Metal Gear Solid 3: Snake Eater
Nice, but where's the trigger?
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Metal Gear Solid 3: Snake Eater is a 2004 stealth-action / third-person shooter video game directed by Hideo Kojima, developed by Kojima Productions and published by Konami. A prequel to Metal Gear Solid and Metal Gear Solid 2: Sons of Liberty, this game takes place in the year 1964, and focusses on the Cold War exploits of Big Boss, a significant character in the Metal Gear series' backstory who had thus far not been a playable character. In a nod to the game's era and spy-thriller nature, several nods to the 1960s James Bond films can be seen in the game.
The game's story opens with Big Boss (referred to by his codename "Naked Snake" at this point in the series' timeline and for the rest of this document) performing a HALO jump into a fictional Soviet wilderness area named "Tselinoyarsk" (Cyrillic: Целиноярск or "The Virgin Cliffs" in English) to exfiltrate a defecting Soviet scientist by the name of Dr. Nikolai Sokolov who is working on a new superweapon platform in a nearby Soviet base, in an operation called the Virtuous Mission. However, a series of extreme events causes the Virtuous Mission to fail, and Naked Snake is sent into a Tselinoyarsk a second time to perform "Operation Snake Eater." His objectives this time are to destroy the new Soviet superweapon known only as the "Shagohod," rescue Sokolov again, and kill a traitor to both him and the United States.
An updated re-release of Metal Gear Solid 3 with the subtitle of Subsistence was the first of the non-portable Metal Gear titles to feature online multiplayer in a separate mode named Metal Gear Online. It was only online for a year after the release of Subsistence in each region, and each multiplayer weapon's description is accurate at the moment that Metal Gear Online was shut down.
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:
In a break from its predecessors, Metal Gear Solid 3 (MGS3) was the first in the Metal Gear series to use more than a single lifebar for the player character. A new stamina meter, previously only seen on boss characters in Metal Gear Solid 2 (MGS2), was incorporated into the game for the player character, and would slowly deplete over time or more quickly through certain attacks or environmental conditions. A low stamina meter would cause a great deal of "aiming sway" when aiming in First Person View, unless replenished by having the player character eat food or by performing a few other actions. Bosses defeated by stamina-depleting weapons or attacks (i.e., basically any weapon on this page that is listed as non-lethal, plus blunt-force melee attacks) would also drop certain special items, unlike MGS2. The game also introduced a "backpack" system in which a limited amount of items and weapons had to be pre-equipped so as to be available to the player (the previous Metal Gear Solid titles had the entirety of the player's inventory accessible at all times barring certain plot-related events). The backpack itself was represented by a small-of-back dump pouch attached to Naked Snake's equipment belt, which had no problem containing every weapon on this page along with its associated ammunition. MGS3 was also the first MGS title to simulate recoil-caused muzzle climb and muzzle jump for its ingame firearms, and also the first to allow use of the iron sights on long guns (long guns in MGS2 only used laser sights and were completely accurate even when using full-auto fire). Whether a particular ingame gun had usable iron sights is detailed in its own entry.
Another new gameplay element is the inclusion of a hand-to-hand fighting style named CQC (or Close Quarters Combat) ingame which includes actions like grappling an opponent or using one as a human shield while still using a gun, whereas in the previous Metal Gear Solid (MGS) titles, player characters were limited to preset hand-to-hand combos or hitting enemies with firearms, and to taking human shields while having no weapon equipped. CQC in this game was at its most effective when handguns or knives were equipped; player characters cannot grapple when long guns are equipped and will instead use them as improvised clubs.
Keeping with the "on-site procurement" gameplay mechanic of the previous MGS titles, it is not possible to obtain or use weapons dropped from enemies ingame (they will simply disappear, with absolutely no ingame explanation given this time as to why the player character can't simply commandeer them)--thus, the only obtainable weapons in this game those that are in storage or otherwise lying around the game's levels. Grenades held by NPCs are the only exception to this rule in singleplayer, and only when they they are looted from an NPC's dead or unconscious body, or if the player makes Naked Snake hold up an enemy for his items (somewhat unrealistically, ammunition for weapons that NPCs are never seen using ingame can be taken from them this way). Weapons could, however, be freely looted from other player characters in the game's multiplayer mode.
Finally, stealth in MGS3, taking place as it does largely in outdoor environments, is focussed around the use of camouflaged clothing and face paint to match Naked Snake's surroundings, unlike the previous MGS games which were centred more around staying outside of the vision range of enemies, making a minimum of noise, and sneaking behind cover rather than any sort of camouflage (a gameplay mechanic inherited from the earlier 2D titles in the Metal Gear series). Despite the fact that almost all weapons in this game don't come with camouflage of their own, they will not compromise Naked Snake's camouflage unless fired or used (with the exception of the ingame sniper rifles).
