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Difference between revisions of "Metal Gear Solid 4: Guns of the Patriots"

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[[Image:MGS4-AK102.jpg|thumb|none|600px|AK-102 on the item menu, fitted with a GP30 grenade launcher.]]
 
[[Image:MGS4-AK102.jpg|thumb|none|600px|AK-102 on the item menu, fitted with a GP30 grenade launcher.]]
 
[[Image:MGS4-AK102-4.jpg|thumb|none|600px|In the first Act, Snake only manages a short burst from his original militia-issued AK before it jams up on him, leaving him to discard it.]]
 
[[Image:MGS4-AK102-4.jpg|thumb|none|600px|In the first Act, Snake only manages a short burst from his original militia-issued AK before it jams up on him, leaving him to discard it.]]
[[Image:MGS4-AK102-3.jpg|thumb|none|600px|Snake reloads his second AK-102. There are two slightly different AK-102 models used in game; the "hero" version used only in cutscenes has modelled bullets in the magazine, while the in-game one only has one flat bullet on one side.]]
+
[[Image:MGS4-AK102-3.jpg|thumb|none|600px|Snake reloads his second AK-102. There are two slightly different AK-102 models used in game; the "hero" version used only in cutscenes has modelled bullets in the magazine, while the in-game is empty.]]
 
[[Image:MGS4-AK102-5.jpg|thumb|none|600px|Snake reloads the "hero" AK model, with a more detailled magazine.]]
 
[[Image:MGS4-AK102-5.jpg|thumb|none|600px|Snake reloads the "hero" AK model, with a more detailled magazine.]]
 
[[Image:MGS4-AK102-2.jpg|thumb|none|600px|Menaced by Gekko, Snake still has time to strike a dramatic pose. He discards this AK shortly after this.]]
 
[[Image:MGS4-AK102-2.jpg|thumb|none|600px|Menaced by Gekko, Snake still has time to strike a dramatic pose. He discards this AK shortly after this.]]

Revision as of 05:20, 5 June 2011

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Nice, but where's the trigger?

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Metal Gear Solid 4: Guns of the Patriots (2008)

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

Snake admires the place he's going to keep enough weaponry to outfit a company.

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. As an unlockable weapon, the Custom M1911 does more damage than other .45 ACP handguns in the game, despite firing the exact same round.

File:1911custom.jpg
Render of Big Boss' custom M1911 - .45ACP
"1911 Custom" on the item menu.
Snake reloads Big Boss' custom M1911, resisting his genes telling him to first have a three-minute CODEC call about how awesome it is. Otacon is probably grateful that he can look up weapon information on this site and send it in the form of text files (the beginnings of which can be seen in the inventory menu screenshots for the various ingame weapons, and will scroll up over time) rather than having to listen to Snake talk about how awesome they are over the codec.

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.

IMI Desert Eagle - .50 AE
Desert Eagle on the item menu. Note Magnum Research's new barrel with a picatinny rail. The rail however cannot be used on this version, however.
Meryl's special 10"-barreled Desert Eagle with a scope on the item menu.
Snake reloads his Desert Eagle.
He then re-Deagles his long-barreled Desert Eagle. This error is most likely caused by forgetting to separate the magazine and weapon objects in the game's files. Meryl's character in Metal Gear Online does not possess this glitch when reloading this weapon on its own.
The first sight of Meryl's specially modified Desert Eagle is, oddly enough, on a monitor in the back of Drebin's Stryker. The "Narc Cola" machine was originally intended to be Red Bull but due to a problem with copyrights are instead a fictional brand.
By only carrying two Desert Eagles, Meryl fails "rifleman" on two counts, though she might make a passable futuristic pistolier. Note the unusual holster necessitated by her 10"-barrel Desert Eagle's scope mount.

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.

EAA Tanfoglio Thor - .45-70
Thor .45-70 on the item menu.

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.

FN Five-seveN - 5.7x28mm
FN Five-seveN on the item menu.

