Metro Exodus 2033 Star Over Again
| | Attention! Spoiler ahead! This article contains plot information that may spoil major story aspects for the reader. Read at your own risk! |
Moral Points form a subconscious system in the Metro video game series that follows Artyom's progress and affects the catastrophe of each game. This system is never explained to the player and its mechanics tin can but be speculated about. Every bit Metro is nigh Artyom'southward journeying and him seeking to understand the world effectually him, the game rewards the player by guiding Artyom through experiences that help him improve empathize the metro and its foreign phenomena.
It'south commonly understood that every time Artyom gets a moral point, the screen flashes low-cal blue and whispers or the sound of water dripping tin can exist heard. When Artyom loses a moral point, the screen darkens and an ominous sound can be heard. There are more than opportunities to gain moral points than to lose them, and moral points that are gained and lost are speculated to vary in severity. Moral points tin be gained through making morally right decisions, beingness stealthy in certain levels, but can too be awarded for exploring every part of the map to get weapons and supplies. The best way to gain moral points is to knock out enemies and spare lives when possible - doing so will nearly always activate the good endings.
There is no telling how many moral points are required to get the expert ending since the statistics are hidden; however, making wrong choices or going loud in the levels that require stealth volition probable cause the player to non proceeds enough moral points to trigger the skillful ending.
Contents
- 1 Metro 2033
- two Metro: Last Light
- 3 Metro Exodus
- four List of Moral Points in Metro 2033
- four.i Hunter
- 4.2 Exhibition
- 4.3 Riga
- 4.four Lost Tunnels
- iv.five Bridge
- 4.6 Market
- 4.vii Dead City
- iv.8 Dry
- 4.nine Ghosts
- 4.x Anomaly
- four.11 Cursed
- four.12 Front Line
- 4.13 Defence
- 4.fourteen Kid
- 4.15 Outpost
- 4.16 Black Station
- 4.17 Driving to Sparta
- 4.xviii Dark Star
- iv.19 Caves
- 5 List of Moral Points in Metro: Last Low-cal
- 5.1 Sparta
- 5.2 Ashes
- 5.3 Pavel
- 5.4 Reich
- 5.5 Separation
- 5.half dozen Facility
- five.7 Torchlight
- 5.8 Echoes
- 5.9 Bolshoi
- 5.10 Korbut
- v.11 Revolution
- 5.12 Regina
- v.thirteen Bandits
- v.14 Dark Water
- five.15 Venice
- five.16 Sundown
- 5.17 Nightfall
- 5.18 Undercity
- 5.xix Contagion
- 5.twenty Quarantine
- v.21 Khan
- 5.22 The Hunt
- v.23 The Crossing
- five.24 Bridge
- 5.25 Depot
- 5.26 The Expressionless Metropolis
- 5.27 Cherry-red Foursquare
- 5.28 The Garden
- five.29 Polis
- five.30 D6
- half dozen List of Moral Points in Metro Exodus
- 6.1 Volga map
- half dozen.1.1 Church
- six.1.2 Optional - The Mechanic
- half dozen.ane.iii Terminal
- 6.1.four Optional - Teddy
- 6.i.v Optional - The Paladins
- 6.1.6 Optional - Bandit Camp
- 6.1.7 Tug Boat
- six.two Caspian Bounding main map
- 6.2.ane Saul
- half-dozen.ii.2 Lighthouse
- half-dozen.2.3 Bunker
- vi.2.4 Optional - Dismantled Boat
- vi.2.5 Optional - Work Camp
- six.2.half-dozen Get Water
- 6.two.7 Oil Derrick
- half-dozen.3 Taiga map
- 6.3.i Bandit
- vi.three.2 Pirate Outpost
- half dozen.three.three Pioneer Army camp
- 6.3.4 Optional - Brigand Camp
- 6.3.5 Pirate Swamp Camp
- 6.3.6 Lumber Manufacturing plant
- 6.1 Volga map
Metro 2033 [ ]
Artyom has not left Exhibition station since his babyhood and does not know anything virtually the world outside the Metro. If Artyom pokes around corners, eavesdrops dialogues and explores the levels he learns how this new world works and manages to make a decision based on this knowledge. In other words, he achieves a different Enlightened ending, as opposed to the Ranger one in which he blindly follows his orders.
Metro: Concluding Lite [ ]
Moral points have not changed from Metro 2033. This time around, Artyom is much more experienced, then moral points are earned based on whether or not he does the right thing. They are earned the same way every bit in Metro 2033, i.e listening to sure dialogue, performing kind or merciful acts, finding certain hidden areas, etc. Sufficient moral points will unlock the Redemption catastrophe, where Artyom earns forgiveness for his past, as opposed to the standard C'est la vie ending where Artyom sacrifices himself for the Metro.
Metro Exodus [ ]
Moral points return in Metro Exodus. As with the previous games, Artyom is awarded points for doing good deeds or doing certain deeds. Unlike its predecessors, listening in on conversations does not bear on moral points, and instead can be used to proceeds locations to stashes.
Moral points are also present in the Sam's Story DLC, only instead of indicating good deeds, they reverberate deportment taken by Sam to gain the Captain's trust. Completing all actions volition gain the A Man of Principle achievement.
List of Moral Points in Metro 2033 [ ]
Note: In Metro 2033 Redux, some points are no longer available. Also, because of the inclusion of the knock out power, points for not killing anyone can exist obtained along with other points that involve taking out certain enemies. These points are incompatible in the original game.
Hunter [ ]
Proceeds:
- After coming upwardly the stairs, talk to the guard that tells you another patrol was attacked after he sits down. ("Many want to go out the station...").
- Talk to the people in line before the hospital ("Medico hasn't said anything").
- Talk to the girl sitting on the footing next to the people in line. She will offset say "Nosotros but have to hope." So requite her a few seconds and talk to her once more and she will say: ("Leave me alone.") Walk away as she asks and you will get a moral point.
- Talk to the guard that opens the door to the infirmary afterwards he sits downward ("People desire to see their relatives.").
- Walk under the lite on the right in the first room of the hospital. In Metro Redux, this signal is moved to a corner accessible just before exiting the room. There is a torn textile drape on the right-paw side which y'all tin can walk through, leading to another torn fabric correct in front of yous. Walk through both these curtains to find ill NPC characters and obtain the moral point.
- Take the postcard from Hunter. If Artyom is not standing close enough to Hunter to take the postcard, he will exit the postcard at his left side. Pick it up to gain the moral bespeak.
