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Metal Gear Solid 4: Guns of the Patriots
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Metal Gear Solid 4: Guns of the Patriots is a 2008 stealth-action / third-person shooter video game directed by Hideo Kojima, developed by Kojima Productions and published by Konami. It concludes the saga of the character Solid Snake (now known as Old Snake). Set in the year 2014 following the events of the previous games, the storyline takes Snake through a series of warzones where rebels are fighting hired PMC soldiers as part of an ongoing "War Economy" engineered by a mysterious organisation known as "The Patriots." Snake's mission is to uncover a plot by his old nemesis Liquid Snake, now seemingly reborn in the body of the gunman Revolver Ocelot, and set on bringing down the "System," an apparently invincible computer network which controls the world.
The following weapons can be seen in the video game Metal Gear Solid 4: Guns of the Patriots:
Note: Spoilers are present in some weapon descriptions.
Overview
Metal Gear Solid 4 uses a split inventory system where the player character, Old Snake, can equip up to six weapons, which are then available using a quick-access menu; this is explained as Snake's "backpack," despite that he is not actually wearing one. The rest can be accessed via the pause menu, this swapping explained in-game as the TARDIS-like depths of Metal Gear Mark 2, a foot-tall robot which seemingly has no issues containing more or less every weapon on this page along with enough ammunition to destroy Belgium. Snake's currently equipped weapons each count their weight towards a total for all gear; heavy loads will cause his "stress" meter to rise faster when he moves around. Only weapons count towards weight; ammunition is treated as weighing nothing. This gets bizarre with disposable systems where each reload is a whole weapon in itself but all except the currently held one are treated as weightless "ammunition;" for example, only one of the fifty LAWs Snake can be carrying actually weighs anything for purposes of inventory weight.
Weapons can be found in the enviroment, but often feature biometric ID locks which prevent unauthorised use. To remove these, Snake can access a "gun launderer" by the name of Drebin and exchange points earned for the "war price" of repeatedly collected weapons, allowing him to purchase ammunition, buy new weapons and accessories, or unlock already collected ID-locked weapons for use. Drebin is explained as having an inside line to the "System" which controls the ID chips so he can replace existing chips with factory blanks (the process leading to the pun of the character called Drebin saying he sells "Naked Guns"), but in reality such an operative would quickly find himself driven out of business by rogue gunsmiths simply replacing the ID lock parts with the original mechanical ones and bypassing the "System" entirely.
The game removes the "Tactical Reload" option of previous games where unequipping and re-equipping a weapon would instantly reload it; weapons now actually have to be reloaded properly. The animations have an odd quirk: apparently between games, Snake has decided to start practising the "Middle Eastern Technique" mentioned in Metal Gear Solid 3 of always chambering a new round when reloading, even when performing a mid-magazine reload. Despite this being described as a pistol shooting technique, he does it with every weapon except pistols; they are correctly shown ejecting an unfired round when he does it unless the magazine was totally spent when he reloaded. This seems largely done to explain what happens to the "extra" round that was in the chamber.
The game features an accessory system for weapons, with certain guns able to be customised; this is rather inconsistent, with many weapons not able to receive any modifications at all while only a handful have more than one or two accessory points, the majority limited to either an optional suppressor, underbarrel launcher or taclight. The showcase of the system is Snake's signature "M4 Custom" rifle, which can accept the largest number of accessories of any weapon. Shotguns and most grenade launchers also feature multiple types of ammunition, and weapons typically feature selectable fire modes if they have them in real life.
Accessory tactical weapon lights are shown rather strangely in game; apparently Snake has a fundamentalist attitude towards light discipline and maintains it everywhere, even in broad daylight. This means taclights will only be flashed on and off briefly regardless of what the player wants; the result is only really useful for briefly blinding guards if Snake points the light in their face at extremely close range.
Handguns
Custom M1911
Big Boss's M1911 used in Operation Snake Eater can unlocked via entering a password. 1911s can also be seen in some of the PMC commercials.
