____        _____ ______________ _______________ ______________ _____________
|    |      |     |              |               |              |             |
|     ',   ,'     |              |               |              |             |
|       ','       |        ______|_____      ____|      __      |      _      |
|                 |\      \            |    |    |     '--'     |     | |     |
|                 |/      /______      |    |    |             <|     |_|     |
|    |',   ,'|    |              |     |    |    |      __      |             |
|    |  ','  |    |              |     |    |    |     |  |     |             |
|____|       |____|______________|     |____|    |_____|  |_____|_____________|
               _______        _______         _______        _______
              |_____  |      |  ___  |       |____   |      |____   |
              |  _____|      | |___| |       |____   |      |____   |
              |_______|      |_______|       |_______|      |_______|

                                METRO 2033 (PC)
                                FAQ/Walkthrough
                                  version 1.0
                                 April 15, 2010

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

==============================================================================
Revision History

04/15/2010: version 1.0
    added info on weapons, equipment, and enemies
    added achievement guide
    added discovery point info
    revised some of the walkthroughs
    added some alternate walkthroughs

04/02/2010: version 0.9
    walkthrough complete

03/31/2010: version 0.8
    walkthrough about 95% compleete
    added basic achievement info

03/29/2010: version 0.7
    Walkthrough about 80% complete
    Need to add gameplay, weapons, enemies, achievement sections
    Need to work out how to get Enlightenment Achievement


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

/===========================================================================\
|  [TOC]                                                                    |
|                            TABLE OF CONTENTS                              |
|                                                                           |
\===========================================================================/

    Intro . . . . . . . . . . . . . . . . . [M33-INTRO]     
    Gameplay  . . . . . . . . . . . . . . . [M33-BASICS]    
    Equipment, Weapon Summary . . . . . . . [M33-EQUIP]     
    Enemies . . . . . . . . . . . . . . . . [M33-MUTANTS]
    
    Walkthrough
        PROLOGUE  . . . . . . . . . . . . . [M33-00] 
            0.1 Prologue
            0.2 Hunter
        CHAPTER ONE - LET THE JOURNEY BEGIN [M33-10] 
            1.1 Exhibition
            1.2 Chase
        CHAPTER TWO - BOURBON . . . . . . . [M33-20] 
            2.1 Riga
            2.2 Lost Tunnel
            2.3 Bridge
            2.4 Lost Catacombs
            2.5 Market
            2.6 Dead City 1
            2.7 Dead City 2
        CHAPTER THREE - KHAN . . . . . . .  [M33-30] 
            3.1 Dry
                3.1.1 Dry - No killing
            3.2 Ghosts
            3.3 Anomaly
            3.4 Cursed
            3.5 Armory
        CHAPTER FOUR - WAR  . . . . . . . . [M33-40] 
            4.1 Front Line
                4.1.1 Frontline - Invisible Man
                4.1.2 Frontline - Hedge-hopper
                4.1.3 Frontline - Rescue Ranger
            4.2 Trolley Combat
            4.3 Depot
            4.4 Defense
            4.5 Child
            4.6 Outpost
                4.6.1 Outpost - Low on Filters
            4.7 Black Station
                4.7.1 Black Station - Merciful (Short)
                4.7.2 Black Station - Merciful (Long)
                4.7.3 Black Station - Merciful (Quick)                
        CHAPTER FIVE - HOPE . . . . . . . . [M33-50] 
            5.1 Polis
            5.2 Alley
            5.3 Library
            5.4 Depository
            5.5 Archives
            5.6 Driving to Sparta
        CHAPTER SIX - D6 . . . . . . . . .  [M33-60] 
            6.1 Dark Star
            6.2 Dungeon
            6.3 Cave
            6.4 D6
            6.5 Biomass
            6.6 Separation
        CHAPTER SEVEN - TOWER . . . . . . . [M33-70] 
            7.1 Tower
            7.2 Top
            7.3 Ethereal

    Appendices
        Weapons . . . . . . . . . . . . . . [M33-70] 
        Achievements  . . . . . . . . . . . [M33-CHEEVO]    
        Discovery Points  . . . . . . . . . [M33-DPOINTS]
        Metro 2033 in Real Life . . . . . . [M33-SUBWAY]

    Legal Stuff


/===========================================================================\
|  [M33-INTRO]                                                              |
|                               INTRODUCTION                                |
|                                                                           |
|                                                                           |
\===========================================================================/

This walkthrough emphasizes stealth and exploration. You can always go in with 
guns blazing if that is your style.



/===========================================================================\
|  [M33-BASICS]                                                             |
|                                GAMEPLAY                                   |
|                                                                           |
|                                                                           |
\===========================================================================/

  Movement Keys                            Weapons Select
+-------------------+--------------+     +------------------+--------+
| Move Forward      |  W           |     | Knives           |  F     |
| Strafe Left       |  A           |     | Revolvers        |  B     |
| Strafe Right      |  D           |     | Machine Guns     |  CTRL  |
| Move Backward     |  S           |     | Special Weapons  |  L     |
| Sprint            |  SHIFT       |     | Grenades         |  F12   |
| Crouch/Sneak      |  Left CTRL   |     +------------------+--------+
| Toggle Crouch     |  Z           |
| Jump              |  Spacebar    |        Weapon Keys
| Look              |  Mouse       |     +------------------+--------+
+-------------------+--------------+     | Attack           |  LMB   |
                                         | Alt Attack       |  RMB   |
  Action Keys                            | Reload           |  R     |
+-------------------+--------------+     +------------------+--------+
| Use               |  E           |       See Weapon Info for details
| Medkit            |  Q           |
| Journal           |  M           |
| Light Lighter     |  Left Mouse  |
| Flashlight        |  F           |
| Universal Charger |  Hold F      |
| Use Charger       |  Left Mouse  |
| Gas Mask          |  Hold G      |
| Filter Change     |  G           |
| Time              |  T           |
| Nightvision (NV)  |  Hold N      |
| Turn On/Off NV    |  N           |
| Menu              |  ESC         |
+-------------------+--------------+



/===========================================================================\
|  [M33-EQUIP]                                                              |
|                        EQUIPMENT and WEAPON SUMMARY                       |
|                                                                           |
|                                                                           |
\===========================================================================/

Medkit
--------
Press the [Q] key to use the Medkit. You can carry up to 5 stims in a Medkit. 
Each stim will completely heal you and temporarily increase your natural 
regeneration rate. Always use a Medkit when the Medkit prompt shows up on the 
screen. You can buy Medkits at any station for 10 bullets.


Flashlight
------------
Use the [F] key to switch your flashlight on and off. The flashlight never runs 
out of power. The flashlight can be made brighter by using the Universal 
Charger.


Universal Charger
------------------
Hold down the [F] key to bring out the Universal Charger. Use the Left Mouse 
Button [LMB] to manually build up a a charge. This powers both the Flashlight 
and the Nightvision Goggles.

    Idle Animation: You inspect the charger and accidently shock yourself


Journal/Lighter
-----------------
Use the [M] key to bring up the journal. The compass always points towards the 
current objective. Use the Right Mouse Button [RMB] to see a list of your 
current objectives. Use the Left Mouse Button [LMB] to use the Lighter for a 
low level light source. The Lighter can give away your position so be careful 
when using it.


Light Meter/Watch
-------------------
Use the [T] key to look at your watch. The three lights along the top are the 
lightmeter which shows how visible you are to enemies. A green light means you 
are in shadows and hidden. A yellow light light means you are in the shadows, 
but partially visible. A red light means you are in a well-lit area and 
completely visible.

The watch shows your current system time and the filter time remaining. The red 
band means you have 5 or fewer minutes remaining; time to pick up a filter. The 
yellow band means you have up to 10 minutes available. The green band means you 
have more than 10 minutes available.


Stealth Suit and Heavy Suit
-----------------------------
You can wear either the Stealth Suit or the Heavy Suit. If you buy both suits, 
you wear the last suit purchased. If you are not wearing a suit, you wear 
raggedy knit fingerless gloves.

The Stealth Suit is only available at the Armory for 100 bullets. The main 
parts of the stealth suit are urban camouflage type clothing, sneakers, leather 
gloves, and a ski mask. The Stealth Suit quiets your footsteps and comes with a 
pair of Nightvision goggles. This reduces the lightmeter by one step when 
sneaking/crouching. No lights on the lightmeter means you are essentially 
invisible. 

The Heavy Suit is available at the Armory and Polis for 100 bullets. The Heavy 
Suit reduces damage. The main components are a flak apron, fingerless cloth 
gloves, and an enclosed helmet. 

Activate the Weapons Bar using the Scroll Wheel or a number key to see what 
suit you are wearing. The Stealth Suit shows up as a ski mask above the Medkit 
icon. The Heavy Suit shows up as a helmet above the Medkit icon.


Gas Mask
-----------
The Gas Mask is essential for surviving on the surface and in toxic 
environments. Gas Masks can be damaged, and become completely broken and 
useless during fights. You can find replacement Gas Masks. However, you can 
only pick up a Gas Mask that is less damaged than the Gas Mask you are using. 
If you can't pick up a Gas Mask that means the Gas Mask you are trying to pick 
up is as damaged or more damaged than the Gas Mask you are using.


Filters
---------
Gas Masks are useless without filters. You can only buy filters at Riga Station 
(the first level of chapter 2) and at Market Station (the fifth level of 
chapter 2). You can not buy filters at the Armory, Hole Station, or Polis 
Station. You must find filters while exploring.

All filters have a number which equals the number of minutes the filter has 
left before it needs to be changed. You can carry about a maximum of 35 minutes 
of filters, but this does seem to vary from level to level. You can see how 
many minutes you have left on your filters by using the [T] key to check the 
time and looking at the red hand.
    0-5 minutes left  = red
    6-10 minutes left = yellow
    11+ minutes left  = green

As the filter is used up, the inside of the Gas Mask becomes fogged up. You can 
manually change a filter by tapping the [G] key any time your Gas Mask becomes 
fogged. You automatically change filters once the filter has been used up if 
you don't manually change the filter first. If you use up all of your filters, 
you automatically take off the gas mask. You will choke in about 30 seconds if 
you are outside or in a toxic environment.

You can usually pick up filters only when you are low on filter time, usually 
less than 5 minutes. However, there are some filters that you can always pick 
up. Filters that you find while exploring can have up to 5 minutes of 
additional time, although some filters can have up to 10 minutes. Additional 
filter time can also be slightly random depending on how much filter time you 
have left. If you have a lot of filter time, usually more than 15 minutes, then 
filters tend to have less than 5 minutes.


Nightvision Goggles
---------------------
You get a set of Nightvision Goggles with the Stealth Suit and you can 
find/loot them while you explore. Hold down the [N] key to wear/remove the 
Nightvision Goggles. Tap the [N] key to turn the Nightvision Goggles off and 
on. Hold down the [F] key to take out the Universal Charger and use the LMB to 
charge up power for the Nightvision Goggles.
    1. Armory Station, comes with Stealth Suit
    2. Beginning of Frontline
    3. Loot from multiple enemies on Frontline
    4. Beginning of Trolley Combat
    5. Beginning of Black Station
    6. Loot from specific enemies in Black Station
    7. Free set at Sparta Base
    8. Beginning of Dungeon


Dirty Ammo and Military Grade Ammo
------------------------------------
There are two forms of ammo in the game.

Pre-war ammo is called Military Grade ammo and is also used as currency. 
Military Grade ammunition has a distinct green case, copper jacketed bullet, 
and a red and gold center. Military Grade ammo can be used in any type of 
machine gun (Bastard, Kalash, VSV, and Kalash 2012). It can't be used in a 
revolver. Military Grade ammo is reloaded automatically after you run out of 
dirty rounds. Military Grade ammo is referred to as bullets in this guide as 
that is the slang term used in the game by NPCs.

Dirty rounds are manufactured in the Metro. Revolvers use .44 caliber rounds. 
Shotguns use 12 gauge/70mm ammo. The Tihar uses 15mm/0.59 inch ball bearings. 
The Helsing uses arrows. Machine guns use 5.45x39mm dirty rounds that have a 
dull brass casing with a lead jacketed bullet and a grey center.

Military Grade ammo and dirty rounds can be exchanged at any station.

    Ammo Exchange
                Buy for 1 bullet   Sell X rounds for 1 bullet
    Revolver       3 rounds             6 rounds
    5.45 ammo      5 rounds            10 rounds
    Shotgun        2 rounds             4 rounds
    Sniper         8 rounds            16 rounds
    Arrow          1 arrow              2 arrows


Weapon Summary
----------------
There are 5 weapon slots in the game: knives, revolver, machine gun, special 
weapon (shotgun/pneumatic weapon), and grenades. You can carry one revolver, 
one machine gun, and one shotgun/pneumatic weapon. You always have your Combat 
Knife. You can carry up to 5 throwing knives, 5 grenades, and 5 sticky 
grenades.

All revolvers can hold 6 rounds of .44 caliber ammo.
All machine guns can use 5.45x39mm dirty rounds or Military Grade ammo.
Shotguns use shotgun shells.
The Tihar fires ball bearings, or sniper ammo, with a 15 round magazine.
The Helsing uses arrows in a revolver type magazine with 8 chambers.

Weapons can be bought using Military Grade Ammo. Your current weapon has a 
trade-in value that is subtracted from the cost. Weapons with scopes can only 
be bought at stations, except for revolvers.

Cost/Trade-In    Weapon
--------------+---------------------------------------------------
   10 / ---   |  Throwing Knife (reusable)
--------------+---------------------------------------------------
 free /  53   |  Revolver
   75 /  67   |  Revolver with silencer
   80 /  71   |  Revolver with extended barrel
  120 / 107   |  Revolver with rifle stock
  115 / 102   |  Revolver with rifle stock and silencer
  165 / 147   |  Revolver with stock and optics
  160 / 142   |  Revolver with stock, optics, and silencer
--------------+---------------------------------------------------
 free /  53   |  Bastard (30 rounds)
  100 /  53   |  Bastard with silencer
  180 / 160   |  Kalash (30 rounds)
  220 / 196   |  Kalash with scope
  230 / 205   |  VSV auromatic sniper rifle (20 rounds)
  280 / 249   |  VSV with scope
  300 / 267   |  Kalash 2012 with scope and silencer (40 rounds)
--------------+---------------------------------------------------
   80 /  71   |  Duplet double-barreled shotgun (2 shells)
  120 / 107   |  Automatic Shotgun (6 shells)
  150 / 133   |  Automatic Shotgun with bayonet
 free / 116   |  Tihar, light pneumatic sniper rifle with silencer
  160 / 142   |  Tihar with scope
 free / 142   |  Helsing, silent pneumatic crossbow
  220 / 196   |  Helsing with scope
--------------+---------------------------------------------------
   15 / ---   |  Grenade
   20 / ---   |  Sticky Grenade
--------------+---------------------------------------------------



/===========================================================================\
|  [M33-MUTANTS]                                                            |
|                                 ENEMIES                                   |
|                                                                           |
|                                                                           |
\===========================================================================/

Nosalis
---------
There are three distinct types of nosalises.

There's the underground nosalis, commonly called the snout. They are about 
human-sized and resemble rats. There are three kinds. There is the common 
hairless variety and a muscular, hairy type. The hairy ones are tougher than 
the hairless ones. The third type is a winged nosalis that attacks using a 
sonic scream.

The nosalises found on the surface are leaner and longer than the underground 
nosalises and don't have snouts. The surface nosalises have small round heads 
with disturbing human-like features. The common kind has grey fur. The stronger 
type has darker fur and skin. All surface nosalises stand on their hind legs 
and howl to alert nearby nosalises. Surface nosalises are tougher than snouts.

The third type of nosalis is only encountered around D6. This nocturnal mutant 
has glowing eyes and armored plates. It resembles a bipedal turtle. This type 
of nosalis hates light and can be driven off temporarily with the flashlight. 
It attacks like a lurker using hit-and-run tactics and hides in vents and 
holes.


Lurkers
---------
These are hairless rat-like mutants about as big as a medium-sized dog. Lurkers 
make lurker holes which are always fatal if you fall into one. Lurkers use hit-
and-run tactics. They don't take a lot to kill, but a swarm of Lurkers can 
quickly chew away at your health.


Demons
--------
Winged mutants and arguably the powerful mutants encountered. They attack by 
swooping down from above and raking you with their talons. They can be avoided 
by staying indoors or under cover as they need to land in order to attack. The 
easiest way to kill a demon is to sneak up on it and hit it with a sticky 
grenade. Otherwise, demons take a lot of ammo to kill. They are best avoided.


Bandits
---------
These are human criminals that have taken over some of the stations. They 
typically use low grade weapons like Duplets or Bastard SMGs, but can be found 
with Automatic Shotguns and Kalash rifles. They almost all carry grenades.


Reds/Fascists
---------------
These soldiers are currently at war in the Metro, trying to expand their 
territory and spread their ideaology among the survivors. Soldiers almost 
always have either Kalash rifles or Automatic Shotguns. Almost all wear some 
form of armor, even if it's just a simple helmet. A couple can be found with 
Nightvision Goggles.


Librarians
------------
These powerful ape-like mutants can be found in the library (Library, 
Depository, and Archives) . They are shy, but extremely territorial. Librarians 
will always attack if you turn your back on them or if you don't back away when 
they approach you. If they decide you're a threat, they attack. Librarians tend 
to automatically jump through holes in the floor or ceiling even if they are 
aggressive. Librarians each have their own territory inside the library and 
won't leave their territory.


Anomalies, Ghosts, Dark Ones
------------------------------
Anomalies are glowing balls of energy that have an electrical attack. 
Approaching or attacking an anomaly is an instant death for you. Ghosts can 
only be seen when the flashlight is turned on. Walking into the silhouette of a 
ghost usually results in death. 

Dark Ones look like grey aliens with completely black, almond-shaped eyes; pale 
and completely hairless skin; and enlongated arms with three fingered hands. 
Dark Ones surrounded by a red aura are hostile and trying to kill you. Always 
run away from hostile Dark Ones. Dark Ones surrounded by a white aura are 
friendly and trying to help you. It is safe to approach friendly Dark Ones.


Amoebas
---------
These are encountered in D6. Amoebas are gelatinous blobs that explode 
spreading a toxic jelly over anything nearby. Amoebas spawn from disgusting 
circular masses on the floor and walls. The best way to deal with amoebas is to 
destroy the spawners so the amoebas don't overwhelm you.



/===========================================================================\
|  [M33-00]                                                                 |
|                                 PROLOGUE                                  |
|                                                                           |
|                                                                           |
\===========================================================================/

0.1 Prologue
--------------
     _____________________________________________________________
    |                                                             |
    |  The tunnel grew colder -- Miller and I were close to the   |
    |  surface now. Soon we'd climb up into the howling wind, to  |
    |  find our way through whatever nightmares were waiting      |
    |  there. My long journey was nearly at the end. But would I  |
    |  have the courage...the will to see it through?             |
    |_____________________________________________________________|

At the top of the ladder you can go to the left and interact with the fuse box 
and turn the handwheel by the left side of the first gate. On the left side of 
the room you can interact with the control console, the telephone on the wall, 
and the handwheel to close the first gate. Follow Miller to the gate. Press the 
[E] key to press the button on the right side of the gate. Hold down the 
[E] key to use the hand wheel to manually open the gate. 

Hold down [CTRL] to crouch down and get under the gate. Here you can play with 
the fuse box on the wall, close the second gate using the handwheel, and open 
the door on the right side of the hallway opposite the locker to turn off the 
generator using another fuse box. Open the wall locker above the open crate 
using the [E] key. Grab the two filters. Grab the two Medkits and 12 clips of 
ammo from the lockers. You can swap out your Kalash 2012 with the Kalash in the 
crate. Use the [SPACEBAR] to jump over the gap. Press [F] to turn on your 
flashlight.

Follow Miller up the stairs. Press [G] to put on your Gas Mask before going 
outside. Behind the counter to the left are two bodies where you can grab 
another filter and some ammo. Fight off the nosalises. If you need to heal 
during the fight, use the [Q] key to use a Medkit.
    !Steam Achievement: First Blood

Press the [E] key to grab onto the gate. Tap the [E] key to help Miller pull 
the gate off the fence. If you go to the right there's a body sitting by a 
tree. You can loot some revolver ammo and a <Revolver with rifle stock>. Hold 
down the [SHIFT] key to sprint after Miller. You come under attack by a huge 
pack of nosalises. Then, the winged demons come.


0.2 Hunter
------------
     _____________________________________________________________
    |                                                             |
    |  Life was never easy in the tunnel, but it was our home.    |
    |  There was comfort in its routines, in seeing the same      |
    |  people day after day. But since the mutant attacks had     |
    |  escalated, fear ruled the station. I had just turned       |
    |  twenty...and could never have imagined what would follow   |
    |  on the morning that my stepfather's friend, Hunter,        |
    |  arrived at the barricade...                                |
    |_____________________________________________________________|

For the Metro Dweller Achievement you want to talk to everybody, listen to all 
the conversations, and knock on doors.    
    
Your stepfather, Alex, comes to get you from your room in Exhibition Station. 
There's a man resting on a woodpile just outside your room. There are two 
guards talking by the lamp on the left. There's a room with a slightly open 
door on the left. The man reading by the lamp says hello to you. There are two 
doors to the left and one door to the right of the reader. Further down the 
corridor there is a door you can knock on to the right and another door on the 
left. There's a man standing at the bottom of the stairs.

At the top of the stairs, approach the guard that says hello to you. He sits 
down on some crates. You get a Discovery Point for listening to him after he 
sits down. Listen to the people waiting in line in front of the hospital for a 
Discovery Point. Just after you enter the hospital listen to the guard after he 
sits down for a Discovery Point. In the first room of the hospital, go to the 
right and stand under the overhead light for another Discovery Point. Talk to 
the bald doctor after he sits down. I'm not sure if checking the rest of the 
wounded in the hospital contributes to the Metro Dweller Achievement. Go 
through the second room of the hospital to the front hall. Here you meet 
Hunter. Stand by the campfire and Hunter gives you a postcard for another 
Discovery Point. Then, the nosalises come.

Grab the revolver, ammo, and Medkit from the locker. Press [R] to reload the 
revolver. Hunter automatically kills the first nosalis. Use your knife to kill 
the ones that drop down from the overhead vent. Take out the revolver. You want 
to kill the nosalises before they break through the ventilation grates. After 
the fight is over, Hunter goes off to do some reconnaissance. Before he leaves, 
Hunter makes you promise to notify Ranger Miller at Polis Station about what is 
happening if Hunter doesn't make it back. Hunter doesn't make it back.


/===========================================================================\
|  [M33-10]                                                                 |
|                                CHAPTER ONE                                |
|                          "LET THE JOURNEY BEGIN"                          |
|                                                                           |
\===========================================================================/

1.1 Exhibition
----------------
     ________________________________________________________________
    |                                                                |
    |  Hunter did not return. It wouldn't be easy to find an excuse  |
    |  to leave the station and travel to Polis, but I had given     |
    |  my word. I learned that the Caravan was heading to Riga the   |
    |  next day, and needed guards. I signed on for the ride.        |
    |________________________________________________________________|

For the Metro Dweller Achievement you want to talk to everybody, listen to all 
the conversations, and knock on doors.   
    
You sign up as an escort for a caravan going to Riga. Your plan is to get to 
Riga then figure out a way to get to Polis Station. You pick up some ammo, 10 
rounds of Military-Grade ammo, and your Journal from the table. The Military-
Grade Ammo is used as money in the Metro. I'm going to use bullets to refer to 
money (pick up 2 bullets, give 1 bullet, buy for 10 bullets, etc). Use the [M] 
key to bring up your handy Journal with an integrated objective compass. Press 
the Left Mouse Button [LMB] to use your lighter. Use the Right Mouse Button 
[RMB] to read your Journal.

Press the [E] key to play the guitar for a Discovery Point. Exit your room. Go 
straight, then left. Follow the path through the lower part of the station. 
Stop to use the guitar where the man is talking to his son for a Discovery 
Point. Go to the door marked #9. Look in the tipped over pot on the crate for +
3 BULLETS. Go up the stairs to the Market. 

Talk to the man that's sitting next to the teddy bear. He asks for 2 bullets so 
he can buy medicine for his sick son. Give the man the bullets for part of the 
!Steam Achievement Generous and to get a Discovery Point. If you talk to the 
man and refuse to give him the bullets, this counts as an Immoral action. You 
can always talk to the man again to give him the bullets if you haven't already 
given him bullets. There is a weapons merchant and a place where you can 
exchange ammo.

   _________________________________________________________________
  |                                                                 |
  | Exhibition Market                                               |
  | (Cost/Trade-In)                                                 |
  |                                                                 |
  | (free/53b)  Revolver                                            |
  | (75b/67b)   Revolver with Silencer                              |
  | (80b)       Revolver with Extended Barrel                       |
  | (100b/53b)  Bastard with Silencer                               |
  | 10b         Medkit                                              |
  |                                                                 |
  | Ammo Exchange                                                   |
  |             Buy for 1 bullet   Sell X rounds for 1 bullet       |
  | Revolver       3 rounds             6 rounds                    |
  | 5.45 ammo      5 rounds            10 rounds                    |
  | Shotgun        2 rounds             4 rounds                    |
  |_________________________________________________________________|

Go to the end of the Market and go to the right towards the Ammo Exchange 
booth. There are two men talking at a circular table. Stay by the man with the 
glasses. You get an Immoral Point for bothering him. Go through the archway to 
the right of the butcher. Go straight and follow the white signs to the 
station's armory. You get a Bastard submachine gun (SMG), 100 rounds of ammo 
for the Bastard, a Universal Charger, and 3 Medkits. You can practice at the 
firing range without using up any of your ammo.

