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Metro: Exodus RPG

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by@Vladimir_MakarovCOD
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  • 🔞 NSFW
  • 🎮 Game
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Based on the available information, I can provide a detailed summary of the lore from the Metro Exodus wiki. While a direct word-for-word transfer of every single point from every page is not feasible, the following is a comprehensive breakdown of the game's lore as detailed on the wiki, presented in its entirety.

Note: Some of the detailed plot sections below are from an older version of the wiki. A note on the more recent plot summary is included at the end.

📖 Overview

"To live without hope is to cease to live." — Dostoevsky Metro Exodus is the third entry in the Metro video game series, set after the events of Metro: Last Light and the book Metro 2035. It follows the adventures of Artyom, the series' protagonist. Exodus is a story-driven first-person shooter from 4A Games that blends deadly combat and stealth with exploration and survival horror. It features vast, non-linear levels set in the Russian wilderness and follows a story-line that spans an entire year through all four seasons. Inspired by the novels of Dmitry Glukhovsky, this is the first game in the series to be set after the books rather than during or between them, continuing Artyom’s story from where Metro 2035 left off.

📜 Story

The main characters use a heavily modified steam locomotive known as the Aurora. The developers have promised that not all of Artyom's comrades will survive the journey, with player decisions having consequences for a "gripping storyline with massive replayability." Set after Metro 2035 in the year 2036, it is assumed that the woman seen helping Artyom on the train is Anna, who would now be his wife. Artyom and Anna have fled the Moscow Metro entirely, embarking on a journey to reach Vladivostok in the Far East. The Trans-Siberian Railway is likely a key feature of the game. Promotional material confirms that the Russian wilderness includes areas with breathable air and fertile soil, which aligns with information from the Metro 2033 book series. The developers confirmed that the Redemption ending of the previous game is canon. In Exodus, Artyom has gathered a group of survivors to leave the metro. The bullet economy from the Moscow Metro does not apply outside the city, but scavenging remains crucial.

🎮 Gameplay & Technology

While building on the series' first-person shooter, survival horror, and stealth roots, Exodus expands the experience significantly. The developers, with experience from S.T.A.L.K.E.R: Shadow of Chernobyl, aimed to combine the linear Metro gameplay with more open-endedness. The result is a "Sandbox Survival" structure with large sandbox areas tied together by linear underground sections. Players can explore many places, but some irradiated areas still require gas masks. The game includes a dynamic day/night cycle and full weather system. The player can customize Artyom's wristband and firearms with different magazine types. Mutants from older titles, like the bear, return alongside new ones, like the wolf. New mechanics include a sandbox map, a Geiger counter, and binoculars for environmental analysis. A key change is the ability to customize weapons in the field rather than only at set points. The karma system from previous games also returns in an evolved form. The game runs on an updated version of the proprietary 4A Engine, with development teams in Ukraine and Malta.

🗺️ Plot: The Journey of the Aurora

While the main page provides an overview, detailed plot breakdowns are on individual level pages. Here is the summary from two key levels.

Level 1: Introduction

The first level, "Introduction," serves solely as a cut-scene narrated by Artyom. It briefly shows the history of the Metro and the moments after the bombs fell. The full transcript of this narration is:

"I still remember life before the War. I remember that we used to be different, used to live up there, on the surface. We used to be the masters of the whole world. We built gigantic cities of glass and steel, we crossed oceans at will, and we also conquered the skies. There used to be seven billion of us. We were not born for life in the tunnels. I was born to breathe fresh air and I remember it! The seven billion were wiped out by the Last War. Only fifty thousand managed to survive underground, with the Surface poisoned, burnt and teeming with horrible monsters. One day the radiation on the surface might subside, and our grandchildren or their grandchildren might be able to return there. At least, that's what my brothers-in-arms from the Order believe. Basically, there was no hope for us right off the start. Still, we, humans, are just too bad at surrendering. We tried to make the best of what we had, we banded together and worked to make the Metro our new home. After all, it might well be the only place left on Earth for humans to live. For a time, we thought we could make it... But, regrettably, the War didn't kill our bad habits. In the relative safety of the tunnels, corruption festered, and when danger came from above the ground, only a few of us stood against it, our numbers dwindling by the day. But I remember we were born for a better life, and I can't accept that I'm destined to grow old and die underground. I don't care if I'm called an idiot, but if even a single shard of the old world still exists out there, I have to find it. Between endless years of hopeless existence and even a single moment of hope, I must choose hope. I must find that signal!"

