____       _____
|\\    \    /     |
| \\    \  /      |     METRO: LAST LIGHT
|  \\    \/       |     FAQ/WALKTHROUGH
|   |\      |     |     version 0.98
|   | \    /|     |     May 28, 3013
|___|  \__/ |_____|___________________________________________________________

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-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



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

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 01: Sparta / SPARTA
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-01
|___|  \__/ |_____|___________________________________________________________

    2 Lights
    2 Instruments
    5 Moral Points

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

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.

    !MUSICIAN
You can wait for the two men in the hallway to finish their conversation for
a MORAL POINT. Go through the doors into the next hallway. Play the BALALAIKA
by the checkers players for a MORAL POINT. Make your way to the Armory.

Get kitted out with a gas mask, a couple of filters, medkits, and your pay
of +160 MG AMMO. 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

    > Rabbit < complete the training sequence at the firing range

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.

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.

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.

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. Follow Anna out of the
briefing room.

Pick up --<NOTE #01>-- from the chair on the right before getting into the
elevator. Follow Anna onto the train.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 02: A Train to the Past / ASHES
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-02
|___|  \__/ |_____|___________________________________________________________

    3 Moral Points

Enjoy your train ride with Anna. Walk the entire length of the subway cars for
a MORAL POINT. Follow Anna and open the gate. Go up the stairs. Check the
headless skeleton by the door for +5 MG AMMO. Open the door and go into the
tunnel. Meet up with Anna to the right and follow her down the tunnel.

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

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 MG AMMO, a filter, and some ammo.

    > Not a Rabbit < Don't get hit by the watchmen
Drop down from the ledge. You get attacked by watchmen in three waves. The
first wave comes from the edge on the right. 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
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-03
|___|  \__/ |_____|___________________________________________________________

    Trench Knife
    Throwing Knife
    Revolver with silencer
    Bastard SMG

    1 Moral Point

    > Shadow Ranger < Do not kill any human enemies

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. 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 MG AMMO from
the guard.  Use the lever to lower the ladder. Climb up to the next level.

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

Grab the throwing knives. Unscrew the lightbulb.

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 MG AMMO. Unscrew the lightbulb. Sneak up the ladder. Loot
the guard that Pavel kills for a throwing knife and +1 MG AMMO. Push the button
and hide behind the box. Pavel kills the enemy. Loot the body for +2 MG AMMO.
Go into the airlock and use the switch.

Pavel tosses you a silenced revolver. You can shoot out the three lights in
the airlock to work toward the TESLA achievement. Follow him into the tunnel.
Unscrew the lightbulb. Let Pavel kill the first enemy with a throwing knife.
Loot +4 MG AMMO 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 MG AMMO. Unscrew the lightbulb on the wall. Grab the medkits from
the red wall box. Sneak around behind the enemy that's sitting down. You can
extinguish the lamp. Sneak across to the other side and unscrew the lightbulb.
take out the last two guards. There's a desk lamp you can toggle. You can break
the light over the flag.

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

If you want to work toward the TESLA achievement, shoot out the 9 lit lights.

Use the lever by the gate to open it.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 04: Reich / REICH
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-04
|___|  \__/ |_____|___________________________________________________________

    1 Moral Point

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

Go to the top of the escalator and listen to the speech. You get a MORAL POINT
for learning about the Reich's war plans. Follow Pavel through the crowd. Hold
down CTRL to sprint after him. Use [SPACE] to jump, then [CTRL] to continue
sprinting. Squeeze underneath the gate. Pavel helps you onto the railcar.

    > Clean Escape < Escape from the Nazis


  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 05: Escape / SEPARATION
|  \\    \/       |
|   |\      |     |
|   | \    /|     |  MLL-05
|___|  \__/ |_____|___________________________________________________________

    Bastard SMG
    Ashot with stock + forend
    Revolver with silencer and reflex sight
    Lolife with reflex sight
    Ashot with a reflex sight
    Bastard with silencer
    Bastard with reflex sight

    1 Moral Point

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

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 MG AMMO
from the small box. 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 MG AMMO. Sneak back
toward the pipe and approach the open gate on the right. Turn off the spinning
light.

Go through the gate and go the left. Climb up the boxes and unscrew the
lightbulb. Wait and take out the enemy that walks by the gate. Extinguish the
lamp on the ground. One enemy patrols on the ground and another patrols on
the catwalk. Don't let the enemy on the catwalk see you take out the enemy
on the ground. Unscrew the lightbulb.

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.

Loot the guy in the chair for a shotgun and +2 MG AMMO. There's also a silenced
revolver with scope on the couch and some ammo in the box on the table. The guy
by the stove has +2 MG AMMO. Check in the back by the toilet for an Ashot
pistol with a reflex sight. There's the overhead light and two lightbulbs in
the back room.

Sneak up the stairs. There's one enemy wandering around inside and the one on
patrol on the catwalk. The enemy inside is carrying a Bastard with a silencer.
The guy out on the catwalk has a Bastard with a reflex sight and +3 MG AMMO.
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.

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

Go back downstairs to the back room with the two enemies. Sneak out and KO
the enemy sitting in the chair to the right. There's a lever on the wall you
can use to shut the gate. There's a lamp on one of the shelves. You can shoot
out two lights by the gate, two lights inside the upper level, and two lights
on the rear catwalk (TESLA 17/50).

Go up the stairs and go through the door. There's an enemy here that
surrenders to you. Deal with him however you want. He carries +10 MG AMMO.
The box has some Steel Bearing Ammo and medkits. Blow out the lamp.

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

Go into the generator room. On the other side of the work light is a small
box on the floor with +5 MG AMMO inside. Shoot out the work light (TESLA 18).
You get a MORAL POINT for crawling into the vent that's across from the work
light. Crawl through the tunnel to the end of the level.

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


  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 06: A Friend / FACILITY
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-06
|___|  \__/ |_____|___________________________________________________________

    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

    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. Watch the
enemies beat up a guy for a MORAL POINT. Go around the corner and extinguish
the lamp on the stairs. Sneak down to the corner and hide behind the boxes.
You get a MORAL POINT for finding out about the guard's stash.

    > A Present < Take the custom pistol from the locked box

Follow the hoarder back to the lockers. Wait for him to open his locker and
get 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 other enemy. There's a throwing knife
in the target board. Blow out the lamp. Sneak up the stairs to the upper level.
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 both enemies.

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. 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 MG AMMO and a grenade.

    !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 28/50). Go to the upper level and switch on the
four lights before shooting them (TESLA 32/50). I'm not sure if the light
behind the grate counts. There is one more light over the door by the lockers
(TESLA 33/50).

Go back into the hallway with the bathroom and follow the red arrow through
the doorway. Open the greenish door to the freezer. This enemy surrenders.
You can take a Bastard with IR scope and silencer that's next to him. Shoot
out the two lights in the room (TESLA 35/50). Go down to the other end of the
room and crawl through the hole in the wall.


Garden and Generators
-----------------------
You get a MORAL POINT for entering the garden room. There's a red wall box
with +5 MG AMMO, medkits, and shotgun ammo. There's a locker to the left with
a silenced Bastard with a stock and ammo.

