Syphon Filter: The Omega Strain
Syphon Filter: The Omega Strain is the fourth installment in the Syphon Filter franchise, and the first to be released on the Playstation 2. It was developed by SCE Bend Studios (formerly known as Eidetic) and published by Sony Computer Entertainment. It was released in May 2004 in North America, and in June 2004 in Europe. The Omega Strain takes place an unspecified amount of time after the events of Syphon Filter 3. Following the destruction of the Syphon Filter virus, the Agency, now known as the International Presidential Consulting Agency (IPCA), falls under the control of series protagonist Gabe Logan. The Agency is now dedicated to battling all forms of terrorism. However, not long after the IPCA is established, outbreaks of a new virus are reported across the world, with increasing evidence that it behaves like the Syphon Filter virus.
The game remains unique in the Syphon Filter franchise for its focus on the now-defunct online play feature, which allowed for up to 4 players in co-operation. Certain objectives in select missions could only be legitimately completed with other players, rendering the game impossible to 100% complete without exploiting glitches or the use of cheating devices. (However, particular objectives can still be completed offline with a glitch)
It is also unique for putting the player in control of a new recruit to the IPCA, rather than Gabe Logan, Lian Xing or any of the other main characters (although four distinct characters are playable, one for each bonus mission), and for featuring extensive character customization and a surprisingly large amount of weapons, the majority of which being firearms - possibly one of the largest armories in a single PS2 game.
The following weapons appear in Syphon Filter: The Omega Strain:
Weapons in the game are classified into five categories: Back, which represents a large range of primary weapons (rifles, shotguns, grenade launchers, rocket launchers, and certain special weapons), Sidearm, which is entirely composed of pistols (some of which are automatic, some others featuring suppressors), Auxiliary, which represents mostly submachine guns and very short rifles, Grenade, which is self-explanatory, and Melee, which represents mostly knives and certain non-lethal weapons. The franchise-famous "air taser" is present in this category, in the form of the "E.D.T." and "E.P.D.D.".
A large amount of weapons were cut or rendered unavailable through normal means (whether by unlocking them or by finding them in the field), certain of which were later reused in name or in purpose in later games, such as Logan's Shadow or Dark Mirror. These weapons can however be accessed via one of two methods; the Magic Box trick, or through the use of cheating devices, such as Action Replay.
Consistently with the rest of the games in the franchise, revolvers are absent from The Omega Strain. However, as a departure from the PS1 episodes, shotguns now mostly fire buckshot rather than singular projectiles, with the exception of certain shotguns marked as being specifically loaded with slugs. All shotguns firing buckshot in the game fire exactly five projectiles, with a rough quincunx pattern. As is common with most video games, ammunition between shot-firing and slug-firing shotguns is not interchangeable, nor is there any way to switch between the two without switching weapons entirely.
All shotguns in the game appear to be victims of a developer oversight: the firing sound allocated to shotguns is followed by the sound of a pump action, even though nearly every shotgun in the game is either semi-automatic or capable of fully-automatic fire.
As a new addition to the series, a rather unique game mechanic allows players to draw from the ammunition pool of other weapons if they run out of ammo with one, provided that the chamberings match. As such, if the player were to run out of ammo with their Biz-9 (PP-19 Bizon in 9x19mm), if they are equipped with a 9mm sidearm such as the G-17 (Glock 17), they will draw the equivalent of one magazine for the Biz-9 (32 rounds) from the G-17's reserves. This system allows players to strategise and optimize their loadout based on whether they expect to be able to find suitable ammunition on the field.
The AKM is available in the game as the AK-47, with a correct 30-round capacity, but a rather elevated rate of fire (it seems to be much higher in the game than the real life 600 RPM). It can be identified as an AKM instead of an AK-47 proper, through close observation of the receiver texture; it displays the small indentation of an AKM, indicating a stamped receiver, rather than the large indentation of a milled-receiver AK-47, despite the absence of a visible slanted muzzle brake.
The AKM is not unlockable, but can be predominantly found in the hands of enemies in the Belarus 1 and 2 stages, as well as in the Ukraine stage.
A similar weapon, which the game refers as the China type 56, is also available. It is presumably meant to stand in for a Norinco Type 56, and is described in the game as having a lower rate of fire than the original AK-47 (which is untrue in real life). Despite that, it lacks the "pig sticker" bayonet, and in fact appears to simply be the same as the AK-47, including performance (with the same elevated rate of fire) and reusing the same model, with a simple retexture of the wood furniture, which appears lighter.
The China type 56 can be unlocked by obtaining the Republic of Korea Service Award medal, which requires the completion of specific objectives.
The M4A1 with the older 4-position stock is referred to by the game as simply the M4. Magazine capacity is a correct 30 rounds. Strangely enough, when pressing L1 to use first person aiming, the game displays an optic reticle, despite the visible lack of optics on the rifle.
The M4 can be unlocked after obtaining the rank of Investigative Operations Commander (C5).
Colt M16 SP1
An M16 variant with triangular handguards, birdcage flash hider, and semi-automatic fire only, resembles in form and function to an M16 SP1 with A1 handguards. The same model is used for three weapons, referred to in game as the M16, the M16 A1 and the M16 A2. Both the M16 and the M16 A1 feature an incorrect magazine capacity of 24 rounds, despite being seen with 30-round magazines, while the M16 A2 features its correct magazine capacity of 30 rounds. Aside from capacity, there is no difference between the three weapons, the M16 A2 does not have its usual rounded handguards (as it shares its weapon model with the M16 and M16 A1), and is even incorrectly capable of firing in full-auto, despite the real-life M16A2 being only capable of three-round bursts at the most. The equipment menu description states that the M16 A2 is the current service model of the US military; even at the time of the game's release (2004), it was incorrect; the M16A4 is in service since 1998.
The "M16" cannot be obtained via normal means, and can only be acquired through cheating, or use of the Magic Box Trick.
The M16 A1 can be unlocked after obtaining the rank of Investigative Officer (O2). It can also be found at the shooting range of the IPCA training center.
The M16 A2 can be unlocked after obtaining the rank of Intelligence Supervisor (C3).
Colt Model 933
The Colt Model 933 with the older 4-position stock is referred to by the game as the M4 carbine. It has no relation to the weapon simply called M4, which is listed above as a Colt M4A1. Features an incorrect 24-round magazine, an always-collapsed stock, and a slightly oversized handguard.
The Colt 933 can be unlocked by obtaining the rank of Investigative Supervisor (C2).
A cut weapon, which reuses the Model 933's weapon model, is listed in the game as the M4_M203, but appears to behave no differently from the "M4 carbine" and has no text in the equipment menu description. It is likely that this is an unfinished weapon, which was meant to be a combination of Model 933 and M203 grenade launcher.
The FAMAS F1 is present in the game as the FA-MAS. It features a correct 25-round magazine capacity, and a somewhat reduced rate of fire compared to its real-life equivalent.
The FA-MAS can be unlocked by obtaining the Advanced Combat Specialist (ACS) rating, which requires 600 kills. It is also commonly found in the hands of the better-equipped enemies in the Carthage 1 and 2 levels.
FN FAL 50.61 Paratrooper
The FAL 50.61 Paratrooper is present in the game as the FAL. It features an incorrect 24-round magazine capacity and appears to be missing its carrying handle. There also exists a scoped variant, known as the FAL SG-1 in the game. The FAL SG-1 uses is fitted with a variable zoom optic which is visible on the weapon model, but is semi-automatic, and benefits from an even more incorrect 30-round magazine.
The FAL can be unlocked by obtaining the Expert Combat Specialist (ECS) rating, which requires 900 kills.
The FAL SG-1 can be unlocked after receiving the Homeland Security Service Citation medal, which requires the completion of specific objectives.
Heckler & Koch G11K2
The Heckler & Koch G11K2 returns once again in the Syphon Filter franchise as the C11, featuring an incorrect magazine capacity of 50 rounds (the real G11K2 had 45-round magazines). The weapon can be unlocked by completing the Omega Strain cure and obtaining the United Nations Peace Award medal. It is also found in the hands of certain enemies in the Minsk level, and in the hands of several shock troops in the underground section of the Ukraine level. Consistently with previous games, the C11 is one of the best assault rifles in the game, with a zoomable optic, full-auto capability, large magazine capacity and decent total ammunition pool. However, and also consistent with previous games in the franchise, unless the player finds C11s on dead enemies, extra ammunition is virtually impossible to acquire.
Heckler & Koch G36
The Heckler & Koch G36 is present in the game as the SG-36, with incorrectly modeled carry handle and stock, and an incorrect 24-round magazine capacity. This rifle features an optic with variable zoom, and semi-automatic mode only, consistent with the role the rifle is supposed to fit ingame; that of a sniper rifle.
It is notable for being the weapon of choice of ALA sniper Jean Fournier, who is posted above the entrance of the theater in the Carthage 2 level. His weapon can be obtained if his body is flung off of his sniping position, e.g. with a grenade.
A cut weapon using the same model also exists, called the MC-36. It features the same optic as the SG-36 and full-auto capability, as well as a now-incorrect 32-round capacity. The MC-36's description seems to indicate it was meant to be a Heckler & Koch MG36, but the weapon model does not show a drum, nor does the weapon have 50-round capacity indicated on the equipment menu description.
The SG-36 can be found in the Carthage 2 level, as mentioned above. It can also be found in the Myanmar level.
The MC-36 is a cut weapon, and is therefore unobtainable through normal means; it can only be acquired through the Magic Box Trick or cheats.
Heckler & Koch G36V
The Heckler & Koch G36V is a cut weapon in the game as the C-36 rifle, with incorrectly modeled carry handle and stock. It differs from the regular G36 due to the lack of dual optics. Strangely enough, the rifle is also only capable of firing three-round bursts in the game. Features a correct 30-round magazine capacity.