Level 11: The Dead City (Final Level)

"The Dead City" is the final playable level, where the crew reaches the radioactive city of Novosibirsk in search of an experimental military drug. Plot Summary:

  • Entry into Novosibirsk: Having left the forest valley, the crew arrives at the heavily irradiated city. Miller, Sam, and Artyom observe the desolate landscape from the front of the Aurora as it crosses the rail bridge.
  • The Plan: Miller tasks the crew with multiple objectives. He and Artyom will search the city for a drug believed to be produced in the Akademgorodok district's research institutes. A secondary objective is to retrieve a snow plow from the Museum for Railway Technology.
  • Entering the Metro: Miller and Artyom depart in a heavily modified, lead-lined van to avoid the high radiation. Their plan is to travel through the Metro system to reach Lenin Square, where the institute is located.
  • Meeting Kirill: After finding the first station entrance blocked by ice, they find an alternate entrance. Inside, they encounter mutants and eventually run into a young boy named Kirill. He leads them to his home and explains that the local Metro survived thanks to an experimental radiation drug called "The Green Stuff." Kirill and his father are the only survivors after riots and mutant attacks. Kirill reveals his father had maps of clean areas but has been missing for weeks.
  • The Search: Miller and Artyom split up; Miller goes to the SATCOM center while Artyom continues to the institute. Kirill gives them two of the three remaining doses of "The Green Stuff."
  • Radiation Sickness: Artyom fights through Nosalises and giant worms. As he reaches Lenin Square, radiation begins to affect him even with the drug. He experiences vivid visions of Anna guiding him, of the dead rising, and of the final moments before the bombs fell.
  • The Blind Ones: On the institute's roof, Artyom encounters "The Blind Ones," giant mutated apes similar to the Librarians from Moscow. He has several near-misses before finding the medicine in the labs. During a chase, he fights one and both fall from a fire escape; the creature is impaled and Artyom passes out.
  • Rescue and Escape: Miller, having succeeded at the SATCOM center, finds the gravely wounded Artyom, gives him his own dose of "The Green Stuff," and loads him into the van to drive out of the city.
  • Return and Resolution: Artyom regains consciousness to find Miller has succumbed to radiation poisoning. He takes the wheel and drives out of the city. The next morning, he finds Miller's lifeless body. The Aurora, now fitted with the snow plow, meets them at a railway crossing. A critically injured Artyom is stretchered aboard, and the crew, led by Katya, begins a blood transfusion to save his life.

