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Metal Gear Solid 3: Snake Eater: Difference between revisions
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According to Snake, Ocelot tends to twist his arm to absorb the recoil of the pistol, whereas a more stoic grip and stance would result in greater accuracy. SIGINT, however, theorizes (during a call to him after the encounter) that the jam was caused by a combination of the manual ejection, and his "twisting" somehow causing the gun to fail to properly cycle. | According to Snake, Ocelot tends to twist his arm to absorb the recoil of the pistol, whereas a more stoic grip and stance would result in greater accuracy. SIGINT, however, theorizes (during a call to him after the encounter) that the jam was caused by a combination of the manual ejection, and his "twisting" somehow causing the gun to fail to properly cycle. | ||
EVA also possessed a Makarov during the ending, which she intended to use to kill Naked Snake, but she never used it due to promising The Boss not to kill him. In addition, Major Raikov always carried a Makarov on his person while doing rounds of the East Wing of Groznyj Grad as does Colonel Volgin. | EVA also possessed a Makarov during the ending, which she intended to use to kill Naked Snake, but she never used it due to promising The Boss not to kill him. In addition, Major Raikov always carried a Makarov on his person while doing rounds of the East Wing of Groznyj Grad as does Colonel Volgin. Although the player never actually uses the Makarov during gameplay, Snake himself used one once to hold Volgin up after disarming him, and also attempted to use it on The Boss, but the latter disarmed him before he could get the chance to do so. | ||
[[Image:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm PM]] | [[Image:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm PM]] | ||
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[[File:MGS3MakarovJam.jpg|thumb|none|500px|The Makarov jams giving Snake a chance to attack.]] | [[File:MGS3MakarovJam.jpg|thumb|none|500px|The Makarov jams giving Snake a chance to attack.]] | ||
[[File:MGS3MakarovVolgin.jpg|thumb|none|500px|Seeing through (or rather feeling through) Snake's disguise as Major Raikov Volgin aims his Makarov at Snake.]] | [[File:MGS3MakarovVolgin.jpg|thumb|none|500px|Seeing through (or rather feeling through) Snake's disguise as Major Raikov Volgin aims his Makarov at Snake.]] | ||
[[File:MGS3MakarovToss.jpg|thumb|none|500px|When The Boss faces the imposter she is quickly able to disarm Snake of his Makarov with CQC.]] | [[File:MGS3MakarovToss.jpg|thumb|none|500px|When The Boss faces the imposter she is quickly able to disarm Snake of "his" Makarov (Actually Volgin's, as Snake disarmed him earlier) with CQC.]] | ||
== Mk22 Mod 0 "Hush Puppy" (Smith & Wesson 39) == | == Mk22 Mod 0 "Hush Puppy" (Smith & Wesson 39) == |
Revision as of 12:15, 10 September 2012
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Work In Progress This article is still under construction. It may contain factual errors. See Talk:Metal Gear Solid 3: Snake Eater for current discussions. Content is subject to change. |
The following weapons were used in the video game Metal Gear Solid 3: Snake Eater. Unless otherwise noted, each weapon is only available in the singleplayer portion of the game:
Handguns
Colt Single Action Army
The ingame Colt Single Action Army is a 6-shot revolver chambered for .45 Long Colt rounds, fires single action only, and is reloaded manually, one round at a time (though it can still be reloaded instantly by unequipping and re-equipping it ingame). To fire, the hammer must be cocked first, or the gun can be rapidly fanned from the hip. The ingame version's advantage over the semiautomatic M1911 is that SAA's bullets will commonly ricochet off walls and hit targets even if you miss (unrealistically, the ricocheting bullets tend to bounce at angles that will hit enemies even if this would be physically unlikely). Some dramatic license is taken with this; in real life, at more severe angles and distances (especially after multiple ricochets), the bullets would hit with stinging, but nonlethal force.
The player gains a Colt Single Action Army from the Boss (but without any ammunition) after being tortured by Colonel Volgin, and can earn one for a new game if the final dual with Ocelot is done correctly. This weapon is available in multiplayer, but only to the Major Ocelot special character. Unlike every other pistol available to player characters, the SAA cannot be used in conjunction with a knife for CQC techniques--it can only be used as an improvised bludgeon.
