Metro 2033
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Alternate Ending Guide
Brief About Conditional Outcomes
There are several conditions that will turn your Strelok / Marked One wannabe
into some warrior-shaman in the Russian apocalypse. These changes/consequences
have to be carried through from one stage to the next in order to determine the
outcome at the end of Chapter 7.
You didn't play through the game yet? Then, that was a spoiler. There are seven
chapters.
When making or committing an action of moral choice, you will have a brief
"psychic flash" from the Homo Novus (tall alien Greys) that will alter Artyom's
world-view. If you do something (pick-up an item, talk to someone, eavesdrop,
etc.) and hear the inhuman murmuring, something occurred.
Whether what you did/committed to was good or bad is nebulous: you should be
able to decide for yourself after reading the original novel, in its native
Cyrillic.
The following choices were what simalcrum committed to during the alternate
ending playthrough. If you have made some of the decisions, but not others, you
may want to play through the game completely and see which ending you get, just
to narrow down the conditions to a select few.
It seems to be that if you accumulate enough of the "moral points" (about eight
or more; some may be worth more than others), you will have access to the
alternate ending.
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Chapter 0 - Hunter
The soldier at top of stairs by the iron gate. Speak with him.
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The soldier guarding the line of citizens waiting to leave station. Speak with him.
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The guard who lets Artyom's stepfather (Alexei) and Artyom past the door into
the hospital. Let him sit and speak with him.
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The corpse around the doctor's desk in the hospital will add this moral point.
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When Hunter and Alexei are talking about situation, you will get a moral point
for taking Hunter's gift of the New York City postcard. If you ignore the gift,
you will not get it.
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Chapter 1 - Exhibition Station
The guitar in Artyom's room triggers a moral point.
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The triangular acoustic instrument near the father and son playing in the
street adds a moral point.
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In the busy thoroughfare of the station, there'll be a man sitting on a bench
who will call out to Artyom with a claim that he needs two high-grade bullets
to buy medicine for his sick son. Two bullets is nothing (esp. if you're doing
the achievements on Easy). Press the use button when the money sign appears on
the NPC to do some good.
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Seeing the station master Alexei (Artyom's father) before leaving will add a
moral point.
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Speaking with Alexei a second time will add a moral point atop of the first one.
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Chapter 2 - Riga Station
There are several beggars on the platform and one in the same corridor as Next
Door Nikki (the hooker); give a bullet to any one of the beggars to log a good
act; you do not need to pay off all the beggars.
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Allow the street rat to lead Artyom to the "stalker" Bourbon in Riga. This will
earn you an achievement (along with the beggar action) for being "Generous".
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Next Door Nikki (the hooker) is not a condition but just stupidity. Make like a
spectator at a strip bar and enjoy her tramp stamp for free.
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Chapter 2 - Bridge
The crate of squeeze toys in the train car on the bridge will add a moral point
if you find them.
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Avoiding the Hanza patrol on the bridge by staying out of sight will add a
moral point to your status.
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Chapter 2 - Market Station
In the busy thoroughfare between the bar Bourbon hangs out in and the Ammo
Exchange, there will be a beggar telling a story to a young child. Speak to the
beggar and give him a bullet to log another good act.
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Nova5 wrote in -- At the Market Station cantina, if you take a hit off the
Hookah at the bar, you hear the inhuman murmuring and everything slows down.
The bar that Bourbon is waiting for you nearby.
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Chapter 2 - Dead City 1
In the first building after being separated from Bourbon, go past the cage and
the stairs to the second level. After the psychic attack by the homo novus, you
will have the option to descend the outside of the building; backtrack slightly
in the hallway. There should be a small service hole for a crushed elevator.
Going inside reveals a ranger stash with a moral factor.
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Taking off the mask briefly during the playground hallucination awards you with
a moral point. This may be automatic.
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After the playground, you go through a Z-tunnel into the remains of a
supermarket; as soon as you enter the supermarket, turn right 90 degrees and
follow the wall to a small storeroom with items and a moral point.
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Upon leaving the supermarket, head left and look for a slope (and planks of
wood) along the edge of the poisoned water that leads downward. Follow the
planks to the end of the ledge for a stalker corpse that awards a moral point.
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Before the first Dead City map ends, go right towards the tripwire to find a
Ranger stash with a tape recorder. Playing the recorded message incurred a
moral choice.
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Chapter 3 - Dry
After clearing the bandit base but before entering the door where Bourbon is
being held, check the wooden cargo boxes on the left side of the station; the
box maze there will lead you to a zoned-out bandit inhaling from a hookah
(marijuana distribution apparatus); neutralize the enemy (he will almost never
attack during the firefight unless you use non-silenced weapons) and operate
the hookah for a moral point.