Desert Eagle
The Desert Eagle, simply called the "D.E." is used by Meryl Silverburgh ingame. It can be purchased from Drebin, or occasionally picked up from the "Dwarf Gekko" drones (who amazingly have the strength to fire it accurately from one undersized mechanical hand). A 10-inch barreled variant with a scope can be unlocked, and is also used by Meryl. A bizarre glitch is that when Snake reloads the long-barrel Desert Eagle, rather than just holding a magazine he is holding an entire second gun in his other hand. Additionally, there is a second glitch where Meryl's slide will lock back and she will not play the reload animation. There may or may not be a round loaded when the second glitch happens; you can't see her remaining rounds so it's hard to tell.
This weapon is available in the game's multiplayer mode, Metal Gear Online. Players using Meryl's character online who equip a standard Desert Eagle in the pistol slot and the long-barreled variant in the primary weapon slot will allow her to switch from one gun to another when the first is empty, without ever pausing to reload.
EAA Tanfoglio Thor .45-70
The Thor .45-70 can be unlocked by earning the Foxhound emblem and comes with a red dot sight. It is a single-shot bolt action that must be manually chambered after every firing. It is also Liquid Ocelot's signature weapon, both in singleplayer and multiplayer, eschewing his previous revolvers.
FN Five-seveN
The FN Five-seveN can be purchased or taken off of FROGs (by the same method used for the GSR), and can be equipped with a flashlight.
Glock 18C
The Glock 18C can be purchased from Drebin, has a 33-round magazine, and oddly enough, is the only 9x19mm handgun in the game. It can be customized with a tactical flashlight. The weapon is a reference to Metal Gear Solid 2, where Fatman's weapon of choice (aside from bombs) was a Glock 18, albeit with an 19-round magazine instead. This handgun is also available in multiplayer.
Heckler & Koch Mark 23 Phase II Prototype
The Heckler & Koch Mark 23 Phase II Prototype can be found in the game in Act 4; its status as Solid Snake's previous handgun in the original Metal Gear Solid is noted. It is also used in the Raven Sword PMC commercial in the introduction. The SOCOM presented in MGS1, MGS2 and MGS4 is the Phase II model prototype submitted for trials in the USSOCOM Offensive Handgun Weapon System (OHWS) competition around the later part of 1991, and not the actual production model Mark 23 Mod 0. It is distinguished by small cocking serrations on the front of the slide, which the production model, Mod 0, does not have. This handgun can mount a sound suppressor as well.
This weapon is available in multiplayer, and is also the only firearm that the special character Raiden is equipped with.
Luger P08 "Artillery Model"
During the bizarre live-action introduction sequences, one of the channels shows a PMC advertisement with two people in Middle Eastern-style robes hovering in mid-air as the camera circles around them. The one in white is armed with a long-barreled "Artillery Model" Luger P08.
Makarov PMM
The Makarov PMM is used by some rebel soldiers, and can be purchased from Drebin.
PSS
The PSS can be found in several areas throughout the game or bought from Drebin; Drebin seems to have an odd fondness for this weapon, and it commands a premium price when found. It uses 6-round magazines with special "silent" 7.62x42mm ammunition, making it a lethal counterpart to the MK. 2 tranquilizer pistol (neither has a degradable suppressor).
"Race Gun"
The Race Gun is based on Strayer Voigt Inc's 1911-styled double stack pistols. The firearm holds 19 rounds in 9x23mm Winchester which is a moderately powered pistol cartridge, but the ammunition in the game is lightly loaded with smokeless powder, providing barely powerful enough force to cycle the gun's mechanism. Once the game is complete the pistol will be unlocked, and its bullets will ricochet due to the undercharged cartridges.
Ruger Mk. II
An integrally suppressed, manually operated fictional variant of the Ruger Mk II Pistol, that fires tranquilizer rounds and has grips with a built-in laser sight. It is given to Solid Snake by Otacon early in the game. This weapon is available in multiplayer.
