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The Finals

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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The Finals
TheFinals keyart.jpg
Release Date: October 26, 2023 (Early Access)
Developer: Embark Studios
Platforms: Windows PC, Microsoft Xbox Series S/X, Sony PlayStation 5
Genre: First-person shooter


The Finals is a competitive multiplayer FPS game developed by Nexon subsidiary Embark Studios. It is set in a virtual televised gladiator style game show, with gamemodes generally consisting of multiple teams competing to accumulate the most in-round cash to win. There are three classes in The Finals - Light, Medium, and Heavy. Each has unique weapon and loadout choices, and fulfills different roles in gameplay. The game also features highly destructible terrain in its levels inspired by various urban landscapes such as Seoul or Monaco.



The following weapons appear in the video game The Finals:


Pistols

Beretta 93R

A Beretta 93R was introduced for the Light class of Season 2/Update 2.0.0. It fires in 3-round bursts; presumably to prevent an incomplete burst at the end of a magazine, its 20-round magazines hold 21 rounds in-game.

Beretta 93R - 9x19mm Parabellum
Beretta 93R with shoulder stock - 9x19mm Parabellum
The Beretta 93R in the loadout preview.
And as seen in-game.
ADS of the 93R.
The 93R's right side. Note the uncocked hammer; the 93R incorrectly fires exclusively in double-action in-game.
Mid-reload, with both mags clasped together.
The empty reload, where the new mag is mashed in and then the Light powerstrokes the slide.

Desert Eagle Mark XIX

Added in Season 4, the Heavy has access to a pair of Desert Eagle Mark XIX pistols as a primary, collectively called the ".50 Akimbo".

IMI Desert Eagle Mark XIX - .50 AE
TheFinals DEagles (1).jpg
The twin Desert Eagles brandished in-game.
They aim with the HUD crosshair and a little bit of flair.
Empty reload after annihilating the target mannequin.
The DEagles are rechambered by grinding the locked slides against each other.
The Heavy takes a glance it his magnums with the right one emptied. It still reloads in the non-empty manner in this state.

Laugo Alien

The Light class can unlock the Laugo Alien (named "V9S" in-game) as one of its primaries. It comes standard with a suppressor.

Laugo Alien - 9x19mm Parabellum
The suppressed Alien in the menu preview.
A Laugo in-hand, on the practice area.
Iron sights.
Inspecting the Alien.
Tacticool reloading - out with the old mag...
...and in with the new.
Actuating the slide catch on an empty reload.

Taurus Raging Bull

The Taurus Raging Bull is available from the start as a reserve option for the Medium role. It has the in-game designation of "R.357," despite being a .44 Magnum Taurus model.

The "Snub Nose" skin turns it into the snubnosed variant.

Taurus Raging Bull stainless with 8" barrel - .44 Magnum
Loadout view of the Taurus.
A Medium seizes the cafe patio with his Raging Bull revolver.
Sighting in a hostile umbrella.
Checking the Raging Bull's right side. The barrel lacks the titular text.
Reloading the Taurus - thumb-ejecting the casings out.
Right-handing in a speedloader of new cartridges.
Taurus Raging Bull snubnose - .454 Casull
The Snub Nose in the shop, which has its normal real world finish and red striped grip.

Submachine Guns

Heckler & Koch MP5A3

A Heckler & Koch MP5A3 is an unlockable SMG for the Light class, referred to as the "XP-54" in an apparent reference to the MP54/HK54 prototype variant. It comes equipped with a reflex sight.

Heckler & Koch MP5N with Navy trigger group and threaded muzzle - 9x19mm Parabellum
Loadout view of the MP5. Its magazines have a bit of an exaggerated curve.
And as seen in-game.
Aiming - the optic has a chevron reticle.
The MP5's right side - even the HK pictograms on the selector are colored yellow.
The non-empty reload is done with both mags clasped together.
Empty reload, pulling the charging handle back.
Changing out the 30-round magazine.
Queue the HK-slap.

Ingram MAC-11

The MAC-11 is the starting primary for the Light role, equipped with a Werbell suppressor.