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.

Glock 18C - 9x19mm
Glock 18C on the item menu.

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.

Tokyo-Marui Airsoft replica of the H&K Mark 23 Phase II Prototype - (fake) .45 ACP
Mark 23 Phase II Prototype on the item menu.

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. One is armed with a long-barreled "Artillery Model" Luger P08.

Luger P08 - 9x19mm. This is the long barreled "Artillery" model of the Luger P08 - 9x19mm
One of the two stange combatants during the intro's PMC commercial holds up her long-barreled Luger P08.
Another shot of the Luger, with the toggle lock visible.

Makarov PMM

The Makarov PMM is used by some rebel soldiers, and can be purchased from Drebin.

Makarov PMM - 9x18mm Makarov
Makarov PMM on the item menu.

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).

PSS Silent Pistol - 7.62x42mm
PSS silent pistol on the item menu.

"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.

Strayer Voigt Inc Infinity pistol - 9x23mm Winchester
"Race Gun" on the item menu.

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.

Ruger Mk II pistol with professional Ciener Suppressor - .22 LR. This is a classic Silenced Pistol and this pistol has been seen in several motion pictures
"Mk. 2 Pistol" on the item menu.
The Ruger Mk. II is presented to Snake using Metal Gear Mk. II's manipulator, Otacon seemingly having decided to give Snake two Mk. IIs for the price of one. Note laser sight grips.
Snake operates the bolt of his custom Ruger Mk. II. This weapon is the successor to MGS2 and MGS3's tranquilizer guns, and as in those games is manually operated.
After giving a Praying Mantis PMC soldier a hard-earned rest, Snake reloads his Ruger Mk. II.

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.

Shansi Type 17 - .45 ACP, with unfired rounds and stripper clips
Type 17 on the item menu.

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.

SIG-Sauer GSR - .45 ACP
SIG-Sauer GSR on the item menu.

Springfield Operator

The Springfield Operator is Solid Snake's signature handgun in this game, and is chambered in .45 ACP with a 7-round magazine capacity. 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.

Springfield Armory Loaded MC Operator - .45ACP
Old Snake's Springfield Operator.
Springfield Operator on the item menu.
Otacon presents the Operator to Snake, with the suppressor installed. It tends to not be installed during cutscenes, in order to account for the possibility that the player might have none in Snake's inventory.
Snake checks over his Operator after being presented it, first unloading it and examining the slide, then the fit of the suppressor, and finally pulling the trigger to let the hammer fall on the empty chamber.
He's soon merrily testing it out on the Praying Mantis PMC soldiers.
Snake reloads his Operator; note the handle of his Stun Knife in his left hand. He frequently reloads weapons with this in his hand, as a nod to the CQC knife-and-gun techniques in Metal Gear Solid 3.
Encountering Drebin, Snake keeps his unsuppressed Operator trained on the Gun Launderer, not eager to trust someone who hangs around with a weird hairless monkey thing.
Snake aims his Operator at Drebin's weird naked monkey-creature as he wonders where it all went wrong.

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.

FN P90 - 5.7x28mm
FN P90 on the item menu.
Liquid Ocelot's all-female special unit, the FROGs, carry P90s as standard.

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 MP5SD2 - 9x19mm, The one in-game has the older S-E-F trigger group.
MP5SD2 on the item menu.

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.

H&K MP7A1 - 4.6x30mm
MP7A1 on the item menu.

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.

File:XM8Compact.jpg
Heckler & Koch XM8 Compact Carbine - 5.56x45mm. The model shown in-game has a full stock rather than the butt cap shown here.
Snake eyes the safety of Johnny's XM8 PDW, before telling him it's on and calling him a rookie. Johnny bears out this accusation by visually inspecting it rather than just flicking his thumb forward.
The result is fairly predictable. Note that since there's only one model for the weapon used in this cutscene, the safety is still on.

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.

PP-19 Bizon - 9x18mm Makarov / 9x19mm / 7.62x25mm Tokarev
Bizon on the item menu.

