Metro: Last Light

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FAQ/Walkthrough

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                            |   FAQ/WALKTHROUGH   |
                            |_____________________|

                                   By Sokkus



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Guide stats:    
============
Time taken to write : 40+ hours
Word Count to date  : 30,000+

Last Updated        : 04/06/2013

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        _____                           _                  _             
       (_____)      _                  | |            _   (_)            
          _   ____ | |_   ____ ___   _ | |_   _  ____| |_  _  ___  ____  
         | | |  _ \|  _) / ___) _ \ / || | | | |/ ___)  _)| |/ _ \|  _ \ 
        _| |_| | | | |__| |  | |_| ( (_| | |_| ( (___| |__| | |_| | | | |
       (_____)_| |_|\___)_|   \___/ \____|\____|\____)\___)_|\___/|_| |_|


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Welcome to my guide for 4A Games' latest entry into the Metro franchise and a 
direct followup to the cult hit Metro 2033! If you see any errors, have a
question, a tip or an alternate strategy for a section of the guide please head
to the contact section and flick me an email to let me know!

If you like what you see here, be sure to check out more of my guides, reviews
and podcasts at www.consoledomination.com and consider donating to my Paypal if
you are feeling a little generous!

Note: In its current state, the guide currently contains:

   > Completed walkthrough with all collectibles.


_________________________
Join me on Facebook      \
_________________________/

I have started a facebook group for readers to keep track of the latest updates
to my guides, you can find it here:

https://www.facebook.com/pages/Sokkus/356910437737253


_________________________
Donate to my Noble Cause!\
_________________________/

After a few generous emails and suggestions from readers and because donations
seems to be a growing trend among other contemporary guide writers, I have
decided to put in the option to allow you to donate some money to me for 
helping you out if you wish to do so.

Although I make these guides for free in my spare time, I probably don’t 
need to point out to gamers that purchasing games is an extremely expensive
hobby (games in Australia cost on average $90 - $120) and writing guides for
them can be a very long, incredibly difficult and thankless task at the best
of times, but one that is very challenging and occasionally rewarding.
 
Considering you could be paying upwards of $20+ for guides in a game shop,these
free and easily available guides make a cost-effective substitute. Whilst most
are happy to use and move on without a word I would move that a simple donation
is a great, easy way to say thanks if you feel that my guide has saved you some
time, money and frustration in some small way.

By no means feel obligated to donate just for viewing my guide, but if you are
feeling a little generous I certainly won’t object! Any amount is appreciated
whether it be 10 cents or $10.

Thankyou for all that read this far, if you are interested in donating, my
Paypal address is listed below, if not, skip down to the table of contents
below and get stuck into the creepy underworld of Russia's post apocalyptic
subway system in Metro: Last Light!


Paypal ID:

sokkus[at]hotmail[dot]com




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     | |     / _  | || \| |/ _  )   / _ \|  __)
     | |____( ( | | |_) ) ( (/ /   | |_| | |   
      \______)_||_|____/|_|\____)   \___/|_|   
                              ______                                      
                             / _____)           _               _         
                            | /      ___  ____ | |_  ____ ____ | |_   ___ 
                            | |     / _ \|  _ \|  _)/ _  )  _ \|  _) /___)
                            | \____| |_| | | | | |_( (/ /| | | | |__|___ |
                             \______)___/|_| |_|\___)____)_| |_|\___|___/

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-------------------------------------------------------------------------------
Note: To fast travel to a section of the guide, copy the text code next to
      the section of interest. Press CTRL +F and paste the code in there to
      jump down to where you want to go in a flash!
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   _______________________________________________
  / Metro: Last Light Campaign Walkthrough        \__________________
  \_______________________________________________/                  ]
    |                                                                |
    |    1. Campaign Walkthrough ............................. [WLKTH]
    |                                                                |
    |         1.01  Sparta ................................... [ACT01]
    |         1.02  Ashes .................................... [ACT02]
    |         1.03  Pavel .................................... [ACT03]
    |         1.04  Reich .................................... [ACT04]
    |         1.05  Separation ............................... [ACT05]
    |         1.06  Facility ................................. [ACT06]
    |         1.07  Torchlight ............................... [ACT07]
    |         1.08  Echoes ................................... [ACT08]
    |         1.09  Bolshoi .................................. [ACT09]
    |         1.10  Korbut ................................... [ACT10]
    |         1.11  Revolution ............................... [ACT11]
    |         1.12  Regina ................................... [ACT12]
    |         1.13  Bandits .................................. [ACT13]
    |         1.14  Dark Water ............................... [ACT14]
    |         1.15  Venice ................................... [ACT15]
    |         1.16  Sundown .................................. [ACT16]
    |         1.17  Nightfall ................................ [ACT17]
    |         1.18  Undercity ................................ [ACT18]
    |         1.19  Contagion ................................ [ACT19]
    |         1.20  Quarantine ............................... [ACT20]
    |         1.21  Khan ..................................... [ACT21]
    |         1.22  The Chase ................................ [ACT22]
    |         1.23  The Crossing ............................. [ACT23]
    |         1.24  Bridge ................................... [ACT24]
    |         1.25  Depot .................................... [ACT25]
    |         1.26  The Dead City ............................ [ACT26]
    |         1.27  Red Square ............................... [ACT27]
    |         1.28  The Garden ............................... [ACT28]
    |         1.29  Polis .................................... [ACT29]
    |         1.30  D6 ....................................... [ACT30]
    |                                                                |
    |                                                                |
    [________________________________________________________________]
   _______________________________________________
  / Miscellaneous                                 \__________________
  \_______________________________________________/                  ]
    |                                                                |
    |    2. Contact........................................... [CNTCT]
    |                                                                |
    |    3. About Me.......................................... [INTRD]
    |                                                                |
    |        3.01  Me                                                |
    |        3.02  Donations                                         |
    |        3.03  Console Domination                                |
    |                                                                |
    |    4. Special Thanks.................................... [STHNK]
    |                                                                |
    |    5. Version History................................... [VHSTY]
    |                                                                |
    |    6. Legal ............................................ [LGL01]
    |                                                                |
    |                                                                |
    [________________________________________________________________]





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------------------------------------------------------------------------[WLKTH]

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        | || || | ____| | |  _| |_ | | _   ____ ___  _   _  ____| | _  
        | ||_|| |/ _  | | | / )  _)| || \ / ___) _ \| | | |/ _  | || \ 
        | |___| ( ( | | | |< (| |__| | | | |  | |_| | |_| ( ( | | | | |
         \______|\_||_|_|_| \_)\___)_| |_|_|   \___/ \____|\_|| |_| |_|
                                                          (_____|      

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Welcome to my walkthrough for 4A Games and Deep Silver's new first person
Stealth/Action game Metro: Last Light a direct sequel to the cult classic
Metro 2033 and the second entry in the franchise to date. This guide will help
you make your way through this title from start to finish, picking up all of
Artyom’s hidden diary notes, playing all of the musical instruments, earning
morality points and unlocking as many achievement/trophies as possible along
the way. 

To fast travel to a chapter, go to the table of contents above and copy the
code next to the section of interest. Press CTRL +F and paste the code in there
to jump down to where you want to go in a flash.

Whilst I am writing this guide from a stealth, no killing point of view and is
geared towards earning the best possible ending, it should be noted that Metro:
Last Light has a tonne of hidden weapon stashes and alternate routes.  With
this in mind, if you find a better way to complete a mission or part of a
mission, please let me know and I'll be happy to include it in the guide.

Enjoy!



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Chapter 01: Sparta - Prologue                                           [ACT01]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 1 |
                 |
> Instruments: 2 |
                 |
_________________|

After a short scene seated around a campfire we will stand up and be able to
move around, once this happens, wait a few moments and the screen will go dark
and a group of four nosalises will appear and attack you. Kill them all.
Shooting at the final enemy will cause a scene to occur. 

Once you are back in control, look on the chair opposite the desk and interact
with the GUITAR [Instrument 1/2] for a MORALITY POINT. Exit the room and turn
left. 

Note that during this mission, there are several conversations (4-5) going on
as you proceed through the area. Stopping and listening to them will often
reward you with a MORALITY POINT as well as backfilling some of the story and
letting you know what is going on elsewhere in the Metro.

Follow the set path through the station here and when you reach the room with
the pair of soldiers playing a game of checkers, look on the chair in the
corner to the left behind them and interact with the GUITAR [Instrument 2/2]
here for a MORALITY POINT. Proceed through the next door.

You will find yourself at an armorer. Approach the counter and listen to the
armorer, who will hand out some items and give you a brief tutorial on each.
He will give you a GAS MASK, FILTERS, MEDKITS and some MILITARY GRADE ROUNDS.
When he is done talking, check out the locker just to this right and you will
be allowed to pick three weapons to take with you. It is best to equip weapons
effective at short, mid and long range – but I’ll leave selection up to you.

When ready, exit the armoury and move to the right. Shoot the targets on the
shooting range here until you are able to proceed. You can stay and practice
if you like for another MORALITY POINT. To keep going, go through the door
opposite the shooting range. 

Again follow the set path through the base until you meet up with your friend
from earlier. Now you need to walk with him, take the lift down and continue
along until you reach a meeting room. A MORALITY POINT will be awarded as you
enter. Watch the scene and afterwards go through the door that opens. Before
entering the lift, look on the chair to the right in front of it for a DIARY
NOTE [Note 1/1].

Take the lift up to the next area and enter the train that arrives to complete
the mission.



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Chapter 02: Ashes - A Train to the Past                                 [ACT02]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 1 |
                 |
> Instruments: 0 |
                 |
_________________|

Once the train arrives at the station, turn around and head to the back of the
train for a MORALITY POINT. Return to the control panel, exit the open doorway
and follow your new partner across the platform to a locked door. Pull the
lever on the wall to the right and go on inside. Again follow your partner as
you climb the stairs to the top. When you reach the door at the top, look
opposite and loot the dead soldier here for some ammo and +5 MILITARY GRADE
ROUNDS.  Enter the door.

Turn to the right and follow the other ranger until you find a ladder. She will
hang out at its base. Instead of heading up right away, continue past the
ladder and look down the small side tunnel to the left. Burn the cobwebs in
here and at the end you will find a DIARY NOTE [Note 1/1]. You will also earn
a MORALITY POINT here. Return to the ladder, follow the instructions to put
your mask on and then climb to the surface.

Upon exiting, follow your partner until you reach the large stone archway.
Afterwards you will be on your own. Once you are on the far side, head to the
right and drop down to the area below. At this point you will encounter your
first Watchmen. There is a group of three along the Cliffside to the right.
Fortunately your sniper friend will likely take one out for you so you can
focus on the others. Once they are dead another 3 will appear on the very far
side of the platform. Killing these will cause another 5-6 to spawn and
approach from the left and far end of the platform.

Once they are all dead, make your way to the far end of the area and follow
the passage here to the left. Follow the set path here all the way around until
you see the target. It will run away, so crouch and follow it through the small
tunnel it runs through. Upon exiting, turn right and follow it all the way
until you reach a dead end.

When the target collapses, approach it for a scene. This will end the mission.



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Chapter 03: Pavel - The Enemy of my Enemy                               [ACT03]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 1 |
                 |
> Instruments: 0 |
                 |
_________________|

After a lengthy introductory story sequence we’ll be acquainted with yet
another new friend. We’ll be sticking together with this fellow for the next
few missions. Wait until he walks over and opens the garbage chute and then
slide down after him when he jumps inside.

Follow him to the right. He’ll stop you in front of a room with an elevator.
Once it goes up, follow his instructions and use the shadows to cross the room
to the tunnel on the far side of the room.  After a brief examination of the
gate, your new friend will ask for a lift. Approach him to pop him up to the
raised ladder nearby. He will lower a ladder for you. Follow him up to the
upper platform.

Crouch and move after your friend along the wall to the left. When he points
out a target to you, drop down to the platform on the right and sneak up behind
the guard. Take him out. Next, hit the lever here to lower a set of stairs
leading up to the next level. Climb the stairs and unscrew the light at the
top. 

Wait for your friend to disable the light over the centre of the room and then
look across the bridge. Wait for the guard to patrol to the left and sneak
across the bridge, get up behind him and take him out. Climb the ladder. Enter
the circular pipe at the top of the ladder and head through until you reach
the far end. A scene will play and you will drop down to the room below.

When you are back in control, loot the other THROWING KNIVES from the corpse
on the wall and look in the alcove opposite. There are crates here and on top
of one of them you’ll find a DIARY NOTE [Note 1/1]. Behind the crate is another
THROWING KNIFE.

Sneak up to the open door leaving the room and wait for the guard to look away
from you. Sneak up and take him out. Turn the lights off here to hide the body.
Climb the stairs here and at the top approach the large door. Use a throwing
knife to disable the light above the door and then hit the green button to
open the door. Quickly run over and hide behind the crates to the right of the
door.

Wait for the guard to walk into the room and look over the centre of the room.
Sneak up behind him and take him down. Go through the door and hit the lever
in here to open the next door. Once it opens go on through and disable the
light on the right.

Follow the right hand wall up the stairs and wait for your friend to eliminate
the guard walking down the stairs on the far side of the room. Continue
following the wall and duck into the alcove on the right. Climb the ladder here
and follow the catwalk around the corner to the right. Wait for the guard ahead
to start walking away from you before sneaking up and punching his lights out.
Continue to the very far end of the walkway here and hang here for a moment.

Wait for the patrolling guard to enter the room to the left and inspect the
crates along the wall. Drop down behind him and take him out. Exit to the main
room and enter the adjacent room to the one we dropped down in. Take out the
guy in the chair. Exit to the main room, cross the water and climb the short
set of stairs opposite. Punch out the guy standing at the desk in front of you
and look to the right. Do the same to the seated guard near the window.

Now that the room is clear, pull the lever on the desk next to the final guard
to release the prisoners. Doing this will give you a MORALITY POINT.

-------------------------------------------------------------------------------
Note: for freeing the prisoners you will unlock the Achievement/Trophy
      ‘Escape!’
-------------------------------------------------------------------------------

Head over to the door leading to the next area and use the lever to open it.
Head on inside to the next room to complete the chapter.



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Chapter 04: Reich                                                       [ACT04]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 1 |
                 |
> Instruments: 0 |
                 |
_________________|

For the first part of this chapter, you will need to follow your buddy and do
what he does. As such, exit the starting room and grab the DIARY NOTE [Note
1/1] from the desk in front of you. Continue up the stairs to the right after
your friend and make your way through the crowd here sticking right behind him.
 
Note that if you listen to the entire speech, you will earn a MORALITY POINT.

Keep after your buddy as he goes through the door to the left and sprint behind
him up the next hallway. Jump the gap when he tells you to and continue to the
end of the corridor. Approach the lowering door to crawl beneath it.

Following the scene, you will be in a rail car fleeing the area. You will be
told to shoot your pursuers, but you don’t have to if you don’t want to as
doing so will void a no-kill run if you are going for one and even if you don’t
shoot they are still unlikely to hit you. After a short distance the chapter
will be complete.

-------------------------------------------------------------------------------
Note: for escaping without being caught, you will unlock the Achievement/Trophy
      ‘Clean Escape’
-------------------------------------------------------------------------------



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Chapter 05: Separation - Escape                                         [ACT05]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 2 |
                 |
> Instruments: 0 |
                 |
_________________|

After getting out of the rail car, follow your friend along the tracks, past
the side room on the right and to the dead end at the end. Approach your mate
when he tells you to give him a lift for a short scene. Once he is up and away,
turn around and duck behind the piece of cover nearby in front of the side door
we walked past.

After a few moments, the door will open and two guards will emerge. Stay behind
the cover here and wait for them to start patrolling away from you along the
train tracks. As they walk off sneak up on them one at a time and take them
down. 

Work your way up to the open door and sneak inside and hang out in the shadows
to the left as you enter. Look across the room to the right and wait for the
guard on the lower level to patrol over to the door (he will stop at the nearby
fire first and then move on). Take him out when he stands in the doorway.
Return to the left side of the entrance and use the wooden crates here to
climb up the short ramp here and drop down into the shadows on the ground at
the end.

Hang out here for a second and wait for the guard standing in the light near
the door of the room on the right (next to the iron bars) to patrol into the
shadows near you and take him down. Enter the shadows next to the iron bars and
face the door to the enclosed room.

There are 6 guards in here. The lower level has two rooms. The room on the
right has a single guard sitting in a chair. The room on the left has a pair
of enemies, one patrolling and one stationary. There are an additional 2
enemies upstairs.

Enter the door and look in the door to the left just inside. Wait for the
patrolling guard to look away and then move over to the right and take out the
guy in the chair. Sneak into the left hand room and take out the guy near the
fireplace and then the patrolling guard (it is best to let the patrolling guard
approach the stationary guard and then start walking away before you strike).
Return to the first room and climb the stairs to the left. 

At the top of the stairs stay in the shadows and wait for the guard to the
right to patrol off. You will see a guard patrolling the walkway outside of
the windows here. Wait until he stops in front of the door opposite the top of
the stairs. As he starts to move off, sneak out after him and take him down.
Return to the shadows at the top of the stairs and wait for the guard on the
right to patrol into the room. Run over and take him down. 

