Dying Light 2 Stay Human (DL2) has 9 Metro Station Locations (Fast Travel Points). Finding and activating all Metro Stations unlocks the Tube Map trophy or achievement.
None of these Points of Interest Collectibles are missable. You can still find all of them after the story in free-roam. Metro Stations require you to enter an underground station (preferably at night when there are fewer enemies inside) and restore power by activating some generators. There is usually a locked door that requires a lockpick, behind it you find a switch that must be activated, and an elevator shaft you must climb down. This leads to the basement where 3-5 power generators must be activated, then a final generator gets marked in the center of the room. Activate the final one to restore power to the elevator, then ride the elevator up to the Metro floor and flip the switch to restore power to the entire Metro Station. This will “activate” the station, it gets marked by a green icon on the map and can be used as a fast travel point. Simply hover over it on the map and press (PlayStation) / (Xbox) / (Switch) to fast travel.
Each Metro Station also contains an Inhibitor in the room where you finish (room with bed in it). Except the first Metro which is an automatic story unlock.
District: Trinity
Metro #1: The Holy Trinity
Automatically unlocked by completing 10th Main Story Quest “Let’s Waltz”. Cannot be missed, story-related. You can’t activate it manually, this Metro gets automatically activated during the Story. It’s locked earlier in the game.
District: Houndfield
Metro #2: Hayward Square
Climb through the hole in the wooden boards at the metro entrance, then head downstairs and open the gates. Once you’re in the metro, go to the far left room on the ground floor (or follow the yellow lines on the ground / yellow arrows on walls that show the direction). In that far left room is another gate you can lift up. If you are quick you can run past all enemies and lift the gate before they can attack you. Crawl under the obstacle behind that gate and advance to the next section where the trains are. Head through the trains to the other side and go to left (use Survival Instinct to see orange marker that shows the way). At the end of the train section is a locked door, use a lockpick to open it, then use the breaker box behind it and drop down the elevator shaft. Drop to the very bottom of the elevator shaft, which brings you to a room with 4 more power switches to activate. You need to parkour around this room to activate them. Jump between the bridges / broken stairs / ladders etc. at the top of the room. It’s best to start with the power switches to the right from where you enter and then go around the room in a circular motion. Once they’re all activated you need to activate the main breaker box in the center of the area at the bottom of the elevator. Then call the elevator (press elevator button). In the elevator press the button that brings you to the metro station floor (not power room floor). When you leave the elevator flip the final switch and the metro station will be unlocked. Also pick up the Inhibitor in the room where you end up, where the bed is.
District: Downtown
Metro #3: Downtown Court
Automatically unlocked by completing 10th Main Story Quest “Let’s Waltz”. Cannot be missed, story-related. You can’t activate it manually, this Metro gets automatically activated during the Story. This one is known to have a buggy map icon as it turns into a (“?”) question mark again on the map later, but when you rediscover it, it can be used for fast travel again.
District: The Wharf
Metro #4: Waterside
Run through the Metro until you reach the locked door (requires lockpick to open), it should have an orange marker when using Survival Instinct. Activate the power behind that door, then drop down the elevator to the very bottom. You must activate 4 power generators in the basement. One is in a chemical area to the right, but you can simply rush through the chemicals and quickly rush back. Two generators are in the main area higher up, can climb up the broken bridges / staircases. The last one requires you to climb a wall (yellow ledges) to a balcony. From the balcony you can jump to the yellow ledges at the top of the wall and shimmy left, then pull yourself up. This leads to the fenced-off back area where the last generator is. Once all four are activated go back to the center of the room and turn on the final generator, then take the elevator to the top, flip the switch there and the Metro will be unlocked. Also pick up the Inhibitor in the room where you end up, where the bed is.
District: New Dawn Park
Metro #5: Newalls Crossing
Run through the Metro until you reach the locked door (requires lockpick to open), it should have an orange marker when using Survival Instinct. Activate the switch behind this door, then drop down to the very bottom of the elevator. In the basement activate the 3 power generators, they are all easy to reach. Then the 4th generator gets marked in the center of the room, activate it, call the elevator, ride elevator to the top, flip the switch after leaving elevator and the Metro will be unlocked. Also pick up the Inhibitor in the room where you end up, where the bed is.
District: Garrison
Metro #6: VNC Tower
This one is quick and doesn’t require any parkouring or turning on any generators. Simply run past the human enemies inside the metro and open the lockpick door at the end, then flip the switch behind the door and you’re all done. You can lure the enemies back to the entrance of the Metro and then quickly run back to the lockpick door, if you’re quick enough you can open the door before the enemies catch up to you. This way you don’t need to kill them and save your weapon durability. Also pick up the Inhibitor in the room where you end up, where the bed is.
District: Muddy Grounds
Metro #7: King William Bridge
First you must run past the human enemies and lockpick the door at the end (marked with orange icon in Survival Instinct). You can run along the left side of the area and climb over the train next to the locked door, this way you can sneak past the enemies and lockpick the door before they attack. Use the switch behind the door, drop to the bottom of the elevator shaft, and activate the 4 power generators in the basement. It’s easiest to go around the right side first and circle around the room clockwise from one generator to the next. After all are activated, the last generator gets marked in the center of the room, activate it, ride the elevator to the upper floor and flip the switch when leaving the elevator to activate the Metro Station. Also pick up the Inhibitor in the room where you end up, where the bed is.
District: Saint Paul Island
Metro #8: Cathedral
As usual, run past the infected to the locked door, use lockpick, use power switch behind door, drop down the elevator shaft. This time there are 5 power generators to turn on. It’s best to circle around the right side and go clockwise from one generator to the next. Then activate the 6th generator in the center of the room, ride the elevator to the top and use the final switch after leaving the elevator. Also pick up the Inhibitor in the room where you end up, where the bed is.
District: Lower Dam Ayre
Metro #9: South Loop
As usual, run past the human enemies. This time the door is open, so no lockpicking required. Flip the switch and drop down the elevator shaft to the basement. There are 4 power generators to turn on, start with the one on the right and circle around the room clockwise. After all 4 are activated, use the generator in the center, ride the elevator to the top, flip the switch after exiting elevator to activate this final Metro Station. Also pick up the Inhibitor in the room where you end up, where the bed is.
That’s all of the Metro Stations in Dying Light 2 Stay Human (DL2). After finding and activating all of them you will earn the Tube Map trophy or achievement.
For all other Collectibles, check out the Dying Light 2 – 100% Completion Wiki & Strategy Guide.
Chris Horton says
Done them all and trophy hasn’t popped, just one of many to follow that pattern, too many glitched trophies for this game already, one is more than enough
pedi says
The trophy system in this game is horrible
Joe says
I think this might actually be random because I’m currently in the garrison vnc tower station an it’s wanting me to turn on 4 backup generators.
James says
Yeah. Im having to do same at the VNC tower.
Syper says
Glitched for me
Alan says
Same with me, have all 9 and no trophy.
ANDREW says
Glitched for me also. I definitely have all 9 activated and no trophy popped.
SystemIDentifier says
I have all 9 as well and it glitched for me as well. Sigh. Many glitched trophies in this game.
Acleacius says
You should really point out Newalls Crossing is unlocked through a quest,
Rat’s in the House. And afaik it’s tied to To Kill or Not Kill quest for the
Downtown Bandit Base.
The extremely important point is both quests can be missed if your clear
them before their respective quests.
ImposingDrake says
So I think the reason why the games bugged with the Metros is because the “Waltz” mission doesn’t see that specific metro as “taken” therefore not allowing the achievement to be gotten
Or it could be bugged in general