Throwing Knives can be used to interrupt enemy attacks, deal some light damage, stab a grappling Biter, prematurely detonate mines and start a detonation of various explosives such as propane tanks, on the stealth uses, Throwing Knives can be used to silently strike at targets, whether they are humans or infected. If the "Stab" skill is unlocked in the combat skill tree, a Throwing Knife can also be used to silently take down a human or infected upon sneaking up to them even when they out level you. If the "Stab Followup" skill is unlocked, another throwing knife can automatically be thrown at another enemy after taking them down.
This shows what gets upgraded at what level. When there is an upgrade it's noted, otherwise the stat further up in the column stands. Some stats might not be available from level 1, but at a higher blueprint level.
To upgrade the blueprint at a Craftmaster a number of infected trophies are needed. Those are Infected Trophy (Uncommon), Infected Trophy (Rare) and Infected Trophy (Unique). An amount of Old World Money is also required.
However, you CAN throw special throwable items, such as grenades or throwing knives (listed under accessories in the inventory menu). Equip throwable weapon in inventory > hold LEFT (PlayStation / Xbox / Switch) to open the item wheel and assign a throwable to a quick slot > L2 / LT to throw it.
Before long, though, you'll build up a skill set that turns your rotting foes into objects of fun, letting you vault across their shoulders, quickly slice them apart with dramatic slow-motion kills, or trick them into gathering around explosives before blasting them all into the sky. Even nighttime becomes an opportunity to raise skills faster thanks to increased XP gain, rather than a period of sheer terror. It all feels great, too; once you adjust to the controls, Dying Light's first-person parkour becomes natural and fluid, and weaving high-speed paths through its decaying slums and picturesque old-world buildings is so much fun that I almost don't hate the lack of a fast-travel option.
It may be squalid and zombie-infested, but Dying Light's city of Harran isn't a depressing wasteland \u2013 it's a vibrant, ambitious, open-world playground. Here, buildings are for climbing, the undead are there to be destroyed in creative ways, and there's always something interesting to be discovered nearby. It takes a while for that to become clear, though; at first, you might even think Dying Light is really about running scared from mobs of seemingly unconquerable zombies, who can quickly drain your stamina and wear out your improvised weapons. Don't be fooled.
Yes, it's a struggle to survive in Dying Light's early hours. Combat is initially clumsy, with the diverse and deadly zombies able to soak up a disturbing amount of punishment before they die for good. Jumping \u2013 which is unintuitively mapped to shoulder buttons on consoles \u2013 can take a while to get used to. Getting mobbed is usually a death sentence. So is attracting the attention of the much more dangerous things that come out when daytime dynamically gives way to night, at which point the focus shifts to tense stealth \u2014 or, if you\u2019re discovered, an adrenaline-pumping sprint for the nearest safe point.
Combat, meanwhile, gets increasingly satisfying, although it never quite loses its awkwardness. Even when expertly shredding zombies with elementally charged tools of death I built myself, strikes are still heavy and clumsy. And while the guns you'll find later can pop heads from a distance, their low rate of fire and zombie-attracting noise makes them more of an occasional quick fix than a game-changing weapon. To Dying Light's credit, though, your adversaries are surprisingly capable; while the rank-and-file Biters are dumb and fun to manipulate, more powerful enemies \u2013 like the quick, agile Virals \u2013 are formidable close-quarters opponents, ducking your strikes and sidestepping out of your reach while looking for an opening to attack. Hostile bandits are even deadlier, able to dodge and block at close quarters, throw knives from a distance, and use guns and group tactics to kill you if you get overconfident.
Throwing Knives are the weapons of choice for players who prefer stealth to going in guns blazing in either of the three Metro games. They are silent, deal extremely high amounts of damage and are reusable, as well as being found almost everywhere in the Metro.