When you are clear here, look on the control panel near the windows for a DIARY
NOTE [Note 1/2]. There is also a PISTOL on the crate nearby. Return downstairs
and enter the left hand room. There is a door in here exiting to the room on
the far side of the iron bars. Just to the right of the exit is an enemy
sitting in a chair. As such, crouch and walk out the door and quickly enter
the shadow to the right. Run up and punch him out.

Climb the stairs at the far end of the room all the way to the top and enter
the door here. As you do, an enemy through the open door ahead will notice you
and surrender. Run over and knock him out if you wish to do so. You will find
another DIARY NOTE [Note 2/2] on the table in here.

Exit the door to the left and in the next room walk up to the open vent along
the right hand wall. You will earn an achievement/trophy and a MORALITY POINT
at this time if you made it through the level without being detected or killing
any humans.

-------------------------------------------------------------------------------
Note: For completing the mission without being detected, you will unlock
      Achievement/trophy ‘Invisible Intruder’
-------------------------------------------------------------------------------

Follow the vent until the screen blacks out to complete the mission.



===============================================================================
===============================================================================

Chapter 06: Facility - A Friend                                         [ACT06]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 1 |
                 |
> Instruments: 1 |
                 |
_________________|

After the introductory scene, move forward through the vent until Artyom drops
down to the room below. There is a box behind you as you land with a med kit,
ammo and throwing knives in it. When ready, move forward and around the corner
opposite. Disable the light here and enter the large room. Look through the
window in front and watch the entire scene for a MORALITY POINT.

Turn to the right and work your way along the wall. There is a light on the
left hand side of the corridor around half way up the stairs there. Disable
this. Continue to the next corner and sit behind the crates here. Look around
to the left. 

There is a pair of enemies standing around a fire here. Wait for one to head
over to the intercom on the wall nearby. Afterwards, follow him down the
hallway and back into the room you came from. He will open a locker here. Sneak
up to knock him out. You will earn an achievement/trophy and a MORALITY POINT
for your effort.

-------------------------------------------------------------------------------
Note: For finding the secret custom weapon, you will earn Achievement/Trophy
      ‘A Present’
-------------------------------------------------------------------------------

Return back to the end of the hallway to the shadows behind the crate in the
corner and observe the other enemy still here. When he is finished with his
punching exercises he will patrol back and forward in front of the lamp here.
Wait until his back is to you and knock him out. Turn the lamp off. There is a
throwing knife in the paper target near the open door to the next area.

Return to the entrance hallway and climb the stairs. At the top, stay in the
shadows and wait for the two guards here to patrol to the other end of the
room. Once will start working on a wall panel. If you are patient, the other
guard will patrol back to his start position. Take him out when it is safe to
do so. Work your way over to the far end of the room and take out the guy
working on the wall. 

Climb down the stairs nearby to end up in another hallway. Stay in the shadows
at the base of the stairs and a guard will patrol into the hallway here from
the room to the left. Take him out. Look into the main room to the left.

There are two more enemies in the central room here. One will patrol the length
of the room, whilst the second will remain working at a desk on the opposite
end of the room from the doorway here. Sneak up on the patrolling guard to take
him out and then head over and take out the man at the desk. Now that the area
is clear, look on a chair next to some bunk beds on the left side of the room
and interact with the ACCORDIAN [Instrument 1/1].

Return to the second hallway and continue through the door at the far end. As
you enter the next room an enemy will be cowering on the floor in front of you.
He poses no threat, but there is a weapon – propped up against the rack next
to him.  Continue to the far end of this area and use the makeshift ramp on
the left to climb up and into a hole in the wall. Drop down the other side.

Make your way through the planters here towards the door on the opposite side
of the area from the entrance. Stay in the shadows to the left or right of the
door and wait for the flickering light to go off. Once the guard patrols across
the pathway directly in front of the door away from you go into the door and
turn left (don’t turn right! There are 3-4 baddies standing here!). Interact
with the switch here to turn off the light. Hide in the corner behind the
crates nearby and knock out the guard that comes to investigate the switch.

Continue across the bridge. As you cross, wait for the guard on the far side
to start patrolling to the right before crossing to the far end. As you reach
the end, quickly turn to your left and hide in the shadows behind the machinery
here. When the guard patrols back and into the small alcove opposite the end
of the bridge with the lamp in it, follow him in and punch him out. Turn off
the light. 

Follow the fence back to the right and when you reach the hallway turn right.
You will see a guard sitting in a chair with his back to you nearby and at the
far end of the area another guard patrolling. Wait for the patroller to go
around the corner and knock out the guy in the chair. Turn off the light on the
table next to him. When the guard at the end patrols back into view, sneak up
and take him down. Turn right when you reach the corner and take out the guy
on the crate here.

Enter the open door and climb down the stairs. Open the door at the bottom. As
you enter, you can check out the side vent to the right and at the end you will
find a container with ammo and med kits inside. Backtrack to the door we came
in from and take the stairs to the left down to the main floor below.

Look below the stairs we just descended to find a ladder leading down to a
lower set of tunnels. Drop down here and follow the set path around the corner.
Knock out the patrolling guard here when he turns his back to you.  Enter the
small alcove along the left wall and climb the ladder here to return to the
main floor. 

Stay in the shadows here and wait for the guard to patrol past on your right.
When he is not looking sneak over and through the open door directly in front
of you and slightly to the right. There is a container on the counter here that
you can loot for some ammo. Leave the far end of the small room and immediately
turn left. Drop down the hole in the ground to reach another set of tunnels.
Follow the path to the left and take the left path at each corner. At the end,
climb the ladder back to the main floor.

After emerging, you will be beneath a set of stairs. Turn to the left
immediately and stay in the shadows. Work your way over to the other set of
stairs nearby taking care to not let the patrolling guard see you.  At the top
of these stairs, enter the open door and take out the guard working on the wall
and disable the light. Loot the safe in the corner for +15 MILITARY GRADE
ROUNDS. Return to the main room and return back down the stairs.

Wait for the guard here to patrol through the shadows and sneak up and take him
down. When it is safe to do so, climb the set of stairs that you ended up
beneath when you used the previous ladder. At the top of the stairs,
immediately conceal yourself in shadows and wait for a guard to patrol into the
area from the door on the left. Take him down when you get the chance. Enter
the door he came from and look on the desk for DIARY NOTE [Note 1/1].

Return to the platform at the top of the stairs and pull the lever on the wall
next to the desk with the blue radio on it. This will open a door below. Drop
down to the main level via the space to the left of the lever and enter the
now open door.

As you go through the door, you will note a broken railing on the left. Drop
down here to the water below. Move forward a few steps and keep your eye out
for a trip wire on the ground here. Find the side closest to the gas canister
and interact with it to disable it. Climb the ladder and turn left, work your
way over to the hole in the wall for a scene.

At this point you will earn an achievement/trophy and a MORALITY POINT if you
completed the level without killing anyone.

-------------------------------------------------------------------------------
Note: For completing the mission without being detected, you will earn the
      Achievement/Trophy ‘Invisible Saviour’.
-------------------------------------------------------------------------------

When you regain control, sneak up and knock out the two guards watching your
friend and then when they are down approach your buddy for another scene.
Afterwards follow him into the nearby tunnel to complete the mission.



===============================================================================
===============================================================================

Chapter 07: Torchlight - Through the Darkness                           [ACT07]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 2 |
                 |
> Instruments: 0 |
                 |
_________________|

Follow your mate along the tunnel. Once the lights go out, look to the wall on
the left nearby to find a corpse with a weapon on the wall next to it. Continue
onwards until your friend stops. Loot the body propped up against the barrel
to the left for some ammo and then bring out your lighter to burn away the
cobwebs blocking the path. You’ll also get an on-screen tutorial explaining
how to use the charger to keep your flashlight battery going. 

Approach the grating in the floor and help your friend open it. Follow him
down to the next area below. Keep after him through the next tunnel and enter
the elevator at the far end. You will earn a MORALITY POINT. During the ride
up the shaft a number of spiders will jump onto the elevator. You need to focus
your torch light on them to force them into letting go. After knocking off 3-4
of them they should stop coming and you will earn an additional MORALITY POINT.

After getting off the lift, your friend will be attacked. Hold your torch on
the spider to have it rear up in front of you. Shoot it in the belly to knock
it on its back. Continue to shoot at it until it dies. Saving your friend will
give you another MORALITY POINT. Follow your comrade through the next door. As
you enter turn right and find the corpse nearby, loot the box at its feet for
some ammo and health packs. Approach your mate and jump down to the platform
below after him.

As you land, loot the corpse to the left for a PISTOL and some ammo. At this
point, you will be attacked by a pair of spiders that will climb up over the
edge of the ledge to the left. Use your light to knock them over and dispatch
them. When prompted, head over to your partner for a scene. Interact with the
pole here to jump the gap.

As you land on the other side, three spiders will appear, crawling up to the
ledge from either side. As we did earlier, use the light to keep them at a
distance and either force them back over the ledges or shoot them when they
flip on their backs. Approach the train car at the back of the platform to
boost up to the next area (note if you are too slow another pair of spiders
will appear behind you).

Once you are up, look on the ground to the right to find DIARY NOTE [Note 1/2].
Follow your friend to the end. As you arrive at his location, turn around and
kill the spider that followed you. Once it dies or runs off a short scene will
play.

When you are back in control make your way down the tracks in front until you
reach the lit up area ahead. After a few moments your friend will have made up
a torch. During the next little segment, you just need to stay really close to
him, as the light will keep the spiders away. If you don’t stay close enough,
spiders will attack you. 

As you are escorted through the tunnel, when you see the spider run across in
front of you into an open door to the left, if you are quick you can duck
inside and loot the corpse and the table for some ammo. Ensure that you return
to the main passage and sprint up to your friend though as he won’t stop! When
you reach the locked door at the end, it’s time to go exploring. Examine the
corpse to the right of the door for some MILITARY GRADE ROUNDS and some ammo
and then go through the open door. 

Follow the ramp up to the open door and enter the spider web-filled tunnel.
Near the start of the area, look out for a short alcove on the left to find
DIARY NOTE [Note 2/2] lying on the ground. Return to the main tunnel and follow
the path to the left. Kill the spider that appears and proceed until you see
an iron gate ahead. Enter this small room and interact with the light on the
table to create a temporary safe spot. Loot the two tables in here for ammo.
Go back to the main tunnel and take out the spider that is waiting for you.
Turn right and continue along the path. Kill the spider that emerges from the
egg in the middle of the path. 

Sprint through the next large room here and into the door with the red light
behind it to avoid a fight. Interact with the panel on the wall here. Turn
around and hop through the opening in the wall to drop down to the entrance to
the area. Return to your mate with the torch. 

Go through the door and follow him a short distance until the mission is
complete.



===============================================================================
===============================================================================

Chapter 08: Echoes - A Path Through the Light                           [ACT08]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 2 |
                 |
> Instruments: 0 |
                 |
_________________|

As you begin the mission, look on the bar to the left for a DIARY NOTE [Note
1/2]. 

-------------------------------------------------------------------------------
Note: For finding the first 10 journal pages, you will unlock 
      Achievement/trophy ‘First Draft’.
-------------------------------------------------------------------------------

There is also a lockbox containing a tidy sum of ammo for your weapons on the
bar near where you found the diary page. Head over to the other side of the
room and grab a mask and FILTERS from the box your friend opens on the table.
There is also some ammo and a MEDKIT here as well if you desire it. Follow your
mate through the door and up the stairs to find yourself on the surface.

When you are back in control, look back towards the stairs you came up. Just
to the left of these is an open doorway. Inside you’ll find a corpse that you
can plunder for another FILTER. Follow your friend over to the far end of the
rooftop and walk down the wing of the plane after him. Keep on his tail as you
work your way around a hole in the ground towards another subway entrance in
the distance. Before entering this, look to the left to see a small hole in
the fuselage of the plane up the small hill nearby, if you head up here you
can find another FILTER. You’ll also get a MORALITY POINT for your trouble.
Return and enter the subway.

Follow your friend into the next room and loot the corpse he points out on the
ground for some ammo and a FILTER. You can also change your MASK if you wish
to do so. Continue onwards until you reach the stairs on the left leading back
to the surface. Enter the small service passage to the right at the base of
the stairs. 

Grab the ammo from the corpse in the tunnel and in the room at the end, loot
the lockbox on the table for some ammo and a MEDKIT. Grab the weapon front the
table for a scene. Afterwards you will earn a MORALITY POINT. Return to the
main area. Turn off your torch and climb the stairs. As you near the top, your
friend will tell you to stop. Crouch and sit next to him and wait for the
enemies to pass. For allowing them to pass and not being spotted, you will
earn a MORALITY POINT and an achievement/trophy.

-------------------------------------------------------------------------------
Note: For letting the watchmen pass without shooting at them, you will earn
      the Achievement/trophy ‘Mouse’
-------------------------------------------------------------------------------

When the coast is clear, follow your team mate over to the crashed plane and
interact with the door when requested to do so. As you enter, turn to your left
and grab the FILTER from the ground at the dead end. Return to the door and
follow your friend to the through the plane until a scene plays.

After the scene, walk towards your comrade and look on the ground to his left
for DIARY NOTE [Note 2/2]. Grab this and then approach your friend for a scene.
Listen to him after you save him for another MORALITY POINT.

Once he is back on his feet follow him back through the plane. Loot the corpse
propped up against the right hand wall for some ammo and a FILTER. As you exit
the plane a demon will attack you so help your friend take it down.

Once it is dead, look over to the left from the exit of the plane to see a bus
and some cars. Below these is a corpse you can examine for a FILTER. The
closest building to this has an open door. Inside behind some pipes is another
corpse you can loot for a FILTER and a lockbox containing ammo and +5 MILITARY
GRADE ROUNDS. Exit to the main street and follow your friend.

As you approach the next corner a large group of watchmen will appear on the
top floor of the building in front of you and drop down to attack. You will
have to fight off 7-8 of them. Once they stop coming, quickly follow your
friend around the corner and approach him as he stops to be boosted up into a
building.

When you regain control, look to the left of the nose of the airplane in here
to find an escalator leading down. Run down to the door at the base of the
escalator. Turn around and kill the watchmen as they come down the escalator
towards you until a scene plays to end the mission.




===============================================================================
===============================================================================

Chapter 09: Bolshoi - Theatre                                           [ACT09]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 2 |
                 |
> Instruments: 4 |
                 |
_________________|

Follow your friend through the set path here until you reach two soldiers in
front of a gate. Leaning against the bench to the right in front of them is a
GUITAR [Instrument 1/4] we can interact with. Approach the guards for a short
conversation.

When they let you through, look on one of the sets of shelves immediately
behind them for a DIARY NOTE [Note 1/2] you can grab. Note that during this
mission, similar to the Sparta mission earlier on, there are several
conversations (4-5) going on as you proceed through the area. Stopping and
listening to them will often reward you with a MORALITY POINT as well as
backfilling some of the story and letting you know what is going on elsewhere
in the Metro.

Follow the path until you reach a bar area. Continue to the left and look for
a GUITAR [Instrument 2/4] propped up against a chair. Keep going until you
reach the market area.

There is both an ammunition store and a gun store here so use both of them if
you need to get some ammo or purchase a new or make a modification to your
weapons. 

Gun Shop wares:

    > Bastard 55 MGR
    > Duplet 50 MGR
    > Tikhar 85 MGR
    > Revolver 45 MGR


Before continuing to the next area, look on the last market stall to the left
to find a GUITAR [Instrument 3/4] on the counter. Continue through the open
door to a waiting room outside the theatre itself. Look on the benches to the
left to find a DIARY NOTE [Note 2/2] resting on the one closest to the market
entrance. Hang out for a few moments and your friend will show up to take you
through to the theatre proper.

As you follow your friend through the theatre, a show will start to play on
stage. If you want to earn an easy achievement/trophy at this time, simply
stop and watch the entire show. It is around 10-15 minutes long. Watching it
through will also earn you another MORALITY POINT.

-------------------------------------------------------------------------------
Note: For watching the entire stage show, you will earn the Achievement/trophy
      ‘Patron of the Arts’
-------------------------------------------------------------------------------

When you are ready, regroup with your friend at the door to the right of the
stage. Follow him through the dressing room and the back street area until you
come across another bar. He’ll tell you to take a seat. Before you do this,
look for the sink to the right. Propped up against a pillar next to this is a
GUITAR [Instrument 4/4]. Use this.

Return to the table and sit down for a scene to end the mission.



===============================================================================
===============================================================================

Chapter 10: Korbut - Betrayal                                           [ACT10]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 0 |
                 |
> Instruments: 0 |
                 |
_________________|

This level starts with a rather lengthy introductory scene or three. Once you
finally gain control of Artyom, use the makeshift furniture ramp to climb up
into the hole in the wall on the left. Work your way along the vent here and
feel free to listen into the conversation as you move through for a MORALITY
POINT and some additional insight as to what is happening and what is to come.
When you are good to go, continue along until you reach the end of the vent
and the chapter will be complete.