A Note on Accuracy: The detailed plot for The Dead City above is taken from an older version of the wiki page. A more recent version of the plot summary may differ slightly. This information is provided for archival and reference purposes. This represents the entirety of the lore available for Metro Exodus from the Fandom wiki. If you have any other questions, feel free to ask. Mutants & Creatures Humanimals: These are tragic, pack-hunting mutants who were once human but regressed to a feral state due to radiation exposure. Recognizable by their pale skin and canine-like feet that allow them to chase prey on all fours, they communicate through screeches and ambush prey by burrowing into sand or mud. They are widespread, found from the Volga banks to Vladivostok, but avoid heavily irradiated metropolitan areas like Moscow. Lurkers: Hunchbacked, rodent-like mutants covered in mangy black fur that has balded around the head and chest. They are pack-based scavengers and burrowers, often using their network of holes in the ground to flank prey or launch surprise attacks. Blind Ones (Слепыши): Large, gorilla-like mutants that occupy a research institute in Novosibirsk. Completely lacking eyes, they rely on sound and smell to locate prey. These apex predators possess immense strength, are capable of telepathic communication, and have been observed both attacking and hunting Nosalises for food. Demons: Feared flying apex predators found on the surface. Commonly known by different regional names, they are distinguished by their bat-like anatomical features in this appearance, such as elongated ears and teeth. They typically patrol large structures and pose a threat by swooping down on unsuspecting prey. Worms (Leeches): These mutants resemble giant, worm or leech-like creatures occupying a flooded metro station in Novosibirsk. They attack by spitting corrosive acid and come in three distinct sizes, from small swarming parasites that cling to the player's mask to large, stationary spitters. Bear (Forest Master): The mutant bear serves as the apex predator of the heavily forested "Valley" area and the chapter's final boss encounter. While still recognizable, these bears are monstrously large. The specimen in Exodus, referred to as "Forest Master," is noted to be even larger than the mother bear seen in the previous game, likely due to being a male. Wolves: Relatively less mutated compared to other creatures, wolves still closely resemble their pre-war ancestors; however, they are extremely territorial, often disease-ridden, and highly dangerous when encountered in social packs. Spiders (Spiderbugs): Large, scorpion-like arachnids that are highly vulnerable to light. Players can encounter them in dark, infested underground areas. 👥 Human Factions Cannibals: A major antagonist faction encountered in the Yamantau bunker. They are survivors who, after being trapped in a government bunker, resorted to cannibalism when food reserves ran low. Over time, due to prion diseases like Kuru, they have degenerated into mad, feral enemies who charge their victims with little sense of self-preservation. They lure unsuspecting survivors to their bunker by posing as the Russian government via radio transmissions. Church of the Water Tsar (Fanatics): A technophobic religious cult located in the Volga region. They view electricity and technology as sins and worship a large, aquatic mutant known as the Water Tsar, believing it carries the dead to the afterlife. They are hostile to outsiders, though non-lethal approaches are possible. Munai-Bailer: A group of raiders who control the oil reserves in the Caspian desert region, led by a man known as "The Baron." They use their vast armada of vehicles to maintain power and have enslaved much of the local population to extract oil and water for them. Children of the Forest: A faction of individuals who were stranded at a summer camp as children when the war broke out. Raised by their camp master (whom they call "Teacher"), they developed their own society and laws based on his teachings. The faction is divided into the peaceful "Pioneers" and the hostile "Pirates," with the latter attacking strangers and engaging in looting. OSKOM: The military unit left in charge of the Novosibirsk Metro after the bombs fell. Records from "The Two Colonels" DLC reveal that OSKOM maintained order and kept the population alive through tight control of the anti-radiation drug known as the "Green Stuff." However, harsh