Metro 2033 Redux

Metro 2033 Redux

1,346 ratings
100% Achievement Guide: Metro 2033 - Redux
By Cynic 0055 and 1 collaborators
This is a comprehensive 100% Achievement guide detailing a step-by-step walkthrough to take you from 0 all the way to 100%. If you are looking for a particular Achievement or Collectible, use Ctrl+F & type it into the search bar for more direct help.

I run support & debug help on all my guides. If you have any questions, problems, or find errors in the guide itself, do not hesitate to leave me a comment & I will get back to you as soon as I am able to. Happy Hunting!
48
22
103
9
15
4
5
5
4
7
5
5
4
4
3
2
   
Award
Favorite
Favorited
Unfavorite
Introduction:

Achievement Breakdown: (49)
Story Related: (5)
Side Objectives: (8)
Collectibles: (6)
Miscellaneous: (5)
Slay: (25)


There will be two playthroughs we will have to do for this game to receive the “Good” & “Evil Endings" as well as playing on Spartan or Survivor Modes.

For the "Good Ending" we have to do/not do certain actions will give us Moral Points. I have no idea how many of these Moral Points are needed to unlock the "Good Ending". In the guide, I was able to locate 42 Moral Point locations. This guide does not have the locations for all of them, but definitely has the major events needed for the Achievement. Obviously, the more you find the better off your odds will be... since re-numbering my entire guide would be a pain, I probably won't be adding in any new found Moral Point locations. Feel free to leave a descriptive entry on how to find them in the comments below though for other players if you feel the need to. It definitely couldn't hurt!

There are a couple sections where we have to complete Levels without any kills or being detected; if you follow this guide & collect what you can with the main Achievements it should unlock for you. Unlocking the "Good Ending" doesn’t require a Non-Lethal playthrough, except for the Levels with specific Achievements such as Front Line & Black Station.

Remember to: disarm traps, unlock safes, & keep track of all of the “Kill X amount of humans/mutants with a specific weapon”. We can use our second playthrough to speed through the game & mop up the last Achievements we are missing. It is good always having 1 or 2 weapons you need kills for but having at least 1 good holdout weapon like an Assault Rifle or Shotgun in case you are in trouble.

Either way, we will probably need to grind out the last few kill related at the end of the game anyways, so do not worry if I unlock specific ones sooner or later. Use whichever weapons fit your fancy or play style. The Hellbreath is the only annoying weapon to max out since it is so rare. Try & get the 30 kills we need for it as soon as we come across it. For a full list of all the weapons in the game & where to find them; check out my Achievement Checklist below.

There are no difficulty related Achievements.

For those interested, here is an organized list of all the Achievements/Secret Achievements. This is how I derive my Achievement Breakdowns & the first reference I create before I begin my 100% journeys.
https://steamcommunity.com/sharedfiles/filedetails/?id=2257258933&searchtext=checklist
Before You Play!: As I unfortunately discovered too late, when you start a New Game, all your Achievement progress will reset. This means if you had 91/100 kills with an Assault Rifle for example, it would reset & you have to get all those kills again. Before starting a New Game, be sure to farm out whichever Kill X Achievements you were working towards. Front Line or Black Station are the best Levels for farming, just replay the Level till you unlock whichever ones you need. The rest can be unlocked during the second playthrough or afterwards.

*This guide contains major spoilers.
Sequence 1: A Call to Adventure
1. Complete Tower, Hunter, Exhibition, Chase, & Riga
2. Safes: 1/15
3. Notes: 7/51
4. Moral Points: 14/42
5. Weapon Kills: Kalash 2012, Trench Knife, Revolver, Bastard Gun, Duplet
6. Achievements: 2/49
-----------------------------------------------------------------------------------------------------


For the first playthrough, I will complete the game with the "Good Ending" & Spartan Mode, as well as working towards the Scrooge Achievement where we must save 1000 Military Grade Rounds. If possible, do not purchase anything other than giving Bullets to beggars until the Achievement unlocks. We should receive it around the Front Line Level.

Tower:

Note #1: Near the beginning of the Level, we will enter a room with Miller that has a door that needs to be manually opened. Before opening it, look to the left corner of this room. The first Note can be found on a shelf beside some postal boxes.

Hunter:

MP#1: When the Level begins, follow your stepfather Alex. When you climb up a set of stairs there will be a man standing or sitting on a crate to the left of a barred gate. Speak with him for the first Moral Point.

MP#2: Across from the hospital entrance nearby will be line up of people. Speak with the man standing at the front of the line. You may need to speak with the woman behind him first to get him to talk.

MP#3: A soldier will let you inside the hospital. Wait for him to take a seat on a stool & speak with him as well.

Note #2: When you walk into the hospital, you can find the Note on a table to your right where the doctor sits.

MP#4: Walk to the doorway leaving this room but take a right through a fabric partition instead. Walk over to the patient with the full set of hair & the crazy eyes in the back on the right for a Moral Point.

MP#5: When you meet Hunter at the Exhibition exit, he will hand you a postcard of the Statue of Liberty. Take it from him to receive a Morale Point.


Achievement #1 – Quick Draw: On the Level Hunter, kill the Nosalises before they break through the ventilation grilles.
We will soon be attacked by Nosalises when we are “chatting” with Hunter & our stepfather. They will come at us from the four vents in the sides of the walls (the one in the ceiling won’t count if they drop through). We need to shoot the Nosalises before they can break open a vent & enter the room. Setting the Difficulty to Normal is very helpful. If you fail, reload the Last Checkpoint & try again.

If this Achievement is too hard for you to attempt right off the bat, you can always go to Chapter Select after beating this Level & replay it later.

Exhibition:

MP#6: After Artyom grabs his things off the table, look to your left. Playing the guitar in your quarters will award you a Moral Point.

Note #3: Spin around in Artyom’s room to find the next Note on the floor resting on some books.

MP#7: As you make your way out of the station “Housing Quarters” you will come across a child drawing on the floor. Play the guitar next to him for another Moral Point.

MP#8: When you enter the market, walk straight ahead to the people sitting on a bench. The second person down will have a teddy bear in between him & a woman. He will ask you for 2 Bullets for his sick son, give them to him. This will contribute to the Generous Achievement & give you a Moral Point.

Refrain from buying anything at the market, save your Bullets.

MP#9: After the market, enter the red door & speak with your stepfather. You will receive a Moral Point just for entering.

MP#10: When your stepfather wishes you well on your trip & says goodbye, we will receive a second Moral Point.

Note #4: After speaking with your stepfather, look to your right while in the office. You can find the Note on a small shelf against the wall.

Chase:

There are no Notes or Moral Points on this Level.

Riga:

Note #5: At the beginning of the Level, walk up to the bar. The Note will be just to the right on the counter.

MP#11: Walk down the stairs from the bar. On your left will be a beggar, give him 1 Bullet for a Moral Point.

MP#12*: Head towards the train station off your left. There is a line of 3 beggars you will pass along the way asking for 1 Bullet. They will not give you a Moral Point, but they count towards the Generous Achievement.

Note #6: Take a right at the train tracks & walk towards a crowd of people waiting to board. There will be a Note beside a man on a bench to your right.

