We bring to your attention a complete text walkthrough of the second expansion for Metro Exodus: Sam's Story
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[embed]https://youtu.be/etZAP1l5_jw[/embed]
After the opening cutscene, take the path ahead. On the right, you will see a destroyed bridge, and on the left, a building. Get inside. Get rid of a few bandits and go up to the roof. Here you will meet the Captain.
To get the first flash, simply lower your weapon when you first meet the Captain.
Follow him on the roof while on the hero?The Demon will not attack. Start firing back at the enemy, and after a while a cutscene will start.
Once on the ground, run along the only path to the dilapidated building. Find the narrow passage, after which the locals will attack Sam. Here you have to press the E key several times to fend off blows. Then follows a long road to the submarine.
Once inside, you can listen to Tom's full story about how he ended up in Vladivostok. After that, leave the wheelhouse and follow to the armory. The local craftsman will give you an assault rifle, a revolver and a detector to search for resources, mines and enemies.
When you're ready, leave the armory and go down to the boat. With this transport, you can now move from building to building. Examine the map. There are two buildings with question marks right behind the locals' settlement. The first building is a swimming pool.
Once inside the pool, go up to the second floor. There are a lot of mutants here - deal with them and follow in the sauce?her room. In front of the room where the corpse lies, look down and pick up the first note (1). Here turn right into the passage and go straight over the boat. There is an open door at the dead end - go inside and make your way into the narrow passage. At this point, Sam will be attacked by a mutant with a night vision device. Get rid of it, pick up the device and inspect the room. Now there are several times more mutants. We do not recommend fighting them: just run past them, go down to the boat and follow to the next building.
Secret . On the way to the room with the night vision device, you will find a room with a skeleton and a locked door. Here the detector will beep. Go further into the building with the swimming pool and stairs to the springboards. Look down into the water to see wooden planks. Jump on them, duck down and make your way into the flooded room with the stairs. Follow up to get into that same locked room. There is an improvement of equipment and weapons with new modifications. There are also ammunition and resources.
In the school, only the first floor is available for research. There are no enemies here, but there are quite a few open rooms. Examine them all to collect materials and find a workbench. In the last auditorium with a piano, you will finda mark on the table, as well as a melody record (1) by the instrument on the wall.
Next, you need to get on land and explore the cinema. To do this, leave the school and swim past the statue of Lenin to the pier (the statue, by the way, can be destroyed with a few shots). The cinema building is full of bandits. Decide how to get rid of them - by stealth, or in the open. When you clear the object, you can start searching for useful items:
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After you clear the cinema, go down to the water and find the entrance to the multi-story building. Mutants can not be touched: since there are a lot of them, you may simply not have enough ammo to shoot them. Climb to the third floor and walk along the boards to climb even higher. There are wooden boards on one of the destroyed balconies. Climb down them to the floor below. So you will find yourself in an apartment with a piano. There are a lot of mutants here, but, as we said earlier, you can simply run through them. You need to get to the kitchen of this apartment. On the window, pick up the note (2) and interact with the gas pipe to go down. Kill two mutants and open the door to the Captain's room.
If you help the Captain move the log out of the way, you will get a flash.
Secret. As soon as you get out of the basement and go up to the third floor, you will see a locked red door. To the left of her there is an open door that leads to the apartment. Go inside and look for the blue door. Behind this door is another room with a workbench. Go out to the balcony and go to the far door, which can be knocked out with your feetOuch. In this room, on the left, you will see a shelf with glass jars (popularly "seaming jars"). Get rid of the cans, behind which there is a small cache with an upgrade for the lantern.
Listen to the Captain then follow him to the boat. On the way, you will be attacked by a sniper who sat on a building nearby. Now you need to deal with the bandits and the sniper. In front of you is a dilapidated two-story building. Check out the first floor. As soon as the mutants appear, we do not recommend wasting ammo on them: run to the leftmost room and climb the rope ladder to the second floor. This will help save ammo, as the mutants will disappear at this point. When you go up the stairs, next to the corpse on the windowsill, take the note (3).
You should not linger in open space, as a sniper can kill the protagonist with just a few hits. Make sure that the bandits below notice you. When this happens, they will begin to climb into the house. This is a good opportunity to shoot everyone one by one. Once the path is open, go down to the first floor and hide behind the nearest cover. Wait for the sniper to fire a shot, then run towards the multistory building.
Don't rush to go inside. Outside in?? you can profit from cartridges for the killer: there is a gas pipe in front of the front door, from where the bandits will descend. Sit down to her left and take out the incoming enemies one by one. When the bandit in the building says that it is better to deal with you inside, you can go into the building.
Go forward along the corridor and turn right. The kitchen has ammo and supplies. In the room on the left, kill a few enemies and go up to the second floor. You can proceed further in two ways:
Look for a narrow passage that leads to a balcony. You need to go far, but first you can visit the central passage (guarded by several bandits) to open the locked doors leading to the exit.
