. There are many skeletons in the carriages - not everyone who visited the metro on "that" day ended up underground and survived. Hundreds surfaced during the explosions. Suddenly, it turns out that the demons are so powerful that they can throw a subway car into the river. Artyom falls into the water before, thanks to which he saves himself, surfacing and getting out onto the ice. You can't fall into the river again, there are fish here that can devour a person whole. You need to run on the ice towards the stuck ship. From it you can get over to several carriages lying in the river. It will be possible to get to land by them. We'll have to climb inside the bridge again.

Bridge

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

Depot

The subway depot is shaking with thunder, the downpour lashes on the roofs of 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, he says, are afraid of attack, but they are not angry themselves. They are the rangers who occupied the hangar. Their leader, Stepan, speaks Ukrainian. It is strange that for so many years he still has not learned Russian. Here you can trade with his squad.

Climbing upstairs and meeting with Cherny, Artyom learns that many hostile people have turned up at the Depot. Red communists. Behind them there will be a door leading to the stairs. There the kid will give Artyom the filter he found. And then he will also open the locked door. Behind it is the second squad. It will be easier with them than with the previous ones. The third detachment is already following them. Their goal is to capture the last surviving Black. They don't need Artyom alive. There are already stories about him, as about who can kill a whole detachment alone. So let's not disappoint them. After them, behind the door, there 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 with one knife in his hand. Black grabs him by the neck, after which he and Artyom penetrate into his memory. About those moments when Lesnitsky stole the virus from the chemical weapons laboratory, transferred it to General Korbut and Pavel Morozov, and took Anna prisoner. But something new also emerges: Paul was also ordered to do something related to Red Square. After the visions, there will be a choice: whether to kill Lesnitsky. As you can imagine, a simple stun is better for karma. The radio is broadcasting 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 the high-rise buildings. Who is this? Ghosts? Climbing the stairs of the first house, you can find a note in the apartment, and during a 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 was shining, the foliage was turning green, the children were playing and having fun in the yard. At the present time, 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 bygone times. To go forward, you will have to jump into the dug hole, in which you can see the pipe. The hole leads to the cellars. Climbing the stairs, you can find a stalker stash, see through the window a flock of mutated dogs, and hear the cry of a baby. You can't relax. A play of shadows, ghosts, lightning flashes, unexpected attacks ... Perhaps this is the scariest place in the whole game, in which you really flinch a couple of times. We leave to the surface through another hole and we pass under the arch. A flock of hungry mutants attacks 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 is running through the yard. You can leave them alone. By this time the rain had already stopped and the sun came out. You need to climb the stairs to the roof of the house. Demons appear here, so it's better to run to reach the entrance to the stairs leading to the inside of the house. Having gone down to the very bottom, you will need to jump through the hole into the basement. To the entrance to the catacombs.

the Red Square

The catacombs brought Artyom to the Kremlin. Flocks of small flying mutants hover over the towers, while others have occupied the towers. If they do not approach and shoot, they will not touch Artyom, they are simply guarding their little house. Suddenly clear weather in a matter of seconds is replaced by a strong wind, which knocked down one tree and caught up with clouds. Black suggests a place to hide. Soon it will be possible to continue the path, but only until the next shelter. The element, interspersed with radiation, forces you to wait out strong impulses in the shelters that Black finds. You do not need to kill mutants, you need to go around the green water on top. There will be an entrance to the tunnel, from the walls of which phantom arms stretch out. Soon they become real for Artyom, and they grab him. Rescues, as usual, Black. At the exit it will be possible to find the road to the mausoleum, where only bones remain from Vladimir Ilyich. To do this, you need to overcome upper part the mausoleum and descend into the lower aisles. There you have to go against the compass.

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


The Alexander Garden has changed beyond recognition. There is a swampy area just behind the fence. And somewhere ahead, one beast is simply knocking down trees. Cherny went on exploration, and Artyom needs to overcome a swamp, a long passage dug by something, from the earthen walls of which the roots of trees can be seen. And then what was once an alley with monuments to hero cities. After a narrow and low manhole, a giant she-bear is found between the roots of the trees. First, she rushes at Artyom, and he stabs her in the eye. After that, the bear becomes not as fast as the smaller mutants use. Weakness is on her back. Killing monsters helps improve karma after the wounded bear breaks a path 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: there are other Blacks behind the door at base D6, who are still in hibernation. Such is the addict's opportunity to bring back a new kind of intelligent life. Miller agrees to let the trinity go to D6 if Cherny helps with the negotiations in Polis.