Shansi Type 17
Used by Big Mama, this is a Chinese made, fully automatic firing version of the Mauser C96, but chambered for .45 ACP ammunition instead. The Type 17 uses a 10-round fixed magazine and cannot be customized ingame. It can be unlocked by earning the Hound emblem at the end of the game, or through entering a code. While this is the weapon she used in her previous guise as Eva in Metal Gear Solid 3, it is not the same Type 17, since that one was lost during the motorcycle chase. Big Mama uses this weapon to destroy three Dwarf Gekko drones who manage to infiltrate her hideout.
SIG-Sauer GSR
The SIG-Sauer GSR is the standard in-game sidearm of the PMCs (Private Military Contractors). It can be found and used by the player in Act 1. (There is one time in Act I where it can be collected off of a dead Praying Mantis member; otherwise the player must disarm one of his primary weapon, allow him to switch to his pistol, then neutralize him to collect that pistol.)
This weapon is availble in multiplayer, and if the "Drebin Points" option is not enabled, will become the only lethal pistol available to players.
Springfield Operator
The Springfield Operator is Solid Snake's signature handgun in this game. It has the ability to mount both a tactical flashlight and a suppressor. The Operator pistol is given to him (along with a Ruger Mk II Pistol) by Otacon early in Act I of the game. This weapon is available in multiplayer.
Submachine Guns / Personal Defense Weapons
FN P90
The FN P90 is the primary weapon of the FROGs and is used by Laughing Octopus in-game. It can be equipped with a suppressor, laser sight, and flashlight. This weapon is available in multiplayer.
Note of interest: If the player pays attention when firing the P90, the ammunition in the magazine is actually fed into the weapon. This title is one of the few games where this happens.
Heckler & Koch MP5SD2
The Heckler & Koch MP5SD2 can be purchased from Drebin and is equipped with an integral suppressor. This weapon is available in multiplayer.
Heckler & Koch MP7A1
The Heckler & Koch MP7A1 is used by several of the PMC operatives in game. It can be first found and used by the player in Act 2 and can be equipped with a unique red dot sight or the ACOG scope.
Heckler & Koch XM8 Compact Carbine
The Heckler & Koch XM8 Compact Carbine, the PDW configuration of the XM8, is used by Johnny "Akiba" Sasaki, a member of Meryl Silverburgh's "Rat Patrol" FOXHound unit. It retains the standard variation's red dot sight, but cannot be customized. It is unavailable in singleplayer, but the Johnny "Akiba" Sasaki unique character in multiplayer can use it, and is the only player character in that mode who can select it at the beginning of a match or when respawning.
Izhmash PP-19 Bizon
The Izhmash PP-19 Bizon can be purchased from Drebin. The version in game is chambered for 9x18mm Makarov, which translates into a 64-round magazine capacity. The Bizon cannot be customized in the game, though it can be used one-handed during the motorcycle chase in Act 3.
MAC-10
The MAC-10 can be purchased from Drebin or found in Act 2. It can be equipped with a suppressor. Unlike most depictions, Snake actually uses both hands and the stock in-game.
"Patriot"
This custom full-auto-only AR-15-pattern carbine, closely resembling the Rocky Mountain Arms Patriot Pistol or the M231 Firing Port Weapon with the barrel significantly shortened is seen briefly at the end of the game. It can be unlocked by earning the Big Boss emblem after the end of the game or by a password. Its most notable trait is that it has unlimited ammo and never needs to be reloaded (the ingame reason is how its magazine vaguely resembles the sideways-8 infinity symbol); it also plays part of the "Snake Eater" theme from Metal Gear Solid 3 when aimed. It is classified as an SMG, despite firing an assault rifle round, which would in reality make it an ultracompact carbine. The Patriot cannot be customized ingame.