Another cut weapon, referred to as the C3 assault rifle by the game, reuses the same model as the C-36. However, given its chambering (7.62 NATO), description, and ingame behavior (24-round magazine, capable of full-auto fire at a slow rate of fire), it seems to be a placeholder model, as the weapon was clearly meant to be a G3.
Because both weapons are cut, they are unobtainable through normal means, requiring the use of the Magic Box Trick or cheats to be used.
Heckler & Koch HK33A2
The Heckler & Koch HK33A3 is present in the game as the G 33E. It features a 24-round capacity, one round off the real life 25-round magazine. The rifle appears to be missing both a rear and a front sight.
The G 33E can be unlocked by obtaining the Intermediate Combat Specialist (ICS) rating, which requires 300 kills.
A cut weapon, referred to as the 33 SC-1 and reusing the same weapon model and statistics, can also be found through the use of cheats or the Magic Box Trick. It is identical in every way, with the exception of being semi-automatic only. It is likely that the 33 SC-1 is an unfinished weapon and was meant to be a "sniper" version of the G 33E.
Heckler & Koch XM29 OICW
The OICW is referred to by the game as simply the OICW. It is a cut weapon, with no description in the equipment menu, which can only be obtained through the use of cheats or the Magic Box Trick. Features an incorrect 15-round magazine capacity for the rifle, an unusable grenade launcher, and only seems to shoot in high-recoiling, three-round bursts.
An HK51 is present in the game as the G 51 A3. It features an incorrect magazine capacity of 24 rounds. Despite the equipment menu description which claims the rifle fires "5.56 AP" ammunition, the damage model, the shape of the collapsible stock (which resembles that of a G3KA4) and that of the magazine all seem to point out that it is in fact a 7.62mm firearm.
IMI Galil AR
The IMI Galil AR is present in the game, referred to as the Galil AR is present in the game. Although it features a 24-round magazine, it is depicted with a magazine of exaggerated length which appears to be capable of fitting far more than 24 rounds. It is also fitted with a full, wooden stock, reminiscent to that of a Valmet M76.
The Galil AR can primarily be found in the Yemen 1 level.
The Norinco SKS-D is present in the game as the SKS. Featuring a wildly inaccurate magazine capacity of 50 rounds, it is also somehow capable of fully-automatic fire, despite the fact real SKS rifles were semi-automatic. Amusingly enough, this makes the SKS in the game more useful than the AK-47, despite being based on an older design, because of its greater magazine capacity and stability.
The SKS-D cannot be unlocked, but can be found in the hands of certain enemies in the Belarus 2 level.
A cut variant called the SKS SG1 can be found in the game, presumably as an unfinished weapon. It is essentially a retextured SKS with a winter camouflaged pattern. The name and description seem to indicate that it was meant to be fitted with a scope, but it is absent from the weapon model, and only the standard aiming reticle appears in first person aiming mode. Curiously, this variant has the correct magazine capacity of 30 rounds and correctly functions in semi-automatic only, as it would in real life.
Another cut variant called the SKSM can also be found in the game. The description claims that the weapon is fitted with a folding stock, but it is not visible on the weapon model, which is recycled from the SKS and simply a re-textured, this time with a synthetic black finish. This variant features an incorrect-again 24-round capacity, capable of firing in full-auto just like the standard SKS.
SA vz. 58V
The SA vz. 58V is a cut weapon, known in the game as the CZ-58. The weapon appears to be missing its stock, and is fitted with an unknown optic. It is featured with an incorrect 32-round magazine, as opposed to the real-life 30. In addition, the weapon in the game is incapable of fully automatic fire, instead strangely shooting only in three-round bursts.
SIG SG 550
The SG550 is present in the game as two weapons, the SSG 550, which features an incorrect 24-round capacity, and the SSG 550 Sniper, with an also incorrect 8-round capacity. The regular SSG 550 is capable of fully automatic fire, while the Sniper variant is semi-automatic only. Contrary to what the equipment menu description says, the SSG 550 Sniper recoils heavily as though it was firing a more powerful round, despite being chambered for the same cartridge.
The SSG 550 can be unlocked by obtaining the rank of Investigative Analyst Specialist (O8). The SSG 550 Sniper is not obtainable through normal means, and can only be acquired through cheating, or use of the Magic Box Trick.
The Steyr ACR is available in the game, simply known as the ACR. The magazine capacity is an incorrect 15-round, as opposed to the real Steyr ACR's 24. The in-game ACR is only capable of semi-automatic fire, and benefits from a zoomable optic.
The ACR can be unlocked by obtaining the Expert Combat Sharp Shooter (ECSS) rating, which requires 750 headshot kills.
The Vektor R4 is present in the game as the Vek R4. Despite the model showing a 50-round magazine, the ingame magazine capacity is an incorrect 30 instead. The weapon appears to be missing its bipod, and the folding stock is incorrectly shaped. The equipment menu claims that it is chambered in "5.56 Incendiary"; despite that, it seems no different from other 5.56 NATO weapons in the game, and the ammunition pool can in fact be refilled with other 5.56 NATO weapons.
The Vek R4 is only featured in the Myanmar level, where it is the primary weapon of most enemy soldiers in the level. Because Myanmar produce his own version of the Galil rifle, (which is already present in-game) called the MA-1, this is jarring.
The Zastava M70B1 is featured in the game as the Stava M70 B1. It features an incorrect 32-round magazine capacity, and a rather reduced rate of fire, which appears to be slower than what it would be in real life. It is otherwise no different from the other AK variants in the game.
The M70B1 can be unlocked by obtaining the rank of Intelligence Operations Commander (C6), the highest rank legitimately achievable in offline mode, without the use of glitches.
The M60E3 is available in the game as the US M60 E3. It is featured in a short barrel configuration, similar to the one depicted in movies such as Commando. It is correctly depicted with a carry handle, a foregrip which the player character holds onto (or tries to, at least), an unusable bipod, but appears to be missing an ammunition box or any sort of visible ammunition belt. It is featured with a 200-round capacity.
The M60E3 can be unlocked by obtaining the Medal of Distinction, which requires beating every single mission under par time in offline mode.
The M134 Minigun is present in the game as the M-134 Minigun. It is featured with an astounding "clip size" of 5000 rounds and a maximum ammunition capacity of 30000 rounds.
The behavior of this weapon is unique - it fires either in 25-round(!) bursts or in full-auto after a short delay, but is capable of one-shot kills on any target, regardless of armor. Also unique to this weapon is that when equipped, the player character will immediately use the same stance as Ryusaki does in the game. Although the player character will walk very slowly when equipped with the Minigun, despite what the description says, the player character remains perfectly capable (somehow) of rolling with it, or simply switch to another weapon and move at normal speed with the Minigun slung on the back, further details which indicate that the weapon was indeed never meant to be used by the player. Evidently, it can only be used through cheats or the Magic Box Trick.
The most prominent user of the Minigun is, of course, Ryusaki, the armored mini-boss in the Tokyo level.
The M249 is present in the game as the M-249 SAW. It lacks a bipod, and it fitted with an apparently empty box of ammunition which holds 200 rounds in the game, but appears to have the size of a 100-round box.
The M249 can be unlocked after obtaining the Agency Medal of Valor, which is obtained after earning the highest rank, all ratings, special ratings, commendations and all other medals; in other words, this is the 100% completion reward.
The RPK is available in the game as the RPK. It features an unrealistic 64-round capacity, and seems to lack a bipod. Just as with the AK-47, the RPK in the game has an abnormally high rate of fire.
The RPK can be found in the Ukraine level, and is otherwise unobtainable through normal means.
Steyr AUG HBAR
The Steyr AUG HBAR returns in the Syphon Filter franchise under two forms; the AU300 Mod-R and the AU300 H-BAR (also referred to as the AU300/HB in the equipment menu). Although the Syphon Filter 3 incarnation of the AU300 gave the player the very broken and very unrealistic ability to see - and shoot - through walls, the Omega Strain iterations of this weapon are (slightly) more reasonable.
The AU300 Mod-R features a thermal optic, like the DSC-1 Thermal. It features a correct magazine capacity of 30 rounds, is capable of firing in full-auto, has a black texture, and appears to be missing its bipod.
The AU300 H-BAR is a differently textured (light grey instead of black), but otherwise reuses the same model. This variant has a now-incorrect magazine capacity of 42 rounds, likely meant to reflect on extended AUG magazines in real life which are meant to be used on the AUG HBAR, and which are of that capacity. The optic of the AU300 H-BAR is a more conventional, fixed magnification optic, allowing the weapon to be used at will as either a sniper rifle or an assault rifle.
The AU300 Mod-R can be unlocked by obtaining the Advanced Combat Sharp Shooter (ACSS) rating, which requires 450 headshot kills. It is the weapon of choice of ALA leader Soren Masson, as well as his backup enemy snipers in Carthage 3. It is also used by Abdul Khorsh in the Yemen 1 level.
The AU300 H-BAR can be unlocked by obtaining the rank of Assistant Chief of Operations (T2), which is the highest possible achievable rank in offline mode, when exploiting all possible glitches of the game.
The Armsel Protecta is present in the game as the Sweeper 12 gauge. Although the name may suggest that it is intended to be a Cobray Street Sweeper, the drum is missing any sort of knob or key, making it closer to a Protecta. Unusually for a video game, the Protecta is depicted in the game with its stock unfolded, as well as a 12 inch barrel. It is featured with an incorrect 8-round capacity, fires buckshot, and can be used in a quasi-semi-automatic fashion, albeit with a slight delay between each shot.
The Protecta can be unlocked by earning the South African Freedom Medal, which can be obtained only after completing specific objectives.
Benelli M1 Super 90
The Benelli M1 Super 90 is present in the game as the M1 Super 90. It features a correct 7-round tube capacity and fires buckshot. The M1 in the game is fitted with a pistol grip stock and an unusable flashlight.