===============================================================================
===============================================================================

Chapter 11: Revolution - Red Line                                       [ACT11]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 4 |
                 |
> Instruments: 3 |
                 |
_________________|

As you start the mission, open the lockbox on the desk for some ammo and look
on the floor below the vent we entered from for an incendiary grenade. On the
shelf nearby you can also change your mask if you need a new one. Exit the door
opposite the table when you are ready to continue. 

Turn to the left, you will see a metal detector in the distance and a guard
patrol through it. In the room beyond the metal detector are another two
guards. Walk up to the metal detector and sit on the small ramp to its right.
Wait for the three guards to separate. One will head off down some stairs to
the left, one stays at the desk working away and the final guard will patrol
down the dark hallway we came from. Once he is through the metal detector,
sneak up and take him out. 

Now use the ramp to the right of the metal detector to drop down into the room
at the end without being detected. Sneak up and pop the guy working at the
table. Make your way down the stairs and wait for the guard at the bottom to
enter the side room here. Follow him inside, sneak up and listen to him chat
with voice on the other end of the intercom for a MORALITY POINT. When the
conversation ends, punch him out.

Look on the desk in this room for a DIARY NOTE [Note 1/4]. You will also find
a GUITAR [Instrument 1/3] on the chair in here. Open the door to enter the
next area. 

---------------------------
Train Room
---------------------------
As you enter, you will find yourself in a small side-room with a glass window
looking out at the main area. You will see that there is a train here being
worked on.  Crouch over to the switch on the right side of your room and hit
it to turn off some of the lights outside. Exit from the opening on the left
side of your room and hang out in the shadows here. Wait for one of the guards
to patrol over to the crates near your location and take him out. Go to the
far side of the tracks and punch out the other guard leaning on the wall here
smoking. 

Return to the small room we came from and use the shadows against exterior wall
to sneak along the track here. Sit behind the first stack of crates to the
right and wait for the guard patrolling along the track to walk past. Knock
him out. Further along the wall ahead, you will see a wooden ramp leading up
to a vent. Wait for the guard near it to walk off to the left and then climb
up here and hop in. Follow the vent to the end and drop down into the room at
the end.

Tail the two guards as they patrol towards the far side of the area. Sit in
the shadows to the right when they stop. At this point, you should also be able
to make out a third enemy sitting in a chair along the left hand wall nearby.
Once the patrolling guards separate, punch out the guy that walks back by you
and then sneak up and take out the guy in the chair. Finally pop the final
guard and take out any lights shining on bodies. 

Interact with the handle on the door to enter a small dark corridor. Stay in
the shadows here and look behind the iron fence to the right. There are two
enemies in here. Sneak up and knock them both out whilst their backs are
turned. Turn off the light on the crate next to them. There is a PISTOL on the
shelf nearby.  

Return to the dark corridor and follow it to the end. As you arrive in the next
room you will see a guard doing chin up son the left and a guard watching him.
Wait for the watcher to patrol to the right and quickly sneak up and punch him
out. Then turn around and knock out the guy exercising when he stops. Look on
the desk nearby for a lockbox containing ammo and a MED KIT and DIARY NOTE
[Note 2/4]. There is also a THROWING KNIFE in the paper target to the right of
the exercise equipment.

Duck onto the open door to the left of where the guard was exercising and take
out the guy on the stool in here. Extinguish the light and use the PIANO
[Instrument 2/3]. Go through the next open door nearby. As you enter, quickly
sneak up behind the guy crouched in front of the fire to the left and take him
out. Destroy the light above the door with a throwing knife and then use the
lever to open the bulkhead door leading back to the main room.

As you go through the bulkhead door, hit the switch on the pillar in front of
you to disable some of the lights and then sneak over and knock out the guy
sitting on the crate to the left. Go back to the switch for the lights and
head over to the right hand wall. Work your way along the wall here in the
shadows for a short distance.  

When you can go no further along the wall, you will need to peek out to the
left. Note the guy in the crane and the two guards near him. Wait for the
crane operator to exit the machine. After a few moments, the lights in that
area will go off. When this happens, sneak around the section of wall sticking
out and follow it around to the right. Knock out the guys inspecting the wall
in the corner here. 

From here, turn around and follow the train tracks past the crane and keep
your eye out for a seated guard along the wall to the right. Take him out. 
Interact with the handle on the illuminated door nearby to enter the next
area. 

---------------------------
Turbine Room
---------------------------
As you enter, grab the FILTER from the cabinet on the wall in front and
proceed down the hallway to the left. Go through the open door. Note that this
room features quite a few enemies and if you are spotted or alert guards at
any time, they will activate a poison gas defence system which will require
that you use your mask and filters. Having said that, if you follow the guide
below, you should be able to get through without anyone knowing you were there!

There are three soldiers standing around in the open to the right. Ignore
them for now and sneak up and take out the guy in the small windowed room
against the left wall. Return to the entry door and follow the wall all the
way to the left to find a switch. Use this to turn off a few lights. Grab the
FILTER off the table to the left of the switch and climb the ladder next to
this to access a raised catwalk area. Grab the FILTER and THROWING KNIFE from
the open box at the top.

Proceed across to the far end of the walkway. When you reach the wall turn
right and move towards the ladder at the end of the platform. Peek over the
edge. There is a guard standing at the base of the ladder here. There is also
a hole in the ground near the base of the ladder. Wait for the guard to patrol
off and then quickly climb down the ladder and drop into the hole to access a
lower tunnel area.

When you reach the crossroads, take the right path first to find a crate with
a MED KIT, ammo and +15 MILITARY GRADE ROUNDS. Return to the crossroad and
continue along the passage directly away from where you dropped down from. At
the end of this tunnel you will find a ladder back up to the main room.

At the top of the ladder is a guard inspecting the machinery located to your
left. He won’t move though, so climb the ladder, stay crouched and move
forward from the top of the ladder whilst sticking hard to the right hand
wall. When you reach the end of the wall, immediately duck into the small
passage to the right.

Again hug the right hand wall here and proceed forward through the shadows.
Take out the guy standing stationary ahead. Continue to follow the wall until
you reach the far wall. There is a hole in the ground here. You can drop down
here and look in the side-tunnel for a crate containing a WEAPON. Follow the
lower tunnel to the far end and use the crates here to jump up and out of the
tunnel and back to the main room. Climb the ladder to the left. Move along
the catwalk here, past the turbine on the right and into the room at the end.
Turn right and knock out the guard in here.  Inspect the desk on the left
side of the room for DIARY NOTE [Note 3/4]. Pull the lever next to the desk.

Exit the room and return to the turbine which has now stopped. Find the hole
in the wire fence and enter this for a short scene. You will also end up in a
new area.

---------------------------
Storage Room
---------------------------
From your start point you will be on a catwalk looking over the area below.
There are two guards chatting at a desk to the right. Wait for them to
separate (hearing the entire conversation will have given you a MORALITY
POINT) and then climb down the ladder at the end of the walkway to the right.

Knock out the guy that stays at the desk and grab the DIARY NOTE [Note 4/4]
from the desk as well. Proceed along the wall to the far end of the room from
where we dropped down. When you reach the wall, turn left and follow it until
you arrive at a ladder. Climb this.

From the top of the ladder, crouch and walk across the planks leading to the
walkway on your left. Turn off the light there and proceed to the far end.
There is also a lockbox here containing +6 MILITARY GRADE ROUNDS and some
ammo. Grab this and drop down into the room below. 

Note the shadows along the left hand wall. Once at ground level, follow this
wall until you see the lantern in the corner. Note that sometimes a guard will
patrol close to the wall whilst you make your way along it, so keep an eye
out and take him out if he gets in the way. To the right of the lantern is an
open door. Sneak over to this and enter it when no one is looking.

Check out the ACCORIDAN [Instrument 3/3] in the open locker here and then
interact with the door at the end of the short hallway to enter the next area

---------------------------
Tunnels
---------------------------
As you enter, turn right. Follow the left hand wall staying in the shadows as
to not alert the guy on the turret or the guard speaking to him. Listen to
their conversation for a MORALITY POINT. Note the fire in the corner ahead.
To the right of this in a small hole in a pipe is a box containing +20
MILITARY GRADE ROUNDS.

Follow the train tracks away from where we entered and approach the large door.
As you get close it will open, so hide behind some of the crates/barrels
lining the tracks nearby. Wait for the guards to patrol past you and then enter
the tunnel behind the now open door. 

Again, hang out on the left hand wall to avoid the light of the fire on the
right. When you reach the brick pillar and wooden supports, sneak over and
knock out the guy on the tracks here.  With him out of the way simply follow
the passageway all the way to the end and look out for an open door on the
right. There is a WEAPON on the floor in here if you are interested.

Continue into the vent at the back of the room when you are ready to continue.
Grab the INCENDIARY GRENADE as you go along. After the first drop, turn around
and follow the passage to the dead end to find +5 MILITARY GRADE ROUNDS.
Return back to the drop off point and follow the tunnel until it drops down
again.

At this point, you will earn a MORALITY POINT and an achievement/trophy for
completing the mission without killing anyone or being detected.

-------------------------------------------------------------------------------
Note: For completing the mission without killing anyone or being detected, 
      you'll unlock the Achievement/trophy ‘Invisible Soldier’.
-------------------------------------------------------------------------------

As you approach the end of the vent, a scene will play to end the mission.



===============================================================================
===============================================================================

Chapter 12: Regina - Hot Pursuit                                        [ACT12]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 1 |
                 |
> Instruments: 1 |
                 |
_________________|

After a short conversation, follow your friend through the next couple of doors
until you reach a larger room. Interact with the vehicle when prompted to do
so and use the on-screen prompts to get it started and moving. Be sure to
switch those lights on too!

Ride the vehicle down the tracks a short way until you see an open doorway on
the left. Hop out and climb the stairs here for a MORALITY POINT. On the desk
you will find + 5 MILITARY GRADE ROUNDS and on the ground near the bed an
ACCORDIAN [Instrument 1/1]. You can open the lockers in here as well for some
THROWING KNIVES and some ammo. Return to the vehicle.

Proceed a little further along the tracks and you will spot another door on
the left. Hop out and grab the FILTERS from the cabinet on the wall here. Enter
the door.

Go straight ahead and loot the corpse for a MEDKIT and some ammo and follow
the tunnel around to the left (note that this is a circular tunnel that will
ultimately end up back at the entrance). You will have noticed the webs and
the eggs everywhere. That’s right; unfortunately we are in another spider nest.
IF you move through the tunnel here slowly, you should be able to pick the
spiders off one at a time as they come to attack you. Do not rush as fighting
off 2-3 of the spiders at a time can be quite difficult even on normal. 

I counted a total of 13 spiders on my way through the tunnel system here. There
were also three corpses in the main tunnel, each with a FILTER and ammo. Around
halfway around the tunnel, you will find a small side passage with red lights
in it. Enter for a MORALITY POINT. At the end of the red tunnel is a corpse
with some ammo and a CUSTOM WEAPON and an ammo stash on the ground to his left.
Next to him is a panel that we can interact with to restore power to the spider
tunnel, making lights appear to keep the spiders away.

Activate the panel and return to the main tunnel. Hop back into the vehicle
and continue along the tunnel until you reach the next open door on the left.
This is a semi-flooded room and the entrance is marked by some of those glowing
green mushrooms so it is hard to miss!

Use the switch in the first room to turn on the lights in the next larger room.
Proceed inside to find a CUSTOM WEAPON on the floor here and at the far end a
small side room with a locker containing +10 MILITARY GRADE ROUNDS and ammo
and a desk with THROWING KNIVES, a FILTER and some ammo on it. You will also
receive a MORALITY POINT  for exploring this area. Backtrack to the main
tunnel, fight off the spider that appears if necessary and get back into the
vehicle. 

Ride along the track until you reach the large door blocking your way forward
in the tunnel. Hop out and check out the room on the right. There is a FILTER
you can grab in the cabinet in the wall here. Continue inside. 

As you enter, there is a corpse on the ground in front of you. Loot it for a
MED KIT and some ammo. On the wall to the left of this is a lantern that we
can turn on to keep spiders away. Proceed into the next room and prepare to be
attacked by spiders. 

Similar to the previous spider-laden tunnel making your way through slowly is
the best way to go so that you only have to deal with a single enemy at a time
(I counted 9 in total). Work your way around to the right and through the
tunnel into the next slightly larger room. Along the left hand wall in here is
another lootable corpse (ammo + FILTERS) with a lantern on the floor next to
him that we can turn on to create a temporary safe haven.  In the short tunnel
that follows this is another corpse below a glowing green mushroom that we can
pillage for ammo and MEDKITS. After looting that, follow the tunnel all the
way to the end to find another hallway with a red hue. At the end of this you
will find a panel that we can interact with to restore power to the tunnel.

Backtrack to the vehicle tunnel and head over to the obstruction on the tracks.
Throw the yellow switch on the wall to open the door. Go through a short way
and hop out of the car. 

Just before the branch in the track, hop out of the car and throw the switch
on the left. This will change the direction of the track. Use the car to ram
down the wooden barricade. This action will reward you with a MORALITY POINT.
In the area behind the barricade in a small alcove to the left is a corpse that
you can loot for some ammo, FILTERS and +10 MILITARY GRADE ROUNDS. Through the
open door on the right are a CUSTOM WEAPON and a corpse with ammo and another
+10 MILITARY GRADE ROUNDS. Get back in the vehicle and go back and switch the
track over.

Ride the car to the left this time and continue along until the next fork in
the tracks. Hop out and check out the left hand track here. Loot the corpse for
a FILTER and some MILITARY GRADE ROUNDS enter the damaged train car at the end
of the path. Follow it all the way to the end for a MORALITY POINT. You will
also find a corpse holding onto +15 MILITARY GRADE ROUNDS, ammo and an
INCENDIARY GRENADE. Backtrack to the vehicle, killing the watchman that has
spawned behind you as you go.

Hop in the vehicle and ride it down the right hand fork this time until you
reach a train car in the tunnel. Get out, grab the FILTERS from the cabinet on
the wall next to the open door on the right and then enter the room. 

Follow the hallway to the left and kill the 5 watchmen in this room. Continue
around the corner to the right. Duck into the side room here to find a CUSTOM
WEAPON. Return to the previous hallway and at the far end, look over to the
left and kill one more watchman here and loot the corpse for some FILTERS and
ammo. Head back to the vehicle.

Move the vehicle forward and you will start to push the rail car on the tracks
here forwards slowly. As you do, a number of watchmen will start chasing you
up the tunnel from behind. As such, hold down the movement button to keep
pushing the train car, but look around and start shooting at the watchmen as 
they approach. If they jump on the car, they will start to do you some serious
damage so get them off as soon as possible. 

When you see an opening on the right (if you are looking backwards), kill any
remaining watchmen before stopping the car and hopping out. Continue all the
way to the far end of the room and loot the corpse for a WEAPON and the lockbox
nearby for some MED KITS. 

Return to the vehicle and continue pushing the train car. Again, watchmen will
appear behind you and chase you up the tunnel. Keep them away until you see
another open door on the left (if you are looking backwards). Kill any
remaining watchmen and pop out and enter the tunnel.

Follow the flooded tunnel to the far end and continue around the corner to the
right. At the end you will see a watchman here. Kill this hairy beastie and an
additional 5-6 of them will show up (3 form the front and 2 from behind).
Backtrack through the room towards our vehicle whilst backing away from them
to take them all out. Once they are all dead, check out the dead end where we
saw the first watchmen to find DIARY NOTE [Note 1/1]. There is also a corpse
and a lockbox to loot here.  You will also pick up a MORALITY POINT for
exploring this area.

Return to the vehicle and kill the two watchmen that attack along the way.
Continue pushing the train car. Again, watchmen will appear behind you and
chase you up the tunnel. Keep them away until you reach the next fork in the
tracks. The train car will head off to the right. 

Get out of the vehicle and switch the tracks to change the direction to the
left. Hop back into the car and drive the car through the wooden barricade
there. Continue along the tracks until a scene plays to end the mission. 



===============================================================================
===============================================================================

Chapter 13: Bandits                                                     [ACT13]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 2 |
                 |
> Instruments: 0 |
                 |
_________________|

At the start of the mission, you will be on the ground facing your vehicle.
Turn around and duck under the wooden barrier here. Follow the track to the
end to find a lootable body with ammo and a CUSTOM WEAPON. For finding this
guy, you will receive a MORALITY POINT. Return back to the vehicle and hop on
in.

Ride the vehicle along the track a short distance and knock down the barrier
at the end. After the scene pop out of the vehicle and explore the small area.
Listen to all of the conversations for a MORALITY POINT. On the train cars
here you will find an ammo shop and a weapon shop. Use this opportunity to
restock ammo and apply any upgrades that you desire.

Gun Shop wares:

    > Kalash 75 MGR
    > Shambler 70 MGR
    > Lolife 85 MGR
    > Revolver 45 MGR

When you are good to go, get back into the vehicle and continue onwards. As
soon as you go through the gate, look in a small alcove to the left for a body
containing FILTERS and ammo. Continue along the track a little while further
until you hear a woman screaming. Get out of the vehicle and make your way up
the tunnel until you find an open door on the right hand side. 