Skorpion Vz 82
The SA Vz. 82 Skorpion is used by Paradise Lost resistance members riding motorcycles in the Eastern Europe section of the game (Act 3), and is given to Old Snake by Big Mama in the same level. While called the "Vz. 83" ingame, the game shows it as being chambered in 9x18mm Makarov rather than .380 ACP, making it a Vz. 82. It comes equipped with a visible laser sight.
Its comparatively low magazine capacity of 20 rounds, low stats, and inability to be customized, coupled with the fact that FN P90s can be obtained for free much earlier ingame, make it arguably a weapon hardly-chosen by most players, so it's largely for the nostalgia factor in singleplayer (the very similar Sa. Vz.61 Skorpion made an appearance in Metal Gear Solid 3), though players can still take advantage of the fact that it's the submachinegun with highest lock-on in the game, being especially useful for one-shotting enemies during the Act 3 chase scene. Multiplayer, however, is a different story, as it is the only firearm in its inventory slot to be available free of charge (if Drebin Points are enabled) for non-unique player characters, as well as possessing the longest auto-aim lock-on range of any weapon in multiplayer modes.
Shotguns
Note: All shotguns in this game can use 00 buckshot, shotgun slugs, or non-lethal vortex ring ammunition.
Knight's Armament MasterKey
A Knight's Armament Masterkey is available as an attachment for the "M4 Custom" only, and can be found in the hands of PMC search teams; curiously, they have it equipped in a standalone configuration with a pistol grip and stock, raising the question as to why they aren't just using a regular full-size shotgun instead.
Remington 870 Custom
A heavily customized Remington 870 can be purchased from Drebin and can be equipped with an Aimpoint red dot sight or ACOG scope. This weapon is available in multiplayer.
Saiga 12
The Saiga-12 can be purchased from Drebin. It is the only weapon of its type capable of semiautomatic fire, as well as the only one that uses a detachable box magazine (with a capacity of 8 rounds). This weapon is available in multiplayer, but cannot be customized in the game.
"Twin Barrel"
A sawed off side-by-side double barrel shotgun, that can either be found in the game or purchased from Drebin. For some reason, Old Snake is restricted to using it with a one-handed grip, and to firing both barrels at once, neither of which are recommended in real life with this weapon type.
Assault Rifles / Battle Rifles
AK-102
The AK-102 is used by the rebel forces in the Middle East section (Act 1), and is Solid Snake's first weapon in the game (next to Solid Snake right after the first cutscene after the opening). It can be equipped with a GP-30 grenade launcher. This weapon is available in multiplayer.
AN-94
The AN-94 can be found in a shack at the beginning of Act 2. It can be equipped with a GP-30 grenade launcher.
AKS-74U
During the bizarre live-action introduction sequences, one of the channels shows a PMC advertisement with two people in Middle Eastern-style robes hovering in mid-air as the camera circles around them. The one in black is armed with an AKS-74U.
FAMAS
The FAMAS is not usable in the game, but appears in flashbacks to Metal Gear Solid, as well as the brief "nightmare" sequence of MGS1 gameplay.
FN FAL
The FN FAL, labelled the FAL Carbine, is seen in the hands of the rebel forces in the Eastern Europe section of the game (Act 3). It can be purchased from Drebin like most other firearms in the game. Its battle rifle cartridge makes it more powerful shot-for-shot than the ingame assault rifles, and its low rate of fire combined with the long range of its round allows effective full-auto fire from a much longer range, but it can't be customized.
FN SCAR-H CQC
The short-barreled CQC variant of the FN SCAR-H, referred to under its SOCOM "Mk. 17" designation, is the standard battle rifle used by the PMC troops ingame. It can be found fairly early on in Act 1 (simply by killing, subduing, sedating, or disarming PMC troops) up to Act 3, and can be upgraded with various optics, an AN/PEQ-5 laser sight, a flashlight and one of two vertical foregrips; it cannot, however, mount either of the NATO underbarrel accessory weapons or a suppressor. This weapon is available in multiplayer.
Heckler & Koch G3A3
The Heckler & Koch G3A3 is seen in the hands of the rebel forces in the South America section of the game (Act 2). It can also be purchased via Drebin like most other firearms in the game. This weapon is available in multiplayer.