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Chapter 3 - Ghosts
Listening to the pipes of the dead and receding as commanded by Khan will award
you with a moral point.
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Surviving all the apparitions without dying will award you with a moral point
when Khan mentions he was "with them when they died".
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While following Khan through the level, looting the corpse in the room before
the nosalise ambush will yield a moral point.
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Chapter 3 - Anomaly
Follow Khan's orders and do not move when the anomaly appears for a moral point.
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A second moral point is awarded when the anomaly tracks and slays all the
moving mutants in the adjacent tunnel.
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After fighting off the nosalises and the anomaly's final appearance in this
level, check the remains near the glowing stalagmites for a moral point.
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Chapter 3 - Cursed
Follow Khan to the barricade and listen to his entire spiel about the bombs,
the Dark Ones, and everything else for a moral point. The mutants will not
attack until the NPC Khan finishes his speech, or if you decide to wander off
exploring the train platform.
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Chapter 3 - Armory
There doesn't seem to be any actions or moral choices in Chapter 3's Armory
Station, but simalcrum mentions the Armory Station since it's the only place
that sells the Sneaking Suit, which is pretty damn handy to sneak through Front
Lines and Black Station.
Note that there is a second Armored Suit that can be purchased next to the
Sneaking Suit; only one can be worn (and both cost the same number of
high-grade ammunition).
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Chapter 4 - Front Lines
At the beginning of this level, Artyom can grab a free pair of night vision
goggles by back-tracking along the track to the start of the track. If Artyom
takes the high-grade ammunition next to the goggles, it counts for a moral
point for the alternate ending.
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Eavesdropping on the two soldiers at the bottom of the stairs (the area under
the traintracks) yields a moral point.
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Witnessing the execution of the Red Army deserter yields a moral point.
Previously, this moral point was assigned to the three soldiers talking in the
Red Army base.
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At the Red Army camp, go into the medical area, locate the stairs, and go down
to find an autoshotgun with a bayonet and a moral point for finding the corpse.
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Once Artyom breaks into the National Socialist side of the level, he can rescue
three captured Red Army soldiers in the Nazi camp (this is past the Nazi gun
car); neutralize all Nazi hostiles and speak with the prisoner who stands to
get this moral point.
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Completing this level without slaying any hostile - Communist or National
Socialist - will yield a moral point. It should be noted that simalcrum
neutralized Nazi soldiers and earned the alternate outcome, but it seems arbitrary.
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Chapter 4 - Depot
After Pavel (the NPC buddy) is taken out by nosalises and Artyom is alone at
the end of the level, there is an exit pipe. Head right and check the corpse
for a moral point. Not sure if the traincar has a second moral point if the
traps are disarmed and the place checked. Worse case scenario: the actions
accumulate micro-points to shift your morality.
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Chapter 4 - Defence
Taking the audio tape from the dying captain of Hole station will modify the
morality meter. Note that you can leave without taking the tape.
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Explore the traincar to your right once you enter Hole Station for a moral point.
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Explore both stairwells in the first platform of Hole Station for a moral point.
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Shortly after you enter the poisoned area of the station, turn left and go
upstairs. Checking the corpses at the security station or the safes with the
ammo will net you this point.
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The corpse next to the radio on the second platform will yield a moral point
when checked.
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Chapter 4 - Child
After delivering Sasha to his mother, decline the high-grade ammunition as a
sign of good faith.
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Chapter 4 - Outpost
Deliver the S.O.S. by using the communications apparati on the roof of the nazi
outpost. Use the crane and ladder on the side of the building or get on the
roof to locate the radio dish.
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Chapter 4 - Black Station
Eavesdrop on the first two Nazi sentries for a moral point (awarded at the end
of the conversation).
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Eavesdrop on the second pair of Nazi guards -- the ones on the platform near
the station's main entrance. After you pass the first sentry point, head right
(instead of left for the stealth path) and listen to the two idiots talk.
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Richard Balazs (Rapidlooney) wrote: The drunk guard by the lamp near the
entrance of the station (where you saw Ulman knife the sentry at the start of
the level) will murmur drunkenly. If you listen to his whole story, you will be
awarded with a moral point.
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Completing this level without neutralizing any hostiles will yield a moral point.
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At the end of the chapter, allow the homo novus to catch up to Artyom in the
hallucination to get a moral point.
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Chapter 5
No moral incidents found so far.
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Chapter 6 - Driving to Sparta
Speak to Khan before talking to the Colonel to get a moral point.
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Chapter 6 - Dark Star
At the start of the level, approach the homo novus during the hallucination
instead of the Ranger for a moral point.
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The End
At the end of Chapter 7's Epilogue, Khan will speak if the alternate ending is
possible. Otherwise, you can wait for the warhead to land.
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