The M1 Super 90 can be unlocked by obtaining the Intermediate Team Efficiency Specialist (ITES) rating, by completing 2 missions with a team online under par time. Due to the shutdown of the online services, however, this weapon became unobtainable through normal means.
Another weapon called the M1-90 exists in the game files, however it appears to be a complete duplicate of the M1 Super 90, including performance and description. It is unobtainable through normal means.
The Beretta 1201FP is available in the game, referred to by the game as the Combat shotgun. It features an incorrect 5-shell capacity and fires buckshot. The weapon appears to be missing a rear sight.
The combat shotgun can be unlocked by obtaining the rank of Intelligence Agent (R3). It is also found in the hands of certain enemies in the Carthage 1 and 2 stages.
The Franchi SPAS-12 is present in the game as the SPA-12 shotgun. A rare occurrence in video games, it is depicted with the stock unfolded. The weapon features an incorrect magazine capacity of 10 rounds. Although it is described in the equipment menu as firing "specially-designed frangible slugs", the SPAS-12 fires buckshot when used in the game.
The SPAS-12 can be unlocked by obtaining the Kinshi Kunsho: Order of the Golden Dragon medal, a fictional Japanese award, which requires having earned the Republic of Korea Service Award and having completed all objectives in the Kyrgyzstan, Tokyo, and Myanmar levels.
The Franchi SPAS-15 is present in the game as the SPA-15 shotgun. It is described as "one of the most powerful shotguns available", loaded with "MIL rounds" which, according to the description, are slugs with a steel-tungsten alloy core. However, when used in the game, the SPA-15 fires buckshot, and is (incorrectly) capable of firing in full-auto (the real SPAS-15 is a selectable Pump-action/Semi-auto instead). It is depicted with an 8-round magazine capacity, and while 8-round mags for the SPAS-15 do exist, the weapon model suggests that a 6-round magazine is inserted, making it incorrect.
The SPAS-15 can be unlocked by obtaining Stone's Medal of Courage, which is based on the real-life Purple Heart. This medal can be obtained by rescuing Stone in the Belarus 2 level, then by providing cover fire for Stone in the Ukraine level.
Heckler & Koch CAWS
The Heckler & Koch CAWS is available in the game as the GAWS 12 ga.. In the game, this weapon fires buckshot and fires only in semi-automatic mode, despite the real CAWS being capable of both semi and fully-automatic fire. It features a correct magazine capacity of 10 rounds, and (surprisingly) realistically, is not compatible with regular 12 gauge ammunition.
The Pancor Jackhammer is present in the game in two forms; the ShotHammer, and the SlugHammer, which as the names indicate, respectively fire buckshot and slugs. Both weapons fire in a semi-automatic fashion, and possess a correct magazine capacity of 10 rounds.
The slug version can be unlocked by obtaining the rank of Field Operations Commander (C4), while the slug version is unlocked at the rank of Assistant Chief of Operations (T1).
Buckshot-firing Jackhammers can also be seen in the hands of certain enemies during the outside portion of the Tokyo level.
A weapon referred to by the game as the Riot shotgun is described as being a "modified combat shotgun" capable of firing 12 gauge bean bag rounds. The weapon model resembles that of an MGL, with several differences: the weapon model is overall smaller, the stock is missing, the foregrip and optic are shaped differently, the cylinder is visibly shorter, and the texture colors the weapon a lighter gray than that of the MGL. In the game, the weapon's capacity is 5 rounds, and behaves similarly to a slug shotgun. It is considered to be a non-lethal weapon; unarmored targets struck with it in any body part will be considered to be taken down non-lethally, unless shot in the head; in which case they will be killed.
The riot shotgun can be unlocked by obtaining Lawrence Mujari's commendation, which requires the completion of all objectives in the Lorelei and Chechnya levels. It can also be found in the Zurich level.
Sawed-off double barreled shotgun
A Double barreled shotgun of unknown make is in the game as a cut weapon, referred to as the Sawed-Off. It is a 12 gauge, side-by-side shotgun with only the barrels shortened; very uncommonly for a sawed-off shotgun in a video game, the barrels are shortened, but the stock was not removed. The weapon in the game is, inexplicably enough, capable of firing six times before requiring a reload, and like most other shotguns in the game, fires buckshot.
The Sawed-Off is unobtainable through normal means, and must be acquired through the use of cheats or the Magic Box Trick.
Winchester Model 1300
The Winchester Model 1300 is present in the game in two forms, the Shot Defender, and the Slug Defender, presumably named as such because the Winchester 1300 is sometimes referred to as the Defender in real life. The Shot Defender features a black synthetic pistol grip with stainless barrel and magazine tube, and is stockless. As the name implies, this variant shoots buckshot. It may possibly be a reference to the standard Shotgun in the PS1 episodes. The Slug Defender is a completely black version, fitted with a synthetic black stock, and just as the name implies as well, this variant shoots slugs. Both weapons have an incorrect capacity of 5 rounds.
It appears that both weapons are featured with the pump locked back, and it is not animated when firing. Despite that and despite the fact that all shotguns re-use the same firing sound (a shot followed by a pumping sound) regardless of whether they have a pump at all, both weapons have such a low rate of fire that they cannot fire again until roughly after the sound has played in its entirety, giving the illusion that they are actually pump-action shotguns.
The Shot Defender can be unlocked by obtaining the Advanced Team Efficiency Specialist (ATES) rating, by completing 4 missions with a team online under par time. Due to the shutdown of the online services, however, this weapon became unobtainable through normal means.
The Slug Defender can be unlocked by obtaining the rank of Field Analyst Specialist (O7).
The USAS-12 returns once again in the Syphon Filter franchise, this time under the correct name of USAS 12. It is one of the few fully-automatic shotguns in the game, sporting an unrealistic capacity of 28 rounds in a drum that can only contain 20 in real-life. Possibly as a nod to the PS1 episodes, the USAS 12 in Omega Strain fires slugs rather than buckshot, and the description even makes a reference the final mission of Syphon Filter 2.
The USAS-12 can only be found in the Montenegro level, which the special level (and the only instance in the game) in which the player character is, appropriately enough, Gabe Logan himself.
The Barrett M82A1M is available in the game as the rather aptly named M82 BFG. It features an incorrect 8-round magazine, a zoomable optic, an unusable bipod, and a strange firing sound. Appropriately enough, it is so powerful, all unarmored enemies and most of those wearing a flak jacket will be killed in one shot when using this weapon.
The M82 can be unlocked by obtaining the Elite Combat Sharp Shooter (ECSS2) rating, which requires 1100 headshot kills.
A unique M16, referred to as the SR-15, is portrayed as Gary "Stone" Stoneman's personal rifle. The description claims it is the "earliest model of an M16-type weapon produced", suggesting that it is meant to be an original, pre-A1 M16 rifle. The rifle does feature a full stock, triangular handguards, and a 20 inch barrel, but appears to be fitted with a 30-round magazine and some sort of telescopic sight. The rifle, however, appears to lack a flash hider or muzzle device of any sort.
In the game, the SR-15 has a capacity of 1 ; which suggests that the magazine is actually empty or loaded with only one round at a time, but it doesn't explain why the total ammunition carried is also 1. Fortunately, since it is chambered in 5.56 NATO, it is possible to pick up ammunition from dead enemies with 5.56 NATO weapons, or to carry a 5.56 auxiliary, such as the G 53 (H&K HK53), to effectively extend the total amount of ammunition for this weapon by 120 rounds. It is unknown whether the SR-15 is select-fire or not, due to the 1-round capacity of the weapon. The optic is unique, and features a crack, just as described in the equipment menu.
Stone claims that it "gives the weapon character", and that he refuses to upgrade to a newer or better rifle because he has gone through "too much" with it. Nevertheless, the player character may unlock the SR-15 for their own use by obtaining Gary Stoneman's commendation, which requires completion of all objectives in the Italy, Belarus 1 and Belarus 2 levels.
Heckler & Koch MSG90
The Heckler & Koch MSG90 is present in the game as the C8 rifle. It is notable for having a unique, red-tinted optic reticle when aimed in first person mode, and for its wildly unrealistic magazine capacity of 50 rounds. The weapon is depicted with a handguard almost one third longer than its real life equivalent, and lacks a bipod, although the handguard appears to bear a forward grip.
Although it is called the C8, it has no relation to the Diemaco C8. Two other weapons, the SG-8 and the HK_MSG90 also exist in the game, using the exact same model as the C8. They can only be obtained when using the Magic Box Trick or through the use of cheats, which reveals that this weapon may have been intended to be a Heckler & Koch MSG90, although it is unclear. The cut weapons are exactly the same as the C8 rifle, save for a lower rate of fire ("Fire Rate: II") than the C8, and in the SG-8's case, lower magazine capacity (a more reasonable but still incorrect 24 rounds) and total extra ammunition (72 rounds).
The C8 rifle can be unlocked by obtaining the Elite Combat Specialist (ECS2) rating, which requires 1300 kills.
Heckler & Koch PSG-1
The Heckler & Koch PSG-1 is available in the game as the DSC-1. It features an incorrect 8-round magazine, a variable zoom optic, and strangely enough, appears to be integrally suppressed as this weapon, along with the VSS Vintorez, are the only suppressed rifles in the game. A variant called the DSC-1 Thermal also exists; it is identical in every way except when aimed in first person; the Thermal variant will, as the name suggests, display thermal vision.
The regular DSC-1 can be unlocked by obtaining the President's Official Liberty Award medal, based on the real-life Presidential Medal of Freedom, which requires the completion of certain objectives.
The DSC-1 Thermal is normally only found during the Minsk level, where several can be found stashed away in sniping spots to aid the player in discretely dispatching the enemies located there.