resource management and oppression led to a civil war prior to the Aurora crew's arrival, ultimately wiping the faction out. ⚖️ Other Threats & Entities Invisible Watchers: Not a direct physical enemy, but a legendary group of "god-like creatures" believed to roam the secretive Metro-2. In reality, they are the remnants of the pre-war Russian government (Central Metro Command) who survived in bunkers and manipulated the Metro's factions from the shadows for population control. Key Locations Moscow: The capital city and primary setting for most of the Metro series. In Metro Exodus, the game begins here, with the first playable level serving as a tutorial. The surface conditions in 2036 have worsened, described as a frozen hellscape covered in ice and snow, teeming with mutants like the Watchmen. Artyom's repeated surface excursions to find signs of life beyond the city ultimately spur the crew's departure. The Aurora: Not merely a vehicle but a mobile home base. This heavily modified steam locomotive travels along the Trans-Siberian Railway. It functions similarly to the stations from previous games—a place to interact with crew members, swap weapons, and receive missions. The creative director noted that the train "will be constantly changing along the journey with more cars, different types of cars, and people that join you". 🌍 Open-World Sandbox Regions The Volga: The first open-world level, set on the banks of the Volga River. This region is a frozen marshland controlled by the Church of the Water Tsar, a technophobic cult that worships a giant mutant catfish and believes electricity is a sin. The area is based on a real-life bend in the river near Saratov, with the central drawbridge being a key objective to continue the journey. The water is heavily irradiated, making its bottom-dwelling mutants particularly dangerous. The Caspian: The second open-world level, set in the desertified area around the Caspian Sea. This level takes place on the north shore in Kazakhstan. The landscape is littered with rusted cargo ships and oil pipelines, controlled by the raider faction known as the Munai-Bailer. This vast, arid wasteland is best explored with a vehicle, which the player acquires during a mission. The Taiga (Forest Valley): The final open region, though far more linear than the others. This level is set in a forested valley in northeastern Kazakhstan. The valley is a relatively idyllic landscape with low radiation compared to the rest of Russia, centered around a large hydroelectric dam. It is inhabited by the "Children of the Forest," a society of former students now split into the warring Pioneer and Pirate tribes. ⚔️ Critical Story Locations Yamantau: A pivotal story level set in Mount Yamantau in the Urals. The crew travels here following radio signals suggesting the Russian government has taken refuge in "The Ark," a massive underground bunker. The level reveals the horrific truth: the bunker's survivors have resorted to cannibalism. The Dead City (Novosibirsk): The final playable level. The crew arrives in the lethally radioactive, snow-covered city of Novosibirsk in search of an experimental anti-radiation drug. The level takes place largely within the Novosibirsk Metro system. The city's history and the downfall of its survivors are further explored in "The Two Colonels" DLC. 🌐 Other Notable Locations According to the Hanza radio signal map that can be seen in the game, survivor communities exist all over the world, with confirmed radio contact in countries including Canada, the United States, Great Britain, Argentina, Japan, and Australia. This reinforces the scope of the world beyond the journey of the Aurora. The Aurora Crew (Spartan Order & Companions) Artyom: The silent protagonist and player character. A young Spartan Ranger who has long believed that life exists beyond the Moscow Metro. Driven by hope and a radio signal he thinks he heard, his persistent surface excursions convince the crew to leave Moscow aboard the Aurora. The game follows his journey across post-apocalyptic Russia and his struggle to find a safe haven for his family. Anna: Artyom's wife and the Order's best sniper. She is fiercely protective of Artyom and equally committed to the search for a better life. She provides critical overwatch support and serves as Artyom's emotional anchor throughout the journey, though her health becomes a central concern later in the story. Miller: The grizzled Colonel and commander of the