Enter the large generator room. Do not go to the left and switch off the
lights. This just makes everyone turn on their headlamps. Go up the steps and
cross to the other side of the room. Take out the enemy and blow out the lamp.
Go to the right and wait by the corner. Knock out the enemy that sits down in
the chair. Blow out the lamp. Get the +10 MG AMMO 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 43/50).


Water Wheel Room
------------------
Go through the open doorway and go down the stairs and open the door into the
next room. Go to the left into the air shaft for a MORAL POINT. Turn off the
gas lamp. There's a box with +5 MG AMMO, some steal bearing ammo, and other
supplies. Exit the shaft and go down the stairs. Use a silenced weapon to
shoot out the wall light by the stairs. 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 notice you. Check the lockers for a TIKHAR with a reflex
sight. Move into the corner and unscrew the lightbulb in the hole, but don't
go into the hole yet as you might get spotted.

Move into the big room and go to the left and hide behind the pillar. Listen
to the men talking 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. 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.

Sneak back to the bottom of the stairs and go down the hole. Wade through the
tunnel and take the first left. There's a teddy bear with some ammo. Exit the
side tunnel and go to the left and take out the guard. Turn around and go right
to the ladder and go up. Turn around and knock out the guy sitting on the
tires.

Go to the left and take out the patroller when he's by the lamp. Blow out the
lamp. Go into the small room on the left. Loot the box on the work table. Exit
the small room by going right. Sneak across the room and go up the stairs onto
the walkway. Sneak down to the next set of stairs. Listen to the two men on the
left to learn about mutant babies. Take out the enemy at the bottom of the
stairs. Sneak across the room and take out the other guy that goes into the
small room to sharpen his knife.

Exit the small room and drop down the hole. Unscrew the lightbulb. Take a right
and get the +10 MG AMMO from the box on top of the blue barrel. Take a left in
the tunnels and find the other ladder. Climb up and knock out the enemy
crouched by the fuse box. Turn off the lights. Take out the guard that's
walking nearby. Unscrew the lightbulb on the wall.

Go up the narrow stairs to the right of the closed gate. There is an enemy out
on the walkway or inside the room. Duck into the room on the right. Unscrew
the lightbulb and loot the safe for +15 MG AMMO.

Sneak across to the other side of the room and go up the stairs by the lockers.
Take out the enemy at the top of the stairs.

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

Go ahead and break the light in the room (TESLA 44). There are five overhead
lights (TESLA 49) and one light in the small side room with the generator
and work table (TESLA 50). There's the light over the gate opened with the
switch.

Go through the gate you opened. Drop down through the broken railing and get
a MORAL POINT. Use [E] to cut the tripwire to the TRAP. Climb up the ladder
and go out the doorway to crawl into tunnel. Quickly take out the two enemies
and go to the left side of Pavel to cut him free. Follow Pavel.

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


  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 07: Through the Darkness / TORCHLIGHT
|  \\    \/       |
|   |\      |     |
|   | \    /|     |  MLL-07
|___|  \__/ |_____|___________________________________________________________

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

    2 Moral Points

Follow Pavel down the tunnel. Go past a couple of enemy flags. There's a body
on the left with Ashot with stock + forend and reflex sight and backpack on
the right with some ammo. A little further down 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. Help Pavel lift the grate. Drop down
into the tunnel.

Follow Pavel. 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 a the red wall box. There's a
Revolver with stock and IR sight by one of the bodies. Get on the elevator
with Pavel.

    > Tortoise < Make 10 spiders flip belly-up

Charge up your flashlight. Burn the spiderbugs that attach themselves to the
elevator and then shoot them off. If you don't, the screen goes gray and you
get an IMMORAL POINT. Pavel explains how to deal with the spiderbugs. Exit
the elevator and Pavel gets attacked. Shine your flashlight on it 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 spiderbug. Go around
the barrels on the right to find some ammo on a box.

Go through the door and loot the footlocker on the right. Follow Pavel down
the tunnel. Jump down. 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. Watch out for
another pair of spiderbugs. There's some medkits you can grab on the right.
Turn off the headlamp. Get on top of the subway car.

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

Watch out for another spiderbug. Indian Jones across the next gap. Six more
spiderbugs attack. Loot the ammo off the corpse at the end of the tunnel.

Follow Pavel into the hallway. Keep an eye open for spiderbugs attacking from
the side or behind. There's a room on the right with shotgun ammo. There's an
empty room on the right just beyond a skeleton. Pavel sends you off in search
of the fuse box. Go right and get the +5 MG AMMO from the skeletal remains by
the doorway. Go through the doorway. Take a right at the door. Look for an
alcove on the left.

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

Just outside the room on the left is a skeleton with some medkits and another
with ammo. Follow the hallway and you'll make a left and see a small room
straight ahead. Go into the small room, light the lamp, and loot the ammo.
Exit the room and continue along the hallway. Go through the creepy tire nest
room. The fuse box is on the right by the generator. There's a red wall box at
the end of the tunnel. Hop through the gap on the left or go through the
nearby door to return to Pavel.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 08: A Path Through the Light / ECHOES
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-08
|___|  \__/ |_____|___________________________________________________________

    Incendiary grenades
    Revolver with stock + forend and extended barrel
    Duplet with stock
    Ashot with reflex scope

    6 Moral Points

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

Grab ammo from the case. There's a lamp you can light. More supplies can be
found on the table by the door. Grab the gas mask and the filter from the
footlocker. Put on the gas mask and head outside.

Turn around and look for the bathroom to the left of the top of the stairs.
There's a partial filter you can loot from somebody's remains. Follow Pavel
down the airplane wreckage. Turn around and look for a small concrete pipe on
the right. Crawl through the pipe to a small room for a MORAL POINT. You
can pick up a Revolver with stock + forend and extended barrel. Exit the
pipe.

Don't fall into the pit. Head left toward the tail section of the plane for
a MORAL POINT and a filter. Follow Pavel into the ruins. Swap out your broken
gas mask for a better one from the corpse, along with a filter and a couple of
INCENDIARY GRENADES. Look for a blood trail on the right. Go into the room for
a MORAL POINT and a filter. Catch up with Pavel.

Go into the hallway on the right and follow it to a small room. You get a
MORAL POINT for discovering the room. Pick up the Duplet shotgun from the
table. There's an Ashot with reflex sight on the crate and supplies in the
small box on the table. Return to Pavel and head up the steps to go back
outside.

    > Mouse < Complete the Echoes level undetected by the watchmen

Stay behind Pavel to avoid the Watchmen pack and a MORAL POINT.

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. 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. You get a MORAL POINT for following Pavel toward the
cockpit of the plane. Take the first left to get to the other side of the
plane.

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

Turn around and help Pavel. Go to the right. Check bodies for ammo and one
more filter. Exit the plane. Fight off the demon. Go inside the building on
the left for a filter and an ammo box with +5 MG AMMO. Go into the building
on the right. There's a skeleton with ammo at the bottom of the stairs. Go up
the stairs for a supply footlocker with another filter and more ammo.