MP#13: Proceed into Riga, & a little boy will ask you for 1 Bullet to guide you to a man asking for you. Give him the Bullet to receive a Moral Point, this counts towards the Generous Achievement.

MP#14*: As you head down the alley slums towards a set of outhouses, there will be a beggar tucked off your left asking for 1 Bullet. Once again, this beggar will not give you a Moral Point but he is the last beggar for the Generous Achievement.


Achievement #2 – Generous: Help the poor, a coin for the kid, medicine for the sick. You help everyone you see.
If you gave the man in Exhibition Bullets, the kid in Riga as well as the beggars here you will unlock this Achievement.

Key #1: Walk up some stairs from the three outhouses. There will be a set of stairs bridging the alley to your left. Look a little past it at a metal support holding up a walkway above you, there will be a red safe key hanging from the support.

Safe #1: Turn around & look back towards the outhouses. In the shadows to of the toilet on the far left will be a Safe tucked away on top of a crate.

Note #7: After you finish speaking with Bourbon, look at the back of the room you are in. There will be a bench against the right wall, look behind a brown bag to find the Note.
Sequence 2: Bourbon
1. Complete Lost Tunnel, & Market
2. Safes: 4/15
3. Notes: 11/51
4. Moral Points: 16/42
5. Weapon Kills: Tihar, Flame Grenade
6. Achievements: 3/49
-----------------------------------------------------------------------------------------------------


Lost Tunnel:

As you follow Bourbon down the tunnel, & you scare off some Lurkers you will come to a doorway on your left. Enter & you can find a Tihar near a corpse in the back. We need to kill 50 Humans with this weapon type for the Airbender Achievement. I would replace your Bastard Gun with it. Plenty of opportunities later on for Assault Rifle kills. As well, we will begin seeing Trip Wires. We need to disable 15 for another Achievement, there are plenty throughout the whole game so I will not include all their locations.

Key #2: After walking through a broken train you will come across some dead caravanners. The one on the right sitting up will have a red key in his hands.

Safe #2: In the large room with all the bandits, walk to the far-right corner past the campfire. Near some glowing mushrooms on the slightly raised sidewalk will be the Safe.

Note #8: Head down the next hall with bandits & open a red door. Enter the following room & look to your left. The Note will be on top of a tall electrical box just before the next doorway.

MP#15: When running across the broken bridge with Bourbon where you are attacked by Nosalises, you will have to hide from an enemy tank. Being undetected will award you a Moral Point.

Key #3: After getting out of the Dark One dream with Bourbon & escaping through the gate, walk around a corridor till you see an opening on your right. Walk onto the metal bars over hanging a hole, you can see a corpse across from you. Hop along the bars left till you reach the corpse, the key will be stuck on his jacket.

Safe #3: Shortly after finding the key you will come across a hole in front of you with some glowing mushrooms in it. A corpse will just be across from this hole as well. Drop down & take another drop again till you are under a bridge. Head across the water to the other side.

Enter a room on the left through a barred door, then walk around left. Turn the wheel to turn off the
steam then carry on down the corridor. The Safe will be at the end on a wooden box.

Note #9: Leave the room from the Safe & walk out into the area below the bridge. Before dropping into the water, look at the closest bridge support off your right. There will be a corpse with some ammo on a ledge behind it, the Note right beside him.


Achievement #3 – Nosalis Hunter: Kill 100 Nosalises.
Depending on how long it took you to unlock the Quickdraw Achievement earlier, you may have unlocked this Achievement a little bit ago. Or you could still be a little ways off. Do not fret, we definitely will be fighting more than 100 of these guys over the course of the game.

Market:

Note #10: This Note can be found right at the start of the Level. When you have to wait to be let into the Market, look straight ahead of you to find the Note on a crate.

Key #4: Enter the Market. When you round a corner, you will see a radio operator sitting at a desk off your right with two other men standing in front of him. The key will be behind them hanging off a small electrical box on the wall.

Safe #4: Turn around & head back the way you came towards the old subway train. Take a left towards three sinks then head to the back of the train. Enter the train from across the outhouse & look right, the Safe is on a bunk as soon as you enter.

MP#16: Carry on through the Market & enter a large room full of people. In the center against the left wall will be beggar speaking with a child. Wait for the child to leave & he will ask you for some Bullets. Give them to him for a Moral Point.

Note #11: Now enter the area where you can actually make purchases. There will be a blacksmith grinding an axe in his shop. The Note can be found to the left of him up front.

Once again, I would refrain from making purchases if you can help it. Sell any excess ammo or throwables but try not selling all of them. If you have maxed out capacity for something, sell half-ish. You can also buy a shot at the local bar, but it is not required for the Toast! Achievement. That is unlocked exclusively in Polis.
Sequence 3: Welcome Home Artyom
1. Complete Dead City
2. Safes: 7/15
3. Notes: 14/51
4. Moral Points: 21/42
5. Weapon Kills: Sticky Grenade
6. Achievements: 7/49
-----------------------------------------------------------------------------------------------------


Dead City:

Key #5: At the beginning of the Level, head into a room in the far-right corner. The key will be hanging off a broken telephone on the wall.

MP#17: Head up the stairs & a Watchman will run in front of you & jump out a window. Do not shoot it, instead chase it to the window & watch it run away. You will receive a Moral Point when it turns around to look at you before fleeing.

Ranger Stash #1: From the window up here, turn around & walk back to the top of the stairs you came up. To the left of a brown wooden door, there will be a red metal case containing the first Ranger Stash.

MP#18: Carry on along the upper floor past a Trip Wire. When you enter the room at the end of the hallway through a grey door you will earn a Moral Point.

Note #12: Inside this room, the Note can be found beside a Safe.

Safe #5: The Safe will be found right beside Note #12. The Thief Achievement is cumulative like all Achievements in the game. This means, you could technically keep reloading the Last Checkpoint & open this Safe 10 more times to unlock it. I will keep finding Safes however, we will need the cash for the Scrooge Achievement.

Ranger Stash #2: The second Ranger Stash is actually the Safe & Note, looting them will count as raiding the Stash.


Achievement #4 – Manhattan Project: Spend 60 seconds in a Radiation Hotspot.
After you are separated with Bourbon, head across a scrap metal bridge to the right & enter a large building. When you enter there will be a broken elevator on your left, a broken glass window in front of you, & the hall leading onwards to your right. Head straight & jump off an ATM through the broken window. Go to the right corner by the door & stand there. This spot has very high levels of radiation & will drain our health & oxygen very fast. Use Medkits & oxygen tanks & try to outlast the radiation. Once you have stood there for 60 seconds the Achievement will unlock.

Reload your save once the Achievement unlocks so you can avoid wasting your equipment.

Key #6: This key can be found in the same small room where we were radiating our brains. The key will be close to the corpses hand inside this room. It is very hard to see; it did not even show up through the garbage the corpse is laying on for me. From the hand closest to you drift slightly to the right of it down the body’s length. You will get a prompt to grab something if you found it.

Safe #6: Now leave this cursed room finally. In the right of the large room there will be a set of stairs going up & a doorway across from them off your left. Head through the doorway on your left & take a sharp right into a vault room. The Safe is found in the back on the floor.

