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Metal Gear Solid 4: Guns of the Patriots: Difference between revisions
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The Thor .45-70 is a highly accurate and incredibly powerful single-shot bolt action pistol (referred to in the description as a "hand rifle") that must be manually chambered after every firing. 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 customisation options. | The Thor .45-70 is a highly accurate and incredibly powerful single-shot bolt action pistol (referred to in the description as a "hand rifle") that must be manually chambered after every firing. 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 customisation options. | ||
[[Image:THOR .45-70.jpg|thumb| | [[Image:THOR .45-70.jpg|thumb|400px|none|EAA Tanfoglio Thor - .45-70]] | ||
[[Image:MGS4-Thor.jpg|thumb|none|601px|Thor .45-70 on the item menu.]] | [[Image:MGS4-Thor.jpg|thumb|none|601px|Thor .45-70 on the item menu.]] | ||
[[Image:MGS4-Thor-1.jpg|thumb|none|600px|Facing Snake on the non-existent Volta River, Ocelot pulls his Thor from an unspecified location inside his coat...]] | [[Image:MGS4-Thor-1.jpg|thumb|none|600px|Facing Snake on the non-existent Volta River, Ocelot pulls his Thor from an unspecified location inside his coat...]] | ||
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This weapon is available in multiplayer, and is also the only firearm that the special character Raiden is equipped with. | This weapon is available in multiplayer, and is also the only firearm that the special character Raiden is equipped with. | ||
[[Image:SOCOM.jpg|thumb| | [[Image:SOCOM.jpg|thumb|400px|none|Tokyo-Marui '''Airsoft replica''' of the H&K Mark 23 Phase II Prototype - (fake) .45 ACP]] | ||
[[Image:MGS4-Mk23.jpg|thumb|none|601px|Mark 23 Phase II Prototype on the item menu.]] | [[Image:MGS4-Mk23.jpg|thumb|none|601px|Mark 23 Phase II Prototype on the item menu.]] | ||
[[Image:MGS4-Mk23-1.jpg|thumb|none|600px|'''Old Snake:''' ''"Just like old times . . . "'' <br> Old 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.]] | [[Image:MGS4-Mk23-1.jpg|thumb|none|600px|'''Old Snake:''' ''"Just like old times . . . "'' <br> Old 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.]] | ||
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The [[Makarov PM#Makarov PMM|Makarov PMM]] is used by the rebel "mark" 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. | The [[Makarov PM#Makarov PMM|Makarov PMM]] is used by the rebel "mark" 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. | ||
[[Image:Makarov PMM.jpg|thumb| | [[Image:Makarov PMM.jpg|thumb|400px|none|Makarov PMM - 9x18mm Makarov]] | ||
[[Image:MGS4-PMM.jpg|thumb|none|601px|Makarov PMM on the item menu.]] | [[Image:MGS4-PMM.jpg|thumb|none|601px|Makarov PMM on the item menu.]] | ||
[[Image:MGS4-PMM-1.jpg|thumb|none|600px|A Paradise Lost member draws his PMM as Snake enters their safehouse.]] | [[Image:MGS4-PMM-1.jpg|thumb|none|600px|A Paradise Lost member draws his PMM as Snake enters their safehouse.]] | ||
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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 "silent" 7.62x42mm ammunition, making it a lethal counterpart to the MK. 2 tranquilizer pistol (neither has a degradable suppressor). | 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 "silent" 7.62x42mm ammunition, making it a lethal counterpart to the MK. 2 tranquilizer pistol (neither has a degradable suppressor). | ||
[[Image:Pistol Russian PSS in 7.62x41mm SP-4 special purpose noiseless cartridge.jpg|thumb| | [[Image:Pistol Russian PSS in 7.62x41mm SP-4 special purpose noiseless cartridge.jpg|thumb|400px|none|PSS Silent Pistol - 7.62x42mm]] | ||
[[Image:MGS4-PSS.jpg|thumb|none|601px|PSS silent pistol on the item menu.]] | [[Image:MGS4-PSS.jpg|thumb|none|601px|PSS silent pistol on the item menu.]] | ||
[[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.]] | [[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.]] | ||
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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 "trick shots" 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. | 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 "trick shots" 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. | ||
[[Image:SVI_Infinity.jpg|thumb|none| | [[Image:SVI_Infinity.jpg|thumb|none|400px|Strayer Voigt Inc Infinity pistol - 9x23mm Winchester]] | ||
[[Image:MGS4-Racegun.jpg|thumb|none|601px|"Race Gun" on the item menu.]] | [[Image:MGS4-Racegun.jpg|thumb|none|601px|"Race Gun" on the item menu.]] | ||
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The [[Heckler & Koch MP5|Heckler & 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 "Integral" 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. | The [[Heckler & Koch MP5|Heckler & 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 "Integral" 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. | ||
[[Image:MP5SD5.jpg|thumb|none| | [[Image:MP5SD5.jpg|thumb|none|400px|Heckler & Koch MP5SD2 - 9x19mm, The one in-game has the older S-E-F trigger group.]] | ||
[[Image:MGS4-MP5.jpg|thumb|none|601px|MP5SD2 on the item menu.]] | [[Image:MGS4-MP5.jpg|thumb|none|601px|MP5SD2 on the item menu.]] | ||
[[File:MGS4MP5SD2-1.jpg|thumb|none|600px|Aiming down the sights of the MPSSD2.]] | [[File:MGS4MP5SD2-1.jpg|thumb|none|600px|Aiming down the sights of the MPSSD2.]] | ||
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The [[Heckler & 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, armour-piercing, backup weapon you can holster), instead of its more appropriate 40-round magazine variant (intended for use when the MP7 is issued as a primary weapon). | The [[Heckler & 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, armour-piercing, backup weapon you can holster), instead of its more appropriate 40-round magazine variant (intended for use when the MP7 is issued as a primary weapon). | ||
[[Image:Hk mp7 b-1-.jpg|thumb|none| | [[Image:Hk mp7 b-1-.jpg|thumb|none|400px|Heckler & Koch MP7A1 with Hensoldt RSA red dot sight - 4.6x30mm]] | ||
[[Image:MGS4-MP7.jpg|thumb|none|601px|MP7A1 on the item menu.]] | [[Image:MGS4-MP7.jpg|thumb|none|601px|MP7A1 on the item menu.]] | ||