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.

MAC-10 - .45 ACP
MAC-10 as "M10" on the item menu.

"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.


The Rocky Mountain Arms M16-Style Pistol - 5.56x45mm
"Patriot" on the item menu.

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 has a visible laser sight and an unrealistically slow firing rate (far less than the real life rate of 850 rounds a minute), but cannot be customized.

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 the worst of its class, 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). 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.

SA Vz. 82 Skorpion - 9x18mm Makarov.
Skorpion Vz 82 on the item menu.

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 certain questions as to why they aren't just using a regular shotgun instead.

File:M4masterkey01.jpg
M4A1 carbine with Masterkey shotgun - 5.56mm & 12 gauge
Masterkey in standalone configuration.
Masterkey accessory shotgun mounted to the M4 Custom on the item menu.
Snake's M4 Custom in full recoil as he uses his Masterkey to ruin someone's day.
Satisified for now, Snake reloads his Masterkey.
Attaching an accessory shotgun to a standalone grip is rather like buying an iPod and then nailing it to the side of your PC.

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.

Remington 870 Police "Entry Gun" with a Surefire dedicated forend weaponlight - 12 gauge. The version in MGS4 is further customised with a top rail instead of iron sights and a collapsible stock similar to the one used by the Mk 14 Mod 0 Enhanced Battle Rifle.
"870 custom" on the item menu.

Saiga 12

The Saiga-12 can be purchased from Drebin. This weapon is available in multiplayer.

Saiga-12K - 12 Gauge
Saiga 12 on the item menu.
Finding the hotel's kitchen infested with FROGs, Snake takes prompt action before an inspector shows up and shuts the place down.
Having done his bit for the community, Snake reloads his Saiga 12.

"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.

Sawed-off Baikal side-by-side shotgun - 12 gauge. Similar to the MGS4 "Twin Barrel," though the latter has only a single trigger.
"Twin Barrel" on the item menu.

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.

AK-102 carbine - 5.56x45mm
AK-102 on the item menu, fitted with a GP30 grenade launcher.
In the first Act, Snake only manages a short burst from his original militia-issued AK before it jams up on him, leaving him to discard it.
Snake reloads his second AK-102. There are two slightly different AK-102 models used in game; the "hero" version used only in cutscenes has modelled bullets in the magazine, while the in-game is empty.
Snake reloads the "hero" AK model, with a more detailled magazine.
Menaced by Gekko, Snake still has time to strike a dramatic pose. He discards this AK shortly after this.
Snake encounters his third and last AK-102. Finding it on the ground next to a dead soldier, he carefully checks it for booby-traps before picking it up.

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.

AN-94 Abakan Nikonov assault rifle - 5.45x39mm
AN94 on the item menu, equipped with a GP30 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. One is armed with an AKS-74U.

AKS-74U (also referred to as the "AKSU" or 'Krinkov') - 5.45x39mm
A strangely-dressed pair of live-action combatants duel in the air, one holding an AKS-74U.
A second shot of the AKS-74U. This seems to be one of those adverts where nobody can actually figure out what the product was after seeing it.

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.

File:FAMAS F2.jpg
FAMAS-G1 - 5.56x45mm. Older version of the G2 with magazine and magazine release system from FAMAS F1
Meryl Silverburgh holds a FAMAS on Solid Snake during a flashback to the first game.

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 FAL - 7.62x51mm NATO
FN FAL on the item menu.
File:MGS4FAL.jpg
Old Snake holding a resistance member hostage with an FN FAL and his stun knife.

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.

File:2fff2537c0.jpg
Third Generation FN SCAR-H CQC - 7.62x51mm NATO
The FN SCAR-H on the item menu. Note the fire selector is always on semi-auto.
Snake reloads his SCAR-H.
Praying Mantis PMC soldiers retreat as "Gekko" unmanned vehicles are called in to take their place.
File:MGS4SCARH2.jpg
Pieuvre Armement PMCs firing at Old Snake in South America, after he shoots one of their number in the head.