Go outside and catch up with Pavel. A pack of of watchmen attack. Fight them
off. There's a filter on a car on the left. Go 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
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-09
|___|  \__/ |_____|___________________________________________________________

    12 Moral Points
     4 Instruments

Take off your gas mask. Follow Pavlov to enter Theater Station. There's a
distraught woman because she's two centimeters too short. Listen to the
conversation at the caravan about permits for a MORAL POINT. Go past the
luggage racks. There's a pair sitting on the bench to the right. Listen to
them for a MORAL POINT.

    !MUSICIAN
There's a BALALAIKA leaning against a bench you can play.

Meet up with Pavel. Listen to the men talking in the guarded train car. Go
through the curtain.

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

A drunk passes out by the pig pens. 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.

Listen to the two men talking by the bar for a MORAL POINT. They offer you
a drink, but you just stand around mute. The pair at the table by barrels also
have a conversation. Stop by the kitchen. Opposite the kitchen you can listen
to the two people on the bunk beds.

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

Listen to the group of people on the right for a MORAL POINT. Watch the really
long shadow-play for a MORAL POINT. Listen to the pair of women sitting on the
bench for a MORAL POINT. Go into the market area. There are a couple of men
by the first bench in the market. Check out the leather goods merchant on the
left.

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

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

    > 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.

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.

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

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.

    > Patron of the Arts < Watch the entire Theater Show

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.
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.



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

    1 Moral Point

    > 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. 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
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-11
|___|  \__/ |_____|___________________________________________________________

    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

    6 Moral Points

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

You get your gear, or maybe it's just some gear, from the table. Open the
box on the table for +5 MG Ammo 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. Exit the room.

Stay on the right and climb up on the table. Open the box for +2 MG AMMO.
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.

Go to the stairs. Hug the wall on the right and jump up onto the broken
staircase. Go into the room at the top for +20 MG Ammo and a Lowlife with a
reflex sight and extended barrel. Sneak down to the bottom of the stairs.
There's one enemy. Let him make his report for a MORAL POINT. Knock him out
and take his +1 MG AMMO and ammo. Search the lockers. One has a Kalash and
another has a filter.

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.


The Heavy Machine Shop
-------------------------
Open the door. 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 MG AMMO). There's a narrow ammo box by the blue tanks.

Sneak across the room to the right and take out the enemy by the front of the
vehicle (+2 MG AMMO). 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 MG AMMO. 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. 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 MG AMMO. Sneak over to the left wall. Stalk the two enemies
that walk toward the workbench. The one carrying the box has +1 MG AMMO. On
the way back go to the left and blow out the lamp by the generator. There's
+7 MG AMMO 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.
Subdue the sitting guard. There's a small box on the shelf with +2 MG AMMO.
Return to the large room.

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
neutralize the man sitting next to the table and loot him for +1 MG AMMO.
Ignore the fuse box as the lights are already off. Sneak over to the vehicle
and punch out the guard and get his +2 MG AMMO. Go down by the barrels and
there's a long box on the left with some steel bearing ammo.

Take out the man standing by the barrel fire (+1 MG AMMO). Go to the left and
take out the guard facing the gate. Go to the right and take out the last
guard (+1 MG AMMO). 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 Tunnel
------------
Crawl through the air duct. Unscrew the lightbulb. There are three enemies.
It is pretty simple to take out all three. 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. Go ahead and open the door to enter the
barracks.


The Barracks
---------------
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.
You can grab a Revolver with a Silencer and 2x Scope on a shelf next to the
lamp.

In the next room there's one guy exercising and one on patrol. You can only
attack the exerciser when he lets go of the bar. You may need to sneak back to
the barrel fire and go down the steps on the left into a the short hallway
to find the patroller.

    !MUSICIAN
To the left is room with a PIANO. There is one enemy sitting by the piano and
another enemy that walks between the stove and the campfire in the next room
by the gate. 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 #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.

Go to the gate room and use the switch to open the gate. Go to the mini crane
on the right. Going through the door under the green light is a one-way trip.
Go through the door.


The Processing Center
-----------------------
Grab the filter. Go into the large room. Sneak to the right and shut off some
of the lights. Continue along the wall, grab the filter, and go down into the
tiny room with the pipes. Loot a filter and +6 MG AMMO from the supply box. Go
back and sneak down into the tiny workshop and take out the enemy. Loot his
filter. There's another filter and +5 MG AMMO in the box on the table.

Go back the light switch and sneak around to the pillar. Climb up the ladder
onto the catwalk. There's a filter and a throwing knife in a box. Go left and
cross the room by following the pipes. Go to the left for a Tikhar with IR
scope and steel bearing ammo at the end of the walkway. Go down the ladder
when there's no one standing by the crate..

Take out the enemy on the right when he's by the generator (+1 MG AMMO).
Another enemy is behind the boxes by the gate. Go back to the ladder and look
for an opening in the floor. Drop down into the tunnel. Look for a case in the
tunnels with +15 MG AMMO. Continue through the tunnels, loot the filter from a
case on the ground, and keep going until you find the exit ladder. Immediately
take out the enemy standing near the top of the ladder.

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 MG AMMO). 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. At some point you should get a MORAL
POINT for letting the enemies complete the service check.

Sneak back to the tanks and go through either 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.

Loot the gas mask and pick up --<NOTE #16>-- from the table.

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
---------------
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 MG AMMO) and check the box on the desk.

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

Go to the right and loot the red box for +5 MG AMMO. Continue to the right
and hug the wall. Climb up the wooden ladder. At the top of the ladder you
crouch down and open a case on top of the shelves for a Revolver with IR
sight and extended barrel and some ammo. 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 MG AMMO and other supplies.

Go back and sneak down the ladder. There's an enemy standing in the corner.
Turn around. There are two guards walking on patrol. Wait for a good moment
to take out the nearest one (+2 MG AMMO) . Sneak across the room and get behind
the other one by the shelves. Sneak along the left wall. There's a gun case
with a Kalash with reflex sight and laser pointer.

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.
Next to the Kalash is a small box with ammo and +5 MG AMMO. Climb down the
ladder and sneak along the left wall and knock out the guard. Turn to the
right and face the map. An enemy should walk into that corner. Sneak up on him
and silence him. Blow out the lamp. Open the boxes to get +1 MG AMMO.

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 get him. Look in
the red wall locker for supplies. There is one enemy patrolling along the wall
on the left with the lit light bulb. Go back to the where the man was
exercising. There are two doorways off to the left. Go into the left doorway
and knock out the enemy inside the tiny room. Inside the safe is +20 MG AMMO
and some incendiary grenades.

The room is now clear. Look inside the pot on the crate covered with cards
under a light for +5 MG AMMO. 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 back to the the room with the safe and go through the door on the right.
There's a green ACCORDION in the locker. Go through the door at the end of the
short hallway.


The Exit Tunnel
-----------------
There are two enemies here. Go to the left and sneak past them both. There's
no apparent way of quietly taking out the enemy in the railcar turret. Wait
behind the railcar for a MORAL POINT. Sneak down to the barrel fire. Across
from the barrel is a box hidden inside the wooden platform with +20 MG AMMO.
Sneak around the corner and head toward the gate. It opens.

Sneak back around to the corner opposite the barrel fire. Once the group
breaks up, one goes and stands by the barrel fire, another sits on a blue
barrel behind the guard in the railcar. The other two go off to smoke. The
guy that stands by the barrel fire has +3 MG AMMO. You can quickly take out
the pair of smokers (+3 MG AMMO). Still no way to subdue the guy in the
railcar.

