Walkthrough of Metro: Last Light. Metro: Last Light: Walkthrough Metro last light walkthrough the last battle

Detailed getting a good ending.

1. Sparta
When you first wake up and gain control, play the guitar located in the room. Then I seemed to listen to two soldiers talking, one of whom was sitting in a wheelchair, then I walked up to the slightly open door on the other side. There was a flash.

2. Pavel
When you find yourself at the top of the prison (go through a large, tall room with cages) and clear the corridor, there is a lever on the control panel to the right that opens the cages with hostages. Pull the lever - there's a flash. You will also receive the “Freedom” achievement. Don't kill any soldiers during the chapter. You can stun them as much as you like, but don't kill them!

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

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

5. Korbut
As you move through the ventilation hole, listen to the entire conversation between Moskvin and Korbut until Korbut leaves the room.

Next mission after Korbut:
Go to the right of the metal detector, stun two soldiers. Follow the third soldier down and wait for him to answer the message that group eight has left the facility. There will be a flash. Now you can stun him.
When you go through the valve, go down and listen to the conversation between two soldiers. One of them asks where the cargo was placed. At the end there will be a flash.
Further, when you overcome this room, you will find yourself in a tunnel with two soldiers. One of them is sitting behind a machine gun. Listen to their entire conversation.

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

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

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

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

10. Epidemic
The only moral action I found in this chapter was searching for all the hiding places located outside the quarantine zone. All you need to do is walk along the walls and press the trophy key when the “ammo” icon appears. There are 5 caches in total. The first hiding place is behind a metal door, through which you will go right after the crowd. The rest are in the windows.

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

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

13. Red Square
When you go through the first part of the chapter, Black will say that the Guardian will not attack you if you just walk past and do not touch him. Follow this advice. Later there will be another Guardian who will not attack you unless you walk near him. Do so.
Don't kill any soldiers during the chapter. You will be ambushed when you hear Paul's voice. Snipers will shoot at you. But you still don’t kill them, but wait for them to come down to you. Stun them. Not all the snipers will come down, but eventually Pavel will say that it’s enough and will open the door ahead, through which other guards will appear. Stun them too. Shoot Pavel until you catch him at the top. After he is grabbed by the dead, run up to him to save him. DON'T SLOW!!! Otherwise he will die.

14. Garden
When you follow the red flags to get through the first part of the garden, there will be a large building. Go to the building and use the wooden planks (logs) to get through the water. Enter the flooded store. Go into the back room and see a flash.
When you have covered about half of the garden, you will meet a large creature called the Ursa. Defeat him in the first round. When the Bear goes to the right, shoot the mutants on her back to save her. He will hide in the forest.

Chapter 26. Dead City

Ghost Town

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

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

Chapter 27. Red Square

sun, green grass, carefree childhood - times that, apparently, will never return

“From here I know only one road to Polis - through Red Square. I'll tell them everything I know. And then the goal is just a stone’s throw away. It will all be over soon."

Having climbed to the surface, follow the sign. We stay near Cherny and wait out the storm in secluded places. When the souls try to devour us, a little friend will help again. We follow him strictly, without overtaking or falling behind him. Next, we go up, move to the other side and jump into the ditch. We get to the building where we fall into a trap. Black will highlight enemies, and in this short time we try to shoot as many of them as possible. We don’t sit behind one cover, as opponents will approach us from all sides. The last target is Pavel. We track him using the red laser. We enter the building, clear it and, with short forays from behind cover, shoot Pasha. He will rise higher and higher. Eventually we will catch up with him and be able to see all the memories. Then we approach Paul to snatch him from the hands of souls. We get out through the window on the left side.

Chapter 28. Garden

“Now I just need to have time... to Polis for peace negotiations. There will be no peace... there will be war! The very last one! Now I know the answers to all the questions. Pasha’s head is a treasure trove of Korbut’s criminal plans.”

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

Chapter 29. Policy

Peace enforcement

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

We follow Khan and the colonel to the conference. We go up to Moskvin so that Cherny can see all his memories. We move along the long corridor and open all the doors in a row. When Moskvin realized what he had done, he quickly left the stage. It's time to go to the station and hold off D6 with all your might.

Chapter 30. D6

Last Stand

We shoot at this detail first

"He left. He did what he could... and left. To their own. I can't judge him for that. The remnants of humanity are finishing off each other in the last battle - this is not their war. I hope he was able to forgive us... Me. For what we did to his brothers and sisters. With his mother and father."

Having arrived at the station, we immediately head to the position. There is no need to purchase ammunition, since there will already be plenty of it in the boxes. As soon as the enemies break through the gate, we begin defense. We shoot everyone and everything, and after a while we will have to retreat back. Soon a tank will appear on the platform on the left side. Let's grab it sniper rifle and first of all we shoot the enemies. Then we shoot at the red illuminated parts in the area of ​​the wheels and, of course, at the wheels themselves. Finally - into the machine gun nest. We retreat even further, pick up a machine gun and shoot a new wave of enemies. Having finished with them, we throw grenades at the rear of enemies with shields. We break through their defenses and destroy the flamethrower. Suddenly a train appears and we have no choice but to detonate the explosives. Let's watch the final video.

  • general information .
  • Achievements . Questions - answers .

Passing missions. Center of Moscow


Metro: Last Light. Walkthrough

Journal Entry: City of Ghosts

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

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

We go into the next room, and from there we jump into the next courtyard. For a moment, a vision appears (1/7) - children playing on a children's street playground. There is no normal exit from the yard, so we jump down into the sewer.


In the sewer, you can go into the tunnel opposite, then disarm the trap and listen to the audio recording. We go along the main tunnel to the right. In the far left corner we enter the tunnel, at a dead end we find the Helsing weapon, which uses arrows rather than cartridges. In the right corner of the main tunnel we rise up to the surface.


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

We return to the courtyard, go straight through the arch, and exit into a large courtyard. We jump off the cliff, another vision appears below (3/7) - a car driving towards us. In fact, the car turns out to be an angry monster, we destroy it. There are three more monsters in the far left corner of the courtyard. In the nearest right entrance we find a cache of ammunition. Further beyond the entrance on the right there is a closed descent into the basement where the filter lies. In the entrance on the left on the second floor there is a vision (4/7) - a small child is playing alone in the room. In the courtyard we go to the far wall, there we enter the entrance on the left side, on the second floor we see a vision (5/7) - a family is looking out the window at falling rockets. Here we jump out the left window and find ourselves in the next courtyard.


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

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

On the roof we enter the doors and go down the landing. On the intermediate floor we enter the room, look at the vision (6/7). At the very bottom we go around the elevator shaft, under the stairs we find a cache of cartridges. We jump into the gap in the floor and find ourselves in the subway tunnel. Let's go forward, enter an impenetrable dark anomalous zone, watch a vision here (7/7) - little Artem asks to buy ice cream (+ karma). We go forward, in the dark we navigate using a compass or the flame of a lighter. Let's go even lower - to underground catacombs.


Metro 2033: Last Light. Walkthrough

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

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

From the cave we go out to the surface right in front of the Mausoleum. We go left, climb the stairs to the upper tier of the mausoleum. Then we go down the right stairs and jump over the side into a deep trench. Along the trench we go out into an underground building with columns.

In the underground building we go to the right and go up.


We come out to a square surrounded by walls on three sides. The square is filled with cars and wooden fortifications. We go to the gate ahead and are ambushed by a “red” detachment led by Pavel Morozov. There are snipers on all the walls.

