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

                METRO LAST LIGHT and METRO LAST LIGHT REDUX (PC)
                                FAQ/Walkthrough
                                  version 2.80
                                October 6, 2014

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

Redux Ranger Hardcore info = +0.1 per 10 levels
finish technical information = +0.1
Redux DLC additions = +0.1 each
DLC additions = +0.1 each
finish Redux additions = +0.01 per level
version 1.10 to 1.30 - finish rewrite of base Metro Last Light

October 6, 2014     version 2.80
    Completed Tower DLC information

September 29, 2014  version 2.70
    Completed Metro Last Light Redux walkthrough
    Partial info on the Tower DLC

September 26, 2014
    walkthrough up to level 20
    Complete walkthroughs for Faction Pack, Developer Pack, and Chronicles Pack

September 22, 2014
    version 2.16 - Redux walkthrough up to
                   Walkthroughs for parts of the Faction and Chronicles Packs
                   Walkthrough for Spider Lair part of the Developer Pack

September 15, 2014
    version 1.30 - Finished rewrite up to level 30/30
    version 2.15 - Redux walkthrough up to level 5/30
September 12, 2014 - version 1.22 - Finished rewrite up to level 22
September 10, 2014 - version 1.17 - Complete rewrite of first 17 levels
September 09, 2014 - version 1.12 -  numerous errors corrected up to level 12

Future update
    Add information on earning the kill achievements
    Add details about weapons

May 28, 2013 - version 0.98
    All sections revised
    Most achievements added

May 23, 2013 - version 0.96
    Added gas station stash courtesy of DemonEyez
    Finished revisions on Sundown, Nightfall, and Undercity
    Kill the Rhino with almost no ammo

May 22, 2013 - version 0.95
    The first 16 sections have been rewritten

May 17, 2013 - version 0.9
    All NOTES found
    Bandits expanded and rewritten

May 17, 2013 - version 0.85
    Revolution and Regina rewritten and expanded
    Missing notes 20, 25, 26

May 16, 2013 - version 0.8, third published draft
    complete walkthrough

May 16, 2013 - version 0.6 Second published draft
    Renumbered chapters, added chapter names from the game menu
    --<NOTE>-- renumbering

May 15, 2013 - version 0.4 First published draft



  ____       _____
|\\    \    /     |
| \\    \  /      |     Contributors
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|___________________________________________________________

Added ZasterModa123's solution for the Van Helsing achievement from
    trueachievements.com

May 23, 2013 - Thanks to DemonEyez for pointing out a missing stash on the roof
               of the gas station in Chapter 16 - Sundown


  ____       _____
|\\    \    /     |
| \\    \  /      |     Table of Contents
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|___________________________________________________________

    MLL-INTRO
    MLL-A   Controls
    MLL-W   Walkthrough
        MLL-01  SPARTA          MLL-11  REVOLUTION      MLL-21  KHAN
        MLL-02  ASHES           MLL-12  REGINA          MLL-22  CHASE
        MLL-03  PAVEL           MLL-13  BANDITS         MLL-23  THE CROSSING
        MLL-04  REICH           MLL-14  DARK WATER      MLL-24  BRIDGE
        MLL-05  SEPARATION      MLL-15  VENICE          MLL-25  DEPOT
        MLL-06  FACILITY        MLL-16  SUNDOWN         MLL-26  DEAD CITY
        MLL-07  TORCHLIGHT      MLL-17  NIGHTFALL       MLL-27  RED SQUARE
        MLL-08  ECHOES          MLL-18  UNDERCITY       MLL-28  THE GARDEN
        MLL-09  BOLSHOI         MLL-19  CONTAGION       MLL-29  POLIS
        MLL-10  KORBUT          MLL-20  QUARANTINE      MLL-30  D6

    MLL-DLC1  Faction Pack
        MLL-DLC1.1 Heavy Squad
        MLL-DLC1.2 Kshatriya
        MLL-DLC1.3 Sniper Team
    MLL-DLC2  Tower Pack
    MLL-DLC3  Developer Pack
        MLL-DLC3.1 Spider Lair
        MLL-DLC3.2 Developer Pack
    MLL-DLC4  Chronicles Pack
        MLL-DLC4.1 Khan
        MLL-DLC4.2 Pavel
        MLL-DLC4.3 Anna



  ____       _____
|\\    \    /     |
| \\    \  /      |     Introduction
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-INTRO
|___|  \__/ |_____|___________________________________________________________

Metro Last Light is the follow-up to 2011's Metro 2033 released May 2013.

Ranger Mode DLC added Ranger Mode difficulties to Metro Last Light.

The RPK Machine Gun was a pre-order incentive that was later added as DLC.

The Season Pass added the Abzats, the automatic heavy shotgun from Metro 2033.

Four DLC add-ons were released:
    - Faction Pack, sometime in July 2013
    - Tower Pack, sometime in September 2013
    - Developer Pack, also in September 2013 after the Tower Pack
    - Chronicles Pack, October 2013

All of the DLC was included in the Metro Last Light Complete Edition that
was released in March or April 2014.

Metro Last Light Redux was released August 2014.

This walkthrough originally covers just the base game without any of the DLC.

The walkthrough has been rewritten for the base game in preparation for
adding Redux information.

    !IMPORTANT NOTE
    Starting any of the DLC missions overwrites the current autosave
    and erases any ongoing achievement progress in the main game.

    Starting the main game after playing any of the DLC content erases
    any ongoing achievement progress in the DLC content.

    Finish the main game before starting the DLC or play through the
    DLC before starting the main game.



  ____       _____
|\\    \    /     |
| \\    \  /      |     FAQ
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-FAQ
|___|  \__/ |_____|___________________________________________________________

Q: Shadow Ranger - Can you kill humans on the levels The Chase, Red Square,
                   and D6 and still get the Shadow Ranger Achievement?
A: Yes, this is confirmed. I killed everyone possible on the Chase level,
        shot the snipers and ground enemies at the end of Red Square, and
        killed as many enemies as possible on D6 and got the Shadow Ranger
        Achievement. I did not kill any Humans on any other levels such as
        Bandits

Q: How do I get the good ending?
A: Unless the game developers release the information publicly, anything you
   read about getting the good ending is speculation. I initially finished
   the game with +53 Moral Points and got the good ending.

    I did not get the following achievements:
        - Soldier               - Scram
        - Shadow                - Commando
        - Inferno               - Soup
        - Nobody's Home         - Diver
        - Edison                - Equipped
        - Businessman           - Forgotten
        - Musician              - Bloodlust
        - Published             - Van Helsing
        - Not a Rabbit          - Rain Man
        - Tortoise              - No Shooting Allowed
        - Patron of the Arts    - Revenge
        - Derailed              - Shadow Ranger

    I did get the following achievements, most of them automatically:
        - Antibiotic            - Reunion
        - Ever Vigilant         - Back to the Past
        - Walking Bank          - True Spartan (automatic)
        - First Draft           - Big Momma (automatic)
        - Rabbit (automatic)    - Forest Guardian
        - Clean Escape          - Freedom!
        - Invisible Intruder    - Revelation (automatic)
        - A Present             - Secret (automatic)
        - Invisible Savior      - Within a Hair of Death (automatic)
        - Echoes (automatic)    - Invisible Soldier
        - Savior                - Weapon Smith

    Redemption and C'est la vie are the end game achievements.

    Other things I did:
        - Explored, but didn't find everything
        - Did not listen to all the conversations, especially in the stations
        - Did not let Pavel die
        - Did not kill Lesnitsky
        - Followed the instructions of others like Pavel and the Dark One
        - Avoided killing humans unless absolutely necessary
        - Killed the enemies on the train on the way to rescue the Dark One
        - Killed the enemies at the end of Red Square
        - Killed enemies during all the attack waves at D6

    At this point, there is no way to know how many Moral Points you need to
    get the good ending. I got +53 Moral Points so that's a starting point.

    So far on a more detailed playthrough I've found +26 more Moral Points in
    the first 9 chapters.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Controls
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-A
|___|  \__/ |_____|___________________________________________________________

  Movement Keys
+-------------------+--------------+
| Move Forward      |  W           |
| Strafe Left       |  A           |
| Strafe Right      |  D           |
| Move Backward     |  S           |
| Sprint            |  SHIFT       |
| Crouch/Sneak      |  Left CTRL   |
| Toggle Crouch     |  Z           |
| Look              |  Mouse       |
+-------------------+--------------+

  Movement Keys
+-------------------+--------------+
| Weapons Inventory | TAB          |
| Select Secondary  | TAB + Mouse  | Select Throwing Knives, Grenades, Claymore
| Weapon 1          |  1           |
| Weapon 2          |  2           |
| Weapon 3          |  3           |
| Fire              | LMB          |
| Alt Fire          | RMB          |
| Reload            |  R           |
| Secondary Weapon  |  C           | Use the selected secondary weapon
| Melee Knock Out   |  E           |
| Melee Kill        |  V           | Also stab with the knife
| Pressurize        | Hold R + LMB | For Tikhar and Helsing
+-------------------+--------------+

  Inventory Keys
+-------------------+--------------+
| Use / Interact    |  E           |
| gas mask          |  G           |
| Filter Change     |  T           |
| Medkit            |  Q           |
| Lighter           |  M           |
| Flashlight        |  F           |
| Journal           |  Hold M      |
| Universal Charger |  Hold F      |
| Use Charger       |  Left Mouse  |
| Nightvision (NV)  |  N           |
| Menu              |  ESC         |
+-------------------+--------------+



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 00: Gameplay Achievements
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-00
|___|  \__/ |_____|___________________________________________________________


Gameplay Achievements
    !> Published < Complete all 43 of Artyom's hidden Diary pages
    !> Musician < Use all Musical Instruments in the game

    !> Tesla < Break 50 Lights
    !> Edison < Turn off 40 Lights without breaking them
    !> Ever Vigilant < Disarm 10 Traps

    !> Walking Bank < Collect 1,000 Military Rounds
    !> Businessman < Make 100 Purchases
    !> Weapon Smith < Install all possible Customizations for a Weapon
    !> Gunslinger < Kill at least one Enemy with each Weapon available
                        in the game

    !> Soldier < Kill 100 Human enemies
    !> Shadow < Stealthily kill 15 enemies
    !> Antibiotic < Kill 100 Mutants

    !> Ranger Elite < Complete the game in Ranger Mode
    !> Survivalist < Complete the game in Ranger Hardcore

Redux Gameplay Achievements
    !> Air! < Spend 30 minutes' worth of Filters
    !> Edison < Turn off 40 lights without breaking them
    !> Engineer < Use 10 Lever Switches
    !> Ever Vigilant < Disarm 10 Traps
    !> Cheers! < Drink at every occasion
    !> Pyromaniac < Burn 50 Cobwebs
    !> Veteran < Choose three primary weapons that use different ammo

    !> Published < Find all 43 Notes
    !> Master Thief < Open 10 locked safe boxes

    !> Antibiotic < Kill 100 Mutants
    !> No shooting allowed < Kill 10 enemies in a row with Throwing Knives
    !> Shadow < Stealthily kill 15 enemies
    !> Soldier < Kill 100 Human Enemies

    !> Survivor 2034 < Complete the game in Survival Mode
    !> Spartan 2034 < Complete the game in Spartan Mode

There are significant achievement changes in Metro Last Light Redux.

Metro Last Light Redux has no trading or bullet hording achievements.
Military-Grade Ammo or Military-Grade Rounds or Golden Ammo or whatever
doesn't need to be saved, just conserved for difficult encounters and
be used to purchase weapons and upgrades where available.

Metro Last Light Redux does not have the Musician Achievement so no need
to play instruments when you find them.

Metro Last Light Redux does not have the Shadow Ranger achievement. Feel free
to kill humans unless you are going for the three Invisible achievements
(Intruder on Separation, Savior on Facility, Soldier on Revolution).

Metro Last Light Redux does not have the Gunslinger achievement. You no
longer need to use every single weapon in the game. The Veteran cheevo
for equipping three weapons that use different ammo can be completed
during the training session at the start of the game during a non-Ranger
mode playthrough (Ranger mode only allows you to equip two weapons).

Metro Last Light Redux adds all the DLC content, but removed the secondary
achievements for each chapter that were present in the Season Pass DLC.





  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 01: Sparta / SPARTA
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-01]_

    2 Lights
    2 Instruments
    6 Moral Points

    !REDUX  There is no Musician Achievement in Metro Last Light Redux

    !MUSICIAN
    !MORAL POINT
Welcome back to the Metro! Here in your room you can start off by playing the
GUITAR (Musician) to gain a MORAL POINT, toggling the desk lamp (Edison),
listening to some music on your cassette tape deck, and using the switch by
the door to control the overhead light. Exit your room.

    !MORAL POINT
There is one MORAL POINT that you get after a certain amount of time.

    If you start from the beginning and just stand in your room, you get
    a Moral Point. It is not related to listening to the man in the
    hallway watching the trainees or the men playing checkers. Stay in your
    room until you get a Moral Point, then wander around the area before
    the Armory and you get no additional Moral Points. It may appear this
    way, but it depends on where you are when you get the flash.

    !MORAL POINT
Wait for the two men in the hallway to finish their conversation to gain
a MORAL POINT. Go through the doors into the next hallway.

    !MUSICIAN
    !MORAL POINT
Play the BALALAIKA (Musician) by the checkers players to gain a MORAL POINT.

    !REDUX  Choose three primary weapons that use different ammo
            to complete the Veteran achievement

Make your way to the Armory. Get kitted out with a gas mask, 15 minutes of
filters, Medkits, and your pay of +160 BULLETS. Select three weapons. Add any
available customizations you want for free.

                     | Magazine             | Options
    -----------------+----------------------+-----------------------------
    Valve rifle      |   5/30  (7.62x54mm)  | Reflex sight
    Kalash AR        |  30/360 (5.45x39mm)  | Reflex, Silencer
    Bastard SMG      |  30/360 (5.45x39mm)  | Reflex, Silencer
    Shambler shotgun |   6/120 (12x70mm)    | Reflex, Silencer/Extended
    Revolver         |   6/90  (.44 magnum) | Reflex, Silencer/Extended
    *RPK             |  45/315 (5.45x39mm)  | Reflex sight
    *Abzats          |  20/100 (12x709m)    | none
        *RPK and Abzats available as DLC/Complete Edition/Redux only

Practice at the shooting range. Shoot the first target in the chest. Shoot
the armor off the second target then destroy it. Shoot the third target in
the head.
    !> Rabbit < complete the training sequence at the firing range

Press the red button to load another target dummy. You can try out all the
weapons and take the three you like best. You can also customize your selected
weapons for free. Don't forget to grab all the ammo possible before leaving
the Armory.

    !MORAL POINT
Just like at the beginning, you get another MORAL POINT at some point after
completing the training sequence. What triggers this exactly is unknown. You
have to complete the training sequence and you have to have listened to the
conversation between the man in the wheelchair and the man eating out of the
can in the hallway outside your room.

    This can be confirmed by immediately running to the Armory and waiting
    to get the Moral Point for doing nothing. Now go back and listen to the
    pair outside your room. You always get a Moral Point at the end of the
    conversation. Now just stay there and after a few minutes you get another
    Moral Point. Now go back and listen to the other conservations and you
    get no additional Moral Points.

Beyond the shooting range is the cafeteria. Past the cafeteria you meet up
with Khan and Uhlman. Get on the lift.

    !REDUX      Listening to the ranger conversations does not gain
                a Moral Point

    !MORAL POINT
Exit the lift. Go through the first gate. Listen to the group of rangers on
the right to gain a Moral Point.

Follow Uhlman and Khan to speak with Miller. Khan gets kicked out for his
mystical mumbo-jumbo. Miller tasks you with hunting down and killing the Dark
One with the help of Anna, the Order's best sniper. Miller issues some more
orders after Anna walks out. Exit the briefing room.

    !NOTE
Pick up --<NOTE #01>-- from the chair on the right before getting into the
elevator. Check out Anna's post-apocalyptic Uggs. Follow Anna onto the train.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 02: A Train to the Past / ASHES
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-02]_

     _____________________________________________________________
    |                                                             |
    |  Just a year ago I stood on top of the TV tower and saw     |
    |  missiles rain on the Botanical Gardens, turning the flesh  |
    |  into ashes, smelting metal and glass. Nobody and nothing   |
    |  could survive that inferno. Yet Khan did find a Dark One   |
    |  there. Now my mission is to find and eliminate it. To      |
    |  finish what I started.                                     |
    |_____________________________________________________________|

    1 Note
    4 Moral Points

    !MORAL POINT
Walk the entire length of the subway cars to gain a MORAL POINT. Enjoy your
train ride with Anna. Exit the subway train at the platform.

Use [F] to turn on your flashlight. Hold [F} and use [LMB] to charge the
flashlight. Use [M] to use your lighter. Use the lighter to burn through
the cobweb on the subway platform (Pyromaniac). Follow Anna to the door. Use
the switch on the right to open the gate (Engineer).

    !REDUX      You find +8 BULLETS instead of +5
    !REDUX      You find +20 BULLETS instead of +13
Go up the stairs. Check the headless skeleton by the door for +5 BULLETS. Open
the door and go into the tunnel. To the left in the cemetery there's a skeleton
with assault rifle ammo and +13 BULLETS. Meet up with Anna to the right and
follow her down the tunnel.

    !MORAL POINT
    !NOTE
Go past the ladder and burn through the cobwebs (Pyromaniac) to the end of the
tunnel. You get a MORAL POINT for finding the skeleton with some ammo and
--<NOTE #02>--.

    !REDUX      You find +16 BULLETS instead of +10
    !MORAL POINT
Put on the gas mask and climb up the ladder. Follow Anna to the ruins. She
climbs up into position. You get a MORAL POINT. Move around the back of the
bus on the left. Loot the skeleton for +10 BULLETS, a filter, and some ammo.

    !MORAL POINT
Go to the ledge and drop down. You gain a Moral Point for following Anna's
directions and moving towards the right edge just before the first wave
attacks.

    !> Not a Rabbit < Don't get hit by the watchmen
Drop down from the ledge and go to the left. You get attacked by watchmen in
three waves. The first wave comes from the ridge on the right. Immediately fall
back and go to the right corner by the ridge. The next three hop down from the
ridge on the left. The final wave rush in from the far ridge where you can see
the building in the distance.

Look for a path on the left. Follow the path and you'll see the Dark One.
Chase the Dark One and corner it in the dead end. You automatically grab it.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 03: The Enemy of My Enemy / PAVEL
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-03]_

     ______________________________________________________________
    |                                                              |
    |  The creature I met in the burnt-out remains of the Gardens  |
    |  looks like a Dark One... And it was able to enter my mind,  |
    |  dragging the innermost out of me... But it also was just a  |
    |  baby. And I am sure that... it recognized me. And got       |
    |  scared. It also left me knocked out for some time... Just   |
    |  enough for me to get captured...                            |
    |______________________________________________________________|

    Trench Knife
    Throwing Knife
    Revolver with silencer
    Bastard SMG
    Kalash

    1 Note
    1 Moral Point

    !> Shadow Ranger < Do not kill any human enemies

    !REDUX      You find +8 BULLETS instead of +5,
                +6 BULLETS instead of +4,
                +3 BULLETS instead of +2,
                +2 BULLETS instead of +1

Your new friend gives you the TRENCH KNIFE. You can use the [V] button to
smash the light above the garbage chute in the back of the room (Tesla).
Follow your new friend, Pavel, down the garbage chute. Follow him across the
lit area, but stay in the shadows. Climb up the ladder. Press [Z] to crouch.
Follow Pavel.

Now go the right and sneak up behind the guard. You can use [V] to kill the
guard or [E] to knock him out. Killing enemies leads to the bad ending while
knocking out enemies moves you toward the good ending. Loot +1 BULLET from
the guard. Use the lever to lower the ladder. Climb up to the next level.

Unscrew the lightbulb (Edison) and Pavel turns off the lights. Sneak across
the catwalk and kill or knock out the next guard. Search him for +2 BULLETS.
Climb up the ladder. There's a lamp behind the open grate. Crawl through the
pipe.

Grab the throwing knives. Unscrew the lightbulb (Edison).

    !NOTE
Look on top of the boxes for --<NOTE #03>--.

Behind the boxes is another throwing knife. Sneak up and take out the guard
and loot him for +5 BULLETS. Unscrew the lightbulb (Edison). Sneak up the
ladder. Loot the guard that Pavel kills for a throwing knife and +1 BULLET.

    !REDUX      You have to knock out or kill the guard that comes out
                the airlock.

Push the button and hide behind the box. Pavel kills the enemy. Loot the body
for +2 BULLETS. Go into the airlock and use the switch (Engineer).

Pavel tosses you a silenced revolver. Save the revolver ammo for now. Follow
him into the tunnel. Unscrew the lightbulb (Edison). Let Pavel kill the first
enemy with a throwing knife. Check the body for +4 BULLETS and pick up the
enemy's Bastard SMG. Loot any weapons dropped by the other enemies to scavenge
ammo. Climb up the ladder on the right and take out the enemy on the catwalk.

Sneak down and take out the walker when he goes to the left by the shelves and
loot his +3 BULLETS. Unscrew the lightbulb on the wall (Edison). Grab the
Medkits from the red wall box. Sneak around behind the enemy that's sitting
down. You can extinguish the lamp (Edison). Sneak across to the other side
and unscrew the lightbulb (Edison). Take out the last two guards.

    !> Freedom! <
    !MORAL POINT
Use the switch on the control panel to free the prisoners and gain a MORAL
POINT.

    !REDUX      There's no Kalash, just the Bastard SMGs

There's a desk lamp you can toggle (Edison). You can break the light over the
flag (Tesla). If you want to work toward the TESLA achievement, shoot out any
remaining lights. There's a Kalash on the crate by the right side of the gate.

Open the gate by using the lever on the right side (Engineer).



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 04: Reich / REICH
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-04]_

     _______________________________________________________________
    |                                                               |
    |  My escape from the Nazi prison could be entitled "The Enemy  |
    |  of My Enemy is My Friend". This friend's name is Pavel. He   |
    |  led a Red recon team wiped out by the Nazis. I never liked   |
    |  communists much, but Pavel acted like a real hero.           |
    |_______________________________________________________________|

    1 Note
    1 Moral Point

    !NOTE
Get --<NOTE #04>-- from the desk at the bottom of the escalator.

    !MORAL POINT
Go to the top of the escalator and wait. Listen to the speech. You get a MORAL
POINT for learning about the Reich's war plans.

Follow Pavel through the crowd. Near the front by the podium you get spotted.
Pavel starts running.

Hold down CTRL to sprint after him. Use [SPACE] to jump, then [CTRL] to
continue sprinting. Squeeze underneath the gate. Pavel helps you onto a
railcar. Duck down to avoid taking damage.

    !> Clean Escape < Escape from the Nazis



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 05: Escape / SEPARATION
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-05]_

     __________________________________________________________________
    |                                                                  |
    |  We pulled off the impossible... Now I have to inform the Order  |
    |  that the Dark One is missing. Which means to acknowledge that   |
    |  I've failed my mission. But now, when he's down in the Metro I  |
    |  won't be able to find him alone. I have to get to the nearest   |
    |  neutral station and then to Polis, the Order's HQ. Pavel will   |
    |  show me the way.                                                |
    |__________________________________________________________________|

    Bastard SMG
    Ashot with stock + forend (common)
    Ashot with silencer and reflex sight
    Lolife with reflex sight
    Ashot with a reflex sight
    Bastard with silencer
    Bastard with reflex sight

    1 Key and Safe
    2 Notes
    1 Moral Point

    !> Shadow Ranger < Complete the game without killing any Humans

    !> Invisible Intruder < Complete the SEPARATION level without killing or
                               raising alarm

    !REDUX      Use the lighter to burn away the cobwebs (Pyromaniac)

    !REDUX      You find +24 BULLETS instead of +10
Go past the wooden structure. Duck into the alcove on the left. There's some
revolver ammo in a box. Boost Pavel up into the pipe. Go back and climb up
onto the wooden structure. Go to the left and get the ammo and +15 BULLETS
from the small box.

    !REDUX      You get +3 BULLETS instead of +2
Wait for the guards to pass by beneath you. One enemy will stop by the wooden
structure and the other one continues to the dead end. Drop down and you can
sneak up on both enemies. One has +2 BULLETS. Sneak back toward the pipe and
approach the open gate on the right. Turn off the spinning light (Edison).

Wait until the crane has finished moving. Go to the right and use the pot to
smother the campfire. Go to the left and hide. The guard on the right will
walk over and check out the campfire. Sneak up behind him and take him out
when the guard on the catwalk has his back turned. Ignore the lamp on the
ground to the right.

    !REDUX  The room is laid out a bit differently. There are concrete
            barriers. Go to the left and look to the left. Loot some
            ammo from the small box on the barrel. Shoot out the lightbulb
            on the left with a silent weapon (Tesla). Climb up the boxes
            and drop down on the other side of the concrete barrier.

Sneak up along the left wall. There's a supply case on a box with shotgun ammo.
Turn around and sneak up behind the guard that walks back to the lightbulb.
Knock out/kill him. Sneak over and unscrew the lightbulb (Edison). Wait for
the men inside to split up.

Sneak into the lower level of the building. Go to the left and take out the
enemy that's walking around. Knock out the man standing by the stove. Now take
out the man sitting in the chair in the lit room. If you take out the man in
the chair first there's a chance that the man that's walking around will spot
you.

    !KEY    Take the KEY from the table next to the chair.

Loot the guy in the chair for a customized Ashot and +2 BULLETS. There's also
a silenced Ashot with scope on the couch and some shotgun ammo in the box on
the table. The guy by the stove has +2 BULLETS. Check in the back by the toilet
for a Lolife with a reflex sight. There's the overhead light and two lightbulbs
in the back room (Edison).

Go to the room with the single guard. Sneak up the stairs. From here you can
take out the guard on the catwalk without being seen by the guard inside.
Knock out/kill the guard inside.

    !NOTE
Get --<NOTE #05>-- from the control panel.

    !REDUX      You find +5 BULLETS instead of +3
The enemy inside is carrying a Bastard with a silencer. The guy out on the
catwalk has +3 BULLETS and a Bastard with a reflex sight. There's a Revolver
with reflex sight on the crate next to the control panel. On the catwalk
there's a Bastard and a lamp (Edison).

    !SAFE   Unlock the safe in the front area by the control panel.
            You gain +15 BULLETS, 3 grenades, and ammo.

Go back downstairs to the back room with the two enemies. Sneak out and KO
the enemy sitting in the chair to the right. Use the lever on the wall to
open a gate (Engineer). There's a lamp on one of the shelves (Edison). You can
shoot out two lights by the gate, two lights inside the upper level, and two
lights on the rear catwalk (Tesla). Go up the stairs and go through the door.

    !REDUX      The man has +15 BULLETS instead of +10
    !MORAL POINT
There's an enemy here that surrenders to you. Knock him out if you want the
Shadow Ranger and Invisible Intruder achievements plus gain a MORAL POINT when
you crawl into the vent. You lose a MORAL POINT if you kill the man. You can
loot +10 BULLETS and a throwing knife from him.

    !NOTE
Pick up --<NOTE #06>-- from the table.

The box has on the table has some steel bearing ammo and Medkits. Blow out the
lamp (Edison).

    !REDUX  You find +8 BULLETS instead of +5
Go into the next room with the generators. Destroy the work light (Tesla).
Go down the steps and look to the left. There's a small box on the floor with
+5 BULLETS. Crawl into the vent. If you let the man live or just knocked him
out, you gain a moral point. Crawl through the vent to the end of the level.

    > Invisible Intruder < Complete the SEPARATION level without killing or
                               raising alarm



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 06: A Friend / FACILITY
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-06]_

     ________________________________________________________________
    |                                                                |
    |  Pavel's almost certainly going to hang. Who knows what would  |
    |  have happened to me, had he not released me? Red, blue,       |
    |  yellow -- what difference does that make? He risked his life  |
    |  for me. You don't get that much in the Metro. I can't just    |
    |  walk away from him...                                         |
    |________________________________________________________________|

    Lolife with stock + forend and silencer
    Bastard SMG
    Bastard with stock
    Bastard with IR scope and silencer
    Bastard with stock and silencer
    Bastard with silencer
    Tikhar with reflex sight
    Bastard with reflex sight
    Bastard with silencer
    Ashot with stock + forend and reflex sight
    Bastard with stock
    Bastard with reflex sight

    1 Key and Safe
    8 Moral Points

    > Shadow Ranger < Complete the game without killing any Humans
    > Invisible Savior < Complete the FACILITY level without killing or
                         raising alarm

The Assembly Hall
-------------------
Crawl through the vent and drop down. Turn around and there's a box with a
throwing knife and Medkits and a red wall box with ammo. The door and the
three lockers are locked. Sneak down and blow out the wall lamp (Edison).

    !MORAL GAIN     Watch the enemies beat up a guy to gain a Moral Point

    !MORAL POINT
Go around the corner and extinguish the lamp on the stairs (Edison). Sneak
down to the corner and hide behind the boxes. You get a MORAL POINT for
finding out about the guard's stash.

    !REDUX  The man that answers the intercom now goes through a door
            directly across from the lockers instead of all the way down
            the hallway.

    !> A Present < Take the custom pistol from the locked box
    !MORAL POINT
Follow the hoarder back to the lockers. Wait for him to open his locker and
remove the Ranger weapon. Take him out and pick up the Ranger weapon for a
Moral Point. It's a Lolife pistol with stock + forend and a silencer.

Sneak back to the corner and take out the enemy that's boxing. There's a
throwing knife in the target board. Blow out the lamp (Edison). Turn around
and go towards the intercom on the wall. Sneak up the stairs to the upper
level.

    !MORAL POINT
You get a MORAL POINT for listening to the two enemies. Use the fuse box to
turn off the lights on the upper level. Take out the enemy that comes back
to check out the fuse box. Sneak up behind the other enemy and knock him out.

    !REDUX  You find +8 BULLETS instead of +5
Go down the stairs by the sparking fuse box. Open the red door on the right and
quickly deal with the enemy inside the tiny bathroom. Unscrew the lightbulb in
the bathroom (Edison). Take out the enemy that stops under the light for a
smoke. Sneak into the larger room and deal with the other two enemies. There's
a blue box with +5 BULLETS and a grenade. To the right of the door there's a
clip of assault rifle ammo on the shelves with the barrels.

    !MUSICIAN
There's a green ACCORDION you can play at the one of the tables.

This area is clear. There are 7 lights in the big room and 3 in the hallway
with the bathroom (Tesla). You can go to the upper level and switch on the
four lights before shooting them (Tesla?). I'm not sure if the light behind
the grate counts. There is one more light over the door by the lockers
(Tesla).

Go back into the hallway with the bathroom and follow the red arrow through
the doorway. Open the greenish door to the freezer.

    !MORAL POINT
The enemy in the freezer surrenders. Spare him to gain a Moral Point when you
enter the next room. Kill him to lose a Moral Point. You can take a Bastard
with IR scope and silencer that's next to him. Shoot out the two lights in the
room (Tesla). Go down to the other end of the room and crawl through the hole
in the wall.


Garden and Generators
-----------------------

    !REDUX  You find +8 BULLETS instead of +5
    !MORAL POINT
You get a MORAL POINT for entering the garden room if you spared the man in
the freezer. There's a red wall box with +5 BULLETS, Medkits, and shotgun ammo.
There's a locker to the left with a silenced Bastard with a stock, heat sink,
and ammo.

Enter the large generator room. There are a lot of enemies to the right. Do
not go to the left and switch off the lights. This just makes everyone turn on
their headlamps. Go to the left and go up the steps. Cross to the other side
of the room. Take out the enemy in the alcove and blow out the lamp (Edison).

    !REDUX  You find +16 BULLETS instead of +10
Sneak past the light on the left and wait by the corner. Knock out the enemy
that sits down in the chair. Blow out the lamp (Edison). Get the +10 BULLETS
from the box on the other chair. Sneak up and take out the enemy that stands
by the doorway. Make a quick right and get the enemy sitting on the bed. The
last enemy should be wandering around the bathtub garden.

Shoot out the three hanging lights, the light shining on the flag, and the
four wall lights (Tesla).

Go through the open doorway. Shoot out the overhead light (Tesla). Go down
the stairs. Open the door into the next room.

Water Wheel Room
------------------

    !REDUX  You find +8 BULLETS instead of +5
    !MORAL POINT
Go to the right into the air shaft for a MORAL POINT. Turn off the gas lamp
in the air shaft (Edison). There's a box with +5 BULLETS and ammo at the end
of the air shaft. Exit the shaft.

Go down the stairs. Use a silenced weapon to shoot out the wall light by the
stairs (Tesla). Go to the bottom of the stairs and immediately move over to the
lockers on the left. If you hesitate, one of the nearby enemies might see you.
Check the lockers for a TIKHAR with a reflex sight. Move into the corner and
unscrew the lightbulb in the hole (Edison), but don't go into the hole yet as
you might get spotted.

    !MORAL POINT
Move into the big room and go to the left and hide behind the pillar. Listen
to the men talking about the execution for a MORAL POINT.