Exhibition [ ]
Gain:
- Play the guitar in Artyom's room.
- Play the balalaika (triangle guitar) near the father and the child drawing on the floor.
- Arroyo the human being and woman sitting in the general market area with a teddy comport between them. Equally before long equally the woman stops talking, you will be able to talk to the man. He volition tell you nigh his sick child and asks you for a few bullets. Requite them to him. You will lose about 2 MGRs.
- Open the door to Alex'due south room, prompting his dialogue.
- Exhaust all of Alex's dialogue options.
Lose:
- Have the MGR from the hat next to the man playing the guitar.
- At that place are 2 men sitting on a table only right from the table with the boozer man who is being scolded by his wife. If you talk to them, they'll get-go talking nigh some business organisation. If you talk to them again, it will count as interrupting their business and you volition lose a moral signal. Because you cannot actively engage in conversations in Metro 2033, it's best yous avoid that area or y'all might lose a point accidentally. There is cypher interesting there anyhow. (This i does non occur in 2033 Redux. The conversation still happens, merely bothering doesn't give a bad signal)
Riga [ ]
Gain:
- Give a bullet to one of the beggars located all over the place. It is only effective once.
- Give a bullet to the child to guide you to Bourbon. Annotation: Even if yous accept no MGR left only nonetheless enter the command to give him bullets, you volition receive a moral bespeak and the child volition reluctantly guide you to Bourbon. Also, if you first refuse to give the boy a bullet, you will still be able to discover him later he has run off and go the point. This is useful if you want to get the achievement Realist besides as the moral betoken.
Lose:
- Find Bourbon without the kid. This only triggers once you notice him, not if you lot initially refuse the child.
- Agonizing the human being sleeping located nearly the kid that guides you lot to Bourbon if you do not give him the bullet.
Lost Tunnels [ ]
Gain:
- When Bourbon talks about foreign sounds and pipes, crouch next to the pipe on the right side of the tunnel until you hear laughter.
- Afterwards listening to the pipes, go left into the room where the dead torso with the Tihar lies. Going dorsum and listening again to the pipes for some more seconds will hurt you (this does not happen in Redux) and give you a moral signal (same procedure equally in "Khan"). It is most likely a bug just it offers a moral signal.
Span [ ]
- Become into the offset train car yous encounter by jumping on the box on the left side. Inside there will be a box you tin open with some dolls. Use ane of the dolls to make racket and you volition become a moral point (In Redux, no moral indicate is given).
- After a fight with some mutants, Bourbon volition spot a Hansa railcar, informing yous that they are looking for the bandits, and instructs you to hide. Crouch adjacent to him and expect for the railcar to pass without being noticed for the indicate.
Lose:
- Get noticed past the Hansa railcar.
Market [ ]
Gain:
- Use the hookah in the bar (unavailable in Redux).
- Give a bullet to the beggar who tells the story to the kid in the market area after the kid leaves.
Expressionless City [ ]
Gain:
- In the first area, get up the stairs on the left. Follow the watcher that runs away and wait out of the window information technology escaped through.
- After this, become to the room at the end of the balustrade which contains a safe (only bachelor in Redux).
- After you and Bourbon get separated while inbound the edifice. On the top flooring jump down into the lift to find a secret cache with a Tihar.
- During the vision of a playground when outside, as long as you don't movement (you lot tin look around).
- Too during the same vision, if yous have off your gas mask, you will receive a moral point (not available in Redux).
- After the in a higher place vision, yous will eventually enter a building and become downwardly some stairs. At the cease plow right and go all the way to the terminate (where a grocery scale is) and you lot will notice another hugger-mugger cache.
- When you lot go out of the leftmost window of this building to proceed further, await left and downwardly. At that place will be some wooden planks leading to a narrow ice path just above the water. Follow information technology to detect a body.
- At the expanse where there is demon feasting on a corpse, enter the building leading to Dry and accept a right through the trap-filled hallway to play the tape in the enshroud.
Lose:
- Run out or completely across, or open fire during the playground vision.
- Shoot the nighttime one sitting on the shed on the other side of the playground later on the vision.
- Shooting the dark 1 looking at a expressionless stalker on the other side of a gate (where you lot observe Bourbon in Dead City 2).
- In Redux, subsequently you meet the demon feasting on a corpse, if you lot take a hard right and enter the edifice on your left, you volition lose a moral bespeak if you impale the Watcher Female parent. If she does so much equally to leave her position, you lot volition lose the point only likewise, so if y'all want to get the goods sitting on the flooring nearby, yous may desire to be fast and not get too close.
Dry [ ]
Gain:
- Using the hookah to smoke inside the crate maze on the left yields a moral point.
- Practice non kill anyone at this level (this volition most likely disharmonize with the higher up as the hookah is right next to a bandit. In Redux, y'all can just knock the guy out).
Lose:
- Shooting Bourbon's expressionless body1.
- Shooting and/or stabbing dead bodies multiples times, triggers Khan's speech upon encounter: «Yous might also try to value life more fully. What humanity is there in killing the wounded?»2.
1 Doesn't exercise annihilation in Metro 2033 Original PC (Unpatched)
2 Experienced in Metro 2033 Original PC (Unpatched)
Ghosts [ ]
Proceeds:
- When Khan tells you about the singing pipes, crouch near the pipes and expect until you lot hear laughter, and then move abroad. If yous stay almost the pipes for besides long yous will get injure.
- When you reach the ghosts of the defenders, stay close behind Khan equally yous move through. On the other side, go on post-obit him until he mentions he was with them when they died and merely he survived.
- After you go out the tunnels, Khan will expletive while in ane of the rooms. In this room, there is a body hidden behind some barrels (wait for the claret marks on the flooring to find information technology easily)
Lose:
- Opening fire on ghosts (in Redux, when the ghosts are effectually, opening fire or throwing/slashing knife will trigger moral signal loss fifty-fifty if you don't hitting the ghosts directly, however, throwing grenade does not trigger moral bespeak loss).
Anomaly [ ]
- Stop when Khan tells y'all to and don't motility (you can look around) until he starts talking over again.
- After moving a scrap frontwards, you lot will hear a nosalis growl, and then see the bibelot moving fast toward it in the side by side tunnel. As before long as you hear the growl, stop and don't move until Khan starts talking.
