Metro: Last Light. Walkthrough

To get a good ending in the Metro 2033 game, you need to fulfill a number of conditions during the entire passage.

So, in the first chapter (VDNKh), you need to play the guitar in Artyom's room, do not refuse a person who asks for two cartridges for medicines for his son, you also need to visit your stepfather in the office before setting off and talk to him twice - about humanitarian aid and about Hunter and stalkers.

In the second chapter on Rizhskaya, you need to give a patron to at least one beggar, and also give a patron to a boy who will lead us to Bourbon. In the same chapter, on the train bridge, in one of the boxes there are dolls, clicking on one of them, you will see a flash - a sure signal that everything has been done correctly.

In the same second chapter, on Prospect Mira (Market), you need to give a patron to a beggar who tells a story to a child - this is between a bar with Bourbon and an exchange point for patrons.

In the Dead City at the end of the level, before turning left, go right, you will see a cache with a tape recorder, listen to the message - this is the last task of the second chapter.

In the third chapter, leaving the tunnel with ghosts with Hanami, do not miss the moment when the rat throws things off the table - you will find a human body on the same side, you will see a flash. Then, when the anomaly that flew out of the train kills the monsters, proceed to the end of the tunnel, you will see a skeleton in place, again a flash.

In the fourth chapter, on the front line on the territory of the Reds, you need to overhear the soldiers' conversations, and also free three Reds from captivity on the fascist territory there. Ideally, here do not kill anyone at all, for which you will be credited with another good deed. But you have to make a choice between saving the Reds or passing without killing.

In the same chapter, in the depot at the end of the level, investigate the train, how Pavel will be killed, and on Pavletskaya take the film from the dying captain. Where the kikimora are - explore all the nooks and crannies of the station, passing it all, on the left in a dead end you will see a corpse next to a tape recorder on the table.

Also in the fourth chapter, you need to abandon the cartridges of Sasha's mother, and at the Outpost send an SOS signal using communications on the roof of the Nazi outpost. To do this, use a crane and a ladder to the side of the building.

At the Black Station, overhear the dialogue of the first two sentry fascists, but here it is better not to commit murders to enroll the next good deed.

In the fifth chapter, talk with Khan on Sparta without fail.

In the sixth chapter, in the tunnel to Kievskaya, after switching off on the train on the way to D6, in visions go to black people, not people.

In the last, seventh chapter, delirious with a good ending, Black will say "he wants to exterminate us ... why?" and you will see static scenes with a nuclear strike and battles between blacks and people on the surface. If not, a rocket attack will fall on the blacks, which will turn their lair with them into dust.

By the way, after the release of Metro 2033, the Ranger Pack appeared, in which they made it possible to get a good ending without the donations mentioned in the first paragraphs.

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Lair: Torch, Echoes.
Reds: Bolshoi, Korbut, Revolution.
On the tracks: Regina, Bandits.
By water: Dark waters, Venice, Sunset, Night.
Virus: Catacombs, Infection, Quarantine.
Black: Khan, Pursuit, Ferry, Bridge, Depot.
Center: Dead City, Red Square, Garden, Polis.
Last battle: D6.

  • Achievements . Questions - answers .
  • general information

    Developer: 4A Games. Publisher: Deep Silver.

    The time for a complete 100% completion of the game is __ hours.

    Control

    Action genre standard
    W, A, S, D- movement
    Space- jump
    Ctrl- sit down
    E- interaction
    R- reload weapon
    1,2,3 - change weapons in hands
    Paintwork- take a shot
    PKM- take aim
    Special actions
    Q- use a first aid kit
    G(clamp) - put on, take off the gas mask
    G- wipe the glass of the gas mask
    T- change the gas mask filter
    C- throw throwing weapons
    V- hit with a knife
    Tab(hold down) - ammo menu
    R(hold down) (machine gun) - load army cartridges (currency)
    R(clamp) (pump-action weapon) - pump air into the cylinder
    M- pick up a lighter cartridge
    M(hold down) - pick up a lighter and a compass
    F- turn on, turn off the flashlight
    N- turn on, turn off the night vision device

    Karma, the actions of the hero

    Throughout the game, we will have the opportunity to perform various actions, receive additional optional information, and decide the fate of people. How the game ends depends on our actions. There are two endings: conventionally "bad" and "good".

    The "bad" ending will happen by itself if we play Metro: Last Light like a regular shooter, killing everyone and everything.

