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From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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I will do my own sandbox stuffs later on (if I have more pages or something), but i feel like I want to rewrite the MGS1 page first to atleast make it stand out (but i do not have screencaps for it).

AW captions

shortcut page: Call of Duty: Advanced Warfare

File:CODAW KF5 (1).jpg
An Atlas campaign veteran with the futurized (or less-than futurized, considering the design stems from its prototypes) MP5 MPX on hand.
File:CODAW KF5 (2).jpg
The MPX "Marxman" with a longer barrel (which translates to increased damage range at the cost of damage and recoil), player-customized dual-magazines and red overall dressing.
File:CODAW KF5 (3).jpg
Pulling the charging handle upon drawing the MPX in the Artic circle.
File:CODAW KF5 (4).jpg
Handling the MPX, waiting for further orders.
File:CODAW KF5 (5).jpg
Looking through the aperture drum sights.
File:CODAW SN6 (1).jpg
An Atlas MP holding the SN6.
File:CODAW SN6 (2).jpg
After a traffic jam in Lagos gone wrong, Mitchell draws his SN6, slapping the bolt like a typical HK firearm.
File:CODAW SN6 (3).jpg
With the SN6 on hand, he wonders if other parts of the world suffer terrible traffic jams during the 2060s. The two wide vents on the top emanate visible smoke during the first four initial rounds when firing the weapon. Attaching a suppressor mitigates this.
File:CODAW SN6 (4).jpg
Aiming, using the holographic markings as its rear sight.
File:CODAW SN6 (5).jpg
As mentioned earlier, Mitchell is probably the only one who took notice of the paddle magazine release when reloading.
File:CODAW SN6 (6).jpg
But that is not all, he can either throw the used magazine to the side...
File:CODAW SN6 (7).jpg
... retain the used magazine...
File:CODAW SN6 (8).jpg
... or retain the used magazine to the point that the markings (and fire selector) are shown. This variant of the reload animation is also used when reloading a partial magazine in multiplayer (but not a full magazine, as the auto detaching feature took its place).
File:CODAW SN6 (9).jpg
Regardless though, when the weapon is empty, he pulls the charging handle on the side.
File:CODAW SN6 (10).jpg
The MP reloading his "Precision" variant. Attaching a foregrip to the weapon will change its cocking sound for some reason. The "Magistrate", "Cycled", "Executioner", "Money", "The Third" and this variant have longer barrels, with some variants have different muzzle devices and stocks.
File:CODAW Sten (1).jpg
A British soldier disguised as his counterpart in WW2 from the African campaign (complete with the Sten Mk II), for a celebration in the Parliament of England... in a pressing manner.
File:CODAW Sten (2).jpg
With no time to gear up amongst his crew, he pulls out what he has on his bag: the obsolete Sten gun, putting the bolt from safe to ready.
File:CODAW Sten (3).jpg
While staring in shock that the Big Ben is under attack by an unknown enemy force, he clutches on the Sten to stay determined.
File:CODAW Sten (4).jpg
He checks the sights, thankfully still present. The weapon icon of the Sten Gun includes a Picatinny rail, although the actual rail on the weapon only appears if any sights are equipped, as this one lacks them by default.
File:CODAW Sten (5).jpg
Normally on celebrations like this, he would load blank rounds for acting occasions. But since this is an invasion on British soil...
File:CODAW Sten (6).jpg
... this will change (and the magazine too).
File:CODAW Sten (7).jpg
Once loaded, he pulls back the cocking handle, with an unfortunate rocket saying hello.
File:CODAW Sten (8).jpg
Knowing his ancestors well, he decides to deck out the Sten with post-modern attachments, simply because bringing an obsolete firearm wouldn't fare well against the far technologically superior firearms he will encounter later.
File:CODAW MSMaul (1).jpg
A Sentinel Intel operative with her MAUL shotgun. While not seen in this view, there are spare barrels in the stock (which only appears in default gun and the variants of it that use the original stock); these are never used.
File:CODAW MSMaul (2).jpg
Having got one in a 3D Printer (as opposed to getting one right off the bat), Oz (John Malkovich) pulls the MAUL out, in Exo Zombies.
File:CODAW MSMaul (3).jpg
The MAUL at the ready inside of an Atlas RND facility, knowing he would be doomed anyway, Oz takes his chances.
File:CODAW MSMaul (4).jpg
Aiming through the iron sights.
File:CODAW MSMaul (5).jpg
Several shots later, he pulls out the preloaded barrel.
File:CODAW MSMaul (6).jpg
And inserts a new one either out of the stock or out of his hyperspace pockets.
File:CODAW MSMaul (7).jpg
Although he is a janitor, not a trained soldier, gun safety isn't his strongest point.
File:CODAW Tac19 (1).jpg
The Tac-19 in the hands of a KVA operator.
File:CODAW Tac19 (1).jpg
The Tac-19 in downtown New Baghdad.
File:CODAW AK-12 (1).jpg
The AK-12 in the hands of a Nigerian special forces operator (as a side note, some of the cosmetic options that are used from the Nigerian parts are reused for the North Korean soldiers in the opening mission).
File:CODAW AK-47 (1).jpg
The AK-47 along with the Nigerian support operator.
File:CODAW Bal27 (1).jpg
Having traded his "EM1" beam weapon for a "Bal-27", the Atlas recon Beamer (which appears as an opponent in Exo Survival) holds the franken-bullpup at the ready.
File:CODAW Bal27 (1).jpg
The Bal-27 in this specific sequence has the Atlas Corpoaration markings printed out on the side, while the versions outside of it do not.
File:CODAW Bal27 (1).jpg
All reloads involve opening some cover behind the weapon's rear sight that blocks the magazine, which Mitchell himself interacts in non-empty reload animations, or the gun's cover opening up in empty magazines. Once the magazine is inserted, Mitchell closes the cover by slamming it downwards or by flicking the gun.
File:CODAW Bal27 (1).jpg
Like the SN6 before it, the Bal-27 features three (or six, if you count both empty and non-empty) unique reload animations only available in singleplayer. This variant of the reload animation is the non-empty one in multiplayer.
File:CODAW Bal27 (1).jpg
Attaching a grenade launcher overrides the weapon's reload animations to the third variant, which involves flicking the gun to close the cover in a non-empty reload. This also happens in multiplayer.
File:CODAW Bal27 (1).jpg
The ARX-160 wielded by the Atlas "Whiteout" operative (with some creative liberty changes from the set).
File:CODAW Bal27 (1).jpg
"Superlite", it's no OSA, but it'll do.