Policy

Black disguised himself as a little boy in a raincoat. Khan argues with Miller about negotiations. After all, it is one thing that Artyom told the truth about the plans and actions of the communists to the Order, and it is quite another thing to try to convince the rest of the groupings of this, without having clear evidence. Front entrance doors the slender ranks of the Reich and the Red Line have already gathered, and their heads at this moment are pushing a speech from the stands.

So our four heroes entered the council hall, where Moskvin is now performing on the stage. It's funny to watch the secretary general back away from the child, but he can't get away from Cherny. Moskvin's memory looks like a red corridor, hung with communist posters and slogans, full of doors leading to different memories. At the direction of Korbut, Maxim Petrovich poisoned his brother, Anton, thinking that he wanted to kill him. Maxim Moskvin was elected general secretary, and Korbut received an excellent lever of pressure on him, in order to implement his terrible plan. After being exposed, Moskvin confessed everything before the council and said that General Korbut is currently preparing to storm D6.

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

The miller makes a speech before the fight. He says that every Spartan is worth five enemies. This ratio will be roughly the same in this final battle. Directly "300 Spartans", but you yourself probably noticed the similarity. So, on the left you can find a box with ammunition for all weapons. And on the right - the last opportunity to exchange, or tune your arsenal, completely free. I recommend taking the "Paragraph" machine gun, a very cool toy. In addition, make sure that the weapon uses different cartridges - they may not last for a long time. After finishing all the preparations, you need to go to the barricade in front of the gate.

The Reds rammed the gates with a train, which then exploded, taking Sparta's first line of defense with it and opening up a passage for the infantry. After a minute of defense, a second explosion is heard, which concussed Artyom. But he manages to get up and continue the battle behind the third line. In hiding places, by the way, it is very useful to squat. Then a new breakout opens on the left. A "tank" appears - a rail modification. Note the steel stick that links the two wheels highlighted in red. You need to shoot at it, best of all from a weapon 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 so that even more people would follow the first path. You need to regroup by jumping over the fence to the rest of your comrades. The enemies will be very well armed and armored. Then reinforcements will arrive with a flamethrower, but this is not the most interesting thing: they lined up in battle formation "turtle", using shields that completely cover them even in motion. The main goal is to hit the flamethrower in the tank on his back, having previously discharged the clip into his head.

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

There are only two endings. One is good, the other is not. Which one you come to depends solely on your desire to search all corners, listen to all the dialogues, not kill more than necessary. If you don't, you will end up with a worse ending. A list of 103 actions that affect karma can be found.

Bad ending:


Good ending:

Prologue

For us there is only

one tense is the present,

and only one place is the metro.

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

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

Meanwhile, the hero Artyom, already familiar to us, awakens from the fact that Khan wakes him up and keeps repeating that he should get in touch with the blacks. While we are exploring the station along the way, it turns out that Artyom was taken into the "Sparta" order and they settled in the secret bunker D6, which they had found earlier. Artyom is given a weapon and he goes to the Miller, who summoned him.

Train to the past

Khan saw one black man near the Botanical Garden and therefore Melnik gives Artyom a sniper Anna and gives the task to kill the black one. Khan protests against this and says that you cannot kill them, but you just need to find contact with them (as I understand it does not smell like a good ending from the first part, and that then a missile strike on the lair was inflicted). Of course, Khan is detained, and Artyom goes with Anna to the surface to the burnt hive of blacks.

Artyom found a black cub. He recognized Artyom and was frightened and gave him his visions of the moment when rockets flew into the hive. Artyom passed out and was taken prisoner, the black cub was put in a cage.

The enemy of my enemy

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

Also, having overheard the conversation of two fascists, he learned that the black one had been sold to merchants from the Hansa. Hansa is the ring line of the Moscow metro union of trade stations.