Exit the Armory and go left through the open door towards the campfire. Look in 
the container at the guitar player's foot for +5 BULLETS. If you take the 
bullets, you get an Immoral Point. Go into the station commander's office that 
has the star over the door and the hat stenciled on the door for a Discovery 
Point. Talk to your stepfather, the station commander, two times in his office 
for another Discovery Point. Go into the room past the campfire. Pick up +2 
BULLETS from the bottom shelf across from the pigs. When you're ready to leave, 
go to the platform. Talk to the caravan leader and tell him you're ready. You 
board the railcar and set off to Riga.


1.2 Chase
-----------
     ______________________________________________________________
    |                                                              |
    |  It was the first time I had left the safety of my home      |
    |  station. It troubled me that I haven't told my stepfather   |
    |  the truth; I would not be heading straight back from Riga.  |
    |  But Hunter was depending on me.                             |
    |______________________________________________________________|

Lalalala. You're riding in a railcar down the tunnels of the post-apocalyptic 
subway. The caravan gets diverted into a service tunnel. Take out one of your 
weapons. Watch the freaky cutscene. You come to your senses back in the 
railcar. One of your caravan companions gets the railcar moving again. It's 
your job to protect the railcar. A bunch of nosalises, or snouts, start chasing 
the railcar. Wait for a nosalis to jump on the railcar. Kill it with your 
knife, revolver, or SMG. Your companion gives you his <Duplet>, a double-
barreled shotgun. Use the LMB (left mouse button) to fire the left barrel and 
the RMB (right mouse button) to fire the right barrel. One shot to the face 
should work. Continue killing the nosalises that jump on the railcar. You get 
knocked off the railcar. Sprint down the tunnel to safety.


/===========================================================================\
|  [M33-20]                                                                 |
|                                CHAPTER TWO                                |
|                                 "BOURBON"                                 |
|                                                                           |
\===========================================================================/

2.1 Riga
----------
     _______________________________________________________________
    |                                                               |
    |  Riga Station was only the first step on my journey, but the  |
    |  caravan went no further. So, before parting ways, we drank   |
    |  to celebrate our survival. The vodka didn't drown my fear    |
    |  of traveling on to Polis alone. But I was about to find      |
    |  myself with an unexpected and notorious partner.             |
    |_______________________________________________________________|
    
You should be able to finish up the Metro Dweller Achievement in Riga as long 
as you continue to talk to everybody, listen to conversations, and knock on 
doors. There are also opportunities at Market Station to get the Metro Dweller 
Achievement. The Armory is the last place you can work on the Metro Dweller 
Achievement.

Enjoy some 'shroom vodka.

            There's a prostitute loose in the station named Nikki. You can talk
!Spoiler    to her after you talk to Bourbon. If you want to encounter her
            later, you need to spend all your bullets before meeting her. After 
you talk to Nikki, you lose all your bullets which could be quite a bit. Buy a 
weapon or some filters. Pick up only the bullets that you need to empty your 
pockets.  You do not need to do the Nikki encounter for any of the achievements 
or the Enlightened ending.

A grateful caravan leader gives you +30 BULLETS. You can pick up +1 BULLET from 
the unoccupied table in the bar and another +1 BULLET from the sink at the top 
of the stairs. Go downstairs. Go south underneath the bar. There's a wall 
locker with 2 clips of 5.45 ammo and 1 clip of shotgun ammo. Search by the 
stack of wooden pallets for +1 BULLET. Look to the right of the filing cabinets 
for +1 BULLET. Go out onto the subway platform. Go to the first bench. Crouch 
down and look by the railings at the edge of the platform. There's a +1 BULLET 
between two of the railings.

The open room behind the stairs has some traders where you can buy weapons, 
supplies, and exchange ammo.
   _________________________________________________________________
  |                                                                 |
  | Riga Station Market                                             |
  |                                                                 |
  | (free/53b)  Revolver                                            |
  | (free/53b)  Bastard                                             |
  | (75b/67b)   Revolver with Silencer                              |
  | (80b/71b)   Revolver with Extended Barrel                       |
  | (100b/53b)  Bastard with Silencer                               |
  |                                                                 |
  | 10 bullets  Medkit                                              |
  | 10 bullets  Filter                                              |
  | 10 bullets  Throwing Knife                                      |
  | 15 bullets  Grenade                                             |
  |                                                                 |
  | Ammo Exchange                                                   |
  |             Buy for 1 bullet   Sell X rounds for 1 bullet       |
  | Revolver       3 rounds             6 rounds                    |
  | 5.45 ammo      5 rounds            10 rounds                    |
  | Shotgun        2 rounds             4 rounds                    |
  |_________________________________________________________________|

Look for the little kid wearing a hat. He'll tell you that someone is looking 
for you. The kid offers to lead you to the man for 1 bullet. Give the kid a 
bullet if you want the !Steam Achievement Generous and for a Discovery Point. 
Refuse to give the kid a bullet for the !Steam Achievement Realist. Go left to 
get +1 BULLET on top of one of the wooden rooms. Cross over the wooden walkway. 
There's another +1 BULLET on the top bunk of the last open room on the right. 
Drop down into the central trench. Look for an open door on the right. Both 
bunks are occupied. There's a +1 BULLET on the floor at the foot of the bottom 
bunk. Go to the far end. You can pick up +1 BULLET in the latrine on the right 
(ewwww).

Go up the steps and go left. There's a +1 BULLET on the crate by the candle. Go 
over the bridge. You can grab another +1 BULLET from the bottom bunk of the 
room with the slightly open door. Go back over the bridge and go left to the 
middle bridge. Crouch down by the open door and check by the boots for a hidden 
+1 BULLET (it's actually by the bottom bunk). Cross over the bridge to a small 
eating area. Here's the man that wants to talk to you. If you didn't let the 
kid guide you to Bourbon, you get a bad moral point. Grab the +1 BULLET from 
the unoccupied table. Sit on the chair to talk to Bourbon. He gives you +10 
BULLETS as an advance payment.

Tell Bourbon when you're ready and he'll lead you to the cursed tunnels. Turn 
on your flashlight and follow Bourbon into the dark tunnel. There's a +1 BULLET 
on the crate to the left just after you go through the doorway. There's another 
+1 BULLET on top of the electrical box at the T-intersection. Bourbon goes 
right. Follow Bourbon out onto the tracks.


2.2 Lost tunnels
------------------
     ________________________________________________________________
    |                                                                |
    |  As I entered the abandoned tunnels with Bourbon, I wondered   |
    |  if I'd been wrong to trust him. But the station gates were    |
    |  still sealed, and there was no telling when I'd have another  |
    |  chance to leave Riga.                                         |
    |________________________________________________________________|

Follow Bourbon down the abandoned tunnel. Look for a body on the right. You can 
pick up 3 shotgun rounds and some 5.45 ammo. Continue down the tunnel. Bourbon 
tells you about the singing pipes. Crouch down and wait by the pipe for a 
Discovery Point. Look for a side tunnel to the left. There's a body with some 
shotgun ammo and a grenade. Kill the two Lurkers. Don't fall down any holes in 
the floor. There's another couple of bodies further in. One has some 5.45 ammo 
and +2 BULLETS. The other has a Tihar, a silenced sniper rifle, and some ammo 
for the sniper rifle. Swap your shotgun for the sniper rifle.

Go back to the main tunnel and follow Bourbon again. Go to the right of the 
subway car and enter using the rear entrance. Move to the front of the subway 
car. Crouch down and go into the control booth of the subway car. There's a 
dead body with a revolver and some revolver ammo. Exit the subway car. Bourbon 
finds some dead caravanners, apparently killed by bandits. There's a throwing 
knife in the wooden boards. You can recover an arrow from one of the bodies and 
some gun ammo near the luggage.

Follow Bourbon into the tunnel on the right. This leads to a bandit base. 
Search the cabinets in the first room for the following items: +3 BULLETS, 
shotgun ammo, revolver ammo, 5.45 ammo, and a couple of arrows. There's a 
throwing knife stuck in the table. Jump over the tripwire. You can get a 
shotgun shell when you disarm the trap. Turn off your flashlight if you have it 
turned on. Go into the next room. Target the lamp on the floor and press the 
[E] key to turn it off. Hide by the door. Bourbon kills the drunken bandit with 
a throwing knife. Loot the throwing knife and ammo.

You need to kill the patrolling bandits in the big room. Bourbon goes into the 
next room and hides. Don't follow him. Stay in the doorway and hit the first 
patroller in the back with a throwing knife for a silent one-shot kill. Recover 
the throwing knife from the body. Turn off the lamp. There's a second 
patrolling bandit. Wait until he's walking on the left side of the room and 
kill him with a throwing knife before he gets to the campfire. Recover the 
throwing knife and loot the body and weapon for ammo. Go back to the entrance 
and move to the other side of the room. There's one bandit sitting on the 
ground near a lamp. Sneak up behind him and kill him with a throwing knife.

The rest of the bandits are all keeping an eye on one another. There are four 
sitting around the campfire. Beyond the campfire are two more bandits facing 
each other. Kill the remaining bandits in the big room. Go back and retrieve 
any throwing knives and loot ammo from the bodies. There's +20 BULLETS and a 
bunch of ammo on the backpack by the campfire. Swap out your sniper rifle for a 
shotgun. Open the door for Bourbon. There are three more bandits in the next 
room. Kill them, loot them, and open the other door for Bourbon to end the 
level.


2.3 The Bridge
----------------
     __________________________________________________________________
    |                                                                  |
    |  Our bloody skirmish with the bandits was over. I had expected   |
    |  mutants and monsters...but how many more of my "fellow humans"  |
    |  would try to kill me before I reached Polis?                    |
    |__________________________________________________________________|

Grab the ammo by the electrical boxes to your right.  Jump over the box. 
There's a +2 filter, a revolver, and more ammo at the end of the bridge. Jump 
over the gap and go down the stairs. Put on your gas mask. Fight off a group of 
snouts. Loot the ammo, +4 filter, and +9 BULLETS. Go across the walkway to the 
next platform. Go up the stairs. Hop on the box to get inside the train car. 
There's one crate full of ammo, some grenades, and +2 BULLETS. Another crate 
has a couple of double-barrel shotguns. The third crate has squeaky dolls. 
Click on one of the squeaky dolls for a Discovery Point. Exit the subway car. 
There's another body to loot in front of the subway car that has +15 BULLETS.

Wait for the Hanza military trolley to leave the area to get a Discovery Point. 
If you alert the trolley, you come under fire. The trolley leaves after a 
couple of minutes and you get an Ignorance Point. Go down the stairs and cross 
over to the next platform. Fight off more snouts. Don't follow Bourbon up the 
stairs. Go across the bridge to the next platform. There's a body that you can 
loot for some ammo. If your gas mask is damaged, you can swap it out for a new 
one.

Go up the stairs. Hop up on the box on the right side of the subway car and 
jump inside. Go down through the subway car to another platform. Run across the 
walkway. Some snouts run up behind you so you can fight them on the lower 
platform or join Bourbon on the upper platform.

Go up the stairs. Go across the bridge to the next platform. Kill the snouts. 
Turn around and go back down the stairs. There's a body on the lower platform 
that has a couple of Medkits, ammo, and a fresh Gas Mask. Go up the stairs. You 
can't actually get into the last subway car on the upper platform, but you can 
loot some ammo and +4 BULLETS by checking the open doors on each side of the 
subway car.

The tunnel is blocked. Go down the stairs. Sprint through the tunnel. Disarm or 
jump over the tripwire. Turn around and kill the snouts. Go back to the bottom 
of the stairs. Grab the ammo. There's a fresh gas mask if yours is damaged. Go 
back and join Bourbon.


2.4 Lost Catacombs
--------------------
     ________________________________________________________________
    |                                                                |
    |  Market Station was just a little further, but Bourbon warned  |
    |  me that our path went through the "lost catacombs"...         |
    |________________________________________________________________|

Loot as many items and ammo as you can. There's a Gas Mask and a +3 filter. One 
of the bodies has a Medkit. Look by the two bodies by the pipe on the left side 
of the room for +4 BULLETS. There are three cut scenes where you see Bourbon 
approaching and opening the gate at the end of a long tunnel. During the second 
cutscene, you get pulled backwards. Run forward towards Bourbon and away from 
the opening doors when this happens. During the third cutscene, run forward and 
you'll grab onto the gate and, with a little help, you pull yourself and 
Bourbon to safety. Congratulations! You just avoided dying to, uh, something.

Ignore the snouts behind you. You can take off your gas mask now. Go down the 
tunnel. Go into the doorway on the right. Go to the right and hug the wall. 
Walk along the ledge to the body. If you go the left, the platform collapses 
and you can die. You can loot +3 BULLETS and some ammo from the body. Swap out 
your ordinary Revolver for the <Revolver with Extended Barrel>. Go back to the 
tunnel and go to the right.

Loot the body for ammo and +20 BULLETS. Put on your gas mask. Jump down through 
the hole in the floor. There's a throwing knife on the body in the corner. 
There's some sniper ammo nearby. Exit the room. Go to the left for +4 BULLETS 
and a gas mask. You can only pick up the gas mask if the one you are wearing is 
damaged. Jump down into the liquid. I don't want to call it water since it's 
green. Go to the other side of the room and go up the stairs. You can loot a +4 
filter and some shotgun ammo from another body by the support pillar. Go 
straight across from the stairs to find a ladder on the wall to the right that 
goes to the upper level. Take off your gas mask. Take out your weapon. Approach 
Bourbon by the gate.

Then, the nosalises come. Snouts like to circle around you so be sure to check 
behind you and to the sides during the fight. You can crouch down and use the 
knife. For the shotgun, hit snouts when they get in close for a one shot kill. 
For the SMG, try to kill them before they get to you. If you get surrounded or 
start taking damage, move to another area. Try to stay near Bourbon as he uses 
his automatic shotgun to kill snouts. Use a Medkit when you start to see red 
around the edges and can hear your heartbeat. Afterwards, Bourbon "negotiates" 
entrance into Market Station. Go through the gate.


2.5 Market
------------
     ____________________________________________________________
    |                                                            |
    |  I'd never seen a Market like this--you could buy almost   |
    |  anything. But, Bourbon owed money to the Hanza sentries,  |
    |  and was anxious to leave.                                 |
    |____________________________________________________________|
    
If you haven't gotten the Metro Dweller Achievement yet, continue to talk to 
people and check doors. Listen to conversations.

Look in the crates on the left side of the room for a +1 BULLET. After a couple 
of minutes, the Hanza sentries let you into the station. Open the rightmost 
locker just past the sentries for a +1 BULLET. Turn to the left and enter the 
subway car. There's another +1 BULLET straight ahead. Go through the curtain 
into the main part of the subway car. Immediately turn around for a +1 BULLET 
on the bunk bed. Go to the other end of the subway car. Go past the woman 
that's sitting down. Look to the left for a +1 BULLET in the wooden window box. 
Go to the end of the subway car. Turn around before going through the curtain 
for another +1 BULLET. Exit the subway car by the toilet. I saw that! Don't 
look in the toilet. That's disgusting. What are you doing?! There's nothing in 
there. Bourbon meets you by the kid that's chalk-drawing on the wall. He gives 
you +15 BULLETS to buy some filters.

Go into the next room. Look to the right by the crates stacked near the radio 
operator for a +1 BULLET between the crates and the wall. The next room is the 
bar area. Go to the left for a +1 BULLET on a ladder. Go to the bar area on the 
other side of the room. There's a +1 BULLET on the high bar and another +1 
BULLET on one of the tables. Go to the bar and smoke out of the hookah for a 
Discovery Point. Go into the next room, the main market area. Go to the bench 
with three pieces of luggage where two men are sitting down. Look at the 
luggage for a +1 BULLET. Look at the stack of crates between the merchant 
selling housewares and the trader selling dirt for +1 BULLET. Go to the other 
side of the market. Look under the butcher's block for +1 BULLET. Talk to the 
beggar on the left side of the market. Give the beggar a bullet for a Discovery 
Point.

Go into the next room. Go right and hop up by the vehicle. Go to the corner and 
drop down behind the vehicle. There's some 5.45 ammo and a +1 BULLET on the 
floor by the rear wheel. Look on top of the white cabinet between the two 
vehicles for another bullet behind the fuel can. The Ammo Exchange guy, Weapons 
Trader, and Supplies Trader are on the opposite side of the room. Buy a couple 
of filters.
   _________________________________________________________________
  |                                                                 |
  | Market Station Market                                           |
  |                                                                 |
  | (free/53b)  Revolver                                            |
  | (----/67b)  Revolver with Silencer                              |
  | (----/71b)  Revolver with Extended Barrel                       |
  | (115b/102b) Revolver with rifle stock and silencer              |
  | (120b/107b) Revolver with rifle stock                           |
  | (165b/147b) Revolver with stock and optics                      |
  |                                                                 |
  | (----/71b)  Duplet                                              |
  | (----/116b) Tihar                                               |
  | (120b/107b) Automatic Shotgun                                   |
  | (160b/142b) Tihar with Scope                                    |
  |                                                                 |
  | 10 bullets  Filter                                              |
  | 10 bullets  Medkit                                              |
  | 10 bullets  Throwing Knife                                      |
  | 15 bullets  Grenade                                             |
  | 20 bullets  Sticky Grenade                                      |
  |                                                                 |
  | Ammo Exchange                                                   |
  |             Buy for 1 bullet   Sell X rounds for 1 bullet       |
  | Revolver       3 rounds             6 rounds                    |
  | 5.45 ammo      5 rounds            10 rounds                    |
  | Shotgun        2 rounds             4 rounds                    |
  | Sniper         8 rounds            16 rounds                    |
  | Arrow          1 arrow              2 arrows                    |
  |_________________________________________________________________|

            Go back to the bar area and approach Bourbon. If you didn't buy a
!Glitch     filter, Bourbon gives you a +4 filter. He'll let you know that his
            "negotiations" were a success and you can leave the station. To
avoid a major glitch, circle around Bourbon while he's talking so that Bourbon 
is facing the turnstile when he finishes talking. Don't move too far away. Let 
Bourbon finish talking. He should walk through the turnstile to the gate after 
your journal updates. If Bourbon turns around after he finishes talking, he 
never walks to the turnstile and you get trapped in Market Station. Once you 
walk through the turnstile, you can't go back. Bourbon talks to the gate 
commander and gets him to open the gate. Go outside. Follow Bourbon to let the 
adventure continue.


2.6 Dead City 1
-----------------
     __________________________________________________________________
    |                                                                  |
    |  When we emerged into the ruins of Moscow, I felt both fear and  |
    |  sorrow. But, after a life underground, I also saw strange       |
    |  beauty in the dark skies and frozen landscape. "So, that's the  |
    |  dead city," grunted Bourbon. "Welcome home, Artyom."            |
    |__________________________________________________________________|

Hold down the [G] key to put on your Gas Mask. Follow Bourbon to find a dead 
stalker. Loot the ammo near the body. The gas mask by the body is broken. Go to 
the side of the room with the telephones. Go left into the room for +2 BULLETS 
and some ammo. Look inside the square booth for some 5.45 ammo and a <Bastard 
with silencer>. Look behind the red counter for a filter. Look for an open 
doorway on the other side of the room. There's a spiked log trap. You can get 
on the stairs and shoot the rope or the log to set off the trap. Go upstairs to 
find RANGER CACHE #1. There's a couple of arrows, a Gas Mask, and a crate with 
a bunch of ammo plus a +2 filter. Go to the other end of the building by the 
broken wall. Look out the window on the left for a Discovery Point. Go to the 
right edge. Jump down on top of the roof of the lower room. Grab the ammo and +
5 BULLETS.

Go to Bourbon. He should be waiting for you by the doors. He kicks open a door 
and goes outside. There's a winged demon above you and to the right. Follow 
Bourbon. Hop up on the car and jump across the gap to the other side. Except 
you don't quite make it. Get out of the irradiated water and go up to the 
ground level. Bourbon tells you to meet him near the air shaft. Take out your 
journal.

Follow the compass to the building across from the building you just exited. Go 
up the stairs into the building. Take out your weapon. There's a dead body with 
a lot of ammo and +5 BULLETS. Look for a doorway in the corner of the room. 
There are a couple of nosalises loose in the building. You'll encounter one at 
the doorway. The other may come up behind you or attack you later on. 

Go back to the first body in the lobby. Jump on top of the body. Jump onto the 
ledge. Crouch down and you can get into the barricaded room. The room is very 
radioactive so be prepared to use a Medkit. There's some sniper ammo and a 
Tihar. Jump on top of the vending machine to get out of the room.

Go down the short hallway and go to the left. There's another body with some 
ammo, and a +3 filter. Go towards the desk and go to the right. Look behind the 
overturned desk in the corner for some 5.45 ammo.

Go down the hallway and through the gates to the stairwell. If you look under 
the stairs there's some shotgun ammo and a Gas Mask. Then, the nosalises came. 
Fight your way up the stairs. Go into the room with the desks. Enjoy the freaky 
whispering and hallucinations. Go through the broken wall into the bathroom. 
Exit the bathroom to a hallway. You get a brief glimpse of a Dark One. Go down 
the hallway and get on top of the elevator. Drop down through the open access 
panel. Here's RANGER CACHE #2. There's +6 BULLETS, sniper ammo, throwing 
knives, a +5 filer, a +4 filter, and a silenced sniper rifle. You also get a 
Discovery Point. Go back to the elevator shaft. Crouch down and drop down to 
the bottom of the shaft. You can get the drop on the two nosalises looking out 
the windows.

You're back in the lobby of the building. Go back upstairs to the hallway with 
the elevator. Go into the room on the right. You can pick up some shotgun ammo 
underneath one of the desks. Go back into the hallway. Exit the building 
through the broken wall. Go to the left by the wall. Crouch down and look under 
the slab for some sniper ammo. There's a nosalis on top of a garage to the 
right. Then, the nosalises come. Fight off the nosalises. After the fight, you 
can go back inside and swap out your gas mask if your mask gets damaged. 

    !Glitch
Go downhill and go around the wall. Go right and go uphill. If you jump here 
you fall through the world. There's a body with some ammo at the top of the 
incline.

Go down to the ground and go to the right and past the garages. Look in the 
back of the white vehicle for +2 BULLETS. Open the dumpster for some arrows and 
a Medkit. Go into the next building. There's a nosalis sleeping by a body. Kill 
the nosalis. The body inside the building has a Medkit and revolver ammo. Exit 
the building. Go into the white truck to find RANGER CACHE #3 with ammo and a 
gas mask. The filter may or may not be usable. Exit the truck and go left. Go 
towards the playground. Enter the building by hopping through the unblocked 
window. RANGER CACHE #4 is inside the building with +4 BULLETS, a +3 filter, 
and some ammo. Jump onto the couch then jump onto the shelf blocking the window 
to grab the ammo on top of the shelf.

Exit the building and go into the playground. You get a vision of pre-war 
children in the playground. If you shoot one of the children or towards a 
child, the vision immediately ends and you hear a Dark One whisper, "His 
path..into nowhere" and you get an immoral point. If you fire a weapon into the 
air the Dark One says, "wants to kill...does not understand" and you get an 
immoral point. If you stand still and wait for the vision to end, you hear a 
Dark One whisper, "What awaits them?" and you get a Discovery Point. If you run 
through the playground before the vision ends, you get an immoral point and no 
whispering. If you look over by the swings after the vision, you can get a 
glimpse of a Dark One. If you fired a weapon, you have to fight some nosalises. 
If you remained still without firing weapon, you can avoid the nosalises. Go 
through the broken fence in the corner by the cars. Go to the right. Inside the 
white truck is a dead body with some ammo. Exit the truck and go to the right.

Go into the building. Around the corner at the bottom of the steps is a body 
with some ammo, +30 BULLETS, and a +2 filter. Turn off your flashlight. Go into 
the main room. Go to the right and look for a doorway in the corner. Inside the 
back room is RANGER CACHE #5 with arrows, sniper ammo, and +2 BULLETS. Finding 
this cache is good for a Discovery Point. Go into the other room that's to the 
left of the steps. Go the left side of the room. You can climb up the rubble to 
find some ammo tucked in the corner.

Then, the nosalises come. Kill all the nosalises. If you are having problems 
getting your gas mask broken during the fight, run back to the barricaded room 
by the playground. Go into the corner by the office chairs. You can safely take 
off the gas mask during the fight and survive without choking if the gas mask 
gets broken during the fight. If you need to replace your gas mask, backtrack 
to the ranger cache that was inside the truck. Afterwards, return to the 
building where cache #5 was located.

Exit the building through one of the windows. Go to the right. Follow along the 
wall of the building and go around the corner. Go down to find a body and some 
ammo. Go back and stop by the blue telephone. There's a lamppost going down 
into the water. Go down the lamppost and sprint to your right to the body to 
grab the shotgun ammo. Go back to the lamppost and use it to climb up out of 
the radioactive water. You may have to use a Medkit if you take too much 
radiation damage. At the top of the lamppost go to the right. Go down the 
boards to the ledge that's right above the water. Walk along the ledge. There's 
another corpse with some ammo. You get a Discovery Point for finding this body.

Go back inside the building. Go to the right and exit the building using the 
window in the corner by the rubble that has a wooden board leading out of the 
building. Go to the left towards the sign that points towards Dry Station. Go 
around the corner of the building. Go down into the ruined subway entrance. 
There's a body with +2 BULLETS, a +4 filter, and a gas mask. Go towards the 
water and go to the left. There are two sticky grenades in the back of a truck. 
Let's call this RANGER CACHE #6. Cross the irradiated water to another ruined 
subway entrance with steps going up. Equip a sticky grenade. Turn off your 
flashlight.

A demon lands nearby and starts feeding on a body. Sneak up behind the demon 
and throw the sticky grenade at the demon when you get close. If you're lucky 
the grenade sticks to and kills the demon. Turn around and go to the van. Look 
inside the van for a supply case containing shotgun ammo and a gas Mask. Look 
through the gate for a glimpse of a Dark One checking out a body. Check the 
body the demon was snacking on for ammo. Go past the body and down the steps. 
Look for a board sticking out of the wall on the right. Use that to get to a 
ruined area where there's a body in the corner with some ammo and +5 BULLETS.