Go back to the gate and sneak into the tunnel and deal with the lone enemy who
has +3 MG AMMO. Go into the heavily webbed tunnel. Charge up your flashlight.
Hop up into the ruined railcar at the end of the tunnel and exit to the right.
Go past the corpse in the doorway into a small room. There's a Kalash with
laser sight in the middle of the room.

Go into the air duct. There's an incendiary grenade you can pick up. Drop down.
Turn around and go the dead end for +5 MG AMMO. Drop down again and go toward
the suspended corpses. Look down for another +5 MG AMMO. Turn around and
continue through the duct and go around the bend to the right. You drop down
into a small room.

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

  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 12: Hot Pursuit / REGINA
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-12
|___|  \__/ |_____|___________________________________________________________

    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

    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
----------------

    !MUSICIAN
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 exploring. You can grab
+5 MG AMMO from the desk, another +5 MG AMMO from one of the lockers, and
some ammo from the other locker. There's an ACCORDION on the floor. Get back
onto the railcar and continue down the tunnel.

There's another doorway on the left. Grab the filter. Go inside the cobwebby
hallways. Be ready for spiderbugs. The first body you find is carrying a
Bastard with stock, silencer and IR sight. Follow the hallways to another
body. Look for a heavily webbed side hallway on the left. Burn through the
webbing to uncover a corpse and locate the fuse box.  You get a MORAL POINT
for the discovery. The corpse has +10 MG AMMO 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 and go to the left. There's one
more body. Return to the railcar.

Look for a skeleton on the right. Exit the railcar and retrieve the supplies
and +10 MG AMMO from the skeleton.

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 silencer. The room at the end of the hall nets you a MORAL POINT, a
filter, and some sniper ammo. The locker has +10 MG AMMO. Return to the
railcar.

Park the railcar at the end of the tunnel in front of the gate and hop out.
There's a gas mask and filter on the right by the door. Charge up your
flashlight and take out your lighter ([M] key). Go into the cobwebby
hallway. 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 deeper into the hallways. Look for a body slumped in a corner on the left
by a lamp. This skeleton has some ammo and Bastard with reflex sight and
silencer. 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 gate.


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

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. Loot the bodies for a total of +20 MG AMMO. The body on
the right has a Kalash with 2x scope. Back the railcar past the switch. Get
out and switch the tracks so the railcar will go down the left tunnel. Go
down the left tunnel.

The next switch is broken. Get out of the railcar and go into the left tunnel.
There's some ammo and +5 MG AMMO on the corpse. Climb into the subway car. Go
to the far end of the subway car for a MORAL POINT and +15 MG AMMO. There's a
watchman right behind you! Return to the railcar.

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 watchmen area. There are three watchmen in this area. If you
have a silenced weapon, you can kill each one without alerting the others. 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. The last one is found by entering the big room and going to
the left.

Kill the first watchman without raising an alarm. 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 MG AMMO. Check the locker. 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 a clip of
+5 MG AMMO. Exit the room and go to the right into the large room. Go to the
left and kill the third watchman and loot some ammo from a body. Return to
the railcar.

    > Scram < Kill all Watchmen before they reach the Railcar

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.

Hop off the railcar once you get to another doorway.. 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

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 room 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 is a skeleton where you can
find +5 MG AMMO and a supply box. You can get three arrows from the two dead
watchman and the pillar opposite the skeleton.

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

    > Scram < Kill all Watchmen before they reach the railcar

Return to the railcar and push the subway car until it veers off to the right.
One watchman drops down from the ceiling, four attack from the tunnel, and a
final watchman runs down the tunnel. Back up and use the switch to direct the
railcar down the left tunnel. Get in the railcar and accelerate as much as
possible to break through the barriers. You end up flipping yourself out of
the railcar.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 13: Bandits / BANDITS
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-13
|___|  \__/ |_____|___________________________________________________________

    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)

    5 Moral Points

    > Shadow Ranger < Complete the game without killing any Humans

This next part is completely optional. You can go back and forth to the caravan
and sell the bandit weapons for a lot of bullets. You can get your total to
well over 1,000 bullets. You can only sell two weapons at a time, so this is
very time consuming.
    +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


Take off the gas mask. Turn around and crawl underneath the wooden debris.
You get 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 to ram through the barrier.

The Caravan
--------------
There's a caravan on the other side 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

    > Commando < Save the women and children

Go down the tunnel. There's a corpse on the left with some ammo. There's
another body on the left with 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 for a MORAL POINT. A third bandit checks
on the first two. If you made any noise, a fourth bandit will come to
investigate. 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 is
carrying a clip of +7 MG AMMO

Go back to the main subway tunnel and head towards the crossover. There's four
bandits in this area. There's one that may be straight ahead on the left or
wandering around the area. Two are by the railcar on the right by the blue
gas lamp. Another is sitting on a railcar by a lantern in the tunnel on the
right. Sometimes knocking out the bandit on the left gets spotted by either of
the bandits by the railcar. The safest way is to sneak over to the railcar
first. Take out the bandit sitting on the railcar, then the bandit on the
ground. You can pick up a little bit of ammo if you search the end of the left
tunnel.

Sneak up on the bandit sitting by the lantern, but do not blow out the lantern.
If the bandit stands up, you won't be able to knock him out. Further down the
right-hand tunnel are two more bandits. Each bandit is carrying +7 MG AMMO.
Free the man and he goes back to the crossover and unblocks the main track.

Duck into the room on the left for some medkits, steel bearing ammo, and a
tricked-out Lolife (stock, silencer, extended mag, IR sight, laser sight). Go
back to the main tunnel and get through the radioactive section. Go into the
room on the right. Blow out the lamp. There's a newish gas mask and a backpack
with lots of sniper ammo on the right.

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

Wait for a bandit to stop right by the doorway. Sneak out and take him out
(bandit lolife).


The Bandit Camp
-----------------
Sneak up onto the platform on the left. Take out the bandit standing guard
outside the subway cars (+7 MG AMMO) (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).

Hop out of the train onto the tracks. Jump up on the ledge and go through the
door. Turn to the left. Take out the bandit by the fire (lolife with 2x scope,
stock, silencer). Follow the bandit as he walks down the hall. Take out the
bandit standing on the left (bandit ashot). The walker stops briefly by the
barrel fire in the corner. Once he leaves, knock out the bandit that stays by
the fire (bandit ashot). Sneak into the next room and take out the bandit
that's sitting in a chair to the right (lolife with stock, silencer, 2x scope,
and extended magazine). The last bandit in this section is standing out on the
platform to the left (duplet with stock and silencer). Go back into the room
and use the switch on the wall to open the gate. There are two supply boxes you
can loot for supplies.

Drive the railcar past the gate and stop by the alcove on the left. 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. Just past the side room are some stairs going up on the right.
Check the radiator in the back room for +10 MG AMMO. Two bandits walk down
the tunnel that are easy to take out. One has an ashot (stock, reflex, extended
barrel) and the other is carrying a revolver (stock, reflex, silencer).