Quick Notes

Detroit: Become Human reference list

  • A fictional ".355" (9mm in metric terms, which is translated as such in other localizations) caliber pistol appears as the "MS853 Black Hawk". The pistol is fitted with wood grips and a left sided ejection port, without any sort of external hammer nor rear iron sight. It is potentially used by the player character at the introduction chapter.
  • A M&P45 (oddly chambered in the fictional ".457" caliber) semi-automatic pistol appears as the one of the most prominent firearms in the game, commonly used by various characters in violent situations. Two models of the pistol exist in the game, a version with white rubber grips is used by the Detroit Police Department, while a version with wood grips is used by civilian characters instead.
  • The Ruger GP100 revolver appears in some of the chapters in the game. It is not usable by the player.
  • A sniper rifle appears in some of the chapters, taking cues from Accuracy International's AX series of rifles and the Barrett MRAD or M95B, but without the bolt handle in any of them, implying it is semi-automatic. It is not usable by any of the player characters, with the exception on one of the endings.
  • A fictional assault rifle appears as the standard rifle for security members as well as the military that appears in the game. While mostly fictional, it takes elements from the SCAR (likely the SCAR-H). It uses 20-round magazines, is equipped with a flashlight and a holographic sight and it is equipped with a stock inspired by the LMT SOPMOD rifle stocks. It is usable by the player characters in certain quick time events that involves disarming a soldier.

Your Lies in a Forgotten Era

Your Lies in a Forgotten Era is an original series by XSlayer300, that depicts the "Forgotten War", a large-scale, apocalyptic war prior to the events of Terra which combines elements of the first and second World Wars.

Project Remnant is a series of which it specifically depicts the weapons used in Your Lies in a Forgotten Era, being used after the war.

The following weapons appear in the Your Lies in a Forgotten Era series:

US Weapons


"R35 Service Pistol"

The main sidearm of the United Federation Army, the .45 ACP "R35 service pistol" combines elements of various Colt firearms: the Model 1903 Pocket Hammerless, the Model 1900 and the military M1911.