Turn around and look for a pipe leaning against the wall and leading up towards 
the bus. Crouch down and crawl up the pipe. Stand up and turn around so you're 
facing the ledge. Jump onto the ledge and go up to the doorway. The next room 
is radioactive. Crouch down to enter the room and grab the arrows and the 
Helsing from the body. You may need to use a Medkit while you are looting the 
body. Crouch down to get out of the room before the radiation kills you. Go 
back to the body the demon was devouring.

Go up the rubble to your left and get into the building. Disarm the grenade 
trap. Go into the next room on the right. Avoid the spiked log Ewok trap. Jump 
over the shotgun tripwire by the filing cabinets. Turn around and disarm that 
trap. Go into the next room to find RANGER CACHE #7. There's ammo, 2 Medkits, a 
gas mask, +10 BULLETS, and two +5 filters on the table. Play the tape recorder 
to hear an audio journal from Hunter and get a Discovery Point. Go back to the 
room where you first entered the building. Go down the stairs to end the level.


2.7 Dead City 2
-----------------

Loot the body that's right in front of you. Turn around and go through the hole 
in the wall. There's another body at the top of the stairs with ammo and +15 
BULLETS. Go back to the first body. Go through the doorway into a flooded 
section of the building. Use the boards to get to the next room. Grab the 
shotgun ammo at the bottom of the stairs. Go up the stairs to loot more shotgun 
ammo, a +1 filter, and +2 BULLETS from a corpse. Go down the stairs and go to 
the left into another flooded room. To the left is a large crack in the wall. 
Run through the crack to find RANGER CACHE #8. There's some revolver ammo, +5 
BULLETS, a +2 filter, and a +5 filter. Go back into the flooded room. Use the 
boards to go across the water. There's a third corpse with some ammo and +20 
BULLETS. Go up the boards. There's a car to the left. Drop down to find another 
body with some ammo. Go back up to the surface.

Go straight ahead to the blue object. Turn right at the corner of the building 
and go down the alley. At the end of the alley by a dumpster is a body with 
some ammo and a +5 filter. Watch out for the nosalis. Exit the alley and go to 
the right. Around the corner is Bourbon going through the pockets of a corpse. 
Loot anything that Bourbon missed. Loot the other corpse by the gates.

Follow Bourbon. Open the closed dumpster on your right to get some sniper ammo. 
There's also a Tihar, a silenced sniper rifle. After the dumpsters go to the 
right. Go down the stairs to find +2 BULLETS and some ammo on yet another dead 
body. I couldn't pick up the filter. Catch up to Bourbon. Follow him up some 
steps to a white truck. There's an opportunity to kill a demon here. Take out a 
sticky grenade. Go past the white truck. Throw the sticky grenade at the demon 
as soon as it lands on the top of the truck.

Look to the left and go past the small shed to the wall. There's a crumpled 
body with some revolver ammo and <Revolver with silencer>. You can stay by the 
wall here and kill any nosalises that jump over the wall. Run back to Bourbon. 
Hold off the nosalises. Don't let Bourbon get killed. A demon will fly in and 
attack. Follow Bourbon through the fence when he runs away. If you already 
killed the demon on top of the truck, just immediately run to Bourbon. If you 
didn't kill the demon on top of the truck, stay by the dumpsters and you can 
use a sticky grenade to kill the demon when it lands. You must immediately run 
to Bourbon after tossing the sticky grenade so you don't get caught in the 
explosion. Bourbon helps you into the air shaft to end the level.



/===========================================================================\
|  [M33-30]                                                                 |
|                               CHAPTER THREE                               |
|                                  "KHAN"                                   |
|                                                                           |
\===========================================================================/

3.1 Dry
---------
     ________________________________________________________________
    |                                                                |
    |  As we went underground, it struck me that my city was now a   |
    |  foreign and hostile place. I felt safe here, in the darkness  |
    |  of the Metro more so, when Bourbon claimed to have friends    |
    |  at Dry Station.                                               |
    |________________________________________________________________|

Take off your Gas Mask. Turn around and loot all of Bourbon's stuff. You can 
take his <Automatic Shotgun> from his pack. His <Kalash> is at the end of the 
air shaft. You won't be able to get back into the vent. Take out your Throwing 
Knives. We're going to sneak through Dry Station. Drop down through the same 
grate that Bourbon used. Go straight ahead and blow out the lantern. Get away 
from the connecting tunnel. Kill the first patroller when he goes into the 
connecting tunnel. Move up and loot the body. Look to the right. Kill the 
bandit sitting in the chair. Blow out the lamp, loot that body, and get the 
ammo from the table. There's also a <Bastard with silencer> on the table.

Go back to the main tunnel. You can loot some arrows from the tall wooden 
target board. Go into the connecting tunnel on the other side and extinguish 
the lamp. Loot the ammo on top of the crates. Go to the left and blow out the 
lamp. Go into the subway car. Blow out the lamps. There's a Medkit, an arrow, 
and a grenade by the first lamp. There's a throwing knife by the second lamp. 
Exit the subway car and head towards another lamp. Crouch down and turn it off. 
Go down to the foot of the ramp. One of the guards runs past you to the 
bathrooms. Sneak to the bathrooms and kill him. Turn around and sneak up to the 
sandbags. Stay out of sight of the bandit on the couch. Wait for the bandits to 
finish their conversation. Use a throwing knife on the guy sitting on the 
couch. Climb over the sandbags. Blow out the lantern. Loot the body.

There is one more bandit on patrol. There's two rat racers in the central 
tunnel. There's another group that you can hear talking. Ignore all those 
bandits. Climb over the sandbags and go to the doorway to the right. There's a 
tripwire just past the doorway. Look to the right to disarm the trap. Sneak up 
and blow out the lamp. The nearest bandit gets killed by an arrow. Loot the 
body. Stand up and kill the bandit that's across from you.

There's another bandit on patrol above you. Get in the corner of the wall and 
the sandbags. Face the broken crate and the doorway. Crouch down and watch the 
bandit. You want to hit him in the back with a throwing knife when's he on the 
platform. You should be able to hit him through the railing. If you mess it up, 
just reload the last checkpoint and try again. Next, watch the bandit to the 
left. When he's walking away, sneak across and blow out the lamp. Sneak into 
the kitchen area and loot the body. There's a Medkit on the shelf by the table. 
Don't sneak too far into the kitchen or you'll get spotted.

Turn around and sneak through the gate. Go to the right and stand by the couch. 
Turn around to face a connecting tunnel. Wait for the bandit on patrol to enter 
the tunnel. Use a throwing knife to kill him. Loot the body. Go through the 
connecting tunnel. You'll see a bunch of boxes to the right. Look for a narrow 
gap between the boxes.

Welcome to the box maze. Climb over a box. Crouch down and crawl under some 
boxes. Take the first left, go left, go right twice. Climb over some boxes. 
Take the first right then go right again. Turn around and kill the bandit using 
a throwing knife or a silenced weapon. Loot the body for some ammo and +4 
BULLETS. Use the hookah. The bandit is carrying an <Automatic Shotgun with a 
Bayonet>.

Okay, now to exit the box maze. Turn around and go right two times. Follow the 
path. Go straight as far as possible. The path goes to the left. Just keep 
going and you'll exit the box maze. Go to the right. Go between the wall on 
your left and the boxes on the right. Hop up on the bench. Sneak towards a 
connecting tunnel. Stop when you see the feet of the bandit to the left. Move 
backwards when the bandit stands up and wait. The bandit gets taken out by 
another arrow. Loot the body. Blow out the lamp.

Look across the main tunnel. There's a bandit on patrol on the wooden walkway 
above the floor. Wait for the bandit to stop at the end of the walkway and use 
a throwing knife to kill him. Creep out into the main tunnel. Look to the right 
and use a throwing knife on the bandit. Sneak around and kill the bandit 
sitting by the fire. Loot the bodies. Jump up on the two crates with the 
barrel. Jump onto the upper walkway. Sneak down to the doorway. Look into the 
room and silently kill the bandit. You can find some sniper ammo on the table 
and +4 BULLETS by the record player on the upper platform.

You can kill the remaining bandits. There's one bandit on patrol. There are two 
bandits racing rats in the main tunnel. There are three bandits eating in a 
dining area by the kitchen. I couldn't find a reliable way of killing the 
patroller without alerting the rat racers or the bandits in the dining area.

Go towards the lighted gate at the end of the main tunnel. There's a huge hole 
in the floor. Put on the gas mask and drop down. There's a Medkit and some ammo 
you can pick up behind the ladder. Don't forget to remove the Gas Mask after 
you climb up the ladder. Go through the door into the next room to find out the 
fate of Bourbon. A ranger drops down from the overhead vent. This is Khan. 
Sweep the room for ammo. There's +25 BULLETS on the table in the center of the 
room. One corner of the room has a nosalis head trophy. Look behind the pillow 
on the bed for +2 BULLETS. Follow Khan out of the room to end the level.

Go to [3.2 Ghosts].


3.1.1 Dry - No killing
------------------------
You can sneak through Dry Station without killing any bandits. Take off the Gas 
Mask. Loot the ammo from Bourbon's Pack. You can take Bourbon's <Automatic 
Shotgun> and <Kalash>. You won't be able to get back into the vent. Drop down 
through the same grate that Bourbon used. Sneak across to the wooden board and 
take the three arrows. Sneak into the connecting tunnel with the lamp. Loot the 
ammo on top of the crates. Sneak into the left tunnel and go to the left. You 
can loot an arrow, Medkit, grenade, and throwing knife inside the subway car. 
Turn around and sneak up to the lamp by the ramp. Blow out the lamp and go down 
to the bottom of the ramp. Wait for the guard to run past you. Sneak up the 
ramp and go to the doorway on the left.

Disarm the shotgun tripwire in the doorway. Blow out the lamp on the left. The 
guard gets killed automatically. Loot the body and recover the arrow. Wait for 
the three guards to finish their conversation. Sneak up and use a silenced 
weapon to shoot out the overhead light on the right. Stand up and shoot out the 
lamp on the left. There is one guard on patrol above you. Wait for that guard 
to get to the middle. Sneak to the left and go through the metal gate. 
Immediately go to the right side behind the wooden barrier. Turn around and 
face the connecting tunnel. Wait for the patroller to walk towards you before 
sneaking into the connecting tunnel.

Go to the right and look for a gap between the boxes. Climb over a box to get 
into the box maze. Take the first two lefts. Go around the corner and climb 
over some boxes. Go straight ahead as far as possible. Go right, left, right. 
Go straight again until you can only go left. Follow the path to get out of the 
box maze. Go to the right and hop up on the bench. Sneak down towards the end 
until you can see a pair of boots in front of you. Wait until the bandit stands 
up. Move backwards a little and the bandit gets killed automatically. Peek 
around the corner and use a silenced weapon to shoot the lamp. Loot the body. 
Exit the connecting tunnel and go to the left. Quickly go to the door that's 
under the lightbulb.

Go through the door into the next room to find out the fate of Bourbon. A 
ranger drops down from the overhead vent. This is Khan. Sweep the room for 
ammo. There's +25 BULLETS on the table in the center of the room. One corner of 
the room has a nosalis head trophy. Look behind the pillow on the bed for +2 
BULLETS. Follow Khan out of the room to end the level.


3.2 Ghosts
------------
     _____________________________________________________________
    |                                                             |
    |  Khan's appearance caught me by surprise, although, while   |
    |  fighting the bandits, I did sense someone helping me from  |
    |  the shadows. Khan assured me that Bourbon's fate was not   |
    |  tied to my own. But I regretted his death.                 |
    |_____________________________________________________________|

This level is easy. Listen to Khan and follow his directions.

Follow Khan down the hallway to an abandoned subway tunnel. Listen to the pipes 
for a Discovery Point. Go down the tunnel. There's a dead person here with a 
Duplet and some ammo. Make sure your flashlight is lit. Catch up to Khan. Watch 
the freaky silhouettes. The body on the right has a grenade. Before you get to 
the subway car look to the right for +5 BULLETS on a crate. Climb into the 
subway car. Watch the freaky shadow play.

Follow Khan. Get onto the platform on the right side of the tunnel to avoid the 
train. For the next part just stay very close behind Khan to avoid the 
defenders. You get a Discovery Point for getting past the defenders. You can 
skip the Discovery Point by waiting after you get past the defenders instead of 
staying right behind Khan.

You leave the tunnel and go into some rooms. In the L-shaped room is a body 
with a clip of 5.45 ammo. In the next room there's a skeleton with some ammo to 
the right. Across from the skeleton is a wooden crate inside a cart. Jump up on 
the box next to the cart. Look into the crate for some ammo and a Kalash. 
Follow the blood trail by the door to find a body in the corner with some 
shotgun ammo and a grenade. Finding this body also nets a Discovery Point.

The next room is empty except for a Revolver. Avoid the radioactive mushroom 
patch. You can hear growling coming from the next room. Then, the nosalises 
come. Open the door and kill the nosalises. The deceased in the next room was 
carrying a Duplet and some ammo. Look by the cart for +15 BULLETS next to the 
backpack. Run past the radioactive mushroom and drop down into a lower tunnel 
to end the level.


3.3 Anomaly
-------------
     ________________________________________________________________
    |                                                                |
    |  Khan was an unusual man...but I suppose he was also a man of  |
    |  his time, moving between the dark and the light, searching    |
    |  for answers buried in the rubble.                             |
    |________________________________________________________________|

Run down the small tunnel to another subway tunnel. There's a body with some 
ammo and a Bastard SMG. Follow Khan down the tunnel and stop when he says not 
to move. Stay behind Khan and watch the pretty anomaly. You get a Discovery 
Point. When Khan moves, you can move. Look to the right. The anomaly moves past 
you in the other tunnel. You get another Discovery Point. There's some shotgun 
ammo and a Medkit by the subway car. Hop up on the electrical boxes to get to 
the other side of the subway tunnel. Go to the right instead of following Khan. 
There's a dead body tucked behind some electrical panels that's good for a 
Discovery Point. Loot the ammo from the body. There's also a <Revolver with 
rifle stock>.

Join Khan by the subway car. There's a dead body with lots of ammo by the 
subway car. Then, the nosalises come. You know what to do. Then, the anomaly 
comes and fries all the nosalises. Yayyy! Go through the subway car. Don't 
follow Khan into the other tunnel. Go straight ahead towards the glow. There's 
some arrows, a Medkit, and +4 BULLETS by the human remains. You also pick up a 
Discovery Point. Go back and go into the other tunnel. Go left to the subway 
car. A dead guy has dropped his Revolver. Turn around and join Khan at the 
gate. There's an arm and a suitcase on the left. There's +15 BULLETS by the 
arm, +5 BULLETS sticking out of the suitcase, and some ammo. Get next to the 
railcar. Press the [E] key to climb on board. Off we go to the next level.


3.4 Cursed
------------
     _______________________________________________________________
    |                                                               |
    |  Khan led me into Cursed Station. The name was no accident -  |
    |  its people were locked in an endless war for survival.       |
    |_______________________________________________________________|

Follow Khan to the defenders. Loot the ammo from the cache. There's also two 
grenades, a Medkit, and a total of +5 BULLETS. Khan tells you what to do. You 
have to close the airlock and blow up the left tunnel to stop the nosalises. 
Listening to Khan gets you a Discovery Point. There's a stationary machine gun 
that you can use to kill nosalises until the machine gun ammo runs out. You can 
do this to work towards the !Steam Achievement Heavy Metal (kill 15 enemies 
using stationary machine gun). Most of the nosalises attack from the left.

Turn off your flashlight. Go into the tunnel on the right. Go right to the end 
of the tunnel. Loot the +3 BULLETS and ammo from the corpse. Hop down onto the 
tracks. Get up against the right wall away from the platform. Crouch down and 
sneak to the other end of the tunnel. This avoids getting attacked by 
nosalises. About two thirds of the way down the tunnel there's a body by a fire 
on the platform that you can loot for some 5.45 ammo. The demolition team is up 
on the platform at the end of the tunnel. Grab the bomb and +2 BULLETS. There's 
a Medkit if you need one. Kill any nosalises that attack you.

Turn around and take the first connecting tunnel on the right into the main 
tunnel. There's a body with +2 BULLETS and some ammo. There's a hole in the 
wall, but it's guarded by ghosts. Turn around and head towards the defenders. 
In the main tunnel there's a body with some revolver ammo. The central part of 
the main tunnel has tents. There's a body with 5.45 ammo. Go into the left 
tunnel by going to the right when you're facing the defenders. There's a dead 
body next to a couple of crates. There's +2 BULLETS on top of the crates. Go to 
the right and go down the left tunnel away from the defenders. You'll come 
across a body with some ammo on the platform. Drop down to the tracks. At the 
second wooden structure there's a nosalis waiting for you to the left. Continue 
to the end of the tunnel. There are supports on either side of the tunnel. 
Target one of the supports and use the [E] key to plant the bomb. Immediately 
turn around and sprint down the tunnel as far as possible.

Go into the main tunnel to the tent area. There are three staircases on the 
right side of the main tunnel. Go up any of the staircases. You'll need the Gas 
Mask at the top of the stairs. There's a body at the top of the center 
staircase with ammo and a Medkit. There's another body in front of the 
escalators with ammo and +4 BULLETS. There are three supports. Press [E] key 
near any of the supports to plant a bomb. Run down the stairs. Don't get caught 
under the airlock when it closes..

Khan meets with you. Follow him to get past the ghosts that were blocking the 
hole in the wall. This leads to a shrine on top of a ventilation fan. There are 
three candles on the ground in front of a lantern. Two of the candles have +2 
BULLETS for a total of +4 BULLETS. Khan opens a door in the floor for you. 
Climb down the ladder to end the level.


3.5 Armory
------------
     _______________________________________________________________
    |                                                               |
    |  Armory Station was where most of the weapons in the Metro    |
    |  were made. There had been an arms factory located above,     |
    |  and after the nukes fell, many of the workers settled here.  |
    |  I was looking for Andrew the Smith but he found me.          |
    |_______________________________________________________________|
    
This is the last station where you can get the Metro Dweller Achievement. The 
last two friendly stations, Hole Station and Polis, don't have any doors to 
check or conversations.    

Look to the right. Press the [E] key to turn the valve. This shuts off the 
steam in front of the vent. Crouch down and crawl through the vent to the 
subway tunnel. Go down the subway tracks to the gate. The guards let you in. 
Continue down the subway tunnel to the platform. Go all the way to the end of 
the platform. Pick up +3 BULLETS by the oil drums and wooden pallets. Turn 
around and go through the gate. Go straight across to the subway car. Go right 
and go down to the end. Grab the +3 BULLETS that are top of a wooden crate. 
Turn around and go back towards the ammo exchange booth. Go to the left of the 
booth and go through the door. You get arrested! The comedian makes a break for 
it and gets you away from the arresting guards.

Hold down the [SHIFT] key and sprint after the comedian. When he says duck, 
crouch down and follow him. When he stands up, you stand up. Sprint after him 
down through the station. When you go around the corner look to the right for +
3 BULLETS on a crate. Quickly grab them before the guards can catch you. Keep 
following the comedian through a doorway. He'll tell you to run up some stairs 
to the left. Go up the stairs onto a walkway. The guards have you cornered. You 
jump off the walkway to safety.

Exit Andrew the Blacksmith's room and go to the right. There's +3 BULLETS on a 
crate. Turn around and go towards the guard. There's a minor glitch here where 
you can walk through the closed door on the right. Go through the doorway past 
the guard. Keep going through the station until you catch up to the Blacksmith. 
There are three traders on the left and two traders on the right.
   _________________________________________________________________
  |                                                                 |
  | Armory Station Market                                           |
  |                                                                 |
  | (160b/142b) Revolver with stock, optics, and silencer           |
  | (165b/147b) Revolver with stock and optics                      |
  |                                                                 |
  | 180b/160b   Kalash                                              |
  | 220b/196b   Kalash with scope                                   |
  | 230b/205b   VSV                                                 |
  | 280b/249b   VSV with scope                                      |
  |                                                                 |
  | ( 80b/71b ) Duplet
  | (160b/142b) Tihar with Scope                                    |
  | (220b/196b) Helsing with scope                                  |
  |                                                                 |
  | 100 bullets Stealth Suit with Nightvision goggles               |
  | 100 bullets Heavy Suit (armor)                                  |
  |                                                                 |
  | 10 bullets  Medkit                                              |
  | 10 bullets  Throwing Knife                                      |
  | 15 bullets  Grenade                                             |
  | 20 bullets  Sticky Grenade                                      |
  |                                                                 |
  | Ammo Exchange                                                   |
  |             Buy for 1 bullet   Sell X rounds for 1 bullet       |
  | Revolver       3 rounds             6 rounds                    |
  | 5.45 ammo      5 rounds            10 rounds                    |
  | Shotgun        2 rounds             4 rounds                    |
  | Sniper         8 rounds            16 rounds                    |
  | Arrow          1 arrow              2 arrows                    |
  |_________________________________________________________________|

Go past the railcar to meet with the Blacksmith again. Drop down into the hole. 
Crouch down and look at the right foot of the ladder. Pick up the +3 BULLETS. 
The railcar is pushed over the top of the hole. Press the [E] key to climb up 
the ladder and hide in the luggage hold. The railcar gets moved onto the main 
subway tracks. Enjoy the ride!



/===========================================================================\
|  [M33-40]                                                                 |
|                               CHAPTER FOUR                                |
|                                   "WAR"                                   |
|                                                                           |
\===========================================================================/

4.1 Frontline
---------------
     _______________________________________________________________
    |                                                               |
    |  Even the Apocalypse didn't stop us from killing one another  |
    |  over ideology. I was about to go through the front line      |
    |  between the Nazis and the Communists. I've heard they once   |
    |  fought another war and that the Nazis lost.                  |
    |_______________________________________________________________|

Lalalala. Just riding along in the bottom of a railcar. Yeah, knew that was 
going to happen. Now there are two main ways to proceed through this level. You 
can sneak through the entire level without killing anybody to get the !Steam 
Achievement Invisible Man. The other way is to kill enemies which allows you to 
get the !Steam Achievement Rescue Ranger. If you kill everybody then you can 
get the !Steam Achievement Hedge-hopper.


4.1.1 Frontline - Invisible Man
---------------------------------
Go down the tunnel towards the railcars. Go to the left side of the railcars 
and go down the stairs. Go straight ahead to a walkway. Look for a ramp going 
down to the left. Go down the ramp and blow out the lantern. Sneak towards the 
platform where two soldiers are interrogating a prisoner. Wait for both 
soldiers to leave the platform. Move up onto the platform. Go to the lantern. 
There's a break in the railing. Jump down onto the pipe.

An alternate way to start the level is to wait for the soldiers to disembark 
from the train and go down the stairs on the left side of the train. Sneak onto 
the stairs. You can get a Discovery Point if you stay on the stairs and listen 
to the two guards by the campfire on the lower level of the bridge. The 
Discovery Point is not necessary and can make it hard to sneak past the two 
guards, especially without the Sneaking Suit.

Go to the left. Jump over the gap. Jump down onto the top of a ventilation 
shaft. Go straight and jump onto the metal platform attached to the wall. Jump 
over another gap to an even smaller metal platform with a railing. Turn to the 
right and move along the top of the pipe. Hop onto the perpendicular pipe to 
the left. Move up the pipe. Jump over the narrow gap onto a second pipe. Turn 
right onto the narrow metal beam.

Go across the metal beam to the wall. Hop up onto the metal walkway with the 
railings. Go left along the ventilation shaft to the opposite wall. There's a 
dead body with some ammo and a Gas Mask. Turn to the left and jump down onto 
the metal balcony. Jump down onto the pipe. Turn towards the glowing fungus on 
the wall. Follow the pipes down to the ground. Put on your gas mask.

To avoid detection, go to the right wall and go straight. About halfway across 
there's a guard with a spotlight watching the ground on the left side. Go to 
the left wall once you get past the spotlight. Disarm the trap. Move past the 
trap and go right past the rubble to the right wall. Disarm the trap. Turn to 
the left and move towards the glowing mushroom patch. Go to the right and 
disarm the trap. Go past the trap and go to the left wall to disarm another 
trap. There is one final trap in front of the glowing pipe. Go into the glowing 
pipe. Climb up the ladder on the right side of the wall.

Take off your gas mask. Go down the pipe and climb up a second ladder. Blow out 
the lamp. There are two guards across from you and one guard on patrol. 
Unfortunately, sneaking to the crates or opening the wall locker alerts the 
standing guard to your presence. Do not move forward as this alerts the 
standing guard, too. Wait for the guard on patrol to stand by the other two 
guards. Sneak into the passageway and go left. Go down to the end of the 
passageway and go left. Immediately go up the stairs.

Watch out for the broken glass on the ground by the doorway. Three soldiers 
will run past the doorway. A couple of seconds later a fourth soldier walks 
past the doorway. Go through the doorway and go to the right along the tracks. 
Stay against the right wall of the tunnel. Get past the lighted area. Blow out 
the lamp on the right side of the tunnel. Move to the left side of the tunnel 
to avoid the armored trolley. Hide in the shadows when you hear the armored 
trolley coming down the tracks.

Move up to the next lamp on the left side of the tunnel. Stay in the shadows. 
Wait for the armored trolley to move away from the guard. Move up and blow out 
the lamp, then immediately move to the right side of the tunnel to avoid the 
guard. Move down the tracks and look for the sandbags on the right side. Move 
onto the wooden platform. Turn to the right and drop down to the ground. Move 
to the left to avoid the nearest guard. Move along the left wall to avoid the 
soldiers. Move forward as far as possible. Go to the right. Climb up the ladder 
to the tracks.

