Metro: Last Light Tips, secrets and alternative ending. Metro: Last Light usefulness, secrets in passing the game Metro last light good weapons

Metro: Last Light is the second game in the Metro series, serving as a continuation of the previous part. The developers and publishers have remained unchanged - 4A Games And Deep Silver. This time the game was released on 7 platforms: Microsoft Windows, Xbox 360, PS3 - May 17, 2013, Mac OS X - September 10, 2013, Linux - November 5, 2013 and Xbox One, PlayStation 4 - August 26, 2014. The developers took into account the wishes of gamers and critics, promising to correct some of the shortcomings of its predecessor, and at the same time improve the stealth passage.
More than a year has passed since the last part, when Artyom destroyed all the “Blacks,” and the time of love has come in Moscow - spring. Sparta moved to D6. There, Khan informs the main character that he was able to track down one surviving Black, but still just a child, and hoping that the last decision about the destruction of the hive was wrong, asks Artyom to save his life. Only Melnik and his gang have their own opinion - he arrests Khan, and sends his daughter Anna on a mission with Artyom to eliminate “Black”. But unforeseen circumstances arise...

Unlike the first part, in this game you will not encounter such difficulties as the previous game could boast of, such as getting into the library or how to bypass the librarian, what kind of weapon is lethal, etc. And there is also no point in writing where certain chests with goodies are located... Having carefully studied the area, you will be able to find everything: from cartridges to gas masks.

№1

The stealth passage has been improved and worked out in detail. The fastest and most effective weapons in the game are the helsing and throwing knives. They are good at killing all enemies... Be it human or monster. If you don't miss, they will wipe out the enemy from the face of the earth quickly and quietly.

Weapon

Compared to the previous part, the weapons have undergone changes, even radical ones. The currency in the form of pre-war 5.45x39 mm cartridges remains the same, but now they act as incendiaries when they hit an enemy. A new caliber cartridge has been added - 7.62x54 mm R. The possibility of tuning has been added - now in all weapon stalls you can improve it, for example, you can put a laser designator, sight and barrel modification on the machine gun. Listed below are all the weapons available in this game:

