Overview
Stage-1: ReginaWe find ourselves visiting ranger Andrey Kuznets. He sends us further ahead on a makeshift armored train “Regina”. We get into this car (key “E”), turn on the engine (space bar), turn on the headlights (key F) and go forward on the rails (key “W”). On an armored train, you can stop at any time and go out to inspect the branches that come across on the way. Almost at the beginning of the path on the left we see the entrance to the room. Inside we find a musical instrument (11/17) – accordion.In the second branch on the left (the door with the inscription “Generator”) we find a spider lair. Inside are five corpses with useful items, ammunition and filters. But to get these things, you will have to deal with a dozen spiders.In the lair, we go along the left path, after a few turns we see a corridor on the right, illuminated by a red light. We go along this corridor, on the far wall we turn on the generator. When the light turns on, all the spiders in the den die. There is a white flash (+ karma). We go further along the railway tunnel. On the right side of the road, behind the sheets of iron, there is a corpse, you can find cartridges and a filter.There will be a third door on the left. Inside there are several flooded rooms, in the last room there are cartridges, knives and money. There are no enemies here, but when you exit the flooded part back to the train, a spider pounces on us, quickly throwing it off (press ” E ” several times).We drive up to the closed airlock. We exit the armored train and go to the door on the right. We go through the rooms with cobwebs, light up and kill spiders. At the end of the journey, we turn on the generator and return to the train. Push the lever to the left of the airlock, and it opens. Behind the open airlock, the air is infected, so we immediately put on a gas mask.Before reaching the fork, we shoot the arrow on the left to switch the tracks. We accelerate and break through the wooden wall. There is a white flash (+ karma). Inside we find two corpses with ammunition. To go back, we reverse the fork, shoot the arrow again, and now we are going along the left branch of the railway tracks.At the second fork, we leave the “Regina” and go to the open train on the left track. We pass several cars, at the end we find the body of a man. There is a flash (+ karma).We go along the rails, in front of us we see a car standing on the way. In front of the car, you can get off and go to the door on the right. There we will be met by several monster dogs, and in one of the rooms at the grate is a pump-action six-shot shotgun.To move further along the railway tracks, we simply go forward, rest against a standing car, and tow it in front of us. At this moment, the monster dogs start attacking us from behind.Achievement “Get out!” (Scram). Kill all the Guards before they reach the armored train. The next door to the left of the tracks leads to a small infirmary. Here, out of the corner of your eye, you can see the shadows of dead people and hear the afterlife whispers. We pass to the end, we find the only visible corpse. After that, all the invisible corpses appear for a while, and then disappear, and the shadows are no longer visible. White (+ karma) occurs.We go on, enter the next door on the right. On the flooded channel we go to the end, we find the body of a man, next to him is a note (18/43). We push the car to the dead end on the right. We drive back a little, shoot the railway arrow to switch the road to the left path. We accelerate, go forward and break through the wooden walls.Stage-2: BanditsAt the beginning of the level, you can go in the opposite direction, crawl under an obstacle and find a corpse with ammo and other ammunition. After that, there will be a white flash (+ karma). We climb into an armored train, ram a wooden wall, and meet a railway train with peaceful refugees behind it. Here you can buy weapons, ammunition and grenades. (It is worth buying a night vision sight for one of the weapons if you are going to pass this level silently. Do not turn on the flashlight, so as not to attract attention, and look into the darkness through the sight). The refugees warn that there is a gang of bandits ahead.To the right of the weapons store, we listen to a conversation between a woman and her daughter (+ karma). We go forward on the rails. On the right there will be a door leading to the siding, we go into it. We enter the train on the siding, silently pass to the right, we see here two enemies and a girl. We stun the bandits from behind, the girl is saved (+ karma) (if you do not make it in time, the girl can be killed). A minute later, a third bandit comes here, we wait for him at the entrance to the train and also stun him.We go along the rails further, we come to the intersection of the tracks. Here on the left, we stun a lone bandit with a canister. We make our way in the dark to the right wall, along it we approach the bandit sitting on the platform with a blue fire from behind, stun him, then stun the bandit in front of the platform. We go