Revolver

The Revolver is a handgun (pistol-caliber carbine with the appropriate attachments) that was created from scrap by the Metro dwellers at some point after the Great War of 2013.
==Overview==
The Revolver and its variants are the only handguns available in Metro 2033, and one of the three in Metro: Last Light. Slow, powerful, and heavily customizable, the Revolver is the first weapon that Artyom obtains in the video game series. In the late-game, it remains a powerful and versatile weapon to fall back on when an automatic weapon or shotgun doesn't suffice.
==Tactics and Use==
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Sitting in Metro 2033's sidearm slot, or placed in any slot in Metro Last Light, the revolver holds and fires .44 Magnum cartridges that are accurate and highly damaging. The combination of accuracy and damage means the weapon excels against slow-moving and vulnerable human opponents that withdraw after each hit, especially in mid to long-range combat. With the appropriate modifications, the Revolver can also function as a low-powered sniper rifle - sitting somewhere between the automatic VSV and the bolt-action Valve - yet lacking the impressive fire-rate of the former and the damage output of the latter.
Despite its high damage output and accuracy, the Revolver is difficult to use in close-range combat or against multiple opponents, as both the fire rate and cylinder capacity of the Revolver are mediocre at best. It is best used as a weapon for controlled and calculated shots, such as during stealth situations or when picking off enemies one-by-one, when immediate attention on multiple targets is not an issue. Because of its drawbacks; the Revolver is generally a poor choice when fighting mutants, especially smaller, faster ones, such as nosalises, watchers, and lurkers. In the early-game of Metro 2033, Artyom must use the Revolver as the ammunition for the Bastard is too scarce to be used against every foe. However, this weapon is powerful enough to bring down most mutants in one or two well-placed shots, which is not difficult as they tend to attack one-by-one. If used carefully, the revolver is sometimes more effective than the Bastard.
Because the expensive, but very powerful, incendiary .44 rounds found in Kshatriya are essentially unavailable at the beginning of the mission, the Revolver is thus, a poor weapon of choice for the Ranger Trainee's first outing. At the same time though, if one is willing to sacrifice the military grade rounds for their use, said rounds can be a useful, albeit slow and hazardous, way to kill librarians. 
===Metro Exodus===
In Metro Exodus, the starting configuration of the revolver comes with a manually indexing 3-round cylinder, silencer, and a single-action hammer. As this is slow to fire and reload, and has low capacity, it is of very limited and niche usefulness. It is advised to drop the starting revolver as soon as possible for a stronger offering such as a double-barrel Ashot, or to simply find a better-modded revolver.
Once upgraded however the revolver may fill a range of different combat roles; however it is best suited as a stealth-oriented weapon. When equipped with a silencer, scope and/or full stock, the revolver becomes very well-suited as a stealth weapon, especially for fighting human targets which can often be taken out with a single headshot.
==Variants and Customization==
===Metro: Last Light===
The Revolver can equip seven different attachments, more than most other weapons in the game. The attachments are divided into three categories: Optics, Barrel and Misc. Both attachments from the Misc section can be equipped at once.
Available attachments	Available attachments	Available attachments	Available attachments 	Available attachments
Slot 	Icon 	Name 	Effect 	Description
Optics 	 	Reflex sight 	Range +25%Accuracy +25% 	This pre-war sight makes aiming the gun at close and medium range easier, without sacrificing much of the field of view.
Optics 	 	2x sight 	Range +50%Accuracy +25% 	This pre-war optical sight facilitates weapon aiming at medium range but limits the field of view, making it hard to use in the confines of tunnels.
Optics 	 	IR sight 	Range +50%Accuracy +25% 	A piece of pre-war military tech, this Night Vision sight allows for precisely hitting targets in the dark.
Barrel 	 	Extended barrel 	Range +50%Damage +25% 	Increases accuracy at medium and long range, but makes the weapon bulkier and heavier.
Barrel 	 	Suppressor 	Range -25%Accuracy +25%Stealth +50%	Hides the muzzle flash and muffles the shots, decreasing spread at the same time. Projectile speed is also decreased, leading to more damage falloff.
Misc 	 	Laser sight 	Accuracy +25% 	A pre-war laser sight facilitates aiming the weapon at close range, making precise snapshots easy to achieve.
Misc 	 	Stock + forend 	Recoil -25%Accuracy +25% 	The stock and forend installed on the pistol essentially turn it into a short barrel carbine, reducing recoil and increasing accuracy greatly.
===Metro Exodus===
The Revolver shares all three of its upgradable stocks and the Suppressor Barrel with the Bastard, the Standard Barrel with the Bastard and the Valve, and the Long Barrel with the Valve. It is able to equip all three laser gadget and the Reflex Sight, NV Scope, and x4 Scope. All of the Revolver's Cylinders are unique to itself, and two of the available magazine upgrades change the revolver to double-action, significantly increasing rate of fire by removing the necessity to cock the weapon after each shot.