The Galatz is present in the game, referred to as the Galil SG-1. Featured with an incorrect 8-round magazine, the weapon is, according to the description menu, chambered in 5.56x45mm NATO in the game, even though the real-life rifle it is modeled after is chambered in 7.62x51mm NATO.
The Galil SG-1 can be unlocked by obtaining the Karkadann medal, which requires the completion of a specific objective in the Kyrgyzstan level.
The weapon referred to as an M-16k appears to be some sort of AR-15 variant with rounded handguards, no front sight, some sort of variable zoom optic, a full stock and an 18 inch barrel. Although listed with a capacity of 30 rounds, which matches the magazine depicted on the weapon model, the description given in the equipment menu is downright ridiculous; describled as a "submachine gun", "modified M16" and capable of firing ".45 glazer" rounds (likely to avoid copyright infringement with Glaser), despite being apparently fitted with a standard, STANAG magazine. In the game, the weapon functions like a sniper rifle, with a variable zoom optic, but is capable of fully-automatic fire.
The M-16k can be unlocked after obtaining the Elite Team Efficiency Specialist (ETES2) rating, by completing 9 missions with a team online under par time. Due to the shutdown of the online services, however, this weapon became impossible to unlock. The M-16k can also be found in the hands of the unknown ALA female sniper in the Carthage 2 level, and in the hands of a sniper in the Myanmar level.
The SVD Dragunov is present in the game as the Dragunov. It features an incorrect 6-round magazine, and is depicted with what appears to be a rubber shoulder pad fitted on the stock. The description claims correctly that it is equipped with a PSO-1 scope, but when aiming in first person with the Dragunov, the depicted optic is the regular mil-dot scope reticle.
The Dragunov can be unlocked by obtaining the Intermediate Combat Sharp Shooter (ICSS) rating, which requires 200 headshot kills. It can also be found in the hands of snipers in the Belarus 1 and 2 levels.
A differently textured version referred to by the game as Dragunov_Snow can also be found, although it cannot be obtained through normal means. As the name indicates, this variant sports winter camouflage. The first person optic is also unique and blue tinted.
The VSS Vintorez is present in the game in two forms, the VSS-DU and the VSS-Special. Both variants use the same weapon model, which appears to be fitted with a NSPU-3 "Kazuar" nightvision optic as well as 20-round magazines. Both variants feature an incorrect 24-round capacity, are (correctly) integrally suppressed, and are fitted with variable zoom optics. The only differences between the two variants are in the texture and the first person view; the VSS-DU's stock appears to be wood, while the VSS-Special is synthetic black.
When aiming in first person mode, the VSS-DU's optic appears to be a nightvision device, which is correct (although with the wrong optic reticle) relative to the optic it is fitted with. The VSS-Special's first person reticle is the standard mil-dot reticle as with most other scoped weapons in the game.
Despite the fact the VSS-DU is described as shooting "bullets with infused depleted uranium", the VSS-DU does not possess special armor-piercing capabilities, and two to three shots to the body may still be required to kill an enemy with a flak jacket equipped.
The VSS-DU can be found in the Yemen 1 level, and can be unlocked by obtaining the Stealth Operations Expert special rating.
The VSS-Special is the primary weapon equipped by Gabe Logan in the Montenegro level. It cannot be obtained otherwise.
The Zastava M76 is present in the game as the Stava SG-76 HBAR. Interestingly enough, the magnification on this weapon is non-adjustable. Although the description of the weapon in the equipment menu correctly indicates it is chambered in 7.92mm Mauser, it features a hilariously unrealistic capacity of 50 rounds.
The M76 cannot be obtained through normal means, and can only be acquired through cheating, or use of the Magic Box Trick.
Steyr AUG Para
The Steyr AUG Para makes an appearance in the game as the AU300 Mod-SMG. Despite being, for all intents and purposes, a 9mm submachine gun, this weapon occupies a valuable Back weapon slot. It is featured with a magazine capacity of 30 rounds, which is incorrect - a real AUG Para as depicted in the game would have a capacity of 32 rounds instead. As expected, it is capable of fully automatic fire, although at a very slow rate of fire. It is also featured with a fixed-zoom optic, making it somewhat of an impromptu "sniper rifle". Because it can be unlocked early in the game (see below), this weapon essentially serves as the player's first equivalent to a sniper rifle, and is an excellent way to get headshot kills from very early on. Due to its 9mm chambering, it allows a player to be equipped entirely with 9mm firearms in all three gun slots (Back, Auxiliary and Sidearm), giving the player a potentially absurdly large total ammunition pool to draw from. This, combined with the fact that 9mm firearms are common (particularly in the first levels), makes it an often-used primary weapon by player in the early game, until they have access to better, more powerful gear.
The AUG Para can be unlocked by obtaining the rank of Field Officer (O1).
Heckler & Koch HK69A1
The Heckler & Koch HK69A1 is a cut weapon in the game, known as simply the Grenade launcher (or the Grenade launcher-69 in the equipment menu). Outside from being comically oversized, it is similar to the M79; it is a single-shot grenade launcher, for which the player can carry up to 15 rounds total. The main difference with the M79 is in the behavior of the projectile; instead of exploding on impact, they detonate on a roughly 3 second timer. The projectiles do bounce off of walls and solid objects, but at with equally comical amount of strength; so much so that when fired at the wall in the first room of the IPCA training center at roughly eye level, the grenade has enough strength to bounce off the front wall, the back wall, and once more on the floor, before detonating.
The Milkor MGL is present in the game as the MGL. It features an incorrect 5-round capacity. As with most explosive weapons in the game, grenades fired by the MGL detonate on impact, no matter how close from the launcher. This makes it a hazardous weapon to use in close quarters.
The MGL can be unlocked after obtaining the Military Tactics Expert special rating, which requires completing certain specific objectives.
Mk 153 mod 0 SMAW
The SMAW is present in the game, under the same name; SMAW, as the game's only (usable) equivalent to a rocket launcher. True to form, the weapon fires exploding projectiles which detonate on impact and fly in a straight line until finding a target, a wall, or a skybox. The weapon is featured with a capacity of 5, meaning it has the inexplicable ability to fire five times before requiring to be reloaded. It is also possibly one of the few weapons that has two different weapon models; one when stowed on the back, and one when readied.
The SMAW can only be found in the Belarus 2 level. Stone notably equips one after he is rescued, and uses it to distract a tank, which the player is tasked with destroying.
The M79 returns once again in the Syphon Filter franchise under its correct name, M79. Just like in the PS1 episodes, this weapon fires grenades which explode on impact, making it dangerous to use in close quarters. Unlike in the PS1 episodes however, the weapon requires reloading between shots, just as it should, fires ammunition that is virtually impossible to find on the field (the player's maximum ammunition pool with this weapon is 15 grenades, including 1 loaded in the weapon) and it takes up a Back weapon slot, which could be used for a much more valuable weapon, decreasing the overall usefulness of the weapon. The weapon model appears to be missing its sights as well.
The M79 can be unlocked by obtaining the Elite Tactical Explosives Specialist (ETXS2) rating, which requires 500 kills with explosives.
"TH3 Blaster" / Flamethrower
A completely fictional firearm, referred to by the game as a TH3 Blaster, is available in the game. Based on the appearance and the description, it appears to be a cross of several weapons; it is overall shaped and held like a rifle, is fitted with a fixed skeletal stock, and appears to have a paintball canister and a pilot light, making it a sort of weird rifle-paintball gun-flamethrower cross. The weapon essentially behaves like a sort of rocket launcher, but instead of exploding on impact, the projectile deflagrates, causing damage and setting people on fire - including the user themselves, if they are standing too close.
The TH3 Blaster is notably seen in the hands of certain enemies in the Chechnya level, on the way to the missile silo. It can also be unlocked by earning the Golden Cross of Russia medal, a fictional award that appears to be based on the "Hero of the Soviet Union" award. This medal requires the completion of many specific objectives in order to be earned.
A variant, called simply the Flame Thrower, can also be found. It is not meant to be used by the player (judging by the lack of description in the equipment menu), but it can be acquired through cheats or the use of the Magic Box Trick. This weapon reuses the weapon model of the TH3 Blaster, but with a slightly lighter texture. The flame thrower does behave exactly like a proper flamethrower, firing a long stream of fire. The weapon's actual range appears to be relatively short. The flamethrower is also featured in the Chechnya level, in the hands of certain enemies.
The AKS-74U is available in the game as the AK-74 SU. Interestingly, it is the only 5.45x39mm firearm in the entire game. The weapon model incorrectly depicts the charging handle and fire selector on the left side. It is featured with an incorrect magazine capacity of 32 rounds, two more than actual AK-74 magazines.
The AKS-74U can only be found in the hands of certain enemies in the Ukraine level.
Heckler & Koch HK53
The Heckler & Koch HK53 is available in the game as the G 53. The weapon in the game is depicted as having a capacity of 30 rounds; 30-round magazines did exist for the HK33 family of rifles, of which the HK53 is a part of, and surprisingly enough, it appears that the weapon model correctly reflects the capacity. It is notably one of only two 5.56 NATO Auxiliary weapons in the game (the other one is the Zastava M85), and the only one of the two that can be unlocked legitimately. This makes it an extremely valuable weapon, not only on its own merits, but also as a way to extend the total ammunition available if the player chooses to carry a 5.56 NATO primary weapon. It is also notable for being one of the few weapons for which there are two different models; one with a retracted stock (slung), and one with an extended stock (in hands).
The HK53 can be unlocked by obtaining Teresa Lipan's commendation, which requires the completion of all objectives in the Zurich level.
The Zastava M85 is available in the game as the Stava M85. The weapon model appears to be fitted with a 20-round magazine, despite the ingame weapon capacity being 30 rounds, which would be correct for a real-life Zastava M85. The stock also appears to be too short. It is one of only two Auxiliary weapons chambered in 5.56 NATO, the other being the Heckler & Koch HK53 (G 53 in the game), already mentioned above.