Ranger Stash #3: This Stash is found inside this Safe in the vault room.

Ranger Stash #4: Now take the stairs up to the third floor. Pass through an office, then through a bathroom. Follow the hall right & there will be an elevator straight ahead of you. Drop down through the top & loot the ammo crate, equipment to the left of a lamp, & grab the Tihar.

MP#19: Discovering this Ranger Stash will award us a Moral Point.

Ranger Stash #5: Leave the building where we have the scripted encounter where we kill a Watchman with our knife through a door. When you step outside, there will be a white delivery truck on our left with its back opened up. Walk inside & loot the Ranger Stash found behind some wooden boxes at the end.

Ranger Stash #6: Leave the truck & walk past the playground, in your mind you will here “He can stop death”. Before entering the playground, look at the store in front of you. There is a broken window we can crawl through on the right. Loot the Ranger Stash found to the right of a lamp near a campfire.

Ranger Stash #7: After the hallucination of the playground, head into a large grocery store. Take a right when you enter the first room & head to the far-right corner. There is a storage room off the back wall, the Ranger Stash is in a small green case in the center of the floor.

MP#20: Discovering this Ranger Stash will award us a Moral Point.

Note #13: This is a difficult Note to find. Leave the grocery store & follow the buildings walls along the left, do not cross the river yet. Head past some subway stairs going down & head left up a snow covered hill. Go through a destroyed building & up into another. Standing in the doorway you will see a Spirit of a hanged man. Walk to his right & open a door. Enter the second room off your right to find the Note on a wooden desk near a window.

Ranger Stash #8: Leave the last building & head down some old subway stairs toward the water. There will be a narrow walkway of planks stretching to the other side. Stand on the submerged car in then middle & look out to your left, there will be a delivery truck with its back open. Take a running jump (this may take a few tries) to get inside it. The Ranger Stash will be inside a red metal container.

Ranger Stash #9: A Demon will land in front of you to investigate a corpse. This is a good opportunity to kill one, we need to kill two for the Inquisitor Achievement. If you have a Sticky Grenade it is an instant kill.

From the corpse the Demon was eating, turn around & look left of the stairs you came up to see a snow covered van. The Ranger Stash is inside in a red metal case.

Ranger Stash #10: Return to the corpse again & enter a building up to your right. Go down the hall from the two Trip Wires & enter a rusted door off your right to enter an office. The Ranger Stash is in the left room on a table in the center.

MP#21: Play the tape recorder on the table beside Ranger Stash #10 for a Moral Point.

Ranger Stash #11: Head down the broken stairs now & you will enter a flooded area outside. Directly left from where you came out, there will be a hole in the wall with water flowing into it. Walk inside, (watch out for the Trip Wire) & loot the red metal case.

Key #7: Link back up with Bourbon. He will wait for us up ahead on the corner of a building to our left. Take a right from here instead & you will see some stairs with an overhang straight in front of us. The key will be clipped onto the belt of a corpse at the bottom of these stairs.

Note #14: From the key, head up the stairs & go right towards a building with a white Ranger symbol painted on it. We can find the Note just inside the building to the right on a small table.


Achievement #5 – Ranger: Find all 12 Ranger Stashes in Dead City.
When you enter the building with the Note inside you will unlock this Achievement if you have found all the other Stashes.

Safe #7: Carry on down the hall in this building & enter a room off your right. The Safe will be on the floor against the back wall.


Achievement #6 – Who Goes There?: Wipe your Gas Mask 20 times.
This can be earned at any time across the game. Any time you get blood or mud on your mask wipe it off.


Achievement #7 – Watchman Hunter: Kill 50 Watchman.
You should unlock this around the end of this Chapter if you killed most of the Watchman on it. If not, you will be very close & will unlock it in the next above ground Level later on.
Sequence 4: A Twist of Fate
1. Complete Dry, Ghosts, Cursed, & Armory
2. Safes: 8/15
3. Notes: 22/51
4. Moral Points: 27/42
5. Weapon Kills: Kalash, Shambler, Grenade
6. Cowboy: 100 Revolver Kills
7. Achievements: 11/49
-----------------------------------------------------------------------------------------------------


Dry:

Note #15: Grab Bourbons Kalash & drop from the vents. On your left well be a barred door that is left open. We can find the Note on a wooden crate beside a lit lamp.

This area is full of bandits, this a good opportunity to use the Tihar, knocking out, or knife executing human enemies.

Note #16: Enter the final door at the far end of this Level & find Bourbon. The Note can be found near a generator on a table to the left of the doorway we will exit through.

Ghosts:

Attacking any of the Spirits on this Level will give you Negative Points towards the “Evil Ending” so hold your fire.

MP#22: As you walk with Khan at the start of the Level, he will ask you to listen to the pipes. Crouch down & “hold your head against the pipes”. After something crazy happens, you will earn a Moral Point.

Note #17: After you see the Spirit being attacked by bats, climb up into the broken subway car. We can find the Note on the second seat on the right.

Note #18: After you see the Spirit Train go by, carry on down the tunnel. You will pass a similar stair half circle you were just on. A little ways down the tracks from that on the right side will be a corpse hunched over the next Note.

MP#23: You will receive a Moral Point after reaching the end of the tracks & witnessing Khan parting the path through a group of armed Spirits.

MP#24: After leaving the tracks, pass through the next four rooms & there will be a room full of barrels & glowing mushrooms. Khan will walk through a door on the right, carry on past it & the barrels to find a corpse in the left corner. Finding it grants you a Moral Point.

Key #8: Fight off the Nosalises that attack you in the next room. A door on your left will have been busted open by their ambush. Inside, you can find the key above a skeleton torso.

Safe #8: The Safe is straight across from this room in between a plastic water bin & the wall.

MP#25: When the Anomaly passes by, remain still. After it leaves you will gain a Moral Point.

MP#26: Shortly after, the Anomaly will head down a tunnel across from you after some Nosalises. Khan will preach some of his hippie wisdom about judgement to us, & we will receive a Moral Point for hearing him out.

MP#27: After the showdown with the Nosalis hoard, climb into the train car & out the other side. Head straight ahead towards some blue lights & stalagmites. Approach the bloody skeleton back there to receive a Moral Point.

Note #19: Round the corner, & Khan will be standing in front of a motorized rail car. To the left of the tracks before it will be a brown travel case with some ammo on top of it. The Note can be found stocking out from its middle.

Cursed:


Achievement #8 – Tank: Kill 10 enemies in a row without taking any damage.
If you have not already unlocked this, there is a good opportunity during this Level. Right as it begins, follow Khan over to the three survivors. You will be tasked with blowing up the two Nosalis entrances into the station. The Nosalises will be unlimited until the entrances are destroyed. Shoot the Nosalises until the Achievement unlocks, your companions will help prevent them from overwhelming you.


Achievement #9 – Cowboy: Kill 100 enemies using Revolvers.
I also unlocked this Achievement during this Level. It may have unlocked sooner for you depending on how many attempts it took you to get the Quickdraw Achievement. This will probably be the first weapon kill Achievement we earn. Switch to Assault Rifles or Shotguns next.

