Metro 2033 d6: D6 — Metro 2033 Wiki Guide

D6 — Metro 2033 Wiki Guide

By simalcrum, IGN-GameGuides, sng-ign, +2.8k more

updated

D6 D Шесть

This level requires gas masks until you can complete the cycling puzzle. Towards the end, you will need all the military ammunition you can hoard. So, while the getting is good, use your home-brew ammo for the initial few amoebas.

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The air filters you’ve been hoarding pays off about now. While you can normally complete this early section quickly, you have to wait for the allied A.I. to catch up and open doors and switches for you. All this waiting is time, so you will want to wander around and find replacement filters or even try toggling your gas mask on/off to increase the amount of time you have with your breather.

Eyeball the NPC in front of you on the express train and you will automatically take some of his extra air filters. When the train stops, you can roam the platform (there are almost no items), but the game only moves forward when Colonel Miller does.

Follow the Colonel and wait for him to crack the train door with his knife. Follow him to the next train and check the cabins of both trains for items. One of them has weapons, ammunition and more filters.

The next destination is the control booth upstairs. Head up there and wait for Colonel Miller to work the controls. After a minute of fiddling, he will send Artyom up top to reactivate the back-up generators.

The ring around the shaft has four generators, each locked by a cover. Open the covers to reveal the back-up motors. Colonel Miller will then tell you to «use» each one in accordance to the numbers he’s shouting out.

The motors are labelled and arranged in order (clockwise) from one to four. Simply hold the use/interact button on each of the flashing motors until it starts up, then move to the next one (the order is randomized). After a while, the fumes are ventilated and you can remove your gas mask.

Follow the Colonel back to Viktor and Ulyman. Ride the lift down to the next level and they will activate a tram to push open the door to the control center. Just past the broken door will be a Kalash 2012 with no frills. If you failed in life and didn’t buy the uber-Kalash 2012 in Polis, here’s your chance to grab one for free.

Enter the control center and check the right wall. You should find a large cache of home-brew ammunition and other goodies (no filters though). Lock and load, because there’s going to be some nasty enemies once Viktor requires Colonel Miller and Artyom to make an expensive detour to the fuel rod chamber.

When Artyom, Colonel Miller and Ulyman step outside of the control center, you will be attacked by two amoebas. Get the drop on the enemy and blast both enemies. These things are dangerous because they behave like explosives. If one gets too near, you or your ally can die from the ensuing blast.

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Once Miller orders you ahead and Ulyman back, things get worse after the lift ride. Amoebas will pour out of the orifices lining the floors and walls. Here’s where you burn through some of you military ammo — use the high-powered shells to destroy the orifices (hard to see, but if the walls/floors pulsate, blast it until it chunks) and their amoeba bombs.

For the Pathoanatomist achievement, you need to destroy five amoebas; you needn’t linger and expose yourself here, there should be plenty more amoebas in the next level. Just clear a path for Colonel Miller and don’t hold back. This is what all that military ammo is for. The boxy lift at the end of the path will take you two to the next level.

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In This Wiki Guide

Metro 2033

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Walkthrough — D6 | Chapter 6 — Metro 2033 Guide


Last update: Wednesday, May 11, 2016

Walkthrough: You’ll have to put on a gas mask while you’re still on your way to a new train platform #1. Wait until the metro car has stopped, head outside and then proceed to your right. Take your time, because your colleagues will want to look around. Follow one of them to the stairs #2.

Enter a new metro car and wait for your partner to open one of the side doors #1. Perform a jump towards a second metro car, so that you’ll avoid being electrified. Once you’re inside the second carriage you should turn right and search the area. You can find a crate here #2 with 50 rounds of gold ammunition, a gas mask and several filters.

Exit the second carriage and start moving towards a new metro car seen in the distance #1. Turn right once you’re close enough and use the stairs to get to the upper balconies. Eventually you should make your way to a small control room #2.

Once you’re inside the control room you should open one of the lockers #1. Aside from a new gas mask and several filters you’ll also find 30 rounds of gold ammunition here. Proceed towards the other door #2 and open it to leave the control room.

Start moving upwards, using new staircases along the way #1. I wouldn’t recommend moving too fast, because it’s easy to make a mistake here and you would have to restart from the last checkpoint. You’ll soon get to the top #2. Listen to new orders before you do anything.

The first part of this assignment will require you to move four metal plates with numbers on them. Each time you must start by approaching a plate #1 and then press the action key to move it. Once you’ve uncovered a generator you’ll be allowed to move on to the next plate #2. Wait for updated orders.

