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Metal Gear Solid 2: Sons of Liberty
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The following weapons are used in the video game Metal Gear Solid 2: Sons of Liberty:
Pistol
Beretta XM9
Snake always begins the Tanker chapter of the game with a specially modified Beretta M9 fitted with a suppressor and loaded with tranquilizer rounds that will knock out enemies. Otacon misidentifies it as a "M92F", but Snake corrects him that it is an M9. To keep noise down from cycling a new round, the slide is locked closed and snake must cock the gun manually after every shot. It is also fitted with a laser sight attached to the trigger guard. If the Very Easy difficulty is selected when starting a new game, Raiden will start with the M9 already in his inventory at the beginning of the Plant Chapter. On Easy, the M9 is hidden somewhere in the first area of the game; higher difficulties require the player to search the warehouse in Strut F to find one. Pliskin (Solid Snake) also implies that the M9 located on the Big Shell was the result of Philanthropy fanboys replicating the M9 in honor of the failed Tanker mission (the prologue).
This pistol is based on the Beretta XM9, a handgun that was made in collaboration with KAC. The suppressor is a quick detach type that fits onto notches in the barrel. A device is fitted on the frame and locks into the slide stop and prevents it from reciprocating when the shot is fired. After the shot the device slides out of the stop so that the slide can be manually racked to extract the spent casing.
PSS
Olga Gurlukovich was seen with a PSS with a silencer (thus further insuring that its use remained silent). It was never given a chance to be used, however: She tossed the gun overboard shortly afterwards, after Snake orders her to do so. The player cannot obtain this weapon.
Heckler & Koch USP
Exclusive to the Tanker Chapter, Olga Gurlukovich uses a Heckler & Koch USP when dueling with the player. After defeating her, the player is able to take the empty gun (emptied by Olga, and made so by the game programmers to avoid the bad publicity of allowing players to shoot a fictional pregnant woman with a lethal weapon) and use it themselves after acquiring ammunition for it. It can be fitted with a suppressor when playing the chapter for a second time, and also comes with a tactical flashlight that turns on automatically when the weapon is drawn and readied in a dark area. Unfortunately, this becomes a hindrance when trying to keep a low profile and it doesn't blind enemies that are using Night-Vision goggles (in a real-life situation it would probably serve to disorient them a bit). Its caliber is mentioned by Snake to be 9mm Parabellum rounds, of which it can hold 15 in the magazine, or 15+1 when Snake performs a tactical reload.
Makarov PM
Sergei Gurlukovich was seen using a PM on Marine Commandant Dolph, when holding the latter hostage. Raiden also observes the other soldiers carrying Makarovs later in the game, but only use them when they run out of ammunition for their primary weapon, or sometimes when you injure their right arm. It is also used by soldiers wielding riot shields. This weapon cannot be obtained or used by the player.
Heckler & Koch Mark 23 Phase II Prototype
Raiden is given a Heckler & Koch Mark 23 Phase II Prototype by Iroquois Pliskin early in the Plant Chapter of the game during his first visit to Strut B. It is fitted with a LAM (Laser Aiming Module), though it is not used to aim in first-person mode (instead, the player aims using the iron sights). It can be fitted with a suppressor found in Strut F after Raiden visits Strut C for the first time. It holds 12 rounds of .45 ACP ammunition with each magazine, or 12+1 if Raiden performs a tactical reload.
For some odd reason, Raiden always draws this weapon in cutscenes after obtaining it (unless the player has the M9 equipped before entering the cutscene, in which case Raiden will use that instead), even when going up against a foe who can dodge bullets, or against multiple opponents, both being situations for which an automatic firearm like the AKS-74U would be much better suited. The fact that Raiden is forced to obtain the AKS-74U (much like he cannot refuse to take the SOCOM pistol), coupled with his true combat experience which an AK would be more familiar to him, serve to highlight the oddness of this directorial decision to have Raiden always "bring a pistol to an assault rifle shootout" in cutscenes.
Colt Single Action Army
The Colt Single Action Army is Revolver Ocelot's weapon of choice. Cannot be obtained by the player, and is fired in only four scenes in the game.
Glock 18C
The Glock 18C is Fatman's weapon of choice, when he's not planting C4 explosives. He uses this in his battle with Raiden. Certain members of the clearing teams in both the Tanker and Plant Chapters of the game use this weapon one-handed, always in conjunction with body armour, a ballistic helmet (which is apparently fake, as it is powerless to stop even the pistol bullets or tranquilizer darts used by both player characters), and a transparent ballistic shield (which is much more functional than the helmet, being able to withstand a good deal of pistol fire but is very fragile against assault rifle rounds, explosives, or even a blow from Raiden's high-frequency blade) in the other hand.