Get back in the railcar and stop in front before going past the switch on the
right. Switch the tracks so the railcar goes down the right-hand tunnel. Get
out of the railcar and go down the left tunnel for a MORAL POINT. Search
along the right side of the caravan for two clips with +5 MG AMMO in each clip.
There are two more clips with +5 MG AMMO each along the left side of the
caravan. Go up the steps to the barricade. Tap [E] to kill the nosalis. The
body in the doorway has a clip with +6 MG AMMO. Return to the railcar.

Go down the tunnel on the right. Look for four torches marking a doorway on
the right. 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).

Follow the patroller down the next hallway. Do not brush up against any of the
chains. Go into the tunnel on the right. The patrolling bandit checks in. Sneak
up behind the stationary bandit (bandit lolife), then go down the hallway and
take out the patroller (lolife with stock, 2x scope, extended barrel, and
extended mag).

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 MG AMMO. 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.

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

    > Commando < Save the women and children

Open the door. Struggle with the bandit to stun him, then knife-punch him.
The woman and children escape and you get a MORAL POINT. He drops a lolife
with stock, reflex sight, extended barrel, and laser sight.

Return to the railcar. Use the railcar to smash through the spike trap.
That's the end of the railcar. The tracks are barricaded up ahead. Go to the
left and get in the subway cars. Go to the left and go to the end of the 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.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 14: Dark Water / DARK WATERS
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-14
|___|  \__/ |_____|___________________________________________________________

    1 Moral Point

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
|___|  \__/ |_____|___________________________________________________________

    6 Moral Points

Get off the boat onto the dock. Go straight to the barrels. Inside the box by
the barrels is a filter and +5 MG AMMO. There's a man sleeping in a boat on the
left. If you jump in the boat you can steal his +20 MG AMMO, but this gets you
an IMMORAL POINT.

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

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

There's a bar where you can smoke from a 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. Go back to the bar. Buy a drink for a MORAL POINT. Buy two
more drinks and you black out. You wake up by the pig pens. Go back to the
bar. It's completely trashed. You can give the bartender 100 MG AMMO to pay
for the damages and get a MORAL POINT.

Exit the bar by going down the stairs. Go to the right. Walk to the left.
Loot the box on the floor for +5 MG AMMO. Go back to the stairs. To the
right is the brothel. To the left are the merchants and the rat shooting
range.

    > Reunion < Find and return the crying child's Teddy Bear

Let's go to the shooting range. First, go to the left and listen to how the
boy lost his teddy bear. Turn around and go up the steps to the shooting
range. Pay 10 bullets and get 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
for a MORAL POINT.

Visit the brothel. There's a pole dancer. You can leave her a 5 bullet tip.

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 brothel.

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


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

    > Shadow Ranger < Complete the game without killing any Humans

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. Go through the door.

To the left is another supply box on a wooden crate. Blow out the lamp and
turn off the lights using the fuse box. Take 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).

Stay on the right side of the room and knock out the enemy standing by the
two lamps (shambler with extended barrel). Sneak up to the next lamp. Subdue
the next pair of guards (shambler with extended barrel) (revolver with stock,
IR sight, extended barrel). Sneak up to the lantern on the right. Blow out the
lantern. Go around the box and grab the two claymore mines from the 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 them both
out and blow out the lantern by the paintings.

Sneak up to the barrel fire. There is one enemy walking a patrol (revolver
with stock, extended barrel, laser sight). Take him out where he can't be
seen by the others. 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).

Go through the mushrooms 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 fire.
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 corner
to the right behind the boxes (revolver with stock, extended barrel, and a
laser sight).

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. Follow the guy. Grab the clothes from the locker. Put on
your gas mask. Climb up the ladder.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 16: Marshes / SUNDOWN
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-16
|___|  \__/ |_____|___________________________________________________________

    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 truck to 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. Check by the corner of the ruins for a red supply
footlocker on the ground.

Follow the shoreline 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.
Get inside the plane. There are a couple of claymores right by the entrance.
Check the fuel cans. All empty. The Shrimp Boss starts attacking the plane.
Go to the cockpit of the plane for a STASH. Loot the two supply boxes for
+30 MG AMMO, 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.

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
-------------
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.

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. Go up into the
tower. On the table there's a STASH with +30 MG AMMO, a claymore, some ammo,
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 armored 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 armored 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. 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 for a STASH. To the left of
the fuel cans there's a supply box. Across from the fuel cans there's a
counter-top with some throwing knives, a medkit, and +30 MG AMMO.

--<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. There's a body at the far end with some ammo. Watch out for
the demon. Get back to the ground.

    *-- 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."

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

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
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-17
|___|  \__/ |_____|___________________________________________________________

    > 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. Past the building is a bus. Inside the bus is a STASH with
+30 MG AMMO in a supply box.

Check out the white building. Get up into the upper floor of the building.
Disarm the Ewok log TRAP. Check by the phone for ammo. There's a set of
NIGHTVISION GOGGLES in a corner of the room. A table in the corner has more
ammo.

Turn around and go past the traps and cans to the edge. Go to the right around
the broken wall. Disarm the TRAP. Push open the door to another ranger STASH.
There's a fuse box on the right that you can switch on, and supplies on the
desk. The tape recorder only plays static. There's an supply box by the fuel
cans.

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

Drop down through the hole in the floor to get to a STASH and loot the supply
case. Look for a doorway on the left. Go into the other half of the lower floor
and loot the filter from the skeleton on the couch. Get out of the lower level
and get back outside. Look to the left. Head toward the collapsed overpass.

Look for the red glow of a campfire to pick up another filter. Go to the right.
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. Go back to the bus and go around the
collapsed section so it's on your right. Follow the overpass to a rusted out
vehicle on the left. Loot the skeleton for a filter and some ammo. Get in the
back of the box truck for a STASH with +20 MG AMMO, a couple of Claymores, and
incendiary grenades.

Exit the back of the truck. Turn to the right. Up ahead there's a pack of
watchmen. Kill the pack. In front of the truck there's a body with a filter,
sniper ammo, and a gas mask. Move forward until you get the water. Go to the
left. The Shrimp Boss attacks here. 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 building.

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. 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.

Go past that trap. Disarm the TRAP on the left. This is another STASH. There's
+50 MG AMMO 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. The church is right there. 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 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 armored 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. 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
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-18
|___|  \__/ |_____|___________________________________________________________

    6 Moral Points

    !MUSICIAN
A BALALAIKA is in on the floor between the lamp and the sink.

There's some ammo you can get from the open locker. In the next room there's
+5 MG AMMO on the desk on the right. There's an ammo exchange merchant and a
weapon merchant. You can buy a Saiga, a Revolver, and a Kalash 2012.

Join the other Rangers by the doors.

The only way out is down to the basement. Play the tape recorder for a MORAL
POINT. A locker on the right has a Bastard (barrel shroud, silencer?) and one
of the 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.

Take out your lighter to burn away cobwebs and light the torches as you walk
down the tunnel. Past the broken door the tunnel goes to the right. You get a
MORAL POINT for seeing the ghosts. The tunnel ends at an elevator shaft. Loot
the skeleton on the right for +5 MG AMMO. You can also pick up an throwing
knife and an incendiary grenade.

