<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pokeria1</id>
	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pokeria1"/>
	<link rel="alternate" type="text/html" href="https://www.buildlogs.org/wiki/Special:Contributions/Pokeria1"/>
	<updated>2026-06-08T13:03:46Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.0</generator>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_3:_Snake_Eater&amp;diff=1390357</id>
		<title>Metal Gear Solid 3: Snake Eater</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_3:_Snake_Eater&amp;diff=1390357"/>
		<updated>2021-01-02T12:44:29Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* C3 */ Sigint posited that she added that fuse modification in specifically to deter anyone from trying to remove it in case it was discovered.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid 3: Snake Eater&lt;br /&gt;
|picture = Metal_Gear_Solid_3_Cover.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2004&lt;br /&gt;
|developer=Kojima Productions&lt;br /&gt;
|platforms=Playstation 2&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Nintendo 3DS&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid 3: Snake Eater''''' is a 2004 stealth-action / third-person shooter video game directed by Hideo Kojima, developed by Kojima Productions and published by Konami. A prequel to ''[[Metal Gear Solid]]'' and ''[[Metal Gear Solid 2: Sons of Liberty]]'', this game takes place in the year 1964, and focusses on the Cold War exploits of Big Boss, a significant character in the Metal Gear series' backstory who had thus far not been a playable character. In a nod to the game's era and spy-thriller nature, several nods to the 1960s [[James Bond]] films can be seen in the game. &lt;br /&gt;
&lt;br /&gt;
The game's story opens with Big Boss (referred to by his codename &amp;quot;Naked Snake&amp;quot; at this point in the series' timeline) performing a HALO jump into a fictional Soviet wilderness area named &amp;quot;Tselinoyarsk&amp;quot; (Cyrillic: Целиноярск or &amp;quot;The Virgin Cliffs&amp;quot; in English) to extract a defecting Soviet scientist by the name of Dr. Nikolai Sokolov who is working on a new superweapon platform in a nearby Soviet base, in an operation called the Virtuous Mission. However, a series of extreme events causes the Virtuous Mission to fail, and Big Boss is sent to Tselinoyarsk a second time to perform &amp;quot;Operation Snake Eater.&amp;quot; His objectives this time are to destroy the new Soviet superweapon, known only as the &amp;quot;Shagohod,&amp;quot; rescue Sokolov, and kill a traitor to both him and the United States. &lt;br /&gt;
&lt;br /&gt;
An updated re-release of ''Metal Gear Solid 3'' with the subtitle of ''Subsistence'' was the first of the non-portable ''Metal Gear'' titles to feature online multiplayer in a separate mode named '''''Metal Gear Online'''''. It was only online for a year after the release of ''Subsistence'' in each region, and each multiplayer weapon's description is accurate at the moment that Metal Gear Online was shut down. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons were used in the video game ''Metal Gear Solid 3: Snake Eater.'' Unless otherwise noted, each weapon is only available in the singleplayer portion of the game:''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
In a break from its predecessors, ''Metal Gear Solid 3'' (MGS3) was the first in the ''Metal Gear'' series to use more than a single lifebar for the player character. A new stamina meter, previously only seen on boss characters in ''[[Metal Gear Solid 2]]'' (MGS2), was incorporated into the game for the player character, and would slowly deplete over time or more quickly through certain attacks or environmental conditions. A low stamina meter would cause a great deal of &amp;quot;aiming sway&amp;quot; when aiming in First Person View, unless replenished by having the player character eat food or by performing a few other actions. Bosses defeated by stamina-depleting weapons or attacks (i.e., basically any weapon on this page that is listed as non-lethal, plus blunt-force melee attacks) would also drop certain special items, unlike MGS2. The game also introduced a &amp;quot;backpack&amp;quot; system in which a limited amount of items and weapons had to be pre-equipped so as to be available to the player (the previous ''Metal Gear Solid'' titles had the entirety of the player's inventory accessible at all times barring certain plot-related events). The backpack itself was represented by a small-of-back dump pouch attached to Big Boss' equipment belt, which had no problem containing every weapon on this page along with its associated ammunition. MGS3 was also the first MGS title to simulate recoil-caused muzzle climb and muzzle jump for its in-game firearms, and also the first to allow use of the iron sights on long guns (long guns in MGS2 only used laser sights and were completely accurate even when using full-auto fire). Whether a particular in-game gun had usable iron sights is detailed in its own entry. &lt;br /&gt;
&lt;br /&gt;
Another new gameplay element is the inclusion of a fictional (and at times rather silly) hand-to-hand fighting style named CQC (or Close Quarters Combat) which includes actions like grappling an opponent or using one as a human shield while still using a gun, whereas in the previous ''[[Metal Gear Solid]]'' (MGS) titles, player characters were limited to preset hand-to-hand combos or hitting enemies with firearms, and to taking human shields while having no weapon equipped. CQC in this game was at its most effective when handguns or knives were equipped; player characters cannot grapple when long guns are equipped and will instead use them as improvised clubs. These knife-and-gun techniques were made up by the production team, and have no real equivalent in military close combat systems.&lt;br /&gt;
&lt;br /&gt;
Keeping with the &amp;quot;on-site procurement&amp;quot; gameplay mechanic of the previous MGS titles, it is not possible to obtain or use weapons dropped from enemies in-game (they will simply disappear, with absolutely no in-game explanation given this time as to why the player character can't simply commandeer them)--thus, the only obtainable weapons in this game those that are in storage or otherwise lying around the game's levels. Grenades held by NPCs are the only exception to this rule in singleplayer, and only when they they are looted from an NPC's dead or unconscious body, or if the player makes Big Boss hold up an enemy for his items (somewhat unrealistically, ammunition for weapons that NPCs are never seen using in-game can be taken from them this way). Weapons could, however, be freely looted from other player characters in the game's multiplayer mode. &lt;br /&gt;
&lt;br /&gt;
Finally, stealth in MGS3, taking place as it does largely in outdoor environments, is focused around the use of camouflaged clothing and face paint to match Big Boss' surroundings, unlike the previous MGS games which were centered more around staying outside of the vision range of enemies, making a minimum of noise, and sneaking behind cover rather than any sort of camouflage (a gameplay mechanic inherited from the earlier 2D titles in the ''Metal Gear'' series). Despite the fact that almost all weapons in this game don't come with camouflage of their own, they will not compromise Big Boss' camouflage unless fired or used (with the exception of the in-game sniper rifles).&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
'''Note:''' With the exception of the Single Action Army, all in-game handguns available to the player can be used while simultaneously taking a character hostage--the handgun in question can then be used to fire at hesitant enemies until it runs out of ammunition (a feature this game introduced to the MGS series), whereupon the player character will have to release the hostage to reload the handgun or switch to another weapon. The only exception to this rule is if the player holds a scientist hostage in front of enemy soldiers, as the soldiers will fire on Snake regardless of the danger posed to the scientist. One of the interrogation responses against the soldiers implies that the reason why this instance fails is because the soldiers do not get along with the scientists and thus have no qualms with killing them when held hostage by an enemy.&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 39#Mk_22_Mod_0_.22Hush_Puppy.22|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot;]] (a Navy-modified Smith &amp;amp; Wesson Model 39) handgun appears in the game upgraded as the &amp;quot;MK22 Hush Puppy&amp;quot; tranquilizer gun, a non-lethal option compared to the [[M1911A1]]. It can be fitted with a suppressor. The Hush Puppy in the game fires fictional 9mm tranquilizer rounds which, as usual in fiction, are always a perfect dose of anesthetic. As with the real-life gun, it has a slide locking mechanism to eliminate the sound of the weapon cycling after each fired round, which cannot be disengaged. It has a magazine capacity of 8 rounds, and is also available in multiplayer. Snake initially lost the Mk 22 when confronting The Boss on the Dolinovodno bridge late into the Virtuous Mission, but receives another one from EVA when meeting with her during Operation Snake Eater. Her dialogue when giving the Mk 22 to Snake implies it is the same one Snake lost on the previous mission.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|350px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[Image:Mgs3mk22.jpg|thumb|600px|none|Mk 22 Mod 0 in the Survival Viewer's model viewer.]]&lt;br /&gt;
[[Image:Mgs31.jpg|thumb|600px|none|Big Boss holding his Mk 22]]&lt;br /&gt;
[[File:MGS3Mk22.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:MGS3Mk22Close.jpg|thumb|600px|none|Closeup on the Mk 22.]]&lt;br /&gt;
[[File:MGS3Mk22Closer.jpg|thumb|600px|none|Nice shot of the Mk 22.]]&lt;br /&gt;
&lt;br /&gt;
== M1911A1 ==&lt;br /&gt;
&lt;br /&gt;
The [[M1911 pistol series#M1911A1|M1911A1]] is Big Boss' signature weapon in the game, it is chambered in .45 ACP and has a magazine capacity of 7 rounds. Big Boss initially uses a standard M1911A1 before it is dismantled by The Boss. After this, Snake receives a heavily-customized 1911 from Eva, who states it was probably captured from a US armory by the Russians, and probably belonged to an officer. The custom version has several professionally-done modifications including a polished feed ramp, polished slide flats, perfectly meshed slide, beveled magazine well, raised mag release, a skeleton hammer (referred to as a &amp;quot;ring hammer&amp;quot;), removed grip safety, three-dot combat sights with a raised front sight, stepping on the grip, front cocking serrations, and an extended thumb safety. Big Boss comments that this is the best gun he has ever used shortly before carving the wood grip panel to accommodate his knife. It can also be fitted with a suppressor via a threaded barrel. As with most of the other magazine-fed guns in the game, the extra round in the chamber is added after Big Boss does a &amp;quot;Tactical Reload&amp;quot; (via quickly unequipping and re-equipping the gun). This weapon is available in multiplayer, and is the only lethal pistol in that mode.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Snakematch.jpg|thumb|none|350px|Custom 1911 '''Airsoft''' &amp;quot;Snake Match&amp;quot;]]&lt;br /&gt;
[[File:MGS3M1911Dismantle.jpg|thumb|none|600px|The M1911A1 being dismantled by The Boss after she meets Big Boss on her horse. Note how the disassembly procedure - locking back the slide and removing the slide stop release - is that of a [[Browning Hi-Power]], not a supposedly GI 1911 with a two piece guide rod, which requires the barrel bushing be removed and the slide lined up to remove the slide stop (this is possible with a full length guide rod). When she throws away the slide, you can see the barrel still in place.]]&lt;br /&gt;
[[File:MGS3M1911Custom.jpg|thumb|none|600px|Big Boss' custom 1911 at the ready.]]&lt;br /&gt;
[[File:MGS3M1911Custom2.jpg|thumb|none|600px|Big Boss holds his custom 1911.]]&lt;br /&gt;
&lt;br /&gt;
== Makarov PM ==&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PM]] is the sidearm of every enemy in the game, although it is never available to the player. The Makarov fires 9x18mm Makarov rounds from an eight-round magazine. Many officer-type NPCs patrolling indoor areas in the game have Makarovs as their main armament. &lt;br /&gt;
&lt;br /&gt;
The Makarov PM is most notably used by Major Ocelot during an ambush on the Virtuous Mission, when he spins it and effortlessly disposes of several KGB soldiers, one of which, in foreshadowing of his change in weaponry, was via ricochet shot. After trying what, according to Big Boss, is a Middle Eastern technique where you reflexively rack the slide to make sure there is a round in the chamber, despite it already being loaded, Ocelot causes a failure to feed jam. With the gun failing to go into battery, Big Boss ambushes him with CQC and subdues him easily. Big Boss tells him after that his techniques with the gun would be better suited for a revolver, which causes him to switch to the [[Colt Single Action Army]].&lt;br /&gt;
&lt;br /&gt;
According to Big Boss, Ocelot tends to twist his arm to absorb the recoil of the pistol, whereas a more stoic grip and stance would result in greater accuracy. SIGINT, however, theorizes (during a call to him after the encounter) that the jam was caused by a combination of the manual ejection, and the twisting action failing to provide enough resistance to cycle the slide correctly.&lt;br /&gt;
&lt;br /&gt;
Eva also possessed a Makarov during the ending, which she intended to use to kill Big Boss, but she never used it due to promising The Boss not to kill him.  In addition, Major Raikov always carried a Makarov on his person while doing rounds of the East Wing of Groznyj Grad as does Colonel Volgin. Although the player never actually uses the Makarov during gameplay, Big Boss himself used one once to hold Volgin up after disarming him, and also attempted to use it on The Boss, but the latter disarmed him before he could get the chance to do so.&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm PM]]&lt;br /&gt;
[[File:MGS3Makarov.jpg|thumb|none|600px|As he is being confronted by KGB agents, Ocelot pulls out a Makarov PM.]]&lt;br /&gt;
[[File:MGS3Makarov2.jpg|thumb|none|600px|Ocelot aims the Makarov PM.]]&lt;br /&gt;
[[File:MGS3Makarov3.jpg|thumb|none|600px|The Makarov in the air.]]&lt;br /&gt;
[[File:MGS3MakarovJam.jpg|thumb|none|600px|The Makarov jams, giving Big Boss a chance to attack.]]&lt;br /&gt;
[[File:MGS3MakarovVolgin.jpg|thumb|none|600px|After seeing through (or rather feeling through) Big Boss's disguise as Major Raikov, Volgin aims his Makarov at him, before deciding to shoot Sokolov in his knees for no reason other than that he can. This gives Big Boss the opening he needs to disarm Volgin.]]&lt;br /&gt;
[[File:MGS3MakarovToss.jpg|thumb|none|600px|When The Boss faces the imposter she is quickly able to disarm Big Boss of &amp;quot;his&amp;quot; Makarov (Actually Volgin's, as Big Boss disarmed him earlier) with CQC.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Single Action Army ==&lt;br /&gt;
The in-game [[Colt Single Action Army]] is a 6-shot single-action only revolver chambered for .45 Colt, and is reloaded manually, one round at a time (though it can still be reloaded instantly by unequipping and re-equipping it). To fire, the hammer must be cocked first (which is done if the player uses the gun's iron sights), or the gun can be rapidly fanned from the hip. The in-game version's advantage over the semi-automatic custom 1911 is that the SAA's bullets will commonly ricochet off walls and hit targets even if you miss (the ricocheting bullets tend to bounce at angles that will hit enemies even if this would be physically unlikely). Some dramatic license is taken with this; in real life, at more severe angles and distances (especially after multiple ricochets), the bullets would hit with stinging, but nonlethal force. &lt;br /&gt;
&lt;br /&gt;
Major Ocelot carries three of these revolvers as his signature weapons. After switching from his [[Makarov PM]], Ocelot carried a heavily-engraved nickel-plated SAA with black grips, but switched to three blued models after being told that the engraving offers no advantage as well as forgetting that his new weapon only carries six shots. Ocelot professionally spins two of them and also uses a cavalry stock he fits on the the heel of the grip to fire it like a carbine rifle. As a sign of his ability (or likely, his brashness), he keeps all six chambers on both guns loaded, risking an unintended discharge should he drop one of his guns or have the hammer fall due to one of his numerous trickshooting stunts, including juggling all three of his revolvers at several points in the game for the purpose of playing a version of Russian Roulette. Real SAA users would usually carry with the chamber under the hammer empty and make do with five rounds, since the SAA's hammer did not have a catch and could strike a primer if it fell on the hammer or if the hammer was hit.&lt;br /&gt;
&lt;br /&gt;
Ocelot's gun-twirling moves were later revealed to be the work of a Japanese actor named Tornado Yoshida, who was either motion-captured or used as an animation reference. A spoiler-heavy Youtube video of a side-by-side comparison of the two can be found [https://www.youtube.com/watch?v=Z1Bv9y1rnrY here].&lt;br /&gt;
&lt;br /&gt;
To show his enthusiasm for his new handguns (and to fit in with the love Ocelot had for them in the original ''[[Metal Gear Solid]]''), Ocelot is heard to quip about the &amp;quot;joy of reloading&amp;quot; whenever he does so, especially in multiplayer.&lt;br /&gt;
&lt;br /&gt;
While Ocelot is the main user of the SAA, The Boss for her part confiscates one of his three SAAs after he uses them to &amp;quot;test&amp;quot; Tatyana during Big Boss' torture sequence.  She then uses it to shoot Big Boss in the left thigh with a &amp;quot;special payload;&amp;quot; how her &amp;quot;special payload&amp;quot; could correctly chamber and fire in a gun she took on the spur-of-the-moment is not at all clear. Big Boss can then use the SAA from that point forward in the game, but can also access an SAA before this point in the story in a new game, if the final dual with Ocelot is done correctly. In this final duel, Ocelot loads one of his .45 Long Colt SAAs with the round he wears on a necklace, which he claims is the same 9mm Makarov round that jammed his gun the first time he met Big Boss: this appears to be inserted into some type of caliber adaptor around the base of the casing to make doing so possible. The potential issue with the front of the casing rupturing due to lack of support is rendered rather moot by the fact that, like the time when he said &amp;quot;no more tricks,&amp;quot; this is a trick.&lt;br /&gt;
&lt;br /&gt;
This weapon was available in multiplayer, but only to the Major Ocelot special character. Unlike every other pistol available to player characters, the SAA cannot be used in conjunction with a knife for CQC techniques--it can only be used to pistol-whip other characters with the barrel in melee.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtSAA Hidalgo.jpg|thumb|none|400px|Colt Single Action Army with 5.5&amp;quot; barrel known as the &amp;quot;Artillery&amp;quot; model. The most common of the SAA revolvers as it is just the right length. - .45 Long Colt]]&lt;br /&gt;
[[Image:TheQuickandtheDeadCimmaronSAALMO.jpg|thumb|none|400px|Two heavily engraved nickel SAA revolvers, similar to the one Ocelot had before switching to 3 regular SAA revolvers.]]&lt;br /&gt;
[[File:MGS3EngravedSAA.jpg|thumb|none|600px|Ocelot aims his engraved SAA at Big Boss.]]&lt;br /&gt;
[[File:MGS3EngravedSAA3.jpg|thumb|none|600px|A close up of the engraved SAA's detail.]]&lt;br /&gt;
[[File:MGS3ColtSAA.jpg|thumb|none|600px|Ocelot aims his plain Colt SAA at Sokolov.]]&lt;br /&gt;
[[File:MGS3ColtSAAJugle.jpg|thumb|none|501px|Ocelot in the middle of juggling three SAA revolvers.]]&lt;br /&gt;
[[File:MGS3ColtSAADual.jpg|thumb|none|600px|'''Ocelot:''' ''Let me face him. I've been waiting for this moment... time to get &lt;br /&gt;
even!'' &amp;lt;br&amp;gt; Right before Big Boss' fight with Volgin, Ocelot wields two SAAs.]]&lt;br /&gt;
[[File:MGS3ColtSAA&amp;amp;Stock.jpg|thumb|none|600px|Ocelot aims his Colt SAA with a stock attached. He later loses this particular SAA during the motorcycle chase sequence.]]&lt;br /&gt;
[[File:MGS3ColtSAA&amp;amp;Stock2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
== Shansi Type 17 ==&lt;br /&gt;
The Shansi Type 17, a Chinese copy of the [[Mauser C96]], is Eva's signature weapon, but it is never made available to the player. It is chambered in .45 ACP and has a 10-round capacity in its integral fixed magazine, which must be reloaded using stripper clips. She most notably uses it to shoot and kill several GRU soldiers near the beginning of Operation Snake Eater with a technique known as a &amp;quot;Bandit Shooting,&amp;quot; and then reloads the Type 17 with a single large 10-round stripper clip; this is unusual, since the weapon was usually issued with 5-round clips. EVA loses this weapon when Ocelot knocks it from her hands while in a motorcycle chase.&lt;br /&gt;
&lt;br /&gt;
On a second playthrough, SIGINT explains the &amp;quot;Bandit Shooting&amp;quot; method during a radio call as a way of holding the gun sideways and using the recoil to create a horizontal sweep with the gun to clear a room, and questions where EVA is from.&lt;br /&gt;
&lt;br /&gt;
[[Image:C96-10.jpg|thumb|none|350px|Shansi Type 17 - .45 ACP]]&lt;br /&gt;
[[File:MGS3Type17.jpg|thumb|none|600px|Eva holding her Type 17 Pistol during the motorcycle chase.]]&lt;br /&gt;
[[File:MGS3Type17(2).jpg|thumb|none|600px|Eva's Type 17 after it is knocked out of her hands.]]&lt;br /&gt;
&lt;br /&gt;
== EZ Gun (modified FP-45 Liberator) ==&lt;br /&gt;
&lt;br /&gt;
The EZ gun was created by SIGINT and is based on an [[FP-45 Liberator]]. SIGINT's version is a tranquilizer gun with a built-in laser sight. According to a radio conversation with The Boss it does not have a suppressor, instead using &amp;quot;silent&amp;quot; ammunition, presumably of a similar type to that used by the Russian [[PSS Silent Pistol]]. True to its name, Snake will never get hungry while using this weapon, nor will his camouflage index (a part of the game's GUI that determines how visible he is to enemies) ever drop below 80% when this gun is equipped. While the real Liberator is a single-shot weapon, the EZ Gun is treated as if it is bolt-action with an infinitely deep magazine. It is normally only available on the &amp;quot;Very Easy&amp;quot; difficulty, though it can be unlocked for other difficulties by collecting at least one of every edible item in-game.&lt;br /&gt;
&lt;br /&gt;
The EZ Gun is also used in the &amp;quot;Snake Versus Monkey&amp;quot; mode in the two PS2 releases, where Solid Snake must capture a series of ''Ape Escape'' monkeys because of reasons. This mode is not present in the multiplatform ''Metal Gear Solid HD Collection'' release due to ''Ape Escape'' being the property of Sony.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS_EZGun.jpg|thumb|none|350px|'''Non-firing model''' of EZ gun featured in MGS series by kagerou works]]&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|350px|The FP-45 Liberator Pistol - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/Machine Pistols=&lt;br /&gt;
&lt;br /&gt;
== M1928A1 Thompson ==&lt;br /&gt;
&lt;br /&gt;
The Pain, a member of The Boss' infamous &amp;quot;Cobra&amp;quot; Special Forces Unit and the second boss of the game, uses a [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|M1928A1 Thompson]] with a stick magazine in his fight with Snake. The Pain's version is made from either bees or hornets [!] and seemingly also fires them; he forms it by shouting &amp;quot;Tommy Gun!&amp;quot; and raising his arm, the hornets forming around it, then somehow managing to make themselves into a wood and metal sub-machine gun that actually functions. It is identified as an M1928A1 rather than a conventional 1928 by its straight foregrip, as opposed to the forward pistol grip on the regular 1928. The M1928A1 is never made available to the player. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1928-A1_T.jpg|thumb|none|400px|M1928A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:ThePainTommy_gun.jpg|thumb|none|600px|The Pain forms his &amp;quot;Tommy Gun.&amp;quot; One frame later, it's a Thompson. You have to feel sorry for the hornet that has to be the firing pin.]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
The [[Skorpion SA|Sa. Vz.61 Skorpion]] machine pistol is the standard-issue weapon for enemies in motorcycle sidecars or for those piloting flying platforms, and can be obtained by the player as well from a storeroom in Groznyj Grad. While modeled with a 20-round magazine, it actually holds 30 rounds of .32 ACP ammunition in-game. It is fitted with a highly anachronistic laser sight the size of a modern one; the laser had only just been invented in 1960. A laser diode which projected a continuous beam at room temperature would not exist until 1970. Additionally, the first firearm laser sights, created in the late 70s, were bulky helium-neon gas lasers (the LaserLok sight for the [[American-180]] SMG being about the size of an entire Skorpion) which required a 10,000 volt power supply to switch on. Its iron sights cannot be used, unlike the AK-47 or XM16E1. It has both semi-automatic and fully-automatic firing modes; unlike almost every other firearm capable of fully-automatic fire, it possesses no muzzle climb, even when fired in full-auto. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The real-life weapon uses a closed bolt blow-back system that locks the bolt for a millisecond in the rear position before slamming back home to reduce the immense rate of fire to a controllable 850 RPM, but the in-game version has an unrealistically slow rate of fire. &lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:MGS3Skorpion.jpg|thumb|none|600px|The Skorpion SA Vz 61 in game, modelled with a 20-round magazine that somehow holds 30 rounds. The folding buttstock cannot be unfolded ingame.]]&lt;br /&gt;
[[File:MGS3SkorpionBiker.jpg|thumb|none|600px|A GRU biker aims his Skorpion SA Vz 61]]&lt;br /&gt;
[[File:MGS3SkorpionSAVz61Platform.jpg|thumb|none|600px|After the battle with the Shagohod, GRU soldiers on flying platforms arrive on scene. Note the lack of a magazine. Also note the anachronistic laser sights used by the soldiers on completely historically-accurate personal flying vehicles.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
The sole shotgun in the game is an [[Ithaca 37]] (referred to as the M37) with a sawed-off stock and barrel, available to the player in the Peschera Cave in-game. It is also used by several members of the Ocelot Unit. Unlike many media depictions of shotguns with tube magazines, characters reloading the Ithaca 37 in this game will use a tube-like device (known in speed-shooting competitions as a shotgun tube speedloader) to insert all four shells into the tube magazine at once. Furthermore, this shotgun is not depicted with iron sights; accordingly, characters using it always fire it from the hip. &lt;br /&gt;
&lt;br /&gt;
Ithaca 37 is actually a rarity in the USSR/Russia; similar to other rare Western weapons and equipment that were used by the enemy, it is implied that the M37's presence in Tselinoyarsk is due to Soviet agents stealing them from various Western-aligned countries, and that their usage was inspired by the British during the Malaysian Emergency.&lt;br /&gt;
&lt;br /&gt;
The Ithaca 37 has a tube magazine capacity of four 12 gauge shells plus one in the chamber, and suffers from drastically decreased damage at range.  This weapon is available in multiplayer, but due to its high close-range damage plus its tendency to knock other player characters down with a hit (an ability it also has when used against most NPCs in the singleplayer game), it was disallowed on many multiplayer servers. &lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|350px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[File:MGS3Ithaca37Model.jpg|thumb|600px|none|M37 in the Survival Viewer's model viewer.]]&lt;br /&gt;
[[File:MGS3Ithaca37.jpg|thumb|600px|none|A member of the Ocelot unit holds his Ithaca 37.]]&lt;br /&gt;
[[File:MGS3Ithaca37(2).jpg|thumb|600px|none|Another member of the Ocelot unit holds an Ithaca 37.]]&lt;br /&gt;
[[File:MGS3Ithaca37(3).jpg|thumb|600px|none|An Ocelot unit member holds an Ithaca 37, while pursuing Big Boss after his escape from Colonel Volgin's torture chamber.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
The standard-issue assault rifle for most of the enemies (both GRU and KGB) is the [[AK-47]]. The AK-47 can also be obtained by the player in Operation Snake Eater, and it is capable of semi-automatic and fully automatic fire. The AK uses 30 round magazines firing 7.62x39mm rounds. The AK-47 is also one of only three long guns which players can use the iron sights for. It was available in multiplayer. As appropriate for its cartridge, the AK-47 has more muzzle climb than the M16A1 when fired with or without using the iron sights. &lt;br /&gt;
&lt;br /&gt;
A strange note about this weapon, is that on one side of the receiver it has the stamped style indent, and on the other side the milled style indent. Furthermore, despite being standard-issue among enemies who nearly always wear camouflaged uniforms, the AK-47 was never depicted with camouflage of its own.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|450px|none|AKM Stamped Receiver - 7.62x39mm]]&lt;br /&gt;
[[File:MGS3AK47KGB.jpg|thumb|600px|none|A KGB agent with the AK-47.]]&lt;br /&gt;
[[File:MGS3AK47KGB2.jpg|thumb|600px|none|Another view.]]&lt;br /&gt;
[[File:MGS3AK47KGB3.jpg|thumb|600px|none|Close up.]]&lt;br /&gt;
[[File:MGS3AK47GRU.jpg|thumb|600px|none|A GRU soldier at Groznyj Grad with his AK-47.]]&lt;br /&gt;
[[File:MGS3AK47GRUSquad.jpg|thumb|600px|none|A squad of GRU soldiers fire their AK-47s in full-auto at an escaping Big Boss and Eva during the game's motorcycle chase sequence at Groznyj Grad. Despite the fact that they are speeding away in a straight line from this squad, none of their bullets find their marks.]]&lt;br /&gt;
&lt;br /&gt;
== AMD-65 ==&lt;br /&gt;
&lt;br /&gt;
The [[AMD-65]] is a Hungarian-made assault rifle based off of the [[AK-47]] used by the Ocelot Unit. Like the Makarov it is unavailable to the player. According to SIGINT, the Ocelot Unit's AMD-65s were prototypes that were shipped to the Soviet Union for testing.&lt;br /&gt;
&lt;br /&gt;
[[Image:AMD-65.jpg|thumb|none|450px|AMD-65 - 7.62x39mm]]&lt;br /&gt;
[[File:MGS3AMD.jpg|thumb|600px|none|An Ocelot unit soldier with the AMD-65, being held hostage by Big Boss before promptly being slammed to the ground with a CQC move.]]&lt;br /&gt;
[[File:MGS3AMD-63(2).jpg|thumb|600px|none|An Ocelot Unit soldier with the AMD-65.]]&lt;br /&gt;
[[File:MGS3AMD-63.jpg|thumb|600px|none|Another Ocelot Unit soldier with an AMD-65, on the left.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Patriot&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The Boss' signature weapon is the &amp;quot;Patriot,&amp;quot; seemingly a cut-down [[M16A1]] fitted with an anachronistic Beta C-Mag carrying infinite ammunition (claimed to be from its &amp;quot;feed mechanism&amp;quot; being in the shape of an infinity symbol), with no buttstock or front sight, and has the addition of a short, smooth handguard and a muzzle brake. It is partially inspired by the real-life [[M231 Firing Port Weapon]], which was designed to clear enemies from short ranges, around 10 to 20 meters, around the Bradley Infantry Fighting Vehicle, with the weapon's instruction manual strongly advising against using the M231 as an assault rifle. It is not completely based on an M231, due to the presence of a forward-assist and a rear sight which actual M231s do not have.&lt;br /&gt;
&lt;br /&gt;
The Patriot shows some very strange ballistics in a cutscene where The Boss obliterates Big Boss' infiltration vehicle with sustained fire; the fired bullets tumble end-over-end, a term called &amp;quot;keyholing﻿&amp;quot;, as they exit the barrel, and at least one actually exits the barrel facing backwards(!), the severe keyholing seems to imply that the weapon's barrel lacks rifling. ﻿The Patriot is made available to the player right from the beginning of a second playthrough from a previously-cleared game save. &lt;br /&gt;
&lt;br /&gt;
The game also classifies the Patriot as an &amp;quot;assault pistol&amp;quot; (possibly a mistaken fusion of the terms &amp;quot;assault rifle&amp;quot; and &amp;quot;machine pistol&amp;quot;) when in fact, its caliber makes it an ultracompact carbine despite its resemblance to various real-life &amp;quot;AR pistols&amp;quot; (AR-15s cut down and/or possessing modified actions to fire from barrel lengths of 10 inches or less, and often lacking buttstocks). Another possible reason that the Patriot was classified as a type of pistol is the fact that The Boss always fires it one-handed like an oversized handgun, but Big Boss for his part puts his offhand on the weapon's handguard instead. Big Boss can also use the Patriot's rear sight for more accurate shots, though in reality this would be less-than-reliable since the Patriot has no front sight to properly align the weapon. Despite SIGINT describing the Patriot's recoil as &amp;quot;unbelievable,&amp;quot; it is depicted as having no muzzle climb even when fired in full-auto by either The Boss or Big Boss.&lt;br /&gt;
&lt;br /&gt;
The Patriot has a few additional properties unique to it in this game. When used by The Boss in her own boss fight, she becomes immune to anything Big Boss can throw at her if she is firing the Patriot directly at him, necessitating that the player either catch The Boss off-guard with ranged weapons by using stealth, or otherwise counter her CQC attacks to render her briefly vulnerable. Befitting its status as a bonus weapon, it can also be implausibly used to take down in-game helicopters (a feature not carried over to [[Metal_Gear_Solid_4:_Guns_of_the_Patriots|the next MGS game]]). To increase the emotional impact of a certain scene near the end of the game, the player is the one who must prompt Big Boss to fire the Patriot's final in-game shot. &lt;br /&gt;
&lt;br /&gt;
[[Image:Wm 1119951786543207.jpg|thumb|none|400px|Similar-looking Rocky Mountain Arms &amp;quot;M16-Style Pistol&amp;quot; - 5.56x45mm. This has a A2 upper and pistol grip, whereas the weapon in the game has the older A1 upper (simpler rear sight and forward assist but no brass deflector) and an original-style pistol grip.]]&lt;br /&gt;
[[Image:Mgs313.jpg|thumb|none|600px|The Boss firing her &amp;quot;Patriot.&amp;quot;]]&lt;br /&gt;
[[File:MGS3Patriot.jpg|thumb|none|600px|Another angle of the same scene. Note the tumbling bullets.]]&lt;br /&gt;
[[File:MGS3M231.jpg|thumb|none|600px|Right before the final battle The Boss holds her unloaded &amp;quot;Patriot&amp;quot;.]]&lt;br /&gt;
[[File:MGS3M231Load.jpg|thumb|none|600px|The Boss loads her &amp;quot;Patriot&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
The [[M16A1]] appears as the &amp;quot;XM16E1&amp;quot;. It is chambered in 5.56x45mm NATO, has a 20-round magazine, and semi-burst-auto fire modes, which The Boss and Sigint both suggest was done in the field by a gunsmith after the rifle reached Vietnam. It can be distinguished from a real XM16E1 by the full fencing on the lower receiver and birdcage flash hider. It also has a heavier profile barrel like the Model 611 M16A1, but this is likely just a coincidence rather than a deliberate choice. It can be obtained in both the Virtuous Mission and Operation Snake Eater, meaning at least two such rifles found their way to Russia. It can also be fitted with a suppressor. It is not used by any NPCs in the singleplayer game. The in-game version was modified by a gunsmith to sport camouflage tape and paint making it more suitable for jungle combat, and thus is the only weapon with its own camouflage. Like the AK-47, players can use the iron sights of this assault rifle, but unlike the AK, there's a slight zoom effect when doing so. This weapon was available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|400px|M16A1 with 20 round magazine - 5.56x45mm.  What distinguishes it from the original M16 was the addition of a raised rib around the magazine release button, changing of the forward Receiver pins, and the addition of the forward assist button on the upper receiver.]]&lt;br /&gt;
[[File:XM16E1 real.jpg|thumb|none|400px|XM16E1 rifle with 20 round magazine for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:MGS3XM16E1.jpg|thumb|600px|none|The XM16E1 ingame. Note full-fence lower and A1 birdcage flash hider.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles / Designated Marksman Rifles=&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Sniper Rifles in the game's singleplayer mode have a degree of &amp;quot;scope glint&amp;quot; that can give away the user's location (when used by NPCs) or alert NPCs to the player character's general location under certain circumstances.&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
The [[Mosin Nagant]] is The End's signature weapon, The End being the game's fourth boss and the third member of the Cobra unit that the player faces. It is a single-shot, manually-chambered rifle that has been modified to fire tranquilizer darts, and can be obtained by the player if The End is beaten with a stamina kill. It features the standard Soviet PU 3.5x scope as well as a custom-fitted folding skeleton stock and pistol grip. This weapon was available in multiplayer. For some reason, the rifle makes a loud report when used by The End during his boss fight, but it makes next to no firing noise when used by player characters, even though there is no way to fit a suppressor to the in-game weapon.&lt;br /&gt;
&lt;br /&gt;
If contacted while Big Boss is holding the rifle, SIGINT will speculate that the skeleton stock and pistol grip were fitted for parachute jumps, but in the end simply says the master sniper must have known what he was doing when he had them fitted. SIGINT also advises Big Boss to go for &amp;quot;One shot, one kill&amp;quot; due to the bolt-action nature of the rifle, in spite of the fact that its tranquilizer ammunition makes it incapable of directly killing NPCs. Contrary to SIGINT's advice, the Mosin Nagant's lengthy reload animation can be bypassed by quickly unequipping and re-equipping it, like every other firearm in this game. &lt;br /&gt;
&lt;br /&gt;
Besides The End's Mosin Nagant, non-sniper versions of the rifle (presumably unmodified) also briefly appear in several cinematic scenes as the main firearm of various Soviet foot soldiers during a military parade, based on [http://www.youtube.com/watch?v=TTClok-ujMM actual footage] of the May Day parades on Red Square.&lt;br /&gt;
&lt;br /&gt;
[[File:M9130.jpg|thumb|none|490px|Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|490px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[File:MGS3MosinNagant.jpg|thumb|none|600px|Mosin Nagants seen in the footage.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd.jpg|thumb|none|600px|The End takes aim with his Mosin Nagant.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd3.jpg|thumb|none|600px|A third view. Note that The End's age spots had disappeared due to photosynthesis earlier.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd4.jpg|thumb|none|600px|The End taking aim while kneeling.]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
Another sniper rifle in the game is the [[SVD Dragunov]], which had only just begun serial production in the game's timeframe, a possible sly nod to the rare PSG-1 used in MGS1. It has two zoom options, and be seen being used by a member of the Ocelot Unit during an ambush shortly after Big Boss meets Eva, or at Sokrovenno if the player kills The End before his boss fight in Operation Snake Eater. It fires the same round as the Mosin-Nagant, the 7.62x54R cartridge from a 10 round magazine, but fires semi-automatically, and for some reason is shown to have no recoil-caused muzzle jump if Big Boss' stamina is high when firing, nor even barrel sway when aiming in this condition; this is unlike MGS2, where sniper rifles often swayed a great deal unless a certain item was used. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|600px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:MGS3SVDModel.jpg|thumb|none|600px|SVD in the game.]]&lt;br /&gt;
[[File:MGS3SVD.jpg|thumb|none|600px|Big Boss, assisted by Eva, aims his SVD Dragunov at some C3 charges mounted on a bridge.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
The light machine gun configuration of the modular [[Stoner 63]] weapon system is also used in the game. It holds 101 rounds of 5.56x45mm ammunition in the belt and Big Boss yells Rambo-style while firing it. It is available in multiplayer, but only as a pick-up weapon (i.e., it is not a weapon the player character can spawn in with). The weapon's iron sights cannot be used. The Stoner 63 can be found around the midpoint of the singleplayer game after facing the third boss enemy, or in a weapons shack at Groznyj Grad. The latter will remain available if the weapon was not previously picked up, even after Big Boss is stripped of all his ammunition and almost all his weaponry after his torture session, making it a valuable (if noisy) asset during that portion of the game. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|400px|Stoner 63A, Commando configuration (designated Mk 23 Mod 0 by the US Navy SEALs) - 5.56x45mm]]&lt;br /&gt;
[[File:MGS3Stoner63Model.jpg|thumb|none|600px|Stoner 63 in the game.]]&lt;br /&gt;
[[File:MGS3Stoner63.jpg|thumb|none|600px|An Ocelot unit member with the Stoner 63 while Big Boss takes him down.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades= &lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet Grenade==&lt;br /&gt;
&lt;br /&gt;
A fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for three types of in-game grenade: Chaff, Stun and Smoke.&lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, and to fool the guidance systems of guided missiles fired at Big Boss. The game implies that this grenade variant was developed in the Soviet Union. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. They are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. In-game, they are stated to have been developed by the Soviets. They are available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
Smoke grenades are implied to have been developed by the Soviets in Tselinoyarsk (this is not really something that needed explaining since smoke grenades were common in World War 2) and according to SIGINT use a combustion agent combining zinc oxide, ammonium chloride (which is wrong, ammonium chloride is a product of the reaction, the base material is usually hexachloroethane), aluminum and &amp;quot;some other stuff,&amp;quot; and releases a grayish-white smoke. It also has a tear-gas like effect on enemy soldiers and attack dogs: this is accurate, since the smoke from such grenades includes toxic zinc chloride, a skin and eye irritant and severe respiratory irritant. They are available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
The most common hand grenades in the game are Russian [[RGD-5 hand grenade]]s. They are used by GRU soldiers, and can also be obtained by Big Boss in various areas in the game. The Pain also carries them, but instead of throwing them he orders his bees to carry and drop them at Snake's location (shooting them while they are held aloft by his bees will cause them to prematurely detonate). They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rdg5.jpg|thumb|none|250px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:MGS3RGD5.jpg|thumb|none|600px|The RGD-5 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M15 White Phosphorus Grenade==&lt;br /&gt;
The body of the game's &amp;quot;WP grenade&amp;quot; appears to be based on the American [[M15 White Phosphorous grenade]], the WW2-era precursor to the more familiar [[M34 White Phosphorous grenade]], fitted with the same Soviet UZRGM fuze as the other grenade types.&lt;br /&gt;
&lt;br /&gt;
The in-game depiction is extremely unrealistic with the M15 basically filled with magic set-people-on-fire powder: it hardly produces any smoke (the real device was designed primarily for use as a smoke grenade), and unlike real WP smoke, the smoke the in-game grenade produces does not block thermal vision in any meaningful way.&lt;br /&gt;
&lt;br /&gt;
[[Image:M15-W-P-smoke-grenade-300315-1.JPG|thumb|none|250px|'''Replica''' M15 white phosphorous grenade]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] also makes an appearance in the game, which takes place three years after it was introduced. It is obtainable by the player and used several times by enemies. It has PGO-7 scope attached to it for accurate aiming, and is the most powerful weapon in the game, able to instantly kill large groups of enemies in one hit. The primary use of the RPG-7, however, is fighting Volgin's massive &amp;quot;Shagohod&amp;quot; vehicle, which is only vulnerable to fire from heavy weapons. This weapon is available in multiplayer, but only as a pick-up weapon and not a weapon the player character can spawn in with. Snake also uses the RPG-7 in a cutscene during the escape from Groznyj Grad.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MGS3RPG7Model.jpg|thumb|none|600px|The RPG-7 in game.]]&lt;br /&gt;
[[File:MGS3RPG7.jpg|thumb|none|600px|Big Boss aims the RPG-7 in the finale.]]&lt;br /&gt;
[[File:MGS3RPG7Warhead.jpg|thumb|none|600px|The warhead in flight.]]&lt;br /&gt;
[[File:MGS3RPG7Empty.jpg|thumb|none|600px|Big Boss strikes a pose with an empty RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
=Vehicle/Platform-mounted Weaponry=&lt;br /&gt;
&lt;br /&gt;
==130mm M-65 rifled gun L/60==&lt;br /&gt;
&lt;br /&gt;
The 130mm M-65 rifled gun L/60 is mounted onto at least 6 Obyekt 279s (spelled &amp;quot;Objekt 279s&amp;quot;) seen in-game. However, they were never used, as an enraged Volgin proceeded to total them while driving the Shagohod around Groznyj Grad. The tanks' history was explained in a radio call to SIGINT, where it implies that Volgin managed to secretly restart development of the tanks with the use of the Philosophers' Legacy.&lt;br /&gt;
&lt;br /&gt;
==Afanasev A-12.7==&lt;br /&gt;
&lt;br /&gt;
The [[Afanasev A-12.7]] is mounted on all the Mi-24A  helicopters in the game. Technically anachronistic, although various Codec calls implied that the choppers, alongside the gun itself, had been created far earlier than expected due to Volgin's use of the Philosophers' Legacy.&lt;br /&gt;
&lt;br /&gt;
[[File:Afanasev A-12.7.jpg|thumb|none|450px|Afanasev A-12.7 mounted on a Mi-4A helicopter -  12.7x108mm]]&lt;br /&gt;
[[File:MGS3HindAYak-B.jpg|thumb|none|600px|The Mi-24A with the A-12.7.]]&lt;br /&gt;
&lt;br /&gt;
== DShK == &lt;br /&gt;
&lt;br /&gt;
Able to commandeered by the player, [[DShK heavy machine gun]]s are found throughout the game. Two remote-controlled DShKs are mounted on Volgin's &amp;quot;Shagohod&amp;quot; hovertank-thing, and Volgin uses them if he's not using the central volley gun in the &amp;quot;mouth&amp;quot; of the Shagohod. In the cutscene where Snake and EVA make it to the runway on Groznyj Grad, Volgin decides he hasn't been evil enough yet and uses the Shagohod's weaponry to fire at his own troops.&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|Russian DShK 38/46 - 12.7x108mm]]&lt;br /&gt;
[[File:MGS3DShK.JPG|thumb|none|600px|A mounted DShK.]]&lt;br /&gt;
[[File:MGS3DShKShagohod.jpg|thumb|none|600px|The DShk mounted on the Shagohod.]]&lt;br /&gt;
&lt;br /&gt;
== ZU-23-2 ==&lt;br /&gt;
&lt;br /&gt;
The [[ZU-23-2|ZU-23-2]] is a 23mm Soviet anti-aircraft gun. They can be commandeered by Big Boss and are capable of shooting down helicopters and flying platforms. They are found in the mountains of Tselinoyarsk and in the final battle with the Shagohod.&lt;br /&gt;
&lt;br /&gt;
[[Image:ZU-23.jpg|thumb|none|400px|ZU-23-2 Anti-Aircraft gun - 23x152mm]]&lt;br /&gt;
[[File:MGS3ZU-23.jpg|thumb|none|600px|The ZU-23-2 behind Eva.]]&lt;br /&gt;
&lt;br /&gt;
==M1931 Field Gun==&lt;br /&gt;
&lt;br /&gt;
A battery of Soviet M1931 field guns is seen in a cutscene describing The Boss's &amp;quot;involvement&amp;quot; in &amp;quot;The Bay of Pigs.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
[[Image:M1931 Field Gun.jpg|thumb|none|450px|Soviet M1931 (A19) field gun displayed in Hämeenlinna Artillery Museum, Finland - 122mm]]&lt;br /&gt;
[[File:MGS3UnknownAAGun.jpg|thumb|none|600px|Stock film shows a battery of Soviet M1931 field guns firing, most likely during either World War 2 or in Cuba.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==C3==&lt;br /&gt;
The predecessor to the C4 used in other games. Composition 3 is a real military explosive composed of 77% RDX and 23% plasticizer: like C4, it can be molded into any shape, and is stable enough to not be detonated by gunfire. Big Boss uses it to destroy the Shagohod's hangar, and it is likewise used by Eva to rig the rail bridge out of Groznyj Grad to deter pursuit. In the latter case, it is also implied that the C3 contains some type of shock-sensitive tamper-resistant fuze, such that it will explode if fired on or even touched in any way.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS3C3Block.jpg|thumb|none|600px|A block of C3.]]&lt;br /&gt;
[[File:MGS3C3Heart.jpg|thumb|none|600px|Eva makes a heart made of C3.]]&lt;br /&gt;
[[File:MGS3C3.jpg|thumb|none|600px|The C3 being planted on the liquid rocket fuel tanks of the Shagohod's hangar.]]&lt;br /&gt;
[[File:MGS3C3Butterfly.jpg|thumb|none|600px|The final block of C3 molded into the shape of a butterfly, just before Big Boss slams it onto the timer of the bomb. While he doesn't have a personal timepiece to keep track of the remaining time on the bombs (unlike Raiden of [[Metal Gear Solid 2]]), he does have some supernatural help telling him just how much time he has left before detonation. The butterfly-C3 also appears in Super Smash Bros Brawl.]]&lt;br /&gt;
[[File:MGS3C3Pack.jpg|thumb|none|600px|The pack of C3 on the bridge.]]&lt;br /&gt;
&lt;br /&gt;
== Big Joe 5 and Little Joe Crossbows ==&lt;br /&gt;
&lt;br /&gt;
The Fear uses a pair of crossbows, at least once of which has bolts laced with the venom of the Brazilian Wandering Spider, often said to be the most fearsome spider venom in the world. The &amp;quot;William Tell&amp;quot; is a &amp;quot;Big Joe 5&amp;quot; crossbow (some sources indicate this may have been a real nickname of the Big Joe 5) while the &amp;quot;Little Joe&amp;quot; uses its real name. Both were developed by the OSS during World War II, the &amp;quot;Big Joe 5&amp;quot; being intended for use at up to 200m while the &amp;quot;Little Joe&amp;quot; was a smaller device intended for eliminating sentries silently, for usage by the British military. The Big Joe 5 was only produced in very limited quantities, while the Little Joe never underwent production at all; surviving crossbows are rare, and the darts even rarer. Neither crossbow is ever available to the player. Ocelot later uses the Little Joe to threaten Tatyana, in a scene Big Boss can watch by spying on them in Groznyj Grad from a mountaintop.&lt;br /&gt;
&lt;br /&gt;
[[Image:BJ5.jpg|thumb|400px|none|Big Joe 5 crossbow.]]&lt;br /&gt;
[[File:Little Joe Crossbow.jpg|thumb|none|400px|Little Joe crossbow.]]&lt;br /&gt;
[[File:MGS3FearCrossbow.jpg|thumb|none|600px|The Fear with his &amp;quot;William Tell&amp;quot; Big Joe 5 crossbow.]]&lt;br /&gt;
[[File:MGS3FearsCrossbow2.jpg|thumb|none|600px|The Little Joe on the ground.]]&lt;br /&gt;
[[File:MGS3FearsCrossbowSpin.jpg|thumb|none|600px|Ocelot spins the Little Joe.]]&lt;br /&gt;
[[File:MGS3CrossbowBoltCloseup.jpg|thumb|none|600px|The bolt of the Little Joe.]]&lt;br /&gt;
&lt;br /&gt;
== The Fury's Flamethrower ==&lt;br /&gt;
&lt;br /&gt;
During The Fury's boss battle, he uses a custom flamethrower which appears to be a highly reworked version of the German [[Flammenwerfer 41]]. According to SIGINT, The Fury's flamethrower uses UDMH (unsymmetrical dimethylhydrazine) and NTO (nitrogen tetroxide), a rocket fuel mixture, rather than the usual incendiary liquids used in flamethrowers. Since UDMH / NTO burns at about 3,000 degrees, firing the weapon once in a confined space should probably have killed both The Fury and Big Boss, The Fury twice over since it would fire him violently backwards ''because he is holding a rocket''. Luckily, The Fury does not seem to realise that both chemicals are ridiculously toxic if inhaled and if he just sprayed one fuel tank into the air of the enclosed room they are in, Big Boss would at least be incapacitated, if not killed outright.&lt;br /&gt;
&lt;br /&gt;
[[Image:Flammenwerfer 41.jpg|thumb|none|400px|Flammenwerfer 41 flamethrower]]&lt;br /&gt;
[[File:MGS3FuryFlamethrower.jpg|thumb|none|600px|&amp;quot;Everyone calls me Ben for some reason, can't they see my name is Ned?&amp;quot;]]&lt;br /&gt;
[[File:MGS3FuryFlamethrowerTanks.jpg|thumb|none|600px|The flamethrower tanks on The Fury's back. The yellow flames are certainly not implying the kind of heat his weapon would generate; the jet should look like he is pumping out burning magnesium.]]&lt;br /&gt;
&lt;br /&gt;
==Lipstick Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Kiss of Death&amp;quot; is based on a KGB-issue 4.5mm single-shot pistol disguised as lipstick, one example of which was captured in West Berlin at an American checkpoint during the Cold War. In Tatyana's first appearance during the Virtuous Mission, Volgin forcibly confiscates the kiss of death from her when he notices her reaching for it, thus resulting in them suspecting she was KGB, although Volgin gives it back to her anyway, thinking she'll prove useful. Tatyana is implied to be using one when she attempts to threaten Sokolov into giving up the Shagohod's test data, but it turns out to be ordinary lipstick. She later tries to use the real one from earlier against Volgin, only to have him twist her arm (and the gun's barrel) away before she can trigger it. &lt;br /&gt;
&lt;br /&gt;
There were originally going to be more espionage devices in ''Snake Eater'' besides the Kiss of Death, the chloroform-laced handkerchief, and the Cigarette Narcosis Gun (a disguised chemical dispenser that sprays knockout gas a short distance), but these plans were dropped after the Beltway Sniper shootings forced Kojima and his team to abandon going to the International Spy Museum to research more on spy devices used during the Cold War.&lt;br /&gt;
&lt;br /&gt;
[[Image:KissofDeath.jpg|thumb|none|400px|&amp;quot;Kiss of Death&amp;quot; KGB lipstick gun at the International Spy Museum - 4.5mm]]&lt;br /&gt;
[[File:MGS3KissofDeath.jpg|thumb|none|600px|Colonel Volgin inspects the Kiss of Death after taking it from Tatyana shortly after the Virtuous Mission fails.]]&lt;br /&gt;
&lt;br /&gt;
== MON-50 anti-personnel mine ==&lt;br /&gt;
&lt;br /&gt;
These camouflaged landmines are occasionally encountered in the jungle. They are triggered by Big Boss' proximity to their frontal arc rather than through a trip wire or command detonation through a wire as in the real life version. They can be found using a mine detector (which uses a sound beacon) or seen easily through Big Boss' thermal goggles (the latter being a gameplay mechanic inherited from previous games). The game implies that the proximity detonation was a modification made by the GRU soldiers stationed in Tselinoyarsk after they stole several copies from American stores. Several claymores are also placed in Bolshaya Past South to further deter intruders. As with their incarnation in MGS2, placing MON-50 mines while holding down the &amp;quot;fire&amp;quot; button will outline (in red laser light) the mine's trigger zone. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
Although the mines are explicitly referred to as &amp;quot;Claymores&amp;quot; in-game, the weapon bears a stronger resemblance to the MON-50 anti-personnel mine. Humorously, Sigint, when called about the weapon, alludes to the MON-50's development (it entered service the year after the game takes place) by mentioning that the Russians will soon develop &amp;quot;Claymoreski mines&amp;quot; since the Claymore's design is extremely easy to replicate.&lt;br /&gt;
&lt;br /&gt;
[[File:MON-50.jpg|thumb|none|250px|MON-50 anti-personnel mine]]&lt;br /&gt;
[[File:MGS3Claymore.jpg|thumb|none|600px|MON-50 in-game.]]&lt;br /&gt;
&lt;br /&gt;
== M2 Flamethrower ==&lt;br /&gt;
&lt;br /&gt;
The [[M2 Flamethrower]] appears in the game and is used by several specially-suited GRU flame troopers on the Krasnogorje mountain in Tselinoyarsk. While unavailable to the player in the singleplayer portion of the game, it is available to as a pick-up weapon in the multiplayer mode, and has infinite ammunition there. Somewhat unrealistically, shooting the fuel tanks on the backs of the GRU flame troopers in singleplayer with a lethal weapon will immediately cause them to be engulfed in a ball of fire, although SIGINT implies in a radio conversation that they had their fuel tanks self destruct upon defeat in order to avoid capture. In addition, the same radio conversation also reveals that they had procured the flamethrowers from American forces for study purposes, and that the GRU flame troopers were most likely planning to use the flamethrowers specifically against Big Boss, implying that they were doing so under Volgin's orders because he wanted revenge against Big Boss for killing off three of the Cobra Unit members by that point (or if the player kills more soldiers, doing it on their own volition to avenge their comrades). &lt;br /&gt;
&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|250px|M2 Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
==M28 Davy Crockett Weapon System==&lt;br /&gt;
&lt;br /&gt;
The M28 version of the [[Davy Crockett Weapon System]], a tactical nuclear recoilless gun, is a key plot device. Neither the launcher nor its ammunition are ever made available to the player.&lt;br /&gt;
&lt;br /&gt;
At the end of the Virtuous Mission, The Boss is seen with a launcher and one fictional (though not physically impossible; see below) high-yield warhead, and promptly gives them to Colonel Volgin as a &amp;quot;gift&amp;quot; for her &amp;quot;new hosts.&amp;quot; Volgin then uses it to destroy Nikolai Sokolov's OKB-754 research facility, by firing it in the most ill-advised manner possible. The resultant nuclear detonation triggers the events of Operation Snake Eater. The Boss later duplicates Volgin's feat by firing the second warhead (again, by hand, and even though she only had one warhead during the handover) to obliterate Groznyj Grad and Graniny Gorki. &lt;br /&gt;
&lt;br /&gt;
In reality, the launcher, the warhead and their cases would weigh somewhere in the region of {{convert|lbs|300}}, but both The Boss and Volgin are depicted in the game as being able to carry this entire load unassisted. The director's commentary for the game indicated that this was deliberate in order to showcase The Boss's physical strength. The real-life Davy Crockett's warheads were also fairly anemic for nuclear weapons, providing the explosive power of just 10-20 tons of TNT (in fact the warhead's primary damage mechanism would be radiological, from the ionising radiation and fallout), as higher-yield warheads would catch anyone firing the weapon in the blast radius given the weapon's limited range of 2 km for the M28 version and 4 km for the M29 version. The game handwaves the unrealistically massive destruction caused, by having SIGINT claim that the warheads used were experimental models with a higher yield than regular Davy Crockett warheads; this is not actually impossible, since the W54 warhead used by the Davy Crockett was also used by the Mk 54 Special Atomic Demolition Munition, which had a yield of up to one kiloton. The game also implies that the blast radius was at least three miles (or that the wind carried fallout that far), as Volgin's usage of the Davy Crockett in the Virtuous Mission was mentioned to have caused nuclear fallout at Rassvet potent enough that none of Volgin's forces could go there unprotected, when the briefing made clear that Tselinoyarsk was three miles west of the Sokolov Design Bureau. This is more than a little unlikely, since if the weapon had a vastly higher yield than normal while being the same size, there would be less highly radioactive unreacted material to scatter as fallout.&lt;br /&gt;
&lt;br /&gt;
Of more immediate concern is that launcher is shown launching warheads as if they are self-propelled, which Davy Crockett warheads are not: instead, a propelling charge about the size of a LAW rocket launcher has to be inserted into the barrel, followed by a &amp;quot;launching piston&amp;quot; which transfers the force of the explosive to the projectile. Without this charge, the nuke would not leave the barrel of the launcher. Though the warhead is only armed by firing, it requires the setting of a timer safety dial on the base of the round to actually function; no character is ever shown setting this, and unless the timer was set to at least one second the warhead would never arm. In addition, firing the launcher in reality required the use of a triggering device linked to a cable that unwound from the back of the loaded launcher, with the device having no actual trigger of its own.&lt;br /&gt;
&lt;br /&gt;
The real-life Davy Crockett was also inaccurate in testing and required the use of a spotting rifle to put its warheads on target, along with a tripod mount to offer a stable firing platform and the ability to precisely adjust the weapon's trajectory. Neither of these components are used by Volgin or The Boss. Though Volgin's case might be forgiven as an unlikely case of &amp;quot;point shooting&amp;quot; with the launcher tube and the fact that his target was visible to him, The Boss manages to place the warhead in the precise area necessary (via a ballistic, non-line-of-sight trajectory, no less!) to destroy both Graniny Gorki and Groznyj Grad, with no sign of having dialled in the correct trajectory beforehand (as that would require spotting shots and the tripod mount).&lt;br /&gt;
&lt;br /&gt;
[[File:Davy Crockett Nuke.jpg|thumb|none|400px|M-388 Davy Crockett nuclear projectile (W54 warhead) on M28 launcher - 120mm with 20mm spotting rifle. The version in the game has the 20mm spotting rifle (which had to use depleted uranium rounds to match the warhead's trajectory) misplaced and used as a carry handle.]]&lt;br /&gt;
[[File:MGS3Davy.jpg|thumb|none|600px|The two pieces of the Davy Crockett.]]&lt;br /&gt;
[[File:MGS3DavyWarhead.jpg|thumb|none|600px|The warhead. Oddly, despite it being repeatedly stated later on that The Boss stole ''two'' warheads and the second one being used, there is only one when the launcher is handed over.]]&lt;br /&gt;
[[File:MGS3DavyLanucher.jpg|thumb|none|600px|The launcher tube, minus the tripod mount needed to provide a stable firing platform.]]&lt;br /&gt;
[[File:MGS3DavyBlackblast.jpg|thumb|none|600px|The backblast from firing. It's a miracle that it didn't kill everyone on the chopper.]]&lt;br /&gt;
[[File:MGS3-DavyCrockett-Snake.jpg|thumb|none|600px|In ''Subsistance'''s Secret Theater short &amp;quot;The Ultimate Weapon&amp;quot;, The Boss loses a game of rock-paper-scissors to Snake and clearly takes it ''waaaay'' too hard.]]&lt;br /&gt;
&lt;br /&gt;
==TNT==&lt;br /&gt;
&lt;br /&gt;
Big Boss can find and attach TNT bundles on various surfaces (even on the backs of wandering enemies) for explosive detonation via radio trigger. They can also be used to demolish ammunition and food storage areas, causing guards to become hungry, slower to react, easier to knock out via CQC attacks, and to run out of ammunition faster. They can also be used to save some trouble later on by blowing up a Mil Mi-24 Hind A that was being parked at the Bolshaya Past base for maintenance.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS3TNT.jpg|thumb|none|600px|The TNT in game.]]&lt;br /&gt;
&lt;br /&gt;
==Trivia: Plausibility and Practicality of the Shagohod==&lt;br /&gt;
In real life, the Shagohod's Phase 2 as a concept would not be feasible at all, as firing a missile from a Shagohod-like launcher would have an utterly negligible impact on the overall velocity of the missile: starting from 300 miles per hour instead of 0 means very little when the weapon has to accelerate to around 14,000 miles per hour, and would certainly not save enough fuel to almost double the weapon's range. In addition, the guidance of ballistic missiles is inertial, based on a known starting location, and launching it at speed and at a non-vertical angle could not be done with the missile's existing guidance system.  Finally and most obviously, Shagohod is said to fire the SS-20 &amp;quot;Sabre&amp;quot; IRBM, a weapon that would not be deployed until 1976. SS-20 appears to have been used because the equivalent period missiles, SS-4 Sandal and SS-5 Skean, used gantry launchers rather than a launch tube and were liquid-fueled, and thus would probably look rather silly on the Shagohod.&lt;br /&gt;
&lt;br /&gt;
There are also several other problems to take into account for the Shagohod itself. Firstly, fundamentally the Shagohod would be detectable by satellites. The script ignores that all weapon systems have a logistical footprint, and the more high-tech, the bigger it is. A Shagohod would need specialised vehicles to fuel, maintain, tow and transport it, storage facilities for dangerous hypergolic rocket fuels, stockpiles of spare parts, workshops, support crew housing, communications to pass it targeting information, and so on. In addition, the vehicle needs a three-mile runway pointing roughly towards its target, and since it pulls itself with augers it would probably need either a special surface or to re-surface the runway every a vehicle made a launch run.&lt;br /&gt;
&lt;br /&gt;
In addition military vehicles cannot run 24/7; usually a significant percent of vehicles will not be available for operation at any given time because they are undergoing routine maintenance or being repaired. With something as complex and cutting-edge as the Shagohod having 25% of vehicles operational would be pretty impressive, which would mean multiple vehicles would be needed. Assuming this availability level, an operational Shagohod battery would probably consist of four or more likely five vehicles to ensure there was one ready-to-go when a launch order came. Needless to say, this would require an entire purpose-built complex that any idiot could find.  These extreme requirements would also preclude Volgin's plan to export the vehicle as a means of nuclear proliferation, since few client states would have the ability to maintain such a facility.&lt;br /&gt;
&lt;br /&gt;
Crew training would also be an issue; with a normal ballistic missile a launch drill can be run without ever opening the silo doors, but a drill run with a Shagohod would look exactly like a real launch to anyone observing. A satellite would be able to spot the rocket exhaust from the vehicle itself, and there would be no way of knowing if it was going to launch a warhead on this run or not unless the entire launch tube had been removed. &lt;br /&gt;
&lt;br /&gt;
Additionally, the US and Soviet Union in real life had systems exactly like what the Shagohod is meant to represent already, respectively  the Polaris and SS-N-5 SLBMs, which had been around since 1960 and 1963. Ballistic missile submarines do not need runways, can hide in about 70% of the Earth's surface and are much harder to detect. They fit into a role of nuclear deterrence called ''assured second strike'', the principle that even if the enemy manages a first strike, they will not be able to prevent a large-scale nuclear retaliation. Shagohod would only be dangerous if nobody knew what they were looking for, and would really only be good for one launch, ever, before it was relegated to the second strike role. &lt;br /&gt;
&lt;br /&gt;
The script also appears to be unaware that satellites and spyplanes were not the only system for detecting ICBM launches: the US had the RCA 474L Ballistic Missile Early Warning System (BMEWS), a network of 12 radar sites built from 1960-1964 and designed to provide a 15-25 minute warning of approaching missiles, more than enough time to order a counter-launch before impact. Moreover, the Soviets knew this, since data on the system had been leaked in 1961, so Volgin would probably have ended up cancelling the first-strike focused Shagohod himself.&lt;br /&gt;
&lt;br /&gt;
One possibly-intentional point of realism, though, is that the Shagohod's development (as a mobile land launch system) in 1964 ''is'' in line with period Soviet missile doctrine: the R-9 missile (one of two ICBMs identified as SS-8 Sasin) was originally intended to be a mobile system to thwart a first strike against Soviet silo complexes by NATO (though using wheeled launcher trucks instead of a hovercraft-thing): this was changed to a dual project developing silo-launched and mobile versions, but the mobile version never achieved the desired mobility and that part of the project was ultimately scrapped.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Stealth]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Peace_Walker&amp;diff=1390354</id>
		<title>Metal Gear Solid: Peace Walker</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Peace_Walker&amp;diff=1390354"/>
		<updated>2021-01-02T12:30:28Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Tanegashima */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Peace Walker&lt;br /&gt;
|picture = peacewalker.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2010&lt;br /&gt;
|developer=Kojima Productions&lt;br /&gt;
|platforms=Playstation Portable&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Peace Walker''''' is a side-story in the main ''Metal Gear'' series released in 2010 for the PSP and re-released in 2011 as part of the ''Metal Gear HD Collection'' for the PS3 and Xbox 360, with enhanced graphics and a control scheme optimised for twin-joystick controllers.&lt;br /&gt;
&lt;br /&gt;
The story takes place in 1974, four years after the events of ''[[Portable Ops]]'', but does not really follow up on that game's story threads (it is only mentioned once in passing as &amp;quot;all that crap in San Hieronymo&amp;quot;), instead being primarily a direct sequel to ''[[Metal Gear Solid 3]]''. Disillusioned with the US, the legendary soldier Big Boss has abandoned his former country and taken a group of loyal troops to form a mercenary group called MSF (''Militaires Sans Frontières'', Soldiers Without Borders). When Big Boss receives a mysterious recording implying that his mentor The Boss is somehow still alive, he agrees to assist the Sandinista forces in Costa Rica, hoping to discover more about her fate.&lt;br /&gt;
&lt;br /&gt;
The game features a couple of rather obtuse unlockables which reference other licensed properties; specifically Ubisoft's ''Assassin's Creed'' and Capcom's ''Monster Hunter'' series. The Japanese version also features licensed products such as Doritos, Axe Body Spray and Mountain Dew among the items MSF can develop; presumably due to licensing issues, these are replaced with generic versions in Western releases.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the game ''Metal Gear Solid: Peace Walker'':''' &lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Being a portable game, ''Peace Walker'' is built around a series of short missions rather than a single long campaign; these are designed for single or cooperative play, with many RPG-like elements added which were unique to this game prior to the release of ''[[Metal Gear Solid V: The Phantom Pain]]''. During the first chapter MSF acquires a converted OTEC research platform dubbed &amp;quot;Mother Base&amp;quot; which is used as justification for the various in-game systems. The player can recruit additional troops by either accepting volunteers or using the rather comical &amp;quot;Fulton Recovery&amp;quot; mechanic to kidnap enemy soldiers by launching them into the sky using magic balloons which somehow even work underground. (This recovery system was used in [[The Dark Knight]] when Batman assaulted Hong Kong to recover the accountant Lau)&lt;br /&gt;
&lt;br /&gt;
An overarching &amp;quot;Heroism&amp;quot; rating determined by the player's behaviour in missions determines the quality of volunteers: this increases if the player gets high mission ranks by being stealthy and using non-lethal weapons, but goes down if they kill enemies or do unheroic things like repeatedly shocking a downed enemy with the Stun Knife. The Stun Knife itself is a result of director Hideo Kojima's desire to make the game accessible to younger audiences; there is no blood or gore, and unlike ''Metal Gear Solid 4'' the &amp;quot;knife&amp;quot; is just a contact electroshock device and has no ability to switch to a lethal blade.&lt;br /&gt;
&lt;br /&gt;
Weapons are not simply found in the game world; instead, the player can find or unlock blueprints which are then developed via the R&amp;amp;D department using points acquired by the Combat Team; all weapons have a minimum level for at least one of the various Mother Base teams, before which they cannot be developed. Certain high-level weapons may also require staff with specific skills be part of the R&amp;amp;D team. Mother Base also manufactures ammunition for weapons with a set amount being made per mission, though in practice the number is so high that running out is never an issue. The weapon selection system is similar to that in ''MGS4'', but more restricted; the &amp;quot;backpack&amp;quot; loadout is fixed during a mission, and only a limited number of firearms can be carried; two, unless the &amp;quot;Battle Dress&amp;quot; suit is used, in which case it is three. The remainder of the player's weaponry slots can only be occupied by thrown and placed items.&lt;br /&gt;
&lt;br /&gt;
Weapons are sorted by a tree structure where similar weapons can be upgraded linearly (ranked from 1 to 5), producing better guns of fundamentally the same type. Distinctly different types are typically offshoots with their own rank. In addition, each individual weapon gains experience as it is used, which gives a further boost to its stats in three increments. An additional bonus is granted by the soldier using the weapon; each MSF recruit is semi-randomly generated, with combat stats ranked from F to S which govern things like their accuracy, reload speed, and speed in setting up placed weapons like C4 and mines. These stats can be increased up to a point by improving Mother Base's morale, which is governed by the quality of the food made by the galley.&lt;br /&gt;
&lt;br /&gt;
There are a large number of missions where the player faces off against an armoured vehicle supported by infantry; dispatching all the escorts and damaging the vehicle severely or stealthily taking down the escorts will reveal the commander, and killing or knocking out out the commander will allow the vehicle to be captured intact. It can then be used in a series of Pokemon-like &amp;quot;Outer Ops&amp;quot; battles where the player can earn additional rewards, including some not available in regular missions. These use a &amp;quot;random drop&amp;quot; mechanic like an RPG, with a common, uncommon and rare reward for each mission; often, the rare reward is a weapon blueprint. &lt;br /&gt;
&lt;br /&gt;
There are also a number of missions in which the player must battle certain enemies from a different game, for example, the Rathalos and Tigrex from Monster Hunter, as well as a 'Gear REX'. All these creatures can be neutralised either with lethal firepower or with tranquilisers. &lt;br /&gt;
&lt;br /&gt;
Stealth runs are complicated halfway through the game where soldiers wearing helmets will start to appear; these will protect them from headshots from the sides and rear, and shooting off their helmet will cause them to be alerted unless a very quick follow-on shot is made. To this end, some lethal weapons now have armour-piercing abilities, allowing them to ignore headgear.&lt;br /&gt;
&lt;br /&gt;
Suppressors have been simplified since the menu in general is extremely streamlined; instead of finding suppressors in the world and replacing them as need be, a weapon with a suppressor is automatically fitted with it at the start of the mission; it cannot be detached, and when it is fully degraded there is no way to get another. The rate of degradation can generally be slowed by upgrading the weapon. A handful of weapons bypass this system by having permanent suppressors that do not degrade.&lt;br /&gt;
&lt;br /&gt;
An oddity common to every reloading animation in the game but particularly noticeable with disposable launchers is that if a reloading animation is interrupted (for example by the player character being knocked over) it must be started again from scratch; this can mean the player character does things like discarding a spent LAW tube and then having to discard another before pulling out a new one.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 39#Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot;|Mk 22 Mod 0]] (a Navy-modified Smith &amp;amp; Wesson Model 39) is one of Big Boss' starting weapons in the first mission. A suppressor has been permanently fitted and further upgrades in the game increases its durability before it wears out. Just like in ''[[Metal Gear Solid 3: Snake Eater]]'', it is modified into a tranquilizer gun and as ever, it fires a &amp;quot;Hollywood&amp;quot; tranquilizer dart round which will instantly knock out an enemy with a shot to the head and safely put soldiers to sleep every time; in real life, administering anaesthetic is a skilled balancing act between fully conscious and dead, which is why such weapons are not popular there.&lt;br /&gt;
&lt;br /&gt;
Owing to the odd ability to hold up soldiers and have them stay in place terrified forever, it is not quite as necessary for stealth / no kill runs as in the other games. This is even joked about within the game, with the &amp;quot;hold up&amp;quot; missions requiring the player character to use a banana instead of a gun to make their unwitting foes surrender. It is actually possible for R&amp;amp;D to develop the banana so it can be used in other missions (a reference to the film ''[[Godzilla vs. Gigan]]''); it counts as a pistol.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk22 Mod 0.jpg|thumb|400px|none|Mk 22 Mod 0 (Navy modified Smith &amp;amp; Wesson 39) - 9x19mm. Note slide locking mechanism to reduce noise, tall iron sights, and threaded barrel.]]&lt;br /&gt;
[[Image:Peace Walker-Mk22-1.jpg|thumb|none|600px|Rank 1 Mk 22 Mod 0 on the R&amp;amp;D menu. The Rank 1 and 2 versions use the same suppressor model; most likely this is because the Rank 1 version was originally planned to have no suppressor at all. Pre-release images show an R&amp;amp;D image of the Mk 22 Mod 0 with the suppressor detached, which is not possible in the R&amp;amp;D menu in the final game. All other Ranks get a new one...]]&lt;br /&gt;
[[Image:Peace Walker-Mk22-2.jpg|thumb|none|600px|...culminating in Rank 5 using this weird angular object, which appears to be a tiny SilencerCo Osprey with a missing release lever.]]&lt;br /&gt;
&lt;br /&gt;
== Colt M1911A1 ==&lt;br /&gt;
&lt;br /&gt;
The [[M1911A1#M1911A1|M1911A1]] is the second handgun available, and the custom M1911A1 Big Boss used in ''[[Metal Gear Solid 3: Snake Eater]]'' can also be unlocked seperately as a Rank 3 weapon called the &amp;quot;M1911 (CT).&amp;quot; A suppressor can be fitted from Rank 2 and 4 onwards for the normal and custom version respectively, further upgrades increase its durability before it wears out.  &lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|400px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Peace Walker-M1911-1.jpg|thumb|none|600px|Rank 2 M1911A1 on the R&amp;amp;D menu, showing off the suppressor.]]&lt;br /&gt;
[[Image:Peace Walker-M1911-2.jpg|thumb|none|600px|Rank 5 &amp;quot;M1911 (CT).&amp;quot; Note the new hammer, extended slide release and safety levers, grip, the addition of cocking serrations at the front of the slide, a different suppressor, longer trigger, new sights and differently shaped beavertail.]]&lt;br /&gt;
[[Image:MGS4-M1911Cus-HQ.jpg|thumb|none|600px|''MGS4'' image of the M1911 Custom for comparison. Some details are simplified on the ''Peace Walker'' version (most obviously, the grip texture is mirrored rather than only carved out on the left side), but it is clearly supposed to be the same gun.]]&lt;br /&gt;
&lt;br /&gt;
== Makarov PM ==&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PM]] is a mediocre handgun with the odd distinction of having an S rank for concealability, meaning it actually increases the player character's camouflage rating when equipped. Zadornov carries one during the comic cutscenes, and it is the basic weapon used by MSF soldiers in Outer Ops mode. &lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|400px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Peace Walker-Makarov-1.jpg|thumb|none|600px|Makarov PM on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== Makarov PB ==&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PM#6P9 PB|Makarov PB]] is a modified Makarov PM that contains an integral suppressor that never wears out during gameplay.  &lt;br /&gt;
&lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|401px|Makarov PB - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Peace Walker-6P9-1.jpg|thumb|none|600px|R&amp;amp;D image of the Makarov PB.]]&lt;br /&gt;
&lt;br /&gt;
== Mauser C96 ==&lt;br /&gt;
&lt;br /&gt;
A [[Mauser C96]] can be unlocked by getting an S rank on Extra Ops mission 20. Further upgrades turn it into an M712.&lt;br /&gt;
&lt;br /&gt;
[[Image:C96Pistol.jpg|thumb|none|400px|Pre-War dated Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:Peace Walker-C96-1.jpg|thumb|none|600px|R&amp;amp;D image of the C96.]]&lt;br /&gt;
&lt;br /&gt;
== Mauser M712 Schnellfeuer ==&lt;br /&gt;
&lt;br /&gt;
Upgrading the C96 turns it into a [[Mauser C96#Mauser M712 Schnellfeuer|Mauser M712 Schnellfeuer]], though it retains the name of &amp;quot;C96&amp;quot; and is incorrectly still shown with a fixed magazine loaded with a stripper clip. It can be upgraded to a 20-round magazine; this is still not detachable, and since the reloading animation is not changed, the player character will still reload it with a 10-round stripper clip.&lt;br /&gt;
&lt;br /&gt;
[[Image:MauserM712Schnellfeuer.jpg|thumb|none|400px|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:Astra902.jpg|thumb|none|400px|Astra Model 902 - 7.63x25mm Mauser. The upgraded 20-round version is shown with this type of extended fixed magazine instead of the correct detachable magazine]]&lt;br /&gt;
[[Image:Peace Walker-M712-1.jpg|thumb|none|600px|Rank 4 M712 on the R&amp;amp;D menu: note the added fire selector.]]&lt;br /&gt;
[[Image:Peace Walker-M712-2.jpg|thumb|none|600px|Rank 5 M712, showing the incorrect extended fixed magazine.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 19 ==&lt;br /&gt;
&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 19]] is the game's only revolver, and is first unlocked as a Rank 3 blueprint awarded for completing one of the Fulton Recovery missions. It gains a longer barrel at Rank 4 which improves accuracy, while Rank 5 adds a laser sight, though as with all laser-sighted weapons it requires a member of the R&amp;amp;D staff to have the &amp;quot;Optical Technology&amp;quot; skill before it can be developed. &lt;br /&gt;
&lt;br /&gt;
[[Image:Smith&amp;amp;Wesson-Model-19.jpg‎|thumb|none|400px|Smith &amp;amp; Wesson Model 19 Combat Magnum - .357 Magnum]]&lt;br /&gt;
[[Image:Smithandwessonmod19-03.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 19 - .357 Magnum]]&lt;br /&gt;
[[Image:Peace Walker-M19-1.jpg|thumb|none|600px|R&amp;amp;D image of the basic Rank 3 Model 19.]]&lt;br /&gt;
[[Image:Peace Walker-M19-2.jpg|thumb|none|600px|The Rank 5 Model 19 gains a laser sight; this does not actually emit a laser, instead placing a red dot in the middle of the aiming reticle and increasing the weapon's accuracy significantly. The model appears to be an M145 Machine Gun Optic rather than any kind of laser; no smallarm laser sight was commercially available in 1974, and the device shown is too small to contain a period helium-neon laser, let alone the 10,000 volt power supply required to switch one on.]]&lt;br /&gt;
&lt;br /&gt;
== Kampfpistole Z ==&lt;br /&gt;
&lt;br /&gt;
The [[Kampfpistole Z]] is more or less a joke weapon, with the worst accuracy score in the entire game. Further upgrades, however, introduce a stock to mitigate recoil. This turns the Kampfpistole Z into a Sturmpistole.&lt;br /&gt;
&lt;br /&gt;
Developing the Kampfpistole will also allow soldiers in Outer Ops mode to use it instead of using rifles, and in this mode it is actually useful, allowing infantry to deal immense damage to other infantry and even be reasonably effective against vehicles.&lt;br /&gt;
&lt;br /&gt;
[[File:Kampfpistole z.jpg|thumb|400px|none|Kampfpistole Z - 26.65mm]]&lt;br /&gt;
[[Image:Peace Walker-KPistole-1.jpg|thumb|none|600px|R&amp;amp;D image of the Kampfpistole Z. Note that it is shown fitted with a Sturmpistole indirect fire sight.]]&lt;br /&gt;
&lt;br /&gt;
== Sturmpistole ==&lt;br /&gt;
&lt;br /&gt;
The upgraded Kampfpistol Z becomes a [[Kampfpistole Z#Sturmpistole|Sturmpistole]], and gains enough accuracy to actually be useful. It is basically a light antitank weapon in this configuration, since the grenades are HEAT rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sturmpistole.jpg|thumb|none|400px|Sturmpistole - 26.65mm / 23mm]]&lt;br /&gt;
[[Image:Peace Walker-Sturmpistole-1.jpg|thumb|none|600px|R&amp;amp;D image of the Sturmpistole.]]&lt;br /&gt;
&lt;br /&gt;
== FP-45 Liberator ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;EZ Gun&amp;quot; is a weapon based on the [[FP-45 Liberator]] which fires special rounds that either recover life or Psyche (the game's term for stamina, which is written in allcaps for no obvious reason); these are basically useless outside of co-op play, and rather gimmicky even there since these guns take up a weapon slot. The EZ Gun is shown as bolt-action with an invisible magazine which contains every round the character has; this is something of an improvement over the real weapon, which was rather infamous for taking longer to reload than it did to manufacture. According to a radio conversation with The Boss in ''Metal Gear Solid 3'' it does not have a suppressor, instead using &amp;quot;silent&amp;quot; ammunition, presumably of a similar type to that used by the Russian [[PSS Silent Pistol]]; the result is that it has unlimited durability like other integrally suppressed weapons. (This seems to resemble the 'Patriot' machine pistol used by the Boss in MGS3, which had an infinite amount of ammunition). For no obvious reason, Paz has the blueprint to the psyche recovery version, and Big Boss must brave an intensely creepy mission to retrieve it, as well as have a co-ops comm call that requires a Heroism rating of 115,000 (!) to unlock.&lt;br /&gt;
&lt;br /&gt;
Besides the life or Psyche variants, there are also two Support Beacon Gun variants which use the same model; these are similar in function to the beacon and grenade support markers, their ability to be fired anywhere being balanced by a lower number of support calls available before they are exhausted and the fact that they count as guns rather than thrown / placed weapons for inventory purposes.&lt;br /&gt;
&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|400px|FP-45 Liberator - .45 ACP]]&lt;br /&gt;
[[Image:MGS_EZGun.jpg|thumb|none|400px|'''Non-firing model''' of the &amp;quot;EZ Gun&amp;quot; by Kagerou Works]]&lt;br /&gt;
[[Image:Peace Walker-EZGun-1.jpg|thumb|none|600px|R&amp;amp;D image of the Life Recovery version.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
== Ingram MAC-10 ==&lt;br /&gt;
&lt;br /&gt;
The [[MAC-10]] is available in two forms; the standard version gains a limited-duration suppressor at Rank 2, while the second &amp;quot;BJ&amp;quot; (&amp;quot;Barrel Jacket&amp;quot;) version features an extended barrel with a shroud, improving accuracy. Unusually for a videogame, the MAC-10 is always shown with the stock unfolded.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|400px|Ingram MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:Ingram MAC 10.jpg|thumb|none|400px|MAC-10 with detachable barrel extension - .45 ACP]]&lt;br /&gt;
[[Image:Peace Walker-MAC10-1.jpg|thumb|none|600px|At Rank 2 the MAC 10 becomes the &amp;quot;MAC 10 (SP)&amp;quot; and gains a suppressor.]]&lt;br /&gt;
[[Image:Peace Walker-MAC10-2.jpg|thumb|none|600px|The Rank 3 &amp;quot;MAC 10 (BJ),&amp;quot; showing the large barrel extension with perforated shroud.]]&lt;br /&gt;
&lt;br /&gt;
== M1928 Thompson ==&lt;br /&gt;
&lt;br /&gt;
Higher Ranks of the Thompson M1928A1 turn it into an [[Thompson#M1928/M1928A1 Thompson|M1928 Thompson]] with a vertical foregrip for increased stability and a 50 round drum magazine. The fully upgraded version is a reference to The Pain's M1928 in ''[[Metal Gear Solid 3: Snake Eater]]'', though presumably the one used by MSF is not formed from colonial insects of no fixed species.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928.jpg|thumb|none|400px|M1928 Thompson with drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Peace Walker-Thompson-1.jpg|thumb|none|600px|Rank 2 M1928 Thompson. Note the added foregrip compared to the M1928A1 below. It is always called M1928A1, which is incorrect for the higher-ranked versions.]]&lt;br /&gt;
[[Image:Peace Walker-Thompson-2.jpg|thumb|none|600px|Rank 3 M1928 Thompson, with a 50-round drum and the ability to shout about your hornets.]]&lt;br /&gt;
&lt;br /&gt;
== M1928A1 Thompson ==&lt;br /&gt;
&lt;br /&gt;
The [[Thompson#M1928/M1928A1 Thompson|Thompson]] starts out as an M1928A1 with a 30-round magazine, with additional Ranks reverse-upgrading it into an M1928.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:Peace Walker-M1928A1-1.jpg|thumb|none|600px|M1928A1 Thompson on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A2 ==&lt;br /&gt;
&lt;br /&gt;
An early [[MP5#Heckler &amp;amp; Koch MP5A2|MP5A2]] variant with a &amp;quot;slimline&amp;quot; handguard and a straight box magazine is present in the game; it is one of the more accurate SMGs, and when fully developed can be equipped with a limited-duration suppressor.&lt;br /&gt;
&lt;br /&gt;
[[Image:HK MP-5 A3.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[Image:Peace Walker-MP5-1.jpg|thumb|none|600px|Rank 3 MP5A2 on the R&amp;amp;D menu.]]&lt;br /&gt;
[[Image:Peace Walker-MP5-2.jpg|thumb|none|600px|At Rank 4, the MP5A2 gains a rather tiny suppressor.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5SD2 ==&lt;br /&gt;
&lt;br /&gt;
The integrally suppressed version of the MP5A2, the [[MP5SD|MP5SD2]], is also available. As with other integrally suppressed weapons, the MP5SD2's main benefit is that its suppressor has unlimited durability.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:Peace Walker-MP5SD-1.jpg|thumb|none|600px|MP5SD2 on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== Česká Zbrojovka SA Vz. 61 E &amp;quot;Skorpion&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The [[Skorpion SA|ČZ SA Vz.61 E &amp;quot;Škorpion&amp;quot;]] appears as the &amp;quot;Uz61.&amp;quot; It holds only 20 rounds, but can be used in conjunction with the ballistic shield. It starts out as a Rank 2 blueprint, and at Rank 3 it gains a suppressor. Like the MAC-10, it is always shown with the stock unfolded.&lt;br /&gt;
&lt;br /&gt;
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|400px|none|CZ Vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[Image:Peace Walker-Skorpion-1.jpg|thumb|none|600px|Rank 2 Skorpion on the R&amp;amp;D menu.]]&lt;br /&gt;
[[Image:Peace Walker-Skorpion-2.jpg|thumb|none|600px|Rank 4 Skorpion on the R&amp;amp;D menu. Ranks 3 and 4 are identical.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
The [[Ithaca 37]] makes an appearance as the &amp;quot;M37,&amp;quot; starting out at Rank 2 with a sawed-off stock and barrel. At Rank 3 Mother Base develops radical new unsawing technology to give it a full-length barrel with an extended magazine tube, while the Rank 4 and 5 upgrades add a suppressor. A second research chain creates the Rank 4 &amp;quot;M37 (LB),&amp;quot; which is oddly named since it is the stock that is restored in this variant; it is more accurate, but lacks the extended magazine tube. A further blueprint is needed to create the Rank 5 &amp;quot;M37 (ACM)&amp;quot; (&amp;quot;accurised model&amp;quot;) which fires slugs instead of buckshot and has a scope, allowing it to be used as an ersatz sniper rifle. It is also the under-barrel shotgun attachment for the Colt M16A1 and Model 653.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|400px|none|'''Airsoft''' Ithaca 37 with sawed-off stock and barrel - (fake) 12 gauge]]&lt;br /&gt;
[[Image:IthacaExtMagTub.jpg|thumb|none|400px|Ithaca 37 with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[Image:Peace Walker-Ithaca-1.jpg|thumb|none|600px|R&amp;amp;D image of the basic sawed-off Rank 2 version.]]&lt;br /&gt;
[[Image:Peace Walker-Ithaca-2.jpg|thumb|none|600px|The more than slightly silly-looking Rank 5 version in the normal research chain, with an extended magazine tube and suppressor.]]&lt;br /&gt;
[[Image:Peace Walker-Ithaca-3.jpg|thumb|none|600px|&amp;quot;ACM&amp;quot; variant, with a rifle scope and full stock. The &amp;quot;LB&amp;quot; version is the same model, but without the scope.]]&lt;br /&gt;
[[Image:Peace Walker-Ithaca-4.jpg|thumb|none|600px|Cut-down Ithaca 37 mounted underneath a Rank 4 M16A1. Note it uses M203 handguards as a mount.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch CAWS ==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch CAWS]] is the most powerful shotgun in the game, and the only one which is fully automatic. It is anachronistic, since the CAWS program took place during the 1980s.&lt;br /&gt;
&lt;br /&gt;
Its blueprint randomly drops in some of the harder Outer Ops missions, and it has a very high level requirement to develop. &lt;br /&gt;
&lt;br /&gt;
[[Image:Scoped CAWS.jpg|thumb|none|400px|Heckler &amp;amp; Koch CAWS - 12 gauge]]&lt;br /&gt;
[[Image:Peace Walker-CAWS-1.jpg|thumb|none|600px|CAWS on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Twin Barrel&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Twin Barrel&amp;quot; is a [[12 Gauge Double Barreled Shotgun]]. It initially starts off with a full stock and barrel at Rank 1. Rank 2 saws the barrel and stock off. The other ranks reduce the reload time of the gun, weight and kickback. It is shown with a single trigger, and fires one barrel at a time.&lt;br /&gt;
&lt;br /&gt;
Two different versions can be developed, one using buckshot and the other rubber slugs which knock enemies out instead of killing them; the latter is essential for no-kill runs of some levels, and requires its own Rank 3 blueprint. As with every ''Metal Gear Solid'' game since ''2'', the game differentiates between knocking an enemy out and putting them to sleep, which renders the rubber slug shotgun ineffective against the ''Monster Hunter'' bosses since they cannot be knocked out.&lt;br /&gt;
&lt;br /&gt;
[[Image:Large2-uplander.jpg|thumb|none|400px|Stoeger Uplander - 12 gauge. Similar to the full-length shotgun seen in the game.]]&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan sawed-off shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Peace Walker-Shotgun-1.jpg|thumb|none|600px|R&amp;amp;D image of the Rank 1 &amp;quot;Twin Barrel.&amp;quot;]]&lt;br /&gt;
[[Image:Peace Walker-Shotgun-2.jpg|thumb|none|600px|The sawed-off &amp;quot;Twin Barrel.&amp;quot; This is a Rank 5 rubber slug version, but all sawed-off variants of the &amp;quot;Twin Barrel&amp;quot; in both research chains look the same.]]&lt;br /&gt;
&lt;br /&gt;
== Franchi SPAS-12 ==&lt;br /&gt;
&lt;br /&gt;
The [[Franchi SPAS-12]] is a high-level shotgun unlocked by finishing one of the Extra Ops missions, and is sometimes seen in the hands of heavily armoured escort soldiers during the more difficult vehicle battles. It is shown as semi-automatic, with an unusual green paint scheme. Another anachronistic weapon in the game, as it was not developed until 1979.&lt;br /&gt;
&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[Image:Peace Walker-SPAS-1.jpg|thumb|none|600px|R&amp;amp;D image of the SPAS-12.]]&lt;br /&gt;
&lt;br /&gt;
=Assault &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
== Colt M16A1 ==&lt;br /&gt;
&lt;br /&gt;
The [[M16#M16A1 Rifle|M16A1]] is Big Boss and other MSF soldiers' default weapon during cutscenes. At Rank 3, it is equipped with a suppressor. The main upgrade line then only continues once a blueprint for the Rank 4 &amp;quot;M16A1 (STG)&amp;quot; is found, whereupon it is equipped with an underbarrel shotgun, while two other unlock chains will create versions with M203 grenade launchers firing HE (&amp;quot;M16A1 (GL)&amp;quot;) and smoke (&amp;quot;M16A1 (SGL)&amp;quot;) rounds; the final Rank in each unlock chain adds a laser sight, and requires a separate blueprint to develop and a member of R&amp;amp;D staff with the Optical Technology skill. The default version with no accessories is Big Boss' starting weapon in the first mission, and one of the only weapons that does not require any research. The suppressed version is used by enemy scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1w30rdMag.jpg|thumb|none|400px|Colt M16A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-M16-1.jpg|thumb|none|600px|Rank 5 M16A1 with underbarrel Ithaca 37 shotgun, laser sight and suppressor on the R&amp;amp;D menu.]]&lt;br /&gt;
[[Image:Peace Walker-M16-2.jpg|thumb|none|600px|Rank 5 M16A1 with M203, laser sight and suppressor on the R&amp;amp;D menu. The smoke and HE versions are identical.]]&lt;br /&gt;
[[Image:peacewalker3.jpg|thumb|none|600px|A squad of Big Bosses ready their M16A1s in a shot from one of ''Peace Walker's'' trailers. This does not happen in the final game: even if multiple players select Big Boss, only one player character can be seen as him. In this shot the ones the player is not controlling would be seen as generic masked male MSF soldiers.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Model 653 ==&lt;br /&gt;
&lt;br /&gt;
The [[M16#Colt Carbine/Model 653/Model 727/Model 733|Model 653]] is a mid-game unlock; it has most of the same options as the M16A1, only lacking the ability to mount a laser, and has decreased damage but improved handling. It is the standard weapon of Peace Sentinel soldiers in most of the mid-level vehicle battles, though they will tend to use RPG-7s or LAWs at high levels.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtM653Carbine.jpg|thumb|none|400px|Colt Model 653 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-M653-1.jpg|thumb|none|600px|Rank 5 Model 653 with suppressor and M203 on the R&amp;amp;D menu. For some reason, the straight-line development of the Model 653 ends with an M203 rather than a shotgun as with the M16A1. Note that the description appears to have confused the Model 653 with the [[Colt XM177]].]]&lt;br /&gt;
[[Image:Peace Walker-M653-2.jpg|thumb|none|600px|Rank 5 Model 653 with suppressor and underbarrel Ithaca 37. Note the Masterkey-style attachment.]]&lt;br /&gt;
[[Image:Peace Walker-M653-3.jpg|thumb|none|600px|A Peace Sentinel soldier takes aim with his Model 653.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Patriot&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A heavily modified [[M16A1]] that was used by The Boss in [[Metal Gear Solid 3: Snake Eater]]. It uses a Beta C-Mag with infinite ammo, supposedly because The Boss &amp;quot;left a piece of herself&amp;quot; inside the gun, though it is not particularly clear how this could be the case given Big Boss left the original Patriot on The Boss' grave at the end of ''Metal Gear Solid 3''.&lt;br /&gt;
&lt;br /&gt;
Acquiring it requires knocking out Kazuhira Miller during a get-together at a beach and patting him down to get the blueprints to develop it, though given what ''else'' happens in that mission, it is quite likely Miller was hoping that's what Big Boss would do. It also requires at least one R&amp;amp;D staff member to have the &amp;quot;Patriot&amp;quot; skill, which oddly tends to only spawn on soldiers whose highest skill is Intel, and for the R&amp;amp;D team to be at the maximum level of 99.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wm 1119951786543207.jpg|thumb|none|400px|Similar-looking Rocky Mountain Arms &amp;quot;M16-Style Pistol&amp;quot; - 5.56x45mm NATO. This has a A2 upper and pistol grip, whereas the weapon in the game has the older A1 upper (simpler rear sight and forward assist but no brass deflector) and an original style-pistol grip.]]&lt;br /&gt;
[[Image:Peace Walker-Patriot-1.jpg|thumb|none|600px|&amp;quot;Patriot&amp;quot; on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash AK-47 ==&lt;br /&gt;
&lt;br /&gt;
The [[AK-47]] is called the &amp;quot;RK-47;&amp;quot; assuming this is not a simple error caused by using Airsoft guns as references (the G&amp;amp;G Armament Airsoft AK-47 is called &amp;quot;RK-47&amp;quot;) it is possible the intention was to swap out the Russian &amp;quot;avtomat&amp;quot; for the English &amp;quot;rifle,&amp;quot; though even in this case it would be &amp;quot;ARK-47&amp;quot; since the Russian term implies an automatic device. The Rank 2 version gets a GP-25 grenade launcher which fires fragmentation grenades, and an additional Rank 2 version can be developed which fires smoke grenades. For some reason, the reloading animation uses the charging handle animation of an AR-15-pattern rifle, despite other AK rifles using a correct animation.&lt;br /&gt;
&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|400px|none|Type III AK-47 - 7.62x39mm]]&lt;br /&gt;
[[Image:Peace Walker-AK-1.jpg|thumb|none|600px|AK-47 on the R&amp;amp;D menu. Note the straight AKM stock and the game helpfully explaining what the Soviet Union is.]]&lt;br /&gt;
&lt;br /&gt;
== FÉG AKM-63 ==&lt;br /&gt;
&lt;br /&gt;
The Hungarian [[AKM-63]] appears as &amp;quot;ADM63&amp;quot; (after its common incorrect name, &amp;quot;AMD-63&amp;quot;) in the game, although it is implied to actually be the Romanian version, the Pistolia Militarea Model 1963. It is essentially treated as the Rank 3 upgrade to the AK-47, though the AK's tech tree is diagonal rather than a straight line as a result.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKM-63.jpg|thumb|400px|none|Fegyver és Gépgyár (FÉG) AKM-63 - 7.63x39mm]]&lt;br /&gt;
[[Image:Peace Walker-ADM-1.jpg|thumb|none|600px|AKM-63 on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== FÉG AMD-65 ==&lt;br /&gt;
&lt;br /&gt;
The Hungarian [[AK-47#AMD-65|AMD-65]] is called &amp;quot;ADM65,&amp;quot; and is effectively the Rank 4 and 5 entry in the AK tech tree. It is another reference to ''MGS3'', where it was used by some members of the Ocelot Unit, particularly those encountered if the player skipped the boss battle with The End by killing him when he is first encountered.&lt;br /&gt;
&lt;br /&gt;
[[Image:AMD-65.jpg|thumb|none|400px|Fegyver és Gépgyár (FÉG) AMD-65 - 7.62x39mm]] &lt;br /&gt;
[[Image:Peace Walker-ADM65-1.jpg|thumb|none|600px|AMD-65 on the R&amp;amp;D menu. The Rank 4 and 5 AMD-65s are identical.]]&lt;br /&gt;
&lt;br /&gt;
== Steyr AUG A1 ==&lt;br /&gt;
&lt;br /&gt;
The [[Steyr AUG|AUG A1]] is called the &amp;quot;SUG.&amp;quot; This weapon is anachronistic, because it was not developed until 1977 and the game takes place in '74. It is hard to unlock, requiring an S rank in a Perfect Stealth mission that takes place over the entire jungle map segment. The AUG's presence is presumably another reference to the series, this time addressing ''[[Metal Gear 2: Solid Snake]]'' where it is said to be the standard issue weapon for Big Boss' forces in Zanzibar Land.&lt;br /&gt;
&lt;br /&gt;
[[Image:Steyr-AUG.jpg|thumb|none|400px|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-AUG-1.jpg|thumb|none|600px|Steyr AUG A1 on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch G11 ==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch G11|H&amp;amp;K G11]] is noted in game for its high accuracy and rate of fire, at a cost of low damage. The prototype variant depicted in-game is the second prototype of the G11 developed around 1975, about a year after the game is set.&lt;br /&gt;
&lt;br /&gt;
It is quite hard to unlock since its blueprint requires an S-rank in a Perfect Stealth mission which only unlocks after almost the entire game has been completed, and it has a very high level requirement to develop.&lt;br /&gt;
&lt;br /&gt;
[[Image:G11proto2.jpg|thumb|none|400px|Heckler &amp;amp; Koch G11 Prototype 2 - 4.3mm]]&lt;br /&gt;
[[Image:Peace Walker-G11-1.jpg|thumb|none|600px|G11 on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== FN FAL ==&lt;br /&gt;
&lt;br /&gt;
An [[FN FAL]] with an oversized flash hider is available, found as a Rank 2 blueprint. It is a mid-level rifle, mostly differentiated by its higher damage than the assault rifles. Upgrading it to Rank 3 turns it into a FAL Paratrooper. It is sometimes used by the Peace Sentinel troops seen during vehicle battles.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|400px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-FAL-1.jpg|thumb|none|600px|Rank 2 FN FAL on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== FN FAL Paratrooper ==&lt;br /&gt;
&lt;br /&gt;
The [[FN FAL|FAL Paratrooper]] is the Rank 3 upgrade to the standard FAL. At its maximum level (Rank 4) it is equipped with a laser sight, though this requires a member of R&amp;amp;D to have the Optical Technology skill before it can be developed.&lt;br /&gt;
 &lt;br /&gt;
[[Image:Fal para-1-.jpg|thumb|none|400px|FN FAL 50.63 Paratrooper with 18&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-FALPara-1.jpg|thumb|none|600px|Rank 4 FN FAL: a Paratrooper variant fitted with a laser sight. Note that it is incorrectly shown with a standard FAL charging handle; the real FAL Paratrooper has a folding charging handle (and thus lacks a bolt hold-open), originally to allow Belgian paratroops to exit the side doors of their C-119 Flying Boxcar transports with the weapon held across their chest.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper/Anti-Tank Rifles=&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
&lt;br /&gt;
The [[SVD Dragunov]] is one of the earlier sniper rifles, but a big improvement over the starting M1C, with far less scope sway, armour-piercing rounds, and a larger 10-round magazine. At Rank 4 it becomes the &amp;quot;SVD (HC)&amp;quot; (&amp;quot;High Capacity&amp;quot;) and gains an extended 20-round magazine; such magazines actually did exist, but were not commonly issued as they made the SVD difficult to use while prone.&lt;br /&gt;
&lt;br /&gt;
A second variant called the &amp;quot;SVD (NV)&amp;quot; can be made if a separate Rank 5 blueprint is found; this is equipped with an anachronistic 1980s NSPUM (1PN58) night vision scope. It does not appear to be the earlier NSPU (1PN34) since there is a circle (representing a switch) at the top of the scope mounting; on an NSPU it would be at the bottom. The main benefit of this is that unlike the standard night vision goggles, the SVD's scope does not drain the battery meter which powers electronic devices.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:Peace Walker-SVD-1.jpg|thumb|none|600px|Rank 2 SVD Dragunov on the R&amp;amp;D menu. Ranks 2 and 3 are identical.]]&lt;br /&gt;
[[Image:Peace Walker-SVD-2.jpg|thumb|none|600px|Rank 4 &amp;quot;SVD (HC).&amp;quot; It is fairly easy to see why the 20-round magazine caused problems. Note the new scope; this appears to be a Belorussian POSP 8x42.]]&lt;br /&gt;
[[Image:Peace Walker-SVD-3.jpg|thumb|none|600px|Rank 5 &amp;quot;SVD (NV).&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant==&lt;br /&gt;
&lt;br /&gt;
A [[Mosin Nagant]] sniper rifle converted into a tranquilizer dart gun is unlocked fairly early on in the game; the gun deals more stamina damage than the Mk 22, but is extremely loud. At Rank 3 it becomes the same gun as used by &amp;quot;The End&amp;quot; in [[Metal Gear Solid 3: Snake Eater]]. When fully upgraded to Rank 5, it becomes equipped with a limited-use suppressor, though this cannot be achieved until Mother Base's R&amp;amp;D, Medical and Intelligence divisions are at almost maximum level; even then the development time is dozens of missions.&lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|400px|Full-length, Mosin Nagant M91/30 sniper rifle with Russian PU 3.5x sniper scope and down turned bolt handle - 7.62x54mm R]]&lt;br /&gt;
[[Image:Peace Walker-Nagant-1.jpg|thumb|none|600px|Rank 1 Mosin Nagant; a basic sniper variant. Ranks 1 and 2 use this model.]]&lt;br /&gt;
[[Image:Peace Walker-Nagant-2.jpg|thumb|none|600px|At Rank 3, the Mosin Nagant becomes The End's custom version with a folding skeleton stock and pistol grip; this model is also used for the Rank 4 variant.]]&lt;br /&gt;
[[Image:Peace Walker-Nagant-3.jpg|thumb|none|600px|Fully upgraded Rank 5 Mosin Nagant tranquilizer rifle. Note the new handguard and thick barrel; this is the suppressor added at Rank 5. Oddly, though this essentially replaces the barrel, the Rank 5 Mosin-Nagant does ''not'' count as integrally suppressed.]]&lt;br /&gt;
&lt;br /&gt;
== Walther WA 2000 ==&lt;br /&gt;
&lt;br /&gt;
One of the most demanding sniper rifles in the game in terms of level requirement is the [[Walther WA 2000]] The in-game description says that it's hard to handle but very accurate, though it is not particularly clear what it means by this. It is one of the weapons with the &amp;quot;armour piercing&amp;quot; ability, allowing it to instantly kill soldiers wearing helmets. Anachronistic, as it was not developed until 1982.&lt;br /&gt;
&lt;br /&gt;
[[Image:Walther-WA2000.jpg|thumb|none|400px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[Image:Peace Walker-WA2000-1.jpg|thumb|none|600px|Rank 5 WA2000 on the R&amp;amp;D menu. Ranks 3-5 look exactly the same.]]&lt;br /&gt;
&lt;br /&gt;
== M21 ==&lt;br /&gt;
&lt;br /&gt;
The [[M21]] sniper rifle is another with the &amp;quot;armour piercing&amp;quot; ability, and is a late-game weapon, requiring a Rank 3 confidential document to begin work. At Rank 4 it is given a shorter barrel, which improves handling while somehow not affecting accuracy. When fully upgraded, it gains a limited-durability suppressor; it is the only armour-piercing sniper rifle which can mount one.&lt;br /&gt;
&lt;br /&gt;
[[Image:Xm21rifle.jpg|thumb|none|400px|M21 Sniper Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-M21-1.jpg|thumb|none|600px|Rank 3 M21 on the R&amp;amp;D menu. The description is a little poorly worded since the M14 is a battle rifle, the US military had no &amp;quot;standard assault rifle&amp;quot; before the M16.]]&lt;br /&gt;
[[Image:Peace Walker-M21-2.jpg|thumb|none|600px|Rank 4 M21 with a shortened barrel, which decreases weight and improves handling. Given that barrel length seems to have almost nothing to do with accuracy in ''Peace Walker'', it can be surmised that the ultimate sniper rifle would be a Derringer with a scope.]]&lt;br /&gt;
[[Image:Peace Walker-M21-3.jpg|thumb|none|600px|Rank 5 M21, fitted with a suppressor.]]&lt;br /&gt;
&lt;br /&gt;
== M1-C ==&lt;br /&gt;
&lt;br /&gt;
The [[M1 Garand|M1-C]] is the earliest sniper rifle to unlock, and one of the worst, with low power and extremely heavy scope sway. A special co-op version can be unlocked by finding a Rank 3 confidential document which fires Psyche recovery rounds instead of normal bullets.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1CSniper.jpg|thumb|none|400px|M1-C Sniper Variant with M82 scope - .30-06]]&lt;br /&gt;
[[Image:Peace Walker-M1C-1.jpg|thumb|none|600px|R&amp;amp;D entry for the M1-C. Note the conical flash hider. This is the Rank 4 Psyche Recovery version, but all M1-C variants use the same model.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
&lt;br /&gt;
The [[Remington 700]] is another mid-level sniper rifle with armour-piercing rounds, and a common sight in the hands of enemy snipers; it is more accurate and powerful than the SVD, at a cost of a slower bolt-action rate of fire and lower capacity. Upgrades grant it a heavyweight &amp;quot;bull barrel,&amp;quot; which increases accuracy and decreases recoil still further.&lt;br /&gt;
&lt;br /&gt;
As with the M1C, a second variant can be developed which is only useful in co-op play by finding a Rank 3 blueprint; this version fires rounds which heal the target rather than recover their stamina, and features a limited-durability suppressor. It is possible this is a scrapped model for a final upgrade to the lethal version, since that cannot mount one.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington 700 BDL.jpg|thumb|none|400px|Remington Model 700 (1970s Production) - .308 Winchester]]&lt;br /&gt;
[[Image:Peace Walker-M700-1.jpg|thumb|none|600px|Rank 3 Remington Model 700 on the R&amp;amp;D menu. This is the only version with wood-coloured furnishings.]]&lt;br /&gt;
[[Image:Peace Walker-M700-2.jpg|thumb|none|600px|Rank 5 Model 700 on the R&amp;amp;D menu. The Rank 4 and 5 variants are identical.]]&lt;br /&gt;
[[Image:Peace Walker-M700-3.jpg|thumb|none|600px|Rank 4 Model 700 Life Recovery version: note the suppressor replacing most of the barrel.]]&lt;br /&gt;
&lt;br /&gt;
== Degtyarov PTRD-41 ==&lt;br /&gt;
&lt;br /&gt;
The [[PTRD-41]] is a powerful single-shot rifle which can instantly kill any soldier and deal significant damage to vehicles; its real benefit, however, is its ability to deal damage to the canopies of enemy helicopters; if the canopy is destroyed it will instantly reveal the Commander. This is the only practical way to S-rank some of the harder helicopter battles since they will have more escorting troops than the player is able to Fulton.&lt;br /&gt;
&lt;br /&gt;
The player character will carry the PTRD on their shoulder, and it takes some time to actually bring it into firing position or shoulder it to move; it also requires the player character stand still to reload it. It is fitted with a scope, which is uncommon for the weapon; this is most likely a reference to legendary Soviet sniper Vasily Zaitsev, who is said to have used a scoped PTRS-41 for long-ranged kills.&lt;br /&gt;
&lt;br /&gt;
It is a high-level weapon, and requires not only a blueprint found in the final Perfect Stealth mission, but also at least one member of R&amp;amp;D staff to have the &amp;quot;Anti-Tank Rifle Design&amp;quot; skill; soldiers with this skill are extremely rare and usually only found in a couple of late missions, though there is an extremely small chance a random volunteer may spawn with it if the player's Heroism rating is high.&lt;br /&gt;
&lt;br /&gt;
[[Image:PTRD-41.jpg‎|thumb|none|400px|PTRD-41 anti-tank rifle - 14.5x114mm ]]&lt;br /&gt;
[[Image:Peace Walker-PTRD-1.jpg|thumb|none|600px|PTRD-41 on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== Degtyarov PTRS-41 ==&lt;br /&gt;
&lt;br /&gt;
The [[PTRS-41 rifle]] appears as &amp;quot;PTRS1941&amp;quot; and is essentially a direct replacement for the PTRD, having all the same capabilities with regard to damaging helicopter canopies, and the same drawback of taking time to level and pick up, with the added advantage of semi-automatic fire and a 5-round magazine. Like the PTRD, it is fitted with a scope.&lt;br /&gt;
&lt;br /&gt;
Unlocking it requires an R&amp;amp;D staff member with the Anti-Tank Rifle Design skill just like the PTRD, and a blueprint only awarded for S-ranking the second to last Perfect Stealth mission.&lt;br /&gt;
&lt;br /&gt;
[[Image:PTRS 41.jpg|thumb|none|400px|PTRS-41 anti-tank rifle - 14.5x114mm]]&lt;br /&gt;
[[Image:Peace Walker-PTRS-1.jpg|thumb|none|600px|PTRS-41 on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
== PK Machine Gun ==&lt;br /&gt;
&lt;br /&gt;
The [[PKM|PK Machine Gun]] is available, and is a powerful, accurate and reliable weapon. It appears to actually be a PK rather than a PKM, since it has the older fluted barrel and curved gas block. Upgrades shorten the barrel, increase damage and fit it with larger belt box, with the maximum 250 rounds. Somehow, dangling a belt box the real-life equivalent of which weighs 20.72 pounds off the PK (as opposed to the 8.6 lb standard 100-round box) has no adverse effect on its handling and only results in a weapon about a pound heavier than the base model.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pk machine gun.jpg|thumb|400px|none|PK Machine Gun, note the larger curved gas block and the thicker fluted barrel that was found on the original weapon - 7.62x54mm R]]&lt;br /&gt;
[[Image:Peace Walker-PKM-1.jpg|thumb|none|600px|Rank 1 PK on the R&amp;amp;D menu. This is the only version that uses the basic PK belt box, which has a capacity of 100 rounds.]]&lt;br /&gt;
[[Image:Peace Walker-PKM-2.jpg|thumb|none|600px|Ranks 2 and 3 switch to this circular drum, increasing capacity to 200 rounds.]]&lt;br /&gt;
[[Image:Peace Walker-PKM-3.jpg|thumb|none|600px|Ranks 4 and 5 use a strange new belt box with a capacity of 250 rounds; the Rank 5 version shown here also has a shortened barrel, while the Rank 4 variant has the same barrel length as the others. While there is a 250-round belt box for the PK series, it is used for mounted versions and is not designed to attach to the underside of the gun; it is essentially the standard rectangular belt box enlarged to a square. This odd slope-fronted box appears to be a work of fiction.]]&lt;br /&gt;
&lt;br /&gt;
== RPK ==&lt;br /&gt;
&lt;br /&gt;
The [[RPK]] is used by Soviet troops during the fourth act of the game. It can be unlocked for use by the player characters by finding a document in one of the hold-up missions; the Rank 4 version has a standard 40-round curved box magazine, while at Rank 5 it gains a 75-round drum. It is a relatively mediocre machine gun considering how late it unlocks; it has a fast reload, but low capacity and lacks the armour-piercing capability of the high-end machine guns. Oddly, it is classed as an assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpk 01 drum.jpg|thumb|none|401px|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:Peace Walker-RPK-1.jpg|thumb|none|600px|Rank 4 RPK on the R&amp;amp;D menu: note that even the game itself seems to have belatedly realised it is actually a machine gun.]]&lt;br /&gt;
[[Image:Peace Walker-RPK-2.jpg|thumb|none|600px|Rank 5 RPK; note the drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
== M60 ==&lt;br /&gt;
&lt;br /&gt;
The [[M60]] is the first machine gun available, unlocking after the mission &amp;quot;Pursue the Jungle Train.&amp;quot; At the time it is unlocked its firepower is devastating and its 100-round belt gives it some staying power, but it significantly reduces the player character's mobility, and has high recoil along with a low rate of fire compared to the other fully automatic weapons. Upgrading it past Rank 1 requires a blueprint for the Rank 2 &amp;quot;M60 (AP),&amp;quot; which fires armour piercing rounds. Rank 3 and 4 require another new blueprint, this time for the &amp;quot;M60 (SB),&amp;quot; which is an M60B.&lt;br /&gt;
&lt;br /&gt;
[[Image:M60GPMG.jpg‎|thumb|none|400px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-M60-1.jpg|thumb|none|600px|Rank 1 M60 on the R&amp;amp;D menu. The (AP) version is identical.]]&lt;br /&gt;
&lt;br /&gt;
== M60B ==&lt;br /&gt;
&lt;br /&gt;
Rank 3 and 4 of the [[M60]] require another new blueprint, this time for the &amp;quot;M60 (SB),&amp;quot; a version with a shortened barrel and no stock or sights which also has the armour piercing ability, along with double the ammunition capacity. This appears to be based on an M60B variant used on the cockpit doors of transport helicopters in Vietnam prior to the adoption of the M60D.&lt;br /&gt;
&lt;br /&gt;
[[Image:Lohcockpit.jpg|thumb|none|400px|M60B machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-M60-2.jpg|thumb|none|600px|Rank 4 M60 (SB). Ridiculously, the decreased weight and lack of any kind of stock actually improves the weapon's handling.]]&lt;br /&gt;
&lt;br /&gt;
== MG3 ==&lt;br /&gt;
&lt;br /&gt;
The [[MG3]] is first unlocked as a Rank 2 blueprint found in one of the Classified Document Retrieval missions; it has the highest rate of fire of any machine gun and respectable stats. Developing it any further requires a second blueprint awarded for one of the &amp;quot;Defend Key Supplies&amp;quot; missions, which is for the &amp;quot;MG3 (AP)&amp;quot; which gains the armour piercing ability; it can then be further researched up to a Rank 5 version which is even effective against light vehicles.&lt;br /&gt;
&lt;br /&gt;
The MG3 starts out with a 50-round circular drum with a rather strange capacity of 74 rounds; at Rank 4 this turns into a larger rectangular belt box with 100 rounds, increasing to 150 at Rank 5.&lt;br /&gt;
&lt;br /&gt;
[[Image:MG 3.jpg|thumb|none|400px|MG3 Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-MG3-1.jpg|thumb|none|600px|Rank 2 MG3 on the R&amp;amp;D menu. Rank 2 and 3 use the same model. It appears to have been mostly referenced from an [[MG42]] rather than an MG3, though it has the correct muzzle recoil booster and drum for an MG3.]]&lt;br /&gt;
[[Image:Peace Walker-MG3-2.jpg|thumb|none|600px|Rank 5 MG3; note the new belt box. Ranks 4 and 5 both use this model.]]&lt;br /&gt;
[[Image:Peace Walker-MG3-4.jpg|thumb|none|600px|S-rank MSF soldier &amp;quot;Marine Iguana&amp;quot; reloads his MG3 as he tries to ignore what is happening behind him.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63A ==&lt;br /&gt;
&lt;br /&gt;
A [[Stoner 63|Stoner 63A]] in belt-fed machine gun configuration appears in-game called &amp;quot;M63A1,&amp;quot; and is the lightest machine gun in the game at just 12 pounds. It starts out at Rank 3 and always has the armour piercing ability, with further upgrades shortening the barrel to knock the weight down to 11.4 pounds and increasing the capacity from 100 to 150 rounds at the same time (therefore somehow eliminating almost 2 pounds of barrel to offset the extra rounds). &lt;br /&gt;
&lt;br /&gt;
The variant shown in the game starts out as a 63A machine gun with a full-length barrel, but when upgraded it becomes a Navy SEALs 63A Commando.&lt;br /&gt;
&lt;br /&gt;
[[Image:StonerM63.jpg|thumb|none|400px|Stoner 63A Commando (Mark 23 Mod 0) - 5.56x45mm]]&lt;br /&gt;
[[Image:Peace Walker-M63-1.jpg|thumb|none|600px|Rank 3 Stoner 63A machine gun on the R&amp;amp;D menu.]]&lt;br /&gt;
[[Image:Peace Walker-M63-2.jpg|thumb|none|600px|Rank 5 Stoner 63A Commando; note the shortened barrel, correct for the &amp;quot;Commando&amp;quot; variant. Ranks 4 and 5 use the same model.]]&lt;br /&gt;
&lt;br /&gt;
== GE M134 Minigun ==&lt;br /&gt;
&lt;br /&gt;
A man-portable [[M134 Minigun]] is available, which appears to be based on the &amp;quot;Sasha&amp;quot; configuration from ''[[Team Fortress 2]]''. The requirements for developing it are just as ridiculous as the concept itself, requiring an R&amp;amp;D level of 98, S-ranking a very difficult clown-car battle against a customised AVGP Cougar IFV with several dozen support troops inside, and recovering a specific enemy soldier after unlocking a mission which requires completing almost the entire game. And the almost half a million GMP required to pay for it will then require the player complete over thirty more missions to actually develop it.&lt;br /&gt;
&lt;br /&gt;
The gun comes with a giant ammunition drum holding 250 rounds; it deals extremely high damage despite having a rate of fire more in line with a movie minigun than a real one. It has no ammunition in reserve and no reloading animation; this means using it with the Infinity Bandana will allow the gun to be fired forever. It slows movement severely, especially when aiming, and similar to the anti-tank rifles there is a short animation of hefting the gun and spinning up the barrels before it can actually be fired, and likewise a short pause after releasing the aim button before the player character can move normally or use the inventory again. Unlike the anti-tank rifles, it does not require the player character to stand still in order to aim or fire it.&lt;br /&gt;
&lt;br /&gt;
The ammunition apparently weighs nothing at all since the weapon's given weight of 15.9 kilograms (35 pounds) is the weight of only the gun unit itself; this weight also excludes the motor, feeder / delinker and gun control unit. A complete M134 weighs about 61 pounds without ammunition, a battery or a mounting.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[image:PEACEWALKER-M134.jpg|thumb|none|600px|M134 minigun on the R&amp;amp;D menu. The rectangular bar that links the grip to the rest of the weapon is a single polygon with no thickness, and so is invisible when viewed fully side-on.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
&lt;br /&gt;
== M203 ==&lt;br /&gt;
&lt;br /&gt;
Special variants of the M16A1 and Model 653 equipped with [[M203]] grenade launchers can be developed if the right blueprints are found; rather unrealistically, a completely different blueprint must be found for each variant; the same goes for the ammunition, with the normal HE grenades a different blueprint to the smoke launching version.&lt;br /&gt;
&lt;br /&gt;
It is not really correct for the M203 to be mounted on the Model 653 in the game's timeframe, since in 1974 only the original variant for the M16 rifle actually existed. At the time, the only underbarrel launcher that might fit on the Model 653 would be the [[XM148 grenade launcher]].&lt;br /&gt;
&lt;br /&gt;
[[Image:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[Image:Peace Walker-M16-2.jpg|thumb|none|600px|Rank 5 M16A1 with M203, laser sight and suppressor on the R&amp;amp;D menu. The smoke and HE versions are identical.]]&lt;br /&gt;
[[Image:Peace Walker-M203-1.jpg|thumb|none|600px|A Model 653 with an M203; this is the smoke grenade launching version, though there is no visual difference. Note that the suppressor means the M203 has no front securing point.]]&lt;br /&gt;
&lt;br /&gt;
== GP-25 ==&lt;br /&gt;
&lt;br /&gt;
The [[GP-25]] can only be mounted on the AK-47. Anachronistic, as it was not introduced until 1978. It is not actually clear if it is a GP-25 or a GP-30, since it totally lacks a sight. As with the M203, a totally different blueprint is required for the smoke-launching version.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gp-25 1.jpg|thumb|none|400px|GP-25 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:Peace Walker-GP-1.jpg|thumb|none|600px|AK-47 with GP-25 grenade launcher on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== RPG-2 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-2]] is the second rocket launcher available; it is a step up from the LAW in terms of damage, but takes longer to reload. In an example of only equipped weapons weighing anything, Big Boss can carry one more RPG-2 round than he can carry LAWs, despite that he is pulling out an entire LAW launcher but only replacing the rockets in the RPG-2.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-2.jpg|thumb|400px|none|RPG-2 with PG-2 rocket - 40mm]]&lt;br /&gt;
[[Image:Peace Walker-RPG2-1.jpg|thumb|none|600px|RPG-2 on the R&amp;amp;D menu. The description is incorrect: the RPG-2 was influenced by the Panzerfaust 250, an experimental reloadable launcher with a pistol grip that never entered production.]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] is actually one of the more advanced launchers, and is a massive step up from the RPG-2 in terms of capabilities, though it is later eclipsed by the Carl Gustav and Dragon. Late in the game it starts to be used extensively by enemies, and in the harder vehicle battles it is not uncommon for every single enemy soldier to have one.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7.jpg|thumb|none|400px|RPG-7 with PGO-7 scope and PG-7VM rocket 40mm]]&lt;br /&gt;
[[Image:Peace Walker-RPG7-1.jpg|thumb|none|600px|RPG-7 on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== M72 LAW ==&lt;br /&gt;
&lt;br /&gt;
The [[M72 LAW]] is the first rocket launcher available; it is given for free following the second mission, after Big Boss pulls one out in a cutscene to try to shoot down either a &amp;quot;Kidnapper&amp;quot; drone or the Chrysalis AI weapon. In cutscenes it is depicted in the same way as in ''Metal Gear Solid 4'', with Big Boss aiming using only the LAW's front sight. With each upgrade, the LAW will get a firepower boost, along with a different colour scheme, save for Ranks 3 and 4 which are both black.&lt;br /&gt;
&lt;br /&gt;
[[Image:M72A2LAW.jpg|thumb|none|400px|M72 LAW - 66mm]]&lt;br /&gt;
[[Image:Peace Walker-LAW-1.jpg|thumb|none|600px|Rank 4 LAW on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== FIM-43 Redeye ==&lt;br /&gt;
&lt;br /&gt;
The [[FIM-43 Redeye]] is depicted in much the same way as the Stingers of previous ''Metal Gear'' games; being an early weapon, it has a substantial lock-on time and is relatively weak. As usual, it can unrealistically lock on to both air and ground targets; in ''Peace Walker'' it can even be fired with no lock-on at all, though this is something of a waste.&lt;br /&gt;
&lt;br /&gt;
The Redeye model also appears to be the basis for the &amp;quot;EM Wave Gun&amp;quot; co-op weapon, a laser-like device; this weapon is completely useless in singleplayer, but if two co-op players cross the streams and then fire, it creates a large explosion at the point of intersection ([[Ghostbusters|as they should have known]]), accompanied by an anime-style cry of &amp;quot;ULTIMATE CO-OP WEAPON: ELECTROMAGNETIC WAVE GUN!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:FIM43.jpg|thumb|none|400px|FIM-43 Redeye Block III launcher - 70mm]]&lt;br /&gt;
[[Image:Peace Walker-Redeye-1.jpg|thumb|none|600px|FIM-43 Redeye on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== M202A1 ==&lt;br /&gt;
&lt;br /&gt;
The [[M202 FLASH]] is another late-game unlock; the Rank 3 version requires an S rank in the final Dead Man's Treasure mission, while the Rank 4 requires an S rank in a very hard vehicle battle against a custom Hind-D; getting this blueprint also allows the Rank 5 version to be developed. It is a slightly strange weapon since it is not really particularly good for anything but killing large numbers of enemy soldiers, which is not something the player should really be trying to do; it is less effective than even the Rank 5 LAW against vehicles, and player characters can only carry a maximum of eight rockets for it.  Rather than reloading the M202A1, the player character simply drops the spent one and pulls out a fresh one, flipping open the covers and extending the clip; since this can be done after every shot fired, the player character can, rather ridiculously, visibly discard launchers containing 24 additional unfired rockets. It is anachronistic, since the M202 did not enter production until 1978.&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|400px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[Image:Peace Walker-M202-1.jpg|thumb|none|600px|Rank 3 M202A1 on the R&amp;amp;D menu. Ranks 4 and 5 look the same, but are yellow-brown.]]&lt;br /&gt;
&lt;br /&gt;
== Carl Gustav M2 ==&lt;br /&gt;
&lt;br /&gt;
The [[Carl Gustav M2]] is one of the more powerful launchers, and like the RPG-7 has an optic for more precise targeting than the earlier M72 and RPG-2. It has a longer reload time than the other single-shot rocket launchers since there is a spent casing that needs to be removed before a new shell can be loaded. The Carl Gustav is available in in 3 variants. The default variant fires HEAT rounds which are highly effective against vehicles. The second, &amp;quot;MP&amp;quot; (Multi-Purpose), denoted by a yellow launcher body, fires HE rounds rather than AT rounds, and sacrifices some damage for extra area-of-effect. The third, &amp;quot;FR&amp;quot; (&amp;quot;Fulton Recovery&amp;quot;) is a blue-painted version which is stated to fire a round &amp;quot;filled with sleep gas and Fulton Recovery Balloons&amp;quot; (''Peace Walker'' is not the most sensible of games) which allows soldiers to be kidnapped from places the player character cannot physically reach.&lt;br /&gt;
&lt;br /&gt;
[[Image:CarlGustavM2.jpg|thumb|none|400px|Carl Gustav M2 - 84x246mm R]]&lt;br /&gt;
[[Image:Peace Walker-CarlG-1.jpg|thumb|none|600px|Rank 2 Carl Gustav on the R&amp;amp;D menu. All four Ranks of the regular Carl Gustav look the same.]]&lt;br /&gt;
[[Image:Peace Walker-CarlG-2.jpg|thumb|none|600px|Rank 5 &amp;quot;Carl Gustav (MP).&amp;quot;]]&lt;br /&gt;
[[Image:Peace Walker-CarlG-3.jpg|thumb|none|600px|Rank 5 &amp;quot;Carl Gustav (FR).&amp;quot;]]&lt;br /&gt;
[[Image:Peace Walker-CarlG-4.jpg|thumb|none|600px|Marine Iguana displays his S-rank skill at situational apathy as he reloads his Carl Gustav.]]&lt;br /&gt;
&lt;br /&gt;
== FIM-92 Stinger ==&lt;br /&gt;
&lt;br /&gt;
The [[FIM-92 Stinger]] is a late-game unlock; the blueprint is available quite early on, but the R&amp;amp;D requirements are substantial. Though it is supposed to be the prototype XFIM-92A, the model appears to simply be a final-production Stinger. It is an overall upgrade to the FIM-43, with a faster lock-on and a more powerful round. The Stinger is rather anachronistic; while the project had begun in 1967 as the Redeye II and it had been dubbed Stinger in 1972, due to technical issues a Stinger was not actually shoulder-launched until 1975 and production began three years after that.&lt;br /&gt;
&lt;br /&gt;
As in previous ''MGS'' games, the Stinger is shown as an odd multi-purpose missile which can lock on to ground vehicles as well as aircraft and like the Redeye it is now even capable of being dumb-fired without a lock. Also as in other ''MGS'' games, it is incorrectly shown as seeking straight out of the tube; in real life, the missile travels in a straight line for the first 660 feet after launch.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|400px|FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[Image:Peace Walker-Stinger-1.jpg|thumb|none|600px|FIM-92 Stinger on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== M47 Dragon ==&lt;br /&gt;
&lt;br /&gt;
The most powerful launcher in the game which does not require at least one co-op partner is the [[M47 Dragon]] (the fully charged Railgun and Human Slingshot are stronger, but respectively require two and four players). It is somewhat anachronistic, since it did not enter service until the year after the game takes place.&lt;br /&gt;
&lt;br /&gt;
The Dragon is shown with lock-on fire-and-forget missiles as opposed to the SACLOS guidance of the real system (the reverse of the ''MGS4'' Javelin, oddly enough), lacks the real weapon's short delay between pulling the trigger and the missile launching, has no minimum range (the real Dragon's is 213 feet) and no backblast (as opposed to a backblast danger zone of almost 100 feet in a 90-degree cone behind it, with a &amp;quot;caution zone&amp;quot; that extends a further 66 feet). The player character fires it from the shoulder with no other form of support, which is incorrect; the Dragon is supposed to be fired using the bipod only. They also discard the entire launcher to reload rather than swapping the sight unit to a new tube, the same mistake made with the Javelin in ''MGS4''.&lt;br /&gt;
&lt;br /&gt;