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

Morozov is waiting for us on the stairs at the top. We come out from around the corner in time and shoot at him (we shoot, even if we go through the game without killing people, we still can’t kill Morozov here). Pavel goes higher and higher, and we rise behind him. After four shootouts from around the corner, we still overtake him. He lies against the wall and does not resist. We approach and, with the help of Cherny, look at Morozov’s memories. We find out Korbut’s plan - to capture D6, during Melnik’s peace negotiations, get all the poison from this secret station, poison all enemy metro stations with it and populate them with communists.

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

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


Metro: Last Light. Walkthrough

Let's climb over the fence. You can go down into the abyss on the left, there is a gas mask in the corner. Ahead, to the left of the broken grate, there is a cache of cartridges.

We descend into the swamp and follow the path marked with red flags. From the first island you can jump to the island on the right, where the filter lies.

We return to the main road and follow the path to the asphalt island. There is also a small secret with ammo here on the right. We go left along the mouth of the river, destroying the guard monsters along the way.

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


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

We jump down and find ourselves in a wide clearing.


Boss: Ursa Major

The bear hits us for the first time, we fight it off with a knife (press the “E” key several times). After this, the guard monsters begin to attack the bear in addition to us. We evade the boss, shoot the extra guards. We leave two or three guards alive and wait for them to climb onto the bear’s back. At this moment, time will slow down, and we will need to get into the boss's weak point - the glowing red zone on the back.

After three hits from a rifle on the back, the bear will throw off all the guards and run away from the clearing into the bushes. Let's follow her. Here three more guards attack the bear, and her cubs watch from above from the hill.


We follow the path to the left of the bear. We go up the stairs.

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


Metro: Ray of Hope. Walkthrough

Journal Entry: Forcing Peace

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

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

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

Passing missions. Last Stand

30. D6
Metro: Ray of Hope

Diary Entry: Last Fight

We arrive at the station. We listen to the parting words of Miller, the leader of the Spartan Rangers. We prepare for battle: we put on a heavy armored suit, take any weapon of our choice, and collect as much ammunition as possible.

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


First wave of enemies

Ahead, the train rams a wall, and dozens of “red” soldiers emerge from it. You don’t have to participate in this battle; the Spartans themselves will shoot the “red” invaders. We just crouch down and hide behind the high part of the barricade. After some time there is an explosion and we are shell-shocked.


Second wave of enemies. Tank

We come to consciousness. At this time, enemies are already attacking from two sides. A tank appears on the left side - a steam locomotive, with a large-caliber gun. We take the sniper rifle lying nearby and start shooting at the tank: 1) first we shoot at the jumper between the two wheels, 2) we shoot two big wheels, 3) and then we shoot into the cabin above the gun when it opens to fire. This will cause the tank to explode.


Third wave of enemies. Flamethrower

The front barricades are destroyed, we retreat to the hill behind.

In the corner next to the boxes of cartridges we find the last note (43/43).

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. The Moscow metro, home to bomb survivors, is torn apart by a gang war that threatens to exterminate people before the terrible 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 get down 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 Blacks have on people - they cause visions. A second ago former comrades, people start killing each other. Artyom can shoot at his comrades who have succumbed to hallucinations, or do nothing, then the script will simply work.

Sparta

2034 The Order of Rangers took over D6, an old military storage facility. This is where the game begins. Khan woke up Artyom. He thinks that the Blacks wanted to establish contact with Artem. Ullman sent him out, we will meet with them later. Artyom was accepted into the Order of Rangers, which he had long wanted to join. 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, and feel the atmosphere. And learn a lot about the world of the game. At the armory, Artem will be given initial equipment: a gas mask, two filters for it, a first aid kit and several army cartridges. The latter here act as currency. Remember: if you hold down [R], these are the cartridges that 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. You can carry up to three units at a time. If you pre-ordered the game, you can choose the RPK - the most powerful machine gun. The author took a RPK, a killer and a valve, and hung one on each collimator sight, as well as an extended barrel for a shotgun. You can test weapons at the shooting range. The first dummy needs to be shot in the chest, and the second armored mannequin needs to be shot in the head. If the results do not satisfy you, you have the opportunity 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 gate to the station opens, revealing a strange elevator moving in a spiral inside a giant round well. At the top is the entrance to the command center. The miller organized a meeting, to which all the detachment commanders came. You need to go inside after Khan, who is chatting 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 a surviving Cherny, along with 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 heard so many rumors, was sent, stole a container from the laboratory and fled. Anna is waiting in the freight elevator. It will go down to the station where the monorail feeds.

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 a sewer that is overgrown, waterlogged, and full of rats and cobwebs. The lone mutant runs away 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 put on a gas mask [G]. Notice the watch on his left hand. They show the time for which the filter will last. On the surface are the ruins of the Botanical Garden. A lot of scrap metal, stinking puddles, a collapsed Ferris wheel. Soon Anna leaves Artyom alone to find Cherny. But so far we are only “lucky” with ordinary Guardians. There are three flocks of them here. By this time, Anna has climbed onto the gate formed by the ruins and is covering Artyom. In the winding passage there is a small Black, probably a cub. He is so fast that it is impossible to shoot him. We'll have to pursue. Despite all his 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 Reich stalkers. And also a small Black one and two Red ones that came from somewhere. The Reich is at war with the Communists, but not with the Order. However, Artyom is taken with them to a Reich concentration camp, where they are kept in a toilet along with the others. One of the Red scouts is killed, but together with the second, Pavel, Artyom manages to kill all the fascists.

Exit through the door is not possible, so you will have to use the garbage chute. Below is a sewer full of dead people. This is something else: further on there is a view of a well, which is full of hanged men, and above - cages with people. These people are only to blame for the fact that they were born with certain anomalies, such as head sizes different from the “norm”. You need to follow Pavel, keeping in the shadows, to the grate. There you will need to stand in front of him to lift him onto the stairs. He will lower the ladder down, and Artyom will be able to climb up too. You will need to sneak around in a crouched position 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. Pavel on the other side turns off all the lights and leaves. You can walk across the bridge, which is no longer lit. Another fascist and a ladder. There is a dirty narrow pipe that you have to crawl through. Below you can hear a conversation between two Reich soldiers. One of them saw his son in Cherny and could not kill him. Instead, he sold it to a Hansa merchant. On the other side, three throwing knives can be snatched from the corpse. Good quiet weapon. You need to get back to the cells, climb the stairs and press the call button. The airlock will open and the sentry will come out. You can kill him yourself, or hide, then Pavel will kill him. You need to go inside and pull the lever to close the airlock.

Then Pavel throws a pistol with a silencer to Artem. It will now be easier to kill patrolmen in the sewers. You can also pick up a couple of machine guns from them. There is also a lever here, on the panel by the window, that opens the cells. 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 videos before the game's release. Sturmbannführer tells the Nazis about the D6 base, which is full of food supplies, medicine and weapons. And which Sparta is holding... At this moment, a man appears who will talk about the escape of two prisoners. Pavel shoots in the air, and he and Artyom begin to rush headlong. Artyom is shot, but Pavel drags him to the trolley. It turned out okay, the bullet hit the bulletproof vest.