There is one standing guard and one patroller to the left. There's another 
patroller to the right. Sneak across the metal beam to the tracks. Otherwise, 
you fall down to the lower area. Watch the guard on the right. When he walks 
away, sneak out onto the tracks and follow him. Move to the right side of the 
tracks to avoid him. Wait for him to walk away from you. Cross over to the left 
side of the tracks and move towards the next guard. Look for the ramp on the 
left side of the tracks. Go up the ramp and through the door into a large room. 
Just as you enter the large room there's a supply crate to the right with an 
<Automatic Shotgun>, +10 BULLETS, and some ammo. There's a Medkit in the left 
corner of the room. Open the door under the light to end the level.

Go to [4.2 Trolley Combat].


4.1.2 Frontline - Hedge-hopper
--------------------------------
Turn around and head down the tunnel. Blow out any lamps along the way. 
Silently kill the two guards. Go down by the campfire. You can get Nightvision 
Goggles and +3 BULLETS from the wall locker. You get a Discovery Point for 
taking the bullets. Turn around and blow out the lamp nearest the railcar. 
Sneak around the right side of the railcar. Hide behind the barrel. Follow the 
guard when he walks away from the railcar. Get to the right railing and sneak 
up to the crate that's past the fire. Turn around and wait for the guard. Kill 
him with a throwing knife. Turn around and kill the second guard when he's 
standing by the campfire by the vehicle. Blow out any lamps. There's +4 BULLETS 
on one of the crates on the right side of the tracks. There's some sniper ammo 
and a Tihar in the wrecked subway car. You can snipe the two guards on the 
opposite tracks.

Sneak back to the railcar. Go on the left side of the railcar opposite the 
campfire. Go to the top of the stairs. There are two guards on patrol on the 
lower platform. You can listen to their conversation to learn about the tunnel 
under the bridge and get a Discovery Point. Kill both guards silently. There's 
a supply case by the campfire with ammo and a <Revolver with silencer>. Go down 
the ramp on the left. Blow out the lantern. Approach the platform where two of 
the soldiers are interrogating a deserter. You get a Discovery Point for 
learning about the manhole. Silently kill both soldiers.

Go to the left to the stairs. Quickly go to the top of the stairs and go left 
into the tunnel. Don't touch the generator as this will alert the soldiers. You 
get a Discovery Point for listening to the soldiers talking about the suicide 
bombers. Stand by the doorway in the tunnel. When the soldiers are done 
talking, kill the guard that walks into the tunnel. Go down the stairs. Put on 
the gas mask. Go to the end of the passageway for a Discovery Point. There's an 
<Automatic Shotgun with Bayonet> by the body. Go back upstairs and take off the 
gas mask. Kill the two wounded soldiers on the right for the Hedge-hopper 
achievement.

Let's silently kill the rest of the Communist soldiers. Kill the guard that 
stops at the bottom of the stairs on the right. Kill the second patroller when 
he stops by the sandbags. Blow out the lamp by the table and pick up the 5.45 
ammo. Kill the next solider on the right that's underneath the platform. Go up 
the stairs and kill the enemy by the stationary machine gun. Go back down and 
kill the rest of the enemies. Always kill the nearest enemy that's behind the 
rest of the remaining enemies. You can go across a bridge on the right to loot 
the two bodies from earlier. Shoot out the spotlight.

Go back to the platform where the deserter got shot. Move up onto the platform. 
Go to the lantern. There's a break in the railing. Jump down onto the pipe. Go 
to the left. Jump over the gap. Jump down onto the top of a ventilation shaft. 
Go straight and jump onto the metal platform attached to the wall. Jump over 
another gap to an even smaller metal platform with a railing. Turn to the right 
and move along the top of the pipe. Hop onto the perpendicular pipe to the 
left. Move up the pipe. Jump over the narrow gap onto a second pipe. Turn right 
onto the narrow metal beam.

Go across the metal beam to the wall. Hop up onto the metal walkway with the 
railings. Go left along the ventilation shaft to the opposite wall. There's a 
dead body with some ammo and a Gas Mask. Turn to the left and jump down onto 
the metal balcony. Jump down onto the pipe. Turn towards the glowing fungus on 
the wall. Follow the pipes down to the ground. Put on your gas mask.

To avoid detection, go to the right wall and go straight. About halfway across 
there's a guard with a spotlight watching the ground on the left side. Go to 
the left wall once you get past the spotlight. Disarm the trap. Move past the 
trap and go right past the rubble to the right wall. Disarm the trap. Turn to 
the left and move towards the glowing mushroom patch. Go to the right and 
disarm the trap. Go past the trap and go to the left wall to disarm another 
trap. There is one final trap in front of the glowing pipe. Go into the glowing 
pipe. Climb up the ladder on the right side of the wall.

Take off your gas mask. Go down the pipe and climb up a second ladder. Blow out 
the lamp. There are two guards across from you and one guard on patrol. 
Unfortunately, sneaking to the crates or opening the wall locker alerts the 
standing guard to your presence. Do not move forward as this alerts the 
standing guard, too. All three guards are wearing armor. You really need to 
pump up the Tihar or Helsing for silent kills. The throwing knife sometimes 
gets deflected so that's not a good choice here. Follow the patroller when he 
walks away from the other two guards. Silently kill the patroller. Blow out the 
lamp and shoot out the light over the generator. Sneak back to the two guards. 
Get in a headshot on the sitting guard and quickly kill the standing guard. Get 
the +5 BULLETS from the wall locker for a Discovery Point. There's a Helsing 
and two arrows on the crate. There are four more arrows in the wooden board by 
the manhole.

Go back to the stairs. There's two sticky grenades in the wall locker 
underneath the stairs. Go up the stairs. Watch out for the broken glass on the 
ground by the doorway at the top of the stairs. Three soldiers will run past 
the doorway. A couple of seconds later a fourth soldier walks past the doorway. 
Wait for the guard to walk past the doorway going from left to right. Peek out 
the doorway. You should see another guard walking from right to left on the 
opposite side of the tracks. Wait in the doorway and pump up your pneumatic 
weapon. Go out onto the tracks and kill the guard to the left on the opposite 
side of the tracks. Turn to the right, make sure the pneumatic weapon is fully 
pumped, and kill the other guard. Loot the bodies.

Go left towards the Nazi front line. Go to the right railing and look for a 
guard standing by a stationary machine gun down and to the right. Get in a good 
position and snipe him. Above him is another enemy. Snipe him, too. Make sure 
to pump up the pneumatic weapon between shots due to the armor of the targets 
and the distance. Move over to the left side of the tracks. There's another 
enemy on a platform sticking out from the tracks on the left side. Snipe him.

There's a platform straight ahead on the tracks. There's one enemy on the left 
side and three enemies on the right side. Pump up the pneumatic weapon. Kill 
the enemy on the left. Move over to the right side of the tracks so you can see 
the other three enemies on the platform. Sneak up the right set of stairs a 
little bit. Pump up the pneumatic weapon and quickly snipe them from right to 
left. Look to the left side of the tracks and snipe the lone enemy. Look 
straight ahead and snipe the two enemies in front of the platform. Loot the 
bodies. There's ammo and grenades on the upper platform.

At the bottom of the left set of stairs by the platform there's a set of stairs 
going down to the lower platform. Go down the stairs a little bit so you can 
the lower platform. There are two stationary enemies and one patroller. Snipe 
the patroller when he stops at the bottom of the stairs. Snipe the enemy 
standing by the light. Move to the right and snipe the third enemy. Loot the 
bodies. There's some sniper ammo by the stationary machine gun. If you go back 
towards the Red lines you can jump over a gap in the platform. Go forward and 
there's a grenade trap at the end of the second bridge.

Go back up to the tracks and go down the subway tunnel. Go up the raised 
platform on the left side of the tracks. A railcar comes down the tracks. Wait 
for the railcar to leave. Run back to the platform where you killed the four 
enemies. Get on the platform and face the tunnel. Pump up the pneumatic weapon. 
Wait for the railcar to return. Snipe the driver then the gunner. This also 
causes the railcar to explode. I couldn't recover any ammo from the exploded 
railcar.

Run down the tunnel. Extinguish any lights along the way. At the other end of 
the tunnel there's one guard. Snipe him when he's in the tunnel. Go down the 
tracks and snipe the enemy by the sandbags. Go down the tunnel and snipe the 
other two enemies. There are six enemies left. Two are standing by the fire. 
Two are on patrol. You have to kill the prisoners for the Hedge-hopper 
achievement. You also have to kill the prisoners before killing the remaining 
Nazis. Kill the two patrollers when they are out of sight of the two enemies by 
the campfire. Kill the two prisoners. You get the sad moral sound when you kill 
the prisoners. Kill the two guards by the campfire. You get a sad moral sound 
when you kill the last two enemies on the level. There is nothing in the two 
dead end tunnels below the tracks. Get back to the tracks. Go through the 
doorway on the left side of the tunnel. Push open the door to the last room. 
There's a supply crate to the right with an <Automatic Shotgun>, +10 BULLETS, 
and some ammo.  There's a Medkit in the left corner of the room. Open the door 
under the light to end the level.

Go to [4.2 Trolley Combat].


4.1.3 Frontline - Rescue Ranger
---------------------------------
Get through the Communist lines and get behind the Nazi lines. You can sneak or 
fight your way through the Communist and Nazi lines. The quickest way to do 
this is to go immediately sneak down the stairs to the left of the railcar. 
Sneak past the two guards on the lower platform. Blow out the lamp. Wait by the 
platform for both guards to walk up the stairs. Make your way behind the Nazi 
lines. Read through [4.1.1 Frontline - Invisible Man] if you need help getting 
to the manhole.

You can sneak or kill the remaining soldiers. The easiest and most reliable way 
to destroy the railcar is to lure it to the top of the stairs and use a 
grenade. The railcar will always stay stationary in front of the doorway, but 
moves around on other parts of the tracks. The railcar can kill you if it runs 
you over. Prevent the enemy from killing the middle prisoner by either killing 
the guard or alerting the guard. You have to kill the two guards on the tracks 
and the four enemies below the tracks. The middle prisoner, the Red leader, 
stands up when he can be rescued. Simply approach him and you get the 
achievement and a Discovery Point. Kill the enemy at the far end of the tunnel 
by the door to the exit of the level.


4.2 Trolley Combat
--------------------
     _____________________________________________________________
    |                                                             |
    |  When I came to my senses, I lost all hope. Nazi prisoners  |
    |  were used for slave labor or target practice.              |
    |_____________________________________________________________|

Loot the ammo from the bodies. There's a <Kalash>, an <Automatic Shotgun>, and 
a <Revolver with silencer> available. Open the door behind the bodies to get 
access to a storeroom. There's a Kalash, a couple of Automatic Shotguns, 
grenades, and a pair of Nightvision Goggles. Go to the T-intersection and go 
right. There's a wall locker with some throwing knives and maybe a filter. Open 
the door with the blood stain and go into the room. There's a wall locker with 
+5 BULLETS, a Medkit, and a Gas Mask. Meet up with the two rangers and follow 
them. In the room with the two bodies, check the body on the right for +5 
BULLETS. Exit the room into a tunnel and meet up with the rangers.

You board the armored car with Pavel. You get to man the machine gun turret. 
Use [A] and [D] to rotate the turret. Use the [F] key to toggle the machine gun 
spotlight. Press [E] to honk the horn when you stop at the gate. You get 
discovered at the first roadblock. Good job, Pavel. Rotate the turret and 
destroy the two armored trolleys chasing you. Next, kill the guards on the 
platform to the left. Blow up another armored trolley that comes up behind you. 
Rotate the turret to the front and destroy the obstruction. Just past the 
obstruction there are a couple of enemies to the left. Destroy another armored 
trolley behind you. After that trolley there's some enemies in front of you, 
then to the left, and a final armored trolley behind you.

Rotate the turret to the right towards the opposite set of tracks. The Panzer 
bulldozes the subway cars off the tracks and starts firing on you. Use the 
machine gun on the supports underneath the tracks that are behind and in front 
of the Panzer. This collapses the tracks and dumps the Panzer to the ground. 
This completes the !Steam Achievement Tank Buster.

You exit the armored trolley at a gate. There's some sniper ammo by the 
skeleton in front of the armored trolley. Follow Pavel into the tunnel on the 
right. Open the door for Pavel and go into the room. Go through the small entry 
room. Open the door to the right and go into the next room. Turn around to the 
left and there's a wall locker with a Gas Mask. Pick up the +5 BULLETS on the 
filing cabinet on the left side of the room. Go around the corner to the left. 
There's a wall locker on the left wall with some 5.45 ammo. Open the door for 
Pavel and go into the tunnel to end the level.


4.3 Depot
-----------
     ____________________________________________________________
    |                                                            |
    |  After our firefight with the Nazi trolleys, it seemed we  |
    |  would have an easy road ahead. Once again, I was wrong.   |
    |____________________________________________________________|

You're onboard the ranger railcar. Duck underneath the pipe to avoid getting 
smashed in the face. You can shoot the pipes, but this is a waste of ammo. You 
can stand up the rest of the way. You'll go down a side track. There's a guard 
in front of you. Silently kill the guard before he gets to the station to get 
the !Steam Achievement Raider. If you don't silently kill the first guard or 
the guard makes it back to the station, the enemies at the next station will 
attack you. Otherwise, you just pass through the station and don't get attacked 
until you are almost past the station. If you get attacked, duck down to avoid 
taking direct fire from the enemies. You don't need to kill any of the enemies 
to make it through the station. You may need to use a Medkit if you take a lot 
of damage.

Duck down as you leave the station to avoid smashing your face into a pipe. The 
railcar quickly picks up speed. Stay crouched to avoid some enemies behind some 
sandbags. Pavel steers the railcar into a tunnel to the left. Stay crouched or 
just duck under any face-smashing pipes. You reach the depot. Then, the 
nosalises come. Kill any nosalises that jump onto the railcar. There are winged 
nosalises that attack with a sonic scream. Just ignore the winged nosalises and 
use a Medkit when you take a lot of damage.

          After the ranger gets pulled out of the railcar, you must stand up if
!Glitch   you are crouched. If the railcar crashes and you are crouching, you
          get sent to the Big Sky. You can wear Nightvision Goggles without the 
glitch happening. This glitch can also happen if a live nosalis gets stuck on 
the side of the railcar as you leave the depot. If you end up in the Big Sky, 
reload the last checkpoint to fight through the depot again.

Go straight ahead to the subway cars. There are two traps on each side of the 
subway cars. You can loot some ammo from the dead soldiers inside the subway 
cars. There's also a couple of Kalash rifles and an Automatic Shotgun on the 
floor. There's an open crate with pistol ammo, a Medkit, +10 BULLETS, and a 
<Revolver with rifle stock and silencer>. Open the supply crate on the other 
seat for a <Bastard with silencer>, grenades, 5.45 ammo, and a lot of gun ammo. 
Exit the subway cars and go back to the crashed railcar. Crouch down and enter 
the broken pipe. Go right to find a body by a radioactive mushroom with some 
ammo and +2 BULLETS. Turn around and go down the pipe past the break to end the 
level.


4.4 Defense
-------------
     ___________________________________________________________
    |                                                           |
    |  After Pavel's death, I was on my own. Somehow, I had to  |
    |  reach Black Station. Ulman would meet me there and take  |
    |  me to Polis.                                             |
    |___________________________________________________________|

You exit the pipe into a subway tunnel. Go down the tunnel to Hole Station for 
a Discovery Point. Talk to the captain, the man standing on the raised platform 
behind the sandbags. You get recruited to join the station's defense, called 
the Children of the Underground. To the left of the captain is a crate with 
lots of ammo and a Medkit. Two of the guards get killed by a massive sonic wave 
that knocks everyone out. One drops an automatic shotgun and the other drops a 
Kalash. Then, the nosalises come. Fight off the nosalises. Another sonic wave 
makes the remaining defenders black out.

You and the captain survive, but the captain is mortally wounded. Loot the 
bodies of the dead defenders. Go up the steps to the platform. The captain 
gives you a mission to transmit a report to Polis from the station's radio 
beacon on the surface. Take the message from the captain for a Discovery Point. 
Go up the ramp and loot the dead body. Go down to the ground. Go through the 
doorway. Go up the ramp. There's a supply case by the bed with shotgun ammo, +2 
BULLETS, and +5 BULLETS. Go down to the tracks and go through the barricade. Go 
to the right. Climb up the ladder and crouch down to get on the platform. 
There's a couple of Throwing Knives. Go back down to the tracks. Go to the 
railcar. There's a +1 BULLET by the body. In front of the railcar is an 
overturned crate with arrows and sniper ammo. Go down the tracks and through 
the gate.

There's a dead lurker on the platform with an arrow. Don't fall down the lurker 
holes on the platform. Grab the +2 BULLETS and ammo from the body at the foot 
of the ramp. Go up the ramp for some shotgun ammo in the guard booth. Then, the 
lurkers come. There is a large group of lurkers loose in the station. Kill 
lurkers until you no longer hear the snarling noises. This is a great time to 
work on any of the personal weapon achievements since lurkers don't do a lot of 
damage and are pretty weak.

Go down the right tunnel to the subway car. Inside the subway car is a cache of 
5.45 ammo, a Kalash, a +5 filter, and a Gas Mask. I couldn't loot the gas mask. 
Disarm the trap by the cache. Go through the subway cars. You get a Discovery 
Point once you exit the subway cars by the staircase. There's a dead body with 
some ammo and a <Revolver with rifle stock>. Go through the doorway to the 
right of the body and grab the +3 BULLETS from the shelf. Go up the stairs to 
the upper subway car. Pick up +3 BULLETS by the fireman's pole leading to the 
lower subway car.

Move into the main tunnel. Go left. The room on the left is empty. Don't fall 
down the lurker holes. Go to the corner for some shotgun ammo by a Duplet. Go 
to the right to the other corner for more shotgun ammo. Move up along the left 
wall. The room with the lamp is empty. The body by the tipped-over gurney has 
some 5.45 ammo. Go up the stairs on the right side for a 5.45 clip. Go back to 
the main tunnel. Go into the room that's between the booth on the left and the 
body on the right. Grab the shotgun ammo and +3 BULLETS on the table. The body 
by the stairs on the left side of the tunnel has sniper ammo and a Tihar. Go up 
the stairs on the left side of the main tunnel and go to the end of the upper 
hallway for a Discovery Point. There's also two Medkits. Go down to the main 
tunnel. Go to the right side of the tunnel. Go past the big pot and go through 
the doorway. There's a little bit of ammo by the body. There's a gas mask, a +4 
filter, and Medkit on the crate. Go through the doorway.

Put on your gas mask. Go around the lurker hole and go up the stairs on the 
left side of the room. Go across the metal walkway on the left to a storeroom. 
There's a dead nosalis with an arrow, a dead body with shotgun ammo, a safe 
with more arrows, and a total of +12 BULLETS. There's a Helsing on the floor 
and ammo on a table. There is a +3 filter and a +4 filter on the crate by the 
dead nosalis. Go back downstairs.

Then, the lurkers come. This part of the main tunnel is infested with lurkers. 
Kill them at your convenience. There's a room on the left side with shotgun 
ammo. Go up the first set of stairs on the right side for some revolver ammo by 
a discarded revolver. You can get some arrows and a throwing knife if you go up 
the second set of stairs on the right. Crouch down to move around the shelters. 
At the very end of the tunnel is a Kalash and some 5.45 ammo.

Move into the left tunnel. Take off the gas mask. This tunnel has lurkers in 
it, too. Go through the subway car for some 5.45 ammo. The upper subway car has 
a Revolver, a body with ammo, and a grenade. Go back down to the platform. Go 
to the radio for a Discovery Point. Loot the ammo and +4 BULLETS. There's a 
<Revolver with rifle stock> on the platform. There's a minor glitch here where 
your revolver drops through the platform if you swap your revolver with the 
revolver with the rifle stock. Go down past the subway cars and into the subway 
tunnel. Go all the way to the red light to pick up +15 BULLETS. Go back and go 
into the side tunnel to end the level.


4.5 Child
-----------
     _______________________________________________________________
    |                                                               |
    |  I worried that my home, Exhibition, would share the fate of  |
    |  Hole Station. But within that nightmare, I met a young       |
    |  survivor, who was very brave, and very talkative.            |
    |_______________________________________________________________|

The kid climbs on your back Yoda-style. This slows down your ability to turn. 
Loot the ammo by Uncle's body. Exit the room. Go through the hallway to the 
subway tunnel. There are two bodies in the hallway, a Bastard SMG, and a 
Revolver with an Extended Barrel. Out in the subway tunnel go to the right. 
There's a Duplet and some shotgun ammo. Then, the lurkers come. The kid on your 
back will helpfully point out the obvious. Kill the lurkers in the tunnel. 
Don't fall down any lurker holes.

Go towards the blocked end of the tunnel. Go up the wooden boards and go into 
the tunnel on the right. There's another Duplet and shotgun ammo at the side 
tunnel entrance entrance. At the other end of the tunnel is ammo and a 
<Revolver with rifle stock>. Jump over the gas can trap or trigger the trap and 
run away. Go down the hallway to the room. Open the locker and loot the ammo.

Go up the passageway to the right of the locker to enter a larger tunnel. Then, 
the lurkers come. Kill the lurkers then move down the tracks. There's a body 
with an Automatic Shotgun and another body with a Bastard SMG, plus ammo. 
There's another body behind the oil drums at the dead end with a Kalash and +5 
BULLETS. Follow the tracks past the wooden structure and more bodies. Go into 
the dead end where you see the headlamp. Get the +2 BULLETS from the body. Go 
into the side tunnel to the room with the campfire. There's a body with a 
Kalash in the middle of the room. If you look on the left side of the room 
behind the sandbags there's some shotgun ammo. The other body in the room has a 
Revolver, some ammo, and +2 Medkits. Exit the room.

The kid will helpfully point out the huge lurker hole in front of you. Jump 
over the hole. Move down the hallway to the next room. There's a Duplet and 
some shotgun ammo. Then, the lurkers come. Kill all the lurkers. Exit the room 
and go into a large chamber. There's some shotgun ammo and a Duplet by the 
cooking fire. There are two passages out of the large chamber. The passage on 
the left has a couple of bomb bobby-traps. The path on the right goes through 
some green water. Go down the right path. Go to the right and loot the ammo and 
+2 BULLETS from the body. Go down the right path. Just keep going straight 
until you reach the shotgun. Stand up and turn around to loot some ammo from 
the body. The left path leads to the same place as the right path.

Go into the big pipe at the end. There's a Kalash in the big pipe. You exit at 
the bottom of a huge shaft. Go to the left. Carefully move along the ledge and 
hop up on the crate to get to the body with ammo and +4 BULLETS. Go to the 
other side of the room and loot the other body. There's also a Kalash. Go up 
the wooden ramp. Climb up the ramp to the top. Walk along the ledge to return 
the kid to his family. The grateful mother will offer you some bullets. You can 
take the +20 BULLETS or refuse them. You get a Discovery Point for refusing the 
reward. Nothing special happens if you take the reward.

You move into the refugee tunnel. Go uphill. There are a couple of traders. One 
exchanges ammo and the other has weapons and Medkits for sale. Neither one has 
any filters.
   _________________________________________________________________
  |                                                                 |
  | Hole Station Market                                             |
  |                                                                 |
  | (165b/147b) Revolver with stock and optics                      |
  |                                                                 |
  | 220b/196b   Kalash with scope                                   |
  | 280b/249b   VSV with scope                                      |
  |                                                                 |
  | (150b/133b) Automatic Shotgun with Bayonet                      |
  | (160b/142b) Tihar with Scope                                    |
  |                                                                 |
  | 10 bullets  Medkit                                              |
  | 10 bullets  Throwing Knife                                      |
  | 20 bullets  Sticky Grenade                                      |
  |                                                                 |
  | Ammo Exchange                                                   |
  |             Buy for 1 bullet   Sell X rounds for 1 bullet       |
  | Revolver       3 rounds             6 rounds                    |
  | 5.45 ammo      5 rounds            10 rounds                    |
  | Shotgun        2 rounds             4 rounds                    |
  | Sniper         8 rounds            16 rounds                    |
  | Arrow          1 arrow              2 arrows                    |
  |_________________________________________________________________|

Go past the traders and the guards will let you through the gate to the 
surface. Go to the left and climb up the ladder. Grab the +5 BULLETS from the 
guard post.


4.6 Outpost
-------------
     ____________________________________________________________
    |                                                            |
    |  I went up again, to the gloomy charm of post-apocalyptic  |
    |  Moscow. I was warned in Hole Station about a new squad    |
    |  of Nazi rangers on the surface.                           |
    |____________________________________________________________|

There's a fresh Gas Mask right in front of you. There's also a body of a dead 
guard with ammo and a Kalash. Exit the tunnel and move around the ice blocks to 
the right. Hide in the shed. There's another Gas Mask in the shed. Wait for the 
Nazis to go past the shed into the tunnel. Look out the doorway of the shed. 
There's a guard on patrol on the upper walkway in front of you. 

If you have a Helsing, you can get a silent kill from the shed. Using a 
silenced revolver or silenced VSV rifle won't always get a silent kill, 
especially if you don't have a scope. The guard is too far for the throwing 
knife. Wait for the guard to stop on the right. Leave the shed and sneak to the 
right to the ladder. Wait for the guard to stop at the right again before 
climbing up the ladder. Stay behind the boxes so the guard doesn't see you. 
Take out the throwing knives. Sneak towards the guard. Go down the little ramp 
and hide by the tall box and the solid railing. The guard should walk around 
the corner towards you. Quickly kill him using a couple of throwing knives. 
Look in the crate by the alarm bell for a gas mask and a <Revolver with stock, 
optics, and silencer>. 

Go across the middle walkway to the opposite side of the upper level. If you go 
left, you can go down the ramp and loot a body that has some revolver ammo. 
Sneak to the right and go up the stairs. Take out the throwing knives or the 
Helsing. Go to the left. Sneak around to the doorway of the building so you can 
see the back of an enemy. Don't sneak too far or you get spotted by a second 
enemy in the building. Quickly kill both enemies before they can raise an 
alarm. Loot the bodies. There's a nice +10 filter inside the building. Outside 
the building there's a grenade trap between the building and the wall. The 
grenade is hidden in the white plant next to the building.