Sneak to the right. Use the fuse box to switch off the nearby lights. Go up
the steps and take out the guy sleeping in a chair. Go back down the steps.
Quickly move to the left and blow out the lamp (Edison). Hide by the lamp and
the two card players split up. Take out the one that walks over and stops just
to the left.

From here there are multiple ways to clear the room.

Knock out the guy sitting on the tires to the left. Sneak across the room
and knock out the guy when he's in the dead end by the lamp on the barrel.
Turn off the lamp (Edison). Sneak into the small room on the left. Shoot
out the light with a silenced weapon (Tesla). Loot the box on the workbench
for revolver ammo. There's a bucket on the floor to the right of the table
with shotgun ammo.

Head back to the the guy on the tires, but stay near the wall on the right.
Climb down the ladder. There's one guard down here that wanders around. Knock
him out when you find him. There's a teddy bear in a side tunnel with some
revolver ammo. Return to the ladder and climb up.

Go across the room and go over the short bridge with the water wheel on the
left and go up the stairs. Go to the left away from where you knocked out the
guy sitting in a chair. Stop at the top of the next set of stairs on the left.
Listen to the two men talk about mutant babies. Afterwards, they split up.
Sneak down and take out the man on the right. Go back up the stairs and go
to the left.

    !REDUX      You need the key in the lit room off the control booth
                to unlock the safe.

Near the end of the walkway follow the guard that goes into the lit room on
the right. Knock him out when he's inside the room. Loot the safe for Medkits
and +15 BULLETS. You can unscrew the lightbulb (Edison). Exit the room.

    There is a way to get the last man standing on the level to surrender.
    If you can knock out the second to last guard so the last guy sees the
    knock out and you can get to the last man before he's by the switch, he
    surrenders. I'm not sure on the exact conditions or if this method is
    compatible with the Invisible Savior achievement.

    !REDUX  You find +16 BULLETS instead of +10
Go to the right and go down the stairs. Knock out the guard walking around
before he's in a lighted area. Knock out the man at the fuse box. Do not use
the fuse box. Go down the hole that's under the stairs. Go into the side
tunnel. In one corner there's a small case with +10 BULLETS. Stay in the side
tunnel and look for another side tunnel. There are some barrels at the end
lit up by a lightbulb. Climb up the barrels. Unscrew the lightbulb (Edison).
We're right next to the small room with workbench. Sneak in and knock out the
guy sharpening his knife.

Exit the room and head towards the platform. Sneak up the stairs and knock
out the last enemy.

    !NOTE
In the lit room on the left is --<NOTE #07>-- on desk.

    !REDUX
    !KEY
    !SAFE
    In the lit room on the left a KEY can be found on th shelves on
    the right. Exit the control booth. Turn to the left at the bottom
    of the stairs. Cross the short bridge that's next to the control
    booth. Go up the stairs on the right. Go into the little room that
    is opposite the top of the stairs. Unlock the SAFE for +24 BULLETS
    and Medkits. Return to the control booth.

Use the lever switch to the left of the radio (Engineer). This opens a gate
below and to the right of the little control booth you're in.

Go ahead and break the light in the room (Tesla). There are five overhead
lights (Tesla) and one light in the small side room with the generator
and work table (Tesla). There's the light over the gate opened with the
switch.

    !MORAL POINT
Go through the gate you opened. Drop down through the broken railing. You get
a MORAL POINT if you didn't kill anybody and didn't raise any alarms.

Use [E] to cut the tripwire to the TRAP. Climb up the ladder. You can shoot
out the overhead light (Tesla) and turn of the generator (Edison?). Go through
the doorway and get in the tunnel. You automatically crawl through the tunnel.
Quickly take out the two enemies. Go to the left side of Pavel to cut him
free. Follow Pavel through the airlock gate.

    > Invisible Savior < Complete the FACILITY level without killing or
                         raising alarm



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 07: Through the Darkness / TORCHLIGHT
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-07]_

     _______________________________________________________________
    |                                                               |
    |  I dragged Pavel out of the noose, and he says he's going     |
    |  to take mt as close to Polis as possible. Then I'll contact  |
    |  the Order and report on everything that has happened. The    |
    |  path to the legendary Theater lies through the catacombs.    |
    |  I've never been here before, and without my new friend I'd   |
    |  probably be completely lost. I hope he knows the way.        |
    |_______________________________________________________________|

    Lolife with stock + forend and reflex sight
    Lolife pistol
    Ashot with stock+forend and extended barrel
    Revolver with stock + forend and IR sight
    Ashot with a reflex sight

    1 Key and Safe
    2 Notes
    4 Moral Points

    !REDUX      The Lolife now just has an extended barrel
    !REDUX      Use the lighter to burn through cobwebs (Pyromaniac)

    !REDUX      Look for the legless corpse on the left right next
    !KEY        to the gate. Take the KEY.

Follow Pavel down the tunnel. Go past a couple of enemy flags. There's a body
on the left with Lolife with stock + forend and reflex sight and backpack with
some ammo in an alcove on the right. A little further down the tunnel there's
a Lolife pistol in an alcove on the left. When Pavel stops by the barrels and
boxes, you can check the skeletons on either side for ammo. A skeleton on
the ground has an Ashot with stock+forend and extended barrel.

    !REDUX      Go to the very end of the tunnel. On the ground on the
    !SAFE       left side is a SAFE. Unlock it to loot +36 BULLETS, ammo,
                and Medkits.

Help Pavel lift the grate. Drop down into the tunnel.

Follow Pavel. Look for a corpse on the floor to the right. Loot it for some
assault rifle ammo. Go around the corner.

    !MORAL POINT
You want to do this next part as quickly as possible. Look for a lot of cobwebs
on the left. Take out your lighter and burn through the cobwebs to get to a
secret area. You get a Moral Point for finding the two corpses. Loot the bodies
and the red wall box. There's a Revolver with stock and IR sight by one of the
corpses.

Get on the elevator with Pavel. Charge up the flashlight.

    > Tortoise < Make 10 spiders flip belly-up

    !MORAL POINT
Charge up your flashlight. Burn the spiderbugs that attach themselves to the
elevator. If you don't use your flashlight, the screen goes gray and you lose
a MORAL POINT. Pavel explains how to deal with the spiderbugs.

    !MORAL POINT
Exit the elevator and Pavel gets attacked. Shine your flashlight on the spider
until it flips over. The easy way to kill a belly-up spiderbug is with the
trench knife (V key). You get a MORAL POINT for saving Pavel from the spider.
If you don't have your flashlight on or don't help Pavel, you lose a Moral
Point.

Don't go through the door yet. Go around the barrels on the right to find some
ammo on a box. Now go through the door and go right. Loot the footlocker. Turn
around and join Pavel.

Jump down and move up the tracks. There's a body on the right with some ammo
and an Ashot with a reflex sight. Kill the pair of spiderbugs that attack.
Help Pavel pry the metal bar loose. Use the metal bar to vault over the gap.
Fight off some more spiderbugs. There's some Medkits you can grab on the right.
Turn off the headlamp. Get on top of the subway car.

    !NOTE
--<NOTE #08>-- is on the right by the crate.

Watch out for more spiderbugs. Do a Luke and Leia across the next gap. More
spiderbugs attack. Loot the ammo off the corpse at the end of the tunnel.
Pavel makes a torch.

    !MORAL POINT
Follow Pavel into the hallway. Stay behind Pavel until you reach the door.
The light from the torch will prevent spiders from attacking you. When
you get to the door you gain a Moral Point for following Pavel.

    !REDUX  You find +8 BULLETS instead of +5
Pavel sends you off in search of the fuse box. Go right and get the +5 BULLETS
from the skeleton by the doorway. Go through the doorway. Follow the path
to the locked door. Go through the doorway on right. Go around the corner.
Go into the room on the left.

    !NOTE
Get --<NOTE #09>-- from the skeleton leaning against the pipes.

Exit the little room and continue to the left. There are two skeletons by the
left wall. One has Medkits and the other one has shotgun ammo. Go down to
where the path turns to the left. Spiders will probably start attacking near
the corner. Keep your flashlight charged up and kill any you run across.

Go straight and go through the doorway into a small room. There's lamp on the
table along with some ammo. There's more ammo on another table in the corner.
Exit the room and follow the path to the right. Go through the room with the
tires and large nests. The next room has the generator. Use the electrical
panel under the red light to power up the generator. There's a red wall locker
at the end of the room with supplies.

Open the door. Go straight along the path back to Pavel. We can now backtrack
through the main hallway where we followed Pavel. There's an empty room on
the left with a skeleton by the doorway. Farther down the hall there's a
doorway on the right. Inside there's a workbench with ammo and a skeleton on
the floor with shotgun shells. Go back into the passage and go right to get
back to Pavel.

Go through the doorway and up the steps to end the level.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 08: A Path Through the Light / ECHOES
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-08]_

     ______________________________________________________________
    |                                                              |
    |  We're almost at the Theater now. The Metro entrance should  |
    |  be pretty close. But however small the distance is, we'll   |
    |  have to cover it on the surface. And there, every step you  |
    |  take could well be your last.                               |
    |______________________________________________________________|

    Revolver with stock + forend and extended barrel
    Duplet with stock
    Bastard with IR sight and a barrel mod

    1 Key and Safe
    2 Notes
    7 Moral Points

    !NOTE
Look on the bar on the left for --<NOTE #10>--.

    !KEY
Go behind the bar and grab the KEY from the shelves near the back corner.

Grab ammo from the case next to the note. More supplies can be found on the
table by the door. Grab the gas mask and the filter from the footlocker. You
automatically put the gas mask on. Meet Pavel by the door. Pavel opens the
door to a staircase.

    !REDUX      Go around the ice cream freezer at the bottom of
    !SAFE       the stairs. Go through the hole in the wall. Go to
                the left. Unlock the SAFE to retrieve +76 BULLETS,
                a filter, and some ammo. Return to the bottom of
                the stairs.

Go up the stairs to the surface. Turn around and look for the bathroom to the
left of the top of the stairs. There's a filter you can loot from somebody's
remains. Follow Pavel down the airplane wreckage.

    !MORAL POINT
Turn around and look for a concrete pipe on the right. Crawl through the pipe
to a small room to gain a MORAL POINT. Loot the filter. You can pick up a
Revolver with a stock + forend and extended barrel. Exit the pipe.

Catch up with Pavel. Don't fall into the pit.

    !MORAL POINT
Head left toward the tail section of the plane. You gain a Moral Point for
finding the skeleton. Take the filter.

Follow Pavel into the ruins. You can swap out your broken gas mask for a better
one from the corpse and pick up a filter. Take out the lighter and burn
through the cobwebs (Pyromaniac).

    !MORAL POINT
Look for a blood trail on the right. There's some shotgun shells just outside
the doorway. Go into the room to gain a MORAL POINT. Grab the filter and
shotgun ammo. Catch up with Pavel.

    !MORAL POINT
Go to the bottom of the stairs leading back to the surface. Go through the
doorway on the right. Check the corpse just inside the doorway for shotgun
ammo. Go down the hallway to the service room. Pick up the Duplet shotgun
with stock from the table to gain a MORAL POINT. You automatically kill a
watcher. If you swapped out a weapon for the Duplet, the swapped out weapon
will appear on a crate next to the table. There's supplies in the small box
on the table. Return to Pavel and head up the steps. Do not go all the way
to the top of the steps.

    !> Mouse < Complete the Echoes level undetected by the watchmen
    !MORAL POINT
Stay behind Pavel to avoid the Watchmen pack and gain a MORAL POINT. If you
run ahead of Pavel you lose a Moral Point. If you attract the Watchmen pack
you lose a Moral Point. If you move ahead of Pavel or do something to attract
the watchmen pack, you have to fight off a pack of watchmen.

    !REDUX      There's a clip of assault rifle ammo when you go to the left.

Get to the plane. Look in the back of the truck that's underneath the wing for
a filter and a little bit of ammo. Go to the body of the plane. Open the door
and go inside. Go to the left toward the open end of the plane to pick up a
filter. Follow Pavel toward the front of the plane.

    !MORAL POINT
You get a MORAL POINT for following Pavel toward the cockpit of the plane.

    !REDUX      You don't see the vision of the plane crash until both
                you and Pavel reach the cockpit. You can pick up NOTE #11
                without having to backtrack. You can also burn some more
                cobwebs for the Pyromaniac achievement before the vision.

Run back and go to Pavel. You automatically help him put his gas mask on so
he doesn't suffocate.

    !MORAL POINT
Follow Pavel outside. Stay right behind him until the demon attacks. You
gain a Moral Point. Kill the demon. Let Pavel do most of the damage.

Go back inside the plane. Grab the filter and ammo from the skeleton.

    !NOTE
--<NOTE #11>-- is by a skeleton on the right before you enter the cockpit.

    !REDUX      The skeleton is empty
Go back outside and go right around the corner. Go inside the doorway on the
right. Go up the stairs and get the ammo from the supply case. Turn around
and there's a skeleton with ammo at the other end of the room. Go outside.

    !REDUX      You find +8 BULLETS instead of +5
Go to the right to Pavel. Go through the doorway on the left. Go to the
right side of the room. There's a skeleton with a filter and gas mask. Open
the red case for +5 BULLETS and some ammo. Go outside and rejoin Pavel.

A skeleton with a filter is on a car hood to the left. A pack of of watchmen
attack. Kill whatever Pavel is fighting. When Pavel runs, follow him to the
right around the corner. He boosts you into the building and you pull him up
inside. Run down the escalators. Hold off the watchmen until the gate opens
and you can get to safety.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 09: Theater / BOLSHOI
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-09]_

     _______________________________________________________________
    |                                                               |
    |  Our short visit to dead Moscow, the phantom of the past, is  |
    |  over. Pavel and I helped each other out again and are        |
    |  returning down to the Metro as real partners now. You can't  |
    |  survive the wastelands any other way. But now ahead of us    |
    |  lies a populated station, The Theater. It's very close to    |
    |  Polis. If Pavel manages to lead me through the Red Line      |
    |  guard posts, I'll be home in less than an hour.              |
    |_______________________________________________________________|

    !REDUX  Theater and Korbut are combined into one level. Nothing has
            changed except that in Redux you go from Theater to Red Line.

     1 Key and Safe
     2 Notes
     4 Instruments
    12 Moral Points

    !REDUX      Take the key that's hanging from a peg on the right side
    !KEY        of the door before entering the station

Make sure your Gas Mask is off. Follow Pavel to enter Theater Station. On the
left there's a distraught woman because she's two centimeters too short. Go
to the other end of the platform.

    !MORAL POINT
Listen to the conversation at the caravan about permits for a MORAL POINT.

    !MORAL POINT
Go to the right past the luggage racks. There's a pair sitting on the bench
to the right. Listen to them for a MORAL POINT.

    !MUSICIAN
Play the BALALAIKA (triangular guitar) leaning against a bench.

Meet up with Pavel. You can listen to the men talking in the guarded train car
or skip that conversation as it doesn't gain a Moral Point. Go through the
curtains.

    !NOTE
Pick up --<NOTE #12>-- from the shelf on the left.

    !MORAL POINT
    !MORAL POINT
Go to the right. A drunk passes out by the pig pens. Go right into the short
connecting tunnel. Give a bullet to the beggar for a MORAL POINT. Listen to
the man's speech and give him another bullet for another MORAL POINT.

    !MORAL POINT
Listen to the two men talking at the table on the right by the bar for a
MORAL POINT. They offer you a drink, but you just stand around mute.

    The two men sitting at the table next to the barrels also have a
    conversation. Stop by the kitchen. Opposite the kitchen you can listen
    to the two women on the bunk beds.

    !MUSICIAN
Play the GUITAR that's leaning against the chair.

    !MORAL POINT
Listen to the stalker talking to the woman on the right for a MORAL POINT.

    !MORAL POINT
Two little girls stop and talk in front of the bench then run off. The two
women sitting on the bench have a conversation.

    !MORAL POINT
Watch Mischa's really long shadow-play for a MORAL POINT.

Go into the market area. There are a couple of men by the first bench in the
market.

There's an ammo exchange merchant and a weapons merchant.

    Buy | Sell
     5b    2b    (6) 12x70mm Buckshot
    10b    3b   (30) 5.45x39mm Automatic Rifle ammo
     8b    3b   (10) 15mm Steel balls
     8b    3b    (6) .44 magnum ammo
    ---------------------------------------------------------
     1b     1b  (1) Throwing knife
     2b     1b  (1) Hand grenade
     5b     2n  (1) Incendiary grenade

    Bastard, Duplex, Tikhar, Revolver available

    !REDUX Merchants

    Buy  6 Shotgun ammo for 5 bullets, sell 6 for 1 bullet
    Buy 30 assault rifle ammo for 10 bullets, sell 30 for 2 bullets
    Buy 10 steel bearing ammo for 8 bullets, sell 10 for 2 bullets
    Buy  6 revolver ammo for 6 bullets, sell 6 for 1 bullet

    Throwing Knife buy for 1 bullet, sell for 1 bullet
    Hand Grenade buy for 2 bullets, sell for 1 bullet
    Incendiary Grenade buy for 5 bullets, sell for 1 bullet

    Bastard (55 bullets)
    Duplet (50 bullets)
    Tikhar (85 bullets)
    Revolver (45 bullets)
    Ashot (35 bullets)

    Reflex sight (25b) or IR sight (35b) or 2x sight (45b)
    Silencer (30b) or extended barrel (45b)
    stock+forend (40b), stock (40b), airtight valve (40b)


    > Businessman < Make 100 purchases
Go to the ammo exchange merchant and sell/buy throwing knives. Since the
sell and buy prices are the same you won't lose any bullets doing this.

Check out the leather goods merchant on the left just before entering the
theater area.

    !MUSICIAN
Play the BALALAIKA on display at the leather goods merchant's booth that's
across from the mushroom seller.

    !MORAL POINT
Past the market is the theater. Listen to the two men on the right make a deal
for a MORAL POINT. Enter the waiting area by going to the left.

    !NOTE
Look on the bench to the left for --<NOTE #13>--.

    !MORAL POINT
Pavel catches up with you. Make sure you've completed exploring and making
any trades. Follow him through the turnstile. You can take a seat in the front
row and watch the show. There are six acts. You get a MORAL POINT for watching
the entire show plus the Patron of the Arts achievement.

    > Patron of the Arts < Watch the entire Theater Show

    !MORAL POINT
    !MORAL POINT
Approach Pavel when you're ready to leave the theater. Follow Pavel into the
dressing room. Stick around and listen to the women argue for a MORAL POINT.

    !REDUX      On the left side of the door of the dressing room the
    !SAFE       SAFE can be found on the steps. Unlock it for ammo,
                filters, and +53 BULLETS.

Go into the next room. Go to the far end and listen to the two women talking
in the shower/bath room for a MORAL POINT. Go into the cafe.

    !MUSICIAN
There's a BALALAIKA on the left side of the sink just as you enter the cafe.
Make sure you play this instrument before you sit down at the table.

Now, have a seat right on the left.

    !REDUX  Theater and Korbut are combined into one level. Nothing has
            changed except that in Redux you go from Theater to Red Line.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 10: Betrayal / KORBUT
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-10
|___|  \__/ |_____|___________________________________________________________

     _______________________________________________________________
    |                                                               |
    |  That was so stupid of me. I bought that talk of friendship,  |
    |  the stupid musketeer saying... Just you wait... I will get   |
    |  even. I wonder, though, why did Pavel go through the trouble |
    |  of trapping me?                                              |
    |_______________________________________________________________|

    !REDUX      Korbut has been combined with Theater and doesn't
                appear as a separate chapter.

    1 Moral Point

Open wide for some cutscene.

    > Within a Hair of Death < Escape from the Red Line

You get the achievement once you enter the air vent.

Time to crawl through some air vents. Stop and eavesdrop on Korbut and Moskvin
for a MORAL POINT. Crawl around the corner and listen to the Red soldiers.
Crawl toward the light.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 11: Red Line / REVOLUTION
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-11]_

     ______________________________________________________________
    |                                                              |
    |  Now I am in REAL spider-infested catacombs... Where the     |
    |  General Secretary Moskvin does not look like the head       |
    |  spider; that title clearly belongs to General Korbut...     |
    |  I sure would like to know what's on his mind. What did      |
    |  Lesnitsky bring him from D6? What's going to destroy the    |
    |  enemies of the Revolution? Only questions, and no answers.  |
    |  The only thing that is clear: Pavel has information on the  |
    |  Dark One, which makes him my current target.                |
    |______________________________________________________________|

    Available weapons:
        Guards: Duplet with stock, Kalash

        Duplet with silencer
        Lolife with reflex sight, extended barrel
        Kalash with silencer
        Kalash with reflex sight
        Revolver with silencer and 2x scope
        Tikhar with IR scope
        Revolver with IR scope and extended barrel
        Duplet with stock and extended barrel
        Duplet with stock and silencer
        Kalash with reflex sight and laser sight
        Kalash with silencer and laser sight
        Kalash with laser sight

    4 Keys and Safes
    4 Notes
    3 Instruments
    6 Moral Points

    > Shadow Ranger < Complete the game without killing any Humans
    > Invisible Soldier < Complete the Revolution level without killing and
                              raising an alarm

    !REDUX  You find +8 BULLETS instead of +5
You get your gear, or maybe it's just some gear, from the table. Open the
box on the table for +5 BULLETS and supplies. You can swap out your gas mask
and loot some more ammo. One of the boxes on the floor has filters. There's
a Duplex with silencer in the locker. You can hop up on the table and unscrew
the overhead light (Edison). Open the door to exit the room.

    !REDUX  You find +3 BULLETS instead of +2
Stay on the right and climb up on the table. Open the box for +2 BULLETS.
Don't walk or sneak through the metal detector. Wait for the third enemy to
walk away. You can sneak up on the remaining pair of enemies. One of them has
a Kalash. Turn off the gas lamp hanging on the wall by the bomb (Edison).

    !REDUX  Skip going up the stairs for now. Sneak down to the bottom
            of the stairs.

Go to the stairs. You can jump up here and unscrew the lightbulb (Edison).
Hug the wall on the right and jump up onto the broken staircase. Go into the
room at the top for +20 BULLETS and a Lolife with a reflex sight and extended
barrel. Exit the room.

    !REDUX  The guard has +2 BULLETS instead of +1
    !MORAL POINT
Sneak down to the bottom of the stairs and wait. There's one enemy. Let him
make his report for a MORAL POINT. Knock him out and take his +1 BULLET and
ammo. Search the lockers. One has a Kalash and another has a filter.

    !REDUX      The KEY is on the table in the room with the lockers.
    !KEY        Go up the stairs. Continue going up along the broken
    !SAFE       sections. Open the metal gate. There's a Lolife with
                extended barrel and reflex site. Unlock the SAFE to
                grab +#) BULLETS. Go back to the locker room at the
                bottom of the stairs.

    !NOTE
Go into the next room and grab --<NOTE #14>-- from the desk.

    !MUSICIAN
A BALALAIKA is in the chair by the desk. You can also toggle the lamp on the
desk. Open the airlock door.


The Heavy Machine Shop
-------------------------

    !REDUX  See The Heavy Machine Shop Redux for a walkthrough

Sneak to the right and turn off the lights. Go into the larger room and go the
left toward the workbench. Get in the corner opposite the workbench and take
out the enemy that comes to sharpen his knife. Loot the box on the workbench.
Sneak around the corner to the left and take out another enemy (+1 BULLET).
Face the train. There's a narrow ammo box by the blue tanks to the left.

Go right and sneak across the room. Knock out the enemy by the front of the
vehicle (+2 BULLETS). There are two men standing by a generator and another
working a tiny crane. Stay on the right wall. There's a red wall box with
+5 BULLETS. Blow out the lamp in the air duct. Sneak to the corner and blow
out the lamp on the crate. Unscrew the lightbulb on the tiny crane (Edison).
Hide by the mini-crane.

One man issues some orders which makes the men separate. Quickly sneak up
behind the man that starts to walk towards the chalkboard and knock him out.
Search him for +2 BULLETS. Sneak over to the left wall. Stalk the two enemies
that walk toward the workbench. The one carrying the box has +1 BULLET. On
the way back go to the left and blow out the lamp by the generator. There's
+7 BULLETS in a small box on the right side of the generator. There's one
enemy in the corner behind the crane that's alone and easy to sneak up on.

Turn to the left and keep the wall on your right and sneak around the corner
past the chalk board and the two workers. Stay in the corner until the two
enemies by the metal fence separate. Stay in the shadows and sneak over to
the other side.

Turn to the right and look for the fuse box on the right. Turn off the lights.
Knock out the sitting guard. There's a small box on the shelf with +2 BULLETS.
Return to the large room.

    !MORAL POINT
Sneak over to the far wall on the right with the pipes. Sneak along that wall.
Take a right at the stacked cable spools. Stay hidden and you get a MORAL
POINT.

Take out the guard that goes in the corner to smoke. Turn around and sneak
along the right side of the mini crane. Stay in the shadows and knock out the
man sitting next to the table and loot him for +1 BULLET. Ignore the fuse box
as the lights are already off. Sneak over to the vehicle and knock out the
guard and get his +2 BULLETS. Turn to the right and go to the barrels. There's
a long box on the left with some steel bearing ammo.

Take out the man standing by the barrel fire (+1 BULLET). Go to the left and
take out the guard facing the gate. Go to the right and take out the last
guard (+1 BULLET). Sneak around and punch out the two workers. Even though
the two workers are close together, the noise of the jackhammer stops them
from noticing you.

There is some platforming you can do in this room, but none of it seems to
lead anywhere. You can climb on the small crane by the vent and get on top
of the vent. From there you can walk across a pair of metal bars to the other
vent. From there you can jump onto a wooden pallet and from there onto the
roof. You can jump onto to a broken pillar that's next to the train and jump
up on the platform right next to the train. There are two boxes that you can't
open. Jump up on the generator by the jackhammer and you can jump up on the
box by the train, but again it leads nowhere. You can also jump on top of the
barrels by the case with the shovel.

Now that the room is clear there are three exits from this area. You can crawl
through the air vent to a tunnel. You can use the switch in the back room to
open the gate that leads to the barracks. The third exit is by making a
one-way trip through the door by the green light. The barracks and the tunnel
are connected so go to either of those places before going through the door
by the green light.



The Heavy Machine Shop REDUX
-------------------------------

    The enemies behave a little bit differently and the area is smaller
    than before.

Sneak to the right and turn off the lights. Go into the larger room and go the
left toward the workbench. Get in the corner opposite the workbench and take
out the enemy that comes to sharpen his knife. Loot the box on the workbench.
Sneak around the corner to the left and take out another enemy (+2 BULLETS).
Face the train. There's a narrow ammo box by the blue tanks to the left.

Sneak across the room and get on the right side of the giant wooden spool.
Watch the guard off to the left and wait for him to walk away from you. Keep
to the right and sneak along the wall. Loot the red wall box for ammo, a
Medkit, and +8 BULLETS. Wait for the man in the crane to finish moving the
vent section and leave. Sneak up and turn off the lamp in the vent. Wait here
until you can unscrew the lightbulb on the mini-crane. Do not try to turn off
the lamp on the box as some enemies will see you.Again, wait until you can
knock out/kill the guard that stops by the mini-crane. Search his body for
+3 BULLETS.

After you knock out the enemy by the mini-crane, turn around and return to
the small room with the fuse box where we turned off the lights at the start
of the area. Knock out/kill the enemy that's sitting down by the fuse box.
Exit the room and sneak up on the enemy that's on the left side of the front
of the train. Knock out/kill him. Sneak to the left side of the mini-crane.
Sneak to the enemy by the lamp and quickly knock out/kill him and turn off
the lamp.

Turn around and return to the room where we turned off the lights at the start
of the level. Knock out/kill the guard sitting inside the room. Exit the room
and go around the wooden spool. Knock out/kill the enemy by the front of the
train. He's got +2 BULLETS.

Sneak along the right side of the train to the generator. Turn off the lamp
by the generator. Loot the small box next to the generator for +11 BULLETS
and some revolver ammo. Sneak over to the lamp on the box by the mini-crane.

Turn to the left and keep the wall on your right and sneak around the corner
past the chalk board and the two workers. Stay in the corner until the two
enemies by the metal fence separate. Stay in the shadows and sneak over to
the other side.

Sneak to the right to the fuse box. Turn off the lights then quickly hide in
the corner on the right side of the fuse box. Carefully watch the light beam
from the flashlight. As soon as the guard calms down and turns off his
flashlight, move around and knock out/kill him before he switches the lights
back on. There's a small box on a shelf with +3 BULLETS and some ammo.

    !MORAL POINT
Sneak over to the far wall on the right. Sneak along that wall. Take a right
at the stacked cable spools. Stay hidden and you get a MORAL POINT.

Take out the guard that goes in the corner to smoke. Turn around and sneak
along the right side of the mini crane. Stay in the shadows and knock out the
man sitting next to the table and loot him for +2 BULLETS. Ignore the fuse box
as the lights are already off. Sneak over to the vehicle and knock out the
guard and get his +3 BULLETS. Go to the right to the barrels and there's a
long box on the left with some steel bearing ammo.

Turn around and sneak along the tracks. Knock out the guard that's now
standing on the tracks. Go to the right and knock out another guard. Check
him for +2 BULLETS.

    Sneak around and knock out/kill the man by the chalkboard. The
    last man by the barrel fire will see this so quickly rush him
    and knock him out/kill him. The man by the chalkboard has
    +3 BULLETS and the man by the barrel fire has +2 BULLETS.

Now that the room is clear there are three exits from this area. You can crawl
through the air vent to a tunnel. You can use the switch in the back room to
open the gate that leads to the barracks. The third exit is by making a
one-way trip through the door by the green light. The barracks and the tunnel
are connected so go to either of those places before going through the door
by the green light.



The Tunnel
------------
Crawl through the air duct. Unscrew the lightbulb (Edison). There are three
enemies. It is pretty simple to knock them all out. Be careful of the guy that
walks around near the sitting enemy. There's not much in the tunnel. Check the
lockers on the right for a silenced Kalash. There's a small ammo box on the
table between the railcar next to the duct and the middle railcar. Look
under the middle railcar for a red ammo box. Across from the table with the
small ammo box is a green door. Unscrew the lightbulb by the door (Edison).
Open the door to enter the barracks.


The Barracks
---------------

    !MORAL POINT
If you open the door from the tunnel, there are two enemies talking in a
storage room. Listen to the story of the Dark Railtracer for a MORAL POINT.

    !REDUX  The safe is locked
As soon as you get the Moral Point, knock out both enemies. You can grab a
Revolver with a Silencer and 2x Scope on a shelf next to the lamp. There's
a safe with +10 BULLETS on another shelf. Let's knock out all the enemies
in the next section before looting anything.

In the next room there's one guy exercising and one on patrol. You can only
knock out the exerciser when he lets go of the bar. Sneak behind the guy
that's walking around. Knock out/kill him when he's stopped in the stairwell.
There are two lightbulbs you can unscrew (Edison).

Sneak back and knock out/kill the man that's exercising when he's let go of
the bar. Turn off the lamp next to him.

Knock out the enemy sitting by the piano. You can turn off the lamp on the
piano.

    !MUSICIAN
Play the piano.

Sneak past the stove and go through the doorway into the gate room. Sneak to
the left around the table knock out/kill the final guy in the barracks.

In the gate room is a supply box on the table. In the piano room is a locker
you can search. In the back room where the man was exercising there's a
throwing knife in the target bard and a small ammo box on the table.

    !NOTE
--<NOTE #15>-- is on the mail rack to the right of the red curtain on the
right side of the room where the man was exercising.

    !REDUX      The KEY is on the table by the couches to the right of
    !KEY        the exercise bar. The safe is in the storage room. Go
    !SAFE       up the steps opposite the exercise bar and go into the
                storage room. Go to the left and unlock the SAFE on the
                shelf. Inside is +16 BULLETS and a gas mask.

Go to the gate room and use the switch on the left to open the gate. Go through
the gate. Go to the right and go to the door marked with the green light.
Going through the door with the green light is a one-way trip.


The Processing Center
-----------------------

    !REDUX  You find +8 BULLETS instead of +5
Grab the filter. You can unscrew the lightbulb over the door. Go into the large
room. Sneak to the right and use the fuse box on the wall to shut off some of
the lights. Turn around and sneak across the room. Turn to the right and go
down the steps into the tiny room. Knock out the enemy. Loot his filter.
There's another filter and +5 BULLETS in the box on the table.

    !REDUX      Take the KEY that's hanging on a hook to the right
    !KEY        of the sparking electrical panel.

Go up the steps and cross the room to the fuse box.

    !REDUX  You loot +9 BULLETS instead of +6
Follow the right wall, grab the filter, and go down into the tiny room with
the pipes. Loot a filter and +6 BULLETS from the supply box. Go up the steps
and walk around the column. Climb up the ladder on the column to the catwalk.

There's a filter and a throwing knife in a box. Go left and sneak along the
pipes to cross the room. Go to the left for a Tikhar with IR scope and steel
bearing ammo at the end of the walkway. Turn around and go to the other end
of the catwalk. Climb down the ladder when no one is standing by the crate.
Wait for the men to separate.