Parting

The trip doesn't last long. Almost immediately the tracks lead to a dead end. The only way leads through the pipe... but Pavel, who climbs into it, is grabbed by the guards. The gate opens, 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’s quite possible to get through this zone even without killing, the main thing is to unscrew the light bulbs and stun all the patrolmen who are not on guard. You need to climb up and go through the guardhouse. Behind the door, an enemy caught in a bed 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 he is being led 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 go up the stairs, go around everyone and go down the other side. Behind the door is a freezer full of animal carcasses. Then there is a makeshift greenhouse where plants are grown in bathtubs. The lamps that illuminate the safe path in the center can be turned off using the switch on the left. On the other side there is a descent into the ventilation. From here you need to get to the commander, pull the lever that opens a new passage. You can walk the entire path quietly. The stealth here is very similar to Dishonored. We jump off the bridge, disarm the tripwire, and 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 pursuit, the Nazis turned off the lights in the tunnel where Artyom and Pavel ended up. It turns out that there are large spiders living ahead that hide in the light. This means you'll have to use a flashlight. As in the first part, it can be pumped up kinetic energy. To do this, press [F] and left-click until the arrow starts going off scale. You will need to lift the grate to go down into the tunnel below. Using a lighter, you can burn cobwebs blocking your path. The elevator found turned out to be not a path to salvation, but a bait leading directly to the lair of giant spiders the size of dogs. When they stick to the walls of the elevator, you will need to approach them and illuminate them with a flashlight, the light of which is fatal to them. The elevator will go up. There will be one spider here, and behind it a bridge. The first jump is easy, but then the failure is too big. Spiders are also coming. You will need to help Pavel pull the pipe out of the rubble. It can be used as a vaulting pole. You need to press [E] from a certain distance. Then Pavel and Artem climb onto the train and go down the other side. In the distance you can see a collapse, from which daylight breaks through. Spiders won't come near him. Pavel finds a torch and lights it. You need to be closer to him so as not to become a spider's 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 away the torch. You need to find an electrical panel, D’Artagnan will do the rest himself. The door will open.

Echoes

The stalkers set up 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 Teatralnaya. The weather here is even more unpredictable than in tropical jungle. The sun is shining, and a second later the clouds have already rolled in and it’s raining. In the transition you can pick up a new gas mask with a filter and intact glasses. There was an animal hiding in the service room, guarding a double-barreled shotgun. 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 strong wind, a real storm is approaching, 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 moment the nuclear apocalypse began and the plane crashed. Pavel became so stupefied that he took off his gas mask and began to choke on non-existent smoke. Upon exiting 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 him away after Pavel fired a burst at him. Around the corner a flock of guards already meets you. You need to stick with Pavel, he will lead you to the entrance to the station, first through the window, and then down the escalator.

Big

Welcome to the first Red station. On the platform in this moment a train with refugees arrived. Judging by the conversations, those who were considered “mutants” in the Reich are fleeing here. While Pavel negotiates for Artyom to be 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, a theater critic, begs in the aisle. You can put the cartridge in the box if you want to see the good ending. Moreover, after he finishes his speech, it will be possible to throw a second one. I wonder if we will see an underground theater performance? There's even a barker here. He walks throughout the bar, where the militia are drinking, and beyond, where the juggler entertains the children. You know, this “peaceful” station will give a head start to similar locations BioShock Infinite. Look, listen - you definitely won’t regret it.

Further on 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 Pavel returned. He will take Artem straight to the theater completely free of charge! There are girls dancing the cancan there now. It's worth getting closer. And the left one is clearly new, it doesn’t keep up with the others 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 guy is tired of jumping endlessly. Next came an accordion player with half-naked backup dancers, one accordion player, one guitarist, and an accordion player with a guitarist together... The poor critic was right - this is by no means a theater.

A further hike leads behind the scenes, where the dancers are now resting. You can listen to them and spy a little on two young ladies who are washing themselves. At the restaurant, Pavel invites Artem to have a drink. He does not refuse, and soon falls unconscious on the table. Here you go... the rascal!

Korbut

Out of the frying pan into the fire. Or from the Reich to the communists. Now the captured Artyom is being dragged through 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 the General Secretary of the Central Committee of the Communist Party of the Communist Party, Comrade Moskvin, with a “Hitler” mustache. But, since our comrade really doesn’t like to talk at all, the scuffle leads nowhere. Unlike injection of “truth serum”. It 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, gaining access to the subway, where in the future his relatives will kill thousands of people...

Artyom should have been killed, but this has not happened yet. 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 Artem, it is a chance for salvation. The exit from the cell is in the ventilation, which Lenya points to. And you can immediately overhear Moskvin’s conversation with Cheslav Korbut. Having promised the Secretary General a “bloodless” option for ending the conflict, in another room General Korbut orders the detachment to attack and capture certain objects, while removing insignia.

Revolution

Pavel Morozov was told where little Cherny was and was sent to look for him. So, you need to go after him.

But for now we are still on the Red Line. Artyom puts on a heavy helmet with marks from bullets that could not penetrate it. As is often the case in video games, no one took away the weapon 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 lights and stun the soldiers one by one. Judging by the conversations, communists are notorious lazy people: they can do business only for show. And one of them, when he heard the words “burn the rats,” decided that it was about refugees. Here are the Kyiv developers for you. You need to go around the hangar to unlit areas, wait for the loaders to leave and sneak to the door.

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

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

The airlock will open and the sentries will come out. You can wait behind the barrels and then pass by. After the fires, 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 that he is Andrei Kuznetsov, an old acquaintance of Artem. After drinking and feeding him, he puts Artyom on the Regina armored train. It looks like a crude knockoff of a sports car (to put it mildly), but it sits on rails. The controls are the same as in any car game, only there is no steering wheel. The engine turns on [space]. You can also shoot your weapon. You can go out and inspect the tunnels, for example the room with the corpse at the very beginning, followed by the spider’s lair. The ride 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 the shield. Now you can return to Regina, open the gateway and continue your journey. The ceiling has collapsed here, so contaminated air has penetrated from the surface into the tunnel; you should wear a gas mask. Spiders were replaced by new monsters who are not afraid of 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 car moves to another track, you will need to move the arrow so that Regina goes in the right direction. Although it depends on how you look at it, it was not in vain that they boarded up the path with whatever they could. The armored train accelerates to great speed and overturns.

Bandits

Although Artem 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 move on. A caravan of refugees from the Red Line is discovered behind the barricade. The soldiers protecting them have most likely already died ahead, 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 of bandits. It is necessary to free the bound prisoner so that he can drive away the trolley. Now you can return for Regina and continue your journey. 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, you can drive on the right path. However, the dead end is also worth a visit to look at the trolley full of fresh bodies stuck there. But around the right turn 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 around the circle of corridors, otherwise the woman may be killed. In the end, the armored tire 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 string, you can call a boat to Venice. However, at the sound of the bell, a flock of local monsters arrives for 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 on the metro tracks come from, and is it possible to eat it? Let's find out!

A short swim does not answer this question. However, I think it’s not worth repeating the experience. It's better to duck when the logs pass too low. Then there are amazing mutants, which the fisherman calls “shrimps”. They are similar, but the size, with a pig, is somewhat confusing. Even if you don’t 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 what you need!

Venice

Having overcome the bars, Artem and Uncle Fedya found themselves in Venice. It seems like everyone here does nothing but fish. But this is only the beginning, it gets more interesting later. You can knock on many doors, but no one will open. You can give alms, but to steal is to spoil karma. Three bandits are chatting about how the “circus of freaks” on Oktyabrskaya has expanded. Maybe this is our Black? At the market you can buy and sell weapons, ammunition, and equipment. And nearby there is a shooting range where you can shoot at rats. If you have a shotgun, it will be quite easy. After winning three times, you can receive a special prize - a teddy bear, which was “lost” by a boy crying next to his mother in front of the shooting range. Giving him a toy is a great way to improve karma.

We need to go to the brothel, they say that two commies 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. It’s impossible to find out more, but you can order a dance for yourself. Well, if you know what I mean. However, we need to catch up with these cardinal's guards.