Heckler & Koch XM8 Carbine
The Heckler & Koch XM8 is used by the Rat Patrol and other US troops in game, curiously still called XM8 even though it has obviously been formally adopted by the US military in Metal Gear Solid 4's world. It can be found by the player in a secluded area in Act 2, but cannot be purchased from Drebin. The version seen in game has an early XM8 flash hider with the rest of the features of the later model. It comes with a built-in red dot sight and can be equipped with an XM320 grenade launcher, but no other accessories. Meryl's team each have different versions of the rifle, two of which are not available to the player; Johnny "Akiba" Sasaki uses the PDW configuration, Johnathan uses the standard one with a grenade launcher, and Ed has the designated marksman variant. The standard version of the XM8 is available in multiplayer.
M4A1
A customised M4A1 is Solid Snake's assault rifle of choice and is given to him early in Act 1 by Drebin. In the first trailers, we can see that it had an EOTech sight. In the actual game, you can attach an Aimpoint red dot sight, ACOG scope, Surefire tactical flashlight, visible laser module, two types of vertical grip, Remington 870 Masterkey underbarrel shotgun, and an H&K XM320 grenade launcher. The sheer number of attachments, combined with excellent accuracy, low recoil and the abundance of 5.56mm ammo, makes this one of the best rifles available for a good bit into Act 3. This weapon is available in multiplayer.
Drebin makes a series of patently false claims about the M4A1 as shown; he tells Snake the barrel is free-floating ("of course") despite that the weapon's handguard is clearly not a free-float type, and claims the weapon is "popular with the big PMCs" despite none ever using it, and "the official carbine model used by US army" even though in the fiction the US Army is shown to have adopted the XM8.
Sniper Rifles / Designated Marksman Rifles
Barrett M82A2
The M82A2 can be purchased from Drebin, is Hideo Kojima's personal favourite, and is used by Johnny "Akiba" Sasaki during Act 5, a curious weapon choice when it is clear that a weapon capable of extended automatic fire would be much better suited to the particular environment he's literally being thrown into. It is also exclusively available to the Akiba special character in multiplayer.
DSR-1
The DSR-1, a bolt-action sniper rifle in a bullpup layout, is used by FROG snipers and can be bought from Drebin; doing so is rather pointless, however, since Old Snake is automatically given an unlocked DSR-1 at the end of Act 2, whereupon he uses it in a cutscene to free Raiden from Vamp's clutches. The weapon is loud and features a fairly slow bolt-action; this along with a lack of customization options places it distinctly behind the Mk 14 Mod 0 EBR and VSS in terms of versatility. The ingame caliber is specified to be 7.62x67mm, making it .300 Winchester Magnum. It is used by a few PMC and FROG snipers, the latter of which results in one of the game's more memorably unrealistic scenes in Act 3. This weapon is available in multiplayer.
Heckler & Koch XM8 Sharpshooter
A Heckler & Koch XM8 Sharpshooter Rifle is used by the character "Ed," a member of Meryl Silverburgh's "Rat Patrol" FOXHound unit. It is never available to the player.
Mk 14 Mod 0 Enhanced Battle Rifle
The Mk 14 Mod 0 Enhanced Battle Rifle (Referred to incorrectly as the "M14EBR") is a modern variant of the M14 Rifle. It is used by PMC marksmen in-game and can be purchased from Drebin. It has semiautomatic and fully automatic rates of fire and can be equipped with a suppressor, laser sight, and flashlight. Its fully automatic fire mode makes it very useful even in short range combat, and the fact that it's available early on, combined with its extensive list of modifications, makes it one of the best guns in the game. This weapon is available in multiplayer.
Mosin Nagant Sniper
A modified Mosin Nagant sniper rifle with a paratrooper stock and pistol grip can be purchased from Drebin in-game. It is the same rifle used by The End in MGS3 and is modified to only fire tranquilizer darts, though in this game this also includes fictional "Emotion" darts which cause targets to experience one of the game's four psychological states (Cry, Rage, Laugh or Scream). This weapon is available in multiplayer.