    !REDUX  You find +2 BULLETS instead of +1
Take out the enemy on the right when he's by the generator (+1 BULLET).
Another enemy is behind the containers by the gate.

    !REDUX  You find +24 BULLETS instead of +15
Go back to the ladder and look for an opening in the floor. Drop down into the
tunnel. Go to the four-way intersection. Go to the right and look for a case
in the with +15 BULLETS.

Turn around and take a right at the four-way intersection. Look for a case
on the left when you go around a corner. In the case is a filter and throwing
knife. Keep going to the ladder. Climb up the ladder and immediately knock
out the enemy to the left. Unscrew the lightbulb in the corner.

    !REDUX   This last section is a little bit different. Hug the wall
             and go to the right. Take out the enemy that's standing
             behind the tanks. He's carrying +2 BULLETS. Wait for the
             two men to complete the service check. Knock out the man
             on the right (+2 BULLETS). Turn around and knock out the
             man crouching on the ground. Go to the right and knock out
             the man looking at the hole in the floor.

Hug the wall and go to the right. Take out the enemy that's standing behind
the tanks. Put the blue tanks on your left and the white tanks on your right.
Sneak out and go to the right and take out the enemy (+1 BULLET). Sneak up
and deal with the crouching enemy. Sneak toward the right for an enemy that's
checking out one of the holes in the floor. The ground floor is now clear.
There is one enemy up above in the control booth, so keep sneaking.

    !MORAL POINT
At some point you should get a Moral Point for letting the enemies complete
the service check.

Sneak past the tanks to either corner and go through the hole in the floor.
Inside the long case is a Duplet with stock and extended barrel. Exit the
tunnel and climb up the ladder in the corner. Take out the enemy in the
control room. There's a gas mask with a filter on the control panel.

    !NOTE   Pick up --<NOTE #16>-- from the table.

    !REDUX      Unlock the SAFE in the control booth for +15 BULLETS.
    !SAFE

Use the switch to turn off the giant fan. Exit the control room and go to
the left. Hop up and crawl past the fan.


The Warehouse
---------------
    !REDUX  You find +2 BULLETS instead of +1
    !MORAL POINT
Go to the right and go down the ladder. Wait for the two enemies to finish
their conversation for a MORAL POINT. Take out the guy that stays by the
desk (+1 BULLET) and check the box on the desk.

    !NOTE   Get --<NOTE #17>-- from the desk.

    !REDUX  You find +8 BULLETS instead of +5
    !REDUX  You find +9 BULLETS instead of +6
Go to the right and loot the red box for +5 BULLETS. Continue to the right to
the corner. Move along the right wall. Climb up the wooden ladder. Crouch down
at the top of the ladder and open a case on top of the shelves for a Revolver
with IR sight and extended barrel and some ammo. Go to the left and use the
pipes to get over to the suspended duct and blow out the lamp. At the end of
the suspended duct is a case with +6 BULLETS and other supplies.

    !REDUX  You find +3 BULLETS instead of +2
Turn around, cross the pipes, and sneak down the ladder. Move down to the
corner and knock out the enemy that's standing there. Turn around and move
back to the ladder. There are two guards walking around on patrol. Knock
them out when each is alone in a shadowed area. One of them has +2 BULLETS.
Climb up the ladder and go across the pipes. This time drop down to the floor
at the end. Face the mini-crane and move up along the wall. The gun case has a
Kalash with reflex sight and laser pointer. Move up along the left wall.

    !REDUX  You find +8 BULLETS instead of +5
    !REDUX  You find +2 BULLETS instead of +1
Climb up the ladder onto the shelf. Climb up the step ladder and blow out the
lamp. Leaning against the box is a Kalash with silencer and laser pointer.
To the left of the Kalash is a small box with ammo and +5 BULLETS. Climb down
the ladder and sneak along the left wall and knock out the guard (+1 BULLET).
Sneak along the left wall to the corner and knock out the guard. Blow out the
lamp. Open the boxes to get +1 BULLET. Turn around and sneak along the wall
until you can see the three men to the right. Two should be standing with
their backs to you and the third is doing pull-ups.

Get behind the two enemies standing in the lit area and take them both down.
Wait for the enemy doing pull-ups to sit on the floor then knock him out.
Unscrew the lightbulb. Look in the red wall locker for supplies. Turn around
so the pull-up bar is on your right and wall is on your left. Sneak down and
knock out the man.

    !REDUX  The safe is in a different position and needs a key
Go back to the where the man was exercising. Move to the center of the room.
There are two doorways on each side of the room. Go into the left doorway
and knock out the enemy inside the tiny room. Loot the safe for +20 BULLETS
and some incendiary grenades.

    !REDUX  You find +8 BULLETS instead of +5 loose on the crate
The area is now clear. Look inside the pot on the crate covered with cards
under a light for +5 BULLETS.

    !REDUX      The KEY is on the lit crate with the playing cards.
    !KEY        The SAFE is on a shelf near the step ladder. Go to
    !SAFE       the left side and climb up the ladder, then the step
                ladder. Jump over onto the pipes on the left. You can
                reach the from the pipes. The safe has +32 BULLETS
                and incendiary grenades.

If you go back to the step ladder you can jump onto the pipes on the left and
follow them to the corner with a box with Medkits.

    !MUSICIAN
Go through the lit doorway on the right that's on the same side as the exercise
bar. There's a green ACCORDION in the locker. Open the door marked with the
green light to enter the last area.


The Exit Tunnel
-----------------

    !MORAL POINT
There are two enemies here. Go across the room to the corner then sneak up
along the left wall. Wait behind the railcar for a MORAL POINT.

    !REDUX  The guard that's not in the turret can see you when you
            grab the bullets from the box. Just be quick and let the
            guard calm down before moving towards the airlock gate.

    !REDUX  You find +32 BULLETS instead of +20
Sneak down to the barrel fire. Across from the barrel is a box hidden inside
the wooden platform with +20 BULLETS. Sneak around the corner on the left and
head towards the airlock gate. It opens!

    !REDUX  None of the armored guards seem to be carrying bullets.
            The two guards, besides the unreachable guy in the
            turret, are now facing each other. I would just skip
            them if you're doing Invisible Soldier.

Sneak back around to the corner opposite the barrel fire. The group breaks up.
One goes and stands by the barrel fire and another sits on a blue barrel
behind the guard in the railcar. The other two go off to smoke. Knock out the
guy that by the barrel fire (+3 BULLETS). Sneak up along the wall and knock
out the guy sitting on the blue barrel to the left. Go back to the right wall
and sneak behind the railcar. Quickly knock out both smokers. The armored guy
has +3 BULLETS. Still no way to subdue the guy in the railcar. Sneak around
the railcar and go through the airlock gate. Sneak along the left wall. Knock
out the last man on watch in the tunnel (+3 BULLETS).

Go through the barricade into the heavily webbed tunnel. Charge up your
flashlight. Follow the tracks to the skeleton of a subway car at the end
of the tunnel. Go up the short wooden ramp into the subway car and exit to
the left into the side hallway. Go past the corpse in the doorway into a
small room. There's a Kalash with laser sight in the middle of the room.

    !REDUX  You find +8 BULLETS instead of +5
    !REDUX  I didn't find the bullets by the suspended corpses
Crouch down and crawl through the air duct. There's an incendiary grenade you
can grab right before a drop off. Drop down into the lower duct. Turn around
so you're facing the webbed egg cases. Go the dead end for +5 BULLETS. Turn
around crawl past the glowing mushrooms. Drop down again and go toward the
suspended corpses. Look down for another +5 BULLETS. Turn around and continue
crawling through the duct. Go around the bend to the right. Drop down into a
small room.

    > Invisible Soldier < Complete the Revolution level without killing and
                          raising an alarm

  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 12: Hot Pursuit / REGINA
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-12]_

     _____________________________________________________________
    |                                                             |
    |  I was able top send a report back to the Order via my old  |
    |  acquaintance: Andrew the Blacksmith. At least Miller will    |
    |  know that I'm alive, that I haven't completed the mission  |
    |  but haven't resigned from it either.                       |
    |_____________________________________________________________|

    Bastard with stock, silencer and IR sight
    Ashot with reflex sight and silencer
    Bastard with an IR scope and silencer
    Bastard with reflex sight and silencer
    Kalash with 2x scope
    Shambler
    Valve sniper rifle

    1 Key and Safe
    1 Instrument
    1 Note
    7 Moral Points

Follow Andrew the Blacksmith. Climb onto the railcar. Press [SPACE] to start
the engine. Press [F] to turn on the lights to keep the spiderbugs away. Use
[W] to move forward and [S] to backup. Hold down [SHIFT] to accelerate.

The Spiderbugs
----------------

    !MORAL POINT
    !MUSICIAN
    !REDUX  You find +8 BULLETS instead of +5
Just a bit down the tunnel are some stairs on the left. Press [E] to exit the
railcar. Go up the stairs. You get a MORAL POINT for entering the room at the
top of the stairs. Grab +5 BULLETS from the desk, another +5 BULLETS from one
of the lockers, and some ammo from the other locker. Use the ACCORDION on the
floor. Get back onto the railcar and continue down the tunnel.

There's another doorway on the left right before going through an airlock gate.
Grab the filter by the door. Open the door and go inside the cobwebby hallways.
Be ready for spiderbugs. The main path is a loop. The first body you find is
carrying a Bastard with stock, silencer and IR sight. Follow the hallways to
another skeleton with a filter and some steel bearing ammo.

    !MORAL POINT
Look for a heavily webbed side hallway marked with a red light. You get a Moral
Point for entering the hallway. Burn through the webbing to uncover a corpse
and a fuse box. The skeleton has +10 BULLETS and an Ashot with silencer and
reflex sight. A nearby backpack has ammo. Use the fuse box to turn on the
lights in the  hallways. Exit the side hallway continue around the loop.
There's one more skeleton with some ammo. Return to the railcar.

    !REDUX  You find +16 BULLETS instead of +10
Continue moving along the tracks. Look for a skeleton on the right. Exit the
railcar and retrieve the supplies and +10 BULLETS from the skeleton.

    !MORAL POINT
    !REDUX  You find +16 BULLETS instead of +10
The next stop is on the left. The green water is surprisingly not radioactive.
Switch on the lights. The body in the hallway is carrying a Bastard with an IR
scope and heat sink. Entering the room on the right at the end of the hallway
gains a Moral Point. Inside the room there's a filter, some sniper ammo, and a
couple of throwing knives on the desk. The locker has +10 BULLETS. Return to
the railcar.

Continue along the track until you get to the shut airlock gate. Exit the
railcar. There's a gas mask and filter on the left by the door. Charge up your
flashlight and take out your lighter ([M] key). Open the door and go into the
cobwebby area. Be alert for spiderbugs. The goal here is to charge up the fuse
box. The body near the beginning has a filter. Light the blue gas lamp on the
left.

Go through the next doorway and follow the path. Look for a skeleton slumped
in a corner on the left by a lamp. This skeleton has some ammo and Bastard
with reflex sight and silencer. Go through the doorway. Nearby is a skeleton
on the right with ammo. Go left to get to the fuse box. Use the fuse box.
Return to the railcar and use the switch on the left side of the tunnel to
open the airlock gate.


The Watchmen
--------------

    !REDUX  You find +16 BULLETS instead of +10
Put on your gas mask. Go through the gate and use the switch so the green
light is lit by the tunnel on the right. Use the railcar to break through
the wooden barrier. The skeleton on the left has +10 BULLETS and ammo. The
supply case next to the left skeleton also has ammo. The skeleton on the
right has +10 BULLETS. By the right skeleton is a Kalash with 2x scope.

Back the railcar past the switch. Get out and switch the tracks so the railcar
so the green light is lit by the left tunnel. Drive down the left tunnel past
the airlock gate. The alcove on the right is empty. The next switch is broken.
Drive past the switch and stop before going into the tunnel on the right.

    !MORAL POINT
    !REDUX  You find +8 BULLETS instead of +5
    !REDUX  You find +?? BULLETS instead of +15
Exit the railcar and go into the left tunnel. The corpse on the left has some
ammo and +5 BULLETS. Enter the subway train. Turn around and kill the watcher
that sneaks up behind you. Go to the far end of the second car to gain a Moral
Point. Loot the +15 BULLETS and ammo. Return to the railcar.

    !MORAL POINT
Drive down the right tunnel. Get out at the doorway on the right, loot the
filter by the doorway, and enter the server room area. You get a MORAL POINT
for entering the area. Make sure your flashlight is turned off. There are
three watchmen in this area. If you have a silenced weapon, you can kill each
one without alerting the others by sneaking through the area.

    !REDUX      The safe is locked. The KEY is by the body the third
    !KEY        watchman is eating in the large room. The SAFE is in
    !SAFE       the little side office and has +62 BULLETS.

    !REDUX  You find +8 BULLETS instead of +5
The first one is feeding on a body on the right just as you enter. Shoot it
through the floor to ceiling window. The second is encountered near the corner
as you turn to the right. Go down the hallway and follow it to the right and
kill the second watchman. Go through the open door on the right. Loot the safe
for +40 BULLETS. Check the locker for ammo. In the next room you can pick up a
Shambler. If you want the Scram achievement, I would recommend picking up the
Shambler. Look around on the ground for two clips of +5 BULLETS (+10 BULLETS
total). Exit the room and go to the right into the large room. Go to the left
and kill the third and final watchman. Loot some ammo from a body. Return to
the railcar.

    > Scram < Kill all Watchmen before they reach the Railcar
    > Scram Redux < Kill the Watchmen attacking the Railcar without
                        taking any damage.

Use the railcar to push the subway car down the tunnel. Look behind you while
holding down the [W] key to move forward. Watchmen will drop down from the
ceiling and rush the railcar. Kill them before they can hop onto the
railcar for the achievement. There will be at least a pair of watchmen with
each attack. The first wave is three watchmen. The second wave is one watchmen
that drops down from the ceiling and three watchmen that run up from the
tunnel.

    !MORAL POINT
Hop off the railcar once you get to another doorway on the left. There are
ghosts here that you can see peripherally. Go to the far end of the room for
a Moral Point. You can grab a Valve sniper rifle from the corpse and there
are Medkits in the small box next to the skeleton. Return to the railcar.

    > Scram < Kill all Watchmen before they reach the railcar
    > Scram Redux < Kill the Watchmen attacking the Railcar without
                        taking any damage.

    !MORAL POINT
    !REDUX  You find +8 BULLETS instead of +5
Continue to push the subway car. Some more watchmen attack. The next wave is
one from the ceiling and three from the tunnel. You come to a doorway on the
right marked by green glowing fungus. Go into the long flooded tunnel for a
Moral Point. Kill the pack of watchmen. At the end of the tunnel you find a
body with +5 BULLETS and a supply box with ammo. You can get three arrows from
the two dead watchman and the pillar opposite the skeleton. Return to the
railcar and start pushing the subway car again.

    !NOTE   --<NOTE #18>-- is next to the skeleton.

    > Scram < Kill all Watchmen before they reach the railcar
    > Scram Redux < Kill the Watchmen attacking the Railcar without
                        taking any damage.

The final wave of watchmen attack. One watchman drops down from the ceiling,
four attack from the tunnel, and a final watchman runs down the tunnel. Push
the subway car until the subway car veers off to the right. Back up and use
the switch to direct the railcar down the left tunnel. Get in the railcar and
hold [SHIFT +W] to accelerate as much as possible to break through the
barriers. You end up flipping yourself out of the railcar.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 13: Bandits / BANDITS
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-13]_


     _____________________________________________________________
    |                                                             |
    |  Pavel's group is advancing towards Tretyakovskaya, also    |
    |  known as Venice. They have a few hours' lead on me, and    |
    |  are moving via frequently used tunnels... But I will catch |
    |  up. I can't afford not to.                                |
    |_____________________________________________________________|

    Common bandit weapons:
        Lolife with stock + forend, extended barrel, reflex sight
        Duplet with stock and extended barrel
        Ashot with stock and silencer
        Revolver with stock, reflex sight
    Weapons available:
        Shambler with extended barrel
        Revolver with stock + forend, extended barrel, laser sight
        Lolife (stock, silencer, extended mag, IR sight, laser sight)
        Revolver (stock, reflex, silencer)
        Duplet with four-barrels

    1 Key and Safe
    2 Notes
    5 Moral Points

    > Shadow Ranger < Complete the game without killing any Humans

    !MORAL POINT
Take off the gas mask. Turn around and crawl underneath the wooden debris.
You gain a Moral Point for finding the dead bodies. There's some ammo and
a Shambler with extended barrel. Turn around and get in the railcar. Get
to full speed by using [SHIFT + W] to ram through the barrier.


The Caravan
--------------

    !MORAL POINT
There's a caravan on the other side of the barrier that needs some help. Stay
and listen to their stories for a MORAL POINT.

There's an ammo exchange merchant and a weapons merchant.

    Buy | Sell
     5b    2b    (6) 12x70mm Buckshot
    10b    3b   (30) 5.45x39mm Automatic Rifle ammo
     8b    3b   (10) 15mm Steel balls
     8b    3b    (6) .44 magnum pistol ammo
     7b    3b    (5) 7.62x54mm Sniper ammo
    ---------------------------------------------------------
     1b     1b  (1) Throwing knife
     2b     1b  (1) Hand grenade
     5b     2n  (1) Incendiary grenade

    You can buy a Kalash, a Shambler, or a Lolife

    !REDUX Merchants
    Kalash (75 bullets)
    Shambler (70 bullets)
    Lolife (40 bullets)

    Reflex sight (25b) or IR sight (35b) or 2x sight (45b)
    Silencer (30b) or Extended barrel (45b)
    Stock+forend (40b)

    > Commando < Save the women and children

    !MORAL POINT
Head down the tracks in the subway tunnel. The first corpse on the left has
some ammo. The second corpse on the left has some Medkits. Go into the tunnel
on the right. Go into the subway cars and go to the right. Knock out the two
bandits before they kill the woman from the caravan. You get Moral Point if
you saved the woman without alerting the two bandits.

    !REDUX  You find +11 Bullets instead of +7
A third bandit checks on the first two. If you made any noise, a fourth bandit
will come to investigate. Knock out any bandits that enter the subway cars.
The bandits are carrying some nice weapons: a bandit Lolife (stock, reflex
sight, extended barrel), a bandit Duplet (stock and extended barrels), and a
Revolver (stock, extended, laser sight). One of the bandits has +7 BULLETS.

Go back to the main subway tunnel, turn to the right and sneak down the tracks
away from the caravan.

    !REDUX  Shoot out the light on the left wall with a silent weapon.
            The two bandits to the right will always spot you if you
            that light is lit.

There's four bandits in this area. Stay on th left and sneak along the tracks.
Knock out the bandit after he lights some debris on fire. Although this bandit
is in a lit area of the tracks, the fires hide you from the other bandits. You
can pick up a little bit of ammo if you search the handcar at the end of the
left tunnel.

Sneak over to the railcars on the other tracks. Sneak to the left. There's a
bandit in a railcar sitting by a lantern. Do not blow out the lantern. If this
bandit stands up he becomes impossible to knock out. So sneak up beside him
and knock him out. There's nothing you can do to save the man up ahead. Turn
off the lamp on the railcar after you knock out the bandit.

Go around the railcars so the tunnel wall is on your left and the railcars
are on your right. Sneak down to the other two bandits. Knock out the bandit
sitting in the railcar when the other bandit it looking at the supply case on
the ground. Sneak around and knock out the bandit checking out the supply case.

    !REDUX  You find +11 BULLETS instead of +7
A bandit will walk down the tracks to check on the bandits you just knocked
out. Sneak along the railcars and go around the single railcar to get behind
that bandit. Knock him out (+7 BULLETS). Turn around, sneak up behind the
bandit by the campfire on the right, and knock him out (+7 BULLETS). Go into
the small room across the tracks. Sometimes there's a bandit standing by the
sink. There's a red wall locker with a couple of Medkits and a supply case
with ammo. There's a customized Lolife (stock, silencer, extended mag, laser
sight, IR sight) on the floor by the chair.

Free the man by the campfire. He goes back to the crossover and moves the
railcar to unblock the main track.

    This next part is optional. You can pick up the bandit weapons and
    sell them at the caravan. Selling all the bandit weapons earns
    close to 1,300 bullets. However, it is very time consuming running
    back and forth between the bandit areas and caravan as you always
    have to carry one weapon which means you can only sell one or two
    weapons at a time.

    The fastest way to sell the weapons is by using the railcar to move
    between the bandit areas and the camp. You can buy a Kalash, Shambler,
    and Lolife at the caravan so always swap out or sell those weapons.

    Selling just the dropped weapons from the subway car and the first
    bandit area is enough to get the Walking Bank achievement for carrying
    at least 1,000 bullets.

Run back to the caravan and get in the railcar. Drive up to the campfire.
Exit the railcar. Run through the radioactive section of the tunnel. Go
into the room on the right. Turn of the lamp. There's a Gas Mask. Go into
the bathroom.

    !NOTE   Go into the right stall and get --<NOTE #19>-- and a filter.

Wait for a bandit to walk past the doorway. Sneak out and knock him out
(bandit Lolife).


The Bandit Camp
-----------------
    !REDUX  You find +11 BULLETS instead of +7
Sneak up onto the platform on the left. Take out the bandit standing guard
outside the subway cars (+7 BULLETS) (revolver with stock, 2x scope, silencer).
Sneak into the subway car and knock out the sleeping bandit on the right
(bandit revolver with stock, reflex). Go to the right and take out the two
bandits in the subway car with the blue gas lamp (bandit Duplet with laser
sight and bandit revolver). Sneak down to the other end of the train and knock
out the other two sleeping bandits (bandit Ashot) (Lolife with stock and
reflex).

    !REDUX      Next to the last bandit in the sleeping section, the
    !KEY        one sitting, is a KEY sort of hidden under a pillow.

    !REDUX      The bandit that walks around is a little bit more alert
                at the beginning. He may look in your direction and he
                may turn on his flashlight if he sees anything. Be
                careful until you see him walking away.

Exit the subway cars and go back to the tracks. Look for a ledge across from
the subway cars.. Jump up on the ledge and go through the door. Turn to the
left. Take out the bandit by the campfire (Lolife with 2x scope, stock, and
silencer). You can extinguish the campfire. If there's a bandit walking in
front of you, sneak behind him but don't knock him out and don't turn off any
lights.

Knock out the bandit standing on left by a lamp (bandit Ashot) after he
talks with the walking bandit. Go to the left and knock out the bandit
standing by the barrel fire (bandit Ashot) in the corner when he's alone.
Go down the steps. Just as you go through the doorway into the room, turn
to the right and knock out the bandit sitting in the chair (Lolife with stock,
silencer, 2x scope, and extended magazine). Turn around and knock out the
bandit standing near the door (Duplet with stock and silencer).

    !REDUX      Unlock the safe that's by the sitting bandit. Loot the
    !SAFE       +32 BULLETS, Medkits, and incendiary grenades.

    !REDUX      The smaller supply case is gone
There are two supply cases in the room. The larger one has ammo and the smaller
one has Medkits. Don't use the switch to open the gate if you're going to sell
bandit weapons at the caravan.

    This is another opportunity to collect and sell bandit weapons.
    Loot a couple dropped weapons, run back to the railcar, and start
    selling the bandit weapons at the caravan.

    !REDUX      The alcove on the left is empty so skip it.
When you're ready to continue, use the switch on the wall in the room with the
supply cases to open the gate. Drive the railcar past the gate and stop by
the alcove on the left. Exit the railcar. There's a filter and gas mask
available in the alcove.

Run up ahead and go into the side room on the right. At the other end is a
skeleton and a backpack with some ammo. There are two bandits that walk
along the tracks. Sneak up and knock them both out. One has an Ashot (stock,
reflex, extended barrel) and the other is carrying a revolver (stock, reflex,
silencer).

    !REDUX      You find +16 BULLETS instead of +10
Run up ahead and go up the steps on the right. Look behind the radiator by
the toilet for +10 BULLETS.

Get back in the railcar and drive it up to the switch. Get out of the railcar
and run down the tunnel on the right.

    !MORAL POINT
    !REDUX      You find +8 BULLETS instead of +5
Go down the left tunnel for a Moral Point. Search along the right side of the
railcar in the dead end for shotgun ammo, +5 BULLETS on top of a box, more
shotgun ammo, and +5 BULLETS. On the left side of the railcar there's shotgun
ammo, +5 BULLETS, assault rifle ammo, an incendiary grenade, and +5 BULLETS.
Go up the steps to the barricade. The body in the doorway has a clip with
+5 BULLETS. Tap [E] to kill the nosalis. Return to the railcar.

Drive down the tunnel on the right. Look for four torches marking a doorway on
the right. Exit the railcar. Go through the door. Sneak down the hallway and
go into the side tunnel on the left. After the bandits are done talking, one
bandit walks away. Sneak up behind the bandit that stays behind and knock him
out (Ashot with stock, reflex, silencer).

Turn around and go left around the corner. Do not brush up against any of the
chains. Follow the other bandit down the hallway. The walking bandit stops
and talks to a stationary bandit leaning against the right wall. Go into
the tunnel on the right. Sneak up and knock out the stationary bandit (bandit
Lolife), then knock out the walking bandit (Lolife with stock, 2x scope,
extended barrel, and extended mag).

    !REDUX      You find +11 BULLETS instead of +7
Turn around and go left into the kitchen. Go left again. There's one bandit
sitting in a chair (Lolife with stock, reflex, extended barrel, extended
magazine), a bandit at a sink (Ashot with stock, extended barrel), and a
bandit by the stove in the corner (Lolife with stock, reflex, extended barrel,
extended magazine). The bandit in the chair has +7 BULLETS. Go back to the
kitchen and take care of the bandit in the hallway on the left (Duplet with
stock and silencer). Go into the room with the dead caravaner in the chair.
There's sniper rifle ammo in the backpack.

    !NOTE   --<NOTE #20>-- is on the table behind the dead caravaner.

    > Commando < Save the women and children

    !MORAL POINT
Open the door. Quickly tap [E] to struggle with the bandit to stun him.
When he's stunned, use [E] to knock him out. The woman and children escape
and you get a Moral Point. He drops a Lolife with stock, reflex sight,
extended barrel, and laser sight. Go through the red door and take a left
to return to the railcar.

    Again, you can use the railcar to drive back and forth between
    here and the caravan to sell the bandit weapons. It will take a
    really long time due to the distance.

    +42 = Lolife (stock, reflex, extended) (x4)
    +39 = revolver (stock, reflex, silencer) (x2)
    +38 = Duplet (stock, extended) (x3)
    +29 = Ashot (stock, silencer) (x2)
    +41 = Ashot (stock, silencer, reflex) (x3)
    +61 = Lolife (stock, 2x scope, extended barrel, extended mag) (x2)
    +55 = Lolife (stock, reflex, extended barrel, extended magazine) (x2)
    +33 = Duplet (stock, silencer) (x2)
    ---------
    +33 = Shambler with extended barrel
    +42 = revolver (stock, extended, laser sight)
    +46 = Lolife (stock, silencer, extended mag, IR sight, laser sight)
    +29 = lowlife (stock and reflex)
    +31 = revolver (stock reflex)
    +42 = Duplet (stock, extended, laser sight)
    +45 = revolver (stock, 2x sight, silencer)
    +56 = Lolife (stock, 2x scope, silencer, extended mag)
    +45 = Ashot (stock, reflex, extended)
    +34 = Ashot (stock, extended barrel)
    +45 = Lolife (IR sight, extended barrel, laser sight)
    ------------
    +1,287 bullets

When you're ready to continue, use the railcar to smash through the spike trap.
This kills the railcar. The tracks are barricaded up ahead. Go to the left and
get in the subway train. Go to the left and go to the end of the subway car
for a filter.

Turn around make your way through the subway cars to a large subway station.
You can check the bodies on the ground level for ammo and Medkits. Go up the
stairs on either side of the station and head to the middle. There's a body
with a four barrel Duplet.

Go back down to the lower level and look for the signal rope. Use the rope to
ring the bells alerting a nearby fisherman. This also stirs up the nosalises.
Stay alive until the fisherman can come pick you up. Get into the boat to
escape.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 14: Dark Water / DARK WATERS
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-14]_

     _____________________________________________________________
    |                                                             |
    |  The snow on the surface starts melting... The familiar     |
    |  railcars are now joined with boats... and fisherman. One   |
    |  of them appeared just in the nick of time. Soon we'll be   |
    |  docked at Venice. Pavel is most probably already there.    |
    |_____________________________________________________________|

    1 Moral Point

    !NOTE       Grab --<NOTE #21>-- from the front of the boat.

You can also get some ammo. You get knocked off the boat by a smacking into a
log. Stay crouched so you don't hit your head on any more overhead logs.

Do not use any weapons in the next area until you get attacked. Tap [E] when
the shrimp grabs you and save the fisherman. The shrimp mostly attack from
behind. They spit acid first then try to get on board the boat. Tap the [E]
button if you get knocked off the boat to climb back on board, or if a shrimp
grabs you. You get a MORAL POINT right at the end if you did nothing to
provoke the shrimp.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 15: Venice / VENICE
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-15
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-15]_

     _________________________________________________________________
    |                                                                 |
    |  The subterranean Venice... An island on the dark waters of     |
    |  underground rivers. You always hear rough stories circulating  |
    |  about this place. I hear it is all one huge den of thieves.    |
    |  But there is something I know for sure: Pavel reached Venice   |
    |  and if I'm not late he's still here. Finding the Dark One is   |
    |  still my main mission, but now I see I must also uncover       |
    |  Korbut's plans so that I can warn the Order about them...      |
    |_________________________________________________________________|

    2 Notes
    6 Moral Points

    !REDUX  You find +8 BULLETS instead of +5
    !REDUX  You can steal +30 BULLETS instead of +20
Get off the boat onto the dock. Go straight to the barrels. Inside the box by
the barrels is a filter and +5 BULLETS. There's a man sleeping in a boat on the
left. If you jump in the boat you can steal his +20 BULLETS, but this loses
you a Moral Point.

    !MORAL POINT
Go to the fish market. Take the first left, then take another left at the
barrels. Give the beggar a bullet for a MORAL POINT. Giving the beggar
additional bullets doesn't do anything.

    !REDUX  You find +6 BULLETS instead of +4
At the end of the path you can give a bullet to the musician to hear a song
played on the guitar. Go back to the fish market and take a left. Go past the
two men trying to push a pig onto a boat. At the end of the path there's a
small box with +4 BULLETS.

    !MORAL POINT
Head to the other side of the fish market. Take the right by the two kids.
Give the beggar a bullet for a MORAL POINT. Again, additional bullets don't
do anything.

Go back to the fish market and go up the stairs on the right. You meet the
leader of the station.

    !NOTE   --<NOTE #22>-- is to the left of the desk on top of a box.

Go down the stairs and go to the right. Follow the path to the bar. Smoke from
the hookah. Smoke out of the hookah twice and Artyom actually speaks! Smoke the
hookah a third time and you wake up in the fish market.

    !MORAL POINT
    !MORAL POINT
Go back to the bar. Buy three drinks from the bartender for the Cheers!
achievement. Each drink costs 1 bullet. You gain a MORAL POINT for buying
the first drink. Buy two more drinks and you black out.

    > Cheers! < Drink at every occasion

You wake up by the pig pens. Go back to the bar. It's completely trashed.
You can give the bartender 100 BULLETS to pay for the damages and gain a
MORAL POINT.

    !REDUX  You find +8 BULLETS instead of +5
Exit the bar by going down the stairs. Go to the right. Walk to the left.
Loot the box on the floor for +5 BULLETS. Go back to the stairs. Up the stairs
on the right is the strip club. Straight ahead across the bridge are the
weapon and ammo merchants plus a shooting range.

    !> Reunion < Find and return the crying child's Teddy Bear
Let's go to the shooting range. Go over the bridge. Take a right at the ammo
exchange booth. Go to the left. Walk down to the woman and child by the three
barrels and listen to how the boy lost his teddy bear.

    !MORAL POINT
    !MORAL POINT
Turn around and go up the steps to the shooting range. Pay 10 bullets and gain
a MORAL POINT. Kill 5 rats in under 40 seconds, and win 20 bullets. Pay 20
bullets and win 40 bullets for hitting 10 rats in under 40 seconds. Pay 40
bullets, kill the 15 rats before time runs out, and win 100 bullets and the
teddy bear. Pick up the teddy bear. Go down the steps and go straight ahead.
Take a right and give the teddy bear to the little boy to gain a MORAL POINT.

Visit the strip club. Sit in the chair to watch the pole dancer. You can leave
her a 5 bullet tip. Go down the steps. You automatically spot Pavel at the
top of the steps.

    !NOTE
Go down the steps and grab --<NOTE #23>-- from the top of the spiderbug
aquarium.

Peek into one of the rooms to spy on Pavel. You get interrupted. You can smoke
out of the hookah. Smoke four times and you pass out. Go back to the lower
level of the brothel. Pay 5 bullets for a lap dance. When you're done, exit
the strip club.

