Metro 2033 Redux

Metro 2033 Redux

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100% Achievement Guide | Walkthrough
By Exotek
How to get 100% in Metro 2033 Redux in as less time as possible. Note that this is not game walkthrough per se, it is a guide / walkthrough on all collectibles and achievements. I hope you will find it useful :). If I've missed or forgot something, please let me know in the comments below. Also sorry for any spelling / grammar errors you might find, english is not my native language.
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Introduction
To get 100% in this game, you NEED to do at least 2 playthoughs. One on Spartan mode for Spartan 2033 achievement and one on Survival mode for Survivor 2033. You can choose difficulty level for both modes, but achievements are not affected by any difficulty, only by these two modes. So, to make this easier you should do this on Normal, regardless of mode you pick up first.
Also take note that all kill xxx enemies and kill xxx enemies with this or that weapon achievements are cumulative kills, so restarting a single checkpoint where you know there is a lot of enemies for "grinding" is fine. Starting a new playthrough will void all the kills you made on that current playthrough.
Now before we start, let me say this about modes. Spartan Mode is more action oriented and there is plenty of ammo and other resources scattered around. So maybe, more casual FPS players should go with this mode first. Survival Mode drastically limits the amount of resources and ammo. This encourages level exploration and conservation of ammo and equipment, as well as more stealthy approach. Because of all this, I will seperate all achievements into two categories based on your current playthrough. Also take note that this is only my recommendation and the way I see it easier to accomplish.
I've put these three achievements here because they are universal and can be done on any playthrough (and because I exceeded max character limit in Spartan Playthrough section :)).
  • Who goes there?
    - Wiped the gas mask 20 times.
Whenever you have your gas mask on, press G to wipe it out.
  • Weaponsmith
    - Killed at least one enemy with each weapon available in the game.
Can be done on any playthough. Follow the guide on how to find or where to get some of the weapons needed for the achievement. All weapons count towards the achievement, including your trench knife, throwing knives and all grenades. Mounted weapons like turrets does not count towards the achievement.
  • Toast!
    - Drank at every occasion.
Secret achievement! Check chapter 7. MARKET and chapter 19. POLIS for more info.
Spartan Playthrough
In this playthrough you should do all weapon and kill based achievements as well as achievements that does not require any stealth gameplay. Please take note that there will be some minor grinding included, but nothing that serious.
  • Spartan 2033
    - Completed the game in Spartan Mode.
Obviously, you will get this once you complete the game on Spartan Mode.
  • Air Bender
    - Killed 50 humans with pneumatic weapons.
Best done during chapter 13. FRONTLINE as you will need to kill everyone there for Hedge-Hopper achievement anyway. There are only three pneumatic weapons within the game that will count for this achievement: Tikhar, Helsing, and Hellbreath.
  • Cowboy
    Killed 100 enemies using revolvers.
This one probably requires some grinding. As soon as you get it, try and use it as much as possible throughout the game. First bandit encounter in chapter 6. LOST TUNNELS is a nice place to grind for this achievement as there are 10-12 bandits there, and the checkpoint is right at the begining of the bandit area.
  • Demolitionist
    - Blew up the tunnel and airlock at CURSED STATION.
Story related and cannot be missed.
  • DJ Artyom
    - On the level OUTPOST reached the radio tower and broadcast the commander's message.
Check chapter 16. DEFENSE.
  • Fire in the Hole
    - Killed 20 lurkers.
Lurkers are fast little rat like creatures. Be sure to take a shotgun with you, to deal with these guys easier. After you finish chapter 16. DEFENSE you should probably get this one without any grinding.
  • Fire!
    - Killed 30 enemies with flame grenades.
You can use these as soon as you get them or you can grind this in some place where there are groups of enemies. However, chapter 24. DARK STAR is probably the best place to get this one easy.
  • Gunman
    - Killed 100 enemies with shotguns.
Shotguns are the best weapons to use in this game imo, especially for mutants. You will probably get this one throughout the game, but any chapter with a lot of enemies is suitable for grinding. There are three shotguns that will count towards this achievement: Duplet, Shambler and Abzats.
  • Heavy Reader
    - Killed a librarian.
Check chapter 21. DEPOSITORY.
  • Hedge-Hopper
    - On the level FRONTLINE killed all of the enemy Red Army and Fascist Soldiers.
Best paired with Spartan playthrough for obvious reasons. To get this one, you need to kill every soldier out there, both nazis and reds. Check chapter 13. FRONTLINE for more info.
  • Hunter
    - Killed 200 Mutants.
You will probably get this one throughout the game.
  • Inquisitor
    - Killed 2 demons.
Demons are probably toughest enemies in the whole game, I would not recommend attempting to kill one any time until you reach chapter 27. TOWER. Check the said chapter for more info.
  • Ka-Boom!
    - Exploded 30 enemies.
Check Fire! achievement. Both standard grenades and sticky grenades counts toward achievement.
  • Manhattan Project
    - Spent 60 seconds in a Radiation Hotspot.
Check chapter 8. DEAD CITY.
  • Trigger Happy
    - Killed 100 enemies with assault rifles.
You will probably get this one as well throughout your playthrough as B_astard and Kalash can be acquired fairly early in the game. Besides that, Kalash is also one of the best gun to use, simply because there is plenty of ammo for it throughout the game. There are four automatic rifles that will count towards this achievement: B_astard, Kalash, Kalash 2012, and VSV.
  • Metro Trader
    - Made 30 deals in weapon shops.
Check chapter 19. POLIS for more info.
  • Snake
    - Stealthily killed 15 enemies.
You can grind this in chapter 6. LOST TUNNELS on bandits or chapter 13. FRONTLINE. I say humans because Any method of stealth killing counts, including throwing knives.
  • Ninja
    - Killed 30 enemies with throwing knives.
Check Snake achievement.
  • Nosalis Hunter
    - Killed 100 nosalises.
You will probably get this throughout the game. If not, chapter 24. DARK STAR is the best place to grind for this achievement.
  • Pathoanatomist
    - Killed 5 amoebas.
Check chapter 26. D6 for more info.
  • Pyro