Exit the building and go towards the large building on the left. Sneak up to 
the first window on the ground floor and silently kill the enemy inside the 
room. Ignore the demon that flies off with the enemy. Extinguish the lamp. Stay 
at the bottom of the slab that leads up into the building. Wait for the two 
guards to finish talking. Watch the shadows on the ceiling. Wait for the shadow 
of the guard to walk away. Sneak up the ramp and quickly kill the guard that's 
to the right just as you enter the room. Sneak up to the doorway and kill the 
other guard when he's in the other room. There's a gas mask on the desk. 

Sneak across to the other room and loot the body. There's some revolver ammo in 
the left corner by the windows. Sneak out of the room to the hallway and go 
into the next room on the left. Hop up on the crate by the window and loot the 
+4 BULLETS. Go out the window onto the wooden boards. Go to the right and sneak 
along the ledge outside the building. Go to the end of the pipe and jump 
through the window into the room. Grab the revolver ammo from the chair. Sneak 
across the room to the right corner by the door. Wait until you see the guard 
walk away from you going from right to left. Go out into the hallway and silent 
kill the guard. Now backtrack outside the building. Go into the hallway and 
silent kill the guard sitting by the fire and alarm bell. Go up the stairs by 
the alarm bell to loot some 5.45 ammo from the back. Go to the blocked stairs 
going down to loot an arrow. 

Go down the stairs to the alarm bell and fire. Go to the right and go all the 
way to the last doorway on the right. There's a board with a white arrow 
pointing at the doorway. Go through the doorway onto the slab. Go all the way 
to the right corner and stop. Listen carefully for the footsteps of the guard 
above. Wait until the the footsteps are going away from you before moving. Go 
all the way to the outside part of the building. Go down the slab to the wall. 
Look to the left for a body under the slabs clutching some revolver ammo. Sneak 
to the top of the slab that's on the outside wall of the building. Get in the 
corner and stand up. Turn around so you can see the floor above you on the 
left. Silent kill the guard that stops in the hallway. 

Sneak up the slabs to the upper floor. Go to the left towards the two rooms. 
Silent kill the guard in the room on the right. There's an Automatic Shotgun in 
the opposite room. Sneak back to the hallway and look in the dark area on the 
left. There are two guards inspecting some cabinets. Try to silent kill both 
guards. Go down into the darkened area and loot the bodies. One guard has a 
Medkit and the other guard has three Throwing Knives. Climb up into the hallway 
and drop down on the other side. Go back to the hallway with the sign with the 
white arrow. Go all the way to the other end of the building. 

Jump out the window onto the excavator. Run to the far right corner of the 
backyard. There's a corpse with 5.45 ammo and a Bastard. Go back to the 
excavator. Climb onto the excavator and use it to get on the ladder on the 
building. Climb onto the roof. Run into the small shed. Use the tape player 
inside the shed to transmit the emergency message from the captain of Hole 
Station and complete the !Steam Achievement DJ Artyom. 

Let's kill a couple of demons. Pick up the two sticky grenades. Equip the 
sticky grenade. Move out of the shed a little and look up. As soon as you see a 
demon start to land, toss the sticky grenade using the Right Mouse Button to do 
a quick toss. The sticky grenade should stick to the demon and kill it as it 
flies away. Repeat for the second demon. Exit the shed. There's a body on the 
roof with a Kalash.

Go to the left of the body on the roof and look for a steep slab going down 
into the building. Exit the room into a hallway. Go straight across the hallway 
into the next room. There's a corpse with an Automatic Shotgun and +5 BULLETS. 
Disarm the three grenade traps in the the hallway.  The other room on the left 
has some sniper ammo on a desk. Exit the hallway and go down the slabs on the 
left. You're back in the hallway with the alarm bell and the fire. Go down to 
the last room on the right and use the slabs to get to the dark area on the 
other side of the building. 

Once you drop down the hole there's no way to get back to the upper floors. Go 
through the hole in the floor. There are six enemies on this floor that have 
already been alerted to your presence. Might have been those sticky grenades 
you were using on the roof. Kill the enemies in the area. Grab the +5 BULLETS 
off the shelf before leaving the room. Look in the room on the left and get the 
+5 BULLETS from the cabinet in the corner. Go up the stairs on the left side of 
the main room to get two arrows at the top of the stairs. Go into the other 
hallway. The first room on the right has some revolver ammo along with a 
Revolver with extended barrel. You can turn off or shoot the tape player. The 
other room on the right is empty. The room on the left is where we killed the 
first enemy in the building. Go back to the main room. Go towards the sandbags 
and campfire. There's some supplies to the left that include a +7 filter, a +8 
filter, a Gas Mask, and some ammo. Exit the building and go to the right.

There's a spotlight in the distance. Head towards the spotlight by running to 
the right and run along the edge without going into the radioactive water. This 
puts you on a partially collapsed part of the ground by a ruined set of subway 
stairs. The bunker with the spotlight should be straight ahead. There is a six 
man Nazi patrol moving among the wrecked cars and one Nazi watching the bunker. 
Kill the Nazis in the area. If you go back towards the building, there are some 
holes in the surface. There is one set of three holes surrounded by cars. Go 
down there to find a body with a <Bastard with silencer>. You can find a Gas 
Mask in the hole that's closest to the building. Go down the stairs to go 
underneath the bunker and end the level.

Go to [4.7 Black Station].


4.6.1 Outpost - Low on Filters
--------------------------------
     ____________________________________________________________
    |                                                            |
    |  I went up again, to the gloomy charm of post-apocalyptic  |
    |  Moscow. I was warned in Hole Station about a new squad    |
    |  of Nazi rangers on the surface.                           |
    |____________________________________________________________|

This version of the Outpost walkthrough can be completed with as little as 2 
minutes of filter time once you start the level. It skips sneaking and takes an 
alternate route through the building.

Put on the gas mask or swap your gas mask for the new one by the entrance. Loot 
the body for some ammo. Run out of the tunnel and go to the right. Run around 
the ice blocks and go past the shed. Immediately climb up the ladder to the 
upper level. There's a <Revolver with stock, optics, and silencer> inside a 
crate near the alarm bell. Kill the guard on the upper level, run across the 
middle walkway to the opposite side, and go up the stairs. Ignore the enemies 
and run into the small building on the left and grab the +10 filter from 
inside. Kill the two guards near the small building.

Head towards the three story building on the left. Ignore the demon that grabs 
one of the enemies. Go through the the break in the wall on the left before 
getting to the building. Go across the bridge. In the corner of the backyard to 
the left is a corpse with some 5.45 ammo and a Bastard. Climb up on the 
excavator. Walk along the arm of the excavator to get to the ladder. Climb up 
the ladder onto the roof of the building. If you have the recorded message from 
the Defense level, go into the small wooden shed on the roof and use the tape 
player by the radio to transmit the message for the !Steam Achievement DJ 
Artyom. 

You can easily kill a couple of demons here. There are two sticky grenades in 
the shed. Equip a sticky grenade. Move out of the shed a little and look up. As 
soon as you see a demon start to land toss the sticky grenade using the Right 
Mouse Button to do a quick toss. The sticky grenade should stick to the demon 
and kill it as it flies away. Repeat for the second demon. Exit the shed and go 
to the left. There's a body on the roof with a Kalash. Go past the body and go 
down the steep slab into a room.

Exit the room and go straight across the hall into the other room. Grab the +5 
BULLETS and shotgun ammo from the corpse. Exit the room and go back into the 
hallway. Disarm the three grenade traps. The room on the left has some sniper 
ammo. Exit the hallway, go to the left, and drop down to the next floor. There 
are four enemies in this part of the building. One of the guards wearing a blue 
parka has a lootable filter if you don't shoot off his gas mask. The enemy 
wearing the heavy suit has two filters if you don't shoot off his gas mask or 
helmet. Using grenades can also destroy the filters. Kill all the guards with 
body shots if you want to pick up between +7 and +9 in filters. Check the rooms 
on this floor for some revolver ammo and +4 BULLETS in a window by a backpack. 
Go to the central room with the alarm bell. Go up the stairs to get some 5.45 
ammo by the backpack and an arrow stuck in the railing by the blocked stairs 
going down.

Let's take a shortcut and skip some enemies. This is a one way trip. Go to the 
bottom of the blocked stairs and go through the broken railing to drop down to 
the next floor. Grab the two arrows by the candle. There are seven enemies 
here. There is one outside patroller, one patroller by the guard bell, a guard 
sitting by the alarm bell, an officer asleep in a room on the left, a guard in 
the hallway on the left, an enemy in another room in the left hallway, and 
another enemy in a room in the hallway on the right. I haven't figured out a 
way to silently kill the rest of the enemies in the building without one of 
them raising an alarm. Kill all the enemies. Check the rooms in the hallway on 
the right for a total of +10 BULLETS. The room with the tape player has some 
revolver ammo and a Revolver with extended barrel. Check by the campfire/alarm 
bell for two filters, usually a +8 and a +7, some ammo, and a gas mask. Exit 
the building and go to the right.

There's a spotlight in the distance. Head towards the spotlight by running to 
the right and run along the edge without going into the radioactive water. This 
puts you on a partially collapsed part of the ground by a ruined set of subway 
stairs. The bunker with the spotlight should be straight ahead. There is a six 
man Nazi patrol moving among the wrecked cars and one Nazi watching the bunker. 
Kill the Nazis in the area. If you go back towards the building, there are some 
holes in the surface. There is one set of three holes surrounded by cars. Go 
down there to find a body with a <Bastard with silencer>. You can find a Gas 
Mask in the hole that's closest to the building. Go down the stairs to go 
underneath the bunker and end the level.

Go to [4.7 Black Station].


4.7 Black Station
-------------------
     _________________________________________________________________
    |                                                                 |
    |  It was clear that Black Station was occupied by fascists, but  |
    |  Ulman had said he'd wait for me there. I had to risk it.       |
    |_________________________________________________________________|

This is the kill everyone/stealth walkthrough. 

Take off your gas mask. Go up to the gate to talk to Ulman. He leaves you a 
silenced VSV rifle. Loot the body and the rifle for ammo. There's Nightvision 
Goggles in the corner on top of the woodpile. Go into the passageway. Do not 
crunch any glass, disturb any can alarms, or trigger the two Ewok traps. Sneak 
past the two Nazis while they are talking. Finishing listening to their 
conversation for a Discovery Point. Go into the lit hallway and blow out the 
lantern.

Sneak back to the first two Nazis. Carefully sneak so you can see through the 
doorway. Silently kill the guard that's sitting with his back to you then 
quickly kill the second guard when he stands up. Loot the bodies. There's a 
throwing knife stuck in the crate and some ammo on the backpack. Go back to the 
hallway. Wait for the guard to walk away from you. Follow him and kill him with 
a silenced weapon after he goes around the corner. Blow out the lantern. Turn 
around and go back to the overhead light. Shoot out the light and go through 
the gate.

Sneak around the corner to see two more guards. Go to the right and hide in the 
corner closest to the guards. Listen to their conversation for a Discovery 
Point. Follow the guard that walks past you and kill him after he goes around 
the corner. Backtrack and kill the other guard when he's standing by the lamp. 
Loot the body by the lamp. Go to the right and shoot out the overhead light. Go 
straight and to the left. Go around the corner and there's a supply crate with 
a Tihar and some sniper ammo. Turn around and go through the gate. Go right 
again to the room with the lamp.

Go to the left and sneak down the hallway between the two grates. Go around the 
corner and sneak across the wooden platform to the other side of the room. 
Don't go down the ramp. Listen to the guards talking about the generator for a 
Discovery Point. Wait for the sound of footsteps to stop before going down the 
ramp. This lets the guard get set in position so they don't see you. Face the 
wall and sneak down the stairs on the left. Silently kill the two guards and 
loot the bodies for ammo. Shoot out the first lights in the subway tunnel. Go 
into the tunnel and look to the left. Shoot out the other light when the guard 
is not standing under the light. Silently kill the guard and sneak down to the 
body. Kill the guard sitting in the next room. Go into the room and get next to 
the generator. Press the [E] key to sabotage the generator and get a Discovery 
Point. There's a Duplet, some shotgun ammo, and +5 BULLETS by the campfire.

Go across the room past the generator and go through the doorway to a hallway. 
Go up the stairs and stop before walking into the light. Peek around the corner 
to the right. When the guard walks away, sneak up and blow out the lantern. 
Sneak into the subway car and wait. Kill the guard when he's standing with his 
back towards you. There's two arrows in the dark end of the subway car. Check 
the other end for another arrow and a <Helsing>. Exit the subway car. Climb up 
the ladder by the side of the subway car to get on top. The supply crate on top 
of the subway car has a VSV rifle, some 5.45 ammo, and +4 BULLETS. Jump down 
and go straight through the two gates to the stairs. Look under the stairs for 
a body with +3 BULLETS and possibly a Medkit.

Go across the room past the generator and go through the doorway to a hallway. 
Go up the stairs and stop before walking into the light. Peek around the corner 
to the right. When the guard walks away, sneak up and blow out the lantern. 
Sneak into the subway car and wait. Kill the guard when he's standing with his 
back towards you. There's two arrows in the dark end of the subway car. Check 
the other end for another arrow and a <Helsing>. Exit the subway car. Climb up 
the ladder by the side of the subway car to get on top. The supply crate on top 
of the subway car has a VSV rifle, some 5.45 ammo, and +4 BULLETS. Jump down 
and go straight through the two gates to the stairs. Look under the stairs for 
a body with +3 BULLETS and possibly a Medkit.

Go back to the subway car and go to the left down the platform towards the 
lamp. Before the lamp there's a tunnel going underneath the subway platform. Go 
just a little bit into the tunnel and look to the left. Jump up on the boxes 
and got to the left to get to a secret area that gives a Discovery Point. Exit 
the secret area and go straight. Turn left at the wall to get underneath the 
next area.

Go to the right to the wall then go to the left to reach the unlit exit from 
the crawlspace. Wait underneath the platform for the guard to walk away. Leave 
the crawlspace and go across the tracks to the right. Sneak up to the doorway 
on the left. Go through the doorway before you get spotted. Go down the stairs 
and go into the room with the lamp and the <Automatic Shotgun>. Exit the room 
by going right. Blow out the lamp above the broken door. Go up the stairs. Wait 
in the doorway until it's clear. Exit the hallway and go across the tracks and 
hide in the corner by the wooden barrier. Silently kill the nearest guard when 
he's standing at the top of the steps.

The guard in  the center of the platform has Nightvision Goggles so we want to 
be careful here. Sneak along the tracks to the other end of the tunnel. There 
is one enemy looking through a supply crate. There's another guard that is on 
patrol. Get in position so you can see the enemy by the supply crate. Kill the 
patroller before he gets to the enemy by the crate. Quickly kill the enemy by 
the crate before he notices anything. Sneak up onto the platform and loot the 
ammo from the supply crate and the bodies. Stay by the crate and move sideways 
to the left until you can see the lamp on the other side of the platform. Wait 
here and silently kill the other patroller. Look to the left and kill the enemy 
with the Nightvision Goggles. There's a Medkit, a couple of grenades, shotgun 
ammo, 5.45 ammo, and +15 BULLETS by the fire.

Go back to the room with the automatic shotgun. Go down the tunnel into the 
sewers. Put on the gas mask. Go to the left. There are two bodies in the sewer 
tunnel and both are empty. Go into the room with the shorted out electrical 
wiring. The wall locker has a filter. Go up the staircase. Take off the gas 
mask. Shoot out the light. Go to the left. Watch out for the broken glass. You 
get a Discovery Point for overhearing the enemy's mumbling. Go into the room on 
the left. There's some sniper ammo in the locker. Exit the room and go to the 
right. Silently kill the enemy sitting by the lamp. Sneak up and blow out the 
lamp. Go into the bathroom on the right and loot the ammo from the backpack in 
the last stall. Listen to the long story about Metro 2, the Russian Ragnarok, 
and the Invisible Watchers for a Discovery Point.

Sneak into the big room. There are four enemies. One enemy is on patrol. The 
second enemy is leaning against the sandbags. The third enemy is sitting by the 
fire. The fourth enemy goes to sleep by the fire after listening to the Metro 2 
story. Kill the patroller when is out of sight of the other enemies. Kill the 
guard leaning against the sandbags followed by the enemy sitting by the fire. 
Kill the fourth guard before he wakes up. There's some ammo by the backpack and 
+5 BULLETS under the pillow. It looks like the enemy that was leaning against 
the sandbag has Nightvision Goggles plus a <VSV Rifle>. Go through any of the 
three tunnels to go back to the room that had the enemy with the Nightvision 
Goggles in the center. There's a Tihar and some sniper ammo by the fire. Go to 
the right wall for a supply crate with a revolver, revolver ammo, and a 
throwing knife.

Go back to the room that had the four enemies. Go through the doorway into a 
room with a lamp. Go down the steps and go down the square hatch in the floor 
to a sewer tunnel. Put on the gas mask. There's a body with some ammo and two 
filters I couldn't pick up. Go down the sewer tunnel. Hop over the spiked log. 
Avoid the Ewok trap. Go up the steps on the left to a passageway. Take off the 
gas mask. Go around the corner to the left. There's a body with a Kalash and 
some 5.45 ammo in the dead end on the left. Go through the doorway and follow 
the path to the end. You meet up with Pavel. Climb into the sidecar of the 
railbike.

You have a vision. You're in a stone tunnel. There's a wooden barrier in front 
of you. A Dark One breaks through the barrier and approaches you. You have two 
choices. You can turn around and run through a gate into a dark room. The gate 
closes and you stand around in the dark until the vision ends. The other choice 
is to let the Dark One approach you or walk towards the Dark One. The vision 
changes and you see a green, leafy canopy and a blue sky overhead. Khan speaks 
to you. You get a Discovery Point and the vision ends.

Go to [5.1 Polis].


4.7.1 Black Station - Merciful (Short)
---------------------------------------
     _________________________________________________________________
    |                                                                 |
    |  It was clear that Black Station was occupied by fascists, but  |
    |  Ulman had said he'd wait for me there. I had to risk it.       |
    |_________________________________________________________________|

This Merciful walkthrough skips turning off the generator.

Take off your gas mask. Go up to the gate to talk to Ulman. He leaves you a 
silenced VSV rifle. Loot the body of the dead Nazi. There's also Nightvision 
Goggles in the corner. Go into the passageway. Try not to crunch glass 
underfoot, disturb the cans, or trigger any traps. Sneak past the two Nazis 
while they are talking. Finish listening to their conversation for a Discovery 
Point. Go into the lit hallway and blow out the lantern.

Sneak up to the crate. Wait for the guard to walk away from you. Go around the 
corner and use a silenced weapon to shoot out the light. Go to the right and 
around the corner to see two more guards. Go to the right side and hide in the 
corner closest to the guards. Listen to their conversation for a Discovery 
Point. Wait for one guard to walk past you. Sneak towards the lamp and blow it 
out. Look through the gate and shoot out the overhead light. Sneak through the 
gate and hide in the corner on the left. The patrolling enemy will walk to the 
gate, stand there briefly, and walk away. Sneak behind him and go to the left. 
Go to the dead end to find a supply crate with sniper ammo and a Tihar. 

Move so you can see where the guard is walking by the crate. Wait for the guard 
to go past you towards the gate. Go straight ahead sneak up to the pipes. 
Crouch down and climb up on the pipes. Stay on the left pipe until you have to 
switch to the right pipe. The right pipe isn't able to support your weight 
completely and will make a loud screech when it buckles. Drop down at the end 
of the pipes. There's another Tihar and some sniper ammo by the campfire. The 
supply crate by the left wall has a Revolver and revolver ammo.

Sneak into the tunnel on the left. There's a guard that walks into the tunnel 
so be careful. When the guard is walking away exit the tunnel and go to the 
left. Hop up on the ledge. Wait for the guard to walk into the tunnel. Go 
straight along the left wall and go through the doorway on the left. Go through 
the room and down the stairs to the square hatch in the floor. Wait by the 
hatch for the guard to finish talking about Metro 2 for a Discovery Point.

Go down the square hatch in the floor to a sewer tunnel. Put on the gas mask. 
There's a body with some ammo. There are two filters that I wasn't able to pick 
up. Go down the sewer tunnel. Hop over the spiked log. Avoid the Ewok trap. Go 
up the steps on the left to a passageway. Take off the gas mask. Go around the 
corner to the left. There's a body with a Kalash and some 5.45 ammo in the dead 
end on the left. Go through the doorway and follow the path to the end. You 
meet up with Pavel. Climb into the sidecar of the railbike.

You have a vision. You're in a stone tunnel. There's a wooden barrier in front 
of you. A Dark One breaks through the barrier and approaches you. You have two 
choices. You can turn around and run through a gate into a dark room. The gate 
closes and you stand around in the dark until the vision ends. The other choice 
is to let the Dark One approach you or walk towards the Dark One. The vision 
changes and you see a green, leafy canopy and a blue sky overhead. Khan speaks 
to you. You get a Discovery Point and the vision ends.

Go to [5.1 Polis].


4.7.2 Black Station - Merciful (Long)
---------------------------------------
     _________________________________________________________________
    |                                                                 |
    |  It was clear that Black Station was occupied by fascists, but  |
    |  Ulman had said he'd wait for me there. I had to risk it.       |
    |_________________________________________________________________|

This Merciful walkthrough includes turning off the generator and going through 
the rest of the level without killing any enemies.

Start out by talking to Ulman. Loot the ammo from the enemy that Ulman killed. 
Ulman leaves you a VSV rifle. Sneak past the tripwires, cracked glass, alarm 
cans, and loose boards to get past the first two guards. You get a Discovery 
Point for listening to their conversation. Blow out the lantern in the 
passageway. Sneak up to the crate.

Wait for the guard to walk around the corner. Shoot out the overhead light with 
a silenced weapon. Go to the left and around the corner. Go straight ahead 
along the left wall and wait in the corner. Shoot out the lantern. Wait for the 
guard to walk past you and go into the passage on your right. Go to the left 
past the crate. Go left and sneak across the boards to the other end of the 
room. Stop at the top of the short ramp that leads down on the ledge along the 
side of the room. You get a Discovery Point for learning about the generator. 
Sneak down the ramp and quickly shoot out the light on the left. If you go the 
the right you can get a Medkit. Go through the hole in the wall without bumping 
into the alarm can. Quickly drop down to the ground. There's a body under the 
stairs with a Medkit and +3 BULLETS.

Look through the two gates towards the subway car. Wait until the guard by the 
subway car walks away. Go through the first gate and take the first right. 
Shoot out the lamp in the doorway. Look through the doorway and back up as much 
as possible. Wait for the guard to go back through the doorway at the other end 
of the hallway. Sneak down to the doorway and shoot out the overhead light in 
the room. Quickly go back to the other end of the hallway. Wait for the guard 
to walk into the room again. Sneak down the hallway. Enter the room and go to 
the right. Sneak around the boxes and sabotage the generator. Quickly sneak out 
of the room and go back to the bottom of the stairs.

Wait for the guard by the subway car to walk away. Sneak through the two gates 
and extinguish the lantern. Quickly sneak into the subway car and go to the 
right. Hide in the corner on the right. Wait for the guards to relax before 
moving. The enemy by the subway car may walk into the subway car, but as long 
as you stay hidden in the corner he won't spot you. Grab the two arrows on the 
ground and the three arrows in the improvised target. Wait for the guard to 
stop nearby. When he starts to walk away, sneak down the subway car. Get on the 
right side and get up on the last set of seats. Look on the opposite set of 
seats for a Helsing and another arrow. Follow behind the guard when he starts 
to walk away from you again. Go all the way to other end of the subway car and 
hide in the right corner again. The guard almost always hears something and 
checks the inside of the car. Wait for him to walk away. When he's near the 
other end of the subway car, sneak out of the car and through the two gates to 
the stairs. Go up the stairs.

Wait at the top of the stairs and make sure the enemies are not on alert. When 
it looks clear, sneak through the hole in the wall and get back on the wooden 
platform on the right. Watch the opposite end of the room for the patroller. 
When the patroller turns around and walks away, sneak along the side of the 
room. Go around the corner and past the crate. Go straight along the left wall 
and hide in the corner. Wait for the guard to walk past you. Go into the 
passage on the left and go around the corner. Go straight past the first 
overhead light and into the next passage. Go around the corner and hide in the 
corner on the right. 

Go to [4.7.3 Black Station - Merciful (Quick)] and start at "Method #1" or 
"Method #2".



4.7.3 Black Station - Merciful (Quick)
-----------------------------------------------
Take off your gas mask. Go up to the gate to talk to Ulman. He leaves you a 
silenced VSV rifle. Loot the body of the dead Nazi. There's also Nightvision 
Goggles in the corner. Go into the passageway. Try not to crunch glass 
underfoot, disturb the cans, or trigger any traps. Sneak past the two Nazis 
while they are talking. Finish listening to their conversation for a Discovery 
Point. Go into the lit hallway and blow out the lantern.

Sneak up to the crate. Wait for the guard to walk around the corner. Shoot out 
the light and go to the right. Sneak down the passage towards the next pair of 
guards. Go through the hole in the wall on the right onto a wooden platform. 
There are two ways to go from here.

Method #1
-----------
Drop down and go to the left. Run past the enemies and go up the escalators. Go 
into the tunnel on the left. Run past some more enemies and go into the doorway 
on the left. Run past the lamp and the sandbags and go down the stairs. Drop 
down into the sewer tunnel. Put on the gas mask. Navigate past the traps and 
follow the path until you reach Pavel. Get in the railcar. Stand still or walk 
towards the Dark One during the vision for a Discovery Point. Run away from the 
Dark One if you don't want a Discovery Point. Go to [5.1 Polis]

Method #2
-----------
This way is a little bit more involved. Drop down from the platform and run 
along the subway tracks on the right. Go through the doorway on the left with 
the lamp. Go down the stairs into a storage room. There's an Automatic Shotgun 
on the crates in the center of the room and a Medkit in the corner by the 
broken wall. Go through the broken wall in the corner into a sewer tunnel. Put 
on the gas mask and go to the left. Go into the room on the right with the 
sparking electrical cable. There's a filter in the wall locker. Sneak up the 
staircase. 