There's an Ammo Exchange merchant and a Weapons Merchant. You can buy a Valve
(long distance rifle), a Duplet, a Kalash, an Ashot, and the RPK. You can add
any kind of optics, barrels, stocks, and now laser sights. You can also buy
Claymores at the ammo exchange merchant.

    Valve (130 bullets)
    Kalash (75 bullets)
    RPK (90 bullets)
    Duplet (50 bullets)
    Ashot (35 bullets)

    Reflex sight (25b) or IR sight (35b) or 2x sight (45b)
    Silencer (30b) or extended barrel (45b) or four barrels (70b)
    stock+forend (40b), stock (40b), airtight valve (40b), ergonomic grip (25b)
        laser sight (15b), extended magazine (45b), flash suppressor (40b)

    Buy  6 Shotgun ammo for 5 bullets, sell 6 for 1 bullet
    Buy 30 assault rifle ammo for 10 bullets, sell 30 for 2 bullets
    Buy 10 steel bearing ammo for 8 bullets, sell 10 for 2 bullets
    Buy  6 revolver ammo for 6 bullets, sell 6 for 1 bullet
    Buy  5 sniper ammo for 7 bullets, sell 5 for 2 bullets

    Throwing Knife buy for 1 bullet, sell for 1 bullet
    Hand Grenade buy for 2 bullets, sell for 1 bullet
    Incendiary Grenade buy for 5 bullets, sell for 1 bullet
    Claymore, buy for 3 bullets, sell for 1 bullet



The Storage Facility
-----------------------

    > Shadow Ranger < Complete the game without killing any Humans

After spying on Pavel you can enter the storage facility. Go past the merchants
and go up the stairs on the right. Check the supply box on the shelf to the
left near the door for revolver ammo, throwing knives, and Medkits. Go through
the door.

To the left is another supply box on a wooden crate. Turn to the right and
sneak across the room. Blow out the lamp and turn off the lights using the
fuse box. Knock out the enemy that checks the door (Lolife with stock, reflex
sight, extended barrel, laser sight), then take out the enemy that checks the
fuse box (revolver with stock, IR sight, and extended barrel). There's a red
wall box to the right of the fuse box with Medkits.

Stay on the right side of the room. Sneak up to the lamp in the middle of
the room. knock out the enemy standing by the lamp (Shambler with extended
barrel). Turn off both lamps on the floor.

Sneak up to the next lamp. There are two bandits. Wait for the bandits to walk
away. Knock out the bandit on the right (Shambler with extended barrel). Knock
out the other bandit (revolver with stock, IR sight, extended barrel).

Sneak up to the lantern on the right. Blow out the lantern. Go to the right
and sneak around the box. There are two claymore mines in a red ammo box.

The next pair of enemies are near the paintings on the left. One patrols from
left to right (Lolife with stock, extended barrel, laser sight) while the other
one stays by the lantern (Ashot with stock, reflex, silencer). Knock out the
bandits that's walking around then knock out the one looking at the paintings.
Turn off the lamp by the paintings.

Sneak up to the barrel fire. There is one enemy walking a patrol (revolver
with stock, extended barrel, laser sight). Knock him out when he's to the
right.

There are three enemies standing by the barrel fire. Ignore them for now. Go
to the right and blow out the lamp in the mushroom room. One enemy walks into
the mushroom room. Knock him out (Lolife with stock, extended barrel, laser
sight). Go back through the mushrooms and one enemy has wandered from the
 barrel fire to the paintings (Lolife with stock, IR sight, extended barrel,
laser sight). Knock him out. Leave the two bandits by the barrel fire.

Go through the mushrooms room again. There is a group by a stove on the right.
Go to the left side and sneak along the wall to get around the group by the
stove. Knock out the enemy on patrol (revolver witch stock, reflex sight,
silencer, and laser sight). There are two more guards by the lit door on the
left. One is walking around (Shambler with extended barrel) and the other is
in the corner to the right behind the boxes (revolver with stock, extended
barrel, and a laser sight). Knock out both guards.

This leaves the two by the barrel fire and the three by the stove. I haven't
found any way to separate them or knock them out without raising an alert. If
you want to knock out everybody, then start with the two by the barrel fire.
One is carrying a Shambler with a reflex sight and the other has an Ashot with
stock and silencer. Evade the other three enemies and knock them out. Between
the three of them they are carrying: a Lolife (stock, IR sight, silencer), a
Shambler (reflex sight), and a revolver (stock, reflex, silencer).

Go through the door. You get interrupted and Pavel runs off. Follow the guy.
He pushes a crate out of the way. Grab the clothes from the locker. Climb up
the ladder.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 16: Marshes / SUNDOWN
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-16]_

     ___________________________________________________________________
    |                                                                   |
    |  If I'm lucky, our people will be waiting for me at the outpost   |
    |  in the abandoned church. I will tell them everything I know --   |
    |  about Pavel, about a test of some kind they're going to conduct  |
    |  and will continue my way to Oktyabrskaya. The Dark One is there. |
    |___________________________________________________________________|

    1 Note
    9 Stashes
    1 Moral Point

    > Equipped < Find all Equipment Stashes in the swamps

The swamp can be divided into four sections: the airplane on the right, the
garages in the middle, the ruins on the left, and the gas station beyond the
ruins. You'll always find the fuel at the second location you visit. Let's go
to the airplane first.


The Airplane
--------------
Look to the left and loot a filter from the supply box. Just outside to the
left is a crude map of the area. Go down the incline and drop off the edge.
Head towards the tree on the right and you should run across a corpse with
a filter in the weeds. Look for the red flags to the right. Follow those to
the ruins by the water on the right. Check by the corner of the ruins for a
red supply footlocker on the ground.

Follow the shoreline as it turns to the left. to the demon. The body the demon
is eating has some ammo. Keep going and look for some red flags up ahead. These
flags lead to the plane. The door of the plane is by the tail. There are a
couple of claymores right by the entrance. Check the fuel cans. All empty. The
Shrimp Boss starts attacking the plane.

    !STASH
    !REDUX  You find +45 BULLETS instead of +30
Go to the cockpit of the plane for a STASH. Loot the two supply boxes for
+30 BULLETS, a gas mask, and ammo.

After a minute or two, the Shrimp Boss gives up on trying to break into the
plane and wanders off.

    !STASH
Exit the plane and hop up onto the wing of the plane. Go to the right and
walk along the wing. Jump down by the ruins to a STASH. There's a large supply
of shotgun ammo in the supply box. Go to the right and use the wooden boards
to get back to the plane. Return to the tail of the plane. Head towards the
garages. Follow the red flags to a skeleton leaning against a tree. Turn around
to face the plane. You should see a white log in the water on the right. Use
that log to cross over to the garages.


The Garages
-------------

    !STASH
Go through the gap in the wall. Go to the left and get to the back of the
truck. There's a corpse in the corner. Disarm the TRAP. Inside the back of the
truck is a STASH with incendiary grenades.

Exit the truck and head towards the tower. Go to the red building across from
the front of the truck. Head to the red flag. Just to the right of the flag is
a corpse you can search for supplies.

    !STASH
Head towards the tower. Look for the overturned car on the right. Go around
the vehicle and disarm the TRAP. Inside the garage is a STASH with ammo and a
Lolife (stock, extended barrel, extended magazine, laser sight).

Exit the garage and look between the last two buildings on the right. There's
a skeleton sitting between the two buildings with a gas mask and some ammo.

    !STASH
    !REDUX  You find +45 BULLETS instead of +30
Go up into the tower. On the table there's a STASH with +30 BULLETS, some ammo,
a claymore, and a Valve with a 4x sight and laser sight.


The Ruins
-----------
Exit the tower, go outside the wall, and go to the right. Let's go straight
and go along the outside of the wall with the water on the left. Go around
the first corner and get the Claymore by the dead male shrimp. Turn around
and go through the gap on the right. Take another right and go to the right to
a skeleton with a filter.

Turn around and go through the first gap on the left. Go toward the water and
take a right around the next corner. There's a sleeping male shrimp here.
Leaning against the wall behind it is a Shambler with a reflex sight and
extended barrel. Go to the right and go around the next corner.


The Gas Station
-----------------
From the corner of the ruins look for a red flag on the left. This marks the
safe path to the gas station. Cross the water. The building on the right is
empty. Head to the left. Watch out for the hanging vines. The first room on
the left has a couple of incendiary grenades. The second room on the left is
empty. The third building on the left has a couple of bodies with ammo and gas
masks. The fourth room on the left has a couple of hand grenades on the
bookcase.

    !STASH
To get into the next building, crouch down and disarm the TRAP. Loot the
STASH for ammo and a Kalash 2012. The next room is empty.

Go to the right and look for the red flags marking the path to the gas station.
Follow the flags to cross over by the tanker truck. Look inside the back of
the truck by the rear of the tanker and search the skeletons for supplies.
Get inside the gas station and look for the fuel cans.

    !STASH
To the left of the fuel cans there's a supply box on the floor in the corner.
Loot the STASH.

    !REDUX  You find +45 BULLETS instead of +30
Across from the fuel cans there's a counter-top with some throwing knives, a
Medkit, and +30 BULLETS.

    !NOTE   --<NOTE #24>-- is on a counter across from the fuel cans.

Use the fuel cans to get the fuel. Turn around and face the counter. There's a
twisted piece of metal on the left that can be used to climb up onto the roof
of the gas station.

    !STASH
    !REDUX  You find +45 BULLETS instead of +30 for +90 total
    *-- DemonEyez wrote in about a missing STASH --*
        "When you climb up onto the roof of the gas station look in the
        holes in the roof. In one of the holes there's an open supply
        box. Squat down and inside the box there's 60 of the Military
        Grade rounds. This is one of the equipment caches you need for
        the Equipped trophy."

There's a body at the far end with some ammo. Watch out for the demon. Get
back to the ground. Turn to face the ruins and lamp post.

Use the white log to cross the water to some ruins. On the other side of the
wall there's a skeleton with some supplies. Go around the bus. Two slabs are
leaning against each other. Scramble to the top and loot the skeleton at the
top for ammo. Head to the left and walk past the two streetlights. Look for
the red flag.

    !MORAL POINT
Follow the flags to an island for a MORAL POINT. Two male shrimp are
snacking on something. Past them there's another shelter made by two
concrete slabs. Climb to the top and check the corpse.

    !STASH
Return to the red flags and cross the water. Take a left at the tree to get to
the ferry winch. There's a STASH next to the winch. Use the winch to add the
fuel. Use the winch again to activate the winch. Now turn around and run to
the bus. Climb on top of the two slabs. This avoids all the shrimps and the
boss shrimp. Watch the winch and wait for the ferry to arrive. Jump down and
run to the ferry. Use the lever on the ferry.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 17: Church / NIGHTFALL
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-17]_

     _____________________________________________________________
    |                                                             |
    |  I made quite a lot of noise pushing through the marshes.   |
    |  If there really are our people in the Church, I will soon  |
    |  meet them.                                                 |
    |_____________________________________________________________|

    7 Stashes
    1 Note
    1 Moral Point

    > Equipped < Find all Equipment Stashes in the swamps

Loot the filters from the supply locker. To the left is a gas mask with another
filter. Continue to the left and there's some corpses by a wrecked ferry. You
get some shotgun ammo and another filter. Go to the right and circle around
the building until you get to the collapsed side.


The Building
--------------
Use the slabs on the right to get up into the upper floor of the building.
Take a left through the doorway. Turn to the right and disarm the Ewok log
TRAP. Don't fall down the hole in floor into the lower radioactive level.
There's assault rifle ammo by the phone on the left. There's a set of
NIGHTVISION GOGGLES in a corner of the room. On the desk with the clock to
the right there's more assault rifle ammo.

    !STASH
Turn around and go past the trap and cans to the edge. Go to the right around
the broken wall. Disarm the TRAP. Push open the door to another ranger STASH.

    !REDUX  You find +45 BULLETS instead of +30
There's a fuse box on the right that you can switch on. On the desk is
+30 BULLETS, throwing knives, and a Claymore. The tape recorder only plays
static. There's an supply box by the fuel cans on the left with a filter
and ammo. You can find a RPK with a IR scope by the fuse box.

    !NOTE   --<NOTE #25>-- is on the floor by the desk.

    !STASH
Drop down through the hole in the floor. Look on the ground by the two couches
leaning against the wall for a STASH. In the supply case you can pick up a
filter, a gas mask, and revolver ammo. Go through the doorway.

    If you need/want another filter, go through the doorway on the left,
    go left around a wall to the back room. Go to the back left corner.
    On the couch in the corner there's a skeleton with a filter. There's
    some steel bearing and pistol ammo to the right. Turn around and go
    back through the doorway.

Go outside.


The Road
----------
A pack of watchers will attack when you go outside.

Walk straight ahead to the edge of the ruins. Far off in the distance you
should be able to see the rectangular outline of a bus. That's not the bus
we're looking for. Hop over the last bit of ruined wall and turn to the left.
Beyond the tree is the right bus. Run over to that bus and go inside.

    !STASH
    !REDUX  You find +45 BULLETS instead of +30
Inside the bus on the left is a STASH with +30 BULLETS in a supply box.

Exit the bus. Look to the right. Head toward the collapsed overpass. Go behind
the collapsed section of the road that's touching the ground to find a
campfire. By the campfire there's a gas mask and filter.

Go to the left towards the edge by the water. Follow the glowing patches of
mushrooms to a streetlight and a couple of wrecked cars.

    You can climb on top of the partially submerged bus and go to the
    top of the broken section of the road to a skeleton. However, the
    skeleton has nothing. Go back to the two cars by the streetlight.

Go around the collapsed section so it's on your right. The Shrimp Boss may
attack, but will run off almost immediately. Follow the overpass to a rusted
out vehicle on the left. Loot the skeleton for a filter and some ammo.

    !STASH
    !REDUX  You find +30 BULLETS instead of +20
Get in the back of the box truck for a STASH with +20 BULLETS, a couple of
Claymores, and incendiary grenades.

Exit the back of the truck. Turn to the right so you can see the ruined
building on the right. Up ahead there's a pack of watchmen. Kill the pack.
Straight ahead from the front of the truck there's a body with a filter,
sniper ammo, a gas mask, and a Duplet with extended barrels, ergonomic grip,
and a stock.

Move forward until you get the water. Turn to the left. Up ahead there's a
large building. The Shrimp Boss attacks when you approach the building, but
you can just run away. Look for a green glowing patch up ahead. Run to that
patch and you'll come to the red flags. Follow the flags and run into the
flooded ground floor of the building.


The Ruined Mall
-----------------
Go to the right. Across from the bottom of the escalators there's a couple of
skeletons with a filter and ammo. Go up the escalators.

    !MORAL POINT
You gain a Moral Point for going to the top of the escalators and moving
onto the upper floor.

    !STASH
Turn to the left. There's a ranger mark on the wall. Check the bathroom in
the corner on the left for a ranger STASH with a red ammo box.

The other bathroom is empty. Exit the bathrooms and go to the other side of
the building. Disarm the TRAP that's on the left side of the escalators.

    !STASH
    !REDUX  You find +75 BULLETS instead of +50
Go past that trap. Disarm the TRAP on the left. This is another STASH. There's
+50 BULLETS on the table, a filter on the couch, some ammo in a box, and a
Kalash with extended magazine on a table.

Exit the room and disarm another TRAP on the left. Go into the doorway on the
left into a kitchen. At the far end of the kitchen there's a filter. There's
nothing behind the counter. Exit the kitchen.

Go across the building to the campfire. Loot the supply box in the corner of
the building for a filter and gas mask. The church is nearby.


The Church
------------

    !STASH
Drop down from the wooden ramp and go into the back of the truck. There's a
STASH here with a couple of supply boxes.

Exit the truck and follow the wooden ramp to get to the island right before
the church. Look around for an overturned supply box to the right with lots
of shotgun ammo and some grenades. Hop onto the white log to cross the last
little bit of water to get to the church.

Shrimp Boss! Run away from the Shrimp Boss and whittle down it's health. Try
to avoid the shrimp and male shrimp that swarm out of the water. I think you
need to do enough damage to the Shrimp Boss to stun it, then your allies from
the church attack it with sniper rifles and the like. Staying near the church
may also help. There's plenty of room to run around. You can use the broken
sections of wall as cover to prevent getting charged by the Shrimp Boss.

You can run away from the Shrimp boss and plant a Claymore (TAB, DOWN).
You can use Incendiary grenades (TAB, RIGHT) to damage the Shrimp Boss or
kill any shrimp that get caught in the flames. Use grenades (TAB, LEFT) when
the Shrimp Boss gets stunned. Remember the overturned supply box to get more
ammo and grenades.

Finish off the Shrimp Boss and any remaining shrimp.

They push the log back into position. Cross over to the church and go inside.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 18: Through Hell / UNDERCITY
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-18]_

     _____________________________________________________________
    |                                                             |
    |  For some reason I was genuinely glad to see Anna, my pain  |
    |  in the ass partner... She finally stopped those wicked     |
    |  jokes of heres. Looks like she's ashamed of having left    |
    |  her partner at the battlefield.                            |
    |_____________________________________________________________|

    1 Instrument
    7 Moral Points

    !MUSICIAN
Play the BALALAIKA on the floor between the lamp and the sink.

    !REDUX  You find +8 BULLETS instead of +5
There's some ammo you can get from the open locker. In the next room there's
+5 BULLETS on the desk on the right. There's an ammo exchange merchant and a
weapon merchant. You can buy a Saiga, a Revolver, a Kalash 2012, and the RPK.

    Saiga (110 bullets)
    Revolver (45 bullets)
    Kalash 2012 (115 bullets)
    RPK (90 bullets)

Join the other Rangers by the doors.

    !MORAL POINT
The only way out is to the left by going down into the basement. Follow the
passage to a large room. Play the tape recorder on the floor by a column and
listen to the entire message for a MORAL POINT.

A locker on the right has a Bastard (barrel shroud, silencer) and one of the
dead rangers dropped his Duplet (stock, grip, laser sight). Go through the
hole in the wall. The dead ranger has a Bastard (IR sight, barrel shroud).
Enter the catacombs.

The flashlight and Nightvision Goggles won't work in the catacombs so we'll
have to rely on the lighter. Go down the tunnel to a large room. Look for the
doorway leading into another tunnel. There are torches along the walls that
can be lit with the lighter.

    !REDUX      There's a backpack with ammo and a Duplet with stock,
                laser sight, and extended barrel on the ground to the
                left.

    !MORAL POINT
Past the broken door the tunnel goes to the right. You get a MORAL POINT for
seeing the ghosts.

    !REDUX      There's a supply case on the left with ammo and a Claymore.

    !REDUX      You find +8 BULLETS instead of +5
The tunnel ends at an elevator shaft. Loot the skeleton on the right just
inside the doorway for +5 BULLETS and an incendiary grenade. You can also pick
up an throwing knife by the skull.

    !MORAL POINT
Climb into the elevator basket and descend. You get a Moral Point for riding
in the elevator. Nosalises attack you in the elevator by grabbing onto the
basket. Shoot them off the basket. Eventually you get thrown out of the
elevator. Tap [E] to scramble to safety.

Walk down the tunnel. Walk past some pools of water in the tunnel. Don't shoot
any of the nosalises when you get past the pools and turn the corner. There's
a throwing knife in a dead nosalis and a Duplet with a stock in the corner.
The skeleton entangled in the log trap on the right is still holding an
incendiary grenade.

    !MORAL POINT
    !MORAL POINT
Continue along the tunnel past some more pools. Turn to the right at the body.
You get a MORAL POINT for not shooting any of the Nosalises and another MORAL
POINT if you avoid the pack of nosalises moving through the cave.

    !MORAL POINT
    !REDUX      You find +8 BULLETS instead of +5
Take the path on the right. You get a MORAL POINT for finding the corpses.
Recover the arrows from the dead nosalis. Go through the arch and turn around.
There's a skeleton with Medkits. You can light the incense. Check the body in
front of one of the portraits for +5 BULLETS. By the another arch is a body
with a Bastard (stock, 2x sight, silencer).

Move into the next chamber with the abandoned campsite. There's a skeleton
reaching for a supply box with Medkits and ammo. Look to the right for a body
hidden behind the broken wall. The body has ammo and the supply box on the
ground has a couple of arrows.

Exit the campsite chamber. There's a T-intersection here. The left path leads
back the way we came and there's nothing to find along that path. Go to the
right and kill the nosalis. The fresh corpse has some ammo and carrying a
Bastard with no customizations. Go into the chamber on the right. Loot the
body hanging in the hole. A nosalis will attack you and drag the body away.
You can still loot the backpack.

Go past the waterfall into a large chamber. Fight off a small group of
nosalises. Loot the bodies by the door. You can also find an Abzats here
to the right of the wooden gate. Hold down [E] to turn the wheel on the right
side of the wooden gate to raise it. Enter the gigantic cave.

Go to the left and pull on the overhead handle to ride the cart down to a
lower level in the cavern. Turn to the right and drop down. Go down the stairs.
Turn to the right and burn away the cobwebs so you can loot a body and a supply
box. Let's sneak through the next part. Sneak up and light the torch on the
left. The path forks here.

    !<No shooting allowed> - Kill 10 enemies in a row with Throwing Knives

    !MORAL POINT
Sneak to the left. Silently kill the nosalis with a throwing knife (TAB, UP).
Look up and kill the sonic nosalis hanging from the ceiling with another
throwing knife. Recover the throwing knives. Follow the left wall to find a
skeleton with a Duplet (four barrels, grip). You gain a Moral Point for finding
this skeleton. Turn around and go back to the torch.

Sneak to the right. There are three nosalises that can be silently killed with
throwing knives (TAB, UP). One on the ground, a sonic nosalis hanging from the
ceiling, and a nosalis on the upper ledge. Recover your throwing knives and
check the corpses on the ground for supplies. There's also a Duplet (stock,
extended barrel). Go up the stairs to the ledge. Loot the body and recover the
throwing knife.

Sneak to the left. Drop down. Sneak to the right. Follow the right wall. Look
for a nosalis on the left. Kill it with a throwing knife. The corpse is empty.
Turn to the right and kill another nosalis with a throwing knife. The corpse
has some ammo and a Duplet (stock). There are three nosalises up ahead. Use
a throwing knife on the middle one, then kill the other two.

On the wooden path that goes down the middle of the cave there's a couple of
torches and a dead man with a Duplet (stock). Loot the bodies in front of the
large wooden structure. There's a Bastard (stock, silencer, and laser sight),
a Duplet (stock and laser sight), and another Bastard (reflex sight, barrel
shroud).

Use the large wooden lever on the left side of the wooden structure to start
the water wheel. Hold off the nosalises until the wooden contraption completes
whatever it's doing.

Climb inside the wooden machine. It's an elevator! You automatically disembark
once the elevator stops. Check the bodies for anything useful. One has a plain
Bastard and the other has a Duplet (stock, extended barrel). Cross the bridge.
A huge mutant, the Rhino, attacks.

You drop down to the room below. You don't need to attack the Rhino. Make the
Rhino charge the six pillars in the room so it injures itself. After all six
pillars have been destroyed, the Rhino breaks through a wall into the next
room.

Go through the hole in the wall into a small room. There's a dead body, a
supply case with a couple of arrows and other ammo, and a Bastard (IR sight,
silencer, and barrel shroud).

Follow the path down. Drop down into another large cave. Kill the nosalis. You
do not need to attack the Rhino. Just like before, maneuver the Rhino around
the room so it destroys ALL the stone pillars and wooden supports in the room.
Each time the Rhino hits one of these supports, it injures itself. Once all
the supports in the room are destroyed, the Rhino can be killed with just a
couple of shots from a shotgun or a similar amount of damage from a different
weapon.

    > Big Momma < Kill the Rhino (automatic)

Water fills the room and collapses the wooden cover in the center of the room.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 19: Through Fire / CONTAGION
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-19]_

     ______________________________________________________________
    |                                                              |
    |  All the roads lead to Oktyabrskaya. The Dark One is there.  |
    |  Anna is there now, too. In the hands of my enemies. The     |
    |  hands of the traitor -- Lesnitsky.                          |
    |______________________________________________________________|

    1 Key and Safe
    2 Instruments
    1 Note
    7 Moral Points

    > Shadow Ranger < Complete the game without killing any Humans


The Subway Tunnels
--------------------
Go down the tunnel. Loot the dead soldier on the right. Go into the hallway on
the right. Climb up the ladder. Crawl through the air vent. You catch a look
at Anna being held prisoner. Continue crawling through the vent.

    !MORAL POINT
    !MORAL POINT
Keep crawling until you drop down into a room. Go to the left and sneak up on
the two executioners and knock them both out before they kill the survivor for
a MORAL POINT. Listen to the survivor for another MORAL POINT.

    If you're too late in saving the third victim, you can still get a
    second MORAL POINT for eavesdropping on the two executioners. Once
    the two separate you can knock them both out.

Both are carrying Kalash assault rifle, one with an extended magazine and the
other with a reflex sight. On the table with the lamp there's a box with
Nightvision goggles, a Tikhar (reflex sight, airtight valve, laser sight), and
some steel bearing ammo.

Go into the hallway to the right of the lamp to a subway tunnel. Go down the
stairs and go to the right. Check the bodies for supplies. Turn around and
sneak along the tracks towards the train.

    !REDUX      Use a silent weapon to shoot out both the lamp in
                the train car and the light. You can hit the lamp
                from as far back as the steps. Move up by the boxes
                on the left to shoot out the light. Nearby enemies
                will be alerted each time a light is shot out, so
                just wait and let them calm down.

                There are additional boxes in the train cab so you
                have to position yourself a little more before you
                can knock out/kill the guy carrying the box. Make
                sure to grab the +24 BULLETS from the crate.

                When you sneak down to the left, stay on the left
                and skip the blue light. Blow out the lamp on the
                floor. Knock out/kill the guard at the end of the
                platform at the top of the steps. Turn around and
                loot the box on the table to the left.

                Be careful when you get to the blue lamp because
                the guy sitting at the far end of the platform by
                the train may spot the light going out and become
                suspicious. If so, knock out/kill him before
                going into the storeroom.

Don't go up onto the subway platform on the left. Stay on the tracks and sneak
up by the boxes on the left.

    !REDUX      You find +24 BULLETS instead of +15
Wait for the nearest enemy on the platform to move away from the train. Climb
up the boxes into the train. Extinguish the lamp. Grab the +15 BULLETS from
the crate on the left. Wait for an enemy to walk into the train carrying a box
(Shambler with reflex sight and extended barrel). Knock him out.

Sneak out onto the platform. Go to the left. Blow out the blue lamp. On the
table by the blue lamp is some ammo. Sneak towards the lamp on the floor. Turn
off the lamp. The table on the right has a small box with some ammo. Knock out
the enemy standing at the top of the steps (Kalash with reflex sight).


The Storeroom
---------------
Turn around and sneak into the room on the left. Knock out the first enemy
after he turns around (Kalash 2012 with reflex sight), then sneak up and knock
out the enemy taking the inventory (Kalash 2012 with IR sight). Search the
lockers for a couple of filters and ammo.

    You can climb the ladder, sneak through the doorway, and go to the
    left. There's some ammo and a Revolver (2x sight, extended barrel).
    This is a bit risky because the guard on the other platform may see
    you.

Don't go down the ladder because of the enemy on the opposite platform that's
watching the room. Turn around and climb back down to the room with the
lockers. Go to the left to go through the doorway between the shelves into a
subway tunnel.

    !MORAL POINT
Drop off the platform into the water. Go to the right and loot the supply
case. You get a Moral Point for finding the supply case.

Go the left and sneak through the water. Go back up onto the platform. Turn to
the right. Disarm the TRAP on the platform by the barrels on the right. Turn
to the left and sneak up to the doorway on the right. Go to the left side of
the debris so the debris is between you and the doorway.

Knock out the closest enemy when he's alone and facing the shelves (Kalash with
reflex sight). The safe has already been looted, but there's some stuff you
can grab from the desk. Turn off the light and sneak across the room and hide
behind the boxes on the right. Look to the left. Wait for the enemy to walk
into the other room.

    !REDUX      The guy on the upper platform is a bit more alert.
                He is going to alert the remaining enemies in the
                area. Just knock them out if you're going for
                Shadow Ranger.

Sneak behind him and go through the doorway. Immediately go to the left and
climb up the ladder. Knock out the enemy on the balcony (Kalash with 2x sight
and laser sight). One enemy should walk off to the right by the stove. Wait
for the enemy to return to the lockers in the other room. Sneak down to the
ground and knock out the enemy by the lockers (Kalash with IR sight and
extended magazine). Check the lockers for a filter and ammo. Knock out the
enemy by the stove (Kalash 2012).

Go straight across the room. Sneak around the barriers. Go to the left and
knock out the last enemy sitting by the red lantern (Kalash 2012 with laser
sight). Across from the red lantern there's a small wooden box with a couple
of filters to the left of the shovel.

Return to the room with the lockers. Go to the right to the door marked with
the light. Grab the filters on the crate to the left. Open the door.


The Subway Station - First Sector
-----------------------------------

    !REDUX      You find +8 BULLETS instead of +5
    !REDUX      You find +16 BULLETS instead of +10
Put on your gas mask. Climb up the ladder and knock out the enemy (Kalash).
Loot him for +5 BULLETS. Inside the shack with the poster on the wall is
another +10 BULLETS on the top bunk. The other shack has some ammo on the
bottom bunk. Climb down the ladder. Go between the shacks on the right.
There's nothing to the right. The first room on the left has a Medkit. You
can get three arrows from the body pinned to the wall.

    !MUSICIAN
The last room on the left has a GUITAR, a filter, and a tape cassette player.
Play the guitar. Do not turn on the tape cassette player.

    !REDUX      You find +24 BULLETS instead of +15
Return to the ladder. Go down the hole in the floor. Crawl along the tracks.
Look to the right and pick up the +15 BULLETS under the body by the suitcase.
Go all the way to the other end of the tracks and crawl up through the floor.

    !MORAL POINT
You gain a MORAL POINT for witnessing the execution of the captain (Kalash
with IR scope and extended magazine).

Sneak up on the executioner and knock him out when he goes into the little
room (Kalash with 2x scope and laser sight). Grab the filters from the shelf.
Exit the room and go up the stairs. There's a HELSING on one of the tables and
some ammo at another table. Go through the doorway by the stove. Go to the
left.

    !REDUX      You find +32 BULLETS instead of +20
Crawl through the tunnel into the upper level of the next room. Go to the
right. Loot the supply case on the crate for +20 BULLETS and filters. Wait
until there are just two enemies in the room below. Drop down behind the one
on the right and knock him out. Sneak around and knock out the other one
(Kalash 2012 and Kalash 2012 with reflex sight).

    !MUSICIAN
    !REDUX      You find +16 BULLETS instead of +10
Sneak into the booth in the middle of the room. Play the guitar. Right next
to the guitar is a sewing machine with +10 BULLETS.

    Behind the long counter that's on fire you can find some shotgun ammo.
    Behind the counter by the ladder there's a workbench with a supply box
    with some ammo.

Sneak into the short tunnel on the right with the lamp. Go to the right and
knock out the enemy (Shambler with IR sight and laser sight). To the left is
a corpse with an arrow in his neck.

Go back to the big room. Wait by the short tunnel to the right of the bench
until the two enemies break into the subway car. Sneak into the connecting
tunnel and grab the filters and ammo from the top of the crate on the right.
Don't try to sneak onto the subway cars from here. Turn around and go into
the big room.

Sneak through the flames on the left side of the body on the bench. Turn to
the left. An arrow is in the body at the bottom of the stairs. Sneak up the
stairs. Knock out the enemy at the top of the stairs (Kalash 2012 with laser
sight). Sneak into the top level of the subway cars.

    !REDUX      You find +32 BULLETS instead of +20
Go through the first car. In between the cars there's a pair of bunk-beds.
On one of the lower bunks is a backpack. Go into the next room. Search the
bookcase on the right for +20 BULLETS.

    !NOTE   --<NOTE #26>-- is on a table in the last compartment of
            the train car.

Exit the car and go out onto the balcony. Go to the left.

    !MUSICIAN
Play the GUITAR on a chair by the red lamp. Go into the room on the left. Grab
the filters from the table on the left. The safe has some revolver ammo. Do
not drop off the edge here.

    !REDUX      You find +8 BULLETS instead of +5
Go back into the upper subway car and go to the left. Look for a hole in the
floor. You should see an enemy right next to the hole. Drop down and knock
him out. Immediately turn around and knock out the other enemy (Kalash
with extended magazine). Grab the filters from the lower bunk on the right.
Turn around and check the desk for supplies. Loot the body for +5 BULLETS and
a Saiga shotgun.

    !REDUX      The safe is locked
Crouch down and walk through the flames to the end of the lower subway car.
The body on the left has a filter, gas mask, and revolver. Turn off the lamp.
The safe has some sniper rifle ammo and Medkits. Exit the subway car.

To the right are two enemies. Sneak up behind each one and knock them out.
One has a Kalash 2012 with reflex sight and laser sight. The other has a
Kalash with extended magazine and laser sight.

