Metro: Last Light: Advice (All Good Deeds and All Bad Deeds)

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June 24, 2020
14 minutes
152

By Jonny Gamer

Metro: Last Light: Advice (All Good Deeds and All Bad Deeds)

SPARTA
Good Artem:
+ Playing guitar after Khan left.
+ At the exit from the room, hearing voices we freeze. 2 people are chatting on the left (one in a wheelchair), you need to listen to the conversation without going up to them.
+ After that, you need to look into people’s rooms, one of them has a flash.
+ When leaving the living area, three people are playing checkers and talking. Listen to the conversation and
we play there the balalaika.
+ After the shooting range, in the dining room and in front of it, listen to 3 conversations. (All to the end, starting from the entrance) sometimes the flash fires
on the elevator with Ullman after that.
+ Listen to the signalmen at the command post.

ASH
Good Artem:
+ As soon as you and Anna arrive, go to the end of the monorail without leaving it.
+ Before leaving with Anna to the surface near the stairs, turn right into a dead end. There’s a note and a flash.
+ There will be another flash when approaching the funnel, if you keep up with Anna and get ahead of yourself.
+ From the ruins, walk slowly along the left side, until Anna says “These are the Guardians”.

PAUL
Good Artem:
+ Rescue all prisoners. Button on the remote at the end.

REICH
Good Artem:
+ Do not follow Paul right away, but listen to the Fuhrer’s speech to the end.
Bad Artem:
– Kill a surrendering Nazi at the end of the chase.

PARTING
Good Artem:
+ Complete the level without a single one killed until the very ventilation. If there is no flash, you killed someone.
Bad Artem:
– Kill the surrender (on a cot with a book) at the end of the level.

CAMP
Good Artem:
+ As you get out of the ventilation, a soldier beats his own around the corner. Watch the scene to the end.
+ In the same large room, we move to the right to the corner. Listening to soldiers talking about a cool gun.
+ We are waiting for the soldier to answer the call on the switchboard and as soon as he leaves we run after.
He will go to open the locker, as he opens, you can jam it. Good deal and you have a tuned Mauser.
If you play on the Ranger – this is the Super Barrel in your case.
+ We return to the large room and climb up the stairs. Listening to the conversation.
+ If no one was killed until the refrigerator itself, there is a flash at the entrance.
+ In the transformer, we cut out the light and go to the exit precisely through the ventilation hatch on the left side of the room.
+ In the water intake we listen to the conversation of the two about hanging.
+ We also pass the water intake zone without a single death, the murder of Paul’s punishers at the end does not count.
Bad Artem:
– Kill a Nazi in the refrigerator (who was beaten by his own).

TORCH
Good Artem:
+ Near the elevator in the catacombs burn all the cobwebs on the left side, there is a nook.
+ In the elevator itself, light up 3 spiders with light when Pavel starts shouting “ZHGI”.
+ When exiting the elevator, be sure to light up the spider that attacked Pavel and shoot him.
+ As Paul lights the torch and tells you not to leave it, follow right next to it, do not leave.
Bad Artem:
– Do not turn on the lamp in the elevator.
– Do not turn on the flashlight immediately after the lift.

Echoes
Good Artem:
+ On the surface, do not rush to the transition, turn left to the tail of the plane.
+There is also a pipe next to the tail of the plane, it leads under the blockage, climb through it.
+ In the transition, as Pavel offers to get hold of filters in the first room on the right, look.
+ Before leaving the passage to another room on the right, look where the monster will jump out.
+ On the surface, when Paul asks to wait so that the running monsters don’t notice, obey him.
+ See all glitches in the first part of the plane with passengers.
+ Get off the plane with Pavel and follow up until the Demon appears.
Bad Artem:
– Start shooting when you see a herd of Guardians.

LARGE
Good Artem:
+ A train with refugees arrives on the platform, listen to their conversation with the guards.
+ As you leave the platform, listen to the woman talking to the man on the bench.
+ An old man sits in the passage with a sign, give a cartridge.
+ Listen to this critic to the end and give another patron.
+ At the entrance to the bar after the old man a little to the right at the table two people start talking, listen to the conversation.
+ Further after the bar, you will see a man juggling balls, there are 2 men and a woman nearby,
talk about Vitka, who was killed by a demon, listen to.
+ Right behind them, the old man shows the children animals, look to the end.
+ Turn back while the old man shows, 2 women on the bench – watch how they approach
girls – after they run away from them, listen to a short conversation.
+ At the entrance to the theater, on the right in a cubbyhole, 2 men are bargaining for drugs. Listen and stay close to the merchant,
until he says about the discount, even when he starts to leave.
+ In the theater, sit in a chair and watch the entire performance to the end. (min. 10 running)
+ In the dressing room, listen to the dancers cursing.
+ After the dressing room, without going to the bar for Pavel, turn right, in the shower listen to 2 women.