Reich

Artyom learned that the red prisoner with whom he fled was called Pavel. And they, together with him, disguised as the guards of the Reich went into the very crowd of fascists, but they were burned. And the two of them start to run away. Artyom hits with a bullet and Pavel dates him to the trolley.

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

The escape

Pavel breaks through the railroad grate and it overturns. They are looking for a further way, but when Pavel climbed into the sewer hatch, the Nazis took him and now Artyom is making his way through the Nazis alone.

Friend

Artyom understands that Pasha, a man whom he knows quite a bit, helped him a lot and therefore he is not going to throw him in captivity by the Nazis, since death awaits him. So he sets out to help out his new friend. Arriving in time, just at the moment when Pasha was hanged and he barely has time to pull him out of the loop alive.

Through the darkness

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

Path through the light

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

After that, as in the classics of the genre, there will be a flying monster - the Devil, and many mutant guards, almost in front of the entrance to the station, where our heroes barely fight them off and open the gates just in time for them to escape.

Theatre

Our guys got to the Theater Station, from which it remains quite a bit to walk to the Pole, unless, of course, Pasha leads through his own - Red posts. While Pavel negotiates with his friends, Artyom has time to explore the Theater Station. A station where people of art and creativity gather.

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

Betrayal

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

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

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

Red line

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

In hot pursuit

Artyom unexpectedly stumbles upon a person, but he was lucky it was Andrei Kuznets, already familiar to us, who helped us once. Andrei promised that he would tell Melnik about what had happened to Artyom and their mission and that he was continuing to search for Black. Andrey gives our hero a homemade railroad car "Regina" and he sets off on his journey on it. On the way, there will be a train, it needs to be pushed by the railcar forward. we also break through the passages with a trolley.

Bandits

Pavel's group is moving to Tretyakovskaya aka Venice ahead of several hours. In pursuit in the tunnels, Artyom unexpectedly runs into a group of refugees from the Red Line. All the men who could fight moved forward and they were all shot there. The refugees had only a few men left, mostly women and children. And now you can't go forward there is danger, and behind the Reds who will shoot them. Moving on, Artyom runs into the bandits, who shot everyone.

Dark waters

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

Venice

Having reached Venice with the fisherman, a big thieves' den. Artyom learns from the locals that two Reds arrived at the station recently. And he is sure that one of them is Paul. He must by all means catch up with him. He has two missions associated with Pavel: Find the Black One, and learn about the Reds' plans associated with D6 and the Order.

Finding Paul in a brothel, he followed him to the warehouse and grabbed him there. Pavel told that Black at the Oktyabrskaya station and the Reds are experimenting with him and his abilities. But Pavel managed to escape. And Artyom goes to the surface in the swamps to get to the base of the Order and meet with his own.

Continuation of the passage of Metro Last Light

If you have problems with the passage of the game Ray of Hope, you can always use our tips and information for action. We describe in detail the steps that need to be taken to complete the game. Last light... In the most difficult places, we add pictures that can help you. Walkthrough Last Light read on our website.

V Metro: Last Light two endings: good and bad. Which one you come across depends on the number of murders you commit.

Sparta

Journal Entry: Prologue

Watch the video, when the corridor darkens, move back from the squad. Get ready for the fact that your allies will become black creatures, kill them.

Exit your room, turn left and continue through the door to the end. Turn right, then straight ahead and left. Walk a little straight, to the left and only forward. A dialogue with the guard awaits you, take the three items that he will give. To the right of the guard there is a stand with weapons; take the cannons. And even more to the right is the shooting range, test your killing skills. Follow the right from the last stand and only forward to the elevator, enter it together with Khan. Follow the elevator just after him into the meeting room. After the dialogue between your partner and the authorities, go with Anna on a mission.

Ashes

Diary Entry: A Train to the Past

Get off the train upon arrival at the station. Follow Anna, turn on the electricity. Follow her further, open another door. In the sewer follow the right, along the way you will come across a ladder on the left side. Put on a gas mask and go upstairs.

Run straight through the wreckage of the city and destroyed cars. Go downstairs, go to the crater. Kill the monsters. Head around to the left. Now your partner will tell you where the target is. Follow her when you find yourself in a dead end, shoot at the mutant and then grab.