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.

HK G3A3 - 7.62x51mm
G3A3 on the item menu.
Snake uses the ACOG sight of his SCAR-H to admire the trigger discipline of a rebel soldier with a G3A3.

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.

Heckler & Koch XM8 - 5.56x45mm NATO
Early Heckler & Koch XM8 - 5.56x45mm NATO. Note "duckbill" flash hider and lack of four oval PCAP holes.
XM8 with an M320 grenade launcher fitted, on the item menu. Note it uses an early "duckbill" flash hider rather than the later model's "birdcage," but has the later version's PCAP accessory mounting holes in the handguard.
The XM8, as in real life, features a red dot optic as standard; here Snake uses it to take out one of the PMC soldiers guarding the power station.
Snake operates the charging handle of his XM8 after a reload.
Johnathan has a lie down with his XM8 with XM320. This is what is technically known as a bad idea.

M4A1

A customized 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.

M4A1 Carbine - 5.56x45mm NATO
M4A1 on the item menu, fitted with a Masterkey accessory shotgun.
Snake is presented with the M4 by Drebin when they first meet as a gift to welcome him to the services of the Gun Launderer. Always one to look a possibly exploding horse in the mouth, Snake proceeds to thoroughly examine it. Note that despite Drebin's claim here, none of the PMCs use the M4 Custom at any point in the game.
Snake holds his M4 Custom, giving a good look at the rail handguard, flip-up sights and the high-detail magazine of the "hero" cutscene model.
After a minor diversion involving Snake's old nanomachines preventing the weapon firing (via a component he apparently didn't notice while stripping the weapon), Snake fires the M4 Custom.
Reloading the non-cutscene M4 reveals a distinct lack of bullets in the magazine.
Old Snake with an M4A1 with EOTeach sight in early trailers; this accessory is not available in the final game.

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.

Barrett M82A2 - .50 BMG
Barrett M82A2 on the item menu.

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 customisation options places it distinctly behind the Mk 14 Mod 0 EBR and VSS in terms of usefulness. 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.

DSR-Precision GmbH DSR-1 - 7.62x51mm NATO
DSR-1 on the item menu.
Snake operates the bolt of his DSR-1.

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.

File:XM8wXM320 sharpshooter.jpg
XM8 with Heckler & Koch XM320 grenade launcher (note lack of front grip) - 5.56x45mm & 40mm (top) and Heckler & Koch XM8 Sharpshooter Rifle - 5.56x45mm (bottom)
Ed checks over his XM8 Sharpshooter. Note Ed's weapon is fitted with the same Insight ISM-V scope as the other members of his unit, rather than the x4 magnifying scope the Sharpshooter variant is supposed to use.
Meryl, Ed and Johnathan demonstrate the capabilities of the "System" by taking down three FROG soldiers in perfect unison, using their shared senses.

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.

Mk 14 Mod 0 EBR with a Harris bipod and vertical RIS foregrip - 7.62x51 NATO
"M14 EBR" on the item menu.
During the first Act, rebel soldiers are shown trying to storm an urban area guarded by a PMC fireteam, including sniper / spotter teams; the snipers are armed with Mk 14 Mod 0 Enhanced Battle Rifles.
A second sniper team, with the marksman also armed with a Mk 14 Mod 0 EBR.
Snake reloads his Mk 14 Mod 0 EBR.

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.

Mosin Nagant M91/30 Sniper Rifle - 7.62x54mmR
Custom Mosin-Nagant on the item menu.
Snake shows off The End's Mosin Nagant, which Drebin acquired somehow.
Snake operates the bolt of his Mosin Nagant, correctly shown as the turned-down bolt of a sniper version.

SVD Dragunov-S

The SVD Dragunov-S, a modernized 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. This weapon is available in multiplayer.

Dragunov-S shortened sniper rifle intended for paratroopers - 7.62x54mmR
SVD on the item menu.