Note #20: One of the areas we have to blow up is up some stairs on our right. They will take us into a room above a set of escalators going down. Before we blow it up, go to the corpse right at the top of the escalators to find the Note beside it.

Blowing up the supports here before grabbing the Note will lock it behind a door we will not be able to open.


Achievement #10 – Hunter: Kill 200 Mutants.
This is guaranteed to be earned by the end of this playthrough. If you had to replay some Levels like Hunter or Dead City you may unlock this Achievement sooner than later like I did.


Achievement #11 – Demolitionist: Blow up the tunnel & airlock at Cursed Station.
The only Story Related Achievement other than the two Endings. After blowing up both of the Nosalis entrances into Cursed Station you will unlock the Achievement.

Armory:

Note #21: When you are in Andrew the Blacksmith’s room, you can see the Note to his right while you are speaking to him. Politely reach over & grab it while he is giving you the rundown about Armory Station.

We should be getting close to having 1000 Bullets, unfortunately we are not there yet so refrain from purchasing anything unless you are low on ammo. Sell what you are able to. By the next merchants we find we will be able to finally cash these puppies in.

Note #22: To escape the Station, we will stow ourselves underneath a rail cart. Climb down into the hole below it, & we can find the Note sitting on top of an open toolbox.
Sequence 5: Snake In the Grass
1. Complete Front Line, Trolley Combat, & Depot
2. Safes: 11/15
3. Notes: 25/51
4. Moral Points: 32/42
5. Weapon Kills: N/A
6. Achievements: 16/49
-----------------------------------------------------------------------------------------------------


Front Line:

For this Level, we must complete it without killing a single soldier for an Achievement. Stealth is our best option; this will be a bit tricky. Fortunately, there is also an Achievement for knocking out 30 Humans so this will be a good opportunity to work towards it. Depending on how many times you have to restart, you might even unlock it on this Level too. We can be detected, just do not kill anyone.

MP#28: At the Level start, listen to the Officer speaking with his soldiers. When they all get up to leave, you will unlock a Moral Point.

Key #9: Carry on down the stairs & across a bridge. A Red will be killed by Nazi’s to our right, there isn’t much we can do about it. It will not void our Achievement. Leave them be & head up the stairs to our left. At the top of the stairs, enter the tunnel to our left & there will be a staircase going down at the back of the tunnel on the right. Just outside the doorway in the tunnel, the key will be hanging in an old electrical box.

Safe #9: Now head down the stairs & put on your gas mask. The Safe will be through a bar door at the end of a flooded hallway.

MP#29: Discovering the Safe & a set of Night Vision Goggles will award us a Moral Point.


Achievement #12 – Soft Touch: Disarm 15 Wire Traps.
Return to where the Red was executed & jump over the railing onto some pipes. Work your way down to the ground below & head along the hidden pathway through the rubble. Eventually you will reach a narrow section under the bridge near a glowing green mushroom. There will be 4 Trip Wires down here on our way across.

If you have been following along with the guide, this is the soonest you will unlock this Achievement. If you have accidentally set a few of these off, do not worry. There will be plenty more Trip Wires found through out the rest of the game.


Achievement #13 – Rescue Ranger: Save a group of Reds from Fascist captivity on the level Front Line.
Leave the area below the bridges through a series of pipes & ladders heading up. Be sure to have your flashlight turned off. After the second ladder you will climb into a prison where three Red soldiers are held captive by a Nazi. Sneak up behind the Nazi & knock him out. The Red leader will thank you & award us with an Achievement.

MP#30: Saving Reds in the prison will also give us a Moral Point.

Key #10: Leave the prison & sneak down the next tunnel. Watch out for a Trolley that comes down, you must hide in the side passages or it will see you! You will enter a brightly lit area at the end of the tunnel with a lower section with a train car in it. Sneak down the stairs & into the far-right side of the train. The key is in the very back on the operator’s seat.

Safe #10: From the key, make your way down to the other end of the train. The Safe will be sitting on a table at the back of the train.


Achievement #14 – Scrooge: Save 1000 Military-Grade rounds.
Those last two Safes held 150 Bullets each which should have closed the distance we needed to reach 1000+ Bullets. We still have a few more Levels before we find the next merchant which will give us more time to collect if you don’t have that much yet. There will be another 3 Safes before then, so there will be plenty of Bullets to spare.

Note #23: Follow the tracks down until we have to enter a storage room off the left. Knock out the two guards inside, then head to the far-left corner of this room. The Note will be on a table in front of an armchair.


Achievement #15 – Invisible Man: Complete Front Line Level without killing anyone.
Head through the two wheel locked doors. If you hear a Moral Point received you have successfully made it through… well & you will unlock the Achievement too of course. It is fairly straight forward. Knock people out, do not kill them. You CAN be detected, but that makes it pretty difficult to get away.

MP#31: Completing Front Line without any kills will award us with a Moral Point.

Trolley Combat:

Key #11: After hopping out of the railcar near the end of the Level, follow Pavel down through a doorway. Pavel will take a path to the right, on our left though will be a door we can open. Head inside & there will be a key right beside a Safe on a table to the left.

Safe #11: Super easy to spot… it is right beside the key.

Note #24: After the room with the Safe, head into the next room. The Note can be found on top of some filing cabinets directly on your left when you walk through the doorway.

Depot:

MP #32: As soon as the Level begins, you will come across a single soldier. Put Military Grade Bullets into your weapon & snipe him quickly for an instant kill. Killing them without alerting the station ahead will give you a Moral Point.


Achievement #16 – Raider: On the Level Depot, silently kill the first guard & break into the Fascist station unnoticed.
If you successfully killed the soldier without alerting the station, the Achievement will unlock as soon as you kill them. If it does not unlock, reload your checkpoint & try again.

Note #25: When your rail car flips, walk down the tunnel but do not go into the sewer pipe yet. Carry on down the tunnel & you will see a train. Head around to the back of the train & walk inside. The Note will be on the ground at the other end of the train. There is a Trip Wire on either side of the train as well in case you need some.
Sequence 6: No Where Is Safe
1. Complete Defense
2. Safes: 13/15
3. Notes: 29/51
4. Moral Points: 35/42
5. Gunman: 100 Shotgun Kills
6. Weapon Kills: Helsing, Throwing Knives
7. Achievements: 20/49
-----------------------------------------------------------------------------------------------------


Defense:

Take your time on this Level, there is a lot of Lurkers here that we can farm for our weapon kill Achievements to save us some replaying later on.

MP #33: After the initial battle defending the Station from incoming Nosalises, walk up the stairs & speak with the Captain. When he finishes speaking, he will put a tape cassette on the ground. Pick it up & you will receive a Moral Point.

Note #26: Grab the cassette tape & make your way down the ramp then up the next ramp after the doorway. Head to the upper level & you can find the Note on top of a bed.

Key #12: Enter into the station now & fight through the first main room that is on fire & full of Lurkers. Continue into a small room at the end that has some sandbag walls in it with two barred doors on your left & right as well as an open doorway straight ahead of you. Head around the sandbags & open the barred door that is off your right. Inside is a small office with two empty safes. The key will be found hanging inside one of the mailboxes on the wall.