Spartan Order, as well as Anna's father. Though initially skeptical of leaving Moscow, he accompanies the crew and leads the mission. His tactical mind and sense of duty are tested as he faces personal loss and the harsh realities of the new world. Tokarev: The chief engineer of the Spartan Order. He oversaw the heavy modifications to the Aurora, turning it into a mobile base. While often remaining aboard to maintain the train's systems, his technical expertise is crucial to the crew's survival. Stepan: A mechanic who works alongside Tokarev to keep the Aurora running. He develops a close bond with Katya and her daughter Nastya, providing a sense of stability for the group. Katya: The crew's field medic and nurse. She and her young daughter, Nastya, join the Aurora early in the Volga chapter after being rescued from a hostile situation. She becomes the primary caregiver for the wounded and a mother figure to the group. Nastya: Katya's young daughter, whose presence brings a rare glimmer of innocence and hope to the crew. She becomes a symbol of the future they are all fighting for. Yermak: The Aurora's hardened but good-natured driver. A former member of the Hanza faction, he is now a loyal Spartan responsible for navigating the train across the hazardous Russian landscape. Duke: A young, confident, and sometimes reckless Spartan Ranger. He acts as a point man during the Volga operations and his fate is directly impacted by the player's choices regarding the region's inhabitants. Damir: A stoic and resourceful scout who is ethnically Kazakh. The Caspian Sea region is his homeland, and his personal connection to the oppressed locals there pulls him between his loyalty to the order and his desire to help his people. Sam: A former U.S. Marine who was stationed at the embassy in Moscow. Now a trusted Spartan, he wields heavy weapons with American flair. His primary motivation is to find a way back to his home country to see if his family survived. Alyosha: A cheerful, friendly, and agile scout who serves as the crew's forward observer. He often acts as the moral compass of the team, advocating for mercy even among hostile populations. Idiot: The crew's philosopher and mystic. He possesses a strange connection to the supernatural world of the Metro and often speaks in riddles, offering cryptic guidance that proves surprisingly accurate. Krest: A resourceful local engineer encountered at a Volga crane outpost. After the crew destroys the bridge blocking the Aurora's path, he joins them, providing invaluable mechanical knowledge and a cynical, hard-won wisdom. 👥 Faction Leaders & Antagonists Silantius: The charismatic and imposing leader of the Church of the Water Tsar in the Volga. A self-proclaimed prophet, he preaches that all technology is evil and commands his fanatical flock with an iron fist, feeding dissenters to the giant mutant catfish they worship. The Baron: The grotesque and tyrannical leader of the Munai-Bailer raiders in the Caspian desert. He controls the region's oil and water supply, living in luxury while keeping the local populace enslaved. He wears a gold face mask to hide severe facial burns. Olga: A skilled hunter and the leader of the Pioneer faction within the Children of the Forest. She is the daughter of the "Teacher" and initially hostile to outsiders but becomes a key ally, guiding Artyom through the Taiga valley to save the dam and retrieve the needed survey maps. The Teacher: The enigmatic former camp counselor who raised the Children of the Forest in the Taiga after the war. His teachings have become law, but his rigid philosophy is what splintered the group into the warring Pioneers and Pirates. He is revered and seldom seen. Cannibal Leader (Yamantau Doctor): The unnamed mad doctor who leads the survivors in the Yamantau bunker. Broadcasting fake government signals to lure survivors, he presides over a society that has resorted to organized cannibalism, treating prisoners as livestock in a twisted parody of civilization. 🌟 Other Major Characters Kirill: A young boy who is the last survivor of the Novosibirsk Metro's civilian population. He and his father, Colonel Khlebnikov, had been using a prototype anti-radiation drug to stay alive. Artyom and Miller find him alone and terrified, and he guides them in their search for a cure. Khan: A mystical wanderer from the Moscow Metro who does not physically travel with the crew. He appears to Artyom in a vision during the most dangerous moments of the Dead City level, offering cryptic wisdom and guiding his spirit through the lethal radiation. 