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. This weapon is available in multiplayer, and is capable of firing tranquilizer rounds in multiplayer only.

VSS Vintorez with PSO-1 scope - 9x39mm
VSS on the item menu.

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.

Heckler & Koch HK21E - 7.62x51mm NATO
HK21E on the item menu.
A rebel soldier brags about his "laundered" HK21E, ignoring several rules of firearm safety by waving it at his friend, even if his finger isn't on the trigger.
Snake reloads an HK21E as a FROG trooper self-incinerates nearby. It's never particularly clear why they do this, so it's probably nanomachines. Note that the belt of the old drum vanishes just as Snake detaches it; this is the new drum being put in place.

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.

PKM with classic (most seen) version of the flash hider - 7.62x54mmR
PKM on the item menu.
Snake opens up on Pieuvre Armement PMC soldiers with his PKM, angered at the PMC's name being so hard to spell.
His fury abated, it's time to reload.
The rebel soldier thankfully realises that Snake pointing a SCAR-H at his groin is just the old man's way of saying good morning.

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.

M60E4 Mk.43 with picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm
M60E4 on the item menu.
Snake sights up a Pieuvre Armement PMC soldier armed with an M60E4.

Mk. 46 Mod. 1

Can be purchased from Drebin. It features the same customisation as the M60, but it's much lighter and fires the less powerful 5.56x45mm cartridge.

File:Mk46.jpg
Mk. 46 Mod. 1 - 5.56x45mm
Mk. 46 Mod.1 on the item menu.

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 laser-guided 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.

FGM-148 Javelin - 127mm
FGM-148 Javelin on the item menu.
Snake moves into position with a Javelin during the second Act, preparing to provide the rebels with a touch more firepower.
Sighting up a PMC Stryker through the scope of the Javelin. In theory, it's possible to top-attack by guiding the round up and then down, but this offers no meaningful advantage over direct fire.
With the Stryker destroyed, Snake reloads by throwing the entire launcher away and pulling another one out of thin air. Apparently it doesn't occur to him to re-use the $80,000 Command Launch Unit. Note that Snake can carry up to fifty complete launchers; this means his invisible backpack has a carrying capacity exceeding one ton.
Snake sights up a PMC Javelin operator during the first Act. With due dilligence, it's possible to escort the mildly suicidal BMP-3 past every launcher...
...Whereupon a hidden Praying Mantis soldier suddenly remembers how the Javelin actually works.

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.

File:-0976t.jpg
FIM-92A Stinger - 70mm
FIM-92A Stinger on the item menu.
With a determined look on his face, Snake clutches a Stinger as he advances on the Confinement Facility. As with the Javelin, being old apparently doesn't stop him lugging two thousand pounds of Stingers around.
Snake readies a Stinger as his previous one fails to take down a PMC helicopter. Reloading before impact broke the previous round's lock-on, leaving it to fly off aimlessly.
The helicopter is not nearly as lucky the second time around.

GP-30

A grenade launcher that 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.

GP-30 grenade launcher mounted on AK-74 - 40mm & 5.45x39mm
AK-102 on the item menu, fitted with a GP30 grenade launcher.

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 XM25 mock-up - 25 x 40mm. This is a non-firing demonstrator which looks substantially different to the final version.
File:XM25 July 2009.jpg
Final XM25 for comparison - 25 x 40mm. The version in MGS4 was clearly based on the former.
XM25 on the item menu.
Snake fires his XM25 in over-shoulder mode; fired like this, the grenades are impact detonation only.
Using the scope, on the other hand, allows the HEAB rounds to be used properly. The two range figures to the right are the range to the object currently being aimed at (white) and the current detonation distance (red). It fires in impact mode until the D-pad is touched to fix and then alter the range. The launcher "forgets" the set range if Snake stops aiming down the sight.
Snake reloads his XM25 as he tries to ignore what Johnny Sasaki is currently doing nearby.

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.