Shoot out the light at the top of the stairs. There is one mumbling guard by a 
lamp a couple of rooms ahead. Listen to him for a Discovery Point. Sneak 
through the first doorway on the left. This is where Ulman met you at the start 
of the level. Check the lockers for some sniper ammo. Sneak out of the room so 
you can see the enemy by the lamp. Shoot the helmet in the room before him. The 
enemy will stand up, then walk away after a few seconds. Go into the room with 
the lamp and extinguish the light. Go into the bathroom on the right for some 
revolver ammo on a backpack. 

Sneak into the big room. Shoot out the light on the left just as you enter the 
room. Listen to the story about Metro 2 for a Discovery Point. Sneak to the 
right following the wall. Wait by the scaffolding. When the patroller walks 
into the tunnel, sneak forward and go through the doorway on the right. Go down 
the steps. Drop down into the sewer tunnel. Put on the gas mask. Navigate past 
the traps and follow the path until you reach Pavel. Get in the railcar. Stand 
still or walk towards the Dark One during the vision for a Discovery Point. Run 
away from the Dark One if you don't want a Discovery Point. Go to [5.1 Polis]



/===========================================================================\
|  [M33-50]                                                                 |
|                               CHAPTER FIVE                                |
|                                  "HOPE"                                   |
|                                                                           |
\===========================================================================/

5.1 Polis
-----------
     _________________________________________________________________
    |                                                                 |
    |  It's hard to describe my feelings at that moment...exhausted,  |
    |  yes, but joyful - I had made it! Once I delivered Hunter's     |
    |  message, the rescue of my home station could be decided by     |
    |  those stronger and wiser than I. And my task would be over.    |
    |_________________________________________________________________|

You finally make it to Polis Station. Polis is bigger, brighter, and cleaner 
than any other station you've visited. Follow Ulman into the checkpoint. Listen 
to the Captain. Ulman goes to look for Miller and returns a couple of minutes 
later.

There is a trader selling a Heavy Suit, an ammo exchange trader, and a weapon 
trader. Deal with the traders before approaching Miller. This is the only time 
you can get a Kalash 2012 with a scope and silencer and still have enemies to 
face. The Helsing is useful in the library if you plan on fighting your way 
through there. You can get a free Automatic Shotgun with Bayonet later. 
Exchange any unusable ammo. Sell all of the sniper ammo. If you don't have a 
Helsing, sell all your arrows. You can also sell the majority of your revolver 
ammo. Hold on to about 100 shotgun shells and sell the rest. Keep all your 5.45 
ammo.
   _________________________________________________________________
  |                                                                 |
  | Polis Station Market                                            |
  |                                                                 |
  | (300b/267b) Kalash 2012                                         |
  |                                                                 |
  | (150b/133b) Automatic Shotgun with Bayonet                      |
  |                                                                 |
  | 100 bullets Heavy Suit (armor)                                  |
  |                                                                 |
  | 10 bullets  Medkit                                              |
  | 10 bullets  Throwing Knife                                      |
  | 20 bullets  Sticky Grenade                                      |
  |                                                                 |
  | Ammo Exchange                                                   |
  |             Buy for 1 bullet   Sell X rounds for 1 bullet       |
  | Revolver       3 rounds             6 rounds                    |
  | 5.45 ammo      5 rounds            10 rounds                    |
  | Shotgun        2 rounds             4 rounds                    |
  | Sniper         8 rounds            16 rounds                    |
  | Arrow          1 arrow              2 arrows                    |
  |_________________________________________________________________|

Approach Miller and Ulman. You automatically move to Miller's office and the 
Council Chambers. You end up on the surface.


5.2 Alley
-----------
     ________________________________________________________________
    |                                                                |
    |  The Council's decision shocked me, but Miller's plan gave me  |
    |  hope. Once more, I climbed up to the bones of Moscow, to      |
    |  search for the secret of D6 and a way to awaken the horde of  |
    |  missiles...                                                   |
    |________________________________________________________________|

Put on your Gas Mask. Go to the left. Loot the ammo and +10 filter from the 
body. Go back to the start. Use the pipe by the car to cross over the 
radioactive water. The rusty pipe breaks apart under your weight. Use the other 
pipes to the left to stay out of the water. There's a blue object in the water. 
Jump down on the blue object and use the boards and slab to get up on the ledge 
with the body. Watch out for the demon that lands next to you and attacks you a 
couple of times. The body has some ammo and a <Revolver with stock, optics, and 
silencer>. Look to the left and go down the manhole into a tunnel. Use the 
Combat Knife to break the icicles. Exit the tunnel to the surface. Go all the 
way to the left to the body with an arrow, ammo, +5 BULLETS, and a Kalash. Go 
back to the blue object. Use the pipe and boards to get up to the surface.

Go to the left and go past the wrecked vehicles. Kill any nosalises along the 
way. Go into the back of the white truck on the right for a large ammo cache. 
There's sniper ammo, three arrows, throwing knives, +4 in BULLETS, and a Kalash 
in one of the supply crates. Exit the truck and look to the left by the van. 
There's a body with a Gas Mask, 5.45 ammo, and a +10 filter. Go past the bus 
and go to the left by the delivery truck. There's a body with a +1 BULLET. Move 
up to the wrecked car on the right. Turn to the left and go up the steps of the 
library. A demon flies down and attacks you. Go up to the wall and go all the 
way to the left. Go down the stairs. Use the combat knife to break through the 
icicles. Go into the sewer tunnel. Sprint to the other end of the sewer tunnel 
to a cache. There's some ammo, a grenade, throwing knives, and +5 BULLETS. 
Sprint back to other end of the sewer tunnel and go back to the surface.

Follow the wooden boards to get out of the depression. Stay at the bottom of 
the steps. Part of the library crumbles and smashes down onto the steps in 
front of you. If you go up the steps immediately, the falling debris kills you. 
Go up the steps and go to the right. Near the entrance are two dead bodies in a 
snowbank along with a Revolver, Gas Mask, and some ammo. You meet up with 
Miller and another ranger, Danila, at the entrance. Before going into the 
library, turn around and look to the left. Go to the white van that's on the 
left side of the statue. There's a supply case inside the van with shotgun ammo 
and +5 BULLETS. Approach the library entrance to end the level.



5.3 Library
-------------
     _________________________________________________________________
    |                                                                 |
    |  Upon entering the Great Library, I was in awe. It seemed like  |
    |  a fairy tale castle, and as in the old stories, its treasures  |
    |  were guarded by monsters.                                      |
    |_________________________________________________________________|

There's a body by the doors with a filter. Go down the hallway with Miller and 
enter the library. Danila and Miller will hold the doors until you find a way 
deeper into the library. Go to the right for a body with ammo, a Kalash, and a 
filter. Go up the stairs. The door in front of you gets closed and barricaded 
from the other side. Go to the right. There's a filter by the carnivorous 
tentacle. Shoot the tentacle and it will curl up towards the ceiling. Grab the 
filter. Run past the other ceiling tentacles. There's a corpse with an 
<Automatic Shotgun>, a filter, and some ammo. Sprint past the other tentacles. 
Loot the body on the slab for some 5.45 ammo. Jump through the hole in the 
wall. Pick up the 5.45 ammo from the body on the left.

Go to the door on the right. Look through the hole and shoot the board that's 
barricading the door. Danila and Miller will let you out of the room. Exit the 
room and go to the left. Jump over the broken column. Break through the broken 
door on the right. Go into the room and climb up the bookcase leaning against 
the wall. Look up through the broken wall and shoot the chandelier. The 
chandelier swings down and breaks through the next door.
    !Steam Achievement Quick-witted

The body in the room has a <Revolver with stock and optics> and some revolver 
ammo. Go back through the broken door. There's a body by the window with an 
<Automatic Shotgun>. Go into the chandelier room. The body at the bottom of the 
stairs has a Duplet and some shotgun ammo. The body on the right has a filter, 
revolver ammo, and a <Revolver with Extended Barrel>.

Go up the stairs to the next room. Go up the stairs on the right to find 
another body. Miller and Danila are on the right side of the room below the 
upper level. We missed Miller and Danila fighting a demon, and seeing Danila 
almost getting carried off by the demon, but getting dropped hard on the ground 
instead. We also missed Miller giving some crucial information on how to deal 
with the Librarians. First, Librarians won't attack if you face them. 
Librarians always attack if you turn your back to them. Second, slowly back 
away when a Librarian approaches you. Doing both of these things prevents most 
Librarian attacks. Miller has to take Danila for medical help and leaves you to 
face the Librarians and find the secret military archives.

Go up the stairs on the right side of the room. Climb up the card catalog to 
the upper level. You can pick up some shot gun ammo by the Duplet at the left 
end. Go through the doorway. Watch out for the ceiling tentacle. Go left to the 
other end of the hallway. Break through the broken door. Go through the doorway 
to end the level.


5.4 Depository
----------------
     ______________________________________________________________
    |                                                              |
    |  I was alone again...and soon I would look into the eyes of  |
    |  fear - literally.                                           |
    |______________________________________________________________|

There is a librarian right in front of you. Go forward past the staircases and 
go to the right. Look behind the overturned bookcase for a body with pistol 
ammo and a <Revolver with rifle stock>. Go across the room to the desk with the 
lamp. Behind the desk is +5 BULLETS and a Throwing Knife by a body. 

Okay, now go down the stairs and go towards the librarian. The exit to the room 
is the door on the right side of the room. The body in the room has some 
shotgun ammo and a gas mask. Do not turn your back on the librarian. Once a 
librarian starts to attack you, you have to kill it or run away. Circle around 
the librarian. If the librarian approaches you, back away slowly. Don't get 
backed into a corner. When the librarian starts to pound the ground with its 
fists, stay still. The librarian eventually walks away and jump up into the 
ceiling. 

There is another librarian past the broken door in the hallway. There is 
nothing in the room on the left. Go to the T-intersection. There's a body to 
the right with a +5 filter and a gas mask. Go to the left and go through the 
open doorway. A librarian uses a slab to block the doorway once you enter the 
room. There's a dead soldier in here with revolver ammo and a Revolver. Go 
through the broken door to the next room. 

Going past the big hole in the ceiling triggers the third librarian which 
breaks through the door on the left. Back into the previous room and the 
librarian should jump into the ceiling. Go back to the hallway. The room on the 
right has a filter on the floor. Go into the room on the left. On top of the 
filing cabinet is a +2 Medkit. Go through the hole in the wall and through the 
door to the bathroom. Loot the body for some shotgun ammo. There's an 
<Automatic Shotgun> and a filter by the body. On the other side of the doorway 
leading to the urinals is +5 BULLETS. Approach the hole in the wall and grab 
the shotgun ammo. You get grabbed by a librarian. Go through the doorway to the 
right of the hole in the wall and exit the bathroom.

There's another librarian in the hallway. Go down the hallway and go around the 
corner to the right. There's a body at the foot of the stairs that might have a 
gas mask and a filter. Go up the stairs and go to the left. There are three 
arrows you can get by the hole in the wall. Turn around and go past the hole in 
the floor to the windows. A librarian jumps up behind you. After you've dealt 
with the librarian go past the large square hole and the next hole in the floor 
and jump down the third hole. In the left corner you can find +5 BULLETS and a 
+5 filter. Climb up the leaning bookcase to get back to the upper floor.

Crawl through the hole in the wall. You can get some sniper ammo, a +5 filter, 
a Medkit, and a gas mask from the body. Open up the metal gate and exit the 
room. Go around the corner to encounter another librarian. Go through the 
doorway on the left. Go through the room and go through the doorway on the 
right. You're now above the room where you encountered the first librarian. Go 
to the side of the room with the windows. Head towards the elevator. A 
librarian knocks you into the elevator and kills a demon. The elevator gets 
knocked down to a lower level. Pick up the +3 Medkit from the floor of the 
elevator. Crouch down to exit the elevator. Deal with the librarian in the 
room. Go through the door opposite the elevator to end the level.


5.5 Archives
--------------
     _____________________________________________________________
    |                                                             |
    |  The underground depository was a frightening place, and I  |
    |  had no idea where, or what, to search. But I refused to    |
    |  think that all my efforts would come to nothing.           |
    |_____________________________________________________________|

Take off the gas mask. Hop over the wooden structure to the left. There's a 
body with revolver ammo and a Medkit. There are two librarians in the next 
room. Wait for one librarian to leave. Enter the room. There's an arrow in the 
column. Go through the gate on the right and deal with the other librarian. The 
partially eaten body has a clip of 5.45 ammo. There are two arrows in a 
bookcase. Exit the room and go down the hallway.

The broken staircase is unstable and will fall apart when you walk across it. 
Quickly jump and run to the next staircase. There are ledges on either side of 
the stairwell that you can jump to for some added safety. At the bottom of the 
stairwell climb up the ladder. 

The next room has a librarian. Go down to the lower level. There's a little 
room in the far left corner that has a ribcage with some 5.45 ammo. Get onto 
the ventilation shafts. You can climb up the staircase to the top and jump onto 
the ventilation shaft. The other way is to use the slabs and wooden boards to 
get to the dual pipes. Crouch down on the dual pipes to get on top of the 
ventilation shaft. There are two bodies in opposite corners of the room. One 
body has +5 BULLETS and two clips of 5.45 ammo. The other body has some shotgun 
ammo, revolver ammo, and a Medkit. Follow the ventilation shafts to the opening 
in the wall on the right. Go into the ventilation shaft with the boot. Watch 
out for the grabby librarian at the grate on the left. Exit the vent into a 
room.

Go down the first flight of stairs and look to the right. There's a sleeping 
librarian on the ground. To the right of that librarian is +5 BULLETS. Sneak 
down the stairs and drop to the ground. Sneak along the left side of the room. 
Go through the opening on the right. There's another sleeping librarian. Sneak 
towards the librarian. It should wake up and run away. Go around the corner and 
go straight past the glowing stalagmite in the floor. There's some ammo and a 
Medkit. Go through the doorway by the stalagmite. Go to the top of the stairs. 
Go through the doorway at the top of the stairs. Don't use the wooden boards to 
cross the room as they break under your weight. Jump over the gaps.

Go through the doorway and go to the bottom of the stairs. There's another 
sleeping librarian in the next room. Go to the right wall. Sneak across the 
room and go up the stairs. Make sure not to kick any of the bones on the 
ground. You're back inside the library building. Go towards the first doorway 
on the right. There's a 5.45 clip on top of the cabinet to the left of the 
door. Go into the room. Open the safe to get some revolver ammo and two +5 
filters. The other room on the right is empty. Go to the metal door on the 
other side of the room. You automatically search through the secret military 
archive until you find the information on D6 in the drawer labeled D6. You grab 
the D6 dossier and exit the level.


5.6 Driving to Sparta
-----------------------
     __________________________________________________________________
    |                                                                  |
    |  I had found the D6 documents, but Miller had not yet returned.  |
    |  Without his help, I wasn't certain I could get out of the       |
    |  Library alive--but everything depended on it.                   |
    |__________________________________________________________________|

You arrive at Sparta Base. You can listen to the two rangers talking about the 
survivors right after the war. There some rangers hanging around the radio. On 
the other side of the garage is Vladimir. Here you can pick up supplies and 
take any weapons you want. 

Vladimir has the following items: throwing knives, Nightvision Goggles, 
filters, a gas mask, a Medkit, grenades, sticky grenades, ammo, a Duplet, an 
automatic shotgun with bayonet, a Kalash, a Revolver with rifle stock, and a 
Kalash 2012. Swap out the Tihar or Helsing for the automatic shotgun with 
bayonet. You can also swap out a silenced revolver. You won't need any sniper 
type weapons, but you probably want to hold on to a scoped weapon.

Ulman is chopping wood. Go up the stairs. Talk to Khan for a Discovery Point. 
Talk to Miller. Tell Miller you're ready to end the level.



/===========================================================================\
|  [M33-60]                                                                 |
|                                CHAPTER SIX                                |
|                                   "D6"                                    |
|                                                                           |
\===========================================================================/

6.1 Dark Star
---------------
     __________________________________________________________________
    |                                                                  |
    |  Dark Tunnels, wheel rattle, and the smell of death. That's how  |
    |  our journey to D6 began. But, our goal seemed closer, now.      |
    |__________________________________________________________________|

You're traveling in the ranger's train to D6. You have a white out. Walk 
forward towards the human figure by the tree. The vision changes and there's a 
Dark One in front of you. Follow the Dark One through the gate for a Discovery 
Point. If you don't follow the Dark One or walk away from the Dark One, you get 
an Immoral Point. You "return" to the train.

The train arrives at the gate. Then, the nosalises come. This is the only time 
you can use a flamethrower. Kill at least 5 enemies to get the !Steam 
Achievement Pyro. Use the flamethrower on the back of the train to kill the 
nosalises. Point the flamethrower down as far as possible and sweep it back and 
forth. This should kill almost all the nosalises. Let go of the flamethrower 
and kill any nosalises that jump onto the back of the train. The rangers get 
the gate open and the train makes it to the D6 station. Follow the rangers to 
end the level.


6.2 Dungeon
-------------
     ______________________________________________________________
    |                                                              |
    |  The chaos of the tunnel was locked away behind the airlock  |
    |  gates. They seemed invulnerable...and at that moment, so    |
    |  did my comrades.                                            |
    |______________________________________________________________|

Go into the second room on the left. Grab the shotgun ammo and +28 BULLETS. 
There are three filters on another shelf. There's a set of Nightvision Goggles 
by the radio in the back of the room. Go down the hallway  and go into the room 
on the left. Pick up the +10 BULLETS in the left corner of the room by the 
nosalis leg. Go to the gate where the rangers are waiting.

Go to the wall to the right of the gate. The breakers under the light turns on 
the rest of the overhead lights in the room. Open the gate using the breakers 
on the right side of the gate. The breakers on the left side of the gate are 
broken. Stay just inside the gate by Vladimir. You need to protect Vladimir. 
Then, the nosalises come. The rest of the ranger squad goes into the room at 
the bottom of the ramp. Stay with Vladimir and kill the nosalises that run up 
the ramp. The ranger squad moves to the opposite side of the room. Go down the 
ramp and follow them. Another group of nosalises attack. Move into the next 
room and fight off another wave of nosalises. Protect Vladimir. The third room 
also has a group of nosalises. Move up to the gate. Boris gets taken out by a 
nosalis. He drops his VSV rifle with a scope. Loot his body for ammo and move 
on to end the level.


6.3 Cave
----------
     _________________________________________________________________
    |                                                                 |
    |  It was one loss after another. And for every one who died      |
    |  helping me save my home station, I felt a needle in my heart.  |
    |_________________________________________________________________|

There's a Gas Mask on the right. Go into the room on the right for shotgun ammo 
and +30 BULLETS. There is also two filters in the crate that I couldn't pick 
up. Join the rangers at the gate. Put on the gas mask. Look at the crates to 
the right of the gate for +2 BULLETS. Follow the rangers down the stairs to the 
pool. Fight off the two waves of nosalises. There's a Gas Mask and a Medkit on 
the left side of the room.

Go to the right side of the room and go down the passage. Take off the Gas 
Mask. The rangers open a gate and send you in alone to find the control panel. 
Crawl under the gate and it slams shut behind you. You get trapped in a room 
with an armored nosalis. The armored nosalis doesn't like light so keep the 
flashlight turned on it to keep it away from you. Stay calm and kill the 
armored nosalis.  Go into the next room and grab the ammo and +15 BULLETS from 
the crate.

Exit the room to a hallway. Go right. Use the combat knife to break open the 
door to the bathroom. Loot the body for 5.45 ammo. Exit the bathroom and go 
left. Follow the hallway and break through another door with the combat knife. 
Go left and break through another door. Loot the arrows from the crate and +44 
BULLETS from the safe. There are a couple of filters. Break through the door by 
the safe. Exit the room and go straight into the hallway. Go left and follow 
the hallway to a manhole. Climb down the ladder into the sewers. Put on the gas 
mask. Go down the sewer tunnel with the glowing fungus at the end. Go through 
the broken wall on the right into a tunnel.

Go up the tunnel to the cave. Take off the gas mask. There's an armored nosalis 
in the cave. Kill it before continuing. Go around the upper level to find some 
arrows and a crate with some ammo and a Medkit. Go back around and go down the 
wooden planks to the metal platform. Loot the weapon next to the body for +18 
BULLETS. Go down the steps. Run across the metal walkway into a room. Use the 
breakers next to the door to open the door.

Go through the door and go left to meet up with the other rangers. Stefan, the 
other redshirt ranger, died while you were in the cave. There's a Gas Mask next 
to the gate. Then, the subway comes. Board the subway to end the level.


6.4 D6
--------
     _____________________________________________________________
    |                                                             |
    |  We were close to D6 now. It was hard to believe that we'd  |
    |  found the legendary Command Center. But, was it worth so   |
    |  many lives? Soon, we'd know the answer...                  |
    |_____________________________________________________________|

Put on your gas mask. Miller hands you a filter. Exit the subway. Vladimir and 
Ulman get to stay by the subway. Follow Miller to the right and go down the 
stairs to the lower platform. Go through the first open subway door on the 
left. Cross over to the next subway train. Don't get electrocuted. Turn right 
and go to the control booth of the second subway train for a cache containing a 
Kalash 2012, a Gas Mask, a +10 filter, and +50 BULLETS. Exit the second subway 
train onto the opposite platform. Go down the steps. Run around the giant hole 
and go up to the top of the staircase. Join Miller in the control booth. 
There's a locker in the control booth with some 5.45 ammo, a Gas Mask, and a 
filter.

Now to turn on the air filtration system. Open the door of the control booth 
and go up the stairs. Run around the circular walkway and use each panel to get 
access to the starter motors. Notice that each panel is numbered from 1 to 4. 
The white number appears to the right of the yellow electrical symbol. Listen 
to Miller's instructions to start the motors in the correct order. Target the 
red square button on top of the motor. Hold down the [E] key until the motor 
starts up. The sequence is random.

Go back down to the control booth. Watch out for the walkway on the way back as 
it collapses. Take off the gas mask. Follow Miller out of the control booth and 
down the stairs. Don't go all the way down the stairs. Walk onto the subway 
platform. Crouch to get onto the transport platform with Vladimir and Ulman. 
The platform slowly spirals down into the central shaft.

Exit the platform when it stops. Look in the cab of the nearest yellow vehicle. 
Use the switch to turn on the vehicle. It crashes into the gate and rams the 
gate open. Run to the right. Check the little yellow vehicles. One of them has 
a Kalash 2012 and +42 BULLETS. Go back to the rangers. Go through the open 
gate. Check by the crates on the left side of the room for a Kalash 2012 and a 
supply crate full of books. Go into the control booth. There's another supply 
case with copies of the Metro 2033 books. Grab the +42 BULLETS off the cart by 
the door. Exit the control booth and go down the hallway to join the rangers in 
the Control Center.

You can take off the gas mask. There's a supply shelf on the right side of the 
room with lots of 5.45 ammo, a Kalash 2012, a +2 Medkit, a Gas Mask, and a 
couple of +5 filters. So, guess who gets sent to manually start up the reactor 
in the lowest levels. Plus, everything has to be shut down to power up the only 
platform that goes to the reactor. It was a dark and stormy night, and the moon 
was full. Follow Miller and Ulman back to the gates. Then, the amoebas come. 
Well, just two. Miller decides to leave Ulman with Vladimir. Go through the 
gate and start running to the right. Follow Miller around the central shaft and 
join him on the transport platform.

Stay on the platform once it stops. Turn around and use a scoped weapon to 
destroy as many amoeba spawners as possible. The amoeba spawners are pulsating 
green-blue blobs on the floor and walls. There are four spawners on the floor 
through the "b4" opening. There is one wall spawner and two on the floor in the 
"b3" opening. Exit the platform. Check out the little yellow vehicle to the 
right for a packed cache: Kalash 2012, shotgun ammo, 5.45 ammo, +15 in BULLETS, 
+10 in filters, and a squeaky doll. 

In the next part, you get rushed by amoebas. These greenish translucent spheres 
explode when they get close and cover the area in toxic amoeba jelly. Amoebas 
spawn from pulsating green-blue blobs on the floor and walls. Your job is to 
destroy the spawners as Miller kills the amoebas with his electric shotgun. 
Miller can survive as long as he doesn't get overwhelmed by respawns. Also, 
stay far behind Miller as this prevents him from constantly walking forward and 
getting killed. Let Miller get out of sight. Stay up against the right wall and 
move forward a little bit. There are some spawners you can destroy before 
Miller starts walking forward. Follow behind Miller and destroy any spawners. 
Let Miller kill the amoebas.

Check the supply crate that's leaning against the yellow vehicle for 5.45 ammo, 
shotgun ammo, a Kalash 2012, and a couple of filters. There are two wall 
lockers to the left of the lift. One wall locker has a book. The other wall 
locker has a Medkit, two filters, and a Gas Mask. Go into the lift to end the 
level.


6.5 Biomass
-------------
     __________________________________________________________________
    |                                                                  |
    |  Going down to the heart of the ancient citadel, I felt a chill  |
    |  in my soul. What man had the right to name himself the master   |
    |  of D6, and the devastating weapons it controlled?               |
    |__________________________________________________________________|

Put on your gas mask. Miller takes away all of your grenades. Run out of the 
lift before Miller and get ahead of him. This is Miller 2: Electric Bugaloo. 
You have to get through another bunch of amoebas. This encounter is more 
difficult than the previous amoeba encounter. Kill the amoebas first, then kill 
the spawners. Try to stay ahead of Miller, but don't get too close to him. 
Miller always destroys amoebas after they get in close. You don't want to get 
covered in toxic jelly. Try to destroy the spawners in front of Miller first 
and then check your back.