Like other powerful weapons, it combines a very high level requirement with a need to S-rank a vehicle boss battle (in this case, a fearsomely powerful AH-56 Raider Custom with more support troops than a single player has Fulton balloons and a canopy that takes about 25 PTRS rounds to break), and then takes about fifty missions to actually develop.&lt;br /&gt;
&lt;br /&gt;
[[Image:M47 Dragon.jpg‎ |thumb|400px|none|M47 Dragon - 140mm]]&lt;br /&gt;
[[Image:Peace Walker-Dragon-1.jpg|thumb|none|600px|M47 Dragon on the R&amp;amp;D menu. It is always shown with the front shock absorber removed.]]&lt;br /&gt;
[[Image:Peace Walker-Dragon-2.jpg|thumb|none|600px|Having fired a Dragon at a dragon, Marine Iguana's life's ambitions are now fulfilled.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Aerial Mine&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A fictional weapon using &amp;quot;Fulton Technology&amp;quot; (ie magic), this mine floats to a specific height and then hovers there; helicopters and the Chrysalis AI Weapon will take serious damage if they strike it. The idea, though, is based on the &amp;quot;Low Zone&amp;quot; (LZ) barrage balloons used to protect Britain from German bombers during the Second World War, which actually did operate according to something similar to the non-magic Fulton system. A balloon was raised with a trailing cable designed to separate from both it and the ground if an aircraft collided with it; to this were fixed two drag parachutes. Early plans to mount explosive charges on the parachute lines were ultimately scrapped when it was discovered the parachutes exerted some six times more drag than the bomber's engines generated thrust, and so they were not needed. Some 30 German bombers were downed by LZ balloon cables during the war.&lt;br /&gt;
&lt;br /&gt;
[[Image:Peace Walker-Aerialmine-1.jpg|thumb|none|600px|&amp;quot;Aerial Mine&amp;quot; on the R&amp;amp;D menu. The device unfurls a balloon in order to hover after it is placed.]]&lt;br /&gt;
&lt;br /&gt;
==Airsoft gas charger grenade==&lt;br /&gt;
&lt;br /&gt;
A grenade with a thin, smooth cylindrical body is used as the model for flashbangs and chaff grenades, almost the same model used in ''[[Metal Gear Solid 4]]''. This appears to be based on a grenade-shaped gas bottle for Airsoft guns, such as the one shown below.&lt;br /&gt;
&lt;br /&gt;
Stun grenades deal damage to an enemy's Psyche and will eventually knock them out entirely, but are very loud. Against ''Monster Hunter'' bosses they act more like chaff grenades, rendering them unable to attack for a period of time depending on their level and which boss is being fought. The in-game description claims the grenades knock enemies out with their blast; in reality, this would mean they were concussion grenades rather than stun grenades. Real flashbangs are designed to minimise their blast effect since a large blast will start out by tearing the grenade's casing open and generating fragments. As in ''MGS3'', the use of flashbangs is anachronistic: the first such grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport.&lt;br /&gt;
&lt;br /&gt;
Chaff grenades are as ever an impossible broad-spectrum jamming device which magically distribute small strips of metal which prevent soldiers calling for support, disable security cameras, and can stun unmanned vehicles and AI weapons; Peace Walker will actually fall over if one is used while fighting it. They will also disable the lock-on feature of weapons like the Stinger and M47 Dragon. In previous games they did not disable the Stinger, presumably because it is IR guided; only the Nikita missile was disabled by chaff. Most likely this was changed for game balance reasons, since otherwise multiple players could keep an AI weapon completely disabled and still fire lock-on missiles at it.&lt;br /&gt;
&lt;br /&gt;
The same model is also used for the sleep gas grenade, a powerful weapon which can be used to knock out a group of soldiers in a radius determined by its level. As in ''Metal Gear Solid 4'', this shows that any gas masks the soldiers are equipped with are apparently fake, since they offer no protection from these grenades at all; enemies wearing heavy armour only gain a general boost to their stamina.&lt;br /&gt;
&lt;br /&gt;
[[Image:DAM116A101.jpg|thumb|none|300px|EAIMING &amp;quot;M116A1 Distraction Device Grenade,&amp;quot; an airsoft gun gas charger built to resemble a hand grenade. &amp;quot;M116A1&amp;quot; is actually the US army's code for a simulation hand grenade with a paper body, used in training.]]&lt;br /&gt;
[[Image:Peace Walker-Airsoft-1.jpg|thumb|none|600px|&amp;quot;Stun Grenade&amp;quot; on the R&amp;amp;D menu. Note the incorrect statement about stun grenades using an &amp;quot;intense shockwave&amp;quot; to knock people unconscious. Stun grenades actually function by causing sensory overload which leads to severe disorientation.]]&lt;br /&gt;
[[Image:Peace Walker-Airsoft-2.jpg|thumb|none|600px|&amp;quot;Chaff Grenade&amp;quot; on the R&amp;amp;D menu.]]&lt;br /&gt;
[[Image:Peace Walker-Airsoft-3.jpg|thumb|none|600px|&amp;quot;Sleep Grenade&amp;quot; on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Charge==&lt;br /&gt;
&lt;br /&gt;
The M112 Demolition Charge is a remote detonated explosive with devastating power. Like in many video games, it can be detonated by shooting it, whereas in real life it is virtually impossible to set off C4 without using a detonator; oddly, an optional conversation with Kaz actually includes this information.&lt;br /&gt;
&lt;br /&gt;
C4 is the standard item used for demolitions in the game, including in the early &amp;quot;Barricade&amp;quot; mission where Big Boss must use C4 to destroy a concrete wall blocking his passage; it is also used in sabotage missions. Outside of this it can be used to set traps for enemies or attack the treads of vehicles; these cannot be destroyed, but a vehicle takes extra damage from hits to its tracks or wheels.&lt;br /&gt;
&lt;br /&gt;
[[Image:M112.jpg|thumb|none|400px|M112 demolition charge]]&lt;br /&gt;
[[Image:Peace Walker-C4-1.jpg|thumb|none|600px|M112 demolition charge on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
&lt;br /&gt;
The [[M18A1 Claymore]] can be developed; as ever in ''Metal Gear Solid'' it is incorrectly shown as proximity detonated. It is also a major factor in some extra ops, including two dedicated to disarming claymores and two rescue missions where the prisoner is positioned near claymore mines. Since in ''Peace Walker'' it is impossible to move while prone, enemy Claymores are no longer disarmed and retrieved by crawling over them; instead, they must be approached from the rear, whereupon an action prompt will appear to pick them up.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18A1.jpg|thumb|none|250px|M18A1 Claymore mine]]&lt;br /&gt;
[[Image:Peace Walker-Claymore-1.jpg|thumb|none|600px|Claymore mine on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== M15 Anti-tank Mine ==&lt;br /&gt;
&lt;br /&gt;
The [[M15 anti-tank mine]] can be used to temporarily disable vehicles and kill anyone close to the explosion. &lt;br /&gt;
&lt;br /&gt;
[[Image:Landmine-dod-closeup.jpg|thumb|none|250px|M15 anti-tank mine]]&lt;br /&gt;
[[Image:Peace Walker-ATMine-1.jpg|thumb|none|600px|M15 anti-tank mine on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== M67 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
The standard frag grenades seen in game are [[M67 hand grenade]]s; as in ''MGS4'', they appear to be based on an Airsoft gas charger bottle rather than a real M67. Apparently, even Soviet soldiers use the weapon instead of the Soviet standard-issue grenade RGD-5. Helicopter commanders are also prone to throwing them after revealing themselves if the player character is nearby.&lt;br /&gt;
&lt;br /&gt;
[[Image:FakeM67.jpg|thumb|none|150px|'''Airsoft''' &amp;quot;M67 hand grenade&amp;quot; gas bottle]]&lt;br /&gt;
[[Image:M67.jpg|thumb|none|150px|M67 hand grenade]]&lt;br /&gt;
[[Image:Peace Walker-M67-1.jpg|thumb|none|600px|M67 hand grenade on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
==M83 Smoke Grenade==&lt;br /&gt;
&lt;br /&gt;
Unlike other special grenades, the smoke grenade has its own model, which is an [[M83 Smoke Grenade]]: this is anachronistic, since the M83 was not introduced until the 90s, and was only used as a training grenade for about a decade after that. They are the second grenade type available after the basic fragmentation grenades, and the five Ranks improve both duration and radius of effect. They are sometimes also used by enemy soldiers to conceal deployments, though the NV goggles can see through them.&lt;br /&gt;
&lt;br /&gt;
In ''Peace Walker'' soldiers in the immediate blast radius of a smoke grenade will become disoriented and stand perfectly still waving their hands in front of their faces until the smoke clears; this can be used to hold up a large number of soldiers in one go if used correctly, and this appears to be intended since many of the harder vehicle battles could not possibly be S-ranked without doing so. This is accurate: while the terephthalic acid (TPA) filler in the M83 is less of an irritant and generally much less toxic than the hexachloroethane-zinc of the M8, it can still cause tear gas-like effects.&lt;br /&gt;
&lt;br /&gt;
A special blueprint for coloured smoke grenades can be found in one of the post-game missions after Peace Walker is defeated; these also use the M83 model. This is incorrect; the M83 is a white come grenade only, and coloured smoke would require the grenade be an M18. Each of the five Ranks produces a different colour of smoke; respectively red, blue, green, yellow and black for Ranks 1-5.&lt;br /&gt;
&lt;br /&gt;
[[Image:M87.JPG|thumb|none|150px|M83 smoke grenade]]&lt;br /&gt;
[[Image:Peace Walker-M83-1.jpg|thumb|none|600px|M83 smoke grenade on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
==XM7 Spider==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Fulton Sleep Gas Mine&amp;quot; is closely based on the XM7 Spider, a &amp;quot;landmine&amp;quot; which began development in the early 2000s which is actually a remote-operated 6-round grenade launcher. The one in the game is proximity triggered or set off by shooting it, and is filled with sleep gas and Fulton balloons (yes, really); it will automatically extract any soldiers caught in the blast. The gas cloud is spherical and passes through walls, allowing for the capture of high-level enemy soldiers placed in positions out of normal reach.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM7.jpg|thumb|none|400px|XM7 Spider Munition Control Unit]]&lt;br /&gt;
[[Image:Peace Walker-XM7-1.jpg|thumb|none|600px|&amp;quot;Fulton Sleep Gas Mine&amp;quot; on the R&amp;amp;D menu; basically an XM7 with a casing placed over it and a carry handle.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted weaponry=&lt;br /&gt;
&lt;br /&gt;
==Afanasev A-12.7==&lt;br /&gt;
&lt;br /&gt;
Both Hind-A variants mount an [[Afanasev A-12.7]] machine gun on their nose.&lt;br /&gt;
&lt;br /&gt;
[[Image:Afanasev A-12.7 dismounted.jpg|thumb|none|400px|Afanasev A-12.7 - 12.7x108mm]]&lt;br /&gt;
[[Image:Peace Walker-A12-1.jpg|thumb|none|600px|Afanasev A-12.7 mounted on a Hind-A Custom in the R&amp;amp;D menu. &amp;quot;Custom&amp;quot; vehicles are fought in the harder vehicle battles and later Outer Ops; as well as the special grey and red paint scheme, they have boosted damage, more armour and are far more aggressive during vehicle battles.]]&lt;br /&gt;
[[Image:Peace Walker-Afanasev-2.jpg|thumb|none|600px|While making his way through the tropical jungle, Big Boss suddenly encounters a new friend. The soldier in the pilot seat is referred to as the &amp;quot;Commander,&amp;quot; a position he apparently obtained through his ability to fly a two-seat attack helicopter by himself.]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Raider&amp;quot; variant of the AH-56 Cheyenne compound helicopter carries eight [[BGM-71 TOW]] missiles in two quad launchers on its outboard wing hardpoints.&lt;br /&gt;
&lt;br /&gt;
The AH-56 program still being around in ''Peace Walker'' is a little strange since it was cancelled in 1972 due to a combination of inter-service politics, handling problems, serious cost overruns and use of outdated technologies, with a production run of just ten prototypes, at least two of which had already been destroyed in testing; if Outer Ops are included, the game contains at least twice the number of AH-56s that were actually built.&lt;br /&gt;
&lt;br /&gt;
[[File:TOW AH-1W.jpg|thumb|none|400px|BGM-71 TOW mounted in M65 launcher on AH-1W - 152mm]]&lt;br /&gt;
[[Image:Peace Walker-XM140-1.jpg|thumb|none|600px|The underwing launchers on this AH-56 &amp;quot;Raider&amp;quot; Custom are modelled after the quad BGM-71 TOW launcher for the AH-1 Cobra: a special TOW variant was under development for the AH-56, but was cancelled along with the rest of the project.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
&lt;br /&gt;
The LAV Type G appears to be a Canadian AVGP Grizzly APC, a MOWAG Piranha varian fitted with the same Cadillac Gage turret as the AAVP7A1 but mounting a [[Browning M2]] and a Canadian C6 FN MAG rather than an M2 and a Mk 19 grenade launcher. For reasons best known to itself, the game counts this as a &amp;quot;25mm MG.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The vehicle is anachronistic, since the AVGP series entered production in 1979, though the turret is actually not, strictly speaking, since it was originally developed as the T-60 turret for the Cadillac Gage Commando, which entered production in 1964. &lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|400px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[Image:Peace Walker-M2-1.jpg|thumb|none|600px|The Browning M2 is clearly visible on the left side of the Grizzly's turret.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
&lt;br /&gt;
[[DShK heavy machine gun]]s can be found in fixed locations during various missions. They can be used by player characters; they have infinite ammunition and no heat gauge, only being limited by being a little difficult to use due to bouncing around a lot when fired. Enemies can also use them if they are alerted near to them.&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:mgspw.jpg|thumb|none|600px|&amp;quot;Cover me, me.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==FN MAG==&lt;br /&gt;
&lt;br /&gt;
The C6 derivative of the [[FN MAG]] is mounted on the AVGP Grizzly APC in a Cadillac Gage turret alongside a Browning M2, and on the AVGP Cougar IFV (&amp;quot;LAV Type C&amp;quot;) alongside an L23A1 76mm cannon in a turret developed for the British Scorpion reconnaissance vehicle.&lt;br /&gt;
&lt;br /&gt;
The AI weapons Pupa and Coccoon are equipped with numerous remote weapon stations which appear to mount a stockless FN MAG derivative similar to the M240C.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNMAG.jpg|thumb|none|400px|FN MAG 58 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|401px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-FNMAG-1.jpg|thumb|none|600px|A Grizzly APC deploys its overly dramatic title card as a group of Peace Sentinel soldiers look on in bemusement. The C6 machine gun is visible to the right of the Browning M2.]]&lt;br /&gt;
&lt;br /&gt;
==Hedgehog Anti-Submarine Projector==&lt;br /&gt;
&lt;br /&gt;
The Cocoon AI weapon mounts not only a ridiculous collection of guns, but also what is apparently a scaled-down Hedgehog anti-submarine rocket system, repurposed as a land-based mortar. Precisely why Huey did this rather than just using a more normal system is not particularly clear, but then again, this is the same battle where the player character can throw the hull of a tank which would weigh about a thousand tons into the air, so making sense was probably not a high priority.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hedgehog anti-submarine mortar.jpg|thumb|none|400px|Hedgehog Anti-Submarine Projector - 7 inch]]&lt;br /&gt;
&lt;br /&gt;
==KPVT Machine Gun==&lt;br /&gt;
&lt;br /&gt;
The BTR-60PB is armed with a [[KPVT]] heavy machine gun instead of the PKB of the PA version; this is incorrectly listed as a 25mm cannon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
&lt;br /&gt;
==M139 Autocannon==&lt;br /&gt;
&lt;br /&gt;
The Kampfpanzer 70, the German variant of the MBT-70 prototype tank which has apparently been adopted by Peace Sentinel, is armed with a retractable 20mm cannon as its secondary weapon; this is the M139, the designation for American-produced versions of the Hispano-Suiza HS.820. Oddly, the MBT-70 itself is not, even though both variants were supposed to have this as their anti-aircraft armament; it is instead a fictional configuration equipped with eight missile launch tubes mounted on the rear of its turret.&lt;br /&gt;
&lt;br /&gt;
An error with both tanks is that they are shown with the turret of the fifth prototype MBT-70 at Aberdeen Proving Ground: this was a lightweight turret without spaced armour fitted, and does not reflect the final configuration. The MBT-70 model is shown with large blocks mounted on the sides of the turret which are actually weights to simulate additional armour, while the Kampfpanzer 70 simply has a bare turret like the German prototype preserved in Koblenz.&lt;br /&gt;
&lt;br /&gt;
[[Image:MBT-70 secondary cannon 1.JPG|thumb|none|400px|M139 Autocannon - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==M242 Chaingun==&lt;br /&gt;
&lt;br /&gt;
The AI weapon Chrysalis mounts two weapons under its chin referred to as &amp;quot;chain guns;&amp;quot; these appear to be [[M242 Bushmaster chaingun]]s, which would have been state-of-the-art in 1974, having been introduced just two years earlier.&lt;br /&gt;
&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|400px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[Image:Peace Walker-Chaingun-1.jpg|thumb|none|600px|The AI weapon Chrysalis lies in a heap with its chainguns pointed in the air as Marine Iguana prepares to blast his way into the AI Pod and steal the treasure.]]&lt;br /&gt;
&lt;br /&gt;
==M269 Launcher Loader Module==&lt;br /&gt;
&lt;br /&gt;
The support section of Mother Base, which can be seen in low-detail on the Mother Base menu and in gameplay during a couple of boss fights and a special mission, has several M269 Launcher Loader Modules mounted on its platforms. These are more than a little anachronistic since the M270 MLRS system was designed in 1977 and did not enter service until 1983.&lt;br /&gt;
&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[Image:Peace Walker-LauncherLoader-1.jpg|thumb|none|600px|&amp;quot;Don't mind us, we haven't been invented yet.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
&lt;br /&gt;
The Cocoon AI weapon is equipped with what appear to be [[M61 Vulcan]] cannons in six installations on its hull and turret.&lt;br /&gt;
&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==M73 machine gun==&lt;br /&gt;
&lt;br /&gt;
The MBT-70 variants use their coaxial [[M73 machine gun]]s in lieu of having a 20mm autocannon like the Kampfpanzer 70 variants; while presumably the latter have them too, they do not use them. Unfortunately for the player, the appalling real-life performance of the M73 is not replicated when fighting the MBT-70.&lt;br /&gt;
&lt;br /&gt;
[[Image:M73mg.jpg|thumb|none|400px|M73 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
During a comic-book cutscene near the end of the game showing the enormous fleet MSF apparently now has, a pair of AAVP7A1 Amtraks can be seem swimming alongside the other ships, equipped with visible [[Mk 19 Grenade Launcher]]s. The presence of both the vehicles and the Mk 19s are anachronistic, since the LVTP-7 was not upgraded to the AAVP7A1 until 1982 and the Cadillac-Gage turret was not fitted until 1987.&lt;br /&gt;
&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher in vehicle mounting - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
==PKB Machine Gun==&lt;br /&gt;
&lt;br /&gt;
The PKB, the spade-grip version of the [[PKM]], is seen fitted to both variants of the BTR-60PA. The commander can apparently control the PKB with the power of his mind if he has not revealed himself, since the weapon is operational throughout the BTR-60 battles. If he ''is'' on it he is presumably driving the vehicle with his feet, since it is not required for there to be anyone but the commander on board a ground vehicle when he is revealed. This is not even the most unlikely thing commanders can do; helicopter commanders can safely land their charge while unconscious or even dead.&lt;br /&gt;
&lt;br /&gt;
The T-72U variants also mount a PKB instead of the correct [[NSV heavy machine gun]] on their commander's hatch. Oddly, the T-72A variant does mount anything at all, instead having only an empty mounting. The A variant itself would anachronistic, since it was first produced in 1979; this is compounded by the Peace Sentinel version actually being an even later T-72AV variant with explosive reactive armour.&lt;br /&gt;
&lt;br /&gt;
[[Image:PKB-Image.jpg|thumb|400px|none|PKB Machine Gun with spade grips - 7.62x54mm R]]&lt;br /&gt;
[[Image:Peace Walker-PKB-1.jpg|thumb|none|600px|A PKB can be seen incorrectly mounted on the commander's hatch of this T-72U Custom.]]&lt;br /&gt;
[[Image:Peace Walker-PKB-2.jpg|thumb|none|600px|A more ordinary T-72U interrupts Big Boss' attempt to intercept a weapon shipment.]]&lt;br /&gt;
&lt;br /&gt;
==PKT Machine Gun==&lt;br /&gt;
&lt;br /&gt;
The T-72A variants in the game both make enthusiastic use of their coaxial [[PKT]] machine guns when not enjoying the benefits of main gun autoloaders that somehow work as fast as semi-automatic pistols rather than the 7-8 second reload time one might reasonably expect.&lt;br /&gt;
&lt;br /&gt;
[[Image:Machine gun PKT.jpg|thumb|400px|none|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
[[Image:Peace Walker-PKT-1.jpg|thumb|none|600px|The barrel of the PKT is hard to see if the weapon is not firing; it is the black dot to the right of this T-72A Custom's searchlight.]]&lt;br /&gt;
&lt;br /&gt;
==RGM-84 Harpoon==&lt;br /&gt;
&lt;br /&gt;
Mother Base's support section also has several Mk 141 quad RGM-84 Harpoon canister launchers. These are rather anachronistic, given the Harpoon did not enter service until 1977. During boss battles on Mother Base, the Harpoon battery displays the somewhat unlikely ability to engage targets a hundred yards away from it by having the missiles turn right around after being launched almost vertically.&lt;br /&gt;
&lt;br /&gt;
[[Image:Harpoon.jpg|thumb|none|400px|RGM-84 Harpoon anti-ship missile in Mk 141 canister launchers - 340mm ]]&lt;br /&gt;
[[Image:Peace Walker-Harpoon-1.jpg|thumb|none|600px|A pair of Mk 141 quad Harpoon launchers are visible on Mother Base's deck behind Kaz Miller as he and Big Boss discuss things in one of the game's various endings.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;S-Mine&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Peace Walker is armed with what are supposedly [[S-Mine]] launchers in its legs; what these actually do is fire projectiles which look like entire S-Mines rather than bounding bodies, with the detonator prongs changed into propeller blades. These can somehow fly, and hover towards the player character before detonating and sending a shotgun-like spread of submunitions directly downwards; shooting them in mid-air will set them off prematurely, and can even damage Peace Walker itself if they are detonated close enough to it. Precisely why the game calls these devices S-Mines at all is not clear; the idea appears to be based on the bracket-mounted S-Mine launchers used on early-production Tiger tanks for close-range defence, but these were basically tiny mortars for firing the mine's bounding body, which did not have a pronged fuze fitted to it in this application.&lt;br /&gt;
&lt;br /&gt;
Peace Walker also fires &amp;quot;S-Mine&amp;quot; spreads during a QTE cutscene sequence where Snake is chasing it while riding The Boss' horse (which got to Costa Rica via Strangelove after it somehow got from Russia to a British horse market); in this sequence the spreads are far broader, with convenient horse-sized gaps between submunitions.&lt;br /&gt;
&lt;br /&gt;
[[Image:SMine35.jpg|thumb|none|150px|S-Mine 35]]&lt;br /&gt;
&lt;br /&gt;
==Shipunov GShG-7.62==&lt;br /&gt;
&lt;br /&gt;
The two Hind-D variants each mount four Shipunov GShG-7.62 four-barrel rotary guns, two in each of the GUV-8700 gunpods mounted under their wings.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gshg.jpg|thumb|none|400px|Shipunov GShG-7.62 - 7.62x54mmR]]&lt;br /&gt;
[[Image:Peace Walker-Yak-1.jpg|thumb|none|600px|A GShG-7.62 is mounted on either side of the central Yak-B gun in each of this Hind-D Custom's wing-mounted gunpods.]]&lt;br /&gt;
&lt;br /&gt;
==XM140 Autocannon==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Raider&amp;quot; variant of the AH-56 Cheyenne also mounts the XM52 Armament Subsystem, a belly-mounted turret containing the cancelled XM140 30mm autocannon. This gun was also suggested for the bizarre Convair Model 49 VTOL aircraft, another entrant in the US Army's Advanced Aerial Fire Support System program. Ultimately the requirement for a 30mm cannon in the replacement Advanced Attack Helicopter program led to the deployment of the [[M230 Chain Gun]] on the AH-64 Apache.&lt;br /&gt;
&lt;br /&gt;
[[Image:Xm140.jpg|thumb|400px|none|XM140 Autocannon - 30mm]]&lt;br /&gt;
[[Image:Xm52dwg.jpg|thumb|400px|none|Diagram of the XM52 Armament Subsystem showing the XM140 Autocannon - 30mm]]&lt;br /&gt;
[[Image:Peace Walker-XM140-1.jpg|thumb|none|600px|The XM140 can be seen in the belly turret of this AH-56 &amp;quot;Raider&amp;quot; Custom.]]&lt;br /&gt;
&lt;br /&gt;
==XM196 Minigun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Bomber&amp;quot; variant of the AH-56 uses the nose-mounted XM53 Armament Subsystem, a mounting for a [[M134 minigun]] variant called the XM196 which was modified with an additional ejection sprocket. What appears to be a flattened version of the XM196 barrel texture is also used for the several dozen tiny non-functional gunports on Cocoon's sides.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Xm53dwg.jpg|thumb|none|400px|Diagram of the XM53 Armament Subsystem with XM196 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-XM196-1.jpg|thumb|none|600px|AH-56 &amp;quot;Bomber&amp;quot; Custom, equipped with six Mk 82 &amp;quot;Snakeye&amp;quot; 500lb petal-retarded iron bombs and an XM196 mounted on the nose. The Custom version is one of the more blatant cases of vehicles having infinite ammunition; since its bombing runs are extended it can drop more bombs in a single run than it is actually carrying.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
&lt;br /&gt;
The Hind-D variants are also equipped with a [[Yakushev-Borzov Yak-B]] gatling gun under their chin, with another in each of the GUV-8700 gunpods under their wings.&lt;br /&gt;
&lt;br /&gt;
[[Image:Yakb.JPG|thumb|none|400px|Yakushev-Borzov Yak-B machine gun - 12.7x108mm]]&lt;br /&gt;
[[Image:Peace Walker-Yak-1.jpg|thumb|none|600px|Hind-D Custom, with a Yak-B gatling gun clearly visible on the nose; there is another in each of the white gunpods under the wings.]]&lt;br /&gt;
[[Image:Peace Walker-Yak-2.jpg|thumb|none|600px|During the game's final ending, a group of unique MSF Hind-Ds can be seen on Mother Base's deck. As well as having a special paint scheme, these have AT-6 Spiral anti-tank missiles on their outermost pylons instead of the AT-2 Swatter used by every other Hind in the game.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Railgun==&lt;br /&gt;
&lt;br /&gt;
A man-portable magnetic accelerator designed to look like a primitive forerunner to the railgun seen in ''MGS2'' and ''MGS4'', this is normally an extremely unremarkable semi-automatic rifle; oddly, though it mounts a large computerised scope, it cannot actually be used. However, if a co-op partner is equipped with the &amp;quot;Rail Gun Dynamo&amp;quot; item they can charge up another player's railgun, in much the same way as the gun in ''MGS4'' but with a lot more button-mashing. At full power it is second only to the Human Slingshot in terms of damage, exceeding every other weapon in the game and able to destroy some of the earlier armoured vehicles in a single hit. A level three shot is accompanied by an anime-style cry of &amp;quot;SUPER CO-OP WEAPON: RAILGUN!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A variant of the railgun model is used for the &amp;quot;Stealth Gun,&amp;quot; another co-op weapon. This device is totally useless on its own, but can be used to render a co-op partner almost invisible by keeping the beam it emits trained on them; unlike the Stealth Camo item, it will not incur a hefty penalty on the end-of-level ranking screen. However, while the Stealth Camo grants a camo index of 100%, the Stealth Gun only gives a targeted partner 95%.&lt;br /&gt;
&lt;br /&gt;
Both weapons have high level requirements, and require an R&amp;amp;D staff member with the rare &amp;quot;EM Weapons Design&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
[[Image:Peace Walker-Railgun-1.jpg|thumb|none|600px|&amp;quot;Railgun&amp;quot; on the R&amp;amp;D menu.]]&lt;br /&gt;
[[Image:Peace Walker-Stealthgun-1.jpg|thumb|none|600px|&amp;quot;Stealth Gun&amp;quot; on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
==Tanegashima==&lt;br /&gt;
&lt;br /&gt;
The [[Tanegashima]], a 16th-century Japanese muzzle-loading black powder matchlock arquebus, makes a return from ''[[Metal Gear Solid 4]]'' and repeats that title's mistake of classifying it as an assault rifle. It adds an additional error in referring to it as a &amp;quot;musket&amp;quot; in menus; the Tanegashima is an arquebus, which is the forerunner of the musket. Its low damage and single-shot nature coupled with a lengthy reload time makes it fairly useless in combat, but similar to its previous incarnation, each hit scored against an enemy soldier (as opposed to each round fired) has a 1 in 3 chance of summoning a tornado; as well as scattering items as it did before, any soldier caught in the tornado will be thrown into the sky and land in MSF's recovery helicopter, much to Kaz's bemusement and later annoyance; this may also sometimes result in them having the &amp;quot;sickness&amp;quot; status when they arrive at Mother Base. Rather than the tornado being fired out of the gun in a straight line, it is stationary and occurs at the point of impact.&lt;br /&gt;
&lt;br /&gt;
Producing it requires at least one staff member with the &amp;quot;Japanese Patriot&amp;quot; skill (&amp;quot;Yamato Spirit&amp;quot; in the Japanese version); rather more puzzlingly, it also requires an item which is a rare drop from one of the ''Monster Hunter'' bosses, Rathalos.&lt;br /&gt;
&lt;br /&gt;
[[Image:TanegashimaShort.jpg|thumb|none|400px|Short &amp;quot;Tanegashima&amp;quot; matchlock arquebus at Ako Temple museum]]&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Peace_Walker&amp;diff=1390353</id>
		<title>Metal Gear Solid: Peace Walker</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Peace_Walker&amp;diff=1390353"/>
		<updated>2021-01-02T12:28:44Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* &amp;quot;S-Mine&amp;quot; */ It's explained that Strangelove bought the horse in a horse market in England, though how it got there from the USSR is a mystery even in-universe.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Peace Walker&lt;br /&gt;
|picture = peacewalker.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2010&lt;br /&gt;
|developer=Kojima Productions&lt;br /&gt;
|platforms=Playstation Portable&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Peace Walker''''' is a side-story in the main ''Metal Gear'' series released in 2010 for the PSP and re-released in 2011 as part of the ''Metal Gear HD Collection'' for the PS3 and Xbox 360, with enhanced graphics and a control scheme optimised for twin-joystick controllers.&lt;br /&gt;
&lt;br /&gt;
The story takes place in 1974, four years after the events of ''[[Portable Ops]]'', but does not really follow up on that game's story threads (it is only mentioned once in passing as &amp;quot;all that crap in San Hieronymo&amp;quot;), instead being primarily a direct sequel to ''[[Metal Gear Solid 3]]''. Disillusioned with the US, the legendary soldier Big Boss has abandoned his former country and taken a group of loyal troops to form a mercenary group called MSF (''Militaires Sans Frontières'', Soldiers Without Borders). When Big Boss receives a mysterious recording implying that his mentor The Boss is somehow still alive, he agrees to assist the Sandinista forces in Costa Rica, hoping to discover more about her fate.&lt;br /&gt;
&lt;br /&gt;
The game features a couple of rather obtuse unlockables which reference other licensed properties; specifically Ubisoft's ''Assassin's Creed'' and Capcom's ''Monster Hunter'' series. The Japanese version also features licensed products such as Doritos, Axe Body Spray and Mountain Dew among the items MSF can develop; presumably due to licensing issues, these are replaced with generic versions in Western releases.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the game ''Metal Gear Solid: Peace Walker'':''' &lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Being a portable game, ''Peace Walker'' is built around a series of short missions rather than a single long campaign; these are designed for single or cooperative play, with many RPG-like elements added which were unique to this game prior to the release of ''[[Metal Gear Solid V: The Phantom Pain]]''. During the first chapter MSF acquires a converted OTEC research platform dubbed &amp;quot;Mother Base&amp;quot; which is used as justification for the various in-game systems. The player can recruit additional troops by either accepting volunteers or using the rather comical &amp;quot;Fulton Recovery&amp;quot; mechanic to kidnap enemy soldiers by launching them into the sky using magic balloons which somehow even work underground. (This recovery system was used in [[The Dark Knight]] when Batman assaulted Hong Kong to recover the accountant Lau)&lt;br /&gt;
&lt;br /&gt;
An overarching &amp;quot;Heroism&amp;quot; rating determined by the player's behaviour in missions determines the quality of volunteers: this increases if the player gets high mission ranks by being stealthy and using non-lethal weapons, but goes down if they kill enemies or do unheroic things like repeatedly shocking a downed enemy with the Stun Knife. The Stun Knife itself is a result of director Hideo Kojima's desire to make the game accessible to younger audiences; there is no blood or gore, and unlike ''Metal Gear Solid 4'' the &amp;quot;knife&amp;quot; is just a contact electroshock device and has no ability to switch to a lethal blade.&lt;br /&gt;
&lt;br /&gt;
Weapons are not simply found in the game world; instead, the player can find or unlock blueprints which are then developed via the R&amp;amp;D department using points acquired by the Combat Team; all weapons have a minimum level for at least one of the various Mother Base teams, before which they cannot be developed. Certain high-level weapons may also require staff with specific skills be part of the R&amp;amp;D team. Mother Base also manufactures ammunition for weapons with a set amount being made per mission, though in practice the number is so high that running out is never an issue. The weapon selection system is similar to that in ''MGS4'', but more restricted; the &amp;quot;backpack&amp;quot; loadout is fixed during a mission, and only a limited number of firearms can be carried; two, unless the &amp;quot;Battle Dress&amp;quot; suit is used, in which case it is three. The remainder of the player's weaponry slots can only be occupied by thrown and placed items.&lt;br /&gt;
&lt;br /&gt;
Weapons are sorted by a tree structure where similar weapons can be upgraded linearly (ranked from 1 to 5), producing better guns of fundamentally the same type. Distinctly different types are typically offshoots with their own rank. In addition, each individual weapon gains experience as it is used, which gives a further boost to its stats in three increments. An additional bonus is granted by the soldier using the weapon; each MSF recruit is semi-randomly generated, with combat stats ranked from F to S which govern things like their accuracy, reload speed, and speed in setting up placed weapons like C4 and mines. These stats can be increased up to a point by improving Mother Base's morale, which is governed by the quality of the food made by the galley.&lt;br /&gt;
&lt;br /&gt;
There are a large number of missions where the player faces off against an armoured vehicle supported by infantry; dispatching all the escorts and damaging the vehicle severely or stealthily taking down the escorts will reveal the commander, and killing or knocking out out the commander will allow the vehicle to be captured intact. It can then be used in a series of Pokemon-like &amp;quot;Outer Ops&amp;quot; battles where the player can earn additional rewards, including some not available in regular missions. These use a &amp;quot;random drop&amp;quot; mechanic like an RPG, with a common, uncommon and rare reward for each mission; often, the rare reward is a weapon blueprint. &lt;br /&gt;
&lt;br /&gt;
There are also a number of missions in which the player must battle certain enemies from a different game, for example, the Rathalos and Tigrex from Monster Hunter, as well as a 'Gear REX'. All these creatures can be neutralised either with lethal firepower or with tranquilisers. &lt;br /&gt;
&lt;br /&gt;
Stealth runs are complicated halfway through the game where soldiers wearing helmets will start to appear; these will protect them from headshots from the sides and rear, and shooting off their helmet will cause them to be alerted unless a very quick follow-on shot is made. To this end, some lethal weapons now have armour-piercing abilities, allowing them to ignore headgear.&lt;br /&gt;
&lt;br /&gt;
Suppressors have been simplified since the menu in general is extremely streamlined; instead of finding suppressors in the world and replacing them as need be, a weapon with a suppressor is automatically fitted with it at the start of the mission; it cannot be detached, and when it is fully degraded there is no way to get another. The rate of degradation can generally be slowed by upgrading the weapon. A handful of weapons bypass this system by having permanent suppressors that do not degrade.&lt;br /&gt;
&lt;br /&gt;
An oddity common to every reloading animation in the game but particularly noticeable with disposable launchers is that if a reloading animation is interrupted (for example by the player character being knocked over) it must be started again from scratch; this can mean the player character does things like discarding a spent LAW tube and then having to discard another before pulling out a new one.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 39#Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot;|Mk 22 Mod 0]] (a Navy-modified Smith &amp;amp; Wesson Model 39) is one of Big Boss' starting weapons in the first mission. A suppressor has been permanently fitted and further upgrades in the game increases its durability before it wears out. Just like in ''[[Metal Gear Solid 3: Snake Eater]]'', it is modified into a tranquilizer gun and as ever, it fires a &amp;quot;Hollywood&amp;quot; tranquilizer dart round which will instantly knock out an enemy with a shot to the head and safely put soldiers to sleep every time; in real life, administering anaesthetic is a skilled balancing act between fully conscious and dead, which is why such weapons are not popular there.&lt;br /&gt;
&lt;br /&gt;
Owing to the odd ability to hold up soldiers and have them stay in place terrified forever, it is not quite as necessary for stealth / no kill runs as in the other games. This is even joked about within the game, with the &amp;quot;hold up&amp;quot; missions requiring the player character to use a banana instead of a gun to make their unwitting foes surrender. It is actually possible for R&amp;amp;D to develop the banana so it can be used in other missions (a reference to the film ''[[Godzilla vs. Gigan]]''); it counts as a pistol.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk22 Mod 0.jpg|thumb|400px|none|Mk 22 Mod 0 (Navy modified Smith &amp;amp; Wesson 39) - 9x19mm. Note slide locking mechanism to reduce noise, tall iron sights, and threaded barrel.]]&lt;br /&gt;
[[Image:Peace Walker-Mk22-1.jpg|thumb|none|600px|Rank 1 Mk 22 Mod 0 on the R&amp;amp;D menu. The Rank 1 and 2 versions use the same suppressor model; most likely this is because the Rank 1 version was originally planned to have no suppressor at all. Pre-release images show an R&amp;amp;D image of the Mk 22 Mod 0 with the suppressor detached, which is not possible in the R&amp;amp;D menu in the final game. All other Ranks get a new one...]]&lt;br /&gt;
[[Image:Peace Walker-Mk22-2.jpg|thumb|none|600px|...culminating in Rank 5 using this weird angular object, which appears to be a tiny SilencerCo Osprey with a missing release lever.]]&lt;br /&gt;
&lt;br /&gt;
== Colt M1911A1 ==&lt;br /&gt;
&lt;br /&gt;
The [[M1911A1#M1911A1|M1911A1]] is the second handgun available, and the custom M1911A1 Big Boss used in ''[[Metal Gear Solid 3: Snake Eater]]'' can also be unlocked seperately as a Rank 3 weapon called the &amp;quot;M1911 (CT).&amp;quot; A suppressor can be fitted from Rank 2 and 4 onwards for the normal and custom version respectively, further upgrades increase its durability before it wears out.  &lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|400px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Peace Walker-M1911-1.jpg|thumb|none|600px|Rank 2 M1911A1 on the R&amp;amp;D menu, showing off the suppressor.]]&lt;br /&gt;
[[Image:Peace Walker-M1911-2.jpg|thumb|none|600px|Rank 5 &amp;quot;M1911 (CT).&amp;quot; Note the new hammer, extended slide release and safety levers, grip, the addition of cocking serrations at the front of the slide, a different suppressor, longer trigger, new sights and differently shaped beavertail.]]&lt;br /&gt;
[[Image:MGS4-M1911Cus-HQ.jpg|thumb|none|600px|''MGS4'' image of the M1911 Custom for comparison. Some details are simplified on the ''Peace Walker'' version (most obviously, the grip texture is mirrored rather than only carved out on the left side), but it is clearly supposed to be the same gun.]]&lt;br /&gt;
&lt;br /&gt;
== Makarov PM ==&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PM]] is a mediocre handgun with the odd distinction of having an S rank for concealability, meaning it actually increases the player character's camouflage rating when equipped. Zadornov carries one during the comic cutscenes, and it is the basic weapon used by MSF soldiers in Outer Ops mode. &lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|400px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Peace Walker-Makarov-1.jpg|thumb|none|600px|Makarov PM on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== Makarov PB ==&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PM#6P9 PB|Makarov PB]] is a modified Makarov PM that contains an integral suppressor that never wears out during gameplay.  &lt;br /&gt;
&lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|401px|Makarov PB - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Peace Walker-6P9-1.jpg|thumb|none|600px|R&amp;amp;D image of the Makarov PB.]]&lt;br /&gt;
&lt;br /&gt;
== Mauser C96 ==&lt;br /&gt;
&lt;br /&gt;
A [[Mauser C96]] can be unlocked by getting an S rank on Extra Ops mission 20. Further upgrades turn it into an M712.&lt;br /&gt;
&lt;br /&gt;
[[Image:C96Pistol.jpg|thumb|none|400px|Pre-War dated Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:Peace Walker-C96-1.jpg|thumb|none|600px|R&amp;amp;D image of the C96.]]&lt;br /&gt;
&lt;br /&gt;
== Mauser M712 Schnellfeuer ==&lt;br /&gt;
&lt;br /&gt;
Upgrading the C96 turns it into a [[Mauser C96#Mauser M712 Schnellfeuer|Mauser M712 Schnellfeuer]], though it retains the name of &amp;quot;C96&amp;quot; and is incorrectly still shown with a fixed magazine loaded with a stripper clip. It can be upgraded to a 20-round magazine; this is still not detachable, and since the reloading animation is not changed, the player character will still reload it with a 10-round stripper clip.&lt;br /&gt;
&lt;br /&gt;
[[Image:MauserM712Schnellfeuer.jpg|thumb|none|400px|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:Astra902.jpg|thumb|none|400px|Astra Model 902 - 7.63x25mm Mauser. The upgraded 20-round version is shown with this type of extended fixed magazine instead of the correct detachable magazine]]&lt;br /&gt;
[[Image:Peace Walker-M712-1.jpg|thumb|none|600px|Rank 4 M712 on the R&amp;amp;D menu: note the added fire selector.]]&lt;br /&gt;
[[Image:Peace Walker-M712-2.jpg|thumb|none|600px|Rank 5 M712, showing the incorrect extended fixed magazine.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 19 ==&lt;br /&gt;
&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 19]] is the game's only revolver, and is first unlocked as a Rank 3 blueprint awarded for completing one of the Fulton Recovery missions. It gains a longer barrel at Rank 4 which improves accuracy, while Rank 5 adds a laser sight, though as with all laser-sighted weapons it requires a member of the R&amp;amp;D staff to have the &amp;quot;Optical Technology&amp;quot; skill before it can be developed. &lt;br /&gt;
&lt;br /&gt;
[[Image:Smith&amp;amp;Wesson-Model-19.jpg‎|thumb|none|400px|Smith &amp;amp; Wesson Model 19 Combat Magnum - .357 Magnum]]&lt;br /&gt;
[[Image:Smithandwessonmod19-03.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 19 - .357 Magnum]]&lt;br /&gt;
[[Image:Peace Walker-M19-1.jpg|thumb|none|600px|R&amp;amp;D image of the basic Rank 3 Model 19.]]&lt;br /&gt;
[[Image:Peace Walker-M19-2.jpg|thumb|none|600px|The Rank 5 Model 19 gains a laser sight; this does not actually emit a laser, instead placing a red dot in the middle of the aiming reticle and increasing the weapon's accuracy significantly. The model appears to be an M145 Machine Gun Optic rather than any kind of laser; no smallarm laser sight was commercially available in 1974, and the device shown is too small to contain a period helium-neon laser, let alone the 10,000 volt power supply required to switch one on.]]&lt;br /&gt;
&lt;br /&gt;
== Kampfpistole Z ==&lt;br /&gt;
&lt;br /&gt;
The [[Kampfpistole Z]] is more or less a joke weapon, with the worst accuracy score in the entire game. Further upgrades, however, introduce a stock to mitigate recoil. This turns the Kampfpistole Z into a Sturmpistole.&lt;br /&gt;
&lt;br /&gt;
Developing the Kampfpistole will also allow soldiers in Outer Ops mode to use it instead of using rifles, and in this mode it is actually useful, allowing infantry to deal immense damage to other infantry and even be reasonably effective against vehicles.&lt;br /&gt;
&lt;br /&gt;
[[File:Kampfpistole z.jpg|thumb|400px|none|Kampfpistole Z - 26.65mm]]&lt;br /&gt;
[[Image:Peace Walker-KPistole-1.jpg|thumb|none|600px|R&amp;amp;D image of the Kampfpistole Z. Note that it is shown fitted with a Sturmpistole indirect fire sight.]]&lt;br /&gt;
&lt;br /&gt;
== Sturmpistole ==&lt;br /&gt;
&lt;br /&gt;
The upgraded Kampfpistol Z becomes a [[Kampfpistole Z#Sturmpistole|Sturmpistole]], and gains enough accuracy to actually be useful. It is basically a light antitank weapon in this configuration, since the grenades are HEAT rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sturmpistole.jpg|thumb|none|400px|Sturmpistole - 26.65mm / 23mm]]&lt;br /&gt;
[[Image:Peace Walker-Sturmpistole-1.jpg|thumb|none|600px|R&amp;amp;D image of the Sturmpistole.]]&lt;br /&gt;
&lt;br /&gt;
== FP-45 Liberator ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;EZ Gun&amp;quot; is a weapon based on the [[FP-45 Liberator]] which fires special rounds that either recover life or Psyche (the game's term for stamina, which is written in allcaps for no obvious reason); these are basically useless outside of co-op play, and rather gimmicky even there since these guns take up a weapon slot. The EZ Gun is shown as bolt-action with an invisible magazine which contains every round the character has; this is something of an improvement over the real weapon, which was rather infamous for taking longer to reload than it did to manufacture. According to a radio conversation with The Boss in ''Metal Gear Solid 3'' it does not have a suppressor, instead using &amp;quot;silent&amp;quot; ammunition, presumably of a similar type to that used by the Russian [[PSS Silent Pistol]]; the result is that it has unlimited durability like other integrally suppressed weapons. (This seems to resemble the 'Patriot' machine pistol used by the Boss in MGS3, which had an infinite amount of ammunition). For no obvious reason, Paz has the blueprint to the psyche recovery version, and Big Boss must brave an intensely creepy mission to retrieve it, as well as have a co-ops comm call that requires a Heroism rating of 115,000 (!) to unlock.&lt;br /&gt;
&lt;br /&gt;
Besides the life or Psyche variants, there are also two Support Beacon Gun variants which use the same model; these are similar in function to the beacon and grenade support markers, their ability to be fired anywhere being balanced by a lower number of support calls available before they are exhausted and the fact that they count as guns rather than thrown / placed weapons for inventory purposes.&lt;br /&gt;
&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|400px|FP-45 Liberator - .45 ACP]]&lt;br /&gt;
[[Image:MGS_EZGun.jpg|thumb|none|400px|'''Non-firing model''' of the &amp;quot;EZ Gun&amp;quot; by Kagerou Works]]&lt;br /&gt;
[[Image:Peace Walker-EZGun-1.jpg|thumb|none|600px|R&amp;amp;D image of the Life Recovery version.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
== Ingram MAC-10 ==&lt;br /&gt;
&lt;br /&gt;
The [[MAC-10]] is available in two forms; the standard version gains a limited-duration suppressor at Rank 2, while the second &amp;quot;BJ&amp;quot; (&amp;quot;Barrel Jacket&amp;quot;) version features an extended barrel with a shroud, improving accuracy. Unusually for a videogame, the MAC-10 is always shown with the stock unfolded.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|400px|Ingram MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:Ingram MAC 10.jpg|thumb|none|400px|MAC-10 with detachable barrel extension - .45 ACP]]&lt;br /&gt;
[[Image:Peace Walker-MAC10-1.jpg|thumb|none|600px|At Rank 2 the MAC 10 becomes the &amp;quot;MAC 10 (SP)&amp;quot; and gains a suppressor.]]&lt;br /&gt;
[[Image:Peace Walker-MAC10-2.jpg|thumb|none|600px|The Rank 3 &amp;quot;MAC 10 (BJ),&amp;quot; showing the large barrel extension with perforated shroud.]]&lt;br /&gt;
&lt;br /&gt;
== M1928 Thompson ==&lt;br /&gt;
&lt;br /&gt;
Higher Ranks of the Thompson M1928A1 turn it into an [[Thompson#M1928/M1928A1 Thompson|M1928 Thompson]] with a vertical foregrip for increased stability and a 50 round drum magazine. The fully upgraded version is a reference to The Pain's M1928 in ''[[Metal Gear Solid 3: Snake Eater]]'', though presumably the one used by MSF is not formed from colonial insects of no fixed species.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928.jpg|thumb|none|400px|M1928 Thompson with drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Peace Walker-Thompson-1.jpg|thumb|none|600px|Rank 2 M1928 Thompson. Note the added foregrip compared to the M1928A1 below. It is always called M1928A1, which is incorrect for the higher-ranked versions.]]&lt;br /&gt;
[[Image:Peace Walker-Thompson-2.jpg|thumb|none|600px|Rank 3 M1928 Thompson, with a 50-round drum and the ability to shout about your hornets.]]&lt;br /&gt;
&lt;br /&gt;
== M1928A1 Thompson ==&lt;br /&gt;
&lt;br /&gt;
The [[Thompson#M1928/M1928A1 Thompson|Thompson]] starts out as an M1928A1 with a 30-round magazine, with additional Ranks reverse-upgrading it into an M1928.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:Peace Walker-M1928A1-1.jpg|thumb|none|600px|M1928A1 Thompson on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A2 ==&lt;br /&gt;
&lt;br /&gt;
An early [[MP5#Heckler &amp;amp; Koch MP5A2|MP5A2]] variant with a &amp;quot;slimline&amp;quot; handguard and a straight box magazine is present in the game; it is one of the more accurate SMGs, and when fully developed can be equipped with a limited-duration suppressor.&lt;br /&gt;
&lt;br /&gt;
[[Image:HK MP-5 A3.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[Image:Peace Walker-MP5-1.jpg|thumb|none|600px|Rank 3 MP5A2 on the R&amp;amp;D menu.]]&lt;br /&gt;
[[Image:Peace Walker-MP5-2.jpg|thumb|none|600px|At Rank 4, the MP5A2 gains a rather tiny suppressor.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5SD2 ==&lt;br /&gt;
&lt;br /&gt;
The integrally suppressed version of the MP5A2, the [[MP5SD|MP5SD2]], is also available. As with other integrally suppressed weapons, the MP5SD2's main benefit is that its suppressor has unlimited durability.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:Peace Walker-MP5SD-1.jpg|thumb|none|600px|MP5SD2 on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== Česká Zbrojovka SA Vz. 61 E &amp;quot;Skorpion&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The [[Skorpion SA|ČZ SA Vz.61 E &amp;quot;Škorpion&amp;quot;]] appears as the &amp;quot;Uz61.&amp;quot; It holds only 20 rounds, but can be used in conjunction with the ballistic shield. It starts out as a Rank 2 blueprint, and at Rank 3 it gains a suppressor. Like the MAC-10, it is always shown with the stock unfolded.&lt;br /&gt;
&lt;br /&gt;
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|400px|none|CZ Vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[Image:Peace Walker-Skorpion-1.jpg|thumb|none|600px|Rank 2 Skorpion on the R&amp;amp;D menu.]]&lt;br /&gt;
[[Image:Peace Walker-Skorpion-2.jpg|thumb|none|600px|Rank 4 Skorpion on the R&amp;amp;D menu. Ranks 3 and 4 are identical.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
The [[Ithaca 37]] makes an appearance as the &amp;quot;M37,&amp;quot; starting out at Rank 2 with a sawed-off stock and barrel. At Rank 3 Mother Base develops radical new unsawing technology to give it a full-length barrel with an extended magazine tube, while the Rank 4 and 5 upgrades add a suppressor. A second research chain creates the Rank 4 &amp;quot;M37 (LB),&amp;quot; which is oddly named since it is the stock that is restored in this variant; it is more accurate, but lacks the extended magazine tube. A further blueprint is needed to create the Rank 5 &amp;quot;M37 (ACM)&amp;quot; (&amp;quot;accurised model&amp;quot;) which fires slugs instead of buckshot and has a scope, allowing it to be used as an ersatz sniper rifle. It is also the under-barrel shotgun attachment for the Colt M16A1 and Model 653.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|400px|none|'''Airsoft''' Ithaca 37 with sawed-off stock and barrel - (fake) 12 gauge]]&lt;br /&gt;
[[Image:IthacaExtMagTub.jpg|thumb|none|400px|Ithaca 37 with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[Image:Peace Walker-Ithaca-1.jpg|thumb|none|600px|R&amp;amp;D image of the basic sawed-off Rank 2 version.]]&lt;br /&gt;
[[Image:Peace Walker-Ithaca-2.jpg|thumb|none|600px|The more than slightly silly-looking Rank 5 version in the normal research chain, with an extended magazine tube and suppressor.]]&lt;br /&gt;
[[Image:Peace Walker-Ithaca-3.jpg|thumb|none|600px|&amp;quot;ACM&amp;quot; variant, with a rifle scope and full stock. The &amp;quot;LB&amp;quot; version is the same model, but without the scope.]]&lt;br /&gt;
[[Image:Peace Walker-Ithaca-4.jpg|thumb|none|600px|Cut-down Ithaca 37 mounted underneath a Rank 4 M16A1. Note it uses M203 handguards as a mount.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch CAWS ==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch CAWS]] is the most powerful shotgun in the game, and the only one which is fully automatic. It is anachronistic, since the CAWS program took place during the 1980s.&lt;br /&gt;
&lt;br /&gt;
Its blueprint randomly drops in some of the harder Outer Ops missions, and it has a very high level requirement to develop. &lt;br /&gt;
&lt;br /&gt;
[[Image:Scoped CAWS.jpg|thumb|none|400px|Heckler &amp;amp; Koch CAWS - 12 gauge]]&lt;br /&gt;
[[Image:Peace Walker-CAWS-1.jpg|thumb|none|600px|CAWS on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Twin Barrel&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Twin Barrel&amp;quot; is a [[12 Gauge Double Barreled Shotgun]]. It initially starts off with a full stock and barrel at Rank 1. Rank 2 saws the barrel and stock off. The other ranks reduce the reload time of the gun, weight and kickback. It is shown with a single trigger, and fires one barrel at a time.&lt;br /&gt;
&lt;br /&gt;
Two different versions can be developed, one using buckshot and the other rubber slugs which knock enemies out instead of killing them; the latter is essential for no-kill runs of some levels, and requires its own Rank 3 blueprint. As with every ''Metal Gear Solid'' game since ''2'', the game differentiates between knocking an enemy out and putting them to sleep, which renders the rubber slug shotgun ineffective against the ''Monster Hunter'' bosses since they cannot be knocked out.&lt;br /&gt;
&lt;br /&gt;
[[Image:Large2-uplander.jpg|thumb|none|400px|Stoeger Uplander - 12 gauge. Similar to the full-length shotgun seen in the game.]]&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan sawed-off shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Peace Walker-Shotgun-1.jpg|thumb|none|600px|R&amp;amp;D image of the Rank 1 &amp;quot;Twin Barrel.&amp;quot;]]&lt;br /&gt;
[[Image:Peace Walker-Shotgun-2.jpg|thumb|none|600px|The sawed-off &amp;quot;Twin Barrel.&amp;quot; This is a Rank 5 rubber slug version, but all sawed-off variants of the &amp;quot;Twin Barrel&amp;quot; in both research chains look the same.]]&lt;br /&gt;
&lt;br /&gt;
== Franchi SPAS-12 ==&lt;br /&gt;
&lt;br /&gt;
The [[Franchi SPAS-12]] is a high-level shotgun unlocked by finishing one of the Extra Ops missions, and is sometimes seen in the hands of heavily armoured escort soldiers during the more difficult vehicle battles. It is shown as semi-automatic, with an unusual green paint scheme. Another anachronistic weapon in the game, as it was not developed until 1979.&lt;br /&gt;
&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[Image:Peace Walker-SPAS-1.jpg|thumb|none|600px|R&amp;amp;D image of the SPAS-12.]]&lt;br /&gt;
&lt;br /&gt;
=Assault &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
== Colt M16A1 ==&lt;br /&gt;
&lt;br /&gt;
The [[M16#M16A1 Rifle|M16A1]] is Big Boss and other MSF soldiers' default weapon during cutscenes. At Rank 3, it is equipped with a suppressor. The main upgrade line then only continues once a blueprint for the Rank 4 &amp;quot;M16A1 (STG)&amp;quot; is found, whereupon it is equipped with an underbarrel shotgun, while two other unlock chains will create versions with M203 grenade launchers firing HE (&amp;quot;M16A1 (GL)&amp;quot;) and smoke (&amp;quot;M16A1 (SGL)&amp;quot;) rounds; the final Rank in each unlock chain adds a laser sight, and requires a separate blueprint to develop and a member of R&amp;amp;D staff with the Optical Technology skill. The default version with no accessories is Big Boss' starting weapon in the first mission, and one of the only weapons that does not require any research. The suppressed version is used by enemy scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1w30rdMag.jpg|thumb|none|400px|Colt M16A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-M16-1.jpg|thumb|none|600px|Rank 5 M16A1 with underbarrel Ithaca 37 shotgun, laser sight and suppressor on the R&amp;amp;D menu.]]&lt;br /&gt;
[[Image:Peace Walker-M16-2.jpg|thumb|none|600px|Rank 5 M16A1 with M203, laser sight and suppressor on the R&amp;amp;D menu. The smoke and HE versions are identical.]]&lt;br /&gt;
[[Image:peacewalker3.jpg|thumb|none|600px|A squad of Big Bosses ready their M16A1s in a shot from one of ''Peace Walker's'' trailers. This does not happen in the final game: even if multiple players select Big Boss, only one player character can be seen as him. In this shot the ones the player is not controlling would be seen as generic masked male MSF soldiers.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Model 653 ==&lt;br /&gt;
&lt;br /&gt;
The [[M16#Colt Carbine/Model 653/Model 727/Model 733|Model 653]] is a mid-game unlock; it has most of the same options as the M16A1, only lacking the ability to mount a laser, and has decreased damage but improved handling. It is the standard weapon of Peace Sentinel soldiers in most of the mid-level vehicle battles, though they will tend to use RPG-7s or LAWs at high levels.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtM653Carbine.jpg|thumb|none|400px|Colt Model 653 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-M653-1.jpg|thumb|none|600px|Rank 5 Model 653 with suppressor and M203 on the R&amp;amp;D menu. For some reason, the straight-line development of the Model 653 ends with an M203 rather than a shotgun as with the M16A1. Note that the description appears to have confused the Model 653 with the [[Colt XM177]].]]&lt;br /&gt;
[[Image:Peace Walker-M653-2.jpg|thumb|none|600px|Rank 5 Model 653 with suppressor and underbarrel Ithaca 37. Note the Masterkey-style attachment.]]&lt;br /&gt;
[[Image:Peace Walker-M653-3.jpg|thumb|none|600px|A Peace Sentinel soldier takes aim with his Model 653.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Patriot&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A heavily modified [[M16A1]] that was used by The Boss in [[Metal Gear Solid 3: Snake Eater]]. It uses a Beta C-Mag with infinite ammo, supposedly because The Boss &amp;quot;left a piece of herself&amp;quot; inside the gun, though it is not particularly clear how this could be the case given Big Boss left the original Patriot on The Boss' grave at the end of ''Metal Gear Solid 3''.&lt;br /&gt;
&lt;br /&gt;
Acquiring it requires knocking out Kazuhira Miller during a get-together at a beach and patting him down to get the blueprints to develop it, though given what ''else'' happens in that mission, it is quite likely Miller was hoping that's what Big Boss would do. It also requires at least one R&amp;amp;D staff member to have the &amp;quot;Patriot&amp;quot; skill, which oddly tends to only spawn on soldiers whose highest skill is Intel, and for the R&amp;amp;D team to be at the maximum level of 99.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wm 1119951786543207.jpg|thumb|none|400px|Similar-looking Rocky Mountain Arms &amp;quot;M16-Style Pistol&amp;quot; - 5.56x45mm NATO. This has a A2 upper and pistol grip, whereas the weapon in the game has the older A1 upper (simpler rear sight and forward assist but no brass deflector) and an original style-pistol grip.]]&lt;br /&gt;
[[Image:Peace Walker-Patriot-1.jpg|thumb|none|600px|&amp;quot;Patriot&amp;quot; on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash AK-47 ==&lt;br /&gt;
&lt;br /&gt;
The [[AK-47]] is called the &amp;quot;RK-47;&amp;quot; assuming this is not a simple error caused by using Airsoft guns as references (the G&amp;amp;G Armament Airsoft AK-47 is called &amp;quot;RK-47&amp;quot;) it is possible the intention was to swap out the Russian &amp;quot;avtomat&amp;quot; for the English &amp;quot;rifle,&amp;quot; though even in this case it would be &amp;quot;ARK-47&amp;quot; since the Russian term implies an automatic device. The Rank 2 version gets a GP-25 grenade launcher which fires fragmentation grenades, and an additional Rank 2 version can be developed which fires smoke grenades. For some reason, the reloading animation uses the charging handle animation of an AR-15-pattern rifle, despite other AK rifles using a correct animation.&lt;br /&gt;
&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|400px|none|Type III AK-47 - 7.62x39mm]]&lt;br /&gt;
[[Image:Peace Walker-AK-1.jpg|thumb|none|600px|AK-47 on the R&amp;amp;D menu. Note the straight AKM stock and the game helpfully explaining what the Soviet Union is.]]&lt;br /&gt;
&lt;br /&gt;
== FÉG AKM-63 ==&lt;br /&gt;
&lt;br /&gt;
The Hungarian [[AKM-63]] appears as &amp;quot;ADM63&amp;quot; (after its common incorrect name, &amp;quot;AMD-63&amp;quot;) in the game, although it is implied to actually be the Romanian version, the Pistolia Militarea Model 1963. It is essentially treated as the Rank 3 upgrade to the AK-47, though the AK's tech tree is diagonal rather than a straight line as a result.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKM-63.jpg|thumb|400px|none|Fegyver és Gépgyár (FÉG) AKM-63 - 7.63x39mm]]&lt;br /&gt;
[[Image:Peace Walker-ADM-1.jpg|thumb|none|600px|AKM-63 on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== FÉG AMD-65 ==&lt;br /&gt;
&lt;br /&gt;
The Hungarian [[AK-47#AMD-65|AMD-65]] is called &amp;quot;ADM65,&amp;quot; and is effectively the Rank 4 and 5 entry in the AK tech tree. It is another reference to ''MGS3'', where it was used by some members of the Ocelot Unit, particularly those encountered if the player skipped the boss battle with The End by killing him when he is first encountered.&lt;br /&gt;
&lt;br /&gt;
[[Image:AMD-65.jpg|thumb|none|400px|Fegyver és Gépgyár (FÉG) AMD-65 - 7.62x39mm]] &lt;br /&gt;
[[Image:Peace Walker-ADM65-1.jpg|thumb|none|600px|AMD-65 on the R&amp;amp;D menu. The Rank 4 and 5 AMD-65s are identical.]]&lt;br /&gt;
&lt;br /&gt;
== Steyr AUG A1 ==&lt;br /&gt;
&lt;br /&gt;
The [[Steyr AUG|AUG A1]] is called the &amp;quot;SUG.&amp;quot; This weapon is anachronistic, because it was not developed until 1977 and the game takes place in '74. It is hard to unlock, requiring an S rank in a Perfect Stealth mission that takes place over the entire jungle map segment. The AUG's presence is presumably another reference to the series, this time addressing ''[[Metal Gear 2: Solid Snake]]'' where it is said to be the standard issue weapon for Big Boss' forces in Zanzibar Land.&lt;br /&gt;
&lt;br /&gt;
[[Image:Steyr-AUG.jpg|thumb|none|400px|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-AUG-1.jpg|thumb|none|600px|Steyr AUG A1 on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch G11 ==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch G11|H&amp;amp;K G11]] is noted in game for its high accuracy and rate of fire, at a cost of low damage. The prototype variant depicted in-game is the second prototype of the G11 developed around 1975, about a year after the game is set.&lt;br /&gt;
&lt;br /&gt;
It is quite hard to unlock since its blueprint requires an S-rank in a Perfect Stealth mission which only unlocks after almost the entire game has been completed, and it has a very high level requirement to develop.&lt;br /&gt;
&lt;br /&gt;
[[Image:G11proto2.jpg|thumb|none|400px|Heckler &amp;amp; Koch G11 Prototype 2 - 4.3mm]]&lt;br /&gt;
[[Image:Peace Walker-G11-1.jpg|thumb|none|600px|G11 on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== FN FAL ==&lt;br /&gt;
&lt;br /&gt;
An [[FN FAL]] with an oversized flash hider is available, found as a Rank 2 blueprint. It is a mid-level rifle, mostly differentiated by its higher damage than the assault rifles. Upgrading it to Rank 3 turns it into a FAL Paratrooper. It is sometimes used by the Peace Sentinel troops seen during vehicle battles.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|400px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-FAL-1.jpg|thumb|none|600px|Rank 2 FN FAL on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== FN FAL Paratrooper ==&lt;br /&gt;
&lt;br /&gt;
The [[FN FAL|FAL Paratrooper]] is the Rank 3 upgrade to the standard FAL. At its maximum level (Rank 4) it is equipped with a laser sight, though this requires a member of R&amp;amp;D to have the Optical Technology skill before it can be developed.&lt;br /&gt;
 &lt;br /&gt;
[[Image:Fal para-1-.jpg|thumb|none|400px|FN FAL 50.63 Paratrooper with 18&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-FALPara-1.jpg|thumb|none|600px|Rank 4 FN FAL: a Paratrooper variant fitted with a laser sight. Note that it is incorrectly shown with a standard FAL charging handle; the real FAL Paratrooper has a folding charging handle (and thus lacks a bolt hold-open), originally to allow Belgian paratroops to exit the side doors of their C-119 Flying Boxcar transports with the weapon held across their chest.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper/Anti-Tank Rifles=&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
&lt;br /&gt;
The [[SVD Dragunov]] is one of the earlier sniper rifles, but a big improvement over the starting M1C, with far less scope sway, armour-piercing rounds, and a larger 10-round magazine. At Rank 4 it becomes the &amp;quot;SVD (HC)&amp;quot; (&amp;quot;High Capacity&amp;quot;) and gains an extended 20-round magazine; such magazines actually did exist, but were not commonly issued as they made the SVD difficult to use while prone.&lt;br /&gt;
&lt;br /&gt;
A second variant called the &amp;quot;SVD (NV)&amp;quot; can be made if a separate Rank 5 blueprint is found; this is equipped with an anachronistic 1980s NSPUM (1PN58) night vision scope. It does not appear to be the earlier NSPU (1PN34) since there is a circle (representing a switch) at the top of the scope mounting; on an NSPU it would be at the bottom. The main benefit of this is that unlike the standard night vision goggles, the SVD's scope does not drain the battery meter which powers electronic devices.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:Peace Walker-SVD-1.jpg|thumb|none|600px|Rank 2 SVD Dragunov on the R&amp;amp;D menu. Ranks 2 and 3 are identical.]]&lt;br /&gt;
[[Image:Peace Walker-SVD-2.jpg|thumb|none|600px|Rank 4 &amp;quot;SVD (HC).&amp;quot; It is fairly easy to see why the 20-round magazine caused problems. Note the new scope; this appears to be a Belorussian POSP 8x42.]]&lt;br /&gt;
[[Image:Peace Walker-SVD-3.jpg|thumb|none|600px|Rank 5 &amp;quot;SVD (NV).&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant==&lt;br /&gt;
&lt;br /&gt;
A [[Mosin Nagant]] sniper rifle converted into a tranquilizer dart gun is unlocked fairly early on in the game; the gun deals more stamina damage than the Mk 22, but is extremely loud. At Rank 3 it becomes the same gun as used by &amp;quot;The End&amp;quot; in [[Metal Gear Solid 3: Snake Eater]]. When fully upgraded to Rank 5, it becomes equipped with a limited-use suppressor, though this cannot be achieved until Mother Base's R&amp;amp;D, Medical and Intelligence divisions are at almost maximum level; even then the development time is dozens of missions.&lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|400px|Full-length, Mosin Nagant M91/30 sniper rifle with Russian PU 3.5x sniper scope and down turned bolt handle - 7.62x54mm R]]&lt;br /&gt;
[[Image:Peace Walker-Nagant-1.jpg|thumb|none|600px|Rank 1 Mosin Nagant; a basic sniper variant. Ranks 1 and 2 use this model.]]&lt;br /&gt;
[[Image:Peace Walker-Nagant-2.jpg|thumb|none|600px|At Rank 3, the Mosin Nagant becomes The End's custom version with a folding skeleton stock and pistol grip; this model is also used for the Rank 4 variant.]]&lt;br /&gt;
[[Image:Peace Walker-Nagant-3.jpg|thumb|none|600px|Fully upgraded Rank 5 Mosin Nagant tranquilizer rifle. Note the new handguard and thick barrel; this is the suppressor added at Rank 5. Oddly, though this essentially replaces the barrel, the Rank 5 Mosin-Nagant does ''not'' count as integrally suppressed.]]&lt;br /&gt;
&lt;br /&gt;
== Walther WA 2000 ==&lt;br /&gt;
&lt;br /&gt;
One of the most demanding sniper rifles in the game in terms of level requirement is the [[Walther WA 2000]] The in-game description says that it's hard to handle but very accurate, though it is not particularly clear what it means by this. It is one of the weapons with the &amp;quot;armour piercing&amp;quot; ability, allowing it to instantly kill soldiers wearing helmets. Anachronistic, as it was not developed until 1982.&lt;br /&gt;
&lt;br /&gt;
[[Image:Walther-WA2000.jpg|thumb|none|400px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[Image:Peace Walker-WA2000-1.jpg|thumb|none|600px|Rank 5 WA2000 on the R&amp;amp;D menu. Ranks 3-5 look exactly the same.]]&lt;br /&gt;
&lt;br /&gt;
== M21 ==&lt;br /&gt;
&lt;br /&gt;
The [[M21]] sniper rifle is another with the &amp;quot;armour piercing&amp;quot; ability, and is a late-game weapon, requiring a Rank 3 confidential document to begin work. At Rank 4 it is given a shorter barrel, which improves handling while somehow not affecting accuracy. When fully upgraded, it gains a limited-durability suppressor; it is the only armour-piercing sniper rifle which can mount one.&lt;br /&gt;
&lt;br /&gt;
[[Image:Xm21rifle.jpg|thumb|none|400px|M21 Sniper Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-M21-1.jpg|thumb|none|600px|Rank 3 M21 on the R&amp;amp;D menu. The description is a little poorly worded since the M14 is a battle rifle, the US military had no &amp;quot;standard assault rifle&amp;quot; before the M16.]]&lt;br /&gt;
[[Image:Peace Walker-M21-2.jpg|thumb|none|600px|Rank 4 M21 with a shortened barrel, which decreases weight and improves handling. Given that barrel length seems to have almost nothing to do with accuracy in ''Peace Walker'', it can be surmised that the ultimate sniper rifle would be a Derringer with a scope.]]&lt;br /&gt;
[[Image:Peace Walker-M21-3.jpg|thumb|none|600px|Rank 5 M21, fitted with a suppressor.]]&lt;br /&gt;
&lt;br /&gt;
== M1-C ==&lt;br /&gt;
&lt;br /&gt;
The [[M1 Garand|M1-C]] is the earliest sniper rifle to unlock, and one of the worst, with low power and extremely heavy scope sway. A special co-op version can be unlocked by finding a Rank 3 confidential document which fires Psyche recovery rounds instead of normal bullets.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1CSniper.jpg|thumb|none|400px|M1-C Sniper Variant with M82 scope - .30-06]]&lt;br /&gt;
[[Image:Peace Walker-M1C-1.jpg|thumb|none|600px|R&amp;amp;D entry for the M1-C. Note the conical flash hider. This is the Rank 4 Psyche Recovery version, but all M1-C variants use the same model.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
&lt;br /&gt;
The [[Remington 700]] is another mid-level sniper rifle with armour-piercing rounds, and a common sight in the hands of enemy snipers; it is more accurate and powerful than the SVD, at a cost of a slower bolt-action rate of fire and lower capacity. Upgrades grant it a heavyweight &amp;quot;bull barrel,&amp;quot; which increases accuracy and decreases recoil still further.&lt;br /&gt;
&lt;br /&gt;
As with the M1C, a second variant can be developed which is only useful in co-op play by finding a Rank 3 blueprint; this version fires rounds which heal the target rather than recover their stamina, and features a limited-durability suppressor. It is possible this is a scrapped model for a final upgrade to the lethal version, since that cannot mount one.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington 700 BDL.jpg|thumb|none|400px|Remington Model 700 (1970s Production) - .308 Winchester]]&lt;br /&gt;
[[Image:Peace Walker-M700-1.jpg|thumb|none|600px|Rank 3 Remington Model 700 on the R&amp;amp;D menu. This is the only version with wood-coloured furnishings.]]&lt;br /&gt;
[[Image:Peace Walker-M700-2.jpg|thumb|none|600px|Rank 5 Model 700 on the R&amp;amp;D menu. The Rank 4 and 5 variants are identical.]]&lt;br /&gt;
[[Image:Peace Walker-M700-3.jpg|thumb|none|600px|Rank 4 Model 700 Life Recovery version: note the suppressor replacing most of the barrel.]]&lt;br /&gt;
&lt;br /&gt;
== Degtyarov PTRD-41 ==&lt;br /&gt;
&lt;br /&gt;
The [[PTRD-41]] is a powerful single-shot rifle which can instantly kill any soldier and deal significant damage to vehicles; its real benefit, however, is its ability to deal damage to the canopies of enemy helicopters; if the canopy is destroyed it will instantly reveal the Commander. This is the only practical way to S-rank some of the harder helicopter battles since they will have more escorting troops than the player is able to Fulton.&lt;br /&gt;
&lt;br /&gt;
The player character will carry the PTRD on their shoulder, and it takes some time to actually bring it into firing position or shoulder it to move; it also requires the player character stand still to reload it. It is fitted with a scope, which is uncommon for the weapon; this is most likely a reference to legendary Soviet sniper Vasily Zaitsev, who is said to have used a scoped PTRS-41 for long-ranged kills.&lt;br /&gt;
&lt;br /&gt;
It is a high-level weapon, and requires not only a blueprint found in the final Perfect Stealth mission, but also at least one member of R&amp;amp;D staff to have the &amp;quot;Anti-Tank Rifle Design&amp;quot; skill; soldiers with this skill are extremely rare and usually only found in a couple of late missions, though there is an extremely small chance a random volunteer may spawn with it if the player's Heroism rating is high.&lt;br /&gt;
&lt;br /&gt;
[[Image:PTRD-41.jpg‎|thumb|none|400px|PTRD-41 anti-tank rifle - 14.5x114mm ]]&lt;br /&gt;
[[Image:Peace Walker-PTRD-1.jpg|thumb|none|600px|PTRD-41 on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== Degtyarov PTRS-41 ==&lt;br /&gt;
&lt;br /&gt;
The [[PTRS-41 rifle]] appears as &amp;quot;PTRS1941&amp;quot; and is essentially a direct replacement for the PTRD, having all the same capabilities with regard to damaging helicopter canopies, and the same drawback of taking time to level and pick up, with the added advantage of semi-automatic fire and a 5-round magazine. Like the PTRD, it is fitted with a scope.&lt;br /&gt;
&lt;br /&gt;
Unlocking it requires an R&amp;amp;D staff member with the Anti-Tank Rifle Design skill just like the PTRD, and a blueprint only awarded for S-ranking the second to last Perfect Stealth mission.&lt;br /&gt;
&lt;br /&gt;
[[Image:PTRS 41.jpg|thumb|none|400px|PTRS-41 anti-tank rifle - 14.5x114mm]]&lt;br /&gt;
[[Image:Peace Walker-PTRS-1.jpg|thumb|none|600px|PTRS-41 on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
== PK Machine Gun ==&lt;br /&gt;
&lt;br /&gt;
The [[PKM|PK Machine Gun]] is available, and is a powerful, accurate and reliable weapon. It appears to actually be a PK rather than a PKM, since it has the older fluted barrel and curved gas block. Upgrades shorten the barrel, increase damage and fit it with larger belt box, with the maximum 250 rounds. Somehow, dangling a belt box the real-life equivalent of which weighs 20.72 pounds off the PK (as opposed to the 8.6 lb standard 100-round box) has no adverse effect on its handling and only results in a weapon about a pound heavier than the base model.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pk machine gun.jpg|thumb|400px|none|PK Machine Gun, note the larger curved gas block and the thicker fluted barrel that was found on the original weapon - 7.62x54mm R]]&lt;br /&gt;
[[Image:Peace Walker-PKM-1.jpg|thumb|none|600px|Rank 1 PK on the R&amp;amp;D menu. This is the only version that uses the basic PK belt box, which has a capacity of 100 rounds.]]&lt;br /&gt;
[[Image:Peace Walker-PKM-2.jpg|thumb|none|600px|Ranks 2 and 3 switch to this circular drum, increasing capacity to 200 rounds.]]&lt;br /&gt;
[[Image:Peace Walker-PKM-3.jpg|thumb|none|600px|Ranks 4 and 5 use a strange new belt box with a capacity of 250 rounds; the Rank 5 version shown here also has a shortened barrel, while the Rank 4 variant has the same barrel length as the others. While there is a 250-round belt box for the PK series, it is used for mounted versions and is not designed to attach to the underside of the gun; it is essentially the standard rectangular belt box enlarged to a square. This odd slope-fronted box appears to be a work of fiction.]]&lt;br /&gt;
&lt;br /&gt;
== RPK ==&lt;br /&gt;
&lt;br /&gt;
The [[RPK]] is used by Soviet troops during the fourth act of the game. It can be unlocked for use by the player characters by finding a document in one of the hold-up missions; the Rank 4 version has a standard 40-round curved box magazine, while at Rank 5 it gains a 75-round drum. It is a relatively mediocre machine gun considering how late it unlocks; it has a fast reload, but low capacity and lacks the armour-piercing capability of the high-end machine guns. Oddly, it is classed as an assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpk 01 drum.jpg|thumb|none|401px|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:Peace Walker-RPK-1.jpg|thumb|none|600px|Rank 4 RPK on the R&amp;amp;D menu: note that even the game itself seems to have belatedly realised it is actually a machine gun.]]&lt;br /&gt;
[[Image:Peace Walker-RPK-2.jpg|thumb|none|600px|Rank 5 RPK; note the drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
== M60 ==&lt;br /&gt;
&lt;br /&gt;
The [[M60]] is the first machine gun available, unlocking after the mission &amp;quot;Pursue the Jungle Train.&amp;quot; At the time it is unlocked its firepower is devastating and its 100-round belt gives it some staying power, but it significantly reduces the player character's mobility, and has high recoil along with a low rate of fire compared to the other fully automatic weapons. Upgrading it past Rank 1 requires a blueprint for the Rank 2 &amp;quot;M60 (AP),&amp;quot; which fires armour piercing rounds. Rank 3 and 4 require another new blueprint, this time for the &amp;quot;M60 (SB),&amp;quot; which is an M60B.&lt;br /&gt;
&lt;br /&gt;
[[Image:M60GPMG.jpg‎|thumb|none|400px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-M60-1.jpg|thumb|none|600px|Rank 1 M60 on the R&amp;amp;D menu. The (AP) version is identical.]]&lt;br /&gt;
&lt;br /&gt;
== M60B ==&lt;br /&gt;
&lt;br /&gt;
Rank 3 and 4 of the [[M60]] require another new blueprint, this time for the &amp;quot;M60 (SB),&amp;quot; a version with a shortened barrel and no stock or sights which also has the armour piercing ability, along with double the ammunition capacity. This appears to be based on an M60B variant used on the cockpit doors of transport helicopters in Vietnam prior to the adoption of the M60D.&lt;br /&gt;
&lt;br /&gt;
[[Image:Lohcockpit.jpg|thumb|none|400px|M60B machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-M60-2.jpg|thumb|none|600px|Rank 4 M60 (SB). Ridiculously, the decreased weight and lack of any kind of stock actually improves the weapon's handling.]]&lt;br /&gt;
&lt;br /&gt;
== MG3 ==&lt;br /&gt;
&lt;br /&gt;
The [[MG3]] is first unlocked as a Rank 2 blueprint found in one of the Classified Document Retrieval missions; it has the highest rate of fire of any machine gun and respectable stats. Developing it any further requires a second blueprint awarded for one of the &amp;quot;Defend Key Supplies&amp;quot; missions, which is for the &amp;quot;MG3 (AP)&amp;quot; which gains the armour piercing ability; it can then be further researched up to a Rank 5 version which is even effective against light vehicles.&lt;br /&gt;
&lt;br /&gt;
The MG3 starts out with a 50-round circular drum with a rather strange capacity of 74 rounds; at Rank 4 this turns into a larger rectangular belt box with 100 rounds, increasing to 150 at Rank 5.&lt;br /&gt;
&lt;br /&gt;
[[Image:MG 3.jpg|thumb|none|400px|MG3 Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-MG3-1.jpg|thumb|none|600px|Rank 2 MG3 on the R&amp;amp;D menu. Rank 2 and 3 use the same model. It appears to have been mostly referenced from an [[MG42]] rather than an MG3, though it has the correct muzzle recoil booster and drum for an MG3.]]&lt;br /&gt;
[[Image:Peace Walker-MG3-2.jpg|thumb|none|600px|Rank 5 MG3; note the new belt box. Ranks 4 and 5 both use this model.]]&lt;br /&gt;
[[Image:Peace Walker-MG3-4.jpg|thumb|none|600px|S-rank MSF soldier &amp;quot;Marine Iguana&amp;quot; reloads his MG3 as he tries to ignore what is happening behind him.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63A ==&lt;br /&gt;
&lt;br /&gt;
A [[Stoner 63|Stoner 63A]] in belt-fed machine gun configuration appears in-game called &amp;quot;M63A1,&amp;quot; and is the lightest machine gun in the game at just 12 pounds. It starts out at Rank 3 and always has the armour piercing ability, with further upgrades shortening the barrel to knock the weight down to 11.4 pounds and increasing the capacity from 100 to 150 rounds at the same time (therefore somehow eliminating almost 2 pounds of barrel to offset the extra rounds). &lt;br /&gt;
&lt;br /&gt;
The variant shown in the game starts out as a 63A machine gun with a full-length barrel, but when upgraded it becomes a Navy SEALs 63A Commando.&lt;br /&gt;
&lt;br /&gt;
[[Image:StonerM63.jpg|thumb|none|400px|Stoner 63A Commando (Mark 23 Mod 0) - 5.56x45mm]]&lt;br /&gt;
[[Image:Peace Walker-M63-1.jpg|thumb|none|600px|Rank 3 Stoner 63A machine gun on the R&amp;amp;D menu.]]&lt;br /&gt;
[[Image:Peace Walker-M63-2.jpg|thumb|none|600px|Rank 5 Stoner 63A Commando; note the shortened barrel, correct for the &amp;quot;Commando&amp;quot; variant. Ranks 4 and 5 use the same model.]]&lt;br /&gt;
&lt;br /&gt;
== GE M134 Minigun ==&lt;br /&gt;
&lt;br /&gt;
A man-portable [[M134 Minigun]] is available, which appears to be based on the &amp;quot;Sasha&amp;quot; configuration from ''[[Team Fortress 2]]''. The requirements for developing it are just as ridiculous as the concept itself, requiring an R&amp;amp;D level of 98, S-ranking a very difficult clown-car battle against a customised AVGP Cougar IFV with several dozen support troops inside, and recovering a specific enemy soldier after unlocking a mission which requires completing almost the entire game. And the almost half a million GMP required to pay for it will then require the player complete over thirty more missions to actually develop it.&lt;br /&gt;
&lt;br /&gt;
The gun comes with a giant ammunition drum holding 250 rounds; it deals extremely high damage despite having a rate of fire more in line with a movie minigun than a real one. It has no ammunition in reserve and no reloading animation; this means using it with the Infinity Bandana will allow the gun to be fired forever. It slows movement severely, especially when aiming, and similar to the anti-tank rifles there is a short animation of hefting the gun and spinning up the barrels before it can actually be fired, and likewise a short pause after releasing the aim button before the player character can move normally or use the inventory again. Unlike the anti-tank rifles, it does not require the player character to stand still in order to aim or fire it.&lt;br /&gt;
&lt;br /&gt;
The ammunition apparently weighs nothing at all since the weapon's given weight of 15.9 kilograms (35 pounds) is the weight of only the gun unit itself; this weight also excludes the motor, feeder / delinker and gun control unit. A complete M134 weighs about 61 pounds without ammunition, a battery or a mounting.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[image:PEACEWALKER-M134.jpg|thumb|none|600px|M134 minigun on the R&amp;amp;D menu. The rectangular bar that links the grip to the rest of the weapon is a single polygon with no thickness, and so is invisible when viewed fully side-on.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
&lt;br /&gt;
== M203 ==&lt;br /&gt;
&lt;br /&gt;
Special variants of the M16A1 and Model 653 equipped with [[M203]] grenade launchers can be developed if the right blueprints are found; rather unrealistically, a completely different blueprint must be found for each variant; the same goes for the ammunition, with the normal HE grenades a different blueprint to the smoke launching version.&lt;br /&gt;
&lt;br /&gt;
It is not really correct for the M203 to be mounted on the Model 653 in the game's timeframe, since in 1974 only the original variant for the M16 rifle actually existed. At the time, the only underbarrel launcher that might fit on the Model 653 would be the [[XM148 grenade launcher]].&lt;br /&gt;
&lt;br /&gt;
[[Image:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[Image:Peace Walker-M16-2.jpg|thumb|none|600px|Rank 5 M16A1 with M203, laser sight and suppressor on the R&amp;amp;D menu. The smoke and HE versions are identical.]]&lt;br /&gt;
[[Image:Peace Walker-M203-1.jpg|thumb|none|600px|A Model 653 with an M203; this is the smoke grenade launching version, though there is no visual difference. Note that the suppressor means the M203 has no front securing point.]]&lt;br /&gt;
&lt;br /&gt;
== GP-25 ==&lt;br /&gt;
&lt;br /&gt;
The [[GP-25]] can only be mounted on the AK-47. Anachronistic, as it was not introduced until 1978. It is not actually clear if it is a GP-25 or a GP-30, since it totally lacks a sight. As with the M203, a totally different blueprint is required for the smoke-launching version.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gp-25 1.jpg|thumb|none|400px|GP-25 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:Peace Walker-GP-1.jpg|thumb|none|600px|AK-47 with GP-25 grenade launcher on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== RPG-2 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-2]] is the second rocket launcher available; it is a step up from the LAW in terms of damage, but takes longer to reload. In an example of only equipped weapons weighing anything, Big Boss can carry one more RPG-2 round than he can carry LAWs, despite that he is pulling out an entire LAW launcher but only replacing the rockets in the RPG-2.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-2.jpg|thumb|400px|none|RPG-2 with PG-2 rocket - 40mm]]&lt;br /&gt;
[[Image:Peace Walker-RPG2-1.jpg|thumb|none|600px|RPG-2 on the R&amp;amp;D menu. The description is incorrect: the RPG-2 was influenced by the Panzerfaust 250, an experimental reloadable launcher with a pistol grip that never entered production.]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] is actually one of the more advanced launchers, and is a massive step up from the RPG-2 in terms of capabilities, though it is later eclipsed by the Carl Gustav and Dragon. Late in the game it starts to be used extensively by enemies, and in the harder vehicle battles it is not uncommon for every single enemy soldier to have one.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7.jpg|thumb|none|400px|RPG-7 with PGO-7 scope and PG-7VM rocket 40mm]]&lt;br /&gt;
[[Image:Peace Walker-RPG7-1.jpg|thumb|none|600px|RPG-7 on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== M72 LAW ==&lt;br /&gt;
&lt;br /&gt;
The [[M72 LAW]] is the first rocket launcher available; it is given for free following the second mission, after Big Boss pulls one out in a cutscene to try to shoot down either a &amp;quot;Kidnapper&amp;quot; drone or the Chrysalis AI weapon. In cutscenes it is depicted in the same way as in ''Metal Gear Solid 4'', with Big Boss aiming using only the LAW's front sight. With each upgrade, the LAW will get a firepower boost, along with a different colour scheme, save for Ranks 3 and 4 which are both black.&lt;br /&gt;
&lt;br /&gt;
[[Image:M72A2LAW.jpg|thumb|none|400px|M72 LAW - 66mm]]&lt;br /&gt;
[[Image:Peace Walker-LAW-1.jpg|thumb|none|600px|Rank 4 LAW on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== FIM-43 Redeye ==&lt;br /&gt;
&lt;br /&gt;
The [[FIM-43 Redeye]] is depicted in much the same way as the Stingers of previous ''Metal Gear'' games; being an early weapon, it has a substantial lock-on time and is relatively weak. As usual, it can unrealistically lock on to both air and ground targets; in ''Peace Walker'' it can even be fired with no lock-on at all, though this is something of a waste.&lt;br /&gt;
&lt;br /&gt;
The Redeye model also appears to be the basis for the &amp;quot;EM Wave Gun&amp;quot; co-op weapon, a laser-like device; this weapon is completely useless in singleplayer, but if two co-op players cross the streams and then fire, it creates a large explosion at the point of intersection ([[Ghostbusters|as they should have known]]), accompanied by an anime-style cry of &amp;quot;ULTIMATE CO-OP WEAPON: ELECTROMAGNETIC WAVE GUN!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:FIM43.jpg|thumb|none|400px|FIM-43 Redeye Block III launcher - 70mm]]&lt;br /&gt;
[[Image:Peace Walker-Redeye-1.jpg|thumb|none|600px|FIM-43 Redeye on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== M202A1 ==&lt;br /&gt;
&lt;br /&gt;
The [[M202 FLASH]] is another late-game unlock; the Rank 3 version requires an S rank in the final Dead Man's Treasure mission, while the Rank 4 requires an S rank in a very hard vehicle battle against a custom Hind-D; getting this blueprint also allows the Rank 5 version to be developed. It is a slightly strange weapon since it is not really particularly good for anything but killing large numbers of enemy soldiers, which is not something the player should really be trying to do; it is less effective than even the Rank 5 LAW against vehicles, and player characters can only carry a maximum of eight rockets for it.  Rather than reloading the M202A1, the player character simply drops the spent one and pulls out a fresh one, flipping open the covers and extending the clip; since this can be done after every shot fired, the player character can, rather ridiculously, visibly discard launchers containing 24 additional unfired rockets. It is anachronistic, since the M202 did not enter production until 1978.&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|400px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[Image:Peace Walker-M202-1.jpg|thumb|none|600px|Rank 3 M202A1 on the R&amp;amp;D menu. Ranks 4 and 5 look the same, but are yellow-brown.]]&lt;br /&gt;
&lt;br /&gt;
== Carl Gustav M2 ==&lt;br /&gt;
&lt;br /&gt;
The [[Carl Gustav M2]] is one of the more powerful launchers, and like the RPG-7 has an optic for more precise targeting than the earlier M72 and RPG-2. It has a longer reload time than the other single-shot rocket launchers since there is a spent casing that needs to be removed before a new shell can be loaded. The Carl Gustav is available in in 3 variants. The default variant fires HEAT rounds which are highly effective against vehicles. The second, &amp;quot;MP&amp;quot; (Multi-Purpose), denoted by a yellow launcher body, fires HE rounds rather than AT rounds, and sacrifices some damage for extra area-of-effect. The third, &amp;quot;FR&amp;quot; (&amp;quot;Fulton Recovery&amp;quot;) is a blue-painted version which is stated to fire a round &amp;quot;filled with sleep gas and Fulton Recovery Balloons&amp;quot; (''Peace Walker'' is not the most sensible of games) which allows soldiers to be kidnapped from places the player character cannot physically reach.&lt;br /&gt;
&lt;br /&gt;
[[Image:CarlGustavM2.jpg|thumb|none|400px|Carl Gustav M2 - 84x246mm R]]&lt;br /&gt;
[[Image:Peace Walker-CarlG-1.jpg|thumb|none|600px|Rank 2 Carl Gustav on the R&amp;amp;D menu. All four Ranks of the regular Carl Gustav look the same.]]&lt;br /&gt;
[[Image:Peace Walker-CarlG-2.jpg|thumb|none|600px|Rank 5 &amp;quot;Carl Gustav (MP).&amp;quot;]]&lt;br /&gt;
[[Image:Peace Walker-CarlG-3.jpg|thumb|none|600px|Rank 5 &amp;quot;Carl Gustav (FR).&amp;quot;]]&lt;br /&gt;
[[Image:Peace Walker-CarlG-4.jpg|thumb|none|600px|Marine Iguana displays his S-rank skill at situational apathy as he reloads his Carl Gustav.]]&lt;br /&gt;
&lt;br /&gt;
== FIM-92 Stinger ==&lt;br /&gt;
&lt;br /&gt;
The [[FIM-92 Stinger]] is a late-game unlock; the blueprint is available quite early on, but the R&amp;amp;D requirements are substantial. Though it is supposed to be the prototype XFIM-92A, the model appears to simply be a final-production Stinger. It is an overall upgrade to the FIM-43, with a faster lock-on and a more powerful round. The Stinger is rather anachronistic; while the project had begun in 1967 as the Redeye II and it had been dubbed Stinger in 1972, due to technical issues a Stinger was not actually shoulder-launched until 1975 and production began three years after that.&lt;br /&gt;
&lt;br /&gt;
As in previous ''MGS'' games, the Stinger is shown as an odd multi-purpose missile which can lock on to ground vehicles as well as aircraft and like the Redeye it is now even capable of being dumb-fired without a lock. Also as in other ''MGS'' games, it is incorrectly shown as seeking straight out of the tube; in real life, the missile travels in a straight line for the first 660 feet after launch.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|400px|FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[Image:Peace Walker-Stinger-1.jpg|thumb|none|600px|FIM-92 Stinger on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== M47 Dragon ==&lt;br /&gt;
&lt;br /&gt;
The most powerful launcher in the game which does not require at least one co-op partner is the [[M47 Dragon]] (the fully charged Railgun and Human Slingshot are stronger, but respectively require two and four players). It is somewhat anachronistic, since it did not enter service until the year after the game takes place.&lt;br /&gt;
&lt;br /&gt;
The Dragon is shown with lock-on fire-and-forget missiles as opposed to the SACLOS guidance of the real system (the reverse of the ''MGS4'' Javelin, oddly enough), lacks the real weapon's short delay between pulling the trigger and the missile launching, has no minimum range (the real Dragon's is 213 feet) and no backblast (as opposed to a backblast danger zone of almost 100 feet in a 90-degree cone behind it, with a &amp;quot;caution zone&amp;quot; that extends a further 66 feet). The player character fires it from the shoulder with no other form of support, which is incorrect; the Dragon is supposed to be fired using the bipod only. They also discard the entire launcher to reload rather than swapping the sight unit to a new tube, the same mistake made with the Javelin in ''MGS4''.&lt;br /&gt;
&lt;br /&gt;
Like other powerful weapons, it combines a very high level requirement with a need to S-rank a vehicle boss battle (in this case, a fearsomely powerful AH-56 Raider Custom with more support troops than a single player has Fulton balloons and a canopy that takes about 25 PTRS rounds to break), and then takes about fifty missions to actually develop.&lt;br /&gt;
&lt;br /&gt;
[[Image:M47 Dragon.jpg‎ |thumb|400px|none|M47 Dragon - 140mm]]&lt;br /&gt;
[[Image:Peace Walker-Dragon-1.jpg|thumb|none|600px|M47 Dragon on the R&amp;amp;D menu. It is always shown with the front shock absorber removed.]]&lt;br /&gt;
[[Image:Peace Walker-Dragon-2.jpg|thumb|none|600px|Having fired a Dragon at a dragon, Marine Iguana's life's ambitions are now fulfilled.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Aerial Mine&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A fictional weapon using &amp;quot;Fulton Technology&amp;quot; (ie magic), this mine floats to a specific height and then hovers there; helicopters and the Chrysalis AI Weapon will take serious damage if they strike it. The idea, though, is based on the &amp;quot;Low Zone&amp;quot; (LZ) barrage balloons used to protect Britain from German bombers during the Second World War, which actually did operate according to something similar to the non-magic Fulton system. A balloon was raised with a trailing cable designed to separate from both it and the ground if an aircraft collided with it; to this were fixed two drag parachutes. Early plans to mount explosive charges on the parachute lines were ultimately scrapped when it was discovered the parachutes exerted some six times more drag than the bomber's engines generated thrust, and so they were not needed. Some 30 German bombers were downed by LZ balloon cables during the war.&lt;br /&gt;
&lt;br /&gt;
[[Image:Peace Walker-Aerialmine-1.jpg|thumb|none|600px|&amp;quot;Aerial Mine&amp;quot; on the R&amp;amp;D menu. The device unfurls a balloon in order to hover after it is placed.]]&lt;br /&gt;
&lt;br /&gt;
==Airsoft gas charger grenade==&lt;br /&gt;
&lt;br /&gt;
A grenade with a thin, smooth cylindrical body is used as the model for flashbangs and chaff grenades, almost the same model used in ''[[Metal Gear Solid 4]]''. This appears to be based on a grenade-shaped gas bottle for Airsoft guns, such as the one shown below.&lt;br /&gt;
&lt;br /&gt;
Stun grenades deal damage to an enemy's Psyche and will eventually knock them out entirely, but are very loud. Against ''Monster Hunter'' bosses they act more like chaff grenades, rendering them unable to attack for a period of time depending on their level and which boss is being fought. The in-game description claims the grenades knock enemies out with their blast; in reality, this would mean they were concussion grenades rather than stun grenades. Real flashbangs are designed to minimise their blast effect since a large blast will start out by tearing the grenade's casing open and generating fragments. As in ''MGS3'', the use of flashbangs is anachronistic: the first such grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport.&lt;br /&gt;
&lt;br /&gt;
Chaff grenades are as ever an impossible broad-spectrum jamming device which magically distribute small strips of metal which prevent soldiers calling for support, disable security cameras, and can stun unmanned vehicles and AI weapons; Peace Walker will actually fall over if one is used while fighting it. They will also disable the lock-on feature of weapons like the Stinger and M47 Dragon. In previous games they did not disable the Stinger, presumably because it is IR guided; only the Nikita missile was disabled by chaff. Most likely this was changed for game balance reasons, since otherwise multiple players could keep an AI weapon completely disabled and still fire lock-on missiles at it.&lt;br /&gt;
&lt;br /&gt;
The same model is also used for the sleep gas grenade, a powerful weapon which can be used to knock out a group of soldiers in a radius determined by its level. As in ''Metal Gear Solid 4'', this shows that any gas masks the soldiers are equipped with are apparently fake, since they offer no protection from these grenades at all; enemies wearing heavy armour only gain a general boost to their stamina.&lt;br /&gt;
&lt;br /&gt;
[[Image:DAM116A101.jpg|thumb|none|300px|EAIMING &amp;quot;M116A1 Distraction Device Grenade,&amp;quot; an airsoft gun gas charger built to resemble a hand grenade. &amp;quot;M116A1&amp;quot; is actually the US army's code for a simulation hand grenade with a paper body, used in training.]]&lt;br /&gt;
[[Image:Peace Walker-Airsoft-1.jpg|thumb|none|600px|&amp;quot;Stun Grenade&amp;quot; on the R&amp;amp;D menu. Note the incorrect statement about stun grenades using an &amp;quot;intense shockwave&amp;quot; to knock people unconscious. Stun grenades actually function by causing sensory overload which leads to severe disorientation.]]&lt;br /&gt;
[[Image:Peace Walker-Airsoft-2.jpg|thumb|none|600px|&amp;quot;Chaff Grenade&amp;quot; on the R&amp;amp;D menu.]]&lt;br /&gt;
[[Image:Peace Walker-Airsoft-3.jpg|thumb|none|600px|&amp;quot;Sleep Grenade&amp;quot; on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Charge==&lt;br /&gt;
&lt;br /&gt;
The M112 Demolition Charge is a remote detonated explosive with devastating power. Like in many video games, it can be detonated by shooting it, whereas in real life it is virtually impossible to set off C4 without using a detonator; oddly, an optional conversation with Kaz actually includes this information.&lt;br /&gt;
&lt;br /&gt;
C4 is the standard item used for demolitions in the game, including in the early &amp;quot;Barricade&amp;quot; mission where Big Boss must use C4 to destroy a concrete wall blocking his passage; it is also used in sabotage missions. Outside of this it can be used to set traps for enemies or attack the treads of vehicles; these cannot be destroyed, but a vehicle takes extra damage from hits to its tracks or wheels.&lt;br /&gt;
&lt;br /&gt;
[[Image:M112.jpg|thumb|none|400px|M112 demolition charge]]&lt;br /&gt;
[[Image:Peace Walker-C4-1.jpg|thumb|none|600px|M112 demolition charge on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
&lt;br /&gt;
The [[M18A1 Claymore]] can be developed; as ever in ''Metal Gear Solid'' it is incorrectly shown as proximity detonated. It is also a major factor in some extra ops, including two dedicated to disarming claymores and two rescue missions where the prisoner is positioned near claymore mines. Since in ''Peace Walker'' it is impossible to move while prone, enemy Claymores are no longer disarmed and retrieved by crawling over them; instead, they must be approached from the rear, whereupon an action prompt will appear to pick them up.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18A1.jpg|thumb|none|250px|M18A1 Claymore mine]]&lt;br /&gt;
[[Image:Peace Walker-Claymore-1.jpg|thumb|none|600px|Claymore mine on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== M15 Anti-tank Mine ==&lt;br /&gt;
&lt;br /&gt;
The [[M15 anti-tank mine]] can be used to temporarily disable vehicles and kill anyone close to the explosion. &lt;br /&gt;
&lt;br /&gt;
[[Image:Landmine-dod-closeup.jpg|thumb|none|250px|M15 anti-tank mine]]&lt;br /&gt;
[[Image:Peace Walker-ATMine-1.jpg|thumb|none|600px|M15 anti-tank mine on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
== M67 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
The standard frag grenades seen in game are [[M67 hand grenade]]s; as in ''MGS4'', they appear to be based on an Airsoft gas charger bottle rather than a real M67. Apparently, even Soviet soldiers use the weapon instead of the Soviet standard-issue grenade RGD-5. Helicopter commanders are also prone to throwing them after revealing themselves if the player character is nearby.&lt;br /&gt;
&lt;br /&gt;
[[Image:FakeM67.jpg|thumb|none|150px|'''Airsoft''' &amp;quot;M67 hand grenade&amp;quot; gas bottle]]&lt;br /&gt;
[[Image:M67.jpg|thumb|none|150px|M67 hand grenade]]&lt;br /&gt;
[[Image:Peace Walker-M67-1.jpg|thumb|none|600px|M67 hand grenade on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
==M83 Smoke Grenade==&lt;br /&gt;
&lt;br /&gt;
Unlike other special grenades, the smoke grenade has its own model, which is an [[M83 Smoke Grenade]]: this is anachronistic, since the M83 was not introduced until the 90s, and was only used as a training grenade for about a decade after that. They are the second grenade type available after the basic fragmentation grenades, and the five Ranks improve both duration and radius of effect. They are sometimes also used by enemy soldiers to conceal deployments, though the NV goggles can see through them.&lt;br /&gt;
&lt;br /&gt;
In ''Peace Walker'' soldiers in the immediate blast radius of a smoke grenade will become disoriented and stand perfectly still waving their hands in front of their faces until the smoke clears; this can be used to hold up a large number of soldiers in one go if used correctly, and this appears to be intended since many of the harder vehicle battles could not possibly be S-ranked without doing so. This is accurate: while the terephthalic acid (TPA) filler in the M83 is less of an irritant and generally much less toxic than the hexachloroethane-zinc of the M8, it can still cause tear gas-like effects.&lt;br /&gt;
&lt;br /&gt;
A special blueprint for coloured smoke grenades can be found in one of the post-game missions after Peace Walker is defeated; these also use the M83 model. This is incorrect; the M83 is a white come grenade only, and coloured smoke would require the grenade be an M18. Each of the five Ranks produces a different colour of smoke; respectively red, blue, green, yellow and black for Ranks 1-5.&lt;br /&gt;
&lt;br /&gt;
[[Image:M87.JPG|thumb|none|150px|M83 smoke grenade]]&lt;br /&gt;
[[Image:Peace Walker-M83-1.jpg|thumb|none|600px|M83 smoke grenade on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
==XM7 Spider==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Fulton Sleep Gas Mine&amp;quot; is closely based on the XM7 Spider, a &amp;quot;landmine&amp;quot; which began development in the early 2000s which is actually a remote-operated 6-round grenade launcher. The one in the game is proximity triggered or set off by shooting it, and is filled with sleep gas and Fulton balloons (yes, really); it will automatically extract any soldiers caught in the blast. The gas cloud is spherical and passes through walls, allowing for the capture of high-level enemy soldiers placed in positions out of normal reach.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM7.jpg|thumb|none|400px|XM7 Spider Munition Control Unit]]&lt;br /&gt;
[[Image:Peace Walker-XM7-1.jpg|thumb|none|600px|&amp;quot;Fulton Sleep Gas Mine&amp;quot; on the R&amp;amp;D menu; basically an XM7 with a casing placed over it and a carry handle.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted weaponry=&lt;br /&gt;
&lt;br /&gt;
==Afanasev A-12.7==&lt;br /&gt;
&lt;br /&gt;
Both Hind-A variants mount an [[Afanasev A-12.7]] machine gun on their nose.&lt;br /&gt;
&lt;br /&gt;
[[Image:Afanasev A-12.7 dismounted.jpg|thumb|none|400px|Afanasev A-12.7 - 12.7x108mm]]&lt;br /&gt;
[[Image:Peace Walker-A12-1.jpg|thumb|none|600px|Afanasev A-12.7 mounted on a Hind-A Custom in the R&amp;amp;D menu. &amp;quot;Custom&amp;quot; vehicles are fought in the harder vehicle battles and later Outer Ops; as well as the special grey and red paint scheme, they have boosted damage, more armour and are far more aggressive during vehicle battles.]]&lt;br /&gt;
[[Image:Peace Walker-Afanasev-2.jpg|thumb|none|600px|While making his way through the tropical jungle, Big Boss suddenly encounters a new friend. The soldier in the pilot seat is referred to as the &amp;quot;Commander,&amp;quot; a position he apparently obtained through his ability to fly a two-seat attack helicopter by himself.]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Raider&amp;quot; variant of the AH-56 Cheyenne compound helicopter carries eight [[BGM-71 TOW]] missiles in two quad launchers on its outboard wing hardpoints.&lt;br /&gt;
&lt;br /&gt;
The AH-56 program still being around in ''Peace Walker'' is a little strange since it was cancelled in 1972 due to a combination of inter-service politics, handling problems, serious cost overruns and use of outdated technologies, with a production run of just ten prototypes, at least two of which had already been destroyed in testing; if Outer Ops are included, the game contains at least twice the number of AH-56s that were actually built.&lt;br /&gt;
&lt;br /&gt;
[[File:TOW AH-1W.jpg|thumb|none|400px|BGM-71 TOW mounted in M65 launcher on AH-1W - 152mm]]&lt;br /&gt;
[[Image:Peace Walker-XM140-1.jpg|thumb|none|600px|The underwing launchers on this AH-56 &amp;quot;Raider&amp;quot; Custom are modelled after the quad BGM-71 TOW launcher for the AH-1 Cobra: a special TOW variant was under development for the AH-56, but was cancelled along with the rest of the project.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
&lt;br /&gt;
The LAV Type G appears to be a Canadian AVGP Grizzly APC, a MOWAG Piranha varian fitted with the same Cadillac Gage turret as the AAVP7A1 but mounting a [[Browning M2]] and a Canadian C6 FN MAG rather than an M2 and a Mk 19 grenade launcher. For reasons best known to itself, the game counts this as a &amp;quot;25mm MG.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The vehicle is anachronistic, since the AVGP series entered production in 1979, though the turret is actually not, strictly speaking, since it was originally developed as the T-60 turret for the Cadillac Gage Commando, which entered production in 1964. &lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|400px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[Image:Peace Walker-M2-1.jpg|thumb|none|600px|The Browning M2 is clearly visible on the left side of the Grizzly's turret.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
&lt;br /&gt;
[[DShK heavy machine gun]]s can be found in fixed locations during various missions. They can be used by player characters; they have infinite ammunition and no heat gauge, only being limited by being a little difficult to use due to bouncing around a lot when fired. Enemies can also use them if they are alerted near to them.&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:mgspw.jpg|thumb|none|600px|&amp;quot;Cover me, me.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==FN MAG==&lt;br /&gt;
&lt;br /&gt;
The C6 derivative of the [[FN MAG]] is mounted on the AVGP Grizzly APC in a Cadillac Gage turret alongside a Browning M2, and on the AVGP Cougar IFV (&amp;quot;LAV Type C&amp;quot;) alongside an L23A1 76mm cannon in a turret developed for the British Scorpion reconnaissance vehicle.&lt;br /&gt;
&lt;br /&gt;
The AI weapons Pupa and Coccoon are equipped with numerous remote weapon stations which appear to mount a stockless FN MAG derivative similar to the M240C.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNMAG.jpg|thumb|none|400px|FN MAG 58 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|401px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-FNMAG-1.jpg|thumb|none|600px|A Grizzly APC deploys its overly dramatic title card as a group of Peace Sentinel soldiers look on in bemusement. The C6 machine gun is visible to the right of the Browning M2.]]&lt;br /&gt;
&lt;br /&gt;
==Hedgehog Anti-Submarine Projector==&lt;br /&gt;
&lt;br /&gt;
The Cocoon AI weapon mounts not only a ridiculous collection of guns, but also what is apparently a scaled-down Hedgehog anti-submarine rocket system, repurposed as a land-based mortar. Precisely why Huey did this rather than just using a more normal system is not particularly clear, but then again, this is the same battle where the player character can throw the hull of a tank which would weigh about a thousand tons into the air, so making sense was probably not a high priority.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hedgehog anti-submarine mortar.jpg|thumb|none|400px|Hedgehog Anti-Submarine Projector - 7 inch]]&lt;br /&gt;
&lt;br /&gt;
==KPVT Machine Gun==&lt;br /&gt;
&lt;br /&gt;
The BTR-60PB is armed with a [[KPVT]] heavy machine gun instead of the PKB of the PA version; this is incorrectly listed as a 25mm cannon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
&lt;br /&gt;
==M139 Autocannon==&lt;br /&gt;
&lt;br /&gt;
The Kampfpanzer 70, the German variant of the MBT-70 prototype tank which has apparently been adopted by Peace Sentinel, is armed with a retractable 20mm cannon as its secondary weapon; this is the M139, the designation for American-produced versions of the Hispano-Suiza HS.820. Oddly, the MBT-70 itself is not, even though both variants were supposed to have this as their anti-aircraft armament; it is instead a fictional configuration equipped with eight missile launch tubes mounted on the rear of its turret.&lt;br /&gt;
&lt;br /&gt;
An error with both tanks is that they are shown with the turret of the fifth prototype MBT-70 at Aberdeen Proving Ground: this was a lightweight turret without spaced armour fitted, and does not reflect the final configuration. The MBT-70 model is shown with large blocks mounted on the sides of the turret which are actually weights to simulate additional armour, while the Kampfpanzer 70 simply has a bare turret like the German prototype preserved in Koblenz.&lt;br /&gt;
&lt;br /&gt;
[[Image:MBT-70 secondary cannon 1.JPG|thumb|none|400px|M139 Autocannon - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==M242 Chaingun==&lt;br /&gt;
&lt;br /&gt;
The AI weapon Chrysalis mounts two weapons under its chin referred to as &amp;quot;chain guns;&amp;quot; these appear to be [[M242 Bushmaster chaingun]]s, which would have been state-of-the-art in 1974, having been introduced just two years earlier.&lt;br /&gt;
&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|400px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[Image:Peace Walker-Chaingun-1.jpg|thumb|none|600px|The AI weapon Chrysalis lies in a heap with its chainguns pointed in the air as Marine Iguana prepares to blast his way into the AI Pod and steal the treasure.]]&lt;br /&gt;
&lt;br /&gt;
==M269 Launcher Loader Module==&lt;br /&gt;
&lt;br /&gt;
The support section of Mother Base, which can be seen in low-detail on the Mother Base menu and in gameplay during a couple of boss fights and a special mission, has several M269 Launcher Loader Modules mounted on its platforms. These are more than a little anachronistic since the M270 MLRS system was designed in 1977 and did not enter service until 1983.&lt;br /&gt;
&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[Image:Peace Walker-LauncherLoader-1.jpg|thumb|none|600px|&amp;quot;Don't mind us, we haven't been invented yet.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
&lt;br /&gt;
The Cocoon AI weapon is equipped with what appear to be [[M61 Vulcan]] cannons in six installations on its hull and turret.&lt;br /&gt;
&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==M73 machine gun==&lt;br /&gt;
&lt;br /&gt;
The MBT-70 variants use their coaxial [[M73 machine gun]]s in lieu of having a 20mm autocannon like the Kampfpanzer 70 variants; while presumably the latter have them too, they do not use them. Unfortunately for the player, the appalling real-life performance of the M73 is not replicated when fighting the MBT-70.&lt;br /&gt;
&lt;br /&gt;
[[Image:M73mg.jpg|thumb|none|400px|M73 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
During a comic-book cutscene near the end of the game showing the enormous fleet MSF apparently now has, a pair of AAVP7A1 Amtraks can be seem swimming alongside the other ships, equipped with visible [[Mk 19 Grenade Launcher]]s. The presence of both the vehicles and the Mk 19s are anachronistic, since the LVTP-7 was not upgraded to the AAVP7A1 until 1982 and the Cadillac-Gage turret was not fitted until 1987.&lt;br /&gt;
&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher in vehicle mounting - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
==PKB Machine Gun==&lt;br /&gt;
&lt;br /&gt;
The PKB, the spade-grip version of the [[PKM]], is seen fitted to both variants of the BTR-60PA. The commander can apparently control the PKB with the power of his mind if he has not revealed himself, since the weapon is operational throughout the BTR-60 battles. If he ''is'' on it he is presumably driving the vehicle with his feet, since it is not required for there to be anyone but the commander on board a ground vehicle when he is revealed. This is not even the most unlikely thing commanders can do; helicopter commanders can safely land their charge while unconscious or even dead.&lt;br /&gt;
&lt;br /&gt;
The T-72U variants also mount a PKB instead of the correct [[NSV heavy machine gun]] on their commander's hatch. Oddly, the T-72A variant does mount anything at all, instead having only an empty mounting. The A variant itself would anachronistic, since it was first produced in 1979; this is compounded by the Peace Sentinel version actually being an even later T-72AV variant with explosive reactive armour.&lt;br /&gt;
&lt;br /&gt;
[[Image:PKB-Image.jpg|thumb|400px|none|PKB Machine Gun with spade grips - 7.62x54mm R]]&lt;br /&gt;
[[Image:Peace Walker-PKB-1.jpg|thumb|none|600px|A PKB can be seen incorrectly mounted on the commander's hatch of this T-72U Custom.]]&lt;br /&gt;
[[Image:Peace Walker-PKB-2.jpg|thumb|none|600px|A more ordinary T-72U interrupts Big Boss' attempt to intercept a weapon shipment.]]&lt;br /&gt;
&lt;br /&gt;
==PKT Machine Gun==&lt;br /&gt;
&lt;br /&gt;
The T-72A variants in the game both make enthusiastic use of their coaxial [[PKT]] machine guns when not enjoying the benefits of main gun autoloaders that somehow work as fast as semi-automatic pistols rather than the 7-8 second reload time one might reasonably expect.&lt;br /&gt;
&lt;br /&gt;
[[Image:Machine gun PKT.jpg|thumb|400px|none|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
[[Image:Peace Walker-PKT-1.jpg|thumb|none|600px|The barrel of the PKT is hard to see if the weapon is not firing; it is the black dot to the right of this T-72A Custom's searchlight.]]&lt;br /&gt;
&lt;br /&gt;
==RGM-84 Harpoon==&lt;br /&gt;
&lt;br /&gt;
Mother Base's support section also has several Mk 141 quad RGM-84 Harpoon canister launchers. These are rather anachronistic, given the Harpoon did not enter service until 1977. During boss battles on Mother Base, the Harpoon battery displays the somewhat unlikely ability to engage targets a hundred yards away from it by having the missiles turn right around after being launched almost vertically.&lt;br /&gt;
&lt;br /&gt;
[[Image:Harpoon.jpg|thumb|none|400px|RGM-84 Harpoon anti-ship missile in Mk 141 canister launchers - 340mm ]]&lt;br /&gt;
[[Image:Peace Walker-Harpoon-1.jpg|thumb|none|600px|A pair of Mk 141 quad Harpoon launchers are visible on Mother Base's deck behind Kaz Miller as he and Big Boss discuss things in one of the game's various endings.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;S-Mine&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Peace Walker is armed with what are supposedly [[S-Mine]] launchers in its legs; what these actually do is fire projectiles which look like entire S-Mines rather than bounding bodies, with the detonator prongs changed into propeller blades. These can somehow fly, and hover towards the player character before detonating and sending a shotgun-like spread of submunitions directly downwards; shooting them in mid-air will set them off prematurely, and can even damage Peace Walker itself if they are detonated close enough to it. Precisely why the game calls these devices S-Mines at all is not clear; the idea appears to be based on the bracket-mounted S-Mine launchers used on early-production Tiger tanks for close-range defence, but these were basically tiny mortars for firing the mine's bounding body, which did not have a pronged fuze fitted to it in this application.&lt;br /&gt;
&lt;br /&gt;
Peace Walker also fires &amp;quot;S-Mine&amp;quot; spreads during a QTE cutscene sequence where Snake is chasing it while riding The Boss' horse (which got to Costa Rica via Strangelove after it somehow got from Russia to a British horse market); in this sequence the spreads are far broader, with convenient horse-sized gaps between submunitions.&lt;br /&gt;
&lt;br /&gt;
[[Image:SMine35.jpg|thumb|none|150px|S-Mine 35]]&lt;br /&gt;
&lt;br /&gt;
==Shipunov GShG-7.62==&lt;br /&gt;
&lt;br /&gt;
The two Hind-D variants each mount four Shipunov GShG-7.62 four-barrel rotary guns, two in each of the GUV-8700 gunpods mounted under their wings.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gshg.jpg|thumb|none|400px|Shipunov GShG-7.62 - 7.62x54mmR]]&lt;br /&gt;
[[Image:Peace Walker-Yak-1.jpg|thumb|none|600px|A GShG-7.62 is mounted on either side of the central Yak-B gun in each of this Hind-D Custom's wing-mounted gunpods.]]&lt;br /&gt;
&lt;br /&gt;
==XM140 Autocannon==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Raider&amp;quot; variant of the AH-56 Cheyenne also mounts the XM52 Armament Subsystem, a belly-mounted turret containing the cancelled XM140 30mm autocannon. This gun was also suggested for the bizarre Convair Model 49 VTOL aircraft, another entrant in the US Army's Advanced Aerial Fire Support System program. Ultimately the requirement for a 30mm cannon in the replacement Advanced Attack Helicopter program led to the deployment of the [[M230 Chain Gun]] on the AH-64 Apache.&lt;br /&gt;
&lt;br /&gt;
[[Image:Xm140.jpg|thumb|400px|none|XM140 Autocannon - 30mm]]&lt;br /&gt;
[[Image:Xm52dwg.jpg|thumb|400px|none|Diagram of the XM52 Armament Subsystem showing the XM140 Autocannon - 30mm]]&lt;br /&gt;
[[Image:Peace Walker-XM140-1.jpg|thumb|none|600px|The XM140 can be seen in the belly turret of this AH-56 &amp;quot;Raider&amp;quot; Custom.]]&lt;br /&gt;
&lt;br /&gt;
==XM196 Minigun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Bomber&amp;quot; variant of the AH-56 uses the nose-mounted XM53 Armament Subsystem, a mounting for a [[M134 minigun]] variant called the XM196 which was modified with an additional ejection sprocket. What appears to be a flattened version of the XM196 barrel texture is also used for the several dozen tiny non-functional gunports on Cocoon's sides.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Xm53dwg.jpg|thumb|none|400px|Diagram of the XM53 Armament Subsystem with XM196 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Peace Walker-XM196-1.jpg|thumb|none|600px|AH-56 &amp;quot;Bomber&amp;quot; Custom, equipped with six Mk 82 &amp;quot;Snakeye&amp;quot; 500lb petal-retarded iron bombs and an XM196 mounted on the nose. The Custom version is one of the more blatant cases of vehicles having infinite ammunition; since its bombing runs are extended it can drop more bombs in a single run than it is actually carrying.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
&lt;br /&gt;
The Hind-D variants are also equipped with a [[Yakushev-Borzov Yak-B]] gatling gun under their chin, with another in each of the GUV-8700 gunpods under their wings.&lt;br /&gt;
&lt;br /&gt;
[[Image:Yakb.JPG|thumb|none|400px|Yakushev-Borzov Yak-B machine gun - 12.7x108mm]]&lt;br /&gt;
[[Image:Peace Walker-Yak-1.jpg|thumb|none|600px|Hind-D Custom, with a Yak-B gatling gun clearly visible on the nose; there is another in each of the white gunpods under the wings.]]&lt;br /&gt;
[[Image:Peace Walker-Yak-2.jpg|thumb|none|600px|During the game's final ending, a group of unique MSF Hind-Ds can be seen on Mother Base's deck. As well as having a special paint scheme, these have AT-6 Spiral anti-tank missiles on their outermost pylons instead of the AT-2 Swatter used by every other Hind in the game.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Railgun==&lt;br /&gt;
&lt;br /&gt;
A man-portable magnetic accelerator designed to look like a primitive forerunner to the railgun seen in ''MGS2'' and ''MGS4'', this is normally an extremely unremarkable semi-automatic rifle; oddly, though it mounts a large computerised scope, it cannot actually be used. However, if a co-op partner is equipped with the &amp;quot;Rail Gun Dynamo&amp;quot; item they can charge up another player's railgun, in much the same way as the gun in ''MGS4'' but with a lot more button-mashing. At full power it is second only to the Human Slingshot in terms of damage, exceeding every other weapon in the game and able to destroy some of the earlier armoured vehicles in a single hit. A level three shot is accompanied by an anime-style cry of &amp;quot;SUPER CO-OP WEAPON: RAILGUN!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A variant of the railgun model is used for the &amp;quot;Stealth Gun,&amp;quot; another co-op weapon. This device is totally useless on its own, but can be used to render a co-op partner almost invisible by keeping the beam it emits trained on them; unlike the Stealth Camo item, it will not incur a hefty penalty on the end-of-level ranking screen. However, while the Stealth Camo grants a camo index of 100%, the Stealth Gun only gives a targeted partner 95%.&lt;br /&gt;
&lt;br /&gt;
Both weapons have high level requirements, and require an R&amp;amp;D staff member with the rare &amp;quot;EM Weapons Design&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
[[Image:Peace Walker-Railgun-1.jpg|thumb|none|600px|&amp;quot;Railgun&amp;quot; on the R&amp;amp;D menu.]]&lt;br /&gt;
[[Image:Peace Walker-Stealthgun-1.jpg|thumb|none|600px|&amp;quot;Stealth Gun&amp;quot; on the R&amp;amp;D menu.]]&lt;br /&gt;
&lt;br /&gt;
==Tanegashima==&lt;br /&gt;
&lt;br /&gt;
The [[Tanegashima]], a 16th-century Japanese muzzle-loading black powder matchlock arquebus, makes a return from ''[[Metal Gear Solid 4]]'' and repeats that title's mistake of classifying it as an assault rifle. It adds an additional error in referring to it as a &amp;quot;musket&amp;quot; in menus; the Tanegashima is an arquebus, which is the forerunner of the musket. Its low damage and single-shot nature coupled with a lengthy reload time makes it fairly useless in combat, but similar to its previous incarnation, each hit scored against an enemy soldier (as opposed to each round fired) has a 1 in 3 chance of summoning a tornado; as well as scattering items as it did before, any soldier caught in the tornado will be thrown into the sky and land in MSF's recovery helicopter, much to Kaz's bemusement; this may also sometimes result in them having the &amp;quot;sickness&amp;quot; status when they arrive at Mother Base. Rather than the tornado being fired out of the gun in a straight line, it is stationary and occurs at the point of impact.&lt;br /&gt;
&lt;br /&gt;
Producing it requires at least one staff member with the &amp;quot;Japanese Patriot&amp;quot; skill (&amp;quot;Yamato Spirit&amp;quot; in the Japanese version); rather more puzzlingly, it also requires an item which is a rare drop from one of the ''Monster Hunter'' bosses, Rathalos.&lt;br /&gt;
&lt;br /&gt;
[[Image:TanegashimaShort.jpg|thumb|none|400px|Short &amp;quot;Tanegashima&amp;quot; matchlock arquebus at Ako Temple museum]]&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1178796</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1178796"/>
		<updated>2018-04-19T20:40:52Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* AK-47 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the [[Smith &amp;amp; Wesson Model 39]] pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version. Para-Medic and Elisa also comes with this weapon when recruited in an optional mission and/or meeting special conditions and/or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO12.jpg|thumb|500px|none|Aiming the Mk 22]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
&lt;br /&gt;
The [[M1911A1]] is .45 ACP semi-automatic pistol, it holds seven rounds. Female Soviet officers, certain male Soviet soldiers and officers, and to a lesser extent FOX soldiers use this weapon. Can be procured at the Communications base via a Spy Report. Roy Campbell also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. One of the FOX soldiers also used this weapon in a failed attempt at trying to prevent Snake's escape after Elisa defected to Snake's side. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo1.jpg|thumb|none|350px|Aiming the Colt M1911A1]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
The [[H&amp;amp;K Mark 23]] appear as a Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
The [[MAC-10]] is a 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
The [[Uzi]] is a 9x19mm SMG with a high-rate of fire. It can be unlocked by recruiting Teliko from ''Metal Gear Ac!d'' under special conditions. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. The [[Skorpion]] is also used by FOX soldiers. One of the FOX soldiers during Snake's escape from the guest house may have been using this weapon in their failed attempt at preventing his escape, since it was not visible yet had a repeat fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
The [[FN P90]] appear as Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds.The [[Ithaca 37]] can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. Major Zero also comes equipped with the [[Remington 870]] when recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
=== M16A1 with M203 grenade launcher ===&lt;br /&gt;
Although not actually used by the player, an [[M16A1]] with an underbarrel [[M203]] grenade launcher is used by Python during his boss fight. Unsurprisingly, it fires liquid nitrogen grenades, instantly freezing any weapons the player has on them.&lt;br /&gt;
[[File:M16A2 M203.jpg|thumb|none|350px|M16A2 (5.56x45mm) with M203 40mm grenade launcher]]&lt;br /&gt;
[[Image:pythonmgspo.jpg|thumb|none|350px|Python with his M16A1 with an M203 attached]]&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. Appear as &amp;quot;XM177E2&amp;quot;. The [[XM177]] is one of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an [[M4A1]], not an [[Colt M4|M4]], which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
The [[AK-47]] is a Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. One of the FOX soldiers used an AK-47 in a failed attempt to stop Snake's escape via a defecting Elisa. The Soviet soldiers at the plant also attempted to use the weapon on a freshly-escaped Null, although the latter's superhuman speed had him both evading the guns' rapid fire capabilities and effortlessly kill the Soviet soldiers, all while Snake watched. Several AK-47s were also used in the ending by Snake's men, when aiding Snake in taking out the ICBMG to repay him for his help in preventing the weapon's launch into the USSR.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
The [[AKS-74U]] is a Portable Ops Plus exclusive. Uses 5.45x39mm rounds. In-game is described as derived from the AK-47, while in real life derived from the [[AK-74]]. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
The [[FAMAS]] is another Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
The [[Mosin Nagant]] is a Soviet bolt-action rifle deployed in large numbers in the Second World War, however is modified to fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. EVA also comes equipped with the [[SVD]] when recruited either via a special mission or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the [[Stoner 63|M63]] weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the [[RPG-7]] to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Grenade==&lt;br /&gt;
The most common hand grenades in the game are Russian [[RGD-5]] hand grenades. They are used by both FOX and Soviet soldiers, and can also be obtained by Big Boss and other recruitable characters in various areas in the game. Using a grenade will trigger an alert. The ending where the Soviet soldiers and Big Boss take out the ICBMG has one of them throwing a grenade at the weapon (implied by the soldier making an overhand throw motion).&lt;br /&gt;
[[File:Rdg5.jpg |thumb|none|400px|RGD-5 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:RGD-5 MPO.jpg|thumb|none|400px|RGD-5 menu icon.]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet grenades==&lt;br /&gt;
&lt;br /&gt;
Like in ''Snake Eater'', a fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for four types of in-game grenade: Chaff, Stun, Smoke, and Liquid Nitrogen. &lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, disable any security cameras in the vicinity, and to fool the guidance systems of guided missiles fired at Big Boss. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Stun grenade MPO.jpg|thumb|none|400px|Stun grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. Like in ''Snake Eater'', these are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Smoke Grenade MPO.jpg|thumb|none|400px|Smoke grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
Smoke grenades can be used to deter enemy pursuit and also to drive off attack dogs in later difficulties. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Liquid Nitrogen Grenade MPO.jpg|thumb|none|400px|Liquid Nitrogen grenade menu icon.]]&lt;br /&gt;
&lt;br /&gt;
The LN G (short for &amp;quot;Liquid Nitrogen Grenade&amp;quot;) is a grenade that releases liquid nitrogen to provide quick visual cover and quick distraction of enemies and freezes all the player's deployed equipment and weapons when in proximity of the explosion. The weapon is exclusive to Python, and the only one of his arsenal to actually be included in his inventory after recruiting him.&lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The player can procure [[Claymore]]s like in prior games to use as traps against the enemy. The overall design is similar to that in ''Snake Eater''. Unlike in prior games or later games, however, the player cannot actually retrieve disabled claymores for future use. At least one spy mission involved Snake and his men having to clear out Claymores that were littered around the hospital area (presumably by Gene's forces), and doing so without triggering an alert from the sole nurse stationed in the area.&lt;br /&gt;
[[File:M18a1 07.jpg‎|thumb|none|400px| M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:claymorempo.jpg‎‎|thumb|none|400px|Claymore hud icon]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1178795</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1178795"/>
		<updated>2018-04-19T20:38:15Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Sa. Vz.61 Skorpion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the [[Smith &amp;amp; Wesson Model 39]] pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version. Para-Medic and Elisa also comes with this weapon when recruited in an optional mission and/or meeting special conditions and/or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO12.jpg|thumb|500px|none|Aiming the Mk 22]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