"R35 Custom"

Corporal [redacted name for now, not a spoiler tho] uses a custom variant of the "R35" pistol as his signature weapon, with a threaded barrel, slightly extended magazine (holding 9 rounds), enhanced sights and an array of other custom modifications. These modifications are inspired by Naked Snake's custom M1911A1 in Metal Gear Solid 3: Snake Eater.

One noteworthy thing about the R35 custom is that in addition to standard rounds, it can fire grenade rounds as well as a blank round for an airstrike. The reason that the weapon fires grenades is that a ghostly apparition of [X]'s squadmate would suddenly appear and fire an actual rocket grenade at the target. They would then disappear afterwards or sometimes, after the battle, commending [X]'s efforts by saluting then disappearing.

Submachine Guns

"R66 SMG"

The "R66" submachine gun appears, which is a stylized version of the (briefly-adopted) M2 Hyde submachine gun, with a telescopic stock and heat shield.


"R21 Frontier Shotgun"

(To be filled)

Semi-Automatic Rifles

"R60 Repeater Rifle"

The "R60 Repeater" is the standard, main battle rifle of the United Federation Army prior to [XXXX]. It takes large inspiration of the .276 Pederson rifle, the frame and sights of the Lee-Enfield and the heatshield of the M14E2 automatic rifle.

"MX67 Anti-Tank Rifle"

The "MX67" anti-tank rifle makes a rare appearance, being a Winchester-Williams anti-tank rifle, but with a stylized, olive-green fore, a muzzle brake from BOCW, a hybrid stock from a Lahti L-39 and a Boys AT and finally, a grip from a Lewis Gun.

Automatic Rifles

"R42 Assault Phase Rifle"

The "R42" appears as the assault phase rifle, primarily based out of the Lewis Assault Phase Rifle and it is the main battle rifle after the "R60 Repeater". It is combined with Lee-Enfield sights, the pistol grip, the wooden fore, the fire control group and the magazine are all from the FN Model D.

"Lil' Lewie"

The upgraded "Lil' Lewie" assault phase rifle is based on a later version of the Lewis Assault Phase Rifle. But with some elements of the FN Model D being replaced by the Sweedish Kg m/21.

"R41 Storm Rifle"

The "R41 Storm Rifle" is directly based on the Burton 1917 LMR - complete with its dual magazine system and its incendiary ammo function, with a Johnson M1941 machine gun stock and a custom lower receiver based out of the HK-pattern rifles such as the G3.

Manually Operated Rifles

"R27 Crackshot Rifle"

The "R27" is based on the US pattern of Krag-Jørgensen rifles, with a 7.8x Unertl scope by default.

Machine Guns

"MX33 Medium Machine Gun"

The MX33 is based on the Browning AN/M2 Stinger machine gun, but with a different profile stock.

Metal Gear Solid

(original page, delete when done: Metal Gear Solid)

Metal Gear Solid is the classic 1998 Playstation game (later ported to the PC in 2000 and PS3 in 2008) that brought the previously obscure Metal Gear franchise up to date and made "stealth gameplay" the gimmick every game felt it needed to copy. Starring an agent named Solid Snake (David Hayter) working for a secret special operations unit called FOXHOUND, the story finds him ordered to infiltrate a nuclear disposal facility to rescue hostages and deal with terrorists. However, soon things prove to be far more complex as the series' titular Metal Gear, a nuclear-armed bipedal armored vehicle, becomes involved.

Metal Gear Solid: The Twin Snakes is a 2004 remake released exclusively for the Gamecube. Released after the formal sequel, Metal Gear Solid 2: Sons of Liberty, it uses the same graphics engine and has vastly improved visuals, and incorporates almost all the gameplay improvements of the sequel, such as first-person aiming, as well as including tranquilizer weaponry. It was criticized for featuring a series of additional cutscenes where Snake performs cartoonish feats including using a missile as a platform for launching himself into the air and throwing a hand grenade down a tank's gun barrel by pitching it like a baseball.