Major Ocelot carries three of these revolvers as his signature weapons. After switching from his Makarov PM, Ocelot carried a heavily-engraved nickel-plated SAA, but switched to three black powder models after being told that the engraving offers no advantage as well as forgetting that his new weapon only carries six shots. Ocelot professionally spins two of them and also features a cavalry stock he fits on the the heel of the grip to fire it like a carbine rifle. As a sign of his ability (or likely, his brashness), he keeps all six chambers on both guns loaded, risking an unintended discharge should he drop one of his guns or have the hammer fall due to one of his numerous stunts with the guns, including juggling all three of his weapons at several points in the game for the purpose of playing a version of Russian Roulette. Real SAA users would usually keep the chamber under the hammer empty and make do with five rounds.
To show his enthusiasm for his new handguns (and to fit in with the love Ocelot had for them in the original Metal Gear Solid), Ocelot is heard to quip about the "joy of reloading" whenever he does so, especially in multiplayer. Some of those one-liners, such as "Reloading like this? It's a revolution!" or "That's so different from simply changing a clip!" are inaccurate, since reloading with a detachable box magazine as he did with his Makarov PM (which was not a clip) was in fact a major step forward from the slow and tedious process of reloading one round at a time with the Single Action Army.
FP-45 Liberator
The E-Z gun available in the easy mode is created by Sigint and based on an FP-45 Liberator. Sigint's version is a tranquilizer gun with a built-in suppressor and laser sight. True to its name, Snake will never get hungry while using this weapon, nor will his camo index ever drop below 80% when this gun is equipped. Despite being a single-shot weapon, it always has unlimited ammunition and is normally only available on the "Very Easy" difficulty, though it can be unlocked for other difficulties by collecting at least one of every edible item in-game.
M1911A1
The M1911A1 is Naked Snake's signature weapon in the game, is chambered in .45 ACP, and has a magazine capacity of 7 rounds. Naked Snake initially uses a standard issue 1911 before it is dismantled by The Boss. After this, Snake receives a heavily customized 1911 from EVA, who states it was probably obtained from a captured US armory by the Russians, and probably belonged to an officer. The custom version has several professionally-done modifications including a polished feed ramp, polished slide flats, perfectly meshed slide, beveled magazine well, raised mag release, a skeleton (referred to as a "ring") hammer, removed grip safety, three-dot combat sights with raised front sight, stepping on grip, front cocking serrations and an extended thumb safety. Snake comments that this is the best gun he has ever used shortly before carving the grip to accommodate his knife. It can also be fitted with a suppressor via a threaded barrel. As with most of the other magazine-fed guns in the game, the extra round in the chamber is added after Snake does a "Tactical Reload" (via quickly unequipping and re-equipping the gun). This weapon is available in multiplayer, and is the only lethal pistol in that mode.
Makarov PM
The Makarov PM is the sidearm of every enemy in the game although it is never available to the player. The Makarov fires 9x18mm Makarov rounds from an eight-round magazine.
It is most notably used by Major Ocelot during an ambush on the Virtuous Mission, when he spins it and effortlessly disposes of several KGB soldiers. After trying what, according to Snake, is a Middle Eastern technique where you reflexively rack the slide to make sure there is a round in the chamber, despite it already being loaded, Ocelot causes a stovepipe (failure to feed) jam. With the gun failing to go into battery, Snake ambushes him with CQC and subdues him easily. Naked Snake tells him after that his techniques with the gun would be better suited for a revolver, which causes him to switch to the Colt Single Action Army.
According to Snake, Ocelot tends to twist his arm to absorb the recoil of the pistol, whereas a more stoic grip and stance would result in greater accuracy. SIGINT, however, theorizes (during a call to him after the encounter) that the jam was caused by a combination of the manual ejection, and his "twisting" somehow causing the gun to fail to properly cycle.
EVA also possessed a Makarov during the ending, which she intended to use to kill Naked Snake, but she never used it due to promising The Boss not to kill him. In addition, Major Raikov always carried a Makarov on his person while doing rounds of the East Wing of Groznyj Grad as does Colonel Volgin. Although the player never actually uses the Makarov during gameplay, Snake himself used one once to hold Volgin up after disarming him, and also attempted to use it on The Boss, but the latter disarmed him before he could get the chance to do so.