Note: With the exception of the Single Action Army, all ingame handguns available to the player can be used while simultaneously taking a character hostage--the handgun in question can then be used to fire at hesitant enemies until it runs out of ammunition (a feature this game introduced to the MGS series), whereupon the player character will have to release the hostage to reload the handgun or switch to another weapon.
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 (which is done if the player uses the gun's iron sights), 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.
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.
While Ocelot is the main user of the SAA in this game, the Boss for her part confiscates one of his three SAAs after he uses them to "test" EVA (in her guise as Tatyana) during Naked Snake's torture sequence. She then uses it to shoot Naked Snake in the left thigh with a "special payload" after his torture at the hands of Colonel Volgin (how her "special payload" could correctly chamber and fire in a gun she took on the spur-of-the-moment is not at all clear). The player can then use the SAA from that point forward in the game, but can also access an SAA before this point in the story in a new game, if the final dual with Ocelot is done correctly.
This weapon was available in multiplayer, but only to the Major Ocelot special character. Unlike every other pistol available to player characters, the SAA cannot be used in conjunction with a knife for CQC techniques--it can only be used to pistol-whip other characters with the barrel in melee.
EZ Gun (modified FP-45 Liberator)
The EZ gun was created by SIGINT and is based on an FP-45 Liberator. SIGINT's version is a tranquilizer gun with a built-in suppressor and laser sight. True to its name, Snake will never get hungry while using this weapon, nor will his camouflage index (a part of the game's GUI that determines how visible he is to enemies) ever drop below 80% when this gun is equipped. Despite being a single-shot weapon, it always has unlimited ammunition (though it must be re-cocked after every shot) 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.
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.
The Makarov PM is the sidearm of every enemy in the game, although it is never available to the player. The Makarov fires 9x18mm Makarov rounds from an eight-round magazine. Many officer-type NPCs patrolling indoor areas in the game have Makarovs as their main armament.
The Makarove PM is most notably used by Major Ocelot during an ambush on the Virtuous Mission, when he spins it and effortlessly disposes of several KGB soldiers. 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/Machine Pistols
The Pain, a member of the Boss' infamous "Cobra" Special Forces Unit and the second boss of the game, uses a 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. Unlike almost every other ingame firearm capable of fully-automatic fire, it possesses no muzzle climb, even when fired in full-auto. 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.
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. Unlike many media depictions of shotguns with tube magazines, character manually reloading the Ithaca 37 in this game will use a rod-like device to insert all four shells into the tube magazine at once. Furthermore, this shotgun is not depicted with iron sights ingame; accordingly, characters using it always fire it from the hip.
The Ithaca 37 has a tube magazine capacity of four 12 gauge shells plus one in the chamber, and suffers from drastically decreased damage at range. This weapon is available in multiplayer, but due to its high close-range damage plus its tendency to knock other player characters down with a hit (an ability it also has when used against most NPCs in the singleplayer game), it was disallowed on many multiplayer servers.
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 in Operation Snake Eater, and it is capable of semi-automatic and fully automatic fire. The AK uses 30 round magazines firing 7.62x39mm rounds. The ingame AK-47 is also one of only three long guns which players can use the iron sights for. It was available in multiplayer. As appropriate for its cartridge, the ingame AK-47 has more muzzle climb than the XM16E1 when fired with or without using the iron sights.
A strange note about this weapon, is that on one side of the receiver it has the stamped style indent, and on the other side the milled style indent. Furthermore, despite being standard-issue among enemies who nearly always wear camouflaged uniforms, the ingame AK-47 was never depicted with camouflage of its own.
The AMD-65 is a Hungarian-made assault rifle based off of the AK-47 used by the Ocelot Unit. Like the Makarov it is unavailable to the player. According to SIGINT, the AMD-65s used by the unit were prototypes that were shipped over to the Soviet Union for them to use.
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), with no buttstock or front sight. The Patriot shows some very strange ballistics in a cutscene where The Boss obliterates Snake's infiltration vehicle with sustained fire; the fired bullets tumble end-over-end as they exit the barrel, and at least one actually exits the barrel facing backwards (the real-life M231 was designed to clear enemies from short ranges, around 10 to 20 meters, around the Bradley Infantry Fighting Vehicle, with the weapon's instruction manual strongly advising against using the M231 as an assault rifle). The Patriot is made available to the player right from the beginning of a second playthrough from a previously-cleared game save.