KORBUT
Good Artem:
+ We listen to the conversation of the Secretary General with Korbut in the ventilation.

THE REVOLUTION
Good Artem:
+ You need to let one of the 3 guards go downstairs and listen to his report on the communicator.
+ In the armory (look at the map on the wall) in a small closet listen to the conversation of 2 soldiers.
+ Walking around the workshop through the gunsmith and living area, you will find yourself on the other side of the workshop. There are 2 soldiers loading something, listen.
+ In the room where you need to turn off the fan, the men conduct a routine inspection. You need to let them check 4 times.
To do this, first go up the right side – there will be the first save.
Crawl through the pipes to the left – second save.
Going downstairs to find a hatch in the floor, crawl to the grate where there is a box behind it – the third save.
There will be no saves, the man will not go to the next check zone.
At the end of the 4th, there will be a flash and the boss will release everyone. Don’t touch anyone until they’re done.
+ After the fan in the warehouse, at the bottom right, 2nd, they talk about the cargo, listen.
+ At the exit to the checkpoint, listen to a soldier on a machine-gun trolley.
+ Kill no one all level.
Bad Artem:
– Kill a crane operator next to an armored train.

REGINA
Good Artem:
+ The first room on the left immediately after the hermetic door, look into it.
+ Second room to the left along the way, walk to the end where the red lighting is.
+ The next room on the left, after the next pressurized door.
+ Before the fork after the next gate, switch the switch and punch through the wall on the right.
+ At the next fork to the left. Take a look on the train.
+ When you see a carriage on the way, run into the room to the right.
+ Next room on the left, don’t forget to drop by.
+ Next to the right, run to the end.

Bandits
Good Artem:
+ At the very beginning, go back to the break.
+ Refugees listen to one and all.
+ As you hear the screams of a woman, quickly run to the right passage, have time to save her, otherwise they will kill. If there is no flash,
did you kill someone or she is already dead.
+ Before entering an abandoned station, run into the left turn as you switch the boom.
+ Rescue children with women in the far corridors on the right. If there is no flash, you killed someone.

DARK WATERS
Good Artem:
+ On the boat, after the explosion of a box of grenades, by itself there will be a flash. In the beginning, do not bother the shrimp, then do not be blunt during the fight, as the boatman shouts – immediately help him and do what he says. Stand next to the box – you need to feed quickly.

VENICE
Good Artem:
+ Where the boatman’s gangsters take moonshine in a canister in a back street, a tramp, give a cartridge.
It is not necessary to give a second time.
+ After the place where the men have lunch after the shift, there will be a tramp on the right. Minus cartridge.
+ In the bar at the bartender’s “fucking” Patronchik))) you can do it more than once … you will laugh later!
+ You must definitely get drunk in order to return and give the bartender some cartridges, that’s one more thing.
+ Go to the shooting range to shoot.
+ Win a bear dash and give it to a kid nearby.
+ Don’t kill anyone in the warehouse.
Bad Artem:
– First, climb onto the sleeping fisherman’s boat and steal the ammo from him.

SUNSET
Good Artem:
+ In the swamps to reach the plane exactly on the landmarks. We move from left to right – from the gas station to the plane, if you run chaotically, there will be no flash. The essence of all adventures is to get around as many places as possible. The flash will be either near the plane or in any wreck next to it, if you were in garages, in all the ruins nearby, at a gas station and by a bus. You can determine an important place or not by the SAVE disk that appears.

NIGHT
Good Artem:
+ On the way to the church, going up to the second floor of the building in which Anna will notice you, you need to go straight after the escalator to the end. Having previously entered all places, such as a bus to the right of the raft, a house with a walkie-talkie and searchlights, breaking bridges, etc. wherever there will be SAVE.

CATACOMBS
Good Artem:
+ In front of the catacombs, listen to the tape recorder.
+ There is a flash in the crypt, you will see the ghosts of the dead, in principle it is impossible to miss.
+ Take the elevator before the Socks show up, also don’t miss. Don’t forget to turn off the lantern.
+ As soon as you hear the stomp of many Nosachi, there is a large hole in the wall next to the left, and Nosachi
will run at the bottom right. Freeze at this hole and let them run.
+ Wait another 10 sec after everything is quiet – flash again.
+ After this place, turn right, where the icons are on the walls, you will stumble upon corpses.
+ After the bridge and the second fight with the Nosachs (and some creeping freaks) on the left in the nook a corpse with a 4-barreled shotgun.