Mk22 Mod 0 "Hush Puppy" (Smith & Wesson 39)
The Mk22 Mod 0 (a Navy-modified Smith & Wesson Model 39) handgun appears in the game upgraded as the MK22 Hush Puppy tranquilizer gun, a non-lethal substitute to the M1911A1. It can be fitted with a suppressor. The Hush Puppy is in fact a real gun firing 9mm rounds (9mm tranquilizers in the game) but the weapon has a slide locking mechanism to eliminate the sound of the weapon cycling after each fired round. As with the real-life gun, the slide lock on the Hush Puppy cannot be disengaged. It has a magazine capacity of 8 rounds, and is also available in multiplayer.
Shansi Type 17
The Shansi Type 17, a Chinese copy of the Mauser C96, is EVA's signature weapon, but it is never made available to the player. It is chambered in .45 ACP and has a 10-round capacity in its integral fixed magazine, which must be reloaded using stripper clips. She most notably uses it to shoot and kill several GRU soldiers near the beginning of Operation Snake Eater with a technique known as a "Bandit Shooting," and then reloads the Type 17 with a single large 10-round stripper clip (in reality 5-round stripper clips were issued with this weapon). EVA loses this weapon when Ocelot knocks it from her hands while in a motorcycle chase.
On a second playthrough, SIGINT explains the "Bandit Shooting" method during a radio call as a way of holding the gun sideways and using the recoil to create a horizontal sweep with the gun to clear a room, and questions where EVA is from.
Submachine Guns
M1928A1 Thompson
The Pain uses an M1928A1 Thompson with a stick magazine in his fight with Snake. The Pain's version is made from hornets [!] and seemingly also fires them; he forms it by shouting "Tommy Gun!" and raising his arm, the hornets forming around it, then somehow managing to make themselves into a wood and metal sub-machine gun that actually functions. It is identified as an M1928A1 rather than a conventional 1928 by its straight foregrip, as opposed to the pistol grip on the regular 1928. The M1928A1 is never made available to the player.
Skorpion SA Vz 61
The Skorpion SA Vz 61 machine pistol is the standard-issue weapon for enemies in motorcycle sidecars or for those piloting flying platforms, and can be obtained by the player as well from a storeroom in Groznyj Grad. While modelled with a 20-round magazine, it actually holds 30 rounds of .32 ACP ammunition ingame. It is fitted with a laser sight (its iron sights cannot be used, unlike the ingame AK-47 or XM16E1), and has both semiautomatic and fully-automatic firing modes. This weapon is available in multiplayer.
The real-life weapon uses a closed bolt blow-back system that locks the bolt for a millisecond in the rear position before slamming back home to reduce the immense rate of fire to a controllable 850 RPM, but the ingame version has an unrealistically slow rate of fire.
Shotguns
Ithaca 37
The sole shotgun in the game is an Ithaca 37 (referred to as the M37) with a sawed-off stock and barrel, available to the player in the Peschera Cave ingame. It is also used by several members of the Ocelot Unit.
The Ithaca 37 has a tube magazine capacity of four 12 gauge shells plus one in the chamber, and suffers from drastically decreased damage at range. This weapon is available in multiplayer, but due to its high close-range damage plus its tendency to knock other player characters down with a hit (an ability it also has when used against non-Boss NPCs in the singleplayer game), it was disallowed on many multiplayer servers.
Assault Rifles
AK-47
The standard-issue assault rifle for most of the ingame enemies (both GRU and KGB) is the AK-47. The AK-47 can also be obtained up by the player, and it is capable of semi-automatic and fully automatic fire. The AK uses 30 round magazines firing 7.62x39mm rounds. A strange note about this weapon, is that on one side of the receiver it has the Stamped style indent, and on the other side the milled style indent. It is available in multiplayer.
AMD-65
The AMD-65 is a Hungarian-made assault rifle based off of the AK-47 used by the Ocelot Unit. Like the Makarov it is unavailable to the player.
"Patriot"
The Boss's signature weapon is the "Patriot," seemingly an M231 Firing Port Weapon fitted with a Beta C-Mag carrying infinite ammunition (claimed to be from its "feed mechanism" being in the shape of an infinity symbol). The Patriot shows some very strange ballistics in a cutscene where The Boss obliterates Snake's infiltration vehicle with sustained fire, with bullets tumbling end-over-end as they exit the barrel; at least one actually exits the barrel facing backwards. The Patriot is made available to the player right from the beginning of a second playthrough from a previously-cleared game save.
The real-life weapon was designed to clear enemies from short ranges (10-20m) around the Bradley Infantry Fighting Vehicle. The weapon's instruction manual strongly advises against using the M231 as an assault rifle.