The following weapons appear in the video game Metal Gear Solid and its remake Metal Gear Solid: The Twin Snakes: (table of contents)


Metal Gear Solid is relatively simple compared to its later successors, being more of a remake of Metal Gear 2 (and by a lesser extent, Metal Gear) which shares most of its gameplay elements to its prior game, and expands upon them. At the beginning of the game, Solid Snake (referred to as Snake then on) starts off with a small health bar and can carry a limited amount of ammo, but as more bosses are defeated, Snake's maximum health and maximum ammo will increase (though in the Twin Snakes, Snake starts with the maximum health and ammo possible).

The player can carry an unlimited number of inventory items, all of which is accessible. Although two of them (one for a weapon slot and another for items) can be quick used at a time, this same system would be applied later to its sequels. Having no weapons equipped will allow Snake to perform melee attacks up close, which are rendered by the game as lethal to bosses (unlike the other games in the series, including Twin Snakes) but can briefly stun regular enemies. Snake can perform what is known as a "Tactical Reload", where in unequipping and re-equipping the weapon will allow the weapon to be reloaded instantly, and it is the only way to reload with a firearm that has remaining rounds in the magazine. This feature would be retained in the following games (and its remake) until Metal Gear Solid 4: Guns of the Patriots.

The game introduces the term "on-site procurement", which serves as a gameplay mechanic throughout the series (though it was unnamed in its predecessors). Snake starts off without any inventory items barring smuggled cigarettes; he can only obtain weapons that are available either lying around levels or at storage areas throughout the game world. He cannot obtain weapons that are dropped from slain enemies nor some characters in some events, though they can sometimes drop items or ammo which Snake can use.

Exclusive to the Integral version and the PC port of the game, the player can optionally enter through the first person perspective for most of the sections of the game, although Snake's weapon is not seen in his hands while equipped. It is different from the first person view system that was used in MGS2 or its remake below. In addition to this, bonus VR training missions can be played as a sort of side content to the game.

The Twin Snakes remake heavily derives on the gameplay mechanics from Metal Gear Solid 2 as mentioned earlier. As such, it uses the same first person view system as that game as well as non-lethal takedowns (through the use of aforementioned tranquilizer weaponry and melee attacks). Since the base game isn't changed, the net result is to make the game excessively easy compared to the original (since the player can abuse the first person perspective behind cover and perform one-hit headshots on common enemies) which was also a source of its negative criticism. And since the cinematics are mostly not deviated from the original game (excluding exaggerated feats), defeating some bosses with non-lethal weaponry will not have its cinematics altered (but the gameplay will register it as non-lethal takedowns), and will end as if Snake defeated the boss with lethal weapons. The Twin Snakes does not feature the VR missions.


Heckler & Koch Mark 23 Phase II Prototype

The Phase II prototype of the H&K Mk 23 Mod 0, referred to in-game as the "SOCOM" (noted by its small cocking serrations on the slide, which are deleted on the production models), is Solid Snake's weapon of choice throughout the game, always brandishing it most cutscenes involving an armed confrontation. It comes with a distinctive blocky LAM (Laser Aiming Module) unit of both the Phase I and Phase II prototypes and can later permanently accept a Knight's Armament Company suppressor which is non-degradable. At least one of the Genome Soldiers also carried the gun, seen when Snake travels through the hallway where Gray Fox slaughtered the soldiers stationed outside Emmerich's lab. Though they do not use it in actual gameplay. It holds 12 (+1 in the chamber when tactically reloaded; in 1998, no less) rounds and holds 25 reserve ammunition initially, which can be easily found. Aiming the pistol requires the attack key to be held down, releasing it causes the gun to fire.

The Mk 23 was deliberately chosen for its large size and blocky appearance; the former to make the pistol easier to see in Snake's hands in the overhead view the original game mostly took place in, and the latter to go easy on the PlayStation's relatively weak 3D capabilities. The Mark 23's appearance in the game would later be famously associated to Snake as a whole as one of his iconic weapons (though he would barely use it all in MGS2, only through the use of bugs and its appearance as a hidden "Easter egg" weapon in MGS4).

Airsoft Heckler & Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP
The "SOCOM" in the VR Missions menu.
Snake aiming the Mark 23 Prototype out of the back of a truck in front of the Disposal Facility. This truck is the first place the Mark 23 can be found in the game.
Snake offering to switch guns with Meryl.

Twin Snakes version

While in first person mode, Snake uses the Mark 23's iron sights as opposed to using its LAM laser to aim, which was carried over from MGS2.