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The [[Izhmash PP-19 Bizon]] can be purchased from Drebin; the game claims it to be a "new Russian submachine gun," even though it was twelve years old when the game came out and is sixteen 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 customised in the game, though it can be used one-handed during the motorcycle chase in Act 3. | The [[Izhmash PP-19 Bizon]] can be purchased from Drebin; the game claims it to be a "new Russian submachine gun," even though it was twelve years old when the game came out and is sixteen 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 customised in the game, though it can be used one-handed during the motorcycle chase in Act 3. | ||
[[Image:Bizon1.jpg|thumb|none| | [[Image:Bizon1.jpg|thumb|none|400px|Early PP-19 Bizon - 9x18mm Makarov]] | ||
[[Image:MGS4-Bizon.jpg|thumb|none|601px|Bizon on the item menu.]] | [[Image:MGS4-Bizon.jpg|thumb|none|601px|Bizon on the item menu.]] | ||
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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 "Drebin Points" option is not enabled. | 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 "Drebin Points" option is not enabled. | ||
[[Image:Model870P 14inlg.jpg|thumb|none| | [[Image:Model870P 14inlg.jpg|thumb|none|400px|Remington 870 Police "Entry Gun" 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.]] | ||
[[Image:MGS4-870C.jpg|thumb|none|601px|"870 custom" on the item menu.]] | [[Image:MGS4-870C.jpg|thumb|none|601px|"870 custom" on the item menu.]] | ||
[[Image:MGS4-870C-1.jpg|thumb|none|600px|A FROG reels in confusion as Snake aims a pump-action RIS rail at her. "It's a shotgun, I swear!"]] | [[Image:MGS4-870C-1.jpg|thumb|none|600px|A FROG reels in confusion as Snake aims a pump-action RIS rail at her. "It's a shotgun, I swear!"]] | ||
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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 in the game. | 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 in the game. | ||
[[Image:Saiga 12k-1.jpg|thumb|none| | [[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 Gauge]] | ||
[[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.]] | [[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.]] | ||
[[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.]] | [[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.]] | ||
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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). It can be equipped with a [[GP-30]] grenade launcher. This weapon is available in multiplayer, and if the "Drebin Points" option is enabled, the AK-102 becomes the cheapest assault rifle in that mode. | 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). It can be equipped with a [[GP-30]] grenade launcher. This weapon is available in multiplayer, and if the "Drebin Points" option is enabled, the AK-102 becomes the cheapest assault rifle in that mode. | ||
[[Image:AK102.jpg|thumb|none| | [[Image:AK102.jpg|thumb|none|400px|AK-102 carbine - 5.56x45mm]] | ||
[[Image:MGS4-AK102.jpg|thumb|none|601px|AK-102 on the item menu, fitted with a GP30 grenade launcher.]] | [[Image:MGS4-AK102.jpg|thumb|none|601px|AK-102 on the item menu, fitted with a GP30 grenade launcher.]] | ||
[[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.]] | [[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.]] | ||
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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 Sergei 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. | 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 Sergei 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. | ||
[[Image:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb| | [[Image:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|400px|none|AN-94 Abakan Nikonov assault rifle - 5.45x39mm]] | ||
[[Image:MGS4-AN94.jpg|thumb|601px|none|AN94 on the item menu, equipped with a GP-30 grenade launcher.]] | [[Image:MGS4-AN94.jpg|thumb|601px|none|AN94 on the item menu, equipped with a GP-30 grenade launcher.]] | ||
[[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.]] | [[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.]] | ||
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The [[FAMAS]] is not usable in the game, but appears in flashbacks to ''Metal Gear Solid'', as well as the brief "nightmare" sequence of ''MGS1'' gameplay. | The [[FAMAS]] is not usable in the game, but appears in flashbacks to ''Metal Gear Solid'', as well as the brief "nightmare" sequence of ''MGS1'' gameplay. | ||
[[Image:FAMAS F2.jpg|thumb|none| | [[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]] | ||
[[Image:MGS4-FAMAS.jpg|thumb|600px|none|Meryl Silverburgh holds a FAMAS on Solid Snake during a flashback to the first game.]] | [[Image:MGS4-FAMAS.jpg|thumb|600px|none|Meryl Silverburgh holds a FAMAS on Solid Snake during a flashback to the first game.]] | ||
[[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.]] | [[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.]] | ||
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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. 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. | 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. 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. | ||
[[Image:FN FAL 50 00.jpg|thumb| | [[Image:FN FAL 50 00.jpg|thumb|400px|none|FN FAL - 7.62x51mm NATO]] | ||
[[Image:MGS4-FAL.jpg|thumb|none|601px|FN FAL on the item menu.]] | [[Image:MGS4-FAL.jpg|thumb|none|601px|FN FAL on the item menu.]] | ||
[[Image:MGS4-FAL-1.jpg|thumb|none|600px|Having knocked out several Paradise Lost members, Snake brandishes a FAL he took from one and his Stun Knife, preparing to lay some CQC down.]] | [[Image:MGS4-FAL-1.jpg|thumb|none|600px|Having knocked out several Paradise Lost members, Snake brandishes a FAL he took from one and his Stun Knife, preparing to lay some CQC down.]] | ||
