![]() ![]() You help everyone you see.įound all gold ammo, hidden throughout the stations. Help the poor, a coin for the kid, medicine for the sick. The player character can carry 90 rounds of 5.45 ammunition with the standard armour and 180 rounds with the upgraded carrier vest. As such, they are no longer the basis of the economy and are no longer distinguished from regular ammo in any way. Away from the Moscow Metro, MGRs have little value. ![]() In Metro Exodus, the economy has changed. The amount of MGRs the player character can carry in both games is infinite. This is probably used to differ it from normal 5.45×39mm rounds, because it is possible to use MGR accidentally. As well as their returning power, the rounds now appear to be incendiary, capable of setting the target on fire for a brief period, the extra punch it delivers seems, however, to be similar to the Metro 2033 variant. They will also start with plenty of regular rounds, as there is an ammunition box in the shooting range. As in Metro 2033, the rounds are much more powerful than regular 5.45×39mm rounds, capable of taking down most human enemies in one shot. In Metro: Last Light, 180 MGRs are given to Artyom in D6 at the beginning of the game - 280 in Ranger Mode, meaning one should always have some available for trading or combat, as long as they are not exclusively used. Military grade rounds are much more powerful than their makeshift counterparts, and can be used in an emergency or against strong enemies to defeat them quickly, but as you are essentially "shooting money", one should be careful not to do this too regularly. Ten military grade rounds, along with a batch of one hundred dirty 5.45mm cartridges (twenty in the Redux version) and the player's first Bastard carbine, are later given out to Artyom by the armourer when visiting the armoury. ![]() Picking it up will bring up a pop-up window, explaining the currency mechanics and the role of MGRs in the game. In the level " Exhibition", Artyom has a stripper clip of MGRs on his desk. Military grade rounds are first encountered right at the beginning of Metro 2033. In a gun, most easily visible in the Bastard's clip, they are much the same as dirty rounds, except they are much shinier, making it easy to see what has been loaded in Ranger Modes. ![]() In Metro: Last Light, MGRs return as shiny, 5 round stripper clips, but the actual amount found in the clips varies from 1 up to 15 rounds, yet the model is always the same. Military-grade rounds have a polished, glossy look to them, while dirty rounds are, for lack of a better word - dirty. In Metro 2033, MGRs are kept either as a single bullet, in five round stripper clips or in the rectangular 30-round clips for the Bastard. This provides the user with increased stopping power and weapon reliability (as professionally produced, high-quality rounds are less likely to jam), but one has to consider the fact that they are literally "shooting money", which they might need later to buy medkits, gas mask filters, or other crucial pieces of equipment.Īpart from military grade rounds, there are also Metro-made dirty 5.45mm rounds, which have the same caliber and are one of the most common types of ammunition used in the Metro and post-apocalyptic Russia, but due to their lower quality and reproducibility, these rounds can not be used as a form of currency. Military grade rounds can, obviously, also be used as regular ammunition. Due to this, and the fact that real money lost all its value after the War, Metro inhabitants chose to use military grade 5.45mm rounds as their most widespread form of currency. Because they were produced using professional machinery and with high-quality materials, rounds of this quality cannot be reproduced in the post-apocalyptic Metro system. Military Grade Rounds, or simply MGRs, are 5.45x39mm military rounds produced before The Great War of 2013. Listen to that quote, as heard in Metro 2033: Used as a currency to buy all other ammo types, weapons, consumables and attachments ![]()
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