  • Revolver(.44 Magnum) - Smith & Wesson style revolver with a 6-round cylinder. Was also present in the last part. Tuning options: stock, night sight, collimator and 2x sight, long barrel, silencer. In reality, the silencer on revolvers is ineffective due to the breakthrough of gases between the drum and the barrel (especially since the .44 Magnum cartridge has too much firing sound to be completely muffled), and one of the few exceptions to this rule is the Nagant system revolver. With modifications it can become a revolver carbine.
  • Scumbag(.44 Magnum) - self-loading handgun. Capacity - 8 rounds in a detachable box magazine. Options: automatic fire, fore-end and stock, extended magazine for 20 rounds, silencer or long barrel, double optics, red dot or night sight, laser designator. With modifications it can become an automatic pistol. The prototype is the Mauser C96 M712, and the cartridge used is similar to the Desert Eagle.
  • Ashot(12/70 mm) - a single-shot handicraft shotgun, in descriptions called a “buckshot pistol.” There are options with a silencer, an extended barrel, as well as a forend with a butt and various sights.
  • Doublet(12/70 mm) - a handicraft double-barreled shotgun. It has the ability to simultaneously fire from both (or four, if appropriate modifications are available) barrels. Can be upgraded with a stock, a silencer or an extended barrel, a laser designator, as well as a second pair of barrels. Was present in the last part.
  • Killer(12/70 mm) - a 6-round shotgun with a revolving loading system, has a good rate and power of fire, and reloads slowly. It was also present in the previous part, but now you can load six rounds even if there is a cartridge in the barrel, and the possibility of hitting with a butt or bayonet has also been removed in exchange for a more accurate sight. Partial prototype - Jackhammer.
  • Saiga(12/70mm) - The most powerful shotgun in the game, featuring a fast reload thanks to being fed from a 10-round box magazine (which is more than all other shotguns except the Paragraph), and a high rate of fire due to being self-loading . There is an option with a drum magazine for 20 rounds, allowing the shooter to be less likely to be distracted by reloading, and a silencer. It is a Saiga-12 with an enlarged magazine.
  • Bastard(5.45×39 mm) is a low-power homemade (in the first part it is said that it is produced at Kuznetsky Most) machine gun, characterized by rapid overheating, low accuracy and, according to the description, low reliability, which is not reflected in the gameplay. Among the modifications is a radiator. Was also present in the last part. Prototype - STEN.
  • Kalash(5.45x39 mm) - an assault rifle that has more power compared to the “Bastard”, but is generally not very accurate. There is an option with optics and a magazine increased to 45 rounds. Was also present in the last part.
  • ENE(5.45x39 mm) - an assault rifle with a silencer, more powerful than the Kalash. The muffler cannot be removed. However, the magazine is designed to hold only 20 rounds. Prototype - VSK-94
  • Kalash 2012(5.45×39 mm) - an accurate and rapid-firing assault rifle with a gas exhaust system from the AK74 and a 40-round magazine above the barrel with a transverse arrangement of cartridges (similar to the FN P90), protective color, layout and the presence of plastics in the body reminiscent of the Steyr AUG. According to the sales menu, before the disaster it was the most powerful machine gun in Russia. Was also present in the last part.
  • PKK(5.45×39 mm) - a light machine gun with a magazine for 45 rounds, which does not have any special advantages over the Kalash, but has a lower rate of fire, which allows you to save ammunition. There is no option to install a muffler. There are options with various sights, as well as a drum magazine for 100 rounds.
  • Valve(7.62x54 mm R) - a makeshift rifle with a 5-round magazine. It can be upgraded with a collimator, IR night vision devices and quadruple sights, a flash suppressor (reduces recoil), a laser target designator and an enlarged magazine (allows you to load 10 rounds).
  • Preved(12.7×108 mm) - a large-caliber single-shot homemade rifle, using the same cartridge as the DShK. Ammo for this rifle is not sold by traders, it is rare and can be found in some places after the depot. Can be upgraded with: a flash suppressor (reduces recoil), an improved magazine (allows you to load 5 rounds), a laser designator and a quadruple optical sight. The name apparently comes from the famous Internet meme "Preved!" Bug: When reloading a rifle with an upgraded magazine, if there are 5 or fewer rounds left in stock, they will all disappear, regardless of how many rounds are loaded.
  • Tihar(15 mm balls) - a silent homemade air rifle with a 15-round magazine that shoots metal balls. There is an option with a laser target designator and various sights, as well as with a valve that does not bleed air when pumping the cylinder. Was present in the last part.
  • Helsing(crossbow bolts) - an eight-barrel pneumatic gun that fires steel bolts that can be picked up and used again. Equipped with a laser target designator, sights, and a pre-war valve. Was also present in the last part. The title is a reference to the film Van Helsing.
  • Light machine gun- a powerful homemade machine gun with a rotating block of three barrels and a box for 500 rounds. Very rare (only 2 times in the entire game). The player will first see it from Andrei Master (the character from the first part), and will only be able to shoot with it at the last level, during the defense of D6. It is impossible to replenish ammunition. Also appears in the Faction pack add-on in the mission for the Reich, where the player must shoot crowds of communists on the front line. Here the player can already replenish ammunition and can only carry one magazine in stock
  • Hand flamethrower- a homemade hand-held flamethrower, which, unlike the first part (but there was only a stationary one), cannot be used. You can see two soldiers at the end of the “Echoes” level - they use flamethrowers to drive away the Guardians chasing Artyom and Pavel Morozov - and in the finale, during the defense of D6, one of the red ones is armed with a flamethrower.
  • DShK- a machine gun, noticeable in some scenes of the game - for example, behind Andrei Master when talking with him. Unlike the previous game, it cannot be used.
The sequel to Metro 2033 promises to be one of the best shooters of 2013.

The metro is waiting

Over the past few years, many first-person shooters have vied for control of the multiplayer shooter arena. But the battle for online supremacy (which Call of Duty is winning so far) has left a void in single-player shooters. While Metro 2033 was far from perfect back in 2010, it remains an excellent example of an atmospheric single-player shooter.

And now it’s the turn of its sequel - Metro Last Light, there is little time left before the game’s release. This FPS will not greet you with a half-baked multiplayer mode and a corridor single-player mode with automatic aiming at the head of the nearest enemy. Are you ready for the dark and dangerous subway tunnels? Are you looking forward to a new shooter? That's all. What you should know about Metro Last Light.

Attention! I hope you have already completed Metro 2033, there will be some spoilers ahead.

The world is dark and dangerous

The events of Metro Last Light, like the events of Metro 2033, take place in post-apocalyptic Moscow, where only those who were able to take refuge in the subway managed to survive during a devastating nuclear war. There is practically nothing left on the surface except the empty husk of civilization. Cars are parked on destroyed and practically destroyed roads, dilapidated buildings stretch beyond the horizon. Thanks to radiation, the air on the surface became deadly. But even if it were breathable, surviving humanity would have to face monstrous mutants that appeared after prolonged exposure to radiation on the animal world, inhabiting the surface.

