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Metro: Last Light Armory Guide

Published 1 year, 5 months ago by Philip Vazquez

Not sure what the best weapon for your playstyle is or what benefit each weapon has over another? What about customizing a weapon? Sure, it’s fun to make a weapon all your own, but what attachments best suit you? In this Armory Guide, I will go over all the items and weapons you’ll encounter on your journey through the Metro.

Also, be sure to check out my other pieces on Metro Last Light to help guide you through the game. From General Tips to a complete walkthrough broken up into three easy to read parts that takes you through Chapters 1-10, Chapters 11-20, and finally Chapters 21-30. As always feel free to leave constructive comments and questions below or send them to me on twitter, @Saix_XIII

Medkits: You can carry five of these and, just like the name suggests, they heal you when in need. Artyom’s health regenerates but, in case you need to give a boost to your health in a dangerous situation, use a medkit.

Gas Mask: The air is toxic except in sealed areas. So, when you are outside or in a contaminated area, be sure to use your mask. You’ll know when you’re there based on how Artyom is breathing. They can also be damaged and cracked, thus making it very hard to see. Therefore, if yours gets damaged, replace it with the next one you find. Gas masks are useless without filters though.

Air Filter: There is no limit to the number of filters you can carry; they simply add to an overall total time of clean air. Pay close attention to Artyom’s watch, his breathing, and the beeps to know when to switch filters.

Lighter: Use this when your flashlight won’t work, if you need to light a few torches, or burn some spiderwebs. Overall, you’ll be using your flashlight a lot more, but the lighter does have its uses.

Flashlight: Just like a real world counterpart, this will illuminate dark areas, but will need to be recharged and will also alert nearby enemies to your location.

Night Vision Goggles: Like the flashlight, this needs to be recharged from time to time, but in the dark areas of the game it can be very useful. The main benefit is you will be able to see in a dark room without using your flashlight, thus preventing enemies from being alerted to your presence.

Melee Weapons

•    Throwing Knives: These are your bread and butter if you are going for stealth. You can only carry five at a time, so use them wisely. Thankfully, you cannot only buy and find these throughout the game, but you can recover them from downed enemies. If you miss, you might be able to find it, but that is not guaranteed. Throwing Knives can cause massive damage if you hit an enemy in the head or torso/back, all the while being completely silent. They can take down watchmen, bats, and standard human enemies with a single throw.

They have a slow “rate of fire,” so they should not be used when you are being simultaneously attacked by multiple enemies. Throwing Knives will not pierce any piece of protective gear the enemy might be wearing, such as: gas masks; helmets; and shoulder and knee pads. If you hit any of these items, the knife will bounce off and possibly alert nearby enemies.

•    Trench Knife: This is your standard melee attack weapon. Silent and very deadly up close, use it when behind an enemy or when you are low on ammo. It should not be used as a primary weapon.

Handguns (.44 Magnum Ammo)

•    Revolver: Your standard handgun. Has a six-round magazine with decent damage, rate of fire, reload speed, and accuracy. The revolver can use the following attachments:
    Reflex Sight
    IR Sight
    2x Sight
    Extended Barrel
    Silencer
    Laser Sight
    Stock and Forend

•    Lolife: Has an eight-round magazine and is similar to the revolver; lower damage output, higher rate of fire, and larger magazine. The Lolife can use the following attachments:
    Reflex Sight
    IR Sight
    2x Sight
    Extended Barrel
    Silencer
    Laser Sight
    Autofire Adapter
    Extended Magazine (+12 rounds/20 total)
    Stock and Forend

Assault Rifles (4.45x39mm Ammo)

•    Bastard: Your basic full-automatic assault rifle. Has a thirty-round magazine with high damage output, low accuracy, and high rate of fire. Can overheat with constant firing. The Bastard can use the following attachments:
    Reflex Sight
    IR Sight
    2x Sight
    Silencer
    Laser Sight
    Stock
    Heat Sink

•    Kalash: If you are looking for a good assault rifle early on, this is the one to go with. Has a thirty-round magazine with high damage output and decent rate of fire/accuracy. You’ll be using this AR for a while. The Kalash can use the following attachments:
    Reflex Sight
    IR Sight
    2x Sight
    Silencer
    Laser Sight
    Extended Magazine (+15 rounds/45 total)

•    Kalash 2012: Your standard Kalash mentioned above, but better in every way. If you are using a Kalash, get rid of it for a Kalash 2012 as soon as you find one. Has a forty-round magazine with high damage, accuracy, and rate of fire. The Kalash 2012 can use the following attachments:
    Reflex Sight
    IR Sight
    2x Sight
    Silencer
    Laser Sight

•    Modified Russian Rifle: This weapon is only available in Ranger Mode. Has a thirty-round magazine with high damage output and decent accuracy/rate of fire. The Modified Russian Rifle can use the following attachments:
    Reflex Sight
    IR Sight
    2x Sight
    Silencer
    Laser Sight
    Extended Magazine (+15 rounds/45 total)