IMI Desert Eagle Mark XIX

The Desert Eagle Mark XIX appears in the game as Meryl's weapon of choice. It appears to be the .50 AE version due to it not having a fluted barrel in either versions of the game. It cannot obtained by the player in any way.

Desert Eagle Mark XIX - .50 AE.
Meryl reloading the Desert Eagle.

Twin Snakes version

Meryl shows off her Desert Eagle.

Colt Single Action Army

The Colt Single Action Army "Artillery" model appears as Revolver Ocelot's weapon of choice (that would be commonly associated with Ocelot in future games, as with Snake's Mark 23); unobtainable by the player. He has the ability to precisely bounce shots off multiple walls to hit targets in cover with it, however its archaic nature makes it slow to reload. The ammunition count in the cylinder is (helpfully) displayed on screen. During his battle, Revolver Ocelot fires the Single Action Army slowly despite firing the weapon in fan fire stance and after a successful reload, he will perform gun-twirling tricks with the revolver.

He refers to it as "the greatest handgun ever made", claiming that its six bullets are "more than enough to kill anything that moves." After losing his right hand, Revolver Ocelot is seen wearing his Single Action Army in a holster when Snake is captured.

Single Action Army w/ 5.5" barrel aka "Artillery" model with wooden grips (this is a Cimarron reproduction - and an actual movie gun) Note lack of 4th screw on revolver frame in front of cylinder. The Colts all have this.
Revolver... OCELOT!

Twin Snakes version

Gun Barrel ala James Bond
"The Twin Snakes" version.

Submachine Guns


The MP5SD2 is only available in the Japan-only Metal Gear Solid: Integral and the PC port of the original game. It can only be obtained by starting a new game on the "Very Easy" difficulty, where it will appear in Snake's inventory immediately after the introductory cutscene. It has a extremely fast fire-rate and infinite ammo, that together with it being integrally suppressed enables far more reckless play of the game on the "Very Easy" difficulty.

Heckler & Koch MP5SD2 - 9x19mm
Snake outside the Disposal Facility with the MP5SD2. Note the "999/999" ammo counter, displaying infinite ammo.



The FAMAS rifle (albeit named "FA-MAS" in the original game) is the standard issue weapon of the Genome Army and commonly seen throughout the game, serving as the player's only fully automatic weapon which cannot be suppressed. Solid Snake, Meryl, and Liquid Snake also use the FAMAS. One unique aspect to the FAMAS compared to other bullet-firing weapons is that the last three rounds in the magazine are tracer rounds; which functionally deal extra damage per shot. In the "Very Easy" difficulty in the Integral version and the PC port of the game, the FAMAS cannot be obtained as the MP5SD2 is superior to the FAMAS in every way. It correctly holds 25 rounds (+1 in the chamber) and holds 101 rounds when first obtained. Most in-game Genome soldiers have flashlights mounted on their guns, though they're not modeled in, only appearing as a light sprite.

Like most weapons in the game, the FAMAS was likely deliberately chosen for its blocky appearance, something of a requirement given the rather limited 3D capabilities of the original PlayStation console. Interestingly enough, obtaining FAMAS ammo prior to acquiring the rifle will not allow this.

FAMAS G1 - 5.56x45mm NATO
The FAMAS in the VR missions menu.
Meryl holding her FAMAS on Snake after stealing a guard uniform.

Twin Snakes version

Exclusive to the Twin Snakes remake, the FAMAS comes equipped with a laser sight (which is complementary to the first person view of the game) and the flashlight used by NPCs is actually modeled. The Genome soldiers in the Warhead Storage Building have underbarrel M203 grenade launchers attached. These launchers are loaded with non-lethal ring airfoil projectiles, although gameplay mechanics have Snake getting wounds from the ring airfoil projectiles instead of having his stamina depleted. It is not possible obtain the rifle either with a flashlight and its launcher.


The Heckler & Koch PSG-1 sniper rifle is used by Solid Snake and Sniper Wolf, acting as the lone long-ranged rifle in the game. Equipping the rifle immediately scopes the player's view and forces Snake to be on a prone position. Precise aiming is only possible if the player uses a dose of Diazepam (Pentazamin in the Twin Snakes) medication, otherwise the scope reticule will uncontrollably sway in random directions. Sniper Wolf's PSG-1 is fitted with some sort of laser module, while Snake's rifle lacks one. Getting hit while scoped in will dramatically cause the view to flinch.