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The short-barrelled CQC variant of the [[FN SCAR#FN SCAR-H|FN SCAR-H]], referred to under its SOCOM "Mk. 17" 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 AN/PEQ-5 laser sight, 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. | The short-barrelled CQC variant of the [[FN SCAR#FN SCAR-H|FN SCAR-H]], referred to under its SOCOM "Mk. 17" 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 AN/PEQ-5 laser sight, 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. | ||
[[Image:2fff2537c0.jpg|thumb|none| | [[Image:2fff2537c0.jpg|thumb|none|400px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]] | ||
[[Image:MGS4-Mk17.jpg|thumb|none|601px|The FN SCAR-H on the item menu. Note the fire selector is always on semi-auto.]] | [[Image:MGS4-Mk17.jpg|thumb|none|601px|The FN SCAR-H on the item menu. Note the fire selector is always on semi-auto.]] | ||
[[Image:MGS4-SCAR-2.jpg|thumb|none|600px|Snake reloads his SCAR-H.]] | [[Image:MGS4-SCAR-2.jpg|thumb|none|600px|Snake reloads his SCAR-H.]] | ||
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The [[Heckler & Koch G3|Heckler & 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. | The [[Heckler & Koch G3|Heckler & 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. | ||
[[Image:HKG3A3.jpg|thumb| | [[Image:HKG3A3.jpg|thumb|400px|none|HK G3A3 - 7.62x51mm]] | ||
[[Image:MGS4-Boatanchor.jpg|thumb|none|601px|G3A3 on the item menu.]] | [[Image:MGS4-Boatanchor.jpg|thumb|none|601px|G3A3 on the item menu.]] | ||
[[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.]] | [[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.]] | ||
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The [[Heckler & 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 "Akiba" 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. | The [[Heckler & 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 "Akiba" 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. | ||
[[Image:XM8.JPG|thumb| | [[Image:XM8.JPG|thumb|400px|none|Heckler & Koch XM8 - 5.56x45mm NATO]] | ||
[[Image:Xm8 rightmed.jpg|thumb| | [[Image:Xm8 rightmed.jpg|thumb|400px|none|Early Heckler & Koch XM8 - 5.56x45mm NATO. Note "duckbill" flash hider and lack of four oval PCAP holes.]] | ||
[[Image:MGS4-SpaceshipM320.jpg|thumb|none|601px|XM8 with an XM320 grenade launcher fitted, on the item menu. Note it uses an early "duckbill" flash hider rather than the later model's "birdcage," but has the later version's PCAP accessory mounting holes in the handguard.]] | [[Image:MGS4-SpaceshipM320.jpg|thumb|none|601px|XM8 with an XM320 grenade launcher fitted, on the item menu. Note it uses an early "duckbill" flash hider rather than the later model's "birdcage," but has the later version's PCAP accessory mounting holes in the handguard.]] | ||
[[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.]] | [[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.]] | ||
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The [[Heckler_%26_Koch_XM8#Heckler_.26_Koch_XM8_Compact_Carbine|Heckler & Koch XM8 Compact Carbine]], the shortest configuration of the XM8, is used by Johnny "Akiba" Sasaki, a member of Meryl Silverburgh's "Rat Patrol" FOXHound unit. While Heckler & Koch marketed this version as the "PDW" 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. | The [[Heckler_%26_Koch_XM8#Heckler_.26_Koch_XM8_Compact_Carbine|Heckler & Koch XM8 Compact Carbine]], the shortest configuration of the XM8, is used by Johnny "Akiba" Sasaki, a member of Meryl Silverburgh's "Rat Patrol" FOXHound unit. While Heckler & Koch marketed this version as the "PDW" 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. | ||
[[Image:XM8CC.jpg|thumb|none| | [[Image:XM8CC.jpg|thumb|none|400px|Heckler & Koch XM8 Compact Carbine with full stock - 5.56x45mm]] | ||
[[Image:MGS4-XM8PDW.jpg|thumb|none|600px|'''Old Snake:''' ''"You haven't even taken the safety off, rookie."'' <br> '''Johnny "Akiba" Sasaki:''' ''"Careful, I'm no rookie! I'm a 10-year vet!"'' <br> 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.]] | [[Image:MGS4-XM8PDW.jpg|thumb|none|600px|'''Old Snake:''' ''"You haven't even taken the safety off, rookie."'' <br> '''Johnny "Akiba" Sasaki:''' ''"Careful, I'm no rookie! I'm a 10-year vet!"'' <br> 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.]] | ||
[[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.]] | [[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.]] | ||
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Drebin makes a series of patently false claims about the M4A1 as shown; he tells Snake the barrel is free-floating ("of course") despite that the weapon's handguard is clearly not a free-float type, and claims the weapon is "popular with the big PMCs" despite none ever using it, and claiming it is "the official carbine model used by US army" 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. | Drebin makes a series of patently false claims about the M4A1 as shown; he tells Snake the barrel is free-floating ("of course") despite that the weapon's handguard is clearly not a free-float type, and claims the weapon is "popular with the big PMCs" despite none ever using it, and claiming it is "the official carbine model used by US army" 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. | ||
[[Image:ColtM4.jpg|thumb| | [[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]] | ||
[[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.]] | [[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.]] | ||
[[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.]] | [[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.]] | ||
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The [[DSR-1]], a bolt-action sniper rifle in a bullpup layout, is used by FROG snipers and can be bought from Drebin; doing so is rather pointless, however, since Old 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. 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. | The [[DSR-1]], a bolt-action sniper rifle in a bullpup layout, is used by FROG snipers and can be bought from Drebin; doing so is rather pointless, however, since Old 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. 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. | ||
[[Image:Dsr1.jpg|thumb| | [[Image:Dsr1.jpg|thumb|400px|none|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]] | ||
[[Image:MGS4-DSR.jpg|thumb|none|601px|DSR-1 on the item menu.]] | [[Image:MGS4-DSR.jpg|thumb|none|601px|DSR-1 on the item menu.]] | ||