They are hiding behind the door behind the market. Communists in disguise settled there. One goes to the door, the other to the fuses that Artyom turned off. The third one stands with his back to the lamp. A suspicious suitcase, locked, was taken to Oktyabrskaya. You need to get to the door behind which Pavel is. Artyom manages to overcome him, and he repeats the story that Cherny is on Oktyabrskaya. But, unfortunately, it slips away when a familiar comrade appears from the door, who at the beginning of the mission suggested going to shoot the bandits, but this idea was rejected by the station chief. He 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, Artem is left alone with the radioactive swamp. It is infested 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, which do an excellent job with them. You shouldn’t stay too long, because the supply of filters is not eternal, and the skies are full of Demons. In one of the garages at the other end of the accessible area you can find new machine- Kalash 2012. You should move only on solid ground, as well as in places marked with red flags. To find fuel, you need to visit two places: in a crashed plane, which you can get into through a hole in the roof by first climbing 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 the 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 it will be attacked only by shrimps, but the second time it will be attacked by that same big and green creature. However, the demon has already had his eye on her. After this, 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 need to get to the church. The big green monster appears again and leaves. Besides him, there are also less tenacious land creatures here. The flags lead to the building of a shopping center called “ROISSYA VPERDE”, where now the remains of a beauty salon, cafe and hardware store can be discerned. On the second floor there is an exit through a broken window, onto which a spotlight is directed. The voice of 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 from the water. Although no, still killed. It took half a dozen guns to finish her off. After the victory, all that remains is to move to the church along the log.

Catacombs

Artem was given a bed in the very corner of the church. The evil Anya wakes him up, apologizing in the process for allowing him to be taken prisoner. Behind the bunks were dealers in equipment and weapons. But what happened next was more interesting: during the discussion, there was a knock on the chapel door. 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 Anna being grabbed and taken away (isn’t this the notorious karma?), but then passes out.

And when he woke up, there was no trace of the communists. The doors to the outside are blocked, but the catacombs are open. An audio recording on the floor reports 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 Artyom begins to imagine all sorts of things. You will have to go down in the old cage, at a very low speed. But soon a pack of creatures dares to attack, one or two at a time. You need to aim for their nose. The cage falls, but not to the very bottom. You will have to go down further through the tunnel. It looks like an abandoned mine, or medieval catacombs. Monsters are running ahead one after another. If you don't touch them, your karma improves. To increase 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 and holding [E]. Behind them there is a very beautiful cave, full of underground streams, and in the center there is some kind of small building. You need to go down the elevator, and then jump off. Straight to the next group of monsters. Also mutated here the bats begin to attack with strong ultrasound. After the next group, you will need to find and activate the lever, which will release water onto the elevator mechanism. When it goes down, you can ride it up. There is a bridge here that looks very fragile. And as soon as a big fat monster joins Artyom, it collapses, dragging them both down. You won't be able to kill a creature that looks like a gorilla, so you can just make it ram all the columns. Nothing will collapse, but soon the creature will make a hole in the wall leading to a tunnel, after which a mortal battle will take place. After the death of the gorilla, a form of Indiana Jones begins: the walls of the cave cannot withstand it and it begins to be flooded with water, which drags Artyom along with it.

Infection

It seems that wandering through the cave passages is ending. Anya's heavy breathing can be heard from above. Up the stairs you can climb into the ventilation. It shows Anna being taken somewhere. Next you will see how the Reds shoot civilians infected with the infection. Going down, you can overhear their conversation. They don’t know that it is their Reds who are to blame for the epidemic, but they suspect that something is fishy here. However, it would 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 outbreak, but immediately with flamethrowers. They probably released the virus. On the table you can pick up a night vision device. A trail of corpses follows the rails. NVGs will be more of a nuisance if you are passing through covertly. The communists occupied the station. You need to get to the door marked “do not enter.” Behind it begins the contaminated territory. The Reds burn bodies and residential buildings. It will be harder to sneak past them if they discover the 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 a metro. Here you need to get to the red door leading to the border of the station. On the other side there are escalators, as well as Lesnitsky, holding 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 Artyom use their last strength to get to the Hansa, where they are put on gas masks, temporarily saving their lives. It is still unknown whether they are infected or not.

Quarantine

The chapter begins with that same bed scene. Not knowing yet that their lives are not in danger, Anna gives herself to Artem, and he does not particularly resist. Later it becomes known that they have no traces of infection. But Anya still needs to heal the wound, so for now Artem leaves the quarantine zone alone. The civilians who fled from Oktyabrskaya are under surveillance here. And most of them are not so lucky, most likely they will die soon. In the purification chamber you can overhear a conversation between a doctor and a 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 some time 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 is met by Khan, and they are both allowed onto the platform. There are also other rangers here, thanks to whom Hansa managed to survive.

Khan continues his half-crazy speeches. He wants to find and save baby Black, calling him “the last angel.” Khan and Artyom are allowed to enter Mezhlineinik. A labyrinth that almost no one walks through. As long as Han holds the lever, you can walk through the blades of the giant fans. For some time 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 cobwebs, behind which the rotten grate is hidden. Behind it begins a half-flooded tunnel. “Strange place” is an understatement. Suddenly the phone rings. An old wall-mounted telephone. The voice of Artyom’s mother is heard from the receiver. Here comes another batch of glitches. In this place, by the way, Artem can run in seven-meter strides, despite the knee-deep water level. Khan mutters about fate, that the River will take Artyom to Cherney. And it’s true: when both heroes find themselves in the 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 missiles to the Black lair. When Khan jumps off, you need to approach the “second” Artem. Next attraction: chasing little Black in the ruins of his house (already the beginning of this game). Next vision: chasing a kid through a burning freak circus train.

Finally, the visions end, and Artyom and Khan find themselves in the real world. Everything is just as 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 handcar; they need to catch up with the train.

Chase

Not only the Rangers, but also the Reds boarded the tail of the Hansa train carrying Black. At the beginning of the chase, you will need to kill the crews of several railcars. The fastest way to do this is with headshots. Then it turns out that the communists are already on the train itself. First you need to clear the tail car, and then the entire left side. After which Artem, completely independently, will jump from the handcar to the train. You need to move to its head, shooting the red ones that jump out. Please note that wooden boxes They shoot well. Behind the carriages there are cages. Their only inhabitant is the Black cub. A train explodes in front, the train stops, the baby climbs out of the cage and grabs Artyom’s hand. The new vision continues his first appearance on the surface, 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 his strength, and Artyom must carry him.

Crossing

Artem carried the “child” out of the burning train to the surface. The telepathic connection has finally been established, and now Black’s thoughts are heard in the ranger’s head. But soon he disappears, leaving Artyom to walk on the surface. You need to go down and walk along the trench. The number of monsters exceeds several dozen. Fortunately, they don't attack all at once. Black changes Artyom's vision, making it thermal. But it doesn't last long. The baby appears again near the Moscow River. You need to walk across the ice, from under which one hungry monster appears. Black continues to shamelessly delve 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 go inside this bridge. Behind the bars the staircase begins. It leads upstairs, outside. Little Black 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 were thrown to the surface during the explosions. Suddenly it turns out that the demons are so strong that they can throw a subway car into the river. Artem falls into the water first, thanks to which he is saved by surfacing and getting out onto the ice. There is no way to fall into the river again; there are fish here that can devour a person whole. You need to run across the ice towards the stuck ship. From it you can move onto several carriages lying in the river. You can use them to get to land. You'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 capabilities of his vision. Red (auras?) are evil. They mean monsters, not communists. Although, who knows, it could be a play on words. You need to walk along the bridge, shooting the creatures. You can pass by the second group along the paths on the left, they won’t 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 squad of stalkers here, but they were all killed. Mutated bats appear here. 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 animated gargoyle from Artyom. They meet again in the carriage.