Go through the tunnel until you reach the derelict train car. Follow it to the
right. When you reach the second car you will see two enemies. Once will stand
looking out the door close to you whilst another attacks a woman at the far
end of the car. Take out the closest guy and then sneak up and punch out the
other. Dealing with these two will cause another guy to spawn in the tunnel
behind you. Quickly return to the first train car and stand on the far side of
the door. Take out the enemy when he enters. Knocking out these three enemies
will give you a MORALITY POINT. Loot their bodies for some MILITARY GRADE
rounds and some ammo. Return to your vehicle.

---------------------------
Junction 1
---------------------------
Continue onwards until you see the tunnel opening up in front. There is a fire
on the right side of this area and a number of enemies hanging out in this
larger room. Follow the track along the left hand wall. Move forward until you
see the enemy in front of you. He will set a pile of debris on fire before
walking off. As he does sneak up behind him and punch him out. 

Walk over to the wall separating the two tracks and look down the next tunnel.
Walk over and turn off the lantern on the back of the railcar here. Walk up and
knock out the guy sitting on the front of the vehicle. Look back to the main
room and hug the left hand wall. Work your way up until you are just outside
the range of the first closest fire’s light. 

Look near the stone pillars in the centre of the room. There is a guard here.
Wait for him to walk away from your position and then quickly sneak up the
wall behind the flatbed railcar here. Climb the ramp and stand behind the
seated enemy here. Look past him. Wait for the patrolling guard to walk back
to the right and when he is far enough away knock out the seated enemy. Drop
down and knock out the patroller. Now quickly run back over to the railcar on
the right hand track.

Taking out all of the enemies in here will in turn cause another couple of
soldiers to move from their set locations further down the tunnel. One of
these fellows will come past the railcar here to investigate. Take him out as
he walks past. Now continue along the tunnel past the rail car and head towards
the blue light. In the alcove to the right of this is one final guard. Sneak
up and take him out. Interact with the man on the ground here. 

Check out the room on the opposite side of the tunnel from where you rescued
the man. Inside you will find a lockbox with ammo, a cabinet on the wall with
some MED KITS and some more ammo next to the head of the bed. Return to the
previous area and loot all the bodies if you have not done so yet. Go back to
the vehicle and drive it through the now cleared tunnel. As you go past the
blue light in the tunnel, stick your gas mask on and hop out.


---------------------------
Bandit Camp
---------------------------
Go a short distance up the tunnel until you hear voices. Keep an eye out for
an open doorway on the right. Enter this to find a bathroom. Turn the light
off inside there is a MASK on the wall and some ammo on the ground opposite
the light. Go to the back of the bathroom and you will find DIARY NOTE [Note
1/2] and FILTERS on the ground in the right stall. By now you will have heard
the guards talking about going to have a look. Return to the main room and
look out the door to the tunnel. Wait for the guard to walk past and sneak out
and take him down. 

Keep going up the tunnel and hug the left hand wall. You will find a set of
stairs here. Climb these and quickly duck into the open room to the left, keep
moving until you are back in shadow on the left. Knock out the guy in the chair
and the sleeping guy in the bed next to the fire. Continue down the train car
here and knock out the second guy in bed. Pop out the open door next to him
and punch out the guard here with his back to you. Go back into the train car
and keep going to the very end and hide in the shadows beside the door.

When it is safe to do so, continue through the door and knock out the smoking
guy and continue a little further and take out his friend in the shadows.
Backtrack through the train car until you reach the stairs back to the main
tunnel. At the base of the stairs, look directly to the left to see an opening
on the far side of the tracks. Sneak over and climb into this. 

Go up to the first door and look around the corner to the left to see a pair
of guards. Wait for one to patrol off and sneak up and take out the remaining
guy. Douse the flames and follow the patrolling guard down the hallway. Knock
out the guy in the second alcove to the left as you go past and turn off the
light. When the patroller stops at the end near the fire barrel, wait for him
to move on through the next door and take out the enemy that stays. Follow him
into the next room and round the corner to the left. Finally punch him out.
Return to the previous room and knock out the guy in the chair here.

Next to the last guy we knocked out is a pair of lockboxes, one with ammo and
one with MEDKITS. Loot them and then pull the lever on the wall to open the
door blocking the tracks in the main tunnel. Return to your vehicle and drive
on through. Drive until you see the small alcove on the left with green
mushrooms. Dismount and grab the FILTERS from the cabinet on the wall here. 
Continue up the tunnel on foot and you will soon hear voices. 

Run up and duck into the open door on the iron fence on the right. Loo the
corpse in here for some ammo and look back out at the tunnel. Wait for the
first guy to walk past and sneak up and take him down. Return to the side area 
behind the iron bars and repeat for the second guard. Return to the car and 
drive it up to the track changing lever on the right. Pull the switch to aim
the tracks towards the fire lit entrance.

Before entering this though, run down the left hand tunnel until you reach a
dead end. Look on the floor to the left of the flatbed here for +5 MILITARY
GRADE ROUNDS and an INCENDIARY GRENADE. Check out the small room up the stairs
to the right of the flatbed for a MORALITY POINT and another INCENDIARY
GRENADE. Loot the body under the boards at the back for +10 MILITARY GRADE
ROUNDS. Kill the watchman that appears and return to your vehicle.
 
---------------------------
Rescue
---------------------------
Drive it down the right hand path at the interstation. Keep an eye out for an
open door on the right lit up by torches. There is an achievement/trophy to be
earned in here by entering and saving the hostages within without being
detected.

Head on over to open the door. Walk up to the crates in front and you’ll see
two guards in the tunnel ahead. One will walk off and the other will stand
facing you in the light. Look for a side tunnel to the left. Creep through
this and pop out behind the guard at the light at the other side. Punch him
out and turn off the light.  Head up to the next corner and look round to the
left. Wait for one of the guards to patrol back to you and knock him out as he
rounds the corner. 

Return to the corner and use a knife to take out the blinking light on the
roof. Sneak up and kill the enemy at the end of the hallway. Go to the far end
and locate the open door on the left. Head inside. 

There are two doors here - one to the left and another straight ahead. Enter
the door to the left first. There are three guys in here and all of them are
preoccupied with something so will not be alerted if you are stealthy. Take out
the guy in the chair first, then the dude on the wall to the left and finally
the guy in the back right hand corner. Return to the previous room and sneak
over to the other doorway. Punch out the guy sitting in the chair. Turn the
light off and look in the adjacent room here. On a desk at the back of the
room is DIARY NOTE [Note 2/2].

Interact with the door to the right of this and crouch and run up and take out
the guy with a punch following the scene. For dealing with these bandits, you
will be granted a MORALITY POINT.

-------------------------------------------------------------------------------
Note: For rescuing the childern and women from the bandits without being
      detected, you will earn theAchievement/trophy ‘Commando’
-------------------------------------------------------------------------------

Return to the vehicle and drive it through the wooden barricade further along
the tracks here. This will unfortunately destroy the vehicle. As such, get out
and continue on foot. 

When you reach the wooden supports, look to the left to find a train car. Enter
the open door here and turn left at the dead end you will find some FILTERS.
Turn around and follow the train car all the way to the front. Upon exiting
run to the far end of the room in front of the water and interact with the
glowing pole here to ring a bell. This will summon a boat which will take about
1-2 minutes to arrive.

Unfortunately it will also summon a large group of nosalises to attack you.
Note that they will not attack you until you activate the boat as such, cruise
around the room and loot all the corpses for med kits and ammo before ringing
the bell. Once you have activated it, you will need to keep moving. Use the
stairs and upper platform to create a loop around the room that you can move
around whilst fighting off the nosalises that appear.

When the boat shows up run over to it for a scene. Afterwards, you will be
cruising away from the area but the nosalises will be chasing. Shoot at them
as you go and prevent them from jumping onto the boat.

After a short period of time, the mission will be complete.



===============================================================================
===============================================================================

Chapter 14: Dark Water                                                  [ACT14]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 1 |
                 |
> Instruments: 0 |
                 |
_________________|

This entire mission takes place on the boat. As such have a quick look around.
There is an ammo crate or two and a DIARY NOTE [Note 1/1] on the deck.

After a brief conversation and a free ride, things get a little more serious.
The shrimps will begin to attack the boat and will pop up on the railings to
attack you. You need to shoot them to dislodge them as soon as possible. If
you do not they can knock you from the boat or attack you with their tongues
to disarm you for a few seconds. If this happens use the on-screen button
prompts to deal with the situation. 

Continue to fight off the shrimps, hitting the on-screen button prompts until
the mission is complete. As you end the mission a MORALITY POINT will be
rewarded.



===============================================================================
===============================================================================

Chapter 15: Venice                                                      [ACT15]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 2 |
                 |
> Instruments: 0 |
                 |
_________________|

---------------------------
Venice
---------------------------
Once you leave the boat and the conversation on the dock is finished you are
free to move around. Follow the bald guy as he walks off until he climbs some
stairs and sits down at a desk. He will chat with you. Look on a box to his
left to find DIARY NOTE [Note 1/2].

Note that during this mission, similar to the Sparta/Venice mission earlier
on, there are several conversations going on as you proceed through the area.
Stopping and listening to them will often reward you with a MORALITY POINT as
well as backfilling some of the story and letting you know what is going on
elsewhere in the Metro. Additionally, you will come across some beggars and
giving them a bullet each will also earn a MORALITY POINT.

Go back down the stairs and follow the path around the corner to the right.
Keep on going until you reach the restaurant area. Turn to the right and go
down the stairs nearby and straight up the next set into the Strip Club ahead.

Once inside, go down the stairs to see a short scene. At the bottom of the
stairs run over and look on top of the glass box directly in front of you for
DIARY NOTE [Note 2/2]. Approach the door that we saw during the scene for
another scene. 

When you regain control, you can pay the stripper for a dance and take a puff
from a drug dispensing apparatus on the table if you like. When you are ready,
leave the room, go back up the stairs and exit the strip club.  Head down the
stairs and this time go to the right. 

There is a gun shop and an ammo shop along the waterfront here. Grab any ammo
you require and upgrade/purchase any new guns you need.

Gun Shop wares:

    > Valve 130 MGR
    > Kalash 75 MGR
    > Duplet 50 MGR
    > Ashot 35 MGR


There is an optional achievement/trophy that we can grab at this point. To do
so go down the small alley between the ammo and the gun shop and turn left. 
walk all the way to the end and listen to the conversation between the mother
and her child. Turn around and climb the stairs to speak to the guy about
trying out the shooting range. You will have to pay and win three times.

After the third round, not only will you have quite a few more bullets, you
will also get the teddy bear. Return it to the child to earn the achievement/
trophy ‘Reunion’. This will also grab you a MORALITY POINT.

-------------------------------------------------------------------------------
Note: For returning the teddy bear to the child, you will unlock the 
      Achievement/trophy ‘Reunion’.
-------------------------------------------------------------------------------

Return to the waterfront and climb the stairs at the far end from the Strip
Club and open the door at the top.

---------------------------
Storage Facility
---------------------------
As you enter, turn to the left and stay in the shadows at the end of the room.
After a few moments a guard will come and investigate the door. Knock him out.
With your back to the door, head over to the far left hand corner to find a
switch to turn out some lights. Deactivate this and knock out the guard that
comes to investigate. 

Return to the entrance door. Situate yourself with your back to the door and
turn to the right. Follow the right wall along, past the enemies and lamps in
the centre of the area until you reach a row of boxes in front. There is a
short crate just to the left of your current position that you can climb up
and exit on the far side of the stack. 

There will be two enemies in front of you. Wait for one to walk off and the
other will move into the corner behind the shelf in front of you. Sneak in and
punch out the guy behind the shelf. Turn off the lamp nearby and wait for the
other guard to patrol back. Take him out as well. Continue along the right
hand wall and turn off the next lamp on the crate here.  Look behind this crate
here against the wall for a lockbox containing CLAYMORE MINES.

Again stick to the wall. Wait for a guard to patrol in front of you. Take him
out. As we have been doing, continue to follow the right hand wall, through
the drug lab and out the far side. Walk over and hide behind the crate against
the wall just opposite the exit door from the drug lab.  Wait here for a moment
and a guard will patrol past. Punch him out. 

Now get over and hang onto the left wall whilst you go around the three enemies
standing around a fire along the right wall. When you reach the shelf blocking
your path, wait for a second and a guard should patrol into view just beyond
the shelf ahead. Sneak over and take him out. Just ahead at the far end of the
room, there is a desk with a lantern on it. A guard will patrol back and
forward behind this. Wait for him and he will come over to inspect a shelf
near where you took out the previous guard. Knock him out. 

Run over and turn off the light on the desk ahead.  Interact with the door
below the white light for a scene.  After the scene, follow your new friend
through the secret entrance he opens up, interact with the suit to the right
of the platform and then climb the ladder to the next area.

If you completed the level without killing anyone you will earn a MORALITY
POINT.



===============================================================================
===============================================================================

Chapter 16: Sundown - Marshes                                           [ACT16]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 1 |
                 |
> Instruments: 0 |
                 |
_________________|

After the scene to start the mission, open the lockbox to the left for a
MEDKIT, FILTERS and some ammo and then exit the building via the hole in the
wall.  Drop down to the bottom of the slope and follow the path to the left
around the water. Keep an eye out for a walled compound to the right with a
hole in the wall. 

Make your way over to the hole in the wall and climb the stairs to the guard
house just inside to find a cache of equipment – MASK, +30 MILITARY GRADE
ROUNDS, ammo and a CUSTOM WEAPON. Return down the stairs and look between the
two tents opposite the hole in the fence to find a corpse with some ammo.  To
the right of this, enter the open tent behind the overturned car. Cut the trap
just inside the door and check out the back of the area for a lockbox
containing ammo and a CUSTOM WEAPON.

Exit the tent and turn left. Walk to the edge of the water and note the wall,
truck and structure across the other side. Look slightly to the left to see a
red flag. This lets you know that the ground is safe to walk on. Cross to the
far side and turn right, work your way along the wall until you reach the back
of the truck. There is a corpse on the ground you can loot for ammo behind it
and if you disable the trap at the back, you can enter the truck to find a
container with 4 INCENDIARY GRENADES in it. 

Backtrack to where you crossed the water and look back to where you came. If
you look over to the right of this you will see a fuel tanker in the distance.
Cross the water and work your way over to the fuel truck using the red flags
and solid ground to get you there.

When you reach the fuel tanker, look in the open cargo crate on its left for a
lootable corpse for a FILTER. Enter the gas station and look in the right hand
room to find a fuel canister. Interact with this. In the corner nearby is a
lockbox containing ammo and on the counter opposite you will find DIARY NOTE
[Note 1/1] as well as a collection of THROWING KNIVES, a MEDKIT and +30
MILITARY GRADE ROUNDS. 

Just to the left of this counter outside is a broken metal girder. You can
crouch and climb this all the way to the roof. You will find a hole in the
roof with a lockbox containing +60 MILITARY GRADE ROUNDS, there is also a dead
body with some ammo and a few additional GRENADES scattered around up here.

Drop down from the roof and head to the tanker again.  Check out the building
across the water directly behind the back of the fuel tanker. Ignore the main
part of the building for now (although you can find an INCENDIARY GRENADE here
if you need one) and instead go into the opening directly across form the back
of the truck to find a couple of corpses to plunder and a GRENADE on a shelf
to the right. 

Pop back out the entrance and immediately turn left. Follow the wall here
until you spot a small hole in the wall. Crouch and disarm the trap before
going inside. Loot the trap for a GRENADE and the stack of ammo nearby for a
CLAYMORE MINE and a GRENADE. There is also a WEAPON here.

Backtrack to the fuel tanker and enter the side room where we checked the fuel
canisters. Cross the log to the other side of the water nearby. When you reach
the far end, follow the flag to the right and then take the left path marked
by flags until you reach the crashed plane.

Enter the door near its tail and grab the CLAYMORE MINES here. Work your way
up to the front of the plane to find a pair of lockboxes containing ammo and
just next to them, interact with the fuel canisters here. When it is safe to
do so, exit the plane. 

Enter the plane for a MORALITY POINT. Head over towards the cockpit and loot
the lockbox here. Also inspect the fuel canisters. Return to the door and when
it is safe to do so, exit the plane.

Turn to the right and climb the wing. Jump onto the main fuselage and walk to
the end of the other wing. Drop down into the ruins here and open the lockbox
for some ammo. Locate the small wooden ramp nearby, climb to the top of this
and hop back across the water in the direction of the plane. Return to the
wing we climbed earlier and this time use it to access a log in the water we
can use to cross to the next piece of land. 

Upon reaching the far side, head over to the right of the area. At the base of
a dead tree here you will find a switch we can press to activate the generator
here which will draw the ferry to us. Note that doing so will cause a bunch of
shrimp to spawn and attack you until the ferry arrives. As such, before
throwing the switch, check out the lockbox and the dead body nearby for some
FILTERS and ammo. When you are ready, hit it. 

The mutants will usually come as a shrimp and spitter shrimp combination. Try
to kill off the weaker spitter first before focusing on the shrimp itself.
Whilst fending off the shrimps, use the entire section of solid ground to move
around to ensure that you do not get cornered. After a few waves, the
generator will stop. Run over and re-activate it.  As you do a giant shrimp
will emerge from the water. Back away from it for a short while and a demon
will appear and attack it. 