Heckler & Koch PSG1 - 7.62x51mm NATO
The PSG1 in the VR Missions Menu.

Twin Snakes version

In the Twin Snakes remake, a tranquilizer variant is available, called the PSG-1T. This variant has the same model as the PSG-1. Both variants now allow Snake to fire in a standing or kneeling position.

Snake and Sniper Wolf take aim at one another after a boss fight in The Twin Snakes. Perhaps one of the most ridiculous events of the remake, where Snake does a 720 degree spin - after a backflip in which Snake landed on the very back edge of the stock to knock the gun into the air for him to grab - and no-scopes Wolf in one shot.


FIM-92A Stinger

The FIM-92A Stinger surface-to-air missile launcher used by Solid Snake appears as a strange all-purpose missile launcher, as it is able to fictionally lock onto surface-level targets (in addition to aircraft) such as ground vehicles, emplaced devices and infantry, all of which do not have a heat or radar signature to be locked on in the first place. Unlike the real Stinger launcher, fired missiles does not need to travel a minimum set distance (660 feet) for the seeker to arm itself, does not need to actually reload after firing a shot, and comes with a futuristic, fictional scope view when aiming.

There is no animation for readying another Stinger and it is simply ready to fire again after a couple of seconds, not even requiring the player character to stop looking through the scope. The Stinger's complex firing procedure instructions are ignored as typical of media; the IFF interrogator and battery coolant unit cartridge are ignored entirely (though given that there are no friendly aircraft needed for the former, it's not really needed), and that in order lock onto targets with the Stinger, the operator must establish contrast by aiming the weapon at open sky, whereas in-game targets can be locked on right away once targeted.

FIM-92 Stinger - 70mm
The Stinger in the VR Missions menu.

Twin Snakes version

Snake aiming the Stinger at Liquid's Mi-24 Hind-D.


A fictional missile launcher that fires "remote-controlled miniature reconnaissance missiles", first used by Solid Snake to destroy a generator powering an electrified floor. Supposedly designed for reconnaissance missions, the Nikita missile is only capable of traveling on the x-axis and cannot travel vertically, unless its travelling on an ascending surface, and its missiles have a limited amount of fuel before detonating. Taking damage while operating the Nikita will prematurely take away control from the player.

From a realistic point of view, the Nikita could never work as a practical weapon as the missile simply travels too slow to maintain lift. Any faster and it becomes a fancy wire-guided missile launcher. The weapon's impracticality is even referenced within the games, stating that all the electronics and ancillaries inside the missiles leave so little space for the warhead that its damage ends up being pitiful, barely enough to destroy the electrical panels that it's used against.

The Nikita in the VR Missions Menu.

Twin Snakes version


M67 hand grenade

The high explosive grenade (known simply as "Grenade") that Snake uses is a M67 hand grenade, as seen in its icon and its model. The weapon is used by Solid Snake as the only throwable explosive device available. It would also see use from the Genome Soldiers, who can occasionally use it against Snake, especially if Snake enters a vent during alert phase. Unlike both non-lethal grenades (seen below), Snake can carry a maximum of 6 grenades at a time when first obtained. When Snake scouts the premises of the facility in the early part of the game, he infamously (and funnily) describes the soldiers' arsenal with their FAMAS and M67 that "they're armed with five five sixers and pineapples." The latter referring to the obsolete Mk 2 hand grenade, despite it not depicted in-game and it makes no sense given that the M67 uses a different, baseball-like design.

It is used by Snake to take down Vulcan Raven's M1 tank, by tossing grenades into the open hatch to damage the crew (who apparently insist on manning the exposed turret-mounted M2 Browning instead of operating it remotely or using the co-axial gun).

M67 fragmentation grenade
The Grenade in the VR Missions Menu.

Twin Snakes version

The aforementioned "pineapples" quote isn't changed from the remake.

M18A1 Claymore

The M18A1 Claymore mine is featured in the game, but has unique features. These mines are equipped with optical camouflage, rendering them invisible and are equipped with a sensor that will cause the mine to detonate if something gets in front of its cone of detection (including Snake himself). They can only be seen with thermal goggles and the mine detector, but can also be obtained by crawling over them (which will not cause the mine to detonate).