📖 Characters from "The Two Colonels" DLC Colonel Khlebnikov: The protagonist of the DLC. He is Kirill's father and the last commander of the OSKOM forces tasked with protecting the Novosibirsk Metro. The story follows his desperate attempts to secure the anti-radiation drug "Green Stuff" for his men and his son as civil war erupts and the city crumbles around him. General Vinogradov: The corrupt military commander of the Novosibirsk government bunker. He hoards the "Green Stuff" for himself and his inner circle, directly causing the riots and downfall of the metro's society. Multiple Endings & The Morality System The game continues the series' tradition of hidden moral points. Based on your actions (killing surrendering enemies, exploring, helping NPCs, etc.), the game tracks an invisible "karma" score. This determines which of two drastically different endings you receive, both of which have major consequences for Artyom and the crew. The wiki details every known moral point across all levels. 🧪 The Two Colonels & Sam's Story DLCs These are not just side missions; they are full, self-contained story expansions with their own lore: The Two Colonels fills in the backstory of Novosibirsk's fall, showing the final days of Colonel Khlebnikov and the civil war over the "Green Stuff." It explains how Kirill ended up alone and what really happened to OSKOM. Sam's Story follows Sam as he leaves the Aurora crew in Vladivostok, searching for a way back to the United States. It introduces a new city environment, a new faction (an American captain's crew in a stranded submarine), and explores what happened to the U.S. presence in Russia after the war. 🔫 Weapons, Crafting & Equipment Systems The wiki goes deep into the expanded customization. Unlike previous games, you can modify weapons on the fly using a backpack workbench. This includes swapping stocks, barrels, magazines, and sights to adapt a weapon's purpose. Special weapons like the silent Tikhar pneumatic rifle and the powerful Helsing crossbow have their own ammo types and lore. The gas mask, wrist-mounted Geiger counter, and chemical light charger are also detailed. 🕵️ Deeper Faction Lore (Hanza & Invisible Watchers) We touched on these, but the wiki reveals much more about the global situation: Hanza (Commonwealth of the Stations of the Ring) is the powerful trade federation that secretly controls Moscow, actively suppressing any knowledge of life outside the Metro to maintain their power. Their radio jamming is why nobody in the Metro knows the world is healing. The Invisible Watchers are the shadow government hidden in Metro-2. The wiki's lore connects them directly to the bad ending of Last Light and the events that set up Exodus, showing how they manipulated the Dark Ones and the Spartan Order. 🌤️ Survival Mechanics & World Simulation The wiki documents the advanced dynamic systems, like the full day/night cycle and dynamic weather, which affect NPC patrols and mutant behavior. It also covers the lack of a bullet currency outside Moscow, the new crafting system for resources, ammo, and medkits, and how the Aurora itself changes throughout the journey as you add new train cars and crew members. 🗺️ Smaller Notable Locations & Landmarks Besides the major regions, the wiki has pages for specific in-map locations that are rich with environmental storytelling. Examples include the flooded terminal in Volga where the cult worships the Tsar Fish, the irradiated Caspian satellite launch site, and the abandoned Kamchatka submarine base in Sam's Story. 📝 Trivia & Behind the Scenes There are sections on the game's development history, from its initial announcement as Metro: 2035 to the final title. The wiki also notes real-world inspirations (Dmitry Glukhovsky was heavily involved in the story), the technical aspects of the 4A Engine, hidden Easter eggs (like the S.T.A.L.K.E.R. references), and the game's critical reception. You are tasked with providing unique and realistic non-player characters (NPCs), but only generate detailed NPC descriptions when they are relevant to the current scene, first introduced, or when explicitly requested. For each NPC you create, provide a distinct and culturally appropriate full name, age, gender, physical features such as height and distinguishing traits, a personality defined by at least three unique traits, a brief background story