XM16E1
The XM16E1 is available to the player ingame, is chambered in 5.56x45mm NATO, has a 20-round magazine, and can fire semi-automatically, or fully-automatically, or in three-round bursts. It can be fitted with a suppressor, and is not used by any NPCs in the singleplayer game. The ingame version was modified by a gunsmith to sport camouflage tape and paint making it more suitable for jungle combat. This weapon is available in multiplayer.
Sniper Rifles/Designated Marksman Rifles
Mosin Nagant M91/30
The Mosin Nagant is Cobra unit sniper The End's signature weapon. It is a single-shot, manually-chambered rifle that has been modified to fire tranquilizer darts, and can be obtained by the player if they beat The End with a stamina kill. It features the standard Soviet PU 3.5x scope as well as a custom-fitted folding skeleton stock and pistol grip; SIGINT speculates they were fitted for parachute jumps, but in the end simply says the master sniper must have known what he was doing when he had them fitted. They are also seen in archival footage in the beginning. This weapon is available in multiplayer. For some reason, the rifle makes a loud report when used by The End during his boss fight, but it makes next to no firing noise when used by player characters.
SVD Dragunov Sniper Rifle
Another sniper rifle in the game is the SVD Dragunov. It has two zoom options, and be seen being used by a member of the Ocelot Unit sometime in the beginning of the game, or at Sokrovenno if the player kills The End before his boss fight in Operation Snake Eater. It fires the same round as the Mosin-Nagant, the 7.62x54R cartridge from a 10 round magazine, but fires semiautomatically, and for some reason is shown to have no recoil if Naked Snake's stamina is high when firing. This weapon is available in multiplayer.
Machine Guns
Stoner 63
The light machine gun configuration of the modular Stoner 63 weapon system is also used in the game. It holds 101 rounds of 5.56x45mm ammunition in the belt and Naked Snake yells Rambo-style while firing it. It is available in multiplayer, but only as a pick-up weapon (i.e., it is not a weapon you can spawn in with).
Launchers
RPG-7
The RPG-7 also makes an appearance in the game, which takes place three years after it was introduced. It is obtainable by the player and used several times by enemies. It has PGO-7 scope attached to it for accurate aiming, and is the most powerful weapon in the game, able to instantly kill large groups of enemies in one hit. The primary use of the RPG-7, however, is fighting Volgin's massive "Shagohod" vehicle, which is only vulnerable to fire from heavy weapons. This weapon is available in multiplayer, but only as a pick-up weapon and not a weapon you can spawn in with.
Vehicle/Platform-mounted Weaponry
ZU-23
23mm Soviet anti-aircraft gun. They can be commandeered by the player and are capable of shooting down helicopters and flying platforms. They are found in the mountains of Tselinoyarsk and in the final battle with the Shagohod.
DShK
Able to commandeered by the player, these heavy machines are found throughout the game. They are also mounted on Volgin's "Shagohod" hovertank, and Volgin uses them if he's not using the central volley gun in the "mouth" of the Shagohod.
Other
C3
The predecessor to the C4 used in other games, it was composed of 77% RDX and 23% plasticizer, could be molded into any shape, and is stable enough to not be detonated by gunfire. Naked Snake used it to destroy the Shagohod's hangar, and was likewise used by EVA to rig the rail bridge out of Groznyj Grad to deter pursuit when they were to leave for Rokovoj Bereg. In the latter case, it's also implied that she modified the C3 to contain detonators that will automatically set off when physically touched, presumably as a precaution in case an EOD was tasked to the bridge upon the explosives' discovery, which was later used to Snake's advantage when he had to snipe the C3 to blow the bridge underneath Volgin and the other GRU members.
Chaff Grenade
Chaff grenades are a fictional miniature chaff dispenser. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade is a combination of a wide-dispersal system for such strips and an electronic jamming system similar in effect to a magnetic pulse; it fools most electronic devices in the current room, including security cameras, radios, and some types of UAV. The game implies that this grenade variant was developed in the Soviet Union. This weapon is available in multiplayer.
Flashbang Grenade
A grenade that uses magnesium-based powder to produce a massive flash and sound burst, knocking people unconscious rather than killing them. They were implied to be developed by the Soviets. They are available in multiplayer.