    The “good” ending is more difficult to achieve. To obtain it, you need to improve the karma of the protagonist by doing good deeds or more carefully studying the world of the game (such actions are highlighted in the text of the passage with a frame). Each improvement in karma is marked with a white flash of light on the screen. You can only kill beast-like mutants. Killing people from any group reduces the accumulated positive karma. It is not necessary to perform all good deeds and save the life of all people, the main thing is that the number of white outbreaks is much greater than the number of people killed.

    Notes

    There are special items in the Metro - notes that are found throughout the game. These are the thoughts of the protagonist Artyom, written down on paper. They more fully reveal the plot of the game. Notes look like stationery cardboard folders "Case No. __". You can view the found notes in the pause menu (press "Esc" during the game) in the "Diary" section. There are 43 notes in total in the game. After collecting all these records, we get an achievement.

    Passing missions. Start


    Metro: Last Light

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


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

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

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

    We reach the armory, where we are given: a gas mask, replaceable filters for it, an orange first aid kit and army cartridges (local currency). (Army cartridges can also be used for shooting (for this, when reloading, you need not just press, but hold down the "R" key for a couple of seconds), but it is better not to shoot them, but it is profitable to exchange them for ordinary cartridges). After that, we select three weapons out of five possible, weight them with sights and other improvements to our liking. We test the selected weapon in practice in the adjacent training dash.


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

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


    Metro: Ray of Hope. Walkthrough

    We take the monorail to the next metro station. We turn on the flashlight (key "F"). We approach the closed door, pull the switch on the right (key "E"), we go inside. We go up the interfloor staircase to the collector, along it we go to the right to the vertical staircase upwards.

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


    We get out on the stairs to the surface. We found ourselves in the ruins of the Botanical Garden, where rocket weapons were used against the Blacks. We go forward, we reach the columns of the destroyed building. Here Anna climbs upstairs to take an advantageous position, and we move on.

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

    Go ahead and find a small Black specimen. It is useless to shoot at him, we just chase nm through narrow labyrinths, climb into the hole ("Ctrl" key) and, finally, catch up with him. Black infiltrates our minds, and shows its story - salvation from the explosions that destroyed all the other Black monsters.

    Passing missions. Fascists


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

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


    We found ourselves in a huge round shaft, where hundreds of prisoners languish in cages by the walls, and fascist warders patrol along the suspended paths. We slowly crawl after Pavel a little higher. Then we jump down onto the path, we crawl from behind to the soldier of the Reich. When Pavel throws a stone down and distracts the second guard, we must stun (key "E") or kill (key "V") the first. (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 away cartridges from the enemy.

    After neutralizing the enemy, we pull the lever to lower the ladder. At the top, we unscrew the light bulb from the spotlight, after that Pavel removes another sentry and turns off the light on his side. In the dark we pass along the bridge, we neutralize the soldier. We climb into the green pipe at the top.


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

    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 the guard, we hide behind the box. We stun the security guard from behind. We enter the gateway, push the lever.

    Pavel throws off to us silenced pistol... We go along the sewers, silently eliminate enemies, take away from them automatic machines... There are only three soldiers on patrol, the other four are busy with their own business and are easily stunned from behind.

    We help Pavel open the airlock by pulling the right lever on the wall.


    Passage Metro: Ray of Hope

    We go up the escalator, at the top we see a crowd of fascists chanting to their Fuhrer. The leader of the Nazis tells the crowd about the D6 base, its reserves and plans to capture it. While the Nazis are listening to the fiery speech, we move through the crowd forward to the podium. We listen to the speech to the end (+ karma).

    After some time, the Fuhrer was reported about the prisoners' escape, and we immediately began to run (the "Shift" key) from the crowd into the corridor to the left. On the road, you will need to jump once. We manage to escape, but they shoot us down. Pavel drags us to the trolley, together we go to the next station.


    Walkthrough Metro: Last Light

    You can't get to the station. On the way we come across a grating, Pavel takes it with a ram, as a result our railcar breaks down, but we get further into the tunnel. We go forward, we put Pavel in the pipe, on the other side the guards grab him.

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

    We rise to the second floor of the room, from there we jump into the far closed part, we neutralize three more enemies, we enter the room on the second floor. Inside the room, a fighter sits on the bed out of uniform, he immediately surrenders. Do not kill him to get a "good" ending.

    We pass into one more room, we climb into the ventilation.


    Walkthrough Metro 2033: Last Light

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

    In the first room on the table we open the drawer, inside we find the first-aid kit and cartridges, next to it in the wall cabinet there are some more cartridges. We go along the corridor, we 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. We go to the right side to the stairs to the second floor.