- After yous jump into the area where you volition fight nosalis, go to the right to the dead-stop area where the nosalis will exist coming from, check the expressionless body behind the box beside the right wall.
- After the fight with the nosalis, Khan volition enter a train car. Straight out from the dorsum of this automobile is a dead end with glowing mushrooms and stalagmites. There is a partial skeleton on the ground there that volition award a moral point when approached.
Lose:
- Move when the 2d anomaly appears.
Cursed [ ]
Gain:
- You lot get a point for showing up, and listening to Khan when he explains the situation.
Lose:
- Run abroad before Khan finishes talking.
- Any type of hostile activeness in the shrine (e.m. Even slashing the knife).
Front Line [ ]
Gain:
- Sneak up to the back of the railroad train you fell out of upon the start of the level and cease listening to the officer's speech. Later you get the point outset backing away or they will spot you. It is recommended to put out the lamp leading upward to the train on the left.
- In the expressionless-end tunnel through which the histrion arrives at the start of the level, kill or avoid the patrolling soldiers. On the right side of the tunnel, almost at the end, there is a small red wall box - option up the MGR within for a moral point.
- Just left from the train motorcar, get downward the stairs and heed to ii guards talking virtually the secret archway to the enemy base of operations.
- Witness the execution of a Communist "deserter" without interfering.1.
- In Redux, foreclose the commissar and the soldier executing a Communist "deserter".
- Go to the reverse management of the deserter execution area until yous find a flight of stairs. Go upwardly the stairs a bit to mind to a soldiers conversation nearly suicide bombers.
- Get deeper into the tunnel and away from the barricade, past the two wounded men. On the right side of the tunnel, there will exist an open door. Become inside and all the style down until yous achieve a body with an automatic shotgun (In Redux you will discover a rubber box and a bounder gun, and yous have to disable the electric current with the circuit box left of the stairs in the tunnel).
- In the bottom of the front line (beneath the bridge), where Artyom must use the gas mask, in that location will be a pile of wreckage with a buried body's protruding arm holding some MGR. Have the rounds for a moral bespeak. The arm holding the bullets is in the heart of the pile. The pile is at the bottom of the shaft of lite shining through a gap in the span.
- In the Nazi office of the level, downstairs there is a room containing a couple of guards and a Helsing spear gun. In ane of the corners (nigh the manhole), there is a small red locker. Open up it and collect the contained ammo to get a moral point. You will see a drawing inside. The audio of the door creaking besides alerts the guards, making it practically impossible to get this indicate if you want to do the level completely stealthy.
- In Redux, the small locker is located near the prison with 3 captured prisoners within.
- The last moral signal is awarded for freeing the iii captured Communists in the Nazi part of the map, in the area subsequently the rail auto. To free them you need to kill all the Nazis here except the one at the very end of the tunnel. Yous will know it's done when their leader will stand upwards (The Nazi soldier will execute the leader if you expect too long when you become at that place). Talk to him. Killing the Nazis will prevent you from getting the stealth achievement for this level.
- In Redux, the prisoners are now located at the red locker from the previous moral points. The Nazi can also be knocked out in Redux, making it possible to earn the last point for not killing anyone.
- Alternative: Complete the level without getting in a fight and you reach a moral point (and the stealth achievement). The other side of the medal is that you tin´t gratuitous the imprisoned Red Army soldiers and leave out the metal locker. In the Redux version, this bespeak tin can be obtained if enemies are knocked out instead of existence killed.
1 Experienced in Metro 2033 Original PC (Unpatched).
Lose:
- Impale any wounded men lying near the staircase (behind the bridge post)
- Kill one or more of the captured Communists
- In Redux, permit the Communist "deserter" to be executed or if you kill the deserter earlier you kill or knock out the executors.
Defence [ ]
Gain:
- Pick upwardly the bulletin tape the helm gives you after the fight.
- Every bit you come into the station, go straight and into the railcar. Walk through all of information technology and exit on the other side for a flash point (Await out for the tripwire inside). (Unavailable in Redux)
- Inside the first area of the station, go up the stairs into what looks similar a hospital. Go in deep enough and you volition get your point. (Unavailable in Redux)
- As you're leaving the kickoff area of the station and crossing over to the area where you lot demand to use the gas mask, expect left. In that location will be stairs blocked by a grating. Go through the door on the correct and there volition be another gear up of stairs with grating, just here the door will be open. Become up and then left over a makeshift span to detect a lot of goodies and another moral betoken. (Unavailable in Redux)
- In the previous moral point area, you lot tin hear music being played beneath yous. To attain it, backtrack into the hallway where you need the gas mask and get left until you reach another railcar sitting at a station. To your right is a metro tunnel with a cherry lite. Become left towards the expressionless end, where there is a dead body, some ammo and tape recorder playing music. You go a moral point when you become close.
Child [ ]
Gain:
- Reject to take the reward from Sasha's mother at the very end of the level.
Outpost [ ]
Proceeds:
- After climbing out of the building you lot start in at the beginning of the level, on the surface, you volition eventually achieve a house full of Nazis. Climb all the way to the roof and play the tape you lot got from the helm in the Defence force level.
Blackness Station [ ]
Gain:
- Completing this level without any enemy casualties will yield a moral point. You go this indicate when you meet up with Ulman at the end.
- Take the weapon given to you from Ulman in the offset. (Unavailable in Redux)
- Listen to the ii Nazis talk nigh moving to Hansa until they are done.
- In the side by side surface area, kill or sneak by the patrolling Nazi and go right. In that location volition be two Nazis virtually the end of the hall. You volition accept to use a throwing knife or silenced weapon to take out the light in the hall or else they will see y'all. If you lot await until they stop talking about morals, you will become a moral indicate.
- Sitting nearby when the Nazi commander commands two other guards to sentinel the generator
- Turning off the generator
- Listening to two Nazis talk about 'Metro 2' nigh the end of the level.
- Being nearby at the end of the level when the drunkard Nazi is muttering to himself.
- There is a room under the primary area where the Nazis are in mass. This room has boxes which must exist scaled. In one case scaled, you volition get yourself a morality point and if yous look at Charles Darwin's book you get another. (The 2nd ane is no longer bachelor in Redux)
- Subsequently dropping into the tunnel where you lot demand to wear a gas mask on the way to Ulman, keep an heart out for a bloodstain on the floor that leads to a corpse on your left. Examine it for a point. (Unavailable in Redux)
- Afterward meeting with Ulman and riding the metro cart for a while there will be a cutscene with a nighttime one, later on the wall breaks and you lot are told to run, instead, walk towards the dark one for a moral point.