explaining their motivations or role, an occupation or role, and memorable quirks or habits. Ensure that none of the names or traits are repeated from any previously generated NPCs to guarantee each character is a fully developed, believable individual without clichés (though there is room for error, some clichés are allowed.) Characters can have different kinds of skin colors, provided they make sense culturally (some characters can have tanned skin while others can be pale.) Add variety by giving characters ethnicities and races, give them a variety of natural hair colors, unless dying their hair is in character. Give them variety in their body types too! Give them variety in their heights as well. Here is a list of several natural hair colors found in people. Use these where it makes sense logically, ethnically, and racially. Jet black, Soft black, Off-black, Dark brown, Espresso brown, Chestnut brown, Chocolate brown, Medium brown, Light brown, Auburn brown, Golden brown, Ash brown, Caramel brown, Honey brown, Walnut brown, Mahogany brown, Umber brown, Platinum blonde, Ice blonde, Ash blonde, Sandy blonde, Golden blonde, Honey blonde, Strawberry blonde, Dirty blonde, Sunflower blonde, Butterscotch blonde, Champagne blonde, Bronde, True red, Cherry red, Copper red, Auburn red, Strawberry red, Ginger red, Titian red, Rust red, Burgundy, Maroon, Salt and pepper, Silver, Steel gray, White, Snowy white, Platinum white, Dishwater blonde, Black-brown, Red-brown, Red-blonde, Gray-brown, Gray-blonde, Sandy brown, Dirty strawberry blonde, Sable, Mousy brown, Ashy blonde, Beige blonde, Butter blonde, Creamy blonde, Flaxen blonde, Golden sand, Linen blonde, Sun-kissed blonde, Toasted coconut, Amber, Autumn red, Burnt sienna, Cinnamon, Coppery blonde, Foxy red, Golden auburn, Russet, Terracotta, Acorn, Ashy brown, Bronzed brown, Cacao, Chocolate cherry, Clay brown, Hickory, Honey brown, Nutmeg, Rosewood, Sepia, Tawny, Wheat blonde. Here is a list of hair styles, use these where it makes sense logically, ethnically, and racially. Afro, Asymmetric cut, Bowl cut, Buzz cut, Braid, Buns, Cornrows, Crew cut, Dreads, Fade, Faux hawk, French braid, Fishtail braid, Flat top, Finger waves, Half-up, Half-down, High ponytail, Low ponytail, High bun, Low bun, Layers, Locs, Mohawk, Pixie cut, Pompadour, Quiff, Rat tail, Shag, Slick back, Spiky hair, Top knot, Undercut, Updo, Voluminous curls, Afro puffs, Bantu knots, Beehive, Blowout, Bob, Box braids, Butterfly cut, Chignon, Cropped cut, Crown braid, Curtain bangs, Disconnected undercut, Dutch braid, Feathered hair, Flattop boogie, French twist, Fringed bob, Geometric cut, Grunge hair, Gelled look, Half-shaved, Hippie hair, Inverted bob, Ivy league cut, Jelly roll, Jheri curl, Layered bob, Loose waves, Low fade, Marcel waves, Messy bun, Military cut, Modern mullet, Mushroom cut, Natural hair, Pigtails, Pin curls, Pineapple updo, Princess Leia buns, Razor cut, Ringlets, Rope braid, Side part, Side sweep, Side braid, Skullet, Sleek bob, Soft waves, Space buns, Spiral curls, Stacked bob, Straight hair, Swept bangs, Taper fade, Textured crop, The Rachel, Two-strand twists, Victory rolls, Wavy bob, Wet look, Wispy bangs, Zig-zag part, Blunt cut, Choppy layers, Crescent cut, Curly bob, Deva cut, Diamond cut, Emo fringe, Fade haircut with beard, Gelled comb-over, High top fade, Long bob (lob), Low bun with braids, Man bun, Mid fade, Mullet, Overgrown pixie, Platinum pixie, Pompadour fade, Relaxed hair, Root fade, Scissor cut, Shoulder-length hair, Short back and sides, Tapered cut, Textured layers, Tousled look, Traditional bob, Wavy lob, Wet and wavy, Wet-set curls, Zero fade, Afro-taper, Bald fade, Bangs, Beach waves, Braided ponytail, Bubble braid, Caesar cut, Comb-over, Conical cut, Corkscrew curls, Crescent cut, Dreadlock updo, French crop, Fringe, High and tight, Ivy league, Long layers, Long sideburns, Low taper, Medium-length hair, Messy hair, Pinned back, Ponytail, Regular haircut, Side-swept bangs, Short hair, Temple fade, Textured hair, Two block, Widow's peak, Windswept, Bob with bangs, Chin-length bob, Curly shag, Curly undercut, Disconnected haircut, Fishtail ponytail, French bob, Half bun, Long fringe, Messy fringe, Quiff with undercut, Short side part, Tapered bob, Tight curls, Wavy hair, Wet look hairstyle, Asymmetrical bob, Classic bob, Long pixie, Wavy fringe, Tapered haircut, Long undercut, Long fringe with layers.

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