    Achievement "Gift" (A Present)

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

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

    Achievement "Invisible Savior"

    You need to pass the "Camp" level without killing anyone or raising an alarm (+ karma).

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

    In the barracks of the fighters, you can find a piano. The accordion is hidden in the closet at the exit from the very last hall in the chapter. In the chapter "Regina" you will find another accordion, immediately on the first fork of the path, next to the cot. In the "Infection" task, all three guitars stand next to each other, start looking for them when everything is plunged into flames. The first is in a narrow closet. The second is under the counter in the next room. And the third is in an armchair on the second floor. Prison When you are in prison, there is a room with a lever in the place where the hostages are sitting in the cages. Pull it on and set everyone free. At the same time, remember that you cannot kill anyone, otherwise the good ending of Metro Last Light will not open.

    Camp In the corridor, where the cabinets are on the left, quietly sneak up on the soldiers sitting there, and overhear what they are talking about. One of them will talk about the cache. When the conversation ends, follow him. As soon as the soldier opens the weapon locker, disable it and take all the contents. After that, when you go into the large room, you will notice a soldier who will stand with his hands up next to the freezer. Don't kill him, just move on. By doing such a humane act, you will be one step closer to solving the question of how to get a good ending in Metro Last Light. Red Station At the Red Station there will be a beggar. Give him a cartridge, listen to his story and give a second cartridge. Then listen to what the two men at the table are talking about. Move on. You will see two men and a woman next to them. Listen to their conversation until there is a flash. Move on until you see a man showing shadows to children. Watch him until he says he is tired. Opposite this company there is a juggler, and next to him on a bench are girls, listen carefully to what is being said. At the fork in the cinema there are two men, one is smoking and offering the other to buy some stuff. Approach them and wait for the end of the conversation. When the jamb merchant goes back to the juggler, follow him, and as soon as he says that he can make a discount, you will see a flash. Watch the play to the end. Before you sit down to have a drink with Paul, look at the two girls behind the glass and listen to what they are talking about.

    Scene with Korbut As you climb the ventilation shaft, listen through the grate to what Moskvin and Korbut are talking about to the end. Do not leave before the end of the conversation. After the mission with Korbut, go around the metal detector on the right and knock out two soldiers. And just follow the third soldier until he says that group 8 has left the object. After that, you can turn it off too. After you go through the valve, go downstairs and listen to the two soldiers.

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

    Bandits As soon as you get to the camp, then listen to the conversation of the daughter with her mother, who are sitting next to the ammunition dealer. While walking through the tunnel, you will hear a woman screaming. Turn into the first door on the right and enter the carriage. Go to the right and deal with three scumbags who want to kill the girl. Find the corridor with rooms where the bandits are sitting and go to the very last one. Deal with everyone who is there to rescue the hostages. In the tunnel on the opposite side of the bandits' base there is a carriage with bodies in it, examine them. Venice There are two beggars in Venice who need to be given patrons. One is in an alley with fishmongers, the other is next to the guitarist. Go to the shooting range, there will be a child who will say that he has lost a bear. Go to the shooting range and win three rounds, receive ammo and a toy as a reward. And since getting a good ending in Metro Last Light is your main task, give this bear to your child. You will also need to get drunk at the bar before you pass out. Then, when the character comes to his senses, you will see that the whole bar is blown up, and the bartender is in grief. Give the last one hundred rounds to repair the damage, and then you will see a flash. Infection As you crawl along the ventilation shaft, you will see two soldiers who want to shoot people at the wall. Crawl along the ventilation to the right and stun both quickly, then listen to the speech of one of the survivors. At the very end of this chapter, Lesnitsky will order to remove the mask. Take it off before it counts down to five. Epidemic There is nothing like that in this chapter, you just need to collect all the caches behind the quarantine zone. Just walk along the wall and press "E" when the icon appears. The first one is behind the iron door. All the rest are in the windows. Khan When you and Khan sail along the River of Fate, the phone rings. Pick up the phone and talk to Artyom's mom. There will be a flash. Depot Go to the building on the outer territory on the left side to the farthest end and go through the doors. There is a trap on the door. In a room full of carriages with enemies, just go down under the floor and pass everyone in this way. When at the end of the chapter you meet Lesnitsky, do not kill him. Red Square In this chapter, do not touch the guards, always just walk by. Also, do not kill a single soldier, even when you are in ambush with Paul. Just wait for them to come down to you, and then knock them all out. Paul himself must be saved when the dead seize him.