Heckler & Koch XM320 with optional telescoping stock - 40mm. Note the lack of a front grip.
XM320 grenade launcher mounted to an XM8 rifle on the item menu.
Assaulted by Pieuvre Armement PMC soldiers, Snake loads a white phosphorous round into the XM320 mounted to his XM8.
He stops being assaulted immediately afterward.
Later, he encounters two more PMC soldiers defending the Confinement Facility with their standalone XM320s. Thankfully, PMC soldiers can only use high explosive rounds in their launchers.

M72A3 LAW

The M72 LAW is used by a small number of rebels in Act 2.

M72A2 LAW - 66mm
M72A3 LAW on the item menu.
Snake comes across a rebel soldier with his M72 at the ready during the game's second Act.
Taking aim down the sights of an M72A3 LAW. Or rather, the sight; the weapon is incorrectly shown with the player's point of view in front of Snake's right hand, using only the front sight with the rear one not visible. To actually do this, Snake would have to be reaching back over his own shoulder with his right hand.
Snake discards a spent LAW and extends another; the ground model is actually a closed tube, meaning the tube instantly collapses as it leaves Snake's hands.

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.

M32 MGL in desert tan finish fitted with Armson OEG reflex sight - 40mm
MGL-140 on the item menu.
Raging Raven flies overhead during the introduction of the B&B Corps in the first Act, showing off her MGL-140 grenade launcher.

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.

RPG-7 - 40mm
RPG-7 on the item menu.
A rebel aims his RPG-7 during MGS4's first Act.
Snake fires on a Stryker using the PGO-7 scope of his RPG-7; the illuminated red dot at the aim point is obscured here by the flare of the rocket's sustainer motor.
Snake starts to reload his RPG-7, showing off the PGO-7 scope.

Thrown / Placed

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.

M112 demolition charge
"C4" on the item menu.

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.

M18 smoke grenade
M18 smoke grenade on the item menu. This grenade produces white smoke.
One of the four coloured "emotion" smoke grenades available after completing the game once. This is the yellow "Laugh" grenade.
Faced with the rebel BMP-3 in the first Act, the Praying Mantis PMC soldiers decide that discretion is the better part of valour, one throwing an M18 smoke grenade to cover their retreat.

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.

M18A1 Claymore anti-personnel mine
M18A1 Claymore on the item menu.
Snake spots a Claymore in the lobby of the Advent Palace Hotel, deciding that practical jokes by the staff must have really got out of hand.
Luckily MGS series standards still apply, and Claymores are apparently both extremely hot for no readily determined reason and can be stolen by crawling over them.

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.

M34 White Phosphorous grenade
M34 White Phosphorous grenade on the item menu.

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.

M67 hand grenade
M67 hand grenade on the item menu.
Drebin shows off a magic trick he presumably uses at really dull parties.

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.

Magazine on the item menu.

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.

"Petro Bomb" on the item menu.

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.

Italian Valmera 69 land mine (centre).
"S.G. Mine" on the item menu.
Apparently showing up as hot on thermal isn't enough for these mines, which are also concealed through clever application of a bright blue body and a big silly light on the top.
In the unlikely case that Snake manages to trigger one, the entire mine jumps into the air; this is incorrect, as the Valmera, like most bounding mines, has an outer body containing the bounding body and propelling charge; only the bounding body should jump into the air.
Snake does not have time to consider this, due to the loss of his entire Psyche gauge and the resultant urgent need for a nap.

Unknown land mine

An unknown land mine is available as a remote-triggered sleeping gas bomb called the "S.G. Satchel."

"S.G. Satchel" on the item menu.

Unknown stun grenade

An unknown 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.

"Stun grenade" on the item menu.
"Chaff grenade" on the item menu.
After FROG soldiers knock a hole into the Advent Palace Hotel's bathroom, they toss a stun grenade inside, visible next to Meryl's head. The explosion, if looked at, turns the screen completely white; this can be simulated by looking to the right of this image.

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.