    - Killed 30 enemies with a flamethrower.
Flamethrower is obtained during chapter 24. DARK STAR. You can easily grind this there as some other achievements.
  • Quick Draw
    - On the level HUNTER killed the nosalises before they break through the ventilation grilles.
Check chapter 2. HUNTER for more info.
  • Raider
    - On the level DEPOT silently killed the first guard and broke into the Fascist station unnoticed.
Check chapter 15. DEPOT for more info.
  • Shocking
    - Got 30 kills with Hellbreath.
Check chapter 12. ARMORY for more info.
  • Slice & Dice
    - Killed 30 human enemies in close combat.
It doesn’t matter whether you are in front or behind of an enemy guard, simply press V to kill them with the knife when the button prompt appears. Can be grinded at any human level together with some other achievements.
  • Sniper
    - Killed 30 human enemies with headshots.
Check Marksman achievement.
  • Marksman
    - Killed 15 human enemies with headshots from at least 30 meters distance.
Easily done on chapter 13. FRONTLINE. Can be done together with Sniper achievement.
  • Spider Hunter
    - Killed 10 spiders.
Only encountered during chapter 25. CAVE. You might need to restart a single checkpoint to get all 10 kills fast.
  • Stunning
    - Knocked 30 human enemies out in close combat.
Check Slice & Dice achievement. Only use E for knock out.
  • Tank
    - Killed 10 enemies in a row without taking any damage.
You will maybe get this one in any level. Very easy to get during chapter 24. DARK STAR.
  • Tonic Man
    - Used a Medkit 75 times.
This will most likely come naturally during the Spartan Mode playthrough.
  • If it's hostile, you kill it.
    - Became a true ranger.
This is a "bad" ending. You will most likely trigger this at the end, but be sure not to collect to many [MP]s while doing Spartan playthrough just to be sure.
  • Warrior
    - Killed 100 human enemies.
You will probably get this one throughout the game.
  • Watchman Hunter
    - Killed 50 watchmen.
You will probably get this one throughout the game. If not fight in front of the library in chapter 20. ALLEY is a good place to grind this one.
  • Wheeler-Dealer
    - Exchanged 500 Military-Grade 5.45 rounds at Exchange kiosks.
MISSABLE! Check chapter 19. POLIS for more info.
Survivor Playthrough
These are put together for Survival playthrough simply because of Enlightened achievement, because I don't know how reloading your checkpoint or selecting chapter from main menu will affect this one. Better to be safe than sorry. Other than that, Survivor mode seems a bit harder to me. I could swear that enemies hits harder in this mode and it's a lot easier to die or ran out of ammo.
  • Survivor 2033
    - Completed the game in Survival Mode.
You get this one when you finish the game.
  • Enlightened
    - Found the truth.
This is a good time to say something about "Moral Points". Moral Points are a hidden system in Metro game series that follows Artyom's progress and affects the ending. This system is never explained to the player and its mechanics can only be speculated about. These points are needed for Enlightened achievement. Every time your screen "flashes" white / light blue and you hear some whispering sounds after completing certain task, you got a Moral Point. When Artyom loses a Moral Point, the screen darkens and an ominous sound can be heard. Moral Points can be gained through making correct decisions, being stealthy in certain levels but also awarded for exploring every part of the map to get weapon and supplies. The same way you can gain them, there is also a way to lose them. That being said, it is recommended to do this together with your Survivor mode playthrough. To make this guide easier and not to make a seperate guide, I will underline everything that is recommended and/or required for Survivor mode playthrough. If something is not underlined, that means you can do it on whatever mode you are playing first, so suit yourself :). From now on I will refer to them in the guide as [+MP] for gaining a Moral Point and [-MP] for losing it. You can find more info on Metro wiki page[metrovideogame.wikia.com], props goes to people over there for figuring these out.
  • Generous
    - Help the poor, a coin for the kid, medicine for the sick. You help everyone you see.
This is here simply because of [MP]s. Check chapter 3. EXHIBITION and chapter 5. RIGA for more info.
  • Invisible Man
    - Completed FRONTLINE level without killing anyone.
Check chapter 13. FRONTLINE for more info.
  • Merciful
    - Completed the level BLACK STATION without killing or knocking out any enemies.
Check chapter 18. BLACK STATION. If you follow that guide, you should not have any problem achieving this.
  • Blogger
    - Completed all 51 of Artyom's hidden Diary pages.
All notes, key and safe boxes are in the guide. You can do this on Spartan playthrough as well, but since you need to scourge the chapters for some other things anyway, I've put this here. Note that for [NOTE]s, first number represents the note no. in current chapter, while the other _no. is a total of all notes in the game. I haven't done the same for [KEY] and [BOX] simply because that is another cumulative achievement and basically you can grind a single box and still get the achievement. Go figure...
  • Ranger
    - Found all Ranger stashes in DEAD CITY.
Check chapter 8. DEAD CITY for more info.
  • Rescue Ranger
    - Saved a group of reds from fascist captivity.
Check chapter 13. FRONTLINE for more info.
  • Thief
    - Opened 15 locked safe boxes.
Check Blogger achievement.
  • Scrooge
    - Saved 1000 military-grade rounds.
You can do this pretty much easy on normal mode. If you follow the guide and open all safe boxes and scourging MGRs from another locations, you can end up with almost 2000 MGR by the end of the game. Can be done on Spartan playthrough as well, even if you do Metro Trader, Wheeler-Dealer and Weaponsmith. Check chapter 19. POLIS for more info on these.
NOTE: According to users @Emb and @Michi, this is impossible to achieve on Hardcore mode.
  • Soft Touch
    - Disarmed 15 wire traps.
You can do this on any playthrough as well.
1. TOWER - PROLOGUE
Nothing much to do here other than to start your journey for the Blogger achievement where you need to collect 51 Diary pages through the whole game. Diary pages are large brown folders with a yellow “M” on the front. You can check your progress in the Diary tab in the pause menu at any time. You can do this regardless of mode you are playing, because most of them are in plain sight on your way through the game. Also if you miss some, you can replay the chapter from main menu. It is only important not to start another playthrough or all your diary progress will be deleted.

