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The story so far

The story of Metro 2033

6 parts, from the opening to the ending (where it turned on your choices, what every ending shares). Read it before Metro: Last Light Redux. This page tells the ending.

Metro 2033's page
  1. Exhibition

    You were Artyom, living in Moscow's Metro after nuclear war made the surface almost uninhabitable. At Exhibition, strange beings called the Dark Ones threatened your home and overwhelmed people's minds. The Ranger Hunter went to confront them. He gave you his token and told you to find Miller in Polis if he failed to return. He never came back.

  2. Bourbon and Khan

    You left Exhibition and met Bourbon in Riga. He offered a rifle in exchange for help reaching Dry Station. You crossed haunted tunnels and the ruined surface together, but bandits captured him at Dry. Bourbon died confronting their leader. Khan then guided you through ghosts and deadly anomalies, teaching you that the Metro held forces bullets could not explain.

  3. The Front Line

    You reached the Armory, where Andrew helped you escape Communist soldiers and continue toward Polis. Your route crossed the war between the Reds and Nazis. Rangers Ulman and Pavel rescued you from execution, but Pavel later died in a mutant attack. You carried a stranded child to safety before crossing the surface and Black Station to rejoin Ulman.

  4. Polis and the Library

    You finally delivered Hunter's warning, but the Polis Council refused to help. Miller proposed using missiles controlled from the lost military complex D6 to destroy the Dark Ones. You searched the great Library for documents locating it, passing its powerful mutant Librarians. With the papers recovered, you joined Miller's Rangers for the journey into the buried installation.

  5. D6

    You pushed through mutant attacks with the Rangers, losing men along the way. Inside D6, the missile controls lacked sufficient power. You descended with Miller and used a crane to pull reactor rods despite a vast organism clinging to the machinery. With power restored, you took the guidance equipment toward Ostankino Tower. Visions of the Dark Ones still pursued you.

  6. Ostankino TowerThe ending

    You climbed past an injured Miller and installed the missile guidance system. After a final mental confrontation, the ending depended on your earlier actions and last decision. If you let the strike proceed, you watched the Dark Ones' home burn, defending humanity but questioning the loss. If you earned and chose the alternative, you destroyed the guidance system, spared them, and recognized their visions as attempts at peaceful contact.

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Written by an AI model from the game's wikis, and checked against them part by part by another before it was put here.