Get in the elevator basket and descend. Fight off the nosalises on the way
down. Walk down the tunnel. Don't shoot any of the nosalises when you get to
the pools of water on the floor. There's a throwing knife 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.

Continue along the tunnel. 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. 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 there's a skeleton with medkits. You can light
the incense. Check the body in front of one of the portraits for +5 MG AMMO.
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. 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. There's a torch you can light on the left. Kill the nosalises that attack
you. Watch out for the webbed/winged nosalises that cling to the walls and use
an auditory attack to disorient you.

Go to the left. Burn away some cobwebs to reveal a dead body holding a
four-barreled Duplet. You get a MORAL POINT for discovering this body. Go to
the right and go past the stairs to a couple of dead bodies that you can
check for supplies and a Duplet (stock, extended barrel). Go up the stairs.
Loot the body. Drop down.

Kill the nosalises. Just follow the wooden path that goes down the middle of
the cave. There's 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
and 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 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

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



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 19: Through Fire / CONTAGION
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-19
|___|  \__/ |_____|___________________________________________________________

    7 Moral Points

    > Shadow Ranger < Complete the game without killing any Humans


The Subway Tunnels
--------------------
Go down the tunnel. Loot the dead soldier. Go into the room 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. Keep crawling until
you drop down into a room. 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 MORAL POINT
for eavesdropping on the two executioners. Once the two separate you can take
them both out. Both are carrying Kalashs, 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 down the hallway to the subway tunnel. Go to the right and search the
bodies for some ammo. Head toward the red light. Don't go up onto the platform.
Wait for the enemies to start moving around. Climb up the boxes into the train.
Extinguish the lamps and wait for an enemy to walk into the train carrying a
box (shambler with reflex sight and extended barrel). Grab the +15 MG AMMO
from the crate on the left. Sneak out onto the platform, go to the left, and
silence the other enemy standing at the top of the steps (Kalash with reflex
sight).

There's one more enemy on the platform sitting by a reddish lamp. Sneak around
the boxes on the right. Make sure the guard on patrol doesn't spot you. Knock
out the guard by the lamp (Kalash 2012). Blow out the lamp. There's a couple
of filters in a box by the wooden crates, but don't get spotted while in the
lit area.

Turn around and sneak into the second 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 and loot
some ammo and pick up a Revolver (2x sight, extended barrel).

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 into a parallel subway tunnel. Disarm the TRAP on
the platform by the barrels on the right. Drop off the platform into the water.
You get a MORAL POINT for opening the supply locker. Go towards the graffiti
on the left and get back up onto the platform. Hide by the doorway on the
right.

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. Knock out the second enemy when he walks into the room
and stops by the lockers (Kalash with IR sight and extended magazine). Check
the lockers for a filter and ammo.

Look into the lit room. Wait for one enemy to wander away to the right. Go into
the room and immediately climb up the ladder on the left. Turn to the left and
knock out the enemy standing on the balcony (Kalash with 2x sight and laser
sight). Climb down the ladder and knock out the last enemy (Kalash 2012). Go
back into the room with the safe and the lockers and go to the right. Loot the
filters by the door. Go through the door.


The Subway Station - First Sector
-----------------------------------
Put on your gas mask. Climb up the ladder and take out the enemy (Kalash).
Check him for +5 MG AMMO. Inside the shack with the poster on the wall is
another +10 MG AMMO 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.

Return to the ladder and climb up. Go into the upper level cafeteria. There's
a HELSING on one of the tables and some ammo at anther table. Go down the
stairs. You get a MORAL POINT for witnessing the execution of the captain.
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 little room and go the executed captain's body (Kalash with IR sight
and extended magazine). Go to the left and go through the hole to get under the
floor. Crawl down the tunnel and get the +15 MG AMMO that's underneath the
body that's sticking down through the floor by the suitcase. Turn around and
return to the dead captain.

Wait for the enemies in the next room to wander away from each other. Take
out the two enemies that toss incendiary grenades (Kalash 2012 and Kalash 2012
with reflex sight). Ignore the two guys breaking into the subway car. Climb up
the ladder. Watch out for the enemy that looks through the hole in wall on the
upper level. Sneak around to the opposite side of the room and loot the supply
box that's on top of a crate and the +20 MG AMMO next to the supply box.

Go back down the ladder. Go to the right and blow out the lamp. Get the arrow
from the sitting corpse. Go to the right and knock out the enemy (Shambler with
IR sight and laser sight). Return to the big room. Go left behind the counter
for ammo and a supply box. Go past the ladder and go left behind another
counter for a gas mask and a small ammo box. Go past the burning area and go
right to get behind the central counter.

    !MUSICIAN
Look in the central counter for +10 MG AMMO hidden near the sewing machine and
a GUITAR.

Go to the right past the body with the trench knife. The long burning counter
just has some shotgun ammo behind it. Go towards the subway car. Pick up the
filters and ammo that are on top of the wooden box on the right. Watch out for
the enemies on the right. Sneak up to the subway car, blow out the blue gas
lamp, enter the subway car, and knock out the enemy on the right. He's got a
Saiga and a clip of +5 MG AMMO. Go to the left and knock out the other enemy
on the train (Kalash with extended magazine). Loot the supplies from the desk.
Go down to the end of the subway car and get the two filters. Exit the subway
car.

Go to the right and get the arrow from the body at the bottom of the stairs.
Sneak halfway up the stairs and blow out the lamp. Knock out the enemy at the
top of the stairs (Kalash 2012 with laser sight). Go into the subway cars and
pass 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 for +20 MG AMMO.

--<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
There's a GUITAR on a chair by the red lamp.

Duck into the room on the left. Loot the safe and grab the filters. There's a
gas mask on the table. Exit the room and look down through the opening in the
railing. There should be a guard standing below you. Drop down and take him
out (not sure which weapon he's carrying). There's another guard to the right
(Kalash 2012 with reflex sight and laser sight). You can enter the end of the
train car for a filter and gas mask by going through the hole in the wall and
taking a left.

Go past the wooden boxes and go through the burning area. Go down through the
hole in the floor. Grab the filter. Crawl through the tunnel. Go up the steps
and cut the wire on the generator. Move forward and take out the enemy
standing by the lamp (Kalash). Check the supply box.

Let's go up the stairs. Deal with the enemy standing by the lamp (Kalash 2012).
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 for a
MORAL POINT. Move into the next 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 into the next room and take a left. Take out the enemy (Kalash 2012)
checking out the burning debris. Sneak to the left side of the room. Wait for
one enemy to walk away. Go around the wooden half-wall and take 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. Knock
out the enemy enemy. He's got a clip of +5 MG AMMO and a Kalash with a laser
sight. Sneak down by the barrel fire.

Wait by the double doors until the enemies finish talking. Enter the room and
go to the left to deal with the enemy in the corner (Saiga with reflex sight).
Go up the stairs and deal with a second enemy (Kalash with 2x scope and laser
pointer). Search him for a clip of +5 MG AMMO. Ignore the piano. It's ruined.
Make a one-way trip through the burning hole in the wall.

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. Attack the guard leaning against
the wall (Kalash). The last enemy in this area is standing by the red door
(Kalash 2012 with 2x scope).