[NOTE 1 _01]
Right after you reach top and Miller helps you out, check the shelf in the room left.


2. HUNTER
  • [+MP] After coming up the stairs, talk to the guard that tells you another patrol was attacked after he sits down: "Many want to leave the station..."
  • [+MP] Talk to the people in line before the hospital: "Doctor hasn't said anything."
  • [+MP] Talk to girl sitting on ground next to the people in line. She will first say "We just have to hope." Then give her a few seconds and talk to her again and she will say: "Leave me alone". Walk away like she asks and get a Moral Point.
  • [+MP] Talk to the guard that opens the door to the hospital after he sits down: "People want to see their relatives."

[NOTE 1 _02]
In the hospital, right after you enter the 2nd room. The note is on the table on your right side.


  • [+MP] There is a torn fabric curtain on the right-hand side which you can walk through, leading to another torn fabric right in front of you. Walk through both these 'curtains' to find sick NPC characters and obtain the moral point.
  • [+MP] Take the postcard from Hunter.

Quick Draw
On the level HUNTER killed the nosalises before they break through the ventilation grilles.


This is one of them pesky achievements in this game. At the end of the Hunter level, in the room where you first time meet Hunter you will see four ventilation grills on the walls. You need to kill the nosalises before they break through them, don't worry about the ones that drop through the hole on the ceiling. Also try to focus on your objective, your comrades should take care of those droping through that ceiling hole. If at any point one of the grills break and nosalises gets through, restart your checkpoint and try again. Also as said before, if you decide to do this at the very beginning, failing and restarting this is not as bad because you can work towards your nosalis kills for Nosalis Hunter achievement as well as for Cowboy revolver kills.
3. EXHIBITION
In this level there are some Diaries to collect as well as some [MP] if you are on Survivor mode. For MP you need to pay attention and refer to underlined text.

[NOTE 1 _03]
In your (Artyom's) room, on your right side. You can find the note on top of some other books.

  • [+MP] Play the guitar in Artyom's room.
  • [+MP] Play the Balalaika (triangle guitar) near the father and the child drawing on the floor.
  • [+MP] Approach the man and woman sitting in the general market area with a teddy bear between them. As soon as the woman stops talking, you'll be able to talk to the man. He'll tell you about his sick child and asks you for a few bullets. Give them to him.

I haven't underlined the [MP] above, because giving bullets to this guy counts toward Generous achievement. So no matter the mode you should do this one.

After this part you need to go and gear up for the next chapter. This is where you get the B_astard - SMG like gun and some other stuff. From now on it is important to mention guns and/or other gear because you need to score at least one kill with each weapon in the game for Weaponsmith achievement. I am telling you this because at first it will not look like a decent gun (non-upgraded) and the fact that you will get Duplet (shotgun) during the next chapter could make you not to use it ever again. So be sure to kill at least one nosalis during the next chapter.

  • [+MP] Open the door to Alex's room, prompting his dialogue.
  • [+MP] Exhaust all of Alex's dialogue options.

[NOTE 2 _04]
In the room where Alex is, on the right side on top of some drawer.


4. CHASE
Nothing much to do in this chapter other than to rack up some kills for kill achievements. You will also get your first shotgun (Duplet) here.
5. RIGA
Like in the Exhibition, in this chapter there are a few collectibles scattered around and a chance to complete Generous achievement. Throughout the game, you will eventually find locked safe boxes. To open any of the safe boxes you need to acquire a key. Opening these safe boxes is required for Thief achievement. In this chapter you will find such a box. Also this achievement will require some exploring and backtracking to safe boxes but note that this achievement can be grinded out on the same safe box over and over again by restarting the checkpoint. However if you want to do it regular way, I recommend doing this on Survivor mode playthrough because you need to explore every nook and cranny anyway to scourge for ammo and resources. If you want to do it on Spartan mode, that is fine as well.

[NOTE 1 _05]
Right at the bar in the very same room at the beginning of a chapter.



[NOTE 2 _06]
When you get down the stairs from the bar, go left to the next tunnel. You can find the note on your right on a bench.



  • [+MP] Give a bullet to one of the beggars located all over the place. It is only effective once.
  • [+MP] Give a bullet to the kid to guide you to Bourbon.
  • [-MP] Find Bourbon without the kid. This only triggers once you find him, not if you initially refuse the kid.

Along with that man in Exhibition, giving bullets to both beggar and the kid should give you a Generous achievement.

[KEY 1]
As said before in this chapter you can find your first safe box to crack. If you gave that bullet to a kid, you need to follow him through some trench like pathway. When the kid turns left and up the stairs, there is some balkony like structure supported by metal columns. The key is hanging on one of them. Note that you can get this even if you didn't gave bullet to a kid.



[BOX 1]
From that picture above, turn around and the safe should be right in front of you.



[NOTE 3 _07]
In a room where you meet with Bourbon. The note is on the other table, kinda hidden in the dark.



6. LOST TUNNELS
  • [+MP] At the very beginning on your way through the tunnel when Bourbon talks about strange sounds and pipes, crouch next to the pipe on the right side of the tunnel until you hear laughter.

Right after that, you can go left through some other tunnels to find your first pneumatic gun, in this case Tikhar. This is one of the guns used for getting Air Bender achievement. In these tunnels you can find some lurkers as well and start your work toward Fire in the Hole achievement.

After you exit your first train wagon that was on your way, you will see some bodies on the ground. One of the bodies holds a key for the next safe box.

[KEY 1]



After this point, you can choose what path you want to take from now on, regardless of the mode. If you are on Survivor mode already, I highly recommend to go stealth. The achievement Enlightened is the only reason why you should stick to stealth and exploration to the end if you choose to go that path. You can simply knock them all out just to be sure not to void said achievement. However if you are on Spartan mode, you can "grind" a lot of different achievements here.

In the next few rooms, you can find a throwing knife which is required for Ninja achievement as well as your first wire trap to start off with Soft Touch achievement.
There are maybe 10-12 bandits in this room, so if you are on your Spartan playthrough, you can also kill them all with either stealth kill, throwing knife or simply knock them down for Snake, Ninja and Stunning achievements respectively. Slice & Dice achievement can be grinded here as well.

[BOX 1]
After you've cleared the bandits in a way you've chosen as your first playthrough, the box is at the end of that large room, on your right side.



[NOTE 1 _08]
This note is easy to miss imo, but if you notice that mushrooms on a wall above the door, you should know that you are on a good way to miss it. Backtrack to the previous room and the note is lying on that electricity box of some sort.



After this you will come to a place which Bourbon refer to as bridge. This is also a place where your will need to use your gas mask. Be sure to start working on Who goes there? achievement from now on. To wipe your gas mask simply press G once.