M18A1 Claymore directional mine
The Claymore in the VR Missions Menu.

Twin Snakes version

In the Twin Snakes, Claymore mines placed by the player are now visible.


Another explosive available to the player. Solid Snake uses them to enter the area where Kenneth Baker was being tortured by Ocelot. Ocelot, having anticipated Snake's arrival, had also wired Baker to tripwired C4 when he was tied to a pillar to deter Solid Snake from rescuing him, although a cyborg ninja managed to save the elderly ArmsTech president as well as blowing the tripwire C4 up when he ambushed Ocelot and Snake. Snake later uses it on a frozen door on the Communications Tower A, on Otacon's suggestion (this was apparently the only method for Metal Gear's designers to open the door if it froze) in the event that he needed to backtrack somehow. They came with scramblers so as to ensure they weren't prematurely detonated from wireless signals other than that of the wireless detonator.

Aside from its mandatory uses, the C4 can either be placed on walls or on the ground and can be detonated by pressing the melee/interaction key. Snake can hold a maximum of 3 C4 charges when first obtained.

C4 planted on one of the freshly cemented over entrances in Basement 2 of the Disposal Facility.

Twin Snakes version

"Stun Grenades"

"Stun Grenades" can be acquired throughout the game. They most closely resemble M18 smoke grenades, though owing to graphical limitations and being designed to be visible in a high overhead view, they are essentially rectangular and the size of Snake's head. When they explode, they'll instantly knock out enemies in a wide area, regardless if said enemies were even in the room where the grenade exploded. The resulting explosion does not affect Snake in any way (other than the blinding flash), though cooking the grenade for too long will detonate on Snake's hand, causing minor damage. Snake can carry a maximum of 3 stun grenades when initially obtained.

M18 Smoke Grenade.
Snake preparing to throw a Stun Grenade down a hallway.

Twin Snakes version


In Twin Snakes, The stun grenades have a new model resembling the MK3A2 offensive grenade, it is still a non-lethal Stun Grenade with a fairly large stun radius.

MK3A2 offensive hand grenade
Snake holds an MK3A2 grenade.
A thrown MK3A2 grenade.

"Chaff Grenades"

As with the stun grenades above, fictional "Chaff Grenades" can be acquired and often the first grenade that Snake can obtain. They resemble M18 smoke grenades as with the stun grenades, the only differentiating feature between these two grenades is that the chaff grenade has a strip on its icon (where stun grenades do not have one). Completely harmless to human targets (except when Snake cooks the grenade for too long, as the stun grenade), the chaff grenade disables electronical equipment such as surveillance cameras or even Snake's Soliton Radar and can hinder certain mechanical bosses in their own ways. Snake can carry a maximum of 3 chaff grenades when initially obtained.

M18 Smoke Grenade.

Twin Snakes version

In addition to disabling electrical equipment, the chaff grenades also jam radio transmissions. A feature that was carried over from MGS2.

Machine Guns


The M60 can be seen mounted on two M151 jeeps near the game's ending. Solid Snake uses the machine gun while riding a jeep in the final act of the game. The M60 manned by Snake has an infinite ammo supply and is hard to aim in third person so holding down the first person view button is advised for consistently hitting shots, especially in the segment where Liquid Snake chases Solid Snake and Meryl's jeep.

M60 machine gun - 7.62x51mm NATO
An M60 mounted on an M151 jeep.
Solid Snake armed with the M60.

Twin Snakes version

M61A1 Vulcan Cannon

When encountered for the second time, instead of a tank, Vulcan Raven attacks Snake with a (aptly named) hand-held M61 Vulcan rotary gun with a chainsaw grip clearly inspired by the M134 minigun in Terminator 2: Judgment Day. Raven wears the ammo drum as a backpack, but it isn't explained precisely what's supposed to be powering it. Twin Snakes makes the rather bizarre addition that the M61A1 is somehow taken from one of the two crashed F16s that Liquid managed to shoot down using a helicopter with no dedicated anti-aircraft weaponry. Though it might conceivably be possible for a very strong man to dead-lift the assembly Raven carries like a barbell, carrying the 248-pound gun alone would be essentially impossible for any meaningful period of time, nevermind with an F-16 ammo drum containing another 285 pounds of ammunition. Even allowing that, all the muscles in the world would not be sufficient to stop Raven's arms being turned into paste by the average 3,200 pounds of recoil force generated by firing the weapon at full speed.