Open the red door. You get a MORAL POINT, possibly for not killing anyone. 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
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-20
|___|  \__/ |_____|___________________________________________________________

    4 Moral Points

Go down the steps. Make your way through the quarantine area. Walk past some
coats on the left and sop to listen to the conversation between the doctor
and the infected man for a MORAL POINT. 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.

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

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

Start down the stairs and door closes behind you. Go back up the stairs and go
to the left. There's HIDDEN AMMO (+10 MG AMMO) 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 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 MG AMMO) 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 MG AMMO) on a backpack inside the train car.
You get a MORAL POINT for finding all four hidden ammos.

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 MG AMMO) on a barrel inside the car.

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

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

    !MUSICIAN
Return to Khan and he leads you to the merchants. Go the left and listen to
the three Hansa. There's a GUITAR next to the Hansa sitting in the chair.
Play the guitar before the conversation ends because the man picks up the
guitar once the conversation ends.

You can buy a Kalash 2012, a Helsing, or an Ashot here. 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
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-21
|___|  \__/ |_____|___________________________________________________________

    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. Go straight from
the end of the ramp and go to the left.

Follow the path to a skeleton with --<NOTE #29>-- and +20 MG AMMO.

Open the door and follow Khan. There's a supply box by the column on the left
with +20 MG AMMO. There's also a four barrel Duplet with stock and grip on
the left by the pipes. Khan cranks open another door. The skeleton to the left
of the hole in the wall has some ammo.

Go through the hole in the wall and follow Khan to the right. Drop down and
follow Khan along the pipe to a room. Nosalises attack. Look for a metal gate
on the right. Open the gate and get the +30 MG AMMO from the skeleton. Exit
the room and got to he right to catch up with Khan.

Crouch down and follow Khan into a cross tunnel. You enter a room full of
cobwebs. Take out the lighter and burn through them. You uncover a rusty
grate with an ominous skull and crossbones mounted next to it. Of course Khan
wants to go that way. Before you help Khan with the grate, open the door
and burn away the cobwebs to reveal a skeleton with an incendiary grenade.

Help Khan pull open the rusty grate. Go down the pipe into the water-filled
room. Follow Khan.

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

When Khan goes to the left, go to the right instead. Now return to Khan and
enter the water. Walk into the falling water. 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...

..and now you're with Khan in the Botanical Gardens chasing the Dark One...

...and now you're chasing the Dark One through a burning subway train...

...falling...

...and now you're back in the metro, the desert of the real. 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 and medkits. Get into the railcar with Kahn.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 22: Train to the Future / THE CHASE
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-22
|___|  \__/ |_____|___________________________________________________________

    > Shadow Ranger < Complete the game without killing any Humans

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. Try to use just
two or three medkits.

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. 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)
3) Enemy on the right
4) Enemy on the left (Saiga with IR sight, laser sight)
5) Enemy on the right (Kalash with IR sight, laser sight)

Train
-------
Inside the first railcar is --<NOTE #30>-- on top of a blue crate.
1) Saiga with reflex sight, silencer
2) ?
3) Saiga with reflex sight, laser sight
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. You rescue the Dark One.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 23: A Child / THE CROSSING
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-23
|___|  \__/ |_____|___________________________________________________________

    2 Moral Points

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 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. Follow the wall to another corpse.
Continue following the wall and look for an opening on the right. You get a
MORAL POINT for spotting the Dark One on top of a truck.

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. Head under the overpass. 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 stairs and go up. Two more arrows are embedded in the wall right
next to the door. Go inside the building. There are filters you can scavenge
from the corpses. Kill a trio of watchmen. Go up the stairs to the next level.
There's one body slumped in a doorway. 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 get outside.

    > 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

Head to the right and enter 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 armored 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.

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 armored 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 armored 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
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-24
|___|  \__/ |_____|___________________________________________________________

    1 Moral Point

Follow the Dark One inside. Check the back room for a supply cache that
includes a sniper rifle. Climb up the rubble. Kill the watchmen, Check the pair
of bodies on the right for supplies. Go to the left and go around the huge
mound of rubble. Past the body is a collapsed part of the bridge on the left.
Climb down for a MORAL POINT. Search the area for anything useful, like the
Kalash 2012 with some extras. Go back up and continue toward the red beacon.

You come across another group of watchmen. Go to the left edge and search
along the the tracks for a body with a filter and ammo. Go to the other side
and enter the broken part of the bridge. There's a feeding area where you can
pick up another filter and some ammo.

Head toward the barrel fire. Duck into the office on the left. The safe has
+10 MG AMMO and one of the lockers has +5 MG AMMO.

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

Exit the office and go up the escalator. There's a group of nosalises at the
top. Kill them all. Follow the path through the station and keep killing
the nosalises. Check any bodies you see. You'll come to a dead end where some
people made a last stand against some nosalises. Go into the small room on
the left and climb up the ladder.

Fight your way past the nosalises. Climb up the metal ramp and grab hold of
the hook to get to the next section of the bridge. You make it most of the
way across before a demon bites through the cable. The Dark One leads the
demon away. If you need a gas mask, there's one in the room on the left. Go
to the right through the machinery rooms and go through the train car.

    ----------------------------------------------------------------------

    > Rain Man < Complete the BRIDGE level without a kill

Follow the Dark One inside. Go through the first room into a back room with a
supply cache that includes a Valve sniper rifle (4x scope and laser sight).
Climb up the rubble.

Go to the left, but stay on the inside of the support structure. Wait until the
watchmen are finished fighting. Sneak around the watchman that's eating the
corpse. Be careful of the watchman on the left. Sneak across to the big mound
of rubble on the right. You can get a filter by sneaking up to the body that's
by the column, but don't get spotted by the watchman that's eating.

Go on the right side of the mound of rubble. There's one watchman that walks
back and forth here, so sneak around when it starts to walk away from you.
Sneak around the rubble and stay to the left as much as possible. Past the
body is a collapsed part of the bridge on the left. Climb down for a MORAL
POINT. Search the area for anything useful, like the VSV with a silencer.

Be careful when going back up. Make sure the watchman is walking away from
you before you sneak up. Immediately head to the left and get in the shadows.
If the blue light on your watch is on, the watchman behind you will see you.

Stay in the shadows and sneak along the inside of the structure on the left.
At the end of the structure go to the left and get the ammo and filter from
the corpse. If you get attacked, it's because the watchman behind you saw
you.


  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 25: Road for Two / DEPOT
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-25
|___|  \__/ |_____|___________________________________________________________

    5 Moral Points

Follow the Dark One out of the tunnel. Check out the little building on the
left for +45 MG AMMO and a gas mask in the red wall box. Exit the building and
go to the left. 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 MG AMMO
and some other goodies.

Exit the building and look 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.

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

Drop down on the right side of the train car. 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. Get out of the train car and start following
them. The two on the left will split up: one goes into a train car. Deal with
the one in front of you (VSV with reflex sight, silencer, laser sight) and loot
him for the heavy sniper ammo, then hunt down the one in the train car. The one
on the train car has +2 MG AMMO and a VSV (IR sight, laser sight). The third
enemy is checking the storage rooms. Get behind him and knock him out. He's
got +3 MG AMMO 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.