Paul

Diary Entry: Enemy of My Enemy

Watch the video, and then follow Pavel, when you find yourself in the hall, go in the shadow of the fan plates. Give your partner a lift, he will lower the stairs, climb up the stairs. Walk quietly to the right, kill the guard with a knife. Turn on the panel, then go up the path that appears. Unscrew the light bulb to your right. Wait until Paul turns off the light. Go along the path, kill another guard. Climb the stairs up. Turn right, go through the pipe. Take a knife from the corpse, throw it at the guard in front. Talk to Pavel, call the elevator, kill two more enemies. Continue your way through the elevator. You will find yourself in the corridor, go to its end, eliminating the Nazis along the way. Open the door with the lever.

Reich

Diary entry: Reich

Walk right behind Paul. When he shoot, run after him to the left, then to the right and only forward. After a short cut-scene, shoot enemies until the end of the mission.

Parting

Journal Entry: Escape

Leave the trolley. Walk with Pavel to the end of the tunnel, put him on the pipe. After your friend is captured, hide behind a barrel and wait until you open the door to the right of the tunnel. Silently kill the guards who come from there. Go to the room where the ill-wishers came from, kill all the enemies there (take cover more often, shoot more accurately, because the cartridge will be very small). Go to the right building. Climb the stairs and go along the balcony outside. A guard will appear on the stairs, kill her too, continue on your way. Once in the room with a Nazi without weapons, go left and crawl into the hole.

Camp

Diary entry: Friend

Go straight, then go to quiet mode. Turn right, go straight a little and right again. Go up the stairs, turn off the light. Go further along the path from above, go downstairs and only forward into the refrigerator. Get to the end of the room, climb through the hole on the left. Pass quietly the room with flowers.

Go down the stairs, then follow the passage along it. Kill the guard there quietly and get out. On the left side of the location, move quietly through the shelters and climb into another opening in the floor. Go further and you will get out at the end of the path. There is a switch on the left on the wall, click on it. Climb up the stairs, kill the guard in the wheelhouse, open the door and go further through it. Go to the right down, straight ahead and up the stairs. Crawl into the left opening, kill enemies. Run after Paul at the end.

Torch

Journal Entry: Through the Dark

Follow Pavel along the tunnel, help him open the hatch, then go downstairs. Go with your partner to the elevator and go upstairs. Follow Pavel, then help him pull out a stick from the cliff and jump over him in turn. If monsters attack you, shine a flashlight on them, and then when they roll over, shoot in the belly. Follow on with Pavel, wait until he burns the web, go ahead. Finding yourself in a dead end, your partner will ask you to go to the right in order to find the switch. Just go through the rooms in order, turn on the lights, and return to Paul. In this task, you can advise to do everything faster. because the monsters do not sleep, and the patron is not so much.

Echoes

Diary Entry: Path Through Light

Put on a gas mask and go outside with Pavel. Kill monsters as quickly as possible, there is not much air, and there is nowhere to replenish it. First, get to Pavel to the plane, enter it through the door, which will have to be broken. Watch the video in the cockpit, and then follow Pavel to the base.

Big

Diary entry: Theater

Go walk around the base, when you find yourself in front of the guards, Pavel will appear. Go with him further, then explore the location (walk around the bars, buy a weapon). Pavel will come to you himself, follow him through the bardel to the cafe. Sit in the left chair.

Korbut

Diary Entry: Betrayal

Watch a very long video. Then the son of the chief secretary will release you, he will also show you the way out through the pipe. Crawl through it to the end.

Revolution

Diary entry: Red line

Leave the room and follow to the right, kill the guards with a sniper rifle. Go ahead, now you have the first large location in front of you. Turn off the breaker to your right. Move very quietly from one cover to another and so on until the end of the room. Pass the corridor and now the second large location. Immediately go all the way to the right, turn off the light. Also quietly get to the end of the room, climb the stairs and crawl through the fan on the left side. Go down the stairs. Snuggle up to the left side of the wall, go to the exit. Go through several corridors to the large door, when it starts to open, go into the room and hide immediately to the right. Walk to the end, turn right and go through the ventilation with cobwebs.