The game also classifies the Patriot as an "assault pistol" (possibly a mistaken fusion of the terms "assault rifle" and "machine pistol") when in fact, its caliber makes it an ultracompact carbine despite its resemblance to various real-life "AR pistols" (AR-15s cut down and/or possessing modified actions to fire from barrel lengths of 10 inches or less, and often lacking buttstocks). Another possible reason that the Patriot was classified as a type of pistol is the fact that the Boss always fires it one-handed like an over-sized handgun, but Naked Snake for his part puts his offhand on the weapon's handguard instead. Naked Snake can also use the Patriot's rear sight for more accurate shots, though in reality this would be less-than-reliable since the Patriot has no front sight to properly align the weapon. Despite SIGINT describing the Patriot's recoil as "unbelievable," it is depicted as having no muzzle climb even when fired in full-auto by either the Boss or Naked Snake.
The Patriot has a few additional properties unique to it in this game. When used by the Boss in her own boss fight, she becomes immune to anything Naked Snake can throw at her if she is firing the Patriot directly at him (presumably because the sheer amount of ammunition she is throwing at him deflects all of his bullets and predetonates any grenades or rockets he sends at her while in her line of fire), necessitating that the player character either catch the Boss off-guard with ranged weapons by using stealth, or otherwise counter her CQC attacks to render her briefly vulnerable. Befitting its status as a bonus weapon, it can also be implausibly used to take down ingame helicopters (a feature not carried over to the next MGS game). To increase the emotional impact of a certain scene near the end of the game, the player is the one who must prompt Naked Snake to fire the Patriot's final ingame shot.
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 obtained in both the Virtuous Mission and Operation Snake Eater. It can also 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, and thus is the only ingame weapon with its own camouflage. Like the AK-47, players can use the iron sights of this assault rifle. This weapon was available in multiplayer.
Sniper Rifles/Designated Marksman Rifles
Note: Sniper Rifles in the game's singleplayer mode have a degree of "scope glint" that can give away the user's location (when used by NPCs) or alert NPCs to the player character's general location under certain circumstances.
Mosin Nagant M91/30
The Mosin Nagant is The End's signature weapon, The End being the game's fourth boss and the third member of the Cobra unit that the player faces. It is a single-shot, manually-chambered rifle that has been modified to fire tranquilizer darts, and can be obtained by the player if The End is beaten with a stamina kill. It features the standard Soviet PU 3.5x scope as well as a custom-fitted folding skeleton stock and pistol grip; 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. This weapon was available in multiplayer. For some reason, the rifle makes a loud report when used by The End during his boss fight, but it makes next to no firing noise when used by player characters.
Besides The End's Mosin Nagant, non-sniper versions of the rifle (presumably unmodified) also briefly appear in several cinematic scenes as the main firearm of various Soviet foot soldiers during a military parade, based on actual footage of the May Day parades on Red Square.
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 during an ambush shortly after Naked Snake meets EVA, or at Sokrovenno if the player kills The End before his boss fight in Operation Snake Eater. It fires the same round as the Mosin-Nagant, the 7.62x54R cartridge from a 10 round magazine, but fires semiautomatically, and for some reason is shown to have no recoil-caused muzzle jump if Naked Snake's stamina is high when firing, nor even barrel sway when aiming while Naked Snake's stamina is high (unlike MGS2 where sniper rifles often swayed a great deal unless a certain item was used). This weapon is available in multiplayer.
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). The weapon's iron sights cannot be used ingame. The Stoner 63 can be found around the midpoint of the singleplayer game after facing the third boss enemy, or in a weapons shack at Groznyj Grad. The latter will remain available if the weapon was not previously picked up, even after Naked Snake is stripped of all his ammunition and almost all his weaponry after his torture session, making it a valuable (if noisy) asset during that portion of the game.
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 an electromagnetic pulse--its main effects are to prevent ingame enemies from being able to call for help via radio, and to fool the guidance system of guided missiles fired at Naked Snake. The game implies that this grenade variant was developed in the Soviet Union. This weapon is available in multiplayer.
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.
RGD-5 Hand Grenade
The most common hand grenades in the game are Russian RGD-5 hand grenades. They are used by GRU soldiers, and can also be obtained by Naked Snake in various areas in the game. The "Pain" boss also carries them, but instead of throwing them he orders his bees to carry and drop them at Snake's location (shooting them while they are held aloft by his bees will cause them to prematurely detonate). They are available in multiplayer.
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 results in people catching fire. These are available in multiplayer.
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. Although the player can utilize any weapon to finish off the Volgin/Shagohod phase of the battle, the cutscene immediately after the battle implies that Snake finished off Volgin with the RPG-7. This weapon is available in multiplayer, but only as a pick-up weapon and not a weapon you can spawn in with.
130 mm M-65 rifled gun L/60
The 130 mm M-65 rifled gun L/60 is mounted onto at least 6 Obyekt 279s (spelled "Objekt 279s") seen in-game. However, they were never used, as an enraged Volgin proceeded to total them while driving the Shagohod around Groznyj Grad. The tanks' history was explained in a radio call to SIGINT, where it implies that Volgin managed to secretly restart development of the tanks with the use of the Philosophers' Legacy (or at the very least the half he possessed, as revealed in the post-credits call).