  • [+MP] After the fight with some mutants, Bourbon will spot a Hanza railcar, informing you that they are looking for the bandits, and instructs you to hide. Crouch next to him and wait for the railcar to pass without being noticed for the point.
  • [-MP] Get noticed by the Hanza railcar.

After that hallucination part of the chapter, you will come to a large circled room on your right side. Across that circled room there is a corpse holding another safe box key.
You need to use some rusty platforms to get there. You can't stay for too long on some of these platforms as they will collapse if you do not move. The last platform with a corpse on it cannot collapse. Also if you stick to the wall, even if the platform collapse you can hold on to a little ledge right underneath them, so dont worry.



[KEY 2]



Right after this part you will come to a room with a hole in it. This is very important, if you go after Bourbon and get too close to the Market entrance, it will trigger nosalis attack and you might not get a chance to go down and pick these up.
Instead to follow Bourbon through that tunnel left, jump down through that hole into a little room below. The next room to follow is a large one with some water. You need to get across that room to find another note and a safe for that previously found key.

[NOTE 2 _09]
The note is right behind the large column across that large room, next to a corpse.



From that position, turn around and you will see a room. In that room you will find a valve which you need to turn off in order to shut down the steam in a little halway leading to safe box.

[BOX 2]



After you've picked these up, go up the ladders and finish the chapter.
7. MARKET
[NOTE 1 _10]
At the level beginning, on some ammo crates.



When the soldiers let you and Bourbon go, in the next part you will notice a train wagon on your right. Remember that.

[KEY 1]
After the part where Bourbon gives you some MGR and tells you to go and buy some filters or whatever, turn right and you will see a key inside some box on the wall.



[BOX 1]
Go back to where Bourbon gave you some MGR, go left and enter the train wagon, the box is on your left side.



On your way to market area, you will see a bar on your right. It is said that this bar is not required for the Toast! secret achievement as apparently you can buy all 3 drinks at the Polis station later in the game. I got this one and later after 2 drinks at the Polis, I still got the achievement so I dunno, do what you see fit here :).

  • [+MP] Give a bullet to the beggar who tells the story to the kid in the market area after the kid leaves.

[NOTE 2 _11]
It's on a counter next to the entrance to vendors.

8. DEAD CITY
Ranger
Find all Ranger stashes in DEAD CITY.


This is a chapter where you need to search for ranger stashes for Ranger achievement. There is no tracker of any kind for these stashes, so lets assume that any loot you find can be part of that stash. There are also a few for which you can earn [MP]. Those are likely the one you need for achievement. For what we know, even safe boxes could be part of that stash. Also I would recommend doing this on your Survivor playthrough as you will scourge the chapter for ammo and resources anyway. Doing this on Spartan is fine as well.
IMPORTANT! It seems that this achievement is a bit buggy. It's possible that you must to do it on fresh playthrough, rather than replaying the chapter through chapter select. Anyway, if this guide doesn't help you, please try this video from PowerPyx.

From starting position, go on your right and enter the small room there. The key is hanging on the wall. There is also an arrow pointing that the safe is somewhere above.

[KEY 1]



  • [+MP] In the first area, go up the stairs on the left. After scaring the watcher, look out of the window it escaped through. Also in the room at the end of the balcony.

[NOTE 1 _12] [BOX 1]
First note is in that room at the end of the balcony. The safe for that key you've found is also in that very same room. Also this is a possible ranger stash.



After you and Bourbon get separated, inside that building on your right, from the entrance go straight and jump onto the cash mashine. You should see a corpse holding a key.

[KEY 2]
Note that this room is a Radiation Hotspot.



You can use this room to get Manhattan Project achievement. Just be sure to have 4 to 5 medkits as well as some gas mask filters. Just get inside and simply wait till your screen turns out red. Thats the sign you need to take a medkit. Also be sure to swap gas mask filters each 5-10 seconds. After the achievement pops up, you can reload your checkpoint so you keep your medkits.

After you exit that radiation room, go left and straight to some little stairs, enter the room on your left, then right into a room behind some grates. The safe box is there.

[BOX 2]



  • [+MP] On the top floor jump into the elevator to find a secret cache.
This is most likely a ranger stash.

After you drop down from that position into an elevator shaft, be prepared as there will be a few watchers waiting for you. Go up stairs again and get outside through that collapsed wall...

Once outside make your way to the next building. Once out, there is an opened truck, get inside and behind some crates there is one of the possible ranger stashes.
After you continue your way forward, you will see a playground on your left, don't go there yet, instead go inside that building in front of you through the broken window. This is another possible ranger stash.

  • [+MP] During the vision of a playground when outside, as long as you don't move (you can look around).
  • [+MP] Also during the same vision if you take off your gas mask you will receive a moral point.
  • [-MP] Run out or completely across, or open fire during the playground vision.
  • [-MP] Shoot the dark one sitting on the shed on the other side of the playground after the vision.
  • [+MP] After the above vision you eventually enter a building and go down some stairs. At the end turn right and go all the way to the end and you'll find another secret cache.
Another possible ranger stash.
  • [+MP] When you go out of the leftmost window of this building to proceed further, look right and down. There will be some wooden planks leading to a narrow path just above the water. Follow it to find a body.

When you reach your first underpass and the path to continue through the chapter, do not go there just yet, instead go left and up some wreckage inside a devastated building. Up some other wreckage you will see a door. Get inside and the note is inside one of the rooms on your right.

While going through the underpass and across that water, on your left you will see another truck. You need to jump inside for another possible ranger stash.

[NOTE 2 _13]



Once you go up through the said underpass, turn right, inside the van is another possible ranger stash.

  • [-MP] Shooting the dark one looking at a dead stalker on the other side of a gate.
  • [+MP] After you have the chance to kill the demon and enter the building leading to Dry. Take a right through the trap filled hallway and play the tape in the cache.
This is most likely another ranger stash.
  • [-MP] Where is the same demon sitting in the open if you take a hard right and enter the building on your left, you will lose a moral point if you kill the Watcher Mother.

After you go the path leading to Dry and after you get down the stairs to some basement like room with some water, right after you get into that room, look at your left and you should see a crack in the wall. Get inside for another possible ranger stash.