When you get to the last passage, kill two enemies and open the last door. A sniper will attack you. Be ready to quickly press the E key to fight back the enemy.
After you eliminate the sniper, you can pick up the sniper scope . Shoot down the padlock on the grate and go down the scaffolding to the first floor. Open the blue door to enter the workbench room. Here on the wall you will find the third sheet with the melody (3).
The Captain with the boat will already be waiting for you outside. You will have a long conversation with the Captain, even after you moor to the shore. After LONG dialogues and scenes with the Captain, you must infiltrate the fire station and find the anti-radiation suit.
As soon as control is transferred to you, pick up a Molotov cocktail from the roof. Search the bottom floor for useful items and materials, then knock down the blue door to go down to the floor below. You need to charge five traps in the designated places:
Looking around the building, in one of the rooms on the wall you will find the fourth sheet with a melody (4).
If you complete this task, you will receive a flash.
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When you leave the Captain's base, you will find yourself in an open location (see the map below). First, you can deal with the bandits who have sat between the two destroyed buildings on the right, then go back and run to the left side to find the boat. travelWhen overland, be careful as there are a lot of mines here. We advise you not to ignore the detector on Sam's arm, as even one explosion can lead to the death of the protagonist.
So, return to the place where you ended up right after the Captain's base. Look to the left and you will see a boat. Get in it and swim to the marker on our map. There is a lonely trough here, go inside and listen to the first brother. Now leave the location (you can use a boat or a makeshift bridge).
In the center of the map you will see a three-story building, and to the right of it is a workbench. Pick up the fifth melody sheet (5) on the wall to the left of the workbench, then go up to the third floor of the building and enter the room. Two scouts of the Cat are sitting here, listen to them. They will tell you about local attractions and advise you to be careful. In the same room you will find an armor upgrade (Ammo Pouches) . When you're ready, leave the building and choose where to go. To save time, we adviseLet's follow our passage.
The police building is located south of the scouts' ambush. Use one of several boats to get to it. A couple of bandits roam inside the building. Get rid of them all and search the building. At this moment, others will come to the aid of the bandit: they will be outside. Eliminate everyone and get into the boat.
To the left of the police is the island of mutants. The easiest way to get there is by boat. Find a narrow passage in the wall and climb into the territory of the destroyed building. Kill some mutants inside the building, then turn right and immediately into the room to the left. On the wall you will see a painted skull of a mutant in night vision. To the right of the image there is a table under which you can climb into the next room. On the table is an improvement for night vision devices , a revolver with a closed collimator and an enlarged clip.
Return to the central island and again run to the workbench at the scouts' ambush. To the left of the workbench in the window there is a passage that leads to a makeshift wooden bridge. Use the bridge to get to the car graveyard. At this moment, the Demon will attack the hero.
Killing him is quite simple: similar to the first encounter, just shoot at the enemy when he appears in the sky. Try not to get caught by the pack when it approaches the ground. At certain moments, the Demon will throw cars at the hero, try to dodge the pile of falling cars in time.
When the passage opens, run forward, and at the fork turn right. There is a small passage to the hangar here. This is a good opportunity to ride out the storm, and at the same time listen to the second brother. He will also say his part of the password and you will now be able to open the safe.
Return to the fork, go forward a little and turn left. You will see an open gate with the inscription "Car Dealership". Enter the building through the window and look around all the rooms. In the penultimate room on the left, take the sheet with the melody (6) In the last room, to the right of the grate, you will find a safe. Take the documents and go out into the yard. Give the documents to the brothers and return to the fork again.
In front of you is an open meadow with small mutants. We recommend getting rid of them all as they will only interfere with your movement. Hold on tro?You must clear the mines in a timely manner ( there will be a lot of them here, so be careful ). Climb the stairs to the second floor of the building and climb out the window. To the right of the safe by the kettle, pick up the note , then go out into the corridor. Disarm a few tripwires, and at the end of the corridor, enter the blue door on the right. This is a safe room with a workbench. In the same room you will find a sheet with a melody (7).
Leave the room and follow the wooden bridge to the next building. Deal with a few bandits inside and a couple more outside. On the right, you can observe a two-story building, on the roof of which a sniper sat down. Eliminate the enemy, then return to the first floor and find the locked door. To the left of it there are three knife switches. Turn them on in the following sequence (from right to left):
After that, the locked door will be opened. In the back room you will find an upgrade for a revolver , as well as an armor upgrade (additional pockets for first-aid kits and filters) .
Run to the big hangar. Climb on?second floor and find the lever with which you can open the gate. When you do this, get on the boat and follow to the next hangar. Beforehand, we recommend stocking up on filters for a gas mask.
Once at the hangar, leave the boat and pick up a note on the barrel. Follow the pipes to the end of the hangar and climb the metal stairs to the top. Find the valve and interact with the steering wheel. After that, turn on the power (shield to the left of the steering wheel) to destroy the mutants in the water. By the way, to the right of the valve lies a corpse, next to which you will find an improvement for the assault rifle .
