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Metro 2033

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Nice, but where's the trigger?

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The following weapons appear in the video game Metro 2033:

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Metro 2033 (2010)


Overview

Based on the eponymous novel by Dmitry Glukhovsky, Metro 2033 is an FPS game set in the post-apocalyptic environs of a future Moscow devastated by nuclear war. The survivors have retreated into the underground Metro stations for shelter against the radiation on the surface, and for protection against the inhuman monstrosities which now stalk the dark tunnels below and the ravaged cityscapes above. The player is thrust into the role of a young man named Artyom tasked with delivering an urgent message that could save his home station, and must learn to defend himself against the many dangers along the way.

In accordance with the collapse of industry and the widespread loss of military hardware (thanks to the targeting of military installations during the nuclear exchange), many of the weapons found in the game are cobbled-together or improvised from scrap metal and spare parts, and military-grade weapons and ammunition have become exceedingly scarce, to the point where military-grade ammunition has come into use as the universal currency within the tunnels of the Moscow Metro system. This ammunition can also be used for extra damage during combat, but doing so will quickly lead to the financial equivalent of rapidly pissing money out of a gun barrel.

Note: Whether by deliberate choice or design oversight, several of the game's weapons lack iron sights entirely or possess incomplete ones which would allow for only for alignment in the horizontal axis, not the vertical. In other words, several of the iron sights seen in this game would let you align them correctly in the up-down direction, but would not allow you in real life to precisely align them in the left-right direction.

Handguns

.44 Caliber Revolver

A double-action six-shot revolver of unknown make and model, using .44 Magnum ammunition. It is the first weapon you acquire apart from Artyom's trench knife. Several customizations can be found or purchased throughout the game, including an extended barrel, a rifle stock (effectively turning the revolver into a pistol-caliber carbine), a sound suppressor, and a scope. No other handgun types are found within the game, but it can be surmised that revolvers, being 19th-century technology, came back into general use for being easier to manufacture and maintain, along with how ineffective the more common Russian pistol calibers (9x18mm, 7.62x25mm, etc.) proved to be against the mutants - except that the Russians have never used a .44 caliber round and the Makarov PM seems reliable enoungh while being as common as dirt. In the original novel, for example, Hunter carries a Stechkin APS with a suppressor.

One feature common to all revolver models in this game is a small cutout in the backplate behind the cylinder, at the ten o' clock position. This serves as a visual no-ammo indicator, as when all 6 shots have been expended, the cartridge casing made visible by the cutout will have a small indentation in its centre from the firing pin, indicated it has already been fired. This cutout is most visible when the revolver's red dot iron sights are used.

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Ingame pic of revolver with stock, scope and extended barrel.
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Chasing down a Nosalis Mutant with a revolver that has a scope, an extended barrel, a laser sight, and a buttstock.
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Aiming the revolver's iron sights at a distant Howler Mutant. The cutout in the backplate is clearly visible in this view, and under certain circumstances (as the texture is at a randomized angle) the markings on the back of the shell casings can be seen to read "magnum," confirming the .44 Magnum caliber designation.

Shotguns

Duplet

This makeshift 12-gauge double-barrelled shotgun is referred to ingame as the "Duplet." The left and right triggers (X360) fire each each barrel and likewise for Left Mouse and Right mouse buttons on the PC version. Reasonably powerful at close range, but hobbled with a long reload time. It features a spike for a bead sight (that nonetheless cannot be used) and a spring-loaded wooden shoulder stock that ostensibly reduces felt recoil. The Duplet is rarely used by NPCs past Chapter 2; afterwards the Uboyneg semiautomatic shotgun is frequently found instead.

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Facing down a Howler Mutant with the Duplet.
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Reloading the Duplet's barrels, demonstrating the break-open action and the improvised nature of this shotgun's construction.
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The spring-loaded stock is an innovative feature to reduce the recoil transmitted to the shooter, but is as jury-rigged as the rest of the weapon. The stock is not securely fastened to the rest of the weapon and has nothing in place to stop a user from pulling it free of the gun entirely.
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"Artyom, take my shotgun!"
Eugine, Artyom's friend, about to hand his Duplet over after blasting a Nosalis Mutant away at point-blank range; as such, the camera view is still flecked with Nosalis spittle.

Heavy Automatic Shotgun

A cut-down DShK heavy machine gun modified to fire shotgun shells, which it does via a belt-fed mechanism that has a maximum belt length of 20 shells. Originally, it was available only to players who bought a limited edition copy of the game, or who preordered the game from Gamestop. Currently it is available to any player who downloads the Ranger Pack DLC.

Thanks to the extensive modifications necessary to manufacture one, it is the rarest (and correspondingly, the most powerful) shotgun in the game.

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The Heavy Automatic Shotgun on the bed of its creator, Andrew the Smith.

Revolver Shotgun

A semi-automatic shotgun holding six shotgun shells in side-loaded cylinders, referred to ingame as the "Uboyneg." A variant with a bayonet can be purchased or discovered. Could be considered out-of-place given how simple and reliable modern pump-action shotguns with tube magazines are.

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The "Uboyneg" shotgun.