[[Image:MGS4-DSR-1.jpg|thumb|none|600px|Snake operates the bolt of his DSR-1.]] | [[Image:MGS4-DSR-1.jpg|thumb|none|600px|Snake operates the bolt of his DSR-1.]] | ||
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While not usable in the game, the "press X" 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 & Koch PSG-1]]. | While not usable in the game, the "press X" 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 & Koch PSG-1]]. | ||
[[Image:H&KPSG01.jpg|thumb|none| | [[Image:H&KPSG01.jpg|thumb|none|400px|Heckler & Koch PSG-1 - 7.62x51mm NATO]] | ||
[[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.]] | [[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.]] | ||
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A [[Heckler_%26_Koch_XM8#Heckler_.26_Koch_XM8_Sharpshooter_Rifle|Heckler & Koch XM8 Sharpshooter Rifle]] is used by the character "Ed," a member of Meryl Silverburgh's "Rat Patrol" FOXHound unit. It is never available to the player. | A [[Heckler_%26_Koch_XM8#Heckler_.26_Koch_XM8_Sharpshooter_Rifle|Heckler & Koch XM8 Sharpshooter Rifle]] is used by the character "Ed," a member of Meryl Silverburgh's "Rat Patrol" FOXHound unit. It is never available to the player. | ||
[[Image:XM8sharp.jpg|thumb| | [[Image:XM8sharp.jpg|thumb|400px|none|Heckler & Koch XM8 Sharpshooter Rifle - 5.56x45mm]] | ||
[[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.]] | [[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.]] | ||
[[Image:MGS4-XM8Sharp-1.jpg|thumb|none|600px|Meryl, Ed and Johnathan demonstrate the capabilities of the "System" by taking down three FROG soldiers in perfect unison, using their shared senses.]] | [[Image:MGS4-XM8Sharp-1.jpg|thumb|none|600px|Meryl, Ed and Johnathan demonstrate the capabilities of the "System" by taking down three FROG soldiers in perfect unison, using their shared senses.]] | ||
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The [[M14_Rifle#Mk_14_Mod_0_Enhanced_Battle_Rifle|Mk 14 Mod 0 Enhanced Battle Rifle ]] (Referred to incorrectly as the "M14EBR") is a modern variant of the [[M14 Rifle]]. It is used by PMC marksmen in-game and can be purchased from Drebin. It has semiautomatic and fully automatic rates of fire and can be equipped with a suppressor, laser sight, and flashlight. Its fully automatic fire mode makes it very useful even in short range combat, and the fact that it's available early on, combined with its extensive list of modifications, makes it one of the best guns in the game. This weapon is available in multiplayer. | The [[M14_Rifle#Mk_14_Mod_0_Enhanced_Battle_Rifle|Mk 14 Mod 0 Enhanced Battle Rifle ]] (Referred to incorrectly as the "M14EBR") is a modern variant of the [[M14 Rifle]]. It is used by PMC marksmen in-game and can be purchased from Drebin. It has semiautomatic and fully automatic rates of fire and can be equipped with a suppressor, laser sight, and flashlight. Its fully automatic fire mode makes it very useful even in short range combat, and the fact that it's available early on, combined with its extensive list of modifications, makes it one of the best guns in the game. This weapon is available in multiplayer. | ||
[[Image:M14EBR.jpg|thumb|none| | [[Image:M14EBR.jpg|thumb|none|400px|Mk 14 Mod 0 EBR with a Harris bipod and vertical RIS foregrip - 7.62x51 NATO]] | ||
[[Image:MGS4-M14.jpg|thumb|none|601px|"M14 EBR" on the item menu.]] | [[Image:MGS4-M14.jpg|thumb|none|601px|"M14 EBR" on the item menu.]] | ||
[[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 14 Mod 0 Enhanced Battle Rifles.]] | [[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 14 Mod 0 Enhanced Battle Rifles.]] | ||
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A modified [[Mosin Nagant]] sniper rifle with a paratrooper stock and pistol grip can be purchased from Drebin in-game. It is the same rifle used by The End in MGS3 and is modified to only fire tranquilizer darts, though in this game this also includes fictional "Emotion" darts which cause targets to experience one of the game's four psychological states (Cry, Rage, Laugh or Scream). This weapon is available in multiplayer. | A modified [[Mosin Nagant]] sniper rifle with a paratrooper stock and pistol grip can be purchased from Drebin in-game. It is the same rifle used by The End in MGS3 and is modified to only fire tranquilizer darts, though in this game this also includes fictional "Emotion" darts which cause targets to experience one of the game's four psychological states (Cry, Rage, Laugh or Scream). This weapon is available in multiplayer. | ||
[[Image:MosinNagantM9130Sniper.jpg|thumb| | [[Image:MosinNagantM9130Sniper.jpg|thumb|400px|none|Mosin Nagant M91/30 Sniper Rifle - 7.62x54mmR]] | ||
[[Image:MGS4-Mosin.jpg|thumb|none|601px|Custom Mosin-Nagant on the item menu.]] | [[Image:MGS4-Mosin.jpg|thumb|none|601px|Custom Mosin-Nagant on the item menu.]] | ||
[[Image:MGS4-Mosin-1.jpg|thumb|none|600px|Snake shows off The End's Mosin Nagant, which Drebin acquired somehow.]] | [[Image:MGS4-Mosin-1.jpg|thumb|none|600px|Snake shows off The End's Mosin Nagant, which Drebin acquired somehow.]] | ||
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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 "10" rather than the correct "1.7;" 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. | 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 "10" rather than the correct "1.7;" 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. | ||
[[Image:SVD-S-Rifle.jpg|thumb| | [[Image:SVD-S-Rifle.jpg|thumb|400px|none|Dragunov-S shortened sniper rifle intended for paratroopers - 7.62x54mmR]] | ||
[[Image:MGS4-SVD.jpg|thumb|none|601px|SVD on the item menu.]] | [[Image:MGS4-SVD.jpg|thumb|none|601px|SVD on the item menu.]] | ||
[[Image:MGS4-SVD-1.jpg|thumb|none|600px|Nobody had expected Snake to disguise himself as Venom.]] | [[Image:MGS4-SVD-1.jpg|thumb|none|600px|Nobody had expected Snake to disguise himself as Venom.]] | ||
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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. | 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. | ||
[[Image:Vss1.jpg|thumb| | [[Image:Vss1.jpg|thumb|400px|none|VSS Vintorez with PSO-1 scope - 9x39mm]] | ||