Depot

The metro depot shakes with thunder, rain lashes 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 themselves are not evil. They turn out to be the rangers who occupied the hangar. Their leader, Stepan, speaks Ukrainian. It’s strange that after so many years he still hasn’t learned Russian. Here you can trade with his squad.

Having gone 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 the stairs. There the kid will give Artem 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 someone who can kill an entire squad 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, Lesnitsky meets you outside the door with one knife in his hand. Black grabs him by the neck, after which he and Artyom penetrate his memory. About those moments when Lesnitsky stole the virus from the laboratory chemical weapons, handed him over to General Korbut and Pavel Morozov, and captured Anna. But something new also comes to light: 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. A message is broadcast over the radio that the rangers need to use the entrance on 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 a flash of lightning you can also notice a silhouette on the wall that is not visible during normal times. Jumping out of the window, Artem saw the distant past for a few seconds: the sun was shining, the foliage was turning green, children were playing and having fun in the yard. In the present time, leaden clouds 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 a dug hole in which you can see a pipe. The hole leads to the basements. Climbing the stairs, you can find a stalker's stash, see a pack of mutated dogs through the window, and hear the cry of a baby. You can't relax. Play of shadows, ghosts, flashes of lightning, unexpected attacks... Perhaps this is the scariest place in the entire game, in which you actually flinch a couple of times. We go to the surface through another hole and pass under the arch. A flock of hungry mutants attacks in the yard. Black continues to bring supplies to Artem, much like Elizabeth in BioShock Infinite.

We need to go through one more house. A flock of “non-red” mutants runs through the yard. You don't have to touch them. By this time the rain had already stopped and the sun came out. You need to climb the ladder to the roof of the house. Demons appear here, so it is better to run to the entrance to the stairs leading inside 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.

Red Square

The catacombs led Artyom to the Kremlin. Flocks of small flying mutants hover above the towers, while others have occupied the towers. If you don’t approach and shoot, they won’t touch Artyom, they’re just guarding their little mansion. Unexpectedly clear weather in a matter of seconds gives way to a strong wind, which knocked down one tree and drove up 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, force us to wait out strong gusts in the shelters that Cherny finds. There is no need to kill mutants, you need to go around the green water on top. There will be an entrance to a tunnel with phantom hands reaching out from the walls. Soon they become real to Artyom and grab him. Black helps out, as usual. At the exit you will be able to find your way to the mausoleum, where only bones remain of Vladimir Ilyich. To do this, you need to overcome the upper part of the mausoleum and go down into the lower passages. There you need to go against the compass.

At the exit, St. Basil's Cathedral is discovered, in which the communists, led by Pavel, have settled. You need to kill the snipers in the windows. It is best to choose a shelter and shoot all the snipers with a sniper rifle. Black will help with thermal vision. A small detachment with machine guns will also pass below. When they are all over, the gate leading inside will open. Naturally, there is a new ambush behind them. All that remains is to shoot at Pavel, who moves further and further inside, onto 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 seize D6 while Melnik is stuck in the negotiations, take all the poison and destroy all the metro residents, 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. All that remains is to go out through the window into the garden.


Alexander Garden has changed beyond recognition. Just beyond the fence there is a wetland area. And somewhere ahead, one beast is simply knocking down trees. Black went on reconnaissance, and Artyom needs to overcome a 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 bear is encountered. First, she rushes at Artyom, and he stabs her in the eye. After this, the she-bear becomes less fast, which smaller mutants take advantage of. The weak point is on her back. Karma is improved by killing monsters after the wounded mother bear breaks through the roots, which will allow her to survive and return to the cubs. Khan and Melnik are already waiting for Artyom at the entrance to the metro. 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. This is a drug addict's opportunity to return the new kind intelligent life. Melnik agrees to let the trio go to D6 if Cherny helps with the negotiations in Polis.

Policy

Black disguised himself as little boy in a raincoat. Khan argues with Melnik about negotiations. After all, it’s one thing that Artem told the truth about the plans and actions of the communists to the Order, and quite another thing to try to convince the 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 entrance doors, and their heads are at this moment delivering speeches 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 Cherny. Moskvin's memory looks like a red corridor, covered with communist posters and slogans, full of doors leading to different memories. According to Korbut’s instructions, Maxim Petrovich poisoned his brother, Anton, thinking that he wanted to kill him. Maxim Moskvin was elected general secretary, and Korbut received excellent leverage over him in order to implement his terrible plan. After being exposed, Moskvin confessed everything to the council and said that General Korbut was currently preparing to storm D6.

The Order's rangers 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 skirmishes with people, and not with animals, like a regular ranger kit. That is why now he will move very slowly. Little Black set off on his own to free his relatives.

The miller makes a speech before the battle. He says that every Spartan is worth five enemies. Approximately this ratio will be in this last battle. Directly “300 Spartans”, but you yourself probably noticed the similarities. So, on the left you can find a box with ammunition for all weapons. And on the right is 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 long. Having completed all preparations, you need to approach the barricade in front of the gate.

The Reds rammed the gate with a train, which then exploded, taking away Sparta's first line of defense 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 break opens to the left. A “tank” appears - a rail modification. Note the steel rod that connects the two wheels, highlighted in red. You need to shoot at it, preferably 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 for more to pass along the first path. more people. 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 with a flamethrower will arrive, but that's not the most interesting thing: they lined up in a "turtle" battle formation, using shields that completely cover them even while moving. The main goal is to hit the flamethrower in the tank on his back, after emptying the clip into his head.

The Communists' last resort would be an armored train that would ram the entire Spartan defense. Xerxes, aka Korbut, comes on stage to look at the last surviving rangers. And how lucky it is that Artem is one of them, who is just a stone’s throw away from the self-destruct switch D6...

There are only two endings. One is good, the other is not so good. Which one you come to depends solely on your desire to search all the corners, listen to all the dialogues, and 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:

Introduction


The opening video of the game tells about the childhood of the main character, Artyom.

Sparta


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

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

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

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

Achievement “Musician” Use guitar (1/17) (key "E") standing in the starting room (+ karma) . We use balalaika (2/17) , lying in the recreation room in front of the armory (+ karma) .


We reach the armory, where we are given: a gas mask, replacement filters for it, an orange first aid kit and army cartridges (local currency). (Military cartridges can also be used for shooting (to do this, when reloading, you need to not just press, but hold down the “R” key for a couple of seconds), but it is better not to shoot them, but to profitably exchange them for regular cartridges). After that, we select three weapons from five possible ones, attach them with sights and other improvements to our liking. We test the selected weapon in practice at a nearby training range.

On the second floor we find ourselves in the command center. We listen to the conversation of the signalmen about the base in the swamp (+ karma) . The leader of the Order, Melnik, held an operational meeting, gathering all the commanders. Melnik orders Khan, who is chattering about peaceful contact with the Blacks, to be taken into custody, and sends me and the sniper Anna on a mission to kill the surviving Black mutant. Together with Anna we go to the elevator.

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


We enter the elevator. On the next floor we board the monorail carriage.

Ashes


We take the monorail to the next metro station. Turn on the flashlight (key “F”). We approach the closed door, pull the switch on the right (key “E”), and go inside. We go up the interfloor stairs to the collector, follow it to the right until the vertical stairs go up.

Having seen the stairs to the surface, we go to the right further along the tunnel. Use a lighter to burn the cobwebs in front of you. In the right corner of the dead end we find note (2/43) (+ karma) .


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

We climb up the stairs to the surface. We found ourselves in the ruins of the Botanical Garden, where rocket weapon. We go forward, we reach the columns of the destroyed building. Here Anna climbs up to take an advantageous position, and we move on.