Once you meet with Bourbon again, follow him to the corner of the building where he will stay for some time and observe. From there you go right and you will see some stair passage leading underground. Down the stairs is your last key in this chapter. Take note that for some reason this key haves orange key chain.

[KEY 3]



From there, on your right, you should see a window entrance with some ranger graphiti next to it, get inside to get your last note, as well as the safe box for that key you've just picked up. Also if you've scourged all the location I've marked as either most likely or possible ranger stash, you should get Ranger achievement as well.

[NOTE 3 _14]



[BOX 3]
This safe box is in the very same building as the note, in the bathroom.



After this, rejoin with Bourbon and finish the chapter.
9. DRY
  • [+MP] Do not kill anyone at this level.

Knocking them out is fine. You will get the point once you reach the room where Bourbon is killed.

  • [-MP] Shooting Bourbon's dead body.

[NOTE 1 _15]
When you get down through the grills, right around the corner.



[NOTE 2 _16]
In the room where Bourbon is killed.



10. GHOSTS
  • [-MP] Opening fire on ghosts.
  • [+MP] When Khan tells you to come close and listen, crouch near the pipes and wait till you hear laughter. Then move away, if you stay near the pipes for too long you will get hurt.
  • [+MP] When you reach the ghosts of the defenders, stay close behind Khan as you move through. You'll get the moral point on the other side when he mentions he was with them when they died.

[NOTE 1 _17]
Inside a train wagon, right on a bench.



[NOTE 2 _18]
Right after the ghost train, a bit further on the right side, near a corpse.



  • [+MP] After you leave the tunnels, Khan will curse while in one of the rooms. In this room, there is a body hidden behind some barrels (look for the blood marks on the floor to find it easily).

[KEY + BOX]
On that picture below, you can see two doors on the left side and the safe box on the right. Once you reach the door in front and open them, you will trigger nosalis attack. From the first door left from that picture will come a few nosalises too. After you kill them, go inside the room and take a key, then use it on that safe box on the right side.



  • [+MP] When the Anomaly music plays don't move and stay close to Khan for the whole anomaly process, you get two for this.
  • [+MP] Just after this, Khan will stress that you need to move on. Near where he says this is a junction turn left and around from where you came and you should see glowing mushrooms surrounding a dead end area turn right behind the barrels to find a body. You get the point for reaching the body.
  • [+MP] Stop when Khan tells you to and don't move (you can look around) until he starts talking again.
  • [+MP] After moving a bit forward, you will hear a nosalis growl, then see the anomaly moving fast toward it in the adjacent tunnel. As soon as you hear the growl, stop and don't move until Khan starts talking.
  • [+MP] When you see the next train wagon and before the fight with nosalis, turn right down the tunnel to find a pile of bones and a moral point.
  • [+MP] After fighting off the nosalis and going through the railcar, Khan will turn left. Go straight instead and at the end you'll find human bones and another moral point.

[NOTE 3 _19]
I've picked my note by accident before taking a screenshot, but do not worry it is there :), sticking out from that suitcase.


11. CURSED
  • [+MP] You get a point for showing up, and listening to Khan when he explains the situation.
  • [-MP] Run away before Khan finishes talking.

[NOTE 1 _20]
IMPORTANT! Be sure to collect this one before pulling out the pin from that grenade on the right wall. If you blow the columns up, the airlock will close and prevent you from picking up the note. In that case, you need to reload your checkpoint.



  • [-MP] Any type of hostile action in the shrine (e.g. even slashing the knife).

Also blowing up both airlock and the left tunnel will give you Demolitionist achievements, its a story related so you can't miss it anyway.
12. ARMORY
Nothing much to do here really. After the running part, you will end up in Andrew's room. The first note is on a shelf there.

[NOTE 1 _21]



You can buy Hellbreath and Helsing at the weapon vendor here. If you don't save money for Scrooge, you can buy Hellbreath here and start working toward Shocking achievement. The next one you can get is in chapter 23. CHURCH. The same vendor haves VSV, assault rifle which you can find towards the end of chapter 16. DEFENSE.

After that you will be on your way towards the end of this chapter, right inside the hole where you need to jump into is the other note.

[NOTE 2 _22]

13. FRONTLINE
Hedge-Hopper
On the level FRONTLINE killed all of the enemy Red Army (Communist) and Fascist (Nazi) soldiers.

Like I've already said, this is best done on Spartan playthrough as you need to kill every living soul in this level. Also not to be done together with Rescue Ranger because freeing the prisoners will make them invulnerable and thus prevent you from completing the achievement.
Be sure not to miss the following while doing this achievement:
  • Two Communist soldiers behind you when you begin the level,
  • The Communist "deserter" must be executed,
  • The two wounded Communist soldiers must be killed,
  • Nazi soldiers under the main bridge which can accessed via a flight of stairs on the left when leaving the first tunnel,
  • The two Nazis on the rail car also need to be killed, use grenades,
  • The three Communist prisoners must be killed (that means, wait until the nazi executes one of them, then kill the nazi and two remaining communist soldiers).

Invisible Man
Completed FRONTLINE level without killing anyone.


Best done on your Survival playthrough for obvious reasons. You are not allowed to kill anyone here, knocking them out is fine. Best done together with Rescue Ranger achievement.

  • [+MP] Sneak up to the back of the train you fell out of upon the start of the level and finish listening to the communist leader's speech. After you get the point start backing away or they will spot you. It is recommended to put out the lamp leading up to the train on the left.
  • [+MP] In the dead end tunnel through which the player arrives at the start of the level, kill or avoid the patrolling Communists. On the right side of the tunnel there is a small red locker, pick up the MGR inside for a moral point.

You will get night vision googles in that very same locker, so I would recommend doing this anyway because this chapter is pretty dark.

  • [+MP] Once you come back again to the trolley car, go left from there down the stairs and listen to two guards talking about the secret entrance to the enemy base.
  • [+MP] Kill the Commissar and the soldier executing a Communist "deserter".
  • [-MP] Allow the Communist "deserter" to be executed.
  • [+MP] After the execution, the commissar will walk away and up the stairs, and the guard will follow soon after. Go up these stairs a bit to listen to a conversation about suicide bombers.

From "deserter" position, turn around and go up some stairs, then left into a tunnel.