Suppressed Ingram MAC-11 - .380 ACP
Previewing the MAC-11.
Taking a look at the practice area's forest with the MAC.
The M11's ADS view.
A glance at its right side.
Reloading the M11.
Working the bolt back.

Shotguns

C-More Systems M26 MASS

Added in Season 4, the M26 MASS is an available primary option for the Light class, under the name "M26 Matter" (presumably in reference to how mass is an inherent property of all matter). It holds an incorrect 8 rounds in its 5-round magazines (though this can be handwaved by The Finals being a kind of VR/AR gameshow, effectively a game within a game).

C-More Systems M26 MASS - 12 gauge
TheFinals M26 (0).jpg
A Lightweight reviews his four states of matter: solid, liquid, gas, and M26.
Sighting up the menacing MAC-11 mannequin.
A look at the Matter's left side. The charging handle is folded aside while doing this.
The M26 mid-cycle.
And the M26's reload.
From empty it gets the magazine sandwich animation, followed by a rechambering of the bolt.

KS-23M

The KS-23 was added to the Heavy's loadout with Season 2. It fires slug rounds and holds five shells (two more than it should, though the same logic applied to the M26 can be used once more here) in its magazine tube.

KS-23M without stock - 23x75mmR
Loadout preview of the KS-23M.
A Heavy brandishes his shorty 23mm shotgun on the test zone.
The sights aren't even used; they aim it old school FPS style.
The slugs here appear to blow up a fantastic dirt cloud upon shooting the natural terrain, with a seemingly explosive effect.
Cycling the KS-23's action, with a spent 23mm case sent out.
From empty, the Heavy right-hands in the first shell in the chamber, then sends the action forward...
...then shoves in the next four shells in duos...
The last shot is left-handed in. This is how it tops off when non-empty reloading.

SRM Model 1216

The Heavy class can unlock the SRM Arms Model 1216 as its shotgun, named "SA1216" in-game.

SRM Arms Model 1216 - 12 gauge
The SRM M1216 in the loadout.
Attempting to show off the M1216 while a roving red dummy rudely interrupts.
The sights of the SRM shotgun.
A view of the ejection port while inspecting the right side.
Rotating the magazine cluster in between the four shot intervals.
Here, the Heavy swaps out tube mag clusters on the reload.
Yanking the charging handle to rechamber the M1216.

Sawn-off Double Barrel Shotgun

A Sawn-off Double Barreled Shotgun is an option for the Light role.

Remington Spartan Sawn-Off shotgun - 12 gauge
Preview of the Sawn-off Double Barrel.
A Light takes a peek at the café menu with his sawn-off shotgun.
Aiming below the menu sign, not that there's any sight bead left on this thing.
Inspecting the shorty boomstick.
Thumbing out two shells of the unfired variety. Even the brass is marked with The Finals' logo.
Two more are reloaded in.

Winchester Model 1887

The Winchester Model 1887 is the unlockable shotgun for the Medium class.

Winchester Model 1887 - 12 gauge
The black-clad model of the M1887.
The Winchester 1887 in-game.
ADS of the shotgun.
Cycling the 1887's lever action.
From non-empty states, the user ejects the unfired chambered shell...
...catches, and returns it to the pipe.
Two more buckshot rounds are shoved into the magazine.
When empty, the final round is chamberloaded instead.

Rifles

AKM

The AKM is the starting weapon for the Medium role. It uses regular 30-round steel magazines, but has a 32 (36 prior to Season 4) round capacity in-game.

AKM - 7.62x39mm
The AKM in the loadout. It is painted all black by default.
The AK in the test area.
Aiming the AK. It has a windage adjustable RPK rear sight.
Inspecting its right side.
It always reloads with the old magazine kicked away by the new one - reserve ammunition is unlimited in The Finals, so there's not really a need to retain magazines.
From empty, the character does this with their left hand inverted.
Rocking in the mag.
And quickly charging the AKM.

FAMAS Valorisé

Introduced in Season 2, the FAMAS Valorisé is available as a burst-fire rifle for Mediums. Similarly to the Beretta 93R above, its magazines' capacity has been increased (from the proper 25 to 27) to prevent an incomplete burst at the end of a magazine.