BGM-71 TOW mounted on M220 tripod - 152mm
Snake is ambushed by a "Gekko" unmanned vehicle crashing through a wall, equipped with an M2 Browning heavy machine gun and twin TOW launch tubes.
After Snake successfully evades the easily-fooled Gekko, they are called away.

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.

Browning M2HB - .50 BMG
One of the Praying Mantis PMC's "Gekko" unmanned vehicles, armed with a Protector M151 Remote Weapon Station and twin BGM-71 TOW anti-tank missiles. The Gekko also mounts a lighter machine gun in the "beak," but this is completely concealed by armour and impossible to identify.
Strykers in MGS4 also mount the Protector M151 Remote Weapon Station, equipped with an M2 Browning heavy machine gun.
A Pieuvre Armement PMC Stryker is seen at the start of the second Act.
Snake sneaks up on a mounted M2 Browning during the game's second Act. Knowing Snake's stealthy ways, it will later find it has much less ammo and is pointed in a different direction, and will never figure out why.

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 M134 - 7.62x51mm
Two power suits are visible at the top of the shot, both with arm-mounted miniguns.

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.

General Electric / General Dynamics M61 Vulcan - 20mm.

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.

PKT machine gun with 250-round ammo drum - 7.62x54mm R
The rebel BMP makes a grand entrance, firing off its bow-mounted PKT machine guns.
If Snake has been nice to the rebels, this is a happy sight; if not, it may be time to be really stealthy.

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.

M224 Mortar - 60mm
Snake discovers the hard way that the mortar wasn't designed to be used as a pillow.
Vowing to never speak of his bad sleeping experience again, Snake decides to dispose of any witnesses, dropping a 60mm round into his M224 mortar after sighting up a hapless PMC soldier manning an M2 Browning.
Snake admires his handiwork and shows off his amazingly flexible definition of "sneaking mission."

M230 Chaingun

PMC hybrid helicopters based on the Boeing X-50 Dragonfly aircraft / helicopter concept are armed with a chin-mounted M230 Chain Gun.

Hughes/Alliant Techsystems M230 Chain Gun - 30mm
A PMC attack helicopter comes in to support Praying Mantis troops during the first level, showing off its chin-mounted M320. While these helicopters appear many times during the game, they never recieve a name.
Snake sights up a PMC attack helcopter with his VSS Vintorez as it fires its chaingun at rebels nearby. This is unlikely to end well for him.
One of the PMC hybrid helicopters in "jet" mode. They are never encountered like this during gameplay, only during the early cutscenes of Act 1.

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.

Yakushev-Borzov Yak-B machine gun - 12.7mm
During one of the introduction's confusing PMC commercials, an Mi-24 Hind-A is briefly visible circling two people in vaguely Middle-Eastern dress; it can be identified as such by the early "greenhouse" side-by-side cockpit rather than the later twin bubble canopy.

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.

"Railgun" on the item menu.
Snake continues to make a mockery of the idea that he keeps his inventory in anything resembling a backpack.
With the Railgun slung over the right shoulder, Crying Wolf's quadrupedal "beast" armour manages the entirely impossible feat of stopping and then lifting a Caterpillar D9 bulldozer with an Israeli-standard up-armour package. This vehicle weighs as much as a main battle tank, and no matter how strong the "beast" is its legs would dig into the ground before it could ever hope to pull this off.

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.

Japanese "Tanegashima" matchlock arquebus. Tanegashima was the site of the first contact Japan had with European traders, and these firearms were copies of traded Portugese guns.
"Tanegashima" arquebus on the item menu.
Snake aims down the iron sight of his Tanegashima arquebus. Note that only one end of the match is lit; typically on a real matchlock, both ends would be lit in case one was extinguished accidentally.
Reloading involves a suitable amount of fiddling around with the weapon's ramrod, followed by a series of hard-to-make-out actions which are presumably refilling the flash pan, resetting the serpentine and replacing the match.
Sometimes it's even worth it.

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