In the Metro, ammo for your other weapons can be, at times, scarce, thus creating the need for a weapon that can be used and retrieved multiple times. Furthermore, Artyom will often find himself completely out-manned and outgunned, meaning stealthily killing his enemies will give him a greater chance of survival than shooting on sight. The perfect weapon for this is the throwing knife; it will kill your human opponents in a single hit from a sneak attack, and it is a silent weapon, meaning enemies killed by them will not be heard by nearby enemies, unless they are within earshot to hear the body dropping, or find the corpse. It is not as effective against mutants as they usually come in numbers too great for just 5 knives to handle, (10 on ranger mode) and many have armoured shells that cannot be pierced by the blade. Despite this, many mutants can be killed instantly if you are hidden and they are not alert. Generally, the closer to the target the more damage you will inflict - with humans, however, the hit is always an instant kill, wherever on the body it hits.
Throwing knives can be bought in every station that has a weapon vendor, but because of their re-usability, that should never be necessary; they can be often found lying around in or around any place where hostile humans are present. Throwing knives can be found shortly after the Riga station and onwards, in Metro 2033, and are found after escaping the Reich concentration camp in Pavel, in Metro: Last Light. Generally, the knife can be picked up from fallen enemies, though they can be lost easily in scenery or if they hit a detachable ammunition pouch. However, if a throwing knife hits an ammunition pouch on an armored enemy, the knife may only detach the pouch, causing no damage to the enemy, but alerting him to your presence, as well as meaning the knife is harder to find.
One of the more useful weapons for stealth gameplay, as it has theoretically unlimited ammunition and is a one-hit kill for humans, lurkers, lesser shrimps and nosalises. They become even more deadly at Ranger difficulties, killing watchers in one hit, and even being effective against librarians, although a one-hit kill is extremely unlikely.
In Metro Exodus, enemies that are unaware can typically be killed with a single knife anywhere on their body. However, enemies that are alerted have adrenaline coursing through them, and some will require more than one knife to take down; this is especially the case for humanimals, which require one knife to kill if they are relaxed, but two to kill if they have been alerted.
The biggest problem with throwing knives is that they are not an object-piercing weapon. Enemy soldiers, especially later in the game, wear a lot of miscellaneous and protective gear - bags, pouches, ammo clips and magazines, gas masks, helmets, shoulder and knee pads, and even the weapon they are holding - and if the knife hits any of these it will just bounce off harmlessly, alerting the enemy to your presence (though quickly throwing another knife may kill the target before he can call for help). As a rule of thumb, only a square hit in the back is a 100% guaranteed kill, and because enemies come at various angles and there might be no time or shadow to position yourself properly, you should consider sticking with the Helsing if you want to sneak your way through the levels. From the front, the neck is the only guaranteed fatal spot, as gear is unpredictably placed across their chest and many enemies wear armoured gas masks (the Nazis are particularly fond of this, along with heavy armour on the rest of their body). On higher difficulties and at closer ranges where the knives are more damaging, for human enemies it is recommended to throw the knife at the less armored backside, rather than the frequently armored head, arms, or legs.
It's also worth mentioning that when thrown, the knives do not travel very quickly and have very small hitboxes, as well as there being a slight delay upon throwing one (Artyom moves his arm back to throw it). This means that players will have to consider leading their throw if their target is at a distance, and may possibly need to adjust their aim on during the startup animation if their target moves in an unanticipated direction, which is especially the case for fast-moving mutants.
An extremely useful tactic on Ranger difficulties in Metro 2033, where the crosshair is removed, is to perform the stabbing motion with the throwing knives. Simply pressing the alternate fire button will perform a normal stabbing attack with the knife. This attack will have Artyom stabbing at the middle of the screen, allowing not only easy kills, but a technique to throw with much more accuracy. In Metro: Last Light, this is replaced with a silent throat-slitting move that will also kill all enemies silently, though care must be taken that the enemy does not turn around as you are sneaking up on him. However, if the player is fast enough, a melee kill can still finish the enemy off before he opens fire or alerts other NPCs.
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