Assault Rifles

AK-74

The AK-74 appears in the game as the "Kalash," chambered for 5.45x39mm ammunition and possessing a 30-round magazine capacity. Despite its ubiquity in real life, the AK-74 is actually one of the rarer guns available ingame and fetches a high price at markets, which could be explained by how the remainder that survived the nuclear exchange were quickly snapped up by the warring factions ingame (i.e., high demand + no new units being manufactured = high price). The Kalash can be purchased with/without a scope or a laser sight. It also sports a woodland green color scheme and an orange bakelite magazine with a cutout in the center to allow the user to track the remaining rounds.

Khan in the game possesses a unique (and unobtainable by the player) variant of the Kalash that has a bayonet in the shape of Artyom's trench knife.

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AK-74M, 5.45x39mm
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The Kalash in a Metro gun store.
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Artyom with his Kalash while investigating a subway train.
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Admiring the lethal beauty of an Anomaly in the Metro with a Kalash in hand.
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Khan blazing away with his bayonet-equipped Kalash.

Kalash 2012

The Kalash 2012 is the bullpup configuration of the AK-74M produced in the year 2012, one year before the blast, that resembles the FN P90 sub-machine gun, both appearance and design wise. It sports a olive drab paint job, a triple rail system, AK style front iron sights (moved to the top of the gas tube), a AK-74 flash-hider, and 5.45x39mm ammunition in a 40 round horizontal top-loading magazine. It can use a laser sight, scope and a suppressor. It's also one of the rarest weapons in the game, probably from the fact that there weren't many produced before the bombs fell and warring groups took all the ones they could get a hold of. It's the most modern gun in your arsenal and the most accurate of the assault rifles. It accepts both "Dirty" or Military Grade ammunition.

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FN PS90 - 5.7x28mm
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AK-74M - 5.45x39mm
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Kalash 2012 (inventory icon at the top depicts Kalash 2012 Scoped Silenced)
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Kalash 2012
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Kalash 2012 as shown on wallpaper, scoped and assumingly silenced

"Bastard" Carbine

Modelled after the Sten, this is a handmade compact assault rifle with a side-feeding clip, much like the Sten in real life was easy to manufacture without advanced tools and had a side-feeding magazine. The "Bastard," however, uses a clip as it lacks a spring and merely holds the bullets while the gun's mechanisms feed the ammunition and its entire container through the gun's barrel from left to right while firing. It possesses a 30-round clip capacity, is chambered for 5.45x39mm ammunition (dirty or Military Grade), and is available in a suppressed variant.

The player character receives an unsuppressed Bastard Carbine free of charge at his home station armory. Many NPCs use the unsuppressed version as well, but none use the suppressed version.

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"It's inaccurate and overheats like hell; that's why we call it a Bastard!"
The Exhibition station armourer with a Bastard Carbine before handing it to Artyom.
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"There are things in this new world against which guns are no use . . . "
Staring at an inhuman ghost with a Bastard Carbine.
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Firing the Bastard Carbine at a pack of distant Howler Mutants. The enormous muzzle flash is realistic considering the firearm's short barrel and lack of flash suppressor, but is thankfully absent on the suppressed version. The gun will also move the clip up and down to align the rounds in the staggered-column clip with the gun's barrel.
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A testament to its jury-rigged nature, the Bastard Carbine will overheat if fired on fully-automatic for too long. Here Artyom pulls a bolt at the back of the weapon to clear a jam caused by the overheating, while steam rises from the water-cooling jacket near the muzzle. Somewhat unrealistically, the rate at which the weapon overheats is not affected by the ambient temperature, not even on the nuclear-winter-affected surface. Neither do you have to replace the liquid in the cooling jacket when it overheats, nor does the suppressed version overheat faster (which it would in reality).
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A suppressed Bastard Carbine with its select-fire switch broken off by Artyom when he tried to switch it to semi-automatic. Why NPCs are never found using this variant, despite the advantages of no muzzle flash, more accurate shots, and less or no hearing damage while firing (especially in the tight confines of the Moscow Metro tunnels) is never explained.

Sniper Rifles

VSK-94

Referred to as the "VSV," this weapon is visually based off of the VSK-94, but unlike its parent firearm it is chambered for 5.45x39mm ammunition instead, fed from a transparent magazine containing 20 rounds. It retains the parent firearm's fully automatic and semiautomatic firing modes, and can be purchased with or without a scope. A laser sight is fitted under the barrel as well. It can use Military Grade ammo, but its silenced nature relies on the low-quality underpowered "dirty" ammo - a full-power (MGR) 5.45 renders it fully audible to enemies.

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VSK-94, 9x39mm
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Machine Guns

DShk Heavy Machine Gun

The DShK can be seen mounted at various roadblocks or combat trolleys in game, or at several gun stores. One of the player-usable versions does not require ammunition but does possess an overheat gauge.

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DShK on tripod - 12.7x109mm
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Firing the DShK at a horde of Nosalises.
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The DShk at a station gate defense post. Bourbon can be seen on the left.