SVD Dragunov-S
The SVD Dragunov-S, a modernised, shortened version of the SVD Dragunov intended for paratroop use is seen in the hands of militiamen and rebel snipers in Acts 1 and 2. The weapon cannot be customised or mount any kind of suppressor, but the ammunition is relatively cheap and the weapon a semi-automatic rather than bolt-action, making it a middle-of-the-road weapon. The scope features an error: the number in the stadiametric rangefinder indicating the height of the reference target is "10" rather than the correct "1.7;" either that or in Snake's world shooting at 32-foot tall monsters is more important than shooting at infantry. This weapon is available in multiplayer.
VSS Vintorez
The VSS Vintorez appears in the game, and can only be found in a room in Act 2; it cannot be bought from Drebin at any point in the game. It has an integral (non-degradable) suppressor, and like the M14EBR is capable of fully-automatic fire, though its shallower 10-round magazine can become a liability in close-range firefights. Since it uses the same reticle model, it duplicates the Dragunov's error of showing the reference height for the target as 10 metres instead of 1.7 metres. This weapon is available in multiplayer, and is capable of firing tranquilizer rounds in multiplayer only.
Machine Guns
Heckler & Koch HK21E
The Heckler & Koch HK21E is seen in the hands of a rebel militiaman in the early portion of the Middle East section of the game (Act 1). In a conversation that can be overheard if the player remains hidden or has earned the trust of the rebels, he claims that it is an enemy gun, yet strangely none of the PMC troopers in the level are seen using it. The rebel militiaman also refers to it as "the very latest model", when in actuality the weapon was designed in the 1980s, some 30 years before the events of the game take place. It can be stolen in this location, or can be purchased via Drebin like most other firearms.
Kalashnikov PKM
The PK Machine Gun is seen in the hands of militia and rebels in Act 2. at the time this is obtained, this gun is a good 40-50% more powerful at close range than any other automatic weapon. However, ammo is uncommon and expensive and it can't be customized.
M60E4
The M60E4 is used by the PMC operatives in game. It can be equipped with optics, foregrips, laser sight, and flashlight. This weapon is available in multiplayer, and is the only weapon of its type in that mode. As with MGS3, player characters firing it continuously will scream in "Rambo" fashion.
Mk. 46 Mod. 0
The Mk. 46 Mod. 0 can be purchased from Drebin; it is mislabelled as a Mod 1, but has the 12 o'clock rail on the handguard that is not present on the Mod 1. It features the same customisation as the M60, but it's much lighter and fires the less powerful 5.56x45mm cartridge.
Launchers
FGM-148 Javelin
The FGM-148 Javelin is found in Act 1 and can be purchased from Drebin. It is erroneously shown as a SACLOS device requiring full-course guidance by the operator, with Snake discarding the entire launcher including the CLU after every shot and pulling out a fresh Javelin from more or less nowhere; it also cannot be used in top-attack mode by the player. Most of the time it is used by NPCs it is seen being used in an incorrect direct-fire mode; in real life, even shots fired in this mode start their flight with a rapid climb, while in game the missile flies straight forwards. The only time it is shown firing correctly is during Act 1, when a group of hidden PMC soldiers will fire missiles in top-attack mode to destroy a rebel BMP-3 IFV if the player protects it for long enough.
FIM-92 Stinger
The FIM-92A Stinger can be purchased from Drebin, and is also found in the back of the truck in the Nuclear Warhead Storage Building, Floor 1, in Act 4.
GP-30
The GP-30 grenade launcher can be attached to the AK-102 and AN-94. It can be found in the defunct hotel in Act 1 where you meet Meryl and her team or bought from Drebin. It can be used in multiplayer if Drebin Points are enabled.