The Zastava M85 can only be found in the hands of certain enemies in the Lorelei level.
The Calico M950 is a cut weapon in the game, known as the Helico pistol-950. The weapon is correctly depicted as a semi-automatic pistol with a 50-round capacity, although it is in the Auxiliary category, possibly due to its size.
Because it is a cut weapon, the Calico M950 cannot be obtained through normal means, and can only be acquired through cheats or the Magic Box Trick.
Glock 17 converted to full-auto
A Glock 17, converted to full-auto, can be found in the game as a cut weapon, known as the G-18 MP, likely meant to stand in for the Glock 18. This weapon re-uses the same model as the G-17 sidearm, and it is in the Auxiliary category, despite being for all intents and purposes a sidearm. Like the G-17, it is two-toned, with black frame and silver slide. It is featured in the game as having a capacity of 32 rounds, despite the weapon model not reflecting the presence of an extended magazine. The weapon description also claims it can hold 33 rounds, but the in-game capacity appears to be 32. In reality, both 32- and 33-round magazines exist for Glock 9mm pistols, although 32-round magazines are generally made by third-party companies. OEM high-capacity magazines, as intended for use with the Glock 18, have a capacity of 33 rounds. The rate of fire is appropriately high, as is the spread when firing continuously. Most importantly, the weapon description clearly states that it is "a G-17 converted into a fully automatic firing pistol". Although it is possible to convert real Glock 17s to full-auto, that does not turn them into Glock 18s; real G18s are purpose-built as select-fire machine pistols, with a fire selector switch on the left side of the slide, and are not the result of a conversion job.
The Intratec TEC-9 is present in the game as simply the Tec 9. It is featured with a correct 32-round magazine, but is capable of fully-automatic fire, which is normally only possible through modifications to the firearm; which makes sense, considering that it is found in the hands of yakuza, they are probably responsible for these modifications. Interestingly enough, the TEC-9 in Omega Strain is classified in the Auxiliary category of weapons alongside submachine guns, despite being a pistol converted to full-auto. The player character will also hold it with two hands, exactly like a pistol, with the support hand cupped over the firing hand; an extremely rare sight in video game TEC-9s.
The TEC-9 can only be found in the Tokyo level in the hands of certain yakuza enemies.
A variant, referred to as the Tec 45, can also be found. It is meant to be a .45 variant of the TEC-9, which is for all intents and purposes, fictional. The weapon model of the Tec 45 features an extended barrel and barrel shield, as well as a foregrip, which the player character uses. Aside from damage (higher than the TEC-9), the weapon behaves otherwise identically, down to the exact same recoil pattern, which is handwaved by the equipment menu description as being a result of the longer barrel and foregrip allowing it to be "equally accurate" to the 9mm version.
The Tec 45 can be unlocked by earning the Ellison Warner Award medal, which requires the completion of three specific objectives; destroying the Scud missiles in the Belarus 2 and Yemen 2 levels, and retrieving the flight recorder of the crashed plane in the Myanmar level.
The Agram 2000 is present in the game as the ABRAM 2000. The weapon is depicted with a 32-round magazine inserted, however the in-game capacity is exactly half of it; 16 rounds. 15-round magazines did exist for this weapon, but would fit almost flush within the weapon's magazine well.
The Agram 2000 can only be found in the Montenegro level, in the hands of the goons guarding the mansion.
The Ares FMG returns in the Syphon Filter franchise as the Marz FMG, presumably named as such because Mars is the Roman equivalent of the Greek god of war, Ares. Returning from Syphon Filter 3, it behaves almost exactly the same as it did in SF3; a compact, fast-firing submachine gun with a unique shape; although in Omega Strain, it is depicted with an incorrect 40-round magazine.
The FMG can only be found in the Lorelei level.
The Calico M951 is present in the game as the Helico 960, the name being likely a reference to the helical magazine. It is a 951 rather than a 955 or 960 because it is a full-auto, rifle-length model fitted with a 50-round magazine, whereas the 960 is a pistol-length model, and the 955 is fitted with a 100-round magazine. The in-game weapon is featured with a full, fixed stock, as well as a longer barrel, and is depicted with its correct magazine capacity of 50 rounds, although it appears to have a much lower cyclic rate than its real-life counter part.
The Calico can only be found in the hands of certain enemies in the Tokyo level.
The FN P90 is present in the game as the SSP 90. It appears to be an older model, without picatinny rails. it is correctly depicted in the game with a 50-round magazine and a high rate of fire. Because it combines high rate of fire, high magazine size, high total ammunition (250 rounds total) and high stability, the P90 is one of the most useful auxiliary weapons in the game, only limited in its effectiveness by its chambering; 5.7mm weapons cannot be found on the field as no enemies carry the SSP 90 or the SP-57, the ingame name for the Five-seveN. However, by equipping both of these weapons, it is possible to carry extra ammunition for the P90; up to 160 extra rounds if the player character has the dual-wielding ability (which not only allows carrying two of the same sidearms, but also doubles the maximum ammunition for these sidearms).
The P90 can be unlocked after obtaining the Elite Combat Expert special rating, which requires having unlocked every single normal rating in the game, including the Team Efficiency ratings. Due to the shutdown of the online services, however, this weapon became unobtainable through normal means.
Heckler & Koch MP5A2
The Heckler & Koch MP5A2 is available in the game as the MDS A4. Although the name may suggest that it is an MP5A4, the weapon texture, while blurry, seems to indicate that it is an MP5A2 instead, as evidenced by the lack of red pictogram markings on the trigger group. The MP5A2 is correctly depicted in the game as having a 30-round magazine. The weapon model appears to be fitted with the "tropical" wide handguards, but seems to be missing both a rear sight and a front sight. The weapon description in the equipment menu referring to the weapon as an "A5" seems to be a goof, as it describes a "fixed plastic butt", which would be correct for an MP5A2 or MP5A4. Although the same description states the weapon is "set to fire in 3-round bursts", the weapon may fire in either semi-auto (when tapping the Square button) or full-auto (when holding Square down).
The MP5A2 can only be found in the Carthage 1 and 3 levels. The one in the Carthage 1 level is inside a CHA tent guarded by a CHA officer, who will fire at the player as they try to crawl into the tent through the ventilation tube. The ones in the Carthage 3 levels are on the bodies of the downed SWAT officers; they can be picked up by the player, as the officers are unconscious.
Heckler & Koch MP5A3
The Heckler & Koch MP5A3 is available in the game as the MDS A3. Although the weapon model is correctly featuring a retractable stock and sights, the magazine appears to be both too large and too short; it seems to be a magazine that can hold no more than 10 rounds at best, and of vastly incorrect size for a 9mm MP5, almost approaching a 5.56 magazine in size. Despite that, it has a capacity of 30 rounds, which would be correct for a real-life MP5A3. This gives it a look similar to the HK53. It is arguably one of the best Auxiliary weapons in the game due to two simple factors: a 9mm chambering, which is very common in the game (therefore allowing plenty of ammunition pickups), and an astoundingly large amount of total ammunition (750 rounds total; 30 in the weapon, 720 in reserve; which would be 25 full magazines in real life). Combined with the fact that there is a 9mm primary weapon (the Steyr AUG Para) and several 9mm sidearms, the player may equip this weapon and have well over a thousand rounds of 9mm ammunition on themselves, and effectively, virtually limitless ammo for the duration of one mission.
The MP5A3 can be unlocked by obtaining the Expert Team Efficiency Specialist (ETES) rating, by completing 6 missions with a team online under par time. Due to the shutdown of the online services, however, this weapon became unobtainable through normal means.
Heckler & Koch MP5K-PDW
The Heckler & Koch MP5K-PDW is available in the game as the MDS-k PDW. The weapon model seems to be lacking sights, but seems to be otherwise correct, including the magazine capacity, a correct 30 rounds. Like the MP5A3 mentioned above, equipping the MP5K-PDW allows the player to carry an absurd amount of ammunition (750 rounds total), allowing for the same loadout strategies mentioned above, however it is less stable and has slightly more spread than the MP5A3, making it a slightly less useful weapon.
The MP5K-PDW can be unlocked by obtaining the Great Lakes Service Medal, which requires the completion of all objectives in all Carthage levels, as well as two specific objectives, one in Yemen 1 and one in Zurich.
Heckler & Koch MP5SD1
The Heckler & Koch MP5SD1 is a cut weapon, known in the game as the MDS SD2. Although the name may suggest it was meant to be an MP5SD2, it is an MP5SD1, based on the lack of buttstock, the shape of the end-cape and the shape of the 15-round magazine. Despite that, the weapon in the game holds 30 rounds. The weapon description claims that it is chambered in .40; no MP5SD models were ever produced in .40 S&W, let alone any .40 MP5 with 15-round magazines.
Because it is a cut weapon, the MP5SD1 cannot be obtained through normal means, and can only be acquired through cheats or the Magic Box Trick.
Heckler & Koch MP7
The Heckler & Koch MP7 is available in the game as the MDS-7. The stock on the weapon model appears to be a folding stock of incorrect type and shape; real MP7s have retractable stocks. It is depicted with a unfolded foregrip, but appears to be lacking any sort of accessory rails, which makes it closer to a H&K PDW, the prototype predecessor to the MP7. However, because the model is insufficiently detailed, it is impossible to tell which specific MP7 model it may be. Although the weapon model is fitted with a flush-fit 20 round magazine, the in-game capacity is 40 rounds. 40-round MP7 magazines do exist, but they visibly extend under the pistol grip; making the capacity incorrect in the game.
The MDS-7 can be unlocked by obtaining the rank of Intelligence Research Specialist (O6). It can also be found in item boxes on the Lorelei level.