[[Image:MGS4-VSS.jpg|thumb|none|601px|VSS on the item menu.]] | [[Image:MGS4-VSS.jpg|thumb|none|601px|VSS on the item menu.]] | ||
[[Image:MGS4-VSS-1.jpg|thumb|none|600px|Out and about in Millennium Park, Snake aims his VSS Vintorez.]] | [[Image:MGS4-VSS-1.jpg|thumb|none|600px|Out and about in Millennium Park, Snake aims his VSS Vintorez.]] | ||
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The [[Heckler_%26_Koch_HK_series_machine_guns#Heckler_.26_Koch_HK21|Heckler & 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 "the very latest model", 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. | The [[Heckler_%26_Koch_HK_series_machine_guns#Heckler_.26_Koch_HK21|Heckler & 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 "the very latest model", 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. | ||
[[Image:HK21E.jpg|thumb|none| | [[Image:HK21E.jpg|thumb|none|400px|Heckler & Koch HK21E - 7.62x51mm NATO]] | ||
[[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.]] | [[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.]] | ||
[[Image:MGS4-HK21E-1.jpg|thumb|none|600px|A rebel soldier brags about his "laundered" HK21E, ignoring several rules of firearm safety by waving it at his friend, even if his finger isn't on the trigger.]] | [[Image:MGS4-HK21E-1.jpg|thumb|none|600px|A rebel soldier brags about his "laundered" HK21E, ignoring several rules of firearm safety by waving it at his friend, even if his finger isn't on the trigger.]] | ||
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The [[PK Machine Gun]] is seen in the hands of militia and rebels in Act 2. at the time this is obtained, 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 can't be customised. | The [[PK Machine Gun]] is seen in the hands of militia and rebels in Act 2. at the time this is obtained, 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 can't be customised. | ||
[[Image:PKM-mg.jpg|thumb| | [[Image:PKM-mg.jpg|thumb|400px|none|PKM with classic (most seen) version of the flash hider - 7.62x54mmR]] | ||
[[Image:MGS4-PKM.jpg|thumb|none|601px|PKM on the item menu.]] | [[Image:MGS4-PKM.jpg|thumb|none|601px|PKM on the item menu.]] | ||
[[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.]] | [[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.]] | ||
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The [[M60 machine gun|M60E4]] is used by the PMC operatives in game. It can be equipped with optics, foregrips, laser sight, and flashlight. This weapon is available in multiplayer, and is the only weapon of its type in that mode. | The [[M60 machine gun|M60E4]] is used by the PMC operatives in game. It can be equipped with optics, foregrips, laser sight, and flashlight. This weapon is available in multiplayer, and is the only weapon of its type in that mode. | ||
[[Image:M60E4-mk43.jpg|thumb|none| | [[Image:M60E4-mk43.jpg|thumb|none|400px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm]] | ||
[[Image:MGS4-M60.jpg|thumb|none|601px|M60E4 on the item menu.]] | [[Image:MGS4-M60.jpg|thumb|none|601px|M60E4 on the item menu.]] | ||
[[Image:MGS4-M60-1.jpg|thumb|none|600px|Snake sights up a Pieuvre Armement PMC soldier armed with an M60E4.]] | [[Image:MGS4-M60-1.jpg|thumb|none|600px|Snake sights up a Pieuvre Armement PMC soldier armed with an M60E4.]] | ||
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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's much lighter and fires the less powerful 5.56x45mm cartridge. | 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's much lighter and fires the less powerful 5.56x45mm cartridge. | ||
[[Image:Mk46.jpg|thumb|none| | [[Image:Mk46.jpg|thumb|none|400px|Mk. 46 Mod. 0 - 5.56x45mm]] | ||
[[Image:MGS4-Mk46.jpg|thumb|none|601px|"Mk. 46 Mod.1" on the item menu.]] | [[Image:MGS4-Mk46.jpg|thumb|none|601px|"Mk. 46 Mod.1" on the item menu.]] | ||
[[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.]] | [[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.]] | ||
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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. | 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. | ||
[[Image:-0976t.jpg|thumb|none| | [[Image:-0976t.jpg|thumb|none|400px|FIM-92A Stinger - 70mm]] | ||
[[Image:MGS4-Stinger.jpg|thumb|none|601px|FIM-92A Stinger on the item menu.]] | [[Image:MGS4-Stinger.jpg|thumb|none|601px|FIM-92A Stinger on the item menu.]] | ||
[[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.]] | [[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.]] | ||
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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. | 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. | ||
[[Image:Gp-30 ak-74.jpg|thumb|none| | [[Image:Gp-30 ak-74.jpg|thumb|none|400px|GP-30 grenade launcher mounted on AK-74 - 40mm & 5.45x39mm]] | ||
[[Image:MGS4-AK102.jpg|thumb|none|601px|AK-102 on the item menu, fitted with a GP-30 grenade launcher.]] | [[Image:MGS4-AK102.jpg|thumb|none|601px|AK-102 on the item menu, fitted with a GP-30 grenade launcher.]] | ||
[[Image:MGS4-GP30-1.jpg|thumb|none|600px|Snake reloads the GP-30 mounted under his AN-94 assault rifle.]] | [[Image:MGS4-GP30-1.jpg|thumb|none|600px|Snake reloads the GP-30 mounted under his AN-94 assault rifle.]] | ||
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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. | 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. | ||
[[Image:Rpg-7-1-.jpg|thumb| | [[Image:Rpg-7-1-.jpg|thumb|400px|none|RPG-7 - 40mm]] | ||
[[Image:MGS4-RPG.jpg|thumb|601px|none|RPG-7 on the item menu.]] | [[Image:MGS4-RPG.jpg|thumb|601px|none|RPG-7 on the item menu.]] | ||
[[Image:MGS4-RPG-1.jpg|thumb|none|600px|A rebel aims his RPG-7 during ''MGS4's'' first Act.]] | [[Image:MGS4-RPG-1.jpg|thumb|none|600px|A rebel aims his RPG-7 during ''MGS4's'' first Act.]] | ||
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The [[M18 smoke grenade]] is usable in the game, in a default white version and four special "Emotion" 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. The M18 is also the basis for the "fat" versions of the Stun and Chaff grenade seen in the ''MGS1'' nightmare sequence. | The [[M18 smoke grenade]] is usable in the game, in a default white version and four special "Emotion" 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. The M18 is also the basis for the "fat" versions of the Stun and Chaff grenade seen in the ''MGS1'' nightmare sequence. | ||