Safe #12: Pass through the open doorway next & head up the stairs immediately off your left. Take another left at the bunk beds stacked in your way & enter a small storage room. The key will open the Safe with the yellow stripes on it.

There is a Helsing nearby, be sure to pick it up & get a kill with it. This weapon counts as a Pneumatic gun for the Air Bender Achievement killing 50 Humans with them.


Achievement #17 – Fire In the Hole: Kill 20 Lurkers.
You will definitely unlock this Achievement on this Level if you have not already. In the area you have to put on your gas mask, head up the first set of stairs on your right up into an area with a corpse & table with a lamp on it. The Lurkers seem to be unlimited here, if not specifically in the entire room. (Though that may have been just a glitch on my end). Simply shoot them as the run up the stairs towards you.

MP #34: Leave the gas mask area over the fire to the left & enter an old railway area. Head to the far left in this new area & you will find a dead soldier beside a cassette player. Approach him to receive a Moral Point.

Note #27: From the cassette player, head up the stairs into the upper level of the broken train. Pass through the sleeping quarters to the end to find a corpse hanging off a ledge with the Note beside it.

Note #28: Eventually you will come across a child named Sasha you most escort to safety. The Note will be found in the same room, in the left corner behind a dead soldier.


Achievement #18 – Gunman: Kill 100 enemies with Shotguns.
Shotguns are your best friend in this game. Probably the second weapon related Achievement you will unlock.

Key #13: Carry on past the room Sasha tells you not to throw grenades. Beside a campfire will be a Safe. The key is straight ahead down into a flooded area, opposite the path that has a Trip Wire across it. Walk into the flooded area & turn around to look down the water to your right. There will be a corpse with the key pressed against a sewer grate.

Safe #13: Now walk back up to the campfire we were at previously. The Safe is tucked behind a fallen crate against the wall.

MP #35: When you return Sasha back to his people, refuse the ammo from his mother for a Moral Point.

Note #29: After delivering Sasha, head through into the next area with all the refugees. As soon as you enter, there will be a long set of carts to your left. The Note will be on the back of the cart closest to you near some rolls of paper sticking out. The Note is a little hard to see without your flashlight.


Achievement #19 – Wheeler Dealer: Exchange 500 Military-Grade rounds at Exchange Kiosks.
With all this dough we have been packing, we can finally spend it all. But first, there are two Achievements we need to earn. First off, go to the ammo trader & spend 500 Bullets… buying more bullets/ammo. If you can’t hold anymore, sell some off. We will reload or game afterwards, so do not worry. After spending 500 Bullets you will unlock the Achievement.


Achievement #20 – Metro Trader: Make 30 deals in the Weapon Shops.
Before you reload, let us get this last Achievement. Same premise as before, but this time we are buying guns or gun mods. Pick a gun of yours then switch back & forth between the two cheapest sights. Hopefully you have enough money for that, otherwise reload your save & keep going. After transaction 30 you will unlock the Achievement. Reload your game, & now make the purchases you actually want before we carry on. Be sure to leave with a Tihar or other Pneumatic weapon for this next Level. There are VSV’s for sale as well which we will eventually need to kill someone with…
Sequence 7: Wind, Snow... & Nazi's
Complete Outpost & Black Station
2. Safes: 15/15
3. Notes: 33/51
4. Moral Points: 41/42
5. Weapon Kills: VSV
6. Achievements: 26/49
-----------------------------------------------------------------------------------------------------

Outpost:

Note #30: In the first area of the Level, we will enter a large icy room full of soldiers. Climb up onto the scaffolding & make your way over to the far-left end of it near a barrel fire & alarm bell. Across from a lit lamp here will be a supply pile on top of a crate. The Note can be found just beside a gas mask & Tihar.


Achievement #21 – Warrior: Kill 100 Human enemies.
Pretty straightforward. Even though we did not kill anyone on Front Line, you will probably still unlock this Achievement at some point during this Level.


Achievement #22 – Sniper: Kill 30 Human enemies with headshots.
As well, since we have all our guns kitted out you should be getting more headshots now. You might have gotten this early, but we will be in much more open areas on this Level that will help us out if you have not.

Note #31: Enter the large broken building full of soldiers & make your way up to the roof. You will drop down & walk past two Trip Wires set up in a hall before you can get up to the radio beacon. From the Trip Wires head into the first room on your right. The Note will be on a desk beside a lamp & some ammo.

Key #14: From the Note now head over to the next room on the right & walk up the ramp to the roof. Directly in front of you will be a mangled corpse beside a lit lamp. We can find the safe key clutched in his hand… the only one he has got left.


Achievement #23 – DJ Artyom: On the Level Outpost reach the radio tower & broadcast the commander’s message.
In the last Level, we were given a cassette by the Captain when we failed in holding off the Nosalis hoard. Across the corpse we found the key off of, walk over to a small shack with a lit lamp. There will be a radio & cassette player in the corner. Place the cassette in the player & wait a few seconds to unlock the Achievement.

MP#36: Completing this Side Quest will also reward us with a Moral Point.

Safe #14: Now, make your way through building & drop through the hole in the second floor to get to the first floor. Walk past small campsite in the main room & carry on to the first room on the right. Beside a lit lamp on a desk will be the Safe, right out in front. This Safe is glitched! Approaching it you might see the ability to loot it straight away, an icon with “an arrow pointing down at a semi-circle”. Do not! Hover around the Safe till an “open hand” icon appears on it, so you use the key & unlock the Safe. If you loot the Safe without opening it, it will not count towards the Achievement!


Achievement #24 – Marksman: Kill 15 Human enemies with headshots from at least 30 meters distance.
This Achievement can be a little tricky depending on the guns you are using. Since this Level has a lot of open areas it can be easy killing guys from far away. This can easily be farmed for at the end of the game by replaying Front Line.

Black Station:

We will need to complete Black Station without any human kills or knock outs; it most be done in total stealth. While we can be detected, it is easier in the long run if you are not. If you mess up, just reload the Last Checkpoint. If you do not already have one, be sure to grab Ulman’s VSV rifle for our Weapon Kills.

MP#37: After speaking with Ulman, head into Black Station. Being mindful of the Trip Wires, approach two soldiers sitting by a campfire. Listen to their conversation for a Moral Point.

Note #32: Just behind these guards, there will be a Note on top of a small table. One of the guards will walk away towards the entrance where you came in, then turn around & head back into the Station. Sneak in behind the guard still sitting at the fire & grab the Note. The other guard will wander back towards that camp area so be careful carrying on after grabbing the Note.

MP#38: After sneaking past the first two guards, take a corner & you will enter a hall with a buzzing intercom & a light above you. Wait for a guard to walk down the hall & then walk down the left. Take a right from the intercom down the hall where the soldier came from. Down the next hall will be two soldiers standing there having a conversation. Listen to them for a Moral Point. That guard that past us will wander back & peak down the hall we are in while waiting for the conversation to end so be careful.

Key #15: Wait for the conversation to end, now quickly enter a small hole on the right before the doorway they were talking in. From the scaffold you exit onto, drop down & follow the tracks all the way till you see a door we have to open with a lamp to its left. You will enter a room with a lamp & a whole bunch of safes to the left. One of these is the Safe we need to open for our final Safe.