Rifles

•    VSV (5.45x39mm Ammo): Your first and most basic rifle. Has a thirty-round magazine with high damage and accuracy, along with a decent rate of fire. The VSV can use the following attachments:
    Reflex Sight
    IR Sight
    2x Sight
    Silencer
    Laser Sight

•    Valve (7.62x55mm Ammo): This will be the first real sniper rifle you’ll have access to. Has a five-round magazine and is a bolt-action rifle. As such, it has high damage and accuracy, but slow rate of fire. The Valve can use the following attachments:
    Reflex Sight
    IR Sight
    4x Sight
    Flash Suppressor
    Laser Sight
    Extended Magazine (+5 rounds/10 total)

•    Preved (12.7x108mm ammo): A very rare weapon, it can only be obtained by buying it in the Depot chapter for 220 MGA or by finding it in the last level. Has a single-round magazine, insanely high damage and accuracy, but low rate of fire. It can even penetrate cover and kill the enemy behind it, as well as take out armored foes. The Preved can use the following attachments:
    4x Sight
    Flash Suppressor
    Laser Sight
    Extended Magazine (+4 rounds/5 total)

Shotguns (12x70mm buckshot ammo)

•    Ashot: This single-shot shotgun has high damage and decent accuracy, but it has a low rate of fire. Not really worth your time. The Ashot can use the following attachments:
    Reflex Sight
    IR Sight
    Extended Barrel
    Silencer
    Laser Sight
    Stock and Forend

•    Duplet: This shotgun is a twin-barrel with a two-round capacity. You cannot zoom in via LT/L1. Instead, you can choose to fire one or both barrels. It also has a poor rate of fire and low accuracy, but the damage is decent. If you really want a shotgun, use it, but toss it aside as soon as you find the next shotgun on this list. The Duplet can use the following attachments:
    Extended Barrel
    Silencer
    Quad Barrels
    Laser Sight
    Stock
    Ergonomic Grip

•    Shambler: Your first semi-automatic shotgun has a six-round capacity. It has high damage, as well as decent accuracy and rate of fire. This will be the first shotgun that will be worth your time. The Shambler can use the following attachments:
    Reflex Sight
    IR Sight
    Extended Barrel
    Silencer
    Laser Sight

•    Saiga-12: One of the last guns you will find in the game. It has an eight-round magazine, high damage, and great fire rate and accuracy. It’s a shame you get this so late, it’s a great weapon. The Saiga-12 can use the following attachments:
    Reflex Sight
    IR Sight
    Silencer
    Laser Sight
    Extended Magazine (+12 rounds/20 total)

Pneumatic

•    Helsing (Steel Bolt ammo): Silent and deadly, but with some rather big drawbacks.This eight-shot bolt firing weapon packs a punch, but suffers from poor accuracy at long range. Similar to the Throwing Knives, the ammo can be recovered from enemies. Each shot requires pressure in the cylinder; the higher the pressure, the farther and more powerful the shot; however, you must allow the pressure to build up for continued use. If you are a good enough shot, this weapon can prove very useful. The Helsing can use the following attachments:
    Reflex Sight
    IR Sight
    2x Sight
    Airtight Valve
    Laser Sight

•    Tihar (15mm bearings): This fifteen-round magazine weapon has the ability to be very deadly all while being silent, but it has drawbacks. The main benefit over the Helsing is that its accuracy and range are much better, but the damage output in general is less. The Tihar can use the following attachments:
    Reflex Sight
    IR Sight
    2x Sight
    Airtight Valve
    Laser Sight

Attachments

•    Reflex Sight: Offers no zoom, but is more accurate than simply using an iron sight.
•    IR Sight: Similar to the reflex, but the IR sight makes enemies easier to see in dark areas.
•    2x Sight: Increases the scope magnification by two times.
•    4x Sight: Increases the scope magnification by four times.
•    Extended Barrel: Increases range and accuracy.
•    Silencer: Reduces weapon damage, but won’t alert enemies to your presence when fired, and also reduces recoil.
•    Laser Sight: Helps with aiming from the hip or when playing on Ranger difficulty where there is no reticle.
•    Stock: Helps reduce recoil.
•    Stock and Forend: Helps reduce recoil.
•    Autofire Adapter: Enables the use of either semi-automatic and automatic mode.
•    Extended Magazine: Increases the amount of ammo in a magazine, thus allowing extended time between reloads.
•    Heat Sink: Prevents overheating.
•    Flash Suppressor: Reduces noise and recoil and prevents muzzle flash.
•    Quad Barrels: Increases the number of barrels from two to four.
•    Ergonomic Grip: Improves accuracy.
•    Airtight Valve: Reduces the pressure lost with each shot.

Grenades

•    Standard Grenade: Your standard grenade. You can carry five of these. Just aim, toss, and wait for the boom. Definitely not recommended for stealth, but useful when using just a knife or gun simply won’t do.

•    Incendiary Grenade: Just like your standard grenade, you can carry five of these. The only difference between the standard and incendiary is that the incendiary will light your enemies on fire, thus causing even more damage.

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