&lt;br /&gt;
The [[M1911A1]] is .45 ACP semi-automatic pistol, it holds seven rounds. Female Soviet officers, certain male Soviet soldiers and officers, and to a lesser extent FOX soldiers use this weapon. Can be procured at the Communications base via a Spy Report. Roy Campbell also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. One of the FOX soldiers also used this weapon in a failed attempt at trying to prevent Snake's escape after Elisa defected to Snake's side. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo1.jpg|thumb|none|350px|Aiming the Colt M1911A1]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
The [[H&amp;amp;K Mark 23]] appear as a Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
The [[MAC-10]] is a 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
The [[Uzi]] is a 9x19mm SMG with a high-rate of fire. It can be unlocked by recruiting Teliko from ''Metal Gear Ac!d'' under special conditions. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. The [[Skorpion]] is also used by FOX soldiers. One of the FOX soldiers during Snake's escape from the guest house may have been using this weapon in their failed attempt at preventing his escape, since it was not visible yet had a repeat fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
The [[FN P90]] appear as Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds.The [[Ithaca 37]] can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. Major Zero also comes equipped with the [[Remington 870]] when recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
=== M16A1 with M203 grenade launcher ===&lt;br /&gt;
Although not actually used by the player, an [[M16A1]] with an underbarrel [[M203]] grenade launcher is used by Python during his boss fight. Unsurprisingly, it fires liquid nitrogen grenades, instantly freezing any weapons the player has on them.&lt;br /&gt;
[[File:M16A2 M203.jpg|thumb|none|350px|M16A2 (5.56x45mm) with M203 40mm grenade launcher]]&lt;br /&gt;
[[Image:pythonmgspo.jpg|thumb|none|350px|Python with his M16A1 with an M203 attached]]&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. Appear as &amp;quot;XM177E2&amp;quot;. The [[XM177]] is one of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an [[M4A1]], not an [[Colt M4|M4]], which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
The [[AK-47]] is a Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. One of the FOX soldiers used an AK-47 in a failed attempt to stop Snake's escape via a defecting Elisa. Several AK-47s were also used in the ending by Snake's men, when aiding Snake in taking out the ICBMG to repay him for his help in preventing the weapon's launch into the USSR.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
The [[AKS-74U]] is a Portable Ops Plus exclusive. Uses 5.45x39mm rounds. In-game is described as derived from the AK-47, while in real life derived from the [[AK-74]]. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
The [[FAMAS]] is another Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
The [[Mosin Nagant]] is a Soviet bolt-action rifle deployed in large numbers in the Second World War, however is modified to fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. EVA also comes equipped with the [[SVD]] when recruited either via a special mission or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the [[Stoner 63|M63]] weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the [[RPG-7]] to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Grenade==&lt;br /&gt;
The most common hand grenades in the game are Russian [[RGD-5]] hand grenades. They are used by both FOX and Soviet soldiers, and can also be obtained by Big Boss and other recruitable characters in various areas in the game. Using a grenade will trigger an alert. The ending where the Soviet soldiers and Big Boss take out the ICBMG has one of them throwing a grenade at the weapon (implied by the soldier making an overhand throw motion).&lt;br /&gt;
[[File:Rdg5.jpg |thumb|none|400px|RGD-5 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:RGD-5 MPO.jpg|thumb|none|400px|RGD-5 menu icon.]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet grenades==&lt;br /&gt;
&lt;br /&gt;
Like in ''Snake Eater'', a fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for four types of in-game grenade: Chaff, Stun, Smoke, and Liquid Nitrogen. &lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, disable any security cameras in the vicinity, and to fool the guidance systems of guided missiles fired at Big Boss. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Stun grenade MPO.jpg|thumb|none|400px|Stun grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. Like in ''Snake Eater'', these are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Smoke Grenade MPO.jpg|thumb|none|400px|Smoke grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
Smoke grenades can be used to deter enemy pursuit and also to drive off attack dogs in later difficulties. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Liquid Nitrogen Grenade MPO.jpg|thumb|none|400px|Liquid Nitrogen grenade menu icon.]]&lt;br /&gt;
&lt;br /&gt;
The LN G (short for &amp;quot;Liquid Nitrogen Grenade&amp;quot;) is a grenade that releases liquid nitrogen to provide quick visual cover and quick distraction of enemies and freezes all the player's deployed equipment and weapons when in proximity of the explosion. The weapon is exclusive to Python, and the only one of his arsenal to actually be included in his inventory after recruiting him.&lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The player can procure [[Claymore]]s like in prior games to use as traps against the enemy. The overall design is similar to that in ''Snake Eater''. Unlike in prior games or later games, however, the player cannot actually retrieve disabled claymores for future use. At least one spy mission involved Snake and his men having to clear out Claymores that were littered around the hospital area (presumably by Gene's forces), and doing so without triggering an alert from the sole nurse stationed in the area.&lt;br /&gt;
[[File:M18a1 07.jpg‎|thumb|none|400px| M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:claymorempo.jpg‎‎|thumb|none|400px|Claymore hud icon]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1178794</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1178794"/>
		<updated>2018-04-19T20:37:12Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Colt M1911A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the [[Smith &amp;amp; Wesson Model 39]] pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version. Para-Medic and Elisa also comes with this weapon when recruited in an optional mission and/or meeting special conditions and/or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO12.jpg|thumb|500px|none|Aiming the Mk 22]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
&lt;br /&gt;
The [[M1911A1]] is .45 ACP semi-automatic pistol, it holds seven rounds. Female Soviet officers, certain male Soviet soldiers and officers, and to a lesser extent FOX soldiers use this weapon. Can be procured at the Communications base via a Spy Report. Roy Campbell also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. One of the FOX soldiers also used this weapon in a failed attempt at trying to prevent Snake's escape after Elisa defected to Snake's side. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo1.jpg|thumb|none|350px|Aiming the Colt M1911A1]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
The [[H&amp;amp;K Mark 23]] appear as a Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
The [[MAC-10]] is a 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
The [[Uzi]] is a 9x19mm SMG with a high-rate of fire. It can be unlocked by recruiting Teliko from ''Metal Gear Ac!d'' under special conditions. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. The [[Skorpion]] is also used by FOX soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
The [[FN P90]] appear as Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds.The [[Ithaca 37]] can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. Major Zero also comes equipped with the [[Remington 870]] when recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
=== M16A1 with M203 grenade launcher ===&lt;br /&gt;
Although not actually used by the player, an [[M16A1]] with an underbarrel [[M203]] grenade launcher is used by Python during his boss fight. Unsurprisingly, it fires liquid nitrogen grenades, instantly freezing any weapons the player has on them.&lt;br /&gt;
[[File:M16A2 M203.jpg|thumb|none|350px|M16A2 (5.56x45mm) with M203 40mm grenade launcher]]&lt;br /&gt;
[[Image:pythonmgspo.jpg|thumb|none|350px|Python with his M16A1 with an M203 attached]]&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. Appear as &amp;quot;XM177E2&amp;quot;. The [[XM177]] is one of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an [[M4A1]], not an [[Colt M4|M4]], which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
The [[AK-47]] is a Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. One of the FOX soldiers used an AK-47 in a failed attempt to stop Snake's escape via a defecting Elisa. Several AK-47s were also used in the ending by Snake's men, when aiding Snake in taking out the ICBMG to repay him for his help in preventing the weapon's launch into the USSR.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
The [[AKS-74U]] is a Portable Ops Plus exclusive. Uses 5.45x39mm rounds. In-game is described as derived from the AK-47, while in real life derived from the [[AK-74]]. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
The [[FAMAS]] is another Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
The [[Mosin Nagant]] is a Soviet bolt-action rifle deployed in large numbers in the Second World War, however is modified to fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. EVA also comes equipped with the [[SVD]] when recruited either via a special mission or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the [[Stoner 63|M63]] weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the [[RPG-7]] to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Grenade==&lt;br /&gt;
The most common hand grenades in the game are Russian [[RGD-5]] hand grenades. They are used by both FOX and Soviet soldiers, and can also be obtained by Big Boss and other recruitable characters in various areas in the game. Using a grenade will trigger an alert. The ending where the Soviet soldiers and Big Boss take out the ICBMG has one of them throwing a grenade at the weapon (implied by the soldier making an overhand throw motion).&lt;br /&gt;
[[File:Rdg5.jpg |thumb|none|400px|RGD-5 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:RGD-5 MPO.jpg|thumb|none|400px|RGD-5 menu icon.]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet grenades==&lt;br /&gt;
&lt;br /&gt;
Like in ''Snake Eater'', a fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for four types of in-game grenade: Chaff, Stun, Smoke, and Liquid Nitrogen. &lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, disable any security cameras in the vicinity, and to fool the guidance systems of guided missiles fired at Big Boss. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Stun grenade MPO.jpg|thumb|none|400px|Stun grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. Like in ''Snake Eater'', these are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Smoke Grenade MPO.jpg|thumb|none|400px|Smoke grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
Smoke grenades can be used to deter enemy pursuit and also to drive off attack dogs in later difficulties. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Liquid Nitrogen Grenade MPO.jpg|thumb|none|400px|Liquid Nitrogen grenade menu icon.]]&lt;br /&gt;
&lt;br /&gt;
The LN G (short for &amp;quot;Liquid Nitrogen Grenade&amp;quot;) is a grenade that releases liquid nitrogen to provide quick visual cover and quick distraction of enemies and freezes all the player's deployed equipment and weapons when in proximity of the explosion. The weapon is exclusive to Python, and the only one of his arsenal to actually be included in his inventory after recruiting him.&lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The player can procure [[Claymore]]s like in prior games to use as traps against the enemy. The overall design is similar to that in ''Snake Eater''. Unlike in prior games or later games, however, the player cannot actually retrieve disabled claymores for future use. At least one spy mission involved Snake and his men having to clear out Claymores that were littered around the hospital area (presumably by Gene's forces), and doing so without triggering an alert from the sole nurse stationed in the area.&lt;br /&gt;
[[File:M18a1 07.jpg‎|thumb|none|400px| M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:claymorempo.jpg‎‎|thumb|none|400px|Claymore hud icon]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1178793</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1178793"/>
		<updated>2018-04-19T20:35:49Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* AK-47 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the [[Smith &amp;amp; Wesson Model 39]] pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version. Para-Medic and Elisa also comes with this weapon when recruited in an optional mission and/or meeting special conditions and/or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO12.jpg|thumb|500px|none|Aiming the Mk 22]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
&lt;br /&gt;
The [[M1911A1]] is .45 ACP semi-automatic pistol, it holds seven rounds. Female Soviet officers, certain male Soviet soldiers and officers, and to a lesser extent FOX soldiers use this weapon. Can be procured at the Communications base via a Spy Report. Roy Campbell also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo1.jpg|thumb|none|350px|Aiming the Colt M1911A1]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
The [[H&amp;amp;K Mark 23]] appear as a Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
The [[MAC-10]] is a 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
The [[Uzi]] is a 9x19mm SMG with a high-rate of fire. It can be unlocked by recruiting Teliko from ''Metal Gear Ac!d'' under special conditions. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. The [[Skorpion]] is also used by FOX soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
The [[FN P90]] appear as Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds.The [[Ithaca 37]] can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. Major Zero also comes equipped with the [[Remington 870]] when recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
=== M16A1 with M203 grenade launcher ===&lt;br /&gt;
Although not actually used by the player, an [[M16A1]] with an underbarrel [[M203]] grenade launcher is used by Python during his boss fight. Unsurprisingly, it fires liquid nitrogen grenades, instantly freezing any weapons the player has on them.&lt;br /&gt;
[[File:M16A2 M203.jpg|thumb|none|350px|M16A2 (5.56x45mm) with M203 40mm grenade launcher]]&lt;br /&gt;
[[Image:pythonmgspo.jpg|thumb|none|350px|Python with his M16A1 with an M203 attached]]&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. Appear as &amp;quot;XM177E2&amp;quot;. The [[XM177]] is one of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an [[M4A1]], not an [[Colt M4|M4]], which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
The [[AK-47]] is a Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. One of the FOX soldiers used an AK-47 in a failed attempt to stop Snake's escape via a defecting Elisa. Several AK-47s were also used in the ending by Snake's men, when aiding Snake in taking out the ICBMG to repay him for his help in preventing the weapon's launch into the USSR.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
The [[AKS-74U]] is a Portable Ops Plus exclusive. Uses 5.45x39mm rounds. In-game is described as derived from the AK-47, while in real life derived from the [[AK-74]]. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
The [[FAMAS]] is another Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
The [[Mosin Nagant]] is a Soviet bolt-action rifle deployed in large numbers in the Second World War, however is modified to fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. EVA also comes equipped with the [[SVD]] when recruited either via a special mission or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the [[Stoner 63|M63]] weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the [[RPG-7]] to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Grenade==&lt;br /&gt;
The most common hand grenades in the game are Russian [[RGD-5]] hand grenades. They are used by both FOX and Soviet soldiers, and can also be obtained by Big Boss and other recruitable characters in various areas in the game. Using a grenade will trigger an alert. The ending where the Soviet soldiers and Big Boss take out the ICBMG has one of them throwing a grenade at the weapon (implied by the soldier making an overhand throw motion).&lt;br /&gt;
[[File:Rdg5.jpg |thumb|none|400px|RGD-5 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:RGD-5 MPO.jpg|thumb|none|400px|RGD-5 menu icon.]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet grenades==&lt;br /&gt;
&lt;br /&gt;
Like in ''Snake Eater'', a fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for four types of in-game grenade: Chaff, Stun, Smoke, and Liquid Nitrogen. &lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, disable any security cameras in the vicinity, and to fool the guidance systems of guided missiles fired at Big Boss. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Stun grenade MPO.jpg|thumb|none|400px|Stun grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. Like in ''Snake Eater'', these are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Smoke Grenade MPO.jpg|thumb|none|400px|Smoke grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
Smoke grenades can be used to deter enemy pursuit and also to drive off attack dogs in later difficulties. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Liquid Nitrogen Grenade MPO.jpg|thumb|none|400px|Liquid Nitrogen grenade menu icon.]]&lt;br /&gt;
&lt;br /&gt;
The LN G (short for &amp;quot;Liquid Nitrogen Grenade&amp;quot;) is a grenade that releases liquid nitrogen to provide quick visual cover and quick distraction of enemies and freezes all the player's deployed equipment and weapons when in proximity of the explosion. The weapon is exclusive to Python, and the only one of his arsenal to actually be included in his inventory after recruiting him.&lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The player can procure [[Claymore]]s like in prior games to use as traps against the enemy. The overall design is similar to that in ''Snake Eater''. Unlike in prior games or later games, however, the player cannot actually retrieve disabled claymores for future use. At least one spy mission involved Snake and his men having to clear out Claymores that were littered around the hospital area (presumably by Gene's forces), and doing so without triggering an alert from the sole nurse stationed in the area.&lt;br /&gt;
[[File:M18a1 07.jpg‎|thumb|none|400px| M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:claymorempo.jpg‎‎|thumb|none|400px|Claymore hud icon]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1178790</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1178790"/>
		<updated>2018-04-19T20:32:19Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* RGD-5 Grenade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the [[Smith &amp;amp; Wesson Model 39]] pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version. Para-Medic and Elisa also comes with this weapon when recruited in an optional mission and/or meeting special conditions and/or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO12.jpg|thumb|500px|none|Aiming the Mk 22]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
&lt;br /&gt;
The [[M1911A1]] is .45 ACP semi-automatic pistol, it holds seven rounds. Female Soviet officers, certain male Soviet soldiers and officers, and to a lesser extent FOX soldiers use this weapon. Can be procured at the Communications base via a Spy Report. Roy Campbell also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo1.jpg|thumb|none|350px|Aiming the Colt M1911A1]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
The [[H&amp;amp;K Mark 23]] appear as a Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
The [[MAC-10]] is a 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
The [[Uzi]] is a 9x19mm SMG with a high-rate of fire. It can be unlocked by recruiting Teliko from ''Metal Gear Ac!d'' under special conditions. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. The [[Skorpion]] is also used by FOX soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
The [[FN P90]] appear as Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds.The [[Ithaca 37]] can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. Major Zero also comes equipped with the [[Remington 870]] when recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
=== M16A1 with M203 grenade launcher ===&lt;br /&gt;
Although not actually used by the player, an [[M16A1]] with an underbarrel [[M203]] grenade launcher is used by Python during his boss fight. Unsurprisingly, it fires liquid nitrogen grenades, instantly freezing any weapons the player has on them.&lt;br /&gt;
[[File:M16A2 M203.jpg|thumb|none|350px|M16A2 (5.56x45mm) with M203 40mm grenade launcher]]&lt;br /&gt;
[[Image:pythonmgspo.jpg|thumb|none|350px|Python with his M16A1 with an M203 attached]]&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. Appear as &amp;quot;XM177E2&amp;quot;. The [[XM177]] is one of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an [[M4A1]], not an [[Colt M4|M4]], which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
The [[AK-47]] is a Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. Several AK-47s were also used in the ending by Snake's men, when aiding Snake in taking out the ICBMG to repay him for his help in preventing the weapon's launch into the USSR.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
The [[AKS-74U]] is a Portable Ops Plus exclusive. Uses 5.45x39mm rounds. In-game is described as derived from the AK-47, while in real life derived from the [[AK-74]]. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
The [[FAMAS]] is another Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
The [[Mosin Nagant]] is a Soviet bolt-action rifle deployed in large numbers in the Second World War, however is modified to fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. EVA also comes equipped with the [[SVD]] when recruited either via a special mission or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the [[Stoner 63|M63]] weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the [[RPG-7]] to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Grenade==&lt;br /&gt;
The most common hand grenades in the game are Russian [[RGD-5]] hand grenades. They are used by both FOX and Soviet soldiers, and can also be obtained by Big Boss and other recruitable characters in various areas in the game. Using a grenade will trigger an alert. The ending where the Soviet soldiers and Big Boss take out the ICBMG has one of them throwing a grenade at the weapon (implied by the soldier making an overhand throw motion).&lt;br /&gt;
[[File:Rdg5.jpg |thumb|none|400px|RGD-5 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:RGD-5 MPO.jpg|thumb|none|400px|RGD-5 menu icon.]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet grenades==&lt;br /&gt;
&lt;br /&gt;
Like in ''Snake Eater'', a fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for four types of in-game grenade: Chaff, Stun, Smoke, and Liquid Nitrogen. &lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, disable any security cameras in the vicinity, and to fool the guidance systems of guided missiles fired at Big Boss. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Stun grenade MPO.jpg|thumb|none|400px|Stun grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. Like in ''Snake Eater'', these are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Smoke Grenade MPO.jpg|thumb|none|400px|Smoke grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
Smoke grenades can be used to deter enemy pursuit and also to drive off attack dogs in later difficulties. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Liquid Nitrogen Grenade MPO.jpg|thumb|none|400px|Liquid Nitrogen grenade menu icon.]]&lt;br /&gt;
&lt;br /&gt;
The LN G (short for &amp;quot;Liquid Nitrogen Grenade&amp;quot;) is a grenade that releases liquid nitrogen to provide quick visual cover and quick distraction of enemies and freezes all the player's deployed equipment and weapons when in proximity of the explosion. The weapon is exclusive to Python, and the only one of his arsenal to actually be included in his inventory after recruiting him.&lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The player can procure [[Claymore]]s like in prior games to use as traps against the enemy. The overall design is similar to that in ''Snake Eater''. Unlike in prior games or later games, however, the player cannot actually retrieve disabled claymores for future use. At least one spy mission involved Snake and his men having to clear out Claymores that were littered around the hospital area (presumably by Gene's forces), and doing so without triggering an alert from the sole nurse stationed in the area.&lt;br /&gt;
[[File:M18a1 07.jpg‎|thumb|none|400px| M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:claymorempo.jpg‎‎|thumb|none|400px|Claymore hud icon]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1178789</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1178789"/>
		<updated>2018-04-19T20:31:04Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* AK-47 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the [[Smith &amp;amp; Wesson Model 39]] pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version. Para-Medic and Elisa also comes with this weapon when recruited in an optional mission and/or meeting special conditions and/or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO12.jpg|thumb|500px|none|Aiming the Mk 22]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
&lt;br /&gt;
The [[M1911A1]] is .45 ACP semi-automatic pistol, it holds seven rounds. Female Soviet officers, certain male Soviet soldiers and officers, and to a lesser extent FOX soldiers use this weapon. Can be procured at the Communications base via a Spy Report. Roy Campbell also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo1.jpg|thumb|none|350px|Aiming the Colt M1911A1]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
The [[H&amp;amp;K Mark 23]] appear as a Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
The [[MAC-10]] is a 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
The [[Uzi]] is a 9x19mm SMG with a high-rate of fire. It can be unlocked by recruiting Teliko from ''Metal Gear Ac!d'' under special conditions. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. The [[Skorpion]] is also used by FOX soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
The [[FN P90]] appear as Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds.The [[Ithaca 37]] can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. Major Zero also comes equipped with the [[Remington 870]] when recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
=== M16A1 with M203 grenade launcher ===&lt;br /&gt;
Although not actually used by the player, an [[M16A1]] with an underbarrel [[M203]] grenade launcher is used by Python during his boss fight. Unsurprisingly, it fires liquid nitrogen grenades, instantly freezing any weapons the player has on them.&lt;br /&gt;
[[File:M16A2 M203.jpg|thumb|none|350px|M16A2 (5.56x45mm) with M203 40mm grenade launcher]]&lt;br /&gt;
[[Image:pythonmgspo.jpg|thumb|none|350px|Python with his M16A1 with an M203 attached]]&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. Appear as &amp;quot;XM177E2&amp;quot;. The [[XM177]] is one of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an [[M4A1]], not an [[Colt M4|M4]], which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
The [[AK-47]] is a Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. Several AK-47s were also used in the ending by Snake's men, when aiding Snake in taking out the ICBMG to repay him for his help in preventing the weapon's launch into the USSR.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
The [[AKS-74U]] is a Portable Ops Plus exclusive. Uses 5.45x39mm rounds. In-game is described as derived from the AK-47, while in real life derived from the [[AK-74]]. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
The [[FAMAS]] is another Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
The [[Mosin Nagant]] is a Soviet bolt-action rifle deployed in large numbers in the Second World War, however is modified to fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. EVA also comes equipped with the [[SVD]] when recruited either via a special mission or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the [[Stoner 63|M63]] weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the [[RPG-7]] to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Grenade==&lt;br /&gt;
The most common hand grenades in the game are Russian [[RGD-5]] hand grenades. They are used by both FOX and Soviet soldiers, and can also be obtained by Big Boss and other recruitable characters in various areas in the game. Using a grenade will trigger an alert.&lt;br /&gt;
[[File:Rdg5.jpg |thumb|none|400px|RGD-5 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:RGD-5 MPO.jpg|thumb|none|400px|RGD-5 menu icon.]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet grenades==&lt;br /&gt;
&lt;br /&gt;
Like in ''Snake Eater'', a fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for four types of in-game grenade: Chaff, Stun, Smoke, and Liquid Nitrogen. &lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, disable any security cameras in the vicinity, and to fool the guidance systems of guided missiles fired at Big Boss. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Stun grenade MPO.jpg|thumb|none|400px|Stun grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. Like in ''Snake Eater'', these are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Smoke Grenade MPO.jpg|thumb|none|400px|Smoke grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
Smoke grenades can be used to deter enemy pursuit and also to drive off attack dogs in later difficulties. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Liquid Nitrogen Grenade MPO.jpg|thumb|none|400px|Liquid Nitrogen grenade menu icon.]]&lt;br /&gt;
&lt;br /&gt;
The LN G (short for &amp;quot;Liquid Nitrogen Grenade&amp;quot;) is a grenade that releases liquid nitrogen to provide quick visual cover and quick distraction of enemies and freezes all the player's deployed equipment and weapons when in proximity of the explosion. The weapon is exclusive to Python, and the only one of his arsenal to actually be included in his inventory after recruiting him.&lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The player can procure [[Claymore]]s like in prior games to use as traps against the enemy. The overall design is similar to that in ''Snake Eater''. Unlike in prior games or later games, however, the player cannot actually retrieve disabled claymores for future use. At least one spy mission involved Snake and his men having to clear out Claymores that were littered around the hospital area (presumably by Gene's forces), and doing so without triggering an alert from the sole nurse stationed in the area.&lt;br /&gt;
[[File:M18a1 07.jpg‎|thumb|none|400px| M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:claymorempo.jpg‎‎|thumb|none|400px|Claymore hud icon]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1178788</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1178788"/>
		<updated>2018-04-19T20:27:43Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Claymore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the [[Smith &amp;amp; Wesson Model 39]] pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version. Para-Medic and Elisa also comes with this weapon when recruited in an optional mission and/or meeting special conditions and/or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO12.jpg|thumb|500px|none|Aiming the Mk 22]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
&lt;br /&gt;
The [[M1911A1]] is .45 ACP semi-automatic pistol, it holds seven rounds. Female Soviet officers, certain male Soviet soldiers and officers, and to a lesser extent FOX soldiers use this weapon. Can be procured at the Communications base via a Spy Report. Roy Campbell also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo1.jpg|thumb|none|350px|Aiming the Colt M1911A1]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
The [[H&amp;amp;K Mark 23]] appear as a Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
The [[MAC-10]] is a 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
The [[Uzi]] is a 9x19mm SMG with a high-rate of fire. It can be unlocked by recruiting Teliko from ''Metal Gear Ac!d'' under special conditions. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. The [[Skorpion]] is also used by FOX soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
The [[FN P90]] appear as Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds.The [[Ithaca 37]] can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. Major Zero also comes equipped with the [[Remington 870]] when recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
=== M16A1 with M203 grenade launcher ===&lt;br /&gt;
Although not actually used by the player, an [[M16A1]] with an underbarrel [[M203]] grenade launcher is used by Python during his boss fight. Unsurprisingly, it fires liquid nitrogen grenades, instantly freezing any weapons the player has on them.&lt;br /&gt;
[[File:M16A2 M203.jpg|thumb|none|350px|M16A2 (5.56x45mm) with M203 40mm grenade launcher]]&lt;br /&gt;
[[Image:pythonmgspo.jpg|thumb|none|350px|Python with his M16A1 with an M203 attached]]&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. Appear as &amp;quot;XM177E2&amp;quot;. The [[XM177]] is one of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an [[M4A1]], not an [[Colt M4|M4]], which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
The [[AK-47]] is a Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
The [[AKS-74U]] is a Portable Ops Plus exclusive. Uses 5.45x39mm rounds. In-game is described as derived from the AK-47, while in real life derived from the [[AK-74]]. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
The [[FAMAS]] is another Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
The [[Mosin Nagant]] is a Soviet bolt-action rifle deployed in large numbers in the Second World War, however is modified to fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. EVA also comes equipped with the [[SVD]] when recruited either via a special mission or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the [[Stoner 63|M63]] weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the [[RPG-7]] to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Grenade==&lt;br /&gt;
The most common hand grenades in the game are Russian [[RGD-5]] hand grenades. They are used by both FOX and Soviet soldiers, and can also be obtained by Big Boss and other recruitable characters in various areas in the game. Using a grenade will trigger an alert.&lt;br /&gt;
[[File:Rdg5.jpg |thumb|none|400px|RGD-5 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:RGD-5 MPO.jpg|thumb|none|400px|RGD-5 menu icon.]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet grenades==&lt;br /&gt;
&lt;br /&gt;
Like in ''Snake Eater'', a fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for four types of in-game grenade: Chaff, Stun, Smoke, and Liquid Nitrogen. &lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, disable any security cameras in the vicinity, and to fool the guidance systems of guided missiles fired at Big Boss. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Stun grenade MPO.jpg|thumb|none|400px|Stun grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. Like in ''Snake Eater'', these are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Smoke Grenade MPO.jpg|thumb|none|400px|Smoke grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
Smoke grenades can be used to deter enemy pursuit and also to drive off attack dogs in later difficulties. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Liquid Nitrogen Grenade MPO.jpg|thumb|none|400px|Liquid Nitrogen grenade menu icon.]]&lt;br /&gt;
&lt;br /&gt;
The LN G (short for &amp;quot;Liquid Nitrogen Grenade&amp;quot;) is a grenade that releases liquid nitrogen to provide quick visual cover and quick distraction of enemies and freezes all the player's deployed equipment and weapons when in proximity of the explosion. The weapon is exclusive to Python, and the only one of his arsenal to actually be included in his inventory after recruiting him.&lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The player can procure [[Claymore]]s like in prior games to use as traps against the enemy. The overall design is similar to that in ''Snake Eater''. Unlike in prior games or later games, however, the player cannot actually retrieve disabled claymores for future use. At least one spy mission involved Snake and his men having to clear out Claymores that were littered around the hospital area (presumably by Gene's forces), and doing so without triggering an alert from the sole nurse stationed in the area.&lt;br /&gt;
[[File:M18a1 07.jpg‎|thumb|none|400px| M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:claymorempo.jpg‎‎|thumb|none|400px|Claymore hud icon]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_2:_Sons_of_Liberty&amp;diff=1143409</id>
		<title>Metal Gear Solid 2: Sons of Liberty</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_2:_Sons_of_Liberty&amp;diff=1143409"/>
		<updated>2017-12-04T21:49:32Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: Fine, but can we at LEAST keep the bits regarding the C4 and RGB6? The former makes it sound as though he only ever used the big briefcase version and the cologne versions, and the latter's from an optional codec call, so it isn't even much.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid 2: Sons of Liberty&lt;br /&gt;
|picture = Metalgear2boxart.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2001&lt;br /&gt;
|developer=KCEJ&lt;br /&gt;
|platforms=Playstation 2&amp;lt;br&amp;gt;PC&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
The majorly-anticipated sequel to the bestselling ''[[Metal Gear Solid]]'' and a bestseller in its own right, '''Metal Gear Solid 2: Sons of Liberty''' continues the story of Solid Snake in 2007 as he attempts to infiltrate a tanker to obtain photographic evidence of a new model of Metal Gear, the series' eponymous bipedal armoured combat vehicle, aboard an ocean-bound tanker in the lower New York harbour. The mission fails spectacularly, leaving the player to control a freshly-minted Foxhound agent, codenamed Raiden, who is sent in to infiltrate an environmental cleanup plant located at the site of the Tanker sinking, two years on, to deal with a terrorist takeover by a group named the &amp;quot;Sons of Liberty&amp;quot; during a presidential inspection tour. As with Solid Snake's previous adventure, Raiden himself discovers much about his mission he was not initially told, and as the terrorists' machinations unfold, he is left to question everything he knew about his superiors' motives, the terrorists' true objective, and even his own identity. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game ''Metal Gear Solid 2: Sons of Liberty'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
'''Metal Gear Solid 2''' (referred to as MGS2 for the rest of this document) introduced a few new features with regards to ingame firearms over its prequel. The first and most obvious change was the addition of shooting from First-Person View (FPV) for all ingame weapons. Whereas FPV was used mostly to get a player-character's-eye view of an area in the previous installment and was used only for shooting with a few weapons, MGS2 allowed for players to aim and fire all its weapons in FPV. Unfortunately, due to the PS2 controller's gimmick of pressure-sensitive face buttons, aiming a fully-automatic weapon (among a few other miscellaneous actions, such as gently peeking through a locker's vent grille without noisily hitting the player character's head on the door while hiding in a locker) requires the player to half-hold the fire button, which, while not quite as easy to mess up as the throat-slitting CQC command in ''MGS3'', is not particularly precise since the square button does not have a great deal of distance between half-pressed to aim and fully-pressed to fire. This also meant that the game's ports to other consoles without pressure-sensitive face buttons or the PC made aiming such weaponry without simultaneously firing it impossible. Aiming semi-automatic weaponry in this game, however, had a much easier method of simply holding the button to aim and releasing it quickly to fire; slowly letting pressure off the button will lower the weapon without firing it. &lt;br /&gt;
&lt;br /&gt;
The introduction of FPV shooting was also accompanied by an emphasis on targeting specific body parts of enemies to achieve better results than centre-mass hits would. While this allowed for somewhat-realistic effects (such as a shot to the head or heart of an unarmoured NPC instantly killing that NPC), the developers went a degree further, to the point that ingame helmets of any kind were incapable of stopping bullets of any type, and hitting both of a human enemy's arms or legs with lethal bullets would cause most of them to count as &amp;quot;killed.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In addition to FPV and its related shooting mechanics, MGS2 was the first game in its series where player characters had the ability to use guns in melee attacks to subdue opponents with non-lethal force. Despite the series' tendencies towards realistically-depicted weaponry, MGS2 also started a long-running trend of many ingame characters firing unrealistically-long bursts from fully-automatic-fire-capable weapons during cutscenes, something that would continue to be featured throughout the rest of the '''Metal Gear Solid''' series despite the fact that no ingame weapon in this title is modelled with a large enough magazine to support such long bursts, and the fact that fully-automatic fire generally isn't recommended for most real-life applications due to its inaccuracy. Recoil-induced accuracy penalties are not modeled in this game for player characters (and a few bosses), however, so a long burst of fully-automatic fire will be just as accurate as single shots.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta XM9==&lt;br /&gt;
Solid Snake always begins the Tanker chapter of the game with a specially-modified [[Beretta M9]] fitted with a suppressor and loaded with tranquilizer rounds that will knock out enemies. Otacon misidentifies it as a &amp;quot;M92F&amp;quot;, but Snake corrects him that it is an M9. To keep noise down from cycling a new round, the slide is locked closed and Snake must cock the gun manually after every shot. It is also fitted with a laser sight attached to the trigger guard. If the Very Easy difficulty is selected when starting a new game, Raiden will start with the M9 already in his inventory at the beginning of the Plant Chapter. On Easy, the M9 is hidden somewhere in the first area of the game; higher difficulties require the player to search the warehouse in Strut F to find one. If contacted via CODEC, Iroquois Pliskin implies that the M9 located on the Big Shell was the result of Philanthropy fanboys replicating the M9 in honor of the failed Tanker mission. Some Marines in the Tanker chapter cutscenes are equipped with the weapon as well, but theirs do not have suppressors and are loaded with lethal rounds, which the player cannot use. Certain guards who are held up with this weapon will somehow recognize it as a tranquilizer weapon and thus will not give up their items unless the player switches to a lethal weapon instead.&lt;br /&gt;
&lt;br /&gt;
This pistol is based on the Beretta XM9, a handgun that was made in collaboration with KAC. The suppressor is a quick-detach type that fits onto notches in the barrel, rather than being screwed onto a threaded barrel (as is more common with handgun suppressors). A device is fitted on the frame and locks into the slide stop and prevents it from reciprocating when the shot is fired (the real-life version allows for disengaging of the slide stop, but this ability is not emulated in game). After the shot is fired, the device slides out of the stop so that the slide can be manually racked to extract the spent casing. &lt;br /&gt;
&lt;br /&gt;
Unlike many games of its time, the M9's Double-Action/Single-Action nature (in other words the gun can be fired without needing to cock the hammer, whereupon after the hammer will remain cocked for a lighter trigger pull until de-cocked) is emulated in this title. Accordingly, when a player character equips the M9, the hammer is shown as being uncocked, but when the slide is racked after the first shot, the hammer becomes cocked and remains so until the player character unequips (and presumably decocks) the weapon. However, the slide-racking animation has one unrealistic aspect; if the player character shoots the M9 and then quickly takes cover behind an obstacle that is very close to the player character while holding down the aiming/firing button (so that the player character points the M9 upwards while holding it in both hands) ''before'' the manual-slide-racking animation has a chance to play, the slide will reciprocate by itself without any action on the part of the player or the player character (the player character's hands will still be on the gun). This was most likely done to allow for more regular shots, without having to program an additional animation or forcing the player to wait for the manual-slide-racking animation to play first. &lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta9700.jpg|thumb|none|400px|Beretta XM9 - 9x19mm&amp;lt;br&amp;gt;Just like the real-life version, the in-game M9 has iron sights on the suppressor since the size of the suppressor precludes the use of the handgun's own iron sights.]]&lt;br /&gt;
[[Image:beretta9702.jpg|thumb|none|400px|Beretta XM9 with suppressor detached - 9x19mm ]]&lt;br /&gt;
[[File:Metalgear2boxart.jpg|thumb|none|500px|Metal Gear Solid 2: Sons Of Liberty cover art where Solid Snake wields the Beretta XM9 Tranq Pistol.]]&lt;br /&gt;
[[File:MGS2XM9Icon.jpg|thumb|none|500px|In-game icon for the Beretta M9 when selecting it from the weapons menu.]]&lt;br /&gt;
[[File:SnakeXM9Tanker-1.jpg|thumb|none|500px|Solid Snake aims his custom Tranq Beretta XM9 at Olga Gurlukovich.]]&lt;br /&gt;
[[File:MGS2M9_2.jpg|thumb|none|500px|Snake sizes up his latest adversary on the Tanker while holding her at gunpoint with the XM9.]]&lt;br /&gt;
[[File:MGS2M9 3.jpg|thumb|none|500px|Raiden, having recently entered the Big Shell Plant, points his own XM9 at Fortune as SEAL Team 10 tries their hand at fighting her at the Big Shell's BC connecting bridge. Raiden generally wields the Mark 23 in cutscenes following its acquisition in Strut B, but if the player has the XM9 equipped before triggering the cutscene, he will carry that during it instead. This can result in a few situations where the slide-locked, suppressed and less-lethal pistol manages the feat of firing semi-automatically, with unmuffled gunshots, and in one case outright killing another character.]]&lt;br /&gt;
[[File:MGS2M9 1.jpg|thumb|none|500px|Raiden aims his XM9 at a Gurlukovich Mercenary guarding the Strut F Warehouse after having alerted them recently. While the Big Shell is publicly known as a civilian environmental cleanup plant, the fact that Strut F houses a full-on armoury, well-stocked with military-grade weaponry, is among the earliest clues to the player that the facility isn't quite what its Public Relations team claims.]]&lt;br /&gt;
&lt;br /&gt;
==PSS==&lt;br /&gt;
Olga Gurlukovich is seen with a [[PSS Silent Pistol]]. It is never given a chance to be used, however: She tosses the gun overboard shortly afterwards, after Snake orders her to do so. The player cannot obtain this weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:Pistol Russian PSS in 7.62x41mm SP-4 special purpose noiseless cartridge.jpg|thumb|none|300px|PSS Silent Pistol - 7.62x42mm SP-4]]&lt;br /&gt;
[[File:MGS2PSS_1.jpg|thumb|none|500px]]&lt;br /&gt;
[[File:MGS2PSS 2.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
Exclusive to the Tanker Chapter, Olga Gurlukovich uses a [[Heckler &amp;amp; Koch USP]] when dueling with the player. After defeating her, Snake automatically takes the empty gun (emptied by Olga, and made so by the programmers to avoid giving the player any ability to execute Olga and mess up the story) and uses it after acquiring ammunition for it. It can be fitted with a suppressor when playing the chapter for a second time in the &amp;quot;Substance&amp;quot; version of the game, and also comes with a tactical flashlight that turns on automatically when the weapon is drawn and readied in a dark area. Unfortunately, this becomes a hindrance when trying to keep a low profile. Its caliber is mentioned by Snake to be 9mm Parabellum, of which it can hold 15 in the magazine, or 15+1 when Snake performs a tactical reload. The script as well as Snake's reaction in the final game implied that the USP (a German-made gun issued to American forces) being used by Olga (a Russian) was unusual.&lt;br /&gt;
&lt;br /&gt;
[[Image:USP9mm.jpg‎ |thumb|none|350px|Heckler &amp;amp; Koch USP - 9x19mm]]&lt;br /&gt;
[[File:MGS2USP_Reload.jpg|thumb|none|500px|Snake reloads his USP]]&lt;br /&gt;
[[File:MGS2USP_1.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Sergei Gurlukovich is seen using a [[Makarov PM|Makarov]] to hold Marine Commandant Scott Dolph hostage. Raiden also observes the other soldiers carrying Makarovs later in the game, but only use them when they run out of ammunition for their primary weapon, or sometimes when their right arm is injured.  It is also used by soldiers wielding riot shields. This weapon cannot be obtained or used by the player.&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MGS2Makarov 1.jpg|thumb|none|500px]]&lt;br /&gt;
[[File:MGS2Makarov_2.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mark 23 Phase II Prototype==&lt;br /&gt;
Raiden is given a [[H&amp;amp;K Mk 23 Mod 0|Heckler &amp;amp; Koch Mark 23 Phase II Prototype]] by Iroquois Pliskin early in the Plant Chapter of the game during his first visit to Strut B. It is fitted with a LAM (Laser Aiming Module), though it is not used to aim in first-person mode (instead, the player aims using the iron sights, despite the laser still being turned on anytime the gun is aimed in first- or third-person view). It can be fitted with a suppressor found in Strut F after Raiden visits Strut C for the first time. It holds 12 rounds of .45 ACP ammunition with each magazine. The tactical light on the handgun cannot be used ingame, except for a few VR missions in the Substance version. &lt;br /&gt;
&lt;br /&gt;
For some odd reason, Raiden always draws this weapon in cutscenes after obtaining it (unless the player has the M9 equipped before entering the cutscene, in which case Raiden will use that instead), even when going up against a foe who can dodge bullets, or against multiple opponents, both being situations for which an automatic firearm like the AKS-74U would be much better suited. The fact that Raiden is forced to obtain the AKS-74U (much like he cannot refuse to take the SOCOM pistol), coupled with his true combat experience which an AK would be more familiar to him, serve to highlight the oddness of this directorial decision to have Raiden always &amp;quot;bring a pistol to an assault rifle shootout&amp;quot; in cutscenes.&lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|none|450px|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
The [[Colt Single Action Army]] is the weapon of choice for Revolver Ocelot. Cannot be obtained by the player, and is fired in only four scenes in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtSingleActionArmy.jpg|thumb|none|400px|Colt Single Action Army with 5.5&amp;quot; barrel known as the &amp;quot;Artillery&amp;quot; model. The most common of the SAA revolvers as it is just the right length. - .45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
[[File:MGS2SAA_1.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is Fatman's weapon of choice when he's not planting C4 explosives. It is modelled with what appears to be a 19-round magazine. He uses it in his battle with Raiden on occasion, calling it &amp;quot;a short recess on bombs.&amp;quot; In the backstory he was known for disassembling and reassembling it whenever he had a spare moment, not being one to keep his hands still. Due to an animation oversight, Fatman can be knocked down in the middle of reloading after ejecting an empty magazine, but will still eject another one once he stands up again to resume reloading. Unlike other ingame enemies, Fatman does not appear to suffer any recoil-induced penalties to his accuracy whenever he fires in full-auto either. &lt;br /&gt;
&lt;br /&gt;
This weapon made its first appearance in the ''Metal Gear Solid'' series, but would not become available to the player until [[Metal_Gear_Solid_4:_Guns_of_the_Patriots|the fourth game]]. &lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol Austrian Glock 18 with 31 round magazine.jpg|thumb|none|350px|Glock 18C - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Gun =&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The Arsenal Tengus in Arsenal Gear are seen carrying and using [[FN P90]] submachine guns (unobtainable by the player). Solidus Snake is also seen with one, which is somehow capable of penetrating the armor on a Metal Gear RAYs.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MGS2P90_3.jpg|thumb|none|500px]]&lt;br /&gt;
[[File:MGS2P90 2.jpg|thumb|none|500px|Solidus fires his P90 point-blank into a Ray]]&lt;br /&gt;
[[File:MGS2P90_1.jpg|thumb|none|500px|Solidus aims his P90 at Raiden.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AK-74#AKS-74U|AKS-74U]] is used by most of the Gurlukovich soldiers throughout the Tanker Chapter, and by the guards in the Shell 1 Core of the Plant Chapter, all of whom except for clearing team members use it in combination with a suppressor (likely to preserve their hearing when firing this weapon indoors). Raiden must obtain one of these in order to impersonate one of the aforementioned Shell 1 Core guards, but outside of Very Easy difficulty cannot acquire a suppressor for the rifle until he reaches the bridge connecting Shell 1 and 2. It is equipped with a laser sight for aiming, as the player cannot use the iron sights for that purpose.&lt;br /&gt;
&lt;br /&gt;
In the Substance edition and HD re-release of MGS2, giant-sized Gurlukovich soldiers (individually named &amp;quot;Gurlugon&amp;quot;) can be seen carrying giant AKS-74Us in the VR missions and one non-canonical &amp;quot;Snake Tales&amp;quot; extra mission, but never fire them, instead relying on other means of attack. Gurlugon monsters are also depicted with trefoil protrusions running in two lines down the backs of their heads to the rear of their pelvises, which is a clear reference to the [[Godzilla]] series of movies. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[File:MGS2AKS74U_2.jpg|thumb|none|500px|A Gurlukovich clearing team member sweeps a hallway aboard the ''USS Discovery'' during Solid Snake's Tanker mission.]]&lt;br /&gt;
[[File:MGS2AKS74u_1.jpg|thumb|none|500px|A Gurlukovich soldier blind-fires his AKS-74U down a set of stairs in the Plant chapter.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1 Carbine]] is seen throughout the game, carried by the Marines in the Tanker Chapter, the Navy SEAL Team 10 in the Plant Chapter, Pliskin himself, and certain clearing teams after Raiden's duel with Fatman. It can only be acquired by Raiden in the Plant Chapter in Strut F, and it comes with a laser sight. While the underslung [[M203]] grenade launcher is used in conjunction with the M4A1 by one of the Marines aboard the tanker, certain Big Shell clearing teams, and by Snake in his fight with Solidus, it is not possible for the player to use in any way. The M203 is also memorably used against Fortune by a member of SEAL Team 10, where a grenade fired from it harmlessly lands at her feet as a dud.&lt;br /&gt;
&lt;br /&gt;
The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|450px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[File:MGS2M4A1_1.jpg|thumb|none|500px|During Raiden's first encounter with Vamp, Pliskin's M4A1 is knocked away by Vamp and Raiden commandeers it after suffering a minor cut from Vamp's combat knife. Unfortunately, just as was the case with SEAL Team 10's Alpha team, Vamp preternatural speed allows him to dodge Raiden's fire entirely, and Vamp retreats just as Raiden runs dry and reloads with a fresh magazine from Pliskin.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] assault rifle is used by the Gurlukovich soldiers patrolling many areas in the Plant Chapter, and by clearing teams in the earlier phases of that chapter. It cannot be obtained by the player.&lt;br /&gt;
&lt;br /&gt;
In-universe, the AN-94 had been adopted as the &amp;quot;official rifle of the Russian Army&amp;quot; by the time when the Plant Chapter occurs in 2009. In reality, the [[AK-74|AK-74M]] would still ultimately be the standard Russian Army assault rifle as of 2009. Many NPCs carrying the AN-94 use it along with a tactical flashlight.&lt;br /&gt;
&lt;br /&gt;
[[Image:An94-1.jpg|500px|thumb|none|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:MGS2An94.jpg|500px|thumb|none|Gurlukovich soldier with AN-94]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS]] bullpup rifle is not ordinarily available to the player in the final game and is only accessible via a cheat device used with the MGS2 demo disk. It can be seen in MGS1 gameplay videos appearing in cutscenes where Raiden mentions his VR training (implied to actually be from playing MGS1 and its bonus VR missions with VR gear), and also in the hands of Solid Snake in a flashback sequence depicting his escape from the sinking tanker. Pre-release trailers also showed Snake using a FAMAS on the Tanker, implying this weapon was at one point present there, and most likely the flashback is footage from an alpha or beta version of the level.&lt;br /&gt;
&lt;br /&gt;
In the demo, the FAMAS is very inaccurate and has a few animation errors, most notably how Solid Snake keeps cocking the charging handle when firing it in First Person View. In the Substance version of the game, it is also seen in the hands of the hidden bosses of the added VR missions for Solid Snake, named Genola and Mech Genola. These two are essentially giant-sized, higher-detail Genome Soldiers in winter gear from MGS1, but they are never actually seen firing their giant-sized FAMAS rifles. One notable detail of their 3D models that was not made higher-detail for the Substance version are their fingerless mittens, raising the question of how they are supposed to properly fire their rifles without much freedom of movement for their trigger fingers. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Genola&amp;quot; is reverse Pig Latin for &amp;quot;Enola Gay&amp;quot;, the B29 bomber that dropped the &amp;quot;Little Boy&amp;quot; atomic bomb on Hiroshima.&lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS F2.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from FAMAS F1]]&lt;br /&gt;
[[File:FAMASMGS2.jpg|thumb|none|400px|FAMAS in an MGS2 mod]]&lt;br /&gt;
[[File:FAMASMGS2-1.jpg|thumb|none|400px|Genola with FAMAS]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1==&lt;br /&gt;
[[Heckler &amp;amp; Koch PSG-1]] semi-automatic sniper rifles equipped with dynamically zooming scope are used by both Raiden and Pliskin, exclusive to the Plant Chapter. A fictional variant firing tranquilizer rounds and equipped with a sound suppressor is available in Strut F or the flooded Shell 2 Core B1 area, named the PSG-1T.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎|thumb|none|550px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:H&amp;amp;KPSG01MGS2.jpg‎|thumb|none|550px|Raiden with a PSG-1]]&lt;br /&gt;
&lt;br /&gt;
= Shotgun =&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is carried by the clearing teams in the Big Shell. It is never available to the player, and NPCs fire it slowly despite the real weapon's semiautomatic firing ability. &lt;br /&gt;
&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|550px|none|Franchi SPAS-12 with butt hook attached to stock - 12 Gauge]]&lt;br /&gt;
[[Image:MGS2SPAS12.jpg|thumb|550px|none|Gurlukovich soldier with SPAS-12]]&lt;br /&gt;
&lt;br /&gt;
= Launchers = &lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
The [[FIM-92A Stinger]] surface-to-air missile launcher is exclusive to the Plant Chapter. The launcher has a lock-on function as well, strangely locking onto targets that do not possess any heat or radar signature the missile could realistically lock onto, such as human guards. Despite its supposed destructive power, nothing prevents the player from using it indoors, even inside the sections of the Shell 2 Core that are below the waterline, where blowing holes into the walls (logically resulting in flooding) would be most detrimental to Raiden's mission. As useful as this weapon may be in destroying vehicles, it is powerless to alter the game's environment in any way.&lt;br /&gt;
&lt;br /&gt;
As in the first ''Metal Gear Solid'', there is no animation for readying another Stinger and it is simply ready to fire again after a couple of seconds, not even requiring the player character to stop looking through the scope. It is also incorrectly shown with the missile seeking the instant it exits the launcher; the real Stinger flies straight for 660 feet before the seeker engages.&lt;br /&gt;
&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|400px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[File:StingerMGS2.jpg|thumb|none|400px|Raiden aiming the Stinger at a Meta Gear Ray]]&lt;br /&gt;
&lt;br /&gt;
==RH-Alan RGB6== &lt;br /&gt;
Croatian [[Milkor MGL]] clone in a six-shot revolver configuration, reloaded with a speedloader fitted for grenades. Exclusive to the Plant Chapter, and only available from Strut F once Raiden completes his objective in the second basement level of the Shell 1 Core. It is cumbersome to use given that the player cannot use the sights on the weapon, and that there is no arcing trajectory display in this game as in Metal Gear Solid 4 when a grenade is drawn and readied, though use of the lock-on feature will allow the player to compensate for its arcing trajectory so as long as the target is not behind cover or out of sight. While ostensibly loaded with anti-personnel grenades, it has the ability to damage vehicles such as a Harrier II jet or even Metal Gear Rays if a hit is scored. A codec call with Pliskin after getting it implied that it was the first time Raiden used the RGB6 at all, much less on the field due to it not being covered in VR.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL RBG-6.jpg|thumb|none|400px|RH Alan RGB-6 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Nikita==&lt;br /&gt;
A fictional missile launcher which fires remote controlled missiles with their own cameras that feed the warhead's visual data back to the player. While dubbed a &amp;quot;missile&amp;quot; launcher, the munitions launched by this weapon move slowly enough to be miniature hovering UAVs with contact-detonation warheads. Exclusive to the Plant Chapter, Raiden must use one to reach an objective in the Shell 2 Core, which is shutting down the electrified floor to reach President James Johnson - easier said than done given that the warheads cannot change altitude manually (they strangely do so on their own if they are piloted up a slanted vent, implying their vertical guidance is some kind of terrain-following system), have a limited supply of fuel, and become uncontrolled if Raiden suffers damage while using the launcher. Johnson's tendency to jump in front of the missile also does not help. The missile can only be fired indoors, which the game explains as being because the Sons of Liberty activated an electronic interference field around the Big Shell to prevent enemy UAVs from entering. Most likely the real reason is that the Nikita would otherwise allow the player to discover non-drawn surfaces of buildings in the various exterior maps.&lt;br /&gt;
&lt;br /&gt;
While the following function of the launcher is not elaborated on in the game, Raiden can disregard all the precision-machined-high-technology this weapon encapsulates and use it in one of the most blatantly ''low''-technological ways possible, by swinging the launcher as a large, unwieldy, club to whack guards (and one boss) around. It can often knock guards out in one well-timed swing or  deal heavy stamina damage to a boss, even in the higher difficulty levels, and not harm its performance in any way while being used in this &amp;quot;warranty-voiding&amp;quot; fashion. The Stinger missile launcher by contrast cannot be used this way, since equipping it instantly switches to the scoped view.&lt;br /&gt;
&lt;br /&gt;
To date, this game is the Nikita's last appearance in the ''Metal Gear Solid'' series.&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 Grenade Launcher]] was seen mounted on M4A1s utilized by both the SEAL Team 10 Bravo Squad, and by the attack teams. The former attempted to launch it at Fortune, but her &amp;quot;luck&amp;quot; renders the grenade a dud. Given her &amp;quot;luck&amp;quot; turns out to be a combination of a personal shield generator and what appears to be magic, it is not particularly clear why this actually happened; it cannot have been any kind of EMP-like effect, since the 40mm rounds for the M203 use a mechanical detonator (never mind that such an effect would also disable Fortune's radio and her railgun).&lt;br /&gt;
[[Image:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:MGS2-M203-1.jpg|thumb|none|600px|The M203 attached to Plissken's M4.]]&lt;br /&gt;
[[File:MGS2-M203-2.jpg|thumb|none|600px|Plissken with the M203's barrel open for loading.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
&lt;br /&gt;
C4 explosives are utilized by both Raiden and Fatman, the latter's C4 also serve as a major plot point for the first act of the Plant mission, as Raiden and Iroquois Pliskin have to disarm them using a special &amp;quot;coolant spray&amp;quot; to freeze their detonators.&lt;br /&gt;
&lt;br /&gt;
C4 blocks can be procured by the player and used to set traps or destroy certain objects and devices which are immune to conventional weaponry. Just like in ''[[Metal Gear Solid]]'', the C4 blocks are set off in the order they were placed, and are stated to have a scrambler, in order to ensure that any wireless signals that are not the wireless detonator do not accidentally set it off.&lt;br /&gt;
&lt;br /&gt;
Fatman's C4 charges are larger than normal. As a self-made man who worships his creator, he generally utilizes C4 that emits a specific, detectable vapor, as well as cologne left on them as a &amp;quot;calling card.&amp;quot; He also had two C4 charges that were securely sealed and lacked cologne that he placed at the weakest integral points of the Big Shell, with it being implied that he did so because he was left without any self-control by the events of the game. In addition, he also carries a briefcase-sized C4 charge in some pocket dimension in his blast suit that is activated via a remote despite being inside his own clothes, and is also implied to have more than enough explosive power to destroy the entire Big Shell in one blow.&lt;br /&gt;
&lt;br /&gt;
==Semtex==&lt;br /&gt;
Semtex is utilized in both the Tanker and Plant Chapters, although it is never available to the player. Both instances have large charges rigged to wall-mounted infrared sensor rigs that automatically detonate the explosives should they be crossed. Solid Snake has to bypass these by shooting out the control boxes or crawling under the sensors in the Tanker Chapter. Precise why the terrorists rig up a system which will allow an intruder or particularly tall rat to accidentally kill all of them before they can complete their mission is not clear. Later, the Sons of Liberty also rig the connection bridge to the two shells at the Big Shell (and one room in the Strut F warehouse) with Semtex to deter would-be intruders, which Raiden deals with by destroying the control modules, one of which is for some reason mounted on top of a Cipher drone.&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
&lt;br /&gt;
A fictional variant of the [[M18A1 Claymore|M18A1 Claymore Anti-Personnel Mine]] is available in the game, exclusive to the Plant Chapter. Unlike real-life versions, they are invisible to the naked eye (the game mentions that they are &amp;quot;stealth-equipped&amp;quot;, though their locations and sensor coverage are visble with a mine detector) and explode if someone walks into their cone of detection. Raiden can disarm them and use them for himself if he crawls over one from outside its cone of detection, and they are plainly visible to the player if Raiden plants them himself. They can also be seen with the &amp;quot;thermal goggles&amp;quot; (Infrared) during the plant level.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
==Various Grenades==&lt;br /&gt;
&lt;br /&gt;
Three types of grenades can be used in this game. They are a generic frag grenade, a flashbang grenade, and a fictional chaff grenade. &lt;br /&gt;
&lt;br /&gt;
The usage of the first two types is quite cumbersome compared to later instalments in this game series. To use one of them, the player must first press a button to ready the grenade (depicting the player character pulling the pin with his teeth), and then release the button to throw the grenade. The catch is that the player character doesn't hold onto the safety lever when the pin is pulled, and if it is not thrown it before the fuse runs out, the player character suffers painful consequences. What's worse is that the force at which the button is pressed determines the velocity of the grenade(using the PS2 controller's pressure-sensitive face buttons, rarely a good idea), which is not indicated on screen before the grenade is thrown and is in general difficult to get right without a lot of practice. &lt;br /&gt;
&lt;br /&gt;
The chaff grenade avoids the problems of the aforementioned user-unfriendly grenade-throwing mechanic by virtue of being absolutely harmless and completely location independent. Regardless of where it is thrown (except into water), upon detonation it will release a great deal of radio-reflective fragments that temporarily blind all UAVs and security cameras in the current area, as well as temporarily jamming radio transmissions, so guards cannot call for backup if they spot you while the fragments are still suspended in the air. The chaff is even capable of slowing the reaction times of Metal Gear Rays. &lt;br /&gt;
&lt;br /&gt;
The frag grenade acts more like a concussion grenade by killing with its explosive force rather than releasing visible fragments. The flashbang grenade instead creates a non-lethal explosion that stuns anyone caught in its blast radius, though the white flash seen while using flashbang grenades in later instalments of this series is not implemented in this game. Both types will cause an alert to be sounded in the area you are in if one is not already active, or if a chaff grenade's chaff is not still active.&lt;br /&gt;
&lt;br /&gt;
==Underwater mine==&lt;br /&gt;
Classic black-ball-with-prong-detonators underwater mines are found in the flooded area of the Shell 2 Core. It is implied that they are placed there by Vamp as obstacles for Raiden, though precisely why or where Vamp has them is not clear. According to Otacon, the mines contain built-in compound sensors that can track anything from something's acceleration speed to changes in the water pressure, and even body temperature, among other data. They obviously cannot be used by the player.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-12/U==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sons of Liberty&amp;quot; group somehow has access to a US Marine Corps AV-8B Harrier II (likely due to Solidus Snake's backing, thanks to his previous role in civilian life mentioned by the game). The plane is technically a TAV-8B two seat trainer version, which is unarmed and incapable of mounting weaponry.&lt;br /&gt;
&lt;br /&gt;
Among its arsenal of weapons are LAU-5003 rocket pods, AMRAAM air-to-air missiles (with Raiden apparently counting as an airborne target that can be tracked by its radar), CBU-100 cluster bombs and a [[General Dynamics GAU-12/U]] mounted on its underside. As is common for video game depictions of military vehicles, the Harrier's GAU-12/U and other weaponry are depicted as having infinite ammunition, while the real-life Harrier II only has enough room to carry 300 rounds. Despite presumably being loaded with armour-piercing depleted-uranium-tipped rounds capable of penetrating the top armour of tanks, the GAU-12/U is depicted as being completely unable to penetrate any form of cover, which is clearly a concession towards gameplay. The GAU-12/U is, however, modelled correctly, with a muzzle flash only emerging from the left-hand pod, since the right one contains the weapon's ammunition and retains the empty casings when the gun is fired so as to prevent them from being sucked into the Harrier's air intakes and causing damage to the engine. &lt;br /&gt;
&lt;br /&gt;
The Harrier II itself is mentioned to have shot down the two cargo helicopters used by SEAL Team 10, but can first be seen on the heliport of Strut E; it disappears from that location during the Fatman boss fight, and is later faced as the second boss of the Plant Chapter. For some bizarre reason, Fatman sees fit to affix at least one of his C4 bombs on the Harrier's underside before his boss fight, which Raiden must freeze. Furthermore, if Raiden contacts the Colonel overseeing his mission about the Harrier, the Colonel will claim that the weapons Raiden has at that point &amp;quot;aren't up to the task of neutralizing this plane&amp;quot; (so as to prevent the player from removing it as a boss fight later).  This is in spite of the fact that Raiden can obtain Claymore mines prior to this - one or more of them placed by hand into the air intakes and manually detonated would likely render the Harrier unflyable.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U with unfired rounds - 25mm]]&lt;br /&gt;
&lt;br /&gt;
==NRS-2 Scout Firing Knife==&lt;br /&gt;
&lt;br /&gt;
This obscure concealed Spetznaz firearm consists of a knife with a short barrel for a single SP-3 suppressed pistol cartridge in the grip, pointed in the opposite direction from the tip of the blade. Olga draws and fires it at Snake when ordered to throw it overboard, only for him to dodge it, which causes Snake to take cover anyway and give her an opportunity to draw her USP. Olga shortly afterwards claims that Snake is the first one to dodge a round fired from her scout knife before fighting him.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nrs.jpg|thumb|none|400px|NRS-2 Scout Firing Knife with sheath / wirecutter and chamber detached - 7.62x42mm SP-3]]&lt;br /&gt;
&lt;br /&gt;
==Fortune's Rail Gun==&lt;br /&gt;
The only weapon used by Fortune is a fictional man-portable but large prototype railgun. It is equipped with a laser sight and a scope of undisclosed model, firing slugs of undisclosed size; a pistol-scale magazine is seen in ''Metal Gear Solid 4'', which would imply they are not particularly large. &lt;br /&gt;
&lt;br /&gt;
According to the Colonel that Raiden can contact for advice, the railgun accelerates projectiles to a high enough velocity to possess &amp;quot;ten megajoules of kinetic energy,&amp;quot; incidentally half that of the &amp;quot;twenty megajoules imparted to the ammunition of a 140mm smoothbore gun&amp;quot; mentioned by the game. Presumably this is a reference to the scrapped NATO XM291 140mm gun project for the Abrams and Leopard 2 during the mid-80s (a response to reports that a &amp;quot;Future Soviet Tank&amp;quot; (FST) was under development with a 135mm or 152mm main gun and armour sufficient to require a muzzle energy of 18MJ to penetrate), though available information implies that the muzzle energy of this gun was actually 23 megajoules. Seemingly the only tanks ever to mount it were a single Abrams and a Swiss Pz87 (Leopard 2 A4), so it is curious it is mentioned; the plan was ultimately scrapped by the Germans in favour of the L/55 variant of the Rheinmetall 120mm gun, while the US designed more advanced kinetic energy rounds for the L/44.&lt;br /&gt;
&lt;br /&gt;
Even if it is assumed the projectiles fired are as heavy as 20mm cannon bullets (100 grams), the railgun would still have to accelerate its ammunition to some 46,400 feet per second (a little shy of 42 times the speed of sound, which is about twice escape velocity, thus making it the first infantry weapon which could target ''satellites'') to achieve this. The weapon never generates any deafening sonic booms despite accelerating projectiles to hypersonic speeds. Fortune herself never endures much recoil from using it, to the point that she is able to double-tap the rail gun in higher difficulty levels. She also experiences no fatigue or difficulty aiming it, despite the weapon being easily 5 feet in length, and nearly as tall as her. No power or coolant source on her rail gun requiring periodic replenishment is apparent either, despite the massive amounts of electricity (and the likely-to-be-high resulting levels of waste heat) electrically accelerating a projectile over such a short distance would require in a man-portable platform. &lt;br /&gt;
&lt;br /&gt;
The weapon is said to have been abandoned because there is a high risk of &amp;quot;accidental discharge,&amp;quot; but the weapon's actual behaviour and the further description (that there is some problem with the plasma and the rail failing to disconnect) suggests the actual issue is ''runaway fire'', with the railgun's retractable armature returning to battery position while retaining enough charge to immediately launch a new projectile each time the action cycles. True to this, Fortune is able to fire the weapon repeatedly in bursts, her &amp;quot;luck&amp;quot; presumably causing the rail to disconnect from its powered position when she wants to stop firing. When seen in ''MGS4'', the weapon requires charging up for each shot fired, implying the railgun was bought to heel by using a capacitor bank which is only sufficient for one shot and / or a weaker power source.&lt;br /&gt;
&lt;br /&gt;
The railgun isn't actually wholly a digital creation; a physical prop was created from wood for motion capture sessions. The fearsome size of the railgun meant even this was rather on the heavy side, and Fortune's motion capture actress has stated she ended up &amp;quot;covered in bruises&amp;quot; every time she had to handle it.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_3:_Snake_Eater&amp;diff=1143407</id>
		<title>Metal Gear Solid 3: Snake Eater</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_3:_Snake_Eater&amp;diff=1143407"/>
		<updated>2017-12-04T21:40:02Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Colt Single Action Army */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid 3: Snake Eater&lt;br /&gt;
|picture = Metal_Gear_Solid_3_Cover.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2004&lt;br /&gt;
|developer=Kojima Productions&lt;br /&gt;
|platforms=Playstation 2&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Nintendo 3DS&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Metal Gear Solid 3: Snake Eater''' is a 2004 stealth-action / third-person shooter video game directed by Hideo Kojima, developed by Kojima Productions and published by Konami. A prequel to ''[[Metal Gear Solid]]'' and ''[[Metal Gear Solid 2: Sons of Liberty]]'', this game takes place in the year 1964, and focusses on the Cold War exploits of Big Boss, a significant character in the Metal Gear series' backstory who had thus far not been a playable character. In a nod to the game's era and spy-thriller nature, several nods to the 1960s [[James Bond]] films can be seen in the game. &lt;br /&gt;
&lt;br /&gt;
The game's story opens with Big Boss (referred to by his codename &amp;quot;Naked Snake&amp;quot; at this point in the series' timeline) performing a HALO jump into a fictional Soviet wilderness area named &amp;quot;Tselinoyarsk&amp;quot; (Cyrillic: Целиноярск or &amp;quot;The Virgin Cliffs&amp;quot; in English) to extract a defecting Soviet scientist by the name of Dr. Nikolai Sokolov who is working on a new superweapon platform in a nearby Soviet base, in an operation called the Virtuous Mission. However, a series of extreme events causes the Virtuous Mission to fail, and Big Boss is sent to Tselinoyarsk a second time to perform &amp;quot;Operation Snake Eater.&amp;quot; His objectives this time are to destroy the new Soviet superweapon, known only as the &amp;quot;Shagohod,&amp;quot; rescue Sokolov, and kill a traitor to both him and the United States. &lt;br /&gt;
&lt;br /&gt;
An updated re-release of ''Metal Gear Solid 3'' with the subtitle of ''Subsistence'' was the first of the non-portable ''Metal Gear'' titles to feature online multiplayer in a separate mode named '''Metal Gear Online'''. It was only online for a year after the release of ''Subsistence'' in each region, and each multiplayer weapon's description is accurate at the moment that Metal Gear Online was shut down. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons were used in the video game ''Metal Gear Solid 3: Snake Eater.'' Unless otherwise noted, each weapon is only available in the singleplayer portion of the game:''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
In a break from its predecessors, '''Metal Gear Solid 3''' (MGS3) was the first in the ''Metal Gear'' series to use more than a single lifebar for the player character. A new stamina meter, previously only seen on boss characters in ''[[Metal Gear Solid 2]]'' (MGS2), was incorporated into the game for the player character, and would slowly deplete over time or more quickly through certain attacks or environmental conditions. A low stamina meter would cause a great deal of &amp;quot;aiming sway&amp;quot; when aiming in First Person View, unless replenished by having the player character eat food or by performing a few other actions. Bosses defeated by stamina-depleting weapons or attacks (i.e., basically any weapon on this page that is listed as non-lethal, plus blunt-force melee attacks) would also drop certain special items, unlike MGS2. The game also introduced a &amp;quot;backpack&amp;quot; system in which a limited amount of items and weapons had to be pre-equipped so as to be available to the player (the previous ''Metal Gear Solid'' titles had the entirety of the player's inventory accessible at all times barring certain plot-related events). The backpack itself was represented by a small-of-back dump pouch attached to Big Boss' equipment belt, which had no problem containing every weapon on this page along with its associated ammunition. MGS3 was also the first MGS title to simulate recoil-caused muzzle climb and muzzle jump for its in-game firearms, and also the first to allow use of the iron sights on long guns (long guns in MGS2 only used laser sights and were completely accurate even when using full-auto fire). Whether a particular in-game gun had usable iron sights is detailed in its own entry. &lt;br /&gt;
&lt;br /&gt;
Another new gameplay element is the inclusion of a fictional (and at times rather silly) hand-to-hand fighting style named CQC (or Close Quarters Combat) which includes actions like grappling an opponent or using one as a human shield while still using a gun, whereas in the previous ''[[Metal Gear Solid]]'' (MGS) titles, player characters were limited to preset hand-to-hand combos or hitting enemies with firearms, and to taking human shields while having no weapon equipped. CQC in this game was at its most effective when handguns or knives were equipped; player characters cannot grapple when long guns are equipped and will instead use them as improvised clubs. These knife-and-gun techniques were made up by the production team, and have no real equivalent in military close combat systems.&lt;br /&gt;
&lt;br /&gt;
Keeping with the &amp;quot;on-site procurement&amp;quot; gameplay mechanic of the previous MGS titles, it is not possible to obtain or use weapons dropped from enemies in-game (they will simply disappear, with absolutely no in-game explanation given this time as to why the player character can't simply commandeer them)--thus, the only obtainable weapons in this game those that are in storage or otherwise lying around the game's levels. Grenades held by NPCs are the only exception to this rule in singleplayer, and only when they they are looted from an NPC's dead or unconscious body, or if the player makes Big Boss hold up an enemy for his items (somewhat unrealistically, ammunition for weapons that NPCs are never seen using in-game can be taken from them this way). Weapons could, however, be freely looted from other player characters in the game's multiplayer mode. &lt;br /&gt;
&lt;br /&gt;
Finally, stealth in MGS3, taking place as it does largely in outdoor environments, is focused around the use of camouflaged clothing and face paint to match Big Boss' surroundings, unlike the previous MGS games which were centered more around staying outside of the vision range of enemies, making a minimum of noise, and sneaking behind cover rather than any sort of camouflage (a gameplay mechanic inherited from the earlier 2D titles in the ''Metal Gear'' series). Despite the fact that almost all weapons in this game don't come with camouflage of their own, they will not compromise Big Boss' camouflage unless fired or used (with the exception of the in-game sniper rifles).&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
'''Note:''' With the exception of the Single Action Army, all in-game handguns available to the player can be used while simultaneously taking a character hostage--the handgun in question can then be used to fire at hesitant enemies until it runs out of ammunition (a feature this game introduced to the MGS series), whereupon the player character will have to release the hostage to reload the handgun or switch to another weapon. The only exception to this rule is if the player holds a scientist hostage in front of enemy soldiers, as the soldiers will fire on Snake regardless of the danger posed to the scientist. One of the interrogation responses against the soldiers implies that the reason why this instance fails is because the soldiers do not get along with the scientists and thus have no qualms with killing them when held hostage by an enemy.&lt;br /&gt;
&lt;br /&gt;
== Colt Single Action Army ==&lt;br /&gt;
The in-game [[Colt Single Action Army]] is a 6-shot single-action only revolver chambered for .45 Long Colt, and is reloaded manually, one round at a time (though it can still be reloaded instantly by unequipping and re-equipping it). To fire, the hammer must be cocked first (which is done if the player uses the gun's iron sights), or the gun can be rapidly fanned from the hip. The in-game version's advantage over the semi-automatic custom 1911 is that the SAA's bullets will commonly ricochet off walls and hit targets even if you miss (the ricocheting bullets tend to bounce at angles that will hit enemies even if this would be physically unlikely). Some dramatic license is taken with this; in real life, at more severe angles and distances (especially after multiple ricochets), the bullets would hit with stinging, but nonlethal force. &lt;br /&gt;
&lt;br /&gt;
Major Ocelot carries three of these revolvers as his signature weapons. After switching from his [[Makarov PM]], Ocelot carried a heavily-engraved nickel-plated SAA with black grips, but switched to three blued black powder models after being told that the engraving offers no advantage as well as forgetting that his new weapon only carries six shots. Ocelot professionally spins two of them and also uses a cavalry stock he fits on the the heel of the grip to fire it like a carbine rifle. As a sign of his ability (or likely, his brashness), he keeps all six chambers on both guns loaded, risking an unintended discharge should he drop one of his guns or have the hammer fall due to one of his numerous trickshooting stunts, including juggling all three of his weapons at several points in the game for the purpose of playing a version of Russian Roulette. Real SAA users would usually keep the chamber under the hammer empty and make do with five rounds, since the SAA's hammer has a tendency to drop if the weapon is handled roughly.&lt;br /&gt;
&lt;br /&gt;
Ocelot's gun-twirling moves were later revealed to be the work of a Japanese actor named Tornado Yoshida, who was either motion-captured or used as an animation reference. A spoiler-heavy Youtube video of a side-by-side comparison of the two can be found [https://www.youtube.com/watch?v=Z1Bv9y1rnrY here].&lt;br /&gt;
&lt;br /&gt;
To show his enthusiasm for his new handguns (and to fit in with the love Ocelot had for them in the original [[Metal Gear Solid]]), Ocelot is heard to quip about the &amp;quot;joy of reloading&amp;quot; whenever he does so, especially in multiplayer.&lt;br /&gt;
&lt;br /&gt;
While Ocelot is the main user of the SAA, The Boss for her part confiscates one of his three SAAs after he uses them to &amp;quot;test&amp;quot; Tatyana during Big Boss' torture sequence (the results of which were the reason why Big Boss lost his eye due to an accidental discharge via him interfering with the shot).  She then uses it to shoot Big Boss in the left thigh with a &amp;quot;special payload;&amp;quot; how her &amp;quot;special payload&amp;quot; could correctly chamber and fire in a gun she took on the spur-of-the-moment is not at all clear. Big Boss can then use the SAA from that point forward in the game, but can also access an SAA before this point in the story in a new game, if the final dual with Ocelot is done correctly. In this final duel, Ocelot loads one of his .45 Long Colt SAAs with the round he wears on a necklace, which he claims is the same 9mm Makarov round that jammed his gun the first time he met Big Boss: this appears to be inserted into some type of caliber adaptor around the base of the casing to make doing so possible. The potential issue with the front of the casing rupturing due to lack of support is rendered rather moot by the fact that, like the time when he said &amp;quot;no more tricks,&amp;quot; this is a trick. If done correctly, he claims that he actually used a blank when firing at him before nonverbally telling Big Boss to keep the gun upon making his leave.&lt;br /&gt;
&lt;br /&gt;
This weapon was available in multiplayer, but only to the Major Ocelot special character. Unlike every other pistol available to player characters, the SAA cannot be used in conjunction with a knife for CQC techniques--it can only be used to pistol-whip other characters with the barrel in melee.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtSAA Hidalgo.jpg|thumb|none|400px|Colt Single Action Army with 5.5&amp;quot; barrel known as the &amp;quot;Artillery&amp;quot; model. The most common of the SAA revolvers as it is just the right length. - .45 Long Colt]]&lt;br /&gt;
[[Image:TheQuickandtheDeadCimmaronSAALMO.jpg|thumb|none|400px|Two heavily engraved nickel SAA revolvers, similar to the one Ocelot had before switching to 3 regular SAA revolvers.]]&lt;br /&gt;
[[File:MGS3EngravedSAA.jpg|thumb|none|500px|Ocelot aims his engraved SAA at Big Boss.]]&lt;br /&gt;
[[File:MGS3EngravedSAA3.jpg|thumb|none|500px|A close up of the engraved SAA's detail.]]&lt;br /&gt;
[[File:MGS3ColtSAA.jpg|thumb|none|500px|Ocelot aims his plain Colt SAA at Sokolov.]]&lt;br /&gt;
[[File:MGS3ColtSAAJugle.jpg|thumb|none|501px|Ocelot in the middle of juggling three SAA revolvers.]]&lt;br /&gt;
[[File:MGS3ColtSAADual.jpg|thumb|none|500px|'''Ocelot:''' ''Let me face him. I've been waiting for this moment... time to get &lt;br /&gt;
even!'' &amp;lt;br&amp;gt; Right before Big Boss' fight with Volgin, Ocelot wields two SAAs.]]&lt;br /&gt;
[[File:MGS3ColtSAA&amp;amp;Stock.jpg|thumb|none|500px|Ocelot aims his Colt SAA with a stock attached. He later loses this particular SAA during the motorcycle chase sequence.]]&lt;br /&gt;
[[File:MGS3ColtSAA&amp;amp;Stock2.jpg|thumb|none|500px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
== EZ Gun (modified FP-45 Liberator) ==&lt;br /&gt;
&lt;br /&gt;
The EZ gun was created by SIGINT and is based on an [[FP-45 Liberator]]. SIGINT's version is a tranquilizer gun with a built-in laser sight. According to a radio conversation with The Boss it does not have a suppressor, instead using &amp;quot;silent&amp;quot; ammunition, presumably of a similar type to that used by the Russian [[PSS Silent Pistol]]. True to its name, Snake will never get hungry while using this weapon, nor will his camouflage index (a part of the game's GUI that determines how visible he is to enemies) ever drop below 80% when this gun is equipped. While the real Liberator is a single-shot weapon, the EZ Gun is treated as if it is bolt-action with an infinitely deep magazine. It is normally only available on the &amp;quot;Very Easy&amp;quot; difficulty, though it can be unlocked for other difficulties by collecting at least one of every edible item in-game.&lt;br /&gt;
&lt;br /&gt;
The EZ Gun is also used in the &amp;quot;Snake Versus Monkey&amp;quot; mode in the two PS2 releases, where Solid Snake must capture a series of ''Ape Escape'' monkeys because of reasons. This mode is not present in the multiplatform ''Metal Gear Solid HD Collection'' release due to ''Ape Escape'' being the property of Sony.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS_EZGun.jpg|thumb|none|350px|'''Non-firing model''' of EZ gun featured in MGS series by kagerou works]]&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|350px|The FP-45 Liberator Pistol - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
== M1911A1 ==&lt;br /&gt;
&lt;br /&gt;
The [[M1911 pistol series#M1911A1|M1911A1]] is Big Boss' signature weapon in the game, it is chambered in .45 ACP and has a magazine capacity of 7 rounds. Big Boss initially uses a standard M1911A1 before it is dismantled by The Boss. After this, Snake receives a heavily-customized 1911 from Eva, who states it was probably captured from a US armory by the Russians, and probably belonged to an officer. The custom version has several professionally-done modifications including a polished feed ramp, polished slide flats, perfectly meshed slide, beveled magazine well, raised mag release, a skeleton hammer (referred to as a &amp;quot;ring hammer&amp;quot;), removed grip safety, three-dot combat sights with a raised front sight, stepping on the grip, front cocking serrations, and an extended thumb safety. Big Boss comments that this is the best gun he has ever used shortly before carving the wood grip panel to accommodate his knife. It can also be fitted with a suppressor via a threaded barrel. As with most of the other magazine-fed guns in the game, the extra round in the chamber is added after Big Boss does a &amp;quot;Tactical Reload&amp;quot; (via quickly unequipping and re-equipping the gun). This weapon is available in multiplayer, and is the only lethal pistol in that mode.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Snakematch.jpg|thumb|none|350px|Custom 1911 '''Airsoft''' &amp;quot;Snake Match&amp;quot;]]&lt;br /&gt;
[[File:MGS3M1911Dismantle.jpg|thumb|none|500px|The M1911A1 being dismantled by The Boss after she meets Big Boss on her horse. Note how the disassembly procedure - locking back the slide and removing the slide stop release - is that of a [[Browning Hi-Power]], not a supposedly GI 1911 with a one piece guide rod, which requires the barrel bushing be removed and the slide lined up to remove the slide stop (this is possible with a full length guide rod). When she throws away the slide, you can see the barrel still in place.]]&lt;br /&gt;
[[File:MGS3M1911Custom.jpg|thumb|none|500px|Big Boss' custom 1911 at the ready.]]&lt;br /&gt;
[[File:MGS3M1911Custom2.jpg|thumb|none|500px|Big Boss holds his custom 1911.]]&lt;br /&gt;
&lt;br /&gt;
== Makarov PM ==&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PM]] is the sidearm of every enemy in the game, although it is never available to the player. The Makarov fires 9x18mm Makarov rounds from an eight-round magazine. Many officer-type NPCs patrolling indoor areas in the game have Makarovs as their main armament. &lt;br /&gt;
&lt;br /&gt;
The Makarov PM is most notably used by Major Ocelot during an ambush on the Virtuous Mission, when he spins it and effortlessly disposes of several KGB soldiers, one of which, in foreshadowing of his change in weaponry, was via ricochet shot. After trying what, according to Big Boss, is a Middle Eastern technique where you reflexively rack the slide to make sure there is a round in the chamber, despite it already being loaded, Ocelot causes a failure to feed jam. With the gun failing to go into battery, Big Boss ambushes him with CQC and subdues him easily. Big Boss tells him after that his techniques with the gun would be better suited for a revolver, which causes him to switch to the [[Colt Single Action Army]].&lt;br /&gt;
&lt;br /&gt;
According to Big Boss, Ocelot tends to twist his arm to absorb the recoil of the pistol, whereas a more stoic grip and stance would result in greater accuracy. SIGINT, however, theorizes (during a call to him after the encounter) that the jam was caused by a combination of the manual ejection, and the twisting action failing to provide enough resistance to cycle the slide correctly.&lt;br /&gt;
&lt;br /&gt;
Eva also possessed a Makarov during the ending, which she intended to use to kill Big Boss, but she never used it due to promising The Boss not to kill him.  In addition, Major Raikov always carried a Makarov on his person while doing rounds of the East Wing of Groznyj Grad as does Colonel Volgin. Although the player never actually uses the Makarov during gameplay, Big Boss himself used one once to hold Volgin up after disarming him, and also attempted to use it on The Boss, but the latter disarmed him before he could get the chance to do so.&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm PM]]&lt;br /&gt;
[[File:MGS3Makarov.jpg|thumb|none|500px|As he is being confronted by KGB agents, Ocelot pulls out a Makarov PM.]]&lt;br /&gt;
[[File:MGS3Makarov2.jpg|thumb|none|500px|Ocelot aims the Makarov PM.]]&lt;br /&gt;
[[File:MGS3Makarov3.jpg|thumb|none|500px|The Makarov in the air.]]&lt;br /&gt;
[[File:MGS3MakarovJam.jpg|thumb|none|500px|The Makarov jams, giving Big Boss a chance to attack.]]&lt;br /&gt;
[[File:MGS3MakarovVolgin.jpg|thumb|none|500px|After seeing through (or rather feeling through) Big Boss's disguise as Major Raikov, Volgin aims his Makarov at him, before deciding to shoot Sokolov in his knees for no reason other than that he can. This gives Big Boss the opening he needs to disarm Volgin.]]&lt;br /&gt;
[[File:MGS3MakarovToss.jpg|thumb|none|500px|When The Boss faces the imposter she is quickly able to disarm Big Boss of &amp;quot;his&amp;quot; Makarov (Actually Volgin's, as Big Boss disarmed him earlier) with CQC.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 39#Mk_22_Mod_0_.22Hush_Puppy.22|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot;]] (a Navy-modified Smith &amp;amp; Wesson Model 39) handgun appears in the game upgraded as the &amp;quot;MK22 Hush Puppy&amp;quot; tranquilizer gun, a non-lethal option compared to the [[M1911A1]]. It can be fitted with a suppressor. The Hush Puppy in the game fires fictional 9mm tranquilizer rounds which, as usual in fiction, are always a perfect dose of anesthetic. As with the real-life gun, it has a slide locking mechanism to eliminate the sound of the weapon cycling after each fired round, which cannot be disengaged. It has a magazine capacity of 8 rounds, and is also available in multiplayer. Snake initially lost the Mk 22 when confronting The Boss on the Dolinovodno bridge late into the Virtuous Mission, although he got another one from EVA when meeting with her. She implies when giving the Mk 22 to Snake that the Mk 22 she gave him was in fact the same one Snake lost earlier.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|350px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[Image:Mgs3mk22.jpg|thumb|500px|none|Mk 22 Mod 0 in the Survival Viewer's model viewer.]]&lt;br /&gt;
[[Image:Mgs31.jpg|thumb|500px|none|Big Boss holding his Mk 22]]&lt;br /&gt;
[[File:MGS3Mk22.jpg|thumb|500px|none|]]&lt;br /&gt;
[[File:MGS3Mk22Close.jpg|thumb|500px|none|Closeup on the Mk 22.]]&lt;br /&gt;
[[File:MGS3Mk22Closer.jpg|thumb|500px|none|Nice shot of the Mk 22.]]&lt;br /&gt;
&lt;br /&gt;
== Shansi Type 17 ==&lt;br /&gt;
The Shansi Type 17, a Chinese copy of the [[Mauser C96]], is Eva's signature weapon, but it is never made available to the player. It is chambered in .45 ACP and has a 10-round capacity in its integral fixed magazine, which must be reloaded using stripper clips. She most notably uses it to shoot and kill several GRU soldiers near the beginning of Operation Snake Eater with a technique known as a &amp;quot;Bandit Shooting,&amp;quot; and then reloads the Type 17 with a single large 10-round stripper clip; this is unusual, since the weapon was usually issued with 5-round clips. EVA loses this weapon when Ocelot knocks it from her hands while in a motorcycle chase.&lt;br /&gt;
&lt;br /&gt;
On a second playthrough, SIGINT explains the &amp;quot;Bandit Shooting&amp;quot; method during a radio call as a way of holding the gun sideways and using the recoil to create a horizontal sweep with the gun to clear a room, and questions where EVA is from.&lt;br /&gt;
&lt;br /&gt;
[[Image:C96-10.jpg|thumb|none|350px|Shansi Type 17 - .45 ACP]]&lt;br /&gt;
[[File:MGS3Type17.jpg|thumb|none|500px|Eva holding her Type 17 Pistol during the motorcycle chase.]]&lt;br /&gt;
[[File:MGS3Type17(2).jpg|thumb|none|500px|Eva's Type 17 after it is knocked out of her hands.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/Machine Pistols=&lt;br /&gt;
&lt;br /&gt;
== M1928A1 Thompson ==&lt;br /&gt;
&lt;br /&gt;
The Pain, a member of The Boss' infamous &amp;quot;Cobra&amp;quot; Special Forces Unit and the second boss of the game, uses a [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|M1928A1 Thompson]] with a stick magazine in his fight with Snake. The Pain's version is made from either bees or hornets [!] and seemingly also fires them; he forms it by shouting &amp;quot;Tommy Gun!&amp;quot; and raising his arm, the hornets forming around it, then somehow managing to make themselves into a wood and metal sub-machine gun that actually functions. It is identified as an M1928A1 rather than a conventional 1928 by its straight foregrip, as opposed to the forward pistol grip on the regular 1928. The M1928A1 is never made available to the player. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1928-A1_T.jpg|thumb|none|400px|M1928A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:ThePainTommy_gun.jpg|thumb|none|400px|The Pain forms his &amp;quot;Tommy Gun.&amp;quot; One frame later, it's a Thompson. You have to feel sorry for the hornet that has to be the firing pin.]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
The [[Skorpion SA|Sa. Vz.61 Skorpion]] machine pistol is the standard-issue weapon for enemies in motorcycle sidecars or for those piloting flying platforms, and can be obtained by the player as well from a storeroom in Groznyj Grad. While modeled with a 20-round magazine, it actually holds 30 rounds of .32 ACP ammunition in-game. It is fitted with a highly anachronistic laser sight the size of a modern one; the laser had only just been invented in 1960, a laser diode which projected a continuous beam at room temperature would not exist until 1970, and the first firearm laser sights, created in the late 70s, were bulky helium-neon gas lasers (the LaserLok sight for the [[American-180]] SMG being about the size of an entire Skorpion) which required a 10,000 volt power supply to switch on. Its iron sights cannot be used, unlike the AK-47 or XM16E1. It has both semi-automatic and fully-automatic firing modes; unlike almost every other firearm capable of fully-automatic fire, it possesses no muzzle climb, even when fired in full-auto. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The real-life weapon uses a closed bolt blow-back system that locks the bolt for a millisecond in the rear position before slamming back home to reduce the immense rate of fire to a controllable 850 RPM, but the in-game version has an unrealistically slow rate of fire. &lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:MGS3Skorpion.jpg|thumb|none|500px|The Skorpion SA Vz 61 in game, modelled with a 20-round magazine that somehow holds 30 rounds. The folding buttstock cannot be unfolded ingame.]]&lt;br /&gt;
[[File:MGS3SkorpionBiker.jpg|thumb|none|500px|A GRU biker aims his Skorpion SA Vz 61]]&lt;br /&gt;
[[File:MGS3SkorpionSAVz61Platform.jpg|thumb|none|500px|After the battle with the Shagohod, GRU soldiers on flying platforms arrive on scene. Note the lack of a magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
The sole shotgun in the game is an [[Ithaca 37]] (referred to as the M37) with a sawed-off stock and barrel, available to the player in the Peschera Cave in-game. It is also used by several members of the Ocelot Unit. Unlike many media depictions of shotguns with tube magazines, characters reloading the Ithaca 37 in this game will use a tube-like device (known in speed-shooting competitions as a shotgun tube speedloader) to insert all four shells into the tube magazine at once. Furthermore, this shotgun is not depicted with iron sights; accordingly, characters using it always fire it from the hip. Similar to other Western weapons and equipment that were used by the enemy, it is implied that the M37's presence in Tselinoyarsk is due to Soviet agents stealing them from various Western-aligned countries, and that their usage was inspired by the British during the Malaysian Emergency.&lt;br /&gt;
&lt;br /&gt;
The Ithaca 37 has a tube magazine capacity of four 12 gauge shells plus one in the chamber, and suffers from drastically decreased damage at range.  This weapon is available in multiplayer, but due to its high close-range damage plus its tendency to knock other player characters down with a hit (an ability it also has when used against most NPCs in the singleplayer game), it was disallowed on many multiplayer servers. &lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|350px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[File:MGS3Ithaca37Model.jpg|thumb|500px|none|M37 in the Survival Viewer's model viewer.]]&lt;br /&gt;
[[File:MGS3Ithaca37.jpg|thumb|500px|none|A member of the Ocelot unit holds his Ithaca 37.]]&lt;br /&gt;
[[File:MGS3Ithaca37(2).jpg|thumb|500px|none|Another member of the Ocelot unit holds an Ithaca 37.]]&lt;br /&gt;
[[File:MGS3Ithaca37(3).jpg|thumb|501px|none|An Ocelot unit member holds an Ithaca 37, while pursuing Big Boss after his escape from Colonel Volgin's torture chamber.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
The standard-issue assault rifle for most of the enemies (both GRU and KGB) is the [[AK-47]]. The AK-47 can also be obtained by the player in Operation Snake Eater, and it is capable of semi-automatic and fully automatic fire. The AK uses 30 round magazines firing 7.62x39mm rounds. The AK-47 is also one of only three long guns which players can use the iron sights for. It was available in multiplayer. As appropriate for its cartridge, the AK-47 has more muzzle climb than the XM16E1 when fired with or without using the iron sights. &lt;br /&gt;
&lt;br /&gt;
A strange note about this weapon, is that on one side of the receiver it has the stamped style indent, and on the other side the milled style indent. Furthermore, despite being standard-issue among enemies who nearly always wear camouflaged uniforms, the AK-47 was never depicted with camouflage of its own.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|450px|none|AKM Stamped Receiver - 7.62x39mm]]&lt;br /&gt;
[[File:MGS3AK47KGB.jpg|thumb|500px|none|A KGB agent with the AK-47.]]&lt;br /&gt;
[[File:MGS3AK47KGB2.jpg|thumb|500px|none|Another view.]]&lt;br /&gt;
[[File:MGS3AK47KGB3.jpg|thumb|500px|none|Close up.]]&lt;br /&gt;
[[File:MGS3AK47GRU.jpg|thumb|500px|none|A GRU soldier at Groznyj Grad with his AK-47.]]&lt;br /&gt;
[[File:MGS3AK47GRUSquad.jpg|thumb|500px|none|A squad of GRU soldiers fire their AK-47s in full-auto at an escaping Big Boss and Eva during the game's motorcycle chase sequence at Groznyj Grad. Despite the fact that they are speeding away in a straight line from this squad, none of their bullets find their marks.]]&lt;br /&gt;
&lt;br /&gt;
== AMD-65 ==&lt;br /&gt;
&lt;br /&gt;
The [[AMD-65]] is a Hungarian-made assault rifle based off of the [[AK-47]] used by the Ocelot Unit. Like the Makarov it is unavailable to the player. According to SIGINT, the Ocelot Unit's AMD-65s were prototypes that were shipped to the Soviet Union for testing.&lt;br /&gt;
&lt;br /&gt;
[[Image:AMD-65.jpg|thumb|none|450px|AMD-65 - 7.62x39mm]]&lt;br /&gt;
[[File:MGS3AMD.jpg|thumb|500px|none|An Ocelot unit soldier with the AMD-65, being held hostage by Big Boss before promptly being slammed to the ground with a CQC move.]]&lt;br /&gt;
[[File:MGS3AMD-63(2).jpg|thumb|500px|none|An Ocelot Unit soldier with the AMD-65.]]&lt;br /&gt;
[[File:MGS3AMD-63.jpg|thumb|501px|none|Another Ocelot Unit soldier with an AMD-65, on the left.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Patriot&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The Boss' signature weapon is the &amp;quot;Patriot,&amp;quot; seemingly a cut-down [[M16A1]] fitted with an anachronistic Beta C-Mag carrying infinite ammunition (claimed to be from its &amp;quot;feed mechanism&amp;quot; being in the shape of an infinity symbol), with no buttstock or front sight, and has the addition of a short, smooth handguard and a muzzle brake. It is partially inspired by the real-life [[M231 Firing Port Weapon]], which was designed to clear enemies from short ranges, around 10 to 20 meters, around the Bradley Infantry Fighting Vehicle, with the weapon's instruction manual strongly advising against using the M231 as an assault rifle. It is not completely based on an M231, due to the presence of a forward-assist and a rear sight which actual M231s do not have.&lt;br /&gt;
&lt;br /&gt;
The Patriot shows some very strange ballistics in a cutscene where The Boss obliterates Big Boss' infiltration vehicle with sustained fire; the fired bullets tumble end-over-end as they exit the barrel, and at least one actually exits the barrel facing backwards. The Patriot is made available to the player right from the beginning of a second playthrough from a previously-cleared game save. &lt;br /&gt;
&lt;br /&gt;
The game also classifies the Patriot as an &amp;quot;assault pistol&amp;quot; (possibly a mistaken fusion of the terms &amp;quot;assault rifle&amp;quot; and &amp;quot;machine pistol&amp;quot;) when in fact, its caliber makes it an ultracompact carbine despite its resemblance to various real-life &amp;quot;AR pistols&amp;quot; (AR-15s cut down and/or possessing modified actions to fire from barrel lengths of 10 inches or less, and often lacking buttstocks). Another possible reason that the Patriot was classified as a type of pistol is the fact that The Boss always fires it one-handed like an oversized handgun, but Big Boss for his part puts his offhand on the weapon's handguard instead. Big Boss can also use the Patriot's rear sight for more accurate shots, though in reality this would be less-than-reliable since the Patriot has no front sight to properly align the weapon. Despite SIGINT describing the Patriot's recoil as &amp;quot;unbelievable,&amp;quot; it is depicted as having no muzzle climb even when fired in full-auto by either The Boss or Big Boss.&lt;br /&gt;
&lt;br /&gt;
The Patriot has a few additional properties unique to it in this game. When used by The Boss in her own boss fight, she becomes immune to anything Big Boss can throw at her if she is firing the Patriot directly at him, necessitating that the player either catch The Boss off-guard with ranged weapons by using stealth, or otherwise counter her CQC attacks to render her briefly vulnerable. Befitting its status as a bonus weapon, it can also be implausibly used to take down in-game helicopters (a feature not carried over to [[Metal_Gear_Solid_4:_Guns_of_the_Patriots|the next MGS game]]). To increase the emotional impact of a certain scene near the end of the game, the player is the one who must prompt Big Boss to fire the Patriot's final in-game shot. &lt;br /&gt;
&lt;br /&gt;
[[Image:Wm 1119951786543207.jpg|thumb|none|400px|Similar-looking Rocky Mountain Arms &amp;quot;M16-Style Pistol&amp;quot; - 5.56x45mm. This has a A2 upper and pistol grip, whereas the weapon in the game has the older A1 upper (simpler rear sight and forward assist but no brass deflector) and an original-style pistol grip.]]&lt;br /&gt;
[[Image:Mgs313.jpg|thumb|none|500px|The Boss firing her &amp;quot;Patriot.&amp;quot;]]&lt;br /&gt;
[[File:MGS3Patriot.jpg|thumb|none|500px|Another angle of the same scene. Note the tumbling bullets.]]&lt;br /&gt;
[[File:MGS3M231.jpg|thumb|none|500px|Right before the final battle The Boss holds her unloaded &amp;quot;Patriot&amp;quot;.]]&lt;br /&gt;
[[File:MGS3M231Load.jpg|thumb|none|500px|The Boss loads her &amp;quot;Patriot&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
The [[M16A1]] appears as the &amp;quot;XM16E1&amp;quot;. It is chambered in 5.56x45mm NATO, has a 20-round magazine, and semi-burst-auto fire modes. It can be distinguished from a real XM16E1 by the full fencing on the lower receiver and birdcage flash hider. It can be obtained in both the Virtuous Mission and Operation Snake Eater. It can also be fitted with a suppressor. It is not used by any NPCs in the singleplayer game. The in-game version was modified by a gunsmith to sport camouflage tape and paint making it more suitable for jungle combat, and thus is the only weapon with its own camouflage. Like the AK-47, players can use the iron sights of this assault rifle. This weapon was available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|500px|M16A1 with 20 round magazine - 5.56x45mm.  What distinguishes it from the original M16 was the addition of a raised rib around the magazine release button, changing of the forward Receiver pins, and the addition of the forward assist button on the upper receiver.]]&lt;br /&gt;
[[File:MGS3XM16E1.jpg|thumb|500px|none|The XM16E1 ingame.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles / Designated Marksman Rifles=&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Sniper Rifles in the game's singleplayer mode have a degree of &amp;quot;scope glint&amp;quot; that can give away the user's location (when used by NPCs) or alert NPCs to the player character's general location under certain circumstances.&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
The [[Mosin Nagant]] is The End's signature weapon, The End being the game's fourth boss and the third member of the Cobra unit that the player faces. It is a single-shot, manually-chambered rifle that has been modified to fire tranquilizer darts, and can be obtained by the player if The End is beaten with a stamina kill. It features the standard Soviet PU 3.5x scope as well as a custom-fitted folding skeleton stock and pistol grip. This weapon was available in multiplayer. For some reason, the rifle makes a loud report when used by The End during his boss fight, but it makes next to no firing noise when used by player characters, even though there is no way to fit a suppressor to the in-game weapon.&lt;br /&gt;
&lt;br /&gt;
If contacted while Big Boss is holding the rifle, SIGINT will speculate that the skeleton stock and pistol grip were fitted for parachute jumps, but in the end simply says the master sniper must have known what he was doing when he had them fitted. SIGINT also advises Big Boss to go for &amp;quot;One shot, one kill&amp;quot; due to the bolt-action nature of the rifle, in spite of the fact that its tranquilizer ammunition makes it incapable of directly killing NPCs. Contrary to SIGINT's advice, the Mosin Nagant's lengthy reload animation can be bypassed by quickly unequipping and re-equipping it, like every other firearm in this game. &lt;br /&gt;
&lt;br /&gt;
Besides The End's Mosin Nagant, non-sniper versions of the rifle (presumably unmodified) also briefly appear in several cinematic scenes as the main firearm of various Soviet foot soldiers during a military parade, based on [http://www.youtube.com/watch?v=TTClok-ujMM actual footage] of the May Day parades on Red Square.&lt;br /&gt;
&lt;br /&gt;
[[File:M9130.jpg|thumb|none|490px|Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|490px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[File:MGS3MosinNagant.jpg|thumb|none|500px|Mosin Nagants seen in the footage.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd.jpg|thumb|none|500px|The End takes aim with his Mosin Nagant.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd2.jpg|thumb|none|500px|Another view.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd3.jpg|thumb|none|500px|A third view. Note that The End's age spots had disappeared due to photosynthesis earlier.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd4.jpg|thumb|none|500px|The End taking aim while kneeling.]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
Another sniper rifle in the game is the [[SVD Dragunov]], which had only just begun serial production in the game's timeframe, a possible sly nod to the rare PSG-1 used in MGS1. It has two zoom options, and be seen being used by a member of the Ocelot Unit during an ambush shortly after Big Boss meets Eva, or at Sokrovenno if the player kills The End before his boss fight in Operation Snake Eater. It fires the same round as the Mosin-Nagant, the 7.62x54R cartridge from a 10 round magazine, but fires semi-automatically, and for some reason is shown to have no recoil-caused muzzle jump if Big Boss' stamina is high when firing, nor even barrel sway when aiming in this condition; this is unlike MGS2, where sniper rifles often swayed a great deal unless a certain item was used. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:MGS3SVDModel.jpg|thumb|none|500px|SVD in the game.]]&lt;br /&gt;
[[File:MGS3SVD.jpg|thumb|none|500px|Big Boss, assisted by Eva, aims his SVD Dragonov at the C3 charges mounted on a bridge in an attempt to destroy the Shagohod piloted by Colonel Volgin.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
The light machine gun configuration of the modular [[Stoner 63]] weapon system is also used in the game. It holds 101 rounds of 5.56x45mm ammunition in the belt and Big Boss yells Rambo-style while firing it. It is available in multiplayer, but only as a pick-up weapon (i.e., it is not a weapon the player character can spawn in with). The weapon's iron sights cannot be used. The Stoner 63 can be found around the midpoint of the singleplayer game after facing the third boss enemy, or in a weapons shack at Groznyj Grad. The latter will remain available if the weapon was not previously picked up, even after Big Boss is stripped of all his ammunition and almost all his weaponry after his torture session, making it a valuable (if noisy) asset during that portion of the game. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|500px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:MGS3Stoner63Model.jpg|thumb|none|500px|Stoner 63 in the game.]]&lt;br /&gt;
[[File:MGS3Stoner63.jpg|thumb|none|500px|An Ocelot unit member with the Stoner 63 while Big Boss takes him down.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades= &lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet Grenade==&lt;br /&gt;
&lt;br /&gt;
A fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for three types of in-game grenade: Chaff, Stun and Smoke.&lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, and to fool the guidance systems of guided missiles fired at Big Boss. The game implies that this grenade variant was developed in the Soviet Union. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. They are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. In-game, they are stated to have been developed by the Soviets. They are available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
Smoke grenades are implied to have been developed by the Soviets in Tselinoyarsk (this is not really something that needed explaining since smoke grenades were common in World War 2) and according to SIGINT use a combustion agent combining zinc oxide, ammonium chloride (which is wrong, ammonium chloride is a product of the reaction, the base material is usually hexachloroethane), aluminum and &amp;quot;some other stuff,&amp;quot; and releases a grayish-white smoke. It also has a tear-gas like effect on enemy soldiers and attack dogs: this is accurate, since the smoke from such grenades includes toxic zinc chloride, a skin and eye irritant and severe respiratory irritant. They are available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
The most common hand grenades in the game are Russian [[RGD-5 hand grenade]]s. They are used by GRU soldiers, and can also be obtained by Big Boss in various areas in the game. The Pain also carries them, but instead of throwing them he orders his bees to carry and drop them at Snake's location (shooting them while they are held aloft by his bees will cause them to prematurely detonate). They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rdg5.jpg|thumb|none|250px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:MGS3RGD5.jpg|thumb|none|500px|The RGD-5 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M15 White Phosphorus Grenade==&lt;br /&gt;
The body of the game's &amp;quot;WP grenade&amp;quot; appears to be based on the American M15 grenade, the WW2-era precursor to the more familiar [[M34 White Phosphorous grenade]], fitted with the same Soviet UZRGM fuze as the other grenade types.&lt;br /&gt;
&lt;br /&gt;
The in-game depiction is extremely unrealistic with the M15 basically filled with magic set-people-on-fire powder: it hardly produces any smoke (the real device was designed primarily for use as a smoke grenade), and unlike real WP smoke, the smoke the in-game grenade produces does not block thermal vision in any meaningful way.&lt;br /&gt;
&lt;br /&gt;
[[Image:M15-W-P-smoke-grenade-300315-1.JPG|thumb|none|250px|'''Replica''' M15 white phosphorous grenade]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] also makes an appearance in the game, which takes place three years after it was introduced. It is obtainable by the player and used several times by enemies. It has PGO-7 scope attached to it for accurate aiming, and is the most powerful weapon in the game, able to instantly kill large groups of enemies in one hit. The primary use of the RPG-7, however, is fighting Volgin's massive &amp;quot;Shagohod&amp;quot; vehicle, which is only vulnerable to fire from heavy weapons. Although the player can utilize any weapon to finish off the Volgin/Shagohod phase of the battle, the cutscene immediately after the battle implies that Big Boss finished off Volgin with the RPG-7. This weapon is available in multiplayer, but only as a pick-up weapon and not a weapon the player character can spawn in with. Snake also uses the RPG-7 in a cutscene during the escape from Groznyj Grad, where he used it to save Ocelot from collapsing rubble from the smoldering ruins of the hangar area after the latter recklessly drove ahead, and was also implied to have used it against the Shagohod earlier in the same cutscene when he notes that the mech's armor was such that the RPG-7 couldn't even put a dent in it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MGS3RPG7Model.jpg|thumb|none|700px|The RPG-7 in game.]]&lt;br /&gt;
[[File:MGS3RPG7.jpg|thumb|none|500px|Big Boss aims the RPG-7 in the finale.]]&lt;br /&gt;
[[File:MGS3RPG7Warhead.jpg|thumb|none|500px|The warhead in flight.]]&lt;br /&gt;
[[File:MGS3RPG7Empty.jpg|thumb|none|500px|Big Boss strikes a pose with an empty RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
=Vehicle/Platform-mounted Weaponry=&lt;br /&gt;
&lt;br /&gt;
==130mm M-65 rifled gun L/60==&lt;br /&gt;
&lt;br /&gt;
The 130mm M-65 rifled gun L/60 is mounted onto at least 6 Obyekt 279s (spelled &amp;quot;Objekt 279s&amp;quot;) seen in-game. However, they were never used, as an enraged Volgin proceeded to total them while driving the Shagohod around Groznyj Grad. The tanks' history was explained in a radio call to SIGINT, where it implies that Volgin managed to secretly restart development of the tanks with the use of the Philosophers' Legacy.&lt;br /&gt;
&lt;br /&gt;
==Afanasev A-12.7==&lt;br /&gt;
&lt;br /&gt;
The [[Afanasev A-12.7]] is mounted on all the Mi-24A  helicopters in the game. Technically anachronistic, although various Codec calls implied that the choppers, alongside the gun itself, had been created far earlier than expected due to Volgin's use of the Philosophers' Legacy.&lt;br /&gt;
&lt;br /&gt;
[[File:Afanasev A-12.7.jpg|thumb|none|450px|Afanasev A-12.7 mounted on a Mi-4A helicopter -  12.7x108mm]]&lt;br /&gt;
[[File:MGS3HindAYak-B.jpg|thumb|none|500px|The Mi-24A with the A-12.7.]]&lt;br /&gt;
&lt;br /&gt;
== DShK == &lt;br /&gt;
&lt;br /&gt;
Able to commandeered by the player, [[DShK heavy machine gun]]s are found throughout the game. They are also mounted on Volgin's &amp;quot;Shagohod&amp;quot; hovertank, and Volgin uses them if he's not using the central volley gun in the &amp;quot;mouth&amp;quot; of the Shagohod. In the cutscene where Snake and EVA make it to the runway on Groznyj Grad, Volgin has the Shagohod's onboard DShK weaponry fire at the GRU soldiers who were trying to stop Snake and EVA (and later firing several rounds onto a Hind A), obviously not wanting to be delayed in trying to kill his quarry due to his irritated curse when seeing the soldiers in front of him.&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|Russian DShK 38/46 - 12.7x108mm]]&lt;br /&gt;
[[File:MGS3DShK.JPG|thumb|none|500px|A mounted DShK.]]&lt;br /&gt;
[[File:MGS3DShKShagohod.jpg|thumb|none|500px|The DShk mounted on the Shagohod.]]&lt;br /&gt;
&lt;br /&gt;
== ZU-23-2 ==&lt;br /&gt;
&lt;br /&gt;
The [[ZU-23-2|ZU-23-2]] is a 23mm Soviet anti-aircraft gun. They can be commandeered by Big Boss and are capable of shooting down helicopters and flying platforms. They are found in the mountains of Tselinoyarsk and in the final battle with the Shagohod.&lt;br /&gt;
&lt;br /&gt;
[[Image:ZU-23.jpg|thumb|none|400px|ZU-23-2 Anti-Aircraft gun - 23x152mm]]&lt;br /&gt;
[[File:MGS3ZU-23.jpg|thumb|none|500px|The ZU-23-2 behind Eva.]]&lt;br /&gt;
&lt;br /&gt;
==M1931 Field Gun==&lt;br /&gt;
&lt;br /&gt;
A battery of Soviet M1931 field guns is seen in a cutscene describing The Boss's &amp;quot;involvement&amp;quot; in &amp;quot;The Bay of Pigs.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
[[Image:M1931 Field Gun.jpg|thumb|none|450px|Soviet M1931 (A19) field gun displayed in Hämeenlinna Artillery Museum, Finland - 122mm]]&lt;br /&gt;
[[File:MGS3UnknownAAGun.jpg|thumb|none|500px|Stock film shows a battery of Soviet M1931 field guns firing, most likely during either World War 2 or in Cuba.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==C3==&lt;br /&gt;
The predecessor to the C4 used in other games, it was composed of 77% RDX and 23% plasticizer, could be molded into any shape, and is stable enough to not be detonated by gunfire. Big Boss used it to destroy the Shagohod's hangar, and was likewise used by Eva to rig the rail bridge out of Groznyj Grad to deter pursuit when they were to leave for Rokovoj Bereg. In the latter case, it's also implied that she modified the C3 to contain detonators that will automatically set off when physically touched, presumably as a precaution in case an EOD was tasked to the bridge upon the explosives' discovery, which was later used to Big Boss' advantage when he had to snipe the C3 to blow the bridge underneath Volgin and the other GRU members.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS3C3Block.jpg|thumb|none|500px|A block of C3.]]&lt;br /&gt;
[[File:MGS3C3Heart.jpg|thumb|none|500px|Eva makes a heart made of C3.]]&lt;br /&gt;
[[File:MGS3C3.jpg|thumb|none|500px|The C3 being planted on the liquid rocket fuel tanks of the Shagohod's hangar.]]&lt;br /&gt;
[[File:MGS3C3Butterfly.jpg|thumb|none|500px|The final block of C3 molded into the shape of a butterfly, just before Big Boss slams it onto the timer of the bomb. While he doesn't have a personal timepiece to keep track of the remaining time on the bombs (unlike Raiden of [[Metal Gear Solid 2]]), he does have some supernatural help telling him just how much time he has left before detonation. The butterfly-C3 also appears in Super Smash Bros Brawl.]]&lt;br /&gt;
[[File:MGS3C3Pack.jpg|thumb|none|500px|The pack of C3 on the bridge.]]&lt;br /&gt;
&lt;br /&gt;
== Big Joe 5 and Little Joe Crossbows ==&lt;br /&gt;
&lt;br /&gt;
The Fear uses a pair of crossbows, at least once of which has bolts laced with the venom of the Brazilian Wandering Spider, often said to be the most fearsome spider venom in the world. The &amp;quot;William Tell&amp;quot; is a &amp;quot;Big Joe 5&amp;quot; crossbow (some sources indicate this may have been a real nickname of the Big Joe 5) while the &amp;quot;Little Joe&amp;quot; uses its real name. Both were developed by the OSS during World War II, the &amp;quot;Big Joe 5&amp;quot; being intended for use at up to 200m while the &amp;quot;Little Joe&amp;quot; was a smaller device intended for eliminating sentries silently, for usage by the British military. The Big Joe 5 was only produced in very limited quantities, while the Little Joe never underwent production at all; surviving crossbows are rare, and the darts even rarer. Neither crossbow is ever available to the player. Ocelot does, however, threaten Tatyana with the Little Joe, in a scene Big Boss can watch by spying on them in Groznyj Grad from a mountaintop.&lt;br /&gt;
&lt;br /&gt;
[[Image:BJ5.jpg|thumb|400px|none|Big Joe 5 crossbow.]]&lt;br /&gt;
[[File:Little Joe Crossbow.jpg|thumb|none|400px|Little Joe crossbow.]]&lt;br /&gt;
[[File:MGS3FearCrossbow.jpg|thumb|none|500px|The Fear with his &amp;quot;William Tell&amp;quot; Big Joe 5 crossbow.]]&lt;br /&gt;
[[File:MGS3FearsCrossbow2.jpg|thumb|none|500px|The Little Joe on the ground.]]&lt;br /&gt;
[[File:MGS3FearsCrossbowSpin.jpg|thumb|none|500px|Ocelot spins the Little Joe.]]&lt;br /&gt;
[[File:MGS3CrossbowBoltCloseup.jpg|thumb|none|500px|The bolt of the Little Joe.]]&lt;br /&gt;
&lt;br /&gt;
== The Fury's Flamethrower ==&lt;br /&gt;
&lt;br /&gt;
During The Fury's boss battle, he uses a custom flamethrower which appears to be a highly reworked version of the German [[Flammenwerfer 41]]. According to SIGINT, The Fury's flamethrower uses UDMH (unsymmetrical dimethylhydrazine) and NTO (nitrogen tetroxide), a rocket fuel mixture, rather than the usual incendiary liquids used in flamethrowers. Since UDMH / NTO burns at about 3,000 degrees, firing the weapon once in a confined space should probably have killed both The Fury and Big Boss, The Fury twice over since it would fire him violently backwards ''because he is holding a rocket''. Luckily, The Fury does not seem to realise that both chemicals are ridiculously toxic if inhaled and if he just sprayed one fuel tank into the air of the enclosed room they are in, Big Boss would at least be incapacitated, if not killed outright.&lt;br /&gt;
&lt;br /&gt;
[[Image:Flammenwerfer 41.jpg|thumb|none|400px|Flammenwerfer 41 flamethrower]]&lt;br /&gt;
[[File:MGS3FuryFlamethrower.jpg|thumb|none|500px|&amp;quot;Everyone calls me Ben for some reason, can't they see my name is Ned?&amp;quot;]]&lt;br /&gt;
[[File:MGS3FuryFlamethrowerTanks.jpg|thumb|none|500px|The flamethrower tanks on The Fury's back. The yellow flames are certainly not implying the kind of heat his weapon would generate; the jet should look like he is pumping out burning magnesium.]]&lt;br /&gt;
&lt;br /&gt;
==Lipstick Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Kiss of Death&amp;quot; is based on a KGB-issue 4.5mm single-shot pistol disguised as lipstick, one example of which was captured in West Berlin at an American checkpoint during the Cold War. In Tatyana's first appearance during the Virtuous Mission, Volgin forcibly confiscates the kiss of death from her when he notices her reaching for it, thus resulting in them suspecting she was KGB, although Volgin gives it back to her anyway, thinking she'll prove useful. Tatyana is implied to be using one when she attempts to threaten Sokolov into giving up the Shagohod's test data, but it turns out to be ordinary lipstick. She later tries to use the real one from earlier against Volgin, only to have him twist her arm (and the gun's barrel) away before she can trigger it. &lt;br /&gt;
&lt;br /&gt;
There were originally going to be more espionage devices in ''Snake Eater'' besides the Kiss of Death, the chloroform-laced handkerchief, and the Cigarette Narcosis Gun (a disguised chemical dispenser that sprays knockout gas a short distance), but these plans were dropped after the Beltway Sniper shootings forced Kojima and his team to abandon going to the International Spy Museum to research more on spy devices used during the Cold War.&lt;br /&gt;
&lt;br /&gt;
[[Image:KissofDeath.jpg|thumb|none|400px|&amp;quot;Kiss of Death&amp;quot; KGB lipstick gun at the International Spy Museum - 4.5mm]]&lt;br /&gt;
[[File:MGS3KissofDeath.jpg|thumb|none|500px|Colonel Volgin inspects the Kiss of Death after taking it from Tatyana shortly after the Virtuous Mission fails.]]&lt;br /&gt;
&lt;br /&gt;
== MON-50 anti-personnel mine ==&lt;br /&gt;
&lt;br /&gt;
These camouflaged landmines are occasionally encountered in the jungle. They are triggered by Big Boss' proximity to their frontal arc rather than through a trip wire or command detonation through a wire as in the real life version. They can be found using a mine detector (which uses a sound beacon) or seen easily through Big Boss' thermal goggles (the latter being a gameplay mechanic inherited from previous games). The game implies that the proximity detonation was a modification made by the GRU soldiers stationed in Tselinoyarsk after they stole several copies from American stores. Several claymores are also placed in Bolshaya Past South to further deter intruders. As with their incarnation in MGS2, placing MON-50 mines while holding down the &amp;quot;fire&amp;quot; button will outline (in red laser light) the mine's trigger zone. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