Heckler & Koch XM25 Mock-Up
An early mock-up of the Heckler & Koch XM25 made for demonstration purposes is shown in game as the actual weapon. A semi-automatic grenade launcher chambered in 25mm, it fires airbursting HEAB (High Explosive Air Bursting) rounds, which function rather like the PK rockets in Battlefield 2142; while the weapon is held normally they are simply impact detonated, but scoping shows a display with an always-on rangefinder. Pressing up or down on the D-pad freezes at the currently displayed range, with further presses adjusting the detonation distance up or down. It can be found on the catwalk of one of the control towers in Act 4, and is the only heavy weapon usable during the motorcycle chase in Act 3.
Heckler & Koch XM320
The Heckler & Koch XM320 grenade launcher is the underbarrel launcher for the M4 Custom and XM8 rifle; it lacks the MP7-style folding front grip added to the production M320, and therefore is correctly labelled in the game, even if it makes little sense in-universe for it to still have an XM- designation. It can be purchased from Drebin, and is also carried by some PMC members in stand-alone form in the South America portion of the game; it cannot be used by the player in this form. The XM320 has four ammo types; it can fire HE rounds, white phosphorous, stun grenades and smoke rounds. The attachment is also available in multiplayer.
M72A3 LAW
The M72 LAW is used by a small number of rebels in Act 2.
MGL-140
The Milkor MGL appears as the "MGL-140," it is used by Raging Raven and is acquired by Solid Snake upon defeating her. It shares the ammunition reserve of the XM320, and can use the same four ammunition types: HE fragmentation, white phosphorous, "flashbang" stun rounds and smoke rounds.
RPG-7
The RPG-7 is used by the rebels in the Middle East section (Act 1), but can also be found in a dead-end corner to the left of the door that Solid Snake exits after meeting Drebin in Act 1. This weapon is available in multiplayer, and is the only one of its type in that mode.
Thrown / Placed
Airsoft gas charger grenade
A grenade with a thin, smooth cylindrical body is used as the model for both the "flashbang" stun grenades and the game's fictional electronic warfare "chaff" grenades. This appears to be based on a grenade-shaped gas bottle for Airsoft guns, such as the one shown below.
M112 C4 Demolition Charge
Remote-detonated C4 charges are available during the game, and can be placed on the ground or objects and then detonated in the order they were originally placed. Precisely what attaches them to surfaces is not clear; the charges can be fixed to non-magnetic surfaces, and lack any obvious adhesive.
M18 Smoke Grenade
The M18 smoke grenade is usable in the game, in a default white version and four special "Emotion" versions which produce coloured smoke which affects the emotions of enemies caught in it; Blue for Cry, Red for Rage, Yellow for Laugh, and Green for Scream.
M18A1 Claymore
The M18A1 Claymore mine is used as a trap in several locations throughout the game; as usual in the series, the mines use a proximity detonator rather than the real weapon's tripwire, although they lack the optical camouflage seen in the first two games which made them invisible.
M34 White Phosphorous Grenade
The M34 White Phosphorous grenade is available to the player only, and creates a burning cloud of white phosphorous which ignites enemies on contact.
M67 Hand Grenade
The M67 hand grenade is used by most enemies in the game and can be used by the player; it is also part of the armament of the "Gekko" bipedal IFVs, which can throw grenades using their manipulator tentacles.
Magazine
A 30-round STANAG 5.56x45mm magazine can be thrown to distract enemies. One magazine is added to the stock every time a weapon's magazine is fully depleted; regardless of the weapon, it will always be shown as this type when thrown. Unlike Metal Gear Solid 2, the reloading animation correctly shows Snake retaining the old mag during the reload rather than discarding it and then having it in his inventory anyway.
Mk 2 Hand Grenade
During the PMC commercials before the game proper begins, two live-action combatants are seen dueling in mid-air as the camera sweeps around them. As they move close, the one in white reaches down to produce a Mk 2 hand grenade, with another attached to her belt.