Another way that seems to work pretty consistently is to run ahead of Miller 
all the way to the ladder. Run and jump to stay away from the amoebas. This 
will draw most of the amoebas to you. Destroy spawners starting from the ladder 
and working back to the lift. This way Miller doesn't get rushed and you 
destroy most of the spawners before Miller gets to them.

Miller climbs up the ladder. Go back to the beginning to loot all the items. 
The supply shelf near the elevator has Gas Masks, a Revolver, a +2 Medkit, a 
bunch of 5.45 ammo, and two filters. There's a wall safe packed with 5.45 ammo 
and +30 BULLETS. There's another supply shelf with a Kalash 2012, a VSV rifle, 
5.45 ammo, a Medkit, a Gas Mask, and filters. Climb up the ladder. Take off the 
Gas Mask. Join Miller in the control booth.

Press the red button next to the door to the right side of the control booth. 
Exit the control booth. The goal is to run past the tentacle monster and climb 
up the ladder on the other side of the room. Run down the stairs and run past 
the biomass. Don't fall off the platform. Climb up the short ladder that's 
between the yellow and black stripe strips. Climb up the other ladder to the 
platform.

Press the red button on the left side of the door to enter the crane control 
cabin. Use the W,A,S,D keys to move the crane. Look at the control panel in the 
lower left corner of the screen. You may need to move the mouse around to make 
it visible. The control rods are the three blue targets with a dot in the 
center. The crane is a red marker with a green target in the center. You need 
to move the crane so the blue dot is in the center of the green target. The 
computer tells you when the crane is lined up correctly with the control rod by 
saying "Contact zone reached" and the red markers around the green target 
disappear. Hold down the Left Mouse Button to lower the crane. The control rod 
is raised automatically. Hold down the Right Mouse Button to raise the crane. 
Raise all three control rods. 

Moving over the biomass causes it to attack. Go straight from A10 to A1. Move 
over to D1 and raise the first control rod. Move down and raise the D4 control 
rod. Move across and raise the final control rod at H4. The biomass starts 
attacking after you raise the first rod. The third control rod ay H4 can be a 
little tricky since the biomass keeps knocking you off target. Just keep 
lowering and raising the crane and use the movement keys to make fine 
adjustments until you lock on. After you raise all three control rods, move the 
crane back to A10 in the lower left corner of the crane control panel so the 
crane marker is to the left of the four red boxes. Press the [E] key to exit 
the crane control booth. Climb down the ladders. Sprint past the highly 
radioactive reactor to the control booth. Follow Miller down the passage and 
enter the lift to end the level.


6.6 Separation
----------------
     ___________________________________________________________________
    |                                                                   |
    |  "By fire and sword we'll take back our world.." Miller believed  |
    |  this, and was ready to die for it. But I was filled with doubt.  |
    |  We had already scorched the Earth once. Now, the fire was in my  |
    |  hands, and I had to carry it through.                            |
    |___________________________________________________________________|

Go down the tunnel to the control booth. Open the locker for some 5.45 ammo. 
The gas mask and filters are gone. Exit the subway control booth and follow 
Miller down the stairs. Don't go all the way to the bottom of the stairs. Go 
onto the subway platform. Ulman meets you by the subway. There's an open supply 
crate on the floor with a Gas Mask, a filter, a Kalash 2012, a Revolver with 
Extended Barrel, revolver ammo, 5.45 ammo, arrows, three grenades, and +50 
BULLETS. Pick up the guidance system, the box with the tripod, to the right of 
the supply crate. Apparently, you carry the guidance system in your pocket. 
Enter the subway car and stand next to Miller to end the level.



/===========================================================================\
|  [M33-70]                                                                 |
|                               CHAPTER SEVEN                               |
|                                  "TOWER"                                  |
|                                                                           |
\===========================================================================/

7.1 Tower
-----------
     ____________________________________________________________________
    |                                                                    |
    |  Miller and I left the train, then climbed up the tunnel to the    |
    |  Korolev Performance Hall. We were close to Ostankino Tower, now.  |
    |  In the frozen streets, we joined the other Rangers in the         |
    |  furious battle that began my story...                             |
    |____________________________________________________________________|

You should recognize this sequence from the Prologue. Put on the gas mask. 
Switch over to the Military Grade ammo. Get the ammo from the supply crate, 
including +210 BULLETS. Fight off the nosalises. Then, the demons come. This 
time Miller saves you with his electric shotgun. Loot the two bodies of the 
dead rangers. 

Follow Miller and stay close to him. Do not run ahead of Miller as this gets 
you killed. Lagging too far behind Miller also gets you killed. Miller runs a 
little bit then stops. Kill the nosalises when Miller stops. If the gas mask 
gets broken completely, there are a couple of bodies on the way where you can 
get a better gas mask. Go into the building for supplies. There's a wall locker 
on a chair that has a Gas Mask, a filter, and a Medkit. Inside the booth is a 
supply crate with ammo and grenades. Exit the building. Follow Miller outside 
to a covered, fenced-off area. Fight off another group of nosalises. Follow 
Miller to the ground floor of the tower. Get into the elevator with Miller to 
end the level.


7.2 Top
---------
     ____________________________________________________________________
    |                                                                    |
    |  The elevator delivered us to the top of the tower. For decades,   |
    |  news was broadcast from this place. But whether today's news      |
    |  would be good or bad, depended entirely on us. Once we installed  |
    |  the guidance system, our mission would be over. But plans were    |
    |  made to go wrong.                                                 |
    |____________________________________________________________________|

You fall off the elevator. Get in the elevator to avoid the demon. After the 
demon flies off, exit the elevator and go to the right. Like there's any other 
way for you to go except down. There's a Gas Mask and filter by the edge. Climb 
up the white cabinet and drop down into a little section near the edge. The 
demon comes again. Go right between the cabinets or computers or equipment 
racks. There's a wall locker with a Gas Mask, a +2 Medkit, and a filter. 
Continue towards the right. The demon attacks again when you get close to the 
windows. A cabinet gets knocked down behind you that prevents you from 
backtracking.

Crawl under the next cabinet. Stay along the outer edge. Jump over the huge 
hole in the floor. Keep going and Miller tells you there's a staircase nearby. 
The staircase is located near the outside of the tower and looks like the 
scariest staircase ever created. Go up the stairs and go straight. Keep going 
and you'll rejoin Miller.

Miller gets wounded by the demon. Kill the demon. Loot the ammo from Miller's 
gun. Go to the railing and go left to the elevator. Climb up the concrete slab 
opposite the elevator to get to the next level. Jump over the gap and grab onto 
the ladder that's on the outside edge of the tower. Start climbing up. The 
ladder starts to break apart. Start tapping the [E] key, and keep tapping the 
[E] key, until you make it to the top of the tower. There are three separate 
quick time events and if you don't tap fast enough, you fall to your doom.

Go along the walkway to the doorway. You can go down the stairs for a couple of 
filters. Go up the stairs to the top of the elevator shaft. You hear the Dark 
Ones. What you hear depends on how enlightened you are based on your actions 
during the game.

    Default Ending                         Enlightened Ending
    ----------------------------------     --------------------------
    "...he is here..."                     "...he is here..."
    "...he brings death..."                "...can hear us..."
    "...he's coming to destroy us..."      "...can understand us..."

Cross the room and go outside. Go to the left. That snarling and grunting is a 
demon. Climb up the metal sheets. Go inside the tower. Jump across to the 
platforms. The platforms collapse! Start tapping the [E] key to climb up the 
cables. Keep tapping the [E] key until you are standing on something solid. 
There's a filter at your feet. Climb up the ladder on the wall. You have 
another vision.

Jump down onto the walkway to the left. Climb up the second ladder to get to 
the top of the tower. Walk to the end of the platform sticking out from the 
tower to automatically set up the guidance system.

You're on a platform surrounded by four doors. Two of the doors lead to walls. 
One door leads to an open dropoff. Going through that door kills you. Find the 
door that leads to a passageway. You're back at the tower.


7.3 Ethereal
--------------

You are in a stone maze. Always move towards the white light. Always move away 
from the red light. If one of the red entities catches you, you die. If you 
seem stuck in an area, turn around and a new passage will appear. Keep moving 
through the maze avoiding the red entities. At the T-intersection, go to the 
right towards the standing figure. The figure on the ground is a trap.

After you successfully navigate the maze, you are in the stone tunnels. Go 
straight. Take the first right. Jump across the platforms. Take the first left. 
At the end of the tunnels, you get a Revolver. Hold down the Right Mouse Button 
to use the iron sights on the revolver. Turn around, move backwards as far as 
possible, and kill the Dark One that is chasing you by shooting the Dark One in 
the head and neck area. By backing up, you have enough time to reload the 
revolver and get 12 shots off instead of 6. You return to the tower when the 
Dark One is killed.


"If It's Hostile, You Kill It" Ending
-------------------------------------
The Dark One lies dead on the platform. The guidance system has already 
finished counting down and announces, "Homing procedure complete." The missiles 
are launched and the Dark Ones are destroyed. The End.
     __________________________________________________________________
    |                                                                  |
    |  A wise man once said, "He who leads a war for the love of his   |
    |  fellow men, will defeat his enemies." I led my war protecting   |
    |  my family and friends, protecting my home -- The Metro. We had  |
    |  won. But, to this day I wonder. When we burned the Dark Ones    |
    |  from the face of the earth, was something lost as well...?      |
    |__________________________________________________________________|



"Enlightened" Ending
--------------------
You only get this option if you did certain things during the game. You hear 
Khan's voice, repeating what he said to you at Sparta base:
     ____________________________________________________________
    |                                                            |
    |  "You reap what you sow, Artyom: force answers force, war  |
    |  answers war, and death only brings death. To break this   |
    |  vicious circle one must do more than just act without     |
    |  any thought or doubt.                                     |
    |____________________________________________________________|

The guidance system is counting down. If you don't shoot the guidance system 
and let it count down, you get the "If It's Hostile, You Kill It" ending. Use a 
weapon to shoot the guidance system to knock it off the tower. The Dark Ones 
are saved.
     ____________________________________________________________
    |                                                            |
    |  H.G. Wells once wrote, "If we don't end wars, wars will   |
    |  end us." And somehow, I stopped my war. At the time, I    |
    |  couldn't say what had made me spare the Dark Ones. But, I |
    |  came to realize that the strange visions that haunted my  |
    |  journey were their attempts to reach out to us. I don't   |
    |  know if I was the first to communicate with them, but I   |
    |  will not be the last...                                   |
    |                                                            |
    |  And the future -- our future -- stretches before us like  |
    |  an endless Metro tunnel.                                  |
    |____________________________________________________________|


/===========================================================================\
|  [M33-WEPS ]                                                              |
|                                 WEAPONS                                   |
|                                                                           |
|                                                                           |
\===========================================================================/

--------------
Combat Knife
--------------
    LMB - Slash     RMB - punch

A homemade combat knife with knuckle duster. The slash is a quick and 
relatively powerful attack. The punch attack has a very short range and more 
power than the slash. You can't get silent kills using the Combat Knife as 
dying enemies will almost always have a noisy death.

    Idle Animation: You check the edge, point, and the hole in the pommel


----------------    
Throwing Knife
----------------
    LMB - throw     RMB - stab
    Hold LMB - power throw

Excellent short to medium range silent kill weapon. One-shot kill when hitting 
the back of a target or an unaware target. Not very effective against armored 
opponents. Tends to lose power with range. Hold down the LMB before throwing 
for a more powerful and longer throw. The stab can be used in close quarters, 
but does not always result in a silent kill. Throwing knives can be recovered 
after being thrown. You can carry a maximum of 5 throwing knives.

    You can find throwing knives on your journey or purchase them for 10 
bullets at any trading post.

    Idle Animation: You juggle the knife in your right hand

    
-----------
Revolvers
-----------
    LMB - fire      RMB - aim with iron sights/scope

The 6-shot revolver is the standard sidearm. However, with modifications it can 
be turned into a rifle or sniper rifle. The revolver is quite powerful at close 
range and is effective against some of the nosalises. The revolver has multiple 
variants with different modifications.

    Silencer - less power, silently kill
    Scope - increased accuracy with long range shots
    Extended Barrel - increased accuracy at mid-range
    Rifle Stock - performs like a rifle, high accuracy with low kick-back

    Idle Animation: You inspect the revolver and twirl it around in your hand
    Idle Animation (rifle): You switch hands to uncramp your fingers

----------    
Revolver
----------
    Trade-In Value: 53 bullets

The unmodified six-shooter. Excellent stopping power at point-blank range. You 
get this weapon at the Exhibition Armory. Revolvers can be found on human 
enemies throughout the game.


-------------------------------    
Revolver with Extended Barrel
-------------------------------
    Cost: 80 bullets
    Trade-In Value: 71 bullets

The extended barrel increases the stopping power and the accuracy.
    1. Exhibition Station
    2. Riga Station
    3. Lost Catacombs
    4. Child
    5. Library
    6. Separation


------------------------    
Revolver with Silencer
------------------------
    Cost: 75 bullets
    Trade-In Value: 67 bullets

Not as much stopping power as the standard revolver, but you can perform silent 
kills with a headshot on human targets. Also, firing a silenced weapon does not 
attract the attention of nearby nosalises.
    1. Exhibition Station
    2. Riga Station
    3. Dead City 2
    4. Frontline
    5. Trolley Combat


---------------------------    
Revolver with Rifle Stock
---------------------------
    Cost: 120 bullets
    Trade-In Value: 107 bullets

This variant also includes an extended barrel. It is more powerful and has less 
recoil than any of the revolvers without a stock.
    1. Prologue
    2. Market Station
    3. Anomaly
    4. Defense
    5. Child
    6. Depository
    7. Sparta Base


----------------------------------------    
Revolver with rifle stock and silencer
----------------------------------------
    Cost: 115 bullets
    Trade-In Value: 102 bullets

The extended barrel is replaced by an integrated silencer. This does reduce the 
power of the weapon, but adds all the advantages of using a silenced weapon and 
a rifle stock.
    1. Market Station
    2. Depot


--------------------------------    
Revolver with stock and optics
--------------------------------
    Cost: 165 bullets
    Trade-In Value: 147 bullets

This is the standard long-distance sniper rifle.
    1. Market Station
    2. Armory Station
    3. Hole Station
    4. Library


-------------------------------------------    
Revolver with stock, optics, and silencer
-------------------------------------------
    Cost: 160 bullets
    Trade-In Value: 142 bullets

A silenced sniper rifle. 
    1. Armory Station
    2. Outpost
    3. Alley


-------------
Bastard SMG
-------------
    Cost: Free / 100 bullets (with silencer)
    Trade-In Value: 53 bullets (both versions)
    
    LMB - fire      RMB - aim with iron sights/scope
    30 round magazine, standard or Military-Grade ammo

A homemade submachinegun that fires assault rifle caliber ammo (5.45x39mm) that 
was originally designed for the AK-74. It uses a side-loading detachable box 
magazine. The Bastard is very inaccurate and not that powerful for a SMG. 
However, you can get the Bastard with a silencer, which can help with 
preventing unwanted attention.
    1. Exhibition, free from Exhibition Armory
    2. Bastard with Silencer, Exhibition Market
    3. Lost Tunnels, enemies
    4. Bastard with Silencer, Riga Market
    5. Bastard with silencer, Dead City 1 at start
    6. Dry, on table in right tunnel
    7. Anomaly, loot
    8. Bastard with silencer, Depot, loot in trapped subway car
    9. Child, loot
    10. Outpost, near end of level in a hole

    Idle Animation: You accidently unscrew a wingnut from the side of the
                    Bastard then screw the wingnut back into place


-----------                    
VSV Rifle
-----------
    Cost/Trade-In Value: 230 / 205
                         280 / 249  VSV rifle with scope
                         
    LMB - fire      RMB - aim with iron sights/scope
    20 round magazine, standard or Military-Grade ammo

The VSV is a mid-to-late game automatic sniper rifle with an integrated 
silencer and laser sight. It is more powerful than a silenced Bastard SMG, but 
has a smaller magazine. Has greater penetration power than the Bastard making 
it effective against armored enemies.
    1. Armor Station
    2. VSV with scope, Armory Station
    3. VSV with scope, Hole Station
    4. Black Station, from Ulman at start of level, enemy
    5. Black Station, on top of the subway car
    6. VSV with scope, at end of Dungeon, dropped by Boris
    7. Biomass, loot

    Idle Animation: You visually inspect both sides of the weapon.


--------    
Kalash
--------
    Cost/Trade-In Value: 180 / 160
                         220 / 196  Kalash with scope

    LMB - fire      RMB - aim with iron sights/scope
    30 round magazine, standard or Military-Grade ammo

Pre-war Kalashinokov AK-74M automatic rifle. The game manual and in-game refers 
to this as the AK-47, but the AK-47 uses 7.62x39mm cartridges while the Kalash 
uses 5.45x39mm ammo. The Kalash, along with the Kalash 2012, are the most 
powerful machine guns in the game. A Kalash can easily kill an armored target 
with just two or three shots to the upper chest/neck area even from medium to 
long ranges. The scoped variant makes an excellent, but noisy, sniper rifle.
    1. Prologue, loot
    2. Dry, at end of air shaft at start of level, enemies
    3. Ghosts, loot
    4. Armory Station
    5. Kalash with scope, Armory Station
    6. Frontline, enemies
    7. Trolley Combat, loot
    8. Depot, loot
    9. Defense, loot, dead defenders
    10. Child, loot
    11. Kalash with Scope, Hole Station
    12. Outpost, enemies, loot
    13. Black Station, enemies, loot
    14. Alley, loot
    15. Library, loot
    16. Sparta Base

    Idle Animation: You count how many rounds you have left in the magazine


-------------    
Kalash 2012
-------------
    Cost: free / 300 bullets (with scope and silencer)
    Trade-In Value: 267 (with scope and silencer)

    LMB - fire      RMB - aim with iron sights/scope
    40 round magazine, standard or Military-Grade ammo

Another pre-war Kalashinokov with a higher magazine capacity than the 
traditional Kalash. The 2012 has a bullpup configuration with a top-mounted 
ammo magazine, similar to the P90. The Kalash 2012 has been designed to use the 
same 5.45x39mm ammo as other machine guns. It comes with an integrated laser 
sight. The scoped version of the Kalash 2012 also has an integrated silencer.
    1. Prologue, starting weapon
    2. Kalash 2012 with scope and silencer, Polis Station
    3. Sparta Base
    4. D6, loot
    5. Biomass, loot
    6. Separation, loot
    7. Kalash 2012 with scope and silencer, Top, loot

    Idle Animation: You visually inspect both sides of the weapon.


--------    
Duplet
--------
    Cost/Trade-In Value: 80 / 71 bullets

    LMB - fire left barrel
    RMB - fire right barrel
    LMB+RMB - fire both barrels simultaneously

A homemade double-barreled shotgun. Extremely powerful at short range, but 
hampered by being a two-shot weapon. You can kill multiple targets as the shot 
does spread a little bit and some enemies, like nosalises and lurkers, tend to 
bunch up together.
    1. Chase, during caravan ride
    2. Lost Tunnels, from bandits
    3. Ghosts, loot
    4. Armory Station
    5. Defense, loot
    6. Child, loot
    7. Black Station, loot
    8. Library, loot
    9. Sparta Base

    Idle Animation: You almost pull off the stock.


-------------------    
Automatic Shotgun
-------------------
    Cost/Trade-In Value: 120 / 107
                         150 / 133  with Bayonet

    LMB - fire      RMB - melee attack
                    Hold RMB - overhead smash
                    RMB - stab (with Bayonet)
                    Hold RMB - downward stab (with Bayonet)
    [R] - quick reload of 1 shell with 0 or 1 shell loaded
    [R] - reload up to 5 shells with 0 to 3 shells loaded
    [R] - reload up to 6 shells with 4+ shells loaded
    Hold [R] - full reload

A semi-automatic shotgun with a 6 shell magazine. Because of the structure of 
the magazine, the reloading is a bit complicated. The sixth magazine slot is 
not always available depending on how many shells are already loaded and how 
many shots have been fired.

You can also do a melee attack with the RMB and a power melee attack by holding 
down the RMB. There is a variant with a Bayonet which does about the same 
damage as the Combat Knife but with a longer range. You usually don't have to 
crouch down to hit targets that are crawling close to the ground.
    1. Market Station
    2. Dry, from Bourbon's pack
    3. Automatic Shotgun with Bayonet, Dry, bandit in box maze
    4. Frontline, from enemies
    5. Automatic Shotgun with Bayonet, Frontline, behind Nazi lines
    6. Trolley Combat, supply room at start of level, loot, enemies
    7. Defense, dropped by dead defender
    8. Child, loot
    9. Automatic Shotgun with Bayonet, Hole Station
    10. Outpost, loot and from enemies
    11. Black Station, loot and from enemies
    12. Automatic Shotgun with Bayonet, Polis Station
    13. Library
    14. Depository
    15. Automatic Shotgun with Bayonet, Sparta Base

    Idle Animation: You use the clean the barrel with the cleaning rod


-------    
Tihar
-------
    Cost/Trade-In Value:  free / 116 bullets
                           160 / 142  with scope

    LMB fire        RMB - aim with iron sights/scope
    Hold [R] + LMB/RMB - overpressurize air tank

A homemade pneumatic sniper rifle with integrated silencer. You should always 
overpressurize the air tank before taking shots. The air tank loses pressure 
when shots are fired and leaks constantly when overpressurized. A fully 
overpressurized Tihar is quite powerful, but quickly loses power with each 
subsequent shot and as the air tank leaks. Armor can deflect most shots from 
the Tihar. 
    1. Lost Tunnels, side passage
    2. Tihar with Scope, Market Station
    3. Dead City 1, barricaded room in lobby
    4. Dead City 1, elevator cache 
    4. Dead City 2, last dumpster
    5. Tihar with Scope, Armory Station
    6. Frontline, subway car behind Red line
    7. Hole Station, body by left stairs in main tunnel
    8. Tihar with Scope, Hole Station
    9. Black Station, loot

    Idle Animation: You inspect the weapon and adjust the front sights


---------    
Helsing
---------
    Cost/Trade-In Value: free / 142
                          220 / 196  with scope

    LMB fire        RMB - aim with iron sights/scope
    Hold [R] + LMB/RMB - overpressurize air tank

Another homemade pneumatic weapon. It has a rotary 8 arrow magazine. The 
pressure gauge is the red indicator on the side of the weapon. The Helsing is 
the most powerful default weapon in the game. Just pumping up the Helsing a 
couple of times is enough to kill armored opponents at range. A fully 
overpressurized Helsing can kill Librarians with just two or three headshots. 
All kills with the Helsing tend to be silent kills, unless you shoot the enemy 
in the leg or arm.

Arrows can be recovered for a virtually infinite supply of ammo. Sometimes the 
arrows can get stuck in a piece of equipment that gets separated from the body 
so you may have to hunt around to recover all your arrows.
    1. Found near the end of Dead City 1
    2. Helsing with scope at Armory Market
    3. Frontline behind Nazi lines
    4. Hole Station, upstairs on the left by the safe
    5. Black Station, in the subway car

    Idle Animation: You check the magazine, safety, and air tank connection


------------------------    
Grenade/Sticky Grenade
------------------------
    Cost: 15 bullets  grenade
          20 bullets  sticky grenade

    LMB - throw     RMB - quick underhand toss
    Hold LMB/RMB - let fuse burn down before throwing (cooking off)

A pipe bomb with a five second fuse. The sticky grenade uses nails to stick 
into enemies, walls, or ceilings. You can carry 5 grenades and 5 sticky 
grenades. You can cook off a grenade to reduce the time to detonation after 
throwing the grenade to catch enemies by surprise. Cooking off is inherently 
dangerous as you can get caught in the detonation. Grenades are very effective 
when tossed into small rooms. Use sticky grenades at close range to kill 
demons.

    Idle Animation: You make sure both end caps are secured



/===========================================================================\
|  [M33-CHEEVO]                                                             |
|                                  APPENDIX                                 |
|                                ACHIEVEMENTS                               |
|                                                                           |
\===========================================================================/

Automatic Story Achievements
------------------------------
First Blood   | kill a nosalis during the Prologue
Demolitionist | Blow up the tunnel and airlock at 'Cursed' Station
Tank Buster   | Destroy fascists' Panzer
Exorcist      | Complete levels 'Ghost' and 'Anomaly' without dying
Fugitive      | Complete level 'Armory' without getting caught


Personal Weapon Achievements
------------------------------
Nosalis Hunter   | kill 30 nosalises
Cowboy           | Kill 30 enemies using revolvers
Fire in the hole | Kill 20 lurkers
Ka-Boom          | Explode 10 enemies (using grenades)
Sniper           | Make 25 headshots
Old School       | Kill 30 enemies with the double-barreled shotgun
Inquisitor       | Kill 2 demons
Ninja            | Kill 10 enemies with throwing knives
Soft Touch       | Disarm 10 wire traps (grenade traps)
Slice & Dice     | Kill 20 enemies with the knife (combat knife)
Air Gunner       | Kill 30 enemies using pneumatic weapons (Tihar or Helsing)
Heavy Metal      | Kill 15 enemies using stationary machine gun
    
    Inquisitor
    ------------
    You automatically kill one demon on the level Top. You can easily kill a
    demon with a sticky grenade near the end of Dead City 1. You can also kill
    two demons on the rooftop of Outpost. Demons are also encountered on Dead
    City 2 and Alley.
    
    Heavy Metal
    -------------
    Stationary machine guns can be used at the beginning of Cursed, at the
    start of Frontline, and during Trolley Combat. The machine gun at Cursed
    has limited ammo, but an infinite number of enemies. It only takes one or
    two hits to kill a nosalis. There are multiple stationary machine guns
    available on Frontline, but all have limited kill zones. Anything killed
    during Trolley Combat using the MG-Turret counts towards the achievement.