    !REDUX      Go into the small booth by the metal gate on the right.
    !KEY        Inside the booth the KEY is on a tall and narrow shelf.
    !SAFE       Go back inside the subway car and get to the upper level.
                Get out onto the balcony and enter the last room by the
                guitar. The locked SAFE inside the room has filters and
                ammo.


The Subway Station - Second Sector
------------------------------------
Go past the wooden boxes and go through the burning area. By the doorway on
the left are a couple of incendiary grenades. Go into the room. Go down through
the hole in the floor. Grab the filter on the right. Crawl through the tunnel.
Make sure one guard has walked up the stairs and the guard on the left has
walked away before going up the steps.

Go up the steps and cut the wire on the generator. Go to the left and take out
the enemy when he's on the left standing by the lamp (Kalash). Check the supply
box. Turn off the lamp.

Let's go up the stairs. Turn around and find the stairs going up. Knock out
the enemy standing by the lamp (Kalash 2012).

    !MORAL POINT
Pause in the doorway to the next room and let the enemy dictate his report.
Wait for him to move to the other side of the room and dictate some more to
gain a MORAL POINT. Move into the room and knock him out (Kalash). Loot the
supply box on the counter. If you try to cross the bridge here, it collapses.
Let's go back and go down the stairs instead.

Go straight ahead and through the doorway into the next room and take a left.
Knock out the enemy (Kalash 2012) checking out the burning debris. Be careful
sneaking here as the enemy on the right may see you. Sneak to the left side of
the room. Wait for one enemy to walk away. Go around the wooden half-wall and
knock out the enemy by the lantern (Kalash 2012 with laser sight). Under the
lantern is a Kalash 2012 with a laser sight and IR sight. Pick up a couple of
filters from the box in the left corner.

    !REDUX      This enemy doesn't seem to be carrying any bullets
Check the position of the enemy in the next room. Knock him out when he has
his back turned to you or looks distracted. He's got a clip of +5 BULLETS and
a Kalash with a laser sight. Sneak down by the barrel fire.

    !REDUX      You find +8 BULLETS instead of +5
Wait by the double doors until the enemies finish talking. Enter the room and
go to the left and knock out or kill the enemy in the corner (Saiga with reflex
sight). Go up the stairs and knock out/kill a second enemy (Kalash with laser
sight and 2x sight). Search him for a clip of +5 BULLETS. There's also a
backpack with ammo by the overturned table. Go down the stairs.

Go to the left. The piano can't be played. Make a one-way trip through the
burning hole in the wall as the wall collapses behind you.

To the right is a supply cache. Move forward and a bridge collapses. Look on
the left for a shack. Inside is a supply box. Knock out the guard leaning
against the wall (Kalash). Sneak into the next room and go to the right. You
can find a gas mask in the room. Exit the room. The last enemy in this area
is standing by the red door (Kalash 2012 with 2x scope). Knock him out.

    !MORAL POINT
    !MORAL POINT
Open the red door. You get a MORAL POINT if you didn't kill anybody. Take
off your gas mask before Lesnitsky counts to five to save Anna and get a MORAL
POINT.

    !> Savior < Remove your mask when Lesnitsky demands it


  ____       _____
|\\    \    /     |
| \\    \  /      |    Chapter 20: Epidemic / QUARANTINE
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-20]_

     _____________________________________________________________
    |                                                             |
    |  The pieces of the puzzle are falling together into a       |
    |  horrifying picture: the Reds have infected Oktyabrskaya    |
    |  with a deadly virus. Then their mop-up squad entered the   |
    |  station to stop the epidemic and eliminated everyone.      |
    |  Anna and I could be infected, too...                       |
    |_____________________________________________________________|

    1 Instrument
    2 Notes
    4 Moral Points

    !MORAL POINT
Go to the top of the steps. Stop and listen to every conversation in the
quarantine area. Make your way through the quarantine area. Walk past some
coats on the left and stop to listen to the conversation between the doctor
and the infected man on the right. If you listened to all of the other
conversations you gain a MORAL POINT when this conversation ends.

Go to the left and go through the door. Walk through the area and follow the
two men into the decontamination airlock. Exit the airlock and go to the right.

    !NOTE   Sitting by the microscope is --<NOTE #27>--.

    !MORAL POINT
Stand by the barrier on the right. There's a man laying on a table. Listen to
the conversation for a MORAL POINT.

    You may have to listen to all the conversations to get the second
    Moral Point. Just walking through the area and listening to just
    the final conversation didn't gain a Moral Point.

Go past the guards and push your way through the crowd of refugees. Go through
the checkpoint. Go up the stairs, and go through the door.

    > Forgotten < Find the Hidden Ammo in the abandoned part of the station
                  on the QUARANTINE level

    !REDUX  Each hidden ammo cache has +16 BULLETS instead of +10

    Start down the stairs and door closes behind you. Go back up the
    stairs and go to the left. There's HIDDEN AMMO (+10 BULLETS) on a
    shelf inside the train car. Go down the stairs.

    Go over to the right side of the sink. Peek inside the subway car
    for the second HIDDEN AMMO (+10 BULLETS) on a table inside the
    subway car.

    Go to the left and go between the subway cars. Go to the left. Look
    inside the the boarded up window for HIDDEN AMMO (+10 BULLETS) on a
    table inside the subway car.

    Turn around and go past the barrel fire. Look inside the next subway
    car on the right. There's HIDDEN AMMO (+10 BULLETS) on a backpack
    inside the train car.

    !MORAL POINT
You get a MORAL POINT for finding at least four of the hidden ammo.

A sentry waves you on through the station. Follow the path to the right. Look
inside the boarded up window on the subway car on the right for an extra hidden
ammo stash (+10 BULLETS) on a barrel inside the car.

    !MORAL POINT
Go through the mushroom farm to meet up with Khan. A man on the left will
beg the Hansa for help getting insulin, but he's turned away. Approach the
man after he gets rejected. Give the man 20 bullets for a MORAL POINT.

    !NOTE
    When Khan goes left, you go right for --<NOTE #28>-- on the desk to
    the left by the gate.

Return to Khan and he leads you to the merchants.

    !MUSICIAN
Go the left and play the GUITAR next to the Hansa sitting in the chair.
You have to play the guitar before the three Hansa are finishing talking
because the Hansa in the chair picks up the guitar after the end of the
conversation.

You can buy a Kalash 2012, a Helsing, or an Ashot here. You can also pick up
an Abzats and a RPK.

    Abzats (200 bullets)
    Kalash 2012 (115 bullets)
    RPK (90 bullets)
    Helsing (165 bullets)
    Ashot (35 bullets)

Grab the filters off the shelf by the door. Follow Khan and he leads you out
of the Hansa station.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 21: The River of Fate / KHAN
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-21]_

     _______________________________________________________________
    |                                                               |
    |  In some other time and place, what happened could be life    |
    |  changing. But there is no time but present and no place      |
    |  but the metro for us. And we must do everything we can to    |
    |  save it. I have to hurry and catch up with the Dark One,     |
    |  Anna has to tell her father of what Korbut and Moskvin are   |
    |  doing. Anything else is a luxury we can't afford right now.  |
    |_______________________________________________________________|

    1 Key and Safe
    1 Note
    2 Moral Points

Enter the inter-line tunnel. There's a small supply box on the right. Follow
Khan past the giant fans. Khan leads you into a side passage on the right. Go
straight from the end of the ramp through the doorway and go to the left.

    !NOTE
    !REDUX      You find +30 BULLETS instead of +20
Follow the path to a skeleton with --<NOTE #29>-- and +20 BULLETS.

    !REDUX      You find +30 BULLETS instead of +20
Open the gate next to the skeleton and rejoin Khan. Go through the airlock
door. There's a supply box by the column on the left with +20 BULLETS. There's
also a four barrel Duplet with stock and grip on the left by the pipes. The
skeleton in the left corner has some revolver ammo. Follow Khan through the
hole in the wall onto a small platform.

Go to the right and drop down onto the catwalk. Take the catwalk to the pipes.
Follow the pipes to the right to a tunnel. At the end of the pipes in the
tunnel there's an incendiary grenade on the ground to the right. Follow the
path to the left into a room. Kill a pack of nosalises.

    !REDUX      There's just a doorway on the right. Go into the
                second room. There's a red wall box on the left
                with filters and Medkits. The skeleton to the right
                has +18 BULLETS. Return to Khan.

Look for a metal gate on the right. Open the gate and get the +30 BULLETS from
the skeleton. Exit the room and go to the right.

Crouch down and follow Khan into a cross tunnel. You enter a room full of
cobwebs. Take out the lighter and burn through the cobwebs. You uncover a rusty
grate with an ominous skull and crossbones mounted next to it. Of course Khan
wants to go that way.

    You can open the airlock door and burn away the cobwebs to reveal
    a skeleton with an incendiary grenade.

Help Khan pull open the rusty grate. Go into the pipe with your lighter to
burn away the cobwebs. Go down the pipe into the flooded room. Follow Khan
through the flooded tunnel.

    !MORAL POINT
    > Nobody's Home < Don't answer the ringing telephone
        OR
    Pick up the phone on the wall to the left for a MORAL POINT.

    !MORAL POINT
Follow Khan through another flooded tunnel. When Khan goes to the left, go to
the right instead. Now return to Khan and enter the water. Walk through the
falling water and go straight to the dead end. You get a MORAL POINT for
entering the river (it's kind of hard to catch with the light and the noise)
after Khan finishes talking.

...and you're back on top of the radio tower watching the missiles strike the
home of the Dark Ones...
    (You don't have to do anything)

..and now you're with Khan in the Botanical Gardens chasing the Dark One...
    (You do have to follow Khan through the Gardens to a dead end)

...and now you're chasing the Dark One through a burning subway train...
    (You do have to follow Khan on the train)

...falling...

...and now you're back in the metro, the desert of the real.

    !REDUX      Follow Khan to the guard post. There's a Valve
    !KEY        sniper rifle (reflex sight, flash suppressor,
    !SAFE       and extended magazine). The lockers have ammo,
                Medkits, and grenades.

                Take the KEY from the body on the wooden boards.
                THE SAFE is underneath the stairs. Inside the
                safe is shotgun ammo and +45 BULLETS.

Follow Khan to a guard post. Don't disturb the cans! There's a Valve sniper
rifle (reflex sight, flash suppressor, extended magazine) you can take. The
lockers have ammo, Medkits, and +20 BULLETS.

Get into the railcar with Khan to end the level.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 22: Train to the Future / THE CHASE
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-22]_

     _________________________________________________________________
    |                                                                 |
    |  I never believed him -- and that is no surprise -- but Khan's  |
    |  words were true. This strange river took me to the past, the   |
    |  moment where I sent out the signal and destroyed all the Dark  |
    |  Ones. And then it dropped me off at the place where I can find |
    |  the last survivor of that race -- a helpless and harmless      |
    |  child... Khan called him the Last Angel.                       |
    |_________________________________________________________________|

    1 Note
    1 Moral Point

    > Shadow Ranger < Complete the game without killing any Humans

    According to metrovideogame.wikia.com and based on comments
    posted by 4A staff, you can kill the enemies on this level
    and still get the Shadow Ranger achievement
        http://metrovideogame.wikia.com/wiki/Shadow_Ranger

    > Bloodlust < Kill all the Reds on the CHASE level

For the Shadow Ranger achievement, you can't kill any enemies during this
level. You can knock them out. However, this is extremely difficult. You can
crouch down while in the rail-car, but you still take damage.

Use one Medkit right after one of the Red railcars explodes in front of you
and the wreckage flies over you.

Use a second Medkit when Khan shouts out, "Hold on, Artyom!" or when you see
red around the edges and can hear your heart beat.

Look to the right and start firing on the enemy rail-bikes. After getting
ahead of the rail-bikes you catch up to the train. Kill the rear gunner of
the train.

Use a third Medkit after encountering the train when Khan is shouting
instructions to you.

You automatically jump onto the train.

Fight your way along the train.

Flatbed rail car
------------------
1) Enemy on the right (Kalash with reflex sight, laser sight)
2) Enemy on the left (Saiga IR sight, laser sight), MEDKIT
3) Enemy on the right (Kalash, reflex sight, silencer, laser sight)
4) Enemy on the left (Saiga with IR sight, laser sight)
5) Enemy on the right (Kalash with IR sight, laser sight), MEDKIT

You can pause here before rushing into the subway cars.

Train
-------
    !NOTE
Inside the first railcar is --<NOTE #30>-- on top of a blue crate.

You can sneak about halfway through the first subway car before the enemies
start firing on you.

1) Saiga with reflex sight, silencer
2) Kalash with IR sight, laser sight
3) Saiga with reflex sight, laser sight, MEDKIT
4) Kalash with IR sight, silencer
5) Saiga with IR sight, silencer
6) Kalash with reflex sight, laser sight, silencer
7) Armored enemy with Saiga (reflex sight, laser sight)

There's not much cover available so keep moving and kill everyone. The last
car is guarded by a heavily armored enemy. Just unload on him and he should
go down quickly. Keep moving forward to automatically rescue the Dark One.

    !MORAL POINT
You get a Moral Point at the end of the level just after you carry the little
Dark One off the train.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 23: A Child / THE CROSSING
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-23]_

     _____________________________________________________________
    |                                                             |
    |  Of course I could not kill him. And while I am alive and   |
    |  my heart is beating, I will protect him. Khan says we'll   |
    |  be able to use him to stop the war... Yes, he can make     |
    |  miracles happen... But I don't want to use him. His war    |
    |  was over when I targeted the missiles at his home, his     |
    |  family.                                                    |
    |_____________________________________________________________|

    1 Note
    2 Moral Points

Carry the Dark One out of the subway tunnel. Go to the left.

Loot the skeleton at the top of the steps for a filter and ammo. Go down the
steps. At the bottom of the steps head to the right. There's a submerged
skeleton in the broken pipe with some Medkits and ammo. Continue along the
ravine. Kill any watchmen that attack you. The Dark One gives you Sight.
Fight off any watchmen that get aggressive, but don't attack the ones along
the ridges. Eventually, the pack gets scared off.

Go through the overturned vehicle. Continue along the path. Look to the right
for a corpse with ammo, a Claymore, and a Shambler with extended barrel and
laser sight. Continue along the path and you'll catch a glimpse of the Dark
One by a telephone booth.

Go down the steps. Take the path on the left down to the water. Don't fall in.
There's shrimp waiting for you. You can grab some ammo from the box that's
sitting right on the edge of the ice. Turn to the right. Follow the wall to
another corpse with some ammo and a Medkit. Continue following the wall and
go under the overpass. Go to the right around the corner to a new path.

    !MORAL POINT
You gain a Moral Point for learning that the Dark One wants clothes.

Climb up to the bottom of the stairs. Go to the flat area on the right. There's
a body with a gas mask and filter on the left. Head under the overpass.

    !MORAL POINT
You get a MORAL POINT for finding the dead demon. You can recover a couple of
arrows from one of the dead mutants. There are two corpses nearby with supplies
and a Helsing with a reflex sight and laser sight. A small group of watchmen
attack.

    If you want the Van Helsing achievement and do not have a Helsing,
    grab the Helsing here.

Return to the bottom of the stairs and go up. Go to the entrance of the
building. Two arrows are embedded in the wall right next to the door. Go
inside the building. On the right there's a skeleton with a filter and some
ammo. Go to the left and move around the debris. Check the skeletons on the
floor for another filter and some ammo. Check the corpses to the left of the
stairs for filters and supplies. Watchmen attack when you move into that
corner.

Go up the stairs to the next level. There's one body slumped in a doorway
with supplies. Go into the hallway.

Open the metal gate and go into the stairwell. Underneath the stairs is a
supply cache and a tricked-out Revolver (stock, 2x sight, silencer). Go up
the stairs and follow the short hallway to the doorway.

    !REDUX      You can no longer kill the demon with a Helsing here
    > Van Helsing < Kill a Demon with the Helsing

    This was posted by ZasterModa123 at trueachievements.com:

    "You enter a Building and go upstairs to the Bridge. In the Top Room
    before you leave the Building you can watch outside and you see a
    Demon on a Fench.

    When you go outside he fly instantly away, stay inside the Building and
    you have ca 10sec for a One Shoot Kill with the Helsing before he fly
    away. Easy going :)"

    http://www.trueachievements.com/a176297/van-helsing-achievement.htm

Go outside. Head to the right and enter the train. The Dark One shows up
wearing clothes. Walk through the train.

Right when you get close to the end, a demon attacks and you end up in the
water. You scramble up onto the ice. Head toward the nearest support pillar.
Watch out for male shrimp and the demon. Look for a half-sunken ship. Run
across the ice and get onto the ship. Kill anything following you. You can
get some arrows from the dead demon.

    !NOTE
There's a skeleton at the front of the ship with --<NOTE #32>--.

Look to the left and there's a green train car in the water. Use that as a
bridge to cross some of the water. Jump across to the other train car. Wait
for the male shrimp to scatter into the water. Jump off the train car onto
the ice and run straight ahead. There's a body here with some supplies and an
Ashot (stock, extended barrel, laser sight). Watch out for any male shrimp
that might try to sneak up behind you.

Face the train cars. Go to the right and follow the edge of the ice. There's a
VSV you can pick up and another body you can search for anything useful. Follow
the path around the rubble and head uphill. You spot the Dark One. Climb the
ladder. Follow the Dark One.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 24: Bridge / BRIDGE
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-24]_

     ______________________________________________________________
    |                                                              |
    |  Whatever my intentions concerning him might be, the little  |
    |  Dark One just does not seem to care. He keeps following me  |
    |  as if I never was going after him, as if we were tied       |
    |  together by fate...                                         |
    |______________________________________________________________|

    1 Key and Safe
    1 Note
    1 Moral Point

    !> Rain Man < Complete the BRIDGE level without a kill

Follow the Dark One inside. Check the back room for a supply cache that
includes a Valve. Climb up the rubble to the bridge. There's a storm, but
sometimes there's a break in the clouds and the sun shines. The watchmen
will spot you if you are not hidden in the shadows when the sun is out.

Sneak over to the left. There is one watchman on the left and the one eating
on the right. Wait for the watchman on the left to start walking away from
you. Sneak between the two watchmen and stay about in the middle of the bridge.
If you go too far to the right, you can get spotted if the sun comes out.

    !MORAL POINT
Climb on top of the rubble pile. There is one watchmen on the right. As soon
as it starts to walk away, sneak over the rubble and drop down to the lower
level.

    !REDUX      Look on the ground by the first corpse for a KEY
    !KEY

There's a corpse with filters and ammo and a second corpse with ammo
and a VSV with silencer. Look for the rubble that forms a ramp back up.

Sneak up near the top of the rubble and check the position of the watchmen.
Wait until it is walking back the way we just came. Sneak up and go to the
left side of the bridge. Jump over the gap, then immediately sneak over to the
right side. If you stay on the left, the sun will reveal your position and the
watchmen will attack.

    !REDUX      The watchmen no longer automatically see you. You can
                sneak around all the watchmen.

In the next section, the watchmen will automatically attack you. It always
happens. So just sprint until you see a doorway on the left. You may have
to use a Medkit or two as you will take some damage. Once you reach the
doorway the pursuing watchmen run off.

    You can turn around and check the second section of the bridge.
    Over on the left side part of the bridge column has collapsed.
    Go into the collapsed column to find a feeding ground where you
    can grab a filter and some ammo. Go over to the right side and
    head back to the gap in the bridge. There's a corpse with a filter
    and ammo.

    !REDUX      The SAFE can be unlocked with the key found earlier
    !SAFE       on the lower section of the bridge. The lockers no
                longer have bullets, just ammo. The safe has hand
                grenades and +16 BULLETS.

Go back to the barrel fire. Go into the room on the left. The safe has
+10 BULLETS and one of the lockers has +5 BULLETS. The other lockers
have ammo.

    !NOTE   --<NOTE #33>-- is on the desk.

Exit the office and sneak up the escalator. There's a group of nosalises at
the top. Wait for the sonic nosalises to crawl away. This leaves two nosalises
on the left and one sort of straight ahead. Sneak to the left, stay in the
shadows, and sneak around those nosalises to go outside.

Take the first turn to the right. At the next turn to the left there is a
nosalis straight ahead on the right. Stay to the left and sneak around the
corner. Loot the corpse for a filter and ammo. Sneak under the sonic nosalis
hanging from the ceiling. Go around another bend and loot the corpse and
backpack. Wait for the nosalis to the left to disappear with its meal.

    If you go to the right there's another corpse with ammo and a Medkit.
    You have to be careful because when the sun is out one of the
    nosalises can see you.

Sneak over to the doorway. The dead nosalis has a couple of arrows. The body
outside the room has a filter. Inside the room you can pick up some ammo, a
VSV, and a Claymore. Climb up the ladder.

Sneak forward. On the right there's a dead body with lots of ammo. A body
over by the radio on the left has a filter and ammo. Sneak over to the right.
Sneak right behind the nosalis by the platform. Go up the ramp. Use the
zipline. A demon automatically knocks you off the zipline.

    !REDUX      You find +16 BULLETS instead of +10
Turn around and go through the hole in the wall on the left. Loot the safe
in the corner for +10 BULLETS, ammo, a gas mask, and Medkits. Go through the
hole in the wall on the right. Go past the generator. Go through the hole in
the wall on the right into a subway car. Go to the left and exit the subway
car to end the level.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 25: Road for Two / DEPOT
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-25]_

     _____________________________________________________________
    |                                                             |
    |  We are coming back to Polis. Together. Come what may. The  |
    |  Little One did not want to leave. Something is holding     |
    |  him... I don't yet get what. Nevertheless, I'm glad it is, |
    |  because he is helpful.                                     |
    |_____________________________________________________________|

    2 Keys and Safes
    1 Note
    5 Moral Points

    !REDUX      You find +69 BULLETS instead of +45
Follow the Dark One out of the tunnel. Check out the little building on the
left for +45 BULLETS and a gas mask in the red wall box. Exit the building and
go to the left.

    !MORAL POINT
    !REDUX      You find +16 BULLETS instead of +10
Keep the building on your left. Look for a break in the wall on the left.
Disarm the TRAP before going inside the room. You get a MORAL POINT for
exploring. In the back of the truck is a storage box with +10 BULLETS and
some other goodies.

Exit the building and look to the right for a yellowish light shining from the
upper floor of a building. I didn't find anything in any of the abandoned train
cars. Check the two dumpsters outside the two-story building. One of them has
a body with a Bastard (IR sight, silencer, barrel shroud). Go inside the
building and go through the door. Take off your gas mask.

There's a pair of merchants in the train car. The weapons merchant is selling
a Tikhar, a Lolife, and the Preved sniper rifle. Note that if you buy the
Preved here that you can't buy any ammo for it. Arrows cost 7b each and can
be sold for 3b each.

    In the Complete Edition you can also buy an Abzats and RPK.
    The ammo merchant sells all the available ammo and secondary
    weapons.

    Abzats (200 bullets)
    Tikhar (85 bullets)
    RPK (90 bullets)
    Preved (230 bullets), heavy rifle ammo
    Lolife (40 bullets)

    Heavy Rifle ammo, buy 5 for 9 bullets each, sell 4 for 2 bullets, 30 max

Once you're done trading, exit the train car and go up the stairs. Follow the
Dark One along the catwalk and go into the train car. Right be fore you exit
the train car, turn around to the left and get the filter from the small
supply box.Exit onto the roof of another train car. Enemies below and
searching!


The First Area
----------------

    > Shadow Ranger < Complete the game without killing any Humans

Wait on top of the train. The Little Dark One will distract the enemies by
dropping a barrel from the ceiling. This moves an enemy out of the train.
Wait for a group of enemies to move to the far left. If you're in the train
you might get spotted.

Drop down on the right side of the train car all the way to the ground. Use
the steps to get inside the lower car. Wait for the enemies to split up and
start searching the area. Wait until the three closest enemies walk past you
and go to the left. Get out of the train car and start following them. The two
on the left will split up. One goes into a train car.

    !REDUX      You find +3 BULLETS instead of +2
    !REDUX      You find +5 BULLETS instead of +3
Deal with the one in front of you (VSV with reflex sight, silencer, laser
sight) and loot him for the sniper ammo. Sneak up on the one in the train car.
The one in the train car has +2 BULLETS and a VSV (IR sight, laser sight). The
third enemy is checking the storage rooms on the left. Get behind him and knock
him out. He's got +3 BULLETS and a VSV with an IR sight and silencer. Look in
the storage room that's farthest from the other enemies for a small supply box
and a gas mask on a cable spool.

Exit the storage rooms and go to the right side. Use the stairs to get back
on top of the subway cars on the right side. Drop down on the right side.
Sneak up on the enemy near the corner near the snipers and knock him out
(Saiga with IR sight and silencer).

    !REDUX      You find +2 BULLETS instead of +1
There's an armored enemy on the ground between the two snipers. He walks
between the snipers and the generator. Knock him out without getting spotted
by the snipers (Saiga with IR sight and extended magazine) and loot him for
+1 BULLET. Take out each sniper. The sniper on the left has some sniper ammo
and a VSV (IR sight, silencer) while the sniper on the right has a VSV with
a 2x scope and silencer.

Cut the power to the generator. Knock out the enemy that's standing near the
center of the room in front of the snipers (VSV with IR sight).

    !MORAL POINT
Drop down the central hole in the floor for a MORAL POINT. You should find an
enemy that is taken out by a nosalis or lurker.

        !REDUX      You find +2 BULLETS instead of +1
    If you run through the tunnel, the enemy won't get eaten and you can
    loot him for ammo. He's carrying a Saiga (IR sight). You can search
    his body for +1 BULLET. There's also a filter.

    !REDUX
    !KEY
Exit the tunnel behind the sniper positions. Drop down into the hole that's
closest to the generator. Pick up the KEY. At the end of the tunnel there's
a supply box. Exit the tunnel.

    !REDUX      The SAFE is located in the storage room that's farthest
    !SAFE       from the sniper positions. Enter the room and look to
                the right. The safe is on top of a crate. Unlock the
                crate for filters and +8 BULLETS.

Go to the generator by the sniper positions. Go down the steps next to the
generator. Go through the room. There's a filter on the right just before you
go around the corner at the bottom of the steps. Go up the steps. Go through
the door to the second area.


The Second Area
-----------------

    > Shadow Ranger < Complete the game without killing any Humans

    !REDUX      You find +2 BULLETS instead of +1
    !REDUX      You find +16 BULLETS instead of +10
Put on your gas mask. There's a gas mask to the left. Go up the stairs. The
Dark One gives you a filter. Open the door. Don't go through the door. Wait
for the enemies to disperse. Quickly take out the enemy on the right and take
his +1 BULLET. There's another +10 BULLETS in the small box in the corner by
the windows. Watch out for the enemy that walks in and out of the bathroom.
Sneak into the bathroom and take +1 BULLET from the third enemy. One of the
enemies in the bathroom drops a Saiga (reflex sight,laser sight).

    !NOTE
Go through the gap in the wall by the sinks to get --<NOTE #34>--.

    !REDUX      You find +5 BULLETS instead of +3
Go back into the bathroom and go across the room. There's a filter in one of
the urinals. Go through the hole in the wall by the stalls and quickly take
out the enemy before he can raise an alarm (VSV with IR sight). Search him for
+3 BULLETS.

    !REDUX      You find +3 BULLETS instead of +2
Go through the kitchen. Wait for the enemy in the hallway to go around the
corner, then take care of him when he's checking out the body (VSV with a
2x sight and silencer). Search him for +2 BULLETS. The body in the corner
also has a VSV with 2x sight and silencer.

The last two enemies are patrolling in the main room and are easy to knock
out (Saiga with IR sight and extended magazine) (Saiga with reflex sight, a
laser sight, and extended magazine). A quick search of the main room leads to
the discovery of a Medkit in a broken vending machine and a Tikhar with a 2x
sight in a locker. Exit the room and go down the stairs.


The Third Area
----------------

    > Shadow Ranger < Complete the game without killing any Humans

    !REDUX      You find +32 BULLETS instead of +20
    !REDUX      You find +8 BULLETS instead of +5
Ignore the metal gate at the bottom of the stairs. The Dark One is crouched
here waiting for you. Instead, let's go around the stairs. Look to the right
behind the box and loot the small box for +20 BULLETS. Go down into the lower
tunnel. Go to the left by the openings and go left again into the dead end to
a supply cache of +5 BULLETS and ammo in a blue case. Continue through the
tunnels.

Pick up the filter, and go up the steps. There's multiple enemies to the left
and two straight ahead. Take out the one that's straight ahead (VSV with 2x
sight and silencer) and the one that's ahead and to the left (Saiga with IR
sight and laser sight). Don't try for the one by the vehicle because there's
no way to sneak up on him from the current position.

Turn around and go to the right. Wait for the next group of enemies to split
up. First, take out the one that walks around (Saiga with IR sight and
silencer). Next, go for the guy by the hole (Saiga with IR sight and extended
magazine).

    !MORAL POINT
    !REDUX      You find +8 BULLETS instead of +5
Drop down the hole in the floor for a Moral Point. Look for an alcove on the
right. Loot the small box for sniper ammo. Sneak up and knock out the enemy
in the tunnel (VSV with reflex sight and +5 BULLETS). Continue through the
tunnel. Grab the filter from the body at the bottom of the ladder. Turn off
the headlamp. Go up the ladder. Go to the right.

Sneak over to the right until you can see the doorway. Wait for the enemy to
have his back to you. Sneak up into the room and knock him out (VSV with 2x
sight and laser sight). There's a small supply box on one of the tables.
Turn around and go out the doorway by the radio.

    !REDUX      You find +3 BULLETS instead of +2
Sneak to the right and knock out the enemy on the right (Saiga with reflex
sight and extended magazine). Check his body for +2 BULLETS. Go to the left,
stay in the shadows, and get behind the enemy that's crouched in the lit area
next to a support pillar. Knock him out (VSV with IR sight and silencer). Go
to the left and sneak around the front of the truck.

    !REDUX      Grab the KEY from the ignition of the truck.
    !KEY

Knock out the enemy crouched on the other side of the truck (Saiga with IR
sight and extended magazine). Go back into the room with the radio.

    !REDUX      Sneak across the room and unlock the SAFE for +46 BULLETS.
    !SAFE

Sneak across the room. Grab the supplies from the small box on the table to
the left. and peek out the other doorway. There are two armored enemies. Exit
the room and knock out the two enemies. One enemy may go through the metal
door and can be found to the right. Both have a Saiga with reflex sight and
extended magazine. Go through the metal gate and go to the right. Go through
the doorway on the right. Go through the room with the cables and computer
server racks. Open the green door.


The Fourth Area
-----------------
This in another large space with a lot of enemies.

    Duck down into the hole on the right if you want a Bastard (stock,
    2x scope, silencer, and laser sight).

Sneak toward the train cars. Carefully get into the first train car on the
left by using the steps at the end of the subway car. Take out the first enemy
(Saiga with IR sight and laser sight). Sneak up on the other enemy inside the
train car (his weapon always seems to fall through the floor). Turn around and
exit the subway car by going down the steps at the end of the subway car.

Sneak to the wall and turn to the left. Sneak along the wall so you're on the
right side of the train car on the right. Use the steps to get into the
train car. Knock out the single enemy inside (VSV with IR sight, laser sight).
Turn around so the catwalk with the snipers is on the left. Sneak up to the
end of the subway car and drop down between the two subway cars.

Turn to the left. Ahead and to the left is the bottom of the stairs. Sneak up
onto the catwalk. Knock out the sniper at the top of stairs (VSV with IR sight
laser sight, and silencer). Go to the left and knock out the other sniper (VSV
with IR sight, laser sight, silencer).

    !MORAL POINT
Turn around, sneak back to the top of the stairs, but sneak to the left. Use
the left catwalk that's completely in shadow to get to the other train car.
Drop down into the subway car. Sneak down to the corpse and drop down into a
tunnel. You gain a Moral Point for entering the tunnel.

    !REDUX      You find +5 BULLETS instead of +3
    !REDUX      You find +3 BULLETS instead of +2
Follow the tunnel. It brings you behind the remaining enemies in the room.
Now just work your way down the room and knock out the last five enemies.
    1) Saiga with reflex sight, extended magazine
    2) Saiga with IR sight, extended magazine
    3) VSV with 2x sight and silencer, +3 BULLETS
    4) Saiga with IR scope, extended magazine, +2 BULLETS
    5) Saiga with IR scope, extended magazine

Go back to where you exited the tunnel. Look for a staircase leading up. Cross
the rooms. Grab the filter from the table on the left. Go through the green
door.

    !MORAL POINT
You have to make a choice of either knocking out or killing. You gain a MORAL
POINT for knocking out. You lose a Moral Point and make it impossible to get
the Shadow Ranger achievement for killing.