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

Achievement “Not A Rabbit” You need to complete the Ashes level without taking damage. The only thing dangerous place at a level where you can take damage - a battle with monsters in a clearing.


Let's move on and find a small specimen of Black. It’s useless to shoot at him, we just chase him through narrow labyrinths, climb into a hole (Ctrl key) and finally catch up with him. Black moves into our minds and shows his story - salvation from the explosions that destroyed all the other Black monsters.

Fascists (Part 1)

Paul


The clouding of the mind from the influence of the Black has passed, and then we discover that during the period of unconsciousness we were captured by the soldiers of the Reich. Two Red Line soldiers and a civilian were captured next to us. A Reich officer begins to shoot prisoners. Together with one of the soldiers, we manage to kill the Nazis and survive. The surviving communist's name is Pavel.

We follow Pavel and go down the garbage chute into the basements of the Reich. At the bottom we reach a large round room. We run to the other side in the shadow of a slowly rotating fan. Next to the locked grate, we lift Pavel up, and then we climb up the stairs ourselves.

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

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

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

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


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

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

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


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

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

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

Fascists (Part 2)

Parting


It's impossible to get to the station. On the way we come across a grate, Pavel takes it with a ram, as a result our trolley breaks, but we find ourselves further into the tunnel. We go forward, put Pavel into the pipe, on the other side the guards grab him.

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

Achievement “Invisible Intruder” You need to complete the “Parting” level without killing anyone or raising an alarm (+ karma) .

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


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

On the table near the surrendered enemy lies note (6/43) .


We go into another room and climb into the ventilation.

Camp


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

In the first room, on the table, we open the drawer, inside we find a first aid kit and cartridges, next to it there are some more cartridges in the wall cabinet. We walk along the corridor and find ourselves in a large two-story room.

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

Achievement “A Present” Having entered the room, go to the right corner, hide behind the boxes. We listen to the conversation of two guards (+ karma) . We learn that one of the guards has a good weapon hidden in his personal locker. We wait for the guard to answer on the radio, then go to the previous room to the locker. We follow him, after opening the locker we stun the guard, take away the machine gun with three upgrades (+ karma) .

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

Achievement “Invisible Savior” You need to complete the “Camp” level without killing anyone or raising an alarm (+ karma) .


We go up to the second floor, we see an electrician at a sparking panel. We wait for him to move away from this illuminated place, and stun him in the dark. We go down another staircase, go along the corridor to the end, go into the door on the right.

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

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

Next to the control room in a separate illuminated room there is a note (7/43) .


From the control room we jump down and go to the double red door. It is closed, so we jump further down, and on the way we disarm the tripwire trap. We rise and enter a tunnel littered with pieces of concrete and reinforcement.

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

Torch


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

We go through the tunnel, there is nothing interesting here. On the right, we lift the grate from the hatch and jump down. At the bottom we make a couple of turns and find ourselves at the elevator. On the left you can burn the cobwebs and enter a separate room, where you can pick up a revolver with three upgrades from the corpse (+ karma) . We enter the elevator. While lifting, we shine a flashlight at the spiders clinging to the outside of the elevator.

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

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

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


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

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


Along the way we kill giant spiders with light. We walk through the overgrown room and emerge into a narrow room with equipment. On the right side of the wall we charge the electrical panel. On the far wall in a wall cabinet there are cartridges and a first aid kit. Through the opened intermediate doors we return to Pavel. Let's move on with him.
We exit the metro and find ourselves inside some surviving building.

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


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

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

Achievement "Mouse" You need to remain unnoticed by the flock of Guardians running above. To do this, we don’t go forward yet, but sit next to Pavel and watch (+ karma) .


When the flock of monsters runs by, we move on, along the wing of the plane we approach the emergency exit and enter the plane. Inside we move to the right towards the pilot's cabin.

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

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

Reds (Part 1)

Big


We find ourselves at the peaceful Teatralnaya station, which is under the control of the Red Line. There are no enemies here, but there is a living one the world and many interesting characters.

Listen to all dialogues civilians not only interesting, but also necessary to get a good ending. After every good action or listening we see a flash on the screen white. There are as many as 10 such actions at this level.

1. Listen to the dialogue of the refugees who arrived on the train platform at the beginning of the level (+ karma) .

In the room where there is a carriage with the inscription “Station Master” on the left, on the right side there is a musical instrument (4/17) (+ karma) .

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

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

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

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

6. To the left of the juggler there are two girls, listen to them until the end (+ karma) .

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

Achievement “Patron of the Arts” 8. We enter the theater hall, sit in the empty chair on the right in the first row. We look through all the numbers: Cancan, Trainer, Accordion Player, Fire Show, Guitarist, Accordion Player and Guitarist (+ karma) .

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

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


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

Korbut


Major Pavel Morozov leads us to bound state behind him, and then hands it over to the Red General Korbut. Next to the general is Ranger Lesnitsky, who betrayed the Order.

In the interrogation room we are first tortured by the officer, then himself general secretary Moskvin is the leader of the Reds. The classic interrogation does not produce results, so the officer uses an injection of truth serum. After which we see a vision of Artyom’s first meeting with the Black Monster as a child.

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

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


We crawl further, in the next room we hear a conversation between Korbut and the soldiers of the sabotage detachment. A little further we crawl out of the ventilation.

Reds (Part 2)

Revolution


Fast. 2nd floor

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

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

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

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

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


Armored train B-071

Having passed into the next room, we find ourselves at a technical metro station, where an armored communist train stands on the tracks. Here at the entrance there is a shield that turns off the bright oblong lamps. We turn off the lights and silently walk around the station along the right wall. In the center we see a standing train locomotive, there is nothing interesting near it, and there are a lot of guards. We get to the far right corner.

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

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

Production workshop (A2)

Next we find ourselves in a room where some gas is being tested. There are many pipes and tanks around, and there is a network of sewer tunnels under the floor. There are 5-6 guards walking in the center of the room. We go to the near right corner, approach the panel, turn off the light. We go to the left corner, go forward along the left wall, going around the booth with the electrician on the right. Further, near the left wall there is a descent into the sewer, we go further along it.

On the second floor in the room with the control panel there is a note (16/43) .


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

Warehouse (A1)

After passing the fan, we exit on the second floor of the warehouse. We go down the stairs behind the column. There are two guards below.

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

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


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

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


Checkpoint (B1, B2)

We exit into the metro tunnel. If the alarm was raised in the previous rooms, now the machine gunner at the fortified post will immediately start shooting at us. If we didn't make any noise, then here we only need to get past two guards.

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


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

Achievement "The Price of Treason" (Derailed) Kill all armed enemies in the level, including arriving reinforcements.


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

On rails

Regina


We find ourselves visiting ranger Andrei Kuznets. He sends us further ahead on a homemade armored train “Regina”. We get into this car (key “E”), turn on the engine (spacebar), turn on the headlights (key F) and drive forward along the rails (key “W”). On an armored train, you can stop at any time and get out to inspect any branches along the way.

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


In the second branch on the left (the door labeled “Generator Room”) we find a spider’s lair. There are five corpses inside with useful things, cartridges and filters. But to get these things, you will have to deal with a dozen spiders.

In the lair we follow the left path, after several turns we see a corridor on the right, illuminated with red light. We walk along this corridor and turn on the generator on the far wall. When the light turns on, all the spiders in the den die. A white flash occurs (+ karma) .