    
Level Specific Achievements
-----------------------------

0.2 Hunter

    Quick Draw
    ------------
    On the level 'Hunter' kill the nosalises before they break through the
    ventilation grilles.
    
    Keep moving around the room and listen carefully. You can hear which
    ventilation grille the nosalises are going to attack next. Try to kill the
    nosalises in the vents with a headshot.


    
1.1 Exhibition and  2.1 Riga
  
    Generous
    ----------
    Help the poor, a coin for the kid, medicine for the sick. You help everyone
    you see.
    
    You need to give a bullet to a beggar at Exhibition, Riga, or Market
    Stations. The coin for the kid is the one found at Riga that offers to
    lead you to Bourbon. The medicine for the sick is the man sitting on the
    bench by the teddy bear at Exhibition Station.
    
    You can't get Generous at the same time as Realist.


    
2.1 Riga
    
    Realist
    ---------
    A coin for a hungry kid? Get a job.
    
    Refuse to let the kid at Riga station lead you to Bourbon.


    

4.1 Frontline

    Hedge-hopper
    --------------
    On the level 'Frontline' kill all of the enemy Red Army and Fascist
    Soldiers. 
    
    See 4.1.2 for details. The most easily overlooked kills are the
    two soldiers that you pass during the opening scene, the two wounded
    Fascists soldiers behind the Fascist lines, and the three Red prisoners.
    
    You can't get Invisible Man or Rescue Ranger along with Hedge-hopper.
    
    
    Invisible Man
    ---------------
    Complete 'Frontline' without killing anyone.
    
    See 4.1.1 for details. You can't get Hedge-hopper or Rescue Ranger along
    with Invisible Man.


    Rescue Ranger
    ---------------
    Save a group of 'Reds' from Fascist captivity.
    
    This achievement is earned at the end of Frontline. All three Reds must
    survive so you have to prevent the Red leader from being killed. Kill the
    Fascists in the area. The leader will stand up when the rescue is
    possible.    

    
   
4.3 Depot    
    
    Raider
    --------
    On the level 'Depot' silently kill the first guard and break into the
    Fascist station unnoticed.
    
    You don't need to silently kill the guard. You just need to kill him
    before he gets close enough to the station to alert the soldiers in the
    station.
    

    
4.4 Defense and 4.6 Outpost
    
    DJ Artyom
    -----------
    On the level 'Outpost' reach the radio tower and broadcast the commander's
    message.
    
    You get the message at the beginning of Defense. You have to take the
    message from the commander after the nosalis attack. The radio tower is on
    the roof of the building on the Outpost level.
    
    
    
4.7 Black Station
    
    Merciful
    ----------
    Complete the level 'Black Station' without killing any Fascist soldiers.
    
    There are a few ways you can do this achievement. The fastest way is to
    jump through a hole in the floor near the start and run to the sewer hatch.
    A slightly longer way can be done by skipping the generator and sneaking
    through the rest of the level. The longest way involves turning off the
    generator and sneaking to the end.

    

    
5.1 Polis
    
    Scrooge
    ---------
    Save 500 military-grade rounds.
    
    You can exchange ammo at a station to get the 500 military-grade rounds.
    The best place to do this is at Polis. Restore the last checkpoint after
    getting 500 military-grade rounds in your inventory.
    
    
    Wheeler-dealer
    ----------------
    Exchange 500 Military-Grade 5.45 rounds at Exchange kiosks.
    
    This can also be done at Polis Station. Simply sell all your ammo to get
    as many Military-Grade rounds as possible. Buy arrows or shotgun shells.
    Sell the ammo to get Military-Grade rounds. Continue to do this until you
    run out of ammo or the achievement unlocks.
    
    
    Metro Trader
    --------------
    Make 10 deals in weapon shops.
    
    The description says weapon shops, but I believe you can buy anything. The
    cheapest items are Medkits, filters, and throwing knives, which all cost 10
    bullets each. Medkits and Throwing Knives have a limited capacity. You can
    buy as many filters as you want, but past a certain limit filters won't
    add to total filter time. 
    

    
5.3 Library
    
    Quick-witted
    --------------
    Break the support and activate the chandelier in less than 20 seconds.
    
    This is done on the Library level. The description is a little misleading.
    You have 20 seconds to shoot the chandelier after you break into the side
    room with the hole in the wall.



5.4 Depository and 5.5 Archives   
    
    Heavy Reader
    --------------
    Kill a librarian.
    
    This can be done on the levels Depository or Archives.    

    

6.1 Dark Star
    
    Pyro
    ------
    Kill 5 enemies with a flamethrower
    
    The only time you can use a flamethrower is at the end of Dark Star.

    


6.4 D6 and 6.5 Biomass
    
    Pathoanatomist
    ----------------
    Kill 5 amoebas.
    
    You encounter amoebas at the end of D6 and the beginning of Biomass.
    
    

    
2.6 Dead City 1 and 2.7 Dead City 2    
    Ranger
    --------
    Find all Ranger stashes in Dead City 1 and 2
    
    There is no clear definition of a Ranger stash. There are the obvious
    supply crates, but just finding all the supply crates is not enough to get
    the achievement. You do need to find the dead bodies, but perhaps not all
    of them. You do need to find some of the ammo that is laying around, but
    not all the ammo. Probably the best definition of a Ranger stash is any
    grouping of multiple items that includes a filter.    
    
    Dead City 1
1) Go up the stairs in the terminal at the start of the level
2) Locate the cache by going through the access panel of the elevator     
4) Locate the cache in the back room of the ruined supermarket
5) Find the body on the ledge near the water outside the supermarket
    

    
1.1 Exhibition, 2.1 Riga, 2.5 Market, 3.5 Armory    
    Metro Dweller
    --------------
    A true metro citizen. You know everyone and have seen everything.
    
    The exact criteria for getting the Metro Dweller achievement is unknown.
    The achievement can be completed as early as Riga and as late as the
    Armory. The best way to get the achievement is to check all the doors and
    try to interact with as many different people as possible. Stand in front
    of a person and sometimes they will address directly. Some
    conversations start automatically and may or may not count towards the
    achievement. Some interactions result in the flashes, or discovery points,
    but this may relate more to the Explorer Achievement or the Enlightened
    Achievement.
    
    Exhibition Station (0.2 Hunter)
    1) Man sleeping on woodpile
    2) (AUTO) Two men talking on the left
    3) Open room on right
    4) Talk to man reading
    5-6) Check two doors to the right of the reader
    7) Check door to the left of the reader
    8) Check door on the left by the barrels
    9) Knock on the door on the right by the #32
    10) Talk to the man at the bottom of the stairs
    11) (+) Talk to man at top of stairs after he sits on crates
    12) (AUTO) People waiting in line in front of the hospital
    13) (+) Talk to people waiting in line
    14) (+) Talk to the guard in the hospital after he sits down
    15) Talk to the bald doctor after he sits down
    16) (+) Stand under the light on the right side of the room
    17?) Check the wounded in the hospital
    18?) (+) Take the postcard from Hunter
    
    Exhibition Station
    1) Talk to the guard right outside your room
    2) (AUTO) Eavesdrop on room 03
    3) The man standing outside door 04
    4) (AUTO) Listen to the man talking to his son
    5) (AUTO) Peek into room 06
    6) Listen to the two woman talking in the kitchen across from 06
    7) Go through the curtain by the kitchen
    8) Knock on door 07
    9) Knock on door 08
    10) Knock on door 09
    11) Try to open door 10
    12) (AUTO) Listen to the two men outside room 10
    13) Knock on the door by the white arrow
    14) Talk to the woman cleaning the floor
    15) (AUTO) Man talking to his son
    16) (AUTO) Listen to the alliance announcement
    17) Talk to the prisoner and the guard
    18) Talk to the man sitting at the end of the bench wearing the hat
    19) Talk to the man in the hoodie
    20) (AUTO) Sales pitch by the helmet trader
    21) (AUTO) Two kids run through the market area
    22) (AUTO) Parents on the bench by the teddy bear
    23) (AUTO) Butcher selling pork
    24) Talk to the man at the other end of the benches
    25) (AUTO) Two men talking about the caravan
    26) (AUTO) Weapons trader sales pitch
    27) (AUTO) Men by platform talking about currency
    28) (AUTO) The family by the weapons trader
    29) (AUTO) The group by the table drinking
    30) (AUTO) The despondent soldier by the campfire
    31) (AUTO) The two men at the table closest to the Exchange Kiosk
    32) (AUTO) Man sitting by kiosk
    33) Talk to the man sleeping by the kiosk
    34) Talk to the man standing by the arched doorway
    35) Talk to the man sitting in the chair by the arched doorway
    36) (AUTO) The three guards outside the armory
    37) (AUTO) Three men by the teapot campfire
    38) Talk to the guard outside your stepfather's office
    39) (AUTO) The complaining worker
    40) Talk to the man by the pigs
    41) (AUTO) The two men working with the ladder
    42) Talk to the man standing under the sign and lamp
    43) Talk to the man on the subway platform by the pigs

    Riga Station
    1) (AUTO) The bartender thanks you
    2) (AUTO) The group at the next table toasts you
    3) Talk to the caravan companions
    4) Play the piano
    5) Change music for 1 bullet
    6) (AUTO) Man by office wants out of the station
    7) Talk to guard outside the office
    8) False Beggar at bottom of stairs
    9) Talk to man underneath bar leaning against yellow wall
    10) Talk to man wearing cap and glasses outside office
    11) Beggar by kid drawing on the ground, thanks you
    12) False Beggar by platform
    13) Guard at subway platform behind the barrier
    14) Beggar on subway platform by red wall
    15) Talk to man wearing sitting on bench
    16) Talk to man standing by the sandbags
    17) Kid beggar by yellow wall after he tries begging by office
    18-20) Talk to the three guards by the lockers
    21) False Beggar standing by red wall
    22-25) Check the four doors on the left before going over the first bridge
    26-31) Cross over the first bridge and check the six closed doors
    32-33) Two false beggars in hoodies by fire after crossing first bridge
    34) Beggar by fire after crossing first bridge
    35-37) Three doors in trench on right side before sitting man
    38) Beggar in trench
    39-40) Two doors on right between middle and last bridge
    41-44) Four doors on the right after going up stairs
    45-48) Cross over bridge by toilets, four doors
    49) Cross over bridge by toilets, Fuse box
    50) Cross over bridge by toilets, jump up and down on the squeaky doll
    
    Market Station
    1) Talk to guard that blocks the doorway
    2) (AUTO) Listen to guards at the gate after Bourbon leaves
    3-5) Open the three lockers
    6) (AUTO) Two men talking by subway car
    7-8) Talk to the two men by the subway car after they finish talking
    9) Talk to the man by the sinks
    10) (AUTO) Listen to the gate guards
    11) (AUTO) Listen to the radio operator
    12) (AUTO) Listen to the men by the radio operator
    13) Talk to the guard by the small storeroom across from the radio
    14) Talk to the man sitting on the bench in the bar
    15) Talk to the guard outside the office by the bar
    16-18) (AUTO) Conversations at the bar
    19) Talk to the bartender
    20) Talk to the man sitting in the chair by the table with the bullets
    21) Talk to the guard across from the bar
    22) Talk to trader in green shirt and vest
    23) Beggar by the shopping cart after he talks to kid (MORAL)
    24) (AUTO) Two kids by the pig
    25) (AUTO) Three men talking about dope dealers
    26) Talk to dope dealer standing between the two vehicles
    27) Try to go through gate
    28) Talk to man by generator
    29) (AUTO) Girl who wants to buy rat, after visiting traders
    
    Armory Station
    1) (AUTO) Guard that warns you about Reds
    2-3) Go through curtain on left, knock on two doors
    4-6) Knock on three sections of the subway car
    7) Knock on door before going through open door
    8) Talk to guard by stairs
    9) (AUTO) Two Reds talking about the infiltrator
    10) Talk to guard by subway platform
    11) (AUTO) Paranoid officer and guard
    
    Child (Hole Station)
    1) nothing
    
    Polis Station
    1) nothing
    

    
1.1 Exhibition, 2.1 Riga, 2.5 Market, 3.5 Armory
    
    Sherlock
    ----------
    Found all gold ammo, hidden through the stations.
    
    Locate the Military-Grade Ammo.
    
    Exhibition Station
1) +3 In the pot by door #9
2) +5 By the foot of the guitar player (IMMORAL for taking)
3) +2 bottom shelf across from the pigs

    Riga Station
1) +1 unoccupied table in bar
2) +1 in the sink at the top of the stairs in the bar
3) +1 by the filing cabinets underneath the bar
4) +1 by the wooden pallets underneath the bar
5) +1 on the platform by the railing
6) +1 to the left in the sleeping area
7) +1 go over the first bridge, look on top bunk of open room
8) +1 in the trench, on floor of open room with two occupied bunks
9) +1 in the toilet on the right
10) +1 exit the trench, on the crate by the candle
11) +1 cross over second bridge, bottom bunk of open room
12) +1 by the boots in the room by the middle bridge
13) +1 unoccupied table in room where you meet Bourbon
14) +1 on crate on the left just as you enter the dark tunnel
15) +1 on top of the electrical box

    Market Station
1) +1 in a crate on the left at the entrance
2) +1 rightmost locker
3) +1 subway car across from the lockers
4) +1 bunk bed on the right just after entering the subway car
5) +1 in the wooden box on the side of the subway car
6) +1 bunk bed on the right at the just before exiting the subway car
7) +1 by the crates by the radio operator
8) +1 on the ladder across from the bar
9) +1 on the high bar along the wall
10) +1 on the table nearest the high bar along the wall
11) +1 on the bench with three pieces of luggage
12) +1 on the pallet
13) +1 under the butcher's block
14) +1 by the rear wheel of the smaller vehicle
15) +1 on top of the white cabinet behind the fuel can

    Armory Station
1) +3 at the end of the first platform by the oil drums and wooden pallets
2) +3 by the subway car on top of a wooden crate
3) +3 after crouching down on a crate while being chased
4) +3 after leaving the Blacksmith's room and going to the right
5) +3 at the foot of the ladder in the pit with the lamp    
    
    

    Explorer
    ----------
    There is no place in metro you did not visit

    The exact requirements for earning this achievement are unknown. I think
    it is definitely related to getting flashes when finding objects on any of
    the levels. I know that you don't need to get all the flashes in order to
    get the achievement. It may also be related to finding hidden objects that
    don't give a flash. Again, not all hidden objects would need to be found
    in order to earn the achievement. The best advice is to find as many dead
    bodies, ammo stashes, supply crates, and flashes as possible.


Ending Achievements
---------------------

    If it's hostile, you kill it
    ----------------------------
    This is the default ending. If you kill your way through the game without
    doing much exploring, you are probably going to get this ending. You can
    also get this ending if you don't knock the guidance system off the tower
    at the very end of the game if you did enough to unlock the Enlightened
    ending.

    
    Enlightened
    -----------
    In order to unlock this ending, you need to make as many moral choices as
    possible during the game without making too many immoral choices. Moral
    choices are the flashes and a buzz followed by whispering. Immoral choices
    are a grayed out screen followed by an ominous sound.

    See the next section on Discovery Points.

/===========================================================================\
|  [M33-MORAL]                                                              |
|                              DISCOVERY POINTS                             |
|                                                                           |
|                                                                           |
\===========================================================================/   

Talking to certain people, finding certain places, and doing certain actions 
can cause the screen to flash or gray out momentarily. A flash and a buzz 
followed by whispering is a positive discovery. When the screen grays out 
followed by an ominous sound means something negative has happened.

These discovery points are related to earning achievements in the game, most 
notably unlocking the Enlightened ending of the game. By default, a discovery 
point results in a flash, or positive discovery, with no negative consequences 
for missing or ignoring the discovery point. A few discovery points results in 
a negative gray out only. These are marked as immoral points. Discovery Points 
that always result in either a flash or a gray out are marked as Ethical.

All moral and immoral discovery points can be skipped, except for the one for 
finding Hole Station. You can bypass the man asking for help buying medicine in 
Exhibition Station by not talking to him. You can skip the playground vision by 
running out of the playground before the vision ends. All other Ethical 
Discovery Points always result in a moral or immoral point.

-----

0.2 Hunter

1) Listen to guard at top of stairs after he sits down
2) Listen to people waiting in line by the hospital
3) Listen to the hospital guard after he sits down
4) Stand under the light on the right side of the first room of hospital
5) Take the postcard from Hunter

-----

1.1 Exhibition
1) Play the guitar in your room
2) Play the triangular guitar (balalaika) by the man talking to his son
3) Help/Ignore the man that asks for bullets to buy medicine (ETHICAL)
4) Annoy the trader at the circular table by the ammo exchange booth (IMMORAL)
5) Enter the commander's office
6) Listen to your stepfather twice
7) Take the BULLETS by the guitar player (IMMORAL)

-----

2.1 Riga
1) Accept/Refuse to let kid lead you to Bourbon (ETHICAL)

-----

2.2 Lost Tunnels
1) Follow Bourbon and listen to his comment about singing pipes, then crouch 
down next to the pipe along the right wall of the tunnel

-----

2.3. The Bridge
1) Click on squeaky dolls in the crate in the subway car
2) Avoid/Attack the Hanza military trolley (ETHICAL)

-----

2.5 Market
1) Smoke from the hookah at the bar
2) Give a bullet to the beggar in the room between the bar and the weapon 
trader

-----

2.6 Dead City 1
1) Look out the second story window of the terminal building
2) Locate the cache by going through the access panel of the elevator
3) Watch/Attack the vision in the playground (ETHICAL)
4) Locate the cache in the back room of the ruined supermarket
5) Find the body on the ledge near the water outside the supermarket
6) Play the tape recorder

-----

3.2 Ghosts
1) Listen to the pipes
2) Get around the defenders and follow Khan
3) Find the body in the room with cart

-----

3.3 Anomaly
1) Watch the anomaly when it approaches you
2a) Watch the anomaly going down the other tunnel (MORAL)
2b) Walk ahead of Khan before encountering the second anomaly (IMMORAL)
3) Find the humain remains by the glowing stalagtites

-----

3.4 Cursed
1) Listen to Khan at the beginning of the level (ETHICAL)
2) Shoot out a lamp in the shrine (IMMORAL)

-----

4.1.2 Frontline
1) Get the BULLETS from the wall locker at the beginning of the level
2) Learn about the tunnel under the bridges from the two Reds at the campfire
3) Learn about the manhole from the deserter
4) Listen to the Red guards talk about the suicide bombers
5) Go down the stairs by the wounded Red soldiers and find the body
6) Get behind the Nazi lines and take the BULLETS from the wall locker
7) Kill the Red Army prisoners (IMMORAL)
8) Killing all the enemies (IMMORAL)
9) Complete the level without killing any soldiers

-----

4.4 Defense
1) Find Hole Station (auto)
2) Take the message from the captain (ETHICAL)
3) Explore the subway car in the right tunnel of Hole Station
4) Go up the stairs on the left side of the main tunnel
5) Locate the radio in the left tunnel

-----

4.5 Child
1) Refuse the BULLETS for rescuing Sasha

-----

4.6 Outpost
1) DJ Artyom Achievement

-----

4.7 Black Station
1) Listen to the conversation of the first two Nazi guards
2) Listen to two guards talking about being a realist
3) Find out about the generator
4) Turn off the generator
5) Find the secret area under the subway platform
6) Listen to the mumbling guard
7) Listen to the story about Metro 2
8) Approach the Dark One during the vision

-----

5.6 Driving to Sparta
1) Talk to Khan at Sparta Base

-----

6.1 Dark Star
1) Follow the Dark One during the vision (ETHICAL)


If you skip all the moral choices, except for the automatic one for finding 
Hole Station, and only make immoral choices, you still get the "If It's 
Hostile, You Kill It" ending. In other words, there is no Immoral or Evil 
ending.


Enlightened Ending Tests
--------------------------
Skip all moral choices and make all immoral choices.
Test by going back and making moral choices to replace missing/immoral choices 
and playing through to the end of the game.

6.1 Follow Dark One
    Result: Bad Ending

5.6 Talk to Khan
6.1 Follow Dark One
    Result: Bad Ending

4.7 Approach Dark One
5.6 Talk to Khan
6.1 Follow Dark One
    Result: Bad Ending
    
4.7 Listen to conversation of first two guards
4.7 Listen to conversation of second pair of guards
4.7 Approach Dark One
5.6 Talk to Khan
6.1 Follow Dark One
        Result: Bad Ending   
        
Test 4        
4.7 Listen to conversation of first two guards
4.7 Listen to conversation of second pair of guards
4.7 Learn about generator
4.7 Turn off generator
4.7 Listen to story of Metro 2
4.7 Listen to mumbling guard
4.7 Merciful Achievement
4.7 Approach Dark One
5.6 Talk to Khan
6.1 Follow Dark One
        Result: Bad Ending

Test 5 - casual playthrough
2.3 Wait for Hanza Trolley to leave
2.6 Wait for vision to end in playground
3.2 Listen to the pipes
3.2 Get around the defenders
3.3 Watch the anomaly when it approaches you
3.3 Watch the anomaly going down the other tunnel
3.4 Listen to Khan at beginning of level
4.1 Invisible Man Achievement
4.4 Take message from captain
4.6 DJ Artyom Achievement
4.7 Merciful Achievement
4.7 Approach Dark One
5.6 Talk to Khan
6.1 Follow Dark One
        Result: Bad Ending        

Test 6 - Casual Ethical/Exploration Playthrough
1.1 Give bullets for medicine (ETHICAL)
2.1 Give bullets to kid for guiding you to Bourbon (ETHICAL)
2.3 Hide from the Hanza trolley (ETHICAL)
2.6 Locate the elevator cache
2.6 Watch the vision in the playground (ETHICAL)
2.6 Locate the supermarket cache
2.6 Find the body on the ledge near the water
2.6 Play the recorded message
3.2 Listen to the pipes
3.2 Get around the defenders
3.2 Find the body in the room with the cart
3.3 Watch the first anomaly
3.3 Watch the second anomaly
3.4 Find the body by the glowing stalagtites
3.4 Listen to Khan at beginning of level (ETHICAL)
4.1 Learn about the manhole from the deserter
4.4 Find Hole Station (auto)
4.4 Take the message from the captain (ETHICAL)
4.4 Explore the subway car in the right tunnel of Hole Station
4.4 Go up the stairs on the left side of the main tunnel
4.4 Locate the radio in the left tunnel
4.6 DJ Artyom achievement
4.7 Approach Dark One
5.6 Talk to Khan
6.1 Follow Dark One (ETHICAL)
        Result: 
             

        
    
/===========================================================================\
|  [M33-SUBWAY]                                                             |
|                        METRO 2033 VS THE REAL METRO                       |
|                                                                           |
|                                                                           |
\===========================================================================/   

You can find information on all these locations in Wikipedia and Google Maps.

 
Exhibition Station = VDNkh Station
    Orange Line station
    
Alexeevskaya Station (skipped by the caravan)
    Orange Line station
        
Riga Station = Rizhskaya Station
    Orange Line station
  
Market Station = Prospekt Mira
    Orange Line station
    Also connects to the Brown Line/Ring Line that is controlled by the Hanza
    
Dead City = surface between Prospekt Mira and Komsomolskaya?

Dry Station = Sukharevskaya Station
    Orange Line station
    
Ghosts = Turgenevskaya
    Orange Line station

Anomaly = tunnels between Turgeneskaya and Chistyie Prudy

Cursed Station = Chistyie Prudy
    Chistyie Prudy is on the Red Line, controlled by the Red Army in the game

Armory Station = Kuznetsky Most
    in-game map has Kuznetsky Most and Lubyanka switched
    Kuznetsky Most is on the Purple Line
    Lubyanka is on the Red Line, and rumored to be the KGB/FSB HQ on Metro 2

Frontline =  between Kuznetsky Most and Chekhovskaya
    The Frontline in the game is along the Purple Line
    Chekhovskaya, on the Gray Line, is under Fascist control

Trolley Combat =  travel past Chekhovskaya to Tverskaya
                  travel on green line (Zamoskvoretskaya Line) to Paveletskaya
    Starting from Chekhovskaya the trolley travels through Tverskaya, Okhotny 
Ryad, Teatralnaya, Ploshchad Revolutsii, and Novokuznetskaya Stations.
    
Depot = Somewhere between Novokuznetskaya and Paveletskaya    
                  
Defense = Paveletskaya Station
    This is probably the Green Line station, not the one on the Ring 

Black Station = Polyanka
    A station on the Gray Line, under Fascist control

Polis = Borovitskaya Station
    Polis also includes the Alexandrovsky Sad, Arbatskaya, and Biblioteka 
Lenina Stations. You exit to the surface at the Biblioteka Imeni Lenina 
station.
    
Alley = From the Biblioteka Imeni Lenina station to the front entrance of the
        Russian State Library
http://maps.google.com/maps?ll=55.751389,37.609722&spn=0.01,0.01&t=m&q=
55.751389,37.609722  

Library = Russian State Library

Sparta Base, near Smolenskaya
    Sparta Base is in the Conception Monastery in the Khamovniki District of
    Moscow. 
http://maps.google.com/maps?ll=55.751389,37.609722&spn=0.01,0.01&t=m&q=
55.751389,37.609722
    
Dark Star = starts at Kievskaya Station

Dungeon/Cave = near Barrikadnaja Station

D6 = near Belorusskaja Station
    D6 is the real world KGB codename of the rumored Moscow Metro 2. You can 
hear some enemies talking about the legend of Metro 2 at the end of Black 
Station before going into the sewer tunnel.
    
Tower = Ostankino Tower
    The closest subway station is the VDNKh station on the Orange Line, which 
is about 3km/(1.9 miles) on foot.

    
/===========================================================================\
|                                                                           |
|                                 LEGAL STUFF                               |
|                                                                           |
\===========================================================================/

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Copyright:
(c)  Copyright 2010  Matthew Y Brown.

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