The situation underground is not much better. While people can breathe without fear of death, they have to deal with lack of light, dampness and cramped living conditions. There is also a shortage of water and food. The gloom and darkness of Metro Last Light is unnerving and constantly keeps you in suspense. Exploring abandoned tunnels with a flashlight and a pistol (which is almost out of ammo) is a pretty scary experience. Worst of all, the conflicts due to which humanity was thrown to the brink of extinction and forced underground were transferred there too.

Events take place a year after Metro 2033

Artyom, the main character of Metro 2033, returns to Metro Last Light as the protagonist a year after the events of the previous game. Spoiler from Metro 2033: As you remember, at the end of the game Artyom had a choice: either destroy the Dark, psychic mutants, whose intentions were misinterpreted and received with hostility, or allow them to survive. The dark ones wanted to establish contact with the survivors in the subway, form an alliance and begin to build a new life on the surface of the Earth. They offered protection in exchange for labor to restore civilization, since the Dark Ones no longer had the ability to create and use technology.

The fact is that the events of Metro Last Light continue the events of the book, in which Artyom realized who the Dark Ones are and what they want to offer to the survivors only at the moment of their destruction. Everyone believes that the Dark Ones have been destroyed, but there is a rumor that one of them survived and Artyom was tasked with finding the creature. The task is quite difficult; he will have to overcome the dangers of the subway and the surface of the Earth on his way.

You will encounter many ghostly apparitions

Metro Last Light added eerie dark vibrations in the form of ghosts and imprints of people destroyed by atomic explosions. Sometimes you can see them at the edge of your vision, and sometimes you begin to hallucinate and see terrible events like death falling from the sky onto Moscow.

One of the fragments with a hallucination can be seen in last year's gameplay video of the game presented at E3. During a mission to search for resources on a crashed plane lying on the surface of the Earth. Inside the plane, the remains of the dead people remain strapped in. The flesh of most of them has turned to dust, but they still remain in the chairs. As he moves along the plane, Artyom is overwhelmed by fragments of visions; once in the cockpit, we see the moment of the disaster, all the horror that gripped the crew and passengers of the plane. Moments like these are incredibly effective storytelling devices.

Monster people want to finish you off

The subway is divided into stations, most of which have become independent city-states aligned with one of four factions: the capitalist Rangers, the fascist Neo-Nazis, the Communist Red Line, and the Knights Templar. Artyom is one of the Rangers, because of this, other groups will be very happy to put a bullet in his head rather than let him pass through their territory. Usually it is quite easy to “take down” an enemy soldier (and at the same time replenish your very limited supplies of ammunition), but there are strong opponents wearing armored suits. In order to destroy their armor you will have to spend quite a lot of ammunition.

But besides the people living at the stations, the subway tunnels are home to a variety of monsters. Most monsters feed on human remains and rarely attack living creatures unless provoked. Any attempt to provoke a group of monsters can end very sadly for the player.

This is not a corridor shooter (although you will have to spend a lot of time in... corridors)

Where most modern shooters try to fill the screen with explosions, Metro Last Light, like its predecessor, creates atmosphere and immersion. There are no notes here about where you should go or how to overcome the next obstacle. These things are intuitive.

There are plenty of hidden areas with an abundance (by game standards) of ammo, weapons, or narrative context for those willing to put in the effort to find them. It's not an all-out open world game, and Metro Last Light has a lot of linear and scripted moments, but the illusion of an open world is enticing enough, especially when it comes to exploring the surface of the Earth. The most important thing is that Metro Last Light allows you to play the way you want and enjoy it. Sneaking around in the darkness of tunnels and quietly eliminating the enemy is one of the game styles, but if this is not your style, then you can go ahead and destroy everything that moves. Just know that you're in for one hell of an adventure.

The path ahead can be quite difficult...

Case in point, we burst into a Rambo-style room early in the game's demo to find it to be a Communist checkpoint. We easily took down several enemies who were taken by surprise, but as soon as their comrades got their bearings in the situation, they opened heavy fire. The concrete barricade with which we were hiding literally evaporates under a hail of bullets. And here the situation starts to get complicated.

