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Despite originally releasing over a decade ago, Metro 2033 still holds up as an iconic action-shooter and represents, for many, the pinnacle of the series. Metro 2033 Redux is a graphical remaster with a few technical improvements, but the overall gameplay and story remain unchanged. What many players may not realize is that Metro 2033 actually has multiple endings, though they are cleverly disguised so that it isn’t obvious when you are making a decision that will affect the story’s outcome.
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Throughout the game, Artyom is continually being judged based on a Moral Points system. There may be chances to pacify enemies non-lethally, help out neutral NPCs, or complete mini side-quests in order to improve Artyom’s standing. Similarly, Moral Points can be lost by making bad decisions and killing too many enemies where it is not necessary. While it is not clear exactly how many Moral Points are required to generate the ‘good’ ending, it seems that at least a 50/50 balance between good and bad deeds is required — though the more good, the better!
The completion of good deeds will result in a brief white flash of the screen and the echo of a water-dripping sound; however, there is no explicit indication when a bad act has been committed. Though it may not seem possible at first, players can actually earn a special achievement for completing the entire game without harming a human enemy. Here is a breakdown of every way in which Artyom can gain (or lose) Moral Points through each mission of the game:
Prologue
Hunter
Gain Moral Points:
- After heading upstairs, talk to the guard who claims another patrol was attacked.
- Talk to the people waiting in line at the hospital.
- Talk to the girl sitting on the ground and leave her alone when she asks.
- Head to the corner in the first room of the hospital and head through the fabric curtains to find more sick patients.
- Take the postcard from Hunter when he offers it to you.
Chapter 1: Let The Journey Begin
Exhibition
Gain Moral Points:
- Play the guitar in Artyom’s room.
- Play the balalaika near the father and child drawing on the floor.
- Approach the couple with a teddy bear between them in the market and donate bullets when the father asks for them.
- Open the door to Alex’s room and speak to him.
- Complete the conversation with Alex using all dialogue options.
Lose Moral Points:
- Take the MGR from the hat at the bar.
- Interrupting conversations when asked not to.
Chapter 2: Bourbon
Riga
Gain Moral Points:
- Give a bullet to the beggars.
- Give a bullet to the kid in exchange for guidance to Bourbon.
Lose Moral Points:
- Find Bourbon without the kid and refuse the kid’s help.
- Disturb the sleeping man near the kid when he asks for the bullet.
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Lost Tunnels
Gain Moral Points:
- Listen to the strange sounds of the pipes when Bourbon asks.
- After heading through to the next room, go back to the pipes and listen for a second time.
Bridge
Gain Moral Points:
- Hide from the Hansa railcar when prompted by Bourbon.
Lose Moral Points:
- Get spotted by the Hansa railcar.
- Destroy the Hansa railcar.
Market
Gain Moral Points:
- Give a bullet to the beggar in the market after he has finished telling his story to the kid there.
Dead City
Gain Moral Points:
- In the first area, follow the Watcher to the window as it runs away.
- Head to the room at the end of the balcony containing a safe and open it.
- After separating from Bourbon, head to the top floor of the building and jump into the elevator to find the secret stash there.
- During the playground vision, stay in the same place and do not move to escape it.
- Find the secret stash in the grocery store section.
- After heading outside again, follow the wooden planks by the river to find a hidden dead body.
- After entering the building leading to Dry, take a right through the trap-filled hallway and retrieve the audio tape there.
Lose Moral Points:
- Run out of the playground vision or open fire during the vision.
- Shoot the Dark One sitting at the side of the playground after the vision.
- Shoot the Dark One who sits by a dead stalker on the opposite side of the iron gate.
- Kill or disturb the Watcher Mother inside the final building.
Chapter 3: Khan
Dry
Gain Moral Points:
- Using the hookah within the crate maze.
- Do not kill anyone throughout the whole level.
Lose Moral Points:
- Shooting Bourbon’s dead body.
- Shooting or stabbing any dead bodies repeatedly.
Ghosts
Gain Moral Points:
- Crouch near the pipes when Khan asks and listen to the voices.
- Listen to Khan’s story about the defenders and stay close to him to avoid interruptions.
- After leaving the tunnels, follow the blood trail in the room where Khan curses to find a hidden body.
Lose Moral Points:
Anomaly
Gain Moral Points:
- Follow Khan’s instructions and stop where he tells you to.
- After fighting the Nosalises, go to the tunnel where they are coming from and interact with the body behind the box there.
- After passing through the web-covered railcar, head to the dead end with glowing mushrooms.
Lose Moral Points:
Cursed
Gain Moral Points:
- Listen to Khan and following his instructions.
Lose Moral Points:
- Ignore Khan.
- Shoot at the ghost shadows or desecrate the shrine room in any way.
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Chapter 4: War
Front Line
Gain Moral Points:
- Listen to the officer’s speech, then remain hidden as the guards pass by.
- Pick up the MGR from the red wall box in the dead-end tunnel.
- Listen to the guards discussing the secret entrance to the enemy base.
- Prevent the Commissar and soldier from executing the communist deserter.
- Listen to the conversation about suicide bombers between guards; avoid killing them.
- Find the small room on the right-hand side of the tunnel and retrieve the stash there.
- Retrieve ammo from the bodies at the very bottom of the bridge.
- Free the three captured communists in the Nazi part of the level.
- Complete the entire level without killing anyone.
Lose Moral Points:
- Kill any wounded men lying on the staircase.
- Kill any captives.
- Kill everyone in the level.
- Allow the deserter to be executed.
Defense
Gain Moral Points:
- Pick up the tape from the Captain after the fight with Nosalises.
- Follow the sound of the music while in the gas mask area and retrieve the tape playing it.
Lose Moral Points:
- Ignore the wounded Captain and don’t retrieve the tape.
Child
Gain Moral Points:
- Refuse the reward from Sasha’s mother at the end of the level.
Outpost
Gain Moral Points:
- Head to the roof of the Nazi building and broadcast the tape handed over by the Captain.
Black Station
Gain Moral Points:
- Complete the level without any casualties.
- Listen to the Nazis talking about Hansa and avoid killing them.
- Listen to the guard discussing morals.
- Listen to the commander issue orders to soldiers to guard the generator.
- Turn off the generator.
- Destroy the generator.
- Listen to the Nazis discussing Metro 2 near the end of the level.
- Avoid killing the drunken Nazi.
- After meeting with Ulman and hallucinating the Dark One, approach it rather than running away.
Lose Moral Points:
- Fire a weapon while sneaking with Ulman at the start.
- Run away from the Dark One during the vision sequence.
Chapter 5: Hope
Driving To Sparta
Gain Moral Points:
- Before departing, speak with Khan, who will appear on the opposite side of the room to Miller in the chapel dome.
Chapter 6: D6
Dark Star
Gain Moral Points:
- In the vision sequence, approach the Dark One.
Lose Moral Points:
- In the vision sequence, run away from the Dark One.
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