Although the mines are explicitly referred to as &amp;quot;Claymores&amp;quot; in-game, the weapon bears a stronger resemblance to the MON-50 anti-personnel mine. Humorously, Sigint, when called about the weapon, alludes to the MON-50's development (it entered service the year after the game takes place) by mentioning that the Russians will soon develop &amp;quot;Claymoreski mines&amp;quot; since the Claymore's design is extremely easy to replicate.&lt;br /&gt;
&lt;br /&gt;
[[File:MON-50.jpg|thumb|none|250px|MON-50 anti-personnel mine]]&lt;br /&gt;
[[File:MGS3Claymore.jpg|thumb|none|500px|MON-50 in-game.]]&lt;br /&gt;
&lt;br /&gt;
== M2 Flamethrower ==&lt;br /&gt;
&lt;br /&gt;
The [[M2 Flamethrower]] appears in the game and is used by several specially-suited GRU flame troopers on the Krasnogorje mountain in Tselinoyarsk. While unavailable to the player in the singleplayer portion of the game, it is available to as a pick-up weapon in the multiplayer mode, and has infinite ammunition there. Somewhat unrealistically, shooting the fuel tanks on the backs of the GRU flame troopers in singleplayer with a lethal weapon will immediately cause them to be engulfed in a ball of fire, although SIGINT implies in a radio conversation that they had their fuel tanks self destruct upon defeat in order to avoid capture. In addition, the same radio conversation also reveals that they had procured the flamethrowers from American forces for study purposes, and that the GRU flame troopers were most likely planning to use the flamethrowers specifically against Big Boss, implying that they were doing so under Volgin's orders because he wanted revenge against Big Boss for killing off three of the Cobra Unit members by that point (or if the player kills more soldiers, doing it on their own volition to avenge their comrades). &lt;br /&gt;
&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|250px|M2 Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
==M-388 Davy Crockett==&lt;br /&gt;
&lt;br /&gt;
The M-388 Davy Crockett tactical nuclear recoilless rifle is a key plot device. Neither the launcher nor its ammunition are ever made available to the player.&lt;br /&gt;
&lt;br /&gt;
At the end of the Virtuous Mission (the game's prologue where Big Boss is sent to extract the scientist Sokolov), The Boss is seen with a launcher and one fictional (though not physically impossible; see below) high-yield warhead, and promptly gives them to Colonel Volgin as a &amp;quot;gift&amp;quot; for her &amp;quot;new hosts.&amp;quot; Volgin then uses it to destroy Nikolai Sokolov's OKB-754 research facility, by firing it in the most ill-advised manner possible--hefting and triggering the launcher with his own hands(!). The resultant nuclear detonation triggers the events of Operation Snake Eater. The Boss later duplicates Volgin's feat by firing the second warhead (again, by hand, and even though she only had one warhead during the handover) to obliterate Groznyj Grad and Graniny Gorki. Johnson and SIGINT mention that she stole it from a military base, although the debriefing in the ending implies that the United States faked the theft and had supplied The Boss with the launcher and its ammunition to begin with. &lt;br /&gt;
&lt;br /&gt;
In reality, the launcher, two warheads, and their cases would weigh over three hundred kilograms, but both The Boss and Volgin are depicted in the game as being able to carry this entire load unassisted. The director's commentary for the game indicated that this was deliberate in order to showcase The Boss's physical strength. The real-life Davy Crockett's warheads were also fairly anemic for nuclear weapons, providing the explosive power of just 10-20 tons of TNT (in fact the warhead's primary damage mechanism would be radiological, from the ionising radiation and fallout), as higher-yield warheads would catch anyone firing the weapon in the blast radius given the weapon's limited range of 2 km for the M28 version and 4 km for the M29 version. The game handwaves the unrealistically massive destruction caused, by having SIGINT claim that the warheads used were experimental models with a higher yield than regular Davy Crockett warheads; this is not actually impossible, since the W54 warhead used by the Davy Crockett was also used by the Mk 54 Special Atomic Demolition Munition, which had a yield of up to one kiloton. The game also implies that the blast radius was at least three miles (or that the wind carried fallout that far), as Volgin's usage of the Davy Crockett in the Virtuous Mission was mentioned to have caused nuclear fallout at Rassvet potent enough that none of Volgin's forces could go there unprotected, when the briefing made clear that Tselinoyarsk was three miles west of the Sokolov Design Bureau. This is more than a little unlikely, since if the weapon had a vastly higher yield than normal while being the same size, there would be less highly radioactive unreacted material to scatter as fallout.&lt;br /&gt;
&lt;br /&gt;
Of more immediate concern is that launcher is shown launching warheads as if they are self-propelled, which Davy Crockett warheads are not: instead, a propelling charge about the size of a LAW rocket launcher has to be inserted into the barrel, followed by a &amp;quot;launching piston&amp;quot; which transfers the force of the explosive to the projectile. Without this charge, the nuke would not leave the barrel of the launcher. Though the warhead is only armed by firing, it requires the setting of a timer safety dial on the base of the round to actually function; no character is ever shown setting this, and unless the timer was set to at least one second the warhead would never arm. In addition, firing the launcher in reality required the use of a triggering device linked to a cable that unwound from the back of the loaded launcher, with the device having no actual trigger of its own.&lt;br /&gt;
&lt;br /&gt;
The real-life Davy Crockett was also inaccurate in testing and required the use of a spotting rifle to put its warheads on target, along with a tripod mount to offer a stable firing platform and the ability to precisely adjust the weapon's trajectory. Neither of these components are used by Volgin or The Boss. Though Volgin's case might be forgiven as an unlikely case of &amp;quot;point shooting&amp;quot; with the launcher tube and the fact that his target was visible to him, The Boss manages to place the warhead in the precise area necessary (via a ballistic, non-line-of-sight trajectory, no less!) to destroy both Graniny Gorki and Groznyj Grad, with no sign of having dialled in the correct trajectory beforehand (as that would require spotting shots and the tripod mount).&lt;br /&gt;
&lt;br /&gt;
[[File:Davy Crockett Nuke.jpg|thumb|none|250px|M-388 Davy Crockett on M29 launcher - 155mm with 37mm spotting rifle. The version in the game appears to be based on the smaller 120mm M28 launcher with the 20mm spotting rifle (which had to use depleted uranium rounds to match the warhead's trajectory) misplaced and used as a carry handle.]]&lt;br /&gt;
[[File:MGS3Davy.jpg|thumb|none|500px|The two pieces of the Davy Crockett.]]&lt;br /&gt;
[[File:MGS3DavyWarhead.jpg|thumb|none|500px|The warhead. Oddly, despite it being repeatedly stated later on that The Boss stole ''two'' warheads and the second one being used, there is only one when the launcher is handed over.]]&lt;br /&gt;
[[File:MGS3DavyLanucher.jpg|thumb|none|500px|The launcher tube, minus the tripod mount needed to provide a stable firing platform.]]&lt;br /&gt;
[[File:MGS3DavyBlackblast.jpg|thumb|none|500px|The backblast from firing. It's a miracle that it didn't kill everyone on the chopper.]]&lt;br /&gt;
&lt;br /&gt;
==TNT==&lt;br /&gt;
&lt;br /&gt;
Big Boss can find and attach TNT bundles on various surfaces (even on the backs of wandering enemies) for explosive detonation via radio trigger. They can also be used to demolish ammunition and food storage areas, causing guards to become hungry, slower to react, easier to knock out via CQC attacks, and to run out of ammunition faster. They can also be used to save some trouble later on by blowing up a Mil Mi-24 Hind A that was being parked at the Bolshaya Past base for maintenance.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS3TNT.jpg|thumb|none|500px|The TNT in game.]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
In real life, the Shagohod's Phase 2 as a concept would not be feasible at all, as firing a missile from a Shagohod-like launcher would have an utterly negligible impact on the overall velocity of the missile: starting from 300 miles per hour instead of 0 means very little when the weapon has to accelerate to around 14,000 miles per hour, and would certainly not save enough fuel to almost double the weapon's range. In addition, the guidance of ballistic missiles is inertial, based on a known starting location, and launching it at speed and at a non-vertical angle could not be done with the missile's existing guidance system.  Finally and most obviously, Shagohod is said to fire the SS-20 &amp;quot;Sabre&amp;quot; IRBM, a weapon that would not be deployed until 1976. SS-20 appears to have been used because the equivalent period missiles, SS-4 Sandal and SS-5 Skean, used gantry launchers rather than a launch tube and were liquid-fuelled, and thus would probably look rather silly on the Shagohod.&lt;br /&gt;
&lt;br /&gt;
There are also several other problems to take into account for the Shagohod itself. Firstly, fundamentally the Shagohod would be detectable by satellites. The script ignores that all weapon systems have a logistical footprint, and the more high-tech, the bigger it is. A Shagohod would need specialised vehicles to fuel, maintain, tow and transport it, storage facilities for dangerous hypergolic rocket fuels, stockpiles of spare parts, workshops, support crew housing, communications to pass it targeting information, and so on. In addition, the vehicle needs a three-mile runway pointing roughly towards its target, and since it pulls itself with augers it would probably need either a special surface or to re-surface the runway every a vehicle made a launch run.&lt;br /&gt;
&lt;br /&gt;
In addition military vehicles cannot run 24/7; usually a significant percent of vehicles will not be available for operation at any given time because they are undergoing routine maintenance or being repaired. With something as complex and cutting-edge as the Shagohod having 25% of vehicles operational would be pretty impressive, which would mean multiple vehicles would be needed. Assuming this availability level, an operational Shagohod battery would probably consist of four or more likely five vehicles to ensure there was one ready-to-go when a launch order came. Needless to say, this would require an entire purpose-built complex that any idiot could find.  These extreme requirements would also preclude Volgin's plan to export the vehicle as a means of nuclear proliferation, since few client states would have the ability to maintain such a facility.&lt;br /&gt;
&lt;br /&gt;
Crew training would also be an issue; with a normal ballistic missile a launch drill can be run without ever opening the silo doors, but a drill run with a Shagohod would look exactly like a real launch to anyone observing. A satellite would be able to spot the rocket exhaust from the vehicle itself, and there would be no way of knowing if it was going to launch a warhead on this run or not unless the entire launch tube had been removed. &lt;br /&gt;
&lt;br /&gt;
Additionally, the US and Soviet Union in real life had systems exactly like what the Shagohod is meant to represent already, respectively  the Polaris and SS-N-5 SLBMs, which had been around since 1960 and 1963. Ballistic missile submarines do not need runways, can hide in about 70% of the Earth's surface and are much harder to detect. They fit into a role of nuclear deterrence called ''assured second strike'', the principle that even if the enemy manages a first strike, they will not be able to prevent a large-scale nuclear retaliation. Shagohod would only be dangerous if nobody knew what they were looking for, and would really only be good for one launch, ever, before it was relegated to the second strike role. &lt;br /&gt;
&lt;br /&gt;
The script also appears to be unaware that satellites and spyplanes were not the only system for detecting ICBM launches: the US had the RCA 474L Ballistic Missile Early Warning System (BMEWS), a network of 12 radar sites built from 1960-1964 and designed to provide a 15-25 minute warning of approaching missiles, more than enough time to order a counter-launch before impact. Moreover, the Soviets knew this, since data on the system had been leaked in 1961, so Volgin would probably have ended up cancelling the first-strike focused Shagohod himself.&lt;br /&gt;
&lt;br /&gt;
One possibly-intentional point of realism, though, is that the Shagohod's development (as a mobile land launch system) in 1964 ''is'' in line with period Soviet missile doctrine: the R-9 missile (one of two ICBMs identified as SS-8 Sasin) was originally intended to be a mobile system to thwart a first strike against Soviet silo complexes by NATO (though using wheeled launcher trucks instead of a hovercraft-thing): this was changed to a dual project developing silo-launched and mobile versions, but the mobile version never achieved the desired mobility and that part of the project was ultimately scrapped.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Stealth]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_3:_Snake_Eater&amp;diff=1143406</id>
		<title>Metal Gear Solid 3: Snake Eater</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_3:_Snake_Eater&amp;diff=1143406"/>
		<updated>2017-12-04T21:33:00Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Makarov PM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid 3: Snake Eater&lt;br /&gt;
|picture = Metal_Gear_Solid_3_Cover.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2004&lt;br /&gt;
|developer=Kojima Productions&lt;br /&gt;
|platforms=Playstation 2&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Nintendo 3DS&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Metal Gear Solid 3: Snake Eater''' is a 2004 stealth-action / third-person shooter video game directed by Hideo Kojima, developed by Kojima Productions and published by Konami. A prequel to ''[[Metal Gear Solid]]'' and ''[[Metal Gear Solid 2: Sons of Liberty]]'', this game takes place in the year 1964, and focusses on the Cold War exploits of Big Boss, a significant character in the Metal Gear series' backstory who had thus far not been a playable character. In a nod to the game's era and spy-thriller nature, several nods to the 1960s [[James Bond]] films can be seen in the game. &lt;br /&gt;
&lt;br /&gt;
The game's story opens with Big Boss (referred to by his codename &amp;quot;Naked Snake&amp;quot; at this point in the series' timeline) performing a HALO jump into a fictional Soviet wilderness area named &amp;quot;Tselinoyarsk&amp;quot; (Cyrillic: Целиноярск or &amp;quot;The Virgin Cliffs&amp;quot; in English) to extract a defecting Soviet scientist by the name of Dr. Nikolai Sokolov who is working on a new superweapon platform in a nearby Soviet base, in an operation called the Virtuous Mission. However, a series of extreme events causes the Virtuous Mission to fail, and Big Boss is sent to Tselinoyarsk a second time to perform &amp;quot;Operation Snake Eater.&amp;quot; His objectives this time are to destroy the new Soviet superweapon, known only as the &amp;quot;Shagohod,&amp;quot; rescue Sokolov, and kill a traitor to both him and the United States. &lt;br /&gt;
&lt;br /&gt;
An updated re-release of ''Metal Gear Solid 3'' with the subtitle of ''Subsistence'' was the first of the non-portable ''Metal Gear'' titles to feature online multiplayer in a separate mode named '''Metal Gear Online'''. It was only online for a year after the release of ''Subsistence'' in each region, and each multiplayer weapon's description is accurate at the moment that Metal Gear Online was shut down. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons were used in the video game ''Metal Gear Solid 3: Snake Eater.'' Unless otherwise noted, each weapon is only available in the singleplayer portion of the game:''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
In a break from its predecessors, '''Metal Gear Solid 3''' (MGS3) was the first in the ''Metal Gear'' series to use more than a single lifebar for the player character. A new stamina meter, previously only seen on boss characters in ''[[Metal Gear Solid 2]]'' (MGS2), was incorporated into the game for the player character, and would slowly deplete over time or more quickly through certain attacks or environmental conditions. A low stamina meter would cause a great deal of &amp;quot;aiming sway&amp;quot; when aiming in First Person View, unless replenished by having the player character eat food or by performing a few other actions. Bosses defeated by stamina-depleting weapons or attacks (i.e., basically any weapon on this page that is listed as non-lethal, plus blunt-force melee attacks) would also drop certain special items, unlike MGS2. The game also introduced a &amp;quot;backpack&amp;quot; system in which a limited amount of items and weapons had to be pre-equipped so as to be available to the player (the previous ''Metal Gear Solid'' titles had the entirety of the player's inventory accessible at all times barring certain plot-related events). The backpack itself was represented by a small-of-back dump pouch attached to Big Boss' equipment belt, which had no problem containing every weapon on this page along with its associated ammunition. MGS3 was also the first MGS title to simulate recoil-caused muzzle climb and muzzle jump for its in-game firearms, and also the first to allow use of the iron sights on long guns (long guns in MGS2 only used laser sights and were completely accurate even when using full-auto fire). Whether a particular in-game gun had usable iron sights is detailed in its own entry. &lt;br /&gt;
&lt;br /&gt;
Another new gameplay element is the inclusion of a fictional (and at times rather silly) hand-to-hand fighting style named CQC (or Close Quarters Combat) which includes actions like grappling an opponent or using one as a human shield while still using a gun, whereas in the previous ''[[Metal Gear Solid]]'' (MGS) titles, player characters were limited to preset hand-to-hand combos or hitting enemies with firearms, and to taking human shields while having no weapon equipped. CQC in this game was at its most effective when handguns or knives were equipped; player characters cannot grapple when long guns are equipped and will instead use them as improvised clubs. These knife-and-gun techniques were made up by the production team, and have no real equivalent in military close combat systems.&lt;br /&gt;
&lt;br /&gt;
Keeping with the &amp;quot;on-site procurement&amp;quot; gameplay mechanic of the previous MGS titles, it is not possible to obtain or use weapons dropped from enemies in-game (they will simply disappear, with absolutely no in-game explanation given this time as to why the player character can't simply commandeer them)--thus, the only obtainable weapons in this game those that are in storage or otherwise lying around the game's levels. Grenades held by NPCs are the only exception to this rule in singleplayer, and only when they they are looted from an NPC's dead or unconscious body, or if the player makes Big Boss hold up an enemy for his items (somewhat unrealistically, ammunition for weapons that NPCs are never seen using in-game can be taken from them this way). Weapons could, however, be freely looted from other player characters in the game's multiplayer mode. &lt;br /&gt;
&lt;br /&gt;
Finally, stealth in MGS3, taking place as it does largely in outdoor environments, is focused around the use of camouflaged clothing and face paint to match Big Boss' surroundings, unlike the previous MGS games which were centered more around staying outside of the vision range of enemies, making a minimum of noise, and sneaking behind cover rather than any sort of camouflage (a gameplay mechanic inherited from the earlier 2D titles in the ''Metal Gear'' series). Despite the fact that almost all weapons in this game don't come with camouflage of their own, they will not compromise Big Boss' camouflage unless fired or used (with the exception of the in-game sniper rifles).&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
'''Note:''' With the exception of the Single Action Army, all in-game handguns available to the player can be used while simultaneously taking a character hostage--the handgun in question can then be used to fire at hesitant enemies until it runs out of ammunition (a feature this game introduced to the MGS series), whereupon the player character will have to release the hostage to reload the handgun or switch to another weapon. The only exception to this rule is if the player holds a scientist hostage in front of enemy soldiers, as the soldiers will fire on Snake regardless of the danger posed to the scientist. One of the interrogation responses against the soldiers implies that the reason why this instance fails is because the soldiers do not get along with the scientists and thus have no qualms with killing them when held hostage by an enemy.&lt;br /&gt;
&lt;br /&gt;
== Colt Single Action Army ==&lt;br /&gt;
The in-game [[Colt Single Action Army]] is a 6-shot single-action only revolver chambered for .45 Long Colt, and is reloaded manually, one round at a time (though it can still be reloaded instantly by unequipping and re-equipping it). To fire, the hammer must be cocked first (which is done if the player uses the gun's iron sights), or the gun can be rapidly fanned from the hip. The in-game version's advantage over the semi-automatic custom 1911 is that the SAA's bullets will commonly ricochet off walls and hit targets even if you miss (the ricocheting bullets tend to bounce at angles that will hit enemies even if this would be physically unlikely). Some dramatic license is taken with this; in real life, at more severe angles and distances (especially after multiple ricochets), the bullets would hit with stinging, but nonlethal force. &lt;br /&gt;
&lt;br /&gt;
Major Ocelot carries three of these revolvers as his signature weapons. After switching from his [[Makarov PM]], Ocelot carried a heavily-engraved nickel-plated SAA with black grips, but switched to three blued black powder models after being told that the engraving offers no advantage as well as forgetting that his new weapon only carries six shots. Ocelot professionally spins two of them and also uses a cavalry stock he fits on the the heel of the grip to fire it like a carbine rifle. As a sign of his ability (or likely, his brashness), he keeps all six chambers on both guns loaded, risking an unintended discharge should he drop one of his guns or have the hammer fall due to one of his numerous trickshooting stunts, including juggling all three of his weapons at several points in the game for the purpose of playing a version of Russian Roulette. Real SAA users would usually keep the chamber under the hammer empty and make do with five rounds, since the SAA's hammer has a tendency to drop if the weapon is handled roughly.&lt;br /&gt;
&lt;br /&gt;
Ocelot's gun-twirling moves were later revealed to be the work of a Japanese actor named Tornado Yoshida, who was either motion-captured or used as an animation reference. A spoiler-heavy Youtube video of a side-by-side comparison of the two can be found [https://www.youtube.com/watch?v=Z1Bv9y1rnrY here].&lt;br /&gt;
&lt;br /&gt;
To show his enthusiasm for his new handguns (and to fit in with the love Ocelot had for them in the original [[Metal Gear Solid]]), Ocelot is heard to quip about the &amp;quot;joy of reloading&amp;quot; whenever he does so, especially in multiplayer.&lt;br /&gt;
&lt;br /&gt;
While Ocelot is the main user of the SAA, The Boss for her part confiscates one of his three SAAs after he uses them to &amp;quot;test&amp;quot; Tatyana during Big Boss' torture sequence.  She then uses it to shoot Big Boss in the left thigh with a &amp;quot;special payload;&amp;quot; how her &amp;quot;special payload&amp;quot; could correctly chamber and fire in a gun she took on the spur-of-the-moment is not at all clear. Big Boss can then use the SAA from that point forward in the game, but can also access an SAA before this point in the story in a new game, if the final dual with Ocelot is done correctly. In this final duel, Ocelot loads one of his .45 Long Colt SAAs with the round he wears on a necklace, which he claims is the same 9mm Makarov round that jammed his gun the first time he met Big Boss: this appears to be inserted into some type of caliber adaptor around the base of the casing to make doing so possible. The potential issue with the front of the casing rupturing due to lack of support is rendered rather moot by the fact that, like the time when he said &amp;quot;no more tricks,&amp;quot; this is a trick.&lt;br /&gt;
&lt;br /&gt;
This weapon was available in multiplayer, but only to the Major Ocelot special character. Unlike every other pistol available to player characters, the SAA cannot be used in conjunction with a knife for CQC techniques--it can only be used to pistol-whip other characters with the barrel in melee.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtSAA Hidalgo.jpg|thumb|none|400px|Colt Single Action Army with 5.5&amp;quot; barrel known as the &amp;quot;Artillery&amp;quot; model. The most common of the SAA revolvers as it is just the right length. - .45 Long Colt]]&lt;br /&gt;
[[Image:TheQuickandtheDeadCimmaronSAALMO.jpg|thumb|none|400px|Two heavily engraved nickel SAA revolvers, similar to the one Ocelot had before switching to 3 regular SAA revolvers.]]&lt;br /&gt;
[[File:MGS3EngravedSAA.jpg|thumb|none|500px|Ocelot aims his engraved SAA at Big Boss.]]&lt;br /&gt;
[[File:MGS3EngravedSAA3.jpg|thumb|none|500px|A close up of the engraved SAA's detail.]]&lt;br /&gt;
[[File:MGS3ColtSAA.jpg|thumb|none|500px|Ocelot aims his plain Colt SAA at Sokolov.]]&lt;br /&gt;
[[File:MGS3ColtSAAJugle.jpg|thumb|none|501px|Ocelot in the middle of juggling three SAA revolvers.]]&lt;br /&gt;
[[File:MGS3ColtSAADual.jpg|thumb|none|500px|'''Ocelot:''' ''Let me face him. I've been waiting for this moment... time to get &lt;br /&gt;
even!'' &amp;lt;br&amp;gt; Right before Big Boss' fight with Volgin, Ocelot wields two SAAs.]]&lt;br /&gt;
[[File:MGS3ColtSAA&amp;amp;Stock.jpg|thumb|none|500px|Ocelot aims his Colt SAA with a stock attached. He later loses this particular SAA during the motorcycle chase sequence.]]&lt;br /&gt;
[[File:MGS3ColtSAA&amp;amp;Stock2.jpg|thumb|none|500px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
== EZ Gun (modified FP-45 Liberator) ==&lt;br /&gt;
&lt;br /&gt;
The EZ gun was created by SIGINT and is based on an [[FP-45 Liberator]]. SIGINT's version is a tranquilizer gun with a built-in laser sight. According to a radio conversation with The Boss it does not have a suppressor, instead using &amp;quot;silent&amp;quot; ammunition, presumably of a similar type to that used by the Russian [[PSS Silent Pistol]]. True to its name, Snake will never get hungry while using this weapon, nor will his camouflage index (a part of the game's GUI that determines how visible he is to enemies) ever drop below 80% when this gun is equipped. While the real Liberator is a single-shot weapon, the EZ Gun is treated as if it is bolt-action with an infinitely deep magazine. It is normally only available on the &amp;quot;Very Easy&amp;quot; difficulty, though it can be unlocked for other difficulties by collecting at least one of every edible item in-game.&lt;br /&gt;
&lt;br /&gt;
The EZ Gun is also used in the &amp;quot;Snake Versus Monkey&amp;quot; mode in the two PS2 releases, where Solid Snake must capture a series of ''Ape Escape'' monkeys because of reasons. This mode is not present in the multiplatform ''Metal Gear Solid HD Collection'' release due to ''Ape Escape'' being the property of Sony.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS_EZGun.jpg|thumb|none|350px|'''Non-firing model''' of EZ gun featured in MGS series by kagerou works]]&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|350px|The FP-45 Liberator Pistol - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
== M1911A1 ==&lt;br /&gt;
&lt;br /&gt;
The [[M1911 pistol series#M1911A1|M1911A1]] is Big Boss' signature weapon in the game, it is chambered in .45 ACP and has a magazine capacity of 7 rounds. Big Boss initially uses a standard M1911A1 before it is dismantled by The Boss. After this, Snake receives a heavily-customized 1911 from Eva, who states it was probably captured from a US armory by the Russians, and probably belonged to an officer. The custom version has several professionally-done modifications including a polished feed ramp, polished slide flats, perfectly meshed slide, beveled magazine well, raised mag release, a skeleton hammer (referred to as a &amp;quot;ring hammer&amp;quot;), removed grip safety, three-dot combat sights with a raised front sight, stepping on the grip, front cocking serrations, and an extended thumb safety. Big Boss comments that this is the best gun he has ever used shortly before carving the wood grip panel to accommodate his knife. It can also be fitted with a suppressor via a threaded barrel. As with most of the other magazine-fed guns in the game, the extra round in the chamber is added after Big Boss does a &amp;quot;Tactical Reload&amp;quot; (via quickly unequipping and re-equipping the gun). This weapon is available in multiplayer, and is the only lethal pistol in that mode.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Snakematch.jpg|thumb|none|350px|Custom 1911 '''Airsoft''' &amp;quot;Snake Match&amp;quot;]]&lt;br /&gt;
[[File:MGS3M1911Dismantle.jpg|thumb|none|500px|The M1911A1 being dismantled by The Boss after she meets Big Boss on her horse. Note how the disassembly procedure - locking back the slide and removing the slide stop release - is that of a [[Browning Hi-Power]], not a supposedly GI 1911 with a one piece guide rod, which requires the barrel bushing be removed and the slide lined up to remove the slide stop (this is possible with a full length guide rod). When she throws away the slide, you can see the barrel still in place.]]&lt;br /&gt;
[[File:MGS3M1911Custom.jpg|thumb|none|500px|Big Boss' custom 1911 at the ready.]]&lt;br /&gt;
[[File:MGS3M1911Custom2.jpg|thumb|none|500px|Big Boss holds his custom 1911.]]&lt;br /&gt;
&lt;br /&gt;
== Makarov PM ==&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PM]] is the sidearm of every enemy in the game, although it is never available to the player. The Makarov fires 9x18mm Makarov rounds from an eight-round magazine. Many officer-type NPCs patrolling indoor areas in the game have Makarovs as their main armament. &lt;br /&gt;
&lt;br /&gt;
The Makarov PM is most notably used by Major Ocelot during an ambush on the Virtuous Mission, when he spins it and effortlessly disposes of several KGB soldiers, one of which, in foreshadowing of his change in weaponry, was via ricochet shot. After trying what, according to Big Boss, is a Middle Eastern technique where you reflexively rack the slide to make sure there is a round in the chamber, despite it already being loaded, Ocelot causes a failure to feed jam. With the gun failing to go into battery, Big Boss ambushes him with CQC and subdues him easily. Big Boss tells him after that his techniques with the gun would be better suited for a revolver, which causes him to switch to the [[Colt Single Action Army]].&lt;br /&gt;
&lt;br /&gt;
According to Big Boss, Ocelot tends to twist his arm to absorb the recoil of the pistol, whereas a more stoic grip and stance would result in greater accuracy. SIGINT, however, theorizes (during a call to him after the encounter) that the jam was caused by a combination of the manual ejection, and the twisting action failing to provide enough resistance to cycle the slide correctly.&lt;br /&gt;
&lt;br /&gt;
Eva also possessed a Makarov during the ending, which she intended to use to kill Big Boss, but she never used it due to promising The Boss not to kill him.  In addition, Major Raikov always carried a Makarov on his person while doing rounds of the East Wing of Groznyj Grad as does Colonel Volgin. Although the player never actually uses the Makarov during gameplay, Big Boss himself used one once to hold Volgin up after disarming him, and also attempted to use it on The Boss, but the latter disarmed him before he could get the chance to do so.&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm PM]]&lt;br /&gt;
[[File:MGS3Makarov.jpg|thumb|none|500px|As he is being confronted by KGB agents, Ocelot pulls out a Makarov PM.]]&lt;br /&gt;
[[File:MGS3Makarov2.jpg|thumb|none|500px|Ocelot aims the Makarov PM.]]&lt;br /&gt;
[[File:MGS3Makarov3.jpg|thumb|none|500px|The Makarov in the air.]]&lt;br /&gt;
[[File:MGS3MakarovJam.jpg|thumb|none|500px|The Makarov jams, giving Big Boss a chance to attack.]]&lt;br /&gt;
[[File:MGS3MakarovVolgin.jpg|thumb|none|500px|After seeing through (or rather feeling through) Big Boss's disguise as Major Raikov, Volgin aims his Makarov at him, before deciding to shoot Sokolov in his knees for no reason other than that he can. This gives Big Boss the opening he needs to disarm Volgin.]]&lt;br /&gt;
[[File:MGS3MakarovToss.jpg|thumb|none|500px|When The Boss faces the imposter she is quickly able to disarm Big Boss of &amp;quot;his&amp;quot; Makarov (Actually Volgin's, as Big Boss disarmed him earlier) with CQC.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 39#Mk_22_Mod_0_.22Hush_Puppy.22|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot;]] (a Navy-modified Smith &amp;amp; Wesson Model 39) handgun appears in the game upgraded as the &amp;quot;MK22 Hush Puppy&amp;quot; tranquilizer gun, a non-lethal option compared to the [[M1911A1]]. It can be fitted with a suppressor. The Hush Puppy in the game fires fictional 9mm tranquilizer rounds which, as usual in fiction, are always a perfect dose of anesthetic. As with the real-life gun, it has a slide locking mechanism to eliminate the sound of the weapon cycling after each fired round, which cannot be disengaged. It has a magazine capacity of 8 rounds, and is also available in multiplayer. Snake initially lost the Mk 22 when confronting The Boss on the Dolinovodno bridge late into the Virtuous Mission, although he got another one from EVA when meeting with her. She implies when giving the Mk 22 to Snake that the Mk 22 she gave him was in fact the same one Snake lost earlier.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|350px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[Image:Mgs3mk22.jpg|thumb|500px|none|Mk 22 Mod 0 in the Survival Viewer's model viewer.]]&lt;br /&gt;
[[Image:Mgs31.jpg|thumb|500px|none|Big Boss holding his Mk 22]]&lt;br /&gt;
[[File:MGS3Mk22.jpg|thumb|500px|none|]]&lt;br /&gt;
[[File:MGS3Mk22Close.jpg|thumb|500px|none|Closeup on the Mk 22.]]&lt;br /&gt;
[[File:MGS3Mk22Closer.jpg|thumb|500px|none|Nice shot of the Mk 22.]]&lt;br /&gt;
&lt;br /&gt;
== Shansi Type 17 ==&lt;br /&gt;
The Shansi Type 17, a Chinese copy of the [[Mauser C96]], is Eva's signature weapon, but it is never made available to the player. It is chambered in .45 ACP and has a 10-round capacity in its integral fixed magazine, which must be reloaded using stripper clips. She most notably uses it to shoot and kill several GRU soldiers near the beginning of Operation Snake Eater with a technique known as a &amp;quot;Bandit Shooting,&amp;quot; and then reloads the Type 17 with a single large 10-round stripper clip; this is unusual, since the weapon was usually issued with 5-round clips. EVA loses this weapon when Ocelot knocks it from her hands while in a motorcycle chase.&lt;br /&gt;
&lt;br /&gt;
On a second playthrough, SIGINT explains the &amp;quot;Bandit Shooting&amp;quot; method during a radio call as a way of holding the gun sideways and using the recoil to create a horizontal sweep with the gun to clear a room, and questions where EVA is from.&lt;br /&gt;
&lt;br /&gt;
[[Image:C96-10.jpg|thumb|none|350px|Shansi Type 17 - .45 ACP]]&lt;br /&gt;
[[File:MGS3Type17.jpg|thumb|none|500px|Eva holding her Type 17 Pistol during the motorcycle chase.]]&lt;br /&gt;
[[File:MGS3Type17(2).jpg|thumb|none|500px|Eva's Type 17 after it is knocked out of her hands.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/Machine Pistols=&lt;br /&gt;
&lt;br /&gt;
== M1928A1 Thompson ==&lt;br /&gt;
&lt;br /&gt;
The Pain, a member of The Boss' infamous &amp;quot;Cobra&amp;quot; Special Forces Unit and the second boss of the game, uses a [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|M1928A1 Thompson]] with a stick magazine in his fight with Snake. The Pain's version is made from either bees or hornets [!] and seemingly also fires them; he forms it by shouting &amp;quot;Tommy Gun!&amp;quot; and raising his arm, the hornets forming around it, then somehow managing to make themselves into a wood and metal sub-machine gun that actually functions. It is identified as an M1928A1 rather than a conventional 1928 by its straight foregrip, as opposed to the forward pistol grip on the regular 1928. The M1928A1 is never made available to the player. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1928-A1_T.jpg|thumb|none|400px|M1928A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:ThePainTommy_gun.jpg|thumb|none|400px|The Pain forms his &amp;quot;Tommy Gun.&amp;quot; One frame later, it's a Thompson. You have to feel sorry for the hornet that has to be the firing pin.]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
The [[Skorpion SA|Sa. Vz.61 Skorpion]] machine pistol is the standard-issue weapon for enemies in motorcycle sidecars or for those piloting flying platforms, and can be obtained by the player as well from a storeroom in Groznyj Grad. While modeled with a 20-round magazine, it actually holds 30 rounds of .32 ACP ammunition in-game. It is fitted with a highly anachronistic laser sight the size of a modern one; the laser had only just been invented in 1960, a laser diode which projected a continuous beam at room temperature would not exist until 1970, and the first firearm laser sights, created in the late 70s, were bulky helium-neon gas lasers (the LaserLok sight for the [[American-180]] SMG being about the size of an entire Skorpion) which required a 10,000 volt power supply to switch on. Its iron sights cannot be used, unlike the AK-47 or XM16E1. It has both semi-automatic and fully-automatic firing modes; unlike almost every other firearm capable of fully-automatic fire, it possesses no muzzle climb, even when fired in full-auto. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The real-life weapon uses a closed bolt blow-back system that locks the bolt for a millisecond in the rear position before slamming back home to reduce the immense rate of fire to a controllable 850 RPM, but the in-game version has an unrealistically slow rate of fire. &lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:MGS3Skorpion.jpg|thumb|none|500px|The Skorpion SA Vz 61 in game, modelled with a 20-round magazine that somehow holds 30 rounds. The folding buttstock cannot be unfolded ingame.]]&lt;br /&gt;
[[File:MGS3SkorpionBiker.jpg|thumb|none|500px|A GRU biker aims his Skorpion SA Vz 61]]&lt;br /&gt;
[[File:MGS3SkorpionSAVz61Platform.jpg|thumb|none|500px|After the battle with the Shagohod, GRU soldiers on flying platforms arrive on scene. Note the lack of a magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
The sole shotgun in the game is an [[Ithaca 37]] (referred to as the M37) with a sawed-off stock and barrel, available to the player in the Peschera Cave in-game. It is also used by several members of the Ocelot Unit. Unlike many media depictions of shotguns with tube magazines, characters reloading the Ithaca 37 in this game will use a tube-like device (known in speed-shooting competitions as a shotgun tube speedloader) to insert all four shells into the tube magazine at once. Furthermore, this shotgun is not depicted with iron sights; accordingly, characters using it always fire it from the hip. Similar to other Western weapons and equipment that were used by the enemy, it is implied that the M37's presence in Tselinoyarsk is due to Soviet agents stealing them from various Western-aligned countries, and that their usage was inspired by the British during the Malaysian Emergency.&lt;br /&gt;
&lt;br /&gt;
The Ithaca 37 has a tube magazine capacity of four 12 gauge shells plus one in the chamber, and suffers from drastically decreased damage at range.  This weapon is available in multiplayer, but due to its high close-range damage plus its tendency to knock other player characters down with a hit (an ability it also has when used against most NPCs in the singleplayer game), it was disallowed on many multiplayer servers. &lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|350px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[File:MGS3Ithaca37Model.jpg|thumb|500px|none|M37 in the Survival Viewer's model viewer.]]&lt;br /&gt;
[[File:MGS3Ithaca37.jpg|thumb|500px|none|A member of the Ocelot unit holds his Ithaca 37.]]&lt;br /&gt;
[[File:MGS3Ithaca37(2).jpg|thumb|500px|none|Another member of the Ocelot unit holds an Ithaca 37.]]&lt;br /&gt;
[[File:MGS3Ithaca37(3).jpg|thumb|501px|none|An Ocelot unit member holds an Ithaca 37, while pursuing Big Boss after his escape from Colonel Volgin's torture chamber.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
The standard-issue assault rifle for most of the enemies (both GRU and KGB) is the [[AK-47]]. The AK-47 can also be obtained by the player in Operation Snake Eater, and it is capable of semi-automatic and fully automatic fire. The AK uses 30 round magazines firing 7.62x39mm rounds. The AK-47 is also one of only three long guns which players can use the iron sights for. It was available in multiplayer. As appropriate for its cartridge, the AK-47 has more muzzle climb than the XM16E1 when fired with or without using the iron sights. &lt;br /&gt;
&lt;br /&gt;
A strange note about this weapon, is that on one side of the receiver it has the stamped style indent, and on the other side the milled style indent. Furthermore, despite being standard-issue among enemies who nearly always wear camouflaged uniforms, the AK-47 was never depicted with camouflage of its own.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|450px|none|AKM Stamped Receiver - 7.62x39mm]]&lt;br /&gt;
[[File:MGS3AK47KGB.jpg|thumb|500px|none|A KGB agent with the AK-47.]]&lt;br /&gt;
[[File:MGS3AK47KGB2.jpg|thumb|500px|none|Another view.]]&lt;br /&gt;
[[File:MGS3AK47KGB3.jpg|thumb|500px|none|Close up.]]&lt;br /&gt;
[[File:MGS3AK47GRU.jpg|thumb|500px|none|A GRU soldier at Groznyj Grad with his AK-47.]]&lt;br /&gt;
[[File:MGS3AK47GRUSquad.jpg|thumb|500px|none|A squad of GRU soldiers fire their AK-47s in full-auto at an escaping Big Boss and Eva during the game's motorcycle chase sequence at Groznyj Grad. Despite the fact that they are speeding away in a straight line from this squad, none of their bullets find their marks.]]&lt;br /&gt;
&lt;br /&gt;
== AMD-65 ==&lt;br /&gt;
&lt;br /&gt;
The [[AMD-65]] is a Hungarian-made assault rifle based off of the [[AK-47]] used by the Ocelot Unit. Like the Makarov it is unavailable to the player. According to SIGINT, the Ocelot Unit's AMD-65s were prototypes that were shipped to the Soviet Union for testing.&lt;br /&gt;
&lt;br /&gt;
[[Image:AMD-65.jpg|thumb|none|450px|AMD-65 - 7.62x39mm]]&lt;br /&gt;
[[File:MGS3AMD.jpg|thumb|500px|none|An Ocelot unit soldier with the AMD-65, being held hostage by Big Boss before promptly being slammed to the ground with a CQC move.]]&lt;br /&gt;
[[File:MGS3AMD-63(2).jpg|thumb|500px|none|An Ocelot Unit soldier with the AMD-65.]]&lt;br /&gt;
[[File:MGS3AMD-63.jpg|thumb|501px|none|Another Ocelot Unit soldier with an AMD-65, on the left.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Patriot&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The Boss' signature weapon is the &amp;quot;Patriot,&amp;quot; seemingly a cut-down [[M16A1]] fitted with an anachronistic Beta C-Mag carrying infinite ammunition (claimed to be from its &amp;quot;feed mechanism&amp;quot; being in the shape of an infinity symbol), with no buttstock or front sight, and has the addition of a short, smooth handguard and a muzzle brake. It is partially inspired by the real-life [[M231 Firing Port Weapon]], which was designed to clear enemies from short ranges, around 10 to 20 meters, around the Bradley Infantry Fighting Vehicle, with the weapon's instruction manual strongly advising against using the M231 as an assault rifle. It is not completely based on an M231, due to the presence of a forward-assist and a rear sight which actual M231s do not have.&lt;br /&gt;
&lt;br /&gt;
The Patriot shows some very strange ballistics in a cutscene where The Boss obliterates Big Boss' infiltration vehicle with sustained fire; the fired bullets tumble end-over-end as they exit the barrel, and at least one actually exits the barrel facing backwards. The Patriot is made available to the player right from the beginning of a second playthrough from a previously-cleared game save. &lt;br /&gt;
&lt;br /&gt;
The game also classifies the Patriot as an &amp;quot;assault pistol&amp;quot; (possibly a mistaken fusion of the terms &amp;quot;assault rifle&amp;quot; and &amp;quot;machine pistol&amp;quot;) when in fact, its caliber makes it an ultracompact carbine despite its resemblance to various real-life &amp;quot;AR pistols&amp;quot; (AR-15s cut down and/or possessing modified actions to fire from barrel lengths of 10 inches or less, and often lacking buttstocks). Another possible reason that the Patriot was classified as a type of pistol is the fact that The Boss always fires it one-handed like an oversized handgun, but Big Boss for his part puts his offhand on the weapon's handguard instead. Big Boss can also use the Patriot's rear sight for more accurate shots, though in reality this would be less-than-reliable since the Patriot has no front sight to properly align the weapon. Despite SIGINT describing the Patriot's recoil as &amp;quot;unbelievable,&amp;quot; it is depicted as having no muzzle climb even when fired in full-auto by either The Boss or Big Boss.&lt;br /&gt;
&lt;br /&gt;
The Patriot has a few additional properties unique to it in this game. When used by The Boss in her own boss fight, she becomes immune to anything Big Boss can throw at her if she is firing the Patriot directly at him, necessitating that the player either catch The Boss off-guard with ranged weapons by using stealth, or otherwise counter her CQC attacks to render her briefly vulnerable. Befitting its status as a bonus weapon, it can also be implausibly used to take down in-game helicopters (a feature not carried over to [[Metal_Gear_Solid_4:_Guns_of_the_Patriots|the next MGS game]]). To increase the emotional impact of a certain scene near the end of the game, the player is the one who must prompt Big Boss to fire the Patriot's final in-game shot. &lt;br /&gt;
&lt;br /&gt;
[[Image:Wm 1119951786543207.jpg|thumb|none|400px|Similar-looking Rocky Mountain Arms &amp;quot;M16-Style Pistol&amp;quot; - 5.56x45mm. This has a A2 upper and pistol grip, whereas the weapon in the game has the older A1 upper (simpler rear sight and forward assist but no brass deflector) and an original-style pistol grip.]]&lt;br /&gt;
[[Image:Mgs313.jpg|thumb|none|500px|The Boss firing her &amp;quot;Patriot.&amp;quot;]]&lt;br /&gt;
[[File:MGS3Patriot.jpg|thumb|none|500px|Another angle of the same scene. Note the tumbling bullets.]]&lt;br /&gt;
[[File:MGS3M231.jpg|thumb|none|500px|Right before the final battle The Boss holds her unloaded &amp;quot;Patriot&amp;quot;.]]&lt;br /&gt;
[[File:MGS3M231Load.jpg|thumb|none|500px|The Boss loads her &amp;quot;Patriot&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
The [[M16A1]] appears as the &amp;quot;XM16E1&amp;quot;. It is chambered in 5.56x45mm NATO, has a 20-round magazine, and semi-burst-auto fire modes. It can be distinguished from a real XM16E1 by the full fencing on the lower receiver and birdcage flash hider. It can be obtained in both the Virtuous Mission and Operation Snake Eater. It can also be fitted with a suppressor. It is not used by any NPCs in the singleplayer game. The in-game version was modified by a gunsmith to sport camouflage tape and paint making it more suitable for jungle combat, and thus is the only weapon with its own camouflage. Like the AK-47, players can use the iron sights of this assault rifle. This weapon was available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|500px|M16A1 with 20 round magazine - 5.56x45mm.  What distinguishes it from the original M16 was the addition of a raised rib around the magazine release button, changing of the forward Receiver pins, and the addition of the forward assist button on the upper receiver.]]&lt;br /&gt;
[[File:MGS3XM16E1.jpg|thumb|500px|none|The XM16E1 ingame.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles / Designated Marksman Rifles=&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Sniper Rifles in the game's singleplayer mode have a degree of &amp;quot;scope glint&amp;quot; that can give away the user's location (when used by NPCs) or alert NPCs to the player character's general location under certain circumstances.&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
The [[Mosin Nagant]] is The End's signature weapon, The End being the game's fourth boss and the third member of the Cobra unit that the player faces. It is a single-shot, manually-chambered rifle that has been modified to fire tranquilizer darts, and can be obtained by the player if The End is beaten with a stamina kill. It features the standard Soviet PU 3.5x scope as well as a custom-fitted folding skeleton stock and pistol grip. This weapon was available in multiplayer. For some reason, the rifle makes a loud report when used by The End during his boss fight, but it makes next to no firing noise when used by player characters, even though there is no way to fit a suppressor to the in-game weapon.&lt;br /&gt;
&lt;br /&gt;
If contacted while Big Boss is holding the rifle, SIGINT will speculate that the skeleton stock and pistol grip were fitted for parachute jumps, but in the end simply says the master sniper must have known what he was doing when he had them fitted. SIGINT also advises Big Boss to go for &amp;quot;One shot, one kill&amp;quot; due to the bolt-action nature of the rifle, in spite of the fact that its tranquilizer ammunition makes it incapable of directly killing NPCs. Contrary to SIGINT's advice, the Mosin Nagant's lengthy reload animation can be bypassed by quickly unequipping and re-equipping it, like every other firearm in this game. &lt;br /&gt;
&lt;br /&gt;
Besides The End's Mosin Nagant, non-sniper versions of the rifle (presumably unmodified) also briefly appear in several cinematic scenes as the main firearm of various Soviet foot soldiers during a military parade, based on [http://www.youtube.com/watch?v=TTClok-ujMM actual footage] of the May Day parades on Red Square.&lt;br /&gt;
&lt;br /&gt;
[[File:M9130.jpg|thumb|none|490px|Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|490px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[File:MGS3MosinNagant.jpg|thumb|none|500px|Mosin Nagants seen in the footage.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd.jpg|thumb|none|500px|The End takes aim with his Mosin Nagant.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd2.jpg|thumb|none|500px|Another view.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd3.jpg|thumb|none|500px|A third view. Note that The End's age spots had disappeared due to photosynthesis earlier.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd4.jpg|thumb|none|500px|The End taking aim while kneeling.]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
Another sniper rifle in the game is the [[SVD Dragunov]], which had only just begun serial production in the game's timeframe, a possible sly nod to the rare PSG-1 used in MGS1. It has two zoom options, and be seen being used by a member of the Ocelot Unit during an ambush shortly after Big Boss meets Eva, or at Sokrovenno if the player kills The End before his boss fight in Operation Snake Eater. It fires the same round as the Mosin-Nagant, the 7.62x54R cartridge from a 10 round magazine, but fires semi-automatically, and for some reason is shown to have no recoil-caused muzzle jump if Big Boss' stamina is high when firing, nor even barrel sway when aiming in this condition; this is unlike MGS2, where sniper rifles often swayed a great deal unless a certain item was used. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:MGS3SVDModel.jpg|thumb|none|500px|SVD in the game.]]&lt;br /&gt;
[[File:MGS3SVD.jpg|thumb|none|500px|Big Boss, assisted by Eva, aims his SVD Dragonov at the C3 charges mounted on a bridge in an attempt to destroy the Shagohod piloted by Colonel Volgin.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
The light machine gun configuration of the modular [[Stoner 63]] weapon system is also used in the game. It holds 101 rounds of 5.56x45mm ammunition in the belt and Big Boss yells Rambo-style while firing it. It is available in multiplayer, but only as a pick-up weapon (i.e., it is not a weapon the player character can spawn in with). The weapon's iron sights cannot be used. The Stoner 63 can be found around the midpoint of the singleplayer game after facing the third boss enemy, or in a weapons shack at Groznyj Grad. The latter will remain available if the weapon was not previously picked up, even after Big Boss is stripped of all his ammunition and almost all his weaponry after his torture session, making it a valuable (if noisy) asset during that portion of the game. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|500px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:MGS3Stoner63Model.jpg|thumb|none|500px|Stoner 63 in the game.]]&lt;br /&gt;
[[File:MGS3Stoner63.jpg|thumb|none|500px|An Ocelot unit member with the Stoner 63 while Big Boss takes him down.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades= &lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet Grenade==&lt;br /&gt;
&lt;br /&gt;
A fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for three types of in-game grenade: Chaff, Stun and Smoke.&lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, and to fool the guidance systems of guided missiles fired at Big Boss. The game implies that this grenade variant was developed in the Soviet Union. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. They are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. In-game, they are stated to have been developed by the Soviets. They are available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
Smoke grenades are implied to have been developed by the Soviets in Tselinoyarsk (this is not really something that needed explaining since smoke grenades were common in World War 2) and according to SIGINT use a combustion agent combining zinc oxide, ammonium chloride (which is wrong, ammonium chloride is a product of the reaction, the base material is usually hexachloroethane), aluminum and &amp;quot;some other stuff,&amp;quot; and releases a grayish-white smoke. It also has a tear-gas like effect on enemy soldiers and attack dogs: this is accurate, since the smoke from such grenades includes toxic zinc chloride, a skin and eye irritant and severe respiratory irritant. They are available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
The most common hand grenades in the game are Russian [[RGD-5 hand grenade]]s. They are used by GRU soldiers, and can also be obtained by Big Boss in various areas in the game. The Pain also carries them, but instead of throwing them he orders his bees to carry and drop them at Snake's location (shooting them while they are held aloft by his bees will cause them to prematurely detonate). They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rdg5.jpg|thumb|none|250px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:MGS3RGD5.jpg|thumb|none|500px|The RGD-5 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M15 White Phosphorus Grenade==&lt;br /&gt;
The body of the game's &amp;quot;WP grenade&amp;quot; appears to be based on the American M15 grenade, the WW2-era precursor to the more familiar [[M34 White Phosphorous grenade]], fitted with the same Soviet UZRGM fuze as the other grenade types.&lt;br /&gt;
&lt;br /&gt;
The in-game depiction is extremely unrealistic with the M15 basically filled with magic set-people-on-fire powder: it hardly produces any smoke (the real device was designed primarily for use as a smoke grenade), and unlike real WP smoke, the smoke the in-game grenade produces does not block thermal vision in any meaningful way.&lt;br /&gt;
&lt;br /&gt;
[[Image:M15-W-P-smoke-grenade-300315-1.JPG|thumb|none|250px|'''Replica''' M15 white phosphorous grenade]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] also makes an appearance in the game, which takes place three years after it was introduced. It is obtainable by the player and used several times by enemies. It has PGO-7 scope attached to it for accurate aiming, and is the most powerful weapon in the game, able to instantly kill large groups of enemies in one hit. The primary use of the RPG-7, however, is fighting Volgin's massive &amp;quot;Shagohod&amp;quot; vehicle, which is only vulnerable to fire from heavy weapons. Although the player can utilize any weapon to finish off the Volgin/Shagohod phase of the battle, the cutscene immediately after the battle implies that Big Boss finished off Volgin with the RPG-7. This weapon is available in multiplayer, but only as a pick-up weapon and not a weapon the player character can spawn in with. Snake also uses the RPG-7 in a cutscene during the escape from Groznyj Grad, where he used it to save Ocelot from collapsing rubble from the smoldering ruins of the hangar area after the latter recklessly drove ahead, and was also implied to have used it against the Shagohod earlier in the same cutscene when he notes that the mech's armor was such that the RPG-7 couldn't even put a dent in it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MGS3RPG7Model.jpg|thumb|none|700px|The RPG-7 in game.]]&lt;br /&gt;
[[File:MGS3RPG7.jpg|thumb|none|500px|Big Boss aims the RPG-7 in the finale.]]&lt;br /&gt;
[[File:MGS3RPG7Warhead.jpg|thumb|none|500px|The warhead in flight.]]&lt;br /&gt;
[[File:MGS3RPG7Empty.jpg|thumb|none|500px|Big Boss strikes a pose with an empty RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
=Vehicle/Platform-mounted Weaponry=&lt;br /&gt;
&lt;br /&gt;
==130mm M-65 rifled gun L/60==&lt;br /&gt;
&lt;br /&gt;
The 130mm M-65 rifled gun L/60 is mounted onto at least 6 Obyekt 279s (spelled &amp;quot;Objekt 279s&amp;quot;) seen in-game. However, they were never used, as an enraged Volgin proceeded to total them while driving the Shagohod around Groznyj Grad. The tanks' history was explained in a radio call to SIGINT, where it implies that Volgin managed to secretly restart development of the tanks with the use of the Philosophers' Legacy.&lt;br /&gt;
&lt;br /&gt;
==Afanasev A-12.7==&lt;br /&gt;
&lt;br /&gt;
The [[Afanasev A-12.7]] is mounted on all the Mi-24A  helicopters in the game. Technically anachronistic, although various Codec calls implied that the choppers, alongside the gun itself, had been created far earlier than expected due to Volgin's use of the Philosophers' Legacy.&lt;br /&gt;
&lt;br /&gt;
[[File:Afanasev A-12.7.jpg|thumb|none|450px|Afanasev A-12.7 mounted on a Mi-4A helicopter -  12.7x108mm]]&lt;br /&gt;
[[File:MGS3HindAYak-B.jpg|thumb|none|500px|The Mi-24A with the A-12.7.]]&lt;br /&gt;
&lt;br /&gt;
== DShK == &lt;br /&gt;
&lt;br /&gt;
Able to commandeered by the player, [[DShK heavy machine gun]]s are found throughout the game. They are also mounted on Volgin's &amp;quot;Shagohod&amp;quot; hovertank, and Volgin uses them if he's not using the central volley gun in the &amp;quot;mouth&amp;quot; of the Shagohod. In the cutscene where Snake and EVA make it to the runway on Groznyj Grad, Volgin has the Shagohod's onboard DShK weaponry fire at the GRU soldiers who were trying to stop Snake and EVA (and later firing several rounds onto a Hind A), obviously not wanting to be delayed in trying to kill his quarry due to his irritated curse when seeing the soldiers in front of him.&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|Russian DShK 38/46 - 12.7x108mm]]&lt;br /&gt;
[[File:MGS3DShK.JPG|thumb|none|500px|A mounted DShK.]]&lt;br /&gt;
[[File:MGS3DShKShagohod.jpg|thumb|none|500px|The DShk mounted on the Shagohod.]]&lt;br /&gt;
&lt;br /&gt;
== ZU-23-2 ==&lt;br /&gt;
&lt;br /&gt;
The [[ZU-23-2|ZU-23-2]] is a 23mm Soviet anti-aircraft gun. They can be commandeered by Big Boss and are capable of shooting down helicopters and flying platforms. They are found in the mountains of Tselinoyarsk and in the final battle with the Shagohod.&lt;br /&gt;
&lt;br /&gt;
[[Image:ZU-23.jpg|thumb|none|400px|ZU-23-2 Anti-Aircraft gun - 23x152mm]]&lt;br /&gt;
[[File:MGS3ZU-23.jpg|thumb|none|500px|The ZU-23-2 behind Eva.]]&lt;br /&gt;
&lt;br /&gt;
==M1931 Field Gun==&lt;br /&gt;
&lt;br /&gt;
A battery of Soviet M1931 field guns is seen in a cutscene describing The Boss's &amp;quot;involvement&amp;quot; in &amp;quot;The Bay of Pigs.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
[[Image:M1931 Field Gun.jpg|thumb|none|450px|Soviet M1931 (A19) field gun displayed in Hämeenlinna Artillery Museum, Finland - 122mm]]&lt;br /&gt;
[[File:MGS3UnknownAAGun.jpg|thumb|none|500px|Stock film shows a battery of Soviet M1931 field guns firing, most likely during either World War 2 or in Cuba.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==C3==&lt;br /&gt;
The predecessor to the C4 used in other games, it was composed of 77% RDX and 23% plasticizer, could be molded into any shape, and is stable enough to not be detonated by gunfire. Big Boss used it to destroy the Shagohod's hangar, and was likewise used by Eva to rig the rail bridge out of Groznyj Grad to deter pursuit when they were to leave for Rokovoj Bereg. In the latter case, it's also implied that she modified the C3 to contain detonators that will automatically set off when physically touched, presumably as a precaution in case an EOD was tasked to the bridge upon the explosives' discovery, which was later used to Big Boss' advantage when he had to snipe the C3 to blow the bridge underneath Volgin and the other GRU members.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS3C3Block.jpg|thumb|none|500px|A block of C3.]]&lt;br /&gt;
[[File:MGS3C3Heart.jpg|thumb|none|500px|Eva makes a heart made of C3.]]&lt;br /&gt;
[[File:MGS3C3.jpg|thumb|none|500px|The C3 being planted on the liquid rocket fuel tanks of the Shagohod's hangar.]]&lt;br /&gt;
[[File:MGS3C3Butterfly.jpg|thumb|none|500px|The final block of C3 molded into the shape of a butterfly, just before Big Boss slams it onto the timer of the bomb. While he doesn't have a personal timepiece to keep track of the remaining time on the bombs (unlike Raiden of [[Metal Gear Solid 2]]), he does have some supernatural help telling him just how much time he has left before detonation. The butterfly-C3 also appears in Super Smash Bros Brawl.]]&lt;br /&gt;
[[File:MGS3C3Pack.jpg|thumb|none|500px|The pack of C3 on the bridge.]]&lt;br /&gt;
&lt;br /&gt;
== Big Joe 5 and Little Joe Crossbows ==&lt;br /&gt;
&lt;br /&gt;
The Fear uses a pair of crossbows, at least once of which has bolts laced with the venom of the Brazilian Wandering Spider, often said to be the most fearsome spider venom in the world. The &amp;quot;William Tell&amp;quot; is a &amp;quot;Big Joe 5&amp;quot; crossbow (some sources indicate this may have been a real nickname of the Big Joe 5) while the &amp;quot;Little Joe&amp;quot; uses its real name. Both were developed by the OSS during World War II, the &amp;quot;Big Joe 5&amp;quot; being intended for use at up to 200m while the &amp;quot;Little Joe&amp;quot; was a smaller device intended for eliminating sentries silently, for usage by the British military. The Big Joe 5 was only produced in very limited quantities, while the Little Joe never underwent production at all; surviving crossbows are rare, and the darts even rarer. Neither crossbow is ever available to the player. Ocelot does, however, threaten Tatyana with the Little Joe, in a scene Big Boss can watch by spying on them in Groznyj Grad from a mountaintop.&lt;br /&gt;
&lt;br /&gt;
[[Image:BJ5.jpg|thumb|400px|none|Big Joe 5 crossbow.]]&lt;br /&gt;
[[File:Little Joe Crossbow.jpg|thumb|none|400px|Little Joe crossbow.]]&lt;br /&gt;
[[File:MGS3FearCrossbow.jpg|thumb|none|500px|The Fear with his &amp;quot;William Tell&amp;quot; Big Joe 5 crossbow.]]&lt;br /&gt;
[[File:MGS3FearsCrossbow2.jpg|thumb|none|500px|The Little Joe on the ground.]]&lt;br /&gt;
[[File:MGS3FearsCrossbowSpin.jpg|thumb|none|500px|Ocelot spins the Little Joe.]]&lt;br /&gt;
[[File:MGS3CrossbowBoltCloseup.jpg|thumb|none|500px|The bolt of the Little Joe.]]&lt;br /&gt;
&lt;br /&gt;
== The Fury's Flamethrower ==&lt;br /&gt;
&lt;br /&gt;
During The Fury's boss battle, he uses a custom flamethrower which appears to be a highly reworked version of the German [[Flammenwerfer 41]]. According to SIGINT, The Fury's flamethrower uses UDMH (unsymmetrical dimethylhydrazine) and NTO (nitrogen tetroxide), a rocket fuel mixture, rather than the usual incendiary liquids used in flamethrowers. Since UDMH / NTO burns at about 3,000 degrees, firing the weapon once in a confined space should probably have killed both The Fury and Big Boss, The Fury twice over since it would fire him violently backwards ''because he is holding a rocket''. Luckily, The Fury does not seem to realise that both chemicals are ridiculously toxic if inhaled and if he just sprayed one fuel tank into the air of the enclosed room they are in, Big Boss would at least be incapacitated, if not killed outright.&lt;br /&gt;
&lt;br /&gt;
[[Image:Flammenwerfer 41.jpg|thumb|none|400px|Flammenwerfer 41 flamethrower]]&lt;br /&gt;
[[File:MGS3FuryFlamethrower.jpg|thumb|none|500px|&amp;quot;Everyone calls me Ben for some reason, can't they see my name is Ned?&amp;quot;]]&lt;br /&gt;
[[File:MGS3FuryFlamethrowerTanks.jpg|thumb|none|500px|The flamethrower tanks on The Fury's back. The yellow flames are certainly not implying the kind of heat his weapon would generate; the jet should look like he is pumping out burning magnesium.]]&lt;br /&gt;
&lt;br /&gt;
==Lipstick Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Kiss of Death&amp;quot; is based on a KGB-issue 4.5mm single-shot pistol disguised as lipstick, one example of which was captured in West Berlin at an American checkpoint during the Cold War. In Tatyana's first appearance during the Virtuous Mission, Volgin forcibly confiscates the kiss of death from her when he notices her reaching for it, thus resulting in them suspecting she was KGB, although Volgin gives it back to her anyway, thinking she'll prove useful. Tatyana is implied to be using one when she attempts to threaten Sokolov into giving up the Shagohod's test data, but it turns out to be ordinary lipstick. She later tries to use the real one from earlier against Volgin, only to have him twist her arm (and the gun's barrel) away before she can trigger it. &lt;br /&gt;
&lt;br /&gt;
There were originally going to be more espionage devices in ''Snake Eater'' besides the Kiss of Death, the chloroform-laced handkerchief, and the Cigarette Narcosis Gun (a disguised chemical dispenser that sprays knockout gas a short distance), but these plans were dropped after the Beltway Sniper shootings forced Kojima and his team to abandon going to the International Spy Museum to research more on spy devices used during the Cold War.&lt;br /&gt;
&lt;br /&gt;
[[Image:KissofDeath.jpg|thumb|none|400px|&amp;quot;Kiss of Death&amp;quot; KGB lipstick gun at the International Spy Museum - 4.5mm]]&lt;br /&gt;
[[File:MGS3KissofDeath.jpg|thumb|none|500px|Colonel Volgin inspects the Kiss of Death after taking it from Tatyana shortly after the Virtuous Mission fails.]]&lt;br /&gt;
&lt;br /&gt;
== MON-50 anti-personnel mine ==&lt;br /&gt;
&lt;br /&gt;
These camouflaged landmines are occasionally encountered in the jungle. They are triggered by Big Boss' proximity to their frontal arc rather than through a trip wire or command detonation through a wire as in the real life version. They can be found using a mine detector (which uses a sound beacon) or seen easily through Big Boss' thermal goggles (the latter being a gameplay mechanic inherited from previous games). The game implies that the proximity detonation was a modification made by the GRU soldiers stationed in Tselinoyarsk after they stole several copies from American stores. Several claymores are also placed in Bolshaya Past South to further deter intruders. As with their incarnation in MGS2, placing MON-50 mines while holding down the &amp;quot;fire&amp;quot; button will outline (in red laser light) the mine's trigger zone. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
Although the mines are explicitly referred to as &amp;quot;Claymores&amp;quot; in-game, the weapon bears a stronger resemblance to the MON-50 anti-personnel mine. Humorously, Sigint, when called about the weapon, alludes to the MON-50's development (it entered service the year after the game takes place) by mentioning that the Russians will soon develop &amp;quot;Claymoreski mines&amp;quot; since the Claymore's design is extremely easy to replicate.&lt;br /&gt;
&lt;br /&gt;
[[File:MON-50.jpg|thumb|none|250px|MON-50 anti-personnel mine]]&lt;br /&gt;
[[File:MGS3Claymore.jpg|thumb|none|500px|MON-50 in-game.]]&lt;br /&gt;
&lt;br /&gt;
== M2 Flamethrower ==&lt;br /&gt;
&lt;br /&gt;
The [[M2 Flamethrower]] appears in the game and is used by several specially-suited GRU flame troopers on the Krasnogorje mountain in Tselinoyarsk. While unavailable to the player in the singleplayer portion of the game, it is available to as a pick-up weapon in the multiplayer mode, and has infinite ammunition there. Somewhat unrealistically, shooting the fuel tanks on the backs of the GRU flame troopers in singleplayer with a lethal weapon will immediately cause them to be engulfed in a ball of fire, although SIGINT implies in a radio conversation that they had their fuel tanks self destruct upon defeat in order to avoid capture. In addition, the same radio conversation also reveals that they had procured the flamethrowers from American forces for study purposes, and that the GRU flame troopers were most likely planning to use the flamethrowers specifically against Big Boss, implying that they were doing so under Volgin's orders because he wanted revenge against Big Boss for killing off three of the Cobra Unit members by that point (or if the player kills more soldiers, doing it on their own volition to avenge their comrades). &lt;br /&gt;
&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|250px|M2 Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
==M-388 Davy Crockett==&lt;br /&gt;
&lt;br /&gt;
The M-388 Davy Crockett tactical nuclear recoilless rifle is a key plot device. Neither the launcher nor its ammunition are ever made available to the player.&lt;br /&gt;
&lt;br /&gt;
At the end of the Virtuous Mission (the game's prologue where Big Boss is sent to extract the scientist Sokolov), The Boss is seen with a launcher and one fictional (though not physically impossible; see below) high-yield warhead, and promptly gives them to Colonel Volgin as a &amp;quot;gift&amp;quot; for her &amp;quot;new hosts.&amp;quot; Volgin then uses it to destroy Nikolai Sokolov's OKB-754 research facility, by firing it in the most ill-advised manner possible--hefting and triggering the launcher with his own hands(!). The resultant nuclear detonation triggers the events of Operation Snake Eater. The Boss later duplicates Volgin's feat by firing the second warhead (again, by hand, and even though she only had one warhead during the handover) to obliterate Groznyj Grad and Graniny Gorki. Johnson and SIGINT mention that she stole it from a military base, although the debriefing in the ending implies that the United States faked the theft and had supplied The Boss with the launcher and its ammunition to begin with. &lt;br /&gt;
&lt;br /&gt;
In reality, the launcher, two warheads, and their cases would weigh over three hundred kilograms, but both The Boss and Volgin are depicted in the game as being able to carry this entire load unassisted. The director's commentary for the game indicated that this was deliberate in order to showcase The Boss's physical strength. The real-life Davy Crockett's warheads were also fairly anemic for nuclear weapons, providing the explosive power of just 10-20 tons of TNT (in fact the warhead's primary damage mechanism would be radiological, from the ionising radiation and fallout), as higher-yield warheads would catch anyone firing the weapon in the blast radius given the weapon's limited range of 2 km for the M28 version and 4 km for the M29 version. The game handwaves the unrealistically massive destruction caused, by having SIGINT claim that the warheads used were experimental models with a higher yield than regular Davy Crockett warheads; this is not actually impossible, since the W54 warhead used by the Davy Crockett was also used by the Mk 54 Special Atomic Demolition Munition, which had a yield of up to one kiloton. The game also implies that the blast radius was at least three miles (or that the wind carried fallout that far), as Volgin's usage of the Davy Crockett in the Virtuous Mission was mentioned to have caused nuclear fallout at Rassvet potent enough that none of Volgin's forces could go there unprotected, when the briefing made clear that Tselinoyarsk was three miles west of the Sokolov Design Bureau. This is more than a little unlikely, since if the weapon had a vastly higher yield than normal while being the same size, there would be less highly radioactive unreacted material to scatter as fallout.&lt;br /&gt;
&lt;br /&gt;
Of more immediate concern is that launcher is shown launching warheads as if they are self-propelled, which Davy Crockett warheads are not: instead, a propelling charge about the size of a LAW rocket launcher has to be inserted into the barrel, followed by a &amp;quot;launching piston&amp;quot; which transfers the force of the explosive to the projectile. Without this charge, the nuke would not leave the barrel of the launcher. Though the warhead is only armed by firing, it requires the setting of a timer safety dial on the base of the round to actually function; no character is ever shown setting this, and unless the timer was set to at least one second the warhead would never arm. In addition, firing the launcher in reality required the use of a triggering device linked to a cable that unwound from the back of the loaded launcher, with the device having no actual trigger of its own.&lt;br /&gt;
&lt;br /&gt;
The real-life Davy Crockett was also inaccurate in testing and required the use of a spotting rifle to put its warheads on target, along with a tripod mount to offer a stable firing platform and the ability to precisely adjust the weapon's trajectory. Neither of these components are used by Volgin or The Boss. Though Volgin's case might be forgiven as an unlikely case of &amp;quot;point shooting&amp;quot; with the launcher tube and the fact that his target was visible to him, The Boss manages to place the warhead in the precise area necessary (via a ballistic, non-line-of-sight trajectory, no less!) to destroy both Graniny Gorki and Groznyj Grad, with no sign of having dialled in the correct trajectory beforehand (as that would require spotting shots and the tripod mount).&lt;br /&gt;
&lt;br /&gt;
[[File:Davy Crockett Nuke.jpg|thumb|none|250px|M-388 Davy Crockett on M29 launcher - 155mm with 37mm spotting rifle. The version in the game appears to be based on the smaller 120mm M28 launcher with the 20mm spotting rifle (which had to use depleted uranium rounds to match the warhead's trajectory) misplaced and used as a carry handle.]]&lt;br /&gt;
[[File:MGS3Davy.jpg|thumb|none|500px|The two pieces of the Davy Crockett.]]&lt;br /&gt;
[[File:MGS3DavyWarhead.jpg|thumb|none|500px|The warhead. Oddly, despite it being repeatedly stated later on that The Boss stole ''two'' warheads and the second one being used, there is only one when the launcher is handed over.]]&lt;br /&gt;
[[File:MGS3DavyLanucher.jpg|thumb|none|500px|The launcher tube, minus the tripod mount needed to provide a stable firing platform.]]&lt;br /&gt;
[[File:MGS3DavyBlackblast.jpg|thumb|none|500px|The backblast from firing. It's a miracle that it didn't kill everyone on the chopper.]]&lt;br /&gt;
&lt;br /&gt;
==TNT==&lt;br /&gt;
&lt;br /&gt;
Big Boss can find and attach TNT bundles on various surfaces (even on the backs of wandering enemies) for explosive detonation via radio trigger. They can also be used to demolish ammunition and food storage areas, causing guards to become hungry, slower to react, easier to knock out via CQC attacks, and to run out of ammunition faster. They can also be used to save some trouble later on by blowing up a Mil Mi-24 Hind A that was being parked at the Bolshaya Past base for maintenance.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS3TNT.jpg|thumb|none|500px|The TNT in game.]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
In real life, the Shagohod's Phase 2 as a concept would not be feasible at all, as firing a missile from a Shagohod-like launcher would have an utterly negligible impact on the overall velocity of the missile: starting from 300 miles per hour instead of 0 means very little when the weapon has to accelerate to around 14,000 miles per hour, and would certainly not save enough fuel to almost double the weapon's range. In addition, the guidance of ballistic missiles is inertial, based on a known starting location, and launching it at speed and at a non-vertical angle could not be done with the missile's existing guidance system.  Finally and most obviously, Shagohod is said to fire the SS-20 &amp;quot;Sabre&amp;quot; IRBM, a weapon that would not be deployed until 1976. SS-20 appears to have been used because the equivalent period missiles, SS-4 Sandal and SS-5 Skean, used gantry launchers rather than a launch tube and were liquid-fuelled, and thus would probably look rather silly on the Shagohod.&lt;br /&gt;
&lt;br /&gt;
There are also several other problems to take into account for the Shagohod itself. Firstly, fundamentally the Shagohod would be detectable by satellites. The script ignores that all weapon systems have a logistical footprint, and the more high-tech, the bigger it is. A Shagohod would need specialised vehicles to fuel, maintain, tow and transport it, storage facilities for dangerous hypergolic rocket fuels, stockpiles of spare parts, workshops, support crew housing, communications to pass it targeting information, and so on. In addition, the vehicle needs a three-mile runway pointing roughly towards its target, and since it pulls itself with augers it would probably need either a special surface or to re-surface the runway every a vehicle made a launch run.&lt;br /&gt;
&lt;br /&gt;
In addition military vehicles cannot run 24/7; usually a significant percent of vehicles will not be available for operation at any given time because they are undergoing routine maintenance or being repaired. With something as complex and cutting-edge as the Shagohod having 25% of vehicles operational would be pretty impressive, which would mean multiple vehicles would be needed. Assuming this availability level, an operational Shagohod battery would probably consist of four or more likely five vehicles to ensure there was one ready-to-go when a launch order came. Needless to say, this would require an entire purpose-built complex that any idiot could find.  These extreme requirements would also preclude Volgin's plan to export the vehicle as a means of nuclear proliferation, since few client states would have the ability to maintain such a facility.&lt;br /&gt;
&lt;br /&gt;
Crew training would also be an issue; with a normal ballistic missile a launch drill can be run without ever opening the silo doors, but a drill run with a Shagohod would look exactly like a real launch to anyone observing. A satellite would be able to spot the rocket exhaust from the vehicle itself, and there would be no way of knowing if it was going to launch a warhead on this run or not unless the entire launch tube had been removed. &lt;br /&gt;
&lt;br /&gt;
Additionally, the US and Soviet Union in real life had systems exactly like what the Shagohod is meant to represent already, respectively  the Polaris and SS-N-5 SLBMs, which had been around since 1960 and 1963. Ballistic missile submarines do not need runways, can hide in about 70% of the Earth's surface and are much harder to detect. They fit into a role of nuclear deterrence called ''assured second strike'', the principle that even if the enemy manages a first strike, they will not be able to prevent a large-scale nuclear retaliation. Shagohod would only be dangerous if nobody knew what they were looking for, and would really only be good for one launch, ever, before it was relegated to the second strike role. &lt;br /&gt;
&lt;br /&gt;
The script also appears to be unaware that satellites and spyplanes were not the only system for detecting ICBM launches: the US had the RCA 474L Ballistic Missile Early Warning System (BMEWS), a network of 12 radar sites built from 1960-1964 and designed to provide a 15-25 minute warning of approaching missiles, more than enough time to order a counter-launch before impact. Moreover, the Soviets knew this, since data on the system had been leaked in 1961, so Volgin would probably have ended up cancelling the first-strike focused Shagohod himself.&lt;br /&gt;
&lt;br /&gt;
One possibly-intentional point of realism, though, is that the Shagohod's development (as a mobile land launch system) in 1964 ''is'' in line with period Soviet missile doctrine: the R-9 missile (one of two ICBMs identified as SS-8 Sasin) was originally intended to be a mobile system to thwart a first strike against Soviet silo complexes by NATO (though using wheeled launcher trucks instead of a hovercraft-thing): this was changed to a dual project developing silo-launched and mobile versions, but the mobile version never achieved the desired mobility and that part of the project was ultimately scrapped.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Stealth]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_2:_Sons_of_Liberty&amp;diff=1143404</id>
		<title>Metal Gear Solid 2: Sons of Liberty</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_2:_Sons_of_Liberty&amp;diff=1143404"/>
		<updated>2017-12-04T21:28:17Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Makarov PM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid 2: Sons of Liberty&lt;br /&gt;
|picture = Metalgear2boxart.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2001&lt;br /&gt;
|developer=KCEJ&lt;br /&gt;
|platforms=Playstation 2&amp;lt;br&amp;gt;PC&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
The majorly-anticipated sequel to the bestselling ''[[Metal Gear Solid]]'' and a bestseller in its own right, '''Metal Gear Solid 2: Sons of Liberty''' continues the story of Solid Snake in 2007 as he attempts to infiltrate a tanker to obtain photographic evidence of a new model of Metal Gear, the series' eponymous bipedal armoured combat vehicle, aboard an ocean-bound tanker in the lower New York harbour. The mission fails spectacularly, leaving the player to control a freshly-minted Foxhound agent, codenamed Raiden, who is sent in to infiltrate an environmental cleanup plant located at the site of the Tanker sinking, two years on, to deal with a terrorist takeover by a group named the &amp;quot;Sons of Liberty&amp;quot; during a presidential inspection tour. As with Solid Snake's previous adventure, Raiden himself discovers much about his mission he was not initially told, and as the terrorists' machinations unfold, he is left to question everything he knew about his superiors' motives, the terrorists' true objective, and even his own identity. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game ''Metal Gear Solid 2: Sons of Liberty'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
'''Metal Gear Solid 2''' (referred to as MGS2 for the rest of this document) introduced a few new features with regards to ingame firearms over its prequel. The first and most obvious change was the addition of shooting from First-Person View (FPV) for all ingame weapons. Whereas FPV was used mostly to get a player-character's-eye view of an area in the previous installment and was used only for shooting with a few weapons, MGS2 allowed for players to aim and fire all its weapons in FPV. Unfortunately, due to the PS2 controller's gimmick of pressure-sensitive face buttons, aiming a fully-automatic weapon (among a few other miscellaneous actions, such as gently peeking through a locker's vent grille without noisily hitting the player character's head on the door while hiding in a locker) requires the player to half-hold the fire button, which, while not quite as easy to mess up as the throat-slitting CQC command in ''MGS3'', is not particularly precise since the square button does not have a great deal of distance between half-pressed to aim and fully-pressed to fire. This also meant that the game's ports to other consoles without pressure-sensitive face buttons or the PC made aiming such weaponry without simultaneously firing it impossible. Aiming semi-automatic weaponry in this game, however, had a much easier method of simply holding the button to aim and releasing it quickly to fire; slowly letting pressure off the button will lower the weapon without firing it. &lt;br /&gt;
&lt;br /&gt;
The introduction of FPV shooting was also accompanied by an emphasis on targeting specific body parts of enemies to achieve better results than centre-mass hits would. While this allowed for somewhat-realistic effects (such as a shot to the head or heart of an unarmoured NPC instantly killing that NPC), the developers went a degree further, to the point that ingame helmets of any kind were incapable of stopping bullets of any type, and hitting both of a human enemy's arms or legs with lethal bullets would cause most of them to count as &amp;quot;killed.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In addition to FPV and its related shooting mechanics, MGS2 was the first game in its series where player characters had the ability to use guns in melee attacks to subdue opponents with non-lethal force. Despite the series' tendencies towards realistically-depicted weaponry, MGS2 also started a long-running trend of many ingame characters firing unrealistically-long bursts from fully-automatic-fire-capable weapons during cutscenes, something that would continue to be featured throughout the rest of the '''Metal Gear Solid''' series despite the fact that no ingame weapon in this title is modelled with a large enough magazine to support such long bursts, and the fact that fully-automatic fire generally isn't recommended for most real-life applications due to its inaccuracy. Recoil-induced accuracy penalties are not modeled in this game for player characters (and a few bosses), however, so a long burst of fully-automatic fire will be just as accurate as single shots.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta XM9==&lt;br /&gt;
Solid Snake always begins the Tanker chapter of the game with a specially-modified [[Beretta M9]] fitted with a suppressor and loaded with tranquilizer rounds that will knock out enemies. Otacon misidentifies it as a &amp;quot;M92F&amp;quot;, but Snake corrects him that it is an M9. To keep noise down from cycling a new round, the slide is locked closed and Snake must cock the gun manually after every shot. It is also fitted with a laser sight attached to the trigger guard. If the Very Easy difficulty is selected when starting a new game, Raiden will start with the M9 already in his inventory at the beginning of the Plant Chapter. On Easy, the M9 is hidden somewhere in the first area of the game; higher difficulties require the player to search the warehouse in Strut F to find one. If contacted via CODEC, Iroquois Pliskin implies that the M9 located on the Big Shell was the result of Philanthropy fanboys replicating the M9 in honor of the failed Tanker mission. Some Marines in the Tanker chapter cutscenes are equipped with the weapon as well, but theirs do not have suppressors and are loaded with lethal rounds, which the player cannot use. Certain guards who are held up with this weapon will somehow recognize it as a tranquilizer weapon and thus will not give up their items unless the player switches to a lethal weapon instead.&lt;br /&gt;
&lt;br /&gt;
This pistol is based on the Beretta XM9, a handgun that was made in collaboration with KAC. The suppressor is a quick-detach type that fits onto notches in the barrel, rather than being screwed onto a threaded barrel (as is more common with handgun suppressors). A device is fitted on the frame and locks into the slide stop and prevents it from reciprocating when the shot is fired (the real-life version allows for disengaging of the slide stop, but this ability is not emulated in game). After the shot is fired, the device slides out of the stop so that the slide can be manually racked to extract the spent casing. &lt;br /&gt;
&lt;br /&gt;
Unlike many games of its time, the M9's Double-Action/Single-Action nature (in other words the gun can be fired without needing to cock the hammer, whereupon after the hammer will remain cocked for a lighter trigger pull until de-cocked) is emulated in this title. Accordingly, when a player character equips the M9, the hammer is shown as being uncocked, but when the slide is racked after the first shot, the hammer becomes cocked and remains so until the player character unequips (and presumably decocks) the weapon. However, the slide-racking animation has one unrealistic aspect; if the player character shoots the M9 and then quickly takes cover behind an obstacle that is very close to the player character while holding down the aiming/firing button (so that the player character points the M9 upwards while holding it in both hands) ''before'' the manual-slide-racking animation has a chance to play, the slide will reciprocate by itself without any action on the part of the player or the player character (the player character's hands will still be on the gun). This was most likely done to allow for more regular shots, without having to program an additional animation or forcing the player to wait for the manual-slide-racking animation to play first. &lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta9700.jpg|thumb|none|400px|Beretta XM9 - 9x19mm&amp;lt;br&amp;gt;Just like the real-life version, the in-game M9 has iron sights on the suppressor since the size of the suppressor precludes the use of the handgun's own iron sights.]]&lt;br /&gt;
[[Image:beretta9702.jpg|thumb|none|400px|Beretta XM9 with suppressor detached - 9x19mm ]]&lt;br /&gt;
[[File:Metalgear2boxart.jpg|thumb|none|500px|Metal Gear Solid 2: Sons Of Liberty cover art where Solid Snake wields the Beretta XM9 Tranq Pistol.]]&lt;br /&gt;
[[File:MGS2XM9Icon.jpg|thumb|none|500px|In-game icon for the Beretta M9 when selecting it from the weapons menu.]]&lt;br /&gt;
[[File:SnakeXM9Tanker-1.jpg|thumb|none|500px|Solid Snake aims his custom Tranq Beretta XM9 at Olga Gurlukovich.]]&lt;br /&gt;
[[File:MGS2M9_2.jpg|thumb|none|500px|Snake sizes up his latest adversary on the Tanker while holding her at gunpoint with the XM9.]]&lt;br /&gt;
[[File:MGS2M9 3.jpg|thumb|none|500px|Raiden, having recently entered the Big Shell Plant, points his own XM9 at Fortune as SEAL Team 10 tries their hand at fighting her at the Big Shell's BC connecting bridge. Raiden generally wields the Mark 23 in cutscenes following its acquisition in Strut B, but if the player has the XM9 equipped before triggering the cutscene, he will carry that during it instead. This can result in a few situations where the slide-locked, suppressed and less-lethal pistol manages the feat of firing semi-automatically, with unmuffled gunshots, and in one case outright killing another character.]]&lt;br /&gt;
[[File:MGS2M9 1.jpg|thumb|none|500px|Raiden aims his XM9 at a Gurlukovich Mercenary guarding the Strut F Warehouse after having alerted them recently. While the Big Shell is publicly known as a civilian environmental cleanup plant, the fact that Strut F houses a full-on armoury, well-stocked with military-grade weaponry, is among the earliest clues to the player that the facility isn't quite what its Public Relations team claims.]]&lt;br /&gt;
&lt;br /&gt;
==PSS==&lt;br /&gt;
Olga Gurlukovich is seen with a [[PSS Silent Pistol]]. It is never given a chance to be used, however: She tosses the gun overboard shortly afterwards, after Snake orders her to do so. The player cannot obtain this weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:Pistol Russian PSS in 7.62x41mm SP-4 special purpose noiseless cartridge.jpg|thumb|none|300px|PSS Silent Pistol - 7.62x42mm SP-4]]&lt;br /&gt;
[[File:MGS2PSS_1.jpg|thumb|none|500px]]&lt;br /&gt;
[[File:MGS2PSS 2.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
Exclusive to the Tanker Chapter, Olga Gurlukovich uses a [[Heckler &amp;amp; Koch USP]] when dueling with the player. After defeating her, Snake automatically takes the empty gun (emptied by Olga, and made so by the programmers to avoid giving the player any ability to execute Olga and mess up the story) and uses it after acquiring ammunition for it. It can be fitted with a suppressor when playing the chapter for a second time in the &amp;quot;Substance&amp;quot; version of the game, and also comes with a tactical flashlight that turns on automatically when the weapon is drawn and readied in a dark area. Unfortunately, this becomes a hindrance when trying to keep a low profile. Its caliber is mentioned by Snake to be 9mm Parabellum, of which it can hold 15 in the magazine, or 15+1 when Snake performs a tactical reload. The script as well as Snake's reaction in the final game implied that the USP (a German-made gun issued to American forces) being used by Olga (a Russian) was unusual.&lt;br /&gt;
&lt;br /&gt;
[[Image:USP9mm.jpg‎ |thumb|none|350px|Heckler &amp;amp; Koch USP - 9x19mm]]&lt;br /&gt;
[[File:MGS2USP_Reload.jpg|thumb|none|500px|Snake reloads his USP]]&lt;br /&gt;
[[File:MGS2USP_1.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Sergei Gurlukovich is seen using a [[Makarov PM|Makarov]] to hold Marine Commandant Scott Dolph hostage, and later attempts to use it on Ocelot after the latter exposed his true treacherous nature and threatened to ensure that Sergei himself and his daughter Olga were killed. Raiden also observes the other soldiers carrying Makarovs later in the game, but only use them when they run out of ammunition for their primary weapon, or sometimes when their right arm is injured.  It is also used by soldiers wielding riot shields. This weapon cannot be obtained or used by the player.&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MGS2Makarov 1.jpg|thumb|none|500px]]&lt;br /&gt;
[[File:MGS2Makarov_2.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mark 23 Phase II Prototype==&lt;br /&gt;
Raiden is given a [[H&amp;amp;K Mk 23 Mod 0|Heckler &amp;amp; Koch Mark 23 Phase II Prototype]] by Iroquois Pliskin early in the Plant Chapter of the game during his first visit to Strut B. It is fitted with a LAM (Laser Aiming Module), though it is not used to aim in first-person mode (instead, the player aims using the iron sights, despite the laser still being turned on anytime the gun is aimed in first- or third-person view). It can be fitted with a suppressor found in Strut F after Raiden visits Strut C for the first time. It holds 12 rounds of .45 ACP ammunition with each magazine. The tactical light on the handgun cannot be used ingame, except for a few VR missions in the Substance version. &lt;br /&gt;
&lt;br /&gt;
For some odd reason, Raiden always draws this weapon in cutscenes after obtaining it (unless the player has the M9 equipped before entering the cutscene, in which case Raiden will use that instead), even when going up against a foe who can dodge bullets, or against multiple opponents, both being situations for which an automatic firearm like the AKS-74U would be much better suited. The fact that Raiden is forced to obtain the AKS-74U (much like he cannot refuse to take the SOCOM pistol), coupled with his true combat experience which an AK would be more familiar to him, serve to highlight the oddness of this directorial decision to have Raiden always &amp;quot;bring a pistol to an assault rifle shootout&amp;quot; in cutscenes.&lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|none|450px|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
The [[Colt Single Action Army]] is the weapon of choice for Revolver Ocelot. Cannot be obtained by the player, and is fired in only four scenes in the game, half during the Tanker Chapter, and the other half during the Plant Chapter.&lt;br /&gt;
&lt;br /&gt;
Ocelot first fires it on an unsuspecting Gurlukovich mercenary, after he caught him hiding, with Ocelot making clear that he intended for Gurlukovich himself to die shortly thereafter upon killing him.&lt;br /&gt;
&lt;br /&gt;
True to his earlier vow, he next fired the Single Action Army on Sergei Gurlukovich and Scott Dolph (the latter being released by the former so he'd have a clear shot against Ocelot in revenge for his betrayal), also shooting right through the jacket to hit Gurlukovich in the lung and Dolph in the head. In the same scene, he also managed to kill about six to nine Gurlukovich mercenaries when they attempted to avenge their boss (technically, this should be impossible since the Single Action Army only has enough rounds for six shots at most).&lt;br /&gt;
&lt;br /&gt;
He later used it to kill President James Johnson (ironically, just before he forced Raiden to pull the trigger to prevent Arsenal Gear from launching its nuclear payload), claiming that his actions were &amp;quot;an abuse&amp;quot; to the First Amendment right to free speech.&lt;br /&gt;
&lt;br /&gt;
Lastly, he used it on Fortune to demonstrate that her &amp;quot;luck&amp;quot; was actually the result of an electromagnetic gizmo that deflects any and all bullets aimed at her, although he only mortally wounded her rather than instantly killing her due to her being born with dextrocardia.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtSingleActionArmy.jpg|thumb|none|400px|Colt Single Action Army with 5.5&amp;quot; barrel known as the &amp;quot;Artillery&amp;quot; model. The most common of the SAA revolvers as it is just the right length. - .45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
[[File:MGS2SAA_1.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is Fatman's weapon of choice when he's not planting C4 explosives. It is modelled with what appears to be a 19-round magazine. He uses it in his battle with Raiden on occasion, calling it &amp;quot;a short recess on bombs.&amp;quot; In the backstory he was known for disassembling and reassembling it whenever he had a spare moment, not being one to keep his hands still. Due to an animation oversight, Fatman can be knocked down in the middle of reloading after ejecting an empty magazine, but will still eject another one once he stands up again to resume reloading. Unlike other ingame enemies, Fatman does not appear to suffer any recoil-induced penalties to his accuracy whenever he fires in full-auto either. &lt;br /&gt;
&lt;br /&gt;
This weapon made its first appearance in the ''Metal Gear Solid'' series, but would not become available to the player until [[Metal_Gear_Solid_4:_Guns_of_the_Patriots|the fourth game]]. &lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol Austrian Glock 18 with 31 round magazine.jpg|thumb|none|350px|Glock 18C - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Gun =&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The Arsenal Tengus in Arsenal Gear are seen carrying and using [[FN P90]] submachine guns (unobtainable by the player). Solidus Snake is also seen with one, which is somehow capable of penetrating the armor on a Metal Gear RAYs.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MGS2P90_3.jpg|thumb|none|500px]]&lt;br /&gt;
[[File:MGS2P90 2.jpg|thumb|none|500px|Solidus fires his P90 point-blank into a Ray]]&lt;br /&gt;
[[File:MGS2P90_1.jpg|thumb|none|500px|Solidus aims his P90 at Raiden.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AK-74#AKS-74U|AKS-74U]] is used by most of the Gurlukovich soldiers throughout the Tanker Chapter, and by the guards in the Shell 1 Core of the Plant Chapter, all of whom except for clearing team members use it in combination with a suppressor (likely to preserve their hearing when firing this weapon indoors). Raiden must obtain one of these in order to impersonate one of the aforementioned Shell 1 Core guards, but outside of Very Easy difficulty cannot acquire a suppressor for the rifle until he reaches the bridge connecting Shell 1 and 2. It is equipped with a laser sight for aiming, as the player cannot use the iron sights for that purpose. Several of them attempted to use them in the ending of the Tanker Chapter on Ocelot to avenge their boss (due to Ocelot having gunned Gurlukovich down in cold blood shortly beforehand), but they never got the chance to do so due to Ocelot shooting all of them with his Single Action Army revolver in a wide arc.&lt;br /&gt;
&lt;br /&gt;
In the Substance edition and HD re-release of MGS2, giant-sized Gurlukovich soldiers (individually named &amp;quot;Gurlugon&amp;quot;) can be seen carrying giant AKS-74Us in the VR missions and one non-canonical &amp;quot;Snake Tales&amp;quot; extra mission, but never fire them, instead relying on other means of attack. Gurlugon monsters are also depicted with trefoil protrusions running in two lines down the backs of their heads to the rear of their pelvises, which is a clear reference to the [[Godzilla]] series of movies. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[File:MGS2AKS74U_2.jpg|thumb|none|500px|A Gurlukovich clearing team member sweeps a hallway aboard the ''USS Discovery'' during Solid Snake's Tanker mission.]]&lt;br /&gt;
[[File:MGS2AKS74u_1.jpg|thumb|none|500px|A Gurlukovich soldier blind-fires his AKS-74U down a set of stairs in the Plant chapter.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1 Carbine]] is seen throughout the game, carried by the Marines in the Tanker Chapter, the Navy SEAL Team 10 in the Plant Chapter, Pliskin himself, and certain clearing teams after Raiden's duel with Fatman. It can only be acquired by Raiden in the Plant Chapter in Strut F, and it comes with a laser sight. While the underslung [[M203]] grenade launcher is used in conjunction with the M4A1 by one of the Marines aboard the tanker, certain Big Shell clearing teams, and by Snake in his fight with Solidus, it is not possible for the player to use in any way. The M203 is also memorably used against Fortune by a member of SEAL Team 10, where a grenade fired from it harmlessly lands at her feet as a dud.&lt;br /&gt;
&lt;br /&gt;
The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|450px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[File:MGS2M4A1_1.jpg|thumb|none|500px|During Raiden's first encounter with Vamp, Pliskin's M4A1 is knocked away by Vamp and Raiden commandeers it after suffering a minor cut from Vamp's combat knife. Unfortunately, just as was the case with SEAL Team 10's Alpha team, Vamp preternatural speed allows him to dodge Raiden's fire entirely, and Vamp retreats just as Raiden runs dry and reloads with a fresh magazine from Pliskin.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] assault rifle is used by the Gurlukovich soldiers patrolling many areas in the Plant Chapter, and by clearing teams in the earlier phases of that chapter. It cannot be obtained by the player.&lt;br /&gt;
&lt;br /&gt;
In-universe, the AN-94 had been adopted as the &amp;quot;official rifle of the Russian Army&amp;quot; by the time when the Plant Chapter occurs in 2009. In reality, the [[AK-74|AK-74M]] would still ultimately be the standard Russian Army assault rifle as of 2009. Many NPCs carrying the AN-94 use it along with a tactical flashlight.&lt;br /&gt;
&lt;br /&gt;
[[Image:An94-1.jpg|500px|thumb|none|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:MGS2An94.jpg|500px|thumb|none|Gurlukovich soldier with AN-94]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS]] bullpup rifle is not ordinarily available to the player in the final game and is only accessible via a cheat device used with the MGS2 demo disk. It can be seen in MGS1 gameplay videos appearing in cutscenes where Raiden mentions his VR training (implied to actually be from playing MGS1 and its bonus VR missions with VR gear), and also in the hands of Solid Snake in a flashback sequence depicting his escape from the sinking tanker. Pre-release trailers also showed Snake using a FAMAS on the Tanker, implying this weapon was at one point present there, and most likely the flashback is footage from an alpha or beta version of the level.&lt;br /&gt;
&lt;br /&gt;
In the demo, the FAMAS is very inaccurate and has a few animation errors, most notably how Solid Snake keeps cocking the charging handle when firing it in First Person View. In the Substance version of the game, it is also seen in the hands of the hidden bosses of the added VR missions for Solid Snake, named Genola and Mech Genola. These two are essentially giant-sized, higher-detail Genome Soldiers in winter gear from MGS1, but they are never actually seen firing their giant-sized FAMAS rifles. One notable detail of their 3D models that was not made higher-detail for the Substance version are their fingerless mittens, raising the question of how they are supposed to properly fire their rifles without much freedom of movement for their trigger fingers. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Genola&amp;quot; is reverse Pig Latin for &amp;quot;Enola Gay&amp;quot;, the B29 bomber that dropped the &amp;quot;Little Boy&amp;quot; atomic bomb on Hiroshima.&lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS F2.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from FAMAS F1]]&lt;br /&gt;
[[File:FAMASMGS2.jpg|thumb|none|400px|FAMAS in an MGS2 mod]]&lt;br /&gt;
[[File:FAMASMGS2-1.jpg|thumb|none|400px|Genola with FAMAS]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1==&lt;br /&gt;
[[Heckler &amp;amp; Koch PSG-1]] semi-automatic sniper rifles equipped with dynamically zooming scope are used by both Raiden and Pliskin, exclusive to the Plant Chapter. A fictional variant firing tranquilizer rounds and equipped with a sound suppressor is available in Strut F or the flooded Shell 2 Core B1 area, named the PSG-1T.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎|thumb|none|550px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:H&amp;amp;KPSG01MGS2.jpg‎|thumb|none|550px|Raiden with a PSG-1]]&lt;br /&gt;
&lt;br /&gt;
= Shotgun =&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is carried by the clearing teams in the Big Shell. It is never available to the player, and NPCs fire it slowly despite the real weapon's semiautomatic firing ability. &lt;br /&gt;
&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|550px|none|Franchi SPAS-12 with butt hook attached to stock - 12 Gauge]]&lt;br /&gt;
[[Image:MGS2SPAS12.jpg|thumb|550px|none|Gurlukovich soldier with SPAS-12]]&lt;br /&gt;
&lt;br /&gt;
= Launchers = &lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
The [[FIM-92A Stinger]] surface-to-air missile launcher is exclusive to the Plant Chapter. The launcher has a lock-on function as well, strangely locking onto targets that do not possess any heat or radar signature the missile could realistically lock onto, such as human guards. Despite its supposed destructive power, nothing prevents the player from using it indoors, even inside the sections of the Shell 2 Core that are below the waterline, where blowing holes into the walls (logically resulting in flooding) would be most detrimental to Raiden's mission. As useful as this weapon may be in destroying vehicles, it is powerless to alter the game's environment in any way.&lt;br /&gt;
&lt;br /&gt;
As in the first ''Metal Gear Solid'', there is no animation for readying another Stinger and it is simply ready to fire again after a couple of seconds, not even requiring the player character to stop looking through the scope. It is also incorrectly shown with the missile seeking the instant it exits the launcher; the real Stinger flies straight for 660 feet before the seeker engages.&lt;br /&gt;
&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|400px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[File:StingerMGS2.jpg|thumb|none|400px|Raiden aiming the Stinger at a Meta Gear Ray]]&lt;br /&gt;
&lt;br /&gt;
==RH-Alan RGB6== &lt;br /&gt;
Croatian [[Milkor MGL]] clone in a six-shot revolver configuration, reloaded with a speedloader fitted for grenades. Exclusive to the Plant Chapter, and only available from Strut F once Raiden completes his objective in the second basement level of the Shell 1 Core. It is cumbersome to use given that the player cannot use the sights on the weapon, and that there is no arcing trajectory display in this game as in Metal Gear Solid 4 when a grenade is drawn and readied, though use of the lock-on feature will allow the player to compensate for its arcing trajectory so as long as the target is not behind cover or out of sight. While ostensibly loaded with anti-personnel grenades, it has the ability to damage vehicles such as a Harrier II jet or even Metal Gear Rays if a hit is scored. A codec call with Pliskin after getting it implied that it was the first time Raiden used the RGB6 at all, much less on the field due to it not being covered in VR.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL RBG-6.jpg|thumb|none|400px|RH Alan RGB-6 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Nikita==&lt;br /&gt;
A fictional missile launcher which fires remote controlled missiles with their own cameras that feed the warhead's visual data back to the player. While dubbed a &amp;quot;missile&amp;quot; launcher, the munitions launched by this weapon move slowly enough to be miniature hovering UAVs with contact-detonation warheads. Exclusive to the Plant Chapter, Raiden must use one to reach an objective in the Shell 2 Core, which is shutting down the electrified floor to reach President James Johnson - easier said than done given that the warheads cannot change altitude manually (they strangely do so on their own if they are piloted up a slanted vent, implying their vertical guidance is some kind of terrain-following system), have a limited supply of fuel, and become uncontrolled if Raiden suffers damage while using the launcher. Johnson's tendency to jump in front of the missile also does not help. The missile can only be fired indoors, which the game explains as being because the Sons of Liberty activated an electronic interference field around the Big Shell to prevent enemy UAVs from entering. Most likely the real reason is that the Nikita would otherwise allow the player to discover non-drawn surfaces of buildings in the various exterior maps.&lt;br /&gt;
&lt;br /&gt;
While the following function of the launcher is not elaborated on in the game, Raiden can disregard all the precision-machined-high-technology this weapon encapsulates and use it in one of the most blatantly ''low''-technological ways possible, by swinging the launcher as a large, unwieldy, club to whack guards (and one boss) around. It can often knock guards out in one well-timed swing or  deal heavy stamina damage to a boss, even in the higher difficulty levels, and not harm its performance in any way while being used in this &amp;quot;warranty-voiding&amp;quot; fashion. The Stinger missile launcher by contrast cannot be used this way, since equipping it instantly switches to the scoped view.&lt;br /&gt;
&lt;br /&gt;
To date, this game is the Nikita's last appearance in the ''Metal Gear Solid'' series.&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 Grenade Launcher]] was seen mounted on M4A1s utilized by both the SEAL Team 10 Bravo Squad, and by the attack teams. The former attempted to launch it at Fortune, but her &amp;quot;luck&amp;quot; renders the grenade a dud. Given her &amp;quot;luck&amp;quot; turns out to be a combination of a personal shield generator and what appears to be magic, it is not particularly clear why this actually happened; it cannot have been any kind of EMP-like effect, since the 40mm rounds for the M203 use a mechanical detonator (never mind that such an effect would also disable Fortune's radio and her railgun).&lt;br /&gt;
[[Image:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:MGS2-M203-1.jpg|thumb|none|600px|The M203 attached to Plissken's M4.]]&lt;br /&gt;
[[File:MGS2-M203-2.jpg|thumb|none|600px|Plissken with the M203's barrel open for loading.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
&lt;br /&gt;
C4 explosives are utilized by both Raiden and Fatman, the latter's C4 also serve as a major plot point for the first act of the Plant mission, as Raiden and Iroquois Pliskin have to disarm them using a special &amp;quot;coolant spray&amp;quot; to freeze their detonators.&lt;br /&gt;
&lt;br /&gt;
C4 blocks can be procured by the player and used to set traps or destroy certain objects and devices which are immune to conventional weaponry. Just like in ''[[Metal Gear Solid]]'', the C4 blocks are set off in the order they were placed, and are stated to have a scrambler, in order to ensure that any wireless signals that are not the wireless detonator do not accidentally set it off.&lt;br /&gt;
&lt;br /&gt;
Fatman's C4 charges are larger than normal. As a self-made man who worships his creator, he generally utilizes C4 that emits a specific, detectable vapor, as well as cologne left on them as a &amp;quot;calling card.&amp;quot; He also had two C4 charges that were securely sealed and lacked cologne that he placed at the weakest integral points of the Big Shell, with it being implied that he did so because he was left without any self-control by the events of the game. In addition, he also carries a briefcase-sized C4 charge in some pocket dimension in his blast suit that is activated via a remote despite being inside his own clothes, and is also implied to have more than enough explosive power to destroy the entire Big Shell in one blow.&lt;br /&gt;
&lt;br /&gt;
==Semtex==&lt;br /&gt;
Semtex is utilized in both the Tanker and Plant Chapters, although it is never available to the player. Both instances have large charges rigged to wall-mounted infrared sensor rigs that automatically detonate the explosives should they be crossed. Solid Snake has to bypass these by shooting out the control boxes or crawling under the sensors in the Tanker Chapter. Precise why the terrorists rig up a system which will allow an intruder or particularly tall rat to accidentally kill all of them before they can complete their mission is not clear. Later, the Sons of Liberty also rig the connection bridge to the two shells at the Big Shell (and one room in the Strut F warehouse) with Semtex to deter would-be intruders, which Raiden deals with by destroying the control modules, one of which is for some reason mounted on top of a Cipher drone.&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
&lt;br /&gt;
A fictional variant of the [[M18A1 Claymore|M18A1 Claymore Anti-Personnel Mine]] is available in the game, exclusive to the Plant Chapter. Unlike real-life versions, they are invisible to the naked eye (the game mentions that they are &amp;quot;stealth-equipped&amp;quot;, though their locations and sensor coverage are visble with a mine detector) and explode if someone walks into their cone of detection. Raiden can disarm them and use them for himself if he crawls over one from outside its cone of detection, and they are plainly visible to the player if Raiden plants them himself. They can also be seen with the &amp;quot;thermal goggles&amp;quot; (Infrared) during the plant level.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
==Various Grenades==&lt;br /&gt;
&lt;br /&gt;
Three types of grenades can be used in this game. They are a generic frag grenade, a flashbang grenade, and a fictional chaff grenade. &lt;br /&gt;
&lt;br /&gt;
The usage of the first two types is quite cumbersome compared to later instalments in this game series. To use one of them, the player must first press a button to ready the grenade (depicting the player character pulling the pin with his teeth), and then release the button to throw the grenade. The catch is that the player character doesn't hold onto the safety lever when the pin is pulled, and if it is not thrown it before the fuse runs out, the player character suffers painful consequences. What's worse is that the force at which the button is pressed determines the velocity of the grenade(using the PS2 controller's pressure-sensitive face buttons, rarely a good idea), which is not indicated on screen before the grenade is thrown and is in general difficult to get right without a lot of practice. &lt;br /&gt;
&lt;br /&gt;
The chaff grenade avoids the problems of the aforementioned user-unfriendly grenade-throwing mechanic by virtue of being absolutely harmless and completely location independent. Regardless of where it is thrown (except into water), upon detonation it will release a great deal of radio-reflective fragments that temporarily blind all UAVs and security cameras in the current area, as well as temporarily jamming radio transmissions, so guards cannot call for backup if they spot you while the fragments are still suspended in the air. The chaff is even capable of slowing the reaction times of Metal Gear Rays. &lt;br /&gt;
&lt;br /&gt;
The frag grenade acts more like a concussion grenade by killing with its explosive force rather than releasing visible fragments. The flashbang grenade instead creates a non-lethal explosion that stuns anyone caught in its blast radius, though the white flash seen while using flashbang grenades in later instalments of this series is not implemented in this game. Both types will cause an alert to be sounded in the area you are in if one is not already active, or if a chaff grenade's chaff is not still active.&lt;br /&gt;
&lt;br /&gt;
==Underwater mine==&lt;br /&gt;
Classic black-ball-with-prong-detonators underwater mines are found in the flooded area of the Shell 2 Core. It is implied that they are placed there by Vamp as obstacles for Raiden, though precisely why or where Vamp has them is not clear. According to Otacon, the mines contain built-in compound sensors that can track anything from something's acceleration speed to changes in the water pressure, and even body temperature, among other data. They obviously cannot be used by the player.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-12/U==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sons of Liberty&amp;quot; group somehow has access to a US Marine Corps AV-8B Harrier II (likely due to Solidus Snake's backing, thanks to his previous role in civilian life mentioned by the game). The plane is technically a TAV-8B two seat trainer version, which is unarmed and incapable of mounting weaponry.&lt;br /&gt;
&lt;br /&gt;
Among its arsenal of weapons are LAU-5003 rocket pods, AMRAAM air-to-air missiles (with Raiden apparently counting as an airborne target that can be tracked by its radar), CBU-100 cluster bombs and a [[General Dynamics GAU-12/U]] mounted on its underside. As is common for video game depictions of military vehicles, the Harrier's GAU-12/U and other weaponry are depicted as having infinite ammunition, while the real-life Harrier II only has enough room to carry 300 rounds. Despite presumably being loaded with armour-piercing depleted-uranium-tipped rounds capable of penetrating the top armour of tanks, the GAU-12/U is depicted as being completely unable to penetrate any form of cover, which is clearly a concession towards gameplay. The GAU-12/U is, however, modelled correctly, with a muzzle flash only emerging from the left-hand pod, since the right one contains the weapon's ammunition and retains the empty casings when the gun is fired so as to prevent them from being sucked into the Harrier's air intakes and causing damage to the engine. &lt;br /&gt;
&lt;br /&gt;
The Harrier II itself is mentioned to have shot down the two cargo helicopters used by SEAL Team 10, but can first be seen on the heliport of Strut E; it disappears from that location during the Fatman boss fight, and is later faced as the second boss of the Plant Chapter. For some bizarre reason, Fatman sees fit to affix at least one of his C4 bombs on the Harrier's underside before his boss fight, which Raiden must freeze. Furthermore, if Raiden contacts the Colonel overseeing his mission about the Harrier, the Colonel will claim that the weapons Raiden has at that point &amp;quot;aren't up to the task of neutralizing this plane&amp;quot; (so as to prevent the player from removing it as a boss fight later).  This is in spite of the fact that Raiden can obtain Claymore mines prior to this - one or more of them placed by hand into the air intakes and manually detonated would likely render the Harrier unflyable.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U with unfired rounds - 25mm]]&lt;br /&gt;
&lt;br /&gt;
==NRS-2 Scout Firing Knife==&lt;br /&gt;
&lt;br /&gt;
This obscure concealed Spetznaz firearm consists of a knife with a short barrel for a single SP-3 suppressed pistol cartridge in the grip, pointed in the opposite direction from the tip of the blade. Olga draws and fires it at Snake when ordered to throw it overboard, only for him to dodge it, which causes Snake to take cover anyway and give her an opportunity to draw her USP. Olga shortly afterwards claims that Snake is the first one to dodge a round fired from her scout knife before fighting him.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nrs.jpg|thumb|none|400px|NRS-2 Scout Firing Knife with sheath / wirecutter and chamber detached - 7.62x42mm SP-3]]&lt;br /&gt;
&lt;br /&gt;
==Fortune's Rail Gun==&lt;br /&gt;
The only weapon used by Fortune is a fictional man-portable but large prototype railgun. It is equipped with a laser sight and a scope of undisclosed model, firing slugs of undisclosed size; a pistol-scale magazine is seen in ''Metal Gear Solid 4'', which would imply they are not particularly large. &lt;br /&gt;
&lt;br /&gt;
According to the Colonel that Raiden can contact for advice, the railgun accelerates projectiles to a high enough velocity to possess &amp;quot;ten megajoules of kinetic energy,&amp;quot; incidentally half that of the &amp;quot;twenty megajoules imparted to the ammunition of a 140mm smoothbore gun&amp;quot; mentioned by the game. Presumably this is a reference to the scrapped NATO XM291 140mm gun project for the Abrams and Leopard 2 during the mid-80s (a response to reports that a &amp;quot;Future Soviet Tank&amp;quot; (FST) was under development with a 135mm or 152mm main gun and armour sufficient to require a muzzle energy of 18MJ to penetrate), though available information implies that the muzzle energy of this gun was actually 23 megajoules. Seemingly the only tanks ever to mount it were a single Abrams and a Swiss Pz87 (Leopard 2 A4), so it is curious it is mentioned; the plan was ultimately scrapped by the Germans in favour of the L/55 variant of the Rheinmetall 120mm gun, while the US designed more advanced kinetic energy rounds for the L/44.&lt;br /&gt;
&lt;br /&gt;
Even if it is assumed the projectiles fired are as heavy as 20mm cannon bullets (100 grams), the railgun would still have to accelerate its ammunition to some 46,400 feet per second (a little shy of 42 times the speed of sound, which is about twice escape velocity, thus making it the first infantry weapon which could target ''satellites'') to achieve this. The weapon never generates any deafening sonic booms despite accelerating projectiles to hypersonic speeds. Fortune herself never endures much recoil from using it, to the point that she is able to double-tap the rail gun in higher difficulty levels. She also experiences no fatigue or difficulty aiming it, despite the weapon being easily 5 feet in length, and nearly as tall as her. No power or coolant source on her rail gun requiring periodic replenishment is apparent either, despite the massive amounts of electricity (and the likely-to-be-high resulting levels of waste heat) electrically accelerating a projectile over such a short distance would require in a man-portable platform. &lt;br /&gt;
&lt;br /&gt;
The weapon is said to have been abandoned because there is a high risk of &amp;quot;accidental discharge,&amp;quot; but the weapon's actual behaviour and the further description (that there is some problem with the plasma and the rail failing to disconnect) suggests the actual issue is ''runaway fire'', with the railgun's retractable armature returning to battery position while retaining enough charge to immediately launch a new projectile each time the action cycles. True to this, Fortune is able to fire the weapon repeatedly in bursts, her &amp;quot;luck&amp;quot; presumably causing the rail to disconnect from its powered position when she wants to stop firing. When seen in ''MGS4'', the weapon requires charging up for each shot fired, implying the railgun was bought to heel by using a capacitor bank which is only sufficient for one shot and / or a weaker power source.&lt;br /&gt;
&lt;br /&gt;
The railgun isn't actually wholly a digital creation; a physical prop was created from wood for motion capture sessions. The fearsome size of the railgun meant even this was rather on the heavy side, and Fortune's motion capture actress has stated she ended up &amp;quot;covered in bruises&amp;quot; every time she had to handle it.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_2:_Sons_of_Liberty&amp;diff=1143403</id>
		<title>Metal Gear Solid 2: Sons of Liberty</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_2:_Sons_of_Liberty&amp;diff=1143403"/>
		<updated>2017-12-04T21:24:53Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* C4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid 2: Sons of Liberty&lt;br /&gt;
|picture = Metalgear2boxart.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2001&lt;br /&gt;
|developer=KCEJ&lt;br /&gt;
|platforms=Playstation 2&amp;lt;br&amp;gt;PC&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
The majorly-anticipated sequel to the bestselling ''[[Metal Gear Solid]]'' and a bestseller in its own right, '''Metal Gear Solid 2: Sons of Liberty''' continues the story of Solid Snake in 2007 as he attempts to infiltrate a tanker to obtain photographic evidence of a new model of Metal Gear, the series' eponymous bipedal armoured combat vehicle, aboard an ocean-bound tanker in the lower New York harbour. The mission fails spectacularly, leaving the player to control a freshly-minted Foxhound agent, codenamed Raiden, who is sent in to infiltrate an environmental cleanup plant located at the site of the Tanker sinking, two years on, to deal with a terrorist takeover by a group named the &amp;quot;Sons of Liberty&amp;quot; during a presidential inspection tour. As with Solid Snake's previous adventure, Raiden himself discovers much about his mission he was not initially told, and as the terrorists' machinations unfold, he is left to question everything he knew about his superiors' motives, the terrorists' true objective, and even his own identity. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game ''Metal Gear Solid 2: Sons of Liberty'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
'''Metal Gear Solid 2''' (referred to as MGS2 for the rest of this document) introduced a few new features with regards to ingame firearms over its prequel. The first and most obvious change was the addition of shooting from First-Person View (FPV) for all ingame weapons. Whereas FPV was used mostly to get a player-character's-eye view of an area in the previous installment and was used only for shooting with a few weapons, MGS2 allowed for players to aim and fire all its weapons in FPV. Unfortunately, due to the PS2 controller's gimmick of pressure-sensitive face buttons, aiming a fully-automatic weapon (among a few other miscellaneous actions, such as gently peeking through a locker's vent grille without noisily hitting the player character's head on the door while hiding in a locker) requires the player to half-hold the fire button, which, while not quite as easy to mess up as the throat-slitting CQC command in ''MGS3'', is not particularly precise since the square button does not have a great deal of distance between half-pressed to aim and fully-pressed to fire. This also meant that the game's ports to other consoles without pressure-sensitive face buttons or the PC made aiming such weaponry without simultaneously firing it impossible. Aiming semi-automatic weaponry in this game, however, had a much easier method of simply holding the button to aim and releasing it quickly to fire; slowly letting pressure off the button will lower the weapon without firing it. &lt;br /&gt;
&lt;br /&gt;
The introduction of FPV shooting was also accompanied by an emphasis on targeting specific body parts of enemies to achieve better results than centre-mass hits would. While this allowed for somewhat-realistic effects (such as a shot to the head or heart of an unarmoured NPC instantly killing that NPC), the developers went a degree further, to the point that ingame helmets of any kind were incapable of stopping bullets of any type, and hitting both of a human enemy's arms or legs with lethal bullets would cause most of them to count as &amp;quot;killed.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In addition to FPV and its related shooting mechanics, MGS2 was the first game in its series where player characters had the ability to use guns in melee attacks to subdue opponents with non-lethal force. Despite the series' tendencies towards realistically-depicted weaponry, MGS2 also started a long-running trend of many ingame characters firing unrealistically-long bursts from fully-automatic-fire-capable weapons during cutscenes, something that would continue to be featured throughout the rest of the '''Metal Gear Solid''' series despite the fact that no ingame weapon in this title is modelled with a large enough magazine to support such long bursts, and the fact that fully-automatic fire generally isn't recommended for most real-life applications due to its inaccuracy. Recoil-induced accuracy penalties are not modeled in this game for player characters (and a few bosses), however, so a long burst of fully-automatic fire will be just as accurate as single shots.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta XM9==&lt;br /&gt;
Solid Snake always begins the Tanker chapter of the game with a specially-modified [[Beretta M9]] fitted with a suppressor and loaded with tranquilizer rounds that will knock out enemies. Otacon misidentifies it as a &amp;quot;M92F&amp;quot;, but Snake corrects him that it is an M9. To keep noise down from cycling a new round, the slide is locked closed and Snake must cock the gun manually after every shot. It is also fitted with a laser sight attached to the trigger guard. If the Very Easy difficulty is selected when starting a new game, Raiden will start with the M9 already in his inventory at the beginning of the Plant Chapter. On Easy, the M9 is hidden somewhere in the first area of the game; higher difficulties require the player to search the warehouse in Strut F to find one. If contacted via CODEC, Iroquois Pliskin implies that the M9 located on the Big Shell was the result of Philanthropy fanboys replicating the M9 in honor of the failed Tanker mission. Some Marines in the Tanker chapter cutscenes are equipped with the weapon as well, but theirs do not have suppressors and are loaded with lethal rounds, which the player cannot use. Certain guards who are held up with this weapon will somehow recognize it as a tranquilizer weapon and thus will not give up their items unless the player switches to a lethal weapon instead.&lt;br /&gt;
&lt;br /&gt;
This pistol is based on the Beretta XM9, a handgun that was made in collaboration with KAC. The suppressor is a quick-detach type that fits onto notches in the barrel, rather than being screwed onto a threaded barrel (as is more common with handgun suppressors). A device is fitted on the frame and locks into the slide stop and prevents it from reciprocating when the shot is fired (the real-life version allows for disengaging of the slide stop, but this ability is not emulated in game). After the shot is fired, the device slides out of the stop so that the slide can be manually racked to extract the spent casing. &lt;br /&gt;
&lt;br /&gt;
Unlike many games of its time, the M9's Double-Action/Single-Action nature (in other words the gun can be fired without needing to cock the hammer, whereupon after the hammer will remain cocked for a lighter trigger pull until de-cocked) is emulated in this title. Accordingly, when a player character equips the M9, the hammer is shown as being uncocked, but when the slide is racked after the first shot, the hammer becomes cocked and remains so until the player character unequips (and presumably decocks) the weapon. However, the slide-racking animation has one unrealistic aspect; if the player character shoots the M9 and then quickly takes cover behind an obstacle that is very close to the player character while holding down the aiming/firing button (so that the player character points the M9 upwards while holding it in both hands) ''before'' the manual-slide-racking animation has a chance to play, the slide will reciprocate by itself without any action on the part of the player or the player character (the player character's hands will still be on the gun). This was most likely done to allow for more regular shots, without having to program an additional animation or forcing the player to wait for the manual-slide-racking animation to play first. &lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta9700.jpg|thumb|none|400px|Beretta XM9 - 9x19mm&amp;lt;br&amp;gt;Just like the real-life version, the in-game M9 has iron sights on the suppressor since the size of the suppressor precludes the use of the handgun's own iron sights.]]&lt;br /&gt;
[[Image:beretta9702.jpg|thumb|none|400px|Beretta XM9 with suppressor detached - 9x19mm ]]&lt;br /&gt;
[[File:Metalgear2boxart.jpg|thumb|none|500px|Metal Gear Solid 2: Sons Of Liberty cover art where Solid Snake wields the Beretta XM9 Tranq Pistol.]]&lt;br /&gt;
[[File:MGS2XM9Icon.jpg|thumb|none|500px|In-game icon for the Beretta M9 when selecting it from the weapons menu.]]&lt;br /&gt;
[[File:SnakeXM9Tanker-1.jpg|thumb|none|500px|Solid Snake aims his custom Tranq Beretta XM9 at Olga Gurlukovich.]]&lt;br /&gt;
[[File:MGS2M9_2.jpg|thumb|none|500px|Snake sizes up his latest adversary on the Tanker while holding her at gunpoint with the XM9.]]&lt;br /&gt;
[[File:MGS2M9 3.jpg|thumb|none|500px|Raiden, having recently entered the Big Shell Plant, points his own XM9 at Fortune as SEAL Team 10 tries their hand at fighting her at the Big Shell's BC connecting bridge. Raiden generally wields the Mark 23 in cutscenes following its acquisition in Strut B, but if the player has the XM9 equipped before triggering the cutscene, he will carry that during it instead. This can result in a few situations where the slide-locked, suppressed and less-lethal pistol manages the feat of firing semi-automatically, with unmuffled gunshots, and in one case outright killing another character.]]&lt;br /&gt;
[[File:MGS2M9 1.jpg|thumb|none|500px|Raiden aims his XM9 at a Gurlukovich Mercenary guarding the Strut F Warehouse after having alerted them recently. While the Big Shell is publicly known as a civilian environmental cleanup plant, the fact that Strut F houses a full-on armoury, well-stocked with military-grade weaponry, is among the earliest clues to the player that the facility isn't quite what its Public Relations team claims.]]&lt;br /&gt;