List of upgrades	List of upgrades	List of upgrades 	List of upgrades 	List of upgrades
Slot 	Icon 	Name 	Effect 	Description
Stock 	 	Light grip 	None (default) 	Light handgun grip to reduce weapon weight.
Stock 	 	Standard stock 	Stability +2 	Basic grip and wooden stock that make a weapon more comfortable to use.
Stock 	 	Sniper stock 	Stability +5 	Wooden grip and sniper wooden stock from a hunter rifle. Greatly reduces recoil.
Stock 	 	Heavy stock 	Stability +8 	Heavy metal grip and stock for better recoil control. Significantly increase weapon stability.
Barrel 	 	Short barrel 	None (default) 	Shorter barrel makes the rifle lighter, allowing you to perform all actions with it a little faster.
Barrel 	 	Suppressor 	Damage -1Stability -1 	Hides the muzzle flash and muffles the shots. Projectile speed is also decreased, leading to more damage falloff.
Barrel 	 	Standard barrel 	Accuracy +1Stability -1 	Any steel pipe with an improvised iron sight attached to it automatically becomes a barrel.
Barrel 	 	Long barrel 	Damage +3Accuracy +3Stability -3 	Longer barrel provides better rifle accuracy and damage.
Sights 	 	Iron sights 	Aim with iron sights 	Standard sight used to assist in aiming.
Sights 	 	Reflex sight 	Iron sight replaced with reflex sight 	This pre-war sight makes aiming the gun at close and medium range easier, without sacrificing much of the field of view.
Sights 	 	NV scope 	Iron sight replaced with night vision scope 	This night-vision scope allows for accurate placement of shots even in complete darkness.
Sights 	 	Scope 4x 	Iron sight replaced with 4x scope 	4x variable zoom scope.
Magazine 	 	3-shot cylinder 	3-round magazine 	3-chambered cylinder with a single-action mechanism. Not the best choice, but still better than nothing.
Magazine 	 	6-shot cylinder 	6-round magazineStability -1 	6-chambered cylinder with single-action mechanism. The classic six-shooter.
Magazine 	 	6-shot double-action cylinder	6-round magazineStability -1Rate of fire +10 	6-chambered cylinder with double-action mechanism increasing revolver rate of fire considerably.
Magazine 	 	8-shot cylinder 	8-round magazineStability -1Rate of fire +10 	8-chambered cylinder with double-action mechanism. Probably the best drum you can find in post-war world.
Gadgets 	 	No gadget 	None (default) 	Less gadgets, less problems.
Gadgets 	 	Red laser 	Crosshair replaced with red laser dot 	Made from a cheap laser pointer that was heavily modified to increase power output at the cost of reliability.
Gadgets 	 	Green laser 	Crosshair replaced with green laser dot 	High visibility laser sight reassembled in a custom-made body along with a bunch of modifications.
Gadgets 	 	Infrared laser 	Crosshair replaced with IR laser dot with NV active	The IR laser sight's invisible beam produces a very small dot on the target, which is only detectable with a night vision device.
==Acquisition==
===Metro 2033===
	Revolver: Standard revolver with iron sights.
*Found in a weapon box right after meeting Hunter at the start of the game. This weapon cannot be missed.
*Can be found on the corpses of most human enemies.
	Revolver with Silencer: A Revolver equipped with a suppressor that cuts down the noise, reduces recoil and eliminates muzzle flash.
*Can be bought at Riga and Market stations.
*Can be found during the Dead City 2 level, on a dead body next to a garage.
*Can be found in a weapon box at the start of the Frontline level.
*Can be found at the start of the Trolley Combat level.
	Revolver with Extended Barrel: A Revolver equipped with an extended barrel which increases its accuracy.
*Can be purchased at Riga and Market stations.
*Can be found on a catwalk in a ventilation shaft during the Lost Catacombs level.
*Can be found in the wooden box during the level Separation, next to the Missile Guidance System.
*Received from Hunter during Ethereal.
	
Revolver with Stock: A Revolver equipped with an extended barrel and a stock which increases its accuracy and reduces recoil. 
*Can be found during the Prologue, on a dead body under a tree. As with all weapons found during the Prologue, it is lost after completing the level.
*Can be bought at Market Station.
*Can be found for free during Anomaly, on a dead body in a dead-end where nosalises come from.
*Can be found on Defense, on a dead body at the end of the first platform.
*Can be found at the very beginning of Depository, directly to the right of the player as the level starts, in a corner on a dead stalker
	Revolver with Stock and Silencer: A Revolver equipped with a suppressor and a stock which cuts down the noise, reduces recoil and eliminates muzzle flash.
*Can be purchased at Market Station.
*Can be found at the end of the Depot level in a weapon box inside a train car.