Firstly, the ammunition began to run out; if we rush to the enemy’s corpse to pick up the cartridges, then there is no guarantee that we will be able to survive. The second problem is several of those same heavily armored enemies that were mentioned earlier and which require quite a lot of ammunition to destroy. The third problem was the enemy, who ran to the gas valves wearing a gas mask. After turning the valve, the room was filled with toxic gas. Fortunately, we had a gas mask (we’ll talk about the importance of having a gas mask later), but in any case, it did not save us from death.

...but you can sneak in the dark

After rebooting the same point in the game, we tried to go through it in stealth style. Fortunately, the metro tunnels are characterized by darkness and many residents use various homemade light sources, an attempt to light them will end in failure for us. On a small fire, not far from us, water is boiling in a pot. When the guard patrol left, we took the pot and put out the fire. The indicator on the wristwatch showed that we were completely hidden in the dark. Praise be to gadgets in games! ;)

Using a gun with a silencer, we destroy several light bulbs on our way to the switchboard. We turn off all the switches and the room is plunged into darkness. The guards, realizing that this was not a clean matter, turned on the lights and began to look for us. As soon as they separated, we had the opportunity to sneak up on them and now we face the dilemma of killing or knocking out? The ending depends on our actions throughout the game. It was decided to remove him with a knife, and although the body was later discovered and an open battle had to be fought, this time the shootout ended in our victory.

Weapons are no longer weak

A common complaint among players in Metro 2033 was the weak weapons and lack of ammo, with some enemies wasting a whole clip of precious ammo to kill. In Last Light this is not a problem until you encounter heavily armored enemies. The weapon has pretty good power and stopping power.

The great thing about Metro Last Light is that each weapon has its own playstyle. As a standard weapon, a revolver, an assault rifle or a sawed-off double-barreled shotgun. So is the alternative - homemade weapons assembled from scrap materials. For example, a homemade shotgun with a rotating cylinder of cartridges allows you to fire several shots in a row without reloading. Now in the subway you can find a lot of homemade weapons and carry not two, but three of their varieties at the same time, and not one of them seems to be a copy of another with a changed skin.

Huge changes have also been made to the AI ​​of enemies after Metro 2033

Another big problem with Metro 2033 is that enemies seemed to know your location. If you were sneaking around in the shadows and one of the bad guys spotted you, then all the enemies in that area knew your location and began shooting at you with high accuracy, even if the room was completely dark.

Now when one of the enemies sees you and shoots, the others will look for you. Now, having eliminated the enemy who found you, you can calmly change your location and move on to the next ones.

A gas mask is your best friend

Your gas mask will be your most reliable companion during Last Light. You will need it in tricky areas of the metro filled with toxic fumes and in those moments when you get to the surface. Just keep an eye on the additional filters - they need to be changed every five minutes (you can keep track of the time on the clock; in the timer mode, the time is displayed in digital rather than analogue form) or enjoy all the delights of radioactive air.

As in Metro 2033, the gas mask adds even more atmosphere and immersion to the game. When the filter's duration comes to an end, Artyom's breathing becomes heavier and the glass begins to fog up. If you don’t replace the filter, then death will be inevitable, it also adds adrenaline, if the windows fog up, then you know you need to quickly escape from this hell or change the filter.

You can upgrade your weapons and buy different items...

The upgrade system allows you to purchase weapons, upgrades and equipment from vendors located in certain stations and tunnels, a very useful system if you can afford to purchase the goods offered by the vendors.

You can purchase a silencer for your weapon, and filters and medical packs will increase your chances of survival. Each improvement costs its price, and this price is not small.

...but currency, ammunition and other resources remain in short supply

No matter how strange it may seem, the currency in Metro is ammunition. “Dirty ammo” - loaded cartridges, spent cartridges, your main ammunition. It is advisable to have a couple of clips of pre-war ammunition, they are worth their weight in gold.

Ammunition is a rather rare find in Metro and there will often be situations when you are left without ammo, so save it for heavily armored opponents, and try to eliminate the rest in close combat. The fact that ammo must be used wisely adds spice to the game. When shooting indiscriminately, cartridges tend to run out at the most inopportune moment.

Light at the end of the tunnel

If you haven't played Metro 2033 yet, we highly recommend doing so, especially since buy Metro 2033 Available on sale at a very low price.

In it I will try to show my vision of weapons in Metro 2033, analyze its pros and cons and compare it with models from other shooters.