&lt;br /&gt;
==PSS==&lt;br /&gt;
Olga Gurlukovich is seen with a [[PSS Silent Pistol]]. It is never given a chance to be used, however: She tosses the gun overboard shortly afterwards, after Snake orders her to do so. The player cannot obtain this weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:Pistol Russian PSS in 7.62x41mm SP-4 special purpose noiseless cartridge.jpg|thumb|none|300px|PSS Silent Pistol - 7.62x42mm SP-4]]&lt;br /&gt;
[[File:MGS2PSS_1.jpg|thumb|none|500px]]&lt;br /&gt;
[[File:MGS2PSS 2.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
Exclusive to the Tanker Chapter, Olga Gurlukovich uses a [[Heckler &amp;amp; Koch USP]] when dueling with the player. After defeating her, Snake automatically takes the empty gun (emptied by Olga, and made so by the programmers to avoid giving the player any ability to execute Olga and mess up the story) and uses it after acquiring ammunition for it. It can be fitted with a suppressor when playing the chapter for a second time in the &amp;quot;Substance&amp;quot; version of the game, and also comes with a tactical flashlight that turns on automatically when the weapon is drawn and readied in a dark area. Unfortunately, this becomes a hindrance when trying to keep a low profile. Its caliber is mentioned by Snake to be 9mm Parabellum, of which it can hold 15 in the magazine, or 15+1 when Snake performs a tactical reload. The script as well as Snake's reaction in the final game implied that the USP (a German-made gun issued to American forces) being used by Olga (a Russian) was unusual.&lt;br /&gt;
&lt;br /&gt;
[[Image:USP9mm.jpg‎ |thumb|none|350px|Heckler &amp;amp; Koch USP - 9x19mm]]&lt;br /&gt;
[[File:MGS2USP_Reload.jpg|thumb|none|500px|Snake reloads his USP]]&lt;br /&gt;
[[File:MGS2USP_1.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Sergei Gurlukovich is seen using a [[Makarov PM|Makarov]] to hold Marine Commandant Scott Dolph hostage. Raiden also observes the other soldiers carrying Makarovs later in the game, but only use them when they run out of ammunition for their primary weapon, or sometimes when their right arm is injured.  It is also used by soldiers wielding riot shields. This weapon cannot be obtained or used by the player.&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MGS2Makarov 1.jpg|thumb|none|500px]]&lt;br /&gt;
[[File:MGS2Makarov_2.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mark 23 Phase II Prototype==&lt;br /&gt;
Raiden is given a [[H&amp;amp;K Mk 23 Mod 0|Heckler &amp;amp; Koch Mark 23 Phase II Prototype]] by Iroquois Pliskin early in the Plant Chapter of the game during his first visit to Strut B. It is fitted with a LAM (Laser Aiming Module), though it is not used to aim in first-person mode (instead, the player aims using the iron sights, despite the laser still being turned on anytime the gun is aimed in first- or third-person view). It can be fitted with a suppressor found in Strut F after Raiden visits Strut C for the first time. It holds 12 rounds of .45 ACP ammunition with each magazine. The tactical light on the handgun cannot be used ingame, except for a few VR missions in the Substance version. &lt;br /&gt;
&lt;br /&gt;
For some odd reason, Raiden always draws this weapon in cutscenes after obtaining it (unless the player has the M9 equipped before entering the cutscene, in which case Raiden will use that instead), even when going up against a foe who can dodge bullets, or against multiple opponents, both being situations for which an automatic firearm like the AKS-74U would be much better suited. The fact that Raiden is forced to obtain the AKS-74U (much like he cannot refuse to take the SOCOM pistol), coupled with his true combat experience which an AK would be more familiar to him, serve to highlight the oddness of this directorial decision to have Raiden always &amp;quot;bring a pistol to an assault rifle shootout&amp;quot; in cutscenes.&lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|none|450px|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
The [[Colt Single Action Army]] is the weapon of choice for Revolver Ocelot. Cannot be obtained by the player, and is fired in only four scenes in the game, half during the Tanker Chapter, and the other half during the Plant Chapter.&lt;br /&gt;
&lt;br /&gt;
Ocelot first fires it on an unsuspecting Gurlukovich mercenary, after he caught him hiding, with Ocelot making clear that he intended for Gurlukovich himself to die shortly thereafter upon killing him.&lt;br /&gt;
&lt;br /&gt;
True to his earlier vow, he next fired the Single Action Army on Sergei Gurlukovich and Scott Dolph (the latter being released by the former so he'd have a clear shot against Ocelot in revenge for his betrayal), also shooting right through the jacket to hit Gurlukovich in the lung and Dolph in the head. In the same scene, he also managed to kill about six to nine Gurlukovich mercenaries when they attempted to avenge their boss (technically, this should be impossible since the Single Action Army only has enough rounds for six shots at most).&lt;br /&gt;
&lt;br /&gt;
He later used it to kill President James Johnson (ironically, just before he forced Raiden to pull the trigger to prevent Arsenal Gear from launching its nuclear payload), claiming that his actions were &amp;quot;an abuse&amp;quot; to the First Amendment right to free speech.&lt;br /&gt;
&lt;br /&gt;
Lastly, he used it on Fortune to demonstrate that her &amp;quot;luck&amp;quot; was actually the result of an electromagnetic gizmo that deflects any and all bullets aimed at her, although he only mortally wounded her rather than instantly killing her due to her being born with dextrocardia.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtSingleActionArmy.jpg|thumb|none|400px|Colt Single Action Army with 5.5&amp;quot; barrel known as the &amp;quot;Artillery&amp;quot; model. The most common of the SAA revolvers as it is just the right length. - .45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
[[File:MGS2SAA_1.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is Fatman's weapon of choice when he's not planting C4 explosives. It is modelled with what appears to be a 19-round magazine. He uses it in his battle with Raiden on occasion, calling it &amp;quot;a short recess on bombs.&amp;quot; In the backstory he was known for disassembling and reassembling it whenever he had a spare moment, not being one to keep his hands still. Due to an animation oversight, Fatman can be knocked down in the middle of reloading after ejecting an empty magazine, but will still eject another one once he stands up again to resume reloading. Unlike other ingame enemies, Fatman does not appear to suffer any recoil-induced penalties to his accuracy whenever he fires in full-auto either. &lt;br /&gt;
&lt;br /&gt;
This weapon made its first appearance in the ''Metal Gear Solid'' series, but would not become available to the player until [[Metal_Gear_Solid_4:_Guns_of_the_Patriots|the fourth game]]. &lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol Austrian Glock 18 with 31 round magazine.jpg|thumb|none|350px|Glock 18C - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Gun =&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The Arsenal Tengus in Arsenal Gear are seen carrying and using [[FN P90]] submachine guns (unobtainable by the player). Solidus Snake is also seen with one, which is somehow capable of penetrating the armor on a Metal Gear RAYs.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MGS2P90_3.jpg|thumb|none|500px]]&lt;br /&gt;
[[File:MGS2P90 2.jpg|thumb|none|500px|Solidus fires his P90 point-blank into a Ray]]&lt;br /&gt;
[[File:MGS2P90_1.jpg|thumb|none|500px|Solidus aims his P90 at Raiden.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AK-74#AKS-74U|AKS-74U]] is used by most of the Gurlukovich soldiers throughout the Tanker Chapter, and by the guards in the Shell 1 Core of the Plant Chapter, all of whom except for clearing team members use it in combination with a suppressor (likely to preserve their hearing when firing this weapon indoors). Raiden must obtain one of these in order to impersonate one of the aforementioned Shell 1 Core guards, but outside of Very Easy difficulty cannot acquire a suppressor for the rifle until he reaches the bridge connecting Shell 1 and 2. It is equipped with a laser sight for aiming, as the player cannot use the iron sights for that purpose. Several of them attempted to use them in the ending of the Tanker Chapter on Ocelot to avenge their boss (due to Ocelot having gunned Gurlukovich down in cold blood shortly beforehand), but they never got the chance to do so due to Ocelot shooting all of them with his Single Action Army revolver in a wide arc.&lt;br /&gt;
&lt;br /&gt;
In the Substance edition and HD re-release of MGS2, giant-sized Gurlukovich soldiers (individually named &amp;quot;Gurlugon&amp;quot;) can be seen carrying giant AKS-74Us in the VR missions and one non-canonical &amp;quot;Snake Tales&amp;quot; extra mission, but never fire them, instead relying on other means of attack. Gurlugon monsters are also depicted with trefoil protrusions running in two lines down the backs of their heads to the rear of their pelvises, which is a clear reference to the [[Godzilla]] series of movies. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[File:MGS2AKS74U_2.jpg|thumb|none|500px|A Gurlukovich clearing team member sweeps a hallway aboard the ''USS Discovery'' during Solid Snake's Tanker mission.]]&lt;br /&gt;
[[File:MGS2AKS74u_1.jpg|thumb|none|500px|A Gurlukovich soldier blind-fires his AKS-74U down a set of stairs in the Plant chapter.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1 Carbine]] is seen throughout the game, carried by the Marines in the Tanker Chapter, the Navy SEAL Team 10 in the Plant Chapter, Pliskin himself, and certain clearing teams after Raiden's duel with Fatman. It can only be acquired by Raiden in the Plant Chapter in Strut F, and it comes with a laser sight. While the underslung [[M203]] grenade launcher is used in conjunction with the M4A1 by one of the Marines aboard the tanker, certain Big Shell clearing teams, and by Snake in his fight with Solidus, it is not possible for the player to use in any way. The M203 is also memorably used against Fortune by a member of SEAL Team 10, where a grenade fired from it harmlessly lands at her feet as a dud.&lt;br /&gt;
&lt;br /&gt;
The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|450px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[File:MGS2M4A1_1.jpg|thumb|none|500px|During Raiden's first encounter with Vamp, Pliskin's M4A1 is knocked away by Vamp and Raiden commandeers it after suffering a minor cut from Vamp's combat knife. Unfortunately, just as was the case with SEAL Team 10's Alpha team, Vamp preternatural speed allows him to dodge Raiden's fire entirely, and Vamp retreats just as Raiden runs dry and reloads with a fresh magazine from Pliskin.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] assault rifle is used by the Gurlukovich soldiers patrolling many areas in the Plant Chapter, and by clearing teams in the earlier phases of that chapter. It cannot be obtained by the player.&lt;br /&gt;
&lt;br /&gt;
In-universe, the AN-94 had been adopted as the &amp;quot;official rifle of the Russian Army&amp;quot; by the time when the Plant Chapter occurs in 2009. In reality, the [[AK-74|AK-74M]] would still ultimately be the standard Russian Army assault rifle as of 2009. Many NPCs carrying the AN-94 use it along with a tactical flashlight.&lt;br /&gt;
&lt;br /&gt;
[[Image:An94-1.jpg|500px|thumb|none|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:MGS2An94.jpg|500px|thumb|none|Gurlukovich soldier with AN-94]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS]] bullpup rifle is not ordinarily available to the player in the final game and is only accessible via a cheat device used with the MGS2 demo disk. It can be seen in MGS1 gameplay videos appearing in cutscenes where Raiden mentions his VR training (implied to actually be from playing MGS1 and its bonus VR missions with VR gear), and also in the hands of Solid Snake in a flashback sequence depicting his escape from the sinking tanker. Pre-release trailers also showed Snake using a FAMAS on the Tanker, implying this weapon was at one point present there, and most likely the flashback is footage from an alpha or beta version of the level.&lt;br /&gt;
&lt;br /&gt;
In the demo, the FAMAS is very inaccurate and has a few animation errors, most notably how Solid Snake keeps cocking the charging handle when firing it in First Person View. In the Substance version of the game, it is also seen in the hands of the hidden bosses of the added VR missions for Solid Snake, named Genola and Mech Genola. These two are essentially giant-sized, higher-detail Genome Soldiers in winter gear from MGS1, but they are never actually seen firing their giant-sized FAMAS rifles. One notable detail of their 3D models that was not made higher-detail for the Substance version are their fingerless mittens, raising the question of how they are supposed to properly fire their rifles without much freedom of movement for their trigger fingers. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Genola&amp;quot; is reverse Pig Latin for &amp;quot;Enola Gay&amp;quot;, the B29 bomber that dropped the &amp;quot;Little Boy&amp;quot; atomic bomb on Hiroshima.&lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS F2.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from FAMAS F1]]&lt;br /&gt;
[[File:FAMASMGS2.jpg|thumb|none|400px|FAMAS in an MGS2 mod]]&lt;br /&gt;
[[File:FAMASMGS2-1.jpg|thumb|none|400px|Genola with FAMAS]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1==&lt;br /&gt;
[[Heckler &amp;amp; Koch PSG-1]] semi-automatic sniper rifles equipped with dynamically zooming scope are used by both Raiden and Pliskin, exclusive to the Plant Chapter. A fictional variant firing tranquilizer rounds and equipped with a sound suppressor is available in Strut F or the flooded Shell 2 Core B1 area, named the PSG-1T.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎|thumb|none|550px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:H&amp;amp;KPSG01MGS2.jpg‎|thumb|none|550px|Raiden with a PSG-1]]&lt;br /&gt;
&lt;br /&gt;
= Shotgun =&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is carried by the clearing teams in the Big Shell. It is never available to the player, and NPCs fire it slowly despite the real weapon's semiautomatic firing ability. &lt;br /&gt;
&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|550px|none|Franchi SPAS-12 with butt hook attached to stock - 12 Gauge]]&lt;br /&gt;
[[Image:MGS2SPAS12.jpg|thumb|550px|none|Gurlukovich soldier with SPAS-12]]&lt;br /&gt;
&lt;br /&gt;
= Launchers = &lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
The [[FIM-92A Stinger]] surface-to-air missile launcher is exclusive to the Plant Chapter. The launcher has a lock-on function as well, strangely locking onto targets that do not possess any heat or radar signature the missile could realistically lock onto, such as human guards. Despite its supposed destructive power, nothing prevents the player from using it indoors, even inside the sections of the Shell 2 Core that are below the waterline, where blowing holes into the walls (logically resulting in flooding) would be most detrimental to Raiden's mission. As useful as this weapon may be in destroying vehicles, it is powerless to alter the game's environment in any way.&lt;br /&gt;
&lt;br /&gt;
As in the first ''Metal Gear Solid'', there is no animation for readying another Stinger and it is simply ready to fire again after a couple of seconds, not even requiring the player character to stop looking through the scope. It is also incorrectly shown with the missile seeking the instant it exits the launcher; the real Stinger flies straight for 660 feet before the seeker engages.&lt;br /&gt;
&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|400px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[File:StingerMGS2.jpg|thumb|none|400px|Raiden aiming the Stinger at a Meta Gear Ray]]&lt;br /&gt;
&lt;br /&gt;
==RH-Alan RGB6== &lt;br /&gt;
Croatian [[Milkor MGL]] clone in a six-shot revolver configuration, reloaded with a speedloader fitted for grenades. Exclusive to the Plant Chapter, and only available from Strut F once Raiden completes his objective in the second basement level of the Shell 1 Core. It is cumbersome to use given that the player cannot use the sights on the weapon, and that there is no arcing trajectory display in this game as in Metal Gear Solid 4 when a grenade is drawn and readied, though use of the lock-on feature will allow the player to compensate for its arcing trajectory so as long as the target is not behind cover or out of sight. While ostensibly loaded with anti-personnel grenades, it has the ability to damage vehicles such as a Harrier II jet or even Metal Gear Rays if a hit is scored. A codec call with Pliskin after getting it implied that it was the first time Raiden used the RGB6 at all, much less on the field due to it not being covered in VR.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL RBG-6.jpg|thumb|none|400px|RH Alan RGB-6 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Nikita==&lt;br /&gt;
A fictional missile launcher which fires remote controlled missiles with their own cameras that feed the warhead's visual data back to the player. While dubbed a &amp;quot;missile&amp;quot; launcher, the munitions launched by this weapon move slowly enough to be miniature hovering UAVs with contact-detonation warheads. Exclusive to the Plant Chapter, Raiden must use one to reach an objective in the Shell 2 Core, which is shutting down the electrified floor to reach President James Johnson - easier said than done given that the warheads cannot change altitude manually (they strangely do so on their own if they are piloted up a slanted vent, implying their vertical guidance is some kind of terrain-following system), have a limited supply of fuel, and become uncontrolled if Raiden suffers damage while using the launcher. Johnson's tendency to jump in front of the missile also does not help. The missile can only be fired indoors, which the game explains as being because the Sons of Liberty activated an electronic interference field around the Big Shell to prevent enemy UAVs from entering. Most likely the real reason is that the Nikita would otherwise allow the player to discover non-drawn surfaces of buildings in the various exterior maps.&lt;br /&gt;
&lt;br /&gt;
While the following function of the launcher is not elaborated on in the game, Raiden can disregard all the precision-machined-high-technology this weapon encapsulates and use it in one of the most blatantly ''low''-technological ways possible, by swinging the launcher as a large, unwieldy, club to whack guards (and one boss) around. It can often knock guards out in one well-timed swing or  deal heavy stamina damage to a boss, even in the higher difficulty levels, and not harm its performance in any way while being used in this &amp;quot;warranty-voiding&amp;quot; fashion. The Stinger missile launcher by contrast cannot be used this way, since equipping it instantly switches to the scoped view.&lt;br /&gt;
&lt;br /&gt;
To date, this game is the Nikita's last appearance in the ''Metal Gear Solid'' series.&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 Grenade Launcher]] was seen mounted on M4A1s utilized by both the SEAL Team 10 Bravo Squad, and by the attack teams. The former attempted to launch it at Fortune, but her &amp;quot;luck&amp;quot; renders the grenade a dud. Given her &amp;quot;luck&amp;quot; turns out to be a combination of a personal shield generator and what appears to be magic, it is not particularly clear why this actually happened; it cannot have been any kind of EMP-like effect, since the 40mm rounds for the M203 use a mechanical detonator (never mind that such an effect would also disable Fortune's radio and her railgun).&lt;br /&gt;
[[Image:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:MGS2-M203-1.jpg|thumb|none|600px|The M203 attached to Plissken's M4.]]&lt;br /&gt;
[[File:MGS2-M203-2.jpg|thumb|none|600px|Plissken with the M203's barrel open for loading.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
&lt;br /&gt;
C4 explosives are utilized by both Raiden and Fatman, the latter's C4 also serve as a major plot point for the first act of the Plant mission, as Raiden and Iroquois Pliskin have to disarm them using a special &amp;quot;coolant spray&amp;quot; to freeze their detonators.&lt;br /&gt;
&lt;br /&gt;
C4 blocks can be procured by the player and used to set traps or destroy certain objects and devices which are immune to conventional weaponry. Just like in ''[[Metal Gear Solid]]'', the C4 blocks are set off in the order they were placed, and are stated to have a scrambler, in order to ensure that any wireless signals that are not the wireless detonator do not accidentally set it off.&lt;br /&gt;
&lt;br /&gt;
Fatman's C4 charges are larger than normal. As a self-made man who worships his creator, he generally utilizes C4 that emits a specific, detectable vapor, as well as cologne left on them as a &amp;quot;calling card.&amp;quot; He also had two C4 charges that were securely sealed and lacked cologne that he placed at the weakest integral points of the Big Shell, with it being implied that he did so because he was left without any self-control by the events of the game. In addition, he also carries a briefcase-sized C4 charge in some pocket dimension in his blast suit that is activated via a remote despite being inside his own clothes, and is also implied to have more than enough explosive power to destroy the entire Big Shell in one blow.&lt;br /&gt;
&lt;br /&gt;
==Semtex==&lt;br /&gt;
Semtex is utilized in both the Tanker and Plant Chapters, although it is never available to the player. Both instances have large charges rigged to wall-mounted infrared sensor rigs that automatically detonate the explosives should they be crossed. Solid Snake has to bypass these by shooting out the control boxes or crawling under the sensors in the Tanker Chapter. Precise why the terrorists rig up a system which will allow an intruder or particularly tall rat to accidentally kill all of them before they can complete their mission is not clear. Later, the Sons of Liberty also rig the connection bridge to the two shells at the Big Shell (and one room in the Strut F warehouse) with Semtex to deter would-be intruders, which Raiden deals with by destroying the control modules, one of which is for some reason mounted on top of a Cipher drone.&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
&lt;br /&gt;
A fictional variant of the [[M18A1 Claymore|M18A1 Claymore Anti-Personnel Mine]] is available in the game, exclusive to the Plant Chapter. Unlike real-life versions, they are invisible to the naked eye (the game mentions that they are &amp;quot;stealth-equipped&amp;quot;, though their locations and sensor coverage are visble with a mine detector) and explode if someone walks into their cone of detection. Raiden can disarm them and use them for himself if he crawls over one from outside its cone of detection, and they are plainly visible to the player if Raiden plants them himself. They can also be seen with the &amp;quot;thermal goggles&amp;quot; (Infrared) during the plant level.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
==Various Grenades==&lt;br /&gt;
&lt;br /&gt;
Three types of grenades can be used in this game. They are a generic frag grenade, a flashbang grenade, and a fictional chaff grenade. &lt;br /&gt;
&lt;br /&gt;
The usage of the first two types is quite cumbersome compared to later instalments in this game series. To use one of them, the player must first press a button to ready the grenade (depicting the player character pulling the pin with his teeth), and then release the button to throw the grenade. The catch is that the player character doesn't hold onto the safety lever when the pin is pulled, and if it is not thrown it before the fuse runs out, the player character suffers painful consequences. What's worse is that the force at which the button is pressed determines the velocity of the grenade(using the PS2 controller's pressure-sensitive face buttons, rarely a good idea), which is not indicated on screen before the grenade is thrown and is in general difficult to get right without a lot of practice. &lt;br /&gt;
&lt;br /&gt;
The chaff grenade avoids the problems of the aforementioned user-unfriendly grenade-throwing mechanic by virtue of being absolutely harmless and completely location independent. Regardless of where it is thrown (except into water), upon detonation it will release a great deal of radio-reflective fragments that temporarily blind all UAVs and security cameras in the current area, as well as temporarily jamming radio transmissions, so guards cannot call for backup if they spot you while the fragments are still suspended in the air. The chaff is even capable of slowing the reaction times of Metal Gear Rays. &lt;br /&gt;
&lt;br /&gt;
The frag grenade acts more like a concussion grenade by killing with its explosive force rather than releasing visible fragments. The flashbang grenade instead creates a non-lethal explosion that stuns anyone caught in its blast radius, though the white flash seen while using flashbang grenades in later instalments of this series is not implemented in this game. Both types will cause an alert to be sounded in the area you are in if one is not already active, or if a chaff grenade's chaff is not still active.&lt;br /&gt;
&lt;br /&gt;
==Underwater mine==&lt;br /&gt;
Classic black-ball-with-prong-detonators underwater mines are found in the flooded area of the Shell 2 Core. It is implied that they are placed there by Vamp as obstacles for Raiden, though precisely why or where Vamp has them is not clear. According to Otacon, the mines contain built-in compound sensors that can track anything from something's acceleration speed to changes in the water pressure, and even body temperature, among other data. They obviously cannot be used by the player.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-12/U==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sons of Liberty&amp;quot; group somehow has access to a US Marine Corps AV-8B Harrier II (likely due to Solidus Snake's backing, thanks to his previous role in civilian life mentioned by the game). The plane is technically a TAV-8B two seat trainer version, which is unarmed and incapable of mounting weaponry.&lt;br /&gt;
&lt;br /&gt;
Among its arsenal of weapons are LAU-5003 rocket pods, AMRAAM air-to-air missiles (with Raiden apparently counting as an airborne target that can be tracked by its radar), CBU-100 cluster bombs and a [[General Dynamics GAU-12/U]] mounted on its underside. As is common for video game depictions of military vehicles, the Harrier's GAU-12/U and other weaponry are depicted as having infinite ammunition, while the real-life Harrier II only has enough room to carry 300 rounds. Despite presumably being loaded with armour-piercing depleted-uranium-tipped rounds capable of penetrating the top armour of tanks, the GAU-12/U is depicted as being completely unable to penetrate any form of cover, which is clearly a concession towards gameplay. The GAU-12/U is, however, modelled correctly, with a muzzle flash only emerging from the left-hand pod, since the right one contains the weapon's ammunition and retains the empty casings when the gun is fired so as to prevent them from being sucked into the Harrier's air intakes and causing damage to the engine. &lt;br /&gt;
&lt;br /&gt;
The Harrier II itself is mentioned to have shot down the two cargo helicopters used by SEAL Team 10, but can first be seen on the heliport of Strut E; it disappears from that location during the Fatman boss fight, and is later faced as the second boss of the Plant Chapter. For some bizarre reason, Fatman sees fit to affix at least one of his C4 bombs on the Harrier's underside before his boss fight, which Raiden must freeze. Furthermore, if Raiden contacts the Colonel overseeing his mission about the Harrier, the Colonel will claim that the weapons Raiden has at that point &amp;quot;aren't up to the task of neutralizing this plane&amp;quot; (so as to prevent the player from removing it as a boss fight later).  This is in spite of the fact that Raiden can obtain Claymore mines prior to this - one or more of them placed by hand into the air intakes and manually detonated would likely render the Harrier unflyable.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U with unfired rounds - 25mm]]&lt;br /&gt;
&lt;br /&gt;
==NRS-2 Scout Firing Knife==&lt;br /&gt;
&lt;br /&gt;
This obscure concealed Spetznaz firearm consists of a knife with a short barrel for a single SP-3 suppressed pistol cartridge in the grip, pointed in the opposite direction from the tip of the blade. Olga draws and fires it at Snake when ordered to throw it overboard, only for him to dodge it, which causes Snake to take cover anyway and give her an opportunity to draw her USP. Olga shortly afterwards claims that Snake is the first one to dodge a round fired from her scout knife before fighting him.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nrs.jpg|thumb|none|400px|NRS-2 Scout Firing Knife with sheath / wirecutter and chamber detached - 7.62x42mm SP-3]]&lt;br /&gt;
&lt;br /&gt;
==Fortune's Rail Gun==&lt;br /&gt;
The only weapon used by Fortune is a fictional man-portable but large prototype railgun. It is equipped with a laser sight and a scope of undisclosed model, firing slugs of undisclosed size; a pistol-scale magazine is seen in ''Metal Gear Solid 4'', which would imply they are not particularly large. &lt;br /&gt;
&lt;br /&gt;
According to the Colonel that Raiden can contact for advice, the railgun accelerates projectiles to a high enough velocity to possess &amp;quot;ten megajoules of kinetic energy,&amp;quot; incidentally half that of the &amp;quot;twenty megajoules imparted to the ammunition of a 140mm smoothbore gun&amp;quot; mentioned by the game. Presumably this is a reference to the scrapped NATO XM291 140mm gun project for the Abrams and Leopard 2 during the mid-80s (a response to reports that a &amp;quot;Future Soviet Tank&amp;quot; (FST) was under development with a 135mm or 152mm main gun and armour sufficient to require a muzzle energy of 18MJ to penetrate), though available information implies that the muzzle energy of this gun was actually 23 megajoules. Seemingly the only tanks ever to mount it were a single Abrams and a Swiss Pz87 (Leopard 2 A4), so it is curious it is mentioned; the plan was ultimately scrapped by the Germans in favour of the L/55 variant of the Rheinmetall 120mm gun, while the US designed more advanced kinetic energy rounds for the L/44.&lt;br /&gt;
&lt;br /&gt;
Even if it is assumed the projectiles fired are as heavy as 20mm cannon bullets (100 grams), the railgun would still have to accelerate its ammunition to some 46,400 feet per second (a little shy of 42 times the speed of sound, which is about twice escape velocity, thus making it the first infantry weapon which could target ''satellites'') to achieve this. The weapon never generates any deafening sonic booms despite accelerating projectiles to hypersonic speeds. Fortune herself never endures much recoil from using it, to the point that she is able to double-tap the rail gun in higher difficulty levels. She also experiences no fatigue or difficulty aiming it, despite the weapon being easily 5 feet in length, and nearly as tall as her. No power or coolant source on her rail gun requiring periodic replenishment is apparent either, despite the massive amounts of electricity (and the likely-to-be-high resulting levels of waste heat) electrically accelerating a projectile over such a short distance would require in a man-portable platform. &lt;br /&gt;
&lt;br /&gt;
The weapon is said to have been abandoned because there is a high risk of &amp;quot;accidental discharge,&amp;quot; but the weapon's actual behaviour and the further description (that there is some problem with the plasma and the rail failing to disconnect) suggests the actual issue is ''runaway fire'', with the railgun's retractable armature returning to battery position while retaining enough charge to immediately launch a new projectile each time the action cycles. True to this, Fortune is able to fire the weapon repeatedly in bursts, her &amp;quot;luck&amp;quot; presumably causing the rail to disconnect from its powered position when she wants to stop firing. When seen in ''MGS4'', the weapon requires charging up for each shot fired, implying the railgun was bought to heel by using a capacitor bank which is only sufficient for one shot and / or a weaker power source.&lt;br /&gt;
&lt;br /&gt;
The railgun isn't actually wholly a digital creation; a physical prop was created from wood for motion capture sessions. The fearsome size of the railgun meant even this was rather on the heavy side, and Fortune's motion capture actress has stated she ended up &amp;quot;covered in bruises&amp;quot; every time she had to handle it.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_2:_Sons_of_Liberty&amp;diff=1143402</id>
		<title>Metal Gear Solid 2: Sons of Liberty</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_2:_Sons_of_Liberty&amp;diff=1143402"/>
		<updated>2017-12-04T21:22:14Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* RH-Alan RGB6 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid 2: Sons of Liberty&lt;br /&gt;
|picture = Metalgear2boxart.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2001&lt;br /&gt;
|developer=KCEJ&lt;br /&gt;
|platforms=Playstation 2&amp;lt;br&amp;gt;PC&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
The majorly-anticipated sequel to the bestselling ''[[Metal Gear Solid]]'' and a bestseller in its own right, '''Metal Gear Solid 2: Sons of Liberty''' continues the story of Solid Snake in 2007 as he attempts to infiltrate a tanker to obtain photographic evidence of a new model of Metal Gear, the series' eponymous bipedal armoured combat vehicle, aboard an ocean-bound tanker in the lower New York harbour. The mission fails spectacularly, leaving the player to control a freshly-minted Foxhound agent, codenamed Raiden, who is sent in to infiltrate an environmental cleanup plant located at the site of the Tanker sinking, two years on, to deal with a terrorist takeover by a group named the &amp;quot;Sons of Liberty&amp;quot; during a presidential inspection tour. As with Solid Snake's previous adventure, Raiden himself discovers much about his mission he was not initially told, and as the terrorists' machinations unfold, he is left to question everything he knew about his superiors' motives, the terrorists' true objective, and even his own identity. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game ''Metal Gear Solid 2: Sons of Liberty'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
'''Metal Gear Solid 2''' (referred to as MGS2 for the rest of this document) introduced a few new features with regards to ingame firearms over its prequel. The first and most obvious change was the addition of shooting from First-Person View (FPV) for all ingame weapons. Whereas FPV was used mostly to get a player-character's-eye view of an area in the previous installment and was used only for shooting with a few weapons, MGS2 allowed for players to aim and fire all its weapons in FPV. Unfortunately, due to the PS2 controller's gimmick of pressure-sensitive face buttons, aiming a fully-automatic weapon (among a few other miscellaneous actions, such as gently peeking through a locker's vent grille without noisily hitting the player character's head on the door while hiding in a locker) requires the player to half-hold the fire button, which, while not quite as easy to mess up as the throat-slitting CQC command in ''MGS3'', is not particularly precise since the square button does not have a great deal of distance between half-pressed to aim and fully-pressed to fire. This also meant that the game's ports to other consoles without pressure-sensitive face buttons or the PC made aiming such weaponry without simultaneously firing it impossible. Aiming semi-automatic weaponry in this game, however, had a much easier method of simply holding the button to aim and releasing it quickly to fire; slowly letting pressure off the button will lower the weapon without firing it. &lt;br /&gt;
&lt;br /&gt;
The introduction of FPV shooting was also accompanied by an emphasis on targeting specific body parts of enemies to achieve better results than centre-mass hits would. While this allowed for somewhat-realistic effects (such as a shot to the head or heart of an unarmoured NPC instantly killing that NPC), the developers went a degree further, to the point that ingame helmets of any kind were incapable of stopping bullets of any type, and hitting both of a human enemy's arms or legs with lethal bullets would cause most of them to count as &amp;quot;killed.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In addition to FPV and its related shooting mechanics, MGS2 was the first game in its series where player characters had the ability to use guns in melee attacks to subdue opponents with non-lethal force. Despite the series' tendencies towards realistically-depicted weaponry, MGS2 also started a long-running trend of many ingame characters firing unrealistically-long bursts from fully-automatic-fire-capable weapons during cutscenes, something that would continue to be featured throughout the rest of the '''Metal Gear Solid''' series despite the fact that no ingame weapon in this title is modelled with a large enough magazine to support such long bursts, and the fact that fully-automatic fire generally isn't recommended for most real-life applications due to its inaccuracy. Recoil-induced accuracy penalties are not modeled in this game for player characters (and a few bosses), however, so a long burst of fully-automatic fire will be just as accurate as single shots.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta XM9==&lt;br /&gt;
Solid Snake always begins the Tanker chapter of the game with a specially-modified [[Beretta M9]] fitted with a suppressor and loaded with tranquilizer rounds that will knock out enemies. Otacon misidentifies it as a &amp;quot;M92F&amp;quot;, but Snake corrects him that it is an M9. To keep noise down from cycling a new round, the slide is locked closed and Snake must cock the gun manually after every shot. It is also fitted with a laser sight attached to the trigger guard. If the Very Easy difficulty is selected when starting a new game, Raiden will start with the M9 already in his inventory at the beginning of the Plant Chapter. On Easy, the M9 is hidden somewhere in the first area of the game; higher difficulties require the player to search the warehouse in Strut F to find one. If contacted via CODEC, Iroquois Pliskin implies that the M9 located on the Big Shell was the result of Philanthropy fanboys replicating the M9 in honor of the failed Tanker mission. Some Marines in the Tanker chapter cutscenes are equipped with the weapon as well, but theirs do not have suppressors and are loaded with lethal rounds, which the player cannot use. Certain guards who are held up with this weapon will somehow recognize it as a tranquilizer weapon and thus will not give up their items unless the player switches to a lethal weapon instead.&lt;br /&gt;
&lt;br /&gt;
This pistol is based on the Beretta XM9, a handgun that was made in collaboration with KAC. The suppressor is a quick-detach type that fits onto notches in the barrel, rather than being screwed onto a threaded barrel (as is more common with handgun suppressors). A device is fitted on the frame and locks into the slide stop and prevents it from reciprocating when the shot is fired (the real-life version allows for disengaging of the slide stop, but this ability is not emulated in game). After the shot is fired, the device slides out of the stop so that the slide can be manually racked to extract the spent casing. &lt;br /&gt;
&lt;br /&gt;
Unlike many games of its time, the M9's Double-Action/Single-Action nature (in other words the gun can be fired without needing to cock the hammer, whereupon after the hammer will remain cocked for a lighter trigger pull until de-cocked) is emulated in this title. Accordingly, when a player character equips the M9, the hammer is shown as being uncocked, but when the slide is racked after the first shot, the hammer becomes cocked and remains so until the player character unequips (and presumably decocks) the weapon. However, the slide-racking animation has one unrealistic aspect; if the player character shoots the M9 and then quickly takes cover behind an obstacle that is very close to the player character while holding down the aiming/firing button (so that the player character points the M9 upwards while holding it in both hands) ''before'' the manual-slide-racking animation has a chance to play, the slide will reciprocate by itself without any action on the part of the player or the player character (the player character's hands will still be on the gun). This was most likely done to allow for more regular shots, without having to program an additional animation or forcing the player to wait for the manual-slide-racking animation to play first. &lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta9700.jpg|thumb|none|400px|Beretta XM9 - 9x19mm&amp;lt;br&amp;gt;Just like the real-life version, the in-game M9 has iron sights on the suppressor since the size of the suppressor precludes the use of the handgun's own iron sights.]]&lt;br /&gt;
[[Image:beretta9702.jpg|thumb|none|400px|Beretta XM9 with suppressor detached - 9x19mm ]]&lt;br /&gt;
[[File:Metalgear2boxart.jpg|thumb|none|500px|Metal Gear Solid 2: Sons Of Liberty cover art where Solid Snake wields the Beretta XM9 Tranq Pistol.]]&lt;br /&gt;
[[File:MGS2XM9Icon.jpg|thumb|none|500px|In-game icon for the Beretta M9 when selecting it from the weapons menu.]]&lt;br /&gt;
[[File:SnakeXM9Tanker-1.jpg|thumb|none|500px|Solid Snake aims his custom Tranq Beretta XM9 at Olga Gurlukovich.]]&lt;br /&gt;
[[File:MGS2M9_2.jpg|thumb|none|500px|Snake sizes up his latest adversary on the Tanker while holding her at gunpoint with the XM9.]]&lt;br /&gt;
[[File:MGS2M9 3.jpg|thumb|none|500px|Raiden, having recently entered the Big Shell Plant, points his own XM9 at Fortune as SEAL Team 10 tries their hand at fighting her at the Big Shell's BC connecting bridge. Raiden generally wields the Mark 23 in cutscenes following its acquisition in Strut B, but if the player has the XM9 equipped before triggering the cutscene, he will carry that during it instead. This can result in a few situations where the slide-locked, suppressed and less-lethal pistol manages the feat of firing semi-automatically, with unmuffled gunshots, and in one case outright killing another character.]]&lt;br /&gt;
[[File:MGS2M9 1.jpg|thumb|none|500px|Raiden aims his XM9 at a Gurlukovich Mercenary guarding the Strut F Warehouse after having alerted them recently. While the Big Shell is publicly known as a civilian environmental cleanup plant, the fact that Strut F houses a full-on armoury, well-stocked with military-grade weaponry, is among the earliest clues to the player that the facility isn't quite what its Public Relations team claims.]]&lt;br /&gt;
&lt;br /&gt;
==PSS==&lt;br /&gt;
Olga Gurlukovich is seen with a [[PSS Silent Pistol]]. It is never given a chance to be used, however: She tosses the gun overboard shortly afterwards, after Snake orders her to do so. The player cannot obtain this weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:Pistol Russian PSS in 7.62x41mm SP-4 special purpose noiseless cartridge.jpg|thumb|none|300px|PSS Silent Pistol - 7.62x42mm SP-4]]&lt;br /&gt;
[[File:MGS2PSS_1.jpg|thumb|none|500px]]&lt;br /&gt;
[[File:MGS2PSS 2.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
Exclusive to the Tanker Chapter, Olga Gurlukovich uses a [[Heckler &amp;amp; Koch USP]] when dueling with the player. After defeating her, Snake automatically takes the empty gun (emptied by Olga, and made so by the programmers to avoid giving the player any ability to execute Olga and mess up the story) and uses it after acquiring ammunition for it. It can be fitted with a suppressor when playing the chapter for a second time in the &amp;quot;Substance&amp;quot; version of the game, and also comes with a tactical flashlight that turns on automatically when the weapon is drawn and readied in a dark area. Unfortunately, this becomes a hindrance when trying to keep a low profile. Its caliber is mentioned by Snake to be 9mm Parabellum, of which it can hold 15 in the magazine, or 15+1 when Snake performs a tactical reload. The script as well as Snake's reaction in the final game implied that the USP (a German-made gun issued to American forces) being used by Olga (a Russian) was unusual.&lt;br /&gt;
&lt;br /&gt;
[[Image:USP9mm.jpg‎ |thumb|none|350px|Heckler &amp;amp; Koch USP - 9x19mm]]&lt;br /&gt;
[[File:MGS2USP_Reload.jpg|thumb|none|500px|Snake reloads his USP]]&lt;br /&gt;
[[File:MGS2USP_1.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Sergei Gurlukovich is seen using a [[Makarov PM|Makarov]] to hold Marine Commandant Scott Dolph hostage. Raiden also observes the other soldiers carrying Makarovs later in the game, but only use them when they run out of ammunition for their primary weapon, or sometimes when their right arm is injured.  It is also used by soldiers wielding riot shields. This weapon cannot be obtained or used by the player.&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MGS2Makarov 1.jpg|thumb|none|500px]]&lt;br /&gt;
[[File:MGS2Makarov_2.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mark 23 Phase II Prototype==&lt;br /&gt;
Raiden is given a [[H&amp;amp;K Mk 23 Mod 0|Heckler &amp;amp; Koch Mark 23 Phase II Prototype]] by Iroquois Pliskin early in the Plant Chapter of the game during his first visit to Strut B. It is fitted with a LAM (Laser Aiming Module), though it is not used to aim in first-person mode (instead, the player aims using the iron sights, despite the laser still being turned on anytime the gun is aimed in first- or third-person view). It can be fitted with a suppressor found in Strut F after Raiden visits Strut C for the first time. It holds 12 rounds of .45 ACP ammunition with each magazine. The tactical light on the handgun cannot be used ingame, except for a few VR missions in the Substance version. &lt;br /&gt;
&lt;br /&gt;
For some odd reason, Raiden always draws this weapon in cutscenes after obtaining it (unless the player has the M9 equipped before entering the cutscene, in which case Raiden will use that instead), even when going up against a foe who can dodge bullets, or against multiple opponents, both being situations for which an automatic firearm like the AKS-74U would be much better suited. The fact that Raiden is forced to obtain the AKS-74U (much like he cannot refuse to take the SOCOM pistol), coupled with his true combat experience which an AK would be more familiar to him, serve to highlight the oddness of this directorial decision to have Raiden always &amp;quot;bring a pistol to an assault rifle shootout&amp;quot; in cutscenes.&lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|none|450px|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
The [[Colt Single Action Army]] is the weapon of choice for Revolver Ocelot. Cannot be obtained by the player, and is fired in only four scenes in the game, half during the Tanker Chapter, and the other half during the Plant Chapter.&lt;br /&gt;
&lt;br /&gt;
Ocelot first fires it on an unsuspecting Gurlukovich mercenary, after he caught him hiding, with Ocelot making clear that he intended for Gurlukovich himself to die shortly thereafter upon killing him.&lt;br /&gt;
&lt;br /&gt;
True to his earlier vow, he next fired the Single Action Army on Sergei Gurlukovich and Scott Dolph (the latter being released by the former so he'd have a clear shot against Ocelot in revenge for his betrayal), also shooting right through the jacket to hit Gurlukovich in the lung and Dolph in the head. In the same scene, he also managed to kill about six to nine Gurlukovich mercenaries when they attempted to avenge their boss (technically, this should be impossible since the Single Action Army only has enough rounds for six shots at most).&lt;br /&gt;
&lt;br /&gt;
He later used it to kill President James Johnson (ironically, just before he forced Raiden to pull the trigger to prevent Arsenal Gear from launching its nuclear payload), claiming that his actions were &amp;quot;an abuse&amp;quot; to the First Amendment right to free speech.&lt;br /&gt;
&lt;br /&gt;
Lastly, he used it on Fortune to demonstrate that her &amp;quot;luck&amp;quot; was actually the result of an electromagnetic gizmo that deflects any and all bullets aimed at her, although he only mortally wounded her rather than instantly killing her due to her being born with dextrocardia.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtSingleActionArmy.jpg|thumb|none|400px|Colt Single Action Army with 5.5&amp;quot; barrel known as the &amp;quot;Artillery&amp;quot; model. The most common of the SAA revolvers as it is just the right length. - .45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
[[File:MGS2SAA_1.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is Fatman's weapon of choice when he's not planting C4 explosives. It is modelled with what appears to be a 19-round magazine. He uses it in his battle with Raiden on occasion, calling it &amp;quot;a short recess on bombs.&amp;quot; In the backstory he was known for disassembling and reassembling it whenever he had a spare moment, not being one to keep his hands still. Due to an animation oversight, Fatman can be knocked down in the middle of reloading after ejecting an empty magazine, but will still eject another one once he stands up again to resume reloading. Unlike other ingame enemies, Fatman does not appear to suffer any recoil-induced penalties to his accuracy whenever he fires in full-auto either. &lt;br /&gt;
&lt;br /&gt;
This weapon made its first appearance in the ''Metal Gear Solid'' series, but would not become available to the player until [[Metal_Gear_Solid_4:_Guns_of_the_Patriots|the fourth game]]. &lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol Austrian Glock 18 with 31 round magazine.jpg|thumb|none|350px|Glock 18C - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Gun =&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The Arsenal Tengus in Arsenal Gear are seen carrying and using [[FN P90]] submachine guns (unobtainable by the player). Solidus Snake is also seen with one, which is somehow capable of penetrating the armor on a Metal Gear RAYs.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MGS2P90_3.jpg|thumb|none|500px]]&lt;br /&gt;
[[File:MGS2P90 2.jpg|thumb|none|500px|Solidus fires his P90 point-blank into a Ray]]&lt;br /&gt;
[[File:MGS2P90_1.jpg|thumb|none|500px|Solidus aims his P90 at Raiden.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AK-74#AKS-74U|AKS-74U]] is used by most of the Gurlukovich soldiers throughout the Tanker Chapter, and by the guards in the Shell 1 Core of the Plant Chapter, all of whom except for clearing team members use it in combination with a suppressor (likely to preserve their hearing when firing this weapon indoors). Raiden must obtain one of these in order to impersonate one of the aforementioned Shell 1 Core guards, but outside of Very Easy difficulty cannot acquire a suppressor for the rifle until he reaches the bridge connecting Shell 1 and 2. It is equipped with a laser sight for aiming, as the player cannot use the iron sights for that purpose. Several of them attempted to use them in the ending of the Tanker Chapter on Ocelot to avenge their boss (due to Ocelot having gunned Gurlukovich down in cold blood shortly beforehand), but they never got the chance to do so due to Ocelot shooting all of them with his Single Action Army revolver in a wide arc.&lt;br /&gt;
&lt;br /&gt;
In the Substance edition and HD re-release of MGS2, giant-sized Gurlukovich soldiers (individually named &amp;quot;Gurlugon&amp;quot;) can be seen carrying giant AKS-74Us in the VR missions and one non-canonical &amp;quot;Snake Tales&amp;quot; extra mission, but never fire them, instead relying on other means of attack. Gurlugon monsters are also depicted with trefoil protrusions running in two lines down the backs of their heads to the rear of their pelvises, which is a clear reference to the [[Godzilla]] series of movies. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[File:MGS2AKS74U_2.jpg|thumb|none|500px|A Gurlukovich clearing team member sweeps a hallway aboard the ''USS Discovery'' during Solid Snake's Tanker mission.]]&lt;br /&gt;
[[File:MGS2AKS74u_1.jpg|thumb|none|500px|A Gurlukovich soldier blind-fires his AKS-74U down a set of stairs in the Plant chapter.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1 Carbine]] is seen throughout the game, carried by the Marines in the Tanker Chapter, the Navy SEAL Team 10 in the Plant Chapter, Pliskin himself, and certain clearing teams after Raiden's duel with Fatman. It can only be acquired by Raiden in the Plant Chapter in Strut F, and it comes with a laser sight. While the underslung [[M203]] grenade launcher is used in conjunction with the M4A1 by one of the Marines aboard the tanker, certain Big Shell clearing teams, and by Snake in his fight with Solidus, it is not possible for the player to use in any way. The M203 is also memorably used against Fortune by a member of SEAL Team 10, where a grenade fired from it harmlessly lands at her feet as a dud.&lt;br /&gt;
&lt;br /&gt;
The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|450px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[File:MGS2M4A1_1.jpg|thumb|none|500px|During Raiden's first encounter with Vamp, Pliskin's M4A1 is knocked away by Vamp and Raiden commandeers it after suffering a minor cut from Vamp's combat knife. Unfortunately, just as was the case with SEAL Team 10's Alpha team, Vamp preternatural speed allows him to dodge Raiden's fire entirely, and Vamp retreats just as Raiden runs dry and reloads with a fresh magazine from Pliskin.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] assault rifle is used by the Gurlukovich soldiers patrolling many areas in the Plant Chapter, and by clearing teams in the earlier phases of that chapter. It cannot be obtained by the player.&lt;br /&gt;
&lt;br /&gt;
In-universe, the AN-94 had been adopted as the &amp;quot;official rifle of the Russian Army&amp;quot; by the time when the Plant Chapter occurs in 2009. In reality, the [[AK-74|AK-74M]] would still ultimately be the standard Russian Army assault rifle as of 2009. Many NPCs carrying the AN-94 use it along with a tactical flashlight.&lt;br /&gt;
&lt;br /&gt;
[[Image:An94-1.jpg|500px|thumb|none|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:MGS2An94.jpg|500px|thumb|none|Gurlukovich soldier with AN-94]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS]] bullpup rifle is not ordinarily available to the player in the final game and is only accessible via a cheat device used with the MGS2 demo disk. It can be seen in MGS1 gameplay videos appearing in cutscenes where Raiden mentions his VR training (implied to actually be from playing MGS1 and its bonus VR missions with VR gear), and also in the hands of Solid Snake in a flashback sequence depicting his escape from the sinking tanker. Pre-release trailers also showed Snake using a FAMAS on the Tanker, implying this weapon was at one point present there, and most likely the flashback is footage from an alpha or beta version of the level.&lt;br /&gt;
&lt;br /&gt;
In the demo, the FAMAS is very inaccurate and has a few animation errors, most notably how Solid Snake keeps cocking the charging handle when firing it in First Person View. In the Substance version of the game, it is also seen in the hands of the hidden bosses of the added VR missions for Solid Snake, named Genola and Mech Genola. These two are essentially giant-sized, higher-detail Genome Soldiers in winter gear from MGS1, but they are never actually seen firing their giant-sized FAMAS rifles. One notable detail of their 3D models that was not made higher-detail for the Substance version are their fingerless mittens, raising the question of how they are supposed to properly fire their rifles without much freedom of movement for their trigger fingers. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Genola&amp;quot; is reverse Pig Latin for &amp;quot;Enola Gay&amp;quot;, the B29 bomber that dropped the &amp;quot;Little Boy&amp;quot; atomic bomb on Hiroshima.&lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS F2.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from FAMAS F1]]&lt;br /&gt;
[[File:FAMASMGS2.jpg|thumb|none|400px|FAMAS in an MGS2 mod]]&lt;br /&gt;
[[File:FAMASMGS2-1.jpg|thumb|none|400px|Genola with FAMAS]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1==&lt;br /&gt;
[[Heckler &amp;amp; Koch PSG-1]] semi-automatic sniper rifles equipped with dynamically zooming scope are used by both Raiden and Pliskin, exclusive to the Plant Chapter. A fictional variant firing tranquilizer rounds and equipped with a sound suppressor is available in Strut F or the flooded Shell 2 Core B1 area, named the PSG-1T.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎|thumb|none|550px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:H&amp;amp;KPSG01MGS2.jpg‎|thumb|none|550px|Raiden with a PSG-1]]&lt;br /&gt;
&lt;br /&gt;
= Shotgun =&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is carried by the clearing teams in the Big Shell. It is never available to the player, and NPCs fire it slowly despite the real weapon's semiautomatic firing ability. &lt;br /&gt;
&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|550px|none|Franchi SPAS-12 with butt hook attached to stock - 12 Gauge]]&lt;br /&gt;
[[Image:MGS2SPAS12.jpg|thumb|550px|none|Gurlukovich soldier with SPAS-12]]&lt;br /&gt;
&lt;br /&gt;
= Launchers = &lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
The [[FIM-92A Stinger]] surface-to-air missile launcher is exclusive to the Plant Chapter. The launcher has a lock-on function as well, strangely locking onto targets that do not possess any heat or radar signature the missile could realistically lock onto, such as human guards. Despite its supposed destructive power, nothing prevents the player from using it indoors, even inside the sections of the Shell 2 Core that are below the waterline, where blowing holes into the walls (logically resulting in flooding) would be most detrimental to Raiden's mission. As useful as this weapon may be in destroying vehicles, it is powerless to alter the game's environment in any way.&lt;br /&gt;
&lt;br /&gt;
As in the first ''Metal Gear Solid'', there is no animation for readying another Stinger and it is simply ready to fire again after a couple of seconds, not even requiring the player character to stop looking through the scope. It is also incorrectly shown with the missile seeking the instant it exits the launcher; the real Stinger flies straight for 660 feet before the seeker engages.&lt;br /&gt;
&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|400px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[File:StingerMGS2.jpg|thumb|none|400px|Raiden aiming the Stinger at a Meta Gear Ray]]&lt;br /&gt;
&lt;br /&gt;
==RH-Alan RGB6== &lt;br /&gt;
Croatian [[Milkor MGL]] clone in a six-shot revolver configuration, reloaded with a speedloader fitted for grenades. Exclusive to the Plant Chapter, and only available from Strut F once Raiden completes his objective in the second basement level of the Shell 1 Core. It is cumbersome to use given that the player cannot use the sights on the weapon, and that there is no arcing trajectory display in this game as in Metal Gear Solid 4 when a grenade is drawn and readied, though use of the lock-on feature will allow the player to compensate for its arcing trajectory so as long as the target is not behind cover or out of sight. While ostensibly loaded with anti-personnel grenades, it has the ability to damage vehicles such as a Harrier II jet or even Metal Gear Rays if a hit is scored. A codec call with Pliskin after getting it implied that it was the first time Raiden used the RGB6 at all, much less on the field due to it not being covered in VR.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL RBG-6.jpg|thumb|none|400px|RH Alan RGB-6 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Nikita==&lt;br /&gt;
A fictional missile launcher which fires remote controlled missiles with their own cameras that feed the warhead's visual data back to the player. While dubbed a &amp;quot;missile&amp;quot; launcher, the munitions launched by this weapon move slowly enough to be miniature hovering UAVs with contact-detonation warheads. Exclusive to the Plant Chapter, Raiden must use one to reach an objective in the Shell 2 Core, which is shutting down the electrified floor to reach President James Johnson - easier said than done given that the warheads cannot change altitude manually (they strangely do so on their own if they are piloted up a slanted vent, implying their vertical guidance is some kind of terrain-following system), have a limited supply of fuel, and become uncontrolled if Raiden suffers damage while using the launcher. Johnson's tendency to jump in front of the missile also does not help. The missile can only be fired indoors, which the game explains as being because the Sons of Liberty activated an electronic interference field around the Big Shell to prevent enemy UAVs from entering. Most likely the real reason is that the Nikita would otherwise allow the player to discover non-drawn surfaces of buildings in the various exterior maps.&lt;br /&gt;
&lt;br /&gt;
While the following function of the launcher is not elaborated on in the game, Raiden can disregard all the precision-machined-high-technology this weapon encapsulates and use it in one of the most blatantly ''low''-technological ways possible, by swinging the launcher as a large, unwieldy, club to whack guards (and one boss) around. It can often knock guards out in one well-timed swing or  deal heavy stamina damage to a boss, even in the higher difficulty levels, and not harm its performance in any way while being used in this &amp;quot;warranty-voiding&amp;quot; fashion. The Stinger missile launcher by contrast cannot be used this way, since equipping it instantly switches to the scoped view.&lt;br /&gt;
&lt;br /&gt;
To date, this game is the Nikita's last appearance in the ''Metal Gear Solid'' series.&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 Grenade Launcher]] was seen mounted on M4A1s utilized by both the SEAL Team 10 Bravo Squad, and by the attack teams. The former attempted to launch it at Fortune, but her &amp;quot;luck&amp;quot; renders the grenade a dud. Given her &amp;quot;luck&amp;quot; turns out to be a combination of a personal shield generator and what appears to be magic, it is not particularly clear why this actually happened; it cannot have been any kind of EMP-like effect, since the 40mm rounds for the M203 use a mechanical detonator (never mind that such an effect would also disable Fortune's radio and her railgun).&lt;br /&gt;
[[Image:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:MGS2-M203-1.jpg|thumb|none|600px|The M203 attached to Plissken's M4.]]&lt;br /&gt;
[[File:MGS2-M203-2.jpg|thumb|none|600px|Plissken with the M203's barrel open for loading.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
&lt;br /&gt;
C4 explosives are utilized by both Raiden and Fatman, the latter's C4 also serve as a major plot point for the first act of the Plant mission, as Raiden and Iroquois Pliskin have to disarm them using a special &amp;quot;coolant spray&amp;quot; to freeze their detonators.&lt;br /&gt;
&lt;br /&gt;
C4 blocks can be procured by the player and used to set traps or destroy certain objects and devices which are immune to conventional weaponry. Just like in ''[[Metal Gear Solid]]'', the C4 blocks are set off in the order they were placed, and are stated to have a scrambler, in order to ensure that any wireless signals that are not the wireless detonator do not accidentally set it off.&lt;br /&gt;
&lt;br /&gt;
Fatman's C4 charges are larger than normal. As a self-made man who worships his creator, he generally utilizes C4 that emits a specific, detectable vapor, as well as cologne left on them as a &amp;quot;calling card.&amp;quot; In addition, he also carries a briefcase-sized C4 charge in some pocket dimension in his blast suit that is activated via a remote despite being inside his own clothes, and is also implied to have more than enough explosive power to destroy the entire Big Shell in one blow.&lt;br /&gt;
&lt;br /&gt;
==Semtex==&lt;br /&gt;
Semtex is utilized in both the Tanker and Plant Chapters, although it is never available to the player. Both instances have large charges rigged to wall-mounted infrared sensor rigs that automatically detonate the explosives should they be crossed. Solid Snake has to bypass these by shooting out the control boxes or crawling under the sensors in the Tanker Chapter. Precise why the terrorists rig up a system which will allow an intruder or particularly tall rat to accidentally kill all of them before they can complete their mission is not clear. Later, the Sons of Liberty also rig the connection bridge to the two shells at the Big Shell (and one room in the Strut F warehouse) with Semtex to deter would-be intruders, which Raiden deals with by destroying the control modules, one of which is for some reason mounted on top of a Cipher drone.&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
&lt;br /&gt;
A fictional variant of the [[M18A1 Claymore|M18A1 Claymore Anti-Personnel Mine]] is available in the game, exclusive to the Plant Chapter. Unlike real-life versions, they are invisible to the naked eye (the game mentions that they are &amp;quot;stealth-equipped&amp;quot;, though their locations and sensor coverage are visble with a mine detector) and explode if someone walks into their cone of detection. Raiden can disarm them and use them for himself if he crawls over one from outside its cone of detection, and they are plainly visible to the player if Raiden plants them himself. They can also be seen with the &amp;quot;thermal goggles&amp;quot; (Infrared) during the plant level.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
==Various Grenades==&lt;br /&gt;
&lt;br /&gt;
Three types of grenades can be used in this game. They are a generic frag grenade, a flashbang grenade, and a fictional chaff grenade. &lt;br /&gt;
&lt;br /&gt;
The usage of the first two types is quite cumbersome compared to later instalments in this game series. To use one of them, the player must first press a button to ready the grenade (depicting the player character pulling the pin with his teeth), and then release the button to throw the grenade. The catch is that the player character doesn't hold onto the safety lever when the pin is pulled, and if it is not thrown it before the fuse runs out, the player character suffers painful consequences. What's worse is that the force at which the button is pressed determines the velocity of the grenade(using the PS2 controller's pressure-sensitive face buttons, rarely a good idea), which is not indicated on screen before the grenade is thrown and is in general difficult to get right without a lot of practice. &lt;br /&gt;
&lt;br /&gt;
The chaff grenade avoids the problems of the aforementioned user-unfriendly grenade-throwing mechanic by virtue of being absolutely harmless and completely location independent. Regardless of where it is thrown (except into water), upon detonation it will release a great deal of radio-reflective fragments that temporarily blind all UAVs and security cameras in the current area, as well as temporarily jamming radio transmissions, so guards cannot call for backup if they spot you while the fragments are still suspended in the air. The chaff is even capable of slowing the reaction times of Metal Gear Rays. &lt;br /&gt;
&lt;br /&gt;
The frag grenade acts more like a concussion grenade by killing with its explosive force rather than releasing visible fragments. The flashbang grenade instead creates a non-lethal explosion that stuns anyone caught in its blast radius, though the white flash seen while using flashbang grenades in later instalments of this series is not implemented in this game. Both types will cause an alert to be sounded in the area you are in if one is not already active, or if a chaff grenade's chaff is not still active.&lt;br /&gt;
&lt;br /&gt;
==Underwater mine==&lt;br /&gt;
Classic black-ball-with-prong-detonators underwater mines are found in the flooded area of the Shell 2 Core. It is implied that they are placed there by Vamp as obstacles for Raiden, though precisely why or where Vamp has them is not clear. According to Otacon, the mines contain built-in compound sensors that can track anything from something's acceleration speed to changes in the water pressure, and even body temperature, among other data. They obviously cannot be used by the player.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-12/U==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sons of Liberty&amp;quot; group somehow has access to a US Marine Corps AV-8B Harrier II (likely due to Solidus Snake's backing, thanks to his previous role in civilian life mentioned by the game). The plane is technically a TAV-8B two seat trainer version, which is unarmed and incapable of mounting weaponry.&lt;br /&gt;
&lt;br /&gt;
Among its arsenal of weapons are LAU-5003 rocket pods, AMRAAM air-to-air missiles (with Raiden apparently counting as an airborne target that can be tracked by its radar), CBU-100 cluster bombs and a [[General Dynamics GAU-12/U]] mounted on its underside. As is common for video game depictions of military vehicles, the Harrier's GAU-12/U and other weaponry are depicted as having infinite ammunition, while the real-life Harrier II only has enough room to carry 300 rounds. Despite presumably being loaded with armour-piercing depleted-uranium-tipped rounds capable of penetrating the top armour of tanks, the GAU-12/U is depicted as being completely unable to penetrate any form of cover, which is clearly a concession towards gameplay. The GAU-12/U is, however, modelled correctly, with a muzzle flash only emerging from the left-hand pod, since the right one contains the weapon's ammunition and retains the empty casings when the gun is fired so as to prevent them from being sucked into the Harrier's air intakes and causing damage to the engine. &lt;br /&gt;
&lt;br /&gt;
The Harrier II itself is mentioned to have shot down the two cargo helicopters used by SEAL Team 10, but can first be seen on the heliport of Strut E; it disappears from that location during the Fatman boss fight, and is later faced as the second boss of the Plant Chapter. For some bizarre reason, Fatman sees fit to affix at least one of his C4 bombs on the Harrier's underside before his boss fight, which Raiden must freeze. Furthermore, if Raiden contacts the Colonel overseeing his mission about the Harrier, the Colonel will claim that the weapons Raiden has at that point &amp;quot;aren't up to the task of neutralizing this plane&amp;quot; (so as to prevent the player from removing it as a boss fight later).  This is in spite of the fact that Raiden can obtain Claymore mines prior to this - one or more of them placed by hand into the air intakes and manually detonated would likely render the Harrier unflyable.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U with unfired rounds - 25mm]]&lt;br /&gt;
&lt;br /&gt;
==NRS-2 Scout Firing Knife==&lt;br /&gt;
&lt;br /&gt;
This obscure concealed Spetznaz firearm consists of a knife with a short barrel for a single SP-3 suppressed pistol cartridge in the grip, pointed in the opposite direction from the tip of the blade. Olga draws and fires it at Snake when ordered to throw it overboard, only for him to dodge it, which causes Snake to take cover anyway and give her an opportunity to draw her USP. Olga shortly afterwards claims that Snake is the first one to dodge a round fired from her scout knife before fighting him.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nrs.jpg|thumb|none|400px|NRS-2 Scout Firing Knife with sheath / wirecutter and chamber detached - 7.62x42mm SP-3]]&lt;br /&gt;
&lt;br /&gt;
==Fortune's Rail Gun==&lt;br /&gt;
The only weapon used by Fortune is a fictional man-portable but large prototype railgun. It is equipped with a laser sight and a scope of undisclosed model, firing slugs of undisclosed size; a pistol-scale magazine is seen in ''Metal Gear Solid 4'', which would imply they are not particularly large. &lt;br /&gt;
&lt;br /&gt;
According to the Colonel that Raiden can contact for advice, the railgun accelerates projectiles to a high enough velocity to possess &amp;quot;ten megajoules of kinetic energy,&amp;quot; incidentally half that of the &amp;quot;twenty megajoules imparted to the ammunition of a 140mm smoothbore gun&amp;quot; mentioned by the game. Presumably this is a reference to the scrapped NATO XM291 140mm gun project for the Abrams and Leopard 2 during the mid-80s (a response to reports that a &amp;quot;Future Soviet Tank&amp;quot; (FST) was under development with a 135mm or 152mm main gun and armour sufficient to require a muzzle energy of 18MJ to penetrate), though available information implies that the muzzle energy of this gun was actually 23 megajoules. Seemingly the only tanks ever to mount it were a single Abrams and a Swiss Pz87 (Leopard 2 A4), so it is curious it is mentioned; the plan was ultimately scrapped by the Germans in favour of the L/55 variant of the Rheinmetall 120mm gun, while the US designed more advanced kinetic energy rounds for the L/44.&lt;br /&gt;
&lt;br /&gt;
Even if it is assumed the projectiles fired are as heavy as 20mm cannon bullets (100 grams), the railgun would still have to accelerate its ammunition to some 46,400 feet per second (a little shy of 42 times the speed of sound, which is about twice escape velocity, thus making it the first infantry weapon which could target ''satellites'') to achieve this. The weapon never generates any deafening sonic booms despite accelerating projectiles to hypersonic speeds. Fortune herself never endures much recoil from using it, to the point that she is able to double-tap the rail gun in higher difficulty levels. She also experiences no fatigue or difficulty aiming it, despite the weapon being easily 5 feet in length, and nearly as tall as her. No power or coolant source on her rail gun requiring periodic replenishment is apparent either, despite the massive amounts of electricity (and the likely-to-be-high resulting levels of waste heat) electrically accelerating a projectile over such a short distance would require in a man-portable platform. &lt;br /&gt;
&lt;br /&gt;
The weapon is said to have been abandoned because there is a high risk of &amp;quot;accidental discharge,&amp;quot; but the weapon's actual behaviour and the further description (that there is some problem with the plasma and the rail failing to disconnect) suggests the actual issue is ''runaway fire'', with the railgun's retractable armature returning to battery position while retaining enough charge to immediately launch a new projectile each time the action cycles. True to this, Fortune is able to fire the weapon repeatedly in bursts, her &amp;quot;luck&amp;quot; presumably causing the rail to disconnect from its powered position when she wants to stop firing. When seen in ''MGS4'', the weapon requires charging up for each shot fired, implying the railgun was bought to heel by using a capacitor bank which is only sufficient for one shot and / or a weaker power source.&lt;br /&gt;
&lt;br /&gt;
The railgun isn't actually wholly a digital creation; a physical prop was created from wood for motion capture sessions. The fearsome size of the railgun meant even this was rather on the heavy side, and Fortune's motion capture actress has stated she ended up &amp;quot;covered in bruises&amp;quot; every time she had to handle it.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_2:_Sons_of_Liberty&amp;diff=1143399</id>
		<title>Metal Gear Solid 2: Sons of Liberty</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_2:_Sons_of_Liberty&amp;diff=1143399"/>
		<updated>2017-12-04T21:19:39Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* AKS-74U */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid 2: Sons of Liberty&lt;br /&gt;
|picture = Metalgear2boxart.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2001&lt;br /&gt;
|developer=KCEJ&lt;br /&gt;
|platforms=Playstation 2&amp;lt;br&amp;gt;PC&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
The majorly-anticipated sequel to the bestselling ''[[Metal Gear Solid]]'' and a bestseller in its own right, '''Metal Gear Solid 2: Sons of Liberty''' continues the story of Solid Snake in 2007 as he attempts to infiltrate a tanker to obtain photographic evidence of a new model of Metal Gear, the series' eponymous bipedal armoured combat vehicle, aboard an ocean-bound tanker in the lower New York harbour. The mission fails spectacularly, leaving the player to control a freshly-minted Foxhound agent, codenamed Raiden, who is sent in to infiltrate an environmental cleanup plant located at the site of the Tanker sinking, two years on, to deal with a terrorist takeover by a group named the &amp;quot;Sons of Liberty&amp;quot; during a presidential inspection tour. As with Solid Snake's previous adventure, Raiden himself discovers much about his mission he was not initially told, and as the terrorists' machinations unfold, he is left to question everything he knew about his superiors' motives, the terrorists' true objective, and even his own identity. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game ''Metal Gear Solid 2: Sons of Liberty'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
'''Metal Gear Solid 2''' (referred to as MGS2 for the rest of this document) introduced a few new features with regards to ingame firearms over its prequel. The first and most obvious change was the addition of shooting from First-Person View (FPV) for all ingame weapons. Whereas FPV was used mostly to get a player-character's-eye view of an area in the previous installment and was used only for shooting with a few weapons, MGS2 allowed for players to aim and fire all its weapons in FPV. Unfortunately, due to the PS2 controller's gimmick of pressure-sensitive face buttons, aiming a fully-automatic weapon (among a few other miscellaneous actions, such as gently peeking through a locker's vent grille without noisily hitting the player character's head on the door while hiding in a locker) requires the player to half-hold the fire button, which, while not quite as easy to mess up as the throat-slitting CQC command in ''MGS3'', is not particularly precise since the square button does not have a great deal of distance between half-pressed to aim and fully-pressed to fire. This also meant that the game's ports to other consoles without pressure-sensitive face buttons or the PC made aiming such weaponry without simultaneously firing it impossible. Aiming semi-automatic weaponry in this game, however, had a much easier method of simply holding the button to aim and releasing it quickly to fire; slowly letting pressure off the button will lower the weapon without firing it. &lt;br /&gt;
&lt;br /&gt;
The introduction of FPV shooting was also accompanied by an emphasis on targeting specific body parts of enemies to achieve better results than centre-mass hits would. While this allowed for somewhat-realistic effects (such as a shot to the head or heart of an unarmoured NPC instantly killing that NPC), the developers went a degree further, to the point that ingame helmets of any kind were incapable of stopping bullets of any type, and hitting both of a human enemy's arms or legs with lethal bullets would cause most of them to count as &amp;quot;killed.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In addition to FPV and its related shooting mechanics, MGS2 was the first game in its series where player characters had the ability to use guns in melee attacks to subdue opponents with non-lethal force. Despite the series' tendencies towards realistically-depicted weaponry, MGS2 also started a long-running trend of many ingame characters firing unrealistically-long bursts from fully-automatic-fire-capable weapons during cutscenes, something that would continue to be featured throughout the rest of the '''Metal Gear Solid''' series despite the fact that no ingame weapon in this title is modelled with a large enough magazine to support such long bursts, and the fact that fully-automatic fire generally isn't recommended for most real-life applications due to its inaccuracy. Recoil-induced accuracy penalties are not modeled in this game for player characters (and a few bosses), however, so a long burst of fully-automatic fire will be just as accurate as single shots.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta XM9==&lt;br /&gt;
Solid Snake always begins the Tanker chapter of the game with a specially-modified [[Beretta M9]] fitted with a suppressor and loaded with tranquilizer rounds that will knock out enemies. Otacon misidentifies it as a &amp;quot;M92F&amp;quot;, but Snake corrects him that it is an M9. To keep noise down from cycling a new round, the slide is locked closed and Snake must cock the gun manually after every shot. It is also fitted with a laser sight attached to the trigger guard. If the Very Easy difficulty is selected when starting a new game, Raiden will start with the M9 already in his inventory at the beginning of the Plant Chapter. On Easy, the M9 is hidden somewhere in the first area of the game; higher difficulties require the player to search the warehouse in Strut F to find one. If contacted via CODEC, Iroquois Pliskin implies that the M9 located on the Big Shell was the result of Philanthropy fanboys replicating the M9 in honor of the failed Tanker mission. Some Marines in the Tanker chapter cutscenes are equipped with the weapon as well, but theirs do not have suppressors and are loaded with lethal rounds, which the player cannot use. Certain guards who are held up with this weapon will somehow recognize it as a tranquilizer weapon and thus will not give up their items unless the player switches to a lethal weapon instead.&lt;br /&gt;
&lt;br /&gt;
This pistol is based on the Beretta XM9, a handgun that was made in collaboration with KAC. The suppressor is a quick-detach type that fits onto notches in the barrel, rather than being screwed onto a threaded barrel (as is more common with handgun suppressors). A device is fitted on the frame and locks into the slide stop and prevents it from reciprocating when the shot is fired (the real-life version allows for disengaging of the slide stop, but this ability is not emulated in game). After the shot is fired, the device slides out of the stop so that the slide can be manually racked to extract the spent casing. &lt;br /&gt;
&lt;br /&gt;
Unlike many games of its time, the M9's Double-Action/Single-Action nature (in other words the gun can be fired without needing to cock the hammer, whereupon after the hammer will remain cocked for a lighter trigger pull until de-cocked) is emulated in this title. Accordingly, when a player character equips the M9, the hammer is shown as being uncocked, but when the slide is racked after the first shot, the hammer becomes cocked and remains so until the player character unequips (and presumably decocks) the weapon. However, the slide-racking animation has one unrealistic aspect; if the player character shoots the M9 and then quickly takes cover behind an obstacle that is very close to the player character while holding down the aiming/firing button (so that the player character points the M9 upwards while holding it in both hands) ''before'' the manual-slide-racking animation has a chance to play, the slide will reciprocate by itself without any action on the part of the player or the player character (the player character's hands will still be on the gun). This was most likely done to allow for more regular shots, without having to program an additional animation or forcing the player to wait for the manual-slide-racking animation to play first. &lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta9700.jpg|thumb|none|400px|Beretta XM9 - 9x19mm&amp;lt;br&amp;gt;Just like the real-life version, the in-game M9 has iron sights on the suppressor since the size of the suppressor precludes the use of the handgun's own iron sights.]]&lt;br /&gt;
[[Image:beretta9702.jpg|thumb|none|400px|Beretta XM9 with suppressor detached - 9x19mm ]]&lt;br /&gt;
[[File:Metalgear2boxart.jpg|thumb|none|500px|Metal Gear Solid 2: Sons Of Liberty cover art where Solid Snake wields the Beretta XM9 Tranq Pistol.]]&lt;br /&gt;
[[File:MGS2XM9Icon.jpg|thumb|none|500px|In-game icon for the Beretta M9 when selecting it from the weapons menu.]]&lt;br /&gt;
[[File:SnakeXM9Tanker-1.jpg|thumb|none|500px|Solid Snake aims his custom Tranq Beretta XM9 at Olga Gurlukovich.]]&lt;br /&gt;
[[File:MGS2M9_2.jpg|thumb|none|500px|Snake sizes up his latest adversary on the Tanker while holding her at gunpoint with the XM9.]]&lt;br /&gt;
[[File:MGS2M9 3.jpg|thumb|none|500px|Raiden, having recently entered the Big Shell Plant, points his own XM9 at Fortune as SEAL Team 10 tries their hand at fighting her at the Big Shell's BC connecting bridge. Raiden generally wields the Mark 23 in cutscenes following its acquisition in Strut B, but if the player has the XM9 equipped before triggering the cutscene, he will carry that during it instead. This can result in a few situations where the slide-locked, suppressed and less-lethal pistol manages the feat of firing semi-automatically, with unmuffled gunshots, and in one case outright killing another character.]]&lt;br /&gt;
[[File:MGS2M9 1.jpg|thumb|none|500px|Raiden aims his XM9 at a Gurlukovich Mercenary guarding the Strut F Warehouse after having alerted them recently. While the Big Shell is publicly known as a civilian environmental cleanup plant, the fact that Strut F houses a full-on armoury, well-stocked with military-grade weaponry, is among the earliest clues to the player that the facility isn't quite what its Public Relations team claims.]]&lt;br /&gt;
&lt;br /&gt;
==PSS==&lt;br /&gt;
Olga Gurlukovich is seen with a [[PSS Silent Pistol]]. It is never given a chance to be used, however: She tosses the gun overboard shortly afterwards, after Snake orders her to do so. The player cannot obtain this weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:Pistol Russian PSS in 7.62x41mm SP-4 special purpose noiseless cartridge.jpg|thumb|none|300px|PSS Silent Pistol - 7.62x42mm SP-4]]&lt;br /&gt;
[[File:MGS2PSS_1.jpg|thumb|none|500px]]&lt;br /&gt;
[[File:MGS2PSS 2.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
Exclusive to the Tanker Chapter, Olga Gurlukovich uses a [[Heckler &amp;amp; Koch USP]] when dueling with the player. After defeating her, Snake automatically takes the empty gun (emptied by Olga, and made so by the programmers to avoid giving the player any ability to execute Olga and mess up the story) and uses it after acquiring ammunition for it. It can be fitted with a suppressor when playing the chapter for a second time in the &amp;quot;Substance&amp;quot; version of the game, and also comes with a tactical flashlight that turns on automatically when the weapon is drawn and readied in a dark area. Unfortunately, this becomes a hindrance when trying to keep a low profile. Its caliber is mentioned by Snake to be 9mm Parabellum, of which it can hold 15 in the magazine, or 15+1 when Snake performs a tactical reload. The script as well as Snake's reaction in the final game implied that the USP (a German-made gun issued to American forces) being used by Olga (a Russian) was unusual.&lt;br /&gt;
&lt;br /&gt;
[[Image:USP9mm.jpg‎ |thumb|none|350px|Heckler &amp;amp; Koch USP - 9x19mm]]&lt;br /&gt;
[[File:MGS2USP_Reload.jpg|thumb|none|500px|Snake reloads his USP]]&lt;br /&gt;
[[File:MGS2USP_1.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Sergei Gurlukovich is seen using a [[Makarov PM|Makarov]] to hold Marine Commandant Scott Dolph hostage. Raiden also observes the other soldiers carrying Makarovs later in the game, but only use them when they run out of ammunition for their primary weapon, or sometimes when their right arm is injured.  It is also used by soldiers wielding riot shields. This weapon cannot be obtained or used by the player.&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MGS2Makarov 1.jpg|thumb|none|500px]]&lt;br /&gt;
[[File:MGS2Makarov_2.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mark 23 Phase II Prototype==&lt;br /&gt;
Raiden is given a [[H&amp;amp;K Mk 23 Mod 0|Heckler &amp;amp; Koch Mark 23 Phase II Prototype]] by Iroquois Pliskin early in the Plant Chapter of the game during his first visit to Strut B. It is fitted with a LAM (Laser Aiming Module), though it is not used to aim in first-person mode (instead, the player aims using the iron sights, despite the laser still being turned on anytime the gun is aimed in first- or third-person view). It can be fitted with a suppressor found in Strut F after Raiden visits Strut C for the first time. It holds 12 rounds of .45 ACP ammunition with each magazine. The tactical light on the handgun cannot be used ingame, except for a few VR missions in the Substance version. &lt;br /&gt;
&lt;br /&gt;
For some odd reason, Raiden always draws this weapon in cutscenes after obtaining it (unless the player has the M9 equipped before entering the cutscene, in which case Raiden will use that instead), even when going up against a foe who can dodge bullets, or against multiple opponents, both being situations for which an automatic firearm like the AKS-74U would be much better suited. The fact that Raiden is forced to obtain the AKS-74U (much like he cannot refuse to take the SOCOM pistol), coupled with his true combat experience which an AK would be more familiar to him, serve to highlight the oddness of this directorial decision to have Raiden always &amp;quot;bring a pistol to an assault rifle shootout&amp;quot; in cutscenes.&lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|none|450px|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
The [[Colt Single Action Army]] is the weapon of choice for Revolver Ocelot. Cannot be obtained by the player, and is fired in only four scenes in the game, half during the Tanker Chapter, and the other half during the Plant Chapter.&lt;br /&gt;
&lt;br /&gt;
Ocelot first fires it on an unsuspecting Gurlukovich mercenary, after he caught him hiding, with Ocelot making clear that he intended for Gurlukovich himself to die shortly thereafter upon killing him.&lt;br /&gt;
&lt;br /&gt;
True to his earlier vow, he next fired the Single Action Army on Sergei Gurlukovich and Scott Dolph (the latter being released by the former so he'd have a clear shot against Ocelot in revenge for his betrayal), also shooting right through the jacket to hit Gurlukovich in the lung and Dolph in the head. In the same scene, he also managed to kill about six to nine Gurlukovich mercenaries when they attempted to avenge their boss (technically, this should be impossible since the Single Action Army only has enough rounds for six shots at most).&lt;br /&gt;
&lt;br /&gt;
He later used it to kill President James Johnson (ironically, just before he forced Raiden to pull the trigger to prevent Arsenal Gear from launching its nuclear payload), claiming that his actions were &amp;quot;an abuse&amp;quot; to the First Amendment right to free speech.&lt;br /&gt;
&lt;br /&gt;
Lastly, he used it on Fortune to demonstrate that her &amp;quot;luck&amp;quot; was actually the result of an electromagnetic gizmo that deflects any and all bullets aimed at her, although he only mortally wounded her rather than instantly killing her due to her being born with dextrocardia.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtSingleActionArmy.jpg|thumb|none|400px|Colt Single Action Army with 5.5&amp;quot; barrel known as the &amp;quot;Artillery&amp;quot; model. The most common of the SAA revolvers as it is just the right length. - .45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
[[File:MGS2SAA_1.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is Fatman's weapon of choice when he's not planting C4 explosives. It is modelled with what appears to be a 19-round magazine. He uses it in his battle with Raiden on occasion, calling it &amp;quot;a short recess on bombs.&amp;quot; In the backstory he was known for disassembling and reassembling it whenever he had a spare moment, not being one to keep his hands still. Due to an animation oversight, Fatman can be knocked down in the middle of reloading after ejecting an empty magazine, but will still eject another one once he stands up again to resume reloading. Unlike other ingame enemies, Fatman does not appear to suffer any recoil-induced penalties to his accuracy whenever he fires in full-auto either. &lt;br /&gt;
&lt;br /&gt;
This weapon made its first appearance in the ''Metal Gear Solid'' series, but would not become available to the player until [[Metal_Gear_Solid_4:_Guns_of_the_Patriots|the fourth game]]. &lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol Austrian Glock 18 with 31 round magazine.jpg|thumb|none|350px|Glock 18C - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Gun =&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The Arsenal Tengus in Arsenal Gear are seen carrying and using [[FN P90]] submachine guns (unobtainable by the player). Solidus Snake is also seen with one, which is somehow capable of penetrating the armor on a Metal Gear RAYs.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MGS2P90_3.jpg|thumb|none|500px]]&lt;br /&gt;
[[File:MGS2P90 2.jpg|thumb|none|500px|Solidus fires his P90 point-blank into a Ray]]&lt;br /&gt;
[[File:MGS2P90_1.jpg|thumb|none|500px|Solidus aims his P90 at Raiden.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AK-74#AKS-74U|AKS-74U]] is used by most of the Gurlukovich soldiers throughout the Tanker Chapter, and by the guards in the Shell 1 Core of the Plant Chapter, all of whom except for clearing team members use it in combination with a suppressor (likely to preserve their hearing when firing this weapon indoors). Raiden must obtain one of these in order to impersonate one of the aforementioned Shell 1 Core guards, but outside of Very Easy difficulty cannot acquire a suppressor for the rifle until he reaches the bridge connecting Shell 1 and 2. It is equipped with a laser sight for aiming, as the player cannot use the iron sights for that purpose. Several of them attempted to use them in the ending of the Tanker Chapter on Ocelot to avenge their boss (due to Ocelot having gunned Gurlukovich down in cold blood shortly beforehand), but they never got the chance to do so due to Ocelot shooting all of them with his Single Action Army revolver in a wide arc.&lt;br /&gt;
&lt;br /&gt;
In the Substance edition and HD re-release of MGS2, giant-sized Gurlukovich soldiers (individually named &amp;quot;Gurlugon&amp;quot;) can be seen carrying giant AKS-74Us in the VR missions and one non-canonical &amp;quot;Snake Tales&amp;quot; extra mission, but never fire them, instead relying on other means of attack. Gurlugon monsters are also depicted with trefoil protrusions running in two lines down the backs of their heads to the rear of their pelvises, which is a clear reference to the [[Godzilla]] series of movies. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[File:MGS2AKS74U_2.jpg|thumb|none|500px|A Gurlukovich clearing team member sweeps a hallway aboard the ''USS Discovery'' during Solid Snake's Tanker mission.]]&lt;br /&gt;
[[File:MGS2AKS74u_1.jpg|thumb|none|500px|A Gurlukovich soldier blind-fires his AKS-74U down a set of stairs in the Plant chapter.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1 Carbine]] is seen throughout the game, carried by the Marines in the Tanker Chapter, the Navy SEAL Team 10 in the Plant Chapter, Pliskin himself, and certain clearing teams after Raiden's duel with Fatman. It can only be acquired by Raiden in the Plant Chapter in Strut F, and it comes with a laser sight. While the underslung [[M203]] grenade launcher is used in conjunction with the M4A1 by one of the Marines aboard the tanker, certain Big Shell clearing teams, and by Snake in his fight with Solidus, it is not possible for the player to use in any way. The M203 is also memorably used against Fortune by a member of SEAL Team 10, where a grenade fired from it harmlessly lands at her feet as a dud.&lt;br /&gt;
&lt;br /&gt;
The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|450px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[File:MGS2M4A1_1.jpg|thumb|none|500px|During Raiden's first encounter with Vamp, Pliskin's M4A1 is knocked away by Vamp and Raiden commandeers it after suffering a minor cut from Vamp's combat knife. Unfortunately, just as was the case with SEAL Team 10's Alpha team, Vamp preternatural speed allows him to dodge Raiden's fire entirely, and Vamp retreats just as Raiden runs dry and reloads with a fresh magazine from Pliskin.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] assault rifle is used by the Gurlukovich soldiers patrolling many areas in the Plant Chapter, and by clearing teams in the earlier phases of that chapter. It cannot be obtained by the player.&lt;br /&gt;
&lt;br /&gt;
In-universe, the AN-94 had been adopted as the &amp;quot;official rifle of the Russian Army&amp;quot; by the time when the Plant Chapter occurs in 2009. In reality, the [[AK-74|AK-74M]] would still ultimately be the standard Russian Army assault rifle as of 2009. Many NPCs carrying the AN-94 use it along with a tactical flashlight.&lt;br /&gt;
&lt;br /&gt;
[[Image:An94-1.jpg|500px|thumb|none|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:MGS2An94.jpg|500px|thumb|none|Gurlukovich soldier with AN-94]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS]] bullpup rifle is not ordinarily available to the player in the final game and is only accessible via a cheat device used with the MGS2 demo disk. It can be seen in MGS1 gameplay videos appearing in cutscenes where Raiden mentions his VR training (implied to actually be from playing MGS1 and its bonus VR missions with VR gear), and also in the hands of Solid Snake in a flashback sequence depicting his escape from the sinking tanker. Pre-release trailers also showed Snake using a FAMAS on the Tanker, implying this weapon was at one point present there, and most likely the flashback is footage from an alpha or beta version of the level.&lt;br /&gt;
&lt;br /&gt;
In the demo, the FAMAS is very inaccurate and has a few animation errors, most notably how Solid Snake keeps cocking the charging handle when firing it in First Person View. In the Substance version of the game, it is also seen in the hands of the hidden bosses of the added VR missions for Solid Snake, named Genola and Mech Genola. These two are essentially giant-sized, higher-detail Genome Soldiers in winter gear from MGS1, but they are never actually seen firing their giant-sized FAMAS rifles. One notable detail of their 3D models that was not made higher-detail for the Substance version are their fingerless mittens, raising the question of how they are supposed to properly fire their rifles without much freedom of movement for their trigger fingers. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Genola&amp;quot; is reverse Pig Latin for &amp;quot;Enola Gay&amp;quot;, the B29 bomber that dropped the &amp;quot;Little Boy&amp;quot; atomic bomb on Hiroshima.&lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS F2.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from FAMAS F1]]&lt;br /&gt;
[[File:FAMASMGS2.jpg|thumb|none|400px|FAMAS in an MGS2 mod]]&lt;br /&gt;
[[File:FAMASMGS2-1.jpg|thumb|none|400px|Genola with FAMAS]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1==&lt;br /&gt;
[[Heckler &amp;amp; Koch PSG-1]] semi-automatic sniper rifles equipped with dynamically zooming scope are used by both Raiden and Pliskin, exclusive to the Plant Chapter. A fictional variant firing tranquilizer rounds and equipped with a sound suppressor is available in Strut F or the flooded Shell 2 Core B1 area, named the PSG-1T.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎|thumb|none|550px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:H&amp;amp;KPSG01MGS2.jpg‎|thumb|none|550px|Raiden with a PSG-1]]&lt;br /&gt;
&lt;br /&gt;
= Shotgun =&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is carried by the clearing teams in the Big Shell. It is never available to the player, and NPCs fire it slowly despite the real weapon's semiautomatic firing ability. &lt;br /&gt;
&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|550px|none|Franchi SPAS-12 with butt hook attached to stock - 12 Gauge]]&lt;br /&gt;
[[Image:MGS2SPAS12.jpg|thumb|550px|none|Gurlukovich soldier with SPAS-12]]&lt;br /&gt;
&lt;br /&gt;
= Launchers = &lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
The [[FIM-92A Stinger]] surface-to-air missile launcher is exclusive to the Plant Chapter. The launcher has a lock-on function as well, strangely locking onto targets that do not possess any heat or radar signature the missile could realistically lock onto, such as human guards. Despite its supposed destructive power, nothing prevents the player from using it indoors, even inside the sections of the Shell 2 Core that are below the waterline, where blowing holes into the walls (logically resulting in flooding) would be most detrimental to Raiden's mission. As useful as this weapon may be in destroying vehicles, it is powerless to alter the game's environment in any way.&lt;br /&gt;
&lt;br /&gt;
As in the first ''Metal Gear Solid'', there is no animation for readying another Stinger and it is simply ready to fire again after a couple of seconds, not even requiring the player character to stop looking through the scope. It is also incorrectly shown with the missile seeking the instant it exits the launcher; the real Stinger flies straight for 660 feet before the seeker engages.&lt;br /&gt;
&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|400px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[File:StingerMGS2.jpg|thumb|none|400px|Raiden aiming the Stinger at a Meta Gear Ray]]&lt;br /&gt;
&lt;br /&gt;
==RH-Alan RGB6== &lt;br /&gt;
Croatian [[Milkor MGL]] clone in a six-shot revolver configuration, reloaded with a speedloader fitted for grenades. Exclusive to the Plant Chapter, and only available from Strut F once Raiden completes his objective in the second basement level of the Shell 1 Core. It is cumbersome to use given that the player cannot use the sights on the weapon, and that there is no arcing trajectory display in this game as in Metal Gear Solid 4 when a grenade is drawn and readied, though use of the lock-on feature will allow the player to compensate for its arcing trajectory so as long as the target is not behind cover or out of sight. While ostensibly loaded with anti-personnel grenades, it has the ability to damage vehicles such as a Harrier II jet or even Metal Gear Rays if a hit is scored.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL RBG-6.jpg|thumb|none|400px|RH Alan RGB-6 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Nikita==&lt;br /&gt;
A fictional missile launcher which fires remote controlled missiles with their own cameras that feed the warhead's visual data back to the player. While dubbed a &amp;quot;missile&amp;quot; launcher, the munitions launched by this weapon move slowly enough to be miniature hovering UAVs with contact-detonation warheads. Exclusive to the Plant Chapter, Raiden must use one to reach an objective in the Shell 2 Core, which is shutting down the electrified floor to reach President James Johnson - easier said than done given that the warheads cannot change altitude manually (they strangely do so on their own if they are piloted up a slanted vent, implying their vertical guidance is some kind of terrain-following system), have a limited supply of fuel, and become uncontrolled if Raiden suffers damage while using the launcher. Johnson's tendency to jump in front of the missile also does not help. The missile can only be fired indoors, which the game explains as being because the Sons of Liberty activated an electronic interference field around the Big Shell to prevent enemy UAVs from entering. Most likely the real reason is that the Nikita would otherwise allow the player to discover non-drawn surfaces of buildings in the various exterior maps.&lt;br /&gt;
&lt;br /&gt;
While the following function of the launcher is not elaborated on in the game, Raiden can disregard all the precision-machined-high-technology this weapon encapsulates and use it in one of the most blatantly ''low''-technological ways possible, by swinging the launcher as a large, unwieldy, club to whack guards (and one boss) around. It can often knock guards out in one well-timed swing or  deal heavy stamina damage to a boss, even in the higher difficulty levels, and not harm its performance in any way while being used in this &amp;quot;warranty-voiding&amp;quot; fashion. The Stinger missile launcher by contrast cannot be used this way, since equipping it instantly switches to the scoped view.&lt;br /&gt;
&lt;br /&gt;
To date, this game is the Nikita's last appearance in the ''Metal Gear Solid'' series.&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 Grenade Launcher]] was seen mounted on M4A1s utilized by both the SEAL Team 10 Bravo Squad, and by the attack teams. The former attempted to launch it at Fortune, but her &amp;quot;luck&amp;quot; renders the grenade a dud. Given her &amp;quot;luck&amp;quot; turns out to be a combination of a personal shield generator and what appears to be magic, it is not particularly clear why this actually happened; it cannot have been any kind of EMP-like effect, since the 40mm rounds for the M203 use a mechanical detonator (never mind that such an effect would also disable Fortune's radio and her railgun).&lt;br /&gt;
[[Image:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:MGS2-M203-1.jpg|thumb|none|600px|The M203 attached to Plissken's M4.]]&lt;br /&gt;
[[File:MGS2-M203-2.jpg|thumb|none|600px|Plissken with the M203's barrel open for loading.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
&lt;br /&gt;
C4 explosives are utilized by both Raiden and Fatman, the latter's C4 also serve as a major plot point for the first act of the Plant mission, as Raiden and Iroquois Pliskin have to disarm them using a special &amp;quot;coolant spray&amp;quot; to freeze their detonators.&lt;br /&gt;
&lt;br /&gt;
C4 blocks can be procured by the player and used to set traps or destroy certain objects and devices which are immune to conventional weaponry. Just like in ''[[Metal Gear Solid]]'', the C4 blocks are set off in the order they were placed, and are stated to have a scrambler, in order to ensure that any wireless signals that are not the wireless detonator do not accidentally set it off.&lt;br /&gt;
&lt;br /&gt;
Fatman's C4 charges are larger than normal. As a self-made man who worships his creator, he generally utilizes C4 that emits a specific, detectable vapor, as well as cologne left on them as a &amp;quot;calling card.&amp;quot; In addition, he also carries a briefcase-sized C4 charge in some pocket dimension in his blast suit that is activated via a remote despite being inside his own clothes, and is also implied to have more than enough explosive power to destroy the entire Big Shell in one blow.&lt;br /&gt;
&lt;br /&gt;
==Semtex==&lt;br /&gt;
Semtex is utilized in both the Tanker and Plant Chapters, although it is never available to the player. Both instances have large charges rigged to wall-mounted infrared sensor rigs that automatically detonate the explosives should they be crossed. Solid Snake has to bypass these by shooting out the control boxes or crawling under the sensors in the Tanker Chapter. Precise why the terrorists rig up a system which will allow an intruder or particularly tall rat to accidentally kill all of them before they can complete their mission is not clear. Later, the Sons of Liberty also rig the connection bridge to the two shells at the Big Shell (and one room in the Strut F warehouse) with Semtex to deter would-be intruders, which Raiden deals with by destroying the control modules, one of which is for some reason mounted on top of a Cipher drone.&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
&lt;br /&gt;
A fictional variant of the [[M18A1 Claymore|M18A1 Claymore Anti-Personnel Mine]] is available in the game, exclusive to the Plant Chapter. Unlike real-life versions, they are invisible to the naked eye (the game mentions that they are &amp;quot;stealth-equipped&amp;quot;, though their locations and sensor coverage are visble with a mine detector) and explode if someone walks into their cone of detection. Raiden can disarm them and use them for himself if he crawls over one from outside its cone of detection, and they are plainly visible to the player if Raiden plants them himself. They can also be seen with the &amp;quot;thermal goggles&amp;quot; (Infrared) during the plant level.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
==Various Grenades==&lt;br /&gt;
&lt;br /&gt;
Three types of grenades can be used in this game. They are a generic frag grenade, a flashbang grenade, and a fictional chaff grenade. &lt;br /&gt;
&lt;br /&gt;
The usage of the first two types is quite cumbersome compared to later instalments in this game series. To use one of them, the player must first press a button to ready the grenade (depicting the player character pulling the pin with his teeth), and then release the button to throw the grenade. The catch is that the player character doesn't hold onto the safety lever when the pin is pulled, and if it is not thrown it before the fuse runs out, the player character suffers painful consequences. What's worse is that the force at which the button is pressed determines the velocity of the grenade(using the PS2 controller's pressure-sensitive face buttons, rarely a good idea), which is not indicated on screen before the grenade is thrown and is in general difficult to get right without a lot of practice. &lt;br /&gt;
&lt;br /&gt;
The chaff grenade avoids the problems of the aforementioned user-unfriendly grenade-throwing mechanic by virtue of being absolutely harmless and completely location independent. Regardless of where it is thrown (except into water), upon detonation it will release a great deal of radio-reflective fragments that temporarily blind all UAVs and security cameras in the current area, as well as temporarily jamming radio transmissions, so guards cannot call for backup if they spot you while the fragments are still suspended in the air. The chaff is even capable of slowing the reaction times of Metal Gear Rays. &lt;br /&gt;
&lt;br /&gt;
The frag grenade acts more like a concussion grenade by killing with its explosive force rather than releasing visible fragments. The flashbang grenade instead creates a non-lethal explosion that stuns anyone caught in its blast radius, though the white flash seen while using flashbang grenades in later instalments of this series is not implemented in this game. Both types will cause an alert to be sounded in the area you are in if one is not already active, or if a chaff grenade's chaff is not still active.&lt;br /&gt;
&lt;br /&gt;
==Underwater mine==&lt;br /&gt;
Classic black-ball-with-prong-detonators underwater mines are found in the flooded area of the Shell 2 Core. It is implied that they are placed there by Vamp as obstacles for Raiden, though precisely why or where Vamp has them is not clear. According to Otacon, the mines contain built-in compound sensors that can track anything from something's acceleration speed to changes in the water pressure, and even body temperature, among other data. They obviously cannot be used by the player.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-12/U==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sons of Liberty&amp;quot; group somehow has access to a US Marine Corps AV-8B Harrier II (likely due to Solidus Snake's backing, thanks to his previous role in civilian life mentioned by the game). The plane is technically a TAV-8B two seat trainer version, which is unarmed and incapable of mounting weaponry.&lt;br /&gt;
&lt;br /&gt;
Among its arsenal of weapons are LAU-5003 rocket pods, AMRAAM air-to-air missiles (with Raiden apparently counting as an airborne target that can be tracked by its radar), CBU-100 cluster bombs and a [[General Dynamics GAU-12/U]] mounted on its underside. As is common for video game depictions of military vehicles, the Harrier's GAU-12/U and other weaponry are depicted as having infinite ammunition, while the real-life Harrier II only has enough room to carry 300 rounds. Despite presumably being loaded with armour-piercing depleted-uranium-tipped rounds capable of penetrating the top armour of tanks, the GAU-12/U is depicted as being completely unable to penetrate any form of cover, which is clearly a concession towards gameplay. The GAU-12/U is, however, modelled correctly, with a muzzle flash only emerging from the left-hand pod, since the right one contains the weapon's ammunition and retains the empty casings when the gun is fired so as to prevent them from being sucked into the Harrier's air intakes and causing damage to the engine. &lt;br /&gt;
&lt;br /&gt;
The Harrier II itself is mentioned to have shot down the two cargo helicopters used by SEAL Team 10, but can first be seen on the heliport of Strut E; it disappears from that location during the Fatman boss fight, and is later faced as the second boss of the Plant Chapter. For some bizarre reason, Fatman sees fit to affix at least one of his C4 bombs on the Harrier's underside before his boss fight, which Raiden must freeze. Furthermore, if Raiden contacts the Colonel overseeing his mission about the Harrier, the Colonel will claim that the weapons Raiden has at that point &amp;quot;aren't up to the task of neutralizing this plane&amp;quot; (so as to prevent the player from removing it as a boss fight later).  This is in spite of the fact that Raiden can obtain Claymore mines prior to this - one or more of them placed by hand into the air intakes and manually detonated would likely render the Harrier unflyable.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U with unfired rounds - 25mm]]&lt;br /&gt;
&lt;br /&gt;
==NRS-2 Scout Firing Knife==&lt;br /&gt;
&lt;br /&gt;
This obscure concealed Spetznaz firearm consists of a knife with a short barrel for a single SP-3 suppressed pistol cartridge in the grip, pointed in the opposite direction from the tip of the blade. Olga draws and fires it at Snake when ordered to throw it overboard, only for him to dodge it, which causes Snake to take cover anyway and give her an opportunity to draw her USP. Olga shortly afterwards claims that Snake is the first one to dodge a round fired from her scout knife before fighting him.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nrs.jpg|thumb|none|400px|NRS-2 Scout Firing Knife with sheath / wirecutter and chamber detached - 7.62x42mm SP-3]]&lt;br /&gt;
&lt;br /&gt;
==Fortune's Rail Gun==&lt;br /&gt;
The only weapon used by Fortune is a fictional man-portable but large prototype railgun. It is equipped with a laser sight and a scope of undisclosed model, firing slugs of undisclosed size; a pistol-scale magazine is seen in ''Metal Gear Solid 4'', which would imply they are not particularly large. &lt;br /&gt;
&lt;br /&gt;
According to the Colonel that Raiden can contact for advice, the railgun accelerates projectiles to a high enough velocity to possess &amp;quot;ten megajoules of kinetic energy,&amp;quot; incidentally half that of the &amp;quot;twenty megajoules imparted to the ammunition of a 140mm smoothbore gun&amp;quot; mentioned by the game. Presumably this is a reference to the scrapped NATO XM291 140mm gun project for the Abrams and Leopard 2 during the mid-80s (a response to reports that a &amp;quot;Future Soviet Tank&amp;quot; (FST) was under development with a 135mm or 152mm main gun and armour sufficient to require a muzzle energy of 18MJ to penetrate), though available information implies that the muzzle energy of this gun was actually 23 megajoules. Seemingly the only tanks ever to mount it were a single Abrams and a Swiss Pz87 (Leopard 2 A4), so it is curious it is mentioned; the plan was ultimately scrapped by the Germans in favour of the L/55 variant of the Rheinmetall 120mm gun, while the US designed more advanced kinetic energy rounds for the L/44.&lt;br /&gt;
&lt;br /&gt;
Even if it is assumed the projectiles fired are as heavy as 20mm cannon bullets (100 grams), the railgun would still have to accelerate its ammunition to some 46,400 feet per second (a little shy of 42 times the speed of sound, which is about twice escape velocity, thus making it the first infantry weapon which could target ''satellites'') to achieve this. The weapon never generates any deafening sonic booms despite accelerating projectiles to hypersonic speeds. Fortune herself never endures much recoil from using it, to the point that she is able to double-tap the rail gun in higher difficulty levels. She also experiences no fatigue or difficulty aiming it, despite the weapon being easily 5 feet in length, and nearly as tall as her. No power or coolant source on her rail gun requiring periodic replenishment is apparent either, despite the massive amounts of electricity (and the likely-to-be-high resulting levels of waste heat) electrically accelerating a projectile over such a short distance would require in a man-portable platform. &lt;br /&gt;
&lt;br /&gt;
The weapon is said to have been abandoned because there is a high risk of &amp;quot;accidental discharge,&amp;quot; but the weapon's actual behaviour and the further description (that there is some problem with the plasma and the rail failing to disconnect) suggests the actual issue is ''runaway fire'', with the railgun's retractable armature returning to battery position while retaining enough charge to immediately launch a new projectile each time the action cycles. True to this, Fortune is able to fire the weapon repeatedly in bursts, her &amp;quot;luck&amp;quot; presumably causing the rail to disconnect from its powered position when she wants to stop firing. When seen in ''MGS4'', the weapon requires charging up for each shot fired, implying the railgun was bought to heel by using a capacitor bank which is only sufficient for one shot and / or a weaker power source.&lt;br /&gt;
&lt;br /&gt;
The railgun isn't actually wholly a digital creation; a physical prop was created from wood for motion capture sessions. The fearsome size of the railgun meant even this was rather on the heavy side, and Fortune's motion capture actress has stated she ended up &amp;quot;covered in bruises&amp;quot; every time she had to handle it.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_2:_Sons_of_Liberty&amp;diff=1143392</id>
		<title>Metal Gear Solid 2: Sons of Liberty</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_2:_Sons_of_Liberty&amp;diff=1143392"/>
		<updated>2017-12-04T21:16:46Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Colt Single Action Army */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid 2: Sons of Liberty&lt;br /&gt;
|picture = Metalgear2boxart.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2001&lt;br /&gt;
|developer=KCEJ&lt;br /&gt;
|platforms=Playstation 2&amp;lt;br&amp;gt;PC&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
The majorly-anticipated sequel to the bestselling ''[[Metal Gear Solid]]'' and a bestseller in its own right, '''Metal Gear Solid 2: Sons of Liberty''' continues the story of Solid Snake in 2007 as he attempts to infiltrate a tanker to obtain photographic evidence of a new model of Metal Gear, the series' eponymous bipedal armoured combat vehicle, aboard an ocean-bound tanker in the lower New York harbour. The mission fails spectacularly, leaving the player to control a freshly-minted Foxhound agent, codenamed Raiden, who is sent in to infiltrate an environmental cleanup plant located at the site of the Tanker sinking, two years on, to deal with a terrorist takeover by a group named the &amp;quot;Sons of Liberty&amp;quot; during a presidential inspection tour. As with Solid Snake's previous adventure, Raiden himself discovers much about his mission he was not initially told, and as the terrorists' machinations unfold, he is left to question everything he knew about his superiors' motives, the terrorists' true objective, and even his own identity. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game ''Metal Gear Solid 2: Sons of Liberty'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
'''Metal Gear Solid 2''' (referred to as MGS2 for the rest of this document) introduced a few new features with regards to ingame firearms over its prequel. The first and most obvious change was the addition of shooting from First-Person View (FPV) for all ingame weapons. Whereas FPV was used mostly to get a player-character's-eye view of an area in the previous installment and was used only for shooting with a few weapons, MGS2 allowed for players to aim and fire all its weapons in FPV. Unfortunately, due to the PS2 controller's gimmick of pressure-sensitive face buttons, aiming a fully-automatic weapon (among a few other miscellaneous actions, such as gently peeking through a locker's vent grille without noisily hitting the player character's head on the door while hiding in a locker) requires the player to half-hold the fire button, which, while not quite as easy to mess up as the throat-slitting CQC command in ''MGS3'', is not particularly precise since the square button does not have a great deal of distance between half-pressed to aim and fully-pressed to fire. This also meant that the game's ports to other consoles without pressure-sensitive face buttons or the PC made aiming such weaponry without simultaneously firing it impossible. Aiming semi-automatic weaponry in this game, however, had a much easier method of simply holding the button to aim and releasing it quickly to fire; slowly letting pressure off the button will lower the weapon without firing it. &lt;br /&gt;
&lt;br /&gt;
The introduction of FPV shooting was also accompanied by an emphasis on targeting specific body parts of enemies to achieve better results than centre-mass hits would. While this allowed for somewhat-realistic effects (such as a shot to the head or heart of an unarmoured NPC instantly killing that NPC), the developers went a degree further, to the point that ingame helmets of any kind were incapable of stopping bullets of any type, and hitting both of a human enemy's arms or legs with lethal bullets would cause most of them to count as &amp;quot;killed.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In addition to FPV and its related shooting mechanics, MGS2 was the first game in its series where player characters had the ability to use guns in melee attacks to subdue opponents with non-lethal force. Despite the series' tendencies towards realistically-depicted weaponry, MGS2 also started a long-running trend of many ingame characters firing unrealistically-long bursts from fully-automatic-fire-capable weapons during cutscenes, something that would continue to be featured throughout the rest of the '''Metal Gear Solid''' series despite the fact that no ingame weapon in this title is modelled with a large enough magazine to support such long bursts, and the fact that fully-automatic fire generally isn't recommended for most real-life applications due to its inaccuracy. Recoil-induced accuracy penalties are not modeled in this game for player characters (and a few bosses), however, so a long burst of fully-automatic fire will be just as accurate as single shots.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta XM9==&lt;br /&gt;
Solid Snake always begins the Tanker chapter of the game with a specially-modified [[Beretta M9]] fitted with a suppressor and loaded with tranquilizer rounds that will knock out enemies. Otacon misidentifies it as a &amp;quot;M92F&amp;quot;, but Snake corrects him that it is an M9. To keep noise down from cycling a new round, the slide is locked closed and Snake must cock the gun manually after every shot. It is also fitted with a laser sight attached to the trigger guard. If the Very Easy difficulty is selected when starting a new game, Raiden will start with the M9 already in his inventory at the beginning of the Plant Chapter. On Easy, the M9 is hidden somewhere in the first area of the game; higher difficulties require the player to search the warehouse in Strut F to find one. If contacted via CODEC, Iroquois Pliskin implies that the M9 located on the Big Shell was the result of Philanthropy fanboys replicating the M9 in honor of the failed Tanker mission. Some Marines in the Tanker chapter cutscenes are equipped with the weapon as well, but theirs do not have suppressors and are loaded with lethal rounds, which the player cannot use. Certain guards who are held up with this weapon will somehow recognize it as a tranquilizer weapon and thus will not give up their items unless the player switches to a lethal weapon instead.&lt;br /&gt;
&lt;br /&gt;
This pistol is based on the Beretta XM9, a handgun that was made in collaboration with KAC. The suppressor is a quick-detach type that fits onto notches in the barrel, rather than being screwed onto a threaded barrel (as is more common with handgun suppressors). A device is fitted on the frame and locks into the slide stop and prevents it from reciprocating when the shot is fired (the real-life version allows for disengaging of the slide stop, but this ability is not emulated in game). After the shot is fired, the device slides out of the stop so that the slide can be manually racked to extract the spent casing. &lt;br /&gt;
&lt;br /&gt;
Unlike many games of its time, the M9's Double-Action/Single-Action nature (in other words the gun can be fired without needing to cock the hammer, whereupon after the hammer will remain cocked for a lighter trigger pull until de-cocked) is emulated in this title. Accordingly, when a player character equips the M9, the hammer is shown as being uncocked, but when the slide is racked after the first shot, the hammer becomes cocked and remains so until the player character unequips (and presumably decocks) the weapon. However, the slide-racking animation has one unrealistic aspect; if the player character shoots the M9 and then quickly takes cover behind an obstacle that is very close to the player character while holding down the aiming/firing button (so that the player character points the M9 upwards while holding it in both hands) ''before'' the manual-slide-racking animation has a chance to play, the slide will reciprocate by itself without any action on the part of the player or the player character (the player character's hands will still be on the gun). This was most likely done to allow for more regular shots, without having to program an additional animation or forcing the player to wait for the manual-slide-racking animation to play first. &lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta9700.jpg|thumb|none|400px|Beretta XM9 - 9x19mm&amp;lt;br&amp;gt;Just like the real-life version, the in-game M9 has iron sights on the suppressor since the size of the suppressor precludes the use of the handgun's own iron sights.]]&lt;br /&gt;
[[Image:beretta9702.jpg|thumb|none|400px|Beretta XM9 with suppressor detached - 9x19mm ]]&lt;br /&gt;
[[File:Metalgear2boxart.jpg|thumb|none|500px|Metal Gear Solid 2: Sons Of Liberty cover art where Solid Snake wields the Beretta XM9 Tranq Pistol.]]&lt;br /&gt;
[[File:MGS2XM9Icon.jpg|thumb|none|500px|In-game icon for the Beretta M9 when selecting it from the weapons menu.]]&lt;br /&gt;
[[File:SnakeXM9Tanker-1.jpg|thumb|none|500px|Solid Snake aims his custom Tranq Beretta XM9 at Olga Gurlukovich.]]&lt;br /&gt;
[[File:MGS2M9_2.jpg|thumb|none|500px|Snake sizes up his latest adversary on the Tanker while holding her at gunpoint with the XM9.]]&lt;br /&gt;
[[File:MGS2M9 3.jpg|thumb|none|500px|Raiden, having recently entered the Big Shell Plant, points his own XM9 at Fortune as SEAL Team 10 tries their hand at fighting her at the Big Shell's BC connecting bridge. Raiden generally wields the Mark 23 in cutscenes following its acquisition in Strut B, but if the player has the XM9 equipped before triggering the cutscene, he will carry that during it instead. This can result in a few situations where the slide-locked, suppressed and less-lethal pistol manages the feat of firing semi-automatically, with unmuffled gunshots, and in one case outright killing another character.]]&lt;br /&gt;
[[File:MGS2M9 1.jpg|thumb|none|500px|Raiden aims his XM9 at a Gurlukovich Mercenary guarding the Strut F Warehouse after having alerted them recently. While the Big Shell is publicly known as a civilian environmental cleanup plant, the fact that Strut F houses a full-on armoury, well-stocked with military-grade weaponry, is among the earliest clues to the player that the facility isn't quite what its Public Relations team claims.]]&lt;br /&gt;
&lt;br /&gt;
==PSS==&lt;br /&gt;
Olga Gurlukovich is seen with a [[PSS Silent Pistol]]. It is never given a chance to be used, however: She tosses the gun overboard shortly afterwards, after Snake orders her to do so. The player cannot obtain this weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:Pistol Russian PSS in 7.62x41mm SP-4 special purpose noiseless cartridge.jpg|thumb|none|300px|PSS Silent Pistol - 7.62x42mm SP-4]]&lt;br /&gt;
[[File:MGS2PSS_1.jpg|thumb|none|500px]]&lt;br /&gt;
[[File:MGS2PSS 2.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
Exclusive to the Tanker Chapter, Olga Gurlukovich uses a [[Heckler &amp;amp; Koch USP]] when dueling with the player. After defeating her, Snake automatically takes the empty gun (emptied by Olga, and made so by the programmers to avoid giving the player any ability to execute Olga and mess up the story) and uses it after acquiring ammunition for it. It can be fitted with a suppressor when playing the chapter for a second time in the &amp;quot;Substance&amp;quot; version of the game, and also comes with a tactical flashlight that turns on automatically when the weapon is drawn and readied in a dark area. Unfortunately, this becomes a hindrance when trying to keep a low profile. Its caliber is mentioned by Snake to be 9mm Parabellum, of which it can hold 15 in the magazine, or 15+1 when Snake performs a tactical reload. The script as well as Snake's reaction in the final game implied that the USP (a German-made gun issued to American forces) being used by Olga (a Russian) was unusual.&lt;br /&gt;
&lt;br /&gt;
[[Image:USP9mm.jpg‎ |thumb|none|350px|Heckler &amp;amp; Koch USP - 9x19mm]]&lt;br /&gt;
[[File:MGS2USP_Reload.jpg|thumb|none|500px|Snake reloads his USP]]&lt;br /&gt;
[[File:MGS2USP_1.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Sergei Gurlukovich is seen using a [[Makarov PM|Makarov]] to hold Marine Commandant Scott Dolph hostage. Raiden also observes the other soldiers carrying Makarovs later in the game, but only use them when they run out of ammunition for their primary weapon, or sometimes when their right arm is injured.  It is also used by soldiers wielding riot shields. This weapon cannot be obtained or used by the player.&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MGS2Makarov 1.jpg|thumb|none|500px]]&lt;br /&gt;
[[File:MGS2Makarov_2.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mark 23 Phase II Prototype==&lt;br /&gt;
Raiden is given a [[H&amp;amp;K Mk 23 Mod 0|Heckler &amp;amp; Koch Mark 23 Phase II Prototype]] by Iroquois Pliskin early in the Plant Chapter of the game during his first visit to Strut B. It is fitted with a LAM (Laser Aiming Module), though it is not used to aim in first-person mode (instead, the player aims using the iron sights, despite the laser still being turned on anytime the gun is aimed in first- or third-person view). It can be fitted with a suppressor found in Strut F after Raiden visits Strut C for the first time. It holds 12 rounds of .45 ACP ammunition with each magazine. The tactical light on the handgun cannot be used ingame, except for a few VR missions in the Substance version. &lt;br /&gt;
&lt;br /&gt;
For some odd reason, Raiden always draws this weapon in cutscenes after obtaining it (unless the player has the M9 equipped before entering the cutscene, in which case Raiden will use that instead), even when going up against a foe who can dodge bullets, or against multiple opponents, both being situations for which an automatic firearm like the AKS-74U would be much better suited. The fact that Raiden is forced to obtain the AKS-74U (much like he cannot refuse to take the SOCOM pistol), coupled with his true combat experience which an AK would be more familiar to him, serve to highlight the oddness of this directorial decision to have Raiden always &amp;quot;bring a pistol to an assault rifle shootout&amp;quot; in cutscenes.&lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|none|450px|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
The [[Colt Single Action Army]] is the weapon of choice for Revolver Ocelot. Cannot be obtained by the player, and is fired in only four scenes in the game, half during the Tanker Chapter, and the other half during the Plant Chapter.&lt;br /&gt;
&lt;br /&gt;
Ocelot first fires it on an unsuspecting Gurlukovich mercenary, after he caught him hiding, with Ocelot making clear that he intended for Gurlukovich himself to die shortly thereafter upon killing him.&lt;br /&gt;
&lt;br /&gt;
True to his earlier vow, he next fired the Single Action Army on Sergei Gurlukovich and Scott Dolph (the latter being released by the former so he'd have a clear shot against Ocelot in revenge for his betrayal), also shooting right through the jacket to hit Gurlukovich in the lung and Dolph in the head. In the same scene, he also managed to kill about six to nine Gurlukovich mercenaries when they attempted to avenge their boss (technically, this should be impossible since the Single Action Army only has enough rounds for six shots at most).&lt;br /&gt;
&lt;br /&gt;
He later used it to kill President James Johnson (ironically, just before he forced Raiden to pull the trigger to prevent Arsenal Gear from launching its nuclear payload), claiming that his actions were &amp;quot;an abuse&amp;quot; to the First Amendment right to free speech.&lt;br /&gt;
&lt;br /&gt;
Lastly, he used it on Fortune to demonstrate that her &amp;quot;luck&amp;quot; was actually the result of an electromagnetic gizmo that deflects any and all bullets aimed at her, although he only mortally wounded her rather than instantly killing her due to her being born with dextrocardia.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtSingleActionArmy.jpg|thumb|none|400px|Colt Single Action Army with 5.5&amp;quot; barrel known as the &amp;quot;Artillery&amp;quot; model. The most common of the SAA revolvers as it is just the right length. - .45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
[[File:MGS2SAA_1.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is Fatman's weapon of choice when he's not planting C4 explosives. It is modelled with what appears to be a 19-round magazine. He uses it in his battle with Raiden on occasion, calling it &amp;quot;a short recess on bombs.&amp;quot; In the backstory he was known for disassembling and reassembling it whenever he had a spare moment, not being one to keep his hands still. Due to an animation oversight, Fatman can be knocked down in the middle of reloading after ejecting an empty magazine, but will still eject another one once he stands up again to resume reloading. Unlike other ingame enemies, Fatman does not appear to suffer any recoil-induced penalties to his accuracy whenever he fires in full-auto either. &lt;br /&gt;