	
Revolver with Stock, Optics, Extended Barrel: A Revolver equipped with a scope, an extended barrel and a stock which increases its accuracy and reduces recoil. The laser sight is useful on higher difficulty levels when firing from the hip since the crosshair is off and scope zoom is excessive for close range.
*Can be purchased at the Market and Armory stations.
*Can be found during the Defense level, inside the maw of a dead nosalis.
*Can be found during the Library level, right before the room with a chandelier.
	Revolver with Stock, Optics, Silencer and Laser dot: A Revolver equipped with a scope, a suppressor, an extended barrel and a stock which cuts down the noise, reduce recoil, increases accuracy and eliminates muzzle flash. The laser sight is useful on higher difficulty levels or Ranger mode when firing from the hip since the crosshair is off and scope zoom is excessive for close range.
*Can be purchased at the Armory station.
*Can be found during the Outpost level, in a wooden crate on the wooden beam floor above the starting area.
*Can be found during the Library level, in the room with the chandelier.
=== Metro Exodus ===
==== Moscow ====
None of the Hanza Guards in Jamming Outpost or on the Cruiser are equipped with the Revolver, but there are two Revolvers that can be found in the environment of Moscow. The Backpack System is not yet enabled so any weapon upgrades you find are only usable by swapping weapons.
* After the cut-scene with the Mirsky in the Command Center at the Jamming Outpost, Yermak gives Artyom a Revolver with a Light Grip, a Suppressor, Iron Sights, 3-Shot Cylinder, and No Gadget.
* After crossing the courtyard, inside the outbuilding. On the table to the right, there is a Revolver with a Light Grip, a Suppressor, Reflex Sight, 3-Shot Cylinder, and No Gadget.
==== The Volga ====
The Bandits, the armed fanatics and the trade caravan guards are equipped with Revolvers in a variety of configurations. The Revolver is the most commonly used weapon used by the Bandits, the second most commonly used weapon by the trade caravan guards, and third most commonly used weapon by the armed fanatics along with being commonly found in the environment of the Volga.
* The majority of the Revolver found in the environment in the Volga are found with Standard Stocks.
* The majority of the Revolver found in the hands of the Bandits, the armed Fanatics and the trade caravan guards are equipped with Sniper Stocks.
* There is one Heavy Stock for the Revolver that can be found in the Volga:
** In the second level of the Bandit Transmission tower, resting on wooden cabinet. Attached to a Revolver.
* There are three Suppressors for the Revolver that can be found in the Volga:
** One of the Bandits in the occupied compound will have a Suppressor as part of his load-out. Attached to a Revolver.
** In the Bandit occupied Gas Station, on some metal shelving in the back room. Attached to a Bastard.
** In the back of the Bandit Occupied train shed. Laying on some wooden planks on top of a crate. Attached to a Revolver.
* There are multiple Standard Barrels that are found in the Volga, both in the environment, and in the hands of the Bandits, the armed Fanatics and the trade caravan guards. They are commonly found on both Bastards and Revolvers.
* There is one Long Barrel for the Revolver that can be found in the Volga:
** In the Bandit occupied ruins, at the the northeast corner of exposed pylons, on the wooden plank next to a zip-line point. Attached to a Revolver.
* There are eight x4 Scope for the Revolver that can be found in the Volga:
** After escaping the Tsar fish, go to the plane wreckage that Duke points out. Resting against the cockpit hatch. Attached to a Kalash.
** One of the Bandits in the occupied ruins will have a x4 Scope as part of his load-out. Attached to a Revolver.
** In the Bandit occupied ruins, at the the northeast corner of exposed pylons, on the wooden plank next to a zip-line point. Attached to a Revolver.
** One of the Bandits in the occupied gas-station will have a x4 Scope as part of his load-out. Attached to a Revolver.
** Inside the crane to the southeast of the fuel storage containers, after crossing the pipes to reach the main room, next to a corpse. Attached to a Kalash.
** Inside the safe-house in the middle of the rail yard. Attached to a Kalash.
** One of the Bandits in the train shed will have a x4 Scope as part of his load-out. Attached to a Kalash.
** One of the Trade Caravan Guards will have a x4 Scope as part of his load-outs. Attached to a Revolver.
* There are three 6-Shot Single-Action Cylinder for the Revolver that can be found in the Volga:
** One of the Bandits in the occupied ruins will have a 6-Shot Single-Action Cylinder as part of his load-out. Attached to a Revolver.
** Two of the Trade Caravan Guards will have 6-Shot Single-Action Cylinders as part of their load-outs. Both are attached to Revolvers.
* There are three 6-Shot Double-Action Cylinder for the Revolver that can be found in the Volga:
** In the Bandit occupied ruins, at the the northeast corner of exposed pylons, on the wooden plank next to a zip-line point. Attached to a Revolver.
** One of the Bandits in the train shed will have a 6-Shot Double-Action Cylinder as part of his load-out. Attached to a Revolver.