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

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

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

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

Before reaching the fork, we shoot at the railway switch on the left to switch tracks. We accelerate and break through the wooden wall. A white flash occurs (+ karma) . Inside we find two corpses with ammunition. To get back, we go in reverse through the fork, shoot at the arrow again, and now we’re driving along the left branch of the railway tracks.

At the second fork we leave Regina and go to the open train on the left track. We pass several carriages, at the end we find the corpse of a man. An outbreak occurs (+ karma) .


We are driving along the rails, and ahead we see a carriage standing on the track. In front of the carriage you can get off and go through the door on the right. There we will be met by several monster dogs, and in one of the rooms near the grate there is a pump-action six-shooter.

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

The next door to the left of the tracks leads to a small infirmary. Here, out of the corner of your eye, you can see the shadows of dead people and hear whispers from beyond the grave. We go to the end and find the only visible corpse. After this, all invisible corpses appear for a while, and then disappear, and the shadows are no longer visible. White is happening (+ karma) .


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

Bandits


At the beginning of the level, you can go in the opposite direction, crawl under an obstacle and find a corpse with cartridges and other ammunition. After this there will be a white flash (+ karma) .


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

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

We go forward along the rails. On the right there will be a door leading to a siding, go through it. We get on the train on the siding, silently pass to the right, we see two enemies and a girl here. We stun the bandits from behind, the girl is saved (+ karma) (if you don’t make it in time, the girl can be killed). A minute later the third bandit comes here, we wait for him at the entrance to the train and also stun him.


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

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

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


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

We follow the left path to the end, at a dead end we see a trolley with fresh corpses - these are the killed soldiers of the advanced detachment of refugees. We see a white flash (+ karma) .


We go along the right path, enter the door on the right, we find ourselves in the bandit camp.

"Commando" achievement: Rescue a woman and her children in the "Bandits" level without raising the alarm. To do this, we quickly pass through the corridors and stun the bandits. In the kitchen we go straight, so at the end we will find ourselves in a room with hostages. Stun the warden bandit (press “E” several times) (+ karma) .

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


We return to the armored train, turn the arrow to go along the right path. We break through the wooden stakes while accelerating, but this renders our armored train unusable.

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

Dark Waters


Together with the fisherman Fedya we sail to Venice station.

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


On the way we meet monsters called shrimps. Usually peaceful shrimps suddenly attack the boat, we fight them off manually (press “E” several times), and then shoot them with a weapon.

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

Venice


We are sailing to Venice. We go to the shopping area, on the way we hear a bandit talking about the Black Monster in the Oktyabrskaya Station circus, so we continue there.

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

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

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


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

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


We return to the market to the weapons stores, walk further, and take the last turn. Following the “reds” we enter the Venice warehouse. There are a lot of enemies in the warehouse, so we turn off the lights and stun them in the dark.

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

Sunset


Journal Entry: Swamps

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

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

Achievement "Diver" Fall into the swamp 10 times.

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


We follow the right path with flags indicating where there is solid ground. Along the path we reach a crashed plane. We enter the plane from the left side, near the pilot's cabin we check the gasoline cans, they turn out to be empty. A giant water monster attacks outside, but then dives back into the water.

We go back a little from the plane, then go to the right, pass by a fuel tanker and end up at a gas station. Inside we find canisters, one of which contains gasoline.

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


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

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

Night


Journal Entry: Church

We land on shore, take a gas mask and a set of filters. (You need to go through the level quickly, and select all the oncoming filters, otherwise you may suffocate). In front of us we see the foundation of a dilapidated building. We go to the left side of the building.

On the ground floor there is a strange anomalous zone where the hero begins to breathe deeper and more often, and the invaluable air in the gas mask is consumed faster. But inside there is a corpse with a filter for a gas mask.

Outside, along the slabs, we climb to the second floor of the left building, clear the tripwire trap, and inside we find night vision goggles (key “N” to use). Glasses require energy to operate, just like a flashlight.

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


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

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

Boss: Giant Water Monster

We cross the log to the church, but don’t get there; we are pushed back by a giant monster. Stop running away from him, it's time to destroy him. The rangers from the church help us by shooting small shrimp monsters so that nothing will interfere. We run around the island, dodge the boss's ramming attacks, and attack him. We don’t waste a second of time, otherwise all the filters for the gas mask may run out. The most effective way to fight this boss is to use incendiary grenades (hold Tab, move the mouse to the right to select grenades, then press C to throw them). A couple of grenades can be found right here in the center of the island. When the boss is defeated, we cross the log again and finally get to our allies.

Virus (Part 1)

Catacombs


Journal Entry: Through Hell

At the very beginning there is a bed musical instrument (12/17) .


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

When we wake up, we see that Entrance door littered, but the door to the underground catacombs is open. Let's go there. We pass through a dark, winding tunnel, and along the way we find ourselves in a special zone where there is no electricity, which means you cannot use a flashlight or night vision goggles, only a lighter. We go down the ancient wooden elevator.

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

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

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


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

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

Boss: Rhino

The huge monster is completely covered with thick impenetrable skin. Shooting him with a weapon is pointless. The monster is clumsy and only attacks with slow ramming attacks, which is what you need to take advantage of. We stand behind the stone columns, wait for the boss to carry out a ram and crash into the next column. When all the columns of this room are destroyed, we follow the monster into the second room, and repeat the same tactics there. When all the columns and small walls in the second room are destroyed, the monster will become weak and fall to the floor. Let's finish him off. The walls of the cave without columns cannot support the upper floor; under its pressure, the entire lower floor is flooded with water. The stream takes us even lower underground - into the tunnel of our native metro.

Infection


Journal Entry: Through the Fire

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

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


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

Cleared part of the station

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

Smokey part of the station

We find ourselves in a smoky part, put on a gas mask.

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


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

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

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


We jump down and neutralize two more enemies. We pass through a narrow path engulfed in fire into the next part.

Burning part of the station

We go down into the underground passage onto the rails and go to the end. We go up and stun the nearest enemy. On the top floor we neutralize two more “reds”. There is no need to run across a broken bridge, it will collapse. We go downstairs and enter a room with burning corpses. We stun the nearest enemy, wait for two more to disperse, and then also stun them one by one.

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

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

Achievement “Savior” Lesnitsky offers us an exchange: we take off the gas mask (hold down the “G” key), and he lets go of Anya. We fulfill his requirement (+ karma) .


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

Virus (Part 2)

Quarantine


Diary Entry: Infection

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

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


We pass through a crowd of people, the guards let us in, but other civilians are prohibited from entering. Having passed through a massive metal door, we find ourselves in a dark room.

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


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

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

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


On the way you can visit a weapons store. Let's go further after Khan.

Black (Part 1)



Journal Entry: River of Fate

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


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

Achievement “Nobody's Home” We ignore calls and don’t pick up the phone.


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

This is where the visions end, and we are strangely transported as close as possible to the train on which the black man is being transported. We get on the handcar and try to catch up with the train before the “red” saboteurs.

Chase

Journal Entry: Train to the Future

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

Achievement "Bloodlust" (Bloodlust) Kill all the "reds" in the Pursuit level.


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

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


We enter the carriage with the cages and find here the Black cub. The saboteurs are blowing up the train, and Black at this time gives us his hand and gives us a new portion of visions. This time Artem remembers his mother’s face, as well as his first contact with the Blacks as a child. Having woken up, we take Black out of the burning train.

Crossing

Diary Entry: Child

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

We go down and walk to the bank of the Moscow River. The river is icy near the banks, and you can walk further on this ice. Having walked along the ice under the bridge, we again go out onto the shore and see in front of us a large banner with a poster.

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


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

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

We go up to the ship, on its bow next to the corpse we find note (32/43) .