[[Image:M18red.jpg|thumb|none| | [[Image:M18red.jpg|thumb|none|300px|M18 smoke grenade]] | ||
[[Image:MGS4-M18.jpg|thumb|none|601px|M18 smoke grenade on the item menu. This grenade produces white smoke.]] | [[Image:MGS4-M18.jpg|thumb|none|601px|M18 smoke grenade on the item menu. This grenade produces white smoke.]] | ||
[[Image:MGS4-M18-Emot.jpg|thumb|none|601px|One of the four coloured "emotion" smoke grenades available after completing the game once. This is the yellow "Laugh" grenade.]] | [[Image:MGS4-M18-Emot.jpg|thumb|none|601px|One of the four coloured "emotion" smoke grenades available after completing the game once. This is the yellow "Laugh" grenade.]] | ||
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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. | 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. | ||
[[Image:BrowningM2.jpg|thumb|none| | [[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB - .50 BMG]] | ||
[[Image:MGS4-M2-2.jpg|thumb|none|600px|One of the Praying Mantis PMC's "Gekko" 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 "beak," but this is completely concealed by armour and impossible to identify.]] | [[Image:MGS4-M2-2.jpg|thumb|none|600px|One of the Praying Mantis PMC's "Gekko" 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 "beak," but this is completely concealed by armour and impossible to identify.]] | ||
[[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.]] | [[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.]] | ||
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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. | 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. | ||
[[Image:Yakb.JPG|thumb|none| | [[Image:Yakb.JPG|thumb|none|400px|Yakushev-Borzov Yak-B machine gun - 12.7mm]] | ||
[[Image:MGS4-Hind-2.jpg|thumb|none|600px|Snake finds the crashed Hind-D in a corner of the snowfield. "Bad dog! What did Snake tell you about destroying the helicopter?"]] | [[Image:MGS4-Hind-2.jpg|thumb|none|600px|Snake finds the crashed Hind-D in a corner of the snowfield. "Bad dog! What did Snake tell you about destroying the helicopter?"]] | ||
[[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 "greenhouse" 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.]] | [[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 "greenhouse" 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.]] | ||
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A Japanese clone of a Portugese muzzleloading matchlock arquebus design, this 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 fire a gigantic whirlwind which knocks enemies down and scatters items everywhere. It is extremely silly. | A Japanese clone of a Portugese muzzleloading matchlock arquebus design, this 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 fire a gigantic whirlwind which knocks enemies down and scatters items everywhere. It is extremely silly. | ||
[[Image:TanegashimaGun.jpg|thumb|none| | [[Image:TanegashimaGun.jpg|thumb|none|400px|Japanese "Tanegashima" matchlock arquebus. Tanegashima was the site of the first contact Japan had with European traders, and these firearms were copies of traded Portugese guns.]] | ||
[[Image:MGS4-Musket.jpg|thumb|none|601px|"Tanegashima" arquebus on the item menu. Note this weapon is rather ridiculously placed in the "assault rifle" class.]] | [[Image:MGS4-Musket.jpg|thumb|none|601px|"Tanegashima" arquebus on the item menu. Note this weapon is rather ridiculously placed in the "assault rifle" class.]] | ||
[[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 was extinguished accidentally.]] | [[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 was extinguished accidentally.]] |
Revision as of 13:25, 10 October 2011
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 "War Economy" engineered by a mysterious organization known as "The Patriots." 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 "System," an apparently invincible computer network which controls the world.
The following weapons can be seen in the video game Metal Gear Solid 4: Guns of the Patriots:
Note: Spoilers are present in some weapon descriptions.
Overview
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 "backpack," 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 "stress" meter 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 "ammunition;" for example, only one of the fifty LAWs Snake can be carrying actually weighs anything for purposes of inventory weight.
Weapons can be found in the environment, but often feature biometric ID locks which prevent unauthorized use. To remove these, Snake can access a "gun launderer" by the name of Drebin and exchange points earned for the "war price" 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 "System" 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 "Naked Guns"), 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 "System" entirely.
The game removes the "Tactical Reload" 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 "Middle Eastern Technique" 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 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 he reloaded. This seems largely done to explain what happens to the "extra" round that was in the chamber.
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 "M4 Custom" 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.
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.
Handguns
Custom M1911
Big Boss's highly customised M1911 from Operation Snake Eater can unlocked via entering a password. Being an unlockable "special" 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 Operator.
EAA Tanfoglio Thor .45-70
The Thor .45-70 is a highly accurate and incredibly powerful single-shot bolt action pistol (referred to in the description as a "hand rifle") that must be manually chambered after every firing. 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 customisation options.