Whilst they are occupied with one another, run over and jump to the raft when
it comes into range. Throw the switch on board to send it to the next area.
This will complete the mission.



===============================================================================
===============================================================================

Chapter 17: Nightfall - Church                                          [ACT17]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 1 |
                 |
> Instruments: 0 |
                 |
_________________|

As soon as the raft stops moving, open the lockbox directly in front of you
for some FILTERS and grab another FILTER from the corpse to the left. Continue
forward and work your way to the house on the left hand side. There are some
fallen cement slabs here that will give you access to the second floor
bathroom.

Enter the door to the left and turn right. Disable the trap on the floor here
and grab the NIGHT VISION GOGGLES from the cabinet in the back left corner of
the room. There is some ammo on the desk to the right of this. Return back
down the hallway until you reach the edge. Turn to the right and you should be
able to make out some support sticking out over the ledge. Hug the right hand
wall and walk around the end of it. You should be able to make it around and
into an adjacent hallway. 

Disable the tripwire here and open the door behind it. On the floor inside you
will find DIARY NOTE [Note 1/1]. There is some ammo, +30 MILITARY GRADE ROUNDS,
THROWING KNIVES and a CLAYMORE MINE on the desk. There is also a switch on the
wall that you can use to turn on some spotlights on the roof. 

Drop down the hole in the floor in the back right corner and loot the lockbox
for some FILTERS and ammo. Look in the room to the left further along the
hallway to find some ammo and a lootable corpse with some FILTERS. Leave the
house via the hole in the wall. 

Go to the broken wall to the right of the cement slabs we used to access the
house and look over to the left. See the fallen section of highway? We want to
get over there. Use your night vision goggles to work your way over there.
Directly beneath it you will find a small fire with a FILTER lying next to it.

From the fire, pull out your diary to look for your objective. We need to work
our way directly away from the fire towards that direction, using solid ground
of course.  Keep the overpass to the right as you work your way across the
area, avoid the shrimp that charges you as you go. 

When you reach the ruined car on the left, examine the corpse here for some
FILTERS and ammo and look on the ground to its left for an INCENDIARY GRENADE.
Look further ahead to spot a truck. Run over to this and look in the back for
some FILTERS, CLAYMORE MINES and INCENDIARY GRENADES. Exit the truck and
continue towards your mission objective.

Kill the five watchmen in the area and move towards the large building on the
opposite side of the water. As you approach the pool, the large shrimp we
encountered at the end of the previous chapter will show up and attack. Run
away from the shrimp to draw it away from the water. Once it is on the other
side of the area, quickly run back past it, make your way across the water
(using the red flags to help you out) and enter the building there.

As you enter turn to the right and climb the escalators at the far end of the
room. At the top, enter the door on the left to find a lockbox with some ammo.
Exit and turn right, walk over to the room on the opposite side of the top of
the escalators. Next to the bar here you will see an open door and to the left
of this a tripwire. Disable the trap and another in the door frame behind it.

Enter the room the traps were protecting. There is a FILTER on the couch, ammo
on the crate next to it to the right and the lockbox to its left and a CUSTOM
WEAPON on the table opposite. Exit and check out the open door to the left of
the bar. Loot the body in here for a FILTER. Return to the main room and look
along the left hand wall opposite the bar to find a hole in the wall leading
outside. Loot the lockbox in front of this before heading out. 

Instead of crossing the makeshift bridge here, look down to the left. See the
truck below? Drop down and enter the back of it to find the final equipment
cache.  

-------------------------------------------------------------------------------
Note: For finding all of the ammo caches in the swamp you will unlock the 
      Achievement/trophy ‘Equipped’
-------------------------------------------------------------------------------

Exit the truck and go beneath the bridge, follow the wall of the building
along until you reach the entrance to the building again. Climb to the second
floor and this time take the bridge across. Run to the far end of the platform
towards your friends and attempt to step on the log leading to their location
for a scene. 

It’s that giant shrimp again! This time we need to kill it. Fortunately you
have allies across the water that are able to fire at it with their weapons
whilst you dodge its attacks and keep your distance. Unfortunately, you will
also encounter regular shrimps and spitters at this point in time as well which
makes things a little tricker.  The good news is your allies have a turret and
are quite accurate with it. This means you don’t really need to worry about
the smaller enemies unless they get right up in your grill. To defeat the big
shrimp you just need to kite him around the platform, dodging his attacks and
unloading when you get the chance. Just keep it up until the big one goes down!

After defeating the shrimp, your friends will put the log back in place
allowing you to cross to their location. Climb the stairs and enter the church
to complete the mission.



===============================================================================
===============================================================================

Chapter 18: Undercity - Through Hell                                    [ACT18]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 0 |
                 |
> Instruments: 1 |
                 |
_________________|

---------------------------
The Church
---------------------------
As soon as the introductory scene ends and you are back in control, look to
the left. You will find a GUITAR [Instrument 1/1] sitting up against a locker
here. Loot the lockers to the right if you need some ammo and then follow your
friend out the door. As you exit, look on the desk to the right near the lamp
for +5 MILITARY GRADE ROUNDS.

Head over to where your friend is standing. There is a gun shop and an ammo
shop here. Grab any ammo you require and upgrade/purchase any new guns you
need. 

Gun Shop:

    > Saiga 110 MGR
    > Revolver 45 MGR
    > Kalash 2012 115 MGR


When you are ready to continue, follow the set path around until you meet your
friend again. After a short conversation a scene will play.

Following the scene, go through the open gate on the left. Follow the path
down until you reach a large room with some couches and a fire on the left. In
one of the lockers on the right side of the room is a CUSTOM WEAPON. Continue
through the hole at the back of this room and down the slope. At the base is a
corpse holding another CUSTOM WEAPON here. Enter the door behind it. 

Follow the tunnel forward and your torch/night vision goggles will malfunction.
Fortunately you are still able to use your lighter, so pull that out for a
little illumination.  Continue through the linear path through the tunnels
here. When you see the vision, wait until it disappears for a MORALITY POINT.
Keep moving until you find yourself on a platform in front of an elevator.
There is a corpse just inside the door that can be looted for +5 MILITARY
ROUNDS, ammo and an INCENDIARY GRENADE. Look on the shelf to the right here
for a THROWING KNIFE. To progress, interact with the elevator.

The elevator will start to descend. At this point a MORALITY POINT will be
awarded. After a few quiet moments a good number of nosalises will appear and
start jumping onto the elevator. You will need to shoot them off as soon as
possible to reduce the chance of damage and to prevent them from bringing down
the lift. After fighting off 5-6 of them, a button prompt will appear on
screen. Press it as necessary for a scene.

---------------------------
The Catacombs
---------------------------
When you regain control enter the nearby tunnel and follow the wooden ramps
down until you reach even ground. Make your way to the far end of the room and
look around the corner. Kill the two nosalises hanging out here. You can find
a backpack on the ground next to a corpse in the corner with some ammo and a 
CUSTOM WEAPON next to it.  Go past where you killed the nosalises and when you
reach the next corner leading right. Hold back for a minute and watch the
horde of nosalises run past. If you let them pass without attacking, you will
receive a MORALITY POINT.

Once they have stopped, move forward and through the wooden support structure.
On the other side you will find yourself at a fork. Go to the right and follow
the path. After a short distance your flashlight/night vision goggles will
malfunction once again, so pull out your lighter to continue. Follow the path
until you reach the stone arches. On the ground in front of them are an
INCENDIARY GRENADE and some ammo.

Go through the arches and use the lighter to light the torches in the room
here for a MORALITY POINT and for some illumination. There are three corpses
scattered around this area that we can loot. The one near the entrance has a
MEDKIT, the corpse in the centre of the room has ammo and +5 MILITARY ROUNDS
and the corpse near the arches opposite where we entered has a CUSTOM WEAPON.

When you are ready to go, head through the arches opposite where we came in.
As you move into the next room, look for a hole in the stone wall to the right,
inside you will find a lockbox with ammo and a corpse with FILTERS and ammo to
loot. Continue through the room and out the next set of arches. At this point
a nosalis will attack you. Fend it off. 

Our Night vision goggles/flashlight will now work again, so feel free to
activate them before heading down the tunnel to the right. You can enter the
hole in the stone wall ahead to find a corpse and a backpack to loot for ammo.
Continue along the wooden platform past the waterfall on the right. 

Proceed to the far end of the next room to find a door. As you approach it,
you will be attacked from behind by 4 nosalises. Use the whole room and cut
big laps around it as you back away from them as they attack. Once you have
killed them all approach the door and interact with the wheel on the right
side to open it. Go on through. 

When you arrive at the platform overlooking the large cavern below, turn left
and interact with the handle above the lift here to ride it down to the next
platform. After reaching the far side, go down the nearby ramp and continue
down the stairs to the left.

At the bottom of the stairs, stop for a moment and look ahead, on the roof you
will notice two nosalises hanging here. These aren’t your standard nosalises;
they will keep their distance and shoot sonic waves in your direction. If you
are in range they will disorient you for a brief second as well as causing a
little damage. Fortunately they are more fragile than the regular nosalises and
should fall fairly quickly when targeted.

There are two of these sonic nosalises on the roof and another 4 regular
nosalises that will attack you at ground level. Feel free to back up the stairs
a little to funnel their approach. 

Once they are all dead, go back down the stairs and look behind them for a
lockbox containing some ammo and a CLAYMORE MINE.  Continue straight ahead
into the main room. Locate the light source on the right of the room and you
will find a couple of lootable bodies that you can grab a MEDKIT, ammo and a
CUSTOM WEAPON from. Look for the wooden ramp at the back of the area. Before
climbing it, look into the ruins near its base for another corpse holding onto
a CUSTOM WEAPON. Climb the ramp and loot the corpse at the top for some more
ammo. Drop down to the area below when you are ready to continue.

There are 6 nosalises in this area and unfortunately you will need to kill
them all. The good news is they are all distracted so if you can use a
silenced weapon, you should be able to knock off one or two of them before the
others learn of your presence. When they do attack however, the room itself is
quite large, so use the ruins and other obstacles to draw the remaining enemies
around the area whilst shooting at them. 

After you have killed them all head to the back of the room where you will
find a wooden lift. Interact with the lever on the left hand side.
Unfortunately, like summoning a raft or a boat earlier, summoning this lift
will cause several waves of enemies to attack you. As the lift descends you
will have to fight off three waves of 3 nosalises. Once the lift arrives,
interact with it for a scene. 

Once you get off the lift, turn to the left and loot the pair of corpses here
for a CUSTOM WEAPON and ammo. Head across the bridge and a scene will play.

---------------------------
Boss: The Rhino
---------------------------
When you regain control, you will be facing off against the rhino – a large
mutated and heavily armoured version of a nosalis. This guy loves to charge at
you from across the room and if it hits will cause significant damage. It also
has some pretty pesky melee attacks if you stay too close to it. The trick to
beating it is to focus on its two weak spots – its face and its spine.

A good tactic is to lean out from behind one of the stone pillars and pop it
in the head, when it charges, the Rhino will hit the pillar and stop moving
and be stunned temporarily. Quickly sprint behind it and shoot it in the back
once or twice and repeat. After it takes enough damage, it will break through
a wall and run off. You know what to do – after it!

After going through the hole, loot the body and the lockbox to the left for
FILTERS, MEDKITS and ammo and grab the CUSTOM WEAPON from the rock to the right
of the entrance to the next tunnel if you want it. Continue through the next
opening and drop down into the large area here. 

Here we will encounter the rhino for a second time. This area is slightly
bigger than the first room we fought it in, but there are more obstacles around
to use as cover. Additionally, periodically during this fight, regular
nosalises will show up as well. Sometimes they will attack the Rhino and other
times they will attack you. As it is rather unpredictable, keep an eye out for
them and take them down as soon as possible before re-focusing on the Rhino.
Although the environs are slightly different, the tactic for taking out the big
guy remains essentially unchanged – hit him in the spine and face and keep your
distance.  Use his charge attack against him by luring him into obstacles to
temporarily stun him. Keep it up until he falls.

Once he has taken enough damage a scene will play to complete the chapter.

-------------------------------------------------------------------------------
Note: for killing the Rhino, you will earn the Achievement/trophy ‘Big Momma’
-------------------------------------------------------------------------------




===============================================================================
===============================================================================

Chapter 19: Contagion  - Through Fire                                   [ACT19]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 1 |
                 |
> Instruments: 3 |
                 |
_________________|

---------------------------
Infiltration
---------------------------
After beginning the mission, make your way down the debris-filled corridor in
front and enter the tunnel to the right. Climb the ladder in the room at the
end.  When the scene in the room below is finished, turn to the right and
crawl until you reach the next vent. Again, watch the scene before turning
right and continuing. As you approach the next opening, Artyom will
automatically drop down to the floor below.

As you land, move over to the doorway on the left and you will spot two
soldiers out in the hall.  Wait just inside the door in the shadows to the
right and wait for one of the guards to patrol in here. Knock him out and then
sneak up on the other in the hallway and deal with him too. Look on the table
opposite where the guards were standing for some ammo and a CUSTOM WEAPON.
Enter the door to the right of the table.

At the end of the hallway you will exit into a train tunnel. Follow the tracks
all the way to the right to find a corpse you can loot for some ammo. Head
back the other way on the tracks, past the entrance and towards the platform
in the distance. Hug the shadows on the left hand wall and climb the stairs
that you come across. At the top of the stairs, hang out behind the crate in
front of you for a few moments. A guard will patrol over to the top of the
stairs, so take him out as he walks past. Turn off the light in front of the
crate and work your way through the shadows to the blue light on the left,
note the soldier seated at the far end of the hallway and the other carrying
boxes from the hallway just ahead. When neither of them can see you, turn it
off; grab the ammo from the crate next to it.

Wait for the guard carrying the boxes to patrol back into the area. Let him
drop the crate off at the train car and then sneak after and take him down
quietly in the tunnel opposite. Move into the storage room. As you enter,
immediately turn to the left and hug the wall until you reach the corner. There
is an enemy in the side-room to the left and another near the opposite wall.
Sneak up and punch out the guard opposite and then head into the side-room to
deal with the guy inspecting the gas masks. Turn off the blue light here. Loot
the lockers on the right for some FILTERS and ammo. 

Go through the open door opposite the entrance to enter a tunnel with glowing,
green mushrooms everywhere. Follow the tunnel to the right, and keep an eye out
for a trip wire between the wooden supports sticking up on the left and a
barrel opposite. In the water against the back wall is a lockbox we can open
for a MORALITY POINT. Continue to the far end of the hall and peek in the door
here to see some bad guys in the hallway behind it.

Wait for the guy crouched in front to inspect the bookshelf close to the door
and sneak out and punch him out. Turn off the light on the floor next to the
safe here and grab some ammo and a THROWING KNIFE from the table nearby. Wait
for the guard to enter the hallway from the door on the right. Let him patrol
back out again and continue to the far end of the corridor. Grab the filters
from the crate on the left and interact with the door. 

---------------------------
The Purge
---------------------------
As you enter the area, put on your gas mask. Turn left and enter the door
nearby just next to the window ahead. Follow the walkway through here to the
very end and you will find a GUITAR [Instrument 1/3] in a cabinet here, there
are also some FILTERS on the shelf next to it. Return to the entry door from
the previous area.

Walk into the niche opposite and climb the ladder. Knock out the guy inspecting
the corpse in front of you at the top. Enter the small room to his left and
grab +10 MILITARY GRADE ROUNDS from the bed. Look back to the floor below, drop
down and knock out the guard who has entered the area.

Climb back up the ladder and enter the open door at the end of the hallway.
Look on the bench to the right for a WEAPON and the bench with the bodies to
the left for some ammo. Go down the stairs at the back of the room and hide in
the shadows to the left at the base. Wait for the conversation between the two
guards in here to end for a MORALITY POINT. Knock out the guard as he walks
away. Look in the open door opposite the base of the stairs for some FILTERS.

Climb back up the stairs and exit back onto the upper walkway. Enter the open
vent at the end. You will emerge on an upper walkway of a large square room
with a number of enemies below. As you enter, turn to the right and inspect
the crate near the wall here for +20 MILITARY GRADE ROUNDS and a lockbox with
FILTERS, THROWING KNIVES and ammo. Turn around and observe the room below. Most
of the enemies will have walked off by now, if not wait for them to leave so
that only two guards remain. Drop down the hole to the left of the crate and
turn off the light here. Work your way through the room, past the fire to the
far end. Look through the doorway into the main room.

Wait for the guard to patrol close to you and sneak out to take him out. Now
sneak up and punch out the guard on the far side of the room. Now check out
the counter in the centre of the room, go inside and look beneath it for a
GUITAR [Instrument 2/3].

Enter the hallway just to the right of the sign with the liquor on it. Check
out the crate to the left for some ammo and FILTERS. Note the doorway to the
train car and the blue light in front. If the guards are still trying to break
it down, let them do so. We want to get into the train car first. However,
there is a guard standing stationary behind a gate to the right so if you try
to turn the light off and take too long, he will spot you. As such, crouch and
walk straight past it and into the open train car without stopping. Knock out
the guy to the right and then turn to the left. Wait for him to turn around
and walk away from you and sneak up and take him down too. Grab the FILTERS
off the bed to the right. 