    !> Secret < (automatic achievement)

    !REDUX      You find +8 BULLETS instead of +5
Go down the ramp to the ground. Go outside. Check inside the tiny building on
the right for a small box on he ground for +5 BULLETS. Exit the building and
go to the right. Continue walking along the tracks and the level ends.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 26: City of Phantoms / THE DEAD CITY
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-26]_

     ______________________________________________________________
    |                                                              |
    |  He who sows the wind, shall reap the storm. A peace         |
    |  conference is being held at Polis, but the war has already  |
    |  started. All trying to stop it could just as well try and   |
    |  stop a tornado with their bare hands. I have to reach Polis |
    |  to denounce the liars. And face the storm.                  |
    |______________________________________________________________|

    5 Visions
    1 Note
    1 Instrument
    2 Moral Points

The Dark One gives you a filter. Go into the first doorway on the right and
go right. Disarm the TRAP. Use the tape player inside to listen to the logs of
a ranger. There's a supply box on the table and another one up the stairs. The
other rooms are empty. Exit the building and go to the right. Climb up the
rubble into the upper level for another supply box.

Go to the building on the left. There's an opening to the left of the doorway
that goes to a radioactive room with a supply box. Get in and get out quickly.
Go through the doorway on the right.

    !REDUX      Go right into the hallway. Go into the bathroom at the
    !KEY        end of the hallway. A KEY is hanging from the toilet
    !SAFE       tank. Turn around and go back to the doorway. Go up the
                stairs to a SAFE. Unlock the safe for incendiary
                grenades and claymores. Go back to the hallway.

    !NOTE
Walk down the hallway. Open the green door to the room with the red table.
Pick up --<NOTE #35>--.

    !VISION #1
The next room has a filter. Go out through the open window. You see a VISION
of children playing in a playground. Watch the little ghost children run
around. The Dark One gives you some ammo.

    !REDUX      You find +29 BULLETS instead of +100
Drop down into the hole in the playground. Go to the left. Disarm the TRAP at
the top of the stairs. The ranger cache has +100 BULLETS. Wade through the
water to the other underground room. Have a peek out the hole in the wall.
Grab the gas mask. There's a Helsing with Airtight Valve here. Exit the room
and look for some rubble you can walk up to get outside.

    !VISION #2
    !MUSICIAN
    !REDUX      You find +11 BULLETS instead of +35
Turn around and go through the doorway by the truck. Go upstairs. You see a
VISION of a man playing a piano for a woman. The Dark One learns about music.
Play the PIANO. On top the piano there's +35 BULLETS.

    > Musician < Use all Musical Instruments in the game

Exit the building and go to the right. Walk straight ahead past the dumpster.
Go to the right. In the corner by the dumpsters is a supply box with a couple
of filters and ammo.

    !VISION #3
Hop over the trench into the courtyard. You have a VISION of getting hit by a
car which turns into an attack by a watchman. Go down the stairs on the right
and go through the green door.

    !REDUX      You find +24 BULLETS instead of +15
This is another ranger camp. Play the tape recorder. There's +15 BULLETS in
the supply box and a gas mask in the other room. Exit the camp.

    !VISION #4
Go into the building that's at the end of the trench. It's the one that's
across from the ranger base. You see a VISION of a person in the bathroom.
Grab the filter and check out the bathroom. In the bathtub is a skeleton
clutching a Preved sniper rifle with a flash suppressor. Exit the building
and go to the left.

Some hostile watchmen show up. Kill them. After the fight, the Dark One gives
you a Medkit or heals you.

    There's an empty alcove on the left

    The corner of the courtyard with the twisted tree is radioactive.

    !VISION #5
Go through the doorway in the corner. Go upstairs and go into the room on
the right for a filter. Go into the other room. You see a VISION of a family
watching the missiles fall on the city. The Dark One learns about missiles.
Hop out the window to the top of a truck. Jump off the truck.

    !REDUX      Not sure how many bullets the Dark One gives you
Go into the ruins on the left. Go right through the first doorway as the
staircase is blocked. Avoid the pack of watchmen by sneaking, staying out of
sight, and not attacking them. The stairs at the other end of the ruins
leads to a ranger base. Disarm the TRAP, listen to the recording, loot
the supply box. Head back outside. The Dark One gives you +50 BULLETS.

    !MORAL POINT
Exit the ruins. There's an ammo box in the back of the truck. Go to the left.
Climb up the ladder. If you didn't attack any of the watchmen outside the
ruins, you get a MORAL POINT at the top of the ladder. Watch out for the demon.

    !MORAL LOSS
Attacking the demon causes the loss of a Moral Point. Attacking the baby demon
also results in the loss of a Moral Point.

    !NOTE
Check out the demon's nest at the corner of the roof. Pick up --<NOTE #36>--
and do a quick search for supplies. There's a Kalash 2012 with 2x sight and
silencer.

    !VISION #6
    !MORAL POINT
Go down the stairs. Go through the next open doorway and go into the larger
room. You have a VISION of a child playing with his toys. The Dark One learns
that his mother is never going back. Continue down the stairs. You get a MORAL
POINT at the bottom of the stairs. Don't go down the hole yet. Look for a
space underneath the stairs where somebody stashed some supplies. Now drop
down through the hole to a subway station.

    !VISION #7
You'll need the flashlight, Nightvision, or the lighter down here. You have
a VISION of people boarding the subway, then of you riding the subway. The
Dark One helpfully informs us that the first person vision was in fact a first
person vision.

    > Back to the Past < See all Visions in the Dead City

    !REDUX      You find +30 BULLETS instead of +90
Duck into the room on the right for +90 BULLETS. Continue along the subway
station. The heavy ghost presence interferes with your flashlight and
Nightvision. Luckily the lighter still works. Go the end of the subway station
and drop down into the lower tunnel. Walk towards the light.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 27: Red Square / RED SQUARE
|  \\    \/       |
|   |\      |     |
|   | \    /|     | =
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-27]_

     _______________________________________________________________
    |                                                               |
    |  I know the only way into Polis from here -- through the Red  |
    |  Square. The Order keeps an outpost in the Saint Basil's      |
    |  Cathedral. I'll get in touch with our men and tell them all  |
    |  I Know. And my goal would just be a step away from there.    |
    |  It will all be over soon.                                    |
    |_______________________________________________________________|

    2 Notes
    5 Moral Points

    According to metrovideogame.wikia.com and based on comments
    posted by 4A staff, you can kill the enemies on this level
    and still get the Shadow Ranger achievement
        http://metrovideogame.wikia.com/wiki/Shadow_Ranger

Head down the tunnel.

    !NOTE
--<NOTE #37>-- is in one of the wall crypts on the left.

    !MORAL POINT
Go outside. Search the body leaning against the pipe. Check the dead nosalis
for a couple of arrows. Look inside the bus on the right for more ammo. Go up
to Saint Basil's Cathedral. Check the bodies by the red marker flag for arrows
and throwing knives. Ignore the watchmen and don't approach the cathedral. You
get a MORAL POINT once the watchmen leave.

Look on the ground by the body hanging off the cathedral for a filter. Look
for some steps leading up into the cathedral to the left. Inside the bus by
the bottom of the steps is a body with supplies and a Kalash (reflex sight,
extended magazine, laser sight).

    !MORAL POINT
Go up the steps into the cathedral. You see a vision of the dead souls and
their grabby hands. Go into the first round room while the hands are visible
for a MORAL POINT. You may not see the flash, but you should be able to catch
the Moral Point audio prompt. Search the bodies inside the cathedral for lots
of ammo, filters, and a Revolver (stock, reflex sight, extended barrel). Exit
the cathedral. Follow the crashed buses and go down to the second red flag
where the Dark One is waiting for you.

Head down to the second red marker flag and the Dark One. A storm bringing
radioactive fallout will both damage and slow you down. Take shelter by the
ridge and wait it out. Search the body for supplies. Continue to follow the
Dark One through the storm. At each you place you stop to take shelter, there's
a skeleton you can search for at least a filter. Don't kill the lone watchmen
you encounter. You can cautiously approach it if you really want a filter.
Drop down into the next area.

    !MORAL POINT
    !MORAL POINT
You get a MORAL POINT if you didn't attack the lone watchman. There's a pack
of watchmen protecting their territory. Back away from them and you get a
MORAL POINT when the dead demon falls from the sky. You do need to look at the
watchmen and not attack them or approach them to get the Moral Point. There
are a couple of bodies in the sheltered area on the left  and a dead body in
the back of the open area if you need ammo or a filter, but you'll have to
kill the watchmen to loot them.

Circle around the waterfall. When you get to the tunnel, you can crawl down
to the radioactive water and loot the bodies. There's a Revolver (stock, reflex
sight, extended barrel, and laser sight). Follow the Dark One into a tunnel. A
tunnel with creepy, grabby arms.

Let the Dark One lead you through the tunnel. You come outside by the Kremlin.
On the right is Saint Basil's Cathedral. On the left is the State Historical
Museum. Go up the steps and go to the right to find a body with a Valve sniper
rifle with IR sight, laser sight, and flash suppressor. Take the Valve sniper
rifle if you don't have a sniper rifle.

Drop down into another ravine that leads to a subterranean area. Go into the
smaller tunnel on the left and follow it to the interior of a building. Go
to the left for a backpack at the end of the hallway. Go back and go into the
room for a backpack, a filter, and a VSV with IR sight, silencer, and laser
sight. This is Lenin's Mausoleum.

    !NOTE
--<NOTE #38>-- is on the floor in front of the glass tomb.

The other hallway is an empty dead end. Exit the building. Go straight once
you exit the tunnel and look for a way up on the left. You have to drop down
into the area with the cars and barriers.

    > Shadow Ranger < Complete the game without killing any Humans

Walk around in the open to trigger the ambush. Get away from the gate and hide
behind one of the barriers to avoid the snipers. A group of enemies enter the
area and start searching for you. There's one pair on the left and another pair
on the right. Knock out the four enemies and get back under cover. There's a
body in the back of the area on the left with two Medkits. Another body on the
roof of a car in front of the gate also has two Medkits.

    !REDUX      You find +10 BULLETS instead of +7
Just wait and Pavel gets bored and sends out another group of soldiers. Knock
out the armored soldier (+7 BULLETS). The gate is now open. Rush into the
building and knock out the two enemies on either side.

Pavel fires bursts from the staircase. It's okay to shoot Pavel here even for
the Shadow Ranger achievement. Right after Pavel fires a burst down the
stairs, get in position and hit Pavel on the right next time he comes out of
cover. Go halfway up the stairs and hit Pavel again when he comes out of
cover on the left. Go up the stairs to the balcony. Pavel is to the right.
Hit him a third time.

It's safe now. You can go back outside and do a sweep for supplies.
    1) Saiga with reflex sight, extended magazine, silencer, laser sight
    2) VSV with IR sight, silencer
    3) Four-barrel Duplet with stock and grip
    4) VSV with 2x sight, silencer
    5) Saiga with reflex sight, extended magazine, laser sight
    6) VSV with IR sight, silencer

Go back inside the building and go out onto the balcony. Follow the balcony
and you'll find Pavel. Time for a Dark One mind meld.

    !MORAL POINT
Approach Pavel if you want to help him. Walk away if you want to let him die.
Saving him earns you a MORAL POINT and teaches the Dark One about forgiveness.

Leave Pavel. Go to the left and go down the wooden ramp.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 28: The Garden
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-28]_

     _________________________________________________________________
    |                                                                 |
    |  We have to make it to Polis in time for the peace conference.  |
    |  There isn't going to be any peace... Just war. The last war!   |
    |  Now I know the answers to all the questions. Pavel's head      |
    |  proved to be a real treasury of Korbut's sinister plans.       |
    |_________________________________________________________________|

    2 Notes
    4 Moral Points

Check the body on the right by the gate. Walk forward to another body. If you
drop down into the water you can find another body. Go to the right and there's
a body by the tree with a Bastard (2x sight and laser sight). Go around the
tree and the fence and go the left. You can get some arrows and other ammo
from the body by the green glowing fungus. Return to the tree.

Follow the red markers for a dry path through the swamp. Stop at the third
flag. Go to the right and go past the tree to a body on some stone steps.
Search the body. Return to the red flag. Kill the male shrimp by the fence
section. Go to the left and use the white log to get to the island. Check the
body by the tree.

    !MORAL POINT
Look for a submerged pipe on the right that leads to the overhang. Disarm the
TRAP at the end of the pipe. You get a MORAL POINT for reaching this area.
There's a Shambler with IR sight, extended barrel, and laser sight.

Return to the fence and loot the body. There are two paths from here. The
obvious path is taken by following the red marker flags to a patch of dry land.
The alternate path is to the right. Head right toward the other fence section.
Go between the trees. There's a wooden bridge leading down into the water. You
can hop on the top of the submerged wall. Look for an opening on the right
that's before you get to the blue sign.

    !MORAL POINT
    !REDUX      You find +8 BULLETS instead of +5
    !REDUX      You find +60 BULLETS instead of +40
Hop into the water and enter the building for a MORAL POINT. Floating in the
water is a body with some ammo. There's a body in front of a safe. The safe
has ammo. A body off to the left has +5 BULLETS. Go through the hole in wall.
Burn away the cobwebs to access a supply box with +40 BULLETS. Exit the flooded
area and return to the wall. Keep going to the right. At the end of the wall go
the left to get back on dry land.

Go straight ahead and follow the path to the right. There's a demon snacking
on some poor soul. Do whatever with the demon and check out the body. Beyond
the corpse is a supply box with supplies and +20 BULLETS.

    !REDUX      In front of the supply box is a KEY. The supply
    !KEY        box has +30 BULLETS and some ammo. The safe is
    !SAFE       located in the flooded building. So turn around
                and go back to the flooded building. There's no
                real shortcut back to the building so get back on
                dry land and find the fence section. Take a left
                to get back to the railing. Follow the railing
                into the flooded building. The SAFE is in the room
                beyond the broken wall. Unlock the safe for some
                filters and ammo. Go back to where you encountered
                the demon.

Use the boards to cross the water. Go up the steps and go to the right.
Approach the stream. A couple of watchmen or lurkers run down the stream.
Ignore them. Cross the stream and check out the bodies. Watch out for the
hanging tentacles. Go upstream. There's a body on the right bank.

    !REDUX      You find +30 BULLETS instead of +20
Watchmen attack when you get to the gnarly wooden arch. If you want a Moral
Point, don't attack any of the watchmen. Just run away from them and use
Medkits as needed. Look by a rock on the left for a backpack with +20 BULLETS.

Run along the stream to a clearing. There's two paths out of the clearing. The
lower path is the way we entered the clearing. The exit from the clearing is
marked by a red flag and a nearby corpse. The watchmen won't follow you past
the red flag.

    !MORAL POINT
Follow the path. There's a body off to the side with supplies. Crawl through
the tunnel. You get a look at a huge mutant and some baby mutants. If you
didn't attack any of the watchmen as you ran from the stream into the tunnel,
you get a MORAL POINT.

    !REDUX      You find +20 BULLETS instead of +15
    !REDUX      You find +16 BULLETS instead of +10
You can go back through the tunnel if you want to loot. You can loot the body
on the left by the red flag. The watchmen are usually stirred up and running
around the clearing. Run into the clearing and get to the raised platform on
the right to loot the body for +10 BULLETS. Run to the far end of the clearing.
There's a backpack leaning against a wall segment with +20 BULLETS. Go back
and crawl through the tunnel.

Exit the tunnel and go into the open area.

    !NOTE
Get --<NOTE #39> from the body by the tree.

Get the supplies from the box. Go over the ridge and drop down into the next
area. There are two bodies marked by green flowing fungus in the area with a
lot of ammo in case you run low. Switch to the Claymores (TAB, DOWN).

The Mother shows up. Shoot her until she falls down. You can also plant a
claymore in her path. When she falls down the watchmen will swarm her. Don't
shoot the watchmen or they'll become aggressive toward you. Also, don't use
grenades for the same reason. Once the watchmen swarm her, she'll stand up and
start shaking them off. Shoot her in the BACK OF THE HEAD by aiming for the
red areas. Shooting her in the lower spine does nothing. Just a couple of
shots to the back of the head should be enough to knock her over. Repeat this
three times and she should run off.

    !MORAL POINT
Ignore the watchmen. Exit the area through the opening in the trees the Mother
made when she ran off. You'll see watchmen attack her. Kill the three watchmen
to save the Mother for a MORAL POINT. She wanders off.

    > Forest Guardian <

Look on the left for a backpack with ammo. Go down the path. Follow the glowing
mushrooms to the bottom of some steps. Go up the steps.

    !NOTE
--<NOTE #40>-- is at the top of the steps on the left next to a backpack.

Enter the building and introduce the Dark One to Khan and Miller.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 29: Enforcement of Peace / POLIS
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-29]_

     _____________________________________________________________
    |                                                             |
    |  He is not alone... He's not the last! I understand his     |
    |  excitement and his wish to immediately meet the others.    |
    |  To free them and wake them up... But... He has agreed      |
    |  to wait a bit longer. First he's going to try and help     |
    |  us. If we make it to the conference, the dark One will     |
    |  be able to open up the thoughts of Moskvin -- or Korbut    |
    |  himself! Perhaps... make them stop this madness! This is   |
    |  our last chance.                                           |
    |_____________________________________________________________|

    1 Note

Follow Miller, Khan, and the Dark One into the decontamination chamber. Exit
the chamber. Wait while Miller gives some instructions.

    !NOTE
--<NOTE #41>-- is on a couch on the left before you exit the room.

Go into the council chamber. The Dark One starts up another head show.

Open the red doors to see what's inside Moskvin's mind.

Behind red door #1 we see Korbut blackmailing Moskvin.
Behind red door #2 we see Korbut convincing Moskvin to murder his brother.
Behind red door #3 we see Moskvin assassinating his brother, Maxim.
Behind red door #4 we see Moskvin regretting his decision.

Open wide for some dramatic, slow-motion running.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 30: The Last Battle / D6
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|_LAST LIGHT and REDUX_____________________________[MLL-30]_

     _____________________________________________________________
    |                                                             |
    |  He is gone. He did what he could... And now he has gone to |
    |  meet his kin. I can't judge him for that. The remainders   |
    |  of humanity are finishing each other off in their final    |
    |  fight -- it is not his war. I hope he was able to forgive  |
    |  us... Me. For what we did to his brothers and sisters. His |
    |  mother and father.                                         |
    |_____________________________________________________________|

    2 Notes
    1 Moral Point

    According to metrovideogame.wikia.com and based on comments
    posted by 4A staff, you can kill the enemies on this level
    and still get the Shadow Ranger achievement
        http://metrovideogame.wikia.com/wiki/Shadow_Ranger

Miller give a rousing speech. This...is...SPARTA!

    !NOTE
--<NOTE #42>-- is by the radio on the right.

You can select following weapons for free, and customize for no cost:
    - Valve
    - Kalash
    - VSV
    - Kalash 2012
    - Shambler
    - Saiga
    - Abzats
    - RPK

    > Shadow Ranger < Complete the game without killing any Humans

After you select your weapons, go to the other side and max out your supplies
from the supply box. Move up to the barrier. There's another supply box to the
right of Khan.

For the Shadow Ranger achievement, don't kill anybody in the first wave. Just
crouch down and stay under cover. Don't kill anybody when you're being dragged
back into cover.

    !NOTE
If you forgot to pick up the note by the radio earlier, you can find
--<NOTE #42>-- between the second and third barricades by the ammo stash
on the right.

Then, the tank comes. Grab one of the Preved sniper rifles by the left ammo
stash. Wait for the tank to move out of cover. Shoot the red parts of the tank
to disable it. The first part is the bar connecting the wheels. Then, shoot
both wheels. The final thing to do is to shoot the turret when the armored
shutters are open until the tank explodes. You can tell when the shutters are
open because the spotlight on the turret is visible.

Fall back to the final barricade. Jump over the wall.

    !NOTE
--<NOTE #43>-- is behind you by the ammo stash.

Pick up the Gatling. Hold your fire. Don't kill any of the soldiers. A phalanx
of enemies carrying ballistic shields break through a barricade and start
marching on your position. Now you can start killing enemies and still get the
Shadow Ranger achievement.

Either the Gatling or the Preved can be used to kill the last group of enemies.
Use the Preved to shoot through the viewing slot on the ballistic shields. When
one of the shieldbearers is killed, the break in the formation reveals an
armored enemy with a flamethrower. Unload on the enemy before the shieldbearers
reform the phalanx. Kill the armored guy with the flamethrower before he can
hose down the final barricade and kill the last D6 defenders.

Hurray! You've saved the station!

No, wait...

    !MORAL POINT
If you got enough Moral Points for the good ending, you get a MORAL POINT.

    > True Spartan < Hold the platform without dying (automatic)

    > Shadow Ranger <



  ____       _____
|\\    \    /     |
| \\    \  /      |     METRO: LAST LIGHT
|  \\    \/       |     The Endings
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|___________________________________________________________

The Good Ending (at least 53 Moral Points):
    > Redemption <
    The Dark Ones come and save everybody.
    Uhlman dies, Miller survives, Khan disappears.

The Bad Ending:
    > C'est la Vie <
    You die blowing up D6, but Anna and your child live on

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

  ____       _____
|\\    \    /     |
| \\    \  /      |     MLL-DLC1.1 HEAVY SQUAD
|  \\    \/       |         Faction: Reich
|   |\      |     |         Location: Front Line
|   | \    /|     |         Stop the advancing troops from the Red Line
|___|  \__/ |_____|___________________________________________________________

     _____________________________________________________________
    |                                                             |
    |  We must prepare for a great war, the final war. And it     |
    |  will end with the triumph of our race! The mailed fist of  |
    |  legions of the Reich will challenge our enemies! And if    |
    |  the jackals will not surrender D6, we will take it by      |
    |  force! Hail Reich!                                         |
    |_____________________________________________________________|

    !Homo Homini Lupus Est - Kill 100 enemies with heavy weapons
    !Hail Reich! - Complete HEAVY SQUAD LEVEL

    This is one of the hardest DLC packs to complete. You have to do
    everything flawlessly in order to get both achievements, or even
    survive the final enemy.

You're a Fascist Shock Trooper named Hans. You start out with a Gatling.
To the right there's an ammo box with ammo and infinite Medkits.

Hold down RMB to spin up the barrels and LMB to fire. The Gatling is best
used in burst mode. Just try to fire a couple rounds at each target. You
should use up less than one magazine. There are two waves of Red soldiers.
You can use [Z] to crouch down to minimize your target area. Feel free to
use Medkits [Q}, move around the platform, and restock from the supply case.

The second wave is made up of snipers. Go to the right and grab the Volt
Driver. Hold [R] then use [LMB] to charge the Volt Driver. Use [RMB] to
aim and [LMB] to fire. Remember to use Medkits and grab ammo from the box.
The snipers can be spotted by the green laser beams from their laser sights.

The third wave is made up of a phalanx of shields covering a Red shock trooper
with a Gatling machinegun. You can use your Gatling or the Volt Driver. Fire
on the center shield until you kill the soldier. This opens up a temporary gap
in the phalanx exposing the Red shock trooper. Do as much damage to the Red
shock trooper as possible. Once the Red shock trooper is dead, the other
enemies run off.

Some more snipers appear. You can snipe them with the Volt Driver or stay under
cover and ignore them. After a couple minutes the next wave starts.

Switch to the Gatling gun and reload. The fourth wave is made up of armored
Red soldiers. Don't worry about trying to fire in short bursts. Just hold
down the [LMB] and sweep the area. Back up and crouch down to heal with a
Medkit if you take a lot of damage. Kill all the armored soldiers.

The final enemy is a tank on the tracks to the right. Unlike the tank on the
last level of the main campaign, this tank doesn't have weak spots. The tank
fires a one-hit kill missile when it takes a certain amount of damage. Let's
say that it fires a missile when it takes 25%, 50%, and 75% damage. The tank
also appears to self repair over time. The final missile it fires will always
kill you no matter where you are standing or how much health you have left.

This is a straight up damage race. When the turret on the tank starts smoking,
you must hit the tank with consecutive grenades until it is dead. Don't
pause to move, hide, or heal. You must destroy the tank with grenades before
it fires off that last one-hit kill missile.

Hit the tank about six times. Heal and grab more grenades from the ammo box.
Quickly unload all remaining grenades without pausing. The final set of
grenades should destroy the tank.

Unfortunately, I don't have a better strategy at this time for the tank.



  ____       _____
|\\    \    /     |
| \\    \  /      |     MLL-DLC1.2 KSHATRIYA
|  \\    \/       |         Faction: Polis
|   |\      |     |         Location: The Great Library
|   | \    /|     |         Get as many artifacts of the old world as possible
|___|  \__/ |_____|___________________________________________________________

     ___________________________________________________________________
    |                                                                   |
    |  The Great Library                                                |
    |                                                                   |
    |  So, this is it. I've finally proven that I'm worthy of becoming  |
    |  one of Polis Kshatriya. I am worthy of carrying out the mission  |
    |  of retrieving the artifacts which are essential for our efforts  |
    |  directed at preserving the knowledge and culture of the old      |
    |  world. I've been assigned to the team handling the search effort |
    |  in the vicinity of the Great Library - this is one of the most   |
    |  dangerous and simultaneously one of the most promising sectors   |
    |  of dead Moscow.
    |___________________________________________________________________|

    !Kshatriya - Complete the KSHATRIYA level
    !Artifact - Find 30 artifacts

Artifact locations are somewhat randomized while some are fixed. "Usually"
means that the artifact is almost always found in a location. "Sometimes"
refers to an artifact's alternate location. Not all primary and secondary
artifact locations are in this walkthrough. However, artifacts are always
in the same general area.

            |  On the pipes over the Hazard Suit and Heavy Armor there's a
    GLITCH! |  hidden filter. DO NOT take this filter as people have reported
            |  that taking this filter prevents you from buying additional
            |  filters. That's bad.

            |  There is a glitch where the GASOLINE doesn't spawn correctly
    GLITCH! |  and can't be found. It is recommended that you check for the
            |  gasoline first thing and restart if it can't be found. You can
            |  get the Kshatriya achievement for turning in the Secret Subway
            |  Map, but you won't get the Artifact achievement for finding
            |  all 30 artifacts.


The Shop

  10 bullets ... Filter (+5 minutes each)
    20 bullets
        25 bullets
            30 bullets

  10 bullets ... 1 Medkit
 1/1 bullet .... Throwing Knife
 2/1 bullets ... Sticky Grenade
 3/1 bullets ... Claymore
 5/1 bullets ... Incendiary Grenade
 7/2 bullets ... (6) 12x70mm Dragonbreath (incendiary shotgun ammo)
10/2 bullets ... (30) Assault Rifle Ammo
 8/2 bullets ... (6) Pistol AP-Incendiary
 225 bullets ... Heavy Suit
 200 bullets ... Hazard Suit
  75 bullets ... Kalash
  50 bullets ... Duplet
  45 bullets ... Revolver
  40 bullets ... Lolife
  70 bullets ... Shambler

You start out with 1 Medkit, 1 Filter, and 30 BULLETS (aka bullets). You have
a Bastard with 60 rounds and an Ashot with 30 incendiary rounds.

Talk to the Merchant and Shaman. Go into the airlock and grab the light bulbs
from the box on the right. Listen to the twins. Use the lever on the right to
open the airlock.


Sewer Tunnels
---------------
Screw in a LIGHTBULB on each side of the airlock. Go to the tunnel on
the left. Screw in a LIGHTBULB at the start of the tunnel and another inside
the tunnel. Go down the tunnel to the ladder. Screw in a lightbulb near the
bottom of the ladder. Climb up to the surface.


Courtyard Building
--------------------
    25 bullets ... Book
    25 bullets ... Broken Monitor
    10 bullets ... Old Phone
    10 bullets ... Gasoline (red fuel can)
    25 bullets ... Painting
    25 bullets ... Keyboard

NOTE: We only want to pick up four of the six possible artifacts. We want
      one slot open in the backpack to pick up an artifact in the sewers.

The ladder room has a tape recorder. Sometimes the BOOK can be found on the
desk in this room. Sometimes the OLD PHONE is on the desk. Loot the wall
cabinet, the desk, and the filing cabinet next to the desk.

Go through the doorway next to the desk and go to the right down the hallway.
Light the lamp on the ground on the right. Go through the doorway. The BOOK
is usually found on the table here. Loot the watchman corpse. Disarm the
trap in the doorway. Start the generator. Check the corpse to the right.
The BROKEN MONITOR is usually on the desk. Loot both sides of the desk. Use
the switch on the wall to turn on the lights. Go back to the hallway and take
a right.

Go down to the big room at the end of the hallway. Look to the left. Sometimes
the GASOLINE can be found in the corner. Sometimes the PAINTING is on the wall
in the same corner. Loot the watchman corpse next to the doorway. Turn around
and go past the couches. The GASOLINE is usually found next to the watchman
corpse. Loot the two cabinets on the right. Light the lamp on the table that's
against the wall. Leave one slot open in the backpack as we're going to get an
artifact in the sewer tunnels.

The KEYBOARD and OLD PHONE are usually on this table. The PAINTING is sometimes
next to this table instead of in the corner. Turn around and open the gate
that's to the left of the couches. You can screw in a lightbulb at the top of
the stairs.

    !!!   If you can't find the GASOLINE, restart the mission   !!!


Sewer Tunnels
---------------
    40 bullets ... Toy (teddy bear)

Go down the steps. There might be nosalises in the area. Check underneath the
stairs for a backpack with ammo. Go to the left and check the skeleton for
ammo. Go left again and loot the two skeletons. Turn around and light the two
torches on your way out of the room.

Go to the left into the tunnel. Take a left. The gate on the left is locked.
Light the torch by the gate. Turn around and go around the bend in the tunnel.
Burn away the cobwebs. Pick up some ammo and the TOY from the skeletal family.
Return to the airlock. Push the green button on the left side of the airlock.
Turn around and kill any nosalises that may attack. Take the lightbulbs if you
see any in the crate. Enter the base and sell the artifacts to Shaman.

Go through the gate to the right of the merchant tables to save your progress.

Buy a filter. Exit the base. You shouldn't need the gas mask for this next
part. Go up the steps on the right. Screw in a lightbulb next to the doorway.
Go up the stairs and screw in a lightbulb at the top of the stairs. Grab the
last two artifacts in the courtyard building, usually the keyboard and possibly
the old phone or poster, and quickly return to base. We want to go into the
next area with an empty backpack.


Sewer Tunnels 2
-----------------
Go up the stairs to the Courtyard Building. You don't need to put on the gas
mask. Watchmen are all around outside. Go through the doorway marked with the
white arrow. Go to the left and drop down the manhole into another section of
the sewer tunnels.

Go towards the small pipe on the floor to a room with a ladder. Screw in two
LIGHTBULBS. Turn around and go out the other end of the tunnel. Go to the left
and go through the gate. This gate is next to the steps leading up to the
Courtyard Building. Return to the room with the ladder.


Great Library Entrance
------------------------
    40 bullets ... Pack of Books (box of books)
    40 bullets ... Tricycle
    10 bullets ... Weapon Parts (looks like ammo)
    25 bullets ... Clock
    10 bullets ... Glasses

Climb up the ladder. Put on the Gas Mask. The grassy areas conceal lurker
holes so avoid those. Every cabinet and desk has items. So what we want to do
is make a quick sweep and check all the desks and cabinets. There's a lamp
and two skeletons in the hallway leading to the outside doors. Sometimes the
TRICYCLE can be found at the end of this hallway by the second skeleton.

There's a lamp near the top of the stairs. Go to the right. Watch out for the
tentacles hanging from the ceiling. One shot with the Bastard will make them
temporarily curl up. Usually the WEAPON PARTS are next to a curled up corpse.
Usually the BOX OF BOOKS is on the ground between a cabinet and a desk.
Take a right around the corner and go left into the hallway.

Go to the end of the hallway and turn around. Usually three watchers attack.
Kill them. Check the watcher corpses for bullets. Check the cabinets. Usually
the TRICYCLE is located in this dead end hallway.

Now go to the left along the stairs. Check the cabinets and corpses. Climb up
the tipped over cabinet. Shoot the tentacle in the next room. Go through the
hole in the wall. Check the desk. Usually the GLASSES can be found on the
shelves here. Usually the CLOCK is on the wall to the left of the hole. Open
the doors. Remove the boards that are barricading the doors. Open the doors
and run back to base.

Press the green button on the left to get the gate open. Turn around and watch
for nosalises. Talk to Shaman to turn in your finds. Buy a filter if you
less than 5 minutes of filter time remaining.


Cabinet Area
--------------
    40 bullets ... Icon (framed picture)
    10 bullets ... Poster (before the great hall)
    40 bullets ... Tools (blue case before the great hall)

You can run from the top of the ladder through the door at the top of the
stairs without a gas mask, but do put on the gas mask once you reach the
room. Take the ICON hanging on the wall. Start checking the cabinets and
desks. A pack of watchers attack, but the Twins arrive to help you. Loot
the watcher corpses after the fight. There's a tape recorder in one of the
bookshelves.

Go through the door to the left of the piano. Go to the right and start
checking the cabinets. Usually the POSTER is on the wall between a couple
of the cabinets. Usually the TOOLS are on a cart on the left side of the
stairs.

Go up the stairs and open the doors to the Great Hall. This next area is
radioactive and has a demon. There are a lot of cabinets and desks, but
the radiation and demon discourage spending any prolonged time in the room
without consuming a massive amount of filters and Medkits.