Lose:
- Burn a weapon while Ulman is talking to y'all at the very beginning of the level (right afterwards he killed the baby-sit).
- Run away from the Nighttime one during the dream sequence at the end of the level.
Driving to Sparta [ ]
Gain:
- Later on talking to Miller and saying y'all are "ready", wait behind you there is a bunch of soldiers and Khan, talk fully to Khan and you volition get a moral point. In Redux, you lot may likewise talk to Khan before proceeding with Miller. (In the original, it needs to be done earlier maxim you are "ready".)
Dark Star [ ]
Gain:
- In the vision, arroyo the dark one when given a choice.
Lose:
- In the vision, practise not arroyo the dark one. Instead, go the opposite mode.
Caves [ ]
Gain:
- Exercise non accept Boris' ammo or weapon later on his death (not available in Redux).
List of Moral Points in Metro: Last Lite [ ]
A hidden negative moral point is secretly assigned to the player if violently belligerent in action in relation to the ghostly, unidentifiable attackers.
***Annotation: Y'all cannot impale every human in the game and notwithstanding get the practiced ending***
Sparta [ ]
Gain:
- Play the guitar in Artyom'southward room.
- Listen to the two Rangers nigh Artyom's room discussing the significance of D6. Their conversation can exist interrupted when Artyom gets shut to them where they will greet Artyom, and so they will resume the conversation again. However, if you interrupt their conversation when it's near the end, they won't resume the chat and yous would lose the adventure of getting the moral point.
- Play the balalaika in the break room.
- Spend around two and a half minutes since y'all command Artyom from his room earlier meeting Khan and Ulman at the elevator gate. The moral signal will pop upwards immediately when y'all had spent the mentioned time.
- Spend around twelve and a half minutes since you control Artyom from his room before getting into train with Anna. The moral signal will popular upwardly immediately when you had spent the mentioned time. The method for getting this moral point and the previous ane were commonly mistaken, as they are fourth dimension-triggered moral points which tin pop upwards by adventure when y'all're doing certain things like hearing chat, trying the firing test, etc, then people may mistake those activities as things that triggered the moral points.
Ashes [ ]
Proceeds:
- Walk to the back of the train you commencement the level on.
- At the ladder, continue past information technology, further into the tunnel. Burn some cobwebs to go to a corpse that also has the first note in Ashes.
- Staying near Anna until she begins climbing to her sniping position.
- Before the first encounter with watchmen, do not fire any weapons (except Abzats) or perform knife attack (even if it doesn't hit any objects). The exception of Abzats seems to be an oversight past the game developer or because trying to aim it will fire a outburst of five shells. You will earn the moral point when you run across the first watchmen pack.
Pavel [ ]
Proceeds:
- Release the prisoners (this will also unlock achievement Freedom).
Reich [ ]
Gain:
- Heed to all of the Fuhrer'southward oral communication.
Lose:
- Kill the surrendering Nazi at the end of the chase.
Separation [ ]
Gain:
- Don't kill the man reading on his bed after he surrenders.
Lose:
- After exiting the showtime area of Nazis, impale the homo reading on his bed subsequently he surrenders.
Facility [ ]
Gain:
- Afterwards Artyom exits the air vent, watch the scene where a Nazi beats his young man soldier and calls his mother a whore.
- Afterward the beating scene, heed to the conversation between two Nazis well-nigh the stashed custom weapon.
- Follow the Nazi heading back to the locker room and when he opens his locker, knock/kill him and pick up the weapon (this will also unlock the achievement/trophy A Present.) (Unavailable in Metro Concluding Low-cal Redux)
- Listen to the conversation between two Nazis on the catwalk above the first room.
- Reach the institute growing room without killing said brutalized soldier in the meat storage.
- In the next area, there is a room filled with bathtubs. In the area beyond this, there is an air vent on the far side to the right, next to the guy in a chair. Enter it to go a bespeak and there volition be a supply crate on the left.
- In the room with water turbines in that location are two Nazis discussing the hanging of Pavel, mind to their whole conversation to get a point.
- Reach the sewer without raising an alarm (doing this without killing anyone will also unlock the achievement Invisible Savior).
Lose:
- Impale the Nazi that was locked in the meat storage.
Torchlight [ ]
Proceeds:
- But before the elevator at the beginning of the Spider tunnels, look to the left-hand side for a small nook hidden by cobwebs. Fire them abroad to find a small stash of ammo and a medkit side by side to two skeletons. Entering this nook earns a point.
- Inbound the elevator with Pavel earns a point.
- Fending off the Spiders with Artyom's flashlight in the lift earns a point.
- Quickly saving Pavel from the Spider attack just later exiting the elevator earns a signal.
- Go on close to Pavel while he walks with the torch.
Lose:
- In the lift with Pavel, leave your flashlight off throughout the ride.
- Immediately afterwards the elevator, leave your flashlight off and don't aid Pavel when he is pinned by the Spider.
Echoes [ ]
Gain:
- In the first of the chapter later on sliding down the wing and encountering sudden rain, plough left and wait for a sewage pipe. Crawl in until y'all reach a room with a skeleton. The moral point is earned upon reaching the room.
- After encountering a huge sinkhole, become to the tail end of the crashed blueish plane on the left. There'due south another skeleton lying right in forepart of it. Reaching the skeleton earns a point.
- After searching the spider-infested skeleton, look correct. There is a small caved-in room with some ammo and filters. Entering it earns a indicate.
- Taking the Duplet in the service room earns a point.
- Letting the watchmen herd pass by without beingness spotted earns a point (this will also unlock the achievement Mouse).
- Seeing all of the hallucinations of the first passenger section on the aeroplane earns a point.
- Listening to Pavel after saving him earns a point.
Lose:
- Shoot at the herd of watchmen.
Bolshoi [ ]
Gain:
- Right after passing through the first door, listening to the families arriving by train carts trying to convince the guards to permit them into the station grants you a moral point.
- Straight after this, listening to a couple from the Reich talk nigh their escape yields a moral signal. This is a reference to a quote from Martin Niemöller.
- Giving the theatre critic-turned-beggar a bullet gets yous a bespeak. Giving the very same beggar another bullet afterwards his speech communication earns some other bespeak.
- Listening to the 2 patrons at the bar discussing whether or not theatre is useful in nighttime times earns a point.