The Afanasev A-12.7 is mounted on all the Mi-24A helicopters in the game. Technically anachronistic, although various Codec calls implied that the choppers, alongside the gun itself, had been created far earlier than expected due to Volgin's use of the Philosophers' Legacy.
Able to commandeered by the player, DShK heavy machine guns 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.
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.
Unknown AA Gun
An unknown AA Gun is seen in a cutscene describing The Boss's "involvement" in "The Bay of Pigs."
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.
The Fear uses an unknown crossbow that has bolts laced with the venom of the Brazilian wandering spider. The William Tell crossbow's 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.
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.
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 to 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.
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 latter being a gameplay mechanic inherited from MGS2). The game implies that the proximity detonation was a modification made by the GRU soldiers stationed in Tselinoyarsk after they stole several copies from American battlefields. Several claymores were also placed in Bolshaya Past South to further deter intruders. As with their previous incarnation in MGS2, placing claymore mines while holding down the "fire" button will outline (in red laser light) the claymore's trigger zone. This weapon is available in multiplayer.
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, although SIGINT implies in a radio conversation that they had their fuel tanks self destruct upon defeat in order to avoid capture. In addition, the same radio conversation also reveals that they had procured the flamethrowers from American forces for study purposes, and that the GRU flame troopers were most likely planning to use the flamethrowers specifically against Snake, implying that they were doing so under Volgin's orders because he wanted revenge against Snake for killing off three of the Cobra Unit members by that point (or if the player kills more soldiers, doing it on their own volition to avenge their comrades).
M-388 Davy Crockett
The M-388 Davy Crockett tactical recoilless nuclear rifle is a plot device within the game. This piece of nuclear artillery is never made available to the player.
At the end of the Virtuous Mission (the game's prologue where Naked Snake is sent to exfiltrate the scientist Sokolov), the Boss is seen with a launcher and two high-yield warheads, and promptly gave them to Colonel Volgin as a "gift" for her "new hosts." Volgin then shortly uses one to destroy Nikolai Sokolov's OKB-754 research facility, by firing it in the most ill-advised manner possible--hefting and triggering the launcher with his own hands(!). The resultant nuclear detonation triggers the events of the main game and Naked Snake's second mission to Tselinoyarsk, titled Operation Snake Eater. The Boss later duplicates Volgin's feat by firing the second warhead (again, by hand) to obliterate Groznyj Grad (Volgin's private research and manufacturing facility) and Graniny Gorki (Granin's research facility). Johnson and SIGINT also mentioned that she stole it from a military base, although the debriefing in the ending implied that the United States framed the theft and had supplied The Boss with the launcher to begin with.
In reality, the launcher, two warheads, and its cases would weigh over three hundred kilograms, but both the Boss and Volgin are depicted in the game as being able to carry this entire load unassisted. The director's commentary for the game indicated that this was deliberate in order to showcase The Boss's physical strength. The real-life Davy Crockett's warheads were also fairly anemic for nuclear weapons, providing the explosive power of "only" 10-20 tons of TNT (in fact the warhead's primary asset was its potency as a radiological device from the nuclear fallout it emitted on detonation), as higher-yield warheads would catch anyone firing the weapon in the blast radius given the weapon's limited range of 2 km for the M28 version and 4 km for the M29 version. The game handwaves the unrealistically massive destruction caused, by having SIGINT claim that the warheads used were experimental models with a higher yield than regular Davy Crockett warheads.
The real-life Davy Crockett was also inaccurate in testing and required the use of spotter rounds to more accurately put its warheads on target, along with a tripod mount to offer a stable firing platform and the ability to precisely adjust the weapon's trajectory. Neither of these components are used by Volgin or the Boss. Though Volgin's case might be forgiven as an unlikely case of "point shooting" with the launcher tube and the fact that his target was visible to him, not to mention the warhead's enhanced blast radius (despite the fact he was firing from a helicopter, which is not the most stable of firing platforms), the Boss manages to place the warhead in the precise area necessary (via a ballistic, non-line-of-sight trajectory, no less!) to destroy both Graniny Gorki and Groznyj Grad, with no sign of having dialled in the correct trajectory beforehand (as that would require spotter rounds and the tripod mount). Why the Boss didn't simply rig the second Davy Crockett warhead with a remote detonation trigger and place it by hand directly where it needed to be before detonation is anyone's guess.
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, slower to react, easier to knock out via CQC attacks, and to run out of ammunition faster. They can also be used to save some trouble later on by blowing up a Mil Mi-24 HIND A that was being parked at the Bolshaya Past base for maintenance.