Let's go back to base. Go through the door that leads back to the top of
the staircase leading down. Take a left at the bottom of the staircase and
go down the ladder. Remove the gas mask. Return to base and turn in the
artifacts. Save, buy filters, etc.

Now run back to the Cabinet Area. Take a right at the piano. Go to the top
of the stairs. Put on the gas mask before entering the Great Hall.


The Great Hall
----------------
    40 bullets ... Drawings (floor of the great hall)
    10 bullets ... Suitcase (far side of the great hall)
    40 bullets ... Medical Supplies (far side of the great hall)

This is the huge room past the area with all the cabinets. There's a demon
and lurkers around. The lower part of the room is irradiated. The priority
here is to find any artifacts in the room due to the ongoing damage from the
radiation and the threat of the demon.

Enter the room and go to the left side. Usually the DRAWINGS on the ground
along the left side of the room. Sometimes the DRAWINGS can be found by a
cabinet near the bottom of the stairs.

Quickly cut over to the right side of the room and go up the steps. Go to
the left. Usually the SUITCASE is by the glowing mushroom. Turn around and
climb up by the doorway. Go to the left. Usually the MEDICAL SUPPLIES are
by the corpses. Exit the Great Hall by going through the doorway into the
hallway. Sometimes the MEDICAL SUPPLIES can be found in the hallway instead
of by the corpses.

If you didn't find the suitcase by the glowing mushrooms, heal up and enter
the Great Hall. Go to the down the stairs and circle around the water and
debris blocking the side of the room with the balcony. Sometimes the SUITCASE
can be found near the bottom of the stairs.

Go through the doorway by the wheelchair to enter the Depository.


The Depository
----------------
    30 bullets ... Doll (Depository Lobby)
    25 bullets ... Plate (Depository Lobby)

There's a tape recorder next to a lamp to the right. Avoid the tentacles. Go
down the first set of stairs, but not all the way down to the lobby. Avoid
the tentacles and check the cabinets on each side of the stairs.

There's a Librarian in the lobby that moves between the lobby and the floor
above. The best way to deal with Librarians is by always facing them and
keeping your distance. Even if you get attacked, and haven't been mauled to
death, you can run away and face the Librarian. The Librarian might do a
threat display, but should wander off.

Go down the stairs to the main lobby. Usually the PLATE is on the wall to the
left. Go to the other side of the room. By the windows and in front of the
elevators there's a skeleton sitting in a chair. Usually you can find the
DOLL by the chair.

For now, let's look for the exit. Go through the open door to the hallway.
Go straight down the hallway. Follow the white arrows to the right. Go out
the window into the Alley.


The Alley
-----------
    25 bullets ... Traffic Light (Alley)

Go down the ramp. Look for a doorway on the right. Go through the doorway and
into the hallway. Screw in a lightbulb. Disarm the wire trap. Screw in another
lightbulb. Open the red door on the left to get to the top of the ladder.
Remove the gas mask. Run back to base. Turn in the artifacts, resupply, and
save.

Let's go back to the Depository. Make sure you have about 10 minutes of filter
time and a Medkit or two. Exit the base and go to the left to get to the
ladder. Climb up to the surface and go through the red door to get to the
Alley.

Go to the left and grab the TRAFFIC LIGHT. Turn around and look for the ramp
leading back up into the Depository on the right. Go through the window into
the hallway. Go down the hallway and take a left.


The Depository
----------------
    25 bullets ... Space Lattice Model (Depository)
    10 bullets ... Technical Notes (Depository)
    10 bullets ... Welding Helmet (Depository)
    40 bullets ... Balalaika (Bathroom)

There are two rooms here. One room has mostly cabinets and is usually dark.
The other room has mostly desks and is usually lit. Usually the WELDING MASK
is found in the dark room to the left by some cabinets. Sometimes the SPACE
LATTICE MODEL is found on a desk to the left. Usually the SPACE LATTICE MODEL
is found on the grey desk in the lit room to the left.

Go into the hallway and and follow the arrow, but go to the left instead of
right to the Alley. Go into the room on the right. Usually the TECHNICAL NOTES
are on the larger desk. Go to through the doorway to the right of the smaller
desk.

Go straight to the windows. Sometimes the TECHNICAL NOTES can be found on the
desk with the skeleton in the room on the right. To the left is the way to the
bathroom. Go into the room on the left and go through the hole in the wall to
the hallway outside the bathroom.

Light the lamp just outside the bathroom. Go into the room with the toilets.
There's a Helsing with a bunch of arrows next to the skeletons. Take the
BALALAIKA, the triangle shaped guitar, from the corpse under the hole. You
do get automatically attacked by a Librarian. Go to the right and go
through the hole in the wall to the hallway.

Let's go back to base. Go straight until you see the arrow pointing to the
left. Go left and go out the window. Run down the ramp and into the doorway
on the right. Go down the hallway and go into the room on the left. Climb down
the ladder. Remove the gas mask. Return to base to turn in the artifacts and
save.

Buy two filters this time instead of just one. We want about 15 minutes of
filter time for the last section.

Exit the base and go to the left to get back to the ladder. Climb up the
ladder. Go through the red door. Go through the alley to get back to the
Depository. Go to the end of the hallway and go right.


The Archives
--------------
    25 bullets ... Science Book (Archives)

Return to the bathroom area. Look for the stairs on the right. Go down the
stairs and loot the bodies near the bottom. Go back up about halfway to the
floor below the Depository.

Turn on the lights in the Archives. It's full of the tentacles and lurkers.
Don't fall down any lurker holes. Go to the right and look for a desk. By the
desk you find the SCIENCE BOOK. Go into the central hallway with the tentacles
and go to the right. Loot the desk. Pick up the NIGHTVISION GOGGLES by the
skeleton. Turn around and go to the other side of the room, the right side,
and go to the other end. Disarm the trap before going through the hole in the
wall. Go through the hole in the wall to the Librarian Lair.

Turn to the left and go down the hallway. You can open the gate on the left.
Go to the right and go through the doorway marked by the lightbulb. This goes
to the stairwell. There are gaps in the stairs so be careful on the way down.
Loot all the skeletons. About halfway down you can screw in a lightbulb. Go
all the way to the bottom. Climb up the ladder so you're right in the doorway.


The Librarian Lair
--------------------
    40 bullets ... Terminal (right before Librarian Lair)
    25 bullets ... Mechanical Parts (librarian lair)
    25 bullets ... Audio Speaker (Archives)
   300 bullets ... Secret Subway Map (Archives)

Usually the TERMINAL is right in the doorway. Sneak into the first area of the
lair. Go down and head to the right. Look for a torch by a doorway. Go
through that doorway and climb up the ladder on the right. Screw in a
LIGHTBULB.

If you didn't find the Terminal by the doorway, you want to go into the
hallway instead of up the ladder on the left. Go down the hallway. The
TERMINAL can be found on the wall opposite the LIGHTBULB. Exit the hallway.

Climb up the ladder on the left. Crawl through the vent until you drop down
onto a ledge in another room.

On one side is a single skeleton. The airlock door goes back to the first
area in the lair. One the other side you can screw in a lightbulb and loot
three corpses. By the three corpses there's a ladder. Climb down the ladder.
You fall the rest of the way to the floor below.

    Turn away from the curved pipes to the hallway marked with green
    glowing fungus. Go into the hallway and loot the two skeletons.
    You can screw in a lightbulb at the start of the hallway. Go up
    the stairs. You can screw in a lightbulb at the top of the stairs.
    Open the airlock gate at the top of the stairs. Go to the end of
    the hallway to loot a pair of skeletons. Climb up the ladder to
    open the manhole in the ladder room in the sewer tunnels.

Sneak to the left around the bend. Light the torch. Sneak through the doorway
on the left. Sometimes the MECHANICAL PARTS are to the right by a couple of
skeletons. Go to the left and sneak around the sleeping librarians. Sometimes
the MECHANICAL PARTS are past the sleeping librarians by all the corpses.
Sneak around the librarians, go straight past the doorway, and climb up the
ladder on the right.

    Sneak to the left across the boards. Go through the doorway on the left.
    Loot the corpses.

Go through the doorway near the top of the ladder. Go through the doorway on
the left. Drop down into the room below. Go to the right and sneak around the
sleeping librarian. Look for a doorway on the right. Climb up the ladder. Go
through the doorway to the Archives.

The mission automatically ends when you pick up and turn in the Secret Subway
Map then return to Polis using the gate in the base. If you haven't found all
the other artifacts yet, do not pick up the Secret Subway Map.

The AUDIO SPEAKER can be in either room on the right. The SECRET SUBWAY MAP is
always in the vault room on the left. Go into the room on the gate that has
the open metal gate. The AUDIO SPEAKER is sometimes on top of the bookshelf
to the left behind the desk. The other room on the right has a couch and a
security gate. Sometimes the AUDIO SPEAKER is on top of a filing cabinet on
the left in the corner by the desk.

Once you're sure you've collected all the other artifacts, go into the vault
on the left. The SECRET SUBWAY MAP is on the floor. Picking up the Secret
Subway Map always spawns a Librarian right outside the vault room. Just back
up and stare down the Librarian until it leaves.

    The Artifact achievement pops once you've picked up all 30 artifacts

The exit is through the room on the right across from the vault room. Go
through the security gate and take a right. Go through the metal detector.
Go straight into the stairwell.

    If you fall down into the bottom of the stairwell, there's a ladder
    that you can climb. The ladder can be a bit buggy.

Go up the stairs. Go through the doorway. Go up another set of stairs. Open
the red door to return to the Courtyard Building. Go to the right and go
down the hallway. Go through the doorway on the left. Climb down the ladder
to the sewer tunnels. Remove the gas mask. Return to base. Expect a large
pack of nosalises to attack until the gates open.

    If this is your last run and you have all the artifacts, sell off
    all your ammo and your most expensive gun.

Talk to Shaman one last time to turn in the last of the artifacts. You should
end with over 1,000 bullets!

To end the level and get the Kshatriya achievement, return to Polis by going
through the door by the merchant tables after turning in the Secret Subway
Map.



  ____       _____
|\\    \    /     |
| \\    \  /      |     MLL-DLC1.3 SNIPER TEAM
|  \\    \/       |         Faction: Red Line
|   |\      |     |         Location: Surface
|   | \    /|     |         Infiltrate a Reich-owned base
|___|  \__/ |_____|___________________________________________________________

     _____________________________________________________________
    |                                                             |
    |  Another raid against the Nazis... I have to clear out a    |
    |  Nazi outpost and infiltrate the Chernaya Station. One of   |
    |  our scouts is coming with me this time, but he has a       |
    |  mission of his won, so we'll be working separately most    |
    |  of the time.                                               |
    |_____________________________________________________________|

    !Saboteur - Complete the SNIPER TEAM level
    !Sniper - Kill 10 enemies with headshots using your sniper rifle

You start with a sniper rifle with 30 rounds of ammo, a Lolife modified as
a silenced carbine with 90 rounds of ammo, 10 minutes of filter time, and
a Medkit.

Go up the stairs to the room overlooking the station.

Shoot the guard on the the opposite rooftop. Kill the guard in the tower on
the left, then the other guard in the tower on the right. There's three groups
of enemies on the ground. There's one pair on the left with one enemy by the
barrel and the other one patrols back and forth on the broken catwalk. Look for
a lone enemy on the left by the more distant barrel. There's a second pair of
enemies on the right by the nearest barrel. You can quickly shoot both of them,
or wait for the pair to split up.

Go to the right and use the zipline to get over to the building. Wait for the
two enemies to finish their conversation. Sneak up behind each enemy and use
the [V] key to kill them. Loot each body for a filter. You can also get a
filter from the safe by the second enemy.

Look out the window to the right of the safe. Snipe the armored soldier in
the building. Snipe the three soldiers on the ground. Sniping the soldier in
the guard tower raises an alarm.

Go through the red door. Go down the stairs. Drop down and get the filter and
Medkits by the corpse. Drop down again to the bottom of the stairs.

Go into the next room and turn off the generator. Go outside. Turn to the right
and go down the stairs. Go down to the catwalks. There are three enemies. One
is walking around. The other two are talking by a campfire. Kill all three.
There's a ramp that goes down to a corpse with a filter.

There are two ladders marked by lights on the wall. One ladder is by a corner
and the other ladder is along one of the walls. Go up the ladder near the
corner to an area where you sniped a couple soldiers earlier. Go to the left
and go inside the building. Disarm the trap. Get the filter and ammo from the
supply case. Exit the building

Go to the wall and heads towards the building. The break in the wall leads
to a yard where you can climb up a ladder into the building. Instead, let's
keep going and go through the window on the left. Extinguish the lights. Open
the green door.


First floor
-------------
Across the hall there's a gas mask and filter. Go back to the hallway and move
away from the sandbags. One room has a soldier and a filter. The other room is
empty. Go to the campfire. There should be one soldier off to the left. Kill
him. Ignore the green door opposite the campfire for now. Go into the hallway
with the lamp on a shelf. Turn off the lamp. The room on the right is empty.
The room on the right has two enemies to kill. Exit the room and go into the
room that has the red light over the door. Kill the armored soldier. There's
a filter and revolver ammo on the cabinets to the right. Climb up the ladder.


Second floor
--------------
Open the green door and go into the hallway. The other green door is locked.
Kill the solider in the room on the right. Let the two soldiers in the other
room finish talking then sneak in and kill them. There's some ammo on the
box. Exit the room. Go through the doorway and kill the two armored soldiers.
Turn off the generator. The green door opposite the generator goes to the
stairwell.

Go into the other hallway. The room with the piano is empty. The other room
has two soldiers. Wait for the two soldiers to complete their conversation.
One soldier walks into the room with the piano. The other soldier unlocks the
metal gate of the storage room. You can grab a filter and gas mask from a safe
in the storage room. Go into the room with the target board. There's a Medkit
by the lamp and you can get a couple of throwing knives from the target board.

Let's go up the stairs to the next floor.


Third floor
------------
Look for the body of the soldier we sniped when we were standing next to the
safe. Disarm the wire trap in the other hallway. The last room on the right
has a skeleton under the slab with a filter. Use the slab to get up on the
roof.


The Roof
----------
Head to the left. There's a bridge that leads to a guard post overlooking the
square that leads to the entrance. There are three guard towers. The third one
is way off to the right. The soldiers in the right and center guard tower
turn their backs to the guard tower on the left. Snipe the left guard tower
when the other two guards have their backs turned, then snipe the other two
guard towers.

The fires mark the positions of the soldiers on the ground. There is also an
officer that comes out of the station and walks around. You want to kill the
officer first. Wait until the officer is talking with another soldier. Snipe
both. There's a soldier standing by the fire to the right. There are two
soldiers that start out talking near the center guard tower. Wait until they
separate before sniping them. There are also two soldiers near the base of the
right guard tower. If the officer speaks to them, they start carrying boxes.
Wait until both soldiers are walking away. Snipe the soldier that walks behind
the other soldier.

Zipline down to the square. Climb down the ladder to the ground. The entrance
to the station is to the left and behind the center guard tower. Go down the
stairs and open the airlock door to end the level.

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



  ____       _____
|\\    \    /     |
| \\    \  /      |     METRO: LAST LIGHT
|  \\    \/       |     Tower Pack
|   |\      |     |
|   | \    /|     | MLL-DLC2
|___|  \__/ |_____|___________________________________________________________

     _________________________________________________________________
    |                                                                 |
    |  Prepare yourself for the challenge of The Tower -- the Metro's |
    |  virtual combat simulator. Online leaderboards honour the most  |
    |  skilled Rangers.                                               |
    |_________________________________________________________________|

    !Test Complete - Complete the TOWER level
    !Willpower - Complete at least one HUGE mission

Sit in the seat and put on the goggles.


Mission 1: Humans
------------------

Available weapons: Kalash, Revolver, Ashot (stock + forend, extended barrel)

The Kalash is a must with the Revolver as a good backup weapon.

The Human Arena is divided into three levels: the upper catwalk, the middle
level, and the flooded lower level. At one end of the middle level is the
scoreboard with the current wave and countdown clock. Enemies initially spawn
from the two openings below the scoreboard.

The AI enemies will seek out the closest spawn portals and attempt to unlock
the portals. A siren sounds when an AI enemy is trying to unlock  gate. The
first portals are at each end of the upper catwalk. The next set of portals
are on each side of the middle level. There's a portal below the scoreboard
and two more portals on the lower level in the back.

There's one ammo station on the bridge on the middle level. A second ammo
station is on the lowest level on the left side when faving the scoreboard.

Waves: 2
    Front ammo station (20 bullets)
    Rear ammo station (25 bullets)

All waves spawn from underneath the scoreboard. The first wave can be
defended from either the middle bridge by the ammo station or either
end of the upper catwalk. Try to prevent the AI enemies from opening
any additional spawn portals during the initial wave.

Try starting Wave 1 on the right side of the middle bridge right next to
the ammo station. Crouch down behind the metal plates for cover.

Move over to the left side of the middle bridge for the second attack of
Wave 1. This way you can cover the the upper left gate and the front gate
in front of the scoreboard.

The second wave has a higher spawn rate and the AI enemies will concentrate
on opening portals. The AI enemies that spawn from the portals are armed
with Shamblers. Simply fall back to the rear by the second ammo station.
If you stay near the front, the AI with Shamblers can quickly overwhelm
you. The barrels provide the best cover.


Mission 2: Nosalises
----------------------

Available Weapons: add Bastard with stock and heat sink
                   add Duplet with four barrels

The nosalis arena has two levels.  You start on a balcony facing the nosalis
spawn area. There's ammo to the left. Another ammo station is in the very back
of the arena. The one near the spawn starts unlocked. You can use it three
times. After the second wave, you can unlock the rear ammo station by spending
30 bullets.

Normal
Darkness - partially lit arena
Huge - additional wave

Waves: 4
    Front ammo station (25 bullets)
    Rear ammo station (30 bullets)

    The first wave is simply nosalises. Try to pick them off from range or
    use a shotgun when they get in close.

    During the second wave nosalises will try to break through the gate.
    When you see or hear the sirens going off, use a grenade to kill the
    nosalises trying to break down the gate.

    Wave 3 introduces the sonic nosalises. No need to defend the gate
    during the third wave. You probably won't be able to hold the
    balcony so don't hesitate to drop back as needed. The sonic nosalises
    are always found on the pillars and could be below you if you're
    on the balcony.

    Radioactive nosalises show up int he second half of wave 3. Radioactive
    nosalises that have a green aura. These are tougher nosalises that can
    take more damage and do more damage than normal nosalises.

    Wave 4 is similar to Wave 3. You have nosalises, sonic nosalises, and
    radioactive nosalises. Nosalises try to break down the gate. It's
    pretty much suicide to try to defend the gate. Fall back to the very
    back of the arena. There's a little bit of cover available on the right
    side. It's probably better to run around at this point.

    The Huge level has Wave 5. Wave 5 is pretty much a repeat of Wave 4.


Mission 3: Nosalises
----------------------

Available Weapons: add Lolife with stock+forend, extended barrel, extended
                        magazine, IR scope
                   add Valve with flash suppressor
                   Add Kalash 2012 with reflex sight

The second nosalis arena has two levels. Nosalises spawn from a flooded area.
There are gates on each side of the flooded area.

The unlocked ammo station is on the lower level in the little tunnel under the
balcony. Next to that ammo station is an AI Squad Station that can be unlocked
for 10 bullets.

The front balcony has an Ammo Station, and two AI Squad Stations.

In the back of the arena there's an Ammo Station and a AI Heavy Squad Station.

Normal
Horde - more enemies per wave
Huge Zone - additional wave

Waves: 4
    Lower ammo station (unlocked, 25 bullets)
    Lower AI unit (10 bullets)
    Left Balcony AI unit left (20 bullets)
    Right Balcony AI unit (20 bullets)
    Balcony ammo station (30 bullets)
    Rear ammo station (35 bullets)
    Rear AI Unit (40 bullets)

    Wave 1 is normal nosalises with some radioactive nosalises showing up
    about two-thirds of the way through the wave. Use the Valve or other
    medium to long distance weapon to kill the nosalises as they make their
    way through the flooded area.

    Try to purchase the AI squads between rounds. Reload and buy ammo as
    needed.

    Wave 2 has gate spawns. Nosalises will try to break through both gates.
    Use a grenade to kill them all. Nosalises, radioactive nosalises, and
    sonic nosalises spawn from the flooded area. Try to snipe the center
    spawns as much as possible.

    Wave 3 starts out with sonic nosalises, but then is quickly followed
    by gate spawns, normal nosalises, and radioactive nosalises.

    Wave 4 is similar to Wave 3 but with a higher spawn rate. Sonic
    nosalises can be a problem in the latter half of the wave.

    Wave 5 (Huge only) has about the same spawn rate as Wave 4, but appears
    to be a bit shorter.


Mission 4: Humans
-------------------

Available weapons: add Shambler with extended barrel, laser sight
                   add  Hellbreath with IR scope, extended battery
                   add Preved with extended magazine, flash suppressor
                   add VSV with IR scope, laser sight

The arena consists of a central platform surrounded by a raised walkway and a
trench. You start in the central platform facing the scoreboard and spawn
point. The unlocked ammo station is behind and to the right.

There are six Spawn Gates around the lower trench and three along the upper
walkway. The enemies will try to open the gates on either side of the initial
spawn point, work around the trench, then try to open the spawn gates on the
upper levels. Heavily armored soldiers with Shamblers spawn from the gate
portals.

Normal
Horde - more enemies per wave
Huge Zone - additional wave

Waves: 4
    Central ammo station (unlocked, 20 bullets)
    Central AI Squad (15 bullets)
    Lower Rear AI Squad (30 bullets)
    Upper AI Sniper Squad (35 bullets)
    Upper Ammo Station (40 bullets)

Using cover is the key to surviving this mission.

Wave 1 starts with you on the central platform. Go to the left and take
cover behind the concrete barrier. You can easily kill the AI enemies as
they step out of the two spawn points under the scoreboard. The unlocked
ammo station is behind on the right and there's an AI squad available. The
AI enemies will try to open the portals to the left and right. Check those
two areas when you hear a siren.

Wave 2 is the same as Wave 1 but with a higher spawn rate. You may or may not
be able to hold the platform for the entire wave. You can use grenades to try
to control the spawn. When you have enough bullets. unlocking the rear AI
squad can help. If the AI enemies become too much, retreat to the upper level.
The best position is by the corner pillars so you can see the scoreboard and
try to prevent the AI enemies from opening the nearest spawn gates.

Wave 3 introduces snipers. The snipers can do tremendous damage so avoid them
at all costs. The snipers are easily spotted by their green laser sights and
green Nightvision goggles. Purchasing the AI Sniper Squad can help. You are
most likely going to be driven to the upper level. Stay in the area above the
scoreboard. There's plenty of cover and the upper level ammo station is nearby.
The AI enemy will probably have succeeded in opening some of the gates, so
look out for the heavily armored enemies with Shamblers.

Wave 4 is the same as Wave 3, but with a higher spawn rate. Defending the
upper area over/behind the scoreboard is doable.

Wave 5 (Huge) is pretty much a repeat of Wave 4, but may be shorter than
Wave 4.



Mission 5: Unknown
-------------------------------------------

Available weapons: add Saiga with extended magazine
                   add RPK with extended magazine

The final arena is a large semicircle connected to a wide hallway. Nosalises
spawn along the curved part of the semicircle. There are also three gates
along the curve. There is one ammo station on the left of the semicircle
and another ammo station in the back of the hallway. The hallway is heavily
mined. Two AI Squad stations are to the left and right.

A Gatling is available on the right. Pick up the Gatling at the start.

Waves: 3
    Free Gatling gun
    Front ammo station (unlocked, 50 bullets)
    Left AI Squad (35 bullets)
    Right AI Squad (35 bullets)
    Rear ammo station (50 bullets)

Wave 1 is pretty simple. It's just nosalises. Stand off to one side on the
lowest level and kill nosalises. There is a break during the first wave that
can be used to reload the Gatling. We want to save the claymores for Wave 3.

Buy one of the AI units (35 bullets each) after the first wave.

Take position in the center of the platform with the ammo station and try to
stay in front of the claymores. If you unlocked one of the AI units, try to
stay a little bit closer to the AI squad side to draw the nosalises to you.
Having both AI Squads survive until the second half of Wave 3 is a huge help.

Wave 2 starts with nosalises attacking the center gate. Use grenades to kill
the gate spawn. The AI can take care of any other nosalises that spawn. The
last half of the wave involves nosalises attacking all three gates with some
additional spawns.

Buy the other AI unit after the second wave.

Again, stand in the center of the platform with the ammo station in front of
the claymores.

Wave 3 begins with one attack at each gate plus additional spawn. Use grenades
on the gates and kill any nosalises that get by the AI units.

The next attack involves librarians at each gate plus gate nosalises and the
normal nosalis spawns. Again, use grenades on the gates. Librarians breaking
through the gates complicates things immensely.

The final attack is similar to the second attack, but with a much higher spawn
rate. Just do what you can until the librarians break through the gates. Fall
back to the hallway and kill as much as you can to survive. Run around as
needed. The test concludes automatically after a set period of time.



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



  ____       _____
|\\    \    /     |
| \\    \  /      |     METRO: LAST LIGHT
|  \\    \/       |     Developer Pack
|   |\      |     |
|   | \    /|     | MLL-DLC3.1 Spider Lair
|___|  \__/ |_____|___________________________________________________________

     __________________________________________________________________
    |                                                                  |
    |  During the years that passed after the war we, stalkers, left   |
    |  no stone unturned in the accessible regions of the city in our  |
    |  our search for resources. That's why the news of the D6, a      |
    |  colossal secret bunker found recently in a pristine state had   |
    |  such an impact. All the Metro is dreaming of secret military    |
    |  facilities not marked on any maps now. I wish I could visit a   |
    |  place like this! Though, I have no idea where to start looking  |
    |  for one...                                                      |
    |__________________________________________________________________|

    !Through the Fire - Complete the SPIDER LAIR level
    !Arachnophobia - Kill 20 spiders with your flame thrower


The Nest
----------
You have only your lighter and journal. Follow the path through the nest. Go
down the stairs.

    !REDUX      Light the torch on the floor.

Go to the left. Check the bodies for filters and ammo. Go into the room on the
right. Turn on the lamp. Loot the bodies. Look for a loose filter on the ground
behind the console. Exit the room.

Loot a filter and ammo from the backpack. Go to the right and get 2 Medkits
from a skeleton. Turn around and go past the top of the stairs for another
filter and more ammo.

Go down the stairs. Follow the path into a room. Turn on the lamp. The light
kills one of the spiders. Grab the Medkit from the box on the ground. Check
all the bodies for supplies. Grab the ammo from the desk. Open the airlock
door.

Go to the left and look in the corner for some shotgun ammo. There's a Medkit
by the hole in the wall. Go to the right. Go into the tunnel. Turn on the lamp.
Loot the bodies. The next handcart has some fuel and a Medkit. The tunnel is
blocked off. Go into the little room on the right for a filter and fuel.


The Spiderbugs
----------------
Crawl up the boards into the world's most disgusting duct. Crawl through the
duct. Jump into the passage on the left.

Hold down SHIFT and run to escape the spiderbugs. You end up getting knocked
into some water. There's no use in re-entering the water. Go up the tunnel and
you automatically loot the FLASHLIGHT and TRENCH KNIFE from the corpse. Tap [E]
to kill the spiderbug. Open the airlock door.

Get ready to kill some spiderbugs. Go into the next room on the left and light
the lamp. The skeleton in the doorway has a filter and a shotgun shell. To the
left is FUEL. The skeleton by the door has ammo. Go through the doorway to the
right of the skeleton.

Go to the right and grab the GAS MASK from the skeleton. Continue to the right
for a skeleton with a filter and shotgun ammo. Go back and go through the
doorway. Take the ASHOT (extended barrel, stock+forend, laser sight). You
automatically enter the next room.

    The Ashot can kill a spiderbug after its armored shell is burnt
    away so the top of the spiderbug turns black. You can also kill
    a spiderbug with the Ashot when a spiderbug starts to convulse.

Grab the ammo by the skeleton by the lockers. Light the lamp on the desk. Grab
the two fuel cans. The skeleton by the desk also has a gas mask. Crank up the
flashlight. Use the electrical panel on the left side of the doorway to turn on
the generator and the lights. This should kill all the spiderbugs in the next
room. Watch out for any spiderbugs that crawl through the window.

Enter the room and grab the fuel near the metal gate. Go through the metal
gate. Use the lever switch on the wall to open the airlock gate.


The Empty Silos
-----------------
Put on the gas mask. Hop down into the lower chamber: the bottom of a missile
silo. Kill the spiderbugs. Loot the skeleton in the corner for a filter and
ammo. Loot the skeleton on top of the broken pipe for some ammo and an
incendiary grenade. Go into the tunnel on the right. Disarm the trap in the
tunnel if the spiderbugs haven't already set off the trap. Loot the filter and
ammo from the skeleton on the left. Grab the incendiary grenade by the small
box on the right. Climb up the ladder.

Spiderbugs hatch on both sides at the top of the ladder. Kill both and go
around to the skeleton with the blue glowstick. At the other end of the short
tunnel is a blue gas canister. You can shoot the blue gas canister to spread
flames across the tunnel.

Go into the next level of the missile silo. To the right is skeleton with
ammo. To the left is a skeleton with a filter, a Medkit, and ammo. Keep going
to the left and go into the dark tunnel. Pick up the two red fuel canisters on
the floor. Go into the doorway on the left. You find the FLAMETHROWER.

    The Flamethrower is a pneumatic weapon. Hold [R] and use LMB
    to pressurize the flamethrower. Try to burn webs away with the
    lighter before using the flamethrower to burn away the more
    soldier web masses.

Exit the room. Turn to the left and burn away the webs. Loot the skeleton on
the right for some ammo. Enter the elevator. Use the lever switch in the
elevator to ascend. Spiderbugs rush the elevator once the doors open. Just sit
back and use the flamethrower on the spiderbugs. None of the skeletons seem
to have anything. Climb up the ladder.

    You can use the flamethrower to burn away any white mass, but
    it's better to burn away only what is necessary.

One body has a fuel can. Another body has supplies. Go around and enter the
the tunnel that's behind the elevator shaft. Check the bodies in the tunnel
for supplies.


The Missile Silos
-------------------
Enter the silo with a missile. Go to the left. Burn a mass of webbing on the
ground to uncover a skeleton with a filter and ammo. Turn around and go up the
ramp. Ignore the white mass at the bottom of the ramp. Burn the next white
mass to uncover a skeleton with supplies. Spiderbugs attack when you get near
the egg cases. Continue to the top of the ramp.

Go into the tunnel. Disarm the trap in the doorway on the left. Grab the two
fuel cans. Loot the skeleton for ammo and an incendiary grenade. Burn away the
white mass on the floor to uncover a box with filter and ammo. There's a Medkit
in the red wall box next to the doorway. Exit the room and use the lever switch
on the wall to lower a drawbridge leading to a missile silo.

Enter the silo. A lot of spiderbugs attack. Kill them with the flashlight
and flamethrower. Go to the left. Enter the passage on the left. Burn away the
white masses. Loot the skeleton by the handcart for ammo. Grab the fuel cans
by the blue glowstick. Loot the skeleton by the blue glowstick. Look for a
blocked doorway on the left. Burn through the white masses to gain access to
the room.

Burn away the white masses in the room. There are multiple bodies in the room
to loot. Exit the room and go to the right. Go right at the handcart. Open the
airlock door.

Look under the stairs for a fuel can, a filter, and some ammo. Go into the
room on the left side of the stairs. Don't trigger the bomb on the desk. Check
the lockers for fuel and filters. There's also a fuel can on top of the
lockers. Exit the room.

Go up the stairs. Tap [E] to kill the spiderbug. Go to the top of the stairs.
Burn away the white mass to the left and loot the skeleton for ammo.


Level 3
---------
Go through the doorway at the top of the stairs. Go to the right and go into
the room. There's a gas mask and filter in the wall box right next to the
doorway. Next to that box is a red wall box with a Medkit. Grab the
fuel cans. Check the lockers for supplies. Behind the lockers is a skeleton
with a filter and supplies. Exit the room and go past the top of the stairs.
At the other end of the tunnel there's a skeleton with a filter and ammo.

Opposite the top of the stairs there's drawbridge. Use the switch on the left
to activate it. Use the flamethrower to burn away the webbing that's holding
the drawbridge in place. Enter the missile silo and go to the left. Climb up
the ladder.


Level 4
---------
You can kill some spiderbugs with the flamethrower here. Move so you're at
the inner edge of the drawbridge. Use the flamethrower on the spiderbugs
that crawl past on the walls.

Go around to the skeleton and grab the red fuel canister. Go to the blocked
tunnel. Burn away the white masses with the flamethrower. Go into the room on
the right. Disarm the trap in the doorway. There's an incendiary grenade and
gas mask to the right by the boxes. Grab the fuel can on the floor and the
fuel can on top of the grey electrical boxes. Check the skeleton. Exit the
room and go to the right. Go through the doorway to the stairwell. Go up the
stairs to level 5.