  • [-MP] Killing wounded men lying near the staircase (behind the bridge post).
At the end of that tunnel, right next to a door is a key (it's hidden in the dark so be sure not to miss it) for a safe box which is located downstairs.

[KEY 1]



[BOX 1]



From here, backtrack all the way back to where you've saved (or killed) "deserter". You can go through the railings there, and over some pipes and ledges find your way all the way to the bottom. Be careful, at the bottom there are 4 wire traps, be sure to disarm each of them, because triggering them could possibly void Invisible Man achievement if you are doing it.

  • [+MP] In the bottom of the front line, where Artyom must use the gas mask, there will be pile of wreckage bigger than any of the other piles with a buried body's protruding arm holding MGR, take rounds for a moral point. The arm holding the bullets is in the center of the pile.

I personally, haven't found this [MP], but read through the comment section, some guys over there posted the exact location.

Rescue Ranger
Saved a group of reds from fascist captivity.


From that pipe and after two more ladders up, you will see nazi soldier and three reds soldiers inside some cage, knock out the nazi soldier and the achievement should pop up.

  • [-MP] Kill one or more of the captured Communists.

After this part and after the tunnel with an armored rail car, on your right you will see these train wagons. From this position, the key is in the right end side of that train. Safe box is on the left end side of that very same train.

[KEY 2 + BOX 2]



[NOTE 1 _23]
The note is in that room at the end of the tunnel, there are two guards I think, so depending on your playthrough, either knock them out or kill them. The note itself is in the left top corner of room on a table.



  • [+MP] Complete the level without getting anyone killed and you achieve a moral point (and the stealth achievement).

Yep, if you have done everything right and didn't killed anyone, as soon as you reach the second door, you should get [MP] and the Invisible Man achievement.
14. TROLLEY COMBAT
After the part where you and Pavel are inside that rail car, once you get out, Pavel will take the right path. Instead to follow him, go through the door on your left. Inside you will find both key and safe box right next to each other.

[KEY + BOX]



I also recommend you to pick up that scoped Tikhar in the same room. You will need that (or at least it will be easier) for the Raider achievement at the very beginning of a next chapter.

[NOTE 1 _24]
After you exit the key and box room and after you enter the next room, the note is on your left on top of some drawer.

15. DEPOT
If you got that Tikhar like recommended, at the very beginning you should see a guy in the tunnel right in front of you. Kill him for Raider achievement. Appearently, you can use any gun as soon as you kill the guy before he reaches the station.

After the trolley part, and once you get on your feet again, be sure not to enter those pipes on the ground. Instead go straight past that train. Once you reach the end of it, turn around and get inside the train. Backtrack all the way to the end of it. Note is right over there.

[NOTE 1 _25]



After you've picked the note, go back inside that pipe and finish the chapter.
16. DEFENSE
After the fight with nosalis, captain will ask you to broadcast a message to Polis. He will give you a cassete which you need to take and broadcast in the Outpost chapter for DJ Artyom achievement. So be sure to pick up the cassete.
  • [+MP] Pick up the message the captain gives you after the fight.

[NOTE 1 _26]
From captains position, down some ramp, through the door and take that ramp up just in front of you. The note is lying on the bed.



You will face several lurkers in the next part so having a shotgun will make your life easier. Throughout the whole lever I am pretty sure that you can complete Fire in the Hole achievement without restarting your checkpoints.
Right after you get past this lurker part, and enter some wooden like barricades, you will see rebar doors on your right leading to some office like room. The key is on your left on that shelf.

[KEY 1]



After you exit that office, keep up on your right through that door. On your left you will see another rebar like entrance. Go there and up the stairs, turn left and the safe box is in that room.

[BOX 1]



After this, go back or go through another rebar doors inside that afforementioned wooden barricade then continue through the halway on your right. You will see some stairs on your left. Right around that corner go left, jump over that fire and take left again. Go straight until you see some stairs on your right leading to the 2nd floor of that wagon structure and to the note at the end of that structure.

[NOTE 2 _27]



Right after you pick up the kid, somewhere mid room on the left side, there is a corpse holding the note.

[NOTE 3 _28]



Right after the part where the kid tells you not to throw any grenades or you could collapse the ceiling, right around the corner and in the next room is the safe box.

[BOX 2]



From that position, go straight forward down some ramp and into some tunnel with green water. Right around the corner on your right is the body holding a key.

[KEY 2]


  • [+MP] Refuse to take the reward from Sasha's mother at the very end of the level.

[NOTE 4 _29]
Where you follow the soldier through that tunnel. Right after you exit the tunnel, the note is on that trolley on your left side.

17. OUTPOST
Right after you exit that tunnel from the beginning and enter that big room, go right and around some large pile of snow, and then up the ladder. Turn around and the note is right in front of you.

[NOTE 1 _30]



  • [+MP] After climbing out of the building you start in at the beginning of the level, on the surface you'll eventually reach a house full of Nazis. Climb all the way to the roof via crane and play the tape you got from captain in Defense.

DJ Artyom
On the level OUTPOST reached the radio tower and broadcast the commander's message.

Once you are on the surface, you will see a building on your left. There is a passage on your left just before the building. From there you should see the crane. Cross that bridge and find your way up the crane. Do not enter through that window, instead take a ladder on your left. Once on top, you should see a wooden structure with a satellite dish on it. Go inside and play the cassete.
If you picked that cassete in Defense, you will get both [MP] and DJ Artyom achievement.

[KEY 1]
Right where you got up on that roof, you have probably noticed a demon feasting on a corpse. That corpse is holding the key for your next safe box. If you get a little closer to demon he will fly away. Quickly grab the key and from the ladder position on the left side there is a room below with a ramp.



Once in that room, go left and after disarming two consecutive wire traps, enter the next room and right in front of you, you should see a note on the table.

[NOTE 2 _31]



After you make your way down to the very first floor, the one behind the red metal door and your path towards the end of a chapter, you need to take care of several nazi soldiers. From red doors, go left and then first door on your right is where the safe box is.

[BOX 1]


18. BLACK STATION
Merciful
Completed the level BLACK STATION without killing or knocking out any enemies.


Obviously, this should be done together with your Survivor playthrough.

  • [-MP] Fire a weapon while Ulman is talking to you at the very beginning of the level (right after he killed the guard with a throwing knife).
  • [+MP] Listen to the two Nazis talk about moving to Hanza until they are done.