Leave the room & enter a dark tunnel system with a bunch of spider webs. Take a left past a helmet with its light on & you will come across a corpse with the key clipped into its harness.

Safe #15: Make your way back into the room we were before & unlock the Safe.


Achievement #25 – Thief: Open 15 locked safe boxes.
This is the earliest you can unlock this Achievement, though if you reloaded saves & opened Safes multiple times then you would have gotten it sooner. There are more still to find, but I will not include their locations in the guide anymore.

MP#39: Leave the tunnels & head up some broken stairs to eventually reach the area we were talking to Ulman it. Ahead will be a Nazi having… second thoughts. Listen to him ramble & earn a Moral Point. When he is hiding his head, quickly sneak past him. He will turn hostile if he spots us… as I found out.

Note #33: This next part is pretty hard to do without being detected. After sneaking past that last soldier, start making your way to the right side of the room. Go through a doorway beside a wall with throwing knives stuck in them towards a blue light. This is where you will probably get spotted.
Run into a red tinted room, and there will be an open vent here. Drop down, & head through the tunnel.

Eventually you will head up some stairs on your left. Head through the room & when you get to the next doorway leading back into the tunnels, turn around. The Note will be beside a corpse near some barrels behind you across from the doorway.


Achievement #26 – Merciful: Complete the Level Black Station without killing or knocking out enemies.
If you made it through this Level without taking anyone out, you will unlock the Achievement after reuniting with Ulman at the rail car.

MP#40: You can earn a Moral Point for completing the Level just without killing anyone as well which you will get.

MP#41: The Level is not over just yet. As we drive away with Ulman, we will enter a vision sequence. A wooden wall will explode & a Dark One will start walking towards you. Miller will yell run! But do not, walk towards the Dark One instead for a Moral Point.
Sequence 8: Library From Hell
1. Complete Polis, Alley, Depository, & Archives
2. Notes: 39/51
3. Moral Points: 41/42
4. Weapon Kills: Kalash 2012, Bigun
5. Achievements: 29/49
-----------------------------------------------------------------------------------------------------

Polis:

Note #34: When you reach Polis, follow Ulman to meet Captain Krasnov. While they talk, look around the room. The Note will be to the right of them on a shelf.

While in this room, stop over to the Weapons Dealer & pick yourself up the Kalash 2012 & the Bigun if you have the Bullets. They can only be purchased here or on the Level Church near the end of the game.


Achievement #27 – Toast!: Drink at every occasion.
After you have a drink with Miller, you will be escorted to the Council Chamber. As soon as you leave Miller’s office, walk to the left towards a bar, do not go to the doors on your right yet. Go to the bar & purchase the 3 available drinks. After the final drink you will unlock the Achievement.
The drink you buy in the Market does not count for this Achievement. You only need to buy the 3 in Polis.

Note #35: After the council meeting, Miller will give you a consolation pep talk. When you regain control of Artyom, look on the sandbags to the right of the large metal door in front of you. The Note can be found on a barrel behind those sandbags.

Alley:

Note #36: At the start of the Level, leave the Metro station. Immediately head left once you are outside & you can find the Note beside a corpse.

Note #37: After you hold off the waves of Watchman with Miller & Danilla outside the Library, you will enter it. A Demon will come down the hall & they will have to hold the door shut. Head through a broken section of a barricade to your right, & the Note will be on a broken lectern.

Depository:


Achievement #28 – Heavy Reader: Kill a Librarian.
These guys are tanks, & the hardest enemy in the game. Lob 2-3 sticky grenades into one to kill it fast. Otherwise, you are almost better off sprinting past them all if you can.

Note #38: A short ways into the Level you will enter a room that has a dead Librarian & some dead soldiers. When you enter, a Librarian will put a large stone in the doorway you came blocking you in. Look back at the dead Librarian, the Note can be found on a bookshelf right beside its foot.


Achievement #29 – Tonic Man: Use a Medkit 75 times.
This can either be really easy to unlock or very hard depending on how good you are at the game. Usually if I see a spare Medkit laying around, I will stand in fire & use one so I can collect it. This really speeds up the process of getting the Achievement. We still have a whole other playthrough to do, but if it has not unlocked by the end of this run you should probably try farming for it on Front Line.

Archives:

Note #39: At the very beginning of the Level you will find a unique Black Librarian eating a corpse in the center of the room. It will chase off another Librarian. It is not necessary to kill it. Sneak around the left side of the caged area it is in towards some bookshelves. The Note will be on the shelf closest to you as you approach.
Sequence 9: Roll A D6
1. Complete Church, Dark Star, Cave, & D6
2. Notes: 49/51
3. Moral Points: 42/42
4. Weapon Kills: Abzats, Hellbreath, Flamethrower
5. Pyro: 30 Flamethrower kills
6. Shocking: 30 Hellbreath kills
7. Achievements: 34/49
-----------------------------------------------------------------------------------------------------

Church:

When we reach the Church, go to Vladimir’s Armory. We need to grab the Abzats Shotgun as well as the Hellbreath pneumatic gun. Everything is free here.The Abzats we just need for the weapon kill Achievement. With the Hellbreath however, we need to kill 30 enemies with it for the Shocking Achievement so definitely pick it up.

Note #40: From the Armory, turn around & walk in front of the armored truck towards a radio operator. The Note is on an oil drum in front of the truck.

Note #41: Head upstairs & go speak with Khan. While talking to him, look to his right & there will be a Note on top of a box of books.

MP#42: Keep standing in front of Khan & let him talk to you. He has a few things to say to you. The Moral Point will unlock after he tells you it is time to go. This will be the last Moral Point we need/can collect.

Dark Star:


Achievement #30 – Pyro: Kill 30 enemies with a Flamethrower.
At the beginning of the Level after the vision, we will have to hold out against Nosalises with a Flamethrower. It is highly unlikely you will earn this on the first go, so keep reloading the Last Checkpoint till you unlock the Achievement. Reload right when the Anomaly shows up to avoid getting a newer checkpoint.

After you unlock the Achievement & the train stops, swap out the Flamethrower for whatever weapon it replaced it with. We will want as many kills as possible later on for the Hellbreath.

Note #42: After getting off the train, turn right from where everyone is standing past the train & through a doorway. The Note will just be laying on the ground in the middle of a small room.

Do this immediately after you get off the train as if you take too long or progress too far, you will trigger the next Level & you will not be able to collect this Note having to restart the entire Level over again!

Cave:

Use the Hellbreath as much as possible, it is one of the rarer weapons & most annoying to get 30 kills with since we get it so late in the game.

Note #43: After you open the door with a lever, you will enter a long room where Nosalises will attack us. As soon as that door opens, head to the far end before they show up. The Note can be found to the left of the next lever opened door in a skeleton’s lap.


Achievement #31 – Weaponsmith: Kill at least one enemy with each weapon available in the game.
After your Hellbreath inevitably runs out of ammo, switch to the Abzats. After getting a kill with it you should unlock the Achievement if you have been following along. There are 18 weapons in the game including throwables & your Trench Knife. For a complete list of weapons & where to find them, check out my Achievement Checklist: Metro 2033-Redux & scroll to the bottom.