Get back inside the train car and head toward the snipers, Go out the right
side of the train car and take out the enemy on the right (Saiga with IR sight
and silencer). 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 MG AMMO. Take out each sniper. The one on the left has some heavy
sniper ammo and a VSV (IR sight, silencer) while the one 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).

Drop down the central hole in the floor for a MORAL POINT. You should find an
enemy that is taken out by a nosalis. 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 MG AMMO. There's also a filter.

Exit the tunnel behind the sniper positions. Go to the right and drop down
into the hole to get access to a supply box. Exit the tunnel and go to the
left. Go down the steps next to the generator. Go through the side passage and
go through the other door at the top of the steps.


The Second Area
-----------------
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 MG AMMO. There's another +10 MG AMMO 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 MG AMMO from the third enemy. One of the enemies
in the bathroom drops a Saiga (reflex sight,laser sight).

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

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 MG AMMO.

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 MG AMMO. 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
----------------
At the bottom of the stairs is a metal gate you can push open. The Dark One
is crouched here waiting for you. Instead, let's go around the stairs. Look to
the right and loot the small box for +20 MG AMMO. Go down into the lower tunnel.
Go to the left by the openings and go down the dead end to a supply cache of
+5 MG AMMO 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 on the left (Saiga with IR sight and laser
 sight). Don't try for the one by the vehicle.

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). Next move up toward the lit area and take out the two enemies by
the concrete support (Saiga with reflex sight and extended magazine) (VSV with
IR sight and silencer). Be careful of the guy in the building. Sneak across
and take out the enemy by the truck (Saiga with IR sight and extended
magazine). You should get a total of +5 MG AMMO from this group of enemies.

Turn to the right and head toward the two metal carts. Drop down the hole in
floor on the right for a MORAL POINT. Loot the body. There's an enemy down in
tunnel but he's facing in the wrong direction. Climb up and go back to the
larger hole. There's heavy sniper ammo in an alcove on the right. Take out the
tunnel guard (VSV with reflex sight and +5 MG AMMO).

Continue straight ahead and climb up the ladder so you're back by the metal
carts. Sneak into the rooms on the right. There's one enemy wandering around
inside (VSV with 2x sight and laser sight). Loot the supply box on the table.
Exit the room and take out the two enemies. Both have a Saiga with reflex sight
and extended magazine. Go through the metal gate and go to the right. Go
through the cable-strewn room. Open the door.


The Fourth Area
-----------------
You're 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. Take out the first enemy (Saiga with IR sight and laser sight).
Sneak up on the other enemy. Exit that train car and move to the right side of
the train car on the right. Take care of the lone enemy inside (VSV with IR
sight and laser sight).

Move to the other end of the train car and exit. You should be able to sneak
up the stairs here to take out the two snipers on the catwalks (both with VSV
with 4x sight and silencer). Use the catwalks to drop down into a train car.
Drop down into a tunnel for a MORAL POINT. The tunnel brings you behind the
enemies. Now just work your way down the room and take out the last five
enemies.
    1) Saiga with reflex sight, extended magazine
    2) Saiga with IR sight, extended magazine
    3) VSV with 3x sight and silencer, +3 MG AMMO
    4) Saiga with IR scope, extended magazine
    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.

You have to make a choice of either knocking out or killing. You get a MORAL
POINT for not killing. Go down the ramp to the ground. Check inside the tiny
building on the right for +5 MG AMMO. Continue walking along the tracks and
level ends.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 26: City of Phantoms / THE DEAD CITY
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-26
|___|  \__/ |_____|___________________________________________________________

    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 pf 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.

Walk down the hallway and go through the door to the room with the red table.
Pick up --<NOTE #35>--.

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.

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 MG AMMO. 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.

    !MUSICIAN
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.

    > 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.

Hop down 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. This is another ranger vamp. Play the tape recorder.
There's +15 MG AMMO in the supply box and a gas mask in the other room. Exit
the camp. Some watchmen show up. Kill them. After the fight, the Dark One
gives you a medkit or heals you. The corner of the courtyard with the twisted
tree is radioactive.

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.

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. Go into the
ruins on the left. 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 MG AMMO.

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.

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. Attacking the demon or the baby demon on the rooftop gets you an
IMMORAL 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.

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

Duck into the room on the right for +90 MG AMMO. 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 down the tunnel.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 27: Red Square / RED SQUARE
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-27
|___|  \__/ |_____|___________________________________________________________

    5 Moral Points

Head down the tunnel.

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

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).

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.

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 and skip the Moral Point.

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 Preved sniper
rifle with IR sight and flash suppressor. Take the Preved 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 #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.

Just wait and Pavel gets bored and sends out another group of soldiers. Knock
out the armored soldier (+7 MG AMMO). 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.

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
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-28
|___|  \__/ |_____|___________________________________________________________

    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 tree to a body on some stone steps. Search
the body. Return to the red flag. Kill the armored 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. 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.

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 MG AMMO. Go through the hole in wall.
Burn away the cobwebs to access a supply box with +40 MG AMMO. 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. Approach
the stream. A couple of watchmen 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.

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 MG AMMO.
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.

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.

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 MG AMMO. Run to the far end of the clearing.
There's a backpack leaning against a wall segment with +20 MG AMMO. Go back
and crawl through the tunnel.

Exit the tunnel and go into the open area.

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.

The Mother shows up. Shoot her until she falls down. 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 shoots to the back of the head should be enough to
knock her over. Repeat this three times and she should run off.

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 #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
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-29
|___|  \__/ |_____|___________________________________________________________

Follow Miller, Khan, and the Dark One into the decontamination chamber. Exit
the chamber. Wait while Miller gives some instructions.

--<NOTE #41>-- is on a couch on th 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.

Open wide for some dramatic, slow-motion running.



  ____       _____
|\\    \    /     |
| \\    \  /      |     Chapter 30: The Last Battle / D6
|  \\    \/       |
|   |\      |     |
|   | \    /|     | MLL-30
|___|  \__/ |_____|___________________________________________________________

    1 Moral Point

Miller give a rousing speech. This...is...SPARTA!

--<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

    > 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.

Then, the tank comes. Grab one of the Preved sniper rifles. 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 until the tank explodes.

Fall back to the final barricade. Jump over the wall.

--<NOTE #43>-- is behind you by the ammo stash.

Pick up the minigun. 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. Hurray! You've saved the station!

No, wait...

If you got enough Moral Points for the good ending, you get a MORAL POINT.


  ____       _____
|\\    \    /     |
| \\    \  /      |     METRO: LAST LIGHT
|  \\    \/       |     The Endings
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|___________________________________________________________

The Good Ending (+53 Moral Points):
    The Dark Ones come and save everybody. Uhlman dies, Miller survives, Khan
    disappears.

The Bad Ending:
    You die blowing up D6, but Anna and your child live on



  ____       _____
|\\    \    /     |
| \\    \  /      |     LEGAL STUFF
|  \\    \/       |
|   |\      |     |
|   | \    /|     |
|___|  \__/ |_____|___________________________________________________________

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If anyone finds it on any other sites please inform me ASAP.

E-Mail Address: nyiaor AT yahoo DOT com

Copyright:
(c)  Copyright 2013 Matthew Y Brown.

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