** In the back of the Bandit Occupied train shed. Laying on some wooden planks on top of a crate. Attached to a Revolver.
* There is one 8-Shot Double-Action Cylinder for the Revolver that can be found in the Volga:
** At the top of the tallest fuel storage container to the southeast, you will find a demon's nest, which has a teddy bear to give to Nastya, next the zipline leading away from the Demon nest, on a stack of wooden crates. Attached to a Revolver.
==== Yamantau ====
None of the Cannibals in Yamantau are not equipped with the Revolver, nor is there any found in the environment of Yamantau. There are sights and gadgets that can be equipped to the Revolver that can be recovered.
* There are two NV Scopes for the Revolver that can be found in Yamantau:
** After passing through the frozen morgue and into the weapon storage room, on a table. Attached to a Kalash.
** In the first barracks section, in the last room on the right, propped up in a chair. Attached to a Kalash.
* There are two Infrared Lasers for the Revolver that can be found in the environment of Yamantau:
** In the first barracks section, in the last room on the right, propped up in a chair. Attached to a Kalash.
** After passing through pile of rubble to reach a isolated bunkroom. Climb up the stack of boxes to reach the top of the small room, there on another crate. Attached to Ashot
==== The Caspian ====
The Munai-Bailer in Caspian are equipped with Revolvers in a variety of configurations. The Revolver is the sixth most weapon used by the Munai-bailer along with being commonly found in the environment in the Caspian. All directions are given in reference as though North on Artyom's map in this level is actually south. The Caspian sea should be to the south while the rail line that the Aurora is on is to the north. 
* Revolver found in the in the hands of the Munai-bailer are equally equipped with Standard Stocks or Sniper Stocks.
* There are twelve Heavy Stocks for the Revolver that can be found in the Caspian:
** In the middle of the ship graveyard, next to the spur road that bows out the west. There is a rusted boat hulk that is parallel to the road with several dead tribals near it. Next to one of the dead tribals. Attached to a Revolver.
** One of the Munai-Bailer guards at the shipping crate camp northwest of the boat safe-house will have a Heavy Stock as part of his load-out. Attached to a Revolver.
** Inside the third and intact hanger on the abandon helicopter base, in the middle of the second turn, next to a dead combat slave. Attached to a Bastard.
** Two of the Munai-bailer attacking the canyon on the southeastern part of the map will have Heavy Stocks as part of their load-out. One is attached to a Bastard, one is attached to a Revolver.
** One of the Munai-bailer reinforcing the attack the canyon on the southeastern part of the map will have a Heavy Stock as part of his load-out. Attached to a Revolver.
** Two of the Munai-bailer guarding the Oasis will have Heavy Stocks as part of their load-out. One is attached to a Bastard, one is attached to a Revolver.
** Two of the Munai-bailer attacking the Aurora will have Heavy Stocks as part of their load-out. One is attached to a Bastard, one is attached to a Revolver.
** Two of the Munai-bailer guarding the Prison Hulk will have Heavy Stocks as part of their load-out. One is attached to a Bastard, one is attached to a Revolver.
* There are multiple Standard Barrel for the Revolver that can be found in the Caspian:
** One of the Munai-Bailer in the caverns under the Lighthouse will have a Standard Barrel as part of his load-out. Attached to a Revolver.
** Three of the Munai-Bailer attacking the Lighthouse will have Standard Barrels as part of their load-out. One is attached to a Revolver, one is attached to a Bastard, and one is attached to a Valve.
** Three of the Munai-Bailer that are with Saul at his visit to you at the safe-house in the still standing section of the metal viaduct will have Standard Barrels as part of their load-out. All three are attached to Bastards.
** In the middle of a lurker nest west of the Aurora, next to a dead tribal. Attached to a Valve.
** One of the Munai-bailer guards at the fortified western crossroads will have a Standard Barrel as part of his load-out. Attached to a Valve. (This site will be abandoned after the Munai-bailer attack on the Aurora)
** One of the Munai-bailer who is occupying the the first ship to east of the road heading to the ship breaking camp will have a Standard Barrel as part of his load-out. Attached to a Bastard. (Will appear after the exploring the lighthouse and the Baron issues a bounty over the radio)
**Five of the Munai-Bailer who are re-occupying the ship breaking camp will have Standard Barrels as part of their load-out. All five are attached to Bastards. (Will appear after the exploring the lighthouse)
**One of the Munai-bailer that have set up an ambush just south of the ship breaking camp will have a Standard Barrel as part of his load-out. Attached to a Bastard. (Will appear after the exploring the lighthouse and the Baron issues a bounty over the radio)
** One of the Munai-bailer that have set up an ambush just north of the central crossroads will have a Standard Barrel as part of his load-out. Attached to a Bastard. (Will appear after the exploring the lighthouse and the Baron issues a bounty over the radio)
** Two of the Munai-bailer attacking the canyon on the southeastern part of the map will have Standard Barrels as part of their load-out. One is attached to a Bastard, one is attached to a Revolver.