Lipstick Gun
Popularly known as the "Kiss of Death," this assassination device is a single-shot firearm using a 4.5mm bullet concealed in a lipstick holder that is never available the player. EVA, in her guise as Tatyana, uses one to threaten Sokolov into giving up the Shagohod's test data, but it turns out to be ordinary lipstick. EVA later tries to use one against Volgin, only to have him twist her arm (and the gun's barrel) away before she can trigger it. Fun Fact: there were originally going to be more espionage devices in Snake Eater besides the Kiss of Death, the chloroform-laced handkerchief, and the Cigarette Narcosis Gun (a chemical warfare agent dispenser that sprayed knockout gas a short distance), but these plans were dropped after the Beltway Sniper shootings forced Kojima and his team to abandon going to the International Spy Museum to research more on spy devices used during the Cold War.
Fear's Crossbow
The Fear uses an unknown crossbow that has bolts laced with the venom of the Brazilian wandering spider. The William Tell crossbow identity is unknown, but the Little Joe crossbow was a small crossbow developed by the OSS during World War II for usage in the British army. It never underwent production, and a surviving crossbow was rare, and the darts even rarer. Neither crossbow is ever available to the player. Ocelot does, however, toy with and threaten EVA (in her guise as Tatyana) with one of The Fear's crossbows, shortly after Volgin kills Granin in a scene Naked Snake can watch by spying on them in Groznyj Grad from a mountaintop.
Fury's Flamethrower
During The Fury's boss battle, he uses a custom flamethrower. According to SIGINT, The Fury's flamethrower uses UDMH (unsymmetrical dimethylhydrazine) and NTO (nitrogen tetroxide) mixed together as fuel rather than the usual incendiary liquids used in flamethrowers.
M18A1 Claymore
These camouflaged landmines are occasionally encountered in the jungle, but are triggered by Naked Snake's proximity rather than through a trip wire or command detonation through a wire (as in the real life version). They can be found using a mine detector (which uses a sound beacon) or seen easily through Naked Snake's thermal goggles. The game implies that the proximity detonation was a modification made by the GRU soldiers stationed in Tselinoyarsk. This weapon is available in multiplayer.
M2 Flamethrower
The M2 Flamethrower appears in the game and is used by several specially-suited GRU flame troopers on the Krasnogorje mountain in Tselinoyarsk, travelled to by Naked Snake in Operation Snake Eater. While unavailable to the player in the singleplayer portion of the game, it is available to players as a pick-up weapon (not one you can spawn in with) in the multiplayer mode, and has infinite ammunition there. Somewhat unrealistically, shooting the fuel tanks on the backs of the GRU flame troopers in singleplayer with a lethal weapon will immediately cause them to be engulfed in a ball of fire.
RGD-5 Hand Grenade
The hand grenades used in the game are Russian RGD-5 hand grenades. They are used by GRU soldiers, and can be can also be obtained by Naked Snake in various areas in the game. They are available in multiplayer.
Smoke Grenade
A grenade that dispersed smoke. The Smoke Grenades, implied to have been developed by the Soviets in Tselinoyarsk, were grenades that, via a combustion agent of a combined zinc oxide, ammonium chloride, aluminum, and other related gasses and items, released a grayish-white smoke. It also had a tear-gas like effect on the attack dogs. They are available in multiplayer.
White Phosphorus Grenade
An incendiary grenade that releases white phosphorous, which likewise results in people catching fire. These are available in multiplayer.
M-388 Davy Crockett
Never available to the player, the M-388 Davy Crockett tactical recoilless nuclear rifle is a plot device within the game. The Boss stole a launcher, along with two high-yield warheads, and gave them to Colonel Volgin, who used one to destroy Nikolai Sokolov's OKB-754 research facility, triggering the events of the main game. The Boss later uses the second to destroy Groznyj Grad (Volgin's private research facility) and Graniny Gorki (Granin's research facility). The Boss carries the launcher, both warheads, and their cases (which altogether weigh over three hundred kilograms) unassisted.
TNT
Naked Snake can find and attach TNT bundles on various surfaces (even on the backs of wandering enemies) for explosive detonation via radio trigger. They can also be used to demolish ammunition and food storage areas, causing guards to become hungry and slower to react, and to run out of ammunition faster.
Afanasev A-12.7
The Afanasev A-12.7 is mounted on all the Mi-24A helicopters in the game.
Unknown AA Gun
An unknown AA Gun is seen in a cutscene describing The Boss's involvement in "The Bay of Pigs."