FN Five-seveN
The FN Five-seveN is the standard sidearm for Liquid Ocelot's elite FROG special operations unit (FROG standing for absolutely nothing), 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.
Glock 18C
The Glock 18C can be purchased from Drebin, 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 an 19-round magazine instead. This handgun is also available in multiplayer.
Heckler & Koch Mark 23 Phase II Prototype
The Heckler & 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 "Easter eggs," 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.
This weapon is available in multiplayer, and is also the only firearm that the special character Raiden is equipped with.
IMI Desert Eagle Mark XIX
The Desert Eagle, simply called the "D.E." is used by Meryl Silverburgh ingame. It can be purchased from Drebin, or occasionally picked up from the "Dwarf Gekko" 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. A bizarre glitch is that when Snake reloads the long-barrel Desert Eagle, rather than just holding a magazine he is holding an entire second gun in his other hand. Additionally, there is a second glitch where 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.
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.
Luger P08 "Artillery Model"
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 "Artillery Model" Luger P08.
Makarov PMM
The Makarov PMM is used by the rebel "mark" 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.
Mk22 Mod 0 "Hush Puppy"
In the third Act, a painting of Big Boss brandishing his M1911 Custom with his Mk22 Mod 0 (Navy modified Smith & Wesson Model 39) holstered is briefly focused on.
PSS
The 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 "silent" 7.62x42mm ammunition, making it a lethal counterpart to the MK. 2 tranquilizer pistol (neither has a degradable suppressor).
"Race Gun"
The 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 "trick shots" 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.
Ruger Mk. II
An integrally suppressed, manually operated fictional variant of the Ruger Mk II Pistol, that fires tranquilizer rounds and has grips with a built-in laser sight and what appears to be a carbon-fibre 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 "Emotion" 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.
Shansi Type 17
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. 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.
SIG-Sauer GSR
The SIG-Sauer GSR is the standard sidearm for all four of the game's Private Military Companies, and is also used by the small "Dwarf Gekko" 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).
This weapon is available in multiplayer, and if the "Drebin Points" option is not enabled, the GSR will become the only lethal pistol available to players who are not using unique storyline characters.
Springfield Operator
A customised Springfield Operator 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 Mark 23), and uses the very common .45 ACP round. This weapon is available in multiplayer.
Submachine Guns
This category in-game also includes the "Patriot" compact carbine, but that weapon is listed under assault rifles due to firing an intermediate round rather than a pistol round.
FN P90
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 "Drebin Points" 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.
Heckler & Koch MP5SD2
The Heckler & 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 "Integral" 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.
Heckler & Koch MP7A1
The Heckler & 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, armour-piercing, backup weapon you can holster), instead of its more appropriate 40-round magazine variant (intended for use when the MP7 is issued as a primary weapon).
Izhmash PP-19 Bizon
The Izhmash PP-19 Bizon can be purchased from Drebin; the game claims it to be a "new Russian submachine gun," even though it was twelve years old when the game came out and is sixteen 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 customised in the game, though it can be used one-handed during the motorcycle chase in Act 3.
MAC-10
The MAC-10 can be purchased from Drebin or found in Act 2. It can be equipped with a suppressor. Unlike most depictions, Snake actually uses both hands and the stock in-game.
Skorpion Vz 82
The 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 "Vz. 83" 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.
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 submachinegun 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.
Shotguns
Note: All shotguns in this game can use 00 buckshot, shotgun slugs, or non-lethal vortex ring ammunition.
Remington 870 Custom
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 "Drebin Points" option is not enabled.
Remington 870 "MasterKey"
A short barrelled Remington 870 configured like an Knight's Armament Masterkey is available as an attachment for the "M4 Custom" 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.
Saiga 12
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 in the game.
"Twin Barrel"
A 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, though this is due to the shotgun only having a single trigger for both barrels.
Assault Rifles / Battle Rifles
AK-102
The 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). It can be equipped with a GP-30 grenade launcher. This weapon is available in multiplayer, and if the "Drebin Points" option is enabled, the AK-102 becomes the cheapest assault rifle in that mode.
AN-94
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 Sergei 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.
AKS-74U
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 AKS-74U.
FAMAS
The FAMAS is not usable in the game, but appears in flashbacks to Metal Gear Solid, as well as the brief "nightmare" sequence of MGS1 gameplay.
FN FAL
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. 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.
FN SCAR-H CQC
The short-barrelled CQC variant of the FN SCAR-H, referred to under its SOCOM "Mk. 17" 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 AN/PEQ-5 laser sight, 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.
Heckler & Koch G3A3
The Heckler & 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.
Heckler & Koch XM8 Carbine
The Heckler & 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 "Akiba" 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.
Heckler & Koch XM8 Compact Carbine
The Heckler & Koch XM8 Compact Carbine, the shortest configuration of the XM8, is used by Johnny "Akiba" Sasaki, a member of Meryl Silverburgh's "Rat Patrol" FOXHound unit. While Heckler & Koch marketed this version as the "PDW" 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.
M4A1
A customised 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 off a PMC soldier, and it is equipped with an EOTech sight. In the actual game, you can attach an Aimpoint red dot sight, ACOG scope, Surefire tactical flashlight, visible laser module, two types of vertical grip, Remington 870 Masterkey underbarrel shotgun, and an H&K XM320 grenade launcher. 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.
Drebin makes a series of patently false claims about the M4A1 as shown; he tells Snake the barrel is free-floating ("of course") despite that the weapon's handguard is clearly not a free-float type, and claims the weapon is "popular with the big PMCs" despite none ever using it, and claiming it is "the official carbine model used by US army" 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.
"Patriot"
This custom full-auto-only AR-15-pattern carbine, seemingly based on an M231 Firing Port Weapon with the barrel significantly shortened so the whole weapon resembles a Rocky Mountain Arms Patriot Pistol, 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 ingame reason is how its Beta-C magazine, misnamed in the previous game as the "feed mechanism," vaguely resembles the sideways-8 infinity symbol); it also plays part of the "Snake Eater" theme from 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 ingame.