FAMAS Valorisé with EOTech sight - 5.56x45mm NATO
Model preview of the FAMAS Valorisé.
A Medium secures Le Café with le FAMAS.
The FAMAS's sights.
Taking a gander at the bullup's left side.
Tacticool reload of the FAMAS.
From empty, the Medium charges it with a clear view of the chamber.

FN SCAR-H STD

Named "FCAR" in-game, the FN SCAR-H STD is an unlock for the Medium kit, and is equipped with a mock EOTech sight. As of Update 2.6.0, its mag capacity is increased from the proper 20 to 25.

Third Generation FN SCAR-H STD - 7.62x51mm NATO
Preview of the SCAR-H.
The SCAR in-game.
ADS down the holographic sight.
Inspecting the rifle. It has a Belgian military-style bayonet lug present on the barrel.
Reloading.
Palming the bolt catch.

Kel-Tec SU-16

Added in Season 4 as an optional primary weapon for the Medium class, the Kel-Tec SU-16 appears as the "Pike 5.56", fitted with a (removable) scope by default, and feeding from 10-round magazines that hold 12 rounds in-game.

Kel-Tec SU-16B - 5.56x45mm NATO

Springfield Armory M1A SOCOM 16

The Light role has a Springfield Armory M1A SOCOM 16 as one of its unlockables, under the in-game name "LH1."

Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO
Preview of the SOCOM 16.
The M1A SOCOM 16 in-game.
The rifle's ADS.
Taking a look at its right side.
It reloads with both mags clasped together.
The same happens when empty, but the user strong-arms it.
Chambering the M1A.

Sako 85 Finnlight II

The Finals' only sniper rifle, the Sako 85 Finnlight II is available as the default reserve option for the Light class. It is named the "SR-84."

Sako 85 Finnlight II - 7.62x51mm NATO
Loadout view of the Sako 85 Finnlight II.
A Light character with the Sako 85.
ADS of the long eye relief scope.
Viewing the Finnlight's right side.
Working the bolt after no-scoping the hanging orange bomb cube.
Reloading the Sako 85.
Chambering the rifle.

Machine Guns

Lewis Gun

The Lewis Gun is available as an unlock for the Heavy role. The original ladder rear sight is replaced with a giant open ring.

Lewis Gun - .303 British
The Lewis Gun's preview. As with the AKM, all the wood furniture is coated black.
A suited up Heavy with the Lewis in-game.
Aiming with the replacement rear sight.
Viewing the Lewis's left side.
The Lewis's reload - pulling the pan magazine out.
Plopping in a new one...
...and working the right side charging handle.

M60

A M60 is the default primary weapon for the Heavy class. It feeds from 70 round belt boxes.

M60 - 7.62x51mm NATO
The M60 in the loadout menu.
Approaching the actual firing range in the practice level with the M60.
Aiming at one of the moving targets. It uses a rear peep sight from a later variant.
The M60's inspection.
Reloading - working the bolt back first.
In with a new belt box.
Closing the top cover with a smack fast enough that the character's fingers clip through it.

Launchers

Airtronic China Lake

The Medium kit has access to the conceptual modernized China Lake Launcher that was an unfinished prototype by Airtronic. It appears under the name "CL-40" and has a maximum capacity of 5 rounds as of Update 4.2.0, compared to the real China Lake's 4.

Airtronic China Lake prototype - 40x46mm
The 21st century China Lake in the loadout preview.
A Medium wields the China Lake on the test area's forest.
It aims in typical FPS fashion, without any real use of the sights.
The inspect shows a slight chamber check, though the action bars aren't synced and don't roll back with the pump and bolt.
It functions fine when fired, though. Perspective issues appear to make the ejected casing quite stubby.
Chamber-loading the Airtronic when empty.
It is held upside down to load up the magazine with the right hand.

LMT 37LMTS

Added in Season 3, the Light class's "Thermal Bore" gadget is an LMT 37LMTS fitted with a low-powered scope and a non-standard stock, and with the real weapon's integrated foregrip removed; as the name implies, it fires a fictional round that (seemingly via thermite) bores its way into walls and surfaces before exploding. Rather strangely, this projectile is perfectly accurate, and doesn't drop at all at long range; this, in combination with the scope, allows for precise destruction of obstructive structures (though it can't start fires on anything other than foam, for whatever reason). The Thermal Bore is decidedly more of a "gadget" than a weapon; fired rounds will simply pass through enemies, and the explosion (despite being able to rip a rather large hole in a concrete wall) does downright laughable damage as well.