&lt;br /&gt;
This weapon made its first appearance in the ''Metal Gear Solid'' series, but would not become available to the player until [[Metal_Gear_Solid_4:_Guns_of_the_Patriots|the fourth game]]. &lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol Austrian Glock 18 with 31 round magazine.jpg|thumb|none|350px|Glock 18C - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Gun =&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The Arsenal Tengus in Arsenal Gear are seen carrying and using [[FN P90]] submachine guns (unobtainable by the player). Solidus Snake is also seen with one, which is somehow capable of penetrating the armor on a Metal Gear RAYs.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MGS2P90_3.jpg|thumb|none|500px]]&lt;br /&gt;
[[File:MGS2P90 2.jpg|thumb|none|500px|Solidus fires his P90 point-blank into a Ray]]&lt;br /&gt;
[[File:MGS2P90_1.jpg|thumb|none|500px|Solidus aims his P90 at Raiden.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AK-74#AKS-74U|AKS-74U]] is used by most of the Gurlukovich soldiers throughout the Tanker Chapter, and by the guards in the Shell 1 Core of the Plant Chapter, all of whom except for clearing team members use it in combination with a suppressor (likely to preserve their hearing when firing this weapon indoors). Raiden must obtain one of these in order to impersonate one of the aforementioned Shell 1 Core guards, but outside of Very Easy difficulty cannot acquire a suppressor for the rifle until he reaches the bridge connecting Shell 1 and 2. It is equipped with a laser sight for aiming, as the player cannot use the iron sights for that purpose.&lt;br /&gt;
&lt;br /&gt;
In the Substance edition and HD re-release of MGS2, giant-sized Gurlukovich soldiers (individually named &amp;quot;Gurlugon&amp;quot;) can be seen carrying giant AKS-74Us in the VR missions and one non-canonical &amp;quot;Snake Tales&amp;quot; extra mission, but never fire them, instead relying on other means of attack. Gurlugon monsters are also depicted with trefoil protrusions running in two lines down the backs of their heads to the rear of their pelvises, which is a clear reference to the [[Godzilla]] series of movies. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[File:MGS2AKS74U_2.jpg|thumb|none|500px|A Gurlukovich clearing team member sweeps a hallway aboard the ''USS Discovery'' during Solid Snake's Tanker mission.]]&lt;br /&gt;
[[File:MGS2AKS74u_1.jpg|thumb|none|500px|A Gurlukovich soldier blind-fires his AKS-74U down a set of stairs in the Plant chapter.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1 Carbine]] is seen throughout the game, carried by the Marines in the Tanker Chapter, the Navy SEAL Team 10 in the Plant Chapter, Pliskin himself, and certain clearing teams after Raiden's duel with Fatman. It can only be acquired by Raiden in the Plant Chapter in Strut F, and it comes with a laser sight. While the underslung [[M203]] grenade launcher is used in conjunction with the M4A1 by one of the Marines aboard the tanker, certain Big Shell clearing teams, and by Snake in his fight with Solidus, it is not possible for the player to use in any way. The M203 is also memorably used against Fortune by a member of SEAL Team 10, where a grenade fired from it harmlessly lands at her feet as a dud.&lt;br /&gt;
&lt;br /&gt;
The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|450px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[File:MGS2M4A1_1.jpg|thumb|none|500px|During Raiden's first encounter with Vamp, Pliskin's M4A1 is knocked away by Vamp and Raiden commandeers it after suffering a minor cut from Vamp's combat knife. Unfortunately, just as was the case with SEAL Team 10's Alpha team, Vamp preternatural speed allows him to dodge Raiden's fire entirely, and Vamp retreats just as Raiden runs dry and reloads with a fresh magazine from Pliskin.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] assault rifle is used by the Gurlukovich soldiers patrolling many areas in the Plant Chapter, and by clearing teams in the earlier phases of that chapter. It cannot be obtained by the player.&lt;br /&gt;
&lt;br /&gt;
In-universe, the AN-94 had been adopted as the &amp;quot;official rifle of the Russian Army&amp;quot; by the time when the Plant Chapter occurs in 2009. In reality, the [[AK-74|AK-74M]] would still ultimately be the standard Russian Army assault rifle as of 2009. Many NPCs carrying the AN-94 use it along with a tactical flashlight.&lt;br /&gt;
&lt;br /&gt;
[[Image:An94-1.jpg|500px|thumb|none|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:MGS2An94.jpg|500px|thumb|none|Gurlukovich soldier with AN-94]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS]] bullpup rifle is not ordinarily available to the player in the final game and is only accessible via a cheat device used with the MGS2 demo disk. It can be seen in MGS1 gameplay videos appearing in cutscenes where Raiden mentions his VR training (implied to actually be from playing MGS1 and its bonus VR missions with VR gear), and also in the hands of Solid Snake in a flashback sequence depicting his escape from the sinking tanker. Pre-release trailers also showed Snake using a FAMAS on the Tanker, implying this weapon was at one point present there, and most likely the flashback is footage from an alpha or beta version of the level.&lt;br /&gt;
&lt;br /&gt;
In the demo, the FAMAS is very inaccurate and has a few animation errors, most notably how Solid Snake keeps cocking the charging handle when firing it in First Person View. In the Substance version of the game, it is also seen in the hands of the hidden bosses of the added VR missions for Solid Snake, named Genola and Mech Genola. These two are essentially giant-sized, higher-detail Genome Soldiers in winter gear from MGS1, but they are never actually seen firing their giant-sized FAMAS rifles. One notable detail of their 3D models that was not made higher-detail for the Substance version are their fingerless mittens, raising the question of how they are supposed to properly fire their rifles without much freedom of movement for their trigger fingers. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Genola&amp;quot; is reverse Pig Latin for &amp;quot;Enola Gay&amp;quot;, the B29 bomber that dropped the &amp;quot;Little Boy&amp;quot; atomic bomb on Hiroshima.&lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS F2.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from FAMAS F1]]&lt;br /&gt;
[[File:FAMASMGS2.jpg|thumb|none|400px|FAMAS in an MGS2 mod]]&lt;br /&gt;
[[File:FAMASMGS2-1.jpg|thumb|none|400px|Genola with FAMAS]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1==&lt;br /&gt;
[[Heckler &amp;amp; Koch PSG-1]] semi-automatic sniper rifles equipped with dynamically zooming scope are used by both Raiden and Pliskin, exclusive to the Plant Chapter. A fictional variant firing tranquilizer rounds and equipped with a sound suppressor is available in Strut F or the flooded Shell 2 Core B1 area, named the PSG-1T.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎|thumb|none|550px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:H&amp;amp;KPSG01MGS2.jpg‎|thumb|none|550px|Raiden with a PSG-1]]&lt;br /&gt;
&lt;br /&gt;
= Shotgun =&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is carried by the clearing teams in the Big Shell. It is never available to the player, and NPCs fire it slowly despite the real weapon's semiautomatic firing ability. &lt;br /&gt;
&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|550px|none|Franchi SPAS-12 with butt hook attached to stock - 12 Gauge]]&lt;br /&gt;
[[Image:MGS2SPAS12.jpg|thumb|550px|none|Gurlukovich soldier with SPAS-12]]&lt;br /&gt;
&lt;br /&gt;
= Launchers = &lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
The [[FIM-92A Stinger]] surface-to-air missile launcher is exclusive to the Plant Chapter. The launcher has a lock-on function as well, strangely locking onto targets that do not possess any heat or radar signature the missile could realistically lock onto, such as human guards. Despite its supposed destructive power, nothing prevents the player from using it indoors, even inside the sections of the Shell 2 Core that are below the waterline, where blowing holes into the walls (logically resulting in flooding) would be most detrimental to Raiden's mission. As useful as this weapon may be in destroying vehicles, it is powerless to alter the game's environment in any way.&lt;br /&gt;
&lt;br /&gt;
As in the first ''Metal Gear Solid'', there is no animation for readying another Stinger and it is simply ready to fire again after a couple of seconds, not even requiring the player character to stop looking through the scope. It is also incorrectly shown with the missile seeking the instant it exits the launcher; the real Stinger flies straight for 660 feet before the seeker engages.&lt;br /&gt;
&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|400px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[File:StingerMGS2.jpg|thumb|none|400px|Raiden aiming the Stinger at a Meta Gear Ray]]&lt;br /&gt;
&lt;br /&gt;
==RH-Alan RGB6== &lt;br /&gt;
Croatian [[Milkor MGL]] clone in a six-shot revolver configuration, reloaded with a speedloader fitted for grenades. Exclusive to the Plant Chapter, and only available from Strut F once Raiden completes his objective in the second basement level of the Shell 1 Core. It is cumbersome to use given that the player cannot use the sights on the weapon, and that there is no arcing trajectory display in this game as in Metal Gear Solid 4 when a grenade is drawn and readied, though use of the lock-on feature will allow the player to compensate for its arcing trajectory so as long as the target is not behind cover or out of sight. While ostensibly loaded with anti-personnel grenades, it has the ability to damage vehicles such as a Harrier II jet or even Metal Gear Rays if a hit is scored.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL RBG-6.jpg|thumb|none|400px|RH Alan RGB-6 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Nikita==&lt;br /&gt;
A fictional missile launcher which fires remote controlled missiles with their own cameras that feed the warhead's visual data back to the player. While dubbed a &amp;quot;missile&amp;quot; launcher, the munitions launched by this weapon move slowly enough to be miniature hovering UAVs with contact-detonation warheads. Exclusive to the Plant Chapter, Raiden must use one to reach an objective in the Shell 2 Core, which is shutting down the electrified floor to reach President James Johnson - easier said than done given that the warheads cannot change altitude manually (they strangely do so on their own if they are piloted up a slanted vent, implying their vertical guidance is some kind of terrain-following system), have a limited supply of fuel, and become uncontrolled if Raiden suffers damage while using the launcher. Johnson's tendency to jump in front of the missile also does not help. The missile can only be fired indoors, which the game explains as being because the Sons of Liberty activated an electronic interference field around the Big Shell to prevent enemy UAVs from entering. Most likely the real reason is that the Nikita would otherwise allow the player to discover non-drawn surfaces of buildings in the various exterior maps.&lt;br /&gt;
&lt;br /&gt;
While the following function of the launcher is not elaborated on in the game, Raiden can disregard all the precision-machined-high-technology this weapon encapsulates and use it in one of the most blatantly ''low''-technological ways possible, by swinging the launcher as a large, unwieldy, club to whack guards (and one boss) around. It can often knock guards out in one well-timed swing or  deal heavy stamina damage to a boss, even in the higher difficulty levels, and not harm its performance in any way while being used in this &amp;quot;warranty-voiding&amp;quot; fashion. The Stinger missile launcher by contrast cannot be used this way, since equipping it instantly switches to the scoped view.&lt;br /&gt;
&lt;br /&gt;
To date, this game is the Nikita's last appearance in the ''Metal Gear Solid'' series.&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 Grenade Launcher]] was seen mounted on M4A1s utilized by both the SEAL Team 10 Bravo Squad, and by the attack teams. The former attempted to launch it at Fortune, but her &amp;quot;luck&amp;quot; renders the grenade a dud. Given her &amp;quot;luck&amp;quot; turns out to be a combination of a personal shield generator and what appears to be magic, it is not particularly clear why this actually happened; it cannot have been any kind of EMP-like effect, since the 40mm rounds for the M203 use a mechanical detonator (never mind that such an effect would also disable Fortune's radio and her railgun).&lt;br /&gt;
[[Image:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:MGS2-M203-1.jpg|thumb|none|600px|The M203 attached to Plissken's M4.]]&lt;br /&gt;
[[File:MGS2-M203-2.jpg|thumb|none|600px|Plissken with the M203's barrel open for loading.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
&lt;br /&gt;
C4 explosives are utilized by both Raiden and Fatman, the latter's C4 also serve as a major plot point for the first act of the Plant mission, as Raiden and Iroquois Pliskin have to disarm them using a special &amp;quot;coolant spray&amp;quot; to freeze their detonators.&lt;br /&gt;
&lt;br /&gt;
C4 blocks can be procured by the player and used to set traps or destroy certain objects and devices which are immune to conventional weaponry. Just like in ''[[Metal Gear Solid]]'', the C4 blocks are set off in the order they were placed, and are stated to have a scrambler, in order to ensure that any wireless signals that are not the wireless detonator do not accidentally set it off.&lt;br /&gt;
&lt;br /&gt;
Fatman's C4 charges are larger than normal. As a self-made man who worships his creator, he generally utilizes C4 that emits a specific, detectable vapor, as well as cologne left on them as a &amp;quot;calling card.&amp;quot; In addition, he also carries a briefcase-sized C4 charge in some pocket dimension in his blast suit that is activated via a remote despite being inside his own clothes, and is also implied to have more than enough explosive power to destroy the entire Big Shell in one blow.&lt;br /&gt;
&lt;br /&gt;
==Semtex==&lt;br /&gt;
Semtex is utilized in both the Tanker and Plant Chapters, although it is never available to the player. Both instances have large charges rigged to wall-mounted infrared sensor rigs that automatically detonate the explosives should they be crossed. Solid Snake has to bypass these by shooting out the control boxes or crawling under the sensors in the Tanker Chapter. Precise why the terrorists rig up a system which will allow an intruder or particularly tall rat to accidentally kill all of them before they can complete their mission is not clear. Later, the Sons of Liberty also rig the connection bridge to the two shells at the Big Shell (and one room in the Strut F warehouse) with Semtex to deter would-be intruders, which Raiden deals with by destroying the control modules, one of which is for some reason mounted on top of a Cipher drone.&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
&lt;br /&gt;
A fictional variant of the [[M18A1 Claymore|M18A1 Claymore Anti-Personnel Mine]] is available in the game, exclusive to the Plant Chapter. Unlike real-life versions, they are invisible to the naked eye (the game mentions that they are &amp;quot;stealth-equipped&amp;quot;, though their locations and sensor coverage are visble with a mine detector) and explode if someone walks into their cone of detection. Raiden can disarm them and use them for himself if he crawls over one from outside its cone of detection, and they are plainly visible to the player if Raiden plants them himself. They can also be seen with the &amp;quot;thermal goggles&amp;quot; (Infrared) during the plant level.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
==Various Grenades==&lt;br /&gt;
&lt;br /&gt;
Three types of grenades can be used in this game. They are a generic frag grenade, a flashbang grenade, and a fictional chaff grenade. &lt;br /&gt;
&lt;br /&gt;
The usage of the first two types is quite cumbersome compared to later instalments in this game series. To use one of them, the player must first press a button to ready the grenade (depicting the player character pulling the pin with his teeth), and then release the button to throw the grenade. The catch is that the player character doesn't hold onto the safety lever when the pin is pulled, and if it is not thrown it before the fuse runs out, the player character suffers painful consequences. What's worse is that the force at which the button is pressed determines the velocity of the grenade(using the PS2 controller's pressure-sensitive face buttons, rarely a good idea), which is not indicated on screen before the grenade is thrown and is in general difficult to get right without a lot of practice. &lt;br /&gt;
&lt;br /&gt;
The chaff grenade avoids the problems of the aforementioned user-unfriendly grenade-throwing mechanic by virtue of being absolutely harmless and completely location independent. Regardless of where it is thrown (except into water), upon detonation it will release a great deal of radio-reflective fragments that temporarily blind all UAVs and security cameras in the current area, as well as temporarily jamming radio transmissions, so guards cannot call for backup if they spot you while the fragments are still suspended in the air. The chaff is even capable of slowing the reaction times of Metal Gear Rays. &lt;br /&gt;
&lt;br /&gt;
The frag grenade acts more like a concussion grenade by killing with its explosive force rather than releasing visible fragments. The flashbang grenade instead creates a non-lethal explosion that stuns anyone caught in its blast radius, though the white flash seen while using flashbang grenades in later instalments of this series is not implemented in this game. Both types will cause an alert to be sounded in the area you are in if one is not already active, or if a chaff grenade's chaff is not still active.&lt;br /&gt;
&lt;br /&gt;
==Underwater mine==&lt;br /&gt;
Classic black-ball-with-prong-detonators underwater mines are found in the flooded area of the Shell 2 Core. It is implied that they are placed there by Vamp as obstacles for Raiden, though precisely why or where Vamp has them is not clear. According to Otacon, the mines contain built-in compound sensors that can track anything from something's acceleration speed to changes in the water pressure, and even body temperature, among other data. They obviously cannot be used by the player.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-12/U==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sons of Liberty&amp;quot; group somehow has access to a US Marine Corps AV-8B Harrier II (likely due to Solidus Snake's backing, thanks to his previous role in civilian life mentioned by the game). The plane is technically a TAV-8B two seat trainer version, which is unarmed and incapable of mounting weaponry.&lt;br /&gt;
&lt;br /&gt;
Among its arsenal of weapons are LAU-5003 rocket pods, AMRAAM air-to-air missiles (with Raiden apparently counting as an airborne target that can be tracked by its radar), CBU-100 cluster bombs and a [[General Dynamics GAU-12/U]] mounted on its underside. As is common for video game depictions of military vehicles, the Harrier's GAU-12/U and other weaponry are depicted as having infinite ammunition, while the real-life Harrier II only has enough room to carry 300 rounds. Despite presumably being loaded with armour-piercing depleted-uranium-tipped rounds capable of penetrating the top armour of tanks, the GAU-12/U is depicted as being completely unable to penetrate any form of cover, which is clearly a concession towards gameplay. The GAU-12/U is, however, modelled correctly, with a muzzle flash only emerging from the left-hand pod, since the right one contains the weapon's ammunition and retains the empty casings when the gun is fired so as to prevent them from being sucked into the Harrier's air intakes and causing damage to the engine. &lt;br /&gt;
&lt;br /&gt;
The Harrier II itself is mentioned to have shot down the two cargo helicopters used by SEAL Team 10, but can first be seen on the heliport of Strut E; it disappears from that location during the Fatman boss fight, and is later faced as the second boss of the Plant Chapter. For some bizarre reason, Fatman sees fit to affix at least one of his C4 bombs on the Harrier's underside before his boss fight, which Raiden must freeze. Furthermore, if Raiden contacts the Colonel overseeing his mission about the Harrier, the Colonel will claim that the weapons Raiden has at that point &amp;quot;aren't up to the task of neutralizing this plane&amp;quot; (so as to prevent the player from removing it as a boss fight later).  This is in spite of the fact that Raiden can obtain Claymore mines prior to this - one or more of them placed by hand into the air intakes and manually detonated would likely render the Harrier unflyable.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U with unfired rounds - 25mm]]&lt;br /&gt;
&lt;br /&gt;
==NRS-2 Scout Firing Knife==&lt;br /&gt;
&lt;br /&gt;
This obscure concealed Spetznaz firearm consists of a knife with a short barrel for a single SP-3 suppressed pistol cartridge in the grip, pointed in the opposite direction from the tip of the blade. Olga draws and fires it at Snake when ordered to throw it overboard, only for him to dodge it, which causes Snake to take cover anyway and give her an opportunity to draw her USP. Olga shortly afterwards claims that Snake is the first one to dodge a round fired from her scout knife before fighting him.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nrs.jpg|thumb|none|400px|NRS-2 Scout Firing Knife with sheath / wirecutter and chamber detached - 7.62x42mm SP-3]]&lt;br /&gt;
&lt;br /&gt;
==Fortune's Rail Gun==&lt;br /&gt;
The only weapon used by Fortune is a fictional man-portable but large prototype railgun. It is equipped with a laser sight and a scope of undisclosed model, firing slugs of undisclosed size; a pistol-scale magazine is seen in ''Metal Gear Solid 4'', which would imply they are not particularly large. &lt;br /&gt;
&lt;br /&gt;
According to the Colonel that Raiden can contact for advice, the railgun accelerates projectiles to a high enough velocity to possess &amp;quot;ten megajoules of kinetic energy,&amp;quot; incidentally half that of the &amp;quot;twenty megajoules imparted to the ammunition of a 140mm smoothbore gun&amp;quot; mentioned by the game. Presumably this is a reference to the scrapped NATO XM291 140mm gun project for the Abrams and Leopard 2 during the mid-80s (a response to reports that a &amp;quot;Future Soviet Tank&amp;quot; (FST) was under development with a 135mm or 152mm main gun and armour sufficient to require a muzzle energy of 18MJ to penetrate), though available information implies that the muzzle energy of this gun was actually 23 megajoules. Seemingly the only tanks ever to mount it were a single Abrams and a Swiss Pz87 (Leopard 2 A4), so it is curious it is mentioned; the plan was ultimately scrapped by the Germans in favour of the L/55 variant of the Rheinmetall 120mm gun, while the US designed more advanced kinetic energy rounds for the L/44.&lt;br /&gt;
&lt;br /&gt;
Even if it is assumed the projectiles fired are as heavy as 20mm cannon bullets (100 grams), the railgun would still have to accelerate its ammunition to some 46,400 feet per second (a little shy of 42 times the speed of sound, which is about twice escape velocity, thus making it the first infantry weapon which could target ''satellites'') to achieve this. The weapon never generates any deafening sonic booms despite accelerating projectiles to hypersonic speeds. Fortune herself never endures much recoil from using it, to the point that she is able to double-tap the rail gun in higher difficulty levels. She also experiences no fatigue or difficulty aiming it, despite the weapon being easily 5 feet in length, and nearly as tall as her. No power or coolant source on her rail gun requiring periodic replenishment is apparent either, despite the massive amounts of electricity (and the likely-to-be-high resulting levels of waste heat) electrically accelerating a projectile over such a short distance would require in a man-portable platform. &lt;br /&gt;
&lt;br /&gt;
The weapon is said to have been abandoned because there is a high risk of &amp;quot;accidental discharge,&amp;quot; but the weapon's actual behaviour and the further description (that there is some problem with the plasma and the rail failing to disconnect) suggests the actual issue is ''runaway fire'', with the railgun's retractable armature returning to battery position while retaining enough charge to immediately launch a new projectile each time the action cycles. True to this, Fortune is able to fire the weapon repeatedly in bursts, her &amp;quot;luck&amp;quot; presumably causing the rail to disconnect from its powered position when she wants to stop firing. When seen in ''MGS4'', the weapon requires charging up for each shot fired, implying the railgun was bought to heel by using a capacitor bank which is only sufficient for one shot and / or a weaker power source.&lt;br /&gt;
&lt;br /&gt;
The railgun isn't actually wholly a digital creation; a physical prop was created from wood for motion capture sessions. The fearsome size of the railgun meant even this was rather on the heavy side, and Fortune's motion capture actress has stated she ended up &amp;quot;covered in bruises&amp;quot; every time she had to handle it.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_4:_Guns_of_the_Patriots&amp;diff=1139318</id>
		<title>Metal Gear Solid 4: Guns of the Patriots</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_4:_Guns_of_the_Patriots&amp;diff=1139318"/>
		<updated>2017-11-17T14:22:42Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Milkor MGL Mk 1L */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid 4: Guns of the Patriots&lt;br /&gt;
|picture = MGS4_North_American_Cover.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2008&lt;br /&gt;
|developer=Kojima Productions&lt;br /&gt;
|platforms=Playstation 3&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid 4: Guns of the Patriots''''' is a 2008 stealth-action / third-person shooter video game directed by Hideo Kojima, developed by Kojima Productions and published by Konami. It concludes the saga of the character Solid Snake (now known as Old Snake). Set in the year 2014 following the events of the previous games, the storyline takes Snake through a series of warzones where rebels are fighting hired PMC soldiers as part of an ongoing &amp;quot;War Economy&amp;quot; engineered by a mysterious organization known as &amp;quot;The Patriots.&amp;quot; Snake's mission is to uncover a plot by his old nemesis Liquid Snake, now seemingly reborn in the body of the gunman Revolver Ocelot, and set on bringing down the &amp;quot;System,&amp;quot; an apparently invincible computer network which controls the world.&lt;br /&gt;
&lt;br /&gt;
The initial release of the game featured an online multiplayer mode, &amp;quot;'''''Metal Gear Online''''',&amp;quot; allowing up to sixteen player matches using characters and weapons from the main game. This mode was removed by the ''Metal Gear Solid 4'' 2.00 patch released in June 2012 as the servers were shut down, replaced with an option to install the entire game to the hard drive rather than only the current chapter. All information about ''Metal Gear Online'' below was correct at the time of shutdown.  &lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Metal Gear Solid 4: Guns of the Patriots'':'''&lt;br /&gt;
&lt;br /&gt;
'''Note: Spoilers are present in some weapon descriptions.'''  &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:MGS4-Intro.jpg|thumb|right|450px|Snake admires the place he's going to keep enough weaponry to outfit a company.]]&lt;br /&gt;
''Metal Gear Solid 4'' uses a split inventory system where the player character, Old Snake, can equip up to six weapons, which are then available using a quick-access menu; this is explained as Snake's &amp;quot;backpack,&amp;quot; despite that he is not actually wearing one. The rest can be accessed via the pause menu, this swapping explained in-game as the TARDIS-like depths of Metal Gear Mark 2, a foot-tall robot which seemingly has no issues containing more or less every weapon on this page along with enough ammunition to destroy Belgium. Snake's currently equipped weapons each count their weight towards a total for all gear; heavy loads will cause his &amp;quot;stress&amp;quot; meter (which governs how well he can aim ranged weapons) to rise faster when he moves around. Only weapons count towards weight; ammunition is treated as weighing nothing. This gets bizarre with disposable systems where each reload is a whole weapon in itself but all except the currently held one are treated as weightless &amp;quot;ammunition;&amp;quot; for example, only one of the fifty LAWs Snake can be carrying actually weighs anything for purposes of inventory weight.&lt;br /&gt;
&lt;br /&gt;
Weapons can be found in the environment, but often feature biometric ID locks which prevent unauthorized use. To remove these, Snake can access a &amp;quot;gun launderer&amp;quot; by the name of Drebin and exchange points earned for the &amp;quot;war price&amp;quot; of repeatedly collected weapons, allowing him to purchase ammunition, buy new weapons and accessories, or unlock already collected ID-locked weapons for use. Drebin is explained as having an inside line to the &amp;quot;System&amp;quot; which controls the ID chips so he can replace existing chips with factory blanks (the process leading to the pun of the character called Drebin saying he sells &amp;quot;[[Naked Gun: From the Files of Police Squad!, The|Naked Guns]]&amp;quot;), but in reality such an operative would quickly find himself driven out of business by rogue gunsmiths simply replacing the ID lock parts with the original mechanical ones and bypassing the &amp;quot;System&amp;quot; entirely.&lt;br /&gt;
&lt;br /&gt;
The game removes the &amp;quot;Tactical Reload&amp;quot; option of previous games where unequipping and re-equipping a weapon would instantly reload it; weapons now actually have to be reloaded properly. The animations have an odd quirk: apparently between games, Snake has decided to start practicing the &amp;quot;Middle Eastern Technique&amp;quot; mentioned in ''Metal Gear Solid 3'' of always chambering a new round when reloading, even when performing a mid-magazine reload. Despite this being described in that game as a pistol shooting technique, he does it with every weapon ''except'' pistols; they are correctly shown ejecting an unfired round when he does it unless the magazine was totally spent when the reload is performed. This seems largely done to explain what happens to the &amp;quot;extra&amp;quot; round that was in the chamber of closed-bolt weapons, or otherwise to keep from having to program two reload animations for every weapon. The few open-bolt weapons in this game (realistically) do not eject a round when reloaded, as their mechanisms do not function that way.&lt;br /&gt;
&lt;br /&gt;
The game features an accessory system for weapons, with certain guns able to be customised; this is rather inconsistent, with many weapons not able to receive any modifications at all while only a handful have more than one or two accessory points, the majority limited to either an optional suppressor, underbarrel launcher or taclight. The showcase of the system is Snake's signature &amp;quot;M4 Custom&amp;quot; rifle, which can accept the largest number of accessories of any weapon. Shotguns and most grenade launchers also feature multiple types of ammunition, and weapons typically feature selectable fire modes if they have them in real life.&lt;br /&gt;
&lt;br /&gt;
Accessory tactical weapon lights are shown rather strangely in game; apparently Snake has a fundamentalist attitude towards light discipline and maintains it ''everywhere'', even in broad daylight. This means taclights will only be flashed on and off briefly regardless of what the player wants; the result is only really useful for briefly blinding guards if Snake points the light in their face at extremely close range. However, taclights used by player characters in ''Metal Gear Online'' did not behave in this manner and would remain switched on until manually turned off.&lt;br /&gt;
&lt;br /&gt;
Furthermore, suppressors in the game are handled differently (and less realistically) than they were in the previous game. Suppressed weapons will no longer revert to being unsuppressed once an attached suppressor is worn out; instead, a replacement will automatically and instantly be attached, even if the previous one wore out in the middle of the gun's firing a long burst. In the previous game, a gun with a worn-out suppressor would have it automatically pop off, reverting the weapon to unsuppressed fire until another suppressor was remounted manually, but in this game a suppressed weapon will only revert to being unsuppressed if Snake has no suppressors left for that weapon in his inventory. This was likely done because the PS3 controller's buttons were already assigned to other functions (such as changing ammunition types or turning taclights on/off) in the inventory view, and manually remounting a suppressor by pausing the game and going to the customisation menu would be too cumbersome.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Custom M1911==&lt;br /&gt;
&lt;br /&gt;
Big Boss's highly customised [[M1911_pistol_series|M1911]] from [[Metal Gear Solid 3: Snake Eater|Operation Snake Eater]] can unlocked via entering a password. Being an unlockable &amp;quot;special&amp;quot; weapon, it deals more damage than the other .45 ACP handguns. The Custom M1911 can be fitted with its own unique degradable suppressor; it is not compatible with the ones for Snake's Springfield TRP.&lt;br /&gt;
&lt;br /&gt;
[[Image:1911custom.jpg|thumb|none|400px|An '''airsoft''' reproduction of Big Boss' custom M1911 - (fake).45ACP]]&lt;br /&gt;
[[Image:MGS4-M1911Cus-HQ.jpg|thumb|none|601px|&amp;quot;1911 Custom&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-1911Cus-1.jpg|thumb|none|600px|Snake reloads Big Boss' custom M1911, resisting his genes telling him to first have a three-minute CODEC call about how awesome it is.]]&lt;br /&gt;
[[Image:MGS4-Mark22.jpg|thumb|none|600px|In a painting in Big Mama's church, Big Boss brandishes his custom M1911.]]&lt;br /&gt;
&lt;br /&gt;
==EAA Tanfoglio Thor .45-70==&lt;br /&gt;
&lt;br /&gt;
The [[EAA THOR Pistol|Thor .45-70]] is a highly accurate and incredibly powerful single-shot break action pistol (referred to in the description as a &amp;quot;hand rifle,&amp;quot; but more accurately described as a rifle-caliber pistol) that must be manually chambered after every shot. It is Liquid Ocelot's signature weapon, both in singleplayer and multiplayer; in the singleplayer story he only actually fires it once, and his outfit does not display it openly as previous game did with his revolvers. It can be unlocked and used by the player by either earning the Foxhound emblem or entering a code, and comes with a unique red dot sight; this cannot be removed, and the weapon has no other customization options.&lt;br /&gt;
&lt;br /&gt;
[[Image:THOR .45-70.jpg|thumb|400px|none|EAA Tanfoglio Thor - .45-70]]&lt;br /&gt;
[[Image:MGS4-Thor.jpg|thumb|none|601px|Thor .45-70 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Thor-1.jpg|thumb|none|600px|Facing Snake on the fictional Volta River, Ocelot pulls his Thor from an unspecified location inside his coat...]]&lt;br /&gt;
[[Image:MGS4-Thor-2.jpg|thumb|none|600px|...And prepares to fire the only shot he ever fires from it. Though in spite of his line, not at Snake.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
&lt;br /&gt;
The [[FN Five-seveN]] is the standard sidearm for Liquid Ocelot's elite FROG special operations unit (FROG standing for absolutely nothing, but probably has to do with their tendency of jumping all over the place), and is also one of the weapons used by Dwarf Gekko drones. It can be bought from Drebin, taken from a destroyed Dwarf Gekko, or taken from a FROG by disarming them of their primary weapon and then killing them or knocking them out. Since it shares ammunition with the fairly common P90, it is unlikely to have problems with ammunition, and it has a large magazine. However, it cannot mount a suppressor, the only option being a tactical light. The presence of the weapon is a reference to ''Metal Gear: Ghost Babel'' and the ''Ac!d'' games, where it is Solid Snake's primary weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|400px|none|FN Five-seveN - 5.7x28mm]]&lt;br /&gt;
[[Image:MGS4-Five-Seven.jpg|thumb|601px|none|FN Five-seveN on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
&lt;br /&gt;
The [[Glock 18C]] is the rarely-used sidearm of the rebels in Act II, and can also be purchased from Drebin.  It also has a 33-round magazine, and oddly enough, is the only 9x19mm handgun in the game. It can be customised with a tactical flashlight. The weapon is a reference to ''Metal Gear Solid 2'', where Fatman's weapon of choice (aside from bombs) was a Glock 18, albeit with a 19-round magazine instead. This handgun is also available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol Austrian Glock 18 with 31 round magazine.jpg|thumb|none|400px|Glock 18C - 9x19mm]]&lt;br /&gt;
[[Image:MGS4-Glock.jpg|thumb|none|601px|Glock 18C on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mark 23 Phase II Prototype==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mk 23 Mod 0|Heckler &amp;amp; Koch Mark 23 Phase II Prototype]] can be found in the game in Act 4; its status as Solid Snake's previous handgun in the original ''[[Metal Gear Solid]]'' is noted. It is also used in the Raven Sword PMC commercial in the introduction, and is seen in the holsters of Meryl's Rat Patrol soldiers and Raiden. The SOCOM presented in ''MGS1'', ''MGS2'' and ''MGS4'' is the Phase II model prototype submitted for trials in the USSOCOM Offensive Handgun Weapon System (OHWS) competition around the later part of 1991, and not the actual production model Mark 23 Mod 0. It is distinguished by small cocking serrations on the front of the slide, which the production model, Mod 0, does not have. The Mark 23 mounts the distinctive blocky LAM under the barrel as in previous games, and can also be fitted with a degradable suppressor. The Mark 23 is the subject of a number of the game's &amp;quot;Easter eggs,&amp;quot; including being found almost exactly where it was in the original game. This is the only place it can be found in the campaign, and it is never available from Drebin; the only other way to unlock it is via a cheat code.&lt;br /&gt;
&lt;br /&gt;
This weapon is available in multiplayer, and is also the only firearm that the special character Raiden is equipped with. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|400px|none|Tokyo-Marui '''Airsoft replica''' of the H&amp;amp;K Mark 23 Phase II Prototype - (fake) .45 ACP]]&lt;br /&gt;
[[Image:MGS4-Mk23.jpg|thumb|none|601px|Mark 23 Phase II Prototype on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Mk23-1.jpg|thumb|none|600px|'''Snake:''' ''&amp;quot;Just like old times . . . &amp;quot;'' &amp;lt;br&amp;gt;Snake holds his Mark 23 Phase II Prototype as he stands in front of Shadow Moses Island's tank hangar and remembers the good old days.]]&lt;br /&gt;
[[Image:MGS4-UnknownPistol.jpg|thumb|none|600px|Johnny Sasaki (who actually uses a GSR) and the other members of the Rat Patrol have &amp;quot;holster stuffers&amp;quot; that resemble Mark 23, save for Meryl who for reasons best known to herself just wears the empty holster. The model used is fairly inaccurate for a Mark 23, having a metallic tang like a Desert Eagle.]]&lt;br /&gt;
[[Image:MGS4-Mk23-2.jpg|thumb|none|600px|Raiden uses the same holster model except in black, though he's always too busy using his sword and heap of knives to bother with his handgun. His cybernetic body makes him look pretty cool until you get to his feet which have high heels so he can hold his sword with them. [http://www.youtube.com/watch?v=BWsfhmdV4RE&amp;amp;t=1m16s Yes, Really.]]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle]], simply called the &amp;quot;D.E.&amp;quot; is used by Meryl Silverburgh ingame. It can be purchased from Drebin, or occasionally picked up from the &amp;quot;Dwarf Gekko&amp;quot; drones (who amazingly have the strength to fire it accurately from one undersized mechanical hand). A 10-inch barrelled variant with a scope can be unlocked, and is also used by Meryl. &lt;br /&gt;
&lt;br /&gt;
A number of bizarre graphical glitches plague this weapon in the game. First, when Snake reloads the long-barrelled Desert Eagle, he holds an entire second gun in his off-hand rather than just a fresh magazine. Second, there are times when Meryl's slide will lock back and she will not play the reload animation. There may or may not be a round loaded when the second glitch happens; her remaining rounds can't be seen, so it is hard to tell. Third, when Meryl draws her long-barrelled Desert Eagle there are moments in the game when it is still visible within her thigh holster. &lt;br /&gt;
&lt;br /&gt;
This weapon is available in the game's multiplayer mode, Metal Gear Online. Players using Meryl's character online who equip a standard Desert Eagle in the pistol slot and the long-barrelled variant in the primary weapon slot will allow her to switch from one gun to another when the first is empty, without ever pausing to reload. &lt;br /&gt;
&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|thumb|400px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[Image:MGS4-Deagle.jpg|thumb|none|601px|Desert Eagle on the item menu. Note Magnum Research's new barrel with a Picatinny rail. The rail cannot be used on this version, however.]]&lt;br /&gt;
[[Image:MGS4-Deagle-LB.jpg|thumb|none|601px|Meryl's special 10&amp;quot;-barrelled Desert Eagle with a scope on the item menu.]]&lt;br /&gt;
[[File:MerylDEMGS4-1.jpg|thumb|none|600px|Meryl aims her Desert Eagle at Snake upon first encountering him. Despite likely wearing her balaclava up until this point, she removes it and does not use it for the rest of the game. The Meryl special character in multiplayer, however, can remove and re-don her balaclava at any time, as can Johnny &amp;quot;Akiba&amp;quot; Sasaki.]] &lt;br /&gt;
[[Image:MGS4-Deagle-3.jpg|thumb|none|600px|Meryl holds her regular Desert Eagle in the Advent Palace. She tends to use the normal one indoors, saving the 10-inch scoped version for outdoors. This relatively sensible choice doesn't really mitigate the bigger issue of using a pair of hand-cannons in the first place.]]&lt;br /&gt;
[[Image:MGS4-Deagle-1.jpg|thumb|none|600px|Snake reloads his Desert Eagle.]]&lt;br /&gt;
[[Image:MGS4-Deagle-LB-1.jpg|thumb|none|600px|He then re-Deagles his long-barrelled Desert Eagle. This error is most likely caused by forgetting to separate the magazine and weapon objects in the game's files. Strangely, this does not happen if playing as Meryl in Metal Gear Online.]]&lt;br /&gt;
[[Image:MGS4-Deagle-LB-2.jpg|thumb|none|600px|The first sight of Meryl's specially modified Desert Eagle is, oddly enough, on a monitor in the back of Drebin's Stryker.]]&lt;br /&gt;
[[Image:MGS4-Deagle-2.jpg|thumb|none|600px|By only carrying two Desert Eagles, Meryl fails &amp;quot;rifleman&amp;quot; on two counts, though she might make a passable futuristic pistolier. Note the unusual holster necessitated by her 10&amp;quot;-barrel Desert Eagle's scope mount. She carries the standard Desert Eagle in an abdominal holster on her MOLLE plate-carrier vest.]]&lt;br /&gt;
[[Image:MGS4-Deagle-LB-3.jpg|thumb|none|600px|As the &amp;quot;System&amp;quot; shuts down for the first time, everyone except Johnny Sasaki suffers a psychological breakdown; this includes Meryl, who drops her long-barrel Desert Eagle as she collapses.]]&lt;br /&gt;
[[File:MGS4DesertEagleLongBarrel.jpg|thumb|none|600px|Screaming Mantis forces Meryl to hold her long-barrelled Desert Eagle to her head, which is a reference to the original [[Metal Gear Solid]] when Psycho Mantis did the same thing to Meryl.]]&lt;br /&gt;
[[File:MGS4DE-1.jpg|thumb|none|600px|Meryl fires her Desert Eagle at FROG soldiers inside Outer Haven.]]&lt;br /&gt;
[[File:MGS4DE-2.jpg|thumb|none|600px|Meryl and Johnny fire a brace of handguns at the FROGs, Meryl wielding her standard and long barrelled Desert Eagles, while Johnny fires a Desert Eagle he got from Drebin along with his SIG-Sauer GSR.]]&lt;br /&gt;
&lt;br /&gt;
== Luger P08 &amp;quot;Artillery Model&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
During the bizarre live-action introduction sequences, one of the channels shows a PMC advertisement with two people in Middle Eastern-style robes hovering in mid-air as the camera circles around them. The one in white is armed with a long-barrelled &amp;quot;Artillery Model&amp;quot; [[Luger P08]].&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Artillery.jpg|thumb|none|400px|Luger P08 - 9x19mm. This is the long barrelled &amp;quot;Artillery&amp;quot; model of the Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:MGS4-Luger.jpg|thumb|none|601px|One of the two strange combatants during the intro's PMC commercial holds up her long-barrelled Luger P08.]]&lt;br /&gt;
[[Image:MGS4-Luger-1.jpg|thumb|none|600px|Another shot of the Luger, with the toggle lock visible.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PMM==&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PM#Makarov PMM|Makarov PMM]] is used by the rebel &amp;quot;mark&amp;quot; Snake has to track during the third Act, and can be purchased from Drebin. It is also the sidearm of the Paradise Lost resistance group as a whole, though they are only seen using it in cutscenes. There is little to be said for it; it uses uncommon ammunition, cannot be customised or suppressed, and really seems to only be in the game to give the rebels in Act 3 a suitably Eastern European sidearm.&lt;br /&gt;
&lt;br /&gt;
[[Image:Makarov PMM.jpg|thumb|400px|none|Makarov PMM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:MGS4-PMM.jpg|thumb|none|601px|Makarov PMM on the item menu.]]&lt;br /&gt;
[[Image:MGS4-PMM-1.jpg|thumb|none|600px|A Paradise Lost member draws his PMM as Snake enters their safehouse.]]&lt;br /&gt;
[[Image:MGS4-PMM-2.jpg|thumb|none|600px|A Makarov isn't exactly a Walther PPK, but then Snake isn't exactly James Bond, either.]]&lt;br /&gt;
[[Image:MGS4-PMM-4.jpg|thumb|none|600px|Revisiting the Blast Furnace on Shadow Moses in Act 4, Snake takes on the army of Dwarf Gekko which now live there. Despite the name, the area does not actually contain a blast furnace: perhaps &amp;quot;Two Pools of Molten Metal Room&amp;quot; didn't have the same ring to it.]]&lt;br /&gt;
[[Image:MGS4-PMM-3.jpg|thumb|none|600px|Snake reloads his Makarov PMM.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
In the third Act, a painting of Big Boss brandishing his M1911 Custom with his Mk 22 Mod 0 (Navy modified [[Smith &amp;amp; Wesson Model 39]]) holstered is briefly focused on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk22 Mod 0.jpg|thumb|400px|none|Mk 22 Mod 0 - 9x19mm]]&lt;br /&gt;
[[Image:MGS4-Mark22.jpg|thumb|600px|none|Big Boss brandishes his M1911 Custom, with his Mk 22 holstered.]]&lt;br /&gt;
&lt;br /&gt;
==PSS==&lt;br /&gt;
&lt;br /&gt;
The [[PSS Silent Pistol|PSS]] can be found in several areas throughout the game or bought from Drebin; Drebin seems to have an odd fondness for this weapon, and it commands a premium price when found. It uses 6-round magazines with special &amp;quot;silent&amp;quot; 7.62x42mm ammunition, making it a lethal counterpart to the Mk II tranquilizer pistol (neither has a degradable suppressor). The PSS previously made a brief appearance in ''[[Metal Gear Solid 2]]'', but this game is the first time it became usable by a player character in this series. &lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol Russian PSS in 7.62x41mm SP-4 special purpose noiseless cartridge.jpg|thumb|400px|none|PSS Silent Pistol - 7.62x42mm]]&lt;br /&gt;
[[Image:MGS4-PSS.jpg|thumb|none|601px|PSS silent pistol displayed in the item menu.]]&lt;br /&gt;
[[Image:MGS4-PSS-1.jpg|thumb|none|600px|Literally two dozen yards from the end of the first Act, Snake uses his PSS Silent Pistol to make a Praying Mantis soldier silent.]]&lt;br /&gt;
[[Image:MGS4-PSS-2.jpg|thumb|none|600px|The threat dealt with, he reloads his weapon.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Race Gun&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The [http://en.wikipedia.org/wiki/Racegun Race Gun] is based on Strayer Voigt Inc's 1911-styled double stack pistols; it is not even close to a modern high-end race gun, with only the choice of ammunition really distinguishing it as anything unusual. The gun holds 19 rounds in 9x23mm Winchester which is a moderately powered pistol cartridge; the game's version, for reasons which are never particularly apparent, uses rounds lightly loaded with smokeless powder, providing barely enough force to cycle the gun's mechanism. In game terms, this means the low-powered bullets will ricochet off hard surfaces and can be used for the &amp;quot;trick shots&amp;quot; showcased by Revolver Ocelot with his Colt Single Action Army in previous games; the result is basically just a gimmick gun for showing off, and is useless in practical terms thanks to its low damage stats (which appropriately reflect the stopping power of such underloaded ammunition). Once the game is completed at least once, the pistol will be unlocked automatically. The Race Gun cannot be customised. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVI_Infinity.jpg|thumb|none|400px|Strayer Voigt Inc Infinity pistol - 9x23mm Winchester]]&lt;br /&gt;
[[Image:MGS4-Racegun.jpg|thumb|none|601px|&amp;quot;Race Gun&amp;quot; on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk II==&lt;br /&gt;
&lt;br /&gt;
An integrally suppressed, manually operated fictional variant of the [[Ruger Mk II]], that fires tranquilizer rounds and has grips with a built-in laser sight and what appears to be a carbon-fiber barrel / upper receiver. It is given to Solid Snake by Otacon early in the game. After the game is completed, it is also able to fire fictional &amp;quot;Emotion&amp;quot; darts which induce one of the game's four psychological states (Cry, Laugh, Rage and Scream) in the target before knocking them out. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:RugerMkIISilenced.jpg|thumb|none|400px|Ruger Mk II pistol with professional Ciener Suppressor - .22 LR. This is a classic Silenced Pistol and this pistol has been seen in several motion pictures]]&lt;br /&gt;
[[Image:MGS4-Ruger.jpg|thumb|none|601px|&amp;quot;Mk. 2 Pistol&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Ruger-1.jpg|thumb|none|601px|The Ruger Mk II is presented to Snake using Metal Gear Mk II's manipulator, Otacon seemingly having decided to give Snake two Mk IIs for the price of one. Note laser sight grips.]]&lt;br /&gt;
[[Image:MGS4-Ruger-2.jpg|thumb|none|600px|Snake operates the bolt of his custom Ruger Mk II. This weapon is the successor to ''MGS2'' and ''MGS3's'' tranquilizer guns, and as in those games is manually operated.]]&lt;br /&gt;
[[Image:MGS4-Ruger-3.jpg|thumb|none|600px|After giving a Praying Mantis PMC soldier a hard-earned rest, Snake reloads his Ruger Mk II.]]&lt;br /&gt;
&lt;br /&gt;
==Shansi Type 17==&lt;br /&gt;
&lt;br /&gt;
Used by Big Mama, this is a Chinese made version of the [[Mauser C96]], chambered for .45 ACP ammunition. The Type 17 can be fired in semi-auto or - incorrectly - full-auto (the real Type 17 never had select-fire capability), and uses a 10-round fixed magazine loaded with a single 10-round stripper clip (common for other C96 versions, but the Chinese copies were usually issued with 5-rounders which allowed them to be reloaded once five or more rounds had been fired). It lacks any customisation options (not even able the option to mount its well-known stock) and also cannot be reloaded until it is totally empty. It can be unlocked by earning the Hound emblem at the end of the game, or through entering a code. While this is the weapon Big Mama used in her previous guise as Eva in ''Metal Gear Solid 3'', it is not the same Type 17, since that one was lost during the motorcycle chase. Big Mama uses this weapon to destroy three Dwarf Gekko drones which manage to infiltrate her European hideout. &lt;br /&gt;
&lt;br /&gt;
[[Image:C96-10.jpg|thumb|400px|none|Shansi Type 17 - .45 ACP]]&lt;br /&gt;
[[Image:MGS4-Shansi.jpg|thumb|none|601px|Type 17 on the item menu. Note the undersized fire-selector borrowed from the [[Mauser C96#Mauser M712 Schnellfeuer|Mauser M712 Schnellfeuer]] above and to the right of the trigger; the Shansi Type 17 in reality is not select-fire and thus has no such switch.]]&lt;br /&gt;
[[File:MGS4ShansiType17-0.jpg|thumb|none|600px|Big Mama continues to use the method of &amp;quot;Bandit Shooting&amp;quot; that she utilized in ''[[Metal Gear Solid 3: Snake Eater]]'', turning the gun sideways to clear rooms in a horizontal sweep. This is probably the only way to take the impractical &amp;quot;Gangsta&amp;quot; style shooting and make it practical.]]&lt;br /&gt;
[[Image:MGS4-Shansi-1.jpg|thumb|none|600px|After taking out three Dwarf Gekko drones, Big Mama strikes a pose with her Shansi Type 17.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer GSR==&lt;br /&gt;
&lt;br /&gt;
The [[M1911 pistol series#SIG-Sauer 1911|SIG-Sauer GSR]] is the standard sidearm for all four of the game's Private Military Companies, and is also used by the small &amp;quot;Dwarf Gekko&amp;quot; drones. Any PMC soldier disarmed of his primary weapon will draw his GSR; the weapon can also be purchased from Drebin or found in a side-room in the first Act. The GSR uses the common .45 ACP round, but is inferior to Snake's default Springfield Operator due to being unable to mount a suppressor (though it does have the advantage of a slightly higher magazine capacity compared to the Operator). &lt;br /&gt;
&lt;br /&gt;
This weapon is available in multiplayer, and if the &amp;quot;Drebin Points&amp;quot; option is not enabled, the GSR will become the only lethal pistol available to players who are not using unique storyline characters. &lt;br /&gt;
&lt;br /&gt;
[[Image:SIG-GSR12.jpg|thumb|400px|none|SIG-Sauer GSR - .45 ACP]]&lt;br /&gt;
[[Image:MGS4-GSR.jpg|thumb|none|601px|The SIG-Sauer GSR being displayed on the item menu.]]&lt;br /&gt;
[[Image:MGS4-GSR-3.jpg|thumb|none|600px|Investigating a group of dead PMC soldiers in a side-room of the rebel safehouse in Act 1, Snake finds a discarded GSR on the floor.]]&lt;br /&gt;
[[Image:MGS4-GSR-1.jpg|thumb|none|600px|The gun rack in Drebin's Stryker includes two GSRs, two unloaded Glock 18Cs, and in the rack further down a pair of SCAR-H CQC rifles and two copies of Snake's M4A1 Custom; beyond them is a barely-visible AK-102 and a pair of LAWs. Several of these weapons are low-detail since they are part of the Stryker model rather than copies of the normal model. The two boxes between the pistol and rifle racks are the generic model for &amp;quot;custom parts&amp;quot; and are used for both weapon accessories and accessory weapons, such as the GP-30 and Masterkey.]]&lt;br /&gt;
[[Image:MGS4-GSR-2.jpg|thumb|none|600px|As the System breaks down at the end of the first Act, a disoriented PMC soldier equipped with a GSR in his leg holster attempts to give Snake a hug. Note also the two large pouches for M67 hand grenades on his belt.]]&lt;br /&gt;
[[File:MGS4SIGGSR-1.jpg|thumb|none|600px|Johnny fires his GSR at FROG soldiers onboard Outer Haven.]]&lt;br /&gt;
[[File:MGS4SIGGSR-3.jpg|thumb|none|600px|Meryl picks up Johnny's GSR and fires it after he is wounded.]]&lt;br /&gt;
[[File:MGS4SIGGSR-4.jpg|thumb|none|600px|Mei Ling, Captain of the USS ''Missouri'' and returning support character from the first MGS, cradles her GSR as her ship is boarded by a mix of FROG troopers, Dwarf Gekko, and even AI-controlled Metal Gear RAYs. This is the only time in the singleplayer game that she is ever depicted using a firearm (indeed it is the first time throughout the series she is ever seen using one), and her ''Metal Gear Online'' incarnation also restricts her to using handguns as the only firearm class she can equip. This is in line with her depiction throughout the series as a support character rather than a front-line soldier.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory TRP==&lt;br /&gt;
&lt;br /&gt;
A customized [[Springfield Armory Tactical Response Pistol (TRP)|Springfield Armory TRP]] is Old Snake's signature handgun in ''Metal Gear Solid 4'', and the weapon he most commonly has equipped during cutscenes; it is clearly designed to resemble the custom M1911 used by Big Boss during the previous game, though it is by no means identical. It is given to him for free (along with a [[Ruger Mk II]] pistol) by Otacon early in the first Act of the game; Otacon comments that it was never integrated into the System, hence Snake's ability to use it before meeting Drebin. The Operator has the ability to mount both a tactical flashlight and a degradable suppressor, being one of only two pistols able to mount a suppressor and underbarrel accessory (the other being the Mk 23), and uses the very common .45 ACP round. Like the Ruger Mk II, aiming it will automatically activate a laser sight - in this case, it appears to be a Lasermax style sight built into the guide rod, with the activation switch on the slide stop. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
The in-game TRP has some difference from the actual Springfield version. It has no front-cocking serrations, a olive drab finished frame similar to the Springfield Armory Loaded MC Operator, the front of the frame is not flush with the cuts in the slide, four &amp;quot;teeth&amp;quot; on the under-barrel rail instead of three, wood grips, and a threaded barrel with a standard 1911 bushing.&lt;br /&gt;
&lt;br /&gt;
[[Image:Springfield_Armory_TRP.jpg|thumb|none|400px|Springfield Armory Tactical Response Pistol (TRP) - .45 ACP]]&lt;br /&gt;
[[Image:Snake_.45.JPG|thumb|none|400px|Old Snake's Springfield TRP.]]&lt;br /&gt;
[[Image:MGS4-Operator.jpg|thumb|none|601px|Springfield TRP on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Operator-2.jpg|thumb|none|601px|Otacon presents the TRP to Snake, with the suppressor installed. Oddly, it tends to not be installed during cutscenes; while this might conceivably be done in case Snake has no suppressors left, Snake has no problem using it when he has no .45 ACP ''ammunition'' left.]]&lt;br /&gt;
[[Image:MGS4-Operator-3.jpg|thumb|none|601px|Snake checks over his TRP after being presented it, first unloading it and examining the slide, then the fit of the suppressor, and finally pulling the trigger to let the hammer fall on the empty chamber.]]&lt;br /&gt;
[[Image:MGS4-Operator-4.jpg|thumb|none|600px|He's soon merrily testing it out on the Praying Mantis PMC soldiers.]]&lt;br /&gt;
[[Image:MGS4-Operator-5.jpg|thumb|none|600px|Snake reloads his TRP; note the handle of his Stun Knife in his left hand. He frequently reloads weapons with this in his hand, as a nod to the CQC knife-and-gun techniques in ''Metal Gear Solid 3'', though this does get extremely silly when he does it with machine guns.]]&lt;br /&gt;
[[Image:MGS4-Operator-6.jpg|thumb|none|600px|Encountering Drebin, Snake keeps his unsuppressed TRP trained on the Gun Launderer, not eager to trust someone who hangs around with a weird hairless monkey thing.]]&lt;br /&gt;
[[File:MGS4OldSnakeSpringerOp.jpg|thumb|none|600px|Snake aims his TRP at Liquid Ocelot at the end of Act 1, unable to get a shot off due to his nanomachines being interfered with by Liquid Ocelot's failed attempt to login to the System using Liquid Snake's DNA. His decision to wait until Ocelot was actually enacting his plan before trying to stop him turned out to be less than wise.]]&lt;br /&gt;
[[Image:MGS4-Operator-1.jpg|thumb|none|600px|Snake aims his TRP at Drebin's weird naked monkey-creature &amp;quot;Little Gray&amp;quot; as he wonders where it all went wrong.]]&lt;br /&gt;
[[File:MGS4SpringerOp-1.jpg|thumb|none|600px|'''Liquid Ocelot:''' ''&amp;quot;When it comes to CQC, I have the upper hand.&amp;quot;'' &amp;lt;br&amp;gt; Liquid Ocelot holds Snake's TRP on him after disarming him at the end of Act 3.]]&lt;br /&gt;
[[File:MGS4SpringerOp-2.jpg|thumb|none|600px|'''Old Snake:''' ''&amp;quot;One last punishment I must endure: erase my genes, wipe this meme from the face of the Earth. This is my final mission.&amp;quot;'' &amp;lt;br&amp;gt; Snake puts the barrel of his TRP in his mouth when preparing to commit suicide, a scene that is viewable right from the beginning of the game and requires completion of the game to fully explain. This screenshot provides a clear view of the laser activation switch on the slide release, and the Bomar-style rear sight.]]&lt;br /&gt;
[[File:MGS4SpringerOp-3.jpg|thumb|none|600px|Unable to commit suicide, Snake fires the only bullet into random space. Note that the slide locked back on an empty magazine follower, despite the fact that Snake only loaded one round in the chamber and then pocketed the magazine. This means the slide should be in battery.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
This category in-game also includes the &amp;quot;Patriot&amp;quot; compact carbine, but that weapon is listed under assault rifles due to firing an intermediate round rather than a pistol round.&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
The [[FN P90]] is the primary weapon of Liquid Ocelot's FROG commando unit and is also used by Laughing Octopus in-game; since the FROGs are a common enemy in the game, ammunition is fairly plentiful. The P90 correctly features an integral reflex sight on the carrying handle, and also has three accessory mounting points, able to fit a suppressor, laser aiming module and a tactical light. Unusually for a game, the 50-round polycarbonate magazine is correctly shown as translucent, and visibly empties as the weapon is fired in first person. This weapon is available in multiplayer, and if the &amp;quot;Drebin Points&amp;quot; option is enabled, it becomes the most expensive weapon of its type in that mode, thanks to its ease of use and plethora of customisation options. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGS4-P90.jpg|thumb|none|601px|FN P90 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-P90-1.jpg|thumb|none|600px|Liquid Ocelot's all-female special unit, the FROGs, carry P90s as standard-issue; this is in part a callback to the Arsenal Tengu troopers of ''[[Metal Gear Solid 2]]'', who wore similar armor and also wielded P90s. As with the Arsenal Tengus, the gas masks of the FROGs are apparently fake and offer them no protection against gas-based attacks.]]&lt;br /&gt;
[[File:MGS4P90-1.jpg|thumb|none|600px|Close up on the receiver of a suppressed P90. Looking down while lying prone with any gun gives this type of view.]]&lt;br /&gt;
[[Image:MGS4-P90-2.jpg|thumb|none|600px|During the &amp;quot;Guns of the Patriots&amp;quot; sequence in Act 3, a group of FROG soldiers on Liquid's boat manage the impressive feat of firing their P90s for twenty solid seconds without ever once being shown reloading, implying they somehow managed to fit 300 rounds into a standard P90 magazine.]]&lt;br /&gt;
[[File:MGS4P90-2.jpg|thumb|none|600px|A FROG soldier firing her P90.]]&lt;br /&gt;
[[File:MGS4P90-4.jpg|thumb|none|600px|Close up on a FROG's P90.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5|Heckler &amp;amp; Koch MP5SD2]] can be purchased from Drebin and is equipped with an integral, non-degrading suppressor. However, the tradeoff is that it is one of the weakest weapons in the entire game, and uses the surprisingly uncommon 9x19mm round. This weapon is available in multiplayer, but cannot be customised. The appearance of this weapon is a reference to the &amp;quot;Integral&amp;quot; version of the original ''[[Metal Gear Solid]]'' for the Playstation 1 console that was sold only in Japan, where it was available on the Very Easy difficulty and had infinite ammunition. &lt;br /&gt;
&lt;br /&gt;
[[Image:MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm, The one in-game has the older S-E-F trigger group.]]&lt;br /&gt;
[[Image:MGS4-MP5.jpg|thumb|none|601px|MP5SD2 on the item menu.]]&lt;br /&gt;
[[File:MGS4MP5SD2-1.jpg|thumb|none|600px|Aiming down the sights of the MPSSD2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is used by several of the PMC operatives in game. It can be first found and used by the player in Act 2 and can be equipped with a unique red dot sight or the ACOG scope. For whatever reason, the weapon is depicted ingame as being distinctly inferior to the P90, lacking any option to attach a suppressor, tactical light, or laser sight (all of which it can use in real life). It is also stuck with using a low-capacity 20-round magazine ingame (intended for use for when the MP7 is issued as a select-fire backup weapon), instead of its more appropriate 40-round magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hk mp7 b-1-.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Hensoldt RSA red dot sight - 4.6x30mm]]&lt;br /&gt;
[[Image:MGS4-MP7.jpg|thumb|none|601px|MP7A1 on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon==&lt;br /&gt;
&lt;br /&gt;
The [[Izhmash PP-19 Bizon]] can be purchased from Drebin; the game claims it to be a &amp;quot;new Russian submachine gun,&amp;quot; even though it was twelve years old when the game came out and is eighteen years old in the game's universe; the version in-game is not even a current model, instead being based on the earliest production model. The version in game is chambered for 9x18mm Makarov, which translates into a 64-round magazine capacity. The Bizon cannot be customized.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bizon1.jpg|thumb|none|401px|PP-19 Bizon with stock folded - 9x18mm Makarov]]&lt;br /&gt;
[[Image:MGS4-Bizon.jpg|thumb|none|601px|Bizon on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
The [[MAC-10]] can be purchased from Drebin or found in Act 2 in the hands of the leftist Rebels. It can be equipped with a suppressor, and uses a 30-round magazine of .45 ACP ammunition. Unlike most depictions, Snake actually uses both hands and the stock ingame. Being an open-bolt weapon, it is possibly the only gun in the game with two reload animations. If Snake reloads with ammunition still left in the magazine, he will simply remove and replace it with a loaded one as he would a handgun. On the other hand, if Snake reloads the MAC-10 from an empty magazine, he will first retract the bolt before removing and replacing the magazine. Realistically, in neither case is a round ejected when reloading this weapon. &lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|320px|none|Ingram MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:MGS4-M10.jpg|thumb|none|601px|MAC-10 as &amp;quot;M10&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-M10-1.jpg|thumb|none|600px|Snake fires his MAC-10 during the motorcycle sequence of Act 3; apparently Big Mama doesn't mind him firing unsuppressed fully automatic weapons right next to her ear.]]&lt;br /&gt;
&lt;br /&gt;
==Skorpion Vz 82==&lt;br /&gt;
&lt;br /&gt;
The [[Skorpion_SA#SA Vz. 82 Skorpion|SA Vz. 82 Skorpion]] is used by Paradise Lost resistance members riding motorcycles in the Eastern Europe section of the game (Act 3), and is given to Old Snake by Big Mama in the same level. While called the &amp;quot;Vz. 83&amp;quot; ingame, the game shows it as being chambered in 9x18mm Makarov rather than .380 ACP, making it a Vz. 82. It comes equipped with a visible laser sight.&lt;br /&gt;
&lt;br /&gt;
Its comparatively low magazine capacity of 20 rounds, low stats, and inability to be customised, coupled with the fact that FN P90s can be obtained for free much earlier ingame, make it arguably a weapon hardly-chosen by most players, so it's largely for the nostalgia factor in singleplayer (the very similar [[Sa. Vz.61 Skorpion]] made an appearance in Metal Gear Solid 3), though players can still take advantage of the fact that it's the submachine gun with highest lock-on in the game, being especially useful for one-shotting enemies during the Act 3 chase scene. Multiplayer, however, is a different story, as it is the only firearm in its inventory slot to be available free of charge (if Drebin Points are enabled) for non-unique player characters, as well as possessing the longest auto-aim lock-on range of any weapon in multiplayer modes. &lt;br /&gt;
&lt;br /&gt;
[[Image:Scorpion SA Vz 82.jpg|thumb|none|330px|SA Vz. 82 Skorpion - 9x18mm Makarov.]]&lt;br /&gt;
[[Image:MGS4-Klobb.jpg|thumb|none|601px|Skorpion Vz 82 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Klobb-1.jpg|thumb|none|600px|Big Mama hands Snake a Vz 82 during the cutscene before the motorcycle escape sequence.]]&lt;br /&gt;
[[Image:MGS4-Klobb-2.jpg|thumb|none|600px|As usual, he inspects it before accepting.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
All shotguns in this game can use 00 buckshot, shotgun slugs, or non-lethal &amp;quot;vortex ring&amp;quot; ammunition. The latter references an experimental less-lethal system the US Army studied starting in 1998, using a specialised blank cartridge and a divergent muzzle device to &amp;quot;fire&amp;quot; a focused subsonic pulse of high-spin compressed air (the titular vortex ring) potentially for hundreds of feet and with the possibly of carrying chemical riot control agents or marking dye within the vortex. The project used a modified Mk 19 grenade launcher with 100,000 PSI blank cartridges and chemical reservoirs fitted to the muzzle device, but reliability issues, spillage of agents along the flight path and the ease of dodging the extremely loud subsonic vortex ring led to the conclusion that the weapon was not suitable for crowd control.&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Custom==&lt;br /&gt;
&lt;br /&gt;
A heavily customised [[Remington 870]] can be purchased from Drebin or found in the second Act; it comes with a Surefire dedicated forend WeaponLight as standard, and can also be equipped with an Aimpoint red dot sight or ACOG scope; if neither is fitted, it will have no sights at all, with Snake simply aiming along the top-mounted rail. This weapon is available in multiplayer, and is the only weapon of its type in that mode if the &amp;quot;Drebin Points&amp;quot; option is not enabled.&lt;br /&gt;
&lt;br /&gt;
[[Image:Model870P 14inlg.jpg|thumb|none|400px|Remington 870 Police &amp;quot;Entry Gun&amp;quot; with a SureFire dedicated forend WeaponLight - 12 gauge. The version in ''MGS4'' is further customised with a top rail instead of iron sights and a collapsible stock similar to the one used by the Mk 14 Mod 0 Enhanced Battle Rifle.]]&lt;br /&gt;
[[Image:MGS4-870C.jpg|thumb|none|601px|&amp;quot;870 custom&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-870C-1.jpg|thumb|none|600px|A FROG reels in confusion as Snake aims a pump-action RIS rail at her. &amp;quot;It's a shotgun, I swear!&amp;quot;]]&lt;br /&gt;
[[Image:MGS4-870C-2.jpg|thumb|none|600px|With the Aimpoint scope attached, the 870 Custom at least looks a bit more respectable.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 870 &amp;quot;MasterKey&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A short barrelled [[Remington 870]] configured like an [[Knight's Armament Masterkey]] is available as an attachment for the &amp;quot;M4 Custom&amp;quot; only, and can be found in the hands of PMC search teams; curiously, they have it equipped in a standalone configuration with a pistol grip and stock, raising the question of why they aren't just using a regular full-size shotgun instead. The inferior tube magazine capacity and lower effective range would make it far less useful than a full-sized shotgun for general use, and for close quarters combat or door breaching a purpose-built short shotgun would be a far more logical choice than issuing a rifle accessory which needs to be attached to ''another'' accessory to actually function.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870BlackSynthetic.jpg|thumb|none|400px|Remington 870 with early style Black Synthetic Riot foregrips and buttstock - 12 Gauge.]]&lt;br /&gt;
[[Image:KAC Masterkey.jpg|thumb|none|400px|Masterkey shotgun mounted on a KAC SR-16 - 12 Gauge &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Kacsbsa.jpg|thumb|none|400px|Masterkey in standalone configuration.]]&lt;br /&gt;
[[Image:MGS4-M4CMasterkey.jpg|thumb|none|601px|Masterkey accessory shotgun mounted to the M4 Custom on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Masterkey.jpg|thumb|none|600px|Old Snake's M4 Custom in full recoil as he uses his Masterkey to ruin someone's day.]]&lt;br /&gt;
[[Image:MGS4-Masterkey-1.jpg|thumb|none|600px|Satisified for now, Old Snake reloads his Masterkey.]]&lt;br /&gt;
[[Image:MGS4-Masterkey-2.jpg|thumb|none|600px|Attaching an accessory shotgun to a standalone grip is like buying an iPod and then nailing it to the side of a desktop PC.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
&lt;br /&gt;
The [[Saiga-12]] can be purchased from Drebin. It is the only weapon of its type capable of semiautomatic fire, as well as the only one that uses a detachable box magazine (with a capacity of 8 rounds); along with very clear iron sights, this makes it distinctly superior to the other shotguns in more or less every regard. This weapon is available in multiplayer, but cannot be customised.&lt;br /&gt;
&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 Gauge]]&lt;br /&gt;
[[Image:MGS4-Saiga12.jpg|thumb|none|601px|Saiga 12 on the item menu, loaded here with less-lethal (in game terms, non-lethal) vortex ring rounds.]]&lt;br /&gt;
[[Image:MGS4-Saiga12-2.jpg|thumb|none|600px|Finding the Advent Palace hotel's kitchen infested with FROGs, Snake takes prompt action before an inspector shows up and shuts the place down.]]&lt;br /&gt;
[[Image:MGS4-Saiga12-1.jpg|thumb|none|600px|Having done his bit for the community, Snake reloads his Saiga 12.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Twin Barrel&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|sawed off side-by-side double barrel shotgun]], that can either be found in the game or purchased from Drebin. For some reason, Old Snake is restricted to using it with a one-handed grip. He can also only fire both barrels at once. Besides Snake, several members of the South American militia, as well as at least one Paradise Lost member utilise this type of weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:SS311A sawed-off-2.jpg|thumb|none|400px|Sawed-off Baikal side-by-side shotgun - 12 gauge. Similar to the ''MGS4'' &amp;quot;Twin Barrel,&amp;quot; though the latter has only a single trigger.]]&lt;br /&gt;
[[Image:MGS4-shotty.jpg|thumb|none|601px|&amp;quot;Twin Barrel&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Shotty-1.jpg|thumb|none|600px|A Paradise Lost member holds a sawed-off double-barrel shotgun on Snake as the old man breaks into their headquarters.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AK-102==&lt;br /&gt;
&lt;br /&gt;
The [[AK-47#AK-102|AK-102]] is used by the rebel forces in the Middle East section (Act 1), and is Solid Snake's first weapon in the game (next to Solid Snake right after the first cutscene after the opening). Until he rendezvouses with the Metal Gear Mk II, the AK-102 is the only firearm that Solid Snake has at the beginning of the game, forcing the player to rely on stealth to get past the game's introductory level. It can be equipped with a [[GP-30]] grenade launcher. This weapon is available in multiplayer, and if the &amp;quot;Drebin Points&amp;quot; option is enabled, the AK-102 becomes the cheapest assault rifle in that mode.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|400px|AK-102 carbine - 5.56x45mm]]&lt;br /&gt;
[[Image:MGS4-AK102.jpg|thumb|none|601px|AK-102 on the item menu, fitted with a GP30 grenade launcher.]]&lt;br /&gt;
[[Image:MGS4-AK102-4.jpg|thumb|none|601px|In the first Act, Snake only manages a short burst from his original militia-issued AK before it jams up on him, leaving him to discard it. An optional CODEC call reveals this was due to faulty locally-produced ammunition.]]&lt;br /&gt;
[[File:MGS4AK102-1.jpg|thumb|none|600px|Snake fires the AK-102 at Praying Mantis PMC troops.]]&lt;br /&gt;
[[Image:MGS4-AK102-3.jpg|thumb|none|600px|Snake reloads his second AK-102. There are two slightly different AK-102 models used in game; the &amp;quot;hero&amp;quot; version used only in cutscenes has 3D-modelled bullets in the magazine, while the in-game one is empty.]]&lt;br /&gt;
[[Image:MGS4-AK102-5.jpg|thumb|none|601px|Snake reloads the &amp;quot;hero&amp;quot; AK model, with a more detailed magazine.]]&lt;br /&gt;
[[Image:MGS4-AK102-2.jpg|thumb|none|601px|Menaced by Gekko, Snake still has time to strike a dramatic pose. He discards this AK shortly after this.]]&lt;br /&gt;
[[Image:MGS4-AK102-1.jpg|thumb|none|601px|Snake encounters his third and last AK-102. Finding it on the ground next to a dead soldier, he carefully checks it for booby-traps before picking it up.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
&lt;br /&gt;
The [[AN-94]] can be found in a shack at the beginning of Act 2 or purchased from Drebin. It can be equipped with a [[GP-30]] grenade launcher. The game correctly simulates the weapon's unusual mode of fully-automatic fire by first firing a 1,800 RPM two-round burst, before cycling the following rounds at 600 RPM. While it is powerful and accurate, it features a very poor iron sight and 5.45x39mm ammunition pickups are basically non-existent, with only a handful in the fourth Act. Its presence is a reference to ''Metal Gear Solid 2'', where Russian mercenaries under the command of Olga Gurlukovich were equipped with the AN-94 during their attack on the Big Shell; unlike its previous incarnation, however, the AN-94 in this game cannot mount a tactical flashlight. &lt;br /&gt;
&lt;br /&gt;
[[Image:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|400px|none|AN-94 Abakan Nikonov assault rifle - 5.45x39mm]]&lt;br /&gt;
[[Image:MGS4-AN94.jpg|thumb|601px|none|AN94 on the item menu, equipped with a GP-30 grenade launcher.]]&lt;br /&gt;
[[Image:MGS4-AN94-3.jpg|thumb|600px|none|Snake holds an AN-94 fitted with a GP-30 grenade launcher as he waits for an elevator in the abandoned Shadow Moses base's nuclear warhead storage building.]]&lt;br /&gt;
[[Image:MGS4-AN94-1.jpg|thumb|600px|none|While waiting, he amuses himself by using the hideously tiny iron sight of the AN-94 to shoot at some of the warheads that the US military left lying around when the base was abandoned in an extremely sensible fashion. Apparently the alteration to his nanomachines that prevented him doing so before is long past its shelf life.]]&lt;br /&gt;
[[Image:MGS4-AN94-2.jpg|thumb|600px|none|Luckily, the lethal radiation leak this used to cause has apparently also passed its shelf life and the warheads no longer care about being shot at, leaving Snake to smugly reload his weapon.]]&lt;br /&gt;
&lt;br /&gt;
== AKS-74U ==&lt;br /&gt;
&lt;br /&gt;
During the bizarre live-action introduction sequences, one of the channels shows a PMC advertisement with two people in Middle Eastern-style robes hovering in mid-air as the camera circles around them. The one in black is armed with an [[AK-74#AKS-74U|AKS-74U]].&lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:MGS4-AKS.jpg|thumb|600px|none|A strangely-dressed pair of live-action combatants duel in the air, one holding an AKS-74U.]]&lt;br /&gt;
[[Image:MGS4-Luger-1.jpg|thumb|600px|none|A second shot of the AKS-74U. This seems to be one of those adverts where nobody can actually figure out what the product was after seeing it.]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS ==&lt;br /&gt;
&lt;br /&gt;
The [[FAMAS]] is not usable in the game, but appears in flashbacks to ''Metal Gear Solid'', as well as the brief &amp;quot;nightmare&amp;quot; sequence of ''MGS1'' gameplay.&lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS F2.jpg|thumb|none|400px|FAMAS-G1 - 5.56x45mm. Older version of the G2 with magazine and magazine release system from FAMAS F1]]&lt;br /&gt;
[[Image:MGS4-FAMAS.jpg|thumb|600px|none|Meryl Silverburgh holds a FAMAS on Solid Snake during a flashback to the first game.]]&lt;br /&gt;
[[Image:MGS4-FAMAS-1.jpg|thumb|600px|none|During the nightmare sequence at the start of Act 4, Snake is treated to some authentic ''MGS1'' gameplay, with the guards still armed with their low-detail FAMAS-G1s as in the original. Note the screen border; this is authentic, and suggests this sequence is the actual PS1 code being run in emulation mode by the PS3.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
&lt;br /&gt;
The [[FN FAL]], labelled the FAL Carbine, is seen in the hands of the rebel forces in the Eastern Europe section of the game (Act 3). It can be purchased from Drebin like most other firearms in the game. Snake acquires two or three during cutscenes in Act 3, either disarming someone or taking one from a corpse, but hands them back to their owner or to someone else shortly afterwards each time; the sole rebel actually seen in normal gameplay does not use it either, leaving it as the only 7.62mm NATO weapon that ''has'' to be purchased directly from Drebin, rather than stolen and unlocked or being added to the player's arsenal after a cutscene. Its battle rifle cartridge makes it more powerful shot-for-shot than the ingame assault rifles, and its low rate of fire combined with the long range of its round allows effective full-auto fire from a much longer range, but it can't be customised.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|400px|none|FN FAL - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-FAL.jpg|thumb|none|601px|FN FAL on the item menu.]]&lt;br /&gt;
[[Image:MGS4-FAL-1.jpg|thumb|none|600px|Having knocked out several Paradise Lost members, Snake brandishes a FAL he took from one alongside his Stun Knife, preparing to lay some CQC down.]]&lt;br /&gt;
[[Image:MGS4-FAL-2.jpg|thumb|none|600px|The Paradise Lost group prepare to move out as Big Mama delivers a ridiculous speech about how first-person shooter games have trained her &amp;quot;children&amp;quot; to be soldiers. Good thing it's not third-person stealth games that did that.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
&lt;br /&gt;
The short-barrelled CQC variant of the [[FN SCAR#FN SCAR-H|FN SCAR-H]], referred to under its SOCOM &amp;quot;Mk. 17&amp;quot; designation, is the standard battle rifle used by the PMC troops ingame. It can be found fairly early on in Act 1 (simply by killing, subduing, sedating, or disarming PMC troops) up to Act 3, and can be upgraded with various optics, an LDI OTAL (Offset Tactical Aiming Laser), a flashlight and one of two vertical foregrips; it cannot, however, mount either of the NATO underbarrel accessory weapons or a suppressor. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|400px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-Mk17.jpg|thumb|none|601px|The FN SCAR-H on the item menu. Note the fire selector is always on semi-auto.]]&lt;br /&gt;
[[Image:MGS4-SCAR-2.jpg|thumb|none|600px|Snake reloads his SCAR-H. The bolt will lock back even if there is a round in the chamber.]]&lt;br /&gt;
[[Image:MGS4-SCAR-3.jpg|thumb|none|600px|Praying Mantis PMC soldiers retreat as &amp;quot;Gekko&amp;quot; unmanned vehicles are called in to take their place.]]&lt;br /&gt;
[[Image:MGS4-SCAR-4.jpg|thumb|none|600px|At the end of the first Act, Snake sneaks into the main base of the Praying Mantis PMC. Circumstances conspire to make this a slightly less bad idea than would normally be expected.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3|Heckler &amp;amp; Koch G3A3]] is seen in the hands of the leftist insurgents in the South America section of the game (Act 2). It can also be purchased via Drebin like most other firearms in the game, but cannot be customised. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|400px|none|HK G3A3 - 7.62x51mm]]&lt;br /&gt;
[[Image:MGS4-Boatanchor.jpg|thumb|none|601px|G3A3 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-G3-1.jpg|thumb|none|600px|Snake uses the ACOG sight of his SCAR-H to admire the trigger discipline of a rebel soldier with a G3A3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Carbine==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] is used by the Rat Patrol and other US troops in game, curiously still called XM8 even though it has obviously been formally adopted by the US military in ''Metal Gear Solid 4's'' world. It can be found by the player in a secluded area in Act 2, but cannot be purchased from Drebin. The version seen in game has an early XM8 flash hider with the rest of the features of the later model. It comes with a built-in red dot sight and can be equipped with an XM320 grenade launcher, but no other accessories. Meryl's team each have different versions of the rifle, two of which are not available to the player; Johnny &amp;quot;Akiba&amp;quot; Sasaki uses the compact carbine configuration, Johnathan uses the standard one with a grenade launcher, and Ed has the designated marksman variant. The standard version of the XM8 is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM8.JPG|thumb|400px|none|Heckler &amp;amp; Koch XM8 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Xm8 rightmed.jpg|thumb|400px|none|Early Heckler &amp;amp; Koch XM8 - 5.56x45mm NATO. Note &amp;quot;duckbill&amp;quot; flash hider and lack of four oval PCAP holes.]]&lt;br /&gt;
[[Image:MGS4-SpaceshipM320.jpg|thumb|none|601px|XM8 with an XM320 grenade launcher fitted, on the item menu. Note it uses an early &amp;quot;duckbill&amp;quot; flash hider rather than the later model's &amp;quot;birdcage,&amp;quot; but has the later version's PCAP accessory mounting holes in the handguard.]]&lt;br /&gt;
[[Image:MGS4-XM8-3.jpg|thumb|none|600px|The XM8, as in real life, features a red dot optic as standard; here Snake uses it to take out one of the PMC soldiers guarding the power station.]]&lt;br /&gt;
[[Image:MGS4-XM8-2.jpg|thumb|none|600px|Snake operates the charging handle of his XM8 after a reload.]]&lt;br /&gt;
[[Image:MGS4-XM8-4.jpg|thumb|none|600px|Johnathan has a lie down with his XM8 with XM320. This is what is technically known as a bad idea.]]&lt;br /&gt;
[[File:MGS4XM8-1.jpg|thumb|none|600px|A US Army soldier tries to pull the trigger on his XM8, but the ID lock has been changed by Liquid Ocelot, rendering the weapon useless.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Compact Carbine==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler_%26_Koch_XM8#Heckler_.26_Koch_XM8_Compact_Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]], the shortest configuration of the XM8, is used by Johnny &amp;quot;Akiba&amp;quot; Sasaki, a member of Meryl Silverburgh's &amp;quot;Rat Patrol&amp;quot; FOXHound unit. While Heckler &amp;amp; Koch marketed this version as the &amp;quot;PDW&amp;quot; configuration, it fires a full-sized assault rifle round, therefore is classified here as a rifle. It is unavailable in singleplayer, but the Johnny Sasaki unique character in multiplayer can use it, and is the only player character in that mode who can select it at the beginning of a match or when respawning. In this mode, it retains the standard variation's red dot sight, but cannot be customised.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM8CC.jpg|thumb|none|400px|Heckler &amp;amp; Koch XM8 Compact Carbine with full stock - 5.56x45mm]]&lt;br /&gt;
[[Image:MGS4-XM8PDW.jpg|thumb|none|600px|'''Old Snake:''' ''&amp;quot;You haven't even taken the safety off, rookie.&amp;quot;'' &amp;lt;br&amp;gt; '''Johnny &amp;quot;Akiba&amp;quot; Sasaki:''' ''&amp;quot;Careful, I'm no rookie! I'm a 10-year vet!&amp;quot;'' &amp;lt;br&amp;gt; Johnny then bears out Snake's accusation by visually inspecting his weapon's safety rather than just flicking his thumb up and forward to ensure the safety is not still engaged or disengage it if it is.]]&lt;br /&gt;
[[Image:MGS4-XM8PDW-1.jpg|thumb|none|600px|The result is fairly predictable, with Snake ambushing Johnny via CQC techniques before turning Johnny's weapon against him and his comrades. Note that since there's only one model for the weapon used in this cutscene, the safety is ''still'' on.]]&lt;br /&gt;
[[Image:MGS4-XM8PDW-2.jpg|thumb|none|600px|Johnny shows off the very &amp;quot;Future Force Warrior&amp;quot; look of the FOXHound unit's gear as he holds his XM8 Compact Carbine, including a backpack computer unit, a computer monitor integrated into his &amp;quot;shades,&amp;quot; and a keyboard attached to his forearm. One very important piece of gear the Rat Patrol never wears, however, is a helmet.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
A customised [[M16_rifle_series#M4.2FM4A1_Carbine|M4A1]] is Solid Snake's assault rifle of choice and is given to him early in Act 1 by Drebin. In the first trailers, he instead steals it from a PMC soldier, and it is equipped with an EOTech 552 sight and a tan XM320 40mm grenade launcher. In the actual game, it can be equipped with an Aimpoint Comp M2 red dot sight, an ACOG scope, a Surefire tactical flashlight, a LDI OTAL (Offset Tactical Aiming Laser), a Knights Armament Company (KAC) or TangoDown vertical foregrip, a Remington 870 Masterkey underbarrel shotgun, an H&amp;amp;K XM320 grenade launcher, and a KAC suppressor. The sheer number of attachments, combined with excellent accuracy, low recoil and the abundance of 5.56mm ammo, makes this one of the best rifles available for a good bit into Act 3. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The weapon itself is based on the M4A1 carbine with a 14.5&amp;quot; barrel, tan A2 pistol grip and tan LE 6-position buttstock. It is equipped as standard with Precision Reflex Industries (PRI) folding front and ARMS#40L rear sights, a Troy Industries CQB flash hider (&amp;quot;CQC compatible&amp;quot;) and a KAC RAS. Though the latter is supposed to be free-floating, it is incorrectly rendered with a standard M4A1 handguard cap.&lt;br /&gt;
&lt;br /&gt;
Drebin makes a series of patently false claims about the M4A1 as shown; he tells Snake the barrel is free-floating (&amp;quot;of course&amp;quot;) despite that the weapon's handguard has an end cap, and claims the weapon is &amp;quot;popular with the big PMCs&amp;quot; despite none ever using it, and claiming it is &amp;quot;the official carbine model used by US army&amp;quot; even though in the fiction the US Army is shown to have adopted the XM8. In early preview shots PMC soldiers were shown carrying M4A1s, but in the finished game they use SCAR-H CQC rifles.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGS4-M4CMasterkey.jpg|thumb|none|601px|M4A1 on the item menu, fitted with a Masterkey accessory shotgun. Unusually for a videogame, mounting an optic will show the weapon with the sights folded down rather than removed entirely.]]&lt;br /&gt;
[[Image:MGS4-M4-1.jpg|thumb|none|600px|Snake is presented with the M4 by Drebin when they first meet as a gift to welcome him to the services of the Gun Launderer. Always one to look a possibly exploding horse in the mouth, Snake proceeds to thoroughly examine it. Note that despite Drebin's claim here, none of the PMCs use the M4 Custom at any point in the game.]]&lt;br /&gt;
[[Image:MGS4-M4-2.jpg|thumb|none|600px|Snake holds his M4 Custom, giving a good look at the rail handguard, flip-up sights and the high-detail magazine of the &amp;quot;hero&amp;quot; cutscene model.]]&lt;br /&gt;
[[Image:MGS4-M4-3.jpg|thumb|none|600px|After a minor diversion involving Snake's old nanomachines preventing the weapon firing (via a component he apparently didn't notice while stripping the weapon), Snake fires the M4 Custom.]]&lt;br /&gt;
[[Image:MGS4-M4-4.jpg|thumb|none|600px|Reloading the non-cutscene M4 reveals a distinct lack of bullets in the magazine.]]&lt;br /&gt;
[[File:MGS4M4Custom-1.jpg|thumb|none|600px|Snake prepares to squeeze off a shot a Vamp with his M4. Note that the fire selector is properly set to semi-auto, but in gameplay selector is always set to full-auto, even if the player selects a different firing mode.]]&lt;br /&gt;
[[File:MGS4M4Custom-2.jpg|thumb|none|600px|Snake aiming his M4 at Vamp. Despite being right-handed, Snake does a pro job of setting up left-handed to remain behind cover, and makes good use of the wall for stability. Shortly thereafter he resumes his normal right-handed stance while turning the gun sideways, ejection port up, to fire at the PMCs guarding Vamp and Naomi.]]&lt;br /&gt;
[[Image:MGS4M4A1.jpg|thumb|none|600px|Old Snake wielding the M4A1 with an EOTech sight in early trailers; this accessory is not available in the final game.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Patriot&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
This custom full-auto-only stockless [[M16A1]] with a significantly shortened muzzle-braked barrel and smooth handguard based on the [[Rocky Mountain Arms Patriot Pistol]] and partially inspired by the [[M231 Firing Port Weapon]] that was a originally used by The Boss, is seen briefly at the end of the game. It can be unlocked by earning the Big Boss emblem after the end of the game or by a password. Its most notable trait is that it has unlimited ammo and never needs to be reloaded (the in-game reason is how its Beta-C magazine, misnamed in the previous game as the &amp;quot;feed mechanism,&amp;quot; vaguely resembles the sideways-8 infinity symbol); it also plays part of the &amp;quot;Snake Eater&amp;quot; theme from ''[[Metal Gear Solid 3: Snake Eater|Metal Gear Solid 3]]'' when aimed. It is classified as an SMG, despite firing an assault rifle round, which would in reality make it an ultracompact carbine. The Patriot cannot be customised in-game. This weapon was available in multiplayer, but only if a player is randomly selected to have access to it. For some reason, the Patriot in multiplayer is treated as a suppressed weapon with absolutely no firing sounds (even though it cannot mount a suppressor), and its stopping power in that mode is minimal. Unlike ''Metal Gear Solid 3'', player characters will use their off-hand to hold the weapon by its magazine, unlike Big Boss in the aforementioned game who used his off-hand to hold the weapon's handguard. &lt;br /&gt;
&lt;br /&gt;
Besides its playability, the Patriot also appears late in the game, wielded by Big Boss, shortly before dropping it and then disarming Solid Snake and embracing him in a fatherly hug.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wm 1119951786543207.jpg|thumb|none|400px|Similar-looking Rocky Mountain Arms &amp;quot;M16-Style Pistol&amp;quot; - 5.56x45mm. This has a A2 upper and pistol grip, whereas the weapon in the game has the older A1 upper (simpler rear sight and forward assist but no brass deflector) and an original-style pistol grip.]]&lt;br /&gt;
[[Image:MGS4-Patriot.jpg|thumb|none|601px|&amp;quot;Patriot&amp;quot; on the item menu.]]&lt;br /&gt;
[[File:MGS4Patriot-3.jpg|thumb|none|600px|The &amp;quot;Patriot&amp;quot; being fired on the roof of Advent Palace. Note the rear sight and tear-drop forward-assist which a M231 FPW would not have.]]&lt;br /&gt;
[[File:MGS4Patriot-1.jpg|thumb|none|600px|Big Boss levels his &amp;quot;Patriot&amp;quot; at Old Snake.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles / Designated Marksman Rifles=&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A2==&lt;br /&gt;
&lt;br /&gt;
The [[Barrett_M82#Barrett_M82A2|M82A2]] can be purchased from Drebin, is Hideo Kojima's personal favourite, and is used the US military forces in Act 3 and later by Johnny &amp;quot;Akiba&amp;quot; Sasaki during Act 5, a curious weapon choice when it is clear that a weapon capable of extended automatic fire would be much better suited to the particular environment he's literally being thrown into. It is also exclusively available to the Akiba special character in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Barrettm82a2.jpg|thumb|400px|none|Barrett M82A2 - .50 BMG]]&lt;br /&gt;
[[Image:MGS4-Barrett.jpg|thumb|none|601px|Barrett M82A2 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Barrett-2.jpg|thumb|none|600px|A US soldier aims a Barrett M82A2 at Liquid's boat from the side door of a helicopter during Act 3.]]&lt;br /&gt;
[[File:MGS4M82A2-1.jpg|thumb|none|600px|Another US soldier aims his Barrett M82A2 off the pier.]]&lt;br /&gt;
[[Image:MGS4-Barrett-1.jpg|thumb|none|600px|He is one of many, many, many soldiers and Marines aiming at said boat. Strangely, most of them aim straight forward even though the boat is ''below'' the bridge they're standing on.]]&lt;br /&gt;
[[Image:MGS4-Barrett-3.jpg|thumb|none|600px|At the start of the final Act, Johnny Sasaki holds his M82A2 as he prepares to launch onto Outer Haven using the giant man-catapult which Drebin owns for some inexplicable reason.]]&lt;br /&gt;
[[File:MGS4M82A2-3.jpg|thumb|none|600px|Johnny aims his Barrett M82A2 at FROG soldiers onboard Outer Haven.]]&lt;br /&gt;
[[File:MGS4M82A2-4.jpg|thumb|none|600px|Johnny fires his M82A2 at the FROGs.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
&lt;br /&gt;
The [[DSR-1]], a bolt-action sniper rifle with a bullpup layout, is used by FROG snipers and can be bought from Drebin; doing so is rather pointless, however, since Snake is automatically given an unlocked DSR-1 at the end of Act 2, after he uses it in a cutscene to free Raiden from Vamp's clutches. This weapon can actually be seen in Snake's possession before this on a rack of weapons on board the Nomad during the briefing sequences, next to the helicopter in the transport bay. The weapon is loud and features a fairly slow bolt-action; this along with a lack of customisation options places it distinctly behind the Mk 14 Mod 0 EBR and VSS in terms of versatility. The ingame calibre is specified to be 7.62x67mm, making it .300 Winchester Magnum. It is used by a few PMC and FROG snipers, the latter resulting in one of the game's more memorably unrealistic scenes in Act 3. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|400px|none|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-DSR.jpg|thumb|none|601px|DSR-1 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-DSR-1.jpg|thumb|none|600px|Snake operates the bolt of his DSR-1.]]&lt;br /&gt;
[[Image:MGS4-DSR-2.jpg|thumb|none|600px|During the motorcycle escape sequence in the third Act, the game uses a &amp;quot;cinematic&amp;quot; camera any time Snake isn't aiming; at one point, a FROG sniper is seen firing her DSR-1 from a distant building. Note the FROGs place the scope against the side of their head rather than lining it up with their eyes; in addition, in this scene the DSR-1 ejects a spent casing immediately, without the bolt being operated.]]&lt;br /&gt;
[[Image:MGS4-DSR-3.jpg|thumb|none|600px|Big Mama reels from the FROG sniper's bullet. As noted above, if the player was using their weapon they will have no idea why this actually happened. Which is probably for the best...]]&lt;br /&gt;
[[Image:MGS4-DSR-4.jpg|thumb|none|600px|...Since apparently Big Mama isn't up on the whole thing where being shot with a .300 Win Mag is supposed to actually harm you in some way.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1==&lt;br /&gt;
&lt;br /&gt;
While not usable in the game, the &amp;quot;press X&amp;quot; flashback after defeating Crying Wolf shows Sniper Wolf's death scene in the original game, with the defeated sniper holding her signature [[Heckler_%26_Koch_G3#Heckler_.26_Koch_PSG-1|Heckler &amp;amp; Koch PSG-1]].&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-PSG1.jpg|thumb|none|600px|Sadly, the static and blur filters thrown over these flashback images mean this is the only frame of Wolf's PSG-1 where the barrel isn't distorted.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Sharpshooter==&lt;br /&gt;
&lt;br /&gt;
A [[Heckler_%26_Koch_XM8#Heckler_.26_Koch_XM8_Sharpshooter_Rifle|Heckler &amp;amp; Koch XM8 Sharpshooter Rifle]] is used by the character &amp;quot;Ed,&amp;quot; a member of Meryl Silverburgh's &amp;quot;Rat Patrol&amp;quot; FOXHound unit. It is never available to the player.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM8sharp.jpg|thumb|400px|none|Heckler &amp;amp; Koch XM8 Sharpshooter Rifle - 5.56x45mm]]&lt;br /&gt;
[[Image:MGS4-XM8Sharp.jpg|thumb|none|600px|Ed checks over his XM8 Sharpshooter. Note Ed's weapon is fitted with the same Insight ISM-V scope as the other members of his unit, rather than the x4 magnifying scope the Sharpshooter variant is supposed to use.]]&lt;br /&gt;
[[Image:MGS4-XM8Sharp-1.jpg|thumb|none|600px|Meryl, Ed and Johnathan demonstrate the capabilities of the &amp;quot;System&amp;quot; by taking down three FROG soldiers in perfect unison, using their shared senses.]]&lt;br /&gt;
[[Image:MGS4-XM8Sharp-2.jpg|thumb|none|600px|Hearing a mysterious sound coming from all around, Ed and Johnathan apprehensively aim their weapons at particularly scary-looking parts of a derelict building.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
&lt;br /&gt;
A hybrid of the [[M14_Rifle#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|M14 EBR-RI and Mk 14 Mod 0]], respectively the US Army and Navy SEAL versions, is used by PMC marksmen in-game and can be purchased from Drebin. Physically, it more closely resembles the EBR-RI, including the black chassis, longer barrel, and original-style flash hider with the front sight attached to it rather than to part of the gas block. However, it utilizes the Mod 0's more distinctive Sage 90905 pistol grip rather than the EBR-RI's M14ERGO, and it has a selector switch which gives it the Mk 14's capability for full-auto fire. It is the only weapon classified as a sniper rifle in the game that can be modified, with options of a suppressor (making it one of only two suppressed sniper rifles in the game), laser sight, and flashlight. Its full-auto mode makes it very useful even in short-range combat, and the fact that it is available early on, combined with its extensive list of modifications and the fact that it shares ammo with the majority of the PMCs' weapons makes it one of the best guns in the game. This weapon is available in multiplayer. It is primarily used by the Praying Mantis PMC in Act 1, with a sniper-spotter team in the intro using one to take out the driver of the truck following behind the one Snake rode in on. The Pieuvre Armement PMC in Act 2 also makes use of the weapon, though in much lower numbers due to the wider array of weapons they make use of; by Act 3, enemies stop making use of the weapon, as the FROGs prefer the DSR-1, the Raven Sword PMC has little use for a sniper rifle in patrolling the streets of a city under lockdown, and the Dwarf Gekko deployed in Act 4 are simply not capable of making use of anything bigger than a pistol.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|400px|Mk 14 Mod 0 EBR with a Harris bipod and vertical RIS foregrip - 7.62x51 NATO]]&lt;br /&gt;
[[image:M14_EBR-RI.jpg|thumb|none|400px|M14 EBR-RI, also with Harris bipod and removed magazine for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-M14.jpg|thumb|none|601px|M14 EBR on the item menu. Note the longer barrel, with the original front sight mounted noticeably forward from the gas tube.]]&lt;br /&gt;
[[Image:MGS4-M14-1.jpg|thumb|none|600px|During the first Act, rebel soldiers are shown trying to storm an urban area guarded by a PMC fireteam, including sniper/spotter teams; the snipers are armed with Mk 14s.]]&lt;br /&gt;
[[Image:MGS4-M14-2.jpg|thumb|none|600px|A second sniper team, with the marksman also armed with a Mk 14.]]&lt;br /&gt;
[[Image:MGS4-M14-3.jpg|thumb|none|600px|Snake reloads his own Mk 14.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant Sniper==&lt;br /&gt;
&lt;br /&gt;
A modified [[Mosin Nagant]] sniper rifle with a paratrooper stock and pistol grip can be purchased from Drebin in-game. It is similar, but not identical to, the rifle used by The End in MGS3 (with it being implied in the weapons description as well as Drebin's Database entry that he modified the gun to be similar to The End's famous rifle due to being a fan of legendary military units). Like its MGS3 incarnation, this Mosin Nagant rifle is modified to only fire tranquilizer darts, though in this game this also includes fictional &amp;quot;Emotion&amp;quot; darts which cause targets to experience one of the game's four psychological states (Cry, Rage, Laugh or Scream). However, the Mosin Nagant rifle in this game has a 5-round internal magazine capacity (compared to The End's rifle which was single shot only), and is no longer treated as a silenced weapon. It can be reloaded with a 5-round stripper clip, even if it is not totally empty. This weapon is available in multiplayer, but without the &amp;quot;Emotion&amp;quot; ammunition.&lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|400px|none|Mosin Nagant M91/30 Sniper Rifle - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGS4-Mosin.jpg|thumb|none|601px|Custom Mosin-Nagant on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Mosin-1.jpg|thumb|none|600px|Snake shows off The End's Mosin Nagant, which Drebin acquired somehow.]]&lt;br /&gt;
[[Image:MGS4-Mosin-2.jpg|thumb|none|600px|Snake operates the bolt of his Mosin Nagant, correctly shown as the turned-down bolt handle of a sniper version.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov-S==  &lt;br /&gt;
&lt;br /&gt;
The SVD Dragunov-S, a modernised, shortened version of the [[SVD Dragunov]] intended for paratroop use is seen in the hands of militiamen and rebel snipers in Acts 1 and 2. The weapon cannot be customised or mount any kind of suppressor, but the ammunition is relatively cheap and the weapon a semi-automatic rather than bolt-action, making it a middle-of-the-road weapon. The scope features an error: the number in the stadiametric rangefinder indicating the height of the reference target is &amp;quot;10&amp;quot; rather than the correct &amp;quot;1.7;&amp;quot; either that or in Snake's world shooting at 32-foot tall monsters is more important than shooting at infantry. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD-S-Rifle.jpg|thumb|400px|none|Dragunov-S shortened sniper rifle intended for paratroopers - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGS4-SVD.jpg|thumb|none|601px|SVD on the item menu.]]&lt;br /&gt;
[[Image:MGS4-SVD-1.jpg|thumb|none|600px|Nobody had expected Snake to disguise himself as Venom.]]&lt;br /&gt;
[[Image:MGS4-SVD-2.jpg|thumb|none|600px|As ever, Snake can't stand the idea of having a round lazing around in the chamber of one of his long guns after going to all the effort of reloading it, so gives the charging handle a yank to send it on its way.]]&lt;br /&gt;
[[Image:MGS4-SVD-3.jpg|thumb|none|600px|As with the other sniper weapons, the SVD's scope has two zoom levels, the reticle slightly altering to take account of this. This is low-power...]]&lt;br /&gt;
[[Image:MGS4-SVD-4.jpg|thumb|none|600px|...And this is high. Note the windage / lead marks have changed.]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
&lt;br /&gt;
The [[VSS Vintorez]] appears in the game, and can only be found in a room in Act 2; it cannot be bought from Drebin at any point in the game. It has an integral (non-degradable) suppressor, and like the M14EBR is capable of fully-automatic fire, though its shallower 10-round magazine can become a liability in close-range firefights. Since it uses the same reticle model, it duplicates the Dragunov's error of showing the reference height for the target as 10 metres instead of 1.7 metres. This weapon is available in multiplayer, and is capable of firing tranquilizer rounds in multiplayer only. &lt;br /&gt;
&lt;br /&gt;
[[Image:Vss1.jpg|thumb|401px|none|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[Image:MGS4-VSS.jpg|thumb|none|601px|VSS on the item menu.]]&lt;br /&gt;
[[Image:MGS4-VSS-1.jpg|thumb|none|600px|Out and about in Millennium Park, Snake aims his VSS Vintorez.]]&lt;br /&gt;
[[Image:MGS4-VSS-2.jpg|thumb|none|600px|Snake uses the scope of his VSS to help out his friend. &amp;quot;Well, that's a load off my mind. Thanks, Snake!&amp;quot;]]&lt;br /&gt;
[[Image:MGS4-VSS-3.jpg|thumb|none|600px|Reloading the VSS.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
As was the case in ''[[Metal Gear Solid 3: Snake Eater]]'' with the [[Stoner 63]], player characters firing machine guns continuously will yell in classic ''&amp;quot;[[Rambo]]&amp;quot;'' tradition. Weapons in this category all have a strange ammunition display quirk; the ammunition bar only shows fifty rounds, with every tenth round marked white. This will scroll as the gun is fired and only count down when 49 or fewer rounds are left on the belt.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler_%26_Koch_HK_series_machine_guns#Heckler_.26_Koch_HK21|Heckler &amp;amp; Koch HK21E]] is seen in the hands of a rebel militiaman in the early portion of the Middle East section of the game (Act 1). In a conversation that can be overheard if the player remains hidden or has earned the trust of the rebels, he claims that it is an enemy gun, yet strangely none of the PMC troopers in the level are seen using it. The rebel militiaman also refers to it as &amp;quot;the very latest model&amp;quot;, when in actuality the weapon was designed in the 1980s, some 30 years before the events of the game take place. It can be stolen in this location, or can be purchased via Drebin like most other firearms. &lt;br /&gt;
&lt;br /&gt;
[[Image:HK21E.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-HK21E.jpg|thumb|none|601px|HK21E on the item menu. Note that it has the 5-vent handguard of a regular HK21 and a shortened barrel like that of an HK11 or HK23.]]&lt;br /&gt;
[[Image:MGS4-HK21E-1.jpg|thumb|none|600px|A rebel soldier brags about his &amp;quot;laundered&amp;quot; HK21E, ignoring several rules of firearm safety by waving it at his friend, even if his finger isn't on the trigger.]]&lt;br /&gt;
[[Image:MGS4-HK21E-2.jpg|thumb|none|600px|Snake reloads an HK21E as a FROG trooper self-incinerates nearby. It's never particularly clear why they do this, so it's probably nanomachines. Note that the belt of the old drum vanishes just as Snake detaches it; this is the new drum being put in place.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov PKM==&lt;br /&gt;
&lt;br /&gt;
The [[PK Machine Gun]] is seen in the hands of militia and rebels in Act 2. At the time this machine gun is first made available to the player, this gun is a good 40-50% more powerful at close range than any other automatic weapon. However, ammo is uncommon and expensive and it cannot be customised.&lt;br /&gt;
&lt;br /&gt;
[[Image:PKM-mg.jpg|thumb|400px|none|PKM with classic (most seen) version of the flash hider - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGS4-PKM.jpg|thumb|none|601px|PKM on the item menu.]]&lt;br /&gt;
[[Image:MGS4-PKM-1.jpg|thumb|none|600px|Snake opens up on Pieuvre Armement PMC soldiers with his PKM, angered at the PMC's name being so hard to spell.]]&lt;br /&gt;
[[Image:MGS4-PKM-2.jpg|thumb|none|600px|His fury abated, it's time to reload.]]&lt;br /&gt;
[[Image:MGS4-PKM-3.jpg|thumb|none|600px|The rebel soldier thankfully realizes that Snake pointing a SCAR-H at his groin is just the old man's way of saying good morning.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4==&lt;br /&gt;
&lt;br /&gt;
The [[M60 machine gun|M60E4]] is used by the PMC operatives in game. It can be equipped with optics, foregrips, a laser sight, and a flashlight. This weapon is available in multiplayer, and is the only weapon of its type in that mode. Unlike the MAC-10 (the only other open-bolt weapon in the game), Snake will always pull the bolt back after reloading the M60E4 (in reality this is only necessary for open-bolt weapons if the trigger was held down after the last round in a magazine/belt was fired).&lt;br /&gt;
&lt;br /&gt;
[[Image:M60E4-mk43.jpg|thumb|none|400px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm]]&lt;br /&gt;
[[Image:MGS4-M60.jpg|thumb|none|601px|M60E4 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-M60-1.jpg|thumb|none|600px|Snake sights up a Pieuvre Armement PMC soldier armed with an M60E4.]]&lt;br /&gt;
[[Image:MGS4-M60-4.jpg|thumb|none|600px|Snake revisits Shadow Moses, bringing a touch more firepower this time.]]&lt;br /&gt;
[[Image:MGS4-M60-2.jpg|thumb|none|600px|Having foolishly alerted the million billion Dwarf Gekko which have apparently colonized the Tank Hangar, Snake does the only reasonable thing, whipping out his M60E4 and getting started making a big pile of scrap metal.]]&lt;br /&gt;
[[Image:MGS4-M60-3.jpg|thumb|none|600px|The Werewolf PMC appears to be trying to deploy more Dwarf Gekko drones than a potential enemy has bullets.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 46 Mod. 0==&lt;br /&gt;
&lt;br /&gt;
The [[FN_Minimi#Mk_46_Mod_0|Mk. 46 Mod. 0]] can be purchased from Drebin; it is mislabelled as a Mod 1, but has the 12 o'clock rail on the handguard that is not present on the Mod 1. It features the same customisation as the M60, but it is much lighter and fires the less powerful 5.56x45mm cartridge.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk46.jpg|thumb|none|400px|Mk. 46 Mod. 0 - 5.56x45mm]]&lt;br /&gt;
[[Image:MGS4-Mk46.jpg|thumb|none|601px|&amp;quot;Mk. 46 Mod.1&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Mk46-1.jpg|thumb|none|600px|Snake starts to reload the Mk. 46 by pulling back the charging handle, giving a good view of the 12 o'clock rail on the handguard; this shows the weapon is actually a Mod 0. Despite its inclusion, there is no accessory that can be mounted on this rail.]]&lt;br /&gt;
[[File:MGS4Mk46Mod0-1.jpg|thumb|none|600px|Snake unloads his Mk. 46 on PMCs while atop Drebin's Stryker.]]&lt;br /&gt;
[[File:MGS4Mk46Mod0-3.jpg|thumb|none|600px|Snake reloads his Mk. 46 in the hallway at Shadow Moses where the Cyborg Ninja's infamous massacre took place.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
&lt;br /&gt;
The [[FGM-148 Javelin]] is found in Act 1 and can be purchased from Drebin. It is erroneously shown as a SACLOS device requiring full-course guidance by the operator, with Snake discarding the entire launcher including the CLU after every shot and pulling out a fresh Javelin from more or less nowhere; it also cannot be used in top-attack mode by the player. Most of the time it is used by NPCs it is seen being used in an incorrect direct-fire mode; in real life, even shots fired in this mode start their flight with a rapid climb, while in game the missile flies straight forwards. The only time it is shown firing correctly is during Act 1, when a group of hidden PMC soldiers will fire missiles in top-attack mode to destroy a rebel BMP-3 IFV if the player protects it for long enough.&lt;br /&gt;
&lt;br /&gt;
It is never at all clear ''why'' it operates the way it does; presumably, the lack of lock-on capability is to separate the weapon functionally from the Stinger, and the SACLOS guidance intended to be reminiscent of ''MGS1'' and ''MGS2's'' fly-by-wire &amp;quot;Nikita&amp;quot; missile launcher, but this doesn't really explain why the resulting mechanics were given to a Javelin launcher rather than a fictional ATGM system.&lt;br /&gt;
&lt;br /&gt;
[[Image:Javalin.jpg|thumb|400px|none|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[Image:MGS4-Javelin.jpg|thumb|none|601px|FGM-148 Javelin on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Javelin-1.jpg|thumb|none|600px|Snake moves into position with a Javelin during the second Act, preparing to provide the rebels with a touch more firepower.]]&lt;br /&gt;
[[Image:MGS4-Javelin-2.jpg|thumb|none|600px|Sighting up a PMC Stryker through the scope of the Javelin. In theory, it's possible to top-attack by guiding the round up and then down, but this offers no meaningful advantage over direct fire.]]&lt;br /&gt;
[[Image:MGS4-Javelin-3.jpg|thumb|none|600px|With the Stryker destroyed, Snake reloads by throwing the entire launcher away and pulling another one out of thin air. Apparently it doesn't occur to him to re-use the $80,000 Command Launch Unit. Note that Snake can carry up to ''fifty'' complete launchers; this means his invisible backpack has a carrying capacity exceeding one ton.]]&lt;br /&gt;
[[Image:MGS4-Javelin-4.jpg|thumb|none|600px|Snake sights up a PMC Javelin operator during the first Act. With due diligence, it's possible to escort the mildly suicidal BMP-3 past every launcher...]]&lt;br /&gt;
[[Image:MGS4-Javelin-5.jpg|thumb|none|600px|...Whereupon a hidden Praying Mantis soldier suddenly remembers how the Javelin actually works.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
&lt;br /&gt;
The [[FIM-92A Stinger]] can be purchased from Drebin, and is also found in the back of the truck in the Nuclear Warhead Storage Building, Floor 1, in Act 4. Unlike previous games where it was reloaded in a completely unspecified manner, in ''MGS4'' Snake will discard the launcher after firing and pull another one from thin air. As per series norms, the Stinger is incorrectly shown as a strange all-purpose missile, able to lock on to aircraft, ground vehicles, and even infantry, and the missile is shown seeking straight out of the tube rather than flying in a straight line for 660 feet as with the real weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|400px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:MGS4-Stinger.jpg|thumb|none|601px|FIM-92A Stinger on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Stinger-1.jpg|thumb|none|600px|With a determined look on his face, Snake clutches a Stinger as he advances on the Confinement Facility. As with the Javelin, being old apparently doesn't stop him lugging two thousand pounds of Stingers around.]]&lt;br /&gt;
[[Image:MGS4-Stinger-2.jpg|thumb|none|600px|Snake readies a Stinger as his previous one fails to take down a PMC helicopter. Reloading before impact broke the previous round's lock-on, leaving it to fly off aimlessly.]]&lt;br /&gt;
[[Image:MGS4-Stinger-3.jpg|thumb|none|600px|The helicopter is not nearly as lucky the second time around.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30==&lt;br /&gt;
&lt;br /&gt;
The [[GP-series grenade launcher|GP-30 grenade launcher]] can be attached to the AK-102 and AN-94. It can be found in the Advent Palace Hotel in Act 1, in a secret room at the start of Act 2, or bought from Drebin. It can be used in multiplayer on the AK-102 if Drebin Points are enabled. The GP-30 correctly does not share ammunition with the other 40mm grenade launchers (as it uses caseless VOG-25 grenades, which are incompatible with 40mm NATO grenade launchers); in game, it can only use high explosive rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gp-30 ak-74.jpg|thumb|none|400px|GP-30 grenade launcher mounted on AK-74 - 40mm &amp;amp; 5.45x39mm]]&lt;br /&gt;
[[Image:MGS4-AK102.jpg|thumb|none|601px|AK-102 on the item menu, fitted with a GP-30 grenade launcher.]]&lt;br /&gt;
[[Image:MGS4-GP30-1.jpg|thumb|none|600px|Snake reloads the GP-30 mounted under his AN-94 assault rifle.]]&lt;br /&gt;
[[Image:MGS4-GP30.jpg|thumb|none|600px|Snake finds a GP-30 in the Advent Palace Hotel. As noted previously, this &amp;quot;Custom Parts&amp;quot; box item is used to represent any accessory weapon or weapon accessory.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM25 Mock-Up==&lt;br /&gt;
&lt;br /&gt;
An early mock-up of the [[Heckler &amp;amp; Koch XM25]] made for demonstration purposes is shown in game as the actual weapon. A semi-automatic grenade launcher chambered in 25mm, it fires airbursting HEAB (High Explosive Air Bursting) rounds, which function rather like the PK rockets in ''Battlefield 2142''; while the weapon is held normally they are simply impact detonated, but scoping shows a display with an always-on rangefinder. Pressing up or down on the D-pad freezes at the currently displayed range, with further presses adjusting the detonation distance up or down. It can be found on the catwalk of one of the control towers in Act 4, and is the only heavy weapon usable during the motorcycle chase in Act 3.&lt;br /&gt;
&lt;br /&gt;
[[Image:Xm25 3.jpg|thumb|none|400px|Heckler &amp;amp; Koch XM25 mock-up - 25 x 40mm. This is a non-firing demonstrator which looks substantially different to the final version.]]&lt;br /&gt;
[[Image:ATKXM25.jpg|thumb|none|402px|Pre-2015 functional XM25 for comparison - 25 x 40mm. The version in ''MGS4'' was clearly based on the former.]]&lt;br /&gt;
[[Image:MGS4-XM25.jpg|thumb|none|601px|XM25 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-XM25-1.jpg|thumb|none|600px|Snake fires his XM25 in over-shoulder mode; fired like this, the grenades are impact detonation only.]]&lt;br /&gt;
[[Image:MGS4-XM25-2.jpg|thumb|none|600px|Using the scope, on the other hand, allows the HEAB rounds to be used properly. The two range figures to the right are the range to the object currently being aimed at (white) and the current detonation distance (red). It fires in impact mode until the D-pad is touched to fix and then alter the range. The launcher &amp;quot;forgets&amp;quot; the set range if Snake stops aiming down the sight.]]&lt;br /&gt;
[[Image:MGS4-XM25-3.jpg|thumb|none|600px|Snake reloads his XM25 as he tries to ignore what Johnny Sasaki is currently doing nearby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM320==&lt;br /&gt;
&lt;br /&gt;
A mixture of the early version and later version of the [[Heckler &amp;amp; Koch M320|Heckler &amp;amp; Koch XM320]] grenade launcher is the underbarrel launcher for the M4 Custom and XM8 rifle; it lacks the MP7-style folding front grip added to the production M320 and has the early style trigger guard, therefore is correctly labelled in the game, even if it makes little sense in-universe for it to still have an XM- designation. It can be purchased from Drebin, and is also carried by some PMC members in stand-alone form in the South America portion of the game; it cannot be used by the player in this form. The XM320 has four ammo types; it can fire HE rounds, white phosphorous, stun grenades and smoke rounds. The attachment is also available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:XM320.jpg|thumb|none|400px|Heckler &amp;amp; Koch XM320 - 40x46mm. Note lack of a front grip, added only to the production M320. The version in-game uses an earlier version of the trigger guard.]]&lt;br /&gt;
[[Image:MGS4-SpaceshipM320.jpg|thumb|none|601px|XM320 grenade launcher mounted to an XM8 rifle on the item menu.]]&lt;br /&gt;
[[Image:MGS4-M320-1.jpg|thumb|none|600px|Assaulted by Pieuvre Armement PMC soldiers, Snake loads a white phosphorous round into the XM320 mounted to his XM8.]]&lt;br /&gt;
[[Image:MGS4-M320-2.jpg|thumb|none|600px|He stops being assaulted immediately afterward.]]&lt;br /&gt;
[[Image:MGS4-M320-3.jpg|thumb|none|600px|Later, he encounters two more PMC soldiers defending the Confinement Facility with their standalone XM320s. Thankfully, PMC soldiers can only use high explosive rounds in their launchers.]]&lt;br /&gt;
&lt;br /&gt;
==M72A3 LAW==&lt;br /&gt;
&lt;br /&gt;
The [[M72 LAW]] is used by a small number of rebels in Act 2.&lt;br /&gt;
&lt;br /&gt;
[[Image:M72A2LAW.jpg|thumb|none|400px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[Image:MGS4-LAW.jpg|thumb|none|601px|M72A3 LAW on the item menu.]]&lt;br /&gt;
[[Image:MGS4-LAW-1.jpg|thumb|none|600px|Snake comes across a rebel soldier with his M72 at the ready during the game's second Act.]]&lt;br /&gt;
[[Image:MGS4-LAW-2.jpg|thumb|none|600px|Taking aim down the sights of an M72A3 LAW. Or rather, the sight; the weapon is incorrectly shown with the player's point of view in front of Snake's right hand, using only the front sight with the rear one not visible. To actually do this, Snake would have to be reaching back over his own shoulder with his right hand.]]&lt;br /&gt;
[[Image:MGS4-LAW-3.jpg|thumb|none|600px|Snake discards a spent LAW and extends another; the ground model is actually a closed tube, meaning the tube instantly collapses as it leaves Snake's hands.]]&lt;br /&gt;
[[Image:MGS4-LAW-4.jpg|thumb|none|600px|As Drebin moves to give Snake a shot of suppressor Nanomachines to let him use non-ID guns, two low-detail LAWs are visible in the weapon rack of his Stryker. These are low-detail because they are part of the Stryker model itself rather than copies of the normal in-world model.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
&lt;br /&gt;
The [[MGL-140|Milkor MGL Mk 1L]] appears as the &amp;quot;MGL-140,&amp;quot; it is used by Raging Raven and is acquired by Solid Snake upon defeating her. This weapon had been responsible for causing the van Snake and Big Mama had been escorting to crash. Upon retrieving it from Raging Raven, Drebin offers to remove the ID lock for Snake, although under the condition that after the events of the mission are over, Drebin be supplied with the weapon itself (it's implied in his databank entry that the reason for this condition is due to his being a big fan of legendary units including the BB Corps). It shares the ammunition reserve of the XM320, and can use the same four ammunition types: HE fragmentation, white phosphorous, &amp;quot;flashbang&amp;quot; stun rounds and smoke rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|400px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:MGS4-MGL.jpg|thumb|none|601px|MGL-140 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-MGL-1.jpg|thumb|none|600px|Raging Raven flies overhead during the introduction of the B&amp;amp;B Corps in the first Act, showing off her MGL-140 grenade launcher.]]&lt;br /&gt;
[[Image:MGS4-MGL-4.jpg|thumb|none|600px|Later, in the third Act, the MGL gets a closeup as Raven fires a grenade at the van Snake and Big Mama are escorting. Her MGL lacks a foregrip, but one can be fitted afterwards.]]&lt;br /&gt;
[[Image:MGS4-MGL-3.jpg|thumb|none|600px|Finally getting her boss fight in Act 3, Raven has her pre-battle speech...]]&lt;br /&gt;
[[Image:MGS4-MGL-2.jpg|thumb|none|600px|...During which, for reasons known only to himself, Snake doesn't shoot her. Perhaps he's marvelling at how this isn't even the weirdest thing that's happened to him ''today''.]]&lt;br /&gt;
[[File:MGS4MilkorMGL-4.jpg|thumb|none|600px|Snake collects Raven's MGL-140 after defeating her.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] is used by the rebels in the first Act, and a large number of unlocked RPG-7s are present throughout the first stage, seemingly primarily to give the player some quick Drebin Points due to their high trade-in value. This weapon is available in multiplayer, and is the only one of its type in that mode.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|400px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGS4-RPG.jpg|thumb|601px|none|RPG-7 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-RPG-1.jpg|thumb|none|600px|A rebel aims his RPG-7 during ''MGS4's'' first Act.]]&lt;br /&gt;
[[Image:MGS4-RPG-2.jpg|thumb|none|600px|Snake fires on a Stryker using the PGO-7 scope of his RPG-7; the illuminated red dot at the aim point is obscured here by the flare of the rocket's sustainer motor.]]&lt;br /&gt;
[[Image:MGS4-RPG-3.jpg|thumb|none|600px|Snake starts to reload his RPG-7, showing off the PGO-7 scope.]]&lt;br /&gt;
[[Image:MGS4-RPG-4.jpg|thumb|none|600px|Snake finds a box of RPG-7 ammunition lurking around in the rebel base in Act 1. This is the generic pickup item used for all rocket launcher ammunition.]]&lt;br /&gt;
&lt;br /&gt;
=Thrown / Placed=&lt;br /&gt;
&lt;br /&gt;
==Airsoft gas charger grenade==&lt;br /&gt;
&lt;br /&gt;
A grenade with a thin, smooth cylindrical body is used as the model for both the &amp;quot;flashbang&amp;quot; stun grenades and the game's fictional electronic warfare &amp;quot;chaff&amp;quot; grenades. This appears to be based on a grenade-shaped gas bottle for Airsoft guns, such as the one shown below. Stun grenades can be found throughout the game or bought from Drebin, and stun all enemies within a fixed radius who can see them while also causing an instant alert if there wasn't one already. The Chaff Grenade is treated as a &amp;quot;secret&amp;quot; weapon; only a handful can be found during the entire game, usually in out-of-the-way places, and Drebin never sells them; they are basically a short-duration EMP-like effect rather flimsily explained as strips of metal which are spread throughout the entire current area via magic. Using one temporarily disables security cameras, alarms and enemy radios, and temporarily paralyses any drone vehicles present. This lasts until the magic fades and all the strips of metal return to wherever they came from in the first place.&lt;br /&gt;
&lt;br /&gt;
[[Image:DAM116A101.jpg|thumb|none|200px|EAIMING &amp;quot;M116A1 Distraction Device Grenade,&amp;quot; an Airsoft gun gas charger built to resemble a hand grenade. &amp;quot;M116A1&amp;quot; is actually the US army's code for a simulation hand grenade with a paper body, used in training.]]&lt;br /&gt;
[[Image:MGS4-StunG.jpg|thumb|none|601px|&amp;quot;Stun grenade&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-ChaffG.jpg|thumb|none|601px|&amp;quot;Chaff grenade&amp;quot; on the item menu. M363 is actually an obsolete anti-infantry canister round developed for the 76mm guns of the M4 Sherman and M41 Walker Bulldog tanks.]]&lt;br /&gt;
[[Image:MGS4-StunG-1.jpg|thumb|none|600px|After FROG soldiers knock a hole into the Advent Palace Hotel's bathroom, they toss a stun grenade inside, visible next to Meryl's head. The explosion, if looked at, turns the screen completely white; this can be simulated by looking to the right of this image.]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Charge==&lt;br /&gt;
&lt;br /&gt;
Remote-detonated M112 C4 Demolition Charges are available during the game, and can be placed on the ground or objects and then detonated in the order they were originally placed. Precisely what attaches them to surfaces is not clear; the charges can be fixed to non-magnetic surfaces, and lack any obvious adhesive.&lt;br /&gt;
&lt;br /&gt;
[[Image:M112.jpg|thumb|none|400px|M112 demolition charge]]&lt;br /&gt;
[[Image:MGS4-C4.jpg|thumb|none|601px|&amp;quot;C4&amp;quot; on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
&lt;br /&gt;
The [[M18 smoke grenade]] is the basis for the &amp;quot;fat&amp;quot; versions of the Stun and Chaff grenade seen in the ''MGS1'' nightmare sequence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|200px|M18 smoke grenade]]&lt;br /&gt;
[[Image:MGS4-M18-2.jpg|thumb|none|600px|During the Act 4 ''MGS1'' nightmare, Snake is surprised at finding a security camera in a top-secret base as he brandishes a &amp;quot;Chaff Grenade&amp;quot; based on an M18. Due to PS1-era graphical limitations, the grenade is bigger than his head.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
&lt;br /&gt;
The [[M18A1 Claymore]] mine is used as a trap in several locations throughout the game; as usual in the series, the mines use a proximity detonator rather than the real weapon's tripwire, although they lack the optical camouflage seen in the first two games which made them invisible.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[Image:MGS4-Claymore.jpg|thumb|none|601px|M18A1 Claymore on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Claymore-1.jpg|thumb|none|600px|Snake spots a Claymore in the lobby of the Advent Palace Hotel, deciding that practical jokes by the staff must have really got out of hand.]]&lt;br /&gt;
[[Image:MGS4-Claymore-2.jpg|thumb|none|600px|Luckily ''MGS'' series standards still apply, and Claymores are apparently both extremely hot for no readily determined reason and can be stolen by crawling over them.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous Grenade==&lt;br /&gt;
&lt;br /&gt;
The [[M34 White Phosphorous grenade]] is available to the player only, and creates a burning cloud of white phosphorous which ignites enemies on contact.&lt;br /&gt;
&lt;br /&gt;
[[Image:M34 2-1-.jpg|thumb|none|200px|M34 White Phosphorous grenade]]&lt;br /&gt;
[[Image:MGS4-WP.jpg|thumb|none|601px|M34 White Phosphorous grenade on the item menu.]]&lt;br /&gt;
[[Image:MGS4-WP-2.jpg|thumb|none|600px|Snake looks down the iron sight of his MP5SD2 at a case of WP grenades; this is the generic pickup model used by every type of grenade in the game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
The [[M67 hand grenade]] is used by most enemies in the game and can be used by the player; it is also part of the armament of the &amp;quot;Gekko&amp;quot; bipedal IFVs, which can throw grenades using their manipulator tentacles. As with the Stun and Chaff grenades, it seems the in-game model was actually based on an Airsoft gas charger bottle; the shape of the grenade body is distinctly incorrect for a real M67 but matches several gas charger models.&lt;br /&gt;
&lt;br /&gt;
[[Image:FakeM67.jpg|thumb|none|200px|'''Airsoft''' &amp;quot;M67 hand grenade&amp;quot; gas bottle]]&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[Image:MGS4-M67.jpg|thumb|none|601px|M67 hand grenade on the item menu.]]&lt;br /&gt;
[[Image:MGS4-M67-1.jpg|thumb|none|600px|Drebin shows off a magic trick he presumably uses at ''really'' dull parties.]]&lt;br /&gt;
[[File:MGS4Grenade-1.jpg|thumb|none|600px|A better shot of the M67. Note the unsplit pin, another clue that the grenade was not modelled from a real grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M83 Smoke Grenade==&lt;br /&gt;
&lt;br /&gt;
The [[M83 smoke grenade]], incorrectly labelled as an M18, is usable in the game, in a default white version and four special &amp;quot;Emotion&amp;quot; versions which produce coloured smoke which affects the emotions of enemies caught in it; Blue for Cry, Red for Rage, Yellow for Laugh, and Green for Scream. &lt;br /&gt;
&lt;br /&gt;
[[Image:M87.JPG|thumb|none|200px|M83 smoke grenade]]&lt;br /&gt;
[[Image:MGS4-M18.jpg|thumb|none|601px|M83 smoke grenade on the item menu. This grenade produces white smoke.]]&lt;br /&gt;
[[Image:MGS4-M18-Emot.jpg|thumb|none|601px|One of the four coloured &amp;quot;emotion&amp;quot; smoke grenades available after completing the game once. This is the yellow &amp;quot;Laugh&amp;quot; grenade.]]&lt;br /&gt;
[[Image:MGS4-M18-1.jpg|thumb|none|600px|Faced with the rebel BMP-3 in the first Act, the Praying Mantis PMC soldiers decide that discretion is the better part of valour, one throwing an M83 smoke grenade to cover their retreat.]]&lt;br /&gt;
&lt;br /&gt;
==Magazine==&lt;br /&gt;
&lt;br /&gt;
A 30-round STANAG 5.56x45mm magazine can be thrown to distract enemies. One magazine is added to the stock every time a weapon's magazine is fully depleted; regardless of the weapon, it will always be shown as this type when thrown. Unlike ''Metal Gear Solid 2'', the reloading animation correctly shows Snake retaining the old mag during the reload rather than discarding it and then having it in his inventory anyway.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGS4-Magazine.jpg|thumb|none|601px|Magazine on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
During the PMC commercials before the game proper begins, two live-action combatants are seen duelling in mid-air as the camera sweeps around them. As they move close, the one in white reaches down to produce a [[Mk 2 hand grenade]], with another attached to her belt. Mk 2 grenades are also used by Genome Soldiers in the ''MGS1'' nightmare sequence if Snake enters a vent during an alert.&lt;br /&gt;