[NOTE 1 _32]
This one is maybe hard to snatch, depending what you want to accomplish in this level. If you go for that achievement up there, and if you are really quick, you can sneak behind the backs of these two guys and snatch the note on the left and then quickly get out of there.



  • [+MP] In the next area, kill or sneak past the patrolling Nazi and go right. There will be two Nazis near the end of the hall. If you wait until they stop talking about morals, you will get a moral point.

If you got that [MP] above, go back and take the path where that patrolling nazi soldier went.

  • [+MP] Sitting nearby when the Nazi commander commands two other guards to watch the generator.

Take the path straight across some platforms and you will see a light on your left. Go there and down the stairs and through rebar entrance. Just before the 2nd rebar entrance, go right and again down some short stairs. In the room that follows is the generator. You can go right behind some boxes and turn it off.

  • [+MP] Turning off the generator.

Now backtrack from that generator room, and go right and through that 2nd rebar entrance and go left. There is a soldier patrolling there, but you can enter train wagon to avoid him. At the end of that tunnel there is some dark passage on your left. Go through the door there and you will end in the main hall, underneath the nazi soldiers. Go straight, then turn right. After you exit that underground room, you will notice some cage in front of you. Inside you will find your first key for this chapter.

[KEY 1]



From that position, go straight then right through some doors, and you will end up in the room containing safe boxes.

[BOX 1 + 2]
The key you've just picked up, opens the safe box on the top. The next key we are about to pick up, opens the bottom left safe box.



From there, go right inside the tunnel and take left, you will see a corpse on the ground holding another key.

[KEY 2]



After you are done with that other safe box, go back to the tunnel again and follow it until you see another room to your right, containing a body of a lurker. From there go up the stairs inside that other room.
Once up there, you will see a drunken soldier.

  • [+MP] Being nearby at the end of the level when the drunk Nazi is muttering to himself.

When he puts his head down, you can pass by him without notice. In that room, there will be a few soldiers. One of them is throwing knives at the target. When done, he will go to target to pull out some knives. That is your green light to go through that door right from the target. Use that shelf and then box on your right (front) to get there undetected.
Once in that room you can get the next moral point undetected.

  • [+MP] Listening to two Nazis talk about 'Metro 2' near the end of the level.

Next, go through that manhole and through the tunnel until you reach another rebar like entrance. From that entrance, go straight and you will see a doors leading to next tunnel. Instead to go through the doors, look at your left and you will see another note next to a dead nazi soldier.

[NOTE 2 _33]



Continue through the said doors, until you reach the rebar doors leading to Ulman and the end of this chapter.

  • [+MP] Completing this level without any enemy casualties will yield another point. You get this point when you meet up with Ulman at the end.

If you have done everything right, Merciful achievement should pop up once you reach Ulman.

  • [+MP] After meeting with Ulman and riding the metro cart for a while there will be a cutscene with a dark one, after the wall breaks and you are told to run, instead walk towards the dark one for a moral point.

  • [-MP] Run away from the Dark one during the dream sequence.
19. POLIS
[NOTE 1 _34]
After you exit the railcar, in the first room you enter, right side on a shelf is the first note.



Also if you have saved some MGR, either saving for Scrooge achievement or whatever, Polis station and these two vendors are the last place to do this. For Wheeler-Dealer achievement, make sure you have at least 600+ MGR. Go to bullet exchange vendor and sell all your ammo you have. Then purchase as much shotgun ammo as possible. Then sell all of the shotgun ammo you've just bought, then rebuy again. Repeat this method until the achievement unlocks. Once you get the achievement, you can reload your checkpoint to keep all your MGR. (if you dont have enough MGR to accomplish this, be sure to do it on that playthrough together with Scrooge achievement).

For Metro Trader achievement you will also need around 600+ MGR. Take not that you need to buy weapons. Medkits, filters, grenades and throwing knives do not count. Go to weapon vendor and sell all your guns. Buy Bigun, then sell it back. Repeat the same until achievement unlocks. Same as with the achievement above, restart checkpoint to keep all your MGR.

After some time, Miller will enter that room and will take you to his office. Again you need to wait a bit and you will able to move inside some hall. On your right side are the doors leading to council. On your left is the bar. If you have paid one drink at the Market, go over that bar and pay for two more to get the Toast! achievement. However if you haven't got that one at the Market, do not worry, you can buy three drinks total from this one and still get the achievement.
Going right to council chamber will trigger a short cut scene. You will appear in some other room, and from where you appear on your right is the note, lying on a barrel.

[NOTE 2 _35]

20. ALLEY
[NOTE 1 _36]
When you exit the building, go left. You will see a corpse holding the note.



Continue that way and you will see some van in front of you. Right of the van, there is a path leading to the other side of that trench below. At the end of that trench is another corpse holding the key.

[KEY 1]



After this, no matter which path you take, you will eventually end up in front of a library. Once there, you will see an overturned truck and the safe box next to it.



[NOTE 2 _37]
Next note is inside the library, when your comrades are holding those doors, look at your right and you should see the note from the entrance.



[BOX 2]
Next safe box is on your right, just before the stairs you need to take up.



[KEY 2]
Once up, take hard right. The key is on the other side of the hall, on that very same floor. There are some weird monster things on the ceiling, so be cautios. The key is on the corpse inside some spider web.



When you are done with that safe, go up again, right, past them weird things all the way around that floor, through some hole in the wall... you should be able to find your way from here toward the end of the chapter.

21. DEPOSITORY
At the beginning of the level, you will see your first librarian feasting on a corpse. These guys are a tough cookie. The easiest way to kill one imo, is to throw a sticky grenade on him and then finish him with whatever you got. You can use this librarian to get Heavy Reader achievement.
Once you get the achievement, you can either kill any other librarian you come across or simply evade the beasts.

[NOTE 1 _38]
Note is in the room where one librarian close the way you've just came through with some stone plate. It is on a book shelf just in front.

22. ARCHIVES
[NOTE 1 _39]
There is going to be one librarian at the center of that large room in front of you from where you start the chapter, feasting on a corpse. The note is on the book shelf left from that librarian. You can snatch it while crouching undetected.



[KEY 1]
Eventually you will come to this room, after dropping down from some stairs. The thing on the left is another librarian sleeping. The key itself is right next to that skeleton next to the librarian.