Pneumatic Weaponry

Given the difficulties of manufacturing and maintaining firearms and their ammunition, coupled with the collapse of the pre-apocalypse industries dedicated to such tasks, it is no surprise that this class of weaponry has experienced a resurgence in the game's setting, with more easily manufactured ammunition, more quiet shots, and no need to pay for or make gunpowder. There are two types.

"Tihar"

A homemade pneumatic weapon, referred to as the "Tihar," firing 15mm ball bearings from a spring-loaded tube that serves as a magazine, with a 15 ball bearing capacity. The ammunition is propelled by a cylinder of compressed air, which attains its pressure by a handpump at the end of the handguard. A handy pressure gauge will show how much relative stopping power and distance the next shot will attain, with each shot draining a small amount of pressure from the cylinder, but this is only visible when the scope is not used (or mounted). It is possible to overpressurise the cylinder for extra stopping power and range, but if not quickly used, the extra air will leak out and the gun will go back to normal power levels.

The Tihar Airgun is capable of using a scope, turning it into a makeshift sniper rifle. Thanks to its subsonic and large-bore ammunition, the Tihar is perfect for quietly sniping targets from afar, but these same features make its shots less useful against human enemies wearing body armour (due to the low velocity and low sectional density of its spherical steel ammunition). It is also capable of fully-automatic fire.

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An early render of the Tihar Airgun. This version uses a conventional telescopic sight rather than the naked aligned lenses seen in the finished game.
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A scoped Tihar airgun for sale at a Metro weapons shop (the only variant that can bought, not discovered). As can be seen here, the "scope" is really just an array of three lenses mounted above the barrel.
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The pump mechanism of the Tihar Airgun appears to be of the lever type.
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Aiming at a Howler mutant on the nuclear-winterbound surface of a devastated Moscow with the Tihar Airgun. The pressure gauge is clearly visible in this view, but what keeps the gauge and the iron sights lit in the darkest of areas is never explained.
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Artyom holds his scoped Tihar Airgun while looking at a winged Demon mutant flying in the distance.
The naked lenses which form the scope is somewhat implausible since without a protective tube, the lenses would be prone to being knocked out of alignment or otherwise damaged or soiled. The only advantage a rig like this might offer would be the ability to adjust the zoom level simply by folding the appropriate lenses up or down, but this capability is not present within the game.
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Artyom looks through the Tihar Airgun's scope at a Russian fascist soldier. The lines (all of which are etched on the lens closest to the user's eye) are colour-coded to correspond to the colours of the weapon's pressure gauge in order to compensate for ballistic drop at different pressure levels. If the needle points to the red section, you aim with the red line. If the needle points to the green section, you aim with the green line, and so on.

"Helsing"

The Helsing is a pneumatic speargun. It appears to be built around a revolver frame where the barrel has been replaced by a revolving magazine which holds eight crossbow bolts. Located under that is a pumpgun-like machanism used to compress air which is stored in a tank that is integrated into the stock. Like the pneumatic rifle, the higher the pressure attained, the greater the damage and the range achieved by the ammunition. Crossbow bolts are recoverable and reusable, and are also the most expensive type of ammo. The Helsing can come with or without a scope.

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Helsing with scope

Other

Artyom's Lighter

Artyom's Lighter is apparently constructed from a firearm cartridge of some sort, possibly a DShk 12.7x108mm round. The fuel canister is formed by the empty cartridge case with the flint wheel ignition system mounted on the "lip" of the case, while the cap seems to have been made from the spitzer tip of a DShk bullet (with the lead core removed, leaving only the hollowed-out metal jacket). However, no one is ever shown smoking in the game (despite the presence of a few hookahs that Artyom himself can use to become temporarily intoxicated), and the question of how Artyom ever obtained the lighter is never answered. Artyom for his part can only use it for lighting the fuses on Pipe Bombs or checking his map and compass in dark locations.

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Artyom admires the light playing on the icicles adorning the entrance to Black station.

Flamethrower

A common feature of Metro station roadblocks and combat trolleys for use against the Mutants. It has unlimited ammunition, but does possess an overheat gauge.

Pipe Bomb

Pipe Bombs are the game's version of grenades. They have a fuse made of detcord that will take 5 seconds to burn down once ignited. When lit and thrown, enemies can hear them coming and will get out of the way. This works both ways as well. A bomb with protruding nails can be found, and is stored in a different slot in your inventory. These can be thrown against surfaces, where they will stick to them.

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Just your run-of-the-mill pipe bomb.

Volt Driver

A scratch-built railgun, using the same magazines and ammunition as the Tihar. Instead of compressed air, however, it uses electricity from a hand-powered generator to propel a 15mm ball bearing to extreme speeds. Like the Tihar, the Volt Driver drains power with every shot and will need recharging from its hand-cranked generator to return to full power (though how a hand-powered generator can quickly generate enough electricity to propel a ball bearing to hypersonic speeds is never explained). Even without ammunition, the Volt Driver can deliver a nasty shock by touching an enemy with both its rails at once, essentially functioning as an oversized stun baton. However, the weapon lacks any kind of sighting system other than a laser sight.

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The Volt Driver on the bed of its creator, Andrew the Smith. Note how there is a Metro 2033 book laying next to the weapon.