    Garden Go to the large building and use the boards to get through the water, then go to the flooded store and go to the back of it. There will be a flash. When you go forward, you will meet a large creature called a bear. Start fighting with her, and when she turns sideways to you, kill the mutants on her back to save her. Then she will run away, and you will receive a flash. These are the basic answers to the question of how to get a good ending in Metro Last Light. By completing all the steps described above, you can easily unlock a successful final level in Metro LL.

    Many people who do not like computer games think that they have the same plot, and they have a bad effect on the psyche of not only children, but also adults. But, this is far from the case. Some games have such a deep storyline and meaning that it will take your breath away.


    Developers who create modern games are trying to teach gamers, not only to fight with opponents, but also to apply mercy to them. One of these games is Metro Last Light.

    Description of the project

    All actions in the game take place in 2034 in Russia, after the apocalypse. Many residents in these difficult times, who survived after the destruction, have to hide from the monsters that appeared after a huge release of radiation. Mutants attack people and kill them, so those have to fight for their lives. Animals that have mutated from radiation live in an underground metro station. Despite the fact that many people, having united, are trying to destroy the mutants and in this way to secure their lives, there were those who separated from the masses and created their own groups. They have divided the metro into several zones and are fighting among themselves for territory. The only hero Artyom, who did not join any group, tries to kill the monsters on his own and free the metro. This game has the genre of a shooter. It is also a kind of continuation of the main game "Metro2033". She at one time caused a lot of positive emotions not only from the players, but also from critics.
    Players, fighting mutants, can use any weapon with which they are comfortable. He can even make one for himself. He can use weapons, not only against monsters, but also against people in case of danger. The whole atmosphere of the game is saturated through and through with a post-apocalyptic situation. Most of the players who have completely completed this game do not know that it can end in two options. The game "Metro Last Light" may end with a good ending for the player, or maybe badly it all depends on what decisions he will make. Key points to follow in order for the game to end well:

    Key points

    To prevent the player from dying at the end, he needs to keep track of several moments. First of all, this is when a flash appears on the screen, like in old cameras and sound. They appear when choosing the correct action. This can happen not only in the game, but also in the cut-scene. In addition, it can be when the player finds some important item. Also, in order for the ending of the game to end well, during the game you need to try not to kill other soldiers. In addition, for a positive ending to the game Metro Last Light, the player needs to adhere to some rules: Station "Sparta"

    At the very beginning, the character wakes up, but the control of the game is automatically transferred to the gamer, he must play the guitar. It is located next to the place where the hero lay. During this action, a flash occurs, so do not be afraid. Then the character must listen to the conversation of the men who will be sitting nearby. One of the fighters will have no legs, so he will be in a wheelchair. Then the character needs to approach the open door on the other side. The character has a flash again. Not far from the point where all the soldiers gather, there will be a balalaika, the character will need to play on it. In order for the game to end differently, you need to find all the musical instruments and play them. There will be seventeen of them in total. The accordion is in the hall with the evil Reichs. It can be found when they offend the newcomer who joined them, it will be possible to sneak in unnoticed while everyone is busy. The balalaika lies where Paul leaves you. Two guards will rest nearby. The guitar will be located near the bar, near which the juggler is standing. There is a balalaika on the counter in the store, and the last instrument will be near the table, at which you need to sit at Paul's request. In the barracks, where the soldiers are located, there will be a piano. The accordion lies in the closet in the main soldier's room. In addition, the same accordion will be in the "Regina" not far from the clamshell, which stands near the first branch. Three guitars are in one place in the Contagion building. You need to go in search of them when the whole building is enveloped in fire. The first guitar stands near the room, the second is under the counter, and the third is next to the armchair on the second floor.

    Prison

    When the character enters the prison, he will see the prisoners behind bars. Not far from it there is a room in which there is a special lever. You need to pull on him, all the cell doors will open, and the hostages will be released. If a gamer wants to finish the game and to keep his character alive, many people need to help.

    Camp

    The building has a long corridor with wardrobes. You need to quietly sneak up and listen to the conversation of other soldiers who are there. One of them will start talking about the cache. As soon as they finish talking, you need to go after him and, turning it off, take everything that is there. Having passed into the next room, you will meet another soldier on your way, he will simply stand, leaning against the refrigerator. No need to kill him, walk by. Such an act gradually brings the gamer closer to a good end to the game.