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

Black (Part 2)

Bridge


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

Lower tier of the bridge

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

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


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

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


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

Upper tier of the bridge

We find ourselves on the pedestrian part of the bridge. Here we see a destroyed squad of rangers and the remaining communication device from them. A monster is waiting for us ahead; bat monsters are sitting on two side columns. A little further on there are a couple more monsters and a couple of mice. We climb onto the hill in the center, grab the hook and ride forward on a cable suspended from the ceiling.

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

Depot


Diary entry: A journey together

We walk along the railway tracks and go out to the depot. In the house on the left there is a box with ammunition. There is a large area ahead, several carriages on the tracks, but there are no enemies.

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


We go to the far right corner, where the only spotlight shines. We enter the doors and go through the room. We are met by peaceful rangers who are temporarily staying here. We found ourselves in a large dark hangar filled with trains. We can buy weapons and ammunition in the nearest carriage. We go up to the second floor and enter the raised carriage.

Hangar 1

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

Dining room

We pass the corridor and go up the stairs. Black meets us on the other side of the bars; he hands us a filter for a gas mask. Nearby behind the bars on the floor we see a note. We enter the doors on the right and find ourselves in the dining room. There is a large long room on the right, and many small utility rooms on the left. It is best to silently walk through the left rooms.

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

Hangar 2

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

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

We pass along a long corridor with destroyed terminal cabinets.

Hangar 3

We find ourselves in the third hangar, where there are two trains, and between them a whole detachment of “reds”. We don’t go straight to the carriages, but crawl to the second carriage, enter it from the far side, and stun one of the enemies.

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

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

We go through the control room and open the door. An old acquaintance, Lesnitsky, attacks outside the door, but Cherny disarms him in time. Together with Cherny we delve into Lesnitsky’s personal memories. From the first person we see how he stole the virus, how he gave it to Korbut, how he captured Anya. After looking through the memories, we choose: kill or stun Lesnitsky.

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

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


We go into the next room, and from there we jump into the next courtyard. For a moment, a vision appears (1/7) - children playing on a children's street playground. There is no normal exit from the yard, so we jump down into the sewer.

In the sewer, you can go into the tunnel opposite, then disarm the trap and listen to the audio recording. We go along the main tunnel to the right. In the far left corner we enter the tunnel, at a dead end we find the Helsing weapon, which uses arrows rather than cartridges. In the right corner of the main tunnel we rise up to the surface.

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

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


We return to the courtyard, go straight through the arch, and exit into a large courtyard. Jumping off a cliff another vision appears below (3/7) - a car driving towards. In fact, the car turns out to be an angry monster, we destroy it. There are three more monsters in the far left corner of the courtyard. In the nearest right entrance we find a cache of ammunition. Further beyond the entrance on the right there is a closed descent into the basement where the filter lies. In the entrance on the left on the second floor there is a vision (4/7) - a small child is playing alone in the room. In the courtyard we go to the far wall, there we enter the entrance on the left side, on the second floor we watch a vision (5/7) - a family looks out the window at falling rockets. Here we jump out the left window and find ourselves in the next courtyard.

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

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

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

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


On the roof we enter the doors and go down the landing. On the intermediate floor we enter the room, watch the vision (6/7) . At the very bottom we go around the elevator shaft, under the stairs we find a cache of cartridges. We jump into the gap in the floor and find ourselves in the subway tunnel. We go forward, we enter an impenetrably dark anomalous zone, watch the vision here (7/7) – little Artem asks to buy ice cream (+ karma) . We go forward, in the dark we navigate using a compass or the flame of a lighter. We go down even lower - into the underground catacombs.

Red Square


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


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

A strong wind is raging down here, if we don’t get out into the open in time, we’ll be blown into the radioactive swamp on the right, from which we can’t get out. To stay alive, we follow Black (his blue glow is clearly visible from afar), hide next to him, and move forward only at his command. We go out to the underground building, do not come close to the monsters here, on the advice of Black, and they will not touch us. We go around the abyss and enter the cave. Inside the cave, all the walls turn into martyrs of hell, stretching out their hands to meet us.

From the cave we go out to the surface right in front of the Mausoleum. We go left, climb the stairs to the upper tier of the mausoleum. Then we go down the right stairs and jump over the side into a deep trench. Along the trench we go out into an underground building with columns.

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


In the underground building we go to the right and go up.

We come out to a square surrounded by walls on three sides. The square is filled with cars and wooden fortifications. We go to the gate ahead and are ambushed by a “red” detachment led by Pavel Morozov. There are snipers on all the walls.

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

Morozov is waiting for us on the stairs at the top. We come out from around the corner in time and shoot at him (we shoot, even if we go through the game without killing people, we still can’t kill Morozov here). Pavel goes higher and higher, and we rise behind him. After four exchanges of fire around the corner, we finally overtake him. He lies against the wall and does not resist. We approach and, with the help of Cherny, look at Morozov’s memories. We find out Korbut’s plan - to capture D6, during Melnik’s peace negotiations, get all the poison from this secret station, poison all enemy metro stations with it and populate them with communists.
We descend into the swamp and follow the path marked with red flags. From the first island you can jump to the island on the right, where the filter lies.

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


We return to the main road and follow the path to the asphalt island. There is also a small secret with ammo here on the right. We go left along the mouth of the river, destroying the guard monsters along the way.

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

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

On the left, near the wall next to the skeleton, we find note (39/43) .


We jump down and find ourselves in a wide clearing.

Boss: Ursa Major

The bear hits us for the first time, we fight it off with a knife (press the “E” key several times). After this, the guard monsters begin to attack the bear in addition to us. We evade the boss, shoot the extra guards. We leave two or three guards alive and wait for them to climb onto the bear’s back. At this moment, time will slow down, and we will need to get into the boss's weak point - the glowing red zone on the back.

After three hits from a rifle on the back, the bear will throw off all the guards and run away from the clearing into the bushes. Let's follow her. Here three more guards attack the bear, and her cubs watch from above from the hill.

Achievement “Forest Guardian” We shoot three guards and let the mother bear run away to her cubs (+ karma) .


We follow the path to the left of the bear. We go up the stairs.

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


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

Policy


Journal Entry: Forcing Peace

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

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


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

Achievement "Revelation" Force Moskvin to tell the truth using Cherny's telepathy.


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

We come to consciousness. At this time, enemies are already attacking from two sides. A tank appears on the left side - a steam locomotive, with a large-caliber gun. We take the sniper rifle lying nearby and start shooting at the tank: 1) first we shoot at the jumper between the two wheels, 2) we shoot off the two large wheels, 3) and then we shoot at the cabin above the gun when it opens to fire. This will cause the tank to explode.

Third wave of enemies. Flamethrower

The front barricades are destroyed, we retreat to the hill behind.

In the corner next to the boxes of cartridges we find the last one note (43/43) .


Ahead in the center you can take the most powerful weaponlight machine gun"Paragraph". Single, heavily armored enemies attack first. Then a whole line of fighters with shields comes out. We don’t let them get close, we shoot from afar. When there are few defenders left, we will see a flamethrower behind the shields; we shoot at him until his tank explodes.

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

All the rangers are stunned and lying on the floor. Korbut gets out of the armored train and declares his victory. To our right is a panel with a self-destruct switch for station D6. We crawl to the panel and grab the switch...

Bad ending:

We activate self-destruct. The base explodes, killing all the remaining Reds and Rangers. The blacks come to the surface and leave to build a new home. A little later, at the peaceful station, we see Anya telling her little daughter about the feat of her hero father.

Achievement “Such is life” (C"est la vie). Destroy D6.

Good ending:

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

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

Achievement "Redemption" Save D6.