Note #44: After Boris’s sacrifice, look to the left. In a small alcove across from a red elevator will be the Note on top of a tipped over metal cabinet.


Achievement #32 – Spider Hunter: Kill 10 Spiders.
Take your time with this one, when we get separated from the group, we will be locked into a section full of Spiders. There are around 6 Spiders in the first area, & 4 in the sewers below. If you do not get it after the sewers, reload the Last Checkpoint & kill a couple more Spiders again till it unlocks.

Note #45: After the sewers you will enter into a large cave chamber. As soon as you enter, look down off the ledge into the center, you will see the Note next to a corpse on a metal platform. Walk around to the other side of the ledge & drop down to grab the Note.

D6:

Note #46: As soon as the Level begins, turn around & walk back past Vladimir on your left while on the train. A few steps past him will be a Note on a seat to your left.

Note #47: When you & the gang enter the control room of D6, walk down two sets of terminals from where Vladimir sits. The Note will be on a terminal off your right.

Note #48: Leave the control room & take a lift down with Miller. Fight your way through a hallway full of Amoebas. At the end you will reach an elevator but do not get on it yet. Down the tunnel left of it, there will be a small tram tucked in the corner, the Note can be found on the operator seat.


Achievement #33 – Pathoanatomist: Kill 5 Amoebas.
This will unlock at some point during this Level. Amoebas can only be found on this Level but there are enough of them on that it should not be an issue getting. Miller is pretty effective at killing them though, so be careful, he will probably kill the majority of them.


Achievement #34 Shocking: Get 30 kills with Hellbreath.
If you have been diligent with your kills you might unlock this at some point during this or the next Level. Otherwise after we finish this first playthrough, a Hellbreath can be purchased back on the Armory Level. Take it into Front Line & keep replaying the Level till you get the rest of your kills.

Note #49: After you remove the three rods from the generator & “defeat” the mutant mass mini-boss, follow Miller out of the control room. You will walk down a long hall that will lead to an elevator. Before getting on the elevator, look to its left to see the Note in a small red cabinet off the wall.
Sequence 10: Enlightened
1. Complete Tower
2. Notes: 51/51
3. Achievements: 38/49
-----------------------------------------------------------------------------------------------------


Tower:

Note #50: When you enter the Tower, you will take an elevator up with Miller. Something will hit you, & you will fly out of it. When you regain control of Artyom, look down to your right beside the ledge & the Note will be near a gas mask at your feet.


Achievement #35 – Inquisitor: Kill 2 Demons.
When you regroup with Miller up top, he will be attacked by a Demon & you will have a really good chance at killing one. If you killed the Demon back in Dead City this will be your second kill & unlock the Achievement for you. If you have been trigger happy, you may have unlocked this Achievement a while ago.

Note #51: After you leave Miller, climb up the large sketchy ladder. Head up some stairs & open a wheel locked door. When you get outside, head left around the Tower under a few supports. The final Note is beside a skeleton where the floor gives way.


Achievement #36 – Blogger: Complete all 51 of Artyom’s hidden Diary pages.
You did it! If you have been following along, then when you collect the final Note entry you will unlock this Achievement. If you missed some, check your Diary in the menu to see which ones you still need. You can grab them in Chapter Select. Just make sure that you get the Achievement before starting the next playthrough, it will restart our progress on Notes & you will have to collect them all over again!


Achievement #37 – Enlightened: Find the truth.
In these final visions, you have to run away from the Dark One & then shoot it at the very end. Letting it catch you will result in death, even if we are going for the “Good Ending”.

After you kill the Dark One, you will find yourself back on the roof of the Tower. Once you regain control of Artyom, shoot the missile control system you set up early as fast as you can. Destroying it will ensure you get the “Good Ending”. The Dark One will go to stand up & exclaim that it wants peace, unlocking the Achievement.


Achievement #38 – Spartan 2033: Complete the game in Spartan Mode.
This will unlock as soon as you kill the Dark One, technically before you unlock your Ending Achievement. In the next playthrough, choose Survival Mode (or Spartan Mode if you did this playthrough in Survival Mode).

Before starting a New Game, you should try unlocking any Kill X Achievements you have been working towards in this playthrough. Replay Black Station for any stealth or Execution based Achievements. Replay Front Line for killing lots of enemies fast. I recommend trying to unlock the Air Bender Achievement if you have been using Pneumatic guns a lot, you will have to restart your progress on it if you start a New Game. We do still have another playthrough however, so some can be left till then.

78% Complete
Sequence 11: If It's Hostile...
1. Evil Ending/Survival Mode
2. Hedge-Hopper
3. Kill X Mop Up
4. Achievements: 49/49
-----------------------------------------------------------------------------------------------------


We now have to begin the game all over again, this time we will get the “Evil Ending” as well as whichever other game Mode you are missing. We can speed run the majority of the game, however pay attention to the last “Kill X” related Achievements. There is a chance we STILL won’t get them all, but that is fine. We can just replay Levels to farm the last few kills we need. Try & focus on the Stunning or Slice & Dice Achievements first since those are very specific. Otherwise, whenever you have Flame Grenades, Exploding Grenades, or Throwing Knives use them up since those can take a while to rack kills up with.

At the very end of this second playthrough if you still need Kill X related Achievements, Front Line or Black Station are the best Levels for farming. Black Station for the more stealth based Achievements, & Front Line for mass murder Achievements...

Ghosts:


Achievement #39 – Ka-Boom!: Explode 30 enemies.
I unlocked this by the time I reached the end of Ghosts where you have to hold out against the Nosalises with Khan till the Anomaly shows up. Keep lobbing those Pipe Bombs or Sticky Grenades whenever you find them, Sticky’s work great for large groups of enemies.

Armory:

If you still need the Shocking Achievement for 30 Hellbreath kills, we can purchase one here at Armory Station. It is really expensive though.

Front Line:


Achievement #40 – Hedge-Hopper: On the Level Front Line, kill all of the enemy Red Army & Fascist Soldiers.
There are a lot of enemies we need to kill on this Level so go slow. If you are ever unsure if you have cleared an area, fire off some shots to see if anyone gets drawn to you.

At the very beginning of the Level, turn around & head down the tunnel, there will be 2 soldiers at the end. Return to the large group of soldiers that are on the rail carts. Attack them & some more soldiers will probably ambush you from up the stairs, hold out till they stop coming.

Leave the area & head up the stairs to the large bridge battle above (if the Red Prisoner somehow survived you will need to kill them). On the bridge, walk back down into the tunnel behind & kill the 2 wounded soldiers laying in a small medical ward on the left.

Fight your way across the bridge now, there will be a lot of enemies here. When you get to the other side where the Nazi’s have set up their defenses. Look to the left of it & you will see some stairs going below the bridge. Double check to make sure no enemies are still underneath here.
A turreted rail car will come down the tracks towards us with 2 soldiers on it. Blow it up with grenades or shoot the soldiers inside it.