LMT 37LMTS - 37mm

Milkor MGL Mk 1S

A Milkor MGL Mk 1S is available to the Heavy, under the name "MGL32." Compared to the Airtronic China Lake, it fires rounds that have a bounce and delayed explosion - so it requires a fair bit of leading shots on moving targets.

Milkor MGL Mk 1S with Armson OEG reflex sight - 40x46mm
Previewing the MGL Mk 1S.
A Heavy takes his MGL atop the test area's Monaco-style building.
It also aims in the fairly rudimentary FPS style.
The Heavy views the left side of his MGL, wondering if he'll make The Finals.
Dumping out the cylinder.
Rapidly mashing in six 40mm rounds.

RPG-7

The Heavy role comes standard with an all black RPG-7. It has a cooldown period after use, then has to be reloaded once re-equipped.

RPG-7 - 40mm
Loadout view of the RPG.
A Heavy holds his RPG-7 upon some unsuspecting foliage.
The RPG's iron sights.
Inspecting the launcher. Even the bakelite grips are painted black.
Reloading the RPG after indulging in some Far Cry antics.

Grenades & Explosives

M67 Hand Grenade

The "Frag Grenade" is a M67 hand grenade.

M67 hand grenade
The M67 in the loadout. It apparently gets unlockable colors, too.
It can also be inspected when drawn; this shows off its slightly off-model shape, with a near-spherical body and oddly thick "neck".
Pulling the Danger Close-esque pin.

Mk 2 Hand Grenade

The "Bubblegum Blast" and "Sofia's Special" skins for the Frag Grenade turn it into a Mk 2 hand grenade.

Mk 2 hand grenade
"Bubblegum Blast" skin.
"Sofia's Special" skin.

TMRP-6 anti-tank mine

The "Explosive Mine" gadget available to the Medium and Heavy classes is a TMRP-6 anti-tank mine; as the game lacks tanks, it is predictably shown as an anti-personnel mine, with a video-gamey proximity trigger and blinking light to make it more obvious. The mines are simply thrown onto the ground (or any other surface they hit, regardless of orientation), and arm themselves 1.6 seconds afterwards; for balance reasons, mines detonated prior to this (i.e. by direct damage) will deal considerably less damage. Two mines are available at any given time (on a recharge timer); throwing a third will cause the first to explode automatically, again for balance reasons.

TMRP-6 anti-tank mine

Miscellaneous

Dan Inject Model JM

The Light class's "Tracking Dart" gadget is launched from a Dan Inject Model JM dart rifle; it is fitted with a scope, and (as with most other weapons and gadgets in The Finals) is painted black by default. Gameplay-wise, it does exactly what the name implies - any enemy hit with a dart will become temporarily visible to the user and their team through walls. Curiously, its reload animation only shows the pressure tank being replaced, with no new dart ever being loaded into the breech.

Dan Inject JM Standard Model - 11mm/13mm darts

X26 Taser

The Light class also has access to an X26 Taser as a "Stun Gun."

Taser X26P (Black)
Loadout preview of the Stun Gun.
A nervous Light draws his Taser on a suspect dummy.
Glancing at the device's right side. It's fairly black, contrary to the typical yellow plastic furniture of most Tasers.
Aiming upon the noncompliant dummy's torso.
As with the RPG, it has a cooldown period first then can be redrawn and reloads after use.

M1911 (unusable)

The "Ornamental Sidearm" cosmetic is a chest-holstered, unusable M1911 pistol.

Remington Model 1911 R1 - .45 ACP. Similar to the in-game gun.
The "Ornamental Sidearm" in the store menu. It's just as well that it's cosmetic - actually trying to draw a handgun holstered in this manner would be unpleasant for a wide variety of reasons, not leastly the amount of friction that'd be necessary to stop a gun in this position from falling out of what appears to be a purely tension-fit holster.

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