forward along the tracks, neutralize three more bandits. We release the hostage, he rolls back the trolley standing on the tracks. Now we can go back and bring our armored train here.We pass green radioactive puddles, and after them we immediately leave the armored train. There’s a big bandit camp ahead. At the very beginning, we go through the door on the right, in the right booth we find a note (19/43). In the camp of bandits on the left is a residential train of three cars, they need to stun about five bandits. To the right of the tracks is a fortified checkpoint, you can only enter it through the very first door on the right. We go through the door, go forward along the narrow corridor, stun the opponents, at the end we press the lever on the wall to open the airlock on the railway tracks ahead. Now you can go further on the armored train.Then there will be two more bandits on the tracks near the arrow. We approach them and stun them, and only then we drive up on an armored train. We see a fork in the road where the right path is covered with lights and images of a skull. We go along the left path to the end, in a dead end we see a trolley with fresh corpses – these are the killed soldiers of the advanced detachment of refugees. We see a white flash (+ karma). We go on the right path, enter the door on the right, get into the camp of bandits.Achievement “Commando” (Commando). Save a woman and her children in the “Bandits” level without raising the alarm. To do this, we quickly pass through the corridors, stun the bandits. In the kitchen, we go straight through, so at the end we get to the room with the hostages. We stun the guard’s bandit (press ” E ” several times) (+ karma).In front of the room with the hostages there is a room with a dead person on a chair, we return to it, on the table near the corpse we take a note (20/43). We return to the armored train, turn the arrow to go on the right track. With acceleration, we break through the wooden stakes, but this makes our armored train unusable.Then we go on foot, pass through a couple of cars of an empty train, go out to the abandoned dilapidated and flooded metro station. Ahead, under the bridge, we pull the rope, the bell sounds and a fisherman on a boat hurries to us for help. While he is floating, we need to fight off several waves of monsters. We are attacked by monsters crawling on the walls like monkeys, so there is no hiding from them anywhere, just shoot them with a machine gun or a multi-shot shotgun. After a couple of minutes, we jump into the boat and break away from the pack of monsters.
(On the water) Metro: Ray of Hope Redux. All the secrets
Stage-1: Dark Waters
Together with the fisherman Fedya, we sail to the Venice station. In the right corner of the boat, select the note (21/43). On the way, we meet monsters called shrimps. Usually peaceful shrimps suddenly attack the boat, we fight them off manually (press ” E ” several times), and then shoot them with weapons. At the end, the fisherman destroys all the pursuing shrimps with a crate of explosives.
Stage-2: Venice
We sail to Venice. We go to the shopping area, on the way we hear a bandit talking about a Black monster in the circus of the Oktyabrskaya station, so go further there. On the central square, we go to the first turn on the left, give the beggar a cartridge, a white flash will appear (+ karma). In the same way, we go to the first turn on the right and give the cartridge to another beggar (+ karma).We enter the second turn on the right, we get to the office of the head of Venice-the Boatswain. Here to the left of the table is a note (22/43).
On the central square, we go through the third turn on the right, we get to the bar. We pass on, ahead we see a brothel, where the “reds” went. On the left, you can buy weapons and ammunition.
Achievement “Reunion” (Reunion). We enter the corridor between the weapons stores, we find a shooting range here. In the shooting gallery, you need to shoot all the running rats in three rounds, then we will get a prize-a teddy bear (+ karma). We refer the won bear to the crying child in front of the shooting gallery (+ karma).
We go into the brothel, go down to the first floor, see how Morozov and another “red” comes into the room. We eavesdrop on them, and then leave in time with the girl who came up. You can order a private dance from the girl.
In the brothel on the first floor, on a glass terrarium, there is a note (23/43). We return to the market to the weapons stores, pass on, turn into the last turn. Following the “reds” we enter the warehouse of Venice. There are a lot of enemies in the warehouse, so we turn off the lights and stun them in the dark.
After passing the warehouse to the end, we enter the room where the reds are waiting for us. We disarm Pavel Morozov, but a little later he manages to hide and block the way forward. And all because of the attack of a fisherman who wanted to deal with the bandits. The fisherman apologizes and shows us another way to Oktyabrskaya – through the surface. We put on a suit, a gas mask, and go up.
