This is the initial mission of Metro Exodus, beginning immediately following the introduction. The game takes place trapped in the sewers of Moscow to discover other survivors and show that those who survived the Metro aren’t the only ones in their genre. In this initial mission, you will be at the start of learning the basics of controlling and how to use the objects you drag.
Continue along the corridor until the end, switch on the flashlight, and then open the iron door to the left. In the back, as instructed in the game, pick the lighter and then use it to burn the webs of spiders. Then, follow that tunnel towards the left in the same direction in which a creature that had mutated was running just before. After that, go back into the passage to your right. There is a new magazine in the corpse’s area to the left.
A couple of meters down the tracks, you can see the next telepath just before the lens. Keep the gun in place and give it one smooth shot. Turn to the left and see the dimly lit desk next to a locker. There is the prized “Torn Notebook” that is among the entries in the diaries. Take the best piece and continue following the tracks further in the tunnel.
in the Metro One Week Later
After you’ve been released from the hospital bed, get around the doctor and point your attention to the right to discover the next treasure. Take the “Patient File” and then go on. Go through the gate and remain on the right side, where you will hear your wife and her father fighting. Engage with them at the front door, keeping them occupied. This section will be over while the team will end after the following week.
Tips: Before opening the door for Miller and Anna, look around the room in the anteroom. The locker hanging from the left to the left is the first postcard you will see during the tournament.
When you reach the department store that was once a department store, you must kill the two telepaths, go to the area next to it, and ascend the escalator. Your route will take you through the bus, which has an additional collectible. For instance, “Schurr’s Note” is found on the seat close to the skull. Find the item and proceed to follow the way out.
Tip: Just next to the bookshop, leaning against the door, is a dead body. Pay attention, and you’ll find a collection beneath its feet.
Moscow” Shot or Enemy Base / Marshalling Yard
When the undead have taken over you and Artjom defeated them; you’ll be in a pit, surrounded by a myriad of corpses. From here, continue to follow the path, always ahead. Get beneath the tree trunks, and take the two medipacks at the end of the trail, among which you could immediately use. In front of you, next to an unfrozen corpse, is the next collectible. Beware of the feathered creatures that surround you, and follow the path of the place, past the old cars.
You can exit the room and walk on the opposite side of the fuse box. Here you switch off every switch, creating darkness. Then, you can sneak around the fence and enemy soldiers towards the next ladder you climb. First, be seated and run across the footbridge to where you must lay down to move forward. Then, take a sneaky approach to the only enemy from behind and eliminate him.
Watch for the happenings as well as the return of Andre. Let him hand you the necessary equipment and then sneak through the courtyard. Stay hidden from the first guard in the cable drum, and remain there until he departs. Then, get past the two soldiers to the left side, seated on the fence talking. Next, get on the cable drum and eliminate the one enemy in front of it. You can also disable the light by using the fuse box.
Within the building, take off your mask and move on. Take the more powerful pistol on the desk’s left side, loot the lockers behind it, and take the collectible from the table next to it, “Memo.” Go to the opposite end in the space, pick up throw knives out of the barrels, and run through the door next to you and into that marshaling area.
The yard for marshalling
It’s all about sneaking around, except if you don’t want to use up all your ammunition. Be sure to turn off regularly lighting sources and lamps to reduce the chance of being observed. For starters, go to the right, and then extinguish all lanterns. Stay behind the guard in front of the wall and by the crates as you move toward the left. And aim at the top of the second guard leaning against the wall. Then, quietly end him with a sharp knife. Take out the second identified guard, and place him behind.
Then, wait until the next guard turns away from you; then stealthily approach him from behind and make him go to the ground too. Continue along the road, and you’ll meet Andre and the guard. Keep an eye out for the guard to turn his back to you, and then take him undercover to get the guard out in silence, as did the other guards. Finally, speak to Jermak to free him. Take a moment to watch the events before you go down the stairs following Anna.
After a short time and you’ll be on the second floor. Help Anna get rid of the enemy. Then follow her to the big wheel close to the locomotive. Eliminate the enemies here too. After that, you can approach the wheel to engage with it. Another procedure follows.