Heckler & Koch UMP-45
The Heckler & Koch UMP-45 is present in the game as the UNP 45. The weapon model depicts it being fitted with two picatinny rails; a unused top rail, and a handguard rail which is fitted with a foregrip. The weapon is depicted with an incorrect magazine capacity of 32 rounds, the real-life magazine capacity being 25. The UMP-45 is another one of the better Auxiliary weapons in the game; it uses a relatively common .45 chambering, is powerful, has relatively low spread, and offers a generous amount of ammunition (320 rounds total; 32 in the magazine plus 288 extra) when equipped. Because it is chambered in .45, if the player should ever need more ammunition, they may equip a .45 sidearm for extra ammo; the best candidate being the Mark 23 (or its SD variant), both of which may allow up to 288 extra rounds; effectively doubling the amount of .45 ammunition available to the player.
Bizarrely enough, despite being a submachine gun with an 8" barrel, longer than that of most pistols, the UMP-45 in the game deals significantly less damage than .45 pistols, requiring two shots against unarmored enemies, and four to five against armored ones; .45 pistols in the game such as the Mark 23 or the M1911A1 require, respectively, only a single shot to kill against unarmored, and only two(!) against armored enemies.
The UMP-45 can be unlocked by obtaining the Computer Information Expert special rating, which can be obtained by completing specific objectives, all in relation with computers and/or hacking.
The Uzi is present in the game under two forms; the first is simply called the Uzi, and the second is called the Uzi 45. The former is correctly chambered in 9mm, while the latter is, as the name implies, chambered in .45. Both weapons are featured with collapsed buttstocks and 32-round magazines, which, while accurate for the 9mm variant, is highly incorrect for the .45 version; a magazine of the size depicted in the game would hold 16 rounds. Both weapons seem to behave exactly the same way, with the exact same rate of fire; the only differences besides chambering seems to be texture (slightly darker for the .45 variant), and weapon spread when fired in full-auto; it is slightly greater for the .45 variant, which, if not 100% realistic, at least makes sense.
The regular Uzi can only be found in the Yemen 1 and 2 levels.
The Uzi 45 cannot be obtained through normal means, and can only be acquired through the use of cheats or the Magic Box Trick.
The MAC-10 is present in the game under two forms, the MAK-32 and the MAK-10 10mm.
The so-called MAK-32 is depicted in the game the same way as in most media and video games, with its stock retracted. However, just like with the TEC-9 described above, the player character will hold the weapon with both hands, like a regular handgun. Although it is featured with a 32-round magazine, which would be correct for a 9mm MAC-10, the "MAK-32" is instead described as being chambered in ".32", suggesting .32 ACP. No Ingram submachine guns were ever produced in .32 ACP in real life.
The MAK-10 10mm is even weirder. The weapon model for this variant depicts the weapon with its stock extended (a rarity in media), which the player character will shoulder when in use, and interestingly enough, is retracted when not in use, in a manner similar to the G 53 (HK53) listed above. It is also fitted with what appears to be an extended barrel, which is mated to a foregrip; which the player character will also hold onto when firing. Although it looks similar to a suppressor, it is apparently not meant to be one, as the weapon is clearly unsuppressed in the game. The weapon description claims that the weapon is chambered in "10mm Super Auto", either a misnomer or a fictional variant of the real-life 10mm Auto round, a caliber in which no Ingrams were ever produced either. The MAK-10 is also depicted as having a 32-round magazine.
The MAK-32 is a cut weapon and cannot be obtained through legitimate means, requiring the use of the Magic Box trick or cheats.
The MAK-10 can be unlocked by obtaining the rank of Investigative Research Specialist (O5).
Norinco Type 64
The Norinco Type 64 is available in the game as the China type 67. Is said to be a fictional improved variant, although in Chinese designation the number refers to the year of basic model, improved guns usually have a number like -1. The weapon is depicted in the game almost completely incorrectly; the "type 67" designation refers to the Norinco Type 67, which is a light machine gun. It is shown as having a vastly underestimated magazine capacity of 12 rounds (the real-life weapon can hold 30 in the magazine), is based on a weapon that is fitted with an integral suppressor, but fires unsuppressed in the game (therefore breaking stealth) despite the weapon model visibly depicting the suppressor and the weapon description speaking of special subsonic rounds. It is also inexplicably semi-automatic only, despite the real Type 64 being capable of fully-automatic fire.
The Norinco Type 64 can be unlocked by obtaining Lian Xing's commendation, which requires the completion of all objectives in the Kyrgyzstan, Tokyo, and Myanmar levels.
The PP-19 Bizon is available in the game as the Biz-9. It is described in the game as being chambered in 9mm, which suggests 9x19mm, as well as having a capacity of 32 rounds; however, it appears to be based on the older Bizon-1 model rather than the newer Bizon-2, therefore making both the chambering (older Bizon-1s were only produced in 9x18 Makarov) and the capacity incorrect (a real PP-19 Bizon in 9x19mm would have a magazine capacity of 45 rounds).
Although unlisted in the game as an unlockable weapon, the Bizon can be unlocked after completing Carthage 3 and unlocking the Belarus 1 level.
SA vz. 61 Skorpion
The Skorpion vz.61 returns in the Syphon Filter franchise, this time simply known as the Scorpion. It was previously known Syphon Filter 3 as the SPYDER. The Omega Strain incarnation of the weapon is depicted with black grips, an unfolded stock (which hilariously enough, rests vertically ON the player character's shoulder when firing), and a 20-round magazine that incorrectly holds 32 rounds of, amusingly enough, .32 caliber ammunition. It is the only .32 ACP auxiliary weapon in the game that can be legitimately acquired. Although it is a decent submachine gun which can be obtained right at the start of the game, has very low spread and a generous amount of ammunition, it is not very powerful (requiring 3 to 4 shots on an unarmored target for a kill, and far more against flak jackets), although the low power can be alleviated with manual aiming and carefully placed headshots. The real issue stems from its chambering, for which there are no weapons that can be found on the field. The problem of ammunition can be somewhat alleviated by equipping both this weapon and the PPK (which can provide up to 96 extra rounds), it would be much more effective to equip a more powerful auxiliary weapon to begin with.
The Skorpion can be unlocked by completing the bonus objective ("Shoot all the targets in under 45 seconds") in the training level.
SITES Spectre M4
The SITES Spectre M4 is available in the game, simply called the Spectre. An already rare weapon, yet rarer in media and video games, it is probably one of the rare few to depict the weapon with an unfolded and extended stock. Although the weapon description outright states that the magazine is designed to hold 50 rounds (which would be, in fact, the correct capacity), the game manages to both make an incorrect statement and lie within the same sentence; by claiming that the magazine has the same length as a "30-round clip", and because the Spectre in the game can only hold up to 32 rounds, rather than the stated 50 rounds. The weapon also fires in either 3-round bursts or fully-automatic, which is incorrect; the real Spectre does not have a three-round burst setting.
The Spectre can only be unlocked by obtaining the Carthage Exemplary Service Tribute medal, which requires the completion of specific objectives: protecting the CHA officers in Carthage 1 and 2, eliminating the ALA death squad in Carthage 2, and rescuing the SWAT officers in Carthage 3.
A weapon known in the game as the Air pistol can be found. Similar in form and function to a Dan Inject air rifle, it functions in the game as a single-shot, less-lethal dart gun which is capable of instantaneously incapacitating any target it hits, with two exceptions: targets with body armor will not be affected when hit in the torso, and any target will be killed if hit in the head, rather than incapacitated; just as the weapon description warns.
A cut weapon called Tanfoglio_TA90, which reuses the air pistol model, can also be found, however the model appears to be a placeholder. The ingame TA90 behaves like a semi-automatic firearm, with a magazine capacity of 12, a fire rate rating of III and a damage rating of III; it is presumably an unfinished weapon meant to represent the actual Tanfoglio TA90.
The air pistol can be unlocked by obtaining the Expert Non-Lethal Force Specialist (ENLFS) rating, which requires 200 non-lethal incapacitations.
After the player completes the Yemen 2 level, Ehud Ben Zohar will teach the player character dual-wielding. This allows the player character to carry a pair of the selected sidearm, instead of just one. Dual wielding presents two major advantages; the first, and most obvious, is the literal doubling of firepower when using sidearms. Both handguns are fired exactly at the same time, rather than in an alternative motion; this means that generally, if the player scores a hit, it will be a hit with both weapons. There is no penalty to dual-wielding either; weapon spread remains exactly the same. The second advantage is the doubling of total ammunition carried for sidearms, which can be an enormous advantage when using Auxiliary weapons or even Back weapons chambered in the same caliber. For instance, a player carrying just one Mark 23 would have a maximum reserve ammunition count of 144 rounds, but when carrying two, it would be doubled to 288. Being a .45 weapon, the Mark 23 can be paired with the UNP 45, a .45 Auxiliary, which also comes with a maximum ammunition count of 288 rounds. By equipping both the Mark 23 and the UNP 45 with dual wielding taught, the player character would have 576 rounds of .45 at their disposal, to be used in either weapon; much more than necessary in most missions.
The Beretta 92F is available in the game, as simply the 92F. It is depicted in the game with an incorrect magazine capacity of 12 rounds.
The 92F is the first firearm the player character starts with in Omega Strain, and is therefore available from the start. Being the first weapon the player has access to, it is not very powerful, nor is the fire rate very high, although it has a common chambering and a relatively generous total ammunition pool of 144 rounds, ensuring that the player remains stocked with plenty of ammunition at all times. In most cases, however, it is ditched as soon as players have access to better sidearms.
The Beretta 93R is available in the game, as simply the 93R. It is depicted in the game with wood grips, a folded foregrip, and an incorrect magazine capacity of 13 rounds, despite being clearly modeled with a 20-round magazine. The weapon is generally depicted as being used like a traditional handgun (presumably to avoid having to design new animations showing the use of the foregrip). Despite the description saying that it has a rate of fire of 1100 rounds per second(!), likely meaning to say per minute instead (which would be correct), the 93R in the game fires at a very reduced rate, resembling three quick semi-automatic trigger pulls more than a true burst fire mode.