&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade|Mk 2 &amp;quot;Pineapple&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[Image:MGS4-Luger-1.jpg|thumb|none|600px|In the PMC commercial, one of the fighting-or-something women produces a Mk 2 grenade from her belt.]]&lt;br /&gt;
[[Image:MGS4-Mk2.jpg|thumb|none|600px|The grey object visible above the Genome Soldier's left hand is the fuze of a Mk 2 grenade. Since the ''MGS1'' soldiers always have a rifle in their right hand, they are shown pulling the pins with their mouth; apparently Big Boss' superior soldier genes include some for superior soldier teeth.]]&lt;br /&gt;
&lt;br /&gt;
==Molotov cocktail==&lt;br /&gt;
&lt;br /&gt;
Molotov cocktails, referred to as &amp;quot;Petro Bomb&amp;quot; in game, are used in place of grenades by rebel soldiers in the first two Acts, and can be picked up by Snake, functioning as less effective versions of the WP grenade which ignite on impact.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGS4-Molotov.jpg|thumb|none|601px|&amp;quot;Petro Bomb&amp;quot; on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Valmera 69==&lt;br /&gt;
&lt;br /&gt;
An Italian Valmera 69 bounding anti-personnel mine is featured as the &amp;quot;S.G. Mine,&amp;quot; with SG presumably standing for &amp;quot;Sleep Gas.&amp;quot; These contact-triggered mines instantly knock out anyone who triggers them, including Snake himself, though they can be triggered with gunfire or defused by crawling over them or picking them up with Metal Gear Mk. 2. Some are found in the Advent Palace hotel in the first Act.&lt;br /&gt;
&lt;br /&gt;
[[Image:130705-004-42B40A6D.jpg|thumb|none|400px|Italian Valmera 69 land mine (centre).]]&lt;br /&gt;
[[Image:MGS4-SmokeMine.jpg|thumb|none|601px|&amp;quot;S.G. Mine&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-SmokeMine-1.jpg|thumb|none|600px|Apparently showing up as hot on thermal isn't enough for these mines, which are also concealed through clever application of a bright blue body and a big silly light on the top.]]&lt;br /&gt;
[[Image:MGS4-SmokeMine-2.jpg|thumb|none|600px|In the unlikely case that Snake manages to trigger one, the entire mine jumps into the air; this is incorrect, as the Valmera, like most bounding mines, has an outer body containing the bounding body and propelling charge; only the bounding body should jump into the air.]]&lt;br /&gt;
[[Image:MGS4-SmokeMine-3.jpg|thumb|none|600px|Snake does not have time to consider this, due to the loss of his entire Psyche gauge and the resultant urgent need for a nap.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;S.G. Satchel&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;S.G. Satchel&amp;quot; is a manually triggered gas bomb which Snake can place as a trap. It appears to be loosely based on a blast-resistant anti-tank mine such as the Italian VS-3.6 anti-tank mine; the ridges on the device's body are typical of such mines.&lt;br /&gt;
&lt;br /&gt;
[[Image:Vs-3.6anti-tankmine.jpg|thumb|none|400px|VIS-3.6 anti-tank mine.]]&lt;br /&gt;
[[Image:MGS4-Satchel.jpg|thumb|none|601px|&amp;quot;S.G. Satchel&amp;quot; on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weaponry=&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
&lt;br /&gt;
The bipedal &amp;quot;Gekko&amp;quot; unmanned weapons are sometimes equipped with a launch unit for two [[BGM-71 TOW]] missiles on one of their weapon mounting points. These weapons are never usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tow 07.jpg|thumb|none|400px|BGM-71 TOW mounted on M220 tripod - 152mm]]&lt;br /&gt;
[[Image:MGS4-TOW.jpg|thumb|none|600px|Snake is ambushed by a &amp;quot;Gekko&amp;quot; unmanned vehicle crashing through a wall, equipped with an M2 Browning heavy machine gun and twin TOW launch tubes.]]&lt;br /&gt;
[[Image:MGS-TOW-2.jpg|thumb|none|600px|After Snake successfully evades the easily-fooled Gekko, they are called away.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
&lt;br /&gt;
The [[M2HB]] is mounted on Stryker APC and MGS variants and HMMWVs in game, and is also the principle dorsal armament of the Gekko bipedal IFVs. They can also occasionally be found mounted in fixed emplacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[Image:MGS4-M2-2.jpg|thumb|none|600px|One of the Praying Mantis PMC's &amp;quot;Gekko&amp;quot; unmanned vehicles, armed with a Protector M151 Remote Weapon Station and twin BGM-71 TOW anti-tank missiles. The Gekko also mounts a lighter machine gun in the &amp;quot;beak,&amp;quot; but this is completely concealed by armour and impossible to identify.]]&lt;br /&gt;
[[Image:MGS4-M2-3.jpg|thumb|none|601px|Strykers in ''MGS4'' also mount the Protector M151 Remote Weapon Station, equipped with an M2 Browning heavy machine gun.]]&lt;br /&gt;
[[Image:MGS4-M2-1.jpg|thumb|none|600px|A Pieuvre Armement PMC Stryker is seen at the start of the second Act.]]&lt;br /&gt;
[[File:MGS4M2HB-1.jpg|thumb|none|600px|Snake mans a Browning M2HB on top of Drebin's Stryker at the end of Act 2. Oddly, despite that the gun is mounted in an M151 Protector RWS, Snake insists on sitting on top of the vehicle to use it.]]&lt;br /&gt;
[[Image:MGS4-M2-4.jpg|thumb|none|600px|In the third Act, the Raven Sword PMC makes extensive use of HMMWV (&amp;quot;Humvee&amp;quot;) light trucks armed with Browning M2 heavy machine guns. While the Young Snake disguise won't get Snake by these, apparently Colonel Campbell is allowed out and about after curfew.]]&lt;br /&gt;
[[Image:MGS4-M2-6.jpg|thumb|none|600px|The combined US Army / Marine taskforce sent to deal with Liquid Ocelot on the Volta in Act 3 turn up in force, including a number of Mark V Special Operations Craft, each armed with four M2 heavy machine guns mounted on the sides of the rear deck.]]&lt;br /&gt;
[[Image:MGS4-M2-5.jpg|thumb|none|600px|Liquid Ocelot's boat in Act 3 is a Swedish-designed Combat Boat 90 modified to mount a turret with what appears to be the AMOS twin 120mm mortar system; this modification has been used on British CB-90s. More normal for the class are the twin M2 Browning heavy machine guns mounted in a compartment forward of the helmsman's position, and visible here behind the FROG soldier on the left.]]&lt;br /&gt;
[[Image:MGS4-M2-7.jpg|thumb|none|600px|The gun cameras on Shadow Moses in Act 4 are based on the M2, with a shortened barrel and a rather undersized drum.]]&lt;br /&gt;
[[Image:MGS4-M2.jpg|thumb|none|600px|Snake sneaks up on a mounted M2 Browning during the game's second Act. Knowing Snake's stealthy ways, it will later find it has much less ammo and is pointed in a different direction, and will never figure out why.]]&lt;br /&gt;
[[File:MGS4M2HB-2.jpg|thumb|none|600px|The M2 Browning mounted on Drebin's Stryker.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M134 Minigun==&lt;br /&gt;
&lt;br /&gt;
During the second Act, soldiers of the Pieuvre Armement PMC are seen wearing suits of powered armour equipped with [[GE M134]] miniguns on their right arms. Oddly, these power suit soldiers only appear as enemies once in the entire game, in one area of the on-rails vehicle section at the end of Act 2, and for plot reasons they never actually attempt to fire the weapon at Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:MGS4-M134.jpg|thumb|none|600px|Two power suits are visible at the top of the shot, both with arm-mounted miniguns.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61A1 Vulcan==&lt;br /&gt;
&lt;br /&gt;
Secondary armament of Metal Gears Rex and Ray is a pair of [[M61 Vulcan]] 20mm rotary guns; Ray mounts them on the tips of the two wing-like underwater propulsion units on its shoulders, while Rex mounts them under the projections either side of the pilot's &amp;quot;beak.&amp;quot; While the latter is claimed to be 30mm by the game, Metal Gear Rex has not changed size since Otacon called them &amp;quot;Vulcan cannons&amp;quot; in ''MGS1'' and the weapons are not large enough to be GAU-8s. The battleship USS ''Missouri'' also mounts M61 Vulcans in her Phalanx CIWS installations.&lt;br /&gt;
&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|General Electric / General Dynamics M61 Vulcan - 20mm.]]&lt;br /&gt;
[[Image:Phalanx.jpg|thumb|none|400px|GE M61 Vulcan in a Phalanx mounting - 20mm]]&lt;br /&gt;
[[Image:MGS4-M61-3.jpg|thumb|none|600px|The damaged cover of Metal Gear Rex's left-hand gun shows it to be a six-barrelled M61 Vulcan, despite the game labelling it as a much larger seven-barrelled 30mm GAU-8.]]&lt;br /&gt;
[[Image:MGS4-M61-2.jpg|thumb|none|600px|As in ''MGS2'', Metal Gear Ray's Vulcans are mounted at the tips of the two propulsor &amp;quot;wings,&amp;quot; forcing the vehicle to position itself incredibly awkwardly to fire. Here, Ray opens fire on Metal Gear Rex in the finale of the fourth Act. The selected weapon for Rex is the &amp;quot;AT missile,&amp;quot; which, as implied by the description in ''MGS1'' (&amp;quot;...a laser semi-active homing weapon that doesn't use wires&amp;quot;) is the AGM-114 Hellfire. Luckily Snake is just as good at ignoring what &amp;quot;semi-active homing&amp;quot; means as his brother was, and the missiles are fire-and-forget.]]&lt;br /&gt;
[[Image:MGS4-M61-1.jpg|thumb|none|600px|In the final Act, Snake's base of operations becomes the USS ''Missouri'', which is recreated in loving detail and the subject of many dramatic shots. Here, a shot of the ''Missouri's'' flank as she approaches the submarine arsenal ship ''Outer Haven'' shows off her Mark 12 5-inch/38 calibre dual-purpose guns, angled RGM-84 Harpoon launch tubes and two of the M61A1 Vulcan cannons in Phalanx installations on her superstructure.]]&lt;br /&gt;
[[Image:MGS4-M61.jpg|thumb|none|600px|As Outer Haven launches a volley of Harpoon anti-ship missiles at the USS ''Missouri'', &amp;quot;Mighty Mo&amp;quot; responds with her dual-purpose guns and Phalanx installations.]]&lt;br /&gt;
&lt;br /&gt;
== Kalashnikov PKT ==&lt;br /&gt;
&lt;br /&gt;
During the first Act, the rebels assault Praying Mantis PMC positions with a Russian BMP-3 IFV. The BMP-3 is the world's most heavily armed IFV, packing in a 2A70 100mm low velocity gun / missile launcher, a coaxial 2A72 30mm autocannon, six 81mm 902V &amp;quot;Tucha&amp;quot; smoke grenade launchers and three [[PK Machine Gun|PKT machine guns]], one coaxial and two bow-mounted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Machine gun PKT.jpg|thumb|400px|none|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
[[Image:MGS4-BMP3.jpg|thumb|600px|none|The rebel BMP makes a grand entrance, firing off its bow-mounted PKT machine guns.]]&lt;br /&gt;
[[Image:MGS4-BMP3-1.jpg|thumb|600px|none|If Snake has been nice to the rebels, this is a happy sight; if not, it may be time to be ''really'' stealthy.]]&lt;br /&gt;
&lt;br /&gt;
==M224 Mortar==&lt;br /&gt;
&lt;br /&gt;
During the first two Acts, a number of [[M224 Mortar]]s set up by rebel forces can be found and used by the player; these are aimed with a HUD indicator showing the round's trajectory, ending in an area-of-effect circle at the point of detonation. They have infinite ammunition.&lt;br /&gt;
&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar - 60mm]]&lt;br /&gt;
[[Image:MGS4-Mortar.jpg|thumb|none|600px|Snake discovers the hard way that the mortar wasn't designed to be used as a pillow.]]&lt;br /&gt;
[[Image:MGS4-Mortar-1.jpg|thumb|none|600px|Vowing to never speak of his bad sleeping experience again, Snake decides to dispose of any witnesses, dropping a 60mm round into his M224 mortar after sighting up a hapless PMC soldier manning an M2 Browning.]]&lt;br /&gt;
[[Image:MGS4-Mortar-2.jpg|thumb|none|600px|Snake admires his handiwork and shows off his amazingly flexible definition of &amp;quot;sneaking mission.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chaingun==&lt;br /&gt;
&lt;br /&gt;
PMC hybrid helicopters based on the Boeing X-50 Dragonfly aircraft / helicopter concept are armed with a chin-mounted [[M230 Chain Gun]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun3.jpg|thumb|none|400px|Hughes/Alliant Techsystems M230 Chain Gun - 30mm]] &lt;br /&gt;
[[Image:MGS4-M230-2.jpg|thumb|none|600px|A PMC attack helicopter comes in to support Praying Mantis troops during the first level, showing off its chin-mounted M230. While these helicopters appear many times during the game, they never receive a name; they were finally given the name &amp;quot;Hammerhead&amp;quot; in ''[[Metal Gear Rising: Revengeance]]''.]]&lt;br /&gt;
[[Image:MGS4-M230.jpg|thumb|none|600px|Snake sights up a PMC attack helicopter with his VSS Vintorez as it fires its chaingun at rebels nearby. This is unlikely to end well for him.]]&lt;br /&gt;
[[Image:MGS4-M230-1.jpg|thumb|none|600px|One of the PMC hybrid helicopters in &amp;quot;jet&amp;quot; mode. They are never encountered like this during gameplay, only during the early cutscenes of Act 1. It's worth noting that the real X-50 Dragonfly program was axed due to &amp;quot;inherent design flaws,&amp;quot; with neither prototype ever successfully transitioning from rotary-wing to fixed-wing flight.]]&lt;br /&gt;
&lt;br /&gt;
==M240C==&lt;br /&gt;
&lt;br /&gt;
The [[FN_MAG#M240_Machine_Gun|M240C]] is seen mounted coaxially on the remaining Abrams tank in Shadow Moses Island's tank hangar.&lt;br /&gt;
&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|400px|M240C vehicle coaxial-mount version - 7.62x51mm]]&lt;br /&gt;
[[Image:MGS4-M240C.jpg|thumb|none|600px|Snake admires the remaining Abrams in the tank hangar, standing under the M256 120mm L/44 main gun. Note the CIS mounted on top of the turret right of the commander's Browning M2; apparently the magical elves which have been maintaining Metal Gear Rex since the island was abandoned took time out to update ''MGS1's'' M1A1 to A2 standard.]]&lt;br /&gt;
[[Image:MGS4-M240C-1.jpg|thumb|none|600px|A view from the upper walkway of the tank hangar. ''MGS4'' doesn't take sides on whether the Abrams in the first game had two Browning M2s as in ''Metal Gear Solid'' or an M2 and an M240D as in ''Twin Snakes''; the remaining tank in the hangar has no loader's weapon at all.]]&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
&lt;br /&gt;
Liquid Snake's crashed Hind-D can be found in the snowfield around the Comm Towers in Act 4, with the chin-mounted [[Yakushev-Borzov Yak-B]] gatling gun buried in the snow. Other Hinds can be seen in the PMC advertisements at the very beginning of the game; at least one of those seen, however, is a Hind-A which would have a different, single-barrel chin gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:YakB-12.7.jpg|thumb|none|400px|Yakushev-Borzov Yak-B machine gun - 12.7x108mm]]&lt;br /&gt;
[[Image:MGS4-Hind-2.jpg|thumb|none|600px|Snake finds the crashed Hind-D in a corner of the snowfield. &amp;quot;Bad dog! What did Snake tell you about destroying the helicopter?&amp;quot;]]&lt;br /&gt;
[[Image:MGS4-Hind-1.jpg|thumb|none|600px|During one of the introduction's confusing PMC commercials, an Mi-24 Hind-A is briefly visible circling two people in vaguely Middle-Eastern dress; it can be identified as such by the early &amp;quot;greenhouse&amp;quot; side-by-side cockpit rather than the later twin bubble canopy. This means it would mount a single-barrel gun rather than a Yak-B; it is included here for the sake of noting this.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rail Gun&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The fictional handheld railgun used by Fortune in ''[[Metal Gear Solid 2: Sons of Liberty|MGS2]]'' returns in ''Metal Gear Solid 4'' attached to the quadrupedal armour of B&amp;amp;B Corps member Crying Wolf; the weapon is mounted to the &amp;quot;Beast&amp;quot; armour's shoulder, and can only be used when the cockpit is open. Following the battle, the railgun is made available to the player for free; it features a 3-step charge up activated by aiming the weapon and a digital scope with a charge level indicator. The gun no longer has the issues with runaway firing described in ''Metal Gear Solid 2'', where it was stated the project was cancelled for this reason and only Fortune with her &amp;quot;good luck&amp;quot; could use it effectively. Despite the railgun being roughly the size of a motorcycle, it apparently still somehow fits inside the foot-tall Metal Gear Mk. 2 and Snake has no trouble hefting it and aiming it outside of the one cutscene where he initially picks it up. It also does not produce deafening sonic booms despite the ridiculous muzzle energy figure stated in ''MGS2'', which would require it accelerate its projectiles to Mach 42 (about twice escape velocity) even if they are assumed to be as heavy as 20mm cannon projectiles.&lt;br /&gt;
&lt;br /&gt;
The railgun itself seems to have been created using either the same wooden motion capture prop as the one used for ''Metal Gear Solid 2's'' MoCap work or a reproduction of it; the design incorporates elements of a number of experimental and prototype high-tech weapons, but the weapon as a whole is a work of fiction.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGS4-Railgun.jpg|thumb|none|601px|&amp;quot;Railgun&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Railgun-1.jpg|thumb|none|600px|Snake continues to make a mockery of the idea that he keeps his inventory in anything resembling a backpack.]]&lt;br /&gt;
[[Image:MGS4-Railgun-6.jpg|thumb|none|600px|Reloading the railgun; note the magazine in Snake's left hand is proportioned like a pistol mag, since it only contains projectiles with no propellant.]]&lt;br /&gt;
[[Image:MGS4-Railgun-5.jpg|thumb|none|600px|Snake uses the scope of the railgun to sight up a Gekko hanging from the ceiling in Shadow Moses' casting and rolling facility. The horizontal bars fill in as it charges, while the lower vertical bar is an ammunition counter.]]&lt;br /&gt;
[[Image:MGS4-Railgun-2.jpg|thumb|none|600px|With the Railgun slung over the right shoulder, Crying Wolf's quadrupedal &amp;quot;beast&amp;quot; armour manages the entirely impossible feat of stopping and then lifting a Caterpillar D9 bulldozer with an Israeli-standard up-armour package. This vehicle weighs as much as a main battle tank, and no matter how strong the &amp;quot;beast&amp;quot; is its legs would dig into the ground before it could ever hope to pull this off.]]&lt;br /&gt;
[[Image:MGS4-Railgun-3.jpg|thumb|none|600px|Three Acts later, Crying Wolf takes aim at Snake in the snowfield on Shadow Moses island; strangely, in this cutscene the railgun has an analog zoom on the scope rather than the two-setting digital zoom it has when Snake uses it. This is also the only time the railgun is seen with the armature extended when it isn't being charged.]]&lt;br /&gt;
[[Image:MGS4-Railgun-4.jpg|thumb|none|600px|Snake hefts the railgun as he prepares to take on a force of Gekko bent on destroying Metal Gear Rex's hangar. Despite that he could barely lift it when he picked it up after defeating Crying Wolf, he uses it just fine the rest of the time.]]&lt;br /&gt;
&lt;br /&gt;
==Tanegashima==&lt;br /&gt;
&lt;br /&gt;
A Japanese clone of a Portugese muzzleloading matchlock arquebus design, the [[Tanegashima]] is basically a joke weapon that can only be reloaded while standing, taking a lot of time to do so for only moderate damage and accuracy; costing one million Drebin Points, it's a very expensive joke at that. However, there is a one-third chance that when the Tanegashima is fired outdoors it will instead summon a tornado, travelling in the direction the muzzle was aimed, which will knock enemies down and scatter their items everywhere. It is extremely silly.&lt;br /&gt;
&lt;br /&gt;
[[Image:TanegashimaGun.jpg|thumb|none|400px|Japanese &amp;quot;Tanegashima&amp;quot; matchlock arquebus. Tanegashima was the site of the first contact Japan had with European traders, and these firearms were copies of traded Portugese guns.]]&lt;br /&gt;
[[Image:MGS4-Musket.jpg|thumb|none|601px|&amp;quot;Tanegashima&amp;quot; arquebus on the item menu. Note this weapon is rather ridiculously placed in the &amp;quot;Assault Rifle&amp;quot; class, when it could have just as easily have been placed in the &amp;quot;Other&amp;quot; class ingame.]]&lt;br /&gt;
[[Image:MGS4-Musket-1.jpg|thumb|none|600px|Snake aims down the iron sight of his Tanegashima arquebus. Note that only one end of the match is lit; typically on a real matchlock, both ends would be lit in case one end was extinguished accidentally.]]&lt;br /&gt;
[[Image:MGS4-Musket-2.jpg|thumb|none|600px|Reloading involves a suitable amount of fiddling around with the weapon's ramrod, followed by a series of hard-to-make-out actions which are presumably refilling the flash pan, resetting the serpentine and replacing the match.]]&lt;br /&gt;
[[Image:MGS4-Musket-3.jpg|thumb|none|600px|Sometimes it's even worth it.]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_4:_Guns_of_the_Patriots&amp;diff=1139317</id>
		<title>Metal Gear Solid 4: Guns of the Patriots</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_4:_Guns_of_the_Patriots&amp;diff=1139317"/>
		<updated>2017-11-17T14:17:16Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Mosin Nagant Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid 4: Guns of the Patriots&lt;br /&gt;
|picture = MGS4_North_American_Cover.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2008&lt;br /&gt;
|developer=Kojima Productions&lt;br /&gt;
|platforms=Playstation 3&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid 4: Guns of the Patriots''''' is a 2008 stealth-action / third-person shooter video game directed by Hideo Kojima, developed by Kojima Productions and published by Konami. It concludes the saga of the character Solid Snake (now known as Old Snake). Set in the year 2014 following the events of the previous games, the storyline takes Snake through a series of warzones where rebels are fighting hired PMC soldiers as part of an ongoing &amp;quot;War Economy&amp;quot; engineered by a mysterious organization known as &amp;quot;The Patriots.&amp;quot; Snake's mission is to uncover a plot by his old nemesis Liquid Snake, now seemingly reborn in the body of the gunman Revolver Ocelot, and set on bringing down the &amp;quot;System,&amp;quot; an apparently invincible computer network which controls the world.&lt;br /&gt;
&lt;br /&gt;
The initial release of the game featured an online multiplayer mode, &amp;quot;'''''Metal Gear Online''''',&amp;quot; allowing up to sixteen player matches using characters and weapons from the main game. This mode was removed by the ''Metal Gear Solid 4'' 2.00 patch released in June 2012 as the servers were shut down, replaced with an option to install the entire game to the hard drive rather than only the current chapter. All information about ''Metal Gear Online'' below was correct at the time of shutdown.  &lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Metal Gear Solid 4: Guns of the Patriots'':'''&lt;br /&gt;
&lt;br /&gt;
'''Note: Spoilers are present in some weapon descriptions.'''  &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:MGS4-Intro.jpg|thumb|right|450px|Snake admires the place he's going to keep enough weaponry to outfit a company.]]&lt;br /&gt;
''Metal Gear Solid 4'' uses a split inventory system where the player character, Old Snake, can equip up to six weapons, which are then available using a quick-access menu; this is explained as Snake's &amp;quot;backpack,&amp;quot; despite that he is not actually wearing one. The rest can be accessed via the pause menu, this swapping explained in-game as the TARDIS-like depths of Metal Gear Mark 2, a foot-tall robot which seemingly has no issues containing more or less every weapon on this page along with enough ammunition to destroy Belgium. Snake's currently equipped weapons each count their weight towards a total for all gear; heavy loads will cause his &amp;quot;stress&amp;quot; meter (which governs how well he can aim ranged weapons) to rise faster when he moves around. Only weapons count towards weight; ammunition is treated as weighing nothing. This gets bizarre with disposable systems where each reload is a whole weapon in itself but all except the currently held one are treated as weightless &amp;quot;ammunition;&amp;quot; for example, only one of the fifty LAWs Snake can be carrying actually weighs anything for purposes of inventory weight.&lt;br /&gt;
&lt;br /&gt;
Weapons can be found in the environment, but often feature biometric ID locks which prevent unauthorized use. To remove these, Snake can access a &amp;quot;gun launderer&amp;quot; by the name of Drebin and exchange points earned for the &amp;quot;war price&amp;quot; of repeatedly collected weapons, allowing him to purchase ammunition, buy new weapons and accessories, or unlock already collected ID-locked weapons for use. Drebin is explained as having an inside line to the &amp;quot;System&amp;quot; which controls the ID chips so he can replace existing chips with factory blanks (the process leading to the pun of the character called Drebin saying he sells &amp;quot;[[Naked Gun: From the Files of Police Squad!, The|Naked Guns]]&amp;quot;), but in reality such an operative would quickly find himself driven out of business by rogue gunsmiths simply replacing the ID lock parts with the original mechanical ones and bypassing the &amp;quot;System&amp;quot; entirely.&lt;br /&gt;
&lt;br /&gt;
The game removes the &amp;quot;Tactical Reload&amp;quot; option of previous games where unequipping and re-equipping a weapon would instantly reload it; weapons now actually have to be reloaded properly. The animations have an odd quirk: apparently between games, Snake has decided to start practicing the &amp;quot;Middle Eastern Technique&amp;quot; mentioned in ''Metal Gear Solid 3'' of always chambering a new round when reloading, even when performing a mid-magazine reload. Despite this being described in that game as a pistol shooting technique, he does it with every weapon ''except'' pistols; they are correctly shown ejecting an unfired round when he does it unless the magazine was totally spent when the reload is performed. This seems largely done to explain what happens to the &amp;quot;extra&amp;quot; round that was in the chamber of closed-bolt weapons, or otherwise to keep from having to program two reload animations for every weapon. The few open-bolt weapons in this game (realistically) do not eject a round when reloaded, as their mechanisms do not function that way.&lt;br /&gt;
&lt;br /&gt;
The game features an accessory system for weapons, with certain guns able to be customised; this is rather inconsistent, with many weapons not able to receive any modifications at all while only a handful have more than one or two accessory points, the majority limited to either an optional suppressor, underbarrel launcher or taclight. The showcase of the system is Snake's signature &amp;quot;M4 Custom&amp;quot; rifle, which can accept the largest number of accessories of any weapon. Shotguns and most grenade launchers also feature multiple types of ammunition, and weapons typically feature selectable fire modes if they have them in real life.&lt;br /&gt;
&lt;br /&gt;
Accessory tactical weapon lights are shown rather strangely in game; apparently Snake has a fundamentalist attitude towards light discipline and maintains it ''everywhere'', even in broad daylight. This means taclights will only be flashed on and off briefly regardless of what the player wants; the result is only really useful for briefly blinding guards if Snake points the light in their face at extremely close range. However, taclights used by player characters in ''Metal Gear Online'' did not behave in this manner and would remain switched on until manually turned off.&lt;br /&gt;
&lt;br /&gt;
Furthermore, suppressors in the game are handled differently (and less realistically) than they were in the previous game. Suppressed weapons will no longer revert to being unsuppressed once an attached suppressor is worn out; instead, a replacement will automatically and instantly be attached, even if the previous one wore out in the middle of the gun's firing a long burst. In the previous game, a gun with a worn-out suppressor would have it automatically pop off, reverting the weapon to unsuppressed fire until another suppressor was remounted manually, but in this game a suppressed weapon will only revert to being unsuppressed if Snake has no suppressors left for that weapon in his inventory. This was likely done because the PS3 controller's buttons were already assigned to other functions (such as changing ammunition types or turning taclights on/off) in the inventory view, and manually remounting a suppressor by pausing the game and going to the customisation menu would be too cumbersome.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Custom M1911==&lt;br /&gt;
&lt;br /&gt;
Big Boss's highly customised [[M1911_pistol_series|M1911]] from [[Metal Gear Solid 3: Snake Eater|Operation Snake Eater]] can unlocked via entering a password. Being an unlockable &amp;quot;special&amp;quot; weapon, it deals more damage than the other .45 ACP handguns. The Custom M1911 can be fitted with its own unique degradable suppressor; it is not compatible with the ones for Snake's Springfield TRP.&lt;br /&gt;
&lt;br /&gt;
[[Image:1911custom.jpg|thumb|none|400px|An '''airsoft''' reproduction of Big Boss' custom M1911 - (fake).45ACP]]&lt;br /&gt;
[[Image:MGS4-M1911Cus-HQ.jpg|thumb|none|601px|&amp;quot;1911 Custom&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-1911Cus-1.jpg|thumb|none|600px|Snake reloads Big Boss' custom M1911, resisting his genes telling him to first have a three-minute CODEC call about how awesome it is.]]&lt;br /&gt;
[[Image:MGS4-Mark22.jpg|thumb|none|600px|In a painting in Big Mama's church, Big Boss brandishes his custom M1911.]]&lt;br /&gt;
&lt;br /&gt;
==EAA Tanfoglio Thor .45-70==&lt;br /&gt;
&lt;br /&gt;
The [[EAA THOR Pistol|Thor .45-70]] is a highly accurate and incredibly powerful single-shot break action pistol (referred to in the description as a &amp;quot;hand rifle,&amp;quot; but more accurately described as a rifle-caliber pistol) that must be manually chambered after every shot. It is Liquid Ocelot's signature weapon, both in singleplayer and multiplayer; in the singleplayer story he only actually fires it once, and his outfit does not display it openly as previous game did with his revolvers. It can be unlocked and used by the player by either earning the Foxhound emblem or entering a code, and comes with a unique red dot sight; this cannot be removed, and the weapon has no other customization options.&lt;br /&gt;
&lt;br /&gt;
[[Image:THOR .45-70.jpg|thumb|400px|none|EAA Tanfoglio Thor - .45-70]]&lt;br /&gt;
[[Image:MGS4-Thor.jpg|thumb|none|601px|Thor .45-70 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Thor-1.jpg|thumb|none|600px|Facing Snake on the fictional Volta River, Ocelot pulls his Thor from an unspecified location inside his coat...]]&lt;br /&gt;
[[Image:MGS4-Thor-2.jpg|thumb|none|600px|...And prepares to fire the only shot he ever fires from it. Though in spite of his line, not at Snake.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
&lt;br /&gt;
The [[FN Five-seveN]] is the standard sidearm for Liquid Ocelot's elite FROG special operations unit (FROG standing for absolutely nothing, but probably has to do with their tendency of jumping all over the place), and is also one of the weapons used by Dwarf Gekko drones. It can be bought from Drebin, taken from a destroyed Dwarf Gekko, or taken from a FROG by disarming them of their primary weapon and then killing them or knocking them out. Since it shares ammunition with the fairly common P90, it is unlikely to have problems with ammunition, and it has a large magazine. However, it cannot mount a suppressor, the only option being a tactical light. The presence of the weapon is a reference to ''Metal Gear: Ghost Babel'' and the ''Ac!d'' games, where it is Solid Snake's primary weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|400px|none|FN Five-seveN - 5.7x28mm]]&lt;br /&gt;
[[Image:MGS4-Five-Seven.jpg|thumb|601px|none|FN Five-seveN on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
&lt;br /&gt;
The [[Glock 18C]] is the rarely-used sidearm of the rebels in Act II, and can also be purchased from Drebin.  It also has a 33-round magazine, and oddly enough, is the only 9x19mm handgun in the game. It can be customised with a tactical flashlight. The weapon is a reference to ''Metal Gear Solid 2'', where Fatman's weapon of choice (aside from bombs) was a Glock 18, albeit with a 19-round magazine instead. This handgun is also available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol Austrian Glock 18 with 31 round magazine.jpg|thumb|none|400px|Glock 18C - 9x19mm]]&lt;br /&gt;
[[Image:MGS4-Glock.jpg|thumb|none|601px|Glock 18C on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mark 23 Phase II Prototype==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mk 23 Mod 0|Heckler &amp;amp; Koch Mark 23 Phase II Prototype]] can be found in the game in Act 4; its status as Solid Snake's previous handgun in the original ''[[Metal Gear Solid]]'' is noted. It is also used in the Raven Sword PMC commercial in the introduction, and is seen in the holsters of Meryl's Rat Patrol soldiers and Raiden. The SOCOM presented in ''MGS1'', ''MGS2'' and ''MGS4'' is the Phase II model prototype submitted for trials in the USSOCOM Offensive Handgun Weapon System (OHWS) competition around the later part of 1991, and not the actual production model Mark 23 Mod 0. It is distinguished by small cocking serrations on the front of the slide, which the production model, Mod 0, does not have. The Mark 23 mounts the distinctive blocky LAM under the barrel as in previous games, and can also be fitted with a degradable suppressor. The Mark 23 is the subject of a number of the game's &amp;quot;Easter eggs,&amp;quot; including being found almost exactly where it was in the original game. This is the only place it can be found in the campaign, and it is never available from Drebin; the only other way to unlock it is via a cheat code.&lt;br /&gt;
&lt;br /&gt;
This weapon is available in multiplayer, and is also the only firearm that the special character Raiden is equipped with. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|400px|none|Tokyo-Marui '''Airsoft replica''' of the H&amp;amp;K Mark 23 Phase II Prototype - (fake) .45 ACP]]&lt;br /&gt;
[[Image:MGS4-Mk23.jpg|thumb|none|601px|Mark 23 Phase II Prototype on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Mk23-1.jpg|thumb|none|600px|'''Snake:''' ''&amp;quot;Just like old times . . . &amp;quot;'' &amp;lt;br&amp;gt;Snake holds his Mark 23 Phase II Prototype as he stands in front of Shadow Moses Island's tank hangar and remembers the good old days.]]&lt;br /&gt;
[[Image:MGS4-UnknownPistol.jpg|thumb|none|600px|Johnny Sasaki (who actually uses a GSR) and the other members of the Rat Patrol have &amp;quot;holster stuffers&amp;quot; that resemble Mark 23, save for Meryl who for reasons best known to herself just wears the empty holster. The model used is fairly inaccurate for a Mark 23, having a metallic tang like a Desert Eagle.]]&lt;br /&gt;
[[Image:MGS4-Mk23-2.jpg|thumb|none|600px|Raiden uses the same holster model except in black, though he's always too busy using his sword and heap of knives to bother with his handgun. His cybernetic body makes him look pretty cool until you get to his feet which have high heels so he can hold his sword with them. [http://www.youtube.com/watch?v=BWsfhmdV4RE&amp;amp;t=1m16s Yes, Really.]]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle]], simply called the &amp;quot;D.E.&amp;quot; is used by Meryl Silverburgh ingame. It can be purchased from Drebin, or occasionally picked up from the &amp;quot;Dwarf Gekko&amp;quot; drones (who amazingly have the strength to fire it accurately from one undersized mechanical hand). A 10-inch barrelled variant with a scope can be unlocked, and is also used by Meryl. &lt;br /&gt;
&lt;br /&gt;
A number of bizarre graphical glitches plague this weapon in the game. First, when Snake reloads the long-barrelled Desert Eagle, he holds an entire second gun in his off-hand rather than just a fresh magazine. Second, there are times when Meryl's slide will lock back and she will not play the reload animation. There may or may not be a round loaded when the second glitch happens; her remaining rounds can't be seen, so it is hard to tell. Third, when Meryl draws her long-barrelled Desert Eagle there are moments in the game when it is still visible within her thigh holster. &lt;br /&gt;
&lt;br /&gt;
This weapon is available in the game's multiplayer mode, Metal Gear Online. Players using Meryl's character online who equip a standard Desert Eagle in the pistol slot and the long-barrelled variant in the primary weapon slot will allow her to switch from one gun to another when the first is empty, without ever pausing to reload. &lt;br /&gt;
&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|thumb|400px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[Image:MGS4-Deagle.jpg|thumb|none|601px|Desert Eagle on the item menu. Note Magnum Research's new barrel with a Picatinny rail. The rail cannot be used on this version, however.]]&lt;br /&gt;
[[Image:MGS4-Deagle-LB.jpg|thumb|none|601px|Meryl's special 10&amp;quot;-barrelled Desert Eagle with a scope on the item menu.]]&lt;br /&gt;
[[File:MerylDEMGS4-1.jpg|thumb|none|600px|Meryl aims her Desert Eagle at Snake upon first encountering him. Despite likely wearing her balaclava up until this point, she removes it and does not use it for the rest of the game. The Meryl special character in multiplayer, however, can remove and re-don her balaclava at any time, as can Johnny &amp;quot;Akiba&amp;quot; Sasaki.]] &lt;br /&gt;
[[Image:MGS4-Deagle-3.jpg|thumb|none|600px|Meryl holds her regular Desert Eagle in the Advent Palace. She tends to use the normal one indoors, saving the 10-inch scoped version for outdoors. This relatively sensible choice doesn't really mitigate the bigger issue of using a pair of hand-cannons in the first place.]]&lt;br /&gt;
[[Image:MGS4-Deagle-1.jpg|thumb|none|600px|Snake reloads his Desert Eagle.]]&lt;br /&gt;
[[Image:MGS4-Deagle-LB-1.jpg|thumb|none|600px|He then re-Deagles his long-barrelled Desert Eagle. This error is most likely caused by forgetting to separate the magazine and weapon objects in the game's files. Strangely, this does not happen if playing as Meryl in Metal Gear Online.]]&lt;br /&gt;
[[Image:MGS4-Deagle-LB-2.jpg|thumb|none|600px|The first sight of Meryl's specially modified Desert Eagle is, oddly enough, on a monitor in the back of Drebin's Stryker.]]&lt;br /&gt;
[[Image:MGS4-Deagle-2.jpg|thumb|none|600px|By only carrying two Desert Eagles, Meryl fails &amp;quot;rifleman&amp;quot; on two counts, though she might make a passable futuristic pistolier. Note the unusual holster necessitated by her 10&amp;quot;-barrel Desert Eagle's scope mount. She carries the standard Desert Eagle in an abdominal holster on her MOLLE plate-carrier vest.]]&lt;br /&gt;
[[Image:MGS4-Deagle-LB-3.jpg|thumb|none|600px|As the &amp;quot;System&amp;quot; shuts down for the first time, everyone except Johnny Sasaki suffers a psychological breakdown; this includes Meryl, who drops her long-barrel Desert Eagle as she collapses.]]&lt;br /&gt;
[[File:MGS4DesertEagleLongBarrel.jpg|thumb|none|600px|Screaming Mantis forces Meryl to hold her long-barrelled Desert Eagle to her head, which is a reference to the original [[Metal Gear Solid]] when Psycho Mantis did the same thing to Meryl.]]&lt;br /&gt;
[[File:MGS4DE-1.jpg|thumb|none|600px|Meryl fires her Desert Eagle at FROG soldiers inside Outer Haven.]]&lt;br /&gt;
[[File:MGS4DE-2.jpg|thumb|none|600px|Meryl and Johnny fire a brace of handguns at the FROGs, Meryl wielding her standard and long barrelled Desert Eagles, while Johnny fires a Desert Eagle he got from Drebin along with his SIG-Sauer GSR.]]&lt;br /&gt;
&lt;br /&gt;
== Luger P08 &amp;quot;Artillery Model&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
During the bizarre live-action introduction sequences, one of the channels shows a PMC advertisement with two people in Middle Eastern-style robes hovering in mid-air as the camera circles around them. The one in white is armed with a long-barrelled &amp;quot;Artillery Model&amp;quot; [[Luger P08]].&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Artillery.jpg|thumb|none|400px|Luger P08 - 9x19mm. This is the long barrelled &amp;quot;Artillery&amp;quot; model of the Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:MGS4-Luger.jpg|thumb|none|601px|One of the two strange combatants during the intro's PMC commercial holds up her long-barrelled Luger P08.]]&lt;br /&gt;
[[Image:MGS4-Luger-1.jpg|thumb|none|600px|Another shot of the Luger, with the toggle lock visible.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PMM==&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PM#Makarov PMM|Makarov PMM]] is used by the rebel &amp;quot;mark&amp;quot; Snake has to track during the third Act, and can be purchased from Drebin. It is also the sidearm of the Paradise Lost resistance group as a whole, though they are only seen using it in cutscenes. There is little to be said for it; it uses uncommon ammunition, cannot be customised or suppressed, and really seems to only be in the game to give the rebels in Act 3 a suitably Eastern European sidearm.&lt;br /&gt;
&lt;br /&gt;
[[Image:Makarov PMM.jpg|thumb|400px|none|Makarov PMM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:MGS4-PMM.jpg|thumb|none|601px|Makarov PMM on the item menu.]]&lt;br /&gt;
[[Image:MGS4-PMM-1.jpg|thumb|none|600px|A Paradise Lost member draws his PMM as Snake enters their safehouse.]]&lt;br /&gt;
[[Image:MGS4-PMM-2.jpg|thumb|none|600px|A Makarov isn't exactly a Walther PPK, but then Snake isn't exactly James Bond, either.]]&lt;br /&gt;
[[Image:MGS4-PMM-4.jpg|thumb|none|600px|Revisiting the Blast Furnace on Shadow Moses in Act 4, Snake takes on the army of Dwarf Gekko which now live there. Despite the name, the area does not actually contain a blast furnace: perhaps &amp;quot;Two Pools of Molten Metal Room&amp;quot; didn't have the same ring to it.]]&lt;br /&gt;
[[Image:MGS4-PMM-3.jpg|thumb|none|600px|Snake reloads his Makarov PMM.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
In the third Act, a painting of Big Boss brandishing his M1911 Custom with his Mk 22 Mod 0 (Navy modified [[Smith &amp;amp; Wesson Model 39]]) holstered is briefly focused on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk22 Mod 0.jpg|thumb|400px|none|Mk 22 Mod 0 - 9x19mm]]&lt;br /&gt;
[[Image:MGS4-Mark22.jpg|thumb|600px|none|Big Boss brandishes his M1911 Custom, with his Mk 22 holstered.]]&lt;br /&gt;
&lt;br /&gt;
==PSS==&lt;br /&gt;
&lt;br /&gt;
The [[PSS Silent Pistol|PSS]] can be found in several areas throughout the game or bought from Drebin; Drebin seems to have an odd fondness for this weapon, and it commands a premium price when found. It uses 6-round magazines with special &amp;quot;silent&amp;quot; 7.62x42mm ammunition, making it a lethal counterpart to the Mk II tranquilizer pistol (neither has a degradable suppressor). The PSS previously made a brief appearance in ''[[Metal Gear Solid 2]]'', but this game is the first time it became usable by a player character in this series. &lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol Russian PSS in 7.62x41mm SP-4 special purpose noiseless cartridge.jpg|thumb|400px|none|PSS Silent Pistol - 7.62x42mm]]&lt;br /&gt;
[[Image:MGS4-PSS.jpg|thumb|none|601px|PSS silent pistol displayed in the item menu.]]&lt;br /&gt;
[[Image:MGS4-PSS-1.jpg|thumb|none|600px|Literally two dozen yards from the end of the first Act, Snake uses his PSS Silent Pistol to make a Praying Mantis soldier silent.]]&lt;br /&gt;
[[Image:MGS4-PSS-2.jpg|thumb|none|600px|The threat dealt with, he reloads his weapon.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Race Gun&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The [http://en.wikipedia.org/wiki/Racegun Race Gun] is based on Strayer Voigt Inc's 1911-styled double stack pistols; it is not even close to a modern high-end race gun, with only the choice of ammunition really distinguishing it as anything unusual. The gun holds 19 rounds in 9x23mm Winchester which is a moderately powered pistol cartridge; the game's version, for reasons which are never particularly apparent, uses rounds lightly loaded with smokeless powder, providing barely enough force to cycle the gun's mechanism. In game terms, this means the low-powered bullets will ricochet off hard surfaces and can be used for the &amp;quot;trick shots&amp;quot; showcased by Revolver Ocelot with his Colt Single Action Army in previous games; the result is basically just a gimmick gun for showing off, and is useless in practical terms thanks to its low damage stats (which appropriately reflect the stopping power of such underloaded ammunition). Once the game is completed at least once, the pistol will be unlocked automatically. The Race Gun cannot be customised. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVI_Infinity.jpg|thumb|none|400px|Strayer Voigt Inc Infinity pistol - 9x23mm Winchester]]&lt;br /&gt;
[[Image:MGS4-Racegun.jpg|thumb|none|601px|&amp;quot;Race Gun&amp;quot; on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk II==&lt;br /&gt;
&lt;br /&gt;
An integrally suppressed, manually operated fictional variant of the [[Ruger Mk II]], that fires tranquilizer rounds and has grips with a built-in laser sight and what appears to be a carbon-fiber barrel / upper receiver. It is given to Solid Snake by Otacon early in the game. After the game is completed, it is also able to fire fictional &amp;quot;Emotion&amp;quot; darts which induce one of the game's four psychological states (Cry, Laugh, Rage and Scream) in the target before knocking them out. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:RugerMkIISilenced.jpg|thumb|none|400px|Ruger Mk II pistol with professional Ciener Suppressor - .22 LR. This is a classic Silenced Pistol and this pistol has been seen in several motion pictures]]&lt;br /&gt;
[[Image:MGS4-Ruger.jpg|thumb|none|601px|&amp;quot;Mk. 2 Pistol&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Ruger-1.jpg|thumb|none|601px|The Ruger Mk II is presented to Snake using Metal Gear Mk II's manipulator, Otacon seemingly having decided to give Snake two Mk IIs for the price of one. Note laser sight grips.]]&lt;br /&gt;
[[Image:MGS4-Ruger-2.jpg|thumb|none|600px|Snake operates the bolt of his custom Ruger Mk II. This weapon is the successor to ''MGS2'' and ''MGS3's'' tranquilizer guns, and as in those games is manually operated.]]&lt;br /&gt;
[[Image:MGS4-Ruger-3.jpg|thumb|none|600px|After giving a Praying Mantis PMC soldier a hard-earned rest, Snake reloads his Ruger Mk II.]]&lt;br /&gt;
&lt;br /&gt;
==Shansi Type 17==&lt;br /&gt;
&lt;br /&gt;
Used by Big Mama, this is a Chinese made version of the [[Mauser C96]], chambered for .45 ACP ammunition. The Type 17 can be fired in semi-auto or - incorrectly - full-auto (the real Type 17 never had select-fire capability), and uses a 10-round fixed magazine loaded with a single 10-round stripper clip (common for other C96 versions, but the Chinese copies were usually issued with 5-rounders which allowed them to be reloaded once five or more rounds had been fired). It lacks any customisation options (not even able the option to mount its well-known stock) and also cannot be reloaded until it is totally empty. It can be unlocked by earning the Hound emblem at the end of the game, or through entering a code. While this is the weapon Big Mama used in her previous guise as Eva in ''Metal Gear Solid 3'', it is not the same Type 17, since that one was lost during the motorcycle chase. Big Mama uses this weapon to destroy three Dwarf Gekko drones which manage to infiltrate her European hideout. &lt;br /&gt;
&lt;br /&gt;
[[Image:C96-10.jpg|thumb|400px|none|Shansi Type 17 - .45 ACP]]&lt;br /&gt;
[[Image:MGS4-Shansi.jpg|thumb|none|601px|Type 17 on the item menu. Note the undersized fire-selector borrowed from the [[Mauser C96#Mauser M712 Schnellfeuer|Mauser M712 Schnellfeuer]] above and to the right of the trigger; the Shansi Type 17 in reality is not select-fire and thus has no such switch.]]&lt;br /&gt;
[[File:MGS4ShansiType17-0.jpg|thumb|none|600px|Big Mama continues to use the method of &amp;quot;Bandit Shooting&amp;quot; that she utilized in ''[[Metal Gear Solid 3: Snake Eater]]'', turning the gun sideways to clear rooms in a horizontal sweep. This is probably the only way to take the impractical &amp;quot;Gangsta&amp;quot; style shooting and make it practical.]]&lt;br /&gt;
[[Image:MGS4-Shansi-1.jpg|thumb|none|600px|After taking out three Dwarf Gekko drones, Big Mama strikes a pose with her Shansi Type 17.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer GSR==&lt;br /&gt;
&lt;br /&gt;
The [[M1911 pistol series#SIG-Sauer 1911|SIG-Sauer GSR]] is the standard sidearm for all four of the game's Private Military Companies, and is also used by the small &amp;quot;Dwarf Gekko&amp;quot; drones. Any PMC soldier disarmed of his primary weapon will draw his GSR; the weapon can also be purchased from Drebin or found in a side-room in the first Act. The GSR uses the common .45 ACP round, but is inferior to Snake's default Springfield Operator due to being unable to mount a suppressor (though it does have the advantage of a slightly higher magazine capacity compared to the Operator). &lt;br /&gt;
&lt;br /&gt;
This weapon is available in multiplayer, and if the &amp;quot;Drebin Points&amp;quot; option is not enabled, the GSR will become the only lethal pistol available to players who are not using unique storyline characters. &lt;br /&gt;
&lt;br /&gt;
[[Image:SIG-GSR12.jpg|thumb|400px|none|SIG-Sauer GSR - .45 ACP]]&lt;br /&gt;
[[Image:MGS4-GSR.jpg|thumb|none|601px|The SIG-Sauer GSR being displayed on the item menu.]]&lt;br /&gt;
[[Image:MGS4-GSR-3.jpg|thumb|none|600px|Investigating a group of dead PMC soldiers in a side-room of the rebel safehouse in Act 1, Snake finds a discarded GSR on the floor.]]&lt;br /&gt;
[[Image:MGS4-GSR-1.jpg|thumb|none|600px|The gun rack in Drebin's Stryker includes two GSRs, two unloaded Glock 18Cs, and in the rack further down a pair of SCAR-H CQC rifles and two copies of Snake's M4A1 Custom; beyond them is a barely-visible AK-102 and a pair of LAWs. Several of these weapons are low-detail since they are part of the Stryker model rather than copies of the normal model. The two boxes between the pistol and rifle racks are the generic model for &amp;quot;custom parts&amp;quot; and are used for both weapon accessories and accessory weapons, such as the GP-30 and Masterkey.]]&lt;br /&gt;
[[Image:MGS4-GSR-2.jpg|thumb|none|600px|As the System breaks down at the end of the first Act, a disoriented PMC soldier equipped with a GSR in his leg holster attempts to give Snake a hug. Note also the two large pouches for M67 hand grenades on his belt.]]&lt;br /&gt;
[[File:MGS4SIGGSR-1.jpg|thumb|none|600px|Johnny fires his GSR at FROG soldiers onboard Outer Haven.]]&lt;br /&gt;
[[File:MGS4SIGGSR-3.jpg|thumb|none|600px|Meryl picks up Johnny's GSR and fires it after he is wounded.]]&lt;br /&gt;
[[File:MGS4SIGGSR-4.jpg|thumb|none|600px|Mei Ling, Captain of the USS ''Missouri'' and returning support character from the first MGS, cradles her GSR as her ship is boarded by a mix of FROG troopers, Dwarf Gekko, and even AI-controlled Metal Gear RAYs. This is the only time in the singleplayer game that she is ever depicted using a firearm (indeed it is the first time throughout the series she is ever seen using one), and her ''Metal Gear Online'' incarnation also restricts her to using handguns as the only firearm class she can equip. This is in line with her depiction throughout the series as a support character rather than a front-line soldier.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory TRP==&lt;br /&gt;
&lt;br /&gt;
A customized [[Springfield Armory Tactical Response Pistol (TRP)|Springfield Armory TRP]] is Old Snake's signature handgun in ''Metal Gear Solid 4'', and the weapon he most commonly has equipped during cutscenes; it is clearly designed to resemble the custom M1911 used by Big Boss during the previous game, though it is by no means identical. It is given to him for free (along with a [[Ruger Mk II]] pistol) by Otacon early in the first Act of the game; Otacon comments that it was never integrated into the System, hence Snake's ability to use it before meeting Drebin. The Operator has the ability to mount both a tactical flashlight and a degradable suppressor, being one of only two pistols able to mount a suppressor and underbarrel accessory (the other being the Mk 23), and uses the very common .45 ACP round. Like the Ruger Mk II, aiming it will automatically activate a laser sight - in this case, it appears to be a Lasermax style sight built into the guide rod, with the activation switch on the slide stop. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
The in-game TRP has some difference from the actual Springfield version. It has no front-cocking serrations, a olive drab finished frame similar to the Springfield Armory Loaded MC Operator, the front of the frame is not flush with the cuts in the slide, four &amp;quot;teeth&amp;quot; on the under-barrel rail instead of three, wood grips, and a threaded barrel with a standard 1911 bushing.&lt;br /&gt;
&lt;br /&gt;
[[Image:Springfield_Armory_TRP.jpg|thumb|none|400px|Springfield Armory Tactical Response Pistol (TRP) - .45 ACP]]&lt;br /&gt;
[[Image:Snake_.45.JPG|thumb|none|400px|Old Snake's Springfield TRP.]]&lt;br /&gt;
[[Image:MGS4-Operator.jpg|thumb|none|601px|Springfield TRP on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Operator-2.jpg|thumb|none|601px|Otacon presents the TRP to Snake, with the suppressor installed. Oddly, it tends to not be installed during cutscenes; while this might conceivably be done in case Snake has no suppressors left, Snake has no problem using it when he has no .45 ACP ''ammunition'' left.]]&lt;br /&gt;
[[Image:MGS4-Operator-3.jpg|thumb|none|601px|Snake checks over his TRP after being presented it, first unloading it and examining the slide, then the fit of the suppressor, and finally pulling the trigger to let the hammer fall on the empty chamber.]]&lt;br /&gt;
[[Image:MGS4-Operator-4.jpg|thumb|none|600px|He's soon merrily testing it out on the Praying Mantis PMC soldiers.]]&lt;br /&gt;
[[Image:MGS4-Operator-5.jpg|thumb|none|600px|Snake reloads his TRP; note the handle of his Stun Knife in his left hand. He frequently reloads weapons with this in his hand, as a nod to the CQC knife-and-gun techniques in ''Metal Gear Solid 3'', though this does get extremely silly when he does it with machine guns.]]&lt;br /&gt;
[[Image:MGS4-Operator-6.jpg|thumb|none|600px|Encountering Drebin, Snake keeps his unsuppressed TRP trained on the Gun Launderer, not eager to trust someone who hangs around with a weird hairless monkey thing.]]&lt;br /&gt;
[[File:MGS4OldSnakeSpringerOp.jpg|thumb|none|600px|Snake aims his TRP at Liquid Ocelot at the end of Act 1, unable to get a shot off due to his nanomachines being interfered with by Liquid Ocelot's failed attempt to login to the System using Liquid Snake's DNA. His decision to wait until Ocelot was actually enacting his plan before trying to stop him turned out to be less than wise.]]&lt;br /&gt;
[[Image:MGS4-Operator-1.jpg|thumb|none|600px|Snake aims his TRP at Drebin's weird naked monkey-creature &amp;quot;Little Gray&amp;quot; as he wonders where it all went wrong.]]&lt;br /&gt;
[[File:MGS4SpringerOp-1.jpg|thumb|none|600px|'''Liquid Ocelot:''' ''&amp;quot;When it comes to CQC, I have the upper hand.&amp;quot;'' &amp;lt;br&amp;gt; Liquid Ocelot holds Snake's TRP on him after disarming him at the end of Act 3.]]&lt;br /&gt;
[[File:MGS4SpringerOp-2.jpg|thumb|none|600px|'''Old Snake:''' ''&amp;quot;One last punishment I must endure: erase my genes, wipe this meme from the face of the Earth. This is my final mission.&amp;quot;'' &amp;lt;br&amp;gt; Snake puts the barrel of his TRP in his mouth when preparing to commit suicide, a scene that is viewable right from the beginning of the game and requires completion of the game to fully explain. This screenshot provides a clear view of the laser activation switch on the slide release, and the Bomar-style rear sight.]]&lt;br /&gt;
[[File:MGS4SpringerOp-3.jpg|thumb|none|600px|Unable to commit suicide, Snake fires the only bullet into random space. Note that the slide locked back on an empty magazine follower, despite the fact that Snake only loaded one round in the chamber and then pocketed the magazine. This means the slide should be in battery.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
This category in-game also includes the &amp;quot;Patriot&amp;quot; compact carbine, but that weapon is listed under assault rifles due to firing an intermediate round rather than a pistol round.&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
The [[FN P90]] is the primary weapon of Liquid Ocelot's FROG commando unit and is also used by Laughing Octopus in-game; since the FROGs are a common enemy in the game, ammunition is fairly plentiful. The P90 correctly features an integral reflex sight on the carrying handle, and also has three accessory mounting points, able to fit a suppressor, laser aiming module and a tactical light. Unusually for a game, the 50-round polycarbonate magazine is correctly shown as translucent, and visibly empties as the weapon is fired in first person. This weapon is available in multiplayer, and if the &amp;quot;Drebin Points&amp;quot; option is enabled, it becomes the most expensive weapon of its type in that mode, thanks to its ease of use and plethora of customisation options. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGS4-P90.jpg|thumb|none|601px|FN P90 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-P90-1.jpg|thumb|none|600px|Liquid Ocelot's all-female special unit, the FROGs, carry P90s as standard-issue; this is in part a callback to the Arsenal Tengu troopers of ''[[Metal Gear Solid 2]]'', who wore similar armor and also wielded P90s. As with the Arsenal Tengus, the gas masks of the FROGs are apparently fake and offer them no protection against gas-based attacks.]]&lt;br /&gt;
[[File:MGS4P90-1.jpg|thumb|none|600px|Close up on the receiver of a suppressed P90. Looking down while lying prone with any gun gives this type of view.]]&lt;br /&gt;
[[Image:MGS4-P90-2.jpg|thumb|none|600px|During the &amp;quot;Guns of the Patriots&amp;quot; sequence in Act 3, a group of FROG soldiers on Liquid's boat manage the impressive feat of firing their P90s for twenty solid seconds without ever once being shown reloading, implying they somehow managed to fit 300 rounds into a standard P90 magazine.]]&lt;br /&gt;
[[File:MGS4P90-2.jpg|thumb|none|600px|A FROG soldier firing her P90.]]&lt;br /&gt;
[[File:MGS4P90-4.jpg|thumb|none|600px|Close up on a FROG's P90.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5|Heckler &amp;amp; Koch MP5SD2]] can be purchased from Drebin and is equipped with an integral, non-degrading suppressor. However, the tradeoff is that it is one of the weakest weapons in the entire game, and uses the surprisingly uncommon 9x19mm round. This weapon is available in multiplayer, but cannot be customised. The appearance of this weapon is a reference to the &amp;quot;Integral&amp;quot; version of the original ''[[Metal Gear Solid]]'' for the Playstation 1 console that was sold only in Japan, where it was available on the Very Easy difficulty and had infinite ammunition. &lt;br /&gt;
&lt;br /&gt;
[[Image:MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm, The one in-game has the older S-E-F trigger group.]]&lt;br /&gt;
[[Image:MGS4-MP5.jpg|thumb|none|601px|MP5SD2 on the item menu.]]&lt;br /&gt;
[[File:MGS4MP5SD2-1.jpg|thumb|none|600px|Aiming down the sights of the MPSSD2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is used by several of the PMC operatives in game. It can be first found and used by the player in Act 2 and can be equipped with a unique red dot sight or the ACOG scope. For whatever reason, the weapon is depicted ingame as being distinctly inferior to the P90, lacking any option to attach a suppressor, tactical light, or laser sight (all of which it can use in real life). It is also stuck with using a low-capacity 20-round magazine ingame (intended for use for when the MP7 is issued as a select-fire backup weapon), instead of its more appropriate 40-round magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hk mp7 b-1-.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Hensoldt RSA red dot sight - 4.6x30mm]]&lt;br /&gt;
[[Image:MGS4-MP7.jpg|thumb|none|601px|MP7A1 on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon==&lt;br /&gt;
&lt;br /&gt;
The [[Izhmash PP-19 Bizon]] can be purchased from Drebin; the game claims it to be a &amp;quot;new Russian submachine gun,&amp;quot; even though it was twelve years old when the game came out and is eighteen years old in the game's universe; the version in-game is not even a current model, instead being based on the earliest production model. The version in game is chambered for 9x18mm Makarov, which translates into a 64-round magazine capacity. The Bizon cannot be customized.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bizon1.jpg|thumb|none|401px|PP-19 Bizon with stock folded - 9x18mm Makarov]]&lt;br /&gt;
[[Image:MGS4-Bizon.jpg|thumb|none|601px|Bizon on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
The [[MAC-10]] can be purchased from Drebin or found in Act 2 in the hands of the leftist Rebels. It can be equipped with a suppressor, and uses a 30-round magazine of .45 ACP ammunition. Unlike most depictions, Snake actually uses both hands and the stock ingame. Being an open-bolt weapon, it is possibly the only gun in the game with two reload animations. If Snake reloads with ammunition still left in the magazine, he will simply remove and replace it with a loaded one as he would a handgun. On the other hand, if Snake reloads the MAC-10 from an empty magazine, he will first retract the bolt before removing and replacing the magazine. Realistically, in neither case is a round ejected when reloading this weapon. &lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|320px|none|Ingram MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:MGS4-M10.jpg|thumb|none|601px|MAC-10 as &amp;quot;M10&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-M10-1.jpg|thumb|none|600px|Snake fires his MAC-10 during the motorcycle sequence of Act 3; apparently Big Mama doesn't mind him firing unsuppressed fully automatic weapons right next to her ear.]]&lt;br /&gt;
&lt;br /&gt;
==Skorpion Vz 82==&lt;br /&gt;
&lt;br /&gt;
The [[Skorpion_SA#SA Vz. 82 Skorpion|SA Vz. 82 Skorpion]] is used by Paradise Lost resistance members riding motorcycles in the Eastern Europe section of the game (Act 3), and is given to Old Snake by Big Mama in the same level. While called the &amp;quot;Vz. 83&amp;quot; ingame, the game shows it as being chambered in 9x18mm Makarov rather than .380 ACP, making it a Vz. 82. It comes equipped with a visible laser sight.&lt;br /&gt;
&lt;br /&gt;
Its comparatively low magazine capacity of 20 rounds, low stats, and inability to be customised, coupled with the fact that FN P90s can be obtained for free much earlier ingame, make it arguably a weapon hardly-chosen by most players, so it's largely for the nostalgia factor in singleplayer (the very similar [[Sa. Vz.61 Skorpion]] made an appearance in Metal Gear Solid 3), though players can still take advantage of the fact that it's the submachine gun with highest lock-on in the game, being especially useful for one-shotting enemies during the Act 3 chase scene. Multiplayer, however, is a different story, as it is the only firearm in its inventory slot to be available free of charge (if Drebin Points are enabled) for non-unique player characters, as well as possessing the longest auto-aim lock-on range of any weapon in multiplayer modes. &lt;br /&gt;
&lt;br /&gt;
[[Image:Scorpion SA Vz 82.jpg|thumb|none|330px|SA Vz. 82 Skorpion - 9x18mm Makarov.]]&lt;br /&gt;
[[Image:MGS4-Klobb.jpg|thumb|none|601px|Skorpion Vz 82 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Klobb-1.jpg|thumb|none|600px|Big Mama hands Snake a Vz 82 during the cutscene before the motorcycle escape sequence.]]&lt;br /&gt;
[[Image:MGS4-Klobb-2.jpg|thumb|none|600px|As usual, he inspects it before accepting.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
All shotguns in this game can use 00 buckshot, shotgun slugs, or non-lethal &amp;quot;vortex ring&amp;quot; ammunition. The latter references an experimental less-lethal system the US Army studied starting in 1998, using a specialised blank cartridge and a divergent muzzle device to &amp;quot;fire&amp;quot; a focused subsonic pulse of high-spin compressed air (the titular vortex ring) potentially for hundreds of feet and with the possibly of carrying chemical riot control agents or marking dye within the vortex. The project used a modified Mk 19 grenade launcher with 100,000 PSI blank cartridges and chemical reservoirs fitted to the muzzle device, but reliability issues, spillage of agents along the flight path and the ease of dodging the extremely loud subsonic vortex ring led to the conclusion that the weapon was not suitable for crowd control.&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Custom==&lt;br /&gt;
&lt;br /&gt;
A heavily customised [[Remington 870]] can be purchased from Drebin or found in the second Act; it comes with a Surefire dedicated forend WeaponLight as standard, and can also be equipped with an Aimpoint red dot sight or ACOG scope; if neither is fitted, it will have no sights at all, with Snake simply aiming along the top-mounted rail. This weapon is available in multiplayer, and is the only weapon of its type in that mode if the &amp;quot;Drebin Points&amp;quot; option is not enabled.&lt;br /&gt;
&lt;br /&gt;
[[Image:Model870P 14inlg.jpg|thumb|none|400px|Remington 870 Police &amp;quot;Entry Gun&amp;quot; with a SureFire dedicated forend WeaponLight - 12 gauge. The version in ''MGS4'' is further customised with a top rail instead of iron sights and a collapsible stock similar to the one used by the Mk 14 Mod 0 Enhanced Battle Rifle.]]&lt;br /&gt;
[[Image:MGS4-870C.jpg|thumb|none|601px|&amp;quot;870 custom&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-870C-1.jpg|thumb|none|600px|A FROG reels in confusion as Snake aims a pump-action RIS rail at her. &amp;quot;It's a shotgun, I swear!&amp;quot;]]&lt;br /&gt;
[[Image:MGS4-870C-2.jpg|thumb|none|600px|With the Aimpoint scope attached, the 870 Custom at least looks a bit more respectable.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 870 &amp;quot;MasterKey&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A short barrelled [[Remington 870]] configured like an [[Knight's Armament Masterkey]] is available as an attachment for the &amp;quot;M4 Custom&amp;quot; only, and can be found in the hands of PMC search teams; curiously, they have it equipped in a standalone configuration with a pistol grip and stock, raising the question of why they aren't just using a regular full-size shotgun instead. The inferior tube magazine capacity and lower effective range would make it far less useful than a full-sized shotgun for general use, and for close quarters combat or door breaching a purpose-built short shotgun would be a far more logical choice than issuing a rifle accessory which needs to be attached to ''another'' accessory to actually function.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870BlackSynthetic.jpg|thumb|none|400px|Remington 870 with early style Black Synthetic Riot foregrips and buttstock - 12 Gauge.]]&lt;br /&gt;
[[Image:KAC Masterkey.jpg|thumb|none|400px|Masterkey shotgun mounted on a KAC SR-16 - 12 Gauge &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Kacsbsa.jpg|thumb|none|400px|Masterkey in standalone configuration.]]&lt;br /&gt;
[[Image:MGS4-M4CMasterkey.jpg|thumb|none|601px|Masterkey accessory shotgun mounted to the M4 Custom on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Masterkey.jpg|thumb|none|600px|Old Snake's M4 Custom in full recoil as he uses his Masterkey to ruin someone's day.]]&lt;br /&gt;
[[Image:MGS4-Masterkey-1.jpg|thumb|none|600px|Satisified for now, Old Snake reloads his Masterkey.]]&lt;br /&gt;
[[Image:MGS4-Masterkey-2.jpg|thumb|none|600px|Attaching an accessory shotgun to a standalone grip is like buying an iPod and then nailing it to the side of a desktop PC.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
&lt;br /&gt;
The [[Saiga-12]] can be purchased from Drebin. It is the only weapon of its type capable of semiautomatic fire, as well as the only one that uses a detachable box magazine (with a capacity of 8 rounds); along with very clear iron sights, this makes it distinctly superior to the other shotguns in more or less every regard. This weapon is available in multiplayer, but cannot be customised.&lt;br /&gt;
&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 Gauge]]&lt;br /&gt;
[[Image:MGS4-Saiga12.jpg|thumb|none|601px|Saiga 12 on the item menu, loaded here with less-lethal (in game terms, non-lethal) vortex ring rounds.]]&lt;br /&gt;
[[Image:MGS4-Saiga12-2.jpg|thumb|none|600px|Finding the Advent Palace hotel's kitchen infested with FROGs, Snake takes prompt action before an inspector shows up and shuts the place down.]]&lt;br /&gt;
[[Image:MGS4-Saiga12-1.jpg|thumb|none|600px|Having done his bit for the community, Snake reloads his Saiga 12.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Twin Barrel&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|sawed off side-by-side double barrel shotgun]], that can either be found in the game or purchased from Drebin. For some reason, Old Snake is restricted to using it with a one-handed grip. He can also only fire both barrels at once. Besides Snake, several members of the South American militia, as well as at least one Paradise Lost member utilise this type of weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:SS311A sawed-off-2.jpg|thumb|none|400px|Sawed-off Baikal side-by-side shotgun - 12 gauge. Similar to the ''MGS4'' &amp;quot;Twin Barrel,&amp;quot; though the latter has only a single trigger.]]&lt;br /&gt;
[[Image:MGS4-shotty.jpg|thumb|none|601px|&amp;quot;Twin Barrel&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Shotty-1.jpg|thumb|none|600px|A Paradise Lost member holds a sawed-off double-barrel shotgun on Snake as the old man breaks into their headquarters.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AK-102==&lt;br /&gt;
&lt;br /&gt;
The [[AK-47#AK-102|AK-102]] is used by the rebel forces in the Middle East section (Act 1), and is Solid Snake's first weapon in the game (next to Solid Snake right after the first cutscene after the opening). Until he rendezvouses with the Metal Gear Mk II, the AK-102 is the only firearm that Solid Snake has at the beginning of the game, forcing the player to rely on stealth to get past the game's introductory level. It can be equipped with a [[GP-30]] grenade launcher. This weapon is available in multiplayer, and if the &amp;quot;Drebin Points&amp;quot; option is enabled, the AK-102 becomes the cheapest assault rifle in that mode.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|400px|AK-102 carbine - 5.56x45mm]]&lt;br /&gt;
[[Image:MGS4-AK102.jpg|thumb|none|601px|AK-102 on the item menu, fitted with a GP30 grenade launcher.]]&lt;br /&gt;
[[Image:MGS4-AK102-4.jpg|thumb|none|601px|In the first Act, Snake only manages a short burst from his original militia-issued AK before it jams up on him, leaving him to discard it. An optional CODEC call reveals this was due to faulty locally-produced ammunition.]]&lt;br /&gt;
[[File:MGS4AK102-1.jpg|thumb|none|600px|Snake fires the AK-102 at Praying Mantis PMC troops.]]&lt;br /&gt;
[[Image:MGS4-AK102-3.jpg|thumb|none|600px|Snake reloads his second AK-102. There are two slightly different AK-102 models used in game; the &amp;quot;hero&amp;quot; version used only in cutscenes has 3D-modelled bullets in the magazine, while the in-game one is empty.]]&lt;br /&gt;
[[Image:MGS4-AK102-5.jpg|thumb|none|601px|Snake reloads the &amp;quot;hero&amp;quot; AK model, with a more detailed magazine.]]&lt;br /&gt;
[[Image:MGS4-AK102-2.jpg|thumb|none|601px|Menaced by Gekko, Snake still has time to strike a dramatic pose. He discards this AK shortly after this.]]&lt;br /&gt;
[[Image:MGS4-AK102-1.jpg|thumb|none|601px|Snake encounters his third and last AK-102. Finding it on the ground next to a dead soldier, he carefully checks it for booby-traps before picking it up.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
&lt;br /&gt;
The [[AN-94]] can be found in a shack at the beginning of Act 2 or purchased from Drebin. It can be equipped with a [[GP-30]] grenade launcher. The game correctly simulates the weapon's unusual mode of fully-automatic fire by first firing a 1,800 RPM two-round burst, before cycling the following rounds at 600 RPM. While it is powerful and accurate, it features a very poor iron sight and 5.45x39mm ammunition pickups are basically non-existent, with only a handful in the fourth Act. Its presence is a reference to ''Metal Gear Solid 2'', where Russian mercenaries under the command of Olga Gurlukovich were equipped with the AN-94 during their attack on the Big Shell; unlike its previous incarnation, however, the AN-94 in this game cannot mount a tactical flashlight. &lt;br /&gt;
&lt;br /&gt;
[[Image:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|400px|none|AN-94 Abakan Nikonov assault rifle - 5.45x39mm]]&lt;br /&gt;
[[Image:MGS4-AN94.jpg|thumb|601px|none|AN94 on the item menu, equipped with a GP-30 grenade launcher.]]&lt;br /&gt;
[[Image:MGS4-AN94-3.jpg|thumb|600px|none|Snake holds an AN-94 fitted with a GP-30 grenade launcher as he waits for an elevator in the abandoned Shadow Moses base's nuclear warhead storage building.]]&lt;br /&gt;
[[Image:MGS4-AN94-1.jpg|thumb|600px|none|While waiting, he amuses himself by using the hideously tiny iron sight of the AN-94 to shoot at some of the warheads that the US military left lying around when the base was abandoned in an extremely sensible fashion. Apparently the alteration to his nanomachines that prevented him doing so before is long past its shelf life.]]&lt;br /&gt;
[[Image:MGS4-AN94-2.jpg|thumb|600px|none|Luckily, the lethal radiation leak this used to cause has apparently also passed its shelf life and the warheads no longer care about being shot at, leaving Snake to smugly reload his weapon.]]&lt;br /&gt;
&lt;br /&gt;
== AKS-74U ==&lt;br /&gt;
&lt;br /&gt;
During the bizarre live-action introduction sequences, one of the channels shows a PMC advertisement with two people in Middle Eastern-style robes hovering in mid-air as the camera circles around them. The one in black is armed with an [[AK-74#AKS-74U|AKS-74U]].&lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:MGS4-AKS.jpg|thumb|600px|none|A strangely-dressed pair of live-action combatants duel in the air, one holding an AKS-74U.]]&lt;br /&gt;
[[Image:MGS4-Luger-1.jpg|thumb|600px|none|A second shot of the AKS-74U. This seems to be one of those adverts where nobody can actually figure out what the product was after seeing it.]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS ==&lt;br /&gt;
&lt;br /&gt;
The [[FAMAS]] is not usable in the game, but appears in flashbacks to ''Metal Gear Solid'', as well as the brief &amp;quot;nightmare&amp;quot; sequence of ''MGS1'' gameplay.&lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS F2.jpg|thumb|none|400px|FAMAS-G1 - 5.56x45mm. Older version of the G2 with magazine and magazine release system from FAMAS F1]]&lt;br /&gt;
[[Image:MGS4-FAMAS.jpg|thumb|600px|none|Meryl Silverburgh holds a FAMAS on Solid Snake during a flashback to the first game.]]&lt;br /&gt;
[[Image:MGS4-FAMAS-1.jpg|thumb|600px|none|During the nightmare sequence at the start of Act 4, Snake is treated to some authentic ''MGS1'' gameplay, with the guards still armed with their low-detail FAMAS-G1s as in the original. Note the screen border; this is authentic, and suggests this sequence is the actual PS1 code being run in emulation mode by the PS3.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
&lt;br /&gt;
The [[FN FAL]], labelled the FAL Carbine, is seen in the hands of the rebel forces in the Eastern Europe section of the game (Act 3). It can be purchased from Drebin like most other firearms in the game. Snake acquires two or three during cutscenes in Act 3, either disarming someone or taking one from a corpse, but hands them back to their owner or to someone else shortly afterwards each time; the sole rebel actually seen in normal gameplay does not use it either, leaving it as the only 7.62mm NATO weapon that ''has'' to be purchased directly from Drebin, rather than stolen and unlocked or being added to the player's arsenal after a cutscene. Its battle rifle cartridge makes it more powerful shot-for-shot than the ingame assault rifles, and its low rate of fire combined with the long range of its round allows effective full-auto fire from a much longer range, but it can't be customised.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|400px|none|FN FAL - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-FAL.jpg|thumb|none|601px|FN FAL on the item menu.]]&lt;br /&gt;
[[Image:MGS4-FAL-1.jpg|thumb|none|600px|Having knocked out several Paradise Lost members, Snake brandishes a FAL he took from one alongside his Stun Knife, preparing to lay some CQC down.]]&lt;br /&gt;
[[Image:MGS4-FAL-2.jpg|thumb|none|600px|The Paradise Lost group prepare to move out as Big Mama delivers a ridiculous speech about how first-person shooter games have trained her &amp;quot;children&amp;quot; to be soldiers. Good thing it's not third-person stealth games that did that.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
&lt;br /&gt;
The short-barrelled CQC variant of the [[FN SCAR#FN SCAR-H|FN SCAR-H]], referred to under its SOCOM &amp;quot;Mk. 17&amp;quot; designation, is the standard battle rifle used by the PMC troops ingame. It can be found fairly early on in Act 1 (simply by killing, subduing, sedating, or disarming PMC troops) up to Act 3, and can be upgraded with various optics, an LDI OTAL (Offset Tactical Aiming Laser), a flashlight and one of two vertical foregrips; it cannot, however, mount either of the NATO underbarrel accessory weapons or a suppressor. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|400px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-Mk17.jpg|thumb|none|601px|The FN SCAR-H on the item menu. Note the fire selector is always on semi-auto.]]&lt;br /&gt;
[[Image:MGS4-SCAR-2.jpg|thumb|none|600px|Snake reloads his SCAR-H. The bolt will lock back even if there is a round in the chamber.]]&lt;br /&gt;
[[Image:MGS4-SCAR-3.jpg|thumb|none|600px|Praying Mantis PMC soldiers retreat as &amp;quot;Gekko&amp;quot; unmanned vehicles are called in to take their place.]]&lt;br /&gt;
[[Image:MGS4-SCAR-4.jpg|thumb|none|600px|At the end of the first Act, Snake sneaks into the main base of the Praying Mantis PMC. Circumstances conspire to make this a slightly less bad idea than would normally be expected.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3|Heckler &amp;amp; Koch G3A3]] is seen in the hands of the leftist insurgents in the South America section of the game (Act 2). It can also be purchased via Drebin like most other firearms in the game, but cannot be customised. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|400px|none|HK G3A3 - 7.62x51mm]]&lt;br /&gt;
[[Image:MGS4-Boatanchor.jpg|thumb|none|601px|G3A3 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-G3-1.jpg|thumb|none|600px|Snake uses the ACOG sight of his SCAR-H to admire the trigger discipline of a rebel soldier with a G3A3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Carbine==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] is used by the Rat Patrol and other US troops in game, curiously still called XM8 even though it has obviously been formally adopted by the US military in ''Metal Gear Solid 4's'' world. It can be found by the player in a secluded area in Act 2, but cannot be purchased from Drebin. The version seen in game has an early XM8 flash hider with the rest of the features of the later model. It comes with a built-in red dot sight and can be equipped with an XM320 grenade launcher, but no other accessories. Meryl's team each have different versions of the rifle, two of which are not available to the player; Johnny &amp;quot;Akiba&amp;quot; Sasaki uses the compact carbine configuration, Johnathan uses the standard one with a grenade launcher, and Ed has the designated marksman variant. The standard version of the XM8 is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM8.JPG|thumb|400px|none|Heckler &amp;amp; Koch XM8 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Xm8 rightmed.jpg|thumb|400px|none|Early Heckler &amp;amp; Koch XM8 - 5.56x45mm NATO. Note &amp;quot;duckbill&amp;quot; flash hider and lack of four oval PCAP holes.]]&lt;br /&gt;
[[Image:MGS4-SpaceshipM320.jpg|thumb|none|601px|XM8 with an XM320 grenade launcher fitted, on the item menu. Note it uses an early &amp;quot;duckbill&amp;quot; flash hider rather than the later model's &amp;quot;birdcage,&amp;quot; but has the later version's PCAP accessory mounting holes in the handguard.]]&lt;br /&gt;
[[Image:MGS4-XM8-3.jpg|thumb|none|600px|The XM8, as in real life, features a red dot optic as standard; here Snake uses it to take out one of the PMC soldiers guarding the power station.]]&lt;br /&gt;
[[Image:MGS4-XM8-2.jpg|thumb|none|600px|Snake operates the charging handle of his XM8 after a reload.]]&lt;br /&gt;
[[Image:MGS4-XM8-4.jpg|thumb|none|600px|Johnathan has a lie down with his XM8 with XM320. This is what is technically known as a bad idea.]]&lt;br /&gt;
[[File:MGS4XM8-1.jpg|thumb|none|600px|A US Army soldier tries to pull the trigger on his XM8, but the ID lock has been changed by Liquid Ocelot, rendering the weapon useless.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Compact Carbine==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler_%26_Koch_XM8#Heckler_.26_Koch_XM8_Compact_Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]], the shortest configuration of the XM8, is used by Johnny &amp;quot;Akiba&amp;quot; Sasaki, a member of Meryl Silverburgh's &amp;quot;Rat Patrol&amp;quot; FOXHound unit. While Heckler &amp;amp; Koch marketed this version as the &amp;quot;PDW&amp;quot; configuration, it fires a full-sized assault rifle round, therefore is classified here as a rifle. It is unavailable in singleplayer, but the Johnny Sasaki unique character in multiplayer can use it, and is the only player character in that mode who can select it at the beginning of a match or when respawning. In this mode, it retains the standard variation's red dot sight, but cannot be customised.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM8CC.jpg|thumb|none|400px|Heckler &amp;amp; Koch XM8 Compact Carbine with full stock - 5.56x45mm]]&lt;br /&gt;
[[Image:MGS4-XM8PDW.jpg|thumb|none|600px|'''Old Snake:''' ''&amp;quot;You haven't even taken the safety off, rookie.&amp;quot;'' &amp;lt;br&amp;gt; '''Johnny &amp;quot;Akiba&amp;quot; Sasaki:''' ''&amp;quot;Careful, I'm no rookie! I'm a 10-year vet!&amp;quot;'' &amp;lt;br&amp;gt; Johnny then bears out Snake's accusation by visually inspecting his weapon's safety rather than just flicking his thumb up and forward to ensure the safety is not still engaged or disengage it if it is.]]&lt;br /&gt;
[[Image:MGS4-XM8PDW-1.jpg|thumb|none|600px|The result is fairly predictable, with Snake ambushing Johnny via CQC techniques before turning Johnny's weapon against him and his comrades. Note that since there's only one model for the weapon used in this cutscene, the safety is ''still'' on.]]&lt;br /&gt;
[[Image:MGS4-XM8PDW-2.jpg|thumb|none|600px|Johnny shows off the very &amp;quot;Future Force Warrior&amp;quot; look of the FOXHound unit's gear as he holds his XM8 Compact Carbine, including a backpack computer unit, a computer monitor integrated into his &amp;quot;shades,&amp;quot; and a keyboard attached to his forearm. One very important piece of gear the Rat Patrol never wears, however, is a helmet.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
A customised [[M16_rifle_series#M4.2FM4A1_Carbine|M4A1]] is Solid Snake's assault rifle of choice and is given to him early in Act 1 by Drebin. In the first trailers, he instead steals it from a PMC soldier, and it is equipped with an EOTech 552 sight and a tan XM320 40mm grenade launcher. In the actual game, it can be equipped with an Aimpoint Comp M2 red dot sight, an ACOG scope, a Surefire tactical flashlight, a LDI OTAL (Offset Tactical Aiming Laser), a Knights Armament Company (KAC) or TangoDown vertical foregrip, a Remington 870 Masterkey underbarrel shotgun, an H&amp;amp;K XM320 grenade launcher, and a KAC suppressor. The sheer number of attachments, combined with excellent accuracy, low recoil and the abundance of 5.56mm ammo, makes this one of the best rifles available for a good bit into Act 3. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The weapon itself is based on the M4A1 carbine with a 14.5&amp;quot; barrel, tan A2 pistol grip and tan LE 6-position buttstock. It is equipped as standard with Precision Reflex Industries (PRI) folding front and ARMS#40L rear sights, a Troy Industries CQB flash hider (&amp;quot;CQC compatible&amp;quot;) and a KAC RAS. Though the latter is supposed to be free-floating, it is incorrectly rendered with a standard M4A1 handguard cap.&lt;br /&gt;
&lt;br /&gt;
Drebin makes a series of patently false claims about the M4A1 as shown; he tells Snake the barrel is free-floating (&amp;quot;of course&amp;quot;) despite that the weapon's handguard has an end cap, and claims the weapon is &amp;quot;popular with the big PMCs&amp;quot; despite none ever using it, and claiming it is &amp;quot;the official carbine model used by US army&amp;quot; even though in the fiction the US Army is shown to have adopted the XM8. In early preview shots PMC soldiers were shown carrying M4A1s, but in the finished game they use SCAR-H CQC rifles.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGS4-M4CMasterkey.jpg|thumb|none|601px|M4A1 on the item menu, fitted with a Masterkey accessory shotgun. Unusually for a videogame, mounting an optic will show the weapon with the sights folded down rather than removed entirely.]]&lt;br /&gt;
[[Image:MGS4-M4-1.jpg|thumb|none|600px|Snake is presented with the M4 by Drebin when they first meet as a gift to welcome him to the services of the Gun Launderer. Always one to look a possibly exploding horse in the mouth, Snake proceeds to thoroughly examine it. Note that despite Drebin's claim here, none of the PMCs use the M4 Custom at any point in the game.]]&lt;br /&gt;
[[Image:MGS4-M4-2.jpg|thumb|none|600px|Snake holds his M4 Custom, giving a good look at the rail handguard, flip-up sights and the high-detail magazine of the &amp;quot;hero&amp;quot; cutscene model.]]&lt;br /&gt;
[[Image:MGS4-M4-3.jpg|thumb|none|600px|After a minor diversion involving Snake's old nanomachines preventing the weapon firing (via a component he apparently didn't notice while stripping the weapon), Snake fires the M4 Custom.]]&lt;br /&gt;
[[Image:MGS4-M4-4.jpg|thumb|none|600px|Reloading the non-cutscene M4 reveals a distinct lack of bullets in the magazine.]]&lt;br /&gt;
[[File:MGS4M4Custom-1.jpg|thumb|none|600px|Snake prepares to squeeze off a shot a Vamp with his M4. Note that the fire selector is properly set to semi-auto, but in gameplay selector is always set to full-auto, even if the player selects a different firing mode.]]&lt;br /&gt;
[[File:MGS4M4Custom-2.jpg|thumb|none|600px|Snake aiming his M4 at Vamp. Despite being right-handed, Snake does a pro job of setting up left-handed to remain behind cover, and makes good use of the wall for stability. Shortly thereafter he resumes his normal right-handed stance while turning the gun sideways, ejection port up, to fire at the PMCs guarding Vamp and Naomi.]]&lt;br /&gt;
[[Image:MGS4M4A1.jpg|thumb|none|600px|Old Snake wielding the M4A1 with an EOTech sight in early trailers; this accessory is not available in the final game.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Patriot&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
This custom full-auto-only stockless [[M16A1]] with a significantly shortened muzzle-braked barrel and smooth handguard based on the [[Rocky Mountain Arms Patriot Pistol]] and partially inspired by the [[M231 Firing Port Weapon]] that was a originally used by The Boss, is seen briefly at the end of the game. It can be unlocked by earning the Big Boss emblem after the end of the game or by a password. Its most notable trait is that it has unlimited ammo and never needs to be reloaded (the in-game reason is how its Beta-C magazine, misnamed in the previous game as the &amp;quot;feed mechanism,&amp;quot; vaguely resembles the sideways-8 infinity symbol); it also plays part of the &amp;quot;Snake Eater&amp;quot; theme from ''[[Metal Gear Solid 3: Snake Eater|Metal Gear Solid 3]]'' when aimed. It is classified as an SMG, despite firing an assault rifle round, which would in reality make it an ultracompact carbine. The Patriot cannot be customised in-game. This weapon was available in multiplayer, but only if a player is randomly selected to have access to it. For some reason, the Patriot in multiplayer is treated as a suppressed weapon with absolutely no firing sounds (even though it cannot mount a suppressor), and its stopping power in that mode is minimal. Unlike ''Metal Gear Solid 3'', player characters will use their off-hand to hold the weapon by its magazine, unlike Big Boss in the aforementioned game who used his off-hand to hold the weapon's handguard. &lt;br /&gt;
&lt;br /&gt;
Besides its playability, the Patriot also appears late in the game, wielded by Big Boss, shortly before dropping it and then disarming Solid Snake and embracing him in a fatherly hug.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wm 1119951786543207.jpg|thumb|none|400px|Similar-looking Rocky Mountain Arms &amp;quot;M16-Style Pistol&amp;quot; - 5.56x45mm. This has a A2 upper and pistol grip, whereas the weapon in the game has the older A1 upper (simpler rear sight and forward assist but no brass deflector) and an original-style pistol grip.]]&lt;br /&gt;
[[Image:MGS4-Patriot.jpg|thumb|none|601px|&amp;quot;Patriot&amp;quot; on the item menu.]]&lt;br /&gt;
[[File:MGS4Patriot-3.jpg|thumb|none|600px|The &amp;quot;Patriot&amp;quot; being fired on the roof of Advent Palace. Note the rear sight and tear-drop forward-assist which a M231 FPW would not have.]]&lt;br /&gt;
[[File:MGS4Patriot-1.jpg|thumb|none|600px|Big Boss levels his &amp;quot;Patriot&amp;quot; at Old Snake.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles / Designated Marksman Rifles=&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A2==&lt;br /&gt;
&lt;br /&gt;
The [[Barrett_M82#Barrett_M82A2|M82A2]] can be purchased from Drebin, is Hideo Kojima's personal favourite, and is used the US military forces in Act 3 and later by Johnny &amp;quot;Akiba&amp;quot; Sasaki during Act 5, a curious weapon choice when it is clear that a weapon capable of extended automatic fire would be much better suited to the particular environment he's literally being thrown into. It is also exclusively available to the Akiba special character in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Barrettm82a2.jpg|thumb|400px|none|Barrett M82A2 - .50 BMG]]&lt;br /&gt;
[[Image:MGS4-Barrett.jpg|thumb|none|601px|Barrett M82A2 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Barrett-2.jpg|thumb|none|600px|A US soldier aims a Barrett M82A2 at Liquid's boat from the side door of a helicopter during Act 3.]]&lt;br /&gt;
[[File:MGS4M82A2-1.jpg|thumb|none|600px|Another US soldier aims his Barrett M82A2 off the pier.]]&lt;br /&gt;
[[Image:MGS4-Barrett-1.jpg|thumb|none|600px|He is one of many, many, many soldiers and Marines aiming at said boat. Strangely, most of them aim straight forward even though the boat is ''below'' the bridge they're standing on.]]&lt;br /&gt;
[[Image:MGS4-Barrett-3.jpg|thumb|none|600px|At the start of the final Act, Johnny Sasaki holds his M82A2 as he prepares to launch onto Outer Haven using the giant man-catapult which Drebin owns for some inexplicable reason.]]&lt;br /&gt;
[[File:MGS4M82A2-3.jpg|thumb|none|600px|Johnny aims his Barrett M82A2 at FROG soldiers onboard Outer Haven.]]&lt;br /&gt;
[[File:MGS4M82A2-4.jpg|thumb|none|600px|Johnny fires his M82A2 at the FROGs.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
&lt;br /&gt;
The [[DSR-1]], a bolt-action sniper rifle with a bullpup layout, is used by FROG snipers and can be bought from Drebin; doing so is rather pointless, however, since Snake is automatically given an unlocked DSR-1 at the end of Act 2, after he uses it in a cutscene to free Raiden from Vamp's clutches. This weapon can actually be seen in Snake's possession before this on a rack of weapons on board the Nomad during the briefing sequences, next to the helicopter in the transport bay. The weapon is loud and features a fairly slow bolt-action; this along with a lack of customisation options places it distinctly behind the Mk 14 Mod 0 EBR and VSS in terms of versatility. The ingame calibre is specified to be 7.62x67mm, making it .300 Winchester Magnum. It is used by a few PMC and FROG snipers, the latter resulting in one of the game's more memorably unrealistic scenes in Act 3. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|400px|none|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-DSR.jpg|thumb|none|601px|DSR-1 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-DSR-1.jpg|thumb|none|600px|Snake operates the bolt of his DSR-1.]]&lt;br /&gt;
[[Image:MGS4-DSR-2.jpg|thumb|none|600px|During the motorcycle escape sequence in the third Act, the game uses a &amp;quot;cinematic&amp;quot; camera any time Snake isn't aiming; at one point, a FROG sniper is seen firing her DSR-1 from a distant building. Note the FROGs place the scope against the side of their head rather than lining it up with their eyes; in addition, in this scene the DSR-1 ejects a spent casing immediately, without the bolt being operated.]]&lt;br /&gt;
[[Image:MGS4-DSR-3.jpg|thumb|none|600px|Big Mama reels from the FROG sniper's bullet. As noted above, if the player was using their weapon they will have no idea why this actually happened. Which is probably for the best...]]&lt;br /&gt;
[[Image:MGS4-DSR-4.jpg|thumb|none|600px|...Since apparently Big Mama isn't up on the whole thing where being shot with a .300 Win Mag is supposed to actually harm you in some way.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1==&lt;br /&gt;
&lt;br /&gt;
While not usable in the game, the &amp;quot;press X&amp;quot; flashback after defeating Crying Wolf shows Sniper Wolf's death scene in the original game, with the defeated sniper holding her signature [[Heckler_%26_Koch_G3#Heckler_.26_Koch_PSG-1|Heckler &amp;amp; Koch PSG-1]].&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-PSG1.jpg|thumb|none|600px|Sadly, the static and blur filters thrown over these flashback images mean this is the only frame of Wolf's PSG-1 where the barrel isn't distorted.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Sharpshooter==&lt;br /&gt;
&lt;br /&gt;
A [[Heckler_%26_Koch_XM8#Heckler_.26_Koch_XM8_Sharpshooter_Rifle|Heckler &amp;amp; Koch XM8 Sharpshooter Rifle]] is used by the character &amp;quot;Ed,&amp;quot; a member of Meryl Silverburgh's &amp;quot;Rat Patrol&amp;quot; FOXHound unit. It is never available to the player.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM8sharp.jpg|thumb|400px|none|Heckler &amp;amp; Koch XM8 Sharpshooter Rifle - 5.56x45mm]]&lt;br /&gt;
[[Image:MGS4-XM8Sharp.jpg|thumb|none|600px|Ed checks over his XM8 Sharpshooter. Note Ed's weapon is fitted with the same Insight ISM-V scope as the other members of his unit, rather than the x4 magnifying scope the Sharpshooter variant is supposed to use.]]&lt;br /&gt;
[[Image:MGS4-XM8Sharp-1.jpg|thumb|none|600px|Meryl, Ed and Johnathan demonstrate the capabilities of the &amp;quot;System&amp;quot; by taking down three FROG soldiers in perfect unison, using their shared senses.]]&lt;br /&gt;
[[Image:MGS4-XM8Sharp-2.jpg|thumb|none|600px|Hearing a mysterious sound coming from all around, Ed and Johnathan apprehensively aim their weapons at particularly scary-looking parts of a derelict building.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
&lt;br /&gt;
A hybrid of the [[M14_Rifle#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|M14 EBR-RI and Mk 14 Mod 0]], respectively the US Army and Navy SEAL versions, is used by PMC marksmen in-game and can be purchased from Drebin. Physically, it more closely resembles the EBR-RI, including the black chassis, longer barrel, and original-style flash hider with the front sight attached to it rather than to part of the gas block. However, it utilizes the Mod 0's more distinctive Sage 90905 pistol grip rather than the EBR-RI's M14ERGO, and it has a selector switch which gives it the Mk 14's capability for full-auto fire. It is the only weapon classified as a sniper rifle in the game that can be modified, with options of a suppressor (making it one of only two suppressed sniper rifles in the game), laser sight, and flashlight. Its full-auto mode makes it very useful even in short-range combat, and the fact that it is available early on, combined with its extensive list of modifications and the fact that it shares ammo with the majority of the PMCs' weapons makes it one of the best guns in the game. This weapon is available in multiplayer. It is primarily used by the Praying Mantis PMC in Act 1, with a sniper-spotter team in the intro using one to take out the driver of the truck following behind the one Snake rode in on. The Pieuvre Armement PMC in Act 2 also makes use of the weapon, though in much lower numbers due to the wider array of weapons they make use of; by Act 3, enemies stop making use of the weapon, as the FROGs prefer the DSR-1, the Raven Sword PMC has little use for a sniper rifle in patrolling the streets of a city under lockdown, and the Dwarf Gekko deployed in Act 4 are simply not capable of making use of anything bigger than a pistol.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|400px|Mk 14 Mod 0 EBR with a Harris bipod and vertical RIS foregrip - 7.62x51 NATO]]&lt;br /&gt;
[[image:M14_EBR-RI.jpg|thumb|none|400px|M14 EBR-RI, also with Harris bipod and removed magazine for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-M14.jpg|thumb|none|601px|M14 EBR on the item menu. Note the longer barrel, with the original front sight mounted noticeably forward from the gas tube.]]&lt;br /&gt;
[[Image:MGS4-M14-1.jpg|thumb|none|600px|During the first Act, rebel soldiers are shown trying to storm an urban area guarded by a PMC fireteam, including sniper/spotter teams; the snipers are armed with Mk 14s.]]&lt;br /&gt;
[[Image:MGS4-M14-2.jpg|thumb|none|600px|A second sniper team, with the marksman also armed with a Mk 14.]]&lt;br /&gt;
[[Image:MGS4-M14-3.jpg|thumb|none|600px|Snake reloads his own Mk 14.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant Sniper==&lt;br /&gt;
&lt;br /&gt;
A modified [[Mosin Nagant]] sniper rifle with a paratrooper stock and pistol grip can be purchased from Drebin in-game. It is similar, but not identical to, the rifle used by The End in MGS3 (with it being implied in the weapons description as well as Drebin's Database entry that he modified the gun to be similar to The End's famous rifle due to being a fan of legendary military units). Like its MGS3 incarnation, this Mosin Nagant rifle is modified to only fire tranquilizer darts, though in this game this also includes fictional &amp;quot;Emotion&amp;quot; darts which cause targets to experience one of the game's four psychological states (Cry, Rage, Laugh or Scream). However, the Mosin Nagant rifle in this game has a 5-round internal magazine capacity (compared to The End's rifle which was single shot only), and is no longer treated as a silenced weapon. It can be reloaded with a 5-round stripper clip, even if it is not totally empty. This weapon is available in multiplayer, but without the &amp;quot;Emotion&amp;quot; ammunition.&lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|400px|none|Mosin Nagant M91/30 Sniper Rifle - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGS4-Mosin.jpg|thumb|none|601px|Custom Mosin-Nagant on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Mosin-1.jpg|thumb|none|600px|Snake shows off The End's Mosin Nagant, which Drebin acquired somehow.]]&lt;br /&gt;
[[Image:MGS4-Mosin-2.jpg|thumb|none|600px|Snake operates the bolt of his Mosin Nagant, correctly shown as the turned-down bolt handle of a sniper version.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov-S==  &lt;br /&gt;
&lt;br /&gt;
The SVD Dragunov-S, a modernised, shortened version of the [[SVD Dragunov]] intended for paratroop use is seen in the hands of militiamen and rebel snipers in Acts 1 and 2. The weapon cannot be customised or mount any kind of suppressor, but the ammunition is relatively cheap and the weapon a semi-automatic rather than bolt-action, making it a middle-of-the-road weapon. The scope features an error: the number in the stadiametric rangefinder indicating the height of the reference target is &amp;quot;10&amp;quot; rather than the correct &amp;quot;1.7;&amp;quot; either that or in Snake's world shooting at 32-foot tall monsters is more important than shooting at infantry. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD-S-Rifle.jpg|thumb|400px|none|Dragunov-S shortened sniper rifle intended for paratroopers - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGS4-SVD.jpg|thumb|none|601px|SVD on the item menu.]]&lt;br /&gt;
[[Image:MGS4-SVD-1.jpg|thumb|none|600px|Nobody had expected Snake to disguise himself as Venom.]]&lt;br /&gt;
[[Image:MGS4-SVD-2.jpg|thumb|none|600px|As ever, Snake can't stand the idea of having a round lazing around in the chamber of one of his long guns after going to all the effort of reloading it, so gives the charging handle a yank to send it on its way.]]&lt;br /&gt;
[[Image:MGS4-SVD-3.jpg|thumb|none|600px|As with the other sniper weapons, the SVD's scope has two zoom levels, the reticle slightly altering to take account of this. This is low-power...]]&lt;br /&gt;
[[Image:MGS4-SVD-4.jpg|thumb|none|600px|...And this is high. Note the windage / lead marks have changed.]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
&lt;br /&gt;
The [[VSS Vintorez]] appears in the game, and can only be found in a room in Act 2; it cannot be bought from Drebin at any point in the game. It has an integral (non-degradable) suppressor, and like the M14EBR is capable of fully-automatic fire, though its shallower 10-round magazine can become a liability in close-range firefights. Since it uses the same reticle model, it duplicates the Dragunov's error of showing the reference height for the target as 10 metres instead of 1.7 metres. This weapon is available in multiplayer, and is capable of firing tranquilizer rounds in multiplayer only. &lt;br /&gt;
&lt;br /&gt;
[[Image:Vss1.jpg|thumb|401px|none|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[Image:MGS4-VSS.jpg|thumb|none|601px|VSS on the item menu.]]&lt;br /&gt;
[[Image:MGS4-VSS-1.jpg|thumb|none|600px|Out and about in Millennium Park, Snake aims his VSS Vintorez.]]&lt;br /&gt;
[[Image:MGS4-VSS-2.jpg|thumb|none|600px|Snake uses the scope of his VSS to help out his friend. &amp;quot;Well, that's a load off my mind. Thanks, Snake!&amp;quot;]]&lt;br /&gt;
[[Image:MGS4-VSS-3.jpg|thumb|none|600px|Reloading the VSS.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
As was the case in ''[[Metal Gear Solid 3: Snake Eater]]'' with the [[Stoner 63]], player characters firing machine guns continuously will yell in classic ''&amp;quot;[[Rambo]]&amp;quot;'' tradition. Weapons in this category all have a strange ammunition display quirk; the ammunition bar only shows fifty rounds, with every tenth round marked white. This will scroll as the gun is fired and only count down when 49 or fewer rounds are left on the belt.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler_%26_Koch_HK_series_machine_guns#Heckler_.26_Koch_HK21|Heckler &amp;amp; Koch HK21E]] is seen in the hands of a rebel militiaman in the early portion of the Middle East section of the game (Act 1). In a conversation that can be overheard if the player remains hidden or has earned the trust of the rebels, he claims that it is an enemy gun, yet strangely none of the PMC troopers in the level are seen using it. The rebel militiaman also refers to it as &amp;quot;the very latest model&amp;quot;, when in actuality the weapon was designed in the 1980s, some 30 years before the events of the game take place. It can be stolen in this location, or can be purchased via Drebin like most other firearms. &lt;br /&gt;
&lt;br /&gt;
[[Image:HK21E.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-HK21E.jpg|thumb|none|601px|HK21E on the item menu. Note that it has the 5-vent handguard of a regular HK21 and a shortened barrel like that of an HK11 or HK23.]]&lt;br /&gt;
[[Image:MGS4-HK21E-1.jpg|thumb|none|600px|A rebel soldier brags about his &amp;quot;laundered&amp;quot; HK21E, ignoring several rules of firearm safety by waving it at his friend, even if his finger isn't on the trigger.]]&lt;br /&gt;
[[Image:MGS4-HK21E-2.jpg|thumb|none|600px|Snake reloads an HK21E as a FROG trooper self-incinerates nearby. It's never particularly clear why they do this, so it's probably nanomachines. Note that the belt of the old drum vanishes just as Snake detaches it; this is the new drum being put in place.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov PKM==&lt;br /&gt;
&lt;br /&gt;
The [[PK Machine Gun]] is seen in the hands of militia and rebels in Act 2. At the time this machine gun is first made available to the player, this gun is a good 40-50% more powerful at close range than any other automatic weapon. However, ammo is uncommon and expensive and it cannot be customised.&lt;br /&gt;
&lt;br /&gt;
[[Image:PKM-mg.jpg|thumb|400px|none|PKM with classic (most seen) version of the flash hider - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGS4-PKM.jpg|thumb|none|601px|PKM on the item menu.]]&lt;br /&gt;
[[Image:MGS4-PKM-1.jpg|thumb|none|600px|Snake opens up on Pieuvre Armement PMC soldiers with his PKM, angered at the PMC's name being so hard to spell.]]&lt;br /&gt;
[[Image:MGS4-PKM-2.jpg|thumb|none|600px|His fury abated, it's time to reload.]]&lt;br /&gt;
[[Image:MGS4-PKM-3.jpg|thumb|none|600px|The rebel soldier thankfully realizes that Snake pointing a SCAR-H at his groin is just the old man's way of saying good morning.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4==&lt;br /&gt;
&lt;br /&gt;
The [[M60 machine gun|M60E4]] is used by the PMC operatives in game. It can be equipped with optics, foregrips, a laser sight, and a flashlight. This weapon is available in multiplayer, and is the only weapon of its type in that mode. Unlike the MAC-10 (the only other open-bolt weapon in the game), Snake will always pull the bolt back after reloading the M60E4 (in reality this is only necessary for open-bolt weapons if the trigger was held down after the last round in a magazine/belt was fired).&lt;br /&gt;
&lt;br /&gt;
[[Image:M60E4-mk43.jpg|thumb|none|400px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm]]&lt;br /&gt;
[[Image:MGS4-M60.jpg|thumb|none|601px|M60E4 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-M60-1.jpg|thumb|none|600px|Snake sights up a Pieuvre Armement PMC soldier armed with an M60E4.]]&lt;br /&gt;
[[Image:MGS4-M60-4.jpg|thumb|none|600px|Snake revisits Shadow Moses, bringing a touch more firepower this time.]]&lt;br /&gt;
[[Image:MGS4-M60-2.jpg|thumb|none|600px|Having foolishly alerted the million billion Dwarf Gekko which have apparently colonized the Tank Hangar, Snake does the only reasonable thing, whipping out his M60E4 and getting started making a big pile of scrap metal.]]&lt;br /&gt;
[[Image:MGS4-M60-3.jpg|thumb|none|600px|The Werewolf PMC appears to be trying to deploy more Dwarf Gekko drones than a potential enemy has bullets.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 46 Mod. 0==&lt;br /&gt;
&lt;br /&gt;
The [[FN_Minimi#Mk_46_Mod_0|Mk. 46 Mod. 0]] can be purchased from Drebin; it is mislabelled as a Mod 1, but has the 12 o'clock rail on the handguard that is not present on the Mod 1. It features the same customisation as the M60, but it is much lighter and fires the less powerful 5.56x45mm cartridge.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk46.jpg|thumb|none|400px|Mk. 46 Mod. 0 - 5.56x45mm]]&lt;br /&gt;
[[Image:MGS4-Mk46.jpg|thumb|none|601px|&amp;quot;Mk. 46 Mod.1&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Mk46-1.jpg|thumb|none|600px|Snake starts to reload the Mk. 46 by pulling back the charging handle, giving a good view of the 12 o'clock rail on the handguard; this shows the weapon is actually a Mod 0. Despite its inclusion, there is no accessory that can be mounted on this rail.]]&lt;br /&gt;
[[File:MGS4Mk46Mod0-1.jpg|thumb|none|600px|Snake unloads his Mk. 46 on PMCs while atop Drebin's Stryker.]]&lt;br /&gt;
[[File:MGS4Mk46Mod0-3.jpg|thumb|none|600px|Snake reloads his Mk. 46 in the hallway at Shadow Moses where the Cyborg Ninja's infamous massacre took place.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
&lt;br /&gt;
The [[FGM-148 Javelin]] is found in Act 1 and can be purchased from Drebin. It is erroneously shown as a SACLOS device requiring full-course guidance by the operator, with Snake discarding the entire launcher including the CLU after every shot and pulling out a fresh Javelin from more or less nowhere; it also cannot be used in top-attack mode by the player. Most of the time it is used by NPCs it is seen being used in an incorrect direct-fire mode; in real life, even shots fired in this mode start their flight with a rapid climb, while in game the missile flies straight forwards. The only time it is shown firing correctly is during Act 1, when a group of hidden PMC soldiers will fire missiles in top-attack mode to destroy a rebel BMP-3 IFV if the player protects it for long enough.&lt;br /&gt;
&lt;br /&gt;
It is never at all clear ''why'' it operates the way it does; presumably, the lack of lock-on capability is to separate the weapon functionally from the Stinger, and the SACLOS guidance intended to be reminiscent of ''MGS1'' and ''MGS2's'' fly-by-wire &amp;quot;Nikita&amp;quot; missile launcher, but this doesn't really explain why the resulting mechanics were given to a Javelin launcher rather than a fictional ATGM system.&lt;br /&gt;
&lt;br /&gt;
[[Image:Javalin.jpg|thumb|400px|none|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[Image:MGS4-Javelin.jpg|thumb|none|601px|FGM-148 Javelin on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Javelin-1.jpg|thumb|none|600px|Snake moves into position with a Javelin during the second Act, preparing to provide the rebels with a touch more firepower.]]&lt;br /&gt;
[[Image:MGS4-Javelin-2.jpg|thumb|none|600px|Sighting up a PMC Stryker through the scope of the Javelin. In theory, it's possible to top-attack by guiding the round up and then down, but this offers no meaningful advantage over direct fire.]]&lt;br /&gt;
[[Image:MGS4-Javelin-3.jpg|thumb|none|600px|With the Stryker destroyed, Snake reloads by throwing the entire launcher away and pulling another one out of thin air. Apparently it doesn't occur to him to re-use the $80,000 Command Launch Unit. Note that Snake can carry up to ''fifty'' complete launchers; this means his invisible backpack has a carrying capacity exceeding one ton.]]&lt;br /&gt;
[[Image:MGS4-Javelin-4.jpg|thumb|none|600px|Snake sights up a PMC Javelin operator during the first Act. With due diligence, it's possible to escort the mildly suicidal BMP-3 past every launcher...]]&lt;br /&gt;
[[Image:MGS4-Javelin-5.jpg|thumb|none|600px|...Whereupon a hidden Praying Mantis soldier suddenly remembers how the Javelin actually works.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
&lt;br /&gt;
The [[FIM-92A Stinger]] can be purchased from Drebin, and is also found in the back of the truck in the Nuclear Warhead Storage Building, Floor 1, in Act 4. Unlike previous games where it was reloaded in a completely unspecified manner, in ''MGS4'' Snake will discard the launcher after firing and pull another one from thin air. As per series norms, the Stinger is incorrectly shown as a strange all-purpose missile, able to lock on to aircraft, ground vehicles, and even infantry, and the missile is shown seeking straight out of the tube rather than flying in a straight line for 660 feet as with the real weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|400px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:MGS4-Stinger.jpg|thumb|none|601px|FIM-92A Stinger on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Stinger-1.jpg|thumb|none|600px|With a determined look on his face, Snake clutches a Stinger as he advances on the Confinement Facility. As with the Javelin, being old apparently doesn't stop him lugging two thousand pounds of Stingers around.]]&lt;br /&gt;
[[Image:MGS4-Stinger-2.jpg|thumb|none|600px|Snake readies a Stinger as his previous one fails to take down a PMC helicopter. Reloading before impact broke the previous round's lock-on, leaving it to fly off aimlessly.]]&lt;br /&gt;
[[Image:MGS4-Stinger-3.jpg|thumb|none|600px|The helicopter is not nearly as lucky the second time around.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30==&lt;br /&gt;
&lt;br /&gt;
The [[GP-series grenade launcher|GP-30 grenade launcher]] can be attached to the AK-102 and AN-94. It can be found in the Advent Palace Hotel in Act 1, in a secret room at the start of Act 2, or bought from Drebin. It can be used in multiplayer on the AK-102 if Drebin Points are enabled. The GP-30 correctly does not share ammunition with the other 40mm grenade launchers (as it uses caseless VOG-25 grenades, which are incompatible with 40mm NATO grenade launchers); in game, it can only use high explosive rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gp-30 ak-74.jpg|thumb|none|400px|GP-30 grenade launcher mounted on AK-74 - 40mm &amp;amp; 5.45x39mm]]&lt;br /&gt;
[[Image:MGS4-AK102.jpg|thumb|none|601px|AK-102 on the item menu, fitted with a GP-30 grenade launcher.]]&lt;br /&gt;
[[Image:MGS4-GP30-1.jpg|thumb|none|600px|Snake reloads the GP-30 mounted under his AN-94 assault rifle.]]&lt;br /&gt;
[[Image:MGS4-GP30.jpg|thumb|none|600px|Snake finds a GP-30 in the Advent Palace Hotel. As noted previously, this &amp;quot;Custom Parts&amp;quot; box item is used to represent any accessory weapon or weapon accessory.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM25 Mock-Up==&lt;br /&gt;
&lt;br /&gt;
An early mock-up of the [[Heckler &amp;amp; Koch XM25]] made for demonstration purposes is shown in game as the actual weapon. A semi-automatic grenade launcher chambered in 25mm, it fires airbursting HEAB (High Explosive Air Bursting) rounds, which function rather like the PK rockets in ''Battlefield 2142''; while the weapon is held normally they are simply impact detonated, but scoping shows a display with an always-on rangefinder. Pressing up or down on the D-pad freezes at the currently displayed range, with further presses adjusting the detonation distance up or down. It can be found on the catwalk of one of the control towers in Act 4, and is the only heavy weapon usable during the motorcycle chase in Act 3.&lt;br /&gt;
&lt;br /&gt;
[[Image:Xm25 3.jpg|thumb|none|400px|Heckler &amp;amp; Koch XM25 mock-up - 25 x 40mm. This is a non-firing demonstrator which looks substantially different to the final version.]]&lt;br /&gt;
[[Image:ATKXM25.jpg|thumb|none|402px|Pre-2015 functional XM25 for comparison - 25 x 40mm. The version in ''MGS4'' was clearly based on the former.]]&lt;br /&gt;
[[Image:MGS4-XM25.jpg|thumb|none|601px|XM25 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-XM25-1.jpg|thumb|none|600px|Snake fires his XM25 in over-shoulder mode; fired like this, the grenades are impact detonation only.]]&lt;br /&gt;
[[Image:MGS4-XM25-2.jpg|thumb|none|600px|Using the scope, on the other hand, allows the HEAB rounds to be used properly. The two range figures to the right are the range to the object currently being aimed at (white) and the current detonation distance (red). It fires in impact mode until the D-pad is touched to fix and then alter the range. The launcher &amp;quot;forgets&amp;quot; the set range if Snake stops aiming down the sight.]]&lt;br /&gt;
[[Image:MGS4-XM25-3.jpg|thumb|none|600px|Snake reloads his XM25 as he tries to ignore what Johnny Sasaki is currently doing nearby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM320==&lt;br /&gt;
&lt;br /&gt;
A mixture of the early version and later version of the [[Heckler &amp;amp; Koch M320|Heckler &amp;amp; Koch XM320]] grenade launcher is the underbarrel launcher for the M4 Custom and XM8 rifle; it lacks the MP7-style folding front grip added to the production M320 and has the early style trigger guard, therefore is correctly labelled in the game, even if it makes little sense in-universe for it to still have an XM- designation. It can be purchased from Drebin, and is also carried by some PMC members in stand-alone form in the South America portion of the game; it cannot be used by the player in this form. The XM320 has four ammo types; it can fire HE rounds, white phosphorous, stun grenades and smoke rounds. The attachment is also available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:XM320.jpg|thumb|none|400px|Heckler &amp;amp; Koch XM320 - 40x46mm. Note lack of a front grip, added only to the production M320. The version in-game uses an earlier version of the trigger guard.]]&lt;br /&gt;
[[Image:MGS4-SpaceshipM320.jpg|thumb|none|601px|XM320 grenade launcher mounted to an XM8 rifle on the item menu.]]&lt;br /&gt;
[[Image:MGS4-M320-1.jpg|thumb|none|600px|Assaulted by Pieuvre Armement PMC soldiers, Snake loads a white phosphorous round into the XM320 mounted to his XM8.]]&lt;br /&gt;
[[Image:MGS4-M320-2.jpg|thumb|none|600px|He stops being assaulted immediately afterward.]]&lt;br /&gt;
[[Image:MGS4-M320-3.jpg|thumb|none|600px|Later, he encounters two more PMC soldiers defending the Confinement Facility with their standalone XM320s. Thankfully, PMC soldiers can only use high explosive rounds in their launchers.]]&lt;br /&gt;
&lt;br /&gt;
==M72A3 LAW==&lt;br /&gt;
&lt;br /&gt;
The [[M72 LAW]] is used by a small number of rebels in Act 2.&lt;br /&gt;
&lt;br /&gt;
[[Image:M72A2LAW.jpg|thumb|none|400px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[Image:MGS4-LAW.jpg|thumb|none|601px|M72A3 LAW on the item menu.]]&lt;br /&gt;
[[Image:MGS4-LAW-1.jpg|thumb|none|600px|Snake comes across a rebel soldier with his M72 at the ready during the game's second Act.]]&lt;br /&gt;
[[Image:MGS4-LAW-2.jpg|thumb|none|600px|Taking aim down the sights of an M72A3 LAW. Or rather, the sight; the weapon is incorrectly shown with the player's point of view in front of Snake's right hand, using only the front sight with the rear one not visible. To actually do this, Snake would have to be reaching back over his own shoulder with his right hand.]]&lt;br /&gt;
[[Image:MGS4-LAW-3.jpg|thumb|none|600px|Snake discards a spent LAW and extends another; the ground model is actually a closed tube, meaning the tube instantly collapses as it leaves Snake's hands.]]&lt;br /&gt;
[[Image:MGS4-LAW-4.jpg|thumb|none|600px|As Drebin moves to give Snake a shot of suppressor Nanomachines to let him use non-ID guns, two low-detail LAWs are visible in the weapon rack of his Stryker. These are low-detail because they are part of the Stryker model itself rather than copies of the normal in-world model.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
&lt;br /&gt;
The [[MGL-140|Milkor MGL Mk 1L]] appears as the &amp;quot;MGL-140,&amp;quot; it is used by Raging Raven and is acquired by Solid Snake upon defeating her. It shares the ammunition reserve of the XM320, and can use the same four ammunition types: HE fragmentation, white phosphorous, &amp;quot;flashbang&amp;quot; stun rounds and smoke rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|400px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:MGS4-MGL.jpg|thumb|none|601px|MGL-140 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-MGL-1.jpg|thumb|none|600px|Raging Raven flies overhead during the introduction of the B&amp;amp;B Corps in the first Act, showing off her MGL-140 grenade launcher.]]&lt;br /&gt;
[[Image:MGS4-MGL-4.jpg|thumb|none|600px|Later, in the third Act, the MGL gets a closeup as Raven fires a grenade at the van Snake and Big Mama are escorting. Her MGL lacks a foregrip, but one can be fitted afterwards.]]&lt;br /&gt;
[[Image:MGS4-MGL-3.jpg|thumb|none|600px|Finally getting her boss fight in Act 3, Raven has her pre-battle speech...]]&lt;br /&gt;
[[Image:MGS4-MGL-2.jpg|thumb|none|600px|...During which, for reasons known only to himself, Snake doesn't shoot her. Perhaps he's marvelling at how this isn't even the weirdest thing that's happened to him ''today''.]]&lt;br /&gt;
[[File:MGS4MilkorMGL-4.jpg|thumb|none|600px|Snake collects Raven's MGL-140 after defeating her.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] is used by the rebels in the first Act, and a large number of unlocked RPG-7s are present throughout the first stage, seemingly primarily to give the player some quick Drebin Points due to their high trade-in value. This weapon is available in multiplayer, and is the only one of its type in that mode.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|400px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGS4-RPG.jpg|thumb|601px|none|RPG-7 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-RPG-1.jpg|thumb|none|600px|A rebel aims his RPG-7 during ''MGS4's'' first Act.]]&lt;br /&gt;
[[Image:MGS4-RPG-2.jpg|thumb|none|600px|Snake fires on a Stryker using the PGO-7 scope of his RPG-7; the illuminated red dot at the aim point is obscured here by the flare of the rocket's sustainer motor.]]&lt;br /&gt;
[[Image:MGS4-RPG-3.jpg|thumb|none|600px|Snake starts to reload his RPG-7, showing off the PGO-7 scope.]]&lt;br /&gt;
[[Image:MGS4-RPG-4.jpg|thumb|none|600px|Snake finds a box of RPG-7 ammunition lurking around in the rebel base in Act 1. This is the generic pickup item used for all rocket launcher ammunition.]]&lt;br /&gt;
&lt;br /&gt;
=Thrown / Placed=&lt;br /&gt;
&lt;br /&gt;
==Airsoft gas charger grenade==&lt;br /&gt;
&lt;br /&gt;
A grenade with a thin, smooth cylindrical body is used as the model for both the &amp;quot;flashbang&amp;quot; stun grenades and the game's fictional electronic warfare &amp;quot;chaff&amp;quot; grenades. This appears to be based on a grenade-shaped gas bottle for Airsoft guns, such as the one shown below. Stun grenades can be found throughout the game or bought from Drebin, and stun all enemies within a fixed radius who can see them while also causing an instant alert if there wasn't one already. The Chaff Grenade is treated as a &amp;quot;secret&amp;quot; weapon; only a handful can be found during the entire game, usually in out-of-the-way places, and Drebin never sells them; they are basically a short-duration EMP-like effect rather flimsily explained as strips of metal which are spread throughout the entire current area via magic. Using one temporarily disables security cameras, alarms and enemy radios, and temporarily paralyses any drone vehicles present. This lasts until the magic fades and all the strips of metal return to wherever they came from in the first place.&lt;br /&gt;
&lt;br /&gt;
[[Image:DAM116A101.jpg|thumb|none|200px|EAIMING &amp;quot;M116A1 Distraction Device Grenade,&amp;quot; an Airsoft gun gas charger built to resemble a hand grenade. &amp;quot;M116A1&amp;quot; is actually the US army's code for a simulation hand grenade with a paper body, used in training.]]&lt;br /&gt;
[[Image:MGS4-StunG.jpg|thumb|none|601px|&amp;quot;Stun grenade&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-ChaffG.jpg|thumb|none|601px|&amp;quot;Chaff grenade&amp;quot; on the item menu. M363 is actually an obsolete anti-infantry canister round developed for the 76mm guns of the M4 Sherman and M41 Walker Bulldog tanks.]]&lt;br /&gt;
[[Image:MGS4-StunG-1.jpg|thumb|none|600px|After FROG soldiers knock a hole into the Advent Palace Hotel's bathroom, they toss a stun grenade inside, visible next to Meryl's head. The explosion, if looked at, turns the screen completely white; this can be simulated by looking to the right of this image.]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Charge==&lt;br /&gt;
&lt;br /&gt;
Remote-detonated M112 C4 Demolition Charges are available during the game, and can be placed on the ground or objects and then detonated in the order they were originally placed. Precisely what attaches them to surfaces is not clear; the charges can be fixed to non-magnetic surfaces, and lack any obvious adhesive.&lt;br /&gt;
&lt;br /&gt;
[[Image:M112.jpg|thumb|none|400px|M112 demolition charge]]&lt;br /&gt;
[[Image:MGS4-C4.jpg|thumb|none|601px|&amp;quot;C4&amp;quot; on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
&lt;br /&gt;
The [[M18 smoke grenade]] is the basis for the &amp;quot;fat&amp;quot; versions of the Stun and Chaff grenade seen in the ''MGS1'' nightmare sequence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|200px|M18 smoke grenade]]&lt;br /&gt;
[[Image:MGS4-M18-2.jpg|thumb|none|600px|During the Act 4 ''MGS1'' nightmare, Snake is surprised at finding a security camera in a top-secret base as he brandishes a &amp;quot;Chaff Grenade&amp;quot; based on an M18. Due to PS1-era graphical limitations, the grenade is bigger than his head.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
&lt;br /&gt;
The [[M18A1 Claymore]] mine is used as a trap in several locations throughout the game; as usual in the series, the mines use a proximity detonator rather than the real weapon's tripwire, although they lack the optical camouflage seen in the first two games which made them invisible.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[Image:MGS4-Claymore.jpg|thumb|none|601px|M18A1 Claymore on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Claymore-1.jpg|thumb|none|600px|Snake spots a Claymore in the lobby of the Advent Palace Hotel, deciding that practical jokes by the staff must have really got out of hand.]]&lt;br /&gt;
[[Image:MGS4-Claymore-2.jpg|thumb|none|600px|Luckily ''MGS'' series standards still apply, and Claymores are apparently both extremely hot for no readily determined reason and can be stolen by crawling over them.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous Grenade==&lt;br /&gt;
&lt;br /&gt;
The [[M34 White Phosphorous grenade]] is available to the player only, and creates a burning cloud of white phosphorous which ignites enemies on contact.&lt;br /&gt;
&lt;br /&gt;
[[Image:M34 2-1-.jpg|thumb|none|200px|M34 White Phosphorous grenade]]&lt;br /&gt;
[[Image:MGS4-WP.jpg|thumb|none|601px|M34 White Phosphorous grenade on the item menu.]]&lt;br /&gt;
[[Image:MGS4-WP-2.jpg|thumb|none|600px|Snake looks down the iron sight of his MP5SD2 at a case of WP grenades; this is the generic pickup model used by every type of grenade in the game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
The [[M67 hand grenade]] is used by most enemies in the game and can be used by the player; it is also part of the armament of the &amp;quot;Gekko&amp;quot; bipedal IFVs, which can throw grenades using their manipulator tentacles. As with the Stun and Chaff grenades, it seems the in-game model was actually based on an Airsoft gas charger bottle; the shape of the grenade body is distinctly incorrect for a real M67 but matches several gas charger models.&lt;br /&gt;
&lt;br /&gt;
[[Image:FakeM67.jpg|thumb|none|200px|'''Airsoft''' &amp;quot;M67 hand grenade&amp;quot; gas bottle]]&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[Image:MGS4-M67.jpg|thumb|none|601px|M67 hand grenade on the item menu.]]&lt;br /&gt;
[[Image:MGS4-M67-1.jpg|thumb|none|600px|Drebin shows off a magic trick he presumably uses at ''really'' dull parties.]]&lt;br /&gt;
[[File:MGS4Grenade-1.jpg|thumb|none|600px|A better shot of the M67. Note the unsplit pin, another clue that the grenade was not modelled from a real grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M83 Smoke Grenade==&lt;br /&gt;
&lt;br /&gt;
The [[M83 smoke grenade]], incorrectly labelled as an M18, is usable in the game, in a default white version and four special &amp;quot;Emotion&amp;quot; versions which produce coloured smoke which affects the emotions of enemies caught in it; Blue for Cry, Red for Rage, Yellow for Laugh, and Green for Scream. &lt;br /&gt;
&lt;br /&gt;
[[Image:M87.JPG|thumb|none|200px|M83 smoke grenade]]&lt;br /&gt;
[[Image:MGS4-M18.jpg|thumb|none|601px|M83 smoke grenade on the item menu. This grenade produces white smoke.]]&lt;br /&gt;
[[Image:MGS4-M18-Emot.jpg|thumb|none|601px|One of the four coloured &amp;quot;emotion&amp;quot; smoke grenades available after completing the game once. This is the yellow &amp;quot;Laugh&amp;quot; grenade.]]&lt;br /&gt;
[[Image:MGS4-M18-1.jpg|thumb|none|600px|Faced with the rebel BMP-3 in the first Act, the Praying Mantis PMC soldiers decide that discretion is the better part of valour, one throwing an M83 smoke grenade to cover their retreat.]]&lt;br /&gt;
&lt;br /&gt;
==Magazine==&lt;br /&gt;
&lt;br /&gt;
A 30-round STANAG 5.56x45mm magazine can be thrown to distract enemies. One magazine is added to the stock every time a weapon's magazine is fully depleted; regardless of the weapon, it will always be shown as this type when thrown. Unlike ''Metal Gear Solid 2'', the reloading animation correctly shows Snake retaining the old mag during the reload rather than discarding it and then having it in his inventory anyway.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGS4-Magazine.jpg|thumb|none|601px|Magazine on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
During the PMC commercials before the game proper begins, two live-action combatants are seen duelling in mid-air as the camera sweeps around them. As they move close, the one in white reaches down to produce a [[Mk 2 hand grenade]], with another attached to her belt. Mk 2 grenades are also used by Genome Soldiers in the ''MGS1'' nightmare sequence if Snake enters a vent during an alert.&lt;br /&gt;
&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade|Mk 2 &amp;quot;Pineapple&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[Image:MGS4-Luger-1.jpg|thumb|none|600px|In the PMC commercial, one of the fighting-or-something women produces a Mk 2 grenade from her belt.]]&lt;br /&gt;
[[Image:MGS4-Mk2.jpg|thumb|none|600px|The grey object visible above the Genome Soldier's left hand is the fuze of a Mk 2 grenade. Since the ''MGS1'' soldiers always have a rifle in their right hand, they are shown pulling the pins with their mouth; apparently Big Boss' superior soldier genes include some for superior soldier teeth.]]&lt;br /&gt;
&lt;br /&gt;
==Molotov cocktail==&lt;br /&gt;
&lt;br /&gt;
Molotov cocktails, referred to as &amp;quot;Petro Bomb&amp;quot; in game, are used in place of grenades by rebel soldiers in the first two Acts, and can be picked up by Snake, functioning as less effective versions of the WP grenade which ignite on impact.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGS4-Molotov.jpg|thumb|none|601px|&amp;quot;Petro Bomb&amp;quot; on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Valmera 69==&lt;br /&gt;
&lt;br /&gt;
An Italian Valmera 69 bounding anti-personnel mine is featured as the &amp;quot;S.G. Mine,&amp;quot; with SG presumably standing for &amp;quot;Sleep Gas.&amp;quot; These contact-triggered mines instantly knock out anyone who triggers them, including Snake himself, though they can be triggered with gunfire or defused by crawling over them or picking them up with Metal Gear Mk. 2. Some are found in the Advent Palace hotel in the first Act.&lt;br /&gt;
&lt;br /&gt;
[[Image:130705-004-42B40A6D.jpg|thumb|none|400px|Italian Valmera 69 land mine (centre).]]&lt;br /&gt;
[[Image:MGS4-SmokeMine.jpg|thumb|none|601px|&amp;quot;S.G. Mine&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-SmokeMine-1.jpg|thumb|none|600px|Apparently showing up as hot on thermal isn't enough for these mines, which are also concealed through clever application of a bright blue body and a big silly light on the top.]]&lt;br /&gt;
[[Image:MGS4-SmokeMine-2.jpg|thumb|none|600px|In the unlikely case that Snake manages to trigger one, the entire mine jumps into the air; this is incorrect, as the Valmera, like most bounding mines, has an outer body containing the bounding body and propelling charge; only the bounding body should jump into the air.]]&lt;br /&gt;
[[Image:MGS4-SmokeMine-3.jpg|thumb|none|600px|Snake does not have time to consider this, due to the loss of his entire Psyche gauge and the resultant urgent need for a nap.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;S.G. Satchel&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;S.G. Satchel&amp;quot; is a manually triggered gas bomb which Snake can place as a trap. It appears to be loosely based on a blast-resistant anti-tank mine such as the Italian VS-3.6 anti-tank mine; the ridges on the device's body are typical of such mines.&lt;br /&gt;
&lt;br /&gt;
[[Image:Vs-3.6anti-tankmine.jpg|thumb|none|400px|VIS-3.6 anti-tank mine.]]&lt;br /&gt;
[[Image:MGS4-Satchel.jpg|thumb|none|601px|&amp;quot;S.G. Satchel&amp;quot; on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weaponry=&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
&lt;br /&gt;
The bipedal &amp;quot;Gekko&amp;quot; unmanned weapons are sometimes equipped with a launch unit for two [[BGM-71 TOW]] missiles on one of their weapon mounting points. These weapons are never usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tow 07.jpg|thumb|none|400px|BGM-71 TOW mounted on M220 tripod - 152mm]]&lt;br /&gt;
[[Image:MGS4-TOW.jpg|thumb|none|600px|Snake is ambushed by a &amp;quot;Gekko&amp;quot; unmanned vehicle crashing through a wall, equipped with an M2 Browning heavy machine gun and twin TOW launch tubes.]]&lt;br /&gt;
[[Image:MGS-TOW-2.jpg|thumb|none|600px|After Snake successfully evades the easily-fooled Gekko, they are called away.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
&lt;br /&gt;
The [[M2HB]] is mounted on Stryker APC and MGS variants and HMMWVs in game, and is also the principle dorsal armament of the Gekko bipedal IFVs. They can also occasionally be found mounted in fixed emplacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[Image:MGS4-M2-2.jpg|thumb|none|600px|One of the Praying Mantis PMC's &amp;quot;Gekko&amp;quot; unmanned vehicles, armed with a Protector M151 Remote Weapon Station and twin BGM-71 TOW anti-tank missiles. The Gekko also mounts a lighter machine gun in the &amp;quot;beak,&amp;quot; but this is completely concealed by armour and impossible to identify.]]&lt;br /&gt;
[[Image:MGS4-M2-3.jpg|thumb|none|601px|Strykers in ''MGS4'' also mount the Protector M151 Remote Weapon Station, equipped with an M2 Browning heavy machine gun.]]&lt;br /&gt;
[[Image:MGS4-M2-1.jpg|thumb|none|600px|A Pieuvre Armement PMC Stryker is seen at the start of the second Act.]]&lt;br /&gt;
[[File:MGS4M2HB-1.jpg|thumb|none|600px|Snake mans a Browning M2HB on top of Drebin's Stryker at the end of Act 2. Oddly, despite that the gun is mounted in an M151 Protector RWS, Snake insists on sitting on top of the vehicle to use it.]]&lt;br /&gt;
[[Image:MGS4-M2-4.jpg|thumb|none|600px|In the third Act, the Raven Sword PMC makes extensive use of HMMWV (&amp;quot;Humvee&amp;quot;) light trucks armed with Browning M2 heavy machine guns. While the Young Snake disguise won't get Snake by these, apparently Colonel Campbell is allowed out and about after curfew.]]&lt;br /&gt;
[[Image:MGS4-M2-6.jpg|thumb|none|600px|The combined US Army / Marine taskforce sent to deal with Liquid Ocelot on the Volta in Act 3 turn up in force, including a number of Mark V Special Operations Craft, each armed with four M2 heavy machine guns mounted on the sides of the rear deck.]]&lt;br /&gt;