Molotov cocktail
Molotov cocktails, referred to as "Petro Bomb" in game, are used in place of grenades by rebel soldiers in the first two Acts, and can be picked up by Snake, functioning as less effective versions of the WP grenade which ignite on impact.
Valmera 69
An Italian Valmera 69 bounding anti-personnel mine is featured as the "S.G. Mine," with SG presumably standing for "Sleep Gas." These contact-triggered mines instantly knock out anyone who triggers them, including Snake himself, though they can be triggered with gunfire or defused by crawling over them or picking them up with Metal Gear Mk. 2. Some are found in the Advent Palace hotel in the first Act.
Unknown land mine
An unknown land mine is available as a remote-triggered sleeping gas bomb called the "S.G. Satchel."
Mounted Weaponry
BGM-71 TOW
The bipedal "Gekko" unmanned weapons are sometimes equipped with a launch unit for two BGM-71 TOW missiles on one of their weapon mounting points. These weapons are never usable by the player.
Browning M2HB
The M2HB is mounted on Stryker APC and MGS variants and HMMWVs in game, and is also the principle dorsal armament of the Gekko bipedal IFVs. They can also occasionally be found mounted in fixed emplacements.
General Electric M134 Minigun
During the second Act, soldiers of the Pieuvre Armement PMC are seen wearing suits of powered armour equipped with GE M134 miniguns on their right arms.
General Electric M61A1 Vulcan
Secondary armament of Metal Gears Rex and Ray is a pair of M61 Vulcan 20mm rotary guns; Ray mounts them on the tips of the two wing-like underwater propulsion units on its shoulders, while Rex mounts them under the projections either side of the pilot's "beak." While the latter is claimed to be 30mm by the game, Metal Gear Rex has not changed size since Otacon called them "Vulcan cannons" in MGS1 and the weapons are not large enough to be GAU-8s. The battleship USS Missouri also mounts M61 vulcans in her Phalanx CIWS installations.
Kalashnikov PKT
During the first Act, the rebels assault Praying Mantis PMC positions with a Russian BMP-3 IFV. The BMP-3 is the world's most heavily armed IFV, packing in a 2A70 100mm low velocity gun / missile launcher, a coaxial 2A72 30mm autocannon, six 81mm 902V "Tucha" smoke grenade launchers and three PKT machine guns, one coaxial and two bow-mounted.
M224 Mortar
During the first two Acts, a number of M224 Mortars set up by rebel forces can be found and used by the player; these are aimed with a HUD indicator showing the round's trajectory, ending in an area-of-effect circle at the point of detonation. They have infinite ammunition.
M230 Chaingun
PMC hybrid helicopters based on the Boeing X-50 Dragonfly aircraft / helicopter concept are armed with a chin-mounted M230 Chain Gun.
Yakushev-Borzov Yak-B
Liquid Snake's crashed Hind-D can be found in the snowfield around the Comm Towers in Act 4, with the chin-mounted Yak-B gatling gun visible.
Other
"Rail Gun"
The fictional handheld railgun used by Fortune in MGS2 returns in Metal Gear Solid 4 attached to the quadrupedal armour of B&B Corps member Crying Wolf; the weapon is mounted to the "Beast" armour's shoulder, and can only be used when the cockpit is open. Following the battle, the railgun is made available to the player for free; it features a 3-step charge up activated by aiming the weapon and a digital scope with a charge level indicator. The gun no longer has the issues with runaway firing described in Metal Gear Solid 2, where it was stated the project was cancelled for this reason and only Fortune with her "good luck" could use it effectively. Despite the railgun being roughly the size of a motorcycle, it apparently still somehow fits inside the foot-tall Metal Gear Mk. 2.
Tanegashima
A Japanese clone of a Portugese muzzleloading matchlock arquebus design, this is basically a joke weapon that can only be reloaded while standing and takes a lot of time at that; however, there is a one-third chance that when the Tanegashima is fired outdoors it will instead fire a gigantic whirlwind which knocks enemies down and scatters items everywhere. It is extremely silly.