Metal Gear Rex was also equipped with Vulcan cannons according to Otacon, although MGS4 retcons this rather nonsensically to them being a variant of the much too large GAU-8; even in the latter game, they are still shown as six-barrel Vulcans rather than seven-barrel GAU-8s on Rex's model.

GE M61 Vulcan 20mm Cannon
"Cryptic metaphor!"

Twin Snakes version

Vulcan Raven prepares to use his M61.

Browning M2HB

In the original game, Vulcan Raven's M1A1 Abrams is depicted with M2s on both the commander's and loader's hatches. It's easy to see the Abrams is an M1A1 due to the lack of the A2 package's Commander's Independent Sight [CIS, also CITV for "Commander's Independent Thermal Viewer"] ahead of the loader's hatch.

Browning M2HB on vehicle mount - .50 BMG
FN M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO

M240D Machine gun (Twin Snakes version)

In the Twin Snakes it is correctly shown with an M240D on the loader's hatch and a Browning M2 on the commander's hatch.

Profile view of the Twin Snakes M1A1 Abrams Tank, showing both the M2HB and M240D.
"This is Raven's territory..."

Yakushev-Borzov Yak-B

Liquid's Hind-D is seen equipped with a Yakushev-Borzov Yak-B.

A real Russian Yak-B 12.7mm Gatling gun for comparison.

Twin Snakes version

Liquid's Hind-D

Twin Snakes exclusive weapons

Beretta M9

Snake can acquire a modified Beretta M9. It serves as a special manually-operated tranquilizer gun, and is identical to the weapon introduced in Metal Gear Solid 2: Sons of Liberty. It comes with a suppressor and a laser sight. Snake must cycle the gun manually after every shot.

Genome soldiers with riot shields use the standard, lethal version of this gun; as before, these only appear in Twin Snakes and not in the original game.

Beretta 92F with Knight's Armament XM9 suppressor and slide lock lever - 9x19mm


The SPAS-12 is utilized by several attack teams when spotted. The Warhead Storage Building Ground Floor guards are implied to utilize a non-lethal variant of the weapon against Snake due to the risk of using lethal firearms causing the nukes to irradiate the area if hit, though as with the aforementioned FAMAS' underbarrel M203s, they deal harmful damage to Snake rather than depleting his stamina.

Franchi SPAS-12 with butt hook attached to stock - 12 gauge

Winchester 1300 Shotgun

The Winchester 1300 shotgun isn't actually used by any of the characters, but it does appear on the interior pages of the book item once it is set, held by a blond woman with the name "A. Roivas". Its presence is a reference to the game Eternal Darkness: Sanity's Requiem, with the woman being the game's main protagonist Alexandra Roivas. Both The Twin Snakes and Eternal Darkness were made by the same developer, Silicon Knights, explaining the cameo.


Railguns and stealth

A major plot point is that Metal Gear Rex's railgun is capable of launching a "stealth" warhead which cannot be detected by satellites and is "totally impossible to intercept." This is actually severely untrue.

This is because a rocket engine applies force to an ICBM over a prolonged period of time; for example, a Trident ICBM's boost stage, which accelerates the missile to roughly 20,000 feet per second, lasts roughly two minutes. If Rex's railgun is imagined to be around 50 feet long, it would have to accelerate the projectile to the same speed in the 0.005 seconds before the warhead left the weapon.

Imagining the warhead to weigh 862 kilos (the size of a Mark 23 nuclear shell for a 16" / 50 Calibre Mark 7 battleship gun), it would have 16,016 megajoules of kinetic energy at launch. Since no machine is 100% efficient and most are nothing like this, it would not be exaggerating to imagine the railgun's wasted energy (in the form of recoil, heat and mechanical deformation of the rails) would be the same amount of energy again, meaning the heat energy emitted by Rex on firing would be the equivalent of the detonation of about four tons of TNT. This and the superheated trail caused by the round's passage through the atmosphere would mean a Metal Gear firing its main weapon would be easily detectable by existing systems designed to spot ICBM launches.

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