Almost immediately when you enter the tunnel it came down, look to the right & enter a doorway with yellow & black stripes on it. Head down the stairs & through the door to find 3 Red Prisoners & a Nazi Officer. DO NOT KILL THE NAZI OFFICER FIRST. It will count as rescuing the prisoners & you will not be able to kill them. Instead, either throw a Pipe Bomb or Flame Grenade into the cell & blow them all up. Or just shoot one of the Prisoners first then dispatch the Officer.

When you kill the last soldier in the final room the Achievement will unlock. It should be noted that for some reason, knocking soldiers unconscious counts as killing them for the Achievement so do not worry if you were using this time to work towards the Stunning Achievement as well. If it didn’t unlock back track & search around for whoever you missed before going through the wheel locked doors.


Achievement #41 – Air Bender: Kill 50 Humans with Pneumatic Weapons.
I unlocked this Achievement during Front Line in the fight across the large bridge into Nazi territory. If you were smart, you might have earned this in the previous playthrough replaying Front Line. I unfortunately did not & had to restart my progress on it. Fortunately, there are a lot of Human enemies on Front Line & in Black Station to work towards this Achievement.

Outpost:


Achievement #42 – Stunning: Knock 30 Human enemies out in close combat.
I unlocked this during Outpost, if you have been chipping away at this since the beginning you should unlock at some point in this Level or Black Station. Either way, you probably won’t be able to get this Achievement as well as Slice & Dice without farming Black Station for it.

Black Station:


Achievement #43 – Snake: Stealthily kill 15 enemies.
This is a great Level to earn this Achievement due to how many enemies there are. Pick soldiers off one by one either using Throwing Knives or Executing them with the Trench Knife. They have to be killed completely unaware, if they are searching for you the kill will not count.


Achievement #44 – Ninja: Kill 30 enemies with Throwing Knives.
If you have been picking away at this Achievement over this playthrough, this is a good Level to finish it off. Mutants count for this Achievement as well so this can be earned right till the end of the game.

Alley:


Achievement #45 – Fire!: Kill 30 enemies with Flame Grenades.
I unlocked this during the holdout against the Watchmen outside of the Library entrance. Like all the throwable items, use them as soon as you get them. For the Flame Grenades, throw it at a cluster of enemies or in a bottleneck location to maximize your kills.


Achievement #46 – Trigger Happy: Kill 100 enemies with Assault Rifles.
I also unlocked this Achievement around this time. You may have unlocked this Achievement in the previous playthrough depending on what your preferred weapons were. Otherwise we can farm for it after we beat this second playthrough on Front Line.

Tower:


Achievement #47 – If It’s Hostile, You Kill It: Become a True Ranger, unlock the “Dark Ending”.
You will not even get the option to shoot down the missile control system if you have unlocked this Ending. If you do get the choice, wait out the timer & it will launch as well. When the end cinematic plays when you play up the Dark One hive you will unlock the Achievement.


Achievement #48 – Survivor 2033: Complete the game in Survivor Mode.
This will unlock as soon as you shoot down the Dark One at the end of the game & return to the top of the Tower.

Now reload Front Line or Black Station & farm for the rest of the Kill X Achievements.

Black Station:


Achievement #49 – Slice & Dice: Kill 30 Human enemies in close combat.
This was the final Achievement I needed. Black Station is the easiest Level to get stealth or Knockout/Execution kills.
Conclusion:
This is a pretty straightforward 100%. Unlocking the "Good Ending" is probably the most tedious part having to find all the Collectibles & Moral Points. If this guide helped you achieve 100%, rate the guide or let me know in the comments. Helps me know if I am doing things right!



100% Complete!
Thank you for choosing Cynic, & I will see you in the next guide!

If you are interested in a little bit of patronage, support my projects & consider buying me a beer. If not, no worries; my guides are, & will always be free content. Achievement Hunting is my passion, & writing these guides is a way for me to give meaning to a life long hobby!
https://www.buymeacoffee.com/cynic0055

Other Cynical Guides:
If you enjoy this game & my style of writing guides be sure to check out my:
https://steamcommunity.com/sharedfiles/filedetails/?id=2033069986
https://steamcommunity.com/sharedfiles/filedetails/?id=2808308027
https://steamcommunity.com/sharedfiles/filedetails/?id=2808575435
*Note that the 100% Achievement Guides for Metro - Exodus & Metro - Exodus: Enhanced Edition are identical but have two different Community Hubs.

Check out my profile for a full list of my works.

89 Comments
Cynic 0055  [author] May 2 @ 8:10pm 
Hey KrimzonKhaos, I am LOVING Days Gone. Already beaten the Campaign Achievements & am currently grinding away at the Gold Medals in Challenge Mode. The main Campaign was amazing & very fun. Challenge Mode is definitely a challenge alright, but I should be able to get it done. Just got my Gold Medal for Surrounded today, so the others shouldn't be half as bad.. in theory. :steamhappy:
KrimzonKhaos May 2 @ 6:03pm 
Starting Metro today and seen you were in game for Days Gone. I had finished, and 100%'d the game, just prior to starting this. Figured it was a neat happenstance and wanted to let you know. I hope you enjoy that game as much as I did. Running through the second time was fun on Days Gone but will probably only run through the Metro series once. Trying for good ending and Survivor. Thanks for the guide.
RoyalMarine101 Apr 13 @ 9:34pm 
Well made Guide, appreciate the hard work!
konstruktoR Mar 15 @ 5:25am 
Best :Oooink::steamthumbsup::steamthumbsup:
TiSiTakoLoka Feb 7 @ 3:57pm 
Buddy, thanky so much for helping me out with this simple guide. Took me only 15 hours. I have enjoyed it.
Cynic 0055  [author] Feb 5 @ 2:33pm 
Hey Bowlfrog, That is interesting to know that you need 50 Moral Points specifically for the Good Ending. I only have 42/99 apparently listed in the guide but as you said, I guess some of them must be worth multiple points. Fortunately I have not been bombarded by comments over the years saying no one has been able to get the Good Ending, so I guess what is listed is enough.

Regardless, I have been meaning to go back through this guide (& my guide for Last Light) & do a full update/quality of life overhaul anyways. I planned to do a more thorough job with the Moral Points as well, so thank you for sharing this link. :MSparta:
Bowlfrog Feb 2 @ 5:45am 
https://metrovideogame.fandom.com/wiki/Moral_Points#List_of_Moral_Points_in_Metro_2033

"There are 99 possible moral points to earn (91 in the original game). Artyom must gain 50 moral points to get the good ending."

I know you said that your guide doesn't have all the moral points, but there are appearently quite a lot of them that are not in the guide, but are in the wiki. Part of that is that certain actions will award more than one moral point in an instance, but still.

Anyway I really like that this guide details all the achievements in order of the story so that's really helpful. I'll probably be flipping back and forth between this and the wiki though.
MKNETR Jan 23 @ 11:27am 
I don’t think I would 100% the game without your guide. Thank you!
Bboyz Jan 12 @ 11:33am 
Thanks for the guide man, just finished all the achievements with your help. Guide was well put together and easy to follow. Will for sure be using your guides for the future games
bebe4ever Jan 11 @ 5:49am 
I just gotta finish the game for the second time now, missing only True Ranger and Survivor 2033. I will then move to second and third Metro. Thank you for work, leaving award.