Sniper Rifles / Designated Marksman Rifles
Barrett M82A2
The 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 "Akiba" 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.
DSR-1
The DSR-1, a bolt-action sniper rifle in a bullpup layout, is used by FROG snipers and can be bought from Drebin; doing so is rather pointless, however, since Old 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. 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.
Heckler & Koch PSG-1
While not usable in the game, the "press X" flashback after defeating Crying Wolf shows Sniper Wolf's death scene in the original game, with the defeated sniper holding her signature Heckler & Koch PSG-1.
Heckler & Koch XM8 Sharpshooter
A Heckler & Koch XM8 Sharpshooter Rifle is used by the character "Ed," a member of Meryl Silverburgh's "Rat Patrol" FOXHound unit. It is never available to the player.
Mk 14 Mod 0 Enhanced Battle Rifle
The Mk 14 Mod 0 Enhanced Battle Rifle (Referred to incorrectly as the "M14EBR") is a modern variant of the M14 Rifle. It is used by PMC marksmen in-game and can be purchased from Drebin. It has semiautomatic and fully automatic rates of fire and can be equipped with a suppressor, laser sight, and flashlight. Its fully automatic fire mode makes it very useful even in short range combat, and the fact that it's available early on, combined with its extensive list of modifications, makes it one of the best guns in the game. This weapon is available in multiplayer.
Mosin Nagant Sniper
A modified Mosin Nagant sniper rifle with a paratrooper stock and pistol grip can be purchased from Drebin in-game. It is the same rifle used by The End in MGS3 and is modified to only fire tranquilizer darts, though in this game this also includes fictional "Emotion" darts which cause targets to experience one of the game's four psychological states (Cry, Rage, Laugh or Scream). This weapon is available in multiplayer.
SVD Dragunov-S
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 "10" rather than the correct "1.7;" 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.
VSS Vintorez
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.
Machine Guns
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 "Rambo" 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.
Heckler & Koch HK21E
The Heckler & 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 "the very latest model", 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.
Kalashnikov PKM
The PK Machine Gun is seen in the hands of militia and rebels in Act 2. at the time this is obtained, 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 can't be customised.
M60E4
The M60E4 is used by the PMC operatives in game. It can be equipped with optics, foregrips, laser sight, and flashlight. This weapon is available in multiplayer, and is the only weapon of its type in that mode.
Mk. 46 Mod. 0
The 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's much lighter and fires the less powerful 5.56x45mm cartridge.
Launchers
FGM-148 Javelin
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.
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 "Nikita" missile launcher, but this doesn't really explain why the resulting mechanics were given to a Javelin launcher rather than a fictional ATGM system.
FIM-92 Stinger
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.
GP-30
The 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.
Heckler & Koch XM25 Mock-Up
An early mock-up of the Heckler & 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.
Heckler & Koch XM320
A mixture of the early version and later version of the Heckler & 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.
M72A3 LAW
The M72 LAW is used by a small number of rebels in Act 2.
MGL-140
The Milkor MGL appears as the "MGL-140," 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, "flashbang" stun rounds and smoke rounds.
RPG-7
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.
Thrown / Placed
Airsoft gas charger grenade
A grenade with a thin, smooth cylindrical body is used as the model for both the "flashbang" stun grenades and the game's fictional electronic warfare "chaff" 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 "secret" 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.
M112 C4 Demolition Charge
Remote-detonated C4 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.
M18 Smoke Grenade
The M18 smoke grenade is usable in the game, in a default white version and four special "Emotion" 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. The M18 is also the basis for the "fat" versions of the Stun and Chaff grenade seen in the MGS1 nightmare sequence.
M18A1 Claymore
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.
M34 White Phosphorous Grenade
The M34 White Phosphorous grenade is available to the player only, and creates a burning cloud of white phosphorous which ignites enemies on contact.
M67 Hand Grenade
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 "Gekko" bipedal IFVs, which can throw grenades using their manipulator tentacles.
Magazine
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.
Mk 2 Hand Grenade
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.
Molotov cocktail
Molotov cocktails, referred to as "Petro Bomb" 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.
Valmera 69
An Italian Valmera 69 bounding anti-personnel mine is featured as the "S.G. Mine," with SG presumably standing for "Sleep Gas." 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.
Unknown land mine
An unknown land mine is available as a remote-triggered sleeping gas bomb called the "S.G. Satchel."
Mounted Weaponry
BGM-71 TOW
The bipedal "Gekko" 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.
Browning M2HB
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.
General Electric M134 Minigun
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.
General Electric M61A1 Vulcan
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 "beak." While the latter is claimed to be 30mm by the game, Metal Gear Rex has not changed size since Otacon called them "Vulcan cannons" 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.
Kalashnikov PKT
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 "Tucha" smoke grenade launchers and three PKT machine guns, one coaxial and two bow-mounted.
M224 Mortar
During the first two Acts, a number of M224 Mortars 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.
M230 Chaingun
PMC hybrid helicopters based on the Boeing X-50 Dragonfly aircraft / helicopter concept are armed with a chin-mounted M230 Chain Gun.
M240C
The M240C is seen mounted coaxially on the remaining Abrams tank in Shadow Moses Island's tank hangar.
Yakushev-Borzov Yak-B
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.
Other
"Rail Gun"
The fictional handheld railgun used by Fortune in MGS2 returns in Metal Gear Solid 4 attached to the quadrupedal armour of B&B Corps member Crying Wolf; the weapon is mounted to the "Beast" 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 "good luck" 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.
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.
Tanegashima
A Japanese clone of a Portugese muzzleloading matchlock arquebus design, this 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 fire a gigantic whirlwind which knocks enemies down and scatters items everywhere. It is extremely silly.