INFECTION
Good Artem:
+ After watching the scene where Anna is taken away, very quickly go outside, do not watch how the infected are shot. You must not let the last one finish. DO NOT SHOOT, kill with knives. Otherwise, the guards will stumble on.
+ Listen to what he has to say to you.
+ Next to the trolley, where the man carries boxes, there is a cache of cartridges (hole in the wall)
+ Once in the room with the gas, make your way under the floor (the entrance is in the corner right at the entrance) and at the end of the manhole listen to the conversation with the wounded captain.
+ After Lesnitsky’s conversation in the room with plants, go upstairs, listen to what Red has to say.
+ Remove the gas mask when the one who captured Anna threatens to kill her.

QUARANTINE
Good Artem:
+ As you leave Anna, we listen and look at the order of all the infected in each block. After the stove the doctor and the rescuer will speak, this is the last one. If you miss at least one or do not listen to a prayer to the end, for example, there will be no flash.
+ Also complex: we listen to a doctor with a girl, then two people put things down, then doctors for examination,
then in the purifier of the colonel with the doctor and at the end of the patient on the table with the doctor.
+ After passing the infected zone, you will find yourself in an abandoned place without people. As soon as the door closes, you will see the cartridges in the carriage window. Go around all the cars, only 4 of these with cartridges, the last flash.
+ To the grandfather to the left of the meeting with Khan, he tries to go for insulin, as soon as he leaves, give the cartridges.
+ Linger after passing the post with a megaphone until a resident is killed, then listen to the grandfather rushing to pass with the medicine, bandits and nearby without a passport trying to pass, the last conversation to the left of the gunsmith
(as they will pass through the door with Khan)

KHAN
Good Artem:
+ To answer a call.
+ Walk forward on the water.

CROSSING
Good Artem:
+ Black will stop at a billboard, talk about things.
+ Where the first Note is. The Guardian will jump out, do not shoot and sit down, go to the Demon’s corpse.

BRIDGE
Good Artem:
+ Before going upstairs, look into the left room, at the very beginning.
+ Walk along the platform on the left side, there will be a failure, look into it, there is still a steep trunk.

DEPOT
Good Artem:
+ At the very beginning, on the left, there are garages, make your way into the one where the Gazelle sticks out.
+ When soldiers appear in the DEPOT, slowly make your way to the entrance to the hangar, into the underground passage under the floor of the DEPOT.
+ At the second location, there is also a passage under the floor at the very end of the room, there is still a soldier sitting looking at it.
+ On the third, an inverted carriage, go through it from top to bottom, so as to be under the floor. (you can go there from below – the corpse of the beast is lying there)
+ Do not kill Lesnitsky.
Bad Artem:
– Kill Lesnitsky.

DEAD CITY
Good Artem:
+ If you watched all the scenes and did not kill the Guardians, the demon has a flash on the roof.
+ On the first floor of the same house, when descending, if you watched the scene with the child and did not kill the Demon.
+ Flash after a glitch in the subway, by itself.
Bad Artem:
– Kill the Demon.
– Kill his cub.

RED SQUARE
Good Artem:
+ Near the Cathedral of St. Basil the Blessed, do not climb into it – a flash, but if you still went, although Cherny asked to leave,
climb the stairs where the pile of corpses is, return the flash.
+ Follow black everywhere and fast! be guided by the glow and don’t kill the Guardian.
+ When the black says to leave when the Guardians appear, go along the very edge to the adjacent passage (to the right) but not to the Guardians.
+ Having passed to the right along the edge, you will see how the Demon falls, then there will still be a flash, then further in a circle and to the pole.
+ Pull Paul out of the pile of hands.
Bad Artem:
– Shoot the Guardians at the Cathedral.
– Leave Paul to Die.

GARDEN
Good Artem:
+ In the garden, go to the right, there are still a couple of blue shields with an arrow, jump into the room.
+ After this place, go to the Lasthorn, he is eating someone there. Go around to the left and along the log into the cache, there will be a guy line. A niche under the roots – that’s the whole cache.
+ Sneak to the place with cubs without shooting the Guardians.
+ The bear will run away and “shrink”, approaching her you will see the Guardians finishing her, kill the Guardians – she must leave,
not die.
Bad Artem:
– Finish off the bear.

D6
Good Artem:
+ At the end when you press the bomb lever – flash if the end is good.

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