Submachine Gun
FN P90
The Arsenal Tengus in Arsenal Gear are seen carrying and using FN P90 submachine guns, which are (unfortunately) unobtainable by the player. Solidus is also seen with one, albeit a fictional variant that fires explosive bullets capable of penetrating the armor on a Metal Gear Rays.
Rifles
AN-94
The AN-94 assault rifle is used by the Gurlukovich soldiers patrolling many areas in the Plant Chapter, and by clearing teams in the earlier phases of that chapter. It cannot be obtained by the player. In the backstory, the AN-94 is the "official rifle of the Russian Army," when in reality, the Russian Army still uses the AK-74M. Many NPCs carrying the AN-94 use it along with a tactical flashlight.
M4A1
The M4A1 Carbine is seen throughout the game, carried by the Marines in the Tanker Chapter, the Navy SEAL Team 10 in the Plant Chapter, Pliskin himself, and certain clearing teams after Raiden's duel with Fatman. It can only be acquired by Raiden in the Plant Chapter in Strut F, and it comes with a laser sight. While the underslung M203 Grenade Launcher is used in conjunction with the M4A1 by the Tanker Marines, certain Plant clearing teams, and by Snake in his fight with Solidus, it is not possible for the player to use the M203 in any way. The M203 is also memorably used against Fortune by SEAL Team 10, where it harmlessly lands at her feet as a dud.
The game lists this weapon as an M4 rifle, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.
AKS-74U
The AKS-74U is used by most of the Gurlukovich soldiers throughout the Tanker Chapter, and by the guards in the Shell 1 Core of the Plant Chapter, all of whom except for clearing team members use it in combination with a suppressor (likely to preserve their hearing when firing this weapon indoors). Raiden must obtain one of these in order to impersonate one of the aforementioned Shell 1 Core guards, but outside of Very Easy difficulty cannot acquire a suppressor for the rifle until he reaches the bridge connecting Shell 1 and 2. It is equipped with a laser sight for aiming, as the player cannot use the iron sights for that purpose.
Heckler & Koch PSG-1
Heckler & Koch PSG-1 semi-automatic sniper rifles equipped with dynamically zooming scope are used by both Raiden and Pliskin, exclusive to the Plant Chapter. A fictional variant firing tranquilizer rounds and equipped with a sound suppressor is available in Strut F or the flooded Shell 2 Core B1 area, named the PSG-1T.
Shotgun
Franchi SPAS-12
The Franchi SPAS-12 is carried by the clearing teams in the Big Shell.
Launchers
FIM-92A Stinger
The FIM-92A Stinger surface-to-air missile launcher is exclusive to the Plant Chapter. The launcher has a lock-on function as well, strangely locking onto targets that do not possess any heat or radar signature the missile could realistically lock onto, such as human guards. Despite its supposed destructive power, nothing prevents the player from using it indoors, even inside the sections of the Shell 2 Core that are below the waterline, where blowing holes into the walls (logically resulting in flooding) would be most detrimental to Raiden's mission. As useful as this weapon may be in destroying vehicles, it is powerless to alter the game's environment in any way.
RH-Alan RGB6
Croatian made 40mm grenade launcher in a six-shot revolver configuration, reloaded with a speedloader fitted for grenades. Exclusive to the Plant Chapter, and only available from Strut F once Raiden completes his objective in the second basement level of the Shell 1 Core. It is cumbersome to use given that the player cannot use the sights on the weapon, and that there is no arcing trajectory display in this game as in Metal Gear Solid 4 when a grenade is drawn and readied, though use of the lock-on feature will allow the player to compensate for its arcing trajectory so as long as the target is not behind cover or out of sight. While ostensibly loaded with anti-personnel grenades, it has the ability to damage vehicles such as a Harrier II jet or even Metal Gear Rays if a hit is scored.
Nikita
A fictional missile launcher which fires remote controlled missiles with their own cameras that feed the warhead's visual data back to the player. While dubbed a "missile" launcher, the munitions launched by this weapon move slowly enough to be miniature hovering UAVs with contact-detonation warheads. Exclusive to the Plant Chapter, Raiden must use one to reach an objective in the Shell 2 Core--easier said than done given that the warheads cannot change altitude on their own, have a limited supply of power, and become uncontrolled if the player character suffers damage while standing still to guide a launched warhead.