The 93R is the most common weapon found in the hands of ALA terrorists during the Carthage levels; in fact, enemies armed with the 93R are very likely to be the first opponents the player will come across in Carthage 1. It is also the weapon of choice of Imani Gray, who instructs the player when going through the obstacle course. She can also be seen wielding the weapon in the Carthage 2 level and in certain cutscenes.
The M1911A1 is available in the game, as the M1911 A1. The weapon is depicted with what appears to be a blued finish, as well as black grips. The magazine capacity in the game is 8 rounds, which is plausible; many modern .45 M1911 magazines have a capacity of 8 rounds, but would protrude under the magazine well slightly. True flush-fit magazines, as the weapon in the game seems to be fitted with, should have a capacity of 7 rounds instead. As is seemingly the case with every .45 pistol in the game, the M1911A1 is depicted as being very powerful, capable of taking down unarmored targets in a single shot, and most armored ones in just two.
The M1911A1 can be unlocked by obtaining the rank of Intelligence Officer (O3).
A variant of the CZ 75, the CZ 75BD, is present in the game under two forms, the CZ 75 and the CZ Mach 9, both of which re-use the same model. The weapon model appears to be fitted with a compensator, which is confirmed in the description of the Mach 9. The regular CZ 75 behaves as a semi-automatic pistol with a correct magazine capacity of 15 rounds, which the Mach 9 variant is a fully-automatic machine pistol, likely meant to stand in for the CZ 75 Automatic, with an unrealistically high magazine capacity of 32 rounds. Being a sidearm, the Mach 9 can be dual-wielded, giving the player character two fully-automatic pistols and a total of 64 rounds at their disposal, when fully loaded. The model is also off, having a short slide similar to the CZ 75 Compact.
The regular CZ 75 can only be found on certain enemies in the Minsk level.
The Mach 9 can be unlocked by obtaining Maggie Powers's commendation, which requires the completion of all objectives in the Minsk level.
The original, pre-USG Five-seveN is available in the game as the SP-57. The weapon model is featured with a strange, brown-bronzeish sheen, and seems to lack a rear sight, but is otherwise depicted with a correct magazine capacity of 20 rounds. The Five-seveN in the game appears to be very powerful, capable of killing unarmored enemies in one shot, and armored ones in two or three, likely meant to represent the armor-piercing capabilities of a 5.7x28mm AP round, although it also presents the same strange conundrum as the UMP-45 and .45 pistols, in that the sidearm appears to be more powerful than its auxiliary counterpart (the P90), which requires 2 shots to defeat unarmored opponents, and three to four against armored ones. Being the only other 5.7mm firearm in the game, it may serve as a source of extra ammunition for the SSP90, should the player wish to carry both.
The Five-seveN can be unlocked by obtaining the rank of Intelligence Analyst Specialist (O9).
The Glock 17 can be found in the game, simply known as the G-17, Like the G-18 MP, with which it shares the same weapon model, it is two-toned, with black frame and silver slide. It is featured in the game as having a capacity of 12 rounds, although a standard Glock 17 should have a capacity of 17 rounds, which is hinted at in the weapon description; claiming it has "the largest magazine capacity of any conventional pistol made". Even then, this description would have been a vastly untrue statement even in 2004; many other pistols were released at that time with a magazine capacity greater than 17 rounds. Statistically, it appears to be no different from the 92F, with a rating of III in both fire rate and damage, although it seems to be slightly more stable.
A cut weapon, known in the game as the G-22 SD, also exists. It re-uses the weapon model of the G-17 (and G-18 MP), although the slide texture appears to be a darker gray. The name and weapon description hint at the fact this weapon was meant to be suppressed; and in fact, even the firing sound is that of a suppressed pistol, but it doesn't appear to behave as such in the game - firing this weapon will break stealth, which hints at the possibility it is an unfinished weapon. The weapon description states that it is chambered in .40 S&W and that it is "compact like the G-20", which seems to indicate it was meant to be a suppressed Glock 27.
The G-17 is likely to be any player's very first unlock, as it can be unlocked by obtaining the rank of Investigative Agent (R2).
The "G-22 SD" is a cut weapon, and is therefore unobtainable through normal means and can only be acquired through the Magic Box Trick or cheats.
A Glock 29 can be found as a cut weapon in the game, referred to as the G-20. The weapon model appears to be based on a subcompact model with a slightly too long slide, and is described as being chambered in 10mm Auto, as well as "more compact and concealable than the G-17". Based on the name, weapon model and description, it can be inferred that the weapon was meant to be the Glock 29. This would make it the first known appearance of a Glock 29 in any video game, and probably one of the only (known and confirmed) appearances in any media. Like the G-17 in the game, this weapon is two-toned with black frame and silver slide, and has a magazine capacity of 12 rounds, which is also incorrect ; a real Glock 29 would hold 10 rounds in the magazine.
The "G-20" is unobtainable through normal means and can only be acquired through the Magic Box Trick or cheats.
Heckler & Koch Mark 23
The Heckler & Koch Mark 23 is present in the game in two forms; an unsuppressed variant, known as simply the Mark 23, and a suppressed one, known as the Mark 23 SD. Both weapons are depicted as two-toned, with black frame and silver-colored slide. The SD version is fitted with a grey-colored suppressor. Both weapons are depicted with a correct magazine capacity of 12 rounds, and, besides the fact the SD version is a suppressed weapon viable for stealth, the weapons only differ in the amount of recoil generated; the unsuppressed version appears to recoil significantly more than the SD version. As is seemingly the case with every .45 pistol in the game, both variants of the Mark 23 are depicted as being very powerful, capable of taking down unarmored targets in a single shot, and most armored ones in just two.
The regular Mark 23 can be unlocked by obtaining the rank of Field Supervisor (C1).
The Mark 23 SD can be unlocked by obtaining the rank of Commander in Chief (T4), the highest rank in the game.
IMI Desert Eagle Mark XIX
The Desert Eagle Mark XIX is available in the game under multiple forms; two of which with the same weapon model, depicting a standard, 6" barrel, the Desert Express .50 and the Desert Eliminator .357, and the last with a long, 10" barrel and mounted scope, the Desert Sniper .44.
On the .357 and .50 variants, barely visible on the weapon texture, is the older scope rail, which identifies the weapon as a Mark XIX. The weapon is depicted in the game as two-tone; gray frame with black barrel and grips. The .50 version is depicted with a correct magazine capacity of 7 rounds. Being the most powerful handgun of the game, it will easily eliminate most enemies in a single hit, including those with body armor. Dual-wielding is, as a result, largely overkill. The .357 version is nearly just as powerful, but is depicted with an incorrect magazine capacity of 12 rounds.
On the .44 variant, the weapon model is depicted with a lighter, chromed frame, with black grips as well, a chromed barrel, and a mounted optic, which can be used in the game when aimed in first-person mode; making it the only such sidearm. In addition, the optic is variable zoom, allowing the player to quite literally treat the Desert Eagle as a sort of "sniper handgun". The magazine capacity in the game is an incorrect 10 rounds.
The .357 version can be unlocked by obtaining the Karkadann, Alima's unicorn charm, a type of medal which requires the completion of certain objectives.
The .44 version can be unlocked by obtaining Ehud Ben Zohar's commendation, which requires the completion of all objectives in the Yemen 1 and 2 levels.
The .50 version can be unlocked by obtaining Gabe Logan's commendation, which requires the completion of all objectives in the Montenegro and Ukraine levels.
IMI Jericho 941R
The Jericho 941R is available in the game under two forms: the Jerico-41 and the Jerico-9. The weapon model is shared by both variants, and features a stainless frame and slide, as well as a slide safety. As the name and weapon description of the first variant confirm, the Jerico-41 is chambered in .41 AE, a chambering that is now obsolete and discontinued for the Jericho line of pistols. The second variant is - unsurprisingly - a 9mm version of the same weapon. The 41 variant has a magazine capacity of 12 rounds, while the 9 variant's is 16 rounds - both of which are slightly incorrect, in the sense that respectively, real Jericho pistols would load 11 rounds of .41 and 15 rounds of 9mm in the magazine, although the extra round can be achieved by loading one in the chamber.
The .41 Jericho can be unlocked by obtaining the rank of Field Research Specialist (O4).
The 9mm Jericho cannot be unlocked, but can be found in the Yemen 1 level.
The PSM is present in the game, under its proper name, PSM. It features an incorrect magazine capacity of 12 rounds, whereas the real life PSM only holds 8 rounds in the magazine. Despite being chambered in 5.45x18mm, a very small cartridge which develops very little stopping power, the ingame PSM is capable of killing unarmored targets in a single shot, and three to four shots only are required to take down armored opponents.
The PSM can only be found in the Lorelei and Zurich levels.
A Makarov PM can be found in the game, known as the Makarov Pistol. It is depicted with the original bakelite grips with Russian star, as well as a magazine capacity of 12 rounds; although this would be correct for a PMM, the weapon is clearly an original PM, and thus the magazine capacity is incorrect. The PM in the game behaves in a wildly unrealistic manner; it has almost no spread, yet tremendous amounts of power; capable of killing unarmored targets in a single shot, and armored ones in two to three shots - directly contradicting the weapon description, which states its stopping power is no different from that of a 92F.
The Makarov can only be found in two spots; in a box at the arms bazaar in Yemen 1, and in the hands of certain enemies in the Ukraine level.
SIG Sauer P229
The SIG P229 is available in the game as the D229. The weapon is depicted in the game with a two-tone finish, with black frame and controls, and silver-colored slide. Although the magazine capacity in the game is 13 rounds, which would be correct for a 9mm variant, the weapon description states that it is chambered in .40 S&W, therefore making the magazine capacity in the game incorrect; real-life .40 S&W P229s have a magazine capacity of 12 rounds.