[[Image:MGS4-M2-5.jpg|thumb|none|600px|Liquid Ocelot's boat in Act 3 is a Swedish-designed Combat Boat 90 modified to mount a turret with what appears to be the AMOS twin 120mm mortar system; this modification has been used on British CB-90s. More normal for the class are the twin M2 Browning heavy machine guns mounted in a compartment forward of the helmsman's position, and visible here behind the FROG soldier on the left.]]&lt;br /&gt;
[[Image:MGS4-M2-7.jpg|thumb|none|600px|The gun cameras on Shadow Moses in Act 4 are based on the M2, with a shortened barrel and a rather undersized drum.]]&lt;br /&gt;
[[Image:MGS4-M2.jpg|thumb|none|600px|Snake sneaks up on a mounted M2 Browning during the game's second Act. Knowing Snake's stealthy ways, it will later find it has much less ammo and is pointed in a different direction, and will never figure out why.]]&lt;br /&gt;
[[File:MGS4M2HB-2.jpg|thumb|none|600px|The M2 Browning mounted on Drebin's Stryker.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M134 Minigun==&lt;br /&gt;
&lt;br /&gt;
During the second Act, soldiers of the Pieuvre Armement PMC are seen wearing suits of powered armour equipped with [[GE M134]] miniguns on their right arms. Oddly, these power suit soldiers only appear as enemies once in the entire game, in one area of the on-rails vehicle section at the end of Act 2, and for plot reasons they never actually attempt to fire the weapon at Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:MGS4-M134.jpg|thumb|none|600px|Two power suits are visible at the top of the shot, both with arm-mounted miniguns.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61A1 Vulcan==&lt;br /&gt;
&lt;br /&gt;
Secondary armament of Metal Gears Rex and Ray is a pair of [[M61 Vulcan]] 20mm rotary guns; Ray mounts them on the tips of the two wing-like underwater propulsion units on its shoulders, while Rex mounts them under the projections either side of the pilot's &amp;quot;beak.&amp;quot; While the latter is claimed to be 30mm by the game, Metal Gear Rex has not changed size since Otacon called them &amp;quot;Vulcan cannons&amp;quot; in ''MGS1'' and the weapons are not large enough to be GAU-8s. The battleship USS ''Missouri'' also mounts M61 Vulcans in her Phalanx CIWS installations.&lt;br /&gt;
&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|General Electric / General Dynamics M61 Vulcan - 20mm.]]&lt;br /&gt;
[[Image:Phalanx.jpg|thumb|none|400px|GE M61 Vulcan in a Phalanx mounting - 20mm]]&lt;br /&gt;
[[Image:MGS4-M61-3.jpg|thumb|none|600px|The damaged cover of Metal Gear Rex's left-hand gun shows it to be a six-barrelled M61 Vulcan, despite the game labelling it as a much larger seven-barrelled 30mm GAU-8.]]&lt;br /&gt;
[[Image:MGS4-M61-2.jpg|thumb|none|600px|As in ''MGS2'', Metal Gear Ray's Vulcans are mounted at the tips of the two propulsor &amp;quot;wings,&amp;quot; forcing the vehicle to position itself incredibly awkwardly to fire. Here, Ray opens fire on Metal Gear Rex in the finale of the fourth Act. The selected weapon for Rex is the &amp;quot;AT missile,&amp;quot; which, as implied by the description in ''MGS1'' (&amp;quot;...a laser semi-active homing weapon that doesn't use wires&amp;quot;) is the AGM-114 Hellfire. Luckily Snake is just as good at ignoring what &amp;quot;semi-active homing&amp;quot; means as his brother was, and the missiles are fire-and-forget.]]&lt;br /&gt;
[[Image:MGS4-M61-1.jpg|thumb|none|600px|In the final Act, Snake's base of operations becomes the USS ''Missouri'', which is recreated in loving detail and the subject of many dramatic shots. Here, a shot of the ''Missouri's'' flank as she approaches the submarine arsenal ship ''Outer Haven'' shows off her Mark 12 5-inch/38 calibre dual-purpose guns, angled RGM-84 Harpoon launch tubes and two of the M61A1 Vulcan cannons in Phalanx installations on her superstructure.]]&lt;br /&gt;
[[Image:MGS4-M61.jpg|thumb|none|600px|As Outer Haven launches a volley of Harpoon anti-ship missiles at the USS ''Missouri'', &amp;quot;Mighty Mo&amp;quot; responds with her dual-purpose guns and Phalanx installations.]]&lt;br /&gt;
&lt;br /&gt;
== Kalashnikov PKT ==&lt;br /&gt;
&lt;br /&gt;
During the first Act, the rebels assault Praying Mantis PMC positions with a Russian BMP-3 IFV. The BMP-3 is the world's most heavily armed IFV, packing in a 2A70 100mm low velocity gun / missile launcher, a coaxial 2A72 30mm autocannon, six 81mm 902V &amp;quot;Tucha&amp;quot; smoke grenade launchers and three [[PK Machine Gun|PKT machine guns]], one coaxial and two bow-mounted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Machine gun PKT.jpg|thumb|400px|none|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
[[Image:MGS4-BMP3.jpg|thumb|600px|none|The rebel BMP makes a grand entrance, firing off its bow-mounted PKT machine guns.]]&lt;br /&gt;
[[Image:MGS4-BMP3-1.jpg|thumb|600px|none|If Snake has been nice to the rebels, this is a happy sight; if not, it may be time to be ''really'' stealthy.]]&lt;br /&gt;
&lt;br /&gt;
==M224 Mortar==&lt;br /&gt;
&lt;br /&gt;
During the first two Acts, a number of [[M224 Mortar]]s set up by rebel forces can be found and used by the player; these are aimed with a HUD indicator showing the round's trajectory, ending in an area-of-effect circle at the point of detonation. They have infinite ammunition.&lt;br /&gt;
&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar - 60mm]]&lt;br /&gt;
[[Image:MGS4-Mortar.jpg|thumb|none|600px|Snake discovers the hard way that the mortar wasn't designed to be used as a pillow.]]&lt;br /&gt;
[[Image:MGS4-Mortar-1.jpg|thumb|none|600px|Vowing to never speak of his bad sleeping experience again, Snake decides to dispose of any witnesses, dropping a 60mm round into his M224 mortar after sighting up a hapless PMC soldier manning an M2 Browning.]]&lt;br /&gt;
[[Image:MGS4-Mortar-2.jpg|thumb|none|600px|Snake admires his handiwork and shows off his amazingly flexible definition of &amp;quot;sneaking mission.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chaingun==&lt;br /&gt;
&lt;br /&gt;
PMC hybrid helicopters based on the Boeing X-50 Dragonfly aircraft / helicopter concept are armed with a chin-mounted [[M230 Chain Gun]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun3.jpg|thumb|none|400px|Hughes/Alliant Techsystems M230 Chain Gun - 30mm]] &lt;br /&gt;
[[Image:MGS4-M230-2.jpg|thumb|none|600px|A PMC attack helicopter comes in to support Praying Mantis troops during the first level, showing off its chin-mounted M230. While these helicopters appear many times during the game, they never receive a name; they were finally given the name &amp;quot;Hammerhead&amp;quot; in ''[[Metal Gear Rising: Revengeance]]''.]]&lt;br /&gt;
[[Image:MGS4-M230.jpg|thumb|none|600px|Snake sights up a PMC attack helicopter with his VSS Vintorez as it fires its chaingun at rebels nearby. This is unlikely to end well for him.]]&lt;br /&gt;
[[Image:MGS4-M230-1.jpg|thumb|none|600px|One of the PMC hybrid helicopters in &amp;quot;jet&amp;quot; mode. They are never encountered like this during gameplay, only during the early cutscenes of Act 1. It's worth noting that the real X-50 Dragonfly program was axed due to &amp;quot;inherent design flaws,&amp;quot; with neither prototype ever successfully transitioning from rotary-wing to fixed-wing flight.]]&lt;br /&gt;
&lt;br /&gt;
==M240C==&lt;br /&gt;
&lt;br /&gt;
The [[FN_MAG#M240_Machine_Gun|M240C]] is seen mounted coaxially on the remaining Abrams tank in Shadow Moses Island's tank hangar.&lt;br /&gt;
&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|400px|M240C vehicle coaxial-mount version - 7.62x51mm]]&lt;br /&gt;
[[Image:MGS4-M240C.jpg|thumb|none|600px|Snake admires the remaining Abrams in the tank hangar, standing under the M256 120mm L/44 main gun. Note the CIS mounted on top of the turret right of the commander's Browning M2; apparently the magical elves which have been maintaining Metal Gear Rex since the island was abandoned took time out to update ''MGS1's'' M1A1 to A2 standard.]]&lt;br /&gt;
[[Image:MGS4-M240C-1.jpg|thumb|none|600px|A view from the upper walkway of the tank hangar. ''MGS4'' doesn't take sides on whether the Abrams in the first game had two Browning M2s as in ''Metal Gear Solid'' or an M2 and an M240D as in ''Twin Snakes''; the remaining tank in the hangar has no loader's weapon at all.]]&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
&lt;br /&gt;
Liquid Snake's crashed Hind-D can be found in the snowfield around the Comm Towers in Act 4, with the chin-mounted [[Yakushev-Borzov Yak-B]] gatling gun buried in the snow. Other Hinds can be seen in the PMC advertisements at the very beginning of the game; at least one of those seen, however, is a Hind-A which would have a different, single-barrel chin gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:YakB-12.7.jpg|thumb|none|400px|Yakushev-Borzov Yak-B machine gun - 12.7x108mm]]&lt;br /&gt;
[[Image:MGS4-Hind-2.jpg|thumb|none|600px|Snake finds the crashed Hind-D in a corner of the snowfield. &amp;quot;Bad dog! What did Snake tell you about destroying the helicopter?&amp;quot;]]&lt;br /&gt;
[[Image:MGS4-Hind-1.jpg|thumb|none|600px|During one of the introduction's confusing PMC commercials, an Mi-24 Hind-A is briefly visible circling two people in vaguely Middle-Eastern dress; it can be identified as such by the early &amp;quot;greenhouse&amp;quot; side-by-side cockpit rather than the later twin bubble canopy. This means it would mount a single-barrel gun rather than a Yak-B; it is included here for the sake of noting this.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rail Gun&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The fictional handheld railgun used by Fortune in ''[[Metal Gear Solid 2: Sons of Liberty|MGS2]]'' returns in ''Metal Gear Solid 4'' attached to the quadrupedal armour of B&amp;amp;B Corps member Crying Wolf; the weapon is mounted to the &amp;quot;Beast&amp;quot; armour's shoulder, and can only be used when the cockpit is open. Following the battle, the railgun is made available to the player for free; it features a 3-step charge up activated by aiming the weapon and a digital scope with a charge level indicator. The gun no longer has the issues with runaway firing described in ''Metal Gear Solid 2'', where it was stated the project was cancelled for this reason and only Fortune with her &amp;quot;good luck&amp;quot; could use it effectively. Despite the railgun being roughly the size of a motorcycle, it apparently still somehow fits inside the foot-tall Metal Gear Mk. 2 and Snake has no trouble hefting it and aiming it outside of the one cutscene where he initially picks it up. It also does not produce deafening sonic booms despite the ridiculous muzzle energy figure stated in ''MGS2'', which would require it accelerate its projectiles to Mach 42 (about twice escape velocity) even if they are assumed to be as heavy as 20mm cannon projectiles.&lt;br /&gt;
&lt;br /&gt;
The railgun itself seems to have been created using either the same wooden motion capture prop as the one used for ''Metal Gear Solid 2's'' MoCap work or a reproduction of it; the design incorporates elements of a number of experimental and prototype high-tech weapons, but the weapon as a whole is a work of fiction.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGS4-Railgun.jpg|thumb|none|601px|&amp;quot;Railgun&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Railgun-1.jpg|thumb|none|600px|Snake continues to make a mockery of the idea that he keeps his inventory in anything resembling a backpack.]]&lt;br /&gt;
[[Image:MGS4-Railgun-6.jpg|thumb|none|600px|Reloading the railgun; note the magazine in Snake's left hand is proportioned like a pistol mag, since it only contains projectiles with no propellant.]]&lt;br /&gt;
[[Image:MGS4-Railgun-5.jpg|thumb|none|600px|Snake uses the scope of the railgun to sight up a Gekko hanging from the ceiling in Shadow Moses' casting and rolling facility. The horizontal bars fill in as it charges, while the lower vertical bar is an ammunition counter.]]&lt;br /&gt;
[[Image:MGS4-Railgun-2.jpg|thumb|none|600px|With the Railgun slung over the right shoulder, Crying Wolf's quadrupedal &amp;quot;beast&amp;quot; armour manages the entirely impossible feat of stopping and then lifting a Caterpillar D9 bulldozer with an Israeli-standard up-armour package. This vehicle weighs as much as a main battle tank, and no matter how strong the &amp;quot;beast&amp;quot; is its legs would dig into the ground before it could ever hope to pull this off.]]&lt;br /&gt;
[[Image:MGS4-Railgun-3.jpg|thumb|none|600px|Three Acts later, Crying Wolf takes aim at Snake in the snowfield on Shadow Moses island; strangely, in this cutscene the railgun has an analog zoom on the scope rather than the two-setting digital zoom it has when Snake uses it. This is also the only time the railgun is seen with the armature extended when it isn't being charged.]]&lt;br /&gt;
[[Image:MGS4-Railgun-4.jpg|thumb|none|600px|Snake hefts the railgun as he prepares to take on a force of Gekko bent on destroying Metal Gear Rex's hangar. Despite that he could barely lift it when he picked it up after defeating Crying Wolf, he uses it just fine the rest of the time.]]&lt;br /&gt;
&lt;br /&gt;
==Tanegashima==&lt;br /&gt;
&lt;br /&gt;
A Japanese clone of a Portugese muzzleloading matchlock arquebus design, the [[Tanegashima]] is basically a joke weapon that can only be reloaded while standing, taking a lot of time to do so for only moderate damage and accuracy; costing one million Drebin Points, it's a very expensive joke at that. However, there is a one-third chance that when the Tanegashima is fired outdoors it will instead summon a tornado, travelling in the direction the muzzle was aimed, which will knock enemies down and scatter their items everywhere. It is extremely silly.&lt;br /&gt;
&lt;br /&gt;
[[Image:TanegashimaGun.jpg|thumb|none|400px|Japanese &amp;quot;Tanegashima&amp;quot; matchlock arquebus. Tanegashima was the site of the first contact Japan had with European traders, and these firearms were copies of traded Portugese guns.]]&lt;br /&gt;
[[Image:MGS4-Musket.jpg|thumb|none|601px|&amp;quot;Tanegashima&amp;quot; arquebus on the item menu. Note this weapon is rather ridiculously placed in the &amp;quot;Assault Rifle&amp;quot; class, when it could have just as easily have been placed in the &amp;quot;Other&amp;quot; class ingame.]]&lt;br /&gt;
[[Image:MGS4-Musket-1.jpg|thumb|none|600px|Snake aims down the iron sight of his Tanegashima arquebus. Note that only one end of the match is lit; typically on a real matchlock, both ends would be lit in case one end was extinguished accidentally.]]&lt;br /&gt;
[[Image:MGS4-Musket-2.jpg|thumb|none|600px|Reloading involves a suitable amount of fiddling around with the weapon's ramrod, followed by a series of hard-to-make-out actions which are presumably refilling the flash pan, resetting the serpentine and replacing the match.]]&lt;br /&gt;
[[Image:MGS4-Musket-3.jpg|thumb|none|600px|Sometimes it's even worth it.]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User_talk:Pokeria1&amp;diff=1131407</id>
		<title>User talk:Pokeria1</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User_talk:Pokeria1&amp;diff=1131407"/>
		<updated>2017-10-06T21:28:53Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Portable Ops article incompletion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Snake's Revenge ==&lt;br /&gt;
&lt;br /&gt;
Your page for [[Snake's Revenge]] is not up to standard and will be deleted shortly. If you want to create the page, please look at other pages to see the proper format. If you have questions, feel free to ask. --[[User:Zackmann08|Zackmann08]] 12:18, 12 July 2012 (CDT)&lt;br /&gt;
:Yeah, I tried to base the format on that of ''Metal Gear Solid 2'''s article on this site. I can't say I've done it perfectly, though. Any suggestions to perfect it? [[User:Pokeria1|Pokeria1]] 12:28, 12 July 2012 (CDT)&lt;br /&gt;
Was about to post this on the [[Snake's Revenge]] page but got deleted whilst writing it so will put it here. The problem is that the site only lists guns that have weapons based on real guns. With older games like this they are not really based on anything, they are just generic weapons that are modelled more on what can be done with the graphics rather than to match them to an existing weapon. Basically, this game can never have a page as the depictions of the weapons are not up to the minimum standard required.  --[[User:Commando552|commando552]] 13:14, 12 July 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Speargun ==&lt;br /&gt;
&lt;br /&gt;
In general, a non-gunpowder weapon needs some actual reason to be on the page; either it fires explosive projectiles (Rambo exemption), we know what make and model it is (trivia exemption) or it's an equippable inventory item in a videogame (completeness exemption, only reason you should ever list molotovs). I knew the speargun was there when I made the page (since I was working with video footage of almost the entire game, excluding skipping a few non-gunny cutscenes for the sake of my hard drive) but I didn't think it was really worth listing. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 07:48, 23 December 2012 (EST)&lt;br /&gt;
:Okay. Can you at least tell me what model the Speargun is or even if that kind of speargun exists in real life so I can mention it on the Metal Gear Wiki? [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 13:53, 23 December 2012 (EST)&lt;br /&gt;
::I'd assume it's real since the PMC commercials are filmed with live actors (the other weapons in the PMC commercials are most likely Airsoft imitations due to Japan's gun laws, but I don't think a tension-operated speargun is classified as a firearm), but I can't say I know anything about speargun makes and models. It looks like it's a big fake barrel surround built around a real one to hide that it isn't actually loaded, the projectile is rather obvious CGI. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:06, 23 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Phantom Pain ==&lt;br /&gt;
&lt;br /&gt;
If you create a page, then the onus is on YOU to prove that it is eligible. You can recreate the page when you have something more. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 00:38, 28 March 2013 (EDT)&lt;br /&gt;
:Look, I'm sorry if I was unable to prove it is eligable, and that I failed that onus. However, I'm not very good at IDing weaponry. Here's a video from the Phantom Pain: http://www.youtube.com/watch?v=t1ZQ5XBCmzs&amp;amp;feature=player_embedded [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 08:53, 28 March 2013 (EDT)&lt;br /&gt;
::Post some caps then. We can help with the IDs. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 09:00, 28 March 2013 (EDT)&lt;br /&gt;
:::I'll give you the screencaps, but I can't guarantee they'll be my own. I'm also not good at doing screencaps, but I'll do the best I can when I have time. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 12:42, 28 March 2013 (EDT)&lt;br /&gt;
::::Please see [[User:Ben41#Screen_capturing_Tips|here]] for screencapping directions. Since it's a youtube video, you'll probably have to use Fast Stone Image Viewer. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 12:53, 28 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Snake Eater==&lt;br /&gt;
It doesn't matter what they're called in the game, we go with what they are. That's why this site exists. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:55, 19 February 2015 (EST)&lt;br /&gt;
:Fine, but can we at LEAST mention that the game refers to them as Claymores? I really don't like it when something like that is not addressed on the page, especially when the game actually refers to them as Claymores. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 14:04, 19 February 2015 (EST)&lt;br /&gt;
::That will be fine. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:06, 19 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Portable Ops ==&lt;br /&gt;
&lt;br /&gt;
Well, if someone gets screenshots for it, sure. Also, please don't write articles in the past tense, I know the MGS wiki treats the game events as things that ''have'' happened, but we treat them as things that ''do'' happen. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:37, 11 December 2016 (EST)&lt;br /&gt;
:Roger that. Have asked GameFAQs if either the Vita or PSTV have image sharing capabilities. If they do, great, I'll get a PSVita in the future so I can get the PSN Portable Ops and Portable Ops Plus so as to ensure I can get images from in-game and then upload them here. However, it probably won't be for a while since I'm currently busy trying to get the Event FOB prizes, boost my unit levels, and waiting for a good opportunity to get my Japanese Xbox 360 so I can take care of some Wiki-related elements for Peace Walker HD. That, plus trying to practice Python Programming and uploading various artwork onto DeviantArt. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 15:11, 23 December 2016 (EST)&lt;br /&gt;
::The Vita does have a screenshot feature but it doesn't work with emulated PSP games (it's also disabled for the Vita Resistance game so people couldn't show off how awful it is), but I think newer Vitas have a port for image output that you can plug into a capture device, don't know about PSTV. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 01:42, 24 December 2016 (EST)&lt;br /&gt;
:::Okay, I'll consider getting a newer Vita. Though, can you tell me what are good capture devices to plug the PS Vita into so I can ensure I can get top-quality images from Portable Ops? [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 05:06, 24 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Portable Ops ==&lt;br /&gt;
&lt;br /&gt;
Kojima has also gone on record stating some parts of it &amp;quot;don't fit,&amp;quot; and while some images from it turned up later, very few references to the actual plot did, to the point you don't really need to know anything about it to understand the overall timeline. You're misquoting the IGN article: Kojima's basically saying there that he didn't want to write 4 until the plot for PO was finalised, I'd assume just in case he felt like grabbing something from it.&lt;br /&gt;
&lt;br /&gt;
Plus, you know, it doesn't actually ''fit'' the overall timeline and it's really deeply stupid. The overall approach seems rather like Kojima's approach to MG 1 and 2: they ''happened'', but no specific thing from them necessarily happened. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:18, 4 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Problem with that statement is that, technically, some parts of any of the games &amp;quot;don't fit,&amp;quot; not just Portable Ops or the MSX2 games. Like, for example, Big Boss not believing in ESP in MGSV despite the fact that he encountered the Sorrow, a character who had ESP, and he was affected enough by the experience that he reluctantly told Zero about it. Or how about how in MGS4, several characters, from Campbell to Raiden to Rosemary to even Snake himself explicitly mentioned that Raiden was a former member of FOXHOUND despite MGS2 making VERY clear that FOXHOUND was defunct? Or how Crying Wolf and even Solid Snake was using Fortune's Rail Gun despite the fact that it was explicitly stated to be far too dangerous to even wield due to the accidental discharge, with it being speculated that Fortune could only use it due to her &amp;quot;supernatural luck&amp;quot;, or how Miller acted as though he actually believed Paz's story in Ground Zeroes despite both Peace Walker and even The Phantom Pain making clear he knew it wasn't true and even admitted it to Big Boss in the former, or how the events of In the Darkness of Shadow Moses, and especially The Shocking Conspiracy Behind Shadow Moses, both of which were vital to the plot of MGS2, simply could not have happened due to the fact that they outright abandoned Shadow Moses immediately afterward under the pretense of global warming. For the record, all of that is completely ignoring Portable Ops or the MSX2 games. Even Hideo Kojima stated he'd gladly retcon the heck out of any story if it at least makes the story &amp;quot;more interesting.&amp;quot; And that was said recently. We can't use inconsistencies to denounce the game as not fitting into the timeline. If we did, we wouldn't even ''HAVE'' a timeline due to how notoriously retcon-happy Kojima is with his games. And as far as whether it's really deeply stupid, that's not enough to denounce it either. By that logic, we might as well dismiss Metal Gear Solid V or Metal Gear Solid: Peace Walker, or Metal Gear Solid 4, or especially Metal Gear Solid 2 for being &amp;quot;really deeply stupid&amp;quot; as well. Heck, if anything, I actually could follow the storyline for Portable Ops a ''LOT'' better than the above games or even ''Metal Gear Solid'', where they randomly had plot twists just for the sake of a plot twist no one could see coming (Liquid being Miller and planning everything, the mess that was MGS2 especially when a lot of the plot could have been avoided if Snake just warned Raiden about the S3 Plan the second he found out about it rather than using him and backstabbing as much as the next guy, or how Liquid Ocelot's plan in reality would NEVER work even without FOXALIVE stopping him due to the materials for modern civilization pre-existing the Patriots or even the Philosophers, and even for those that would be negatively affected, it would literally only be a minor inconvenience rather than an apocalyptic scenario, and that if anything FOXALIVE may have left things even WORSE off than before in ''MGS4'', or how in MGSV, Skull Face's whole &amp;quot;plan&amp;quot; had a pretty critical flaw in that it would most likely make Navajo the dominant strain which he can't stop.). [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 08:30, 4 October 2017 (EDT)&lt;br /&gt;
::When Hideo Kojima says some parts of those games don't fit, that will matter. Also, most of those are wrong anyway: for example, the fact that Big Boss encountered a ghost doesn't necessarily mean he ''believed'' he encountered a ghost, or that he continued to believe it (or that he believed the ghost had ESP while it was alive), and Crying Wolf's railgun has obvious functional differences to the gun when it was used by Fortune that suggest it was modified (specifically, needing to charge between shots, which ''would'' deal with the problem with runaway fire that the original seemed to have). I'm not getting into a debate on what is or isn't canon,  the text on the page now is fine.&lt;br /&gt;
::Also, calm down. It's a decade-old game most people don't even remember existed, I think it will survive people noting that it doesn't get much acknowledgement in the series it's supposed to be part of. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:44, 4 October 2017 (EDT)&lt;br /&gt;
:::Actually, the fact that he would be shaken enough after the fact that he actually told Zero about it when he asked, albeit reluctantly, suggests he DID in fact believe it, and continued to believe it. Also, Sigint, in a mandatory conversation immediately after the battle, specifically mentioned that he had ESP when explaining who The Sorrow was, so he definitely would have believed it by that point. Also, I remembered something else: In Metal Gear Solid 2, Snake clearly witnessed Liquid Ocelot, twice, and made no indication whatsoever that he didn't believe the claim that he came back from the grave. In Metal Gear Solid 4, he expressed shock and disbelief that Liquid had come back from the grave and acted as though that was the first time he ever heard of it (&amp;quot;I watched him die...&amp;quot;). And believe me, I could name more direct contradictions between various games that AREN'T named Portable Ops or the MSX2 games if I so desire. Also, if we're to go by that route, he also admitted that all the games essentially aren't canon anyways since he doesn't care about consistencies (and the entire POINT behind canon is consistency). Proof can be found [http://img4.wikia.nocookie.net/__cb20140906120035/metalgear/images/b/b4/MGS3Info2.jpg here] and [http://kotaku.com/metal-gear-solid-v-might-break-canon-but-kojima-says-t-1462498245  here]. And I am being very calm, actually. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 08:53, 4 October 2017 (EDT)&lt;br /&gt;
::::That doesn't mean he believed the ghost had ESP, even SIGINT had his usual skepticism at the idea that The Sorrow had any kind of powers, and it does not follow that he continued believing something forever just because he thought it happened to him once: it's quite common for people to slowly rationalise things that happen to them over time. As for the second point, he didn't express &amp;quot;shock and disbelief&amp;quot; at all, he just angrily grumbles that he watched the guy die (with the implication that this tends to stop people from doing things). And saying he's happy to be inconsistent if it makes a better story doesn't mean that he considers nothing to be part of the timeline, that doesn't follow at all. &lt;br /&gt;
::::This is all a red herring argument anyway: it doesn't matter what ''else'' is or isn't consistent. Stop bringing up things we're not talking about. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 09:05, 4 October 2017 (EDT)&lt;br /&gt;
:::::Considering the fact that Big Boss is the same guy who gets nightmares over Vampires and actually believes Santa Claus exists, I have a very hard time believing he doesn't believe that The Sorrow had ESP. And as far as Liquid Ocelot, it's pretty clear that if he actually witnessed Liquid during MGS2, he would have said &amp;quot;yeah, I remember that, I lost track of him during the Big Shell Incident...&amp;quot;. That at least has him acknowledging directly that he had encountered him before instead of a &amp;quot;I watched him die...&amp;quot; as if he didn't even anticipate Liquid was actually back from the dead despite witnessing it twice beforehand.&lt;br /&gt;
:::::And it's not a red herring because canonicity, or fitting into the timeline, requires absolute consistency, barring character development within a set story. If we are going to claim something's &amp;quot;inconsistent&amp;quot; in the series as a reason to claim it's non-canon, it has to apply to ALL works. All or nothing, so yes, it has absolute relevancy to the subject at hand. I know if I were Kojima, I wouldn't DARE make any inconsistencies in the canon, not even ignore minor bits of canon. In other words, I'd make clear, even if Snake sounds like an android as a result, that he remembers Liquid Ocelot from two prior events. And when Kojima specifically states he ignores canon to make a story better, in other words, completely ignores consistency, yes, it actually DOES matter what else is or isn't consistent. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 09:15, 4 October 2017 (EDT)&lt;br /&gt;
::::::I don't care and to be honest neither should you. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 09:17, 4 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Portable Ops screenshots ==&lt;br /&gt;
&lt;br /&gt;
Feel free to add more screenshots to Portable Ops if you can get them. I'd recommend using the PPSSPP emulator for PSP if you have powerful PC hardware. Otherwise, if you have a hacked PSP, I'd use screenshot plugins like PRXshot v0.4.0.--[[User:Ssantusky|Ssantusky]] ([[User talk:Ssantusky|talk]]) 20:14, 5 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Don't have one, but I'll probably try to see if I can get one, assuming it's legal. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 13:44, 6 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Portable Ops article incompletion ==&lt;br /&gt;
&lt;br /&gt;
The article has been tagged for incompletion again. I would advise against trying to fill this article with many weapons that you don't have screenshots for comparison, as this article already got deleted once due to incompletion. I filled out the Claymore section because, as you said, the weapon is indeed named as such in-game, but I personally wouldn't keep adding up every obscure weapon reference that can't be backed by clear proof, as the article might be deleted again due to incompletion, and we've been warned enough. I would like this article to remain here as much as you do, and I don't think it will if stuff keeps getting added that can't be backed up. Feel free to dismiss this suggestion since I'm new here, but I think it's the best way to go. Thanks.&lt;br /&gt;
--[[User:Ssantusky|Ssantusky]] ([[User talk:Ssantusky|talk]]) 16:43, 6 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'll see what I can do. However, I should note that some of the images you did upload are technically of poor quality, so you might want to upload newer images when you can. In particular, the SOPMOD and the M4A1 needs higher quality images (I think you may have used my images from Metal Gear Wiki). [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 17:11, 6 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:EDIT: Okay, I've uploaded the RGD-5, Stun, Smoke, and Liquid Nitrogen grenade icons. However, I cannot upload either the Davy Crockett or the Chaff Grenade images/icons due to them being .png files, which isn't supported in this database. What I'm essentially saying is, you're on your own regarding those. As far as the M1919 image, we're going to need a clean shot of the M1919 guns actually being fired by RAXA during the boss battle, same deal with Python's M16A1/M203 grenade launcher weapon, so, again, you're on your own there. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 17:28, 6 October 2017 (EDT)&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User_talk:Pokeria1&amp;diff=1131406</id>
		<title>User talk:Pokeria1</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User_talk:Pokeria1&amp;diff=1131406"/>
		<updated>2017-10-06T21:27:33Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Portable Ops article incompletion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Snake's Revenge ==&lt;br /&gt;
&lt;br /&gt;
Your page for [[Snake's Revenge]] is not up to standard and will be deleted shortly. If you want to create the page, please look at other pages to see the proper format. If you have questions, feel free to ask. --[[User:Zackmann08|Zackmann08]] 12:18, 12 July 2012 (CDT)&lt;br /&gt;
:Yeah, I tried to base the format on that of ''Metal Gear Solid 2'''s article on this site. I can't say I've done it perfectly, though. Any suggestions to perfect it? [[User:Pokeria1|Pokeria1]] 12:28, 12 July 2012 (CDT)&lt;br /&gt;
Was about to post this on the [[Snake's Revenge]] page but got deleted whilst writing it so will put it here. The problem is that the site only lists guns that have weapons based on real guns. With older games like this they are not really based on anything, they are just generic weapons that are modelled more on what can be done with the graphics rather than to match them to an existing weapon. Basically, this game can never have a page as the depictions of the weapons are not up to the minimum standard required.  --[[User:Commando552|commando552]] 13:14, 12 July 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Speargun ==&lt;br /&gt;
&lt;br /&gt;
In general, a non-gunpowder weapon needs some actual reason to be on the page; either it fires explosive projectiles (Rambo exemption), we know what make and model it is (trivia exemption) or it's an equippable inventory item in a videogame (completeness exemption, only reason you should ever list molotovs). I knew the speargun was there when I made the page (since I was working with video footage of almost the entire game, excluding skipping a few non-gunny cutscenes for the sake of my hard drive) but I didn't think it was really worth listing. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 07:48, 23 December 2012 (EST)&lt;br /&gt;
:Okay. Can you at least tell me what model the Speargun is or even if that kind of speargun exists in real life so I can mention it on the Metal Gear Wiki? [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 13:53, 23 December 2012 (EST)&lt;br /&gt;
::I'd assume it's real since the PMC commercials are filmed with live actors (the other weapons in the PMC commercials are most likely Airsoft imitations due to Japan's gun laws, but I don't think a tension-operated speargun is classified as a firearm), but I can't say I know anything about speargun makes and models. It looks like it's a big fake barrel surround built around a real one to hide that it isn't actually loaded, the projectile is rather obvious CGI. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:06, 23 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Phantom Pain ==&lt;br /&gt;
&lt;br /&gt;
If you create a page, then the onus is on YOU to prove that it is eligible. You can recreate the page when you have something more. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 00:38, 28 March 2013 (EDT)&lt;br /&gt;
:Look, I'm sorry if I was unable to prove it is eligable, and that I failed that onus. However, I'm not very good at IDing weaponry. Here's a video from the Phantom Pain: http://www.youtube.com/watch?v=t1ZQ5XBCmzs&amp;amp;feature=player_embedded [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 08:53, 28 March 2013 (EDT)&lt;br /&gt;
::Post some caps then. We can help with the IDs. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 09:00, 28 March 2013 (EDT)&lt;br /&gt;
:::I'll give you the screencaps, but I can't guarantee they'll be my own. I'm also not good at doing screencaps, but I'll do the best I can when I have time. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 12:42, 28 March 2013 (EDT)&lt;br /&gt;
::::Please see [[User:Ben41#Screen_capturing_Tips|here]] for screencapping directions. Since it's a youtube video, you'll probably have to use Fast Stone Image Viewer. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 12:53, 28 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Snake Eater==&lt;br /&gt;
It doesn't matter what they're called in the game, we go with what they are. That's why this site exists. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:55, 19 February 2015 (EST)&lt;br /&gt;
:Fine, but can we at LEAST mention that the game refers to them as Claymores? I really don't like it when something like that is not addressed on the page, especially when the game actually refers to them as Claymores. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 14:04, 19 February 2015 (EST)&lt;br /&gt;
::That will be fine. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:06, 19 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Portable Ops ==&lt;br /&gt;
&lt;br /&gt;
Well, if someone gets screenshots for it, sure. Also, please don't write articles in the past tense, I know the MGS wiki treats the game events as things that ''have'' happened, but we treat them as things that ''do'' happen. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:37, 11 December 2016 (EST)&lt;br /&gt;
:Roger that. Have asked GameFAQs if either the Vita or PSTV have image sharing capabilities. If they do, great, I'll get a PSVita in the future so I can get the PSN Portable Ops and Portable Ops Plus so as to ensure I can get images from in-game and then upload them here. However, it probably won't be for a while since I'm currently busy trying to get the Event FOB prizes, boost my unit levels, and waiting for a good opportunity to get my Japanese Xbox 360 so I can take care of some Wiki-related elements for Peace Walker HD. That, plus trying to practice Python Programming and uploading various artwork onto DeviantArt. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 15:11, 23 December 2016 (EST)&lt;br /&gt;
::The Vita does have a screenshot feature but it doesn't work with emulated PSP games (it's also disabled for the Vita Resistance game so people couldn't show off how awful it is), but I think newer Vitas have a port for image output that you can plug into a capture device, don't know about PSTV. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 01:42, 24 December 2016 (EST)&lt;br /&gt;
:::Okay, I'll consider getting a newer Vita. Though, can you tell me what are good capture devices to plug the PS Vita into so I can ensure I can get top-quality images from Portable Ops? [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 05:06, 24 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Portable Ops ==&lt;br /&gt;
&lt;br /&gt;
Kojima has also gone on record stating some parts of it &amp;quot;don't fit,&amp;quot; and while some images from it turned up later, very few references to the actual plot did, to the point you don't really need to know anything about it to understand the overall timeline. You're misquoting the IGN article: Kojima's basically saying there that he didn't want to write 4 until the plot for PO was finalised, I'd assume just in case he felt like grabbing something from it.&lt;br /&gt;
&lt;br /&gt;
Plus, you know, it doesn't actually ''fit'' the overall timeline and it's really deeply stupid. The overall approach seems rather like Kojima's approach to MG 1 and 2: they ''happened'', but no specific thing from them necessarily happened. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:18, 4 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Problem with that statement is that, technically, some parts of any of the games &amp;quot;don't fit,&amp;quot; not just Portable Ops or the MSX2 games. Like, for example, Big Boss not believing in ESP in MGSV despite the fact that he encountered the Sorrow, a character who had ESP, and he was affected enough by the experience that he reluctantly told Zero about it. Or how about how in MGS4, several characters, from Campbell to Raiden to Rosemary to even Snake himself explicitly mentioned that Raiden was a former member of FOXHOUND despite MGS2 making VERY clear that FOXHOUND was defunct? Or how Crying Wolf and even Solid Snake was using Fortune's Rail Gun despite the fact that it was explicitly stated to be far too dangerous to even wield due to the accidental discharge, with it being speculated that Fortune could only use it due to her &amp;quot;supernatural luck&amp;quot;, or how Miller acted as though he actually believed Paz's story in Ground Zeroes despite both Peace Walker and even The Phantom Pain making clear he knew it wasn't true and even admitted it to Big Boss in the former, or how the events of In the Darkness of Shadow Moses, and especially The Shocking Conspiracy Behind Shadow Moses, both of which were vital to the plot of MGS2, simply could not have happened due to the fact that they outright abandoned Shadow Moses immediately afterward under the pretense of global warming. For the record, all of that is completely ignoring Portable Ops or the MSX2 games. Even Hideo Kojima stated he'd gladly retcon the heck out of any story if it at least makes the story &amp;quot;more interesting.&amp;quot; And that was said recently. We can't use inconsistencies to denounce the game as not fitting into the timeline. If we did, we wouldn't even ''HAVE'' a timeline due to how notoriously retcon-happy Kojima is with his games. And as far as whether it's really deeply stupid, that's not enough to denounce it either. By that logic, we might as well dismiss Metal Gear Solid V or Metal Gear Solid: Peace Walker, or Metal Gear Solid 4, or especially Metal Gear Solid 2 for being &amp;quot;really deeply stupid&amp;quot; as well. Heck, if anything, I actually could follow the storyline for Portable Ops a ''LOT'' better than the above games or even ''Metal Gear Solid'', where they randomly had plot twists just for the sake of a plot twist no one could see coming (Liquid being Miller and planning everything, the mess that was MGS2 especially when a lot of the plot could have been avoided if Snake just warned Raiden about the S3 Plan the second he found out about it rather than using him and backstabbing as much as the next guy, or how Liquid Ocelot's plan in reality would NEVER work even without FOXALIVE stopping him due to the materials for modern civilization pre-existing the Patriots or even the Philosophers, and even for those that would be negatively affected, it would literally only be a minor inconvenience rather than an apocalyptic scenario, and that if anything FOXALIVE may have left things even WORSE off than before in ''MGS4'', or how in MGSV, Skull Face's whole &amp;quot;plan&amp;quot; had a pretty critical flaw in that it would most likely make Navajo the dominant strain which he can't stop.). [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 08:30, 4 October 2017 (EDT)&lt;br /&gt;
::When Hideo Kojima says some parts of those games don't fit, that will matter. Also, most of those are wrong anyway: for example, the fact that Big Boss encountered a ghost doesn't necessarily mean he ''believed'' he encountered a ghost, or that he continued to believe it (or that he believed the ghost had ESP while it was alive), and Crying Wolf's railgun has obvious functional differences to the gun when it was used by Fortune that suggest it was modified (specifically, needing to charge between shots, which ''would'' deal with the problem with runaway fire that the original seemed to have). I'm not getting into a debate on what is or isn't canon,  the text on the page now is fine.&lt;br /&gt;
::Also, calm down. It's a decade-old game most people don't even remember existed, I think it will survive people noting that it doesn't get much acknowledgement in the series it's supposed to be part of. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:44, 4 October 2017 (EDT)&lt;br /&gt;
:::Actually, the fact that he would be shaken enough after the fact that he actually told Zero about it when he asked, albeit reluctantly, suggests he DID in fact believe it, and continued to believe it. Also, Sigint, in a mandatory conversation immediately after the battle, specifically mentioned that he had ESP when explaining who The Sorrow was, so he definitely would have believed it by that point. Also, I remembered something else: In Metal Gear Solid 2, Snake clearly witnessed Liquid Ocelot, twice, and made no indication whatsoever that he didn't believe the claim that he came back from the grave. In Metal Gear Solid 4, he expressed shock and disbelief that Liquid had come back from the grave and acted as though that was the first time he ever heard of it (&amp;quot;I watched him die...&amp;quot;). And believe me, I could name more direct contradictions between various games that AREN'T named Portable Ops or the MSX2 games if I so desire. Also, if we're to go by that route, he also admitted that all the games essentially aren't canon anyways since he doesn't care about consistencies (and the entire POINT behind canon is consistency). Proof can be found [http://img4.wikia.nocookie.net/__cb20140906120035/metalgear/images/b/b4/MGS3Info2.jpg here] and [http://kotaku.com/metal-gear-solid-v-might-break-canon-but-kojima-says-t-1462498245  here]. And I am being very calm, actually. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 08:53, 4 October 2017 (EDT)&lt;br /&gt;
::::That doesn't mean he believed the ghost had ESP, even SIGINT had his usual skepticism at the idea that The Sorrow had any kind of powers, and it does not follow that he continued believing something forever just because he thought it happened to him once: it's quite common for people to slowly rationalise things that happen to them over time. As for the second point, he didn't express &amp;quot;shock and disbelief&amp;quot; at all, he just angrily grumbles that he watched the guy die (with the implication that this tends to stop people from doing things). And saying he's happy to be inconsistent if it makes a better story doesn't mean that he considers nothing to be part of the timeline, that doesn't follow at all. &lt;br /&gt;
::::This is all a red herring argument anyway: it doesn't matter what ''else'' is or isn't consistent. Stop bringing up things we're not talking about. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 09:05, 4 October 2017 (EDT)&lt;br /&gt;
:::::Considering the fact that Big Boss is the same guy who gets nightmares over Vampires and actually believes Santa Claus exists, I have a very hard time believing he doesn't believe that The Sorrow had ESP. And as far as Liquid Ocelot, it's pretty clear that if he actually witnessed Liquid during MGS2, he would have said &amp;quot;yeah, I remember that, I lost track of him during the Big Shell Incident...&amp;quot;. That at least has him acknowledging directly that he had encountered him before instead of a &amp;quot;I watched him die...&amp;quot; as if he didn't even anticipate Liquid was actually back from the dead despite witnessing it twice beforehand.&lt;br /&gt;
:::::And it's not a red herring because canonicity, or fitting into the timeline, requires absolute consistency, barring character development within a set story. If we are going to claim something's &amp;quot;inconsistent&amp;quot; in the series as a reason to claim it's non-canon, it has to apply to ALL works. All or nothing, so yes, it has absolute relevancy to the subject at hand. I know if I were Kojima, I wouldn't DARE make any inconsistencies in the canon, not even ignore minor bits of canon. In other words, I'd make clear, even if Snake sounds like an android as a result, that he remembers Liquid Ocelot from two prior events. And when Kojima specifically states he ignores canon to make a story better, in other words, completely ignores consistency, yes, it actually DOES matter what else is or isn't consistent. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 09:15, 4 October 2017 (EDT)&lt;br /&gt;
::::::I don't care and to be honest neither should you. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 09:17, 4 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Portable Ops screenshots ==&lt;br /&gt;
&lt;br /&gt;
Feel free to add more screenshots to Portable Ops if you can get them. I'd recommend using the PPSSPP emulator for PSP if you have powerful PC hardware. Otherwise, if you have a hacked PSP, I'd use screenshot plugins like PRXshot v0.4.0.--[[User:Ssantusky|Ssantusky]] ([[User talk:Ssantusky|talk]]) 20:14, 5 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Don't have one, but I'll probably try to see if I can get one, assuming it's legal. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 13:44, 6 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Portable Ops article incompletion ==&lt;br /&gt;
&lt;br /&gt;
The article has been tagged for incompletion again. I would advise against trying to fill this article with many weapons that you don't have screenshots for comparison, as this article already got deleted once due to incompletion. I filled out the Claymore section because, as you said, the weapon is indeed named as such in-game, but I personally wouldn't keep adding up every obscure weapon reference that can't be backed by clear proof, as the article might be deleted again due to incompletion, and we've been warned enough. I would like this article to remain here as much as you do, and I don't think it will if stuff keeps getting added that can't be backed up. Feel free to dismiss this suggestion since I'm new here, but I think it's the best way to go. Thanks.&lt;br /&gt;
--[[User:Ssantusky|Ssantusky]] ([[User talk:Ssantusky|talk]]) 16:43, 6 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'll see what I can do. However, I should note that some of the images you did upload are technically of poor quality, so you might want to upload newer images when you can. In particular, the SOPMOD and the M4A1 needs higher quality images (I think you may have used my images from Metal Gear Wiki). [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 17:11, 6 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:EDIT: Okay, I've uploaded the RGD-5, Stun, Smoke, and Liquid Nitrogen grenade icons. However, I cannot upload either the Davy Crockett or the Chaff Grenade images/icons due to them being .png files, which isn't supported in this database. What I'm essentially saying is, you're on your own regarding those.&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131405</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131405"/>
		<updated>2017-10-06T21:24:26Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* RGD-5 Grenade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version. Para-Medic and Elisa also comes with this weapon when recruited in an optional mission and/or meeting special conditions and/or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female Soviet officers, certain male Soviet soldiers and officers, and to a lesser extent FOX soldiers use this weapon. Can be procured at the Communications base via a Spy Report. Roy Campbell also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. It can be unlocked by recruiting Teliko from ''Metal Gear Ac!d'' under special conditions. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. Is also used by FOX soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. Major Zero also comes equipped with this weapon when recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. EVA also comes equipped with this weapon when recruited either via a special mission or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the RPG-7 to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Davy Crockett ==&lt;br /&gt;
Although not actually usable in the game, Cunningham had access to a Davy Crockett launcher in the climax of the game. He initially intended to use it after Gene launched the ICBMG into what he believed to be the Soviet Union to discredit the CIA, although after Snake defeated him, in a breach of sanity, he decided to launch the Davy Crocket at Snake. However, it was sent flying out of his hands after his flying platform blew up before he could fire the weapon. According to Cunningham, the Davy Crockett was Soviet-made.&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Grenade==&lt;br /&gt;
The most common hand grenades in the game are Russian RGD-5 hand grenades. They are used by both FOX and Soviet soldiers, and can also be obtained by Big Boss and other recruitable characters in various areas in the game. Using a grenade will trigger an alert.&lt;br /&gt;
[[File:RGD-5 MPO.jpg|thumb|none|400px|RGD-5 menu icon.]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet grenades==&lt;br /&gt;
&lt;br /&gt;
Like in ''Snake Eater'', a fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for four types of in-game grenade: Chaff, Stun, Smoke, and Liquid Nitrogen. &lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, disable any security cameras in the vicinity, and to fool the guidance systems of guided missiles fired at Big Boss. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Stun grenade MPO.jpg|thumb|none|400px|Stun grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. Like in ''Snake Eater'', these are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Smoke Grenade MPO.jpg|thumb|none|400px|Smoke grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
Smoke grenades can be used to deter enemy pursuit and also to drive off attack dogs in later difficulties. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Liquid Nitrogen Grenade MPO.jpg|thumb|none|400px|Liquid Nitrogen grenade menu icon.]]&lt;br /&gt;
&lt;br /&gt;
The LN G (short for &amp;quot;Liquid Nitrogen Grenade&amp;quot;) is a grenade that releases liquid nitrogen to provide quick visual cover and quick distraction of enemies and freezes all the player's deployed equipment and weapons when in proximity of the explosion. The weapon is exclusive to Python, and the only one of his arsenal to actually be included in his inventory after recruiting him.&lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The player can procure claymores like in prior games to use as traps against the enemy. The overall design is similar to that in ''Snake Eater''. Unlike in prior games or later games, however, the player cannot actually retrieve disabled claymores for future use.&lt;br /&gt;
[[File:M18a1 07.jpg‎|thumb|none|400px| M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:claymorempo.jpg‎‎|thumb|none|400px|Claymore hud icon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131404</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131404"/>
		<updated>2017-10-06T21:24:03Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* RGD-5 Grenade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version. Para-Medic and Elisa also comes with this weapon when recruited in an optional mission and/or meeting special conditions and/or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female Soviet officers, certain male Soviet soldiers and officers, and to a lesser extent FOX soldiers use this weapon. Can be procured at the Communications base via a Spy Report. Roy Campbell also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. It can be unlocked by recruiting Teliko from ''Metal Gear Ac!d'' under special conditions. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. Is also used by FOX soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. Major Zero also comes equipped with this weapon when recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. EVA also comes equipped with this weapon when recruited either via a special mission or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the RPG-7 to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Davy Crockett ==&lt;br /&gt;
Although not actually usable in the game, Cunningham had access to a Davy Crockett launcher in the climax of the game. He initially intended to use it after Gene launched the ICBMG into what he believed to be the Soviet Union to discredit the CIA, although after Snake defeated him, in a breach of sanity, he decided to launch the Davy Crocket at Snake. However, it was sent flying out of his hands after his flying platform blew up before he could fire the weapon. According to Cunningham, the Davy Crockett was Soviet-made.&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Grenade==&lt;br /&gt;
[[File:RGD-5 MPO.jpg|thumb|none|400px|RGD-5 menu icon.]]&lt;br /&gt;
The most common hand grenades in the game are Russian RGD-5 hand grenades. They are used by both FOX and Soviet soldiers, and can also be obtained by Big Boss and other recruitable characters in various areas in the game. Using a grenade will trigger an alert.&lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet grenades==&lt;br /&gt;
&lt;br /&gt;
Like in ''Snake Eater'', a fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for four types of in-game grenade: Chaff, Stun, Smoke, and Liquid Nitrogen. &lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, disable any security cameras in the vicinity, and to fool the guidance systems of guided missiles fired at Big Boss. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Stun grenade MPO.jpg|thumb|none|400px|Stun grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. Like in ''Snake Eater'', these are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Smoke Grenade MPO.jpg|thumb|none|400px|Smoke grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
Smoke grenades can be used to deter enemy pursuit and also to drive off attack dogs in later difficulties. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Liquid Nitrogen Grenade MPO.jpg|thumb|none|400px|Liquid Nitrogen grenade menu icon.]]&lt;br /&gt;
&lt;br /&gt;
The LN G (short for &amp;quot;Liquid Nitrogen Grenade&amp;quot;) is a grenade that releases liquid nitrogen to provide quick visual cover and quick distraction of enemies and freezes all the player's deployed equipment and weapons when in proximity of the explosion. The weapon is exclusive to Python, and the only one of his arsenal to actually be included in his inventory after recruiting him.&lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The player can procure claymores like in prior games to use as traps against the enemy. The overall design is similar to that in ''Snake Eater''. Unlike in prior games or later games, however, the player cannot actually retrieve disabled claymores for future use.&lt;br /&gt;
[[File:M18a1 07.jpg‎|thumb|none|400px| M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:claymorempo.jpg‎‎|thumb|none|400px|Claymore hud icon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:RGD-5_MPO.jpg&amp;diff=1131403</id>
		<title>File:RGD-5 MPO.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:RGD-5_MPO.jpg&amp;diff=1131403"/>
		<updated>2017-10-06T21:23:22Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: RGD-5 from ''Metal Gear Solid: Portable Ops''.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RGD-5 from ''Metal Gear Solid: Portable Ops''.&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131402</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131402"/>
		<updated>2017-10-06T21:21:53Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Fictional Soviet grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version. Para-Medic and Elisa also comes with this weapon when recruited in an optional mission and/or meeting special conditions and/or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female Soviet officers, certain male Soviet soldiers and officers, and to a lesser extent FOX soldiers use this weapon. Can be procured at the Communications base via a Spy Report. Roy Campbell also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. It can be unlocked by recruiting Teliko from ''Metal Gear Ac!d'' under special conditions. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. Is also used by FOX soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. Major Zero also comes equipped with this weapon when recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. EVA also comes equipped with this weapon when recruited either via a special mission or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the RPG-7 to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Davy Crockett ==&lt;br /&gt;
Although not actually usable in the game, Cunningham had access to a Davy Crockett launcher in the climax of the game. He initially intended to use it after Gene launched the ICBMG into what he believed to be the Soviet Union to discredit the CIA, although after Snake defeated him, in a breach of sanity, he decided to launch the Davy Crocket at Snake. However, it was sent flying out of his hands after his flying platform blew up before he could fire the weapon. According to Cunningham, the Davy Crockett was Soviet-made.&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Grenade==&lt;br /&gt;
The most common hand grenades in the game are Russian RGD-5 hand grenades. They are used by both FOX and Soviet soldiers, and can also be obtained by Big Boss and other recruitable characters in various areas in the game. Using a grenade will trigger an alert.&lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet grenades==&lt;br /&gt;
&lt;br /&gt;
Like in ''Snake Eater'', a fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for four types of in-game grenade: Chaff, Stun, Smoke, and Liquid Nitrogen. &lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, disable any security cameras in the vicinity, and to fool the guidance systems of guided missiles fired at Big Boss. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Stun grenade MPO.jpg|thumb|none|400px|Stun grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. Like in ''Snake Eater'', these are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Smoke Grenade MPO.jpg|thumb|none|400px|Smoke grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
Smoke grenades can be used to deter enemy pursuit and also to drive off attack dogs in later difficulties. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Liquid Nitrogen Grenade MPO.jpg|thumb|none|400px|Liquid Nitrogen grenade menu icon.]]&lt;br /&gt;
&lt;br /&gt;
The LN G (short for &amp;quot;Liquid Nitrogen Grenade&amp;quot;) is a grenade that releases liquid nitrogen to provide quick visual cover and quick distraction of enemies and freezes all the player's deployed equipment and weapons when in proximity of the explosion. The weapon is exclusive to Python, and the only one of his arsenal to actually be included in his inventory after recruiting him.&lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The player can procure claymores like in prior games to use as traps against the enemy. The overall design is similar to that in ''Snake Eater''. Unlike in prior games or later games, however, the player cannot actually retrieve disabled claymores for future use.&lt;br /&gt;
[[File:M18a1 07.jpg‎|thumb|none|400px| M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:claymorempo.jpg‎‎|thumb|none|400px|Claymore hud icon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131401</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131401"/>
		<updated>2017-10-06T21:21:07Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Fictional Soviet grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version. Para-Medic and Elisa also comes with this weapon when recruited in an optional mission and/or meeting special conditions and/or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female Soviet officers, certain male Soviet soldiers and officers, and to a lesser extent FOX soldiers use this weapon. Can be procured at the Communications base via a Spy Report. Roy Campbell also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. It can be unlocked by recruiting Teliko from ''Metal Gear Ac!d'' under special conditions. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. Is also used by FOX soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. Major Zero also comes equipped with this weapon when recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. EVA also comes equipped with this weapon when recruited either via a special mission or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the RPG-7 to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Davy Crockett ==&lt;br /&gt;
Although not actually usable in the game, Cunningham had access to a Davy Crockett launcher in the climax of the game. He initially intended to use it after Gene launched the ICBMG into what he believed to be the Soviet Union to discredit the CIA, although after Snake defeated him, in a breach of sanity, he decided to launch the Davy Crocket at Snake. However, it was sent flying out of his hands after his flying platform blew up before he could fire the weapon. According to Cunningham, the Davy Crockett was Soviet-made.&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Grenade==&lt;br /&gt;
The most common hand grenades in the game are Russian RGD-5 hand grenades. They are used by both FOX and Soviet soldiers, and can also be obtained by Big Boss and other recruitable characters in various areas in the game. Using a grenade will trigger an alert.&lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet grenades==&lt;br /&gt;
&lt;br /&gt;
Like in ''Snake Eater'', a fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for four types of in-game grenade: Chaff, Stun, Smoke, and Liquid Nitrogen. &lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, disable any security cameras in the vicinity, and to fool the guidance systems of guided missiles fired at Big Boss. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Stun grenade MPO.jpg|thumb|Stun grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. Like in ''Snake Eater'', these are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Smoke Grenade MPO.jpg|thumb|Smoke grenade menu icon]]&lt;br /&gt;
&lt;br /&gt;
Smoke grenades can be used to deter enemy pursuit and also to drive off attack dogs in later difficulties. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Liquid Nitrogen Grenade MPO.jpg|thumb|Liquid Nitrogen grenade menu icon.]]&lt;br /&gt;
&lt;br /&gt;
The LN G (short for &amp;quot;Liquid Nitrogen Grenade&amp;quot;) is a grenade that releases liquid nitrogen to provide quick visual cover and quick distraction of enemies and freezes all the player's deployed equipment and weapons when in proximity of the explosion. The weapon is exclusive to Python, and the only one of his arsenal to actually be included in his inventory after recruiting him.&lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The player can procure claymores like in prior games to use as traps against the enemy. The overall design is similar to that in ''Snake Eater''. Unlike in prior games or later games, however, the player cannot actually retrieve disabled claymores for future use.&lt;br /&gt;
[[File:M18a1 07.jpg‎|thumb|none|400px| M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:claymorempo.jpg‎‎|thumb|none|400px|Claymore hud icon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131400</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131400"/>
		<updated>2017-10-06T21:20:07Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Fictional Soviet grenades */ Adding these in.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version. Para-Medic and Elisa also comes with this weapon when recruited in an optional mission and/or meeting special conditions and/or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female Soviet officers, certain male Soviet soldiers and officers, and to a lesser extent FOX soldiers use this weapon. Can be procured at the Communications base via a Spy Report. Roy Campbell also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. It can be unlocked by recruiting Teliko from ''Metal Gear Ac!d'' under special conditions. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. Is also used by FOX soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. Major Zero also comes equipped with this weapon when recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. EVA also comes equipped with this weapon when recruited either via a special mission or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the RPG-7 to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Davy Crockett ==&lt;br /&gt;
Although not actually usable in the game, Cunningham had access to a Davy Crockett launcher in the climax of the game. He initially intended to use it after Gene launched the ICBMG into what he believed to be the Soviet Union to discredit the CIA, although after Snake defeated him, in a breach of sanity, he decided to launch the Davy Crocket at Snake. However, it was sent flying out of his hands after his flying platform blew up before he could fire the weapon. According to Cunningham, the Davy Crockett was Soviet-made.&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Grenade==&lt;br /&gt;
The most common hand grenades in the game are Russian RGD-5 hand grenades. They are used by both FOX and Soviet soldiers, and can also be obtained by Big Boss and other recruitable characters in various areas in the game. Using a grenade will trigger an alert.&lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet grenades==&lt;br /&gt;
&lt;br /&gt;
Like in ''Snake Eater'', a fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for four types of in-game grenade: Chaff, Stun, Smoke, and Liquid Nitrogen. &lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, disable any security cameras in the vicinity, and to fool the guidance systems of guided missiles fired at Big Boss. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Stun grenade MPO.jpg]]&lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. Like in ''Snake Eater'', these are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Smoke Grenade MPO.jpg]]&lt;br /&gt;
&lt;br /&gt;
Smoke grenades can be used to deter enemy pursuit and also to drive off attack dogs in later difficulties. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[File:Liquid Nitrogen Grenade MPO.jpg]]&lt;br /&gt;
&lt;br /&gt;
The LN G (short for &amp;quot;Liquid Nitrogen Grenade&amp;quot;) is a grenade that releases liquid nitrogen to provide quick visual cover and quick distraction of enemies and freezes all the player's deployed equipment and weapons when in proximity of the explosion. The weapon is exclusive to Python, and the only one of his arsenal to actually be included in his inventory after recruiting him.&lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The player can procure claymores like in prior games to use as traps against the enemy. The overall design is similar to that in ''Snake Eater''. Unlike in prior games or later games, however, the player cannot actually retrieve disabled claymores for future use.&lt;br /&gt;
[[File:M18a1 07.jpg‎|thumb|none|400px| M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:claymorempo.jpg‎‎|thumb|none|400px|Claymore hud icon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Liquid_Nitrogen_Grenade_MPO.jpg&amp;diff=1131399</id>
		<title>File:Liquid Nitrogen Grenade MPO.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Liquid_Nitrogen_Grenade_MPO.jpg&amp;diff=1131399"/>
		<updated>2017-10-06T21:19:34Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: Liquid Nitrogen Grenade from ''Metal Gear Solid: Portable Ops''.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Liquid Nitrogen Grenade from ''Metal Gear Solid: Portable Ops''.&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Smoke_Grenade_MPO.jpg&amp;diff=1131398</id>
		<title>File:Smoke Grenade MPO.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Smoke_Grenade_MPO.jpg&amp;diff=1131398"/>
		<updated>2017-10-06T21:17:34Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: Smoke Grenade from ''Metal Gear Solid: Portable Ops''&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Smoke Grenade from ''Metal Gear Solid: Portable Ops''&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Stun_grenade_MPO.jpg&amp;diff=1131397</id>
		<title>File:Stun grenade MPO.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Stun_grenade_MPO.jpg&amp;diff=1131397"/>
		<updated>2017-10-06T21:15:06Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: Stun Grenade icon from ''Metal Gear Solid: Portable Ops''.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stun Grenade icon from ''[[Metal Gear Solid: Portable Ops]]''.&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User_talk:Pokeria1&amp;diff=1131396</id>
		<title>User talk:Pokeria1</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User_talk:Pokeria1&amp;diff=1131396"/>
		<updated>2017-10-06T21:11:39Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Portable Ops article incompletion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Snake's Revenge ==&lt;br /&gt;
&lt;br /&gt;
Your page for [[Snake's Revenge]] is not up to standard and will be deleted shortly. If you want to create the page, please look at other pages to see the proper format. If you have questions, feel free to ask. --[[User:Zackmann08|Zackmann08]] 12:18, 12 July 2012 (CDT)&lt;br /&gt;
:Yeah, I tried to base the format on that of ''Metal Gear Solid 2'''s article on this site. I can't say I've done it perfectly, though. Any suggestions to perfect it? [[User:Pokeria1|Pokeria1]] 12:28, 12 July 2012 (CDT)&lt;br /&gt;
Was about to post this on the [[Snake's Revenge]] page but got deleted whilst writing it so will put it here. The problem is that the site only lists guns that have weapons based on real guns. With older games like this they are not really based on anything, they are just generic weapons that are modelled more on what can be done with the graphics rather than to match them to an existing weapon. Basically, this game can never have a page as the depictions of the weapons are not up to the minimum standard required.  --[[User:Commando552|commando552]] 13:14, 12 July 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Speargun ==&lt;br /&gt;
&lt;br /&gt;
In general, a non-gunpowder weapon needs some actual reason to be on the page; either it fires explosive projectiles (Rambo exemption), we know what make and model it is (trivia exemption) or it's an equippable inventory item in a videogame (completeness exemption, only reason you should ever list molotovs). I knew the speargun was there when I made the page (since I was working with video footage of almost the entire game, excluding skipping a few non-gunny cutscenes for the sake of my hard drive) but I didn't think it was really worth listing. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 07:48, 23 December 2012 (EST)&lt;br /&gt;
:Okay. Can you at least tell me what model the Speargun is or even if that kind of speargun exists in real life so I can mention it on the Metal Gear Wiki? [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 13:53, 23 December 2012 (EST)&lt;br /&gt;
::I'd assume it's real since the PMC commercials are filmed with live actors (the other weapons in the PMC commercials are most likely Airsoft imitations due to Japan's gun laws, but I don't think a tension-operated speargun is classified as a firearm), but I can't say I know anything about speargun makes and models. It looks like it's a big fake barrel surround built around a real one to hide that it isn't actually loaded, the projectile is rather obvious CGI. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:06, 23 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Phantom Pain ==&lt;br /&gt;
&lt;br /&gt;
If you create a page, then the onus is on YOU to prove that it is eligible. You can recreate the page when you have something more. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 00:38, 28 March 2013 (EDT)&lt;br /&gt;
:Look, I'm sorry if I was unable to prove it is eligable, and that I failed that onus. However, I'm not very good at IDing weaponry. Here's a video from the Phantom Pain: http://www.youtube.com/watch?v=t1ZQ5XBCmzs&amp;amp;feature=player_embedded [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 08:53, 28 March 2013 (EDT)&lt;br /&gt;
::Post some caps then. We can help with the IDs. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 09:00, 28 March 2013 (EDT)&lt;br /&gt;
:::I'll give you the screencaps, but I can't guarantee they'll be my own. I'm also not good at doing screencaps, but I'll do the best I can when I have time. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 12:42, 28 March 2013 (EDT)&lt;br /&gt;
::::Please see [[User:Ben41#Screen_capturing_Tips|here]] for screencapping directions. Since it's a youtube video, you'll probably have to use Fast Stone Image Viewer. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 12:53, 28 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Snake Eater==&lt;br /&gt;
It doesn't matter what they're called in the game, we go with what they are. That's why this site exists. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:55, 19 February 2015 (EST)&lt;br /&gt;
:Fine, but can we at LEAST mention that the game refers to them as Claymores? I really don't like it when something like that is not addressed on the page, especially when the game actually refers to them as Claymores. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 14:04, 19 February 2015 (EST)&lt;br /&gt;
::That will be fine. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:06, 19 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Portable Ops ==&lt;br /&gt;
&lt;br /&gt;
Well, if someone gets screenshots for it, sure. Also, please don't write articles in the past tense, I know the MGS wiki treats the game events as things that ''have'' happened, but we treat them as things that ''do'' happen. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:37, 11 December 2016 (EST)&lt;br /&gt;
:Roger that. Have asked GameFAQs if either the Vita or PSTV have image sharing capabilities. If they do, great, I'll get a PSVita in the future so I can get the PSN Portable Ops and Portable Ops Plus so as to ensure I can get images from in-game and then upload them here. However, it probably won't be for a while since I'm currently busy trying to get the Event FOB prizes, boost my unit levels, and waiting for a good opportunity to get my Japanese Xbox 360 so I can take care of some Wiki-related elements for Peace Walker HD. That, plus trying to practice Python Programming and uploading various artwork onto DeviantArt. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 15:11, 23 December 2016 (EST)&lt;br /&gt;
::The Vita does have a screenshot feature but it doesn't work with emulated PSP games (it's also disabled for the Vita Resistance game so people couldn't show off how awful it is), but I think newer Vitas have a port for image output that you can plug into a capture device, don't know about PSTV. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 01:42, 24 December 2016 (EST)&lt;br /&gt;
:::Okay, I'll consider getting a newer Vita. Though, can you tell me what are good capture devices to plug the PS Vita into so I can ensure I can get top-quality images from Portable Ops? [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 05:06, 24 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Portable Ops ==&lt;br /&gt;
&lt;br /&gt;
Kojima has also gone on record stating some parts of it &amp;quot;don't fit,&amp;quot; and while some images from it turned up later, very few references to the actual plot did, to the point you don't really need to know anything about it to understand the overall timeline. You're misquoting the IGN article: Kojima's basically saying there that he didn't want to write 4 until the plot for PO was finalised, I'd assume just in case he felt like grabbing something from it.&lt;br /&gt;
&lt;br /&gt;
Plus, you know, it doesn't actually ''fit'' the overall timeline and it's really deeply stupid. The overall approach seems rather like Kojima's approach to MG 1 and 2: they ''happened'', but no specific thing from them necessarily happened. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:18, 4 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Problem with that statement is that, technically, some parts of any of the games &amp;quot;don't fit,&amp;quot; not just Portable Ops or the MSX2 games. Like, for example, Big Boss not believing in ESP in MGSV despite the fact that he encountered the Sorrow, a character who had ESP, and he was affected enough by the experience that he reluctantly told Zero about it. Or how about how in MGS4, several characters, from Campbell to Raiden to Rosemary to even Snake himself explicitly mentioned that Raiden was a former member of FOXHOUND despite MGS2 making VERY clear that FOXHOUND was defunct? Or how Crying Wolf and even Solid Snake was using Fortune's Rail Gun despite the fact that it was explicitly stated to be far too dangerous to even wield due to the accidental discharge, with it being speculated that Fortune could only use it due to her &amp;quot;supernatural luck&amp;quot;, or how Miller acted as though he actually believed Paz's story in Ground Zeroes despite both Peace Walker and even The Phantom Pain making clear he knew it wasn't true and even admitted it to Big Boss in the former, or how the events of In the Darkness of Shadow Moses, and especially The Shocking Conspiracy Behind Shadow Moses, both of which were vital to the plot of MGS2, simply could not have happened due to the fact that they outright abandoned Shadow Moses immediately afterward under the pretense of global warming. For the record, all of that is completely ignoring Portable Ops or the MSX2 games. Even Hideo Kojima stated he'd gladly retcon the heck out of any story if it at least makes the story &amp;quot;more interesting.&amp;quot; And that was said recently. We can't use inconsistencies to denounce the game as not fitting into the timeline. If we did, we wouldn't even ''HAVE'' a timeline due to how notoriously retcon-happy Kojima is with his games. And as far as whether it's really deeply stupid, that's not enough to denounce it either. By that logic, we might as well dismiss Metal Gear Solid V or Metal Gear Solid: Peace Walker, or Metal Gear Solid 4, or especially Metal Gear Solid 2 for being &amp;quot;really deeply stupid&amp;quot; as well. Heck, if anything, I actually could follow the storyline for Portable Ops a ''LOT'' better than the above games or even ''Metal Gear Solid'', where they randomly had plot twists just for the sake of a plot twist no one could see coming (Liquid being Miller and planning everything, the mess that was MGS2 especially when a lot of the plot could have been avoided if Snake just warned Raiden about the S3 Plan the second he found out about it rather than using him and backstabbing as much as the next guy, or how Liquid Ocelot's plan in reality would NEVER work even without FOXALIVE stopping him due to the materials for modern civilization pre-existing the Patriots or even the Philosophers, and even for those that would be negatively affected, it would literally only be a minor inconvenience rather than an apocalyptic scenario, and that if anything FOXALIVE may have left things even WORSE off than before in ''MGS4'', or how in MGSV, Skull Face's whole &amp;quot;plan&amp;quot; had a pretty critical flaw in that it would most likely make Navajo the dominant strain which he can't stop.). [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 08:30, 4 October 2017 (EDT)&lt;br /&gt;
::When Hideo Kojima says some parts of those games don't fit, that will matter. Also, most of those are wrong anyway: for example, the fact that Big Boss encountered a ghost doesn't necessarily mean he ''believed'' he encountered a ghost, or that he continued to believe it (or that he believed the ghost had ESP while it was alive), and Crying Wolf's railgun has obvious functional differences to the gun when it was used by Fortune that suggest it was modified (specifically, needing to charge between shots, which ''would'' deal with the problem with runaway fire that the original seemed to have). I'm not getting into a debate on what is or isn't canon,  the text on the page now is fine.&lt;br /&gt;
::Also, calm down. It's a decade-old game most people don't even remember existed, I think it will survive people noting that it doesn't get much acknowledgement in the series it's supposed to be part of. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:44, 4 October 2017 (EDT)&lt;br /&gt;
:::Actually, the fact that he would be shaken enough after the fact that he actually told Zero about it when he asked, albeit reluctantly, suggests he DID in fact believe it, and continued to believe it. Also, Sigint, in a mandatory conversation immediately after the battle, specifically mentioned that he had ESP when explaining who The Sorrow was, so he definitely would have believed it by that point. Also, I remembered something else: In Metal Gear Solid 2, Snake clearly witnessed Liquid Ocelot, twice, and made no indication whatsoever that he didn't believe the claim that he came back from the grave. In Metal Gear Solid 4, he expressed shock and disbelief that Liquid had come back from the grave and acted as though that was the first time he ever heard of it (&amp;quot;I watched him die...&amp;quot;). And believe me, I could name more direct contradictions between various games that AREN'T named Portable Ops or the MSX2 games if I so desire. Also, if we're to go by that route, he also admitted that all the games essentially aren't canon anyways since he doesn't care about consistencies (and the entire POINT behind canon is consistency). Proof can be found [http://img4.wikia.nocookie.net/__cb20140906120035/metalgear/images/b/b4/MGS3Info2.jpg here] and [http://kotaku.com/metal-gear-solid-v-might-break-canon-but-kojima-says-t-1462498245  here]. And I am being very calm, actually. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 08:53, 4 October 2017 (EDT)&lt;br /&gt;
::::That doesn't mean he believed the ghost had ESP, even SIGINT had his usual skepticism at the idea that The Sorrow had any kind of powers, and it does not follow that he continued believing something forever just because he thought it happened to him once: it's quite common for people to slowly rationalise things that happen to them over time. As for the second point, he didn't express &amp;quot;shock and disbelief&amp;quot; at all, he just angrily grumbles that he watched the guy die (with the implication that this tends to stop people from doing things). And saying he's happy to be inconsistent if it makes a better story doesn't mean that he considers nothing to be part of the timeline, that doesn't follow at all. &lt;br /&gt;
::::This is all a red herring argument anyway: it doesn't matter what ''else'' is or isn't consistent. Stop bringing up things we're not talking about. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 09:05, 4 October 2017 (EDT)&lt;br /&gt;
:::::Considering the fact that Big Boss is the same guy who gets nightmares over Vampires and actually believes Santa Claus exists, I have a very hard time believing he doesn't believe that The Sorrow had ESP. And as far as Liquid Ocelot, it's pretty clear that if he actually witnessed Liquid during MGS2, he would have said &amp;quot;yeah, I remember that, I lost track of him during the Big Shell Incident...&amp;quot;. That at least has him acknowledging directly that he had encountered him before instead of a &amp;quot;I watched him die...&amp;quot; as if he didn't even anticipate Liquid was actually back from the dead despite witnessing it twice beforehand.&lt;br /&gt;
:::::And it's not a red herring because canonicity, or fitting into the timeline, requires absolute consistency, barring character development within a set story. If we are going to claim something's &amp;quot;inconsistent&amp;quot; in the series as a reason to claim it's non-canon, it has to apply to ALL works. All or nothing, so yes, it has absolute relevancy to the subject at hand. I know if I were Kojima, I wouldn't DARE make any inconsistencies in the canon, not even ignore minor bits of canon. In other words, I'd make clear, even if Snake sounds like an android as a result, that he remembers Liquid Ocelot from two prior events. And when Kojima specifically states he ignores canon to make a story better, in other words, completely ignores consistency, yes, it actually DOES matter what else is or isn't consistent. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 09:15, 4 October 2017 (EDT)&lt;br /&gt;
::::::I don't care and to be honest neither should you. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 09:17, 4 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Portable Ops screenshots ==&lt;br /&gt;
&lt;br /&gt;
Feel free to add more screenshots to Portable Ops if you can get them. I'd recommend using the PPSSPP emulator for PSP if you have powerful PC hardware. Otherwise, if you have a hacked PSP, I'd use screenshot plugins like PRXshot v0.4.0.--[[User:Ssantusky|Ssantusky]] ([[User talk:Ssantusky|talk]]) 20:14, 5 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Don't have one, but I'll probably try to see if I can get one, assuming it's legal. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 13:44, 6 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Portable Ops article incompletion ==&lt;br /&gt;
&lt;br /&gt;
The article has been tagged for incompletion again. I would advise against trying to fill this article with many weapons that you don't have screenshots for comparison, as this article already got deleted once due to incompletion. I filled out the Claymore section because, as you said, the weapon is indeed named as such in-game, but I personally wouldn't keep adding up every obscure weapon reference that can't be backed by clear proof, as the article might be deleted again due to incompletion, and we've been warned enough. I would like this article to remain here as much as you do, and I don't think it will if stuff keeps getting added that can't be backed up. Feel free to dismiss this suggestion since I'm new here, but I think it's the best way to go. Thanks.&lt;br /&gt;
--[[User:Ssantusky|Ssantusky]] ([[User talk:Ssantusky|talk]]) 16:43, 6 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'll see what I can do. However, I should note that some of the images you did upload are technically of poor quality, so you might want to upload newer images when you can. In particular, the SOPMOD and the M4A1 needs higher quality images (I think you may have used my images from Metal Gear Wiki). [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 17:11, 6 October 2017 (EDT)&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131357</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131357"/>
		<updated>2017-10-06T18:51:35Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* IMI Uzi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version. Para-Medic and Elisa also comes with this weapon when recruited in an optional mission and/or meeting special conditions and/or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female Soviet officers, certain male Soviet soldiers and officers, and to a lesser extent FOX soldiers use this weapon. Can be procured at the Communications base via a Spy Report. Roy Campbell also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. It can be unlocked by recruiting Teliko from ''Metal Gear Ac!d'' under special conditions. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. Is also used by FOX soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. Major Zero also comes equipped with this weapon when recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|Old Snake with his M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. EVA also comes equipped with this weapon when recruited either via a special mission or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the RPG-7 to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Davy Crockett ==&lt;br /&gt;
Although not actually usable in the game, Cunningham had access to a Davy Crockett launcher in the climax of the game. He initially intended to use it after Gene launched the ICBMG into what he believed to be the Soviet Union to discredit the CIA, although after Snake defeated him, in a breach of sanity, he decided to launch the Davy Crocket at Snake. However, it was sent flying out of his hands after his flying platform blew up before he could fire the weapon. According to Cunningham, the Davy Crockett was Soviet-made.&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Grenade==&lt;br /&gt;
The most common hand grenades in the game are Russian RGD-5 hand grenades. They are used by both FOX and Soviet soldiers, and can also be obtained by Big Boss and other recruitable characters in various areas in the game. Using a grenade will trigger an alert.&lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet grenades==&lt;br /&gt;
Like in ''Snake Eater'', a fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for four types of in-game grenade: Chaff, Stun, Smoke, and Liquid Nitrogen. &lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, disable any security cameras in the vicinity, and to fool the guidance systems of guided missiles fired at Big Boss. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. Like in ''Snake Eater'', these are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
Smoke grenades can be used to deter enemy pursuit and also to drive off attack dogs in later difficulties. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
The LN G (short for &amp;quot;Liquid Nitrogen Grenade&amp;quot;) is a grenade that releases liquid nitrogen to provide quick visual cover and quick distraction of enemies and freezes all the player's deployed equipment and weapons when in proximity of the explosion. The weapon is exclusive to Python, and the only one of his arsenal to actually be included in his inventory after recruiting him. &lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The player can procure claymores like in prior games to use as traps against the enemy. The overall design is similar to that in ''Snake Eater''. Unlike in prior games or later games, however, the player cannot actually retrieve disabled claymores for future use.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131356</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131356"/>
		<updated>2017-10-06T18:49:52Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* SVD Dragunov */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version. Para-Medic and Elisa also comes with this weapon when recruited in an optional mission and/or meeting special conditions and/or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female Soviet officers, certain male Soviet soldiers and officers, and to a lesser extent FOX soldiers use this weapon. Can be procured at the Communications base via a Spy Report. Roy Campbell also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. Is also used by FOX soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. Major Zero also comes equipped with this weapon when recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|Old Snake with his M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. EVA also comes equipped with this weapon when recruited either via a special mission or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the RPG-7 to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Davy Crockett ==&lt;br /&gt;
Although not actually usable in the game, Cunningham had access to a Davy Crockett launcher in the climax of the game. He initially intended to use it after Gene launched the ICBMG into what he believed to be the Soviet Union to discredit the CIA, although after Snake defeated him, in a breach of sanity, he decided to launch the Davy Crocket at Snake. However, it was sent flying out of his hands after his flying platform blew up before he could fire the weapon. According to Cunningham, the Davy Crockett was Soviet-made.&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Grenade==&lt;br /&gt;
The most common hand grenades in the game are Russian RGD-5 hand grenades. They are used by both FOX and Soviet soldiers, and can also be obtained by Big Boss and other recruitable characters in various areas in the game. Using a grenade will trigger an alert.&lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet grenades==&lt;br /&gt;
Like in ''Snake Eater'', a fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for four types of in-game grenade: Chaff, Stun, Smoke, and Liquid Nitrogen. &lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, disable any security cameras in the vicinity, and to fool the guidance systems of guided missiles fired at Big Boss. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. Like in ''Snake Eater'', these are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
Smoke grenades can be used to deter enemy pursuit and also to drive off attack dogs in later difficulties. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
The LN G (short for &amp;quot;Liquid Nitrogen Grenade&amp;quot;) is a grenade that releases liquid nitrogen to provide quick visual cover and quick distraction of enemies and freezes all the player's deployed equipment and weapons when in proximity of the explosion. The weapon is exclusive to Python, and the only one of his arsenal to actually be included in his inventory after recruiting him. &lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The player can procure claymores like in prior games to use as traps against the enemy. The overall design is similar to that in ''Snake Eater''. Unlike in prior games or later games, however, the player cannot actually retrieve disabled claymores for future use.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131355</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131355"/>
		<updated>2017-10-06T18:48:46Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version. Para-Medic and Elisa also comes with this weapon when recruited in an optional mission and/or meeting special conditions and/or via passcode.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female Soviet officers, certain male Soviet soldiers and officers, and to a lesser extent FOX soldiers use this weapon. Can be procured at the Communications base via a Spy Report. Roy Campbell also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. Is also used by FOX soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. Major Zero also comes equipped with this weapon when recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|Old Snake with his M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the RPG-7 to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Davy Crockett ==&lt;br /&gt;
Although not actually usable in the game, Cunningham had access to a Davy Crockett launcher in the climax of the game. He initially intended to use it after Gene launched the ICBMG into what he believed to be the Soviet Union to discredit the CIA, although after Snake defeated him, in a breach of sanity, he decided to launch the Davy Crocket at Snake. However, it was sent flying out of his hands after his flying platform blew up before he could fire the weapon. According to Cunningham, the Davy Crockett was Soviet-made.&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Grenade==&lt;br /&gt;
The most common hand grenades in the game are Russian RGD-5 hand grenades. They are used by both FOX and Soviet soldiers, and can also be obtained by Big Boss and other recruitable characters in various areas in the game. Using a grenade will trigger an alert.&lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet grenades==&lt;br /&gt;
Like in ''Snake Eater'', a fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for four types of in-game grenade: Chaff, Stun, Smoke, and Liquid Nitrogen. &lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, disable any security cameras in the vicinity, and to fool the guidance systems of guided missiles fired at Big Boss. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. Like in ''Snake Eater'', these are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
Smoke grenades can be used to deter enemy pursuit and also to drive off attack dogs in later difficulties. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
The LN G (short for &amp;quot;Liquid Nitrogen Grenade&amp;quot;) is a grenade that releases liquid nitrogen to provide quick visual cover and quick distraction of enemies and freezes all the player's deployed equipment and weapons when in proximity of the explosion. The weapon is exclusive to Python, and the only one of his arsenal to actually be included in his inventory after recruiting him. &lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The player can procure claymores like in prior games to use as traps against the enemy. The overall design is similar to that in ''Snake Eater''. Unlike in prior games or later games, however, the player cannot actually retrieve disabled claymores for future use.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131354</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131354"/>
		<updated>2017-10-06T18:47:08Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Remington 870 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version. Para-Medic also comes with this weapon when recruited in an optional mission.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female Soviet officers, certain male Soviet soldiers and officers, and to a lesser extent FOX soldiers use this weapon. Can be procured at the Communications base via a Spy Report. Roy Campbell also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. Is also used by FOX soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. Major Zero also comes equipped with this weapon when recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|Old Snake with his M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the RPG-7 to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Davy Crockett ==&lt;br /&gt;
Although not actually usable in the game, Cunningham had access to a Davy Crockett launcher in the climax of the game. He initially intended to use it after Gene launched the ICBMG into what he believed to be the Soviet Union to discredit the CIA, although after Snake defeated him, in a breach of sanity, he decided to launch the Davy Crocket at Snake. However, it was sent flying out of his hands after his flying platform blew up before he could fire the weapon. According to Cunningham, the Davy Crockett was Soviet-made.&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Grenade==&lt;br /&gt;
The most common hand grenades in the game are Russian RGD-5 hand grenades. They are used by both FOX and Soviet soldiers, and can also be obtained by Big Boss and other recruitable characters in various areas in the game. Using a grenade will trigger an alert.&lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet grenades==&lt;br /&gt;
Like in ''Snake Eater'', a fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for four types of in-game grenade: Chaff, Stun, Smoke, and Liquid Nitrogen. &lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, disable any security cameras in the vicinity, and to fool the guidance systems of guided missiles fired at Big Boss. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. Like in ''Snake Eater'', these are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
Smoke grenades can be used to deter enemy pursuit and also to drive off attack dogs in later difficulties. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
The LN G (short for &amp;quot;Liquid Nitrogen Grenade&amp;quot;) is a grenade that releases liquid nitrogen to provide quick visual cover and quick distraction of enemies and freezes all the player's deployed equipment and weapons when in proximity of the explosion. The weapon is exclusive to Python, and the only one of his arsenal to actually be included in his inventory after recruiting him. &lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The player can procure claymores like in prior games to use as traps against the enemy. The overall design is similar to that in ''Snake Eater''. Unlike in prior games or later games, however, the player cannot actually retrieve disabled claymores for future use.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131353</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131353"/>
		<updated>2017-10-06T18:45:44Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version. Para-Medic also comes with this weapon when recruited in an optional mission.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female Soviet officers, certain male Soviet soldiers and officers, and to a lesser extent FOX soldiers use this weapon. Can be procured at the Communications base via a Spy Report. Roy Campbell also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. Is also used by FOX soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. &lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|Old Snake with his M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the RPG-7 to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Davy Crockett ==&lt;br /&gt;
Although not actually usable in the game, Cunningham had access to a Davy Crockett launcher in the climax of the game. He initially intended to use it after Gene launched the ICBMG into what he believed to be the Soviet Union to discredit the CIA, although after Snake defeated him, in a breach of sanity, he decided to launch the Davy Crocket at Snake. However, it was sent flying out of his hands after his flying platform blew up before he could fire the weapon. According to Cunningham, the Davy Crockett was Soviet-made.&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Grenade==&lt;br /&gt;
The most common hand grenades in the game are Russian RGD-5 hand grenades. They are used by both FOX and Soviet soldiers, and can also be obtained by Big Boss and other recruitable characters in various areas in the game. Using a grenade will trigger an alert.&lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet grenades==&lt;br /&gt;
Like in ''Snake Eater'', a fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for four types of in-game grenade: Chaff, Stun, Smoke, and Liquid Nitrogen. &lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, disable any security cameras in the vicinity, and to fool the guidance systems of guided missiles fired at Big Boss. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. Like in ''Snake Eater'', these are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
Smoke grenades can be used to deter enemy pursuit and also to drive off attack dogs in later difficulties. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
The LN G (short for &amp;quot;Liquid Nitrogen Grenade&amp;quot;) is a grenade that releases liquid nitrogen to provide quick visual cover and quick distraction of enemies and freezes all the player's deployed equipment and weapons when in proximity of the explosion. The weapon is exclusive to Python, and the only one of his arsenal to actually be included in his inventory after recruiting him. &lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The player can procure claymores like in prior games to use as traps against the enemy. The overall design is similar to that in ''Snake Eater''. Unlike in prior games or later games, however, the player cannot actually retrieve disabled claymores for future use.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131352</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131352"/>
		<updated>2017-10-06T18:43:43Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* M1911 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female Soviet officers, certain male Soviet soldiers and officers, and to a lesser extent FOX soldiers use this weapon. Can be procured at the Communications base via a Spy Report. Roy Campbell also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. Is also used by FOX soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. &lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|Old Snake with his M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the RPG-7 to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Davy Crockett ==&lt;br /&gt;
Although not actually usable in the game, Cunningham had access to a Davy Crockett launcher in the climax of the game. He initially intended to use it after Gene launched the ICBMG into what he believed to be the Soviet Union to discredit the CIA, although after Snake defeated him, in a breach of sanity, he decided to launch the Davy Crocket at Snake. However, it was sent flying out of his hands after his flying platform blew up before he could fire the weapon. According to Cunningham, the Davy Crockett was Soviet-made.&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Grenade==&lt;br /&gt;
The most common hand grenades in the game are Russian RGD-5 hand grenades. They are used by both FOX and Soviet soldiers, and can also be obtained by Big Boss and other recruitable characters in various areas in the game. Using a grenade will trigger an alert.&lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet grenades==&lt;br /&gt;
Like in ''Snake Eater'', a fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for four types of in-game grenade: Chaff, Stun, Smoke, and Liquid Nitrogen. &lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, disable any security cameras in the vicinity, and to fool the guidance systems of guided missiles fired at Big Boss. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. Like in ''Snake Eater'', these are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
Smoke grenades can be used to deter enemy pursuit and also to drive off attack dogs in later difficulties. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
The LN G (short for &amp;quot;Liquid Nitrogen Grenade&amp;quot;) is a grenade that releases liquid nitrogen to provide quick visual cover and quick distraction of enemies and freezes all the player's deployed equipment and weapons when in proximity of the explosion. The weapon is exclusive to Python, and the only one of his arsenal to actually be included in his inventory after recruiting him. &lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The player can procure claymores like in prior games to use as traps against the enemy. The overall design is similar to that in ''Snake Eater''. Unlike in prior games or later games, however, the player cannot actually retrieve disabled claymores for future use.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131349</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131349"/>
		<updated>2017-10-06T18:38:11Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: Adding more weapons here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female officers only use this weapon and some certain male soldiers and officers. Can be procured at the Communications base via a Spy Report. He also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. Is also used by FOX soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. &lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|Old Snake with his M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the RPG-7 to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Davy Crockett ==&lt;br /&gt;
Although not actually usable in the game, Cunningham had access to a Davy Crockett launcher in the climax of the game. He initially intended to use it after Gene launched the ICBMG into what he believed to be the Soviet Union to discredit the CIA, although after Snake defeated him, in a breach of sanity, he decided to launch the Davy Crocket at Snake. However, it was sent flying out of his hands after his flying platform blew up before he could fire the weapon. According to Cunningham, the Davy Crockett was Soviet-made.&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Grenade==&lt;br /&gt;
The most common hand grenades in the game are Russian RGD-5 hand grenades. They are used by both FOX and Soviet soldiers, and can also be obtained by Big Boss and other recruitable characters in various areas in the game. Using a grenade will trigger an alert.&lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet grenades==&lt;br /&gt;
Like in ''Snake Eater'', a fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for four types of in-game grenade: Chaff, Stun, Smoke, and Liquid Nitrogen. &lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, disable any security cameras in the vicinity, and to fool the guidance systems of guided missiles fired at Big Boss. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. Like in ''Snake Eater'', these are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
Smoke grenades can be used to deter enemy pursuit and also to drive off attack dogs in later difficulties. They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
The LN G (short for &amp;quot;Liquid Nitrogen Grenade&amp;quot;) is a grenade that releases liquid nitrogen to provide quick visual cover and quick distraction of enemies and freezes all the player's deployed equipment and weapons when in proximity of the explosion. The weapon is exclusive to Python, and the only one of his arsenal to actually be included in his inventory after recruiting him. &lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The player can procure claymores like in prior games to use as traps against the enemy. The overall design is similar to that in ''Snake Eater''. Unlike in prior games or later games, however, the player cannot actually retrieve disabled claymores for future use.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131346</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131346"/>
		<updated>2017-10-06T18:22:53Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* RPG-7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female officers only use this weapon and some certain male soldiers and officers. Can be procured at the Communications base via a Spy Report. He also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. Is also used by FOX soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. &lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|Old Snake with his M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. Snake used the RPG-7 to take out the ICBMG before it could launch. Although the first salvo failed, the second one was ultimately successful in destroying the ICBMG upon launch. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Davy Crockett ==&lt;br /&gt;
Although not actually usable in the game, Cunningham had access to a Davy Crockett launcher in the climax of the game. He initially intended to use it after Gene launched the ICBMG into what he believed to be the Soviet Union to discredit the CIA, although after Snake defeated him, in a breach of sanity, he decided to launch the Davy Crocket at Snake. However, it was sent flying out of his hands after his flying platform blew up before he could fire the weapon. According to Cunningham, the Davy Crockett was Soviet-made.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131345</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131345"/>
		<updated>2017-10-06T18:16:24Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Sa. Vz.61 Skorpion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female officers only use this weapon and some certain male soldiers and officers. Can be procured at the Communications base via a Spy Report. He also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. Is also used by FOX soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. &lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|Old Snake with his M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131344</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131344"/>
		<updated>2017-10-06T18:15:17Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* M1911 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female officers only use this weapon and some certain male soldiers and officers. Can be procured at the Communications base via a Spy Report. He also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction, as well as to shoot out the lock of Skowronski's cage (which had been frozen shut by Python earlier) to allow him a chance at escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. &lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. &lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|Old Snake with his M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131343</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131343"/>
		<updated>2017-10-06T18:13:09Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* M1911 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female officers only use this weapon and some certain male soldiers and officers. Can be procured at the Communications base via a Spy Report. He also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy. Snake later used the gun on Gene in an attempt to hold him up after Colonel Skowronski inadvertently provided Snake with a distraction.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. &lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. &lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|Old Snake with his M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131342</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131342"/>
		<updated>2017-10-06T18:09:55Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* M16A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female officers only use this weapon and some certain male soldiers and officers. Can be procured at the Communications base via a Spy Report. He also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. &lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. &lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character. In ''Portable Ops Plus'', Roy Campbell when unlocked comes equipped with this gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|Old Snake with his M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131341</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131341"/>
		<updated>2017-10-06T18:06:59Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* M1911 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female officers only use this weapon and some certain male soldiers and officers. Can be procured at the Communications base via a Spy Report. He also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills. Cunningham also uses the gun on Snake's men as part of his interrogation of Snake regarding the location of the Philosophers' Legacy.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. &lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. &lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|Old Snake with his M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131340</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131340"/>
		<updated>2017-10-06T18:03:44Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* M1911 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female officers only use this weapon and some certain male soldiers and officers. Can be procured at the Communications base via a Spy Report. He also has the gun on him during the storyline, as Jonathan attempts to steal his gun so he could use it against Snake before being floored via the latter's CQC skills.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. &lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. &lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|Old Snake with his M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131339</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131339"/>
		<updated>2017-10-06T18:01:49Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report in the European version.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female officers only use this weapon and some certain male soldiers and officers. Can be procured at the Communications base via a Spy Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. &lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. &lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|Old Snake with his M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131338</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131338"/>
		<updated>2017-10-06T17:59:37Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Ithaca 37 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female officers only use this weapon and some certain male soldiers and officers. Can be procured at the Communications base via a Spy Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. &lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. In addition, the character Major Ivan Raidenovitch Raikov comes equipped with this shotgun when he is recruited.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. &lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|Old Snake with his M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131337</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131337"/>
		<updated>2017-10-06T17:58:34Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* M16A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female officers only use this weapon and some certain male soldiers and officers. Can be procured at the Communications base via a Spy Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. &lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. &lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. &lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. The character Python also carries the weapon during his boss fight, although not when he's a playable character.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
A customizable grenade launcher placed underneath the barrel of various assault rifles, including the M16. Although not actually used by the player, it was equipped on Python's M16A1 during the boss fight against him. Unsurprisingly, it fires liquid nitrogen grenades, which instantly freezes any weapons the player has on them.&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|Old Snake with his M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131336</id>
		<title>Metal Gear Solid: Portable Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid:_Portable_Ops&amp;diff=1131336"/>
		<updated>2017-10-06T17:54:16Z</updated>

		<summary type="html">&lt;p&gt;Pokeria1: /* Colt Single Action Army */ Noting the story use for it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid: Portable Ops&lt;br /&gt;
|picture = MGSPOcover.jpg&lt;br /&gt;
|caption =  ''Metal Gear Solid: Portable Ops (2006) and Portable Ops Plus (2007)''&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= MPO 2006, MPO+ 2007/2008&lt;br /&gt;
|developer= Kojima Productions&lt;br /&gt;
|platforms= PSP&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure/Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: Portable Ops''''', is an action-adventure stealth video game developed by Kojima Productions and published by Konami in 2006 exclusively for the PlayStation Portable (PSP). ''Metal Gear Solid: Portable Ops Plus'' (officially abbreviated MPO+), the game's stand-alone expansion focused primarily on online play, was released for the PSP in 2007 in Japan and in 2008 in other regions.&lt;br /&gt;
&lt;br /&gt;
''MPO'' is the third ''Metal Gear'' title made specifically for the PSP (counting the two ''Acid'' turn-based games but not ''Metal Gear Solid: Digital Graphic Novel'', since the latter was not a game) and the first one to retain the series' action-based play mechanics. It is set in the same continuity as the mainline ''Metal Gear'' series, though it is dubious as to what extent it is part of the main timeline as Hideo Kojima, who neither directed nor wrote it, was notably not fond of it and has stated some parts of it do not fit. Set in Colombia in 1970 on a fictional peninsula named San Hieronymo, six years after the events of ''[[Metal Gear Solid 3: Snake Eater]]'', the game follows the exploits of Naked Snake after his former unit, FOX, goes renegade. The game also chronicles the eventual founding of FOXHOUND and The Patriots, as well as the inspiration of the military state Outer Heaven.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid: Portable Ops'':''' &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A tranquilizer gun based on the S&amp;amp;W Model 39 pistol using 9mm tranquilizer ammunition. It's fitted with a suppressor. This is the first weapon the player acquires in the game. The ideal gun for tranquilizing enemies for recruitment or neutralization. Can be procured at the Ravine after receiving a spy report.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|300px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[File:MK_22MGSPO.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; in the game's title screen]]&lt;br /&gt;
[[File:Mk22mgspo.jpg|thumb|500px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
&lt;br /&gt;
A .45 ACP semi-automatic pistol, it holds seven rounds. Female officers only use this weapon and some certain male soldiers and officers. Can be procured at the Communications base via a Spy Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Coltmgspo.jpg|thumb|none|350px|Colt M1911A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears once again as Ocelot's weapon of choice; the ricochet ability from previous games is maintained. He also uses it in the main story to take out the CIA director and his bodyguards nearing the ending, and presumably also left it behind to frame his death as a suicide.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips.]]&lt;br /&gt;
[[Image:saaocelotMPO.jpg|thumb|none|400px|Ocelot aiming his SAA at a Soviet soldier]]&lt;br /&gt;
[[Image:MgspoSAA.jpg|thumb|none|400px|Single Action Army hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A semi-automatic handgun fitted with a suppressor and laser sight. Can be obtained by recruiting Raiden or by completing the hidden mission during the Extreme difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|300px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MK23MPO+.jpg|thumb|500px|none|Roy Campbell aiming an Mk 23]]&lt;br /&gt;
[[File:MK23MGSPO.jpg|thumb|500px|none|The Mk 23 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. A SMG using 5.7x28 mm rounds, Bullpup style gun. Holds 50 rounds per magazine. Can be obtained from Tengu soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGSPOP90.jpg |thumb|none|400px|P90 in FPS mode]]&lt;br /&gt;
[[Image:MgspoP90.jpg|thumb|none|400px|P90s held by Genome Soldiers]]&lt;br /&gt;
[[Image:P90hudiconmgspo.jpg|thumb|none|400px|P90 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
A 45. ACP caliber SMG with a high-rate of fire. Used by Null in combination with his Machete in game. Equipped with a suppressor. Can be obtained at the Power Substation via a Spy Unit Report.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 - .45 ACP]]‎&lt;br /&gt;
[[File:nullmac10mpo.jpg|thumb|400px|none|Null aiming his Ingram MAC-10]]‎&lt;br /&gt;
[[File:mac10mgspo.jpg|thumb|400px|none|Ingram MAC-10 hud icon]]‎&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
A 9x19mm SMG with a high-rate of fire. Can also be procured at the Production Plant if a Spy Unit is sent there and sends a report. &lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi -9x19mm]]&lt;br /&gt;
[[Image:MGSPOUZI.jpg|thumb|none|500px|IMI Uzi in FPS mode]]&lt;br /&gt;
[[Image:UZIHUDMGSPO.jpg|thumb|none|500px|IMI Uzi hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
A 32.ACP caliber SMG; it is equipped with a laser-aiming module for targeting. Can be procured at the Supply Depot via a Spy report. &lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:Mgsposkorpion.jpg|thumb|500px|none|Sa. Vz.61 Skorpion held by soldier in-game]]&lt;br /&gt;
[[Image:CZ Vz.61hudiconmgspo.jpg|thumb|500px|none|Sa. Vz.61 Skorpion hud icon]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
An ambidextrous 12-gauge shotgun; holds four rounds. It can be procured at the Rail Bridge if a Spy Unit stationed there finds and reports it's location. &lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|300px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[Image:M37MGSPO.jpg|thumb|500px|none|Ithaca 37 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
A 12-gauge shotgun; a step up from the Ithaca 37 by holding seven rounds. Can be procured at the Airport after receiving a spy report from a spy unit stationed there. &lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|300px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:MGSPOM870.jpg|thumb|none|500px|Para-Medic firing the M870 in-game]]&lt;br /&gt;
[[File:MGSPOM8701.jpg|thumb|none|500px|M870 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
&lt;br /&gt;
American made 5.56x45mm assault rifle, commonly used by the military. Holds 20 rounds per magazine. Can be procured at the Soviet Patrol Base via the Spy Unit. &lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|300px|M16A1 with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MGSPOM16.jpg|thumb|500px|none|The M16 in FPS mode.]]&lt;br /&gt;
[[File:mgsportableopsm16_hudicon.jpg|thumb|500px|none|The M16 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Colt XM177/CAR-15/Commando Series ==&lt;br /&gt;
&lt;br /&gt;
A carbine version of the M16; the barrel and butt of the rifle both have been shortened, fitted with a silencer and has 30 round magazines. One of the many weapons used by FOX soldiers and exclusive only to them. &lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|none|500px|'''XM177E2 Carbine''' aka Colt Model 629 - 5.56x45mm.]]&lt;br /&gt;
[[Image:MGSPOXM177E2.jpg|thumb|none|500px|XM177E2 in-game.]]&lt;br /&gt;
[[Image:ColtM177E2mgspohud.jpg|thumb|none|500px|XM177E2 Carbine hud icon.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. American made modern carbine rifle using 5.56x45mm rounds. 30 rounds per magazine. Can be obtained from a Navy SEAL or High-Tech soldier. The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGSPOM4A1.jpg|thumb|none|500px|M4A1 in FPS mode]]&lt;br /&gt;
[[Image:M4hudiconmgspo.jpg|thumb|none|500px|M4A1 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 SOPMPOD==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm. Fitted with a foregrip. Can be obtained after recruiting Old Snake.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:m4sopmodmgspo0.jpg|thumb|400px|none|Old Snake with his M4A1 SOPMOD in-game.]]&lt;br /&gt;
[[File:M4sopmodmgspo.jpg|thumb|400px|none|Old Snake with his M4A1 hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made 7.62x39mm assault rifle, standard issue for the Soviet soldiers, developed in 1947. Used by all Soviet male soldiers. Holds 30 rounds per magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:MGSPOAK47.jpg|thumb|450px|none|AK-47 in FPS mode]]&lt;br /&gt;
[[Image:ak47mgspo.jpg|thumb|450px|none|AK-47 hud icon]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.45x39mm rounds. Derived from the AK-47. Can be obtained from Gurlukovich soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:AKS74SUMGSPO.jpg |thumb|none|400px|AKS-74U held by a Gurlukovich soldier (center)]]&lt;br /&gt;
[[Image:aks74umgspo.jpg|thumb|none|400px|AKS-74U hud icon]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
Portable Ops Plus exclusive. Uses 5.56x45mm rounds. Bullpup style weapon. Used by Genome soldier during Shadow Moses. Can be obtained from Genome Soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS_F2.jpg|thumb|none|350px|FAMAS-G1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Genome_plusFAMAS.jpg|thumb|none|350px|Genome Soldier with a FAMAS]]&lt;br /&gt;
[[Image:MPO+_FAMAShud.jpg|thumb|none|350px|FAMAShud icon]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet bolt-action rifle deployed in large numbers in the Second World War, however it fires modified 7.62x54mmR tranquillizer darts in-game holding 5 rounds per magazine. Players of Metal Gear Solid 3: Snake Eater may recognize this weapon used by The End. The player must use this weapon at an appropriate range and be more careful with their aim as this weapon is not silenced like the MK22 and has a lower firing rate between shots. The scope has thick crosshairs making it suitable for use at night. Can be procured at the Nuclear Warhead Storage Facility via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|300px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[Image:mgspomosinnagant.jpg|thumb|none|500px|Mosin Nagant M91/30 in-game]]&lt;br /&gt;
[[Image:MosinNagantM9130SniperMGSPO1.jpg|thumb|none|500px|Mosin Nagant M91/30 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic Soviet sniper rifle holding 10 7.62x54mmR rounds per magazine. It can be procured in the Western Wilderness via a Spy Unit Report. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGSPOSVD.jpg|thumb|none|500px|SVD in-game.]]&lt;br /&gt;
[[Image:SVDMGSPO1.jpg|thumb|none|500px|SVD hud icon.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
A light machine gun variant of the M63 weapons system; fires 5.56x45mm ammo. Has 100 rounds per box magazine. Cannot be viewed from its iron sights. Although lacks accuracy this weapon is effective against machines and large numbers of enemies. It can be procured at the Harbor if a Spy Unit stationed at the area finds and reports it. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|300px|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:mgspom63.jpg|thumb|none|500px|Stoner 63 firing in FPS mode]]&lt;br /&gt;
[[File:mgspom63HUDICON.jpg|thumb|none|500px|Stoner 63 hud icon]]&lt;br /&gt;
&lt;br /&gt;
== M1919 Browning Machinegun ==&lt;br /&gt;
&lt;br /&gt;
Although not acquirable by the player, the M1919 was utilized by Metal Gear RAXA during the boss fight against it. Dialogue from Snake when uncovering some evidence of what was in the shipping container implied that the ICBMG, the actual Metal Gear threat in the game, also carried the same weapon system.&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
Soviet-made rocket propelled grenade launcher using 85mm HEAT ammunition ideal for anti-tank and anti-air use. Mobility is lost when deployed. Triggers alert mode upon impact. The player can view down the attached scope instead of locking-on or view from first-person as a shoulder-fire weapon. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:MGSPORPG7.jpg‎|thumb|none|400px|RPG-7 in FPS mode]]&lt;br /&gt;
[[Image:RPG7HUDICON.jpg‎|thumb|none|400px|RPG-7 hud icon]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Pokeria1</name></author>
	</entry>
</feed>