** In the abandon tribal settlement, before sliding down the cliff face. Off to the left there are a shelter with a exposed toilet. Pull the handle to flush the toilet, look in the bowl. Attached to a Revolver.
** Three of the Munai-bailer guarding the Oasis will have Standard Barrels as part of their load-out. Two are attached to a Bastard, one is attached to a Revolver.
** Five of the Munai-bailer attacking the Aurora will have Standard Barrels as part of their load-out. All five are attached to a Bastards.
** Two of the Munai-bailer guarding the Prison Hulk will have Standard Barrels as part of their load-out. One is attached to a Bastard, one is attached to a Revolver.
** One of the fake guards for the "Baron" will have a Standard Barrel as part of its load-out. Attached to a Revolver.
** Eye the the Munai-Bailer sniper will have a Standard Barrel as part of his load-out. Attached to a Valve.
** One of the Munai-bailer guarding the foot of the crane will have Standard Barrel as part of his load-out. Attached to a Bastard.
** In the cabin of the crane that is used by Eye the Sniper as his hide. On a table next to a workbench Attached to a Valve.
** At the end of the crane arm. Laying on a piece of sheet metal. Attached to a Revolver.
** Four of the Munai-bailer that will attack the crane once you reach the main cabin will have Standard Barrels as part of their load-out. One is attached to a Bastard, one is attached to a Revolver, two are attached to Valves.
** One of the dead Munai-Bailer around the fuel tankers will have Standard Barrel as part of his load-out. Attached to a Bastard.
* There are nine Long Barrel for the Revolver that can be found in Caspian:
** In the bridge of the ship that is the center of the ship breaking camp, on top of a wooden crate. Attached to a Valve.
** Two of the Munai-Bailer guards at the shipping crate camp northwest of the boat safe-house will have Long Barrels as part of their load-out. One is attached to a Revolver, one is attached to a Valve.
** Two of the Munai-bailer guarding the outpost north of the lighthouse will have Long Barrels as part of their load-out. Both are attached to Valve.
** In the destroyed building across the road from Anna's OP on the metal viaduct, next to a dead tribal. Attached to a Revolver.
** One of the Munai-bailer at the fortified western crossroads will have a Long Barrel as part of his load-out. Attached to a Revolver. (This site will be abandoned after the Munai-bailer attack on the Aurora)
** One of the Munai-bailer attacking the Aurora will have Long Barrel as part of their load-out. Attached to a Revolver.
** In the center of the destroyed buildings that are in the abandoned port. There is a partially collapsed sheet metal building, on the northeast corner of the roof, next to a dead Munai-bailer. Attached to a Revolver.
** One of the Munai-bailer that will attack the crane once you reach the main cabin will have a Long Barrel as part of his load-out. Attached to a Revolver.
* There are three NV Scopes for the Revolver that can be found in Caspian:
** In the boat safe-house between Saul's outpost and the Munai-bailer ship breaking camp, on a table inside the main cabin. Attached to a Valve.
** Following the road along the coast to the northwest, there is a wrecked ship on the north side of the road that is crawling with Humanimals. Inside the hull in the third compartment from the bow, laying against a partial buried wooden crate. Attached to a Shambler.
** One of the Munai-bailer guarding the Prison Hulk will have NV Scope as part of his load-out. Attached to a Kalash.
* There is one x4 Scope for the Revolver that can be found in Caspian:
** In the middle of the central oil field, there is rock karst with a demon nest at the top, on the south slope next to a dead Munai-bailer. Attached to a Kalash.
* There are 6-Shot Single-Action Cylinder for the Revolver that can be found in the Caspian:
** One of the Munai-Bailer guards at the shipping crate camp northwest of the boat safe-house will have 6-Shot Single-Action Cylinder as part of his load-out. Attached to a Revolver.
** At the central crossroads southwest of the central oil field, there is a wrecked van and to the northwest of the van, on the ground next to a dead combat slave. Attached to a Revolver. 
** One of the Munai-Bailer attacking the Lighthouse will have a 6-Shot Single-Action Cylinder as part of his load-out. Attached to a Revolver. 
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** One of the Munai-bailer guarding the Oasis will have a 6-Shot Single-Action Cylinder as part of his load-out. Attached to a Revolver.
** At the end of the crane arm in the port. Laying on a piece of sheet metal. Attached to a Revolver.
** One of the Munai-bailer that will attack the crane once you reach the main cabin will have 6-Shot Single-Action Cylinder as part of his load-out. Attached to a Revolver.
* There are three 8-Shot Double-Action Cylinder for the Revolver that can be found in the Caspian.