“You can achieve more with a kind word and a revolver than with a kind word alone.”- Al Capone

Here's about POV, or rather FOV. As I understand from the text and picture, the author was talking about the field of view, and this is FOV. In some games (CoD: BO, TF2) it can be changed. This is an opportunity to give players the ability to set the weapon's range however they want. This is a trifle, of course, but we are still talking about a shooter, which means we will have weapons looming in front of the screen most of the time. I think that when on the left side of the screen you can only see the barrel and magazine of a weapon, then this is some kind of sharpening for eSports. Don't they even care what the weapon looks like? Perhaps this indicates a “note of Code”, but I don’t play like that. If possible, I always place the weapon as far as possible from the screen. Not very far, of course, there needs to be a middle ground. Usually I do it so that the optical sight (I mean without aiming). As I think, most of the weapon is visible this way, you can see all its details. And immediately as we changed the FOV, we begin to look closely at the reloading animation and the sound of the weapon firing (I consider the series to be the “king” of animation CoD). Perhaps it has to do with the aspect ratio. On consoles they usually play on TV sets. And the latest TV sets are made in 720p, and 1080, that is, 16:9. For example, I have a 16:10 monitor and I really want to change it. When two I bought it a year ago, but I didn’t think about it at all. I’m for those games in which the FOV can be changed, for me this is an important gameplay detail.

Mine 16:10 (1680x 1050)

Thoughts on weapons in the game

Thoughts on weapons in the game

16:9 I went to see a friend =) (1920x1080)

Thoughts on weapons in the game


Thoughts on weapons in the game

Of course, now there are still “squares” with 4:3... I couldn’t find any pictures, the weapons are even closer there.

An excellent example with the Miller's weapon, where due to the aspect ratio, part of the weapon is missing.

Thoughts on weapons in the game


Thoughts on weapons in the game

Thoughts on weapons in the game


Thoughts on weapons in the game

Thoughts on weapons in the game


Thoughts on weapons in the game

“Everyone stay in their places, otherwise I can’t reload the machine gun.”

About animation. For example, the animation of AK. Well, what war shooter doesn’t have AKs? You probably think that it doesn't matter what he looks like? AK is also AK in Africa. But no. The same weapon can be depicted in different ways. Let's take examples, let's move to Africa, Far Cry 2 has an excellent AK-74 model, good animation. But! It has a bolt on the left side! And it’s the same in Stalker. The developers say that this way the atmosphere of shooting is better conveyed (Recent interview with Sergei Grigorovich). If we want realism, then the shutter should be on the left side. But how can we then maintain the feeling of a weapon in our hands? This is where beautiful animation can help.

Thoughts on weapons in the game


Thoughts on weapons in the game

It is worth paying attention to the AK in Left 4 Dead 2. This game has an excellent model of the machine gun and realistic reloading animation. When reloading, the GG puts the machine gun in his left hand, takes out the magazine, inserts a new one, and pulls the bolt. Everything is as it should be and nothing superfluous. Next up is the Call of Duty series. You probably noticed that in some games it was too “thick”, in others it was the opposite. They hang idiotic mounts on them - MW2 (also Far Cry3). The main thing is to bomb some kind of collimator, it’s also more convenient to shoot! Y!

And yet, in the CoD series, these weapons have always been treated well. I think MW and BO have some of the best animation. Why? Well just watch the video. In particular, BO introduced paired stores into the game, which, in my opinion, fit into the game very well.

If you are interested, I can show you a couple more beautiful and original animations from COD.

Thoughts on weapons in the game


Thoughts on weapons in the game

Thoughts on weapons in the game


Thoughts on weapons in the game

Thoughts on weapons in the game


Thoughts on weapons in the game

Since we are not talking about games, but specifically about animation in games, I will remind you about HOMEFRONT. Of course, this shooter is not for everyone, but it has something that I have been dreaming about for a long time. A long time ago I had an idea about reloading the same weapon differently. Various reload animations add realism to the game. Right? As we understood above, the same weapon can be reloaded in different ways. Well, why not combine them together and issue them randomly? This is what they did in HOMEFRONT. There is no AK in HOMEFRONT, but there is T3AK, almost the same. The implementation of the idea can be seen in the videos:

Thoughts on weapons in the game


Thoughts on weapons in the game

In the subway there is a very nice animation + a transparent store, I think it’s very beautiful. There are no complaints about AK. I recorded a short video for you in case anyone forgot. But not all is well. Here is an animation of the revolver. I love revolvers. No, I love revolvers. What do we see when we recharge it? He flips the drum - throws out the cartridges - and the guest throws all the cartridges into the drum! Yes? It is so? He simply takes a bunch of cartridges from his pocket and stuffs them into the drum in a heap. I didn't notice the speedloader. Bullshit, but it would be nice.