Stage-3: Sunset
Diary entry: Swamps
We come to the surface in a swampy area. The fisherman instructs us and then returns to the subway. We need to get on the ferry, but first we need to find gas. Gasoline can be in two places: at the gas station or on the plane (you need to visit both places, gasoline will appear only in the second place). The difficulty is that there is a swamp around. Here you can only walk on solid ground. If you fall into the water, the hero will go to the bottom, and then automatically swim to the nearest shore.
Achievement “Diver” (Diver). Fall into the swamp 10 times. Achievement “Equipped” (Equipped). Find all the gear in the swamps. 1. First, we go along the left path, go through a crack in the wall, find a corpse with ammunition. 2. We enter the central part, inside one of the garages there are weapons and ammunition. 3. Next to the garages is a two-story tower, it contains weapons. 4. From the beginning, we go along the right path, we find a corpse at the destroyed foundation. 5. When we reach the plane, we climb on its wing, from the right wing we jump to the island, where there are cartridges. 6. Collect the cartridges near the cans inside the gas station. 7. On a narrow wreckage we climb to the roof of the gas station, there lies a corpse with ammunition. 8. In the building near the gas station, we climb under a sheet of iron inside the room, find weapons and ammunition (+ karma).
We go along the right path with flags indicating where there is solid ground. Along the path we reach the crashed plane. We go into the plane on the left side, near the cockpit, check the cans of gasoline, they are empty. Outside, a giant water monster attacks, but then it dives back into the water.
From the plane, we return a little back, then go to the right side, pass by the fuel truck and get to the gas station. Inside we find cans, one of which has gasoline. At the gas station, on the table next to the cans, there is a note (24/43).
After finding gasoline, we go to the clearing between the gas station and the plane. At the edge of the clearing there is a diesel generator and a wire leading to the other side of the swamp. From this point, we can already see the church, where we need to get to. We pour gasoline into the generator, press the button on the remote control, wait for the ferry to arrive.
At this time, a giant monster crawls out of the water again. We shoot it for a while, then the monster demon will fly, and the monster will be distracted by it. We jump on the ferry and sail away from here.
Stage-4: Night
Diary entry: Church
We land on the beach, take a gas mask and a set of filters. (You need to pass the level quickly, and pick up all the oncoming filters, otherwise you can suffocate). In front of us we see the foundation of a dilapidated building. Go to the left side of the building.
On the first floor, there is a strange abnormal zone where the hero begins to breathe deeper and more often, and the priceless air in the gas mask is consumed faster. But there’s a corpse inside with a gas mask filter. Outside, we climb on the tiles to the second floor of the left building, clear the trap-tripwire, inside we find night vision goggles (the “N” key to use). For the glasses to work, you need energy, just like for a flashlight.
On the second floor, in the next room behind the wall, we remove another trap, then on the floor we find a note (25/43). We pass forward through the building, on the left side we pass under the destroyed highway. A fire is lit under the left-hand wreckage of the motorway, and a gas mask and filter are lying nearby. Then we go along the road along the highway, at the end of the cliff we find the filter. Turn left, go through the swamp, guided by the flags. Quickly make our way into a two-story building, as we are being chased by a giant monster.
Inside, we go up the escalator. Pay attention! The second floor is filled with tripwire traps that are hard to spot in the dark. We approach the spot where the searchlight shines, we are noticed by the rangers, who are in the church. There are filters in the kitchen and by the open window. We approach the open window, go out into it and move along the wooden path, we get to a large clearing in front of the church.
Boss: Giant Water Monster
We go to the church on a log, but do not reach, we are pushed back by a giant monster. Stop running away from it, it’s time to destroy it. The rangers from the church help us by shooting small shrimp monsters, so nothing will get in the way. We run around the island, evade the ramming attacks of the boss, and attack him. We do not waste a second of time, otherwise we may run out of all the filters for the gas mask. Against this boss, it is most effective to use incendiary grenades (hold the “Tab”, move the mouse to the right to select grenades, then press ” C ” to throw them). A couple of grenades can be found right here in the center of the island. When the boss is defeated, we go over the log again and finally get to our allies.