** Stop at the safe-house in the still standing section of the metal viaduct and spend the night. When you wake, Saul (if you only knocked him out back at his outpost) will be there with you and will try to convince you to support him in trying to take over the Munai-bailer. He will try to sweeten the deal by offering a 8-Shot Double-Action Cylinder.
** In the abandon tribal settlement, before sliding down the cliff face. Off to the left there are a shelter with a exposed toilet. Pull the handle to flush the toilet, look in the bowl. Attached to a Revolver.
** One of the Munai-bailer guarding the Prison Hulk will have a 8-Shot Double-Action Cylinder as part of his load-out. Attached to a Revolver.
* There are two Infrared Lasers for the Revolver that can be found in the Caspian:
** North along the coastal road after leaving the Communication Center, off the east there is a demon nest on top of a rock outcropping. On the western side of the outcropping, next to a dead Munai-bailer. Attached to a Bulldog.
** One of the fake guards for the "Baron" will have a Infrared Laser as part of its load-out. Attached to a Revolver.
* There are three Green Lasers for the Revolver that can be found in the Caspian:
** Head directly south from the Aurora into a small box canyon. At the end, next to a firepit and some bedding, laying on a wooden crate. Attached to a Ashot.
** At the central crossroads southwest of the central oil field, there is a wrecked van and to the northwest of the van, on the ground next to a dead combat slave. Attached to a Revolver.
** In the abandon helicopter base to the northwest of the map, in the northwest corner past the hangers. There is a shack made from sheet metal, on a table to the left immediately after entering. Attache to a Revolver.
==== The Taiga ====
The Children of the Forest and the Bandits in the Taiga are equipped with Revolvers in a variety of configurations. The Revolver is the fifth most weapon used by the Children of Forest but the most commonly weapon used by the Bandits along with being rarely found in the environment in the Taiga.
* There are nine Sniper Stocks for the Revolver that can be found in the Taiga:
** West of the Lower Forest Tree-house, alongside of the cliff face, is the Alchemist's cave and workshop. On the wall inside the cave. Attached to the Revolver.
** One of the Pioneer reinforcements after the Master of the Forest will have a Sniper Stock as part of his load-out. Attached to a Revolver.
** One of the Pioneer in the Forest Court will have a Sniper Stock as part of his load-out. Attached to a Revolver.
** Five of the Bandits in the abandoned village will have Sniper Stocks as part of their load-out. All are attached to Revolvers.
* There are four Heavy Stocks for the Revolver that can be found in the Taiga:
** Four of the Bandits in the abandoned village will have Heavy Stocks as part of their load-out. All are attached to Revolvers.
* There are four Suppressors for the Revolver that can be found in the Taiga:
** Four of the Bandits in the abandoned village will have Suppressor as part of their load-out. All four are attached to Revolvers.
* There are seven Standard Barrels for the Revolver that can be found in the Taiga:
** Two of the Pirates in the Forest Court will have Standard Barrels as part of their load-out. Both are attached to Valves.
** Five of the Bandits in the abandoned village will have Standard Barrels as part of their load-out. Four are attached to Revolvers, one is attached to a Valve.
** One of the Pirates in the Swamp Camp will have a Standard Barrels as part of his load-out. Attached to Valve.
* There are eleven Long Barrels for the Revolver that can be found in the Taiga:
** West of the Lower Forest Tree-house, alongside of the cliff face, is the Alchemist's cave and workshop. On the wall inside the cave. Attached to the Revolver.
** One of the Pioneer reinforcements after the Master of the Forest will have a Long Barrel as part of his load-out. Attached to a Revolver.
** One of the Pioneer in the Forest Court will have a Long Barrel as part of his load-out. Attached to a Revolver.
** Eight of the Bandits in the abandoned village will have Long Barrels as part of their load-out. Five are attached to Revolvers, three are attached to Valves.
* There are fourteen NV Scopes for the Revolver that can be found in Taiga:
**In the attic of the camp admin building, on a small pile of wooden crate. Attached to a Helsing.
**In the basement of the Pirate Water Tower, past a re-bar door and leaning against a wooden crate. Attached to a Helsing.
**Left behind after the Master of the Forest attacks the two Pirates and two Pioneers while Artyom is stuck in the Net. Attached to a Ashot.
**One of the Pioneer reinforcements after the Master of the Forest will have a NV Scopes as part of his load-out. Attached to a Helsing.
**Two Pioneers in the Forest Court will have NV Scopes as part of their load-out. Both are attached to Helsing.
**Two of the Bandits in the abandoned village will have NV Scopes as part of their load-out. Both are attached to Ashots.
**Six of the Pirates in the Swamp Camp will have NV Scopes as part of their load-out. Two are attached to Ashots, three are attached to Kalashs, and one is attached to a Helsing.
*There are eleven x4 Scope for the Revolver that can be found in Taiga:
** In the island cache, just east of the Forest Court settlement. Laying on a dirt filled wooden crate. Attached to a Helsing.