    Red station

    Coming here, the character will see a beggar sitting on the ground. He needs to be given a patron and listen to his story, and then given a few more. You also need to listen to the conversation of the soldiers sitting at the table and move on. Ahead, the character will meet two more men and a woman who will talk, you also need to listen to what exactly they are talking about. You need to listen for a long time until the next flash appears. Then walk a little more until you meet a person who will show the children pictures in the shadows. Watch a little until he admits that he is very tired. There will be a juggler across the street from them, and several girls will sit not far from him. You also need to eavesdrop on their conversation.

    Two people are standing not far from the cinema. The one who smokes will start offering the other person to buy the crap. You need to go up to them and wait until they finish talking. After the dope merchant goes in the direction of the juggler, you need to follow him. After he shares that he will make a discount on the product, a flash will appear. The character needs to watch the play to the end. Before you sit down with Paul and drink alcohol, you need to pay attention to the girls who are sitting behind the glass. You need to listen to what they are talking about.

    Scene with Korbut

    As soon as the character climbs into the ventilation shaft, he will hear a conversation between Moskvin and Korbut. You need to listen to everything completely. You can't leave without listening to it.

    After the mission with Korbut

    The character needs to bypass the metal detector and disable the two soldiers who will be sitting next to it. A tritium fighter that will appear on the horizon as soon as he is going to go somewhere, you need to follow until it is admitted that the 8th group has left the post. Then it can also be knocked out. As soon as the character climbs through the valve, you need to listen to the conversation of the two soldiers from below.

    "Regina"

    When the character drives the "regina" he needs to hit the arrow at the fork. Then it is imperative to crash into a wooden fence, after which there will be a flash. When he gets to the second fork, you need to turn left to the standing cars. After that, go through the tunnel to the end. Here he will stumble upon a lying human corpse. You need to inspect it and take all valuable things. Not far from the place where the cars are being pushed, there will be beds with knives; they need to be taken away. Then you should go into the room in which the green liquid is poured and pick up the note. Here, besides her, the corpse of a man will lie. As soon as you spot it, there will be a flash.

    Bandits

    After the hero gets in, instead of collecting, he needs to listen to the conversation between mother and daughter. They will sit close to the ammunition that the man is selling. As you walk through the tunnel, you will hear a woman screaming. After that, you need to immediately turn into the first door you see on the right and go into the trailer. There will be three people sitting here who scoff at the girl. They need to be killed and rescued. After that, you need to go further into another room, there are also thugs sitting there, they also need to be removed and all the hostages rescued. Near the tunnel, on the contrary, there will be a trailer, there will be many corpses in it, they also need to be examined and all valuable things taken away.

    Venice

    In this place there will be two homeless people who are sure to be given ammunition by everyone. They need them for defense. One will be near the alley, and the other not far from the guitarist. After that, you need to go to the shooting range. There will be a child not far from him. He will say that he put a bear somewhere and cannot find it. The character will go to the shooting range and win three rounds. For this he will receive cartridges and a soft toy. If a gamer wants Metro Last Light to end well for his character, he must give the child the won toy. After that, the hero must go to the bar, get drunk and disconnect. In the morning, when he wakes up and comes to his senses, he will find that the bar in which he drank is completely destroyed, and the bartender is beside himself with grief. To somehow smooth out his guilt, the character must give the bartender a full pack of cartridges. After that, the flash will appear again.

    Infection

    Moving through the mine, the character will see two soldiers. They put people near the wall and want to shoot them. He must turn right and knock them out in order to save the prisoners. One of them will still mutter something in consciousness, you need to listen to what exactly he says. At the end of this chapter, Lesnitsky will say to take off the mask, and the countdown from five will begin in reverse order, you need to be in time until one sounds.

    Epidemic

    In this chapter, the character just needs to bypass all the caches that are outside the zone of infection and pick up the contents. He needs to go near the wall and when the icon appears, he needs to press the letter "E". The first one will be outside the front door. The rest will be on the windows.

    Floating down the river, the bell will ring. You need to go and talk to the character's mom. After that, a flash occurs again.

    Depot

    After passing through the territory, there is a door on the left side of the building, you need to go into it. There is a trap on the door. He just needs to go down under the basement, since upstairs all the trailers are crammed with enemies. At the end of this chapter, the character again meets Lesnitsky, he does not need to be killed.

    the Red Square

    There is also no need to touch the guards who will be on the way. When Paul is trapped by the dead and they want to take him, he must be saved.

    Bad ending

    The game has two endings. For the game to end badly, you need to kill all the characters that appear on the way. You can even fight soldiers who have surrendered and do not want to fight. It is also necessary to steal all valuable things.
    Having learned the details, each gamer can finish the game with dignity, but how exactly is up to him to decide.

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