Level 5
---------
Go into the room at the top of the stairs. Crouch down to get into the room.
Grab the fuel can on the left by the server rack. The skeleton on the right
by the wall has ammo. Turn around and check the skeleton underneath the
cabinet in the doorway for a filter and ammo. Look behind the console with
the skeleton on top of the console for some ammo and a filter. Look to the
right for another fuel can by the console. Exit the room. Open the airlock
door at the top of the stairs.

Burn away the white masses in the tunnel. Gather the ammo, filters, and
Medkits. Go into the missile silo. We're almost at the top. Go to the right
and grab the filter from the skeleton. Keep going to the right. Grab the
incendiary grenade from the skeleton. Burn away the white mass to uncover a
ladder. Climb up the ladder to level 6.


Level 6
---------
Grab the fuel canister. There are incendiary grenades in the supply case. Go
through the doorway. Go to the right. There's a gas mask and filter in the wall
box. The supply box on the ground has filters and ammo. Turn around and go to
the other end of the hallway. Another gas mask and filter can be found in a
wall box. Open the airlock door.

Expect a lot of spiderbugs. There's a trap in the doorway on the left. The trap
may get triggered by spiderbugs. Go through the doorway. There's a fuel can
by the machinery on the right. Another fuel can is by a hole in the wall to
the left. Go through the doorway next to the long window. There's a filter
in the red wall box. Burn away the white mass on the left to uncover a corpse
with a filter and gas mask. Go to the right and use the electrical panel on
the wall to turn on the generator. Exit the area by going through the airlock
door into the hallway.

Directly across from the airlock door is a drawbridge. Use the switch on the
right to activate the drawbridge and open the doorway on the left. Spiderbugs
attack. Go through the doorway on the let to the control room. Find the console
with the blue glowstick. Behind the console are a couple of incendiary
grenades. Burn the white mass on the wall to uncover a gas mask and ammo.

Use the lever switch on the console. This calls an elevator. Fight off the
spiderbugs. You should get the !Arachnophobia achievement. When you're done
killing spiderbugs exit the control room and get in the elevator to end the
level.

And then the surface mutants come...



  ____       _____
|\\    \    /     |
| \\    \  /      |     METRO: LAST LIGHT
|  \\    \/       |     Developer Pack
|   |\      |     |
|   | \    /|     | MLL-DLC3.2 Developer Pack
|___|  \__/ |_____|___________________________________________________________

     _________________________________________________________________
    |                                                                 |
    |  Experience Metro in a whole new way with the Developer Pack!   |
    |  Visit the Shooting Range to test every weapon, and complete    |
    |  challenges. Explore the Museum, and study the Metro's mutants  |
    |  and characters in maximum detail. Then pit man against beast   |
    |  in the AI Arena.                                               |
    |_________________________________________________________________|

    !Specialist - Complete the SHOOTING RANGE and ARENA
    !Developer - Spend 3 hours on the DEVELOPER level

SHOOTING RANGE
----------------
Targets: small ,medium, large
Dummy: unarmored, armored
Destroy 25 targets in 6.0 seconds

Weapons are on the left. Ammo is on the right. The light switch by the door
controls the light in the booth. The light switch by the ammo box controls
the lights in the shooting range.

Always get ammo from the ammo box and charge up any weapons that require
charging. Make sure all weapons are fully loaded before starting.
Save between challenges once you get past Challenge 5 and especially when
you get to Challenge 8, 9, and 10.

Challenge #01: Kalash
Challenge #02: Kalash
Challenge #03: Kalash
Challenge #04: Kalash
Challenge #05: Kalash
Challenge #06: Kalash
Challenge #07: Hellbreath with 4x scope and extended battery
Challenge #08: Hellbreath with Reflex scope and extended battery
Challenge #09: Hellbreath with IR scope and extended battery x3
Challenge #10: Hellbreath with IR scope and extended battery x3

Recommended weapon:
1) Hellbreath with extended battery and scope

The first 4 Challenges are easy and can be completed with a Kalash
Challenges 5 and 6 are a bit tricker and a 2x scope can help
Challenge 7 is mostly small targets. A Hellbreath with 4x scope makes it easy.

Challenge 8 has fewer targets so getting headshots on the dummies is key.

Challenges 9 and 10 have undead instead of targets or dummies.

For Challenges 9 and 10 you want 3 duplicate weapons with IR scopes. Use the
light switch to turn off the lights in the firing booth. Switch weapons as
soon as you start to reload. Aim towards the back and ignore the targets on
the sides. The targets in the back tend to move around less than the closer
targets so are easier to hit.


ARENA
-------
Challenge 1: 20 kills, Soldiers
Challenge 2: 25 kills, Soldiers (add  snipers)
Challenge 3: 30 kills, Soldiers (add shotguns and incendiary grenades)
Challenge 4: 35 kills, Soldiers (add hand grenades) and a pair of watchmen
Challenge 5: 40 kills, Soldiers (add armored) and a pair of watchmen
Challenge 6: 45 kills, Soldiers, nosalis
Challenge 7: 50 kills, Soldiers, pair of nosalises
Challenge 8: 55 kills, Soldiers, Male Shrimp
Challenge 9: 60 kills, Male Shrimp, Nosalis, undead soldiers

Challenge 10: 65 kills, Undead soldiers, Male Shrimp, two watchmen, and
    two nosalises

Recommended weapons:
1) Hellbreath with extended battery
2) Duplet with four barrels, ergonomic grip, and stock
3) RPK with extended magazine

A fully charged Hellbreath can kill armored enemies with one shot. It also
takes less time to charge a Hellbreath compared to the Tikhar. The Hellbreath
also has a larger magazine size and higher ammo capacity than both sniper
rifles.

The Duplet with four barrels has the raw power to kill mutants with one shot.
It reloads a bit faster than the other shotguns. The Saiga seems a bit
underpowered and the Abzats can easily burn through all your shotgun ammo
unintentionally.

The RPK is a good backup weapon with a huge magazine capacity.

Male Shrimp are the main problem with Challenges 8, 9, and 10. It takes a lot
of ammo to kill a Male Shrimp. An incendiary grenade, two claymores, two
hand grenades, or 1 or 2 point blank shots with a four barrel Duplet are the
easiest ways to kill a Male Shrimp, but this only allows you to kill maybe a
dozen per challenge. You still have to contend with nosalises and armored
humans.

You can get the Male Shrimp stuck in some walls. You want to be in the covered
hallway that runs around the perimeter of the arena. You want to be pressed up
against the wall that's closest to the arena facing a doorway and with line of
sight on one of the corners. You should be able to see the scoreboard and
challenge board on the blue side, or just the scoreboard from the red side.
It's the third doorway from the corner on the side with the stairs and the
fourth doorway from the corner on the side opposite the stairs.

The disadvantage is that you'll primarily be killing mutants as the undead
soldiers won't attack your position unless they see you. Sometimes the Male
Shrimp can push you out of position. You can also glitch through the ceiling
and end up in the observation booth if you're on the stairs side.

There is a way to get additional supplies during a challenge. Go through the
fourth doorway from the corner on the red side that's on the stairs side. This
is the doorway that's closest to the stairs. If you face the stairs and look up
you can loot supplies from the supply box that's up in the observation booth
through the wall/ceiling.

Challenge 10 is actually easier than Challenge 9 because there are more mutants
to kill which means the challenge gets completed faster. The undead are a bit
more aggressive on this level so expect to kill mutants and heavily armored
undead for the entire challenge.

Combine the wall glitch to neutralize the Male Shrimp and grab ammo through the
wall by the stairs to complete the final two challenges fairly easily.

If you don't want to glitch or grab extra supplies, then I would say just keep
changing position. Concentrate on the watchmen and nosalises since they are
easier to kill than the undead or male shrimp. Hide and regen health as much
as possible to conserve the 5 Medkits you get. Use the shotgun on the mutants
and the Hellbreath or an assault rifle on the undead. The Gatling might be a
better weapon than the RPK if you plan on fighting it out, but it has the
disadvantage of slowing you down when you have the Gatling equipped.



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



  ____       _____
|\\    \    /     |
| \\    \  /      |     METRO: LAST LIGHT
|  \\    \/       |     Chronicles Pack
|   |\      |     |
|   | \    /|     | MLL-DLC4.1 Pavel
|___|  \__/ |_____|___________________________________________________________

     ____________________________________________________________________
    |                                                                    |
    |  My luck's been exceptionally rotten lately... I managed to get    |
    |  captured by the Nazis, fail to recruit a Ranger into our ranks    |
    |  and then almost get killed by the same ranger -- all in a row...  |
    |  I did carry out my mission in Venice, but got caught again...     |
    |  Am i growing old, or what? I wonder, where am I now and how long  |
    |  is it going to take to get to the Red Line...                     |
    |____________________________________________________________________|

    !Heads Up! - Complete the Pavel level
    !Safe Cracker - Open 8 safe boxes on the PAVEL level


The Generator Room
---------------------
Press [E] to escape.

Grab the flashlight and battery charger from the red wall box. Turn around and
go up the steps behind the pole. Turn around and use the charger on the panel
to open the gate. Go into the small room with the couch, Grab the revolver
ammo from the box by the couch. Exit the room and go up the steps by the red
wall box. Use the charger on the panel to open the gate. Go through the gate.
Go up the hallway. Open the airlock door.


The Bandit Base
-----------------

    !KEY #1
    !SAFE #1
Grab the trench knife from the table. Knock out/kill the man. Pick up his
Ashot (stock+forend, extended barrel). Grab the shotgun ammo from the cup on
the table by the lockers. Go right down the hallway. Pick up the KEY from the
table on the left. Turn around and go back to the table where you picked up
the trench knife. Unlock the SAFE in the wall to the right of the table to get
+10 BULLETS, a throwing knife, revolver ammo, and steel bearing ammo. Go back
to the table where you got the key. Use the fuse box on the right to shut off
the lights. Open the airlock door on the right.

Turn off the lamp on the table. Wait for the man to walk away. Go through
the doorway and stay on the right. Sneak along the wall. Grab the assault
rifle ammo from the cabinet on the right. Sneak all the way to the corner.
Sneak up onto the junk. Turn off the lamp. Go through the hole in the wall.

    !KEY #2
Knock out/kill the man walking by the bunk beds. Take his Duplet with stock.
Turn around and get some shotgun shells and a throwing knife from the box
on the right. Sneak down to the far end of the room and get the KEY from the
box between the bookshelves. Turn around and go through the doorway.

Open the long case on one of the shelves for some shotgun ammo. Look to the
left. There are two men playing Russian Roulette. The two men take a break.
Sneak into the room and use the revolver to load ammo into the revolver. Sneak
back into the small room and wait. One man gets killed and the other man runs
off. Sneak into the room and take the Revolver with silencer. Get the revolver
ammo from the box on the right. Use the fuse box on the left to turn off the
lights.

Go into the room on the right. Knock out/kill the man in the room (Duplet with
stock and laser sight). Get the 2 Medkits from the box on the desk.

Go through the doorway next to the fuse box. Go to the left. Grab the +1 BULLET
from the bookshelf on the left. Knock out/kill the man in the corner (Duplet
with stock).

    !SAFE #2
Turn around and go back to the two men playing a card game. Sneak to the corner
on the right. Blow out the headlamp in the box on the right and the candle on
the blue barrels. Turn around and sneak around so you're behind the man dealing
the cards. As soon as the other man walks away, sneak up behind the dealer
(Duplet with stock) and knock out/kill him. Turn off the lamp and knock out or
kill the second man (Duplet with stock). Unlock the SAFE for +15 BULLETS and
revolver ammo. Turn around and open the green door to the right of the crate.

Check the lockers in the corner. One of them is full of ammo. Take the clothes
from another locker. This gives you the watch, journal, and lighter. Use the
fuse box to turn off the lights. Hide or knock out/kill the man that checks
the fuse box. Sneak into the next room. Check the stalls. One of them has
revolver ammo. Go through the doorway by the sinks into a laundry room.

Knock out/kill the man in the laundry room (Ashot with stock+forend and
silencer). There's a drunk man in one of the shower stalls. You can take
the bottle and drink a toast. You can knock out/kill the drunk man (Ashot
with stock+forend and extended barrel). Grab the Medkit by the sink. Crawl
through the window over the sink into the next room.

Grab the incendiary grenade from the wood pile near the stove. Open the green
door on the left. Grab the Tikhar. Get the +5 BULLETS from the top section of
the refrigerator. Loot the box on the table to right for steel bearing and
revolver ammo.

Sneak over to the left side of the room. Look through the window. Wait for the
man in the other room to have his back turned. Knock out/kill the man by the
stove (Duplet with stock). I had to snipe the man in the other room using the
Tikhar because he turned and noticed something in the kitchen. Crawl through
the window into a eating area.

Look to the left and grab the assault rifle ammo from the shelf. The man has
an Ashot with stock+forend and extended barrel. Open the green door.


The Shooting Range
--------------------
Go to the right and sneak past the doorway. Sneak into the side tunnel on the
left side of the shooting range. Knock out/kill the man in the tunnel (Duplet
with stock and silencer). Open the airlock door at the end of the tunnel.

Turn off the lamp. There's an armored guard walking in the lit hallway.
Carefully position yourself in the doorway so you can see the guard's shadow.
When the shadow starts to disappear because the guard is walking away, quickly
enter the lit hallway and silently knock out/kill the man on the left, then
knock out/kill the walking guard. The walking guard has +6 BULLETS, ammo, and
a Shambler. The guy who was just standing around was carrying a Bastard with
stock.

    There's an electrical panel by the guy that was just standing around.
    You can use the electrical panel to open the gates back to the Bandit
    Base.

    !KEY #3
Go back to the shooting range. Sneak into the shooting range and immediately
go to the right. Hug the wall and sneak behind the boxes. Grab the KEY. Wait
for a bandit to block the light. When this happens, sneak through the solid
shadow and hide behind the boxes close to the door. Wait for the armored guy
to press the red switch on the wall and walk away. Sneak through the doorway
into the next room.

Use the sparking electrical panel on the wall to shut off power to the
shooting range by removing a throwing knife. Wait for the men to calm down
and go back to their routine. Make sure you don't see a light shining on the
stairs.

Sneak back into the shooting range and go up the stairs to the catwalk. Knock
out/kill the guy walking around (Kalash) when he's to the right. Sneak and
knock out/kill the other man on the catwalk (Kalash with laser sight).

    !KEY #4
Go into the small observation room overlooking the shooting range. Knock out
or kill the armored guard. He's carrying +3 BULLETS, some ammo, and a Kalash
with IR sight and laser sight. Use the lever switch on the wall to unlock the
gate on the opposite side of the catwalks. Grab the KEY from the red wall box.

    !SAFE #3
Exit the control booth and go to the other end of the catwalk. Turn off the
lamp. Go up the steps and through the gate. There's a Revolver with 2x sight
and extended barrel on the table. Unlock the SAFE for +30 BULLETS and steel
bearing ammo.

Open the airlock door. Disarm the trap at the bottom of the stairs. Take the
hand grenade from the trap. Let's skip crawling down the radioactive pipe for
now. Let's knock out/kill the rest of the enemies in the shooting range.

Go to the top of the stairs. Wait for the armored bandit to check the target.
Go down the stairs and go to the right. Sneak along the wall and knock out or
kill the bandit when his back is turned (Bastard with stock and heat sink).
Wait for the armored bandit to reset the target. As soon as the shooter moves,
sneak back to the entrance of the shooting range. Wait for the shooter to
move again, then knock out/kill the bandit standing by the entrance (Ashot
with stock+forend and extended barrel). Sneak up and knock out/kill the shooter
(Four-barreled Duplet with stock). Finally, sneak around and knock out/kill
the armored bandit. The armored guard drops a
Shambler with extended barrel and is carrying +3 BULLETS, 2 grenades, and
ammo.

    !SAFE #4
Unlock the SAFE under the stairs. Inside is +5 BULLETS, an incendiary grenade,
and shotgun ammo.



The Tunnels
-------------
Go back to the room with the electrical panel to the right of the targets. Go
through the door and open the airlock door. Go down the steps. The metal gate
is locked. Go into the tunnel on the right. There's one pipe on the left and
two pipes on the right.

    The pipe on the left is full of poisonous air. It leads to a room
    where you can grab a throwing knife. Immediately turn around, exit
    the pipe, and run up the steps to breathe in clean air and recover.

    The first pipe on the right with the barrel is a dead end.

The second pipe on the right is also full of poisonous air. Go straight through
the pipe and recover in the small chamber. Turn off any lights that you may be
using and crawl through the next pipe.

Go to the right to the barrel fire. The locker is trapped with a Duplet with
stock and silencer. Go to the end of tunnel and open the gate. This gives you
access to the room with the stairs leading back up to the Shooting Range.

Turn around and go down the pipe with the torches. Disarm the trap that's just
beyond the barrels. There are two enemies here. One walks around and lights a
couple more torches. Sneak into the next chamber and kill both enemies. One
has a Duplet and the other one has a Shambler. The small box on the barrel has
shotgun ammo and +5 BULLETS. Find the stairs. Turn off any lights you may be
using. Open the airlock door at the top of the stairs to enter the Fishing
Village.


The Fishing Village
---------------------
There are two enemies across from the door. The one that's straight ahead is
not a problem. Wait for the enemy to the left to walk away. Sneak to the left.
Be ready to knock out/kill an enemy on the left (Bastard). Blow out the candle.

Go to the left. There's one guy by a campfire and another guy that walks
between the campfire and an area to the right. Wait for the men to walk away.
Knock out/kill the man by the campfire (Bastard with stock). Go to the right
and knock out/kill the man to the right (Ashot with stock+forend, reflex
sight, and extended barrel). Quickly blow out the blue lamp.

    !KEY #5
Go into the shack. The KEY is hanging off the handle of a pot on the bookshelf.

Sneak into the next room. There's a Kalash by the window. Look through the
window and ring the bell on the fishing pole. This attracts a bandit that was
sitting in a lit shack (Shambler). Turn around and exit the shacks. Go to the
right and knock out/kill the bandit while he's inspecting the fishing pole.
Blow out the candle. Grab the steel bearing ammo. In the box by the fishing
pole there's a box with a grenade, a throwing knife, and some ammo.

Turn around and blow out the lamp in the shack on the right. Inside that
shack there's a Tikhar with IR scope. Exit that shack and go into the shack
under the stairs. Go to the right. A small box has shotgun ammo and assault
rifle ammo. Exit the shack and go up the stairs.

    !SAFE #5
Turn to the right and cross the short bridge. Blow out the candle on the desk.
Take the +5 BULLETS from the small container on the left corner of the desk.
Go around the corner of the desk. Cross the wooden bridge to the shack. Blow
out the candle. Inside the shack is a SAFE with +30 BULLETS. Go back to the
bottom of the stairs.

Move up to the bridge that goes to the right. Blow out the candle.

    On the left are some wooden platforms that lead up to a radioactive
    pipe. The pipe leads back to the upper level of the Shooting Range,
    but the door is boobytrapped and locked from this side.

Cross the bridge. Go into the shack on the right. Knock out/kill the
bandit inside the shack (Kalash). Blow out the candle. Use the switch to
turn off the generator and the lights. Exit the shack and go to the left.
Cross the bridge and go to the left.

Look for the stairs going down into the radioactive canal. Use the stones to
cross the canal. Move into the latrine pit until the Geiger counter stops
ticking. Use a Medkit to heal. There's a man in the latrine pit with you
talking to another bandit. Wait for the bandits to stop talking and for one
bandit to walk away. Knock out/kill the bandit in the pit. Craw out of the pit
hide in the corner. Wait for the other bandit to walk around the latrines.
Knock him out/kill him (Kalash).

Go around the latrines and look to the left. Knock out/kill the bandit when
he's standing at the edge of the canal (VSV). There's a bandit to the right
that keeps peeking out of a window with a flashlight. Wait for the flashlight
to disappear, then sneak in front of the window to the entrance of the shack.
Sneak into the shack and knock him out/kill him (Kalash). There's a Medkit
on one of the upper shelves of the bookcase. Exit the shack and go to the left.

    !KEY #6
Sneak into the first shack on the right. Grab the KEY from the table. Blow out
the candle.

Be careful when exiting the shack. There's a bandit that might be walking
towards the shack with a flashlight. When it's clear, exit the shack and back
up. You may need to hide by the latrines if the bandit is walking towards you.
Wait until you see the bandit walk into the second shack on the right. Sneak
into that shack and knock/out kill the bandit (Kalash).

Turn around and look out the doorway of the shack. Sneak up to the tape
player and turn it off. Quickly move back to the shack. One of the bandits
comes over to investigate. Sneak up and knock out/kill him (Kalash).

Sneak around to the right side of the column. Look to the left. We want to
sneak into the entrance of the shack. Wait for the bandit to stand up. Quickly
sneak over and go into the shack. Knock out/kill the bandit (Kalash). There's
a box with +5 BULLETS and a grenade.

    !SAFE #6
Exit the shack. Cross the bridge and knock out/kill the bandit sitting in the
chair (VSV with silencer, IR sight, and laser sight). Unlock the SAFE to loot
+30 BULLETS. Cross the bridge.

Open the airlock door marked by the green light.


Flooded Area
--------------

    !KEY #7
Go down the stairs. Loot the red wall box for a KEY, +15 BULLETS, revolver
ammo, and a Medkit. Go up the stairs. Go into the room with the flooded lower
level.

    Get down into the flooded area via the stairs or the hole in the
    walkway. Go through the open door at the bottom of the stairs.
    The red box on the wall to the right has some ammo.

    !SAFE #7
Go to the doorway near the top of the stairs and disarm the trap. You can take
the grenade. Go to the right and use the electrical panel on the wall. This
open the gate to the left. Go into that room and loot the SAFE in the corner
for +5 BULLETS, a couple of incendiary grenades, and shotgun ammo. Exit the
room. Don't panic if the gate closes while you're in the room. Just wait and
the gate should open again and remain open. Go through the airlock door at
the end of the hallway.


The Docks
-----------

    !KEY #8
Go to the left and grab the KEY from the railing.

Go into the large room where the bandit Boss is having an EPIC and hilarious
meltdown about Kisly getting killed.

We want to knock out/kill all the bandits that are walking around before the
stationary bandits.

Wait for the nearest bandit to crouch down. Sneak into the water behind the
nearest bandit. Turn to the left. Grab the throwing knife. Sneak straight ahead
to the end of the dock. Don't pause or one of the bandits will notice you. Turn
to the left and get onto dry land. Turn to the left. Get ready to knock out or
kill the bandit when he gets on the left side of the ramp (incendiary grenade,
Kalash with laser sight).

Sneak back down into the water. Sneak behind the bandit standing on the next
dock. Pause here. You should see two bandits walking back and forth on the
next dock with one more bandit walking along the wall. Wait until you can see
all three bandits: the closest bandit will have his back turned, the bandit to
the right will be facing you, and the bandit by the wall will also be facing
you. Wait until the three bandits turn away. Sneak under the next dock and
sneak up the ramp to the wall. Quickly knock out/kill the bandit along the
wall.

There is one more bandit walking along one of the walls by the far corner. Stay
by the ramp until he walks away. Sneak along the wall to the corner, turn to
the right, and knock out/kill the bandit when he's behind the wooden barrier.

Wait for the Boss to finish his rant. The easiest thing to do is to kill the
crouching bandit with a throwing knife when the armored bandit doesn't have
line of sight. Wait for the armored bandit to stand at the end of the dock with
his back turned. Kill him with a throwing knife in the back. Recover the
throwing knives. The armored bandit has +6 BULLETS.

Sneak back to the ramp by the other armored bandit that's walking around. Wait
until he's looking at the lightbulb, then use a throwing knife to the back to
kill him. Sneak into the water and loot the armored bandit (+6 BULLETS).

This leaves three bandits: the bandit near the center and two bandits on
another dock. One bandit is looking at the second bandit and the other bandit
is looking at the wall. Since jumping onto docks can be a bit tricky, just use
throwing knives or a silent weapon to kill the bandit looking at the other
bandit, the bandit looking at the wall, and finally the bandit near the center.
The ares is clear. Run around and loot.

Get onto the dock that has the lightbulb at one end. Go to the end of the dock
closest to the lightbulb and go to the left. Take a right at the barrel with
candle. Open the metal gate. Just around the corner is a SAFE. Unlock the safe
and loot the +5 BULLETS and incendiary grenade

    !> Safe Cracker <

Go down to the end of the hallway. Go right through the doorway. Go left to
the stairs. Go to the top of the stairs. Open the green door to enter the club.


The Club
----------

You're backstage. You can play the instruments (balalaika, drums, piano,
accordion, and guitar).

You can buy a drink at the bar for 5 bullets. Why do the Metro bartenders
drink out of the bottle before pouring? Enjoy the little show on the bar.

You can overhear a couple of bandits talking about Bourbon.

There's an Ammo Exchange kiosk for no real reason.

You can buy some time in the peepshow for 10 bullets.

You can get your fortune told at the fortune teller for 5 bullets.

You can buy the scam peepshow for 2 bullets.

You can give a bullet to the beggar just outside the subway platform. Turns
out the beggar is really your contact, Yanek.

Get into the railcar to end the mission.



  ____       _____
|\\    \    /     |
| \\    \  /      |     METRO: LAST LIGHT
|  \\    \/       |     Chronicles Pack
|   |\      |     |
|   | \    /|     | MLL-DLC4.2 Khan
|___|  \__/ |_____|___________________________________________________________

     __________________________________________________________________
    |                                                                  |
    |  It never ends, this stuff... You complete a mission and give    |
    |  the base a radio hail on your way back to let them know you're  |
    |  coming, they send you on another milk run. Sometimes I wish     |
    |  radio was never invented... Anyway, this time it seems like     |
    |  fun -- I've got to stop a Hansa train captured by the Reds.     |
    |  It's been quite some time since I had stuff to blow up, so      |
    |  never mind if I do!                                             |
    |__________________________________________________________________|

    !No Way Out - Complete the Khan level
    !Hunting - Kill 20 nosalises on the KHAN level


Part 1: Uhlman
----------------
You start out as Secret Agent Uhlman with a Shambler with an extended
barrel and IR sight plus a Kalash with 2x scope and laser sight.

Go to the left. Crawl under the subway car. Continue down the tracks. You
meet up with Khan. Follow Khan to the airlock. Check the body on the right
for some shotgun ammo. Use the electrical panel on the left to open the
airlock. Follow Khan through the gate.

Follow Khan to the subway car. On the right is a skeleton. Open the metal
gate on the left. Use the lighter [M]. There's a small box on the ground
with Medkits. Exit the room. Follow Khan into the subway cars.

Almost all the skeletons are empty. In the second subway car there is a
skeleton on the right with a Medkit and a shotgun shell. Keep following Khan.
Then, the subway train gets really creepy. Keep moving through the train.
Khan finds you. Stop for the anomaly. Jump out of the train. Follow Khan to
the right into a tunnel.

Follow Khan down the chute. There's a Medkit on the left. Charge up the
flashlight. Crawl into the vent on the right. Just push through the smaller
vent until you get to the taller vent. Open wide for some spiders! Then, the
rats come. Light Khan's torch and stay right behind Khan. Khan pushes you
out of the vent.

Follow Khan and do not try any of the doors. Khan's torch keeps the rats away.
Khan uses oil from a barrel to create a barrier. Turn around and go through
the door on the right. Go to the right and get the shotgun ammo and Medkit
from the skeleton. Go back to the door and go down the left hallway. Open the
red door on the right. Kill the nosalis. Use the electrical panel on the wall.
Exit the room. Watch out for the nosalis on the left. Go back to the main
tunnel.

Open the door on the other side of the tunnel. Go to the end of the hallway.
Go through the green door. Use the electrical panel on the wall. Kill the
nosalis that "sneaks" up behind you. Look behind the boxes on the right side
of the panel for a small box with shotgun ammo and a Medkit. Exit the room.
Kill the nosalises in the hallway. Rejoin Khan. Stay still until the anomaly
leaves. Watch all the rats fly up into the air. Follow Khan to the left.

Follow Khan up the stairs, through the door, and into the subway tunnel leading
to Polyanka Station. Simply follow behind Khan as there's nothing to find in
the subway tunnel. Move towards the two men sitting at the campfire.


Part 2: Khan
--------------
You have a Kalash and a Bigun revolver shotgun plus some Medkits.

Nosalises attack. Just kill as many as you can. Follow the two others after
the attack is over. Go through the gate. Go up the steps to the subway
platform. Move up to the metal divider on the right. Take the Claymore. Move
past the metal divider to trigger a nosalis ambush. The other man pulls the
nosalis off you. Unfortunately, the nosalis kills him. You can take his
Shambler with IR sight and extended barrel. One of the nosalis corpses has
some arrows.

Nosalises enter the station in waves. The nosalises can be avoided by sneaking
around the station and waiting for a group of nosalises to run past. Loot the
body under the light near the center of the station. Go to the left to head
to the storage area. One of the human corpses has an incendiary grenade and
one of the nosalis corpses has more arrows. Hop down onto the tracks and go
past the partition. There are Claymore mines on the desk to the right. A locker
on the left has a Helsing. Grab the bomb from the table. Turn around and return
to the platform.

The south gate is jammed open allowing the nosalises to enter the station.
Go through the gate and place the bomb in the middle of the tire. Turn around
and quickly run back into the station.

Injured by the blast, Khan closes an airlock gate in the tunnels to save
himself from the nosalises, but condemning two of his companions to death.
Level over.



  ____       _____
|\\    \    /     |
| \\    \  /      |     METRO: LAST LIGHT
|  \\    \/       |     Chronicles Pack
|   |\      |     |
|   | \    /|     | MLL-DLC4.2 Anna
|___|  \__/ |_____|___________________________________________________________

     ____________________________________________________________________
    |                                                                    |
    |  And here we are... The Exhibition. Close to your home station...  |
    |  You know, I barely escaped those missiles -- I was searching      |
    |  for Hunter until the very last moment. My father didn't know,     |
    |  of course.                                                        |
    |____________________________________________________________________|

    !The Sunset of Hope - Complete the ANNA level
    !Eagle Eye - Kill more Watchmen than Artyom does

Anna's level is the easiest and most straightforward of the DLC levels

    You start with a Preved sniper rifle (4x sight, extended magazine, flash
    suppressor) and VSV (reflex sight, silencer), 5 throwing knives,
    5 Claymores, 1 Medkit

Use [E] to climb up to the sniper's nest. Walk out to the end and take
position.


The Watchmen
--------------
Look down and to the left to find Artyom. Follow him as he moves to the right.

    The first three watchmen come from the right.
    Three watchmen attack from the center.
    Three more from the center.
    Three from the left ridge.
    The final three jump down from the center.

Snipe the watchmen that attack. To get the Eagle Eye achievement, simply kill
more watchmen than AI Artyom, at least 8 watchmen.


The Dark One
-------------
You automatically start climbing. Press [E] to jump over the gap. Turn to the
right. Look for a blue aura. Take aim and fire. Look to the left and fire at
the Dark One again. Look to the right and you finally hit it.


The Nazis
-----------
Go to the left. Wait for the Nazis to appear. Snipe the two Nazi snipers on the
overpass. Snipe the 5 Nazis on the ground. Look up and to the left. Use the
zipline to get down to the ground.

Right in front of your landing position there's a skeleton with a filter and
ammo. If you sneak around, you can initiate combat with the next group of
enemies. Go to the right and get in the back of the van. Another couple filters
and some sniper ammo is inside the van. Exit the van and continue around to
the right. Another group of armored Nazis will show up. You The
armored Nazis just drop weapons and no supplies.

    Facing the overpass, and going along the left side, leads to a corpse
    with a supply box with a filter and ammo.

    In the back right corner is a supply case with filters, a couple of
    Medkits, and ammo.

    From the back right corner move up until you see an ATM machine.
    Turn to the left for another supply box with filters and ammo.

    Near the front right corner there's a supply box with filters and ammo
    at the rear of a delivery truck.

    From the delivery truck go towards the overpass. There's a supply box
    with filters and ammo by a van.

In the front right corner, facing the overpass, there's a path to the right.
Go about halfway down the path. Crouch down and go to the left for a couple
of filters. Go into the little clearing with the lit headlamp. Go to the
left and grab the filters and ammo from the ground by the skeleton. Follow
the headlamp beam to a skeleton and another supply case.

Go to the right and look for an ice cream freezer. Hide here. Wait for two
enemies to walk past. Sneak around the ice cream freezer and go straight
across as far as possible and look for the left path. Turn right onto the
path and now stay on the left. Watch out for the armored Nazi and the Nazi
officer near the end. Just stay as far left as possible.

You should sneak up a small hill where you can see another hill on the other
side of a dip in the ground. Sneak over to the other hill where you spot
Artyom, but we already know what happens. Level over.



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



  ____       _____
|\\    \    /     |
| \\    \  /      |     LEGAL STUFF
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|___________________________________________________________

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E-Mail Address: nyiaor AT yahoo DOT com

Copyright:
(c)  Copyright 2013-2014 Matthew Y Brown.

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