About the sound. If we want realism, then we need realistic sound. But no. Just try installing some realistic sound mod on Strlker. You'll go deaf! Here it is important to cut down the high frequencies so that the ears are not torn and the originality of shots from different weapons is preserved. Well, this is what special studios do. The sound should show the full power of the weapon. And it all depends on the choice and desire of the developer. A great example of good attention to sound would be the BC2. It had some of the best quality sound I've ever heard. What can we say about animation and weapon models. The nervous twitching of the weapon while running and the malicious loading of the magazine into the weapon were simply terrible. What do we hear on the subway? The AK has a good, “pleasant” sound. But! We also shoot with money. The developers made two gunshot sounds. This is where the problem lies. Money cartridges sound like a shotgun. (In general, the Metro developers should pay great attention to sound and voice acting if they want to make an AAA project. When injured and fallen, we hear Andrei Prokhorov from 4A Games groaning. Everything would be fine, he has a good voice, but he also groaned in the Stalker Alphas, alone from former developers after all. They saved money - that's a minus for you. Although many don't give a damn about the sound.

In general, about weapons. I think you liked both “Helsing” and “Bastard” and other homemade guns. The gun from the latest patch was also excellent - Melnik's volt gun ("Rail"). We like them for their uniqueness; we have never seen them anywhere before, so we will remember them. It was so interesting to play with weapons from Bioshock. What was there? An ordinary shotgun, but we screw in a couple of gears and increase the rate of fire. We install copper tubes and now we have more damage. I don't care about realism here.

Thoughts on weapons in the game


Thoughts on weapons in the game

Thoughts on weapons in the game


Thoughts on weapons in the game

Thoughts on weapons in the game


Thoughts on weapons in the game

Thoughts on weapons in the game


Thoughts on weapons in the game

The masters from Kuznetsky Most don’t do anything =) Something similar happened in the last Wolfenstein. We bought various modules for weapons that improved the weapon's performance.

Go ahead. Which makes me sad. Well, for example, the same revolvers. Why are there so many of them in the metro? Damn it! What are so many revolvers doing in the subway? A? It would be more logical to see a Makarov pistol in its place. Right? There are a lot of them, but revolvers should have been encountered a maximum of a couple of times per game. We would have found it in some toilet. And they would shoot at rats from it. This is not the worst weapon at all. But for us it replaces several other trunks at once. How? We have a ton of revolvers, right? Well, why not stick a pipe to it? Yeah, the barrel has been lengthened, or more precisely! What if we make a butt for it? Yes, no problem, just like in Westerns with Clean Eastwood. Maybe also a sight? Well, that’s right, now you can hunt a bear too. And give me another muffler! Come on! Wait, muffler? For a revolver, right? Are you real? You and I understood this. But the developers couldn't stop. It might seem that these modules are exactly what I was talking about above? By game standards, a revolver with a silencer is a very useful thing. But these modules are a little different from what I was talking about. The craftsmen from Kuznetsky Most are certainly great, but this cannot be done. It would be better if they made a new pistol with a silencer. Well, of course, it takes so long to make it. In general, weapon modules are a very sore subject for 4A Games. Have you seen the new videos? Shootout on handcars? Of course we saw it! And the 3rd video from the E-3, where a bunch of junk is hung on the AK in the form of sights, laser pointers, and under-barrel grenade launchers. Hundred, what? Yes, yes, a grenade launcher! In the underground! Why, 3 meters of concrete will withstand it. And the water barrel is not a simple one, but our sub-barrel... Homemade! Well, okay. As I understand it, this shows us that there will be skirmishes on the surface. Winter is over, all sorts of monsters have woken up from hibernation and are ready to tear us to pieces. And the fascists are not against it there. Note that in the 3rd gameplay the underbarrel was not visible, it was dark there, etc. I think you, like me, didn’t notice it. But in 12 minutes everything is there. Next is the red dot sight, I won’t say anything about it, it’s terrible. Minigun. In the world of the subway, where money is ammunition, it is impossible to imagine such a death machine. How to understand this? It's simple. Old Kalash cartridges are not backed by gold, this is what causes all the trouble. So they will make a new currency. Which one? Well, mushrooms. This is tea, food, drugs, and a flashlight (Luminous). This is the only explanation I can see for the appearance of the minigun in the game.

Hey Bill!

Are you saving us anything for the end?

Well, go ahead, tell me the main thing.

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