Look back out the door and switch off the light out of view of the guard behind
the gate. Return to the previous room and climb the ladder. Turn right and go
through the open vent here. Knock out the guard patrolling around and enter the
train cars. When you see two bunks on the left, loot the ammo here and as you
reach the room at the end, grab the DIARY NOTE [Note 1/1] from the desk against
the back wall and +20 MILITARY ROUNDS from the shelf to its right. 

Exit the door here and turn left. Just in front of the light at the end of the
short walkway is a GUITAR [Instrument 3/3].  Enter the next railcar through the
left hand door. Grab the filters from the desk on the left and open the safe
for some ammo. Exit the door and look over the edge in front to see a guard
below. Drop down and punch him out. Look to the right and knock out the other
guy standing guard at the gate. 

Behind where you dropped down is an open door. Look in here for a corpse you
can loot for FILTERS and a weapon. Return to where you dropped down and
continue to the end of the hallway doing your best to avoid the fire as you go.
At the far end grab the INCENDIARY GRENADES if you need some and proceed
through the door. Drop down the hole and follow the underground passage all the
way to the end. 

---------------------------
Rescue
---------------------------
You will exit into a herb garden of sorts. Look up to the left before you
venture in too far and wait for the guard to walk back to his left. Take this
opportunity to walk to the far end of the area and climb the stairs here. Turn
the light off and hide behind the wall to the right. Peek out and wait for the
guard at the end of the walkway to go and stand at the desk on the left. Sneak
up to him and punch him out. Turn off the light. 

Return to the stairs and climb up to the next level.  Walk up the stairs
backwards slowly and look out for the guard patrolling along the catwalk your
right. Wait until he is standing stationary in the small room directly opposite
the top of the stairs (if you walk up backwards you should be able to spot him
much easier this way). Sneak up and take him out. Turn off the light on the
crate behind him. Head into the left-hand door and knock out the enemy within.
Loot the lockbox on the table to the right for some ammo and FILTERS.

Move out the next door slightly and you will see the platform collapse a
little. Watch the guards below for a moment and wait for them to separate.
Return back through the previous area and back down the stairs. Walk up to the
door to the room in front. Stay in the shadows to the right and peek inside.

When the guard closest to you patrols over to the left just inside the door.
Go on in and knock him out.  Work your way past the large fire in the centre
of the room and hide in the shadows along the left hand wall. There are two
enemies here. Once will patrol between the big fire and the left hand corner
of the room while the other will periodically patrol out of the room to the
next area and back again. Wait for the guard to leave the room and sneak over
to punch out the guy in the corner. Grab the FILTERS from the crate here. Now
stalk the patroller and knock him out too when you deem the time appropriate.
Go to the end of the next hall and look through the open door to the right.

Wait for the guards to separate. When they do, duck inside and knock out the
guy inspecting the wall to the left. Climb the stairs and knock out the guard
at the top too. Loot the backpack for some ammo. Return down the stairs and
enter the flaming hole in the wall on the far side of the room. 

As you enter, the way behind will collapse. Look in the room to the right for
some FILTERS and a lockbox with some GRENADES. Work your way up the main
corridor and punch out the guy leaning on the doorframe in front (despite the
fire, you can crouch walk straight up to him and he won’t notice even though
he is looking at you).  Continue past and punch out the other guard in the
corner to the left. 

Interact with the door beside him for a scene.  There are two options during
the scene and whichever option you take will affect your MORALITY POINTS (and
subsequently the ending you earn). You can shoot (Bad, loss of MORALITY
POINTS), or you can take off your mask (Good, receive MORALITY POINT). Note
that taking off the mask will also earn you an achievement/trophy ‘Saviour’.

-------------------------------------------------------------------------------
Note: If you choose the good option during this story sequence and remove your
      mask, you'll get the Achievement/trophy ‘Saviour’.
-------------------------------------------------------------------------------

Following the scene, the chapter will end. 



===============================================================================
===============================================================================

Chapter 20: Quarantine - Epidemic                                       [ACT20]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 2 |
                 |
> Instruments: 1 |
                 |
_________________|

You will be treated to a fairly lengthy introductory sequence. Afterwards
Artyom will probably be in a much better mood! Exit the room. 

Note that during this mission, similar to the Sparta/Bolshoi/Venice missions
earlier on, there are several conversations going on as you proceed through
the area. Stopping and listening to them will often reward you with a MORALITY
POINT as well as backfilling some of the story and letting you know what is
going on elsewhere in the Metro. Additionally, you can give a bullet to a man
who asks for help to earn a MORALITY POINT.

Follow the set path through the Quarantine zone until you reach a dead end. A
doctor and a soldier will start taking and open a door to the left. Follow
them.

After a short conversation, the next door will open. As you go through, turn
right and look on the desk in the corner behind the computer to find a DIARY
NOTE [Note 1/2]. Go through the open door and join the crowd. Work your way
through the people here and into the door on the far side. Climb the stairs
and enter the door at the top.

Note: At this point, there is an optional achievement/trophy for finding and
picking up 4 secret stashes of military grade rounds. I have listed them all
in the walkthrough for you.

As you go through the door, climb down the slope a little until the door behind
you closes. Return up top and at the end of the walkway and inspect the hole
in the wall for +10 MILITARY GRADE ROUNDS. Climb down to ground level and head
over to the yellow biohazard sign. Look to the left of this to see a broken
window. Look inside for +10 MILITARY GRADE ROUNDS. Follow the walkway to the
left and turn left when possible to find another broken window with +10
MILITARY GRADE ROUNDS behind it. Follow the path past the first flaming barrel
and look in the next window to the right for another +10 MILITARY GRADE ROUNDS.
For picking up all four stashes, you’ll earn a MORALITY POINT.

-------------------------------------------------------------------------------
Note: If you find all 4 stashes, you will unlock the Achievement/trophy 
      ‘Forgotten’.
-------------------------------------------------------------------------------

Continue along the set path until you bump into an old friend.  Follow him
through the next room until he opens a door and goes through. Rather than
following, turn around and look for DIARY NOTE [Note 2/2] on a desk on the far
side of the room. Once you have that go through the door. 

As soon as you enter, look to the left. There is a GUITAR [Instrument 1/1]
propped up against the wall here. Use the ammo and weapon shops here if you
need to upgrade/purchase new weapons or refill your ammo. 

Gun Shop wares:

    > Kalash 2012 115 MGR
    > Helsing 165 MGR
    > Ashot 35 MGR

Note: This is one of the only places I could find to purchase the Helsing. It
is required for a specific achievement/trophy ‘Van Helsing’ in a couple of
levels time, so if you are going for picking up as many as possible on your
way through the game you best pick it up now!

When you are ready, follow your friend out the nearby door and down the stairs
until the screen fades out to complete the chapter.



===============================================================================
===============================================================================

Chapter 21: Khan - The River of Fate                                    [ACT21]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 1 |
                 |
> Instruments: 0 |
                 |
_________________|

The first part of this mission has us following our friend for a little while
whilst he monologues about story-related stuff. After opening the first door,
check out the desk on the right for a lockbox containing ammo. Keep going until
you reach the ventilation fans. Work your way through these when the blades
stop and continue on after your friend when you reach the end.

When you arrive at a small room where you need to drop down through a hole in
the railing on the left to progress, instead continue into the far room and
loot the corpse in the corner for +20 MILITARY GRADE ROUNDS. On the ground to
the right of the corpse is DIARY NOTE [Note 1/1]. Go back through the door and
drop down into the waterway. Climb up and follow your mate through the door on
the other side of the room. 

Go through the hole at the back of the next room and drop down to the walkway
on the right. Climb the ramp to the bottom and use the pipes here to reach a
platform around the corner to the right. Get ready for an attack! As you work
your way through this room here a total of 8 nosalises will attack and will
enter the area from both the far door and an entrance to the right. Fortunately
your friend is here to help. As you clear them out and move through the room,
look out for an opening on the right. In here, there is a door you can
interact with. Inside are a corpse we can loot for + 30 MILITARY GRADE ROUNDS.
Return and follow you friend to the far side of the room.

Continue through the tunnels until you reach the cobweb filled room. Use your
lighter to get rid of them. Open the door here to find a corpse with some
GRENADES. When ready, return to the main room and interact with the metal
grating. Work your way through the short tunnel here and drop into the water.

When the torch/night vision goggles are disabled, pull out your lighter and
follow your friend through the tunnel. Around halfway through a phone will
start ringing. You can interact with it if you like for a MORALITY POINT,
although if you ignore it, you will earn an achievement/trophy ‘Nobody’s Home’.

-------------------------------------------------------------------------------
Note: If you ignore the phone during the anomoly, you will unlock the
      Achievement/trophy ‘Nobody’s Home’
-------------------------------------------------------------------------------

Continue to follow your friend through the tunnel until you reach a large pool
with a waterfall. Walk out, through the waterfall and out the far side for a
MORALITY POINT. Continue forward until a scene plays. 

After the scene, approach the ladder on the floor and you will be teleported 
somewhere else. Follow your friend until you reach a dead end. After another
short conversation you will be somewhere else once again. 

Run through the train until you exit the far end and a scene will play.

When you regain control, climb out of the water and follow your buddy into the
tunnel. After passing by the hanging cans, look on the desk in front for a
CUSTOM WEAPON and examine the lockers next to it for ammo, MED KITS and +20
MILITARY GRADE ROUNDS. Continue down the near stairs and enter the vehicle
nearby.

This will end the mission.



===============================================================================
===============================================================================

Chapter 22: The Chase - Train to the Future                             [ACT22]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 1 |
                 |
> Instruments: 0 |
                 |
_________________|

That this mission can be a little tricky for those who want to earn the
achievements/trophies for completing the game without killing any human
enemies. The first part of the mission has us in a cart in a shoot-out with
enemy soldiers riding on an adjacent track. If you wish to do this without
killing anyone, use the couch button to hide behind the fortifications on the
vehicle as best you can and use your med-kits when you get hit a few times.
Essentially you can keep this up until Artyom jumps across to the train to
begin the next stage of the mission.

Note: There is an achievement for killing all of the enemies before jumping
onto the train. However due to this walkthrough being written from a stealth/
no kills point of view I would recommend going the no-kill run route first and
loading this chapter from the main menu once you have completed the game to do
your killing!

Once you are aboard the train, the enemies guarding it will be aware of your
presence and shoot at you. To get through here without killing them you will
need to stay in cover and wait for a break in the shooting to sprint up to the
nearest enemy, crouch and use the takedown button when the prompt pops up. Loot
the body (you’ll be in dire need of those med-kits!) Re-enter cover and repeat
this 4 more times until you reach the first cabin. 

As soon as you enter, grab the DIARY NOTE [Note 1/1] from the top of the blue
crate just in front of the door.  Work your way through the train car here and
take out the next 7 guys in the same way as we did previously.  This can be
really tough to do without killing them. Just remember that if you take too
much damage, you can back off a little and hang out in cover until you recover
a little before continuing. Also be sure to loot the unconscious bodies for
med-kits as you go. 

Continue through the next carriage until a scene plays to end the mission.



===============================================================================
===============================================================================

Chapter 23: The Crossing - A Child                                      [ACT23]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 2 |
                 |
> Instruments: 0 |
                 |
_________________|

From the start of the mission, move forward until you exit the tunnel.

Loot the body for some ammo and FILTERS and then walk down the stairs behind
it. Drop down into the trench below. Turn right and keep an eye out for a hole
in a concrete pipe on the left – inside is a corpse we can loot for some MED
KITS. Proceed forward and a watchman will drop down in front of you and attack.
Kill him and continue forward until you go beneath a suspended log and a mist
appears. Two more watchmen will attack at this point.

Continue forward a little further and your screen will turn a little funny. All
of the watchmen in the area will appear as colored holograms, allowing you to
see all of them. Kill the watchmen that come to attack you at ground level.
After killing 3-4 of them, they will all run away. Head over to the far end of
the area and continue through the overturned train car to the far side.

Work your way up the slope here and keep an eye out for a lootable corpses on
the right with ammo and a CUSTOM WEAPON.  When you reach the top, go down the
stairs opposite and follow the platform to the left at the bottom. Drop down
to the ice above the water and follow it around the corner to the right.

As you round the corner, there is a lockbox containing ammo on the edge of the
ice to the left. If you hug the right hand wall, you can find a skeleton
conveniently stocked with a new MASK and FILTERS. Continue along the wall,
ignoring the shrimp that appear off to the left. If you are quick enough, by
following the wall you will be able to make it across the ice and around the
corner to the right to safety before they can attack.

At the top of the ramp here is a second set of stairs. Ignore these for now
and check out the platform underneath the bridge to the right. At the base of
the furthest pillar from your location is a corpse with FILTERS, ammo and a
CUSTOM WEAPON. On the ground next to him is a DIARY NOTE [Note 1/2].
Unfortunately, by traipsing over to this side of the area, you will have
triggered a group of 5 watchmen to attack. Fend them off and loot the rest of
the area. Return to the stairs I told you to ignore earlier and climb to the
top.

Enter the building here through the broken door on the right. Move around the
large debris pile in the centre of the room and loot the corpse on the opposite
side of the room for FILTERS and ammo. Look in the niche to the left of the
stairs for another copse with FILTERS and ammo. Note, one time when I looted
this corpse a group of 4 watchmen appeared behind me and attacked. Having
repeated the level 4 more times since then, that has not happened since. As
such I may have missed a trigger or something on my subsequent playthroughs –
either way prepare for a fight even if one does not eventuate!

When you are ready, climb up the stairs and enter the door on the left.
Interact with the door at the back of the room. We’re in a stairwell! Look
beneath the stairs here for some FILTERS and a CUSTOM WEAPON. Climb the stairs
and follow the hallway here until you find a door leading back outside.

Do not exit through the door just yet! Look out the door and you will see a
Demon perched on a platform just outside the door. If you purchased the
Helsing like I told you to earlier. Shoot him with this and it should kill the
demon instantly and give you the achievement/trophy ‘Van Helsing’.

Exit the building and work your way to the right. Continue through the
derelict train car here until a scene plays. 

You will emerge from the water upon a piece of ice. Note that this area is
similar to the marchlands earlier. The water contains many, many shrimp and if
you get close enough to an edge, there is a good chance that one will pop out
to attack you. As such it is kind of difficult to give you a blow by blow in
terms of enemy encounters as they appear to be slightly random. One thing that
is certain however that is there is a Demon patrolling the area and he will
swoop in and pick you up and dump you somewhere else unless you can damage him,
take him out or move quickly to avoid him entirely. 

As you move across the ice, you will notice that sections of it will crack and
give way. Stepping on these sections will see you fall through the ice and
take some damage before climbing out again. The solid ground often takes you
close to the edge of the ice shelf too which encourages shrimp to appear in a
number of places to come and attack you. Deal with them as they appear.

From where we begin this section, we want to move forward and around the first
concrete pillar to the right. Make your way over to the beached ship in the
distance. On this, near the bow you will find a lootable corpse with ammo, MED
KITS and FILTERS and on the ground to his left is a DIARY NOTE [Note 2/2].

From the back of the boat you will find trains sitting in the water off to the
left providing us with a bridge with which to reach the other side of the
river. Upon reaching the back of the second submerged train jump down to the
ice below.  

Follow the wall to the right to find a corpse that we can loot in the corner
here with a CUSTOM WEAPON, some FILTERS and ammo. Kill the shrimp that appears
as you inspect him.  Continue along the ice to the left and keep hugging the
wall on the right until you find a dirt ramp leading away from the water. 

Climb the ladder at the top of the slope and enter the door at the top of the
ladder to end the chapter.



===============================================================================
===============================================================================

Chapter 24: Bridge                                                      [ACT24]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 1 |
                 |
> Instruments: 0 |
                 |
_________________|

Enter the door on the left and make your way into the storage room in the far
corner of the next room. Inside you’ll find a CUSTOM WEAPON, ammo, THROWING
KNIVES, CLAYMORE MINES, GRENADES and FILTERS. Return through the previous door
and climb the makeshift ramp of broken cement to climb up to the bridge above.

---------------------------
Main Deck
---------------------------
As you climb, you will notice that the enemies will be tagged for you with red
holograms. There is an achievement/trophy for this level ‘Rain Man’ that asks
us to make our way through the level without killing anything and this is much
easier than it sounds. There are a few watchmen and a demo lurking around for
most of the level and the watchmen will only attack you if they notice you.
Thankfully they are usually busy fighting with one another or chewing on
corpses to bother you though. As long as you stick to shadows and crouch-walk
around them, this should not be too difficult to obtain. The walkthrough will
tell you how to do it anyway!

From the top of the ramp move forward and wait for the two watchmen in front
to separate. Once will head to the left and patrol up and down the bridge
whilst the other will start munching on the corpse in front and slightly to
the right. Crouch and sneak between the puddle in the centre of the bridge and
the watchmen chewing on the corpse. Once past the watchman, move around the
large debris pile on the right. Hug the debris pile and follow it all the way
around to the opposite side. Wait for the watchman here to look away and sneak
along the edge of the hole in the bridge to the left to get past him.