** The Pioneer Sniper on Over-watch just outside of the Forest Court will have a x4 Scope as part of his load-out. Attached to a Helsing.
** Three of the Bandits in the abandoned village will have x4 Scopes as part of their load-out. All three are attached to Revolvers.
** In the Gazebo Fire-pit overlooking the Pirate Swamp Camp. Resting against the side of Gazebo. Attached to a Helsing.
** Five of the Pirates in the Swamp Camp will have x4 Scopes as part of their load-out. Four are attached to Kalashs, one is attached to a Helsing.
* There are three 6-Shot Single-Action Cylinder for the Revolver that can be found in Taiga:
** Three of the Bandits in the abandoned village will have 6-Shot Single-Action Cylinder as part of their load-out. All three are attached to Revolvers.
==== The Dead City ====
No Revolver can be found in the environment of Novosibirsk. There is only one sight that can be equipped to the Revolver that can be recovered.
* There is one NV Scope for the Bastard that can be found in the Novosibirsk:
** Once you reach Kirill's room. Miller will leave his Tikhar with an attached NV Scope on a shelf near the workbench.
==Related Achievements/Trophies==
===Metro 2033===
===Metro 2033 Redux===
===Metro: Last Light===
===Metro Exodus===
==Trivia==
*The Revolver has the most variants of all the weapons available in Metro 2033 and is second only to the Lolife in Metro: Last Light. While in Metro 2033, one must find or buy the different variants, in Metro: Last Light, the Revolver can be customized with any combination of attachments at the player's discretion by arms dealers. This includes an extended barrel, suppressor, buttstock, and several scopes.
*If left idle, Artyom will look at the revolver before playfully spinning it around his index finger. If the Revolver has a stock equipped, Artyom will pitch it back and forth to each hand to crack his knuckles.
*If one looks closely at the reload animation, Atryom is placing a rolled up strip of .44 Magnum rounds into the cylinder. Also, when the cartridges are ejected, any rounds not fired will be visible as they fall out with the bullet still in the casing.
*In Metro: Last Light, Metro 2033 Redux, and Exodus, if one loads less than six cartridges into the cylinder, the empty chambers will become visible as the cylinder rotates. When the cylinder is empty and no more ammunition is available, the revolver can be dry-fired to rotate the cylinder, showing the empty chambers or fired cartridges.
*"Револьв" (revolver) is stamped on the side of the barrel on all versions of the pistol.
*It's somewhat odd that there is an extensive number of .44 revolvers and rounds in Moscow, considering that there are no Russian-made pistols that use the .44 Magnum cartridge and the fact that revolvers and Magnums are not widespread outside North America. However, the .44 could mean .44 Russian, a pistol cartridge used in the Russian Army as an equivalent of the Smith and Wesson Model 3.
*In reality, nearly every revolver design in existence would have a small flash gap between the cylinder and the barrel, from which expanding gas (and sound) can escape while firing. Thus fitting a suppressor in front of a revolver's muzzle would not silence it to any practical degree unlike portrayed in the games.
**The in-game revolver was mentioned to have been modified with a gas seal system similar to the Nagant revolver, which might explain how it could be silenced.
***This is somewhat implausible, however, due to the fact that specialized ammunition also plays a key role in the workings of a suppressed revolver, the .44 Magnum rounds it fires would have to be contained in a type of dedicated necked casing for the gas seal to work. As the in-game revolver still replenishes ammo from regular pickups and, in Metro: Last Light, shares ammunition with the Lolife, the ammo is likely generic, though this was likely ignored by the developers, as scripting a specialized form of ammunition just for use with a specific attachment would prove redundant and impractical.
**** The online preview for Metro Exodus, as well as Artyom's diary that you can view in his room on the Aurora, retcons the ammunition and gas seal, showing the revolver using Nagant style cartridges, while clarifying that its design was based on the Nagant's from the very start.
*By adding a stock to the revolver, the revolver in effect becomes a carbine and is similar to several real-life firearms, most notably the Rossi Circuit Judge.
*In real life, this revolver would be rather hard to aim as the notches are too far apart, making it hard to tell if one is aiming slightly to the left or right. However, Last Light and Redux addresses this with the addition of two green glowing rear sights (probably Tritium-illuminated) and a single red glowing front sight.
*The Revolver remains the same in Metro: Last Light, while most other weapons have been slightly changed in appearance or design. In Metro 2033/Last Light Redux, however, the Revolver has a slight cosmetic change, mainly the change of frame color.
===Metro 2033===
*Though modded revolvers are very common, no enemies will use them against Artyom in Metro 2033.
*The Revolver has the most variants of any weapon in the original Metro 2033.
*In the Redux version, modded revolvers can still be found, where they are a good way to gain more MGRs.