A special variant can also be found, recognizable with its yellow slide, as the Riot pistol. This weapon is depicted as a less-lethal variant of the D229, firing "9mm rubber bullets". Interestingly, and despite that chambering, it is featured with a magazine capacity of 12 rounds - correct for a .40 S&W P229 as stated above, but now incorrect for a 9mm variant. It is considered to be a non-lethal weapon; unarmored targets struck with it in any body part will be considered to be taken down non-lethally, unless shot in the head; in which case they will be killed.
The standard P229 can only be found in the hands of certain enemies in the Tokyo level.
The "riot pistol" can only be found in a weapon box, in the Zurich level, where it can be used to non-lethally dispose of the guards without breaking the "no collateral damage" parameter, for players that did not unlock non-lethal weapons.
The Walther PPK is present in the game, as simply the PPK. The weapon model is missing slide serrations, an ejection port, and a hammer, and appears to be fitted with black grips and an unrealistically short suppressor. It is featured in the game with an incorrect 12-round magazine capacity. The PPK is one of the first suppressed firearms the player gains access to, and is very likely to rely on it for stealth missions, as the other unlockable suppressed sidearm is the Mark 23 SD, which is now unobtainable through normal means due to the shutdown of online services.
Although unlisted in the game as an unlockable weapon, the PPK can be unlocked after completing Yemen 2 and unlocking the Minsk level.
AN/M8 HC smoke grenade
The AN/M8 HC smoke grenade is available in the game, as simply the Smoke grenade. The weapon description clearly states that it is filled with HC gas and that it releases white smoke, positively identifying it as an AN/M8 grenade rather than an M38 (which uses TA) or an M18 (which releases only colored gas). The smoke grenade does not explode on impact, instead detonating only when the grenade stops moving. In doing so, the smoke grenade will release a slowly-expanding cloud of vision-obstructing gas. The way it functions against the enemies in the game is that if the player is inside the cloud of smoke, the player will be treated as being completely invisible to the AI; meaning that they will not fire, no matter how close they are physically to the player's position (including right in front of their noses!). This can make it a particularly useful grenade to players needing to be shielded from enemy fire while doing something that renders them incapable of firing back, particularly in the Carthage 3 level, where enemies will come out and attack the players when trying to lock the doors, disable the viral bombs, or move the downed SWAT officers to safety.
The smoke grenade is the first grenade available to the player, and initially the only one. It is available right from the start of the game.
The M47 grenade is present in the game as the Incendiary grenade. The weapon model is depicted with a raised neck, and seems to lack a ring. As the name suggests, it is much unlike the real-life grenade on which it is based, which only releases CS (tear gas). In the game, the grenade behaves similarly to the smoke grenade; detonating only when it stops moving. When it does, it instantly covers a large radius on the ground with flames, which will set any characters caught in it on fire, rapidly depleting their health through their armor until death occurs.
The incendiary grenade can be unlocked by obtaining the Advanced Tactical Explosives Specialist (ATXS) rating, which requires 200 kills with explosives.
M67 hand grenade
The M67 hand grenade is available in the game as the M67 Delayed frag grenade. The grenade behaves differently than most other grenades in the game, in that it does not detonate on impact, but rather after a timer of roughly 3 seconds, as the name suggests. The weapon model - a gray, spherical grenade with a red band - is reminiscent of the grenades in the PS1 Syphon Filter games.
The M67 can only be found in three instances; the Carthage 3 level, where a specific terrorist might throw them at the player if they are trying to disarm the viral bombs; the Belarus 2 level, in a weapon box, and the Ukraine level, also in a weapon box.
M1917 chemical hand grenade
A grenade resembling the M1917 Chemical Hand Grenade can be found in the game under two forms: the DormaGen gas and the Sarin nerve agent. The particular shape of the grenade in the game appears to match that of the M1917, the only visible difference being in the texture; DormaGen grenades are all-gray, Sarin grenades are brownish-gray with a bright orange sticker, featuring a stereotypical black skull and cross-bones logo.
The chemical compound in the DormaGen grenades appears to be some form of extremely fast-acting anaesthetic gas. As with most other grenades in the game, the DormaGen will explode on impact. In doing so, it will release a quickly expanding bluish gas cloud which will non-lethally incapacitate any character caught in it, including the player. Interestingly, because it is a non-lethal grenade, the game will not count self-incapacitation done that way as a 'death', even though the player will respawn at the last checkpoint afterwards.
The Sarin grenade in the game is closer to its real-life equivalent, in that the real-life M1917 was typically loaded with chloropicrin, a WW1-era poison gas. In the game, the Sarin grenade behaves similarly to the DormaGen, with the exception that the gas cloud is yellowish, and of course, lethal to any character caught in it. The ingame weapon description features a lengthy description of the effects of sarin gas on its victims, concluding with an anecdote about Saddam Hussein having manufactured large amounts of sarin gas, followed with the US government classifying it as a weapon of mass destruction in 2003 as a justification for the 2003 War in Iraq; rather dark irony considering the IPCA is a federal agency willing to supply some of its agents with such a weapon, despite their stated objective being anti-terrorism and preventing the spread of WMDs!
Mk 2 hand grenade
The Mk 2 hand grenade is available in the game, as the M61 frag grenade. Despite the name, the weapon model, and weapon description stating it is "pineapple shaped" all point out that it is a WW2-era Mk 2 instead. In the game, the grenade explodes on impact after being thrown (as most other grenades in the game), making it particularly hazardous to use in enclosed spaces.
The Mk 2 can be unlocked by obtaining the Intermediate Tactical Explosives Specialist (ITXS) rating, which requires 100 kills with explosives. However, because the player does not start with any explosive grenades unlocked at the beginning of the game, they must rely on pickups. Mk 2 grenades can be found in a box near the grenade training range in the training level; as there are several enemies in this level to test weapons on, the most frequent method to unlock the Mk 2 is to simply play the training level over and over, using the grenades provided exclusively to kill all the enemies in the level, of which there are six; thus requiring 17 playthroughs of the level using this method in order to unlock this grenade.
A grenade resembling the Sting-Ball Grenade can be found in the game under the name Tear Gas. As the name indicates, the grenade behaves nothing like the real-life Sting-Ball, instead exploding on impact, releasing a slowly expanding cloud of tear gas. Any character caught in the cloud of tear gas may be temporarily stunned, incapable of moving and displaying the same animation as if they were stunned by the taser, for a few seconds.
The Tear Gas grenade is a cut weapon, and is therefore unobtainable through normal means, requiring the use of the Magic Box Trick or cheats.
A grenade can be found in the game, referred to as the Anti-Armor frag. It is a large grenade, shaped like a dumbbell, which explodes on impact and generally behaves like the standard fragmentation grenade, with the exception that it can be used to cause damage to the tank in the Belarus 2 level; in fact, they are the only weapon that can defeat the tank - even the SMAW will deal no damage. The grenade does not appear to be based on any real-life design.
The anti-armor grenade can only be found in a weapon box in Belarus 2, in a weapon box, behind the chair on which Gary Stoneman can be found.
"XM-84D flashbang grenade"
A grenade can be found in the game, referred to as the XM-84D flashbang grenade. Although the weapon model depicts a generic, cylindrical grenade with the letters "FLASH" printed on the side, the name and behavior of the grenade in the game indicate it was likely meant to be an M84 stun grenade. The grenade detonates on a timer, after roughly 3 seconds. Any characters caught sufficiently close will be blinded; enemy soldiers will be seen covering their eyes and not firing. If the player is caught in the blast, their entire screen will be briefly turned white and the sound turned all the way down, to simulate vision and hearing impairment. If caught in the blast while wearing nightvision goggles, the blinding effect lasts longer, which simulates the light receptors being overloaded, effectively blinding its wearer. It must be noted that the effect is inefficient if the characters caught in the blast were not looking in the direction of the grenade when it explodes; the player can therefore completely evade the effects of a flashbang simply by looking away.
The flashbang grenade can only be found in the Carthage 1 level in a weapon box. It is also used by enemies in the same level, in the metro tunnel, which is pitch dark; to try and blind the player in the hopes they are using NVGs, in order to shoot at them in turn.
E.D.T. / E.P.D.D.
Although the game also features a few melee weapons, many of which being bladed weapons, they will not be listed here; see the Discussion page for these. However, it wouldn't be Syphon Filter without the iconic Taser. In Omega Strain, presumably to avoid copyright infringement, the weapon does not appear under the Taser name, nor do they have the shape of the original Air Taser as in the PS1 games; or, for that matter, the shape of any recognizable weapon in particular. It is available in two forms, the E.D.T. (an acronym which seems to stand for Electromuscular Disruption Technology) and the E.P.D.D. (. Just like in the original trilogy, these weapons are capable of stunning enemies to incapacitation, but if tased for too long, the bodies of the tased enemies will eventually catch fire, transforming a non-lethal incapacitation into a kill. It must be noted, however, that neither weapon is capable of penetrating body armor; aiming at a leg, or with sufficient skill, an arm or the head (!) is required in these cases. The only difference between the two seems to be maximum range; the E.D.T. is stated in the weapon description to require the user to be within 25 feet of the target; in the game, the maximum distance appears to be closer to 25 meters, but it does have a maximum range. The E.P.D.D. does not have such problems and its wire will eventually reach any target in direct line of sight, even if they are at an exceedingly long distance.
The E.D.T. is recognizable with its green shell, and can be unlocked by obtaining the Intermediate Non-Lethal Force Specialist (INLFS) rating, which requires 50 non-lethal incapacitations.
The E.P.D.D. possesses a gray shell, and can be unlocked by obtaining the Elite Non-Lethal Force Specialist (ENLFS2) rating, which requires 350 non-lethal incapacitations.