Near the end of the pit, go down the ramp on the left to access a lower level
of the bridge. In the small room here you will earn a MORALITY POINT and also 
find a pair of corpses that you can plunder for tonnes of goodies including: 
ammo, FILTERS, CLAYMORE MINES, a GRENADE and a CUSTOM WEAPON. Return back up
the ramp and continue left. 

When you reach the walled area, the game will point out the enemies to you
once again. Once more there are several watchmen and a demon in the next area.
Wait a few moments for them to get into their positions and then move up. From
the end of the walled area, sneak between the watchman feeding on the body in
front and the pillar to his left and keep walking straight into the next walled
area. 
As you work your way through here, look out for an opening on the left next to
the flaming barrel. Inside you will find DIARY NOTE [Note 1/1] on the desk.
You can also loot the safe on the floor for +10 MILITARY GRADE ROUNDS, ammo
and GRENADES. The lockers near the door also contain ammo and +5 MILITARY GRADE
ROUNDS. 

Exit back to the bridge and follow the path to the left. Climb to the top of
the escalator. Approach the top slowly and again wait 10-20 seconds for the
watchmen to get into their positions before climbing to the top.


---------------------------
Upper Deck
---------------------------
As soon as you reach the top, note the watchman to your right feeding, another
at the window looking outside against the right wall and a third on the ticket
gate opposite the top of the escalator who is also feeding. As you start, move
immediately to the left and follow the shadows along the wall here. You should
be able to follow the wall all the way around to the ticket gate and pop out
and around to the left after getting through without being spotted.

Now we are back out on the bridge again. Note that during this segment, you
should pay particular attention to the shadows on the bridge. There is some
lightning or some other external light source that will illuminate parts of
the area, but there is also a shadowy path available. So take this when able!

Continue along the left side of the bridge, turning the corner and cutting
back to the right when you are forced to do so. Edge up to the end of the wall
and look around to the left. Wait for the watchman to jump up on the edge of
the bridge and look out over the water. When he does, quickly sneak around the
corner but stick as closely as possible to the wall until you are able to
re-enter the shadows. Note the hanging watchman on the roof and be sure to
stay crouched as you go through the shadows beneath him.

As you reach the left hand side of the bridge, turn around the pillar to the
right and wait until everything goes dark again. When you judge it safe to do
so, work your way along the passage here, keeping an eye out for a path
through the debris on the left. Going through here will place you outside a
walled area with a red light source. Wait for the watchman here to enter the
hole in the bridge to the right. When he is gone, loot the corpses on the wall
for a FILTER and enter the room on the left. Loot the corpses here for ammo
and FILTERS and climb the ladder to the next area.

Upon exiting the hatch, you’ll hear a radio transmission warning of nosalises
in the area. Huzzah! We want to work our way up the bridge towards the
flickering blue light on the left. Loot the body here for FILTERS. Continue
past this and wait for the nosalis in the area ahead to start feeding. Sneak
past it and up the concrete ramp. Interact with the hook at the end here and
DO NOT shoot anything as you ride across the gap. As you approach the afar
side a scene will play.

When you regain control, go to the back of the area and enter the door here.
Continue through the set path here, through the train car and into the tunnel
beyond to complete the mission.

-------------------------------------------------------------------------------
Note: For completing the mission without killing anything, you will unlock the
      Achievement/trophy ‘Rain Man’.
-------------------------------------------------------------------------------



===============================================================================
===============================================================================

Chapter 25: Depot - Road for Two                                        [ACT25]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 1 |
                 |
> Instruments: 0 |
                 |
_________________|

From the beginning, move forward along the train tracks until you exit the
tunnel. Enter the building to the left as you exit to find a lockbox with +45
MILITARY GRADE ROUNDS, ammo, FILTERS and a MED KIT. Exit the building and
follow the train tracks all the way until you arrive at a sheltered area
adjacent to a large building. Follow the building’s wall to the right until
you find an open door. Look in the dumpster to the right of this for a CUSTOM
WEAPON. Return and enter the open door, go through the next few rooms and
interact with the door for a scene.

Afterwards continue until you go up and into a train car via a short wooden
ramp. Inside the train car you will find two traders who will sell you weapons/
upgrades and ammo. Use this opportunity to stock up or alter your weapons.

Gun Shop wares:

    > Tikhar 85 MGR
    > Preved 230 MGR
    > Lolife 40 MGR

Exit via the other door and climb the stairs to the catwalks at the top of the
room. Follow the set path around to the left and through the train here. You
will exit and find yourself on top of another train. Below you will see a large
group of enemy soldiers enter the area.

---------------------------
Train Depot
---------------------------
Drop down into the small stair area below and to the right and enter the train
car. Move to the left as you enter and find the next door here. Look out to
the main part of the room through the door and wait for a pair of guards to
walk past to the left. Drop down behind them and wait until they move either 
side of a concrete pillar. As they do, quickly sneak up and knock out the guy
on the left, then the guy on the right. 

Note the train to the right. Move around the front of this and stand behind
the pillar here. There is a pair of rooms (one to the left and one to the
right) along the wall in front and there is a guard patrolling between them.
Stay behind the pillar until you see him walk by and sneak over to punch him
out. Check out the room to the left for a lockbox with a FILTER and MEDKITS.
Now make your way through the room opposite and exit the other side.

Stand behind the stack of crates here and peek out into the main room. You
should be able to make out a guard standing near a set of barrels. Wait for 
the guy by the barrels to look away and sneak over and knock him out. Look on
the opposite side of the barrels from where the guy was standing and you’ll
see a hole in the ground. Drop down in here.  You will earn a MORALITY POINT
for entering this tunnel.

Work your way through the tunnel, taking a right at the first gate and a left
when you reach the second.  As you approach the stairs at the end of the
tunnel, keep your eyes on the wall above the exit. If you see a flashlight
beam up there, do not exit. When the flashlight beam disappears, walk up the 
stairs backwards so you can see the enemy positions. There is a guy patrolling
along the wall to the left and another over to the right. There is another up
the stairs just to the right of the exit. 

When it is clear, sneak over and take out the guy patrolling along the left
wall. Next climb the stairs just to the right of the tunnel exit and knock out
the guy at the top. Use the walkway here to sneak over to another raised
platform and knock out the guard up here too. Now drop down and punch out the
final patroller below. 

Look between the two sets of stairs to find another tunnel entrance. Go in here
and open the lockbox at the end for ammo. Return to the main floor and go
through the open door next to the light powered by the generator. Follow this
room to the end and just before the stairs look on the concrete block to the
right for FILTERS. Interact with the door at the top of the stairs.

As you enter put on your mask. Climb the stairs to the top. As you arrive,
your friend will appear behind the metal bars in front of you and hand you a
FILTER. Grab it and then interact with the door to the right when you are
ready to continue.

---------------------------
Depot area 2
---------------------------
As soon as you enter the room, you will see all the enemies in the area
glowing red. Quickly duck into the room on your left. Look in the back left
corner from where you enter to find a small passageway leading to a maintenance
area. On the floor in here you will find DIARY NOTE [Note 1/1]. 

Return to the small passage back to the previous room, but don’t go back
through yet. Instead peek through and you will see a soldier come to
investigate. Once he turns around, sneak through and knock him out. Turn
around and knock out the other guy in the corner behind you. Go out the main
door to this room and sneak up and take out the guard straight ahead. Look in
the lockbox in the locker in the right corner for +10 MILITARY GRADE ROUNDS.
Return to the side room and locate the hole in the wall opposite from the
maintenance area entrance. Sneak through here and punch out the guard in the
next room with his back to you. 

Proceed through the next doorway and all the way through the kitchen area. Exit
into the hallway on the far side and sneak up and knock out the guy at the end
of the hallway. Look in the locker to his left that he was investigating to
find a corpse with a CUSTOM WEAPON. 

From the corner here look back towards the kitchen. You will notice an opening
on the left back to the main room. Through here you can see two enemies
patrolling back and forth from left to right, one on the far side of the area
and one close to you. Wait until the guy on the far side enters the door to
the next area and sneak out and knock out the close enemy when he patrols into
the shadows. Sneak over and knock out the other when you get the chance.

Enter the door at the end and follow the stairs down to the very bottom. 


---------------------------
Depot Area 3
---------------------------
Look behind the stairs to find a lockbox hidden behind a crate for +20 MILITARY
GRADE ROUNDS. Find the opening opposite and drop down into the tunnel.
Continue forward and when you spot the bars on the left, turn in here and look
for a smaller tunnel leading back in the direction you came. Loot the lockbox
at the end for some THROWING KNIVES and +5 MILITARY GRADE ROUNDS. Return to
the main tunnel and continue until you reach the stairs at the end, grabbing
the FILTER in the middle of the tunnel as you go. 

Climb the stairs at the end and sneak up and punch out the guy directly in
front of you. Keep going ahead and knock out the next guy further along to the
left. Backtrack to where you neutralised the first guy and look over to where
the guards are conversing. 

Wait for one enemy to drop down the hole and another to start patrolling
towards the back wall. At this time, use the shadows to sneak over and knock
out the guy looking down into the hole that the other guard jumped into. Now
quickly follow the guard that patrolled off, wait until he turns right and
walks along the wall a short distance and punch him out. Continue along the
right hand wall here and as you approach the guard ahead, he will back up into
the shadows. Wait for him to do so and take him out.

From his position look to the left to find a short set of stairs leading into
a room. There is a patrolling soldier in here, so before entering, look on the
walls to see a flashlight beam indicating his location. When he turns around,
enter the room and knock him out. Loot the lockbox on the table for GRENADES,
MEDKITS, FILTERS and ammo. Exit the door on the other side of the room and
turn right. Knock out the guard on the walkway here.

Whilst you took out the previous enemy, a guard in the area just ahead will
have opened a door and gone through. Enter the door, sneak up behind him and
knock him out. Enter the door on the right. Work your way through the room
here and interact with the door at the far end.


---------------------------
Depot Area 4
---------------------------
As you enter, look in the hole to the right for a corpse holding a CUSTOM
WEAPON. Return to the main floor and with your back to the door we entered the
area from, follow the right hand wall all the way to the far end of the room.
Be sure to keep an eye out for flashlights as you go and only continue along
when you are not going to be spotted.

Once you are past the second train turn to your left and climb the short set
of steps here. Peek in the door and find the guard inside. When it is safe to
do so, enter the train and knock him out. Proceed to the far end of the train
and drop down to the floor. Note that there are 4-5 other enemies behind you
as you drop down, but they are focused on the other end of the room and will
not notice you unless you draw attention to yourself. We’ll ignore them for
now.

From here, look over to the left to see a patrolling guard against the left
hand wall. To the right of him is another guard standing behind a pillar on
the right side of the room and a third patrolling up and down the set of stairs
here. Sneak over, using the shadows as cover and knock out the guy on the left
when he faces the wall. Return to where we dropped down from the train car and
work your way along the right hand wall until you can see both remaining
guards. Wait for the patroller to return up the stairs. When he does, sneak
over and knock out the guard by the pillar and quickly sneak up after the
patroller and punch him out too.

Climb to the top of the stairs. Grab the FILTER from the table in the second
room and then go and interact with the door nearby. A scene will play.
Afterwards you can make a decision, this decision will have implications
towards your MORALITY POINT and which ending you receive at the end of the
game – Kill (Bad, lose MORALITY POINTS), Knock out (Good, gain MORALITY POINT).
Make your choice.

Afterwards, go to the back of the room, drop down to the area below and follow
the train tracks to head through the open door and return outside. As you exit,
look to the right to find a small building, inside is a lockbox with +5
MILITARY GRADE ROUNDS inside.

Exit and follow the train tracks to the end. Keep going a little further and
the screen will fade out indicating the chapter’s end.




===============================================================================
===============================================================================

Chapter 26: The Dead City - City of Phantoms                            [ACT26]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 2 |
                 |
> Instruments: 1 |
                 |
_________________|

Walk forward and out of the tunnel. As you leave, look behind the van to the
right to find an open doorway. Climb the stairs in here and enter the door to
the right. Disarm the trap in the room ahead and loot the lockbox on the table
for some ammo, MEDKITS and FILTERS. Return outside and follow the paved
section around to the right. There are two entrances here. The one leading
down has a lockbox containing FILTERS, ammo and MEDKITS if you need them and
the door on the right allows us to progress.

Climb the stairs in here and enter the hall on the right. Interact with the
door at the end. Behind the circular table in the centre, on the desk at the
back of the room is DIARY NOTE [Note 1/2]. Grab the FILTER from the table in
the next room and continue out the hole in the wall. You will notice a little
more colour in this area. This is the first Vision, finding and observing all
XXX of these will unlock an achievement/trophy ‘Back to the Past’. When you
are good to go, proceed to the centre of the area to drop down a hole into a
tunnel.

As you enter the main section of tunnel, look across to the left to spy an
opening. Enter this and climb the stairs at the end. Disarm the trap here and
explore the room for a lockbox containing ammo, MEDKITS and FILTERS. Return to
the main tunnel. Follow it to the very far end, past the ramp up to the right
(we’ll return here in a moment) and through the door at the back. Explore this
area for a CUSTOM WEAPON, a MASK and a lockbox containing ammo, MEDKITS and
FILTERS. Return to the main room and climb the ramp up to exit the tunnel.

When you reach the top of the ramp, do a 180 degree turn. Look behind the hole
in the ground. There is an open doorway to the left. Go on over and enter
this. Climb to the top of the stairs and explore the apartment to the right
for another Dead City vision. Afterwards interact with the PIANO [Instrument
1/1]. 

-------------------------------------------------------------------------------
Note: For finding and using all of the instruments in the game, you will earn
      the Achievement/Trophy ‘Musician’.
-------------------------------------------------------------------------------

Return outside and continue past the hole in the ground, through the undercover
archway and drop down into the next area. Move slightly to the right and
another vision will occur. Once it dissipates, quickly kill the watchman that
attacks you. Look for a small set of stairs along the wall to the right and
interact with the door at the bottom. Inside you will find a lockbox containing
ammo and +15 MILITARY GRADE ROUNDS. Return outside.

From the top of the stairs, run in a straight line directly across to an open
door on the other side of the area. Climb the stairs and explore the apartment
to the right for another vision. After the vision finishes, check out the
bathtub for a CUSTOM WEAPON.  There is also a FILTER on the drawer in the main
room. Return outside. 

As you exit, three watchers will appear on the opposite side of the area (near
the stairs leading down to the room we visited before) and will attack if they
spot you. As such, if you want to avoid a fight, turn left as you exit and
continue along the wall until you see stairs in the distance. Enter the door
here and climb the stairs until you can go no further, enter the open doorway
here.

Check out the room on the right to find a FILTER on a table and then head over
into the left hand room for another vision. Afterwards, climb out the left
hand window and drop down onto the truck below. 

From the front of the truck, enter the open door to the left. Continue through
the broken building to the right and when you hit the wall at the end, turn
left and climb the stairs. Disable the trap at the top. The room on the left
has a lockbox with ammo and MEDKITS. Return to where we entered and as we exit
back outside, ignore the watchmen as they will not attack you.  Move along the
path a short way to the left to find another truck. Hop in the back of this
and open the lockbox for some ammo. As you go to leave the truck, more
watchmen will show up. Let them run off before you exit.

Drop out of the truck and run straight for the building directly in front of
you. Find the ladder here and climb it to the top for a scene. You will earn a
MORALITY POINT for reaching the top of the ladder without killing any watchmen
in the previous area.

Once you are on the roof, note the small structure with the sloped roof ahead.
This is the door down to the next area. Also note to the right of this, a
Demon sitting in a nest. Shoot at the Demon a few times to have it take flight
and quickly run over to the nest and loot it for DIARY NOTE [Note 2/2], a
custom weapon and some FILTERS. Quickly run over and enter the building before
the demon attacks. 

Climb down the stairs in here and explore the open door on the right when you
see it. Inside you will see another vision. Return to the stairs and descend
to the bottom, drop down to the area below when they end and then drop down
again into the hole here to end up in a tunnel. If you left the demon on the
roof alone and did not kill it, you will earn a MORALITY POINT at this point.

After leaving the door, turn to the left and walk forward until a scene plays.
This is your final vision. If you have seen all of the visions you will be
rewarded with a MORALITY POINT and an achievement/trophy.

-------------------------------------------------------------------------------
Note: For viewing all of the visions, you will unlock the Achievement/trophy
      ‘Back to the Past’
-------------------------------------------------------------------------------

After the scene, you will be facing the ticket gates. Look to the right of the
ticket gates to spot an open doorway. Enter this and loot the lockbox in here
for FILTERS and +90 MILITARY GRADE AMMO.  Exit the room and proceed through 
the ticket gates. 

At this point your flashlight/night vision goggles will malfunction. As such
pull out your lighter and make your way forwards. Run to the end of the
tunnel, ignoring the nosalis as you go. Drop down the hole at the end. Once
you are down, turn right and run towards the light until the mission is
complete.



===============================================================================
===============================================================================

Chapter 27: Red Square                                                  [ACT27]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 2 |
                 |
> Instruments: 0 |
                 |
_________________|

As you begin the mission you will be in a tunnel that is doubling up as a
crypt of sorts. You will see skeletons in indentations in the wall. Keep an
eye out on the left hand side of the tunnel, in one of these areas you will
find DIARY NOTE [Note 1/2]. Continue onwards towards the light at the end of
the tunnel until you exit.