Regina

Diary Entry: Hot On The Trail

Follow Andrey, get into the car. Move on it until you run into a closed gate. Exit Regina, go right through the door. Get through the corridors to the switch, restore the light supply. Go back, open the gate with the lever to the left of it. Sit in Regina and continue your way, when you start pushing the carriage, be on your guard, a crowd of mutants will attack you. After eliminating them, you will find yourself in a dead end. Get out of the car, switch the rails using the arrow to the right of the rail. Sit in Regina, drive on.

Bandits

Diary Entry: Bandits

Get back in the car, drive further to the settlement of people. Listen to their leader very carefully. Continue your way to the first enemy ambush, kill everyone and free the hostage, who will be located slightly ahead in the right opening, he will also free the way for you. Then another ambush awaits you, kill everyone and open the passage with the switch, which is located on the right side of the enemy camp. Then accelerate to the maximum and drive as fast as possible. After the accident, go forward in the center, ring the bell. Wait for the boatman, kill mutants.

Dark waters

Diary Entry: Dark Waters

Dodge the boards and kill the worms.

Venice

Diary entry: Venice

Use the compass to go to the place where Paul is. Follow him to the warehouse, then you need to kill all the guards of your target on it. Then Semyon will appear, he will show you a secret door to the street. Put on the gas mask that is on the right in the closet and go up outside

Sunset

Journal Entry: Swamps

Use the compass to find the passage to the wreckage of the building and the plane, where you must search the canisters. After you find gasoline, go to a new point. Fill the mechanism with fuel, wait until the platform appears. Kill enemies, when the platform arrives, sit down in it and follow on.

Night

Diary Entry: Church

Keep moving looking at the compass, find your way to the church. Approaching a friendly squad, a beetle will attack you. Shoot at him at long distances, and when you kill him, Anna will put you a beam to cross the river.

Catacombs

Diary Entry: Through Hell

Follow Anna, buy a weapon, upgrade it, and finally get it with cartridges and supplies in general. Continue your way after the lady, watch a long video. Head into the dungeon, the compass will show you the way. After you kill a lot of monsters, you will have to kill the boss at the end: let him destroy the columns and everyone around him, because it damages him. After several columns and walls are destroyed, just finish off the enemy.

Infection

Diary Entry: Through the Fire

Eavesdrop on Lesnitsky's conversation. Now your goal is to save Anya. Pass the corridors, kill enemies. The only advice on this mission is to keep everything quiet. There will be a lot of enemies, so the quieter you kill, the faster you complete the task.

Quarantine

Diary Entry: Infection

Get out the compass, go to the right place. Eavesdrop on the conversation between the doctor and the commander-in-chief, and then follow to Khan and then go only after him. You can buy weapons and stuff along the way.

Khan

Diary Entry: River of Destiny

Continue on your way after Khan. Kill enemies, then burn the web. Help Khan open the lattice, go further after him, at the end of the mission and run altogether.

Chase

Diary Entry: Train to the Future

Throughout the mission, you need to kill the Reds.

Crossing

Diary entry: Child

Go outside with the black man, he will point you to the targets that need to be destroyed. Then get across the river to the building, open the grate, find objects. Move further through the cars, go around the building and follow up the stairs.

Bridge

Diary Entry: Bridge

Pass the bridge. Climb up and kill all the enemies. Grab the rope, move on. At the end of the mission, you need to follow the black one through the room to the right.

Depot

Diary Entry: The Way Together

Go to black, on the way you will come across enemies (kill them quietly, because the alarm will increase their number at least 3 times). Deal with Lesnitsky, move on.

Dead city

Diary Entry: Ghost Town

Use the compass throughout the mission to figure out where to go. You will not meet many enemies, but be on the lookout.

the Red Square

Diary entry: Red Square

Walk quietly and carefully behind the black, because there will be many traps along the way. Kill all the enemies, wound Paul, and then decide to kill him or not.

Garden

Diary Entry: Garden

Kill enemies and go to Khan. On the way you will come across a monster: first, just hide from it, then shoot at the red dot on it, and then kill the little creatures that are trying to kill it. Then get to Khan.

Pole

Diary Entry: Peace Enforcement

Go to the desired point. Open doors.

D6

Journal Entry: The Last Battle

Kill enemies. Now a battle with a huge tank awaits you: shoot at the mount on wheels, then at them, and finally destroy the cannon. Kill the last enemies. Watch the video. Completed the game.