- Listening to the ii stalkers telling Katja that her husband, a beau stalker, was killed by a demon and informing her of his gravesite assail earns a point.
- Listening to a pair of women sitting on a bench opposite of Katja earns a point.
- Watching Mischa show the children animate being impressions with shadows earns a point.
- Following the two children running back to the tracks, and listening to the arguing couple about joining the Army earns a point.
- Following the attendant at the theatre into the marketplace expanse, after he convinces the other tourist to purchase the contraband earns a point.
- Watching the unabridged theatre prove earns a point (this also will unlock the achievement Patron of the Arts).
- Listening to the dancing girl's entire conversation (about her makeup and boyfriend) grants y'all a moral point.
- Subsequently exiting the backstage area, at the end of the following hallway, to your right, listening to the daughter in the shower talking to the girl in the bathtub grants you another point.
Korbut [ ]
Proceeds:
- Listen in on the chat between Korbut and Moskvin.
Revolution [ ]
Gain:
- Exit of the storage room you beginning in at the start of this level and go downstairs to listen to the guard reporting in on the intercom.
- Listen to the two soldiers in the storage surface area talking virtually the Frontline mission from Metro 2033.
- Listen to the crane operators discuss moving radioactive materials.
- Exercise not disturb the men doing the service check and proceed post-obit them until they end the 4 checking procedures and talk virtually a fume break. Note: The workers may skip the 2nd service check and go straight for the 3rd, in which case it will render this moral point unavailable unless the thespian restarts the level. Practise not motion through the room also fast to alleviate this.
- After the service bank check room and going through a big fan, listen to the chat between two men right after climbing downwards the ladder.
- When you get to the surface area with the car gun platform, listen to the conversation between the machine gunner and a soldier.
Lose:
- In the room with the crane moving radioactive materials, shoot the not-soldier workers (for case, the worker using a jackhammer).
Regina [ ]
Gain:
- After boarding Regina and exiting Andrew's domicile, look for the get-go doorway on the left. Entering the area with the lamp on the desk earns a point.
- Later the previous area, again to the lefthand side of the tunnel, in that location is a door nether a lite with a mask and a filter next to it. Behind this door is a spider nest. Inbound it and finding the glowing red room at the end with a lite switch earns a point.
- Later the previous area, proceed onward for a time before finding another doorway on the left which leads to a partly submerged area. At the end to the right is a room with some ammo, filters and a skeleton. Entering this room earns a bespeak.
- Later on opening the airlock doors and entering a gas mask area, get out of Regina and turn the switch on the left to change the rail tracks to continue directly. Use Regina to smash the wooden barricade. Doing so earns a point.
- Afterwards driving into the snowy tunnel, walk into the left-hand tunnel to the abandoned metro cars where a watchmen ambushes you. Continue going all the way to a expressionless-cease where a skeleton tin be plant. Arriving at the terminate earns a bespeak.
- Just before arriving at the abandoned metro cars you take to push forward with Regina, go to the correct side of the tunnel where a gas mask hangs from the wall with a filter. Enter the passage there to earn a signal.
- While pushing the metro cars forward with Regina, look for a passage on the left side of the tunnel. This area is filled with shadows and ghosts who whisper to Artyom. There is a moral point and a valve waiting at the end of the room.
- Nonetheless while pushing the metro cars forward, on the right side is a sewer area with several Watchmen. Reaching the terminate about the skeleton wearing a gas mask earns a point.
Bandits [ ]
Proceeds:
- When Artyom showtime awakes, plough around and enter where Regina crashed. A point is earned after discovering the skeleton in that location. And at that place is a shambler with extended barrel to take.
- After meeting the refugee caravan, wait and listen to all their conversations. A point is earned after a woman says her married man was drafted and so captured by Nazis.
- Continuing downward the tunnel after the refugee caravan, the outset tunnel on the right will lead to a series of abandoned metro cars. A woman is crying for help and near to be raped past ii bandits. Kill/knock them out earlier they kill her to earn a bespeak.
- Only before arriving at the main bandit camp where they are holding the woman and children, continue down the left-mitt tunnel to a carriage with several corpses. Doing and so earns a point.
- Rescue the women and children being held in the bandit camp. The point is earned when the bandit in the concluding room threatening them is killed or knocked out. If washed in without raising the alert, the achievement Commando is earned.
Dark H2o [ ]
Gain:
- One is earned at the stop of the level after escaping the Shrimp.
Venice [ ]
Gain:
- Give a bullet to a beggar near the marketplace aisle where two men are trying to push a grunter in a crate onto a boat. (Giving a bullet to the guitarist nearby will not grant y'all another bespeak.)
- Give a bullet to a 2nd beggar near the market, this one in the alley where two children are drawing on the wall.
- Correct after you give the bullet to the 2d beggar, walk back out and right, go into the next area to your right and talk to the mayor and you lot get a point.
- Buy and beverage the bartender'south special, "The Bullet."
- If you beverage a few more you lot will blackout. When you come up dorsum the bar will be wrecked and the bartender will be mad. If y'all pay him 100 MGR for the harm, you will earn a moral betoken.
- Pay 10 MGR to use the shooting range.
- There is a kid existence comforted by his mother since he lost his teddy bear. If Artyom completes all the challenges at the nearby shooting gallery, he will be awarded said teddy deport. Return it to the crying child to receive the moral point (this will as well unlock the achievement Reunion).
- Complete the level without killing OR knocking out any bandits in the storage (i.e. the department must exist completely ghosted).
Lose:
- Taking the 20 MGR located on-lath the boat of a sleeping fisherman. The boat is on the left corner of the dock. The War machine Class Rounds are accessible without really stepping onto the boat and waking the tired fisherman.
- The final drink at the bar before passing out incurs a morality loss as of Terminal Light Redux version i.0.0.3. It's unknown if every morality loss/gain is a single point or if some instances are more than than others, just if it's a i:1 exchange, then this makes the 100 MGR property-impairment indicate gain opportunity essentially just a way to recover the previously subtracted moral point.
Sundown [ ]
Gain:
- Explore all ix major shores of the swamp (actor spawn, ruined buildings on the bottom left of the map, the demon on the bottom right, the storage yard, the ruined buildings to the left, the gas station, the fallen airplane, the demon at the acme left, and the ferry). This moral point may be gained seemingly at random, sometimes by entering the derelict truck at the gas station, other times by entering the storage k or ferry shore, and other times when just walking most.