From that position and after picking a key, go straight and up the stairs. Once up take hard right and go through the doors in front of you. The safe box is on your right.

[BOX 1]

23. CHURCH
[NOTE 1 _40]
As soon as you enter that base and exit the vehicle, note is right in front of you, lying on a barrel.



  • [+MP] Listen to all Khan has to say after he greets Artyom.

[NOTE 2 _41]
Where you spoke with Khan, on your right on top of some box.



This is the only place where you can get Abzats shotgun, so be sure to grab it and kill something for Weaponsmith achievement.
24. DARK STAR
This level is one of the places where you can grind most of weapon achievements. Take note that Flamethrower will be auto picked up replacing your 2nd weapon slot.

  • [+MP] In the vision, approach the dark one when given a choice.

[NOTE 1 _42]
IMPORTANT! After the flamethrower fight and after you exit the trolley, DO NOT go to that door in front of you, because as soon as you reach the door, the chapter ends, and you will need to restart the checkpoint. Instead, go immediately on your right, in that halway you will see the note lying on the ground.

25. CAVE
[BOX 1]
At the beginning, on your left, there is an overturned box with teddy bear and safe box inside.



[KEY 1]
In the part when you need to open the airlock doors. Go through the rebar doors where the generator is, turn left and the key is inside the orange box hanging on the wall.



[NOTE 1 _43]
After you open the airlock, in that chamber where you get attacked by nosalis, left from the airlock doors leading to the next chamber.



[NOTE 2 _44]
In the room where Boris got killed. Left side, lying on some overturned metal box.



When you get locked out from your comrades, in that room, for the first time you will meet spiders. You need to kill ten of these more like scorpion creatures for Spider Hunter achievement. Now, I am not sure if there is ten of them throughout the whole level. Also, take note that this is the only level where you will encounter them. So, if the achievement does not pop up, you can either restart the checkpoint or do it later from chapter select menu screen.

[KEY 2]
From that position where you get locked out, go straight. You will see a door on your right and then immediately another slightly on the left. Go there. Turn right and then left around the corner, you will come to the wooden doors, break them and go inside. The key is in the last pissoar on your left.



[BOX 2]
From that room, get out through the doors and turn hard right. In front of you, down the hall, you should see another wooden door with some red lights peaking through the cracks on the said doors. Go break the doors and you will find safe box inside.



[NOTE 3 _45]
Once you come out of the sewers, you should see the note in that hole in front of you, on some platform, together with some corpse.


26. D6
[NOTE 1 _46]
In that train on your way to D6, it is in the middle section, on a bench.



[KEY 1]
After you and your comrades come down with that lift and after that train car breaks through the doors, you will come to airlock leading to the computer room. The key is in that small control room on your left.



[NOTE 2 _47]
Inside computer room, 3rd row on your right, on a console.



[BOX 1]
Far left corner of the computer room. Your safe box is mid left.



As soon as you exit that computer room to join Miller, the amoebas will start to attack. This is for Pathoanatomist achievement. Even though you need to kill only 5 of them, this is not all that easy. Once you are down to that level together with Miller, be sure to stay ahead of him to kill the amoebas before he does. They are pretty squishy and easy to kill. Also do not shoot the things on the walls, if you destroy it, it will not release any amoebas.

[NOTE 3 _48]
Once you and Miller reach the lift, take the path left and you should see a lone train car. The note is inside it.



[NOTE 4 _49]
After the crane part and after you rejoin with Miller, follow him through the hallway. Once out, you should see a note inside the box hanging on the wall.

27. TOWER
[KEY 1]
Just follow Miller until you reach a bus. The key is on the corpse right next to the bus middle doors.



[BOX 1]
As soon as you enter the tower, do not follow Miller, instead go left and over that wreckage. You will come to some blue door. The safe box is in that room.



[NOTE 1 _50]
After the elevator part and as soon as you get on your feet, look down and the note is lying on the ground in front of you.



Somewhere after this part, you will finally reach Miller, he will be attacked by demon which you need to kill. After killing the demon once, reload your checkpoint to kill it again thus completing Inquisitor achievement.

[NOTE 2 _51]
When you are inside the tower and need to go through that hermetic doors, on your way up to the tower, you will see a skeleton on your right. The note is lying on the ground next to the skeleton.



Congratulations! Picking that note up should give you your well deserved Blogger achievement. If you missed some notes, do not worry, you can go back and pick the ones you've missed through chapter select in the main menu.

Depending what playthrough you've choose, the achievement should pop up now at the end of dream sequence. Also at the end of dream sequence and if you have acquired enough Moral Points, you should see the Dark One laying below the guidance system, reaching for it. You will have 10-15 seconds to destroy the guidance system. Once you destroy it, the Enlightened achievement should pop up.
Changelog
23/06/2015
  • Published the first version of the guide.
16/07/2015
  • Added additional info on Ranger achievement under 8. DEAD CITY.
19/10/2015
  • Added links.
269 Comments
Antarios Emprius 7 Oct @ 2:06pm 
Also, the hookah in dry gives you MP
Antarios Emprius 5 Oct @ 6:35am 
It's possible to get 1000 MGR in hardcore, you just have to sell some weapons and ammo of weapons you dont have and never buy resources like grenades, that's how i got it
Moneikis 6 Aug @ 11:45am 
Sadly had to collect all diaries in one seasion because of a bug but this helped immensely
Magnus The Rad 22 Jul @ 2:02am 
9.DRY
+MP for getting high in the hidden spot in the station
RADIATION 10 Jun @ 1:18pm 
THANK YOU
offnder_max 20 May @ 6:42am 
18. BLACK STATION
+MP Point for entering a hidden reading room through boxes

After you pass the guard through the train wagon, dont go through the door.
Go to the boxes left to that and enter the room through a gap on the left side.
You will get a Moral Point :)
Tamed Delirium 6 Apr @ 12:10am 
in chapter 3 if you take the guitar players tips you lose MP i think
Sic_Shawn 19 Mar @ 9:57pm 
thanks
Patasa 17 Mar @ 3:53pm 
This has to be the best achievement related guide i've ever seen. Great job bro
Blue Friend 12 Jun, 2023 @ 11:59am 
Note to add; The air bender achievement can only be done by using the Tikhar or Helsing, not the Hellbreath as the guide says.