*There is a continuity error regarding the revolver at the end of Ethereal. Hunter gives Arytom a standard revolver, but when Artyom has to shoot the Dark One, it has an extended barrel. When Arytom is awakening from the trance he is holding a standard revolver but when the player has control of him again during the good ending, the revolver has an extended barrel again. This is fixed in Redux.
===Metro: Last Light===
*Despite the revolver having two competitors, Lolife and Ashot, it remains popular in the hands of both enemy and friendly troops. Rangers are seen training using the revolver shortly after the beginning of the game.
*Although the Lolife has the advantage of firepower and more attachment options, the revolver enjoys higher damage-per-shot, easier ammo conservation, and commonality. Like Metro 2033, no enemy will use a revolver against Artyom even when they are equipped with one.
*The revolver is no longer the standard equipment for Artyom. Due to the new equipment system, the same goes for the Redux version of both games.
===Metro Exodus===
*The mechanism for the the 3-shot single-action cylinder is so simple that it doesn't even have a mechanism to rotate the cylinder. This requires Artyom to manually rotate the cylinder after each shot, in addition to pulling the hammer back, resulting in a very slow rate of fire compared to the six-shot single-action cylinder.
*Despite being built to replace it, some members of the Aurora crew, such as Krest, are seen carrying Makarov pistols instead of revolvers, although they are never used in combat.
*Depending on how the player looks at it, there are advantages and disadvantages to using the single-action cylinders and the double-action cylinders. While the single-action cylinder requires time to cock the gun between each shot, it fires instantly when you pull the trigger. Double action cylinders, on the other hand, have a slight delay between pressing the fire button and the gun actually firing. This is due to the heavy trigger pull that double action revolvers tend to have. Because of the higher rate of fire the double action cylinders provide, it can be easy to spam fire and waste ammo if you aren't careful. The single-action cylinder's slow rate of fire can ultimately help in ammo conservation by forcing players to time and aim their shots carefully, to avoid being caught in the cocking animation.
*Concept art for the weapon in Metro Exodus was created by Ilya Tolmachev, which was then turned into in-game models by Alexander Sitak.
*The Revolver had its firing sound completely reworked as of The Two Colonels update. Each barrel type now has a completely different firing sound, progressively getting louder with longer barrels lengths.
*The standard stock attachment gives the gun a LeMat Revolver style trigger guard, with a curved piece of metal below the trigger intended for the shooters middle finger to rest on.
*The look of the .44 magnum ammunition has been updated in Exodus to have the bullet nestled inside the casing, instead of sitting in the end like a conventional cartridge. This more accurately portrays the Nagant Revolver ammunition that, in combination with the gas seal cylinder, allows the revolver to be suppressed.
*Artyom now uses the ejector rod to remove cartridges from the cylinder, instead of just shaking them loose like in the previous games. In reality, fired cartridges tend to expand slightly from the heat and pressure created when firing the gun. This means that trying to shake loose empty casings might just result in them getting stuck part way, or not moving at all. This is why using the ejector rod is a much more reliable method of reloading.
*The reload animation slightly changes depending on what grip is attached. With the default pistol grip installed, Artyom closes the cylinder by flicking his right wrist, while simultaneously lowering his left hand with the now empty speedloader (presumably to keep it for later use). With any of the other three stocks/grips installed, he puts the speedloader away first, and then uses his left hand to close the cylinder.
*The Sniper Stock attachment has a detailed carving of a Nosalis on it.
*Unlike in previous games, the primers on cartridges no longer show an indentation showing they've been fired.
*The Revolver's appearance is substantially more ramshackle in Metro Exodus compared to previous games, where it almost seemed to be pre-war and bearing resemblance to the real-life Colt Anaconda or Smith & Wesson Model 29.
==Gallery==
Revolver_barrel_laser_dot.jpg|Artyom's revolver with extended barrel and laser sight (unusable) during Prologue
Bildota_0001.jpg|As seen in the beta-version
Lost_tunnel_editor.jpg|Revolver in the beta-version
Metro2034Revolver.JPG|A revolver being modified with Reflex Sight and Suppressor
Metro2034-Revolver.JPG|A revolver used in Metro: Last Light's Swamp level modified with an IR scope, extended barrel and a stock with a laser designator.
Reloading revolver.jpg|Artyom reloading his Revolver, equipped with silencer and reflex sight.
2014-07-27_00001.jpg|Unused Revolver found in Metro 2033
Ilya-tolmachev-revolver.jpg|Concept art by Ilya Tolmachev, in-game models by Alexander Sitak
Ilya-tolmachev-revolver-2.jpg
Metro-Exodus-Revolver-Weapon-Revolving-Rifle-924x520.jpg
de:Revolver
ru:Револьвер
uk:Револьвер
fr:Revolver
Category:Weapons
Category:Developer Pack DLC
Category:Chronicles Pack DLC
Category:Handguns
Category:Metro Made Weapons
Category:Metro Exodus