Your next objective will be to approach the plates by following instructions being shouted by your ally. Each time you’ve heard a number approach a corresponding generator #1. You’ll have to find a red switch on the generator. Press and hold the action key #2 until you’ve heard a new number, forcing you to locate the next generator.

Keep doing the things explained above until all four generators have been restarted properly. Naturally it will be important here to move quickly so that some of them won’t shut down in the meantime. You may now use the staircases again #1 to return to your ally standing inside the control room #2.

Wait until your colleague finishes his work and then follow him to a lower level of the compound. Eventually you should both be able to find an elevator #1 where you’ll rejoin with the rest of the squad. Press the crouch key to enter the elevator and wait for it to transport you to a new area #2.

Exit the elevator and wait for one of your teammates to think of a plan of opening a large door seen right in front of you #1. Enter the next area and make sure to check a small control room seen before you. You can find 42 rounds of gold ammunition inside this room #2.

Choose a new passageway located nearby #1 and you will soon make your way to a much bigger control room. You won’t have to do anything here — just sit back and listen to what your colleagues have to say. Follow one of them after receiving new orders #2.

Be careful, because you’re going to be attacked by an amoeba in the next area #1. Expect to encounter more of them in the future. Use a shotgun to destroy it from a safe distance and then follow your partner until you both reach a new elevator #2. Enter the elevator and wait until you’re transported to a new level.

Exit the elevator once you’ve reached your current destination and examine a yellow carriage located to your right. You’ll find a lot of supplies here #1, including standard ammunition, filters and 15 rounds of gold ammunition. You may now proceed towards the left corridor #2. Make sure to choose one of your rifles before heading in.

Get ready for a series of challenging fights with more amoeba. Generally the most important thing you need to know about is to destroy things that look like tanks as quickly as possible. Doing this will prevent more creatures from popping up. You can destroy more distant tanks using an assault rifle #1 and deal with closer threats using a shotgun #2.

Naturally aside from destroying tanks you’ll also have to be dealing with amoeba, preventing the creatures from moving too close #1. You can use a shotgun against them which seems to be the most effective weapon. Make your way to the opposite end of the corridor and enter the last elevator #2 to end this mission.




Passage of Metro 2033 — Chapter 6. Passage of Metro 2033

CHAPTER 6 «D-6».

TUNNEL TO KIEVSKAYA.

When I was at VDNKh, could I believe that I would visit the surface, in the legendary Polis, and fight librarians and demons. Of course not… But now it’s a reality and the fate of the entire metro depends on me. To get to the D-6 entrance, I have to go through the Kyiv station, about which there are a lot of bad rumors. It looks like the blacks decided not to give up, they climb into my brain, but what do they want to say with these visions? Never mind, this will all be over soon.

I’m already used to the fact that the subway threw up surprises, but I didn’t expect this: the hermetic seals are jammed, it takes time to open them. But he’s gone, the ghouls are coming from behind. There is nothing left but to become a flamethrower. It is necessary to use it rationally, since the supply of fuel is limited, the mutants run in the center, and then jump to the left wooden rack — this is where the flamethrower should be directed. While the ghouls were roasting in the flames, several of them were able to jump onto the flamethrower — they had to direct the fiery stream at them. And when there seemed to be no hope left, an anomaly appeared in the distance. A bunch of pure energy flew down the aisle, destroying everything in its path. Next, after the ghouls, we were on the way. But the unknown spirits of the metro once again helped us, and the trolley again set off, taking us away from the deadly anomaly and the remnants of the ghoul offspring.

Our railcar journey has come to an end. We were at the entry point to D-6. What awaits us there? Further passage of the game Metro 2033 will require a significant amount of ammunition — explore the caches and search the corpses in order to replenish ammunition.

UNDERGROUND

The entrance is open, what awaits us behind it? Melnik offers to break into 2 groups, but we will all go together. One of ours, Ulman, apparently went to search the room on the left, but he did it a little negligently: there was a large amount of supplies inside. The next room greeted us with closed doors. Looks like one of them can be opened with a knife switch. I try the switch on the right, and the door starts to open — luck or intuition.

Yes, shit. In the literal and figurative sense of the word. Literally, because it really stinks, and figuratively, if there is a litter, then someone threw it — both funny and scary. And here are those whom I was afraid of — ghouls. It’s good that there are many of us, the fighters manage almost on their own, I can only kill the most persistent. Unfortunately, by the time we reached the next gate, there were many such attacks. The last attack took the life of a fighter. It is regrettable, but the fighter’s cartridges had to be taken away by me.

CAVE

While my partners were opening the door, I found some ammo in a crate in the room on the right. The door is open — I put on a gas mask, and we move forward. Only an oppressive sense of danger accompanies us. Going downstairs, I understand why I was so scared. Ghouls again, in two waves, in even greater numbers than before.