When you leave the hangar, turn left at the fork and stop at a small island. The landmark will be sticks with rags sticking out of the water. On the shore you can listen to the audio recording. If you climb up the scrap metal, you will find an improvement for the machine gun. At this point, Sam will contact the Captain and report that he found his dead comrades.
The captain will ask you to find out more. Go down and look for a path leading deep into the location. Walk to the end of the path until you find another dead one. Look for a hole under the bus, then go upstairs to the third corpse.
When the last dead is found, Sam will contact the Captain and you will receive a flash.
Just below this island there is a ship with a green cross (pharmacy sign). Inside the ship are two bandits and many useful items. Climb to the roof and look for a note on the table. If you walk along the metal bridge to the end, then on the door you will find a sheet with a melody (8).
Follow the last question mark on the map. So you will be on the pier. Do not rush to go upstairs: inspect the lower part of the pier. Here you will find a pipe with which you can get into the underground storage. In addition to useful items, here you will find another improvement, this time for a lantern.
Climb up, find the canister by the chair and refuel the generator. Run it and enter the bus. By the way, to the left of the place where the canister lies, you will find a sheet with a melody (9) . Get on the bus and look around. Examine the note on the table on the left.
In front of you is the fire station. It doesn't matter which side you enter from. Deal with local bandits, enter the building and go up to the second floor. Here you need to find a green door. Once you get inside, Sam will find the hazmat suits and contact the Captain.
The grate leading to the stairwell is locked. Climb up the stairs to the left of the window and look around. ?? In this room, you will find an upgrade (enlarged filters) on a table, as well as a note on a desk at the end of the room. Interact with the grate to open the passage to the stairwell and exit to the roof.
On the roof, to the right of the metal stairs is a sniper rifle. You can disassemble it to get additional modules for this weapon, including a five-round magazine . Climb the fire tower and interact with the cable to leave the facility.
When you go downstairs, right in front of you you will see a one-story building. We do not advise running ahead, as the building is mined. Look for mines and find a room with a workbench. Here, pick up the last note and get ready for the battle with the Demon (craft first-aid kits and ammo). Leave the building and run towards the story marker. At some point, the Demon will attack the hero.
This battle is not much different from previous battles. Just shoot at the enemy when he appears, and try to dodge the attacks of the pack in time.
After the fight with the Demon, run forward along the only path. There will be mutants on the way, so be careful. At some point, you will reach a small building - search it and use the workbench. Here, on the armchair, you can listen to the audio recording of Klim's people.
Leave the gatehouse and follow the marker on the map. This will take you to the pier. Wait for the Captain, then board the ship. When the ladder goes down, get off the ship and interact with the hole in the wall to get through. The captain will tell you that the area is filled with both ordinary and electric spiders. We all know perfectly well that spiders have a very strong shell, but they are terribly afraid of light. In the moments when an electric spider appears, the light will disappear forever. Therefore, you need to deal with the enemy as soon as possible, otherwise you can be beaten to death by ordinary spiders.
So, in the next room, examine the closet on the left to find the last upgrade in the game - Armored Glass Helmet . Then apply power and activate the switch so that the Captain can swim further. Follow the corridors and fight off the spiders until you reach the bridge.
There will be a boat directly below you, and after you restore the power supply, the Captain will begin loading nuclear fuel. But, at this moment, the heroes will be attacked by several electricsome spiders. Deal with them (it is best to use incendiary ammunition, or shoot from a sniper rifle). Once the fuel is loaded onto the ship, enter the elevator and interact with the lever.
The elevator will fall down the shaft, but Sam will survive. Leave the elevator. So you will find yourself in the ventilation ducts. You can simplify your task: go to the entrance to the mine, and as soon as the light goes out, run upstairs as fast as you can. Thus, you will save ammo and time to fight arachnids.
In the next mine you will see the Captain, who will be waiting for you nearby. To go further, wait until an electric spider appears, go to another shaft (the fan blades will stop) and finish it off. If you do this before you move to the next shaft, power will be restored and the fan will work again. But don't get upset. Soon another spider will appear again.
After a lengthy cutscene, visit a small room to your right. Collect ammo and use the workbench. This is the penultimate workbench in the game, so do whatever you need to do here. When you're ready to move out, exit the boat and turn right. It makes no sense to kill opponents on the opposite side, since they will arrive endlessly.
Go down to the propellers of the submarine andwalk along the wooden bridge. Climb up and find the entrance to the power plant. There will be many enemies inside. It's up to you which play style to use, but they all definitely need to be eliminated. Climb to the second floor and interact with the switch to turn off the power supply. Now go down and enter the opened door on the right.
From now on, I can't give much advice on the walkthrough, as the entire path is linear. At some point, you will find yourself in a closed space surrounded by containers. Get ready to shoot the "stooped". Go down to the water, kill all the enemies and get over to the opposite side of the boats. Climb up to the tower and watch the cut-scene.
As soon as the submarine hits the open sea, you have a choice: sink it or throw out the detonator. End of the game.