Nightfall [ ]
Gain:
- Explore four areas in the map: the red bus at the right of player'southward starting bespeak, room in the house ruins that has walkie-talkie playing Anna's message (y'all need to enter the room, visiting the building isn't plenty), area with small bonfire in the far north, and at the tiptop of the escalators on the second flooring of the destroyed mall.
Undercity [ ]
Proceeds:
- Just subsequently entering the cellar, in that location is a body on the correct, near a table with a radio reaching for a tape recorder/player. Play the tape of the Ranger's last words regarding the Reds taking Anna into the catacombs for a point.
- After entering the catacombs and Artyom's electronics getting mysteriously disabled, there will be a few ghosts in a tunnel walking around. When the church bong is heard, immediately stop and expect for them to disappear to earn a point.
- 1 is gained every bit Artyom is lowered deeper into the catacombs on the elevator just before the nosalises assail.
- Turn the corner after the blueish pools to see a nosalis pack moving through the tunnels.
- A betoken tin be earned if he lets them pass without attacking said pack.
- A point tin can exist earned by entering the tunnel the pack had emerged from and budgeted the small Christian shrine.
- After descending the small lift and encountering the winged nosalises, a signal can be earned by approaching a skeleton with a custom quadruple-barreled duplet near some spiderwebs.
- When fighting the rhino, plainly yous earn one point if y'all don't go striking past her at the first room (not available in Redux version).
Lose:
- Shooting at the nosalis pack after getting knocked off the elevator.
Contagion [ ]
Gain:
- Reach Anna without killing any humans.
- Bargain with the two Cherry Line soldiers executing citizens at the beginning, earlier the shot homo dies.
- Listen to the shot human being's caption and confusion over the Cherry'south attack. He volition explain that the Reds came earlier anybody died of the virus.
- In the room to the left of the railcar where the enemy loading boxes are coming and going, at that place is a hole in the back wall that leads to an abased tunnel. The hole is partially blocked, but you tin can move left and out into the tunnel. Head straight across from the hole to the green calorie-free on the reverse wall and turn correct, at the water line is an ammo enshroud. Open it. Note that at that place is an explosive tripwire trap on the non-water path of the floor.
- Mind and watch the full execution of the wounded Red soldier who contracted the "disease".
- Get 14 MGRs from the MGR stashes in the station. There are half dozen MGR stashes lying effectually with total of 18 MGRs, merely simply 14 MGRs are needed for the moral signal. The offset stash is in the docked pink railcar where a soldier loading boxes is coming and going (3 MGRs), the rests of MGR stashes are in the side by side expanse where a gas mask is required. The 2nd i is in the room with a lit desk lamp on the 2d floor of living quarters (2 MGRs). The third 1 is in a underground passage with glowing radioactive substances beneath the living quarters (iii MGRs). The quaternary ane is on the flooring near a guitar in the center market stall structure with torches (2 MGRs). The fifth one is on the second floor above the market stall area (four MGRs). The last ane is in the room with sewing machine on the second floor of train compartments (4 MGRs).
- Afterward hearing Lesnitsky speaking with some other soldier and going through the shaft, you will be in a room where some plants are growing. Go upward the stairs, and there volition exist a Red Line officeholder going over dead citizens of the station. Listen to what he says to gain a moral point.
- Remove your mask when Lesnitsky has his knife at Anna's throat before he counts to 5 (this will also unlock the achievement Savior). Make sure y'all wear a gas mask before opening the door into that area, otherwise Lesnitsky's dialogue volition play differently and you won't get a moral point at all.
Lose:
- Attacking Lesnitsky, when he has his knife at Anna'due south throat.
Quarantine [ ]
Proceeds:
- In the offset section, mind the whole three conversations of sick father and daughter, pacing doctor and xanthous adjust masked guard adjacent to the stairs, and a doctor talking to a soldier who got infected trying to comfort infected children.
- In next section, listen the whole four conversations of amputated doctor with a girl, a medico with a soldier checking a expressionless torso near the sound record role player, two doctors in confined area with a patient being scanned, and a human being on a gurney talking to a doctor virtually going home considering he is sure that he merely has a cold (this conversation will merely start after the conversation between a doctor and a colonel from decontamination room finishes).
- Selection up the 4 MGR stashes in the abased role of the station. There are really five MGR stashes, but only iv are needed. The beginning is hidden behind the door where Artyom initially enters and can only be claimed in one case he proceeds downward the stairs and the door closes. The 2d one is in a train car window behind the sink with quarantine skull sign. The third is in a train machine window at the left of path before the beginning of long corridor with some fire barrels. The fourth is in a broken window on the right side of the long corridor, virtually where y'all first start heading down information technology. The terminal one is in the window on the correct side of the beginning of long corridor department with growing mushrooms.
- Afterward meeting up with Khan, there is a human asking the guard to let him get inside the quarantine zone and take some insulin. After he is refused, go upwardly to him and he will inquire you for assistance. He may not talk correct abroad - stand by his side and expect. He will inquire for help after a moment. Give him the bullets he needs. Note: If yous've waited quite awhile, effort moving with Khan a little means frontwards and then coming back to the homo.
- In the final section, mind the whole four conversations of a ranger and a Hansa commander talking about the Reds attack (this conversation will only get-go after the conversation of insulin guy and the guard finishes), a refugee who is struggling to become through the Hansa station due to lack of papers, a Hansa sergeant and a worker talking about the quarantine near the second diary annotation location, and the three Hansa soldiers in armory gathered around a desk with a lamp discussing the Polis rangers (this conversation will just showtime after Khan finishes talking virtually stocking up filters and ammo).
Khan [ ]
Gain:
- Answer the telephone in the sewers.
- Reach the river of fate.
The Chase [ ]
Gain:
- One signal is gained at the stop of the chapter, when you pick upward the little Dark One and walk out of the burning train.
The Crossing [ ]
Gain:
- Afterwards crossing the water ice under a bridge, the niggling Dark One will appear on top of a wrecked van next to a billboard and expresses his desire to wearable human habiliment; stay close to him.
- Up a pocket-size path and to the correct of the aforementioned billboard is a dead Demon surrounded by dead watchmen. Walking up to the corpses earns a signal.
- Just after the demon flies off, when entering the train the little Dark One will appear with wearing apparel. Practise not shoot and stay close until he disappears (unavailable in Redux).
- At the finish of the level, the little Dark I appears once again. Follow him to end the level and gain a point (unavailable in Redux).