We managed miraculously without loss. Here it is, the entrance to D-6, but the door is closed, and what was to be expected? We managed to open the gate a little, and I went on reconnaissance, which immediately turned into survival: due to a malfunction of the gate, I was left alone with the monster, which turned out to be incredibly tenacious. Only throwing knives and a line of «golden» cartridges could stop this creature. I noticed that the creature is very afraid of bright light — so I directed the lantern directly into its eyes.

It seems that I only had one way, and it was both joyful and sad. On the way, in the room on the right, I found a box with cartridges, I also found cartridges near the corpse, in the toilet. True, in order to get into the toilet, I had to take out the door with hinges. I found more cartridges in a safe in a room that lay in my way. The further path led me to a hole in the floor, into which I descended. All tunnels, except for the 2nd left, were filled up, and in this tunnel there was a branch that led me up. Judging by the sounds, another vile creature was waiting for me there. Judging by the first creature, they react to light, so I’ll turn off the flashlight. Here she is, below me, eating a dead person. Catch the dynamite, you mutant brat, but I’ll throw it with a delay: suddenly I have time to react. She reacted: at the last minute, she darted away from the dynamite, but it seemed to be hooked. It remains only to finish. Apparently, the attack will be from the tunnels. As soon as this creature gets out, I will retreat, shooting in the head. In the end, I barely made it.

Jumping to the corpse, I pick up the cartridges from the rifle and go up the log, crouching down. Having run on top, I found a box with cartridges. I feel like they’ll be great for me. I jump down and walk along the metal bridge into the light, to the door that opens when the switch is pressed. Turning left, in the distance I finally see brothers in arms. I expected a long hike through the tunnel, but it turned out to be far from it. The subway arrived at the station. No, not an ordinary train, but an automated one, without a driver. Well, what, on the way? If earlier, during the passage of Metro 2033, Artyom’s main opponents were mutants, then in D-6 something more terrible awaited him.

D-6

We are inside the bunker. The building fascinates and beckons with its harsh beauty. But there is not much time for excursions: you need to follow Melnik. Stairs, two more trains. When Melnik opened the doors of the second one, I wanted to take a quick look at the train. In the cockpit on the right, I found excellent ammunition. Unfortunately, I lost sight of Melnik, but it seems that there is only one way: first go down the small ladder, then go up the big one — and I am in the control cabin. Apparently, it is necessary to start the ventilation system and, of course, I will have to do this. Well, an order is an order. Opening the door from the cab, I climbed up the stairs. There are generators. First, the protective panels had to be opened, on which the electrical danger sign was drawn. Behind them were the generators. Then, following the instructions of Melnik, it was necessary to press the buttons on the generators, the numbers of which were indicated nearby, in order to start the ventilation system. It remained to go down to Melnik, who launched the lift in the «old-fashioned» way. Following Melnik, I found myself in a lift, and we all went down together. According to Melnik, he has a bad feeling about the lower level, but we don’t need to go there.

Having descended to the level we needed, I was the first to get off the lift. The miller asked me to find a way to open the door, but he did it himself. Once in the room, behind the boxes on the left, I found a rifle with the remnants of cartridges. In the cabin, in addition to books, on a box near the entrance were the cartridges I needed so much.

And here we are in the control center. While Melnik and Vladimir were sorting out the equipment, I conducted a small search and found a lot of cartridges in the cabinet on the left. But what I wonder is why homemade cartridges turned out to be patronage ??? Suddenly the light went out. Looks like we’re starting to have problems. The spare power supply is dead, and the main one does not work. You have to start it manually, at the lower level. We have the opportunity to test Melnik’s conjecture. When leaving the hall, amoebas tried to attack us — I give a tooth, they came from below. Again I follow the Miller, and we go down.

An unknown instinct tells me to check the transporter on the right. I find ammunition in a box in the cockpit — I’m definitely lucky. Melnik and I stumbled upon amoebas and the spores that produce them. I can’t stand two amoeba hits. As Melnik walked forward, I methodically destroyed both the amoebas and the spores that produce them. That is how we were able to pass this corridor. I am sure that I could have run through the corridor before the amoebas could catch up with me, but Melnik would have died in this case. The voice of invisible observers is heard from the loudspeaker, but while they are talking, I want to laugh more and more — that’s right, again Ulman breeds. Although a good joke after such a fight is the most it. We’re going down. At this level, try to visit all the indicated caches. You will really need ammo for the further passage of the game Metro 2033.