Climb up the ramp in front and as you go past the cylindrical object in the
centre of the path, loot the body propped up against it for some ammo and
FILTERs. To the right of this body, in the doorway to the dilapidated bus you
will find an additional stash of ammo. Continue up the path away from the bus
and as you approach the large building to the right you will see a large
number of watchmen appear on the walls above. Wait for a few moments and they
will back off. If you let them go without shooting you will earn a MORALITY
POINT.

Run up to the ruined bus ahead, and climb the steps to the building to the
right. Follow the path along for a scene and loot the three corpses in the
area for FILTERS, a MASK, MEDKITS and ammo. You’ll also earn another MORALITY
POINT for exploring the area. Return to the bus. Inside you will find another
corpse to loot with a MEDKIT, FILTERS and ammo. Move to the front of the bus
and make your way down the ramp here. 

During this section, you need to follow your friend and stop where he stops.
Run down to the first safe area and loot the body here for FILTERS and a
MEDKIT. When he starts moving follow him along the left hand wall and just
before you arrive at the car, loot the body here for FILTERS and ammo. Wait
here until your friend starts moving again.

When you are told to do so, follow your friend, hanging out against the left
hand wall. Loot the body here for ammo and continue around the corner to the
left. A watchman will be pointed out to you at this time. It will not attack
you unless you provoke it or get too close. You can still walk up close to it
and loot the body in front of him for a FILTER from the furthest possible
difference without being attacked. If you leave it alone, you will be rewarded
with a MORALITY POINT. Continue to follow your friend.

Drop down to the area below and immediately turn and continue to the left.
Follow the path around the top of the waterfall here, hugging the edge until
you end up on the opposite side of the river from where you entered. Climb the
ramp here into the blue tunnel for a scene. Afterwards, follow your friend
along the set path until your vision returns to normal. 

Climb the slope ahead and at the top turn left and climb the stairs. If you
turn right at the top and follow the walkway around you will find a corpse with
a CUSTOM WEAPON. Continue to follow the walkway until you reach another set of
steps leading down. At the bottom of these drop into the dry river bed below.

Follow the riverbed until you drop down into a flooded building ruin.
Immediately turn to the left and follow the wall along until you find a tunnel
leading back in the direction that you came from. Follow this all the way to
the end and through the open doorway here. In the next room, climb the stairs
and at the top head over to the right. You will find a mausoleum with a body
lying in state in a glass coffin and on the floor in front of this is DIARY
NOTE [Note 2/2]. There is a CUSTOM WEAPON and a FILTER/ammo stash here too.
Additionally, there is a set of stairs to the left of where you climbed up
from with another pile of ammo and FILTER to loot. Backtrack all the way to
the flooded area.

Work your way over to the far end of the flooded area and climb the dirt slope
to the left. Drop down into the courtyard below. 

This section might be the most difficult in the entire game. As you cross the
courtyard you will be ambushed. Multiple snipers will appear in windows
surrounding the courtyard and enemies will enter from a door at the far end of
the area. This is much less difficult if you are not going for a no-kill run
as you will be able to return fire on the snipers.

Unfortunately, if you are still going for a no-kill run at this point, you can
do nothing against the snipers as killing them will void the achievement/
trophy. As such, you need to stay in cover and wait for the ground forces to
approach you, then quickly run up and punch them out and run back to cover. 
Use med kits as necessary (if you run out there are plenty of bodies lying
around to loot) and repeat. Fortunately, your friend is able to periodically
highlight the enemies in the area to give you a general idea of where they are
at, and where to expect an attack.

The ground attack will come in two waves. There are a total of four ground
soldiers that will attack in the first wave. If you stay behind the two pieces
of cover closest to where you dropped down into the area, they will be able to
shield you from the majority of sniper fire. Once the first wave of ground
forces are knocked out, you will have to wait for around a minute. 

The main bad guy will monologue at you over a loud speaker. When he says “This
is becoming tedious” this is the trigger for the second wave of ground forces
to attack. Fortunately, only one of them will come to attack you. So deal with
him and sprint for the now open door at the far end of the area whilst using
cover as much as possible to move up whilst minimising sniper fire. When you
reach the door, use a med kit and charge inside. There are two enemies just
inside the door. Knock them out.

Approach the open doorway at the back of the small room and peek around the
corner.  This guy is pretty much invincible for the moment, so feel free to
shoot him. After shooting him, he will run off so continue to the top of the
stairs and look round the corner. Repeat the process; continue to peek out
each time he tries to ambush you and pop him a few times until he runs off and
then move up to the next area.  

After the third time you shoot him, approach him as he lies on the ground for
a scene. 

When you regain control, you have a decision to make. The decision you make
will have an impact upon your MORALITY POINT rating and the ending you receive
at the end of the game. You can help the guy in front of you (Good, earn a 
MORALITY POINT) or let him suffer (Bad, lose MORALITY POINTS). Note that
walking away and leaving him to his fate will earn you an achievement/trophy
‘Revenge’.

-------------------------------------------------------------------------------
Note: If you choose the evil/bad option during this sequence, you will unlock
      the Achievement/trophy ‘Revenge’.
-------------------------------------------------------------------------------

After the scene, go through the hole in the wall to the left of the body.
Climb down the wooden ramp until the screen fade out and the mission ends.



===============================================================================
===============================================================================

Chapter 28: The Garden                                                  [ACT28]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 2 |
                 |
> Instruments: 0 |
                 |
_________________|

---------------------------
The Garden
---------------------------
As soon as you start this mission, turn to the right and loot the corpse for a
FILTER. Move forward and loot the body along the path in front of you for some
ammo and FILTERS. Drop down into the shallow stream on the left and follow it
back in the direction that you came from to find another corpse with a new MASK
and FILTERS to loot. Return to the path and follow it until you reach the
water. Loot the corpse under the tree at the water’s edge for a CUSTOM WEAPON
and FILTERS.

Similarly to the swamp/marsh area earlier in the game, we need to work our way
across the flooded area here. Unfortunately stepping into deep water will deal
you some damage and plop you back onto solid ground nearby. To cross, follow
the red flags! To begin with cross to the large building off to the right. As
you reach the solid ground after the third red flag, you should see a dead
tree in front of you, look to the left for a short set of stairs with railings
on either side rising from the water to create an island. Run over here to
grab a FILTER from the corpse.

Return to the third flag and follow the solid ground to the left. As you
proceed, keep an eye out to the right for a fallen iron gate. You can run
behind this and follow a small wooden platform over to the wall of the
building. Hop off and follow the watery passage to the left and enter the open
doorway here. Entering this area will give you a MORALITY POINT. Look along
the back wall for a safe containing ammo and follow the water to the left to
find a corpse with MEDKITS and +5 MILITARY GRADE ROUNDS. Walk into the hole at
the end of the area and burn the cobwebs. There is a lockbox here containing
FILTERS and +40 MILITARY GRADE ROUNDS.

Return outside and to the iron gate I pointed out earlier. Keeping your back
to the building we just looted you should see another fallen iron gate ahead.
Run up to this and loot the corpse at its base for FILTERS and then continue
along the shore to the left of this to find a log in the water leading to 
another small island. 

Loot the corpse here for some FILTERS and walk around to the other side. You
should see another partially submerged log here. Run across to the cave
opposite. When you reach the end of the log, stop and disarm the trap. There
is an INCENDIARY GRENADE and a CUSTOM WEAPON here. Crouch and enter the small
cave for a MORALITY POINT. Note that you will also probably be attacked by a
shrimp here. Destroy it and return to the area with the fallen iron gates.
Follow the next set of red flags over to the next piece of solid ground. 

As you arrive, you will be attacked by watchmen. Note that if you can make it
through this area without killing any of them, you will be rewarded with a
MORALITY POINT when you reach the end. We can do a quick bit of looting first
however. From where you land, you should see a small cave ahead illuminated by
green mushrooms. Loot the corpse in here for +10 MILITARY GRADE ROUNDS. To the
right is a ruined staircase with a couple of wooden planks forming a makeshift
bridge over to a small platform. The corpse here has some FILTERS and MEDKITS.

To make it to the end of the area, without killing any of the watchmen, you
need to follow the linear path to the left. You will need to sprint to keep
ahead of the watchmen and not stop to loot either of the bodies along the way.
If you need some additional guidance, you can pull out your diary and follow
the arrow to the end. When you arrive you will need to crouch under the
branches here and crawl all the way along the path and out the other side.

As you exit, examine the corpse propped up against the root in front of you
for a MASK and a lockbox containing MEDKITS, ammo and FILTERS and check out
the ground in front of it for DIARY NOTE [Note 1/2]. Grab this and continue up
the ramp where you saw the bear earlier.  Drop down into the large open area
below. 

---------------------------
Boss: Mother Bear
---------------------------
As you walk forward into the area, the mother bear will appear on the opposite
side. She is similar to the Rhino we fought earlier in that she will charge at
you and use powerful melee attacks to strip your health very quickly.
Unfortunately, unlike the Rhino, there are no ruins or other obstacles in the
area to help stun her and end her charge. The trick to the fight is to keep
your distance, stun her by shooting at her or planting CLAYMORE MINES. Stand
behind them to have her charge them and then whilst she is temporarily stunned,
shoot her weak spot (her back) and throw grenades and incendiaries at her to
dish out damage.

During the early part of this fight, you will have to put up with watchmen who
will jump into the area and attack both Artyom and the boss. As their actions
are unpredictable, it is best to kill them off as soon as you see them.
Fortunately, once you have killed 8-10 of them, they will no longer attack you
and will only spawn when you stun the boss. 

When the bear has taken enough damage, it will run off and create a hole in a
wall on one side of the area. Quickly follow her through the gap and in the
next room you will see her on the ground being attacked by watchmen. Kill the
three watchmen attacking her to earn the achievement/trophy ‘Forest Guardian’.

-------------------------------------------------------------------------------
Note: If you choose to help the bear, you will unlock the Achievement/trophy
      ‘Forest Guardian’.
-------------------------------------------------------------------------------

Afterwards turn to the left and loot the corpse at the foot of the tree for
ammo and FILTERS. Follow the set path through the trees here until you reach
some stairs on your left leading up to a church. Climb the stairs and before
going through the gate at the top, look on the handrail to the left for DIARY
NOTE [Note 2/2]. Grab the ammo and FILTERS from the ground below it and
continue straight across the nearby courtyard and into the open door ahead for
a scene.

Following the scene, the chapter will be complete.



===============================================================================
===============================================================================

Chapter 29: Polis - Enforcement of Peace                                [ACT29]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 1 |
                 |
> Instruments: 0 |
                 |
_________________|

This is a fairly short mission. All you really need to do is to follow your
friends through the entire area. After going through the clean room and your
friend talks to the soldiers, look on the couch to the right just before the
next door for DIARY NOTE [Note 1/1]. Continue through the next few doors and
proceed along the crowded room to the conference hall at the end for a scene.

During the scene you will be in a lengthy corridor. Simply walk up and open
doors to see various scenes. Once you have opened enough doors and seen enough
scenes, you will return to Polis. 

After another brief story sequence, the mission will be over.

-------------------------------------------------------------------------------
Note: At this point, you will earn the Achievement/Trophy ‘Revelation’.
-------------------------------------------------------------------------------



===============================================================================
===============================================================================

Chapter 30:  D6 - The Last Battle                                       [ACT30]

===============================================================================
Collectibles:    |
-----------------+
> Diary Notes: 1 |
                 |
> Instruments: 2 |
                 |
_________________|

Once the railcar stops moving, exit through the open door onto the platform on
the left. Hang out with the rest of the crowd here, listen to the audio and
then continue forward when you are able to do so. Along the right hand wall
you will see a radio desk. Sitting on this you will find a DIARY NOTE [Note
1/2]. The gun mounted on the wall to the right of this is a weapon cache and
will allow you to replace your currently equipped weapons with an assortment
of non-modified firearms. 

Weapon cache: 

    > Valve
    > Kalash
    > VSV
    > Kalash 2012
    > Shambler
    > Saiga

When you are ready, continue through the open gate.

Note the barricade in front and the ammo crates to the left and the right of
the small enclosed area you are limited to. Make your way up to the barricade
and crouch behind it. After a few moments a scene will play and all hell will
break loose.

If you are still in the hunt for a no-kill run, you can essentially hide
behind the barricade here and stay in cover for the entire fight. Do not kill
anyone until I tell you to!

Enemies will start pouring through a hole in the back wall and we need to hold
them off for a short period of time. After your friends have done a fair bit
of shooting and have managed to kill a few approaching bad guys another scene
will play. When you are back in full control, run up to the barricade in front
and stay in cover until your comrades successfully stave off the attack. 

Once the enemy soldiers stop coming, turn to the left, grab some ammo from the
crates here and look over the railing to the distance. You will see a tank on
the tracks opposite and we need to take it out. Note DO NOT shoot he enemy
soldiers on the tank or tracks opposite as this will void your no-kill run.
Focus on the tank and the tank alone!

To destroy the tank, you need to firstly stay in cover to avoid taking splash
damage from the incoming explosive projectiles and enemy machinegun fire. Next
wait for the tank to move all the way left and then back up a little. At this
point we can start attacking. Note the sections of the tank that have a
reddish hue to them. These are the pieces that we need to attack. In order,
you will need to attack the following:

   1. The rod connecting the wheels together.
   2. The front and back wheel
   3. The rocket turret on top.

Once the tank has been destroyed, you will have a few moments to chill out.
Quickly grab some ammo if you require it from one of the ammo boxes nearby and
then make your way to the in-tact barricade opposite the burning one (you’ll
need to jump up the wall). In the corner to the right you’ll find another ammo
crate and sitting just in front of this is a DIARY NOTE [Note 2/2].

-------------------------------------------------------------------------------
Note: For finding all of the Diary pages, you will unlock theAchievement/trophy
      ‘Published’.
-------------------------------------------------------------------------------

Now we have to wait for our crew to defeat another wave of enemies. Note the
mini-gun propped up against the barricade. This is a pneumatic weapon and will
require you to pull out your recharger to pump it up again when it runs out of
pressure. There are two waves of enemies that will attack you at this point.

First up is a group of around 20-25 regular soldiers. Do not attack at this
point. Instead, stay in cover and allow your friends to have all the fun.
After your comrades have managed to kill off a sufficient number of bad guys,
a smoke screen will appear. 
Once the smoke subsides, you are free to attack! You will see a flamethrower
enemy behind a shield wall being carried by 8 regular soldiers. The shield 
wall will walk towards you. To destroy it you need to shoot through the
rectangular holes close to the top of the shields to hit the soldiers behind.
Killing a shield bearer will leave a hole in the wall for a brief moment so
use the opportunity to either shoot the flamethrower enemy behind or to pop
some of the other shield guys before they re-form and advance again.

Once the shield wall goes down and the flamer is dead a scene will play to
complete the mission and the game. 

-------------------------------------------------------------------------------
Note: If you completed the final level without dying, you will earn the 
      Achievement/Trophy ‘True Spartan’
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Note: If you have followed the above walkthrough and have completed the game
      without killing anyone, you will earn the Achievement/Trophy ‘Shadow
      Ranger’
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Note: If you finish the game whilst choosing the bad options and not collecting
      many MORLAITY POINTS, you will earn the Achievement/Trophy ‘C’est la vie’
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Note: If you finish the game whilst choosing the good options, exploring and
      unlocking as many MORALITY POINTS as possible, you will unlock the
      Achievement/Trophy ‘Redemption’
-------------------------------------------------------------------------------






===============================================================================
===============================================================================
===============================================================================
-------------------------------------------------------------------------------

         ______  _                 _ _                                   
        |  ___ \(_)               | | |                                  
        | | _ | |_  ___  ____ ____| | | ____ ____   ____ ___  _   _  ___ 
        | || || | |/___)/ ___) _  ) | |/ _  |  _ \ / _  ) _ \| | | |/___)
        | || || | |___ ( (__( (/ /| | ( ( | | | | ( (/ / |_| | |_| |___ |
        |_||_||_|_(___/ \____)____)_|_|\_||_|_| |_|\____)___/ \____(___/


-------------------------------------------------------------------------------
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Contact  Me                                                             [CNTCT]

===============================================================================

If you feel the need to contact me, there are a couple of ways you can go 
about doing this. You can reach me at:


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______________

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______________

Alternatively, you can check out my facebook page and ask a question and I'll
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===============================================================================

About Me                                                                [INTRD]

===============================================================================

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===============================================================================

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SPECIAL THANKS                                                          [THNKS]

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I would like to thank the following people/entities:

- GameFAQs for always being there when I needed help and for accepting my FAQ.
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- My wife Kumiko, the greatest person on the planet.
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Contributors:
_____________

- Hypnofunk for general spelling and other stuff.


===============================================================================
===============================================================================

Version History                                                         [VERHI]

===============================================================================

Date Submitted: 5/6/13

Version 1.00
____________

The guide currently contains:

   > Full walkthrough from beginning to end with all collectibles.




===============================================================================
===============================================================================
===============================================================================
------------------------------------------------------------------------[LGL01]


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                                      (_____|


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