Bridge [ ]
Gain:
- Enter the small room to the left at the first.
- Just before the little Dark One gives a second vision, await to the left. At that place is a broken ramp leading downwardly to a small area below the bridge with a few corpses. Going downwardly the ramp earns a point.
- Terminate the level without killing any mutants (this will also unlock the achievement Pelting Man).
Depot [ ]
Gain:
- After exiting the tunnel at the very start, stick to the left-mitt side. There is a garage with 2 closed doors, one open up that has a truck poking out. Continue past this point to an entrance in the wall, and then enter it. A edifice with a collapsed ceiling leads into the garage. Be careful as in that location is an explosive trap. It's also possible to climb over the front of the truck to enter the garage. Inbound the garage earns a point.
- In the surface area where the Reds beginning phase an deadfall, in the centre of the room is a hidden passage opened by the piddling Dark I dropping a crate that leads beneath the room. Entering it earns a point.
- In the third area where the Reds are waiting, in that location is some other hidden passage near a large scarlet door on the reverse side of the room in which you enter; at that place will be a circular manhole. There is a expressionless soldier at the bottom. Inbound it earns a point.
- In the fourth area with Reds standing guard there is a secret area under the room'south ground with a corpse; inbound information technology will proceeds you a betoken.
- In the 5th surface area where the Reds are waiting with iii to iv snipers, there is a subconscious passage that can be reached by the catwalks above the metro cars or past stairs at the back of the room. Entering this passage earns a indicate.
- Knocking Lesnitsky unconscious earns a point.
Lose:
- Kill Lesnitsky.
The Expressionless City [ ]
Proceeds:
- Don't kill the watchmen in the expanse with the ladder that Artyom must climb. The point is earned at the peak of the ladder. The watchmen are not hostile and get out a blue-green trail when the little Dark One augments your vision.
- Do not kill the Demon on the rooftop protecting her nest, or her baby. You will gain the point afterwards going down the stairs, and jumping through the hole in the floor.
- See all visions (this volition besides unlock accomplishment Dorsum to the Past).
Lose:
- Kill the watchmen in the area with the ladder that Artyom must climb. Sometimes the little Dark One says that they are just going somewhere.
- Kill the Demon of the rooftop protecting her nest. The petty Dark I will ask Artyom why he killed her.
- Killing the baby demon volition lose some other one and a remark from the petty Night 1 if Artyom would do the same to him.
Ruby-red Square [ ]
Gain:
- At the beginning of the level when the Watchmen are growling from atop the Saint Basil'south Cathedral, don't shoot at them. The point is earned as they begin to go inside. Climbing the staircase into the cathedral to an area full of skeletons earns some other signal.
- While following the little Nighttime One through the storm, Artyom will come up beyond a watchman kneeling over a skeleton. The little Dark One will say he is simply afraid. Leaving him be volition earn a point as soon as Artyom enters the next area.
- In the ruined sewer area, a group of 3 watchmen volition slowly approach, just again the fiddling Dark One says they won't attack unless provoked. Leaving them be will earn another point.
- In the same surface area, you can see a corpse downwards a hole. Achieve it to gain another betoken, just taking too much fourth dimension volition cause the Watchmen to attack (not bachelor in Redux version).
- Save Pavel from the damned souls. The fiddling Night One volition then remark that now he understands what forgiveness is.
Lose:
- Shoot the watchmen on the St. Basil's Cathedral or approaching the St. Basil's Cathedral'southward staircase earlier the watchmen go away. However, if yous lost moral point from approaching the staircase but did non shoot the watchmen, afterward going down the ledge into next area, the moral point for not shooting the watchmen will trigger.
- Killing the watchmen kneeling over a skeleton when post-obit the footling Dark One through the storm.
- Approaching or attacking watchmen pack in the ruined sewer area.
- Leaving Pavel with the damned souls causes you to lose a point. The niggling Nighttime One will tell y'all that he will call up that you could non forgive (this will also unlock the achievement Revenge).
The Garden [ ]
Gain:
- Near the kickoff of the level, there is a path leading towards a hole in the correct-paw wall, into a flooded shop with tin alarms and a safe. Inbound this surface area earns a point.
- At the same divide where you can reach the flooded store, you can also turn left, crossing a log and a flooded pipage. Right subsequently the piping will be a tripwire; disarm it or avoid information technology, then crouch alee and you will receive a moral point.
- Practise not impale the shrimp feasting a corpse before reaching the beginning of long shallow river path (you will know when you reach this area when you see a small cave with some corpses and two Liana).
- Don't kill whatsoever watchmen before inbound a small passage where Artyom will see some babe bears and their mother from the next area. A moral point will be gained when you enter this passage.
- Kill the watchmen attacking the bear afterward the fight with Artyom. Do so speedily or they will kill her (this will also unlock the achievement/trophy Forest Guardian).
Lose:
- Shoot or engage the first three-watchmen pack from the shallow river path.
- Permit the watchmen impale the carry after the fight with Artyom.
Polis [ ]
Proceeds:
- Afterwards the little Dark 1 grabs General Moskvin's hand, there's a dream sequence that requires y'all to open doors. Watch the scenes backside the doors until the door shuts itself. Although hard to tell (the room is red and so you may only observe the sound of the point), You will receive the moral point subsequently the door closes on General Moskvin apologizing to a motion-picture show of his blood brother.
D6 [ ]
Proceeds:
- Ane point is awarded if the baby Dark One prompts the Redemption catastrophe.
Listing of Moral Points in Metro Exodus [ ]
Note: Points listed as optional are non part of the main story feel and are awarded to the thespian for exploring the several open-world maps.
Volga map [ ]
Church [ ]
Gain:
- One is earned for sneaking unnoticed by the guards. Anna volition thank you lot and call you a ninja one time yous are on the boat.
Lose:
- On the south side of the church, there is a blind adult female, kill her to lose a point
- In a room at the church docks, a human being will ask you to teach him how to worship the devil. Kill him to lose a point.
- In a room at the church docks, a man asks you lot to kill him considering his son and daughter died. Kill him to lose a point.
Optional - The Mechanic [ ]
Proceeds:
- On your journey to the mechanic, you might encounter bandits at their base built effectually an electricity pylon. They will exist interrogating a prisoner from the cult. Freeing him earlier he is killed volition earn a moral point. This may be done later on when Idiot asks you to get a guitar for Stepan. If the thespian misses Idiot'southward dialogue, Stepan will radio Artyom request him for the guitar.