BIOMASS

We descended to the heart of the complex — to the reactor. Uncertainty and fear have become our main enemies. What I saw was hard to describe: a shapeless mass wrapped around the reactor. I thought hell didn’t exist — I was wrong. The miller is right: it looks like the devil himself is meeting us. According to Melnik, grenades cannot be used here. If you think about it, he’s right. By blowing up the reactor, we can destroy the entire metro — if not with an explosion, then with a radioactive cloud.

The passage to the control center was difficult. Ammo is running out, first-aid kits too, but we must move forward: the fate of the entire metro depends only on us. The miller found a ladder and along it we climbed up to the control cabin. While my partner «conjured» over the technique, I could not take my eyes off the creature. She appears to have captured 3 reactor rods and fed on the energy they produced. Is this being intelligent? Judging by the blow that the creature inflicted on the control cabin, it at least has the instinct of self-preservation. According to Melnik, we need 100% power, for this we need to get to the opposite side of the hall — there will be a crane control cabin. With it, I should try to free the rods, which will provide us with energy. And again, the responsibility lay with me. I ran down the stairs and started running around the creature on the right side. I had to balance on the edge so as not to break loose and get too close to the creature.

My destination was a ladder marked on both sides with yellow stripes, and I climbed it to the crane cabin.
And here I am inside. Apparently the interface is simple. Management is carried out according to the principle of forward, backward, left, right (W, S, A, D). At the bottom left is a monitor that shows my position and the position of the rods. As soon as the cabin and the rods are aligned, the rod will turn green on the screen, at this moment you can remove it (hold down LMB). Well, let’s go…

The creature is smarter than I thought. She tried to constantly attack me, but the cockpit frame protected me. When I finished, the frame looked like a tin can that had been run over by a train. But I did it, all that remained was to get back, but first get out of the crane (E). And again I run to the control cabin past the creature.

Looks like we blew the elevator, but there’s another one. It is with his help that we rise up. Melnik talks about the power that this complex will give to its owner. But what will it be used for — for peace or for new wars to subdue the subway? Time will tell… Unfortunately, we will not return to the complex, the passage of the Metro 2033 game leads upstairs. But how I wanted to destroy this creature near the reactor…

SPLIT

Following the Miller was all I had to do now. Ulman was waiting for us on the platform with a small supply of ammunition and a missile guidance device, which I had to carry on myself.

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Metro 2033 Redux Chapter — 6: «D-6» Stage — 3: D-6 — So Scary

Metro 2033 Redux Chapter — 6: «D-6» Stage — 3: D-6

Get off the train, listen to the conversation about the construction and the advice of your comrades. Then follow Miller and the other two will stay and cover you. As soon as Miller opens the second door of the train, you will see him jump a little. Be careful and run right after him as you need to jump over the live wire. Wait until he opens the doors and immediately jump.

Then you and Miller will go up the stairs and get to the control station. It no longer works, so you will have to fix it. Miller will send you upstairs. Before you go upstairs, inspect the locker and collect ammunition, as well as a gas mask. When you’re ready, go to the back door, go up the ladder, and open each engine cover.

You will need to listen to Miller’s orders. He will tell you which engines to start. Each of the engines is numbered, so just make your way through the narrow platform and start them (press and hold the X button to start).

When it’s done, go back down the stairs to the room you were just in, but be careful, it’s easy to fall. Also part of the platform will start to break when you walk on it. As soon as you return to the room with Miller, he will start the machines. The two guards that were there before will now be in a strange winding elevator that you will follow Miller to and join them.
The elevator will go down a bit and then stop, so exit it and wait for the others to do so. Miller will go on to explain how to open the gate ahead. There is a small cart on his side, which he activates and uses to smash the gate.

Once in the new room, follow them forward. Miller will enter the control station and turn on the power. Follow him through the open door to the main control station. In this room, the rangers will gather around the computer terminal and try to find out the status of the remaining missiles. After a bit of talking about it, follow Miller back through the door you entered and get ready to attack. This attack is slightly different, and for the first time you will have to fight off biomass. Miller will order Ulman to come back and help protect the room. Then continue to follow Miller to an elevator that will take you down to the lower floor.

Exit the elevator before Miller and go into the room so that your friend stays at the entrance. Then carefully move through the area while shooting at the enemy. Once you clear the path, run back to Miller and follow him. Now you don’t need to worry about it, as there are no enemies here. Follow Miller to the end of the main path. Enter the elevator and get ready for the next stage.

Biomass

Follow Miller and be ready for the mutants to attack. The best way to get through this area is to switch to your shotgun and take out the enemies as quickly as possible. Follow Miller and get to a ladder that you can climb up. At the top of the stairs, follow Miller to the control station and watch a short cutscene in which you turn on the generators. After the cutscene, you will need to go down the stairs, go through the platform to the right of the giant biomass, and then up the two stairs.