While the following function of the launcher is not elaborated on in the game, Raiden can disregard all the precision-machined-high-technology this weapon encapsulates and use it in one of the most blatantly low-technological ways possible, by swinging the launcher as a large, unwieldy, club to whack guards (and one boss) around. It can often knock guards out in one well-timed swing or deal heavy stamina damage to a boss, even in the higher difficulty levels, and not harm its performance in any way while being used in this "warranty-voiding" fashion. The Stinger missile launcher by contrast cannot be used this way.
This game is the Nikita's last appearance in the main Metal Gear Solid series, which ended at Metal Gear Solid 4.
Explosives
M18A1 Claymore Mine
A fictional variant of the M18A1 Claymore Anti-Personnel Mine is available in the game, exclusive to the Plant Chapter. Unlike real-life versions, they are invisible to the naked eye (the game mentions that they are "stealth-equipped", though their locations and sensor coverage are visble with a mine detector) and explode if someone walks into their cone of detection. Raiden can disarm them and use them for himself if he crawls over one from outside its cone of detection, and they are plainly visible to the player if Raiden plants them himself. They can also be seen with the "thermal goggles" (Infrared) during the plant level.
Various Grenades
Three types of grenades can be used in this game. They are a generic frag grenade, a flashbang grenade, and a fictional chaff grenade.
The usage of the first two types is quite cumbersome compared to later installments in this game series, as there is no "arcing trajectory display" which displays the exact path the grenade will take when thrown as was used in Metal Gear Solid 4. To use one of them, the player must first press a button to ready the grenade (depicting the player character pulling the pin with his teeth), and then release the button to throw the grenade. The catch is that the player character doesn't hold onto the safety lever when the pin is pulled, and if you don't throw it before the fuse runs out, the player character suffers painful consequences. What's worse is that the force at which the button is pressed determines the velocity of the grenade, which is not indicated on screen before you throw the grenade and is in general difficult to get right without a lot of practice.
The chaff grenade avoids the problems of the aforementioned user-unfriendly grenade-throwing mechanic by virtue of being absolutely harmless and completely location independent. Regardless of where it is thrown (except into water), upon detonation it will release a great deal of radio-reflective fragments that temporarily blind all UAVs and security cameras in the current area, as well as temporarily jamming radio transmissions, so guards cannot call for backup if they spot you while the fragments are still suspended in the air. The chaff is even capable of slowing the reaction times of Metal Gear Rays.
The frag grenade acts more like a concussion grenade by killing with its explosive force rather than releasing visible fragments. The flashbang grenade instead creates a non-lethal explosion that stuns anyone caught in its blast radius, though the white flash seen while using flashbang grenades in later installments of this series is not implemented in this game. Both types will cause an alert to be sounded in the area you are in if one is not already active, or if a chaff grenade's chaff is not still active.
Underwater mine
Underwater mines were found in the flooded area of the Shell 2 Core. It was implied that they were placed there by Vamp as obstacles for Raiden. According to Otacon, the mines contain built-in compound sensors that could track anything from somethings acceleration speed to changes in the water pressure, and even body temperature, among other data. They obviously cannot be used by the player.
Other
NRS-2 Knife
A disguised firearm concealed within a Spetznaz knife Olga draws and fires at Snake when ordered to throw it overboard, only to miss, which causes Snake to take cover anyway and give her an opportunity to draw her stolen USP pistol. The knife's concealed firearm fires an SP-4 suppressed pistol cartridge, and the barrel is pointed in the opposite direction from the tip of the knife.
Fortune's Rail Gun
Fortune's only weapon is a fictional man-portable but large prototype railgun. It is equipped with a laser sight and a scope of undisclosed model, firing slugs of undisclosed size.
According to the Colonel that Raiden can contact for advice, the railgun supposedly accelerates projectiles to a high enough velocity to possess "ten megajoules of kinetic energy," incidentally half that of the "twenty megajoules imparted to the ammunition of a 140mm smooth bore gun" mentioned by the game. Even if it is assumed the projectiles fired are as heavy as 20mm cannon bullets (100 grams), the railgun would still have to accelerate its ammunition to some 46,400 feet per second (a little shy of 42 times the speed of sound) to achieve this. Fortune herself never endures much recoil from using it, to the point that she is able to double-tap the rail gun in higher difficulty levels. No power or coolant source on her rail gun requiring periodic replenishment is apparent either, despite the massive amounts of electricity (and the likely-to-be-high resulting levels of waste heat) electrically accelerating a projectile over such a short distance would require in a man-portable platform.
The railgun isn't actually wholly a digital creation; a physical prop was created from wood for motion capture sessions. The fearsome size of the railgun meant even this was rather on the heavy side, and Fortune's motion capture actress has stated she ended up "covered in bruises" every time she had to handle it.