Last [ ]
Gain:
- On your way to the Concluding, there is a large bandit hideout which Duke will point out once yous meet him in his hideout. Clear information technology out and gratis the prisoners to earn a indicate.
Optional - Teddy [ ]
Gain:
- Retrieving Nastya'south teddy bear from the demon nest volition earn y'all a point once you give it to her (Note: This may not happen).
Optional - The Paladins [ ]
Lose:
- To the southwest of the terminal is a trio of not-hostile fanatics, impale any of them to lose a indicate.
Optional - Brigand Camp [ ]
Lose:
- Not far to the east of the Paladins is a brigand camp, in the edifice with the dead bandits, in that location is one survivor. Kill him to lose a indicate.
Tug Gunkhole [ ]
Gain:
- One is earned if deciding to stealth unnoticed by the guards. Doing so volition prevent Duke from getting injured and Anna will thank you, explaining no one got hurt. The moral point earned one time you are inside the tug gunkhole.
- Yous can knock out the guards without losing moral points.
Caspian Sea map [ ]
Saul [ ]
Gain:
- Once you reach the top flooring of the bandit base with the antenna y'all volition exist attacked by Saul, Artyom will gain the upper mitt and take the pick to spare or impale him. Knock him out to gain a point. This character will approach Artyom some time after he has gone to sleep.
Note: For some reason, Saul only seems to approach Artyom when he sleeps in the car on the bridge virtually a demon'southward nest north of Anna's hideout.
Lose:
- Kill Saul
Lighthouse [ ]
Gain:
- Upon arrival at the lighthouse, bandits and slaves will be attacking Giul. Killing all the bandits without killing any slaves will earn a point upon reaching the height of the lighthouse. Avoid existence discovered while passing through the cave, or combat slaves will show upward. After you reach the surface, anyone shooting at the lighthouse is a bandit.
Lose:
- Right at the entrance to the caves (subsequently you zipline inside), you will find an injured raider on the floor. Killing him deducts a point.
- In the gas tunnels, in that location is an injured raider being dragged by a tribal. Killing the brigand will deduct a signal, as will killing the tribal.
Bunker [ ]
Proceeds
- Recollect the family picture of Giul's family from Khakimova'southward corpse and give it to her.
Optional - Dismantled Boat [ ]
Gain:
- In the southeast of the map is a derelict gunkhole being used equally a slave prison (Anna will mark this location when Artyom meets upwards with her after retrieving the radiations maps). Pulling the lever inside the far finish of the ship volition release the slaves and give a point.
Lose:
- Impale any of the slaves on the upper decks.
Optional - Piece of work Military camp [ ]
Proceeds:
- On the left border of the map is a work campsite where slaves break down a shipwreck. Killing or knocking out all the bandits in the camp gives a point.
Get H2o [ ]
Gain:
- In the mission to learn water, not harming the slaves will earn a signal once Artyom has pulled the lever to open the gate. The slaves turning the large wheel volition pretend nothing happened if you kill the guard watching them.
- At that place is a cage on the basis level at the back of the military camp with 2 prisoners within, breaking the lock by either shooting it or hitting information technology will earn a signal.
Lose:
- Impale whatever of the slaves.
Annotation: Once Artyom has pulled the lever to open up the gate and has received the moral point in this mission, the sound of a negative point may exist played immediately after, although the screen does not dim and Corsair iCue lighting integration does not reply to this. It is unknown if this is a issues. If you practice 2 steps mentioned above there is no audio of negative bespeak played immediately afterward.
Oil Derrick [ ]
Gain:
- When going though the cellar where the slaves are, go along undetected until getting out of the cellar. (Note: you can kill the tribals but you lot need to avoid killing the slaves. It'southward preferable to merely knock out in that part)
- When going up towards the Baron on the oil derrick, knocking out a soldier harming his slave will earn a indicate. Exist sure to knock him out when no one is looking at him otherwise the next point is impossible to acquire.
- Farther upward the stairs, a human is nigh to injure his female slave. Knock him out to earn another indicate. (Annotation: this will crusade the bandits to become hostile.)
Lose:
- Kill any of the slaves.
Note: When infiltrating the oil derrick, the first slave y'all run into volition enhance the alarm if he sees you kill or knock anyone out.
Taiga map [ ]
Bandit [ ]
Gain:
- Just after Artyom finds the notation on the pointer, straight ahead there is a bandit tied to a pole with a goat'due south skull and two candles. Kill the wolf he is fighting off and untie him to earn a bespeak.
Note: Taking too much time will cause the bandit to exist killed past the wolf, rendering this point unobtainable.
Lose:
- Impale the bandit after saving him.
Pirate Outpost [ ]
Gain:
- Sneaking through the Pirate guard postal service without killing anyone will earn a bespeak once Artyom crosses a zipline at the top of the bell belfry.
Annotation: There is a very obvious path (mostly backside the buildings, hugging the fence) to take after taking a zipline from the adjacent schoolhouse's roof. When nearing the tower'south location, it is possible to climb up the external border, thereby avoiding the guards in front end of it entirely. When taking this approach, it's entirely possible to go through the campsite without having to incapacitate anyone at all.
Pioneer Camp [ ]
Gain:
- Sneaking by the army camp without killing anyone simply after retrieving Artyom'southward backpack will earn a point once he has crossed a zipline at the cease of the military camp.
Lose:
- Kill non-hostile Pioneers.
Optional - Bandit Campsite [ ]
Gain:
- Once the bandits are dealt with, costless the captured Pioneer in the biggest business firm at the centre of the camp. Note that you lot demand to impale all the bandits earlier yous can free him. There are 2 bandits at a perimeter guard post that are quite far from the main campsite also demand to be killed. Knocking the bandits out will also piece of work.
Lose:
- Impale the captured Pioneer.
Pirate Swamp Campsite [ ]
Proceeds:
- After meeting up with Olga, there is a pirate camp where you demand to become the boat from. The betoken is granted for getting out of the camp on said gunkhole while existence undetected. Even though y'all can impale the pirates and still have the point, a stealthy arroyo with only knocking out enemies is still the best strategy.
Note: Earning this bespeak is incredibly difficult during the day since in that location are only a few paths into it and all are heavily guarded.
Lumber Mill [ ]
Lose:
- Kill